Fixes for revival dynamics.

This commit is contained in:
genxium 2023-02-19 21:05:25 +08:00
parent 8b5a96e825
commit a44535cad2
4 changed files with 10 additions and 7 deletions

View File

@ -461,7 +461,7 @@
"array": [ "array": [
0, 0,
0, 0,
209.7452601621179, 216.50635094610968,
0, 0,
0, 0,
0, 0,

View File

@ -518,7 +518,7 @@
"array": [ "array": [
0, 0,
0, 0,
216.05530045313827, 216.50635094610968,
0, 0,
0, 0,
0, 0,

File diff suppressed because one or more lines are too long

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@ -959,6 +959,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
thatPlayerInNextFrame.VelY = 0 thatPlayerInNextFrame.VelY = 0
thatPlayerInNextFrame.VelX = 0 thatPlayerInNextFrame.VelX = 0
if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame.CharacterState { if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame.CharacterState {
// No update needed for Dying
} else if ATK_CHARACTER_STATE_BLOWN_UP1 == thatPlayerInNextFrame.CharacterState { } else if ATK_CHARACTER_STATE_BLOWN_UP1 == thatPlayerInNextFrame.CharacterState {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_LAY_DOWN1 thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_LAY_DOWN1
thatPlayerInNextFrame.FramesToRecover = chConfig.LayDownFramesToRecover thatPlayerInNextFrame.FramesToRecover = chConfig.LayDownFramesToRecover
@ -977,7 +979,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
// landedOnGravityPushback not fallStopping, could be in LayDown or GetUp or Dying // landedOnGravityPushback not fallStopping, could be in LayDown or GetUp or Dying
if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent { if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent {
if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame.CharacterState { if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame.CharacterState {
// No update needed for Dying thatPlayerInNextFrame.VelY = 0
thatPlayerInNextFrame.VelX = 0
} else if ATK_CHARACTER_STATE_LAY_DOWN1 == thatPlayerInNextFrame.CharacterState { } else if ATK_CHARACTER_STATE_LAY_DOWN1 == thatPlayerInNextFrame.CharacterState {
if 0 == thatPlayerInNextFrame.FramesToRecover { if 0 == thatPlayerInNextFrame.FramesToRecover {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_GET_UP1 thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_GET_UP1
@ -1074,15 +1077,15 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
} }
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1] atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
atkedPlayerInNextFrame.Hp -= bulletStaticAttr.Damage atkedPlayerInNextFrame.Hp -= bulletStaticAttr.Damage
pushbackVelX, pushbackVelY := xfac*bulletStaticAttr.PushbackVelX, bulletStaticAttr.PushbackVelY
atkedPlayerInNextFrame.VelX = pushbackVelX
atkedPlayerInNextFrame.VelY = pushbackVelY
if 0 >= atkedPlayerInNextFrame.Hp { if 0 >= atkedPlayerInNextFrame.Hp {
// [WARNING] We don't have "dying in air" animation for now, and for better graphical recognition, play the same dying animation even in air // [WARNING] We don't have "dying in air" animation for now, and for better graphical recognition, play the same dying animation even in air
atkedPlayerInNextFrame.Hp = 0 atkedPlayerInNextFrame.Hp = 0
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_DYING atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_DYING
atkedPlayerInNextFrame.FramesToRecover = DYING_FRAMES_TO_RECOVER atkedPlayerInNextFrame.FramesToRecover = DYING_FRAMES_TO_RECOVER
} else { } else {
pushbackVelX, pushbackVelY := xfac*bulletStaticAttr.PushbackVelX, bulletStaticAttr.PushbackVelY
atkedPlayerInNextFrame.VelX = pushbackVelX
atkedPlayerInNextFrame.VelY = pushbackVelY
if bulletStaticAttr.BlowUp { if bulletStaticAttr.BlowUp {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1 atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
} else { } else {