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https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Fixes for revival dynamics.
This commit is contained in:
parent
8b5a96e825
commit
a44535cad2
@ -461,7 +461,7 @@
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@ -518,7 +518,7 @@
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"array": [
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"array": [
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File diff suppressed because one or more lines are too long
@ -959,6 +959,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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thatPlayerInNextFrame.VelY = 0
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thatPlayerInNextFrame.VelY = 0
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thatPlayerInNextFrame.VelX = 0
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thatPlayerInNextFrame.VelX = 0
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if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame.CharacterState {
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if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame.CharacterState {
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// No update needed for Dying
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} else if ATK_CHARACTER_STATE_BLOWN_UP1 == thatPlayerInNextFrame.CharacterState {
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} else if ATK_CHARACTER_STATE_BLOWN_UP1 == thatPlayerInNextFrame.CharacterState {
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_LAY_DOWN1
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_LAY_DOWN1
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thatPlayerInNextFrame.FramesToRecover = chConfig.LayDownFramesToRecover
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thatPlayerInNextFrame.FramesToRecover = chConfig.LayDownFramesToRecover
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@ -977,7 +979,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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// landedOnGravityPushback not fallStopping, could be in LayDown or GetUp or Dying
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// landedOnGravityPushback not fallStopping, could be in LayDown or GetUp or Dying
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if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent {
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if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent {
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if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame.CharacterState {
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if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame.CharacterState {
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// No update needed for Dying
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thatPlayerInNextFrame.VelY = 0
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thatPlayerInNextFrame.VelX = 0
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} else if ATK_CHARACTER_STATE_LAY_DOWN1 == thatPlayerInNextFrame.CharacterState {
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} else if ATK_CHARACTER_STATE_LAY_DOWN1 == thatPlayerInNextFrame.CharacterState {
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if 0 == thatPlayerInNextFrame.FramesToRecover {
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if 0 == thatPlayerInNextFrame.FramesToRecover {
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_GET_UP1
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_GET_UP1
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@ -1074,15 +1077,15 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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}
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}
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atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
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atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
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atkedPlayerInNextFrame.Hp -= bulletStaticAttr.Damage
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atkedPlayerInNextFrame.Hp -= bulletStaticAttr.Damage
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pushbackVelX, pushbackVelY := xfac*bulletStaticAttr.PushbackVelX, bulletStaticAttr.PushbackVelY
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atkedPlayerInNextFrame.VelX = pushbackVelX
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atkedPlayerInNextFrame.VelY = pushbackVelY
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if 0 >= atkedPlayerInNextFrame.Hp {
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if 0 >= atkedPlayerInNextFrame.Hp {
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// [WARNING] We don't have "dying in air" animation for now, and for better graphical recognition, play the same dying animation even in air
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// [WARNING] We don't have "dying in air" animation for now, and for better graphical recognition, play the same dying animation even in air
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atkedPlayerInNextFrame.Hp = 0
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atkedPlayerInNextFrame.Hp = 0
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_DYING
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_DYING
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atkedPlayerInNextFrame.FramesToRecover = DYING_FRAMES_TO_RECOVER
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atkedPlayerInNextFrame.FramesToRecover = DYING_FRAMES_TO_RECOVER
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} else {
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} else {
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pushbackVelX, pushbackVelY := xfac*bulletStaticAttr.PushbackVelX, bulletStaticAttr.PushbackVelY
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atkedPlayerInNextFrame.VelX = pushbackVelX
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atkedPlayerInNextFrame.VelY = pushbackVelY
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if bulletStaticAttr.BlowUp {
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if bulletStaticAttr.BlowUp {
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
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atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
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} else {
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} else {
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