diff --git a/frontend/assets/plugin_scripts/jsexport.js b/frontend/assets/plugin_scripts/jsexport.js index 9401dfb..f308a69 100644 --- a/frontend/assets/plugin_scripts/jsexport.js +++ b/frontend/assets/plugin_scripts/jsexport.js @@ -2681,13 +2681,30 @@ $packages["math/bits"] = (function() { return $pkg; })(); $packages["math"] = (function() { - var $pkg = {}, $init, js, bits, arrayType, arrayType$1, arrayType$2, structType, math, _zero, posInf, negInf, nan, buf, max, min, Abs, Cos, Floor, Inf, IsInf, IsNaN, Max, Min, NaN, Pow, Signbit, Sin, Sqrt, init, Float64bits, Float64frombits; + var $pkg = {}, $init, js, bits, arrayType, arrayType$1, arrayType$2, structType, math, _zero, posInf, negInf, nan, buf, Round, max, min, Abs, Cos, Floor, Inf, IsInf, IsNaN, Max, Min, NaN, Pow, Signbit, Sin, Sqrt, init, Float64bits, Float64frombits; js = $packages["github.com/gopherjs/gopherjs/js"]; bits = $packages["math/bits"]; arrayType = $arrayType($Uint32, 2); arrayType$1 = $arrayType($Float32, 2); arrayType$2 = $arrayType($Float64, 1); structType = $structType("math", [{prop: "uint32array", name: "uint32array", embedded: false, exported: false, typ: arrayType, tag: ""}, {prop: "float32array", name: "float32array", embedded: false, exported: false, typ: arrayType$1, tag: ""}, {prop: "float64array", name: "float64array", embedded: false, exported: false, typ: arrayType$2, tag: ""}]); + Round = function(x) { + var bits$1, e, x, x$1, x$2, x$3, x$4; + bits$1 = Float64bits(x); + e = ((($shiftRightUint64(bits$1, 52).$low >>> 0)) & 2047) >>> 0; + if (e < 1023) { + bits$1 = (x$1 = new $Uint64(2147483648, 0), new $Uint64(bits$1.$high & x$1.$high, (bits$1.$low & x$1.$low) >>> 0)); + if (e === 1022) { + bits$1 = (x$2 = new $Uint64(1072693248, 0), new $Uint64(bits$1.$high | x$2.$high, (bits$1.$low | x$2.$low) >>> 0)); + } + } else if (e < 1075) { + e = e - (1023) >>> 0; + bits$1 = (x$3 = $shiftRightUint64(new $Uint64(524288, 0), e), new $Uint64(bits$1.$high + x$3.$high, bits$1.$low + x$3.$low)); + bits$1 = (x$4 = $shiftRightUint64(new $Uint64(1048575, 4294967295), e), new $Uint64(bits$1.$high & ~x$4.$high, (bits$1.$low & ~x$4.$low) >>> 0)); + } + return Float64frombits(bits$1); + }; + $pkg.Round = Round; max = function(x, y) { var x, y; if (IsInf(x, 1) || IsInf(y, 1)) { @@ -4724,7 +4741,7 @@ $packages["resolv"] = (function() { return $pkg; })(); $packages["jsexport/battle"] = (function() { - var $pkg = {}, $init, math, resolv, Vec2D, Polygon2D, PlayerDownsync, InputFrameDecoded, Barrier, Bullet, MeleeBullet, FireballBullet, Skill, RoomDownsyncFrame, InputFrameDownsync, NpcPatrolCue, RingBuffer, SkillMapperType, CharacterConfig, SatResult, sliceType, sliceType$1, sliceType$2, ptrType, ptrType$1, ptrType$2, sliceType$3, sliceType$4, ptrType$3, ptrType$4, ptrType$5, ptrType$6, ptrType$7, ptrType$8, sliceType$5, sliceType$6, sliceType$7, sliceType$8, sliceType$9, sliceType$10, ptrType$9, sliceType$11, sliceType$12, ptrType$10, sliceType$13, ptrType$11, mapType, ptrType$12, skills, inAirSet, noOpSet, invinsibleSet, nonAttackingSet, NewRingBuffer, ShouldGenerateInputFrameUpsync, ConvertToDelayedInputFrameId, ConvertToNoDelayInputFrameId, ConvertToFirstUsedRenderFrameId, ConvertToLastUsedRenderFrameId, decodeInput, CalcPushbacks, isPolygonPairOverlapped, isPolygonPairSeparatedByDir, WorldToVirtualGridPos, VirtualGridToWorldPos, WorldToPolygonColliderBLPos, PolygonColliderBLToWorldPos, PolygonColliderBLToVirtualGridPos, calcHardPushbacksNorms, deriveOpPattern, ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame, GenerateRectCollider, generateRectColliderInCollisionSpace, GenerateConvexPolygonCollider, AlignPolygon2DToBoundingBox; + var $pkg = {}, $init, math, resolv, Vec2D, Polygon2D, PlayerDownsync, InputFrameDecoded, Barrier, Bullet, MeleeBullet, FireballBullet, Skill, RoomDownsyncFrame, InputFrameDownsync, NpcPatrolCue, RingBuffer, SkillMapperType, CharacterConfig, SatResult, sliceType, sliceType$1, sliceType$2, ptrType, ptrType$1, ptrType$2, sliceType$3, sliceType$4, ptrType$3, ptrType$4, ptrType$5, ptrType$6, ptrType$7, ptrType$8, sliceType$5, sliceType$6, sliceType$7, sliceType$8, sliceType$9, sliceType$10, ptrType$9, sliceType$11, sliceType$12, ptrType$10, sliceType$13, ptrType$11, mapType, ptrType$12, skills, inAirSet, noOpSet, invinsibleSet, nonAttackingSet, NewRingBuffer, intAbs, ShouldGenerateInputFrameUpsync, ConvertToDelayedInputFrameId, ConvertToNoDelayInputFrameId, ConvertToFirstUsedRenderFrameId, ConvertToLastUsedRenderFrameId, decodeInput, CalcPushbacks, isPolygonPairOverlapped, isPolygonPairSeparatedByDir, WorldToVirtualGridPos, VirtualGridToWorldPos, WorldToPolygonColliderBLPos, PolygonColliderBLToWorldPos, PolygonColliderBLToVirtualGridPos, calcHardPushbacksNorms, deriveOpPattern, ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame, GenerateRectCollider, generateRectColliderInCollisionSpace, GenerateConvexPolygonCollider, AlignPolygon2DToBoundingBox; math = $packages["math"]; resolv = $packages["resolv"]; Vec2D = $pkg.Vec2D = $newType(0, $kindStruct, "battle.Vec2D", true, "jsexport/battle", true, function(X_, Y_) { @@ -4996,7 +5013,7 @@ $packages["jsexport/battle"] = (function() { this.Eles = Eles_; }); SkillMapperType = $pkg.SkillMapperType = $newType(4, $kindFunc, "battle.SkillMapperType", true, "jsexport/battle", true, null); - CharacterConfig = $pkg.CharacterConfig = $newType(0, $kindStruct, "battle.CharacterConfig", true, "jsexport/battle", true, function(SpeciesId_, SpeciesName_, InAirIdleFrameIdxTurningPoint_, InAirIdleFrameIdxTurnedCycle_, LayDownFrames_, LayDownFramesToRecover_, GetUpInvinsibleFrames_, GetUpFramesToRecover_, Speed_, JumpingInitVelY_, DashingEnabled_, OnWallEnabled_, WallJumpingInitVelX_, WallJumpingInitVelY_, WallSlidingVelY_, SkillMapper_) { + CharacterConfig = $pkg.CharacterConfig = $newType(0, $kindStruct, "battle.CharacterConfig", true, "jsexport/battle", true, function(SpeciesId_, SpeciesName_, InAirIdleFrameIdxTurningPoint_, InAirIdleFrameIdxTurnedCycle_, LayDownFrames_, LayDownFramesToRecover_, GetUpInvinsibleFrames_, GetUpFramesToRecover_, Speed_, JumpingInitVelY_, DashingEnabled_, OnWallEnabled_, WallJumpingFramesToRecover_, WallJumpingInitVelX_, WallJumpingInitVelY_, WallSlidingVelY_, SkillMapper_) { this.$val = this; if (arguments.length === 0) { this.SpeciesId = 0; @@ -5011,6 +5028,7 @@ $packages["jsexport/battle"] = (function() { this.JumpingInitVelY = 0; this.DashingEnabled = false; this.OnWallEnabled = false; + this.WallJumpingFramesToRecover = 0; this.WallJumpingInitVelX = 0; this.WallJumpingInitVelY = 0; this.WallSlidingVelY = 0; @@ -5029,6 +5047,7 @@ $packages["jsexport/battle"] = (function() { this.JumpingInitVelY = JumpingInitVelY_; this.DashingEnabled = DashingEnabled_; this.OnWallEnabled = OnWallEnabled_; + this.WallJumpingFramesToRecover = WallJumpingFramesToRecover_; this.WallJumpingInitVelX = WallJumpingInitVelX_; this.WallJumpingInitVelY = WallJumpingInitVelY_; this.WallSlidingVelY = WallSlidingVelY_; @@ -5192,6 +5211,13 @@ $packages["jsexport/battle"] = (function() { return [ret, oldStFrameId, oldEdFrameId]; }; RingBuffer.prototype.SetByFrameId = function(pItem, frameId) { return this.$val.SetByFrameId(pItem, frameId); }; + intAbs = function(x) { + var x; + if (x < 0) { + return -x; + } + return x; + }; ShouldGenerateInputFrameUpsync = function(renderFrameId) { var renderFrameId; return (((renderFrameId & 3)) === 0); @@ -5389,8 +5415,8 @@ $packages["jsexport/battle"] = (function() { }; WorldToVirtualGridPos = function(wx, wy) { var virtualGridX, virtualGridY, wx, wy; - virtualGridX = ((math.Floor(wx * 100) >> 0)); - virtualGridY = ((math.Floor(wy * 100) >> 0)); + virtualGridX = ((math.Round(wx * 100) >> 0)); + virtualGridY = ((math.Round(wy * 100) >> 0)); return [virtualGridX, virtualGridY]; }; $pkg.WorldToVirtualGridPos = WorldToVirtualGridPos; @@ -5529,7 +5555,7 @@ $packages["jsexport/battle"] = (function() { return [patternId, jumpedOrNot, effDx, effDy]; }; ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame = function(inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, collisionSpaceOffsetX, collisionSpaceOffsetY, chConfigsOrderedByJoinIndex) { - var {_1, _2, _3, _entry, _entry$1, _entry$2, _entry$3, _entry$4, _entry$5, _i, _i$1, _i$10, _i$11, _i$12, _i$13, _i$2, _i$3, _i$4, _i$5, _i$6, _i$7, _i$8, _i$9, _index, _index$1, _index$2, _r, _r$1, _r$2, _r$3, _r$4, _r$5, _r$6, _r$7, _ref, _ref$1, _ref$10, _ref$11, _ref$12, _ref$13, _ref$14, _ref$15, _ref$16, _ref$17, _ref$18, _ref$19, _ref$2, _ref$3, _ref$4, _ref$5, _ref$6, _ref$7, _ref$8, _ref$9, _tmp, _tmp$1, _tmp$10, _tmp$11, _tmp$12, _tmp$13, _tmp$14, _tmp$15, _tmp$16, _tmp$17, _tmp$18, _tmp$19, _tmp$2, _tmp$20, _tmp$21, _tmp$22, _tmp$23, _tmp$24, _tmp$3, _tmp$4, _tmp$5, _tmp$6, _tmp$7, _tmp$8, _tmp$9, _tuple, _tuple$1, _tuple$10, _tuple$11, _tuple$12, _tuple$13, _tuple$14, _tuple$15, _tuple$16, _tuple$17, _tuple$2, _tuple$3, _tuple$4, _tuple$5, _tuple$6, _tuple$7, _tuple$8, _tuple$9, addToNextRenderFrame, atkedPlayerInNextFrame, atkedPlayerInNextFrame$1, bShape, bulletCollider, bulletColliders, bulletLocalId, bulletShape, bulletShape$1, bulletWx, bulletWx$1, bulletWy, bulletWy$1, chConfig, chConfig$1, chConfig$2, chConfigsOrderedByJoinIndex, colliderHeight, colliderWidth, colliderWorldHeight, colliderWorldWidth, collision, collision$1, collisionSpaceOffsetX, collisionSpaceOffsetY, collisionSys, collisionSysMap, ctrlAlignmentWithHorizon1, ctrlAlignmentWithHorizon2, currPlayerDownsync, currPlayerDownsync$1, currPlayerDownsync$2, currPlayerDownsync$3, currPlayerDownsync$4, currRenderFrame, defenderShape, defenderShape$1, effDx, effDy, effPushbacks, existent, existent$1, existent$2, existent$3, existent$4, existent$5, fallStopping, fireballBullet, halfColliderHeightDiff, halfColliderWidthDiff, halfColliderWorldHeightDiff, hardPushbackNorm, hardPushbackNorm$1, hardPushbackNorms, hasLockVel, hitboxSizeWx, hitboxSizeWx$1, hitboxSizeWy, hitboxSizeWy$1, i, i$1, i$2, i$3, i$4, inputsBuffer, isAnotherPlayer, isBarrier, isBullet, joinIndex, joinIndex$1, joinIndex$2, joinIndex$3, jumpedOrNot, jumpedOrNotList, landedOnGravityPushback, meleeBullet, newBullet, newBullet$1, newBulletCollider, newBulletCollider$1, newVx, newVy, nextRenderFrameFireballBullets, nextRenderFrameMeleeBullets, nextRenderFramePlayers, normAlignmentWithGravity, normAlignmentWithHorizon1, normAlignmentWithHorizon2, obj, obj$1, obj$2, offender, offender$1, offender$2, oldFramesToRecover, oldFramesToRecover$1, oldNextCharacterState, overlapResult, overlapped, overlapped$1, overlapped$2, patternId, playerCollider, playerCollider$1, playerCollider$2, playerCollider$3, playerColliders, playerShape, projectedMagnitude, pushbackVelX, pushbackVelX$1, pushbackVelY, pushbackVelY$1, pushbackX, pushbackY, roomCapacity, skillConfig, skillId, t, t$1, t$2, t$3, thatPlayerInNextFrame, thatPlayerInNextFrame$1, thatPlayerInNextFrame$2, thatPlayerInNextFrame$3, v, v$1, v$2, v$3, v$4, v$5, wx, wy, x, x$1, x$10, x$11, x$12, x$13, x$14, x$15, x$16, x$17, x$18, x$19, x$2, x$3, x$4, x$5, x$6, x$7, x$8, x$9, xfac, xfac$1, xfac$2, xfac$3, xfac$4, $s, $r, $c} = $restore(this, {inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, collisionSpaceOffsetX, collisionSpaceOffsetY, chConfigsOrderedByJoinIndex}); + var {_1, _2, _3, _entry, _entry$1, _entry$2, _entry$3, _entry$4, _entry$5, _i, _i$1, _i$10, _i$11, _i$12, _i$13, _i$2, _i$3, _i$4, _i$5, _i$6, _i$7, _i$8, _i$9, _index, _index$1, _index$2, _r, _r$1, _r$2, _r$3, _r$4, _r$5, _r$6, _r$7, _ref, _ref$1, _ref$10, _ref$11, _ref$12, _ref$13, _ref$14, _ref$15, _ref$16, _ref$17, _ref$18, _ref$19, _ref$2, _ref$3, _ref$4, _ref$5, _ref$6, _ref$7, _ref$8, _ref$9, _tmp, _tmp$1, _tmp$10, _tmp$11, _tmp$12, _tmp$13, _tmp$14, _tmp$15, _tmp$16, _tmp$17, _tmp$18, _tmp$19, _tmp$2, _tmp$20, _tmp$21, _tmp$22, _tmp$23, _tmp$24, _tmp$3, _tmp$4, _tmp$5, _tmp$6, _tmp$7, _tmp$8, _tmp$9, _tuple, _tuple$1, _tuple$10, _tuple$11, _tuple$12, _tuple$13, _tuple$14, _tuple$15, _tuple$16, _tuple$17, _tuple$2, _tuple$3, _tuple$4, _tuple$5, _tuple$6, _tuple$7, _tuple$8, _tuple$9, addToNextRenderFrame, atkedPlayerInNextFrame, atkedPlayerInNextFrame$1, bShape, bulletCollider, bulletColliders, bulletLocalId, bulletShape, bulletShape$1, bulletWx, bulletWx$1, bulletWy, bulletWy$1, chConfig, chConfig$1, chConfig$2, chConfigsOrderedByJoinIndex, colliderHeight, colliderWidth, colliderWorldHeight, colliderWorldWidth, collision, collision$1, collisionSpaceOffsetX, collisionSpaceOffsetY, collisionSys, collisionSysMap, currPlayerDownsync, currPlayerDownsync$1, currPlayerDownsync$2, currPlayerDownsync$3, currPlayerDownsync$4, currRenderFrame, defenderShape, defenderShape$1, effDx, effDy, effPushbacks, existent, existent$1, existent$2, existent$3, existent$4, existent$5, fallStopping, fireballBullet, halfColliderHeightDiff, halfColliderWidthDiff, halfColliderWorldHeightDiff, hardPushbackNorm, hardPushbackNorm$1, hardPushbackNorms, hasLockVel, hitboxSizeWx, hitboxSizeWx$1, hitboxSizeWy, hitboxSizeWy$1, i, i$1, i$2, i$3, i$4, inputsBuffer, isAnotherPlayer, isBarrier, isBullet, joinIndex, joinIndex$1, joinIndex$2, joinIndex$3, jumpedOrNot, jumpedOrNotList, landedOnGravityPushback, meleeBullet, newBullet, newBullet$1, newBulletCollider, newBulletCollider$1, newVx, newVy, nextRenderFrameFireballBullets, nextRenderFrameMeleeBullets, nextRenderFramePlayers, normAlignmentWithGravity, normAlignmentWithHorizon1, normAlignmentWithHorizon2, obj, obj$1, obj$2, offender, offender$1, offender$2, oldFramesToRecover, oldFramesToRecover$1, oldNextCharacterState, overlapResult, overlapped, overlapped$1, overlapped$2, patternId, playerCollider, playerCollider$1, playerCollider$2, playerCollider$3, playerColliders, playerShape, projectedMagnitude, pushbackVelX, pushbackVelX$1, pushbackVelY, pushbackVelY$1, pushbackX, pushbackY, roomCapacity, skillConfig, skillId, t, t$1, t$2, t$3, thatPlayerInNextFrame, thatPlayerInNextFrame$1, thatPlayerInNextFrame$2, thatPlayerInNextFrame$3, v, v$1, v$2, v$3, v$4, v$5, wx, wy, x, x$1, x$10, x$11, x$12, x$13, x$14, x$15, x$16, x$17, x$18, x$19, x$2, x$3, x$4, x$5, x$6, x$7, x$8, x$9, xfac, xfac$1, xfac$2, xfac$3, xfac$4, xfac$5, $s, $r, $c} = $restore(this, {inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, collisionSpaceOffsetX, collisionSpaceOffsetY, chConfigsOrderedByJoinIndex}); /* */ $s = $s || 0; s: while (true) { switch ($s) { case 0: roomCapacity = currRenderFrame.PlayersArr.$length; nextRenderFramePlayers = $makeSlice(sliceType$6, roomCapacity); @@ -5635,12 +5661,17 @@ $packages["jsexport/battle"] = (function() { /* continue; */ $s = 1; continue; } if (0 === currPlayerDownsync$1.FramesToRecover) { - if (!((0 === effDx)) || !((0 === effDy))) { - if (!((0 === effDx))) { - thatPlayerInNextFrame.DirX = effDx; + if (!((0 === effDx))) { + xfac$1 = 1; + if (0 > effDx) { + xfac$1 = -xfac$1; } + thatPlayerInNextFrame.DirX = effDx; thatPlayerInNextFrame.DirY = effDy; - thatPlayerInNextFrame.VelX = $imul(effDx, currPlayerDownsync$1.Speed); + thatPlayerInNextFrame.VelX = $imul(xfac$1, currPlayerDownsync$1.Speed); + if (intAbs(thatPlayerInNextFrame.VelX) < intAbs(currPlayerDownsync$1.VelX)) { + thatPlayerInNextFrame.VelX = $imul(xfac$1, intAbs(currPlayerDownsync$1.VelX)); + } thatPlayerInNextFrame.CharacterState = 1; } else { thatPlayerInNextFrame.CharacterState = 0; @@ -5671,14 +5702,15 @@ $packages["jsexport/battle"] = (function() { if (((i$2 < 0 || i$2 >= jumpedOrNotList.$length) ? ($throwRuntimeError("index out of range"), undefined) : jumpedOrNotList.$array[jumpedOrNotList.$offset + i$2])) { if (16 === currPlayerDownsync$2.CharacterState) { newVx = newVx - (currPlayerDownsync$2.VelX) >> 0; - xfac$1 = -1; + xfac$2 = -1; if (0 > thatPlayerInNextFrame$1.DirX) { - xfac$1 = -xfac$1; + xfac$2 = -xfac$2; } - newVx = newVx + (($imul(xfac$1, chConfig$1.WallJumpingInitVelX))) >> 0; + newVx = newVx + (($imul(xfac$2, chConfig$1.WallJumpingInitVelX))) >> 0; newVy = newVy + (chConfig$1.WallJumpingInitVelY) >> 0; - thatPlayerInNextFrame$1.VelX = (($imul(xfac$1, chConfig$1.WallJumpingInitVelX))); + thatPlayerInNextFrame$1.VelX = (($imul(xfac$2, chConfig$1.WallJumpingInitVelX))); thatPlayerInNextFrame$1.VelY = (chConfig$1.WallJumpingInitVelY); + thatPlayerInNextFrame$1.FramesToRecover = chConfig$1.WallJumpingFramesToRecover; } else { thatPlayerInNextFrame$1.VelY = (chConfig$1.JumpingInitVelY); newVy = newVy + (chConfig$1.JumpingInitVelY) >> 0; @@ -5733,11 +5765,11 @@ $packages["jsexport/battle"] = (function() { /* */ $s = 12; continue; /* if (((meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames >> 0) <= currRenderFrame.Id) && (((meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames >> 0) + meleeBullet.Bullet.ActiveFrames >> 0) > currRenderFrame.Id)) { */ case 10: offender = (x$4 = currRenderFrame.PlayersArr, x$5 = meleeBullet.Bullet.OffenderJoinIndex - 1 >> 0, ((x$5 < 0 || x$5 >= x$4.$length) ? ($throwRuntimeError("index out of range"), undefined) : x$4.$array[x$4.$offset + x$5])); - xfac$2 = 1; + xfac$3 = 1; if (0 > offender.DirX) { - xfac$2 = -xfac$2; + xfac$3 = -xfac$3; } - _tuple$4 = VirtualGridToWorldPos(offender.VirtualGridX + ($imul(xfac$2, meleeBullet.Bullet.HitboxOffsetX)) >> 0, offender.VirtualGridY); + _tuple$4 = VirtualGridToWorldPos(offender.VirtualGridX + ($imul(xfac$3, meleeBullet.Bullet.HitboxOffsetX)) >> 0, offender.VirtualGridY); bulletWx = _tuple$4[0]; bulletWy = _tuple$4[1]; _tuple$5 = VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY); @@ -5914,13 +5946,11 @@ $packages["jsexport/battle"] = (function() { if (!(_i$8 < _ref$10.$length)) { break; } hardPushbackNorm$1 = $clone(((_i$8 < 0 || _i$8 >= _ref$10.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$10.$array[_ref$10.$offset + _i$8]), Vec2D); normAlignmentWithHorizon1 = hardPushbackNorm$1.X * 1 + hardPushbackNorm$1.Y * 0; - ctrlAlignmentWithHorizon1 = (thatPlayerInNextFrame$2.DirX) * 1 + (thatPlayerInNextFrame$2.DirY) * 0; normAlignmentWithHorizon2 = hardPushbackNorm$1.X * -1 + hardPushbackNorm$1.Y * 0; - ctrlAlignmentWithHorizon2 = (thatPlayerInNextFrame$2.DirX) * -1 + (thatPlayerInNextFrame$2.DirY) * 0; - if (0.9 < normAlignmentWithHorizon1 && 0.9 < ctrlAlignmentWithHorizon1) { + if (0.9 < normAlignmentWithHorizon1) { thatPlayerInNextFrame$2.OnWall = true; } - if (0.9 < normAlignmentWithHorizon2 && 0.9 < ctrlAlignmentWithHorizon2) { + if (0.9 < normAlignmentWithHorizon2) { thatPlayerInNextFrame$2.OnWall = true; } _i$8++; @@ -5985,11 +6015,11 @@ $packages["jsexport/battle"] = (function() { _i$10++; /* continue; */ $s = 37; continue; } - xfac$3 = 1; + xfac$4 = 1; if (0 > offender$1.DirX) { - xfac$3 = -xfac$3; + xfac$4 = -xfac$4; } - _tmp$19 = $imul(xfac$3, v$2.Bullet.PushbackVelX); + _tmp$19 = $imul(xfac$4, v$2.Bullet.PushbackVelX); _tmp$20 = v$2.Bullet.PushbackVelY; pushbackVelX = _tmp$19; pushbackVelY = _tmp$20; @@ -6051,11 +6081,11 @@ $packages["jsexport/battle"] = (function() { _i$11++; /* continue; */ $s = 43; continue; } - xfac$4 = 1; + xfac$5 = 1; if (0 > offender$2.DirX) { - xfac$4 = -xfac$4; + xfac$5 = -xfac$5; } - _tmp$21 = $imul(xfac$4, v$3.Bullet.PushbackVelX); + _tmp$21 = $imul(xfac$5, v$3.Bullet.PushbackVelX); _tmp$22 = v$3.Bullet.PushbackVelY; pushbackVelX$1 = _tmp$21; pushbackVelY$1 = _tmp$22; @@ -6153,7 +6183,7 @@ $packages["jsexport/battle"] = (function() { _i$13++; } $s = -1; return new RoomDownsyncFrame.ptr(currRenderFrame.Id + 1 >> 0, nextRenderFramePlayers, new $Int64(0, 0), nextRenderFrameMeleeBullets, nextRenderFrameFireballBullets, new $Uint64(0, 0), false, bulletLocalId); - /* */ } return; } var $f = {$blk: ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame, $c: true, $r, _1, _2, _3, _entry, _entry$1, _entry$2, _entry$3, _entry$4, _entry$5, _i, _i$1, _i$10, _i$11, _i$12, _i$13, _i$2, _i$3, _i$4, _i$5, _i$6, _i$7, _i$8, _i$9, _index, _index$1, _index$2, _r, _r$1, _r$2, _r$3, _r$4, _r$5, _r$6, _r$7, _ref, _ref$1, _ref$10, _ref$11, _ref$12, _ref$13, _ref$14, _ref$15, _ref$16, _ref$17, _ref$18, _ref$19, _ref$2, _ref$3, _ref$4, _ref$5, _ref$6, _ref$7, _ref$8, _ref$9, _tmp, _tmp$1, _tmp$10, _tmp$11, _tmp$12, _tmp$13, _tmp$14, _tmp$15, _tmp$16, _tmp$17, _tmp$18, _tmp$19, _tmp$2, _tmp$20, _tmp$21, _tmp$22, _tmp$23, _tmp$24, _tmp$3, _tmp$4, _tmp$5, _tmp$6, _tmp$7, _tmp$8, _tmp$9, _tuple, _tuple$1, _tuple$10, _tuple$11, _tuple$12, _tuple$13, _tuple$14, _tuple$15, _tuple$16, _tuple$17, _tuple$2, _tuple$3, _tuple$4, _tuple$5, _tuple$6, _tuple$7, _tuple$8, _tuple$9, addToNextRenderFrame, atkedPlayerInNextFrame, atkedPlayerInNextFrame$1, bShape, bulletCollider, bulletColliders, bulletLocalId, bulletShape, bulletShape$1, bulletWx, bulletWx$1, bulletWy, bulletWy$1, chConfig, chConfig$1, chConfig$2, chConfigsOrderedByJoinIndex, colliderHeight, colliderWidth, colliderWorldHeight, colliderWorldWidth, collision, collision$1, collisionSpaceOffsetX, collisionSpaceOffsetY, collisionSys, collisionSysMap, ctrlAlignmentWithHorizon1, ctrlAlignmentWithHorizon2, currPlayerDownsync, currPlayerDownsync$1, currPlayerDownsync$2, currPlayerDownsync$3, currPlayerDownsync$4, currRenderFrame, defenderShape, defenderShape$1, effDx, effDy, effPushbacks, existent, existent$1, existent$2, existent$3, existent$4, existent$5, fallStopping, fireballBullet, halfColliderHeightDiff, halfColliderWidthDiff, halfColliderWorldHeightDiff, hardPushbackNorm, hardPushbackNorm$1, hardPushbackNorms, hasLockVel, hitboxSizeWx, hitboxSizeWx$1, hitboxSizeWy, hitboxSizeWy$1, i, i$1, i$2, i$3, i$4, inputsBuffer, isAnotherPlayer, isBarrier, isBullet, joinIndex, joinIndex$1, joinIndex$2, joinIndex$3, jumpedOrNot, jumpedOrNotList, landedOnGravityPushback, meleeBullet, newBullet, newBullet$1, newBulletCollider, newBulletCollider$1, newVx, newVy, nextRenderFrameFireballBullets, nextRenderFrameMeleeBullets, nextRenderFramePlayers, normAlignmentWithGravity, normAlignmentWithHorizon1, normAlignmentWithHorizon2, obj, obj$1, obj$2, offender, offender$1, offender$2, oldFramesToRecover, oldFramesToRecover$1, oldNextCharacterState, overlapResult, overlapped, overlapped$1, overlapped$2, patternId, playerCollider, playerCollider$1, playerCollider$2, playerCollider$3, playerColliders, playerShape, projectedMagnitude, pushbackVelX, pushbackVelX$1, pushbackVelY, pushbackVelY$1, pushbackX, pushbackY, roomCapacity, skillConfig, skillId, t, t$1, t$2, t$3, thatPlayerInNextFrame, thatPlayerInNextFrame$1, thatPlayerInNextFrame$2, thatPlayerInNextFrame$3, v, v$1, v$2, v$3, v$4, v$5, wx, wy, x, x$1, x$10, x$11, x$12, x$13, x$14, x$15, x$16, x$17, x$18, x$19, x$2, x$3, x$4, x$5, x$6, x$7, x$8, x$9, xfac, xfac$1, xfac$2, xfac$3, xfac$4, $s};return $f; + /* */ } return; } var $f = {$blk: ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame, $c: true, $r, _1, _2, _3, _entry, _entry$1, _entry$2, _entry$3, _entry$4, _entry$5, _i, _i$1, _i$10, _i$11, _i$12, _i$13, _i$2, _i$3, _i$4, _i$5, _i$6, _i$7, _i$8, _i$9, _index, _index$1, _index$2, _r, _r$1, _r$2, _r$3, _r$4, _r$5, _r$6, _r$7, _ref, _ref$1, _ref$10, _ref$11, _ref$12, _ref$13, _ref$14, _ref$15, _ref$16, _ref$17, _ref$18, _ref$19, _ref$2, _ref$3, _ref$4, _ref$5, _ref$6, _ref$7, _ref$8, _ref$9, _tmp, _tmp$1, _tmp$10, _tmp$11, _tmp$12, _tmp$13, _tmp$14, _tmp$15, _tmp$16, _tmp$17, _tmp$18, _tmp$19, _tmp$2, _tmp$20, _tmp$21, _tmp$22, _tmp$23, _tmp$24, _tmp$3, _tmp$4, _tmp$5, _tmp$6, _tmp$7, _tmp$8, _tmp$9, _tuple, _tuple$1, _tuple$10, _tuple$11, _tuple$12, _tuple$13, _tuple$14, _tuple$15, _tuple$16, _tuple$17, _tuple$2, _tuple$3, _tuple$4, _tuple$5, _tuple$6, _tuple$7, _tuple$8, _tuple$9, addToNextRenderFrame, atkedPlayerInNextFrame, atkedPlayerInNextFrame$1, bShape, bulletCollider, bulletColliders, bulletLocalId, bulletShape, bulletShape$1, bulletWx, bulletWx$1, bulletWy, bulletWy$1, chConfig, chConfig$1, chConfig$2, chConfigsOrderedByJoinIndex, colliderHeight, colliderWidth, colliderWorldHeight, colliderWorldWidth, collision, collision$1, collisionSpaceOffsetX, collisionSpaceOffsetY, collisionSys, collisionSysMap, currPlayerDownsync, currPlayerDownsync$1, currPlayerDownsync$2, currPlayerDownsync$3, currPlayerDownsync$4, currRenderFrame, defenderShape, defenderShape$1, effDx, effDy, effPushbacks, existent, existent$1, existent$2, existent$3, existent$4, existent$5, fallStopping, fireballBullet, halfColliderHeightDiff, halfColliderWidthDiff, halfColliderWorldHeightDiff, hardPushbackNorm, hardPushbackNorm$1, hardPushbackNorms, hasLockVel, hitboxSizeWx, hitboxSizeWx$1, hitboxSizeWy, hitboxSizeWy$1, i, i$1, i$2, i$3, i$4, inputsBuffer, isAnotherPlayer, isBarrier, isBullet, joinIndex, joinIndex$1, joinIndex$2, joinIndex$3, jumpedOrNot, jumpedOrNotList, landedOnGravityPushback, meleeBullet, newBullet, newBullet$1, newBulletCollider, newBulletCollider$1, newVx, newVy, nextRenderFrameFireballBullets, nextRenderFrameMeleeBullets, nextRenderFramePlayers, normAlignmentWithGravity, normAlignmentWithHorizon1, normAlignmentWithHorizon2, obj, obj$1, obj$2, offender, offender$1, offender$2, oldFramesToRecover, oldFramesToRecover$1, oldNextCharacterState, overlapResult, overlapped, overlapped$1, overlapped$2, patternId, playerCollider, playerCollider$1, playerCollider$2, playerCollider$3, playerColliders, playerShape, projectedMagnitude, pushbackVelX, pushbackVelX$1, pushbackVelY, pushbackVelY$1, pushbackX, pushbackY, roomCapacity, skillConfig, skillId, t, t$1, t$2, t$3, thatPlayerInNextFrame, thatPlayerInNextFrame$1, thatPlayerInNextFrame$2, thatPlayerInNextFrame$3, v, v$1, v$2, v$3, v$4, v$5, wx, wy, x, x$1, x$10, x$11, x$12, x$13, x$14, x$15, x$16, x$17, x$18, x$19, x$2, x$3, x$4, x$5, x$6, x$7, x$8, x$9, xfac, xfac$1, xfac$2, xfac$3, xfac$4, xfac$5, $s};return $f; }; $pkg.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame = ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame; GenerateRectCollider = function(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, data, tag) { @@ -6271,7 +6301,7 @@ $packages["jsexport/battle"] = (function() { NpcPatrolCue.init("", [{prop: "FlAct", name: "FlAct", embedded: false, exported: true, typ: $Uint64, tag: ""}, {prop: "FrAct", name: "FrAct", embedded: false, exported: true, typ: $Uint64, tag: ""}, {prop: "X", name: "X", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "Y", name: "Y", embedded: false, exported: true, typ: $Float64, tag: ""}]); RingBuffer.init("", [{prop: "Ed", name: "Ed", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "St", name: "St", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "EdFrameId", name: "EdFrameId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "StFrameId", name: "StFrameId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "N", name: "N", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Cnt", name: "Cnt", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Eles", name: "Eles", embedded: false, exported: true, typ: sliceType$2, tag: ""}]); SkillMapperType.init([$Int, ptrType$5], [$Int], false); - CharacterConfig.init("", [{prop: "SpeciesId", name: "SpeciesId", embedded: false, exported: true, typ: $Int, tag: ""}, {prop: "SpeciesName", name: "SpeciesName", embedded: false, exported: true, typ: $String, tag: ""}, {prop: "InAirIdleFrameIdxTurningPoint", name: "InAirIdleFrameIdxTurningPoint", embedded: false, exported: true, typ: $Int, tag: ""}, {prop: "InAirIdleFrameIdxTurnedCycle", name: "InAirIdleFrameIdxTurnedCycle", embedded: false, exported: true, typ: $Int, tag: ""}, {prop: "LayDownFrames", name: "LayDownFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "LayDownFramesToRecover", name: "LayDownFramesToRecover", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "GetUpInvinsibleFrames", name: "GetUpInvinsibleFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "GetUpFramesToRecover", name: "GetUpFramesToRecover", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Speed", name: "Speed", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "JumpingInitVelY", name: "JumpingInitVelY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "DashingEnabled", name: "DashingEnabled", embedded: false, exported: true, typ: $Bool, tag: ""}, {prop: "OnWallEnabled", name: "OnWallEnabled", embedded: false, exported: true, typ: $Bool, tag: ""}, {prop: "WallJumpingInitVelX", name: "WallJumpingInitVelX", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "WallJumpingInitVelY", name: "WallJumpingInitVelY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "WallSlidingVelY", name: "WallSlidingVelY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "SkillMapper", name: "SkillMapper", embedded: false, exported: true, typ: SkillMapperType, tag: ""}]); + CharacterConfig.init("", [{prop: "SpeciesId", name: "SpeciesId", embedded: false, exported: true, typ: $Int, tag: ""}, {prop: "SpeciesName", name: "SpeciesName", embedded: false, exported: true, typ: $String, tag: ""}, {prop: "InAirIdleFrameIdxTurningPoint", name: "InAirIdleFrameIdxTurningPoint", embedded: false, exported: true, typ: $Int, tag: ""}, {prop: "InAirIdleFrameIdxTurnedCycle", name: "InAirIdleFrameIdxTurnedCycle", embedded: false, exported: true, typ: $Int, tag: ""}, {prop: "LayDownFrames", name: "LayDownFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "LayDownFramesToRecover", name: "LayDownFramesToRecover", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "GetUpInvinsibleFrames", name: "GetUpInvinsibleFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "GetUpFramesToRecover", name: "GetUpFramesToRecover", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Speed", name: "Speed", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "JumpingInitVelY", name: "JumpingInitVelY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "DashingEnabled", name: "DashingEnabled", embedded: false, exported: true, typ: $Bool, tag: ""}, {prop: "OnWallEnabled", name: "OnWallEnabled", embedded: false, exported: true, typ: $Bool, tag: ""}, {prop: "WallJumpingFramesToRecover", name: "WallJumpingFramesToRecover", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "WallJumpingInitVelX", name: "WallJumpingInitVelX", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "WallJumpingInitVelY", name: "WallJumpingInitVelY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "WallSlidingVelY", name: "WallSlidingVelY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "SkillMapper", name: "SkillMapper", embedded: false, exported: true, typ: SkillMapperType, tag: ""}]); SatResult.init("", [{prop: "Overlap", name: "Overlap", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "OverlapX", name: "OverlapX", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "OverlapY", name: "OverlapY", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "AContainedInB", name: "AContainedInB", embedded: false, exported: true, typ: $Bool, tag: ""}, {prop: "BContainedInA", name: "BContainedInA", embedded: false, exported: true, typ: $Bool, tag: ""}, {prop: "Axis", name: "Axis", embedded: false, exported: true, typ: resolv.Vector, tag: ""}]); $init = function() { $pkg.$init = function() {}; @@ -6280,7 +6310,7 @@ $packages["jsexport/battle"] = (function() { $r = resolv.$init(); /* */ $s = 2; case 2: if($c) { $c = false; $r = $r.$blk(); } if ($r && $r.$blk !== undefined) { break s; } $pkg.DIRECTION_DECODER = new sliceType$1([new sliceType([0, 0]), new sliceType([0, 2]), new sliceType([0, -2]), new sliceType([2, 0]), new sliceType([-2, 0]), new sliceType([1, 1]), new sliceType([-1, -1]), new sliceType([1, -1]), new sliceType([-1, 1])]); skills = $makeMap($Int.keyFor, [{ k: 1, v: new Skill.ptr(0, 30, 30, 30, 1, 2, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 0, 7, 13, 30, 22, 13, 9, 50, 0, 5, 5, -1, 1200, 0, 2400, 3200, false, $makeMap($Int.keyFor, [{ k: 1, v: 2 }]), 0))])) }, { k: 2, v: new Skill.ptr(0, 36, 36, 36, 1, 11, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 0, 18, 22, 36, 18, 18, 9, 50, 0, 5, 10, -1, 1800, 0, 2400, 3200, false, $makeMap($Int.keyFor, [{ k: 1, v: 3 }]), 0))])) }, { k: 3, v: new Skill.ptr(0, 50, 50, 50, 1, 12, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 0, 8, 0, 0, 30, 999999999, 9, 200, 700, 10, 50, 500, 1600, 800, 3200, 3200, true, false, 0))])) }, { k: 4, v: new Skill.ptr(0, 30, 30, 30, 1, 2, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 0, 7, 13, 30, 22, 13, 9, 50, 0, 5, 5, -1, 1200, 0, 2400, 3200, false, $makeMap($Int.keyFor, [{ k: 1, v: 5 }]), 0))])) }, { k: 5, v: new Skill.ptr(0, 36, 36, 36, 1, 11, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 0, 18, 22, 36, 18, 18, 9, 50, 0, 5, 10, -1, 1800, 0, 2400, 3200, false, $makeMap($Int.keyFor, [{ k: 1, v: 6 }]), 0))])) }, { k: 6, v: new Skill.ptr(0, 45, 45, 45, 1, 12, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 0, 8, 0, 0, 28, 999999999, 9, 200, 300, 10, -1, -1, 2400, 0, 3200, 3200, true, false, 0))])) }, { k: 7, v: new Skill.ptr(0, 30, 30, 30, 1, 2, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 0, 7, 13, 30, 22, 13, 9, 50, 0, 5, -1, -1, 1200, 0, 2400, 3200, false, $makeMap($Int.keyFor, [{ k: 1, v: 8 }]), 0))])) }, { k: 8, v: new Skill.ptr(0, 36, 36, 36, 1, 11, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 0, 18, 22, 36, 18, 18, 9, 50, 0, 5, 10, -1, 1800, 0, 2400, 3200, false, $makeMap($Int.keyFor, [{ k: 1, v: 9 }]), 0))])) }, { k: 9, v: new Skill.ptr(0, 40, 40, 40, 1, 12, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 0, 7, 0, 0, 30, 999999999, 9, 200, 400, 10, 100, -1, 1000, 0, 3200, 3200, true, false, 0))])) }, { k: 10, v: new Skill.ptr(0, 40, 40, 40, 1, 13, new sliceType$2([new FireballBullet.ptr(0, 0, 0, 0, 0, 0, 800, 1, new Bullet.ptr(0, 0, 0, 15, 0, 0, 999999999, 15, 9, 200, 0, 20, -1, -1, 3200, 500, 4800, 3200, false, false, 0))])) }, { k: 11, v: new Skill.ptr(0, 60, 60, 60, 1, 14, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 0, 3, 0, 0, 25, 999999999, 9, 200, 700, 30, 100, 800, 800, 0, 4000, 6400, true, false, 0))])) }, { k: 255, v: new Skill.ptr(0, 30, 30, 30, 1, 6, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 0, 3, 0, 0, 20, 18, 9, 50, 0, 5, -1, -1, 1200, 0, 3200, 2400, false, false, 0))])) }, { k: 256, v: new Skill.ptr(0, 20, 20, 20, 1, 6, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 0, 3, 0, 0, 10, 15, 9, 50, 0, 5, -1, -1, 1200, 0, 3200, 2400, false, false, 0))])) }, { k: 257, v: new Skill.ptr(0, 30, 30, 30, 1, 6, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 0, 3, 0, 0, 20, 18, 9, 50, 0, 5, -1, -1, 1200, 0, 3200, 2400, false, false, 0))])) }]); - $pkg.Characters = $makeMap($Int.keyFor, [{ k: 0, v: new CharacterConfig.ptr(0, "MonkGirl", 11, 1, 16, 16, 10, 27, 120, 800, false, false, 0, 0, 0, (function(patternId, currPlayerDownsync) { + $pkg.Characters = $makeMap($Int.keyFor, [{ k: 0, v: new CharacterConfig.ptr(0, "MonkGirl", 11, 1, 16, 16, 10, 27, 300, 800, false, false, 0, 0, 0, 0, (function(patternId, currPlayerDownsync) { var _entry, _entry$1, _ref, _tuple, _tuple$1, currPlayerDownsync, existent1, existent2, nextSkillId, patternId, skillConfig, v, x, x$1; if (1 === patternId) { if (0 === currPlayerDownsync.FramesToRecover) { @@ -6310,7 +6340,7 @@ $packages["jsexport/battle"] = (function() { } } return -1; - })) }, { k: 1, v: new CharacterConfig.ptr(1, "KnifeGirl", 9, 1, 16, 16, 10, 27, 140, 750, true, true, 700, 700, -100, (function(patternId, currPlayerDownsync) { + })) }, { k: 1, v: new CharacterConfig.ptr(1, "KnifeGirl", 9, 1, 16, 16, 10, 27, 400, 750, true, true, 8, 250, 700, -100, (function(patternId, currPlayerDownsync) { var _entry, _entry$1, _ref, _tuple, _tuple$1, currPlayerDownsync, existent1, existent2, nextSkillId, patternId, skillConfig, v, x, x$1; if (1 === patternId) { if (0 === currPlayerDownsync.FramesToRecover) { @@ -6340,7 +6370,7 @@ $packages["jsexport/battle"] = (function() { } } return -1; - })) }, { k: 4096, v: new CharacterConfig.ptr(4096, "Monk", 42, 2, 14, 14, 8, 30, 100, 750, false, false, 0, 0, 0, (function(patternId, currPlayerDownsync) { + })) }, { k: 4096, v: new CharacterConfig.ptr(4096, "Monk", 42, 2, 14, 14, 8, 30, 300, 750, false, false, 0, 0, 0, 0, (function(patternId, currPlayerDownsync) { var _entry, _entry$1, _ref, _tuple, _tuple$1, currPlayerDownsync, existent1, existent2, nextSkillId, patternId, skillConfig, v, x, x$1; if (1 === patternId) { if (0 === currPlayerDownsync.FramesToRecover) { diff --git a/frontend/assets/resources/map/dungeon/map.tmx b/frontend/assets/resources/map/dungeon/map.tmx index 3e7c8e0..a5275bc 100644 --- a/frontend/assets/resources/map/dungeon/map.tmx +++ b/frontend/assets/resources/map/dungeon/map.tmx @@ -1,18 +1,18 @@ - + - eJzt27tSwzAQRmFNMm7SwQA9z5KhSccL8P6Pwc1uTFaS7ZVWw3+KryAXJ9ojKxXnlNIZAAAAAAAAAAAAADp4w4/oDpH9o79DNOUZKK+dGWivnRlor50ZlNc+OX2O13XoH9//qdK969Tug0en19B/39pzvY70z+0r+sf3r+nk0b+mba5v6Xn6+6y9Zf+aMyCn1wz+s2XtVovJ0ZY9FjEDRaOv/cGgNIOe/aPuxfXnWt1b7AP6j6W2vdc+GHEGkf1LZ8BrxXVrXtNy79B/+9ovM4+2Uf2PzkDN99qvd0zG49e5bQ3r/aNZZhDdIqr/abbc/x9fboaTA+s3vPT8XqXvo37/r/svptXfXv1HQ/9ft/R3D6x5z/6lga1nD/1tF2NmXudvqdee/bSlPf1Tep7lZnbk/s/tgV73f25/0t/u7yF3DvToXzqf1PsjvkNk/3dx9NdGf23010Z/bfTXRn9t9NdGf23010Z/bfTXRn9t9NdGf23010Z/bfTXRn9t9NdGf23010Z/bcv/QEW3oD/96U//3v3Rrv8nrcyzFQ== + eJzt2z1uAjEURWELlIYuiKRHyk4iGjo2wP6XkRDGUmThnxne+FncU3wNEDJ+x3aqbEMIWwAAAAAAAAAAAADo4IQ/3h08+3s/gzflGSivnRlor50ZaK+dGdTX/mb0e6y+h/7+/Q+NHn1P6z7YG32G/svWXur1TP/SvqL/OP1LnSz6t7Qt9a29T//x+7fcASW9ZvDKWvpbmbPHRprBKxt97e8ZSjPo3f/L4TnSOyDXfY19QP+xtLa32gcjzsCjf+u5Pxp9ZhT0v9tN6K/jtvbvRLwH0tejY6Pcz48mzsC7hVf/zSSe/+uvc8bGQO5veO39pWrPo37+0/438Q74/5pV/9HQ/+6c9H7EevafK5h799A/b5eZmdX9W+u1ZD/NaU//ED4mpZk9c/5Le6DX+S/tT/rn+1so3QM9+tfuJ/X+8O/g2f8ijv7a6K+N/tror43+2uivjf7a6K+N/tror43+2uivjf7a6K+N/tror43+2uivjf7a6K+N/trory3+D5R3C/rTn/70790f6/X/AbS6syo= - + - + @@ -149,12 +149,12 @@ - + - + @@ -164,7 +164,7 @@ - + @@ -174,27 +174,12 @@ - + - - - - - - - - - - - - - - - - + @@ -219,17 +204,12 @@ - - - - - - + diff --git a/frontend/assets/scripts/OfflineMap.js b/frontend/assets/scripts/OfflineMap.js index 4160346..83fdb60 100644 --- a/frontend/assets/scripts/OfflineMap.js +++ b/frontend/assets/scripts/OfflineMap.js @@ -92,9 +92,11 @@ cc.Class({ const p1Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y); const p2Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y); - const speedV = gopkgs.WorldToVirtualGridPos(1.0, 0); const colliderRadiusV = gopkgs.WorldToVirtualGridPos(12.0, 0); + const speciesIdList = [1, 4096]; + const chConfigsOrderedByJoinIndex = gopkgs.GetCharacterConfigsOrderedByJoinIndex(speciesIdList); + const startRdf = window.pb.protos.RoomDownsyncFrame.create({ id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START, playersArr: [ @@ -103,7 +105,7 @@ cc.Class({ joinIndex: 1, virtualGridX: p1Vpos[0], virtualGridY: p1Vpos[1], - speed: speedV[0], + speed: chConfigsOrderedByJoinIndex[0].Speed, colliderRadius: colliderRadiusV[0], characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0], framesToRecover: 0, @@ -112,13 +114,14 @@ cc.Class({ velX: 0, velY: 0, inAir: true, + onWall: false, }), window.pb.protos.PlayerDownsync.create({ id: 11, joinIndex: 2, virtualGridX: p2Vpos[0], virtualGridY: p2Vpos[1], - speed: speedV[0], + speed: chConfigsOrderedByJoinIndex[1].Speed, colliderRadius: colliderRadiusV[0], characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0], framesToRecover: 0, @@ -127,9 +130,10 @@ cc.Class({ velX: 0, velY: 0, inAir: true, + onWall: false, }), ], - speciesIdList: [1, 4096], + speciesIdList: speciesIdList, }); self.selfPlayerInfo = { diff --git a/jsexport/battle/battle.go b/jsexport/battle/battle.go index a198c8c..6fda1af 100644 --- a/jsexport/battle/battle.go +++ b/jsexport/battle/battle.go @@ -107,6 +107,13 @@ var nonAttackingSet = map[int32]bool{ ATK_CHARACTER_STATE_GET_UP1: true, } +func intAbs(x int32) int32 { + if x < 0 { + return -x + } + return x +} + func ShouldPrefabInputFrameDownsync(prevRenderFrameId int32, renderFrameId int32) (bool, int32) { for i := prevRenderFrameId + 1; i <= renderFrameId; i++ { if (0 <= i) && (0 == (i & ((1 << INPUT_SCALE_FRAMES) - 1))) { @@ -321,8 +328,8 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e resolv.Vector, re func WorldToVirtualGridPos(wx, wy float64) (int32, int32) { // [WARNING] Introduces loss of precision! // In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains. - var virtualGridX int32 = int32(math.Floor(wx * WORLD_TO_VIRTUAL_GRID_RATIO)) - var virtualGridY int32 = int32(math.Floor(wy * WORLD_TO_VIRTUAL_GRID_RATIO)) + var virtualGridX int32 = int32(math.Round(wx * WORLD_TO_VIRTUAL_GRID_RATIO)) + var virtualGridY int32 = int32(math.Round(wy * WORLD_TO_VIRTUAL_GRID_RATIO)) return virtualGridX, virtualGridY } @@ -558,12 +565,19 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer } if 0 == currPlayerDownsync.FramesToRecover { - if 0 != effDx || 0 != effDy { - if 0 != effDx { - thatPlayerInNextFrame.DirX = effDx + if 0 != effDx { + xfac := int32(1) + if 0 > effDx { + xfac = -xfac } + thatPlayerInNextFrame.DirX = effDx thatPlayerInNextFrame.DirY = effDy - thatPlayerInNextFrame.VelX = effDx * currPlayerDownsync.Speed + + thatPlayerInNextFrame.VelX = xfac * currPlayerDownsync.Speed + if intAbs(thatPlayerInNextFrame.VelX) < intAbs(currPlayerDownsync.VelX) { + // Wall jumping + thatPlayerInNextFrame.VelX = xfac * intAbs(currPlayerDownsync.VelX) + } thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING } else { thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1 @@ -595,6 +609,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer newVy += chConfig.WallJumpingInitVelY thatPlayerInNextFrame.VelX = int32(xfac * chConfig.WallJumpingInitVelX) thatPlayerInNextFrame.VelY = int32(chConfig.WallJumpingInitVelY) + thatPlayerInNextFrame.FramesToRecover = chConfig.WallJumpingFramesToRecover } else { thatPlayerInNextFrame.VelY = int32(chConfig.JumpingInitVelY) newVy += chConfig.JumpingInitVelY // Immediately gets out of any snapping @@ -758,13 +773,11 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer // [WARNING] Sticking to wall could only be triggered by proactive player input for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] { normAlignmentWithHorizon1 := (hardPushbackNorm.X*float64(1.0) + hardPushbackNorm.Y*float64(0.0)) - ctrlAlignmentWithHorizon1 := (float64(thatPlayerInNextFrame.DirX)*float64(1.0) + float64(thatPlayerInNextFrame.DirY)*float64(0.0)) normAlignmentWithHorizon2 := (hardPushbackNorm.X*float64(-1.0) + hardPushbackNorm.Y*float64(0.0)) - ctrlAlignmentWithHorizon2 := (float64(thatPlayerInNextFrame.DirX)*float64(-1.0) + float64(thatPlayerInNextFrame.DirY)*float64(0.0)) - if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon1 && VERTICAL_PLATFORM_THRESHOLD < ctrlAlignmentWithHorizon1 { + if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon1 { thatPlayerInNextFrame.OnWall = true } - if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon2 && VERTICAL_PLATFORM_THRESHOLD < ctrlAlignmentWithHorizon2 { + if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon2 { thatPlayerInNextFrame.OnWall = true } } diff --git a/jsexport/battle/characterConfig.go b/jsexport/battle/characterConfig.go index 45ce94e..fe0b4d8 100644 --- a/jsexport/battle/characterConfig.go +++ b/jsexport/battle/characterConfig.go @@ -18,11 +18,12 @@ type CharacterConfig struct { Speed int32 JumpingInitVelY int32 - DashingEnabled bool - OnWallEnabled bool - WallJumpingInitVelX int32 - WallJumpingInitVelY int32 - WallSlidingVelY int32 + DashingEnabled bool + OnWallEnabled bool + WallJumpingFramesToRecover int32 + WallJumpingInitVelX int32 + WallJumpingInitVelY int32 + WallSlidingVelY int32 SkillMapper SkillMapperType } @@ -41,7 +42,7 @@ var Characters = map[int]*CharacterConfig{ GetUpInvinsibleFrames: int32(10), GetUpFramesToRecover: int32(27), - Speed: int32(float64(1.2) * WORLD_TO_VIRTUAL_GRID_RATIO), + Speed: int32(float64(3.0) * WORLD_TO_VIRTUAL_GRID_RATIO), JumpingInitVelY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO), DashingEnabled: false, @@ -87,14 +88,15 @@ var Characters = map[int]*CharacterConfig{ GetUpInvinsibleFrames: int32(10), GetUpFramesToRecover: int32(27), - Speed: int32(float64(1.4) * WORLD_TO_VIRTUAL_GRID_RATIO), + Speed: int32(float64(4.0) * WORLD_TO_VIRTUAL_GRID_RATIO), JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO), - DashingEnabled: true, - OnWallEnabled: true, - WallJumpingInitVelX: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO), // Default is "appeared facing right", but actually holding ctrl against left - WallJumpingInitVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO), - WallSlidingVelY: int32(float64(-1) * WORLD_TO_VIRTUAL_GRID_RATIO), + DashingEnabled: true, + OnWallEnabled: true, + WallJumpingFramesToRecover: int32(8), + WallJumpingInitVelX: int32(float64(2.5) * WORLD_TO_VIRTUAL_GRID_RATIO), // Default is "appeared facing right", but actually holding ctrl against left + WallJumpingInitVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO), + WallSlidingVelY: int32(float64(-1) * WORLD_TO_VIRTUAL_GRID_RATIO), SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int { if 1 == patternId { @@ -136,7 +138,7 @@ var Characters = map[int]*CharacterConfig{ GetUpInvinsibleFrames: int32(8), GetUpFramesToRecover: int32(30), - Speed: int32(float64(1.0) * WORLD_TO_VIRTUAL_GRID_RATIO), + Speed: int32(float64(3.0) * WORLD_TO_VIRTUAL_GRID_RATIO), JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO), DashingEnabled: false,