mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 11:48:56 +00:00
Fixes for bullet and anim offset.
This commit is contained in:
parent
db2bc0e3cd
commit
b41b86bbd3
@ -791,7 +791,7 @@ func (pR *Room) OnDismissed() {
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pR.SnapIntoPlatformThreshold = float64(0.5)
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pR.SnapIntoPlatformThreshold = float64(0.5)
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pR.JumpingInitVelY = int32(float64(7) * pR.WorldToVirtualGridRatio)
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pR.JumpingInitVelY = int32(float64(7) * pR.WorldToVirtualGridRatio)
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pR.GravityX = 0
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pR.GravityX = 0
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pR.GravityY = -int32(float64(0.5)*pR.WorldToVirtualGridRatio) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
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pR.GravityY = -int32(float64(0.5) * pR.WorldToVirtualGridRatio) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
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pR.ChooseStage()
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pR.ChooseStage()
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pR.EffectivePlayerCount = 0
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pR.EffectivePlayerCount = 0
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@ -1607,7 +1607,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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if 1 == thatPlayerInNextFrame.JoinIndex {
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if 1 == thatPlayerInNextFrame.JoinIndex {
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if thatPlayerInNextFrame.InAir && (0 != thatPlayerInNextFrame.VelY) {
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if thatPlayerInNextFrame.InAir && (0 != thatPlayerInNextFrame.VelY) {
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Logger.Info(fmt.Sprintf("playerId=%d, joinIndex=%d inAir trajectory: {nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}, with playerColliderPos={%.3f, %.3f}, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, playerShape.X-pR.collisionSpaceOffsetX, playerShape.Y-pR.collisionSpaceOffsetY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
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// Logger.Info(fmt.Sprintf("playerId=%d, joinIndex=%d inAir trajectory: {nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}, with playerColliderPos={%.3f, %.3f}, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, playerShape.X-pR.collisionSpaceOffsetX, playerShape.Y-pR.collisionSpaceOffsetY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
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}
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}
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if currPlayerDownsync.InAir && !thatPlayerInNextFrame.InAir {
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if currPlayerDownsync.InAir && !thatPlayerInNextFrame.InAir {
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Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#2 at {nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}, with playerColliderPos={%.3f, %.3f}, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, playerShape.X-pR.collisionSpaceOffsetX, playerShape.Y-pR.collisionSpaceOffsetY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
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Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#2 at {nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}, with playerColliderPos={%.3f, %.3f}, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, playerShape.X-pR.collisionSpaceOffsetX, playerShape.Y-pR.collisionSpaceOffsetY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
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@ -35,7 +35,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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spaceOffsetY := float64(spaceH) * 0.5
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spaceOffsetY := float64(spaceH) * 0.5
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worldToVirtualGridRatio := float64(1000)
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worldToVirtualGridRatio := float64(1000)
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virtualGridToWorldRatio := float64(1)/worldToVirtualGridRatio
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virtualGridToWorldRatio := float64(1) / worldToVirtualGridRatio
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playerDefaultSpeed := 1 * worldToVirtualGridRatio
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playerDefaultSpeed := 1 * worldToVirtualGridRatio
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minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 2)
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minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 2)
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playerColliderRadius := float64(12)
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playerColliderRadius := float64(12)
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@ -114,7 +114,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
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ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
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Damage: int32(5),
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Damage: int32(5),
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}
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}
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bulletLeftToRight := false
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bulletLeftToRight := true
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if bulletLeftToRight {
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if bulletLeftToRight {
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xfac := float64(1.0)
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xfac := float64(1.0)
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offenderWx, offenderWy := playerPosList.Eles[0].X, playerPosList.Eles[0].Y
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offenderWx, offenderWy := playerPosList.Eles[0].X, playerPosList.Eles[0].Y
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@ -137,7 +137,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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}
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}
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}
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}
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bulletRightToLeft := false
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bulletRightToLeft := true
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if bulletRightToLeft {
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if bulletRightToLeft {
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xfac := float64(-1.0)
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xfac := float64(-1.0)
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offenderWx, offenderWy := playerPosList.Eles[1].X, playerPosList.Eles[1].Y
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offenderWx, offenderWy := playerPosList.Eles[1].X, playerPosList.Eles[1].Y
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@ -97,7 +97,7 @@
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"__id__": 1
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"__id__": 1
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},
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},
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"_children": [],
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"_children": [],
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"_active": true,
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"_active": false,
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"_components": [
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"_components": [
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{
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{
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"__id__": 3
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"__id__": 3
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@ -587,7 +587,7 @@
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"ctor": "Float64Array",
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"ctor": "Float64Array",
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"array": [
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"array": [
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0,
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0,
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-10,
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-24,
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0,
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0,
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0,
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0,
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0,
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0,
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@ -702,7 +702,7 @@
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"ctor": "Float64Array",
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"ctor": "Float64Array",
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"array": [
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"array": [
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0,
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0,
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-10,
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-24,
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0,
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0,
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0,
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0,
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0,
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0,
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@ -820,7 +820,7 @@
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"ctor": "Float64Array",
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"ctor": "Float64Array",
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"array": [
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"array": [
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0,
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0,
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-12,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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@ -440,7 +440,7 @@
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"array": [
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"array": [
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0,
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0,
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0,
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0,
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209.7905580006813,
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216.67520680312998,
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0,
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0,
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0,
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0,
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0,
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0,
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@ -454,7 +454,7 @@
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"array": [
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"array": [
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0,
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0,
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0,
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0,
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209.7905580006813,
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216.67520680312998,
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0,
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0,
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0,
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0,
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0,
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0,
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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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this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
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if (!this.animComp) {
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if (!this.animComp) {
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this.animComp = this.effAnimNode.getComponent(cc.Animation);
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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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}
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this.effAnimNode.active = true;
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this.effAnimNode.active = true;
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},
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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.mapIns = self;
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window.forceBigEndianFloatingNumDecoding = self.forceBigEndianFloatingNumDecoding;
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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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console.warn("+++++++ Map onLoad()");
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window.handleClientSessionError = function() {
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window.handleClientSessionError = function() {
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@ -778,7 +778,7 @@ cc.Class({
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if (1 == joinIndex) {
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if (1 == joinIndex) {
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playerScriptIns.setSpecies("SoldierWaterGhost");
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playerScriptIns.setSpecies("SoldierWaterGhost");
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} else if (2 == joinIndex) {
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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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}
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const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
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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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playerScriptIns.mapNode = self.node;
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const colliderWidth = playerDownsyncInfo.colliderRadius * 2,
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const colliderWidth = playerDownsyncInfo.colliderRadius * 2,
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colliderHeight = playerDownsyncInfo.colliderRadius * 4;
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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 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 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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// [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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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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}
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const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
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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 bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
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const bulletWy = offenderWy + 0.5 * meleeBullet.hitboxSize.y;
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const bulletWy = offenderWy;
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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 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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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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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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}
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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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g.stroke();
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}
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}
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}
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}
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@ -1191,7 +1191,7 @@ cc.Class({
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const [newVx, newVy] = [currPlayerDownsync.virtualGridX + currPlayerDownsync.velX, currPlayerDownsync.virtualGridY + currPlayerDownsync.velY];
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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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const colliderWidth = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 2,
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colliderHeight = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 4;
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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.x = newCpos[0];
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playerCollider.y = newCpos[1];
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playerCollider.y = newCpos[1];
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@ -1222,10 +1222,10 @@ cc.Class({
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}
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}
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const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
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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 bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
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const bulletWy = offenderWy + 0.5 * meleeBullet.hitboxSize.y;
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const bulletWy = offenderWy;
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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 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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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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newBulletCollider.data = meleeBullet;
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collisionSysMap.set(collisionBulletIndex, newBulletCollider);
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collisionSysMap.set(collisionBulletIndex, newBulletCollider);
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bulletColliders.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 thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
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const colliderWidth = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 2,
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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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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.virtualGridX = newVpos[0];
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thatPlayerInNextFrame.virtualGridY = newVpos[1];
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thatPlayerInNextFrame.virtualGridY = newVpos[1];
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if (1 == thatPlayerInNextFrame.joinIndex) {
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if (1 == thatPlayerInNextFrame.joinIndex) {
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if (thatPlayerInNextFrame.inAir && 0 != thatPlayerInNextFrame.velY) {
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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)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
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}
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}
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if (currPlayerDownsync.inAir && !thatPlayerInNextFrame.inAir) {
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if (currPlayerDownsync.inAir && !thatPlayerInNextFrame.inAir) {
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console.warn(`playerId=${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)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
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console.warn(`playerId=${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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});
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});
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self.selfPlayerInfo = {
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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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};
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self._initPlayerRichInfoDict(startRdf.players);
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self._initPlayerRichInfoDict(startRdf.players);
|
||||||
self.onRoomDownsyncFrame(startRdf);
|
self.onRoomDownsyncFrame(startRdf);
|
||||||
|
Loading…
Reference in New Issue
Block a user