mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Misc fixes.
This commit is contained in:
@@ -419,6 +419,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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FramesInChState: currPlayerDownsync.FramesInChState + 1,
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ActiveSkillId: currPlayerDownsync.ActiveSkillId,
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ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
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ColliderRadius: currPlayerDownsync.ColliderRadius,
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}
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if nextRenderFramePlayers[i].FramesToRecover < 0 {
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nextRenderFramePlayers[i].FramesToRecover = 0
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@@ -479,12 +480,11 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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}
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// 2. Process player movement
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playerColliders := make([]*resolv.Object, len(currRenderFrame.PlayersArr), len(currRenderFrame.PlayersArr)) // Will all be removed at the end of this function due to the need for being rollback-compatible
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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joinIndex := currPlayerDownsync.JoinIndex
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effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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thatPlayerInNextFrame := nextRenderFramePlayers[i]
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chConfig := chConfigsOrderedByJoinIndex[i]
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// Reset playerCollider position from the "virtual grid position"
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newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
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@@ -492,10 +492,24 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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newVy += chConfig.JumpingInitVelY // Immediately gets out of any snapping
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}
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playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY)
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// Update in the collision system
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playerCollider.Update()
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wx, wy := VirtualGridToWorldPos(newVx, newVy)
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colliderWidth, colliderHeight := currPlayerDownsync.ColliderRadius*2, currPlayerDownsync.ColliderRadius*4
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switch currPlayerDownsync.CharacterState {
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case ATK_CHARACTER_STATE_LAY_DOWN1:
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colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*4, currPlayerDownsync.ColliderRadius*2
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case ATK_CHARACTER_STATE_BLOWN_UP1, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP:
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colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*2, currPlayerDownsync.ColliderRadius*2
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}
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colliderWorldWidth, colliderWorldHeight := VirtualGridToWorldPos(colliderWidth, colliderHeight)
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playerCollider := GenerateRectCollider(wx, wy, colliderWorldWidth, colliderWorldHeight, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, currPlayerDownsync, "Player") // the coords of all barrier boundaries are multiples of tileWidth(i.e. 16), by adding snapping y-padding when "landedOnGravityPushback" all "playerCollider.Y" would be a multiple of 1.0
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playerColliders[i] = playerCollider
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// Add to collision system
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collisionSys.Add(playerCollider)
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thatPlayerInNextFrame := nextRenderFramePlayers[i]
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if currPlayerDownsync.InAir {
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thatPlayerInNextFrame.VelX += GRAVITY_X
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thatPlayerInNextFrame.VelY += GRAVITY_Y
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@@ -525,8 +539,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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// 4. Calc pushbacks for each player (after its movement) w/o bullets
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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joinIndex := currPlayerDownsync.JoinIndex
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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playerCollider := playerColliders[i]
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playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
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hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, playerCollider, playerShape, SNAP_INTO_PLATFORM_OVERLAP, &(effPushbacks[joinIndex-1]))
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thatPlayerInNextFrame := nextRenderFramePlayers[i]
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@@ -586,6 +599,9 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_LAY_DOWN1
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thatPlayerInNextFrame.FramesToRecover = chConfig.LayDownFramesToRecover
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} else {
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halfColliderWidthDiff, halfColliderHeightDiff := int32(0), currPlayerDownsync.ColliderRadius
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_, halfColliderWorldHeightDiff := VirtualGridToWorldPos(halfColliderWidthDiff, halfColliderHeightDiff)
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effPushbacks[joinIndex-1].Y -= halfColliderWorldHeightDiff // To prevent bouncing due to abrupt change of collider shape
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
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thatPlayerInNextFrame.FramesToRecover = 0
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}
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@@ -658,8 +674,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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// 6. Get players out of stuck barriers if there's any
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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joinIndex := currPlayerDownsync.JoinIndex
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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playerCollider := playerColliders[i]
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// Update "virtual grid position"
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thatPlayerInNextFrame := nextRenderFramePlayers[i]
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thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY)
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@@ -694,6 +709,10 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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}
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}
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for _, playerCollider := range playerColliders {
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playerCollider.Space.Remove(playerCollider)
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}
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return &RoomDownsyncFrame{
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Id: currRenderFrame.Id + 1,
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PlayersArr: nextRenderFramePlayers,
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