mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 16:46:38 +00:00
Fixes for bullet and anim offset.
This commit is contained in:
@@ -11,25 +11,25 @@ window.ATK_CHARACTER_STATE = {
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};
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window.toInAirConjugate = function(foo) {
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switch (foo) {
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switch (foo) {
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case window.ATK_CHARACTER_STATE.Idle1[0]:
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case window.ATK_CHARACTER_STATE.Walking[0]:
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return window.ATK_CHARACTER_STATE.InAirIdle1[0];
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return window.ATK_CHARACTER_STATE.InAirIdle1[0];
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case window.ATK_CHARACTER_STATE.Atk1[0]:
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return window.ATK_CHARACTER_STATE.InAirAtk1[0];
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return window.ATK_CHARACTER_STATE.InAirAtk1[0];
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case window.ATK_CHARACTER_STATE.Atked1[0]:
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return window.ATK_CHARACTER_STATE.InAirAtked1[0];
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return window.ATK_CHARACTER_STATE.InAirAtked1[0];
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case window.ATK_CHARACTER_STATE.InAirIdle1[0]:
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return window.ATK_CHARACTER_STATE.Idle1[0];
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return window.ATK_CHARACTER_STATE.Idle1[0];
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case window.ATK_CHARACTER_STATE.InAirAtk1[0]:
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return window.ATK_CHARACTER_STATE.Atk1[0];
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return window.ATK_CHARACTER_STATE.Atk1[0];
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case window.ATK_CHARACTER_STATE.InAirAtked1[0]:
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return window.ATK_CHARACTER_STATE.Atked1[0];
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return window.ATK_CHARACTER_STATE.Atked1[0];
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default:
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console.warn(`Invalid characterState ${foo} received, no in air conjugate is available!`);
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return null;
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}
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console.warn(`Invalid characterState ${foo} received, no in air conjugate is available!`);
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return null;
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}
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}
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window.ATK_CHARACTER_STATE_ARR = [];
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@@ -81,7 +81,6 @@ cc.Class({
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this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
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if (!this.animComp) {
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this.animComp = this.effAnimNode.getComponent(cc.Animation);
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this.effAnimNode.anchorY = 0.0; // Otherwise the anim will show with an incorrect y-offset even if the collider boundaries are all correct!
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}
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this.effAnimNode.active = true;
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},
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@@ -331,7 +331,7 @@ cc.Class({
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window.mapIns = self;
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window.forceBigEndianFloatingNumDecoding = self.forceBigEndianFloatingNumDecoding;
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self.showCriticalCoordinateLabels = true;
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self.showCriticalCoordinateLabels = false;
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console.warn("+++++++ Map onLoad()");
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window.handleClientSessionError = function() {
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@@ -456,8 +456,8 @@ cc.Class({
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const refBoundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node).barriers;
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const boundaryObjs = parsedBattleColliderInfo.strToPolygon2DListMap;
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for (let k = 0; k < boundaryObjs["Barrier"].eles.length; k++) {
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let boundaryObj = boundaryObjs["Barrier"].eles[k];
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const refBoundaryObj = refBoundaryObjs[k];
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let boundaryObj = boundaryObjs["Barrier"].eles[k];
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const refBoundaryObj = refBoundaryObjs[k];
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// boundaryObj = refBoundaryObj;
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const [x0, y0] = [boundaryObj.anchor.x, boundaryObj.anchor.y];
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const newBarrierCollider = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj.points, p => {
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@@ -778,7 +778,7 @@ cc.Class({
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if (1 == joinIndex) {
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playerScriptIns.setSpecies("SoldierWaterGhost");
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} else if (2 == joinIndex) {
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playerScriptIns.setSpecies("SoldierFireGhost");
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playerScriptIns.setSpecies("SoldierFireGhostFrameAnim");
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}
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const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
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@@ -786,8 +786,8 @@ cc.Class({
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playerScriptIns.mapNode = self.node;
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const colliderWidth = playerDownsyncInfo.colliderRadius * 2,
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colliderHeight = playerDownsyncInfo.colliderRadius * 4;
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const cpos = self.virtualGridToPolygonColliderTLPos(vx, vy, colliderWidth*0.5, colliderHeight*0.5); // the top-left corner is kept having integer coords
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const pts = [[0, 0], [colliderWidth, 0], [colliderWidth, -colliderHeight-self.snapIntoPlatformOverlap], [0, -colliderHeight-self.snapIntoPlatformOverlap]];
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const cpos = self.virtualGridToPolygonColliderTLPos(vx, vy, colliderWidth * 0.5, colliderHeight * 0.5); // the top-left corner is kept having integer coords
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const pts = [[0, 0], [colliderWidth, 0], [colliderWidth, -colliderHeight - self.snapIntoPlatformOverlap], [0, -colliderHeight - self.snapIntoPlatformOverlap]];
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// [WARNING] The animNode "anchor & offset" are tuned to fit in this collider by "ControlledCharacter prefab & AttackingCharacter.js"!
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const newPlayerCollider = self.collisionSys.createPolygon(cpos[0], cpos[1], pts);
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@@ -1047,15 +1047,15 @@ cc.Class({
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}
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const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
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const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
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const bulletWy = offenderWy + 0.5 * meleeBullet.hitboxSize.y;
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const [bulletCx, bulletCy] = self.worldToPolygonColliderTLPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5);
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const bulletWy = offenderWy;
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const bulletCpos = self.worldToPolygonColliderTLPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5);
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const pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, -meleeBullet.hitboxSize.y], [0, -meleeBullet.hitboxSize.y]];
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g.moveTo(bulletCx, bulletCy);
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g.moveTo(bulletCpos[0], bulletCpos[1]);
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for (let j = 0; j < pts.length; j += 1) {
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g.lineTo(pts[j][0] + bulletCx, pts[j][1] + bulletCy);
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g.lineTo(pts[j][0] + bulletCpos[0], pts[j][1] + bulletCpos[1]);
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}
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g.lineTo(bulletCx, bulletCy);
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g.lineTo(bulletCpos[0], bulletCpos[1]);
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g.stroke();
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}
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}
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@@ -1118,7 +1118,7 @@ cc.Class({
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const joinIndex = parseInt(j) + 1;
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const playerRichInfo = self.playerRichInfoArr[j];
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const playerId = playerRichInfo.id;
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const currPlayerDownsync = currRenderFrame.players[playerId];
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const currPlayerDownsync = currRenderFrame.players[playerId];
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const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
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if (0 < thatPlayerInNextFrame.framesToRecover) {
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// No need to process inputs for this player, but there might be bullet pushbacks on this player
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@@ -1191,9 +1191,9 @@ cc.Class({
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const [newVx, newVy] = [currPlayerDownsync.virtualGridX + currPlayerDownsync.velX, currPlayerDownsync.virtualGridY + currPlayerDownsync.velY];
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const colliderWidth = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 2,
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colliderHeight = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 4;
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const newCpos = self.virtualGridToPolygonColliderTLPos(newVx, newVy, colliderWidth*0.5, colliderHeight*0.5);
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const newCpos = self.virtualGridToPolygonColliderTLPos(newVx, newVy, colliderWidth * 0.5, colliderHeight * 0.5);
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playerCollider.x = newCpos[0];
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playerCollider.y = newCpos[1];
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playerCollider.y = newCpos[1];
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if (currPlayerDownsync.inAir) {
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thatPlayerInNextFrame.velX += self.gravityX;
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@@ -1222,10 +1222,10 @@ cc.Class({
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}
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const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
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const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
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const bulletWy = offenderWy + 0.5 * meleeBullet.hitboxSize.y;
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const [bulletCx, bulletCy] = self.worldToPolygonColliderTLPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
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const bulletWy = offenderWy;
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const bulletCpos = self.worldToPolygonColliderTLPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
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pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, -meleeBullet.hitboxSize.y], [0, -meleeBullet.hitboxSize.y]];
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const newBulletCollider = collisionSys.createPolygon(bulletCx, bulletCy, pts);
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const newBulletCollider = collisionSys.createPolygon(bulletCpos[0], bulletCpos[1], pts);
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newBulletCollider.data = meleeBullet;
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collisionSysMap.set(collisionBulletIndex, newBulletCollider);
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bulletColliders.set(collisionBulletIndex, newBulletCollider);
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@@ -1380,13 +1380,13 @@ cc.Class({
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const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
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const colliderWidth = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 2,
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colliderHeight = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 4;
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const newVpos = self.polygonColliderTLToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], colliderWidth*0.5, colliderHeight*0.5);
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const newVpos = self.polygonColliderTLToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], colliderWidth * 0.5, colliderHeight * 0.5);
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thatPlayerInNextFrame.virtualGridX = newVpos[0];
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thatPlayerInNextFrame.virtualGridY = newVpos[1];
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if (1 == thatPlayerInNextFrame.joinIndex) {
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if (thatPlayerInNextFrame.inAir && 0 != thatPlayerInNextFrame.velY) {
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console.log(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} inAir trajectory: {nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}, with playerColliderPos={${playerCollider.x.toFixed(3)}, ${playerCollider.y.toFixed(3)}}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
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// console.log(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} inAir trajectory: {nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}, with playerColliderPos={${playerCollider.x.toFixed(3)}, ${playerCollider.y.toFixed(3)}}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
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}
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if (currPlayerDownsync.inAir && !thatPlayerInNextFrame.inAir) {
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console.warn(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} fallStopping#2 at {nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}, with playerColliderPos={${playerCollider.x.toFixed(3)}, ${playerCollider.y.toFixed(3)}}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
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@@ -196,7 +196,7 @@ cc.Class({
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}
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});
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self.selfPlayerInfo = {
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id: 10
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id: 11
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};
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self._initPlayerRichInfoDict(startRdf.players);
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self.onRoomDownsyncFrame(startRdf);
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