mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Added TurnAroundFramesToRecover.
This commit is contained in:
parent
a82a238ce9
commit
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@ -9,10 +9,10 @@
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</data>
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</layer>
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<objectgroup id="1" name="PlayerStartingPos">
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<object id="135" x="840" y="530">
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<object id="135" x="1400" y="580">
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<point/>
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</object>
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<object id="137" x="959" y="532">
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<object id="137" x="1500" y="580">
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<point/>
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</object>
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</objectgroup>
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File diff suppressed because it is too large
Load Diff
@ -362,7 +362,7 @@
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"array": [
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0,
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0,
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209.57814771583418,
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216.46608171234504,
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0,
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0,
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0,
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@ -537,7 +537,7 @@
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"array": [
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0,
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0,
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209.57814771583418,
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216.46608171234504,
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0,
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0,
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0,
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@ -96,7 +96,7 @@ cc.Class({
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const p2Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y);
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const colliderRadiusV = gopkgs.WorldToVirtualGridPos(12.0, 0);
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const speciesIdList = [4096, 1];
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const speciesIdList = [1, 4096];
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const chConfigsOrderedByJoinIndex = gopkgs.GetCharacterConfigsOrderedByJoinIndex(speciesIdList);
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const startRdf = window.pb.protos.RoomDownsyncFrame.create({
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@ -169,30 +169,24 @@ cc.Class({
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if (self.btnA) {
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self.btnA.on(cc.Node.EventType.TOUCH_START, function(evt) {
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self._triggerEdgeBtnA(true);
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evt.target.runAction(cc.scaleTo(0.1, 0.3));
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});
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self.btnA.on(cc.Node.EventType.TOUCH_END, function(evt) {
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self._triggerEdgeBtnA(false);
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evt.target.runAction(cc.scaleTo(0.1, 0.5));
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});
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self.btnA.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
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self._triggerEdgeBtnA(false);
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evt.target.runAction(cc.scaleTo(0.1, 0.5));
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});
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}
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if (self.btnB) {
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self.btnB.on(cc.Node.EventType.TOUCH_START, function(evt) {
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self._triggerEdgeBtnB(true);
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evt.target.runAction(cc.scaleTo(0.1, 0.3));
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});
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self.btnB.on(cc.Node.EventType.TOUCH_END, function(evt) {
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self._triggerEdgeBtnB(false);
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evt.target.runAction(cc.scaleTo(0.1, 0.5));
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});
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self.btnB.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
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self._triggerEdgeBtnB(false);
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evt.target.runAction(cc.scaleTo(0.1, 0.5));
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});
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}
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@ -500,13 +494,23 @@ cc.Class({
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this.cachedBtnALevel = this.realtimeBtnALevel;
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this.btnAEdgeTriggerLock = true;
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}
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if (rising) {
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this.btnA.runAction(cc.scaleTo(0.1, 0.3));
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} else {
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this.btnA.runAction(cc.scaleTo(0.1, 0.5));
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}
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},
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_triggerEdgeBtnB(rising) {
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_triggerEdgeBtnB(rising, evt) {
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this.realtimeBtnBLevel = (rising ? 1 : 0);
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if (!this.btnBEdgeTriggerLock && (1 - this.realtimeBtnBLevel) == this.cachedBtnBLevel) {
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this.cachedBtnBLevel = this.realtimeBtnBLevel;
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this.btnBEdgeTriggerLock = true;
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}
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if (rising) {
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this.btnB.runAction(cc.scaleTo(0.1, 0.3));
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} else {
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this.btnB.runAction(cc.scaleTo(0.1, 0.5));
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}
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},
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});
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@ -631,7 +631,19 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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}
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if 0 == currPlayerDownsync.FramesToRecover {
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isWallJumping := (currPlayerDownsync.Speed < intAbs(currPlayerDownsync.VelX))
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/*
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if isWallJumping {
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fmt.Printf("joinIndex=%d is wall jumping\n{renderFrame.id: %d, currPlayerDownsync.Speed: %d, currPlayerDownsync.VelX: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, currPlayerDownsync.Speed, currPlayerDownsync.VelX)
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}
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*/
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if 0 != effDx {
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if !isWallJumping && 0 > effDx*thatPlayerInNextFrame.DirX {
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// [WARNING] A "turn-around", or in more generic direction schema a "change in direction" is a hurdle for our current "prediction+rollback" approach, yet applying a "FramesToRecover" for "turn-around" can alleviate the graphical inconsistence to a huge extent! For better operational experience, this is intentionally NOT APPLIED TO WALL JUMPING!
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thatPlayerInNextFrame.DirX = effDx
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thatPlayerInNextFrame.VelX = 0
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thatPlayerInNextFrame.FramesToRecover = chConfig.TurnAroundFramesToRecover
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} else {
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xfac := int32(1)
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if 0 > effDx {
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xfac = -xfac
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@ -639,12 +651,14 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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thatPlayerInNextFrame.DirX = effDx
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thatPlayerInNextFrame.DirY = effDy
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thatPlayerInNextFrame.VelX = xfac * currPlayerDownsync.Speed
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if intAbs(thatPlayerInNextFrame.VelX) < intAbs(currPlayerDownsync.VelX) {
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// Wall jumping
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if isWallJumping {
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//fmt.Printf("joinIndex=%d is controlling while wall jumping\n{renderFrame.id: %d, currPlayerDownsync.Speed: %d, currPlayerDownsync.VelX: %d, effDx: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, currPlayerDownsync.Speed, currPlayerDownsync.VelX, effDx)
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thatPlayerInNextFrame.VelX = xfac * intAbs(currPlayerDownsync.VelX)
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} else {
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thatPlayerInNextFrame.VelX = xfac * currPlayerDownsync.Speed
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}
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
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}
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} else {
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
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thatPlayerInNextFrame.VelX = 0
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@ -17,6 +17,7 @@ type CharacterConfig struct {
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Speed int32
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JumpingInitVelY int32
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JumpingFramesToRecover int32 // Not used yet
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DashingEnabled bool
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OnWallEnabled bool
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@ -25,6 +26,8 @@ type CharacterConfig struct {
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WallJumpingInitVelY int32
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WallSlidingVelY int32
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TurnAroundFramesToRecover int32
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SkillMapper SkillMapperType
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}
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@ -42,8 +45,11 @@ var Characters = map[int]*CharacterConfig{
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GetUpInvinsibleFrames: int32(10),
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GetUpFramesToRecover: int32(27),
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Speed: int32(float64(2.0) * WORLD_TO_VIRTUAL_GRID_RATIO),
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Speed: int32(float64(2.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
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JumpingInitVelY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
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JumpingFramesToRecover: int32(2),
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TurnAroundFramesToRecover: int32(4),
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DashingEnabled: false,
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OnWallEnabled: false,
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@ -88,13 +94,16 @@ var Characters = map[int]*CharacterConfig{
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GetUpInvinsibleFrames: int32(10),
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GetUpFramesToRecover: int32(27),
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Speed: int32(float64(2.0) * WORLD_TO_VIRTUAL_GRID_RATIO),
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Speed: int32(float64(2.6) * WORLD_TO_VIRTUAL_GRID_RATIO),
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JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
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JumpingFramesToRecover: int32(2),
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TurnAroundFramesToRecover: int32(4),
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DashingEnabled: true,
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OnWallEnabled: true,
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WallJumpingFramesToRecover: int32(9), // 8 would be the minimum for an avg human
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WallJumpingInitVelX: int32(float64(2.5) * WORLD_TO_VIRTUAL_GRID_RATIO), // Default is "appeared facing right", but actually holding ctrl against left
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WallJumpingFramesToRecover: int32(8), // 8 would be the minimum for an avg human
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WallJumpingInitVelX: int32(float64(2.8) * WORLD_TO_VIRTUAL_GRID_RATIO), // Default is "appeared facing right", but actually holding ctrl against left
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WallJumpingInitVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
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WallSlidingVelY: int32(float64(-1) * WORLD_TO_VIRTUAL_GRID_RATIO),
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@ -138,8 +147,11 @@ var Characters = map[int]*CharacterConfig{
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GetUpInvinsibleFrames: int32(8),
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GetUpFramesToRecover: int32(30),
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Speed: int32(float64(1.9) * WORLD_TO_VIRTUAL_GRID_RATIO),
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Speed: int32(float64(2.0) * WORLD_TO_VIRTUAL_GRID_RATIO),
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JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
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JumpingFramesToRecover: int32(2),
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TurnAroundFramesToRecover: int32(4),
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DashingEnabled: false,
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OnWallEnabled: false,
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