Misc fixes.

This commit is contained in:
genxium 2023-01-02 16:36:17 +08:00
parent 915bbcae3d
commit bd870e4059
13 changed files with 720 additions and 628 deletions

View File

@ -1274,17 +1274,6 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
topPadding, bottomPadding, leftPadding, rightPadding := pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap
pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), int(pR.CollisionMinStep), int(pR.CollisionMinStep)) // allocate a new collision space everytime after a battle is settled
jsPlayers := toJsPlayers(pR.Players)
for _, player := range jsPlayers {
wx, wy := battle.VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*4
playerCollider := battle.GenerateRectCollider(wx, wy, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, player, "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
pR.Space.Add(playerCollider)
// Keep track of the collider in "pR.CollisionSysMap"
joinIndex := player.JoinIndex
collisionPlayerIndex := battle.COLLISION_PLAYER_INDEX_PREFIX + joinIndex
pR.CollisionSysMap[collisionPlayerIndex] = playerCollider
}
for _, player := range pR.Players {
joinIndex := player.JoinIndex

View File

@ -21,3 +21,8 @@ ffmpeg -vsync vfr -i LayDown1.gif -vf "scale=iw:188:force_original_aspect_ratio=
```
The command above uses same input-output width, but pads the output height with a top transparent section such that the output height is fixed to 188px.
Similarly to crop a gif into pngs.
```
ffmpeg -vsync vfr -i Idle1.gif -vf "crop=70:ih:(iw-ow-10):0" pngs/Idle1_%d.png
```

View File

@ -4724,7 +4724,7 @@ $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, 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, sliceType$5, sliceType$6, sliceType$7, sliceType$8, sliceType$9, ptrType$8, sliceType$10, ptrType$9, sliceType$11, sliceType$12, ptrType$10, sliceType$13, ptrType$11, mapType, ptrType$12, skills, inAirSet, noOpSet, invinsibleSet, nonAttackingSet, NewRingBuffer, ConvertToInputFrameId, decodeInput, CalcPushbacks, isPolygonPairOverlapped, isPolygonPairSeparatedByDir, WorldToVirtualGridPos, VirtualGridToWorldPos, WorldToPolygonColliderBLPos, PolygonColliderBLToWorldPos, PolygonColliderBLToVirtualGridPos, VirtualGridToPolygonColliderBLPos, calcHardPushbacksNorms, deriveOpPattern, ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame, GenerateRectCollider, generateRectColliderInCollisionSpace, GenerateConvexPolygonCollider, AlignPolygon2DToBoundingBox;
var $pkg = {}, $init, math, resolv, Vec2D, Polygon2D, PlayerDownsync, InputFrameDecoded, Barrier, Bullet, MeleeBullet, FireballBullet, Skill, RoomDownsyncFrame, InputFrameDownsync, 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, sliceType$5, sliceType$6, sliceType$7, sliceType$8, sliceType$9, ptrType$8, sliceType$10, ptrType$9, sliceType$11, sliceType$12, ptrType$10, sliceType$13, ptrType$11, mapType, ptrType$12, skills, inAirSet, noOpSet, invinsibleSet, nonAttackingSet, NewRingBuffer, ConvertToInputFrameId, 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_) {
@ -5359,14 +5359,6 @@ $packages["jsexport/battle"] = (function() {
return WorldToVirtualGridPos(wx, wy);
};
$pkg.PolygonColliderBLToVirtualGridPos = PolygonColliderBLToVirtualGridPos;
VirtualGridToPolygonColliderBLPos = function(vx, vy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY) {
var _tuple, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY, halfBoundingH, halfBoundingW, leftPadding, rightPadding, topPadding, vx, vy, wx, wy;
_tuple = VirtualGridToWorldPos(vx, vy);
wx = _tuple[0];
wy = _tuple[1];
return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY);
};
$pkg.VirtualGridToPolygonColliderBLPos = VirtualGridToPolygonColliderBLPos;
calcHardPushbacksNorms = function(joinIndex, playerCollider, playerShape, snapIntoPlatformOverlap, pEffPushback) {
var {_i, _r, _ref, _ref$1, _tmp, _tmp$1, _tuple, barrierShape, collision, isBarrier, joinIndex, obj, overlapResult, overlapped, pEffPushback, playerCollider, playerShape, pushbackX, pushbackY, ret, snapIntoPlatformOverlap, $s, $r, $c} = $restore(this, {joinIndex, playerCollider, playerShape, snapIntoPlatformOverlap, pEffPushback});
/* */ $s = $s || 0; s: while (true) { switch ($s) { case 0:
@ -5469,7 +5461,7 @@ $packages["jsexport/battle"] = (function() {
return [patternId, jumpedOrNot, effDx, effDy];
};
ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame = function(inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, collisionSpaceOffsetX, collisionSpaceOffsetY, chConfigsOrderedByJoinIndex) {
var {_1, _entry, _entry$1, _entry$2, _entry$3, _entry$4, _entry$5, _i, _i$1, _i$2, _i$3, _i$4, _i$5, _i$6, _i$7, _i$8, _i$9, _index, _index$1, _r, _r$1, _r$2, _r$3, _r$4, _ref, _ref$1, _ref$10, _ref$11, _ref$12, _ref$13, _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$2, _tmp$3, _tmp$4, _tmp$5, _tmp$6, _tmp$7, _tmp$8, _tmp$9, _tuple, _tuple$1, _tuple$2, _tuple$3, _tuple$4, _tuple$5, _tuple$6, _tuple$7, _tuple$8, _tuple$9, atkedPlayerInNextFrame, bShape, bulletCollider, bulletColliders, bulletShape, bulletWx, bulletWy, chConfig, chConfig$1, chConfig$2, chConfigsOrderedByJoinIndex, collision, collision$1, collisionPlayerIndex, collisionPlayerIndex$1, collisionPlayerIndex$2, collisionSpaceOffsetX, collisionSpaceOffsetY, collisionSys, collisionSysMap, currPlayerDownsync, currPlayerDownsync$1, currPlayerDownsync$2, currPlayerDownsync$3, currPlayerDownsync$4, currRenderFrame, defenderShape, effDx, effDy, effPushbacks, existent, existent$1, existent$2, hardPushbackNorm, hardPushbackNorms, hitboxSizeWx, hitboxSizeWy, 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, newBulletCollider, newVx, newVy, nextRenderFrameMeleeBullets, nextRenderFramePlayers, normAlignmentWithGravity, obj, obj$1, offender, offender$1, oldFramesToRecover, oldNextCharacterState, overlapResult, overlapped, overlapped$1, patternId, playerCollider, playerCollider$1, playerCollider$2, playerShape, projectedMagnitude, pushbackVelX, pushbackVelY, pushbackX, pushbackY, roomCapacity, skillConfig, skillId, t, t$1, thatPlayerInNextFrame, thatPlayerInNextFrame$1, thatPlayerInNextFrame$2, thatPlayerInNextFrame$3, v, v$1, x, x$1, x$10, x$11, x$12, x$13, x$14, x$2, x$3, x$4, x$5, x$6, x$7, x$8, x$9, xfac, xfac$1, $s, $r, $c} = $restore(this, {inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, collisionSpaceOffsetX, collisionSpaceOffsetY, chConfigsOrderedByJoinIndex});
var {_1, _2, _entry, _entry$1, _entry$2, _i, _i$1, _i$10, _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, _ref, _ref$1, _ref$10, _ref$11, _ref$12, _ref$13, _ref$14, _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$3, _tmp$4, _tmp$5, _tmp$6, _tmp$7, _tmp$8, _tmp$9, _tuple, _tuple$1, _tuple$10, _tuple$11, _tuple$2, _tuple$3, _tuple$4, _tuple$5, _tuple$6, _tuple$7, _tuple$8, _tuple$9, atkedPlayerInNextFrame, bShape, bulletCollider, bulletColliders, bulletShape, bulletWx, bulletWy, 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, effDx, effDy, effPushbacks, existent, existent$1, existent$2, halfColliderHeightDiff, halfColliderWidthDiff, halfColliderWorldHeightDiff, hardPushbackNorm, hardPushbackNorms, hitboxSizeWx, hitboxSizeWy, 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, newBulletCollider, newVx, newVy, nextRenderFrameMeleeBullets, nextRenderFramePlayers, normAlignmentWithGravity, obj, obj$1, offender, offender$1, oldFramesToRecover, oldNextCharacterState, overlapResult, overlapped, overlapped$1, patternId, playerCollider, playerCollider$1, playerCollider$2, playerCollider$3, playerColliders, playerShape, projectedMagnitude, pushbackVelX, pushbackVelY, pushbackX, pushbackY, roomCapacity, skillConfig, skillId, t, t$1, thatPlayerInNextFrame, thatPlayerInNextFrame$1, thatPlayerInNextFrame$2, thatPlayerInNextFrame$3, v, v$1, wx, wy, x, x$1, x$10, x$11, x$12, x$13, x$14, x$2, x$3, x$4, x$5, x$6, x$7, x$8, x$9, xfac, xfac$1, $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);
@ -5479,7 +5471,7 @@ $packages["jsexport/battle"] = (function() {
if (!(_i < _ref.$length)) { break; }
i = _i;
currPlayerDownsync = ((_i < 0 || _i >= _ref.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref.$array[_ref.$offset + _i]);
((i < 0 || i >= nextRenderFramePlayers.$length) ? ($throwRuntimeError("index out of range"), undefined) : nextRenderFramePlayers.$array[nextRenderFramePlayers.$offset + i] = new PlayerDownsync.ptr(currPlayerDownsync.Id, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, currPlayerDownsync.DirX, currPlayerDownsync.DirY, currPlayerDownsync.VelX, currPlayerDownsync.VelY, currPlayerDownsync.Speed, currPlayerDownsync.BattleState, currPlayerDownsync.JoinIndex, 0, currPlayerDownsync.Removed, currPlayerDownsync.Score, 0, currPlayerDownsync.FramesToRecover - 1 >> 0, currPlayerDownsync.FramesInChState + 1 >> 0, currPlayerDownsync.Hp, currPlayerDownsync.MaxHp, currPlayerDownsync.CharacterState, true, currPlayerDownsync.ActiveSkillId, currPlayerDownsync.ActiveSkillHit));
((i < 0 || i >= nextRenderFramePlayers.$length) ? ($throwRuntimeError("index out of range"), undefined) : nextRenderFramePlayers.$array[nextRenderFramePlayers.$offset + i] = new PlayerDownsync.ptr(currPlayerDownsync.Id, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, currPlayerDownsync.DirX, currPlayerDownsync.DirY, currPlayerDownsync.VelX, currPlayerDownsync.VelY, currPlayerDownsync.Speed, currPlayerDownsync.BattleState, currPlayerDownsync.JoinIndex, currPlayerDownsync.ColliderRadius, currPlayerDownsync.Removed, currPlayerDownsync.Score, 0, currPlayerDownsync.FramesToRecover - 1 >> 0, currPlayerDownsync.FramesInChState + 1 >> 0, currPlayerDownsync.Hp, currPlayerDownsync.MaxHp, currPlayerDownsync.CharacterState, true, currPlayerDownsync.ActiveSkillId, currPlayerDownsync.ActiveSkillHit));
if (((i < 0 || i >= nextRenderFramePlayers.$length) ? ($throwRuntimeError("index out of range"), undefined) : nextRenderFramePlayers.$array[nextRenderFramePlayers.$offset + i]).FramesToRecover < 0) {
((i < 0 || i >= nextRenderFramePlayers.$length) ? ($throwRuntimeError("index out of range"), undefined) : nextRenderFramePlayers.$array[nextRenderFramePlayers.$offset + i]).FramesToRecover = 0;
}
@ -5549,6 +5541,7 @@ $packages["jsexport/battle"] = (function() {
_i$1++;
$s = 1; continue;
case 2:
playerColliders = $makeSlice(sliceType$10, currRenderFrame.PlayersArr.$length, currRenderFrame.PlayersArr.$length);
_ref$3 = currRenderFrame.PlayersArr;
_i$2 = 0;
/* while (true) { */ case 4:
@ -5560,9 +5553,6 @@ $packages["jsexport/battle"] = (function() {
_tmp$3 = 0;
(x$2 = joinIndex$1 - 1 >> 0, ((x$2 < 0 || x$2 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + x$2])).X = _tmp$2;
(x$3 = joinIndex$1 - 1 >> 0, ((x$3 < 0 || x$3 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + x$3])).Y = _tmp$3;
collisionPlayerIndex = 131072 + joinIndex$1 >> 0;
playerCollider = (_entry$1 = collisionSysMap[$Int32.keyFor(collisionPlayerIndex)], _entry$1 !== undefined ? _entry$1.v : ptrType$8.nil);
thatPlayerInNextFrame$1 = ((i$2 < 0 || i$2 >= nextRenderFramePlayers.$length) ? ($throwRuntimeError("index out of range"), undefined) : nextRenderFramePlayers.$array[nextRenderFramePlayers.$offset + i$2]);
chConfig$1 = ((i$2 < 0 || i$2 >= chConfigsOrderedByJoinIndex.$length) ? ($throwRuntimeError("index out of range"), undefined) : chConfigsOrderedByJoinIndex.$array[chConfigsOrderedByJoinIndex.$offset + i$2]);
_tmp$4 = currPlayerDownsync$2.VirtualGridX + currPlayerDownsync$2.VelX >> 0;
_tmp$5 = currPlayerDownsync$2.VirtualGridY + currPlayerDownsync$2.VelY >> 0;
@ -5571,10 +5561,33 @@ $packages["jsexport/battle"] = (function() {
if (((i$2 < 0 || i$2 >= jumpedOrNotList.$length) ? ($throwRuntimeError("index out of range"), undefined) : jumpedOrNotList.$array[jumpedOrNotList.$offset + i$2])) {
newVy = newVy + (chConfig$1.JumpingInitVelY) >> 0;
}
_tuple$2 = VirtualGridToPolygonColliderBLPos(newVx, newVy, playerCollider.W * 0.5, playerCollider.H * 0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY);
playerCollider.X = _tuple$2[0];
playerCollider.Y = _tuple$2[1];
$r = playerCollider.Update(); /* */ $s = 6; case 6: if($c) { $c = false; $r = $r.$blk(); } if ($r && $r.$blk !== undefined) { break s; }
_tuple$2 = VirtualGridToWorldPos(newVx, newVy);
wx = _tuple$2[0];
wy = _tuple$2[1];
_tmp$6 = $imul(currPlayerDownsync$2.ColliderRadius, 2);
_tmp$7 = $imul(currPlayerDownsync$2.ColliderRadius, 4);
colliderWidth = _tmp$6;
colliderHeight = _tmp$7;
_1 = currPlayerDownsync$2.CharacterState;
if (_1 === (9)) {
_tmp$8 = $imul(currPlayerDownsync$2.ColliderRadius, 4);
_tmp$9 = $imul(currPlayerDownsync$2.ColliderRadius, 2);
colliderWidth = _tmp$8;
colliderHeight = _tmp$9;
} else if ((_1 === (8)) || (_1 === (4)) || (_1 === (5))) {
_tmp$10 = $imul(currPlayerDownsync$2.ColliderRadius, 2);
_tmp$11 = $imul(currPlayerDownsync$2.ColliderRadius, 2);
colliderWidth = _tmp$10;
colliderHeight = _tmp$11;
}
_tuple$3 = VirtualGridToWorldPos(colliderWidth, colliderHeight);
colliderWorldWidth = _tuple$3[0];
colliderWorldHeight = _tuple$3[1];
_r$1 = GenerateRectCollider(wx, wy, colliderWorldWidth, colliderWorldHeight, 0.1, 0.1, 0.1, 0.1, collisionSpaceOffsetX, collisionSpaceOffsetY, currPlayerDownsync$2, "Player"); /* */ $s = 6; case 6: if($c) { $c = false; _r$1 = _r$1.$blk(); } if (_r$1 && _r$1.$blk !== undefined) { break s; }
playerCollider = _r$1;
((i$2 < 0 || i$2 >= playerColliders.$length) ? ($throwRuntimeError("index out of range"), undefined) : playerColliders.$array[playerColliders.$offset + i$2] = playerCollider);
$r = collisionSys.Add(new sliceType$10([playerCollider])); /* */ $s = 7; case 7: if($c) { $c = false; $r = $r.$blk(); } if ($r && $r.$blk !== undefined) { break s; }
thatPlayerInNextFrame$1 = ((i$2 < 0 || i$2 >= nextRenderFramePlayers.$length) ? ($throwRuntimeError("index out of range"), undefined) : nextRenderFramePlayers.$array[nextRenderFramePlayers.$offset + i$2]);
if (currPlayerDownsync$2.InAir) {
thatPlayerInNextFrame$1.VelX = thatPlayerInNextFrame$1.VelX + (0) >> 0;
thatPlayerInNextFrame$1.VelY = thatPlayerInNextFrame$1.VelY + (-50) >> 0;
@ -5585,64 +5598,63 @@ $packages["jsexport/battle"] = (function() {
bulletColliders = $makeSlice(sliceType$10, 0, currRenderFrame.MeleeBullets.$length);
_ref$4 = currRenderFrame.MeleeBullets;
_i$3 = 0;
/* while (true) { */ case 7:
/* if (!(_i$3 < _ref$4.$length)) { break; } */ if(!(_i$3 < _ref$4.$length)) { $s = 8; continue; }
/* while (true) { */ case 8:
/* if (!(_i$3 < _ref$4.$length)) { break; } */ if(!(_i$3 < _ref$4.$length)) { $s = 9; continue; }
meleeBullet = ((_i$3 < 0 || _i$3 >= _ref$4.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$4.$array[_ref$4.$offset + _i$3]);
/* */ if (((meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames >> 0) <= currRenderFrame.Id) && (((meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames >> 0) + meleeBullet.Bullet.ActiveFrames >> 0) > currRenderFrame.Id)) { $s = 9; continue; }
/* */ $s = 10; 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 9:
/* */ if (((meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames >> 0) <= currRenderFrame.Id) && (((meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames >> 0) + meleeBullet.Bullet.ActiveFrames >> 0) > currRenderFrame.Id)) { $s = 10; continue; }
/* */ $s = 11; 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 = 1;
if (0 > offender.DirX) {
xfac = -xfac;
}
_tuple$3 = VirtualGridToWorldPos(offender.VirtualGridX + ($imul(xfac, meleeBullet.Bullet.HitboxOffsetX)) >> 0, offender.VirtualGridY);
bulletWx = _tuple$3[0];
bulletWy = _tuple$3[1];
_tuple$4 = VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY);
hitboxSizeWx = _tuple$4[0];
hitboxSizeWy = _tuple$4[1];
_r$1 = GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, 0.1, 0.1, 0.1, 0.1, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet"); /* */ $s = 12; case 12: if($c) { $c = false; _r$1 = _r$1.$blk(); } if (_r$1 && _r$1.$blk !== undefined) { break s; }
newBulletCollider = _r$1;
$r = collisionSys.Add(new sliceType$10([newBulletCollider])); /* */ $s = 13; case 13: if($c) { $c = false; $r = $r.$blk(); } if ($r && $r.$blk !== undefined) { break s; }
_tuple$4 = VirtualGridToWorldPos(offender.VirtualGridX + ($imul(xfac, meleeBullet.Bullet.HitboxOffsetX)) >> 0, offender.VirtualGridY);
bulletWx = _tuple$4[0];
bulletWy = _tuple$4[1];
_tuple$5 = VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY);
hitboxSizeWx = _tuple$5[0];
hitboxSizeWy = _tuple$5[1];
_r$2 = GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, 0.1, 0.1, 0.1, 0.1, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet"); /* */ $s = 13; case 13: if($c) { $c = false; _r$2 = _r$2.$blk(); } if (_r$2 && _r$2.$blk !== undefined) { break s; }
newBulletCollider = _r$2;
$r = collisionSys.Add(new sliceType$10([newBulletCollider])); /* */ $s = 14; case 14: if($c) { $c = false; $r = $r.$blk(); } if ($r && $r.$blk !== undefined) { break s; }
bulletColliders = $append(bulletColliders, newBulletCollider);
$s = 11; continue;
/* } else { */ case 10:
$s = 12; continue;
/* } else { */ case 11:
nextRenderFrameMeleeBullets = $append(nextRenderFrameMeleeBullets, meleeBullet);
/* } */ case 11:
/* } */ case 12:
_i$3++;
$s = 7; continue;
case 8:
$s = 8; continue;
case 9:
_ref$5 = currRenderFrame.PlayersArr;
_i$4 = 0;
/* while (true) { */ case 14:
/* if (!(_i$4 < _ref$5.$length)) { break; } */ if(!(_i$4 < _ref$5.$length)) { $s = 15; continue; }
/* while (true) { */ case 15:
/* if (!(_i$4 < _ref$5.$length)) { break; } */ if(!(_i$4 < _ref$5.$length)) { $s = 16; continue; }
i$3 = _i$4;
currPlayerDownsync$3 = ((_i$4 < 0 || _i$4 >= _ref$5.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$5.$array[_ref$5.$offset + _i$4]);
joinIndex$2 = currPlayerDownsync$3.JoinIndex;
collisionPlayerIndex$1 = 131072 + joinIndex$2 >> 0;
playerCollider$1 = (_entry$2 = collisionSysMap[$Int32.keyFor(collisionPlayerIndex$1)], _entry$2 !== undefined ? _entry$2.v : ptrType$8.nil);
playerCollider$1 = ((i$3 < 0 || i$3 >= playerColliders.$length) ? ($throwRuntimeError("index out of range"), undefined) : playerColliders.$array[playerColliders.$offset + i$3]);
playerShape = $assertType(playerCollider$1.Shape, ptrType$6);
_r$2 = calcHardPushbacksNorms(joinIndex$2, playerCollider$1, playerShape, 0.1, (x$6 = joinIndex$2 - 1 >> 0, ((x$6 < 0 || x$6 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + x$6]))); /* */ $s = 16; case 16: if($c) { $c = false; _r$2 = _r$2.$blk(); } if (_r$2 && _r$2.$blk !== undefined) { break s; }
(x$7 = joinIndex$2 - 1 >> 0, ((x$7 < 0 || x$7 >= hardPushbackNorms.$length) ? ($throwRuntimeError("index out of range"), undefined) : hardPushbackNorms.$array[hardPushbackNorms.$offset + x$7] = _r$2));
_r$3 = calcHardPushbacksNorms(joinIndex$2, playerCollider$1, playerShape, 0.1, (x$6 = joinIndex$2 - 1 >> 0, ((x$6 < 0 || x$6 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + x$6]))); /* */ $s = 17; case 17: if($c) { $c = false; _r$3 = _r$3.$blk(); } if (_r$3 && _r$3.$blk !== undefined) { break s; }
(x$7 = joinIndex$2 - 1 >> 0, ((x$7 < 0 || x$7 >= hardPushbackNorms.$length) ? ($throwRuntimeError("index out of range"), undefined) : hardPushbackNorms.$array[hardPushbackNorms.$offset + x$7] = _r$3));
thatPlayerInNextFrame$2 = ((i$3 < 0 || i$3 >= nextRenderFramePlayers.$length) ? ($throwRuntimeError("index out of range"), undefined) : nextRenderFramePlayers.$array[nextRenderFramePlayers.$offset + i$3]);
chConfig$2 = ((i$3 < 0 || i$3 >= chConfigsOrderedByJoinIndex.$length) ? ($throwRuntimeError("index out of range"), undefined) : chConfigsOrderedByJoinIndex.$array[chConfigsOrderedByJoinIndex.$offset + i$3]);
landedOnGravityPushback = false;
collision = playerCollider$1.Check(0, 0, new sliceType$4([]));
/* */ if (!(ptrType$3.nil === collision)) { $s = 17; continue; }
/* */ $s = 18; continue;
/* if (!(ptrType$3.nil === collision)) { */ case 17:
/* */ if (!(ptrType$3.nil === collision)) { $s = 18; continue; }
/* */ $s = 19; continue;
/* if (!(ptrType$3.nil === collision)) { */ case 18:
_ref$6 = collision.Objects;
_i$5 = 0;
/* while (true) { */ case 19:
/* if (!(_i$5 < _ref$6.$length)) { break; } */ if(!(_i$5 < _ref$6.$length)) { $s = 20; continue; }
/* while (true) { */ case 20:
/* if (!(_i$5 < _ref$6.$length)) { break; } */ if(!(_i$5 < _ref$6.$length)) { $s = 21; continue; }
obj = ((_i$5 < 0 || _i$5 >= _ref$6.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$6.$array[_ref$6.$offset + _i$5]);
_tmp$6 = false;
_tmp$7 = false;
_tmp$8 = false;
isBarrier = _tmp$6;
isAnotherPlayer = _tmp$7;
isBullet = _tmp$8;
_tmp$12 = false;
_tmp$13 = false;
_tmp$14 = false;
isBarrier = _tmp$12;
isAnotherPlayer = _tmp$13;
isBullet = _tmp$14;
_ref$7 = obj.Data;
if ($assertType(_ref$7, ptrType$5, true)[1]) {
isAnotherPlayer = true;
@ -5653,25 +5665,25 @@ $packages["jsexport/battle"] = (function() {
}
if (isBullet) {
_i$5++;
/* continue; */ $s = 19; continue;
/* continue; */ $s = 20; continue;
}
bShape = $assertType(obj.Shape, ptrType$6);
_r$3 = CalcPushbacks(0, 0, playerShape, bShape); /* */ $s = 21; case 21: if($c) { $c = false; _r$3 = _r$3.$blk(); } if (_r$3 && _r$3.$blk !== undefined) { break s; }
_tuple$5 = _r$3;
overlapped = _tuple$5[0];
pushbackX = _tuple$5[1];
pushbackY = _tuple$5[2];
overlapResult = _tuple$5[3];
_r$4 = CalcPushbacks(0, 0, playerShape, bShape); /* */ $s = 22; case 22: if($c) { $c = false; _r$4 = _r$4.$blk(); } if (_r$4 && _r$4.$blk !== undefined) { break s; }
_tuple$6 = _r$4;
overlapped = _tuple$6[0];
pushbackX = _tuple$6[1];
pushbackY = _tuple$6[2];
overlapResult = _tuple$6[3];
if (!overlapped) {
_i$5++;
/* continue; */ $s = 19; continue;
/* continue; */ $s = 20; continue;
}
normAlignmentWithGravity = overlapResult.OverlapX * 0 + overlapResult.OverlapY * -1;
if (isAnotherPlayer) {
_tmp$9 = (overlapResult.Overlap - 0.2) * overlapResult.OverlapX;
_tmp$10 = (overlapResult.Overlap - 0.2) * overlapResult.OverlapY;
pushbackX = _tmp$9;
pushbackY = _tmp$10;
_tmp$15 = (overlapResult.Overlap - 0.2) * overlapResult.OverlapX;
_tmp$16 = (overlapResult.Overlap - 0.2) * overlapResult.OverlapY;
pushbackX = _tmp$15;
pushbackY = _tmp$16;
}
_ref$8 = (x$8 = joinIndex$2 - 1 >> 0, ((x$8 < 0 || x$8 >= hardPushbackNorms.$length) ? ($throwRuntimeError("index out of range"), undefined) : hardPushbackNorms.$array[hardPushbackNorms.$offset + x$8])).$get();
_i$6 = 0;
@ -5693,9 +5705,9 @@ $packages["jsexport/battle"] = (function() {
landedOnGravityPushback = true;
}
_i$5++;
$s = 19; continue;
case 20:
/* } */ case 18:
$s = 20; continue;
case 21:
/* } */ case 19:
if (landedOnGravityPushback) {
thatPlayerInNextFrame$2.InAir = false;
if (currPlayerDownsync$3.InAir && 0 >= currPlayerDownsync$3.VelY) {
@ -5705,6 +5717,14 @@ $packages["jsexport/battle"] = (function() {
thatPlayerInNextFrame$2.CharacterState = 9;
thatPlayerInNextFrame$2.FramesToRecover = chConfig$2.LayDownFramesToRecover;
} else {
_tmp$17 = 0;
_tmp$18 = currPlayerDownsync$3.ColliderRadius;
halfColliderWidthDiff = _tmp$17;
halfColliderHeightDiff = _tmp$18;
_tuple$7 = VirtualGridToWorldPos(halfColliderWidthDiff, halfColliderHeightDiff);
halfColliderWorldHeightDiff = _tuple$7[1];
_index$2 = joinIndex$2 - 1 >> 0;
((_index$2 < 0 || _index$2 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + _index$2]).Y = ((_index$2 < 0 || _index$2 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + _index$2]).Y - (halfColliderWorldHeightDiff);
thatPlayerInNextFrame$2.CharacterState = 0;
thatPlayerInNextFrame$2.FramesToRecover = 0;
}
@ -5722,63 +5742,63 @@ $packages["jsexport/battle"] = (function() {
}
}
_i$4++;
$s = 14; continue;
case 15:
$s = 15; continue;
case 16:
_ref$9 = bulletColliders;
_i$7 = 0;
/* while (true) { */ case 22:
/* if (!(_i$7 < _ref$9.$length)) { break; } */ if(!(_i$7 < _ref$9.$length)) { $s = 23; continue; }
/* while (true) { */ case 23:
/* if (!(_i$7 < _ref$9.$length)) { break; } */ if(!(_i$7 < _ref$9.$length)) { $s = 24; continue; }
bulletCollider = ((_i$7 < 0 || _i$7 >= _ref$9.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$9.$array[_ref$9.$offset + _i$7]);
collision$1 = bulletCollider.Check(0, 0, new sliceType$4([]));
bulletCollider.Space.Remove(new sliceType$10([bulletCollider]));
_ref$10 = bulletCollider.Data;
/* */ if ($assertType(_ref$10, ptrType$1, true)[1]) { $s = 24; continue; }
/* */ $s = 25; continue;
/* if ($assertType(_ref$10, ptrType$1, true)[1]) { */ case 24:
/* */ if ($assertType(_ref$10, ptrType$1, true)[1]) { $s = 25; continue; }
/* */ $s = 26; continue;
/* if ($assertType(_ref$10, ptrType$1, true)[1]) { */ case 25:
v$1 = _ref$10.$val;
if (ptrType$3.nil === collision$1) {
nextRenderFrameMeleeBullets = $append(nextRenderFrameMeleeBullets, v$1);
_i$7++;
/* continue; */ $s = 22; continue;
/* continue; */ $s = 23; continue;
}
bulletShape = $assertType(bulletCollider.Shape, ptrType$6);
offender$1 = (x$9 = currRenderFrame.PlayersArr, x$10 = v$1.Bullet.OffenderJoinIndex - 1 >> 0, ((x$10 < 0 || x$10 >= x$9.$length) ? ($throwRuntimeError("index out of range"), undefined) : x$9.$array[x$9.$offset + x$10]));
_ref$11 = collision$1.Objects;
_i$8 = 0;
/* while (true) { */ case 26:
/* if (!(_i$8 < _ref$11.$length)) { break; } */ if(!(_i$8 < _ref$11.$length)) { $s = 27; continue; }
/* while (true) { */ case 27:
/* if (!(_i$8 < _ref$11.$length)) { break; } */ if(!(_i$8 < _ref$11.$length)) { $s = 28; continue; }
obj$1 = ((_i$8 < 0 || _i$8 >= _ref$11.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$11.$array[_ref$11.$offset + _i$8]);
defenderShape = $assertType(obj$1.Shape, ptrType$6);
_ref$12 = obj$1.Data;
/* */ if ($assertType(_ref$12, ptrType$5, true)[1]) { $s = 28; continue; }
/* */ $s = 29; continue;
/* if ($assertType(_ref$12, ptrType$5, true)[1]) { */ case 28:
/* */ if ($assertType(_ref$12, ptrType$5, true)[1]) { $s = 29; continue; }
/* */ $s = 30; continue;
/* if ($assertType(_ref$12, ptrType$5, true)[1]) { */ case 29:
t = _ref$12.$val;
if (v$1.Bullet.OffenderJoinIndex === t.JoinIndex) {
_i$8++;
/* continue; */ $s = 26; continue;
/* continue; */ $s = 27; continue;
}
_tuple$6 = (_entry$3 = invinsibleSet[$Int32.keyFor(t.CharacterState)], _entry$3 !== undefined ? [_entry$3.v, true] : [false, false]);
existent$1 = _tuple$6[1];
_tuple$8 = (_entry$1 = invinsibleSet[$Int32.keyFor(t.CharacterState)], _entry$1 !== undefined ? [_entry$1.v, true] : [false, false]);
existent$1 = _tuple$8[1];
if (existent$1) {
_i$8++;
/* continue; */ $s = 26; continue;
/* continue; */ $s = 27; continue;
}
_r$4 = CalcPushbacks(0, 0, bulletShape, defenderShape); /* */ $s = 31; case 31: if($c) { $c = false; _r$4 = _r$4.$blk(); } if (_r$4 && _r$4.$blk !== undefined) { break s; }
_tuple$7 = _r$4;
overlapped$1 = _tuple$7[0];
_r$5 = CalcPushbacks(0, 0, bulletShape, defenderShape); /* */ $s = 32; case 32: if($c) { $c = false; _r$5 = _r$5.$blk(); } if (_r$5 && _r$5.$blk !== undefined) { break s; }
_tuple$9 = _r$5;
overlapped$1 = _tuple$9[0];
if (!overlapped$1) {
_i$8++;
/* continue; */ $s = 26; continue;
/* continue; */ $s = 27; continue;
}
xfac$1 = 1;
if (0 > offender$1.DirX) {
xfac$1 = -xfac$1;
}
_tmp$11 = $imul(xfac$1, v$1.Bullet.PushbackVelX);
_tmp$12 = v$1.Bullet.PushbackVelY;
pushbackVelX = _tmp$11;
pushbackVelY = _tmp$12;
_tmp$19 = $imul(xfac$1, v$1.Bullet.PushbackVelX);
_tmp$20 = v$1.Bullet.PushbackVelY;
pushbackVelX = _tmp$19;
pushbackVelY = _tmp$20;
atkedPlayerInNextFrame = (x$11 = t.JoinIndex - 1 >> 0, ((x$11 < 0 || x$11 >= nextRenderFramePlayers.$length) ? ($throwRuntimeError("index out of range"), undefined) : nextRenderFramePlayers.$array[nextRenderFramePlayers.$offset + x$11]));
atkedPlayerInNextFrame.VelX = pushbackVelX;
atkedPlayerInNextFrame.VelY = pushbackVelY;
@ -5791,17 +5811,17 @@ $packages["jsexport/battle"] = (function() {
if (v$1.Bullet.HitStunFrames > oldFramesToRecover) {
atkedPlayerInNextFrame.FramesToRecover = v$1.Bullet.HitStunFrames;
}
$s = 30; continue;
/* } else { */ case 29:
$s = 31; continue;
/* } else { */ case 30:
t$1 = _ref$12;
/* } */ case 30:
/* } */ case 31:
_i$8++;
$s = 26; continue;
case 27:
/* } */ case 25:
$s = 27; continue;
case 28:
/* } */ case 26:
_i$7++;
$s = 22; continue;
case 23:
$s = 23; continue;
case 24:
_ref$13 = currRenderFrame.PlayersArr;
_i$9 = 0;
while (true) {
@ -5809,40 +5829,47 @@ $packages["jsexport/battle"] = (function() {
i$4 = _i$9;
currPlayerDownsync$4 = ((_i$9 < 0 || _i$9 >= _ref$13.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$13.$array[_ref$13.$offset + _i$9]);
joinIndex$3 = currPlayerDownsync$4.JoinIndex;
collisionPlayerIndex$2 = 131072 + joinIndex$3 >> 0;
playerCollider$2 = (_entry$4 = collisionSysMap[$Int32.keyFor(collisionPlayerIndex$2)], _entry$4 !== undefined ? _entry$4.v : ptrType$8.nil);
playerCollider$2 = ((i$4 < 0 || i$4 >= playerColliders.$length) ? ($throwRuntimeError("index out of range"), undefined) : playerColliders.$array[playerColliders.$offset + i$4]);
thatPlayerInNextFrame$3 = ((i$4 < 0 || i$4 >= nextRenderFramePlayers.$length) ? ($throwRuntimeError("index out of range"), undefined) : nextRenderFramePlayers.$array[nextRenderFramePlayers.$offset + i$4]);
_tuple$8 = PolygonColliderBLToVirtualGridPos(playerCollider$2.X - (x$13 = joinIndex$3 - 1 >> 0, ((x$13 < 0 || x$13 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + x$13])).X, playerCollider$2.Y - (x$14 = joinIndex$3 - 1 >> 0, ((x$14 < 0 || x$14 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + x$14])).Y, playerCollider$2.W * 0.5, playerCollider$2.H * 0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY);
thatPlayerInNextFrame$3.VirtualGridX = _tuple$8[0];
thatPlayerInNextFrame$3.VirtualGridY = _tuple$8[1];
_tuple$10 = PolygonColliderBLToVirtualGridPos(playerCollider$2.X - (x$13 = joinIndex$3 - 1 >> 0, ((x$13 < 0 || x$13 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + x$13])).X, playerCollider$2.Y - (x$14 = joinIndex$3 - 1 >> 0, ((x$14 < 0 || x$14 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + x$14])).Y, playerCollider$2.W * 0.5, playerCollider$2.H * 0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY);
thatPlayerInNextFrame$3.VirtualGridX = _tuple$10[0];
thatPlayerInNextFrame$3.VirtualGridY = _tuple$10[1];
if (thatPlayerInNextFrame$3.InAir) {
oldNextCharacterState = thatPlayerInNextFrame$3.CharacterState;
_1 = oldNextCharacterState;
if ((_1 === (0)) || (_1 === (1))) {
_2 = oldNextCharacterState;
if ((_2 === (0)) || (_2 === (1))) {
if (((i$4 < 0 || i$4 >= jumpedOrNotList.$length) ? ($throwRuntimeError("index out of range"), undefined) : jumpedOrNotList.$array[jumpedOrNotList.$offset + i$4]) || (5 === currPlayerDownsync$4.CharacterState)) {
thatPlayerInNextFrame$3.CharacterState = 5;
} else {
thatPlayerInNextFrame$3.CharacterState = 4;
}
} else if (_1 === (2)) {
} else if (_2 === (2)) {
thatPlayerInNextFrame$3.CharacterState = 6;
} else if (_1 === (3)) {
} else if (_2 === (3)) {
thatPlayerInNextFrame$3.CharacterState = 7;
}
}
if (!((thatPlayerInNextFrame$3.CharacterState === currPlayerDownsync$4.CharacterState))) {
thatPlayerInNextFrame$3.FramesInChState = 0;
}
_tuple$9 = (_entry$5 = nonAttackingSet[$Int32.keyFor(thatPlayerInNextFrame$3.CharacterState)], _entry$5 !== undefined ? [_entry$5.v, true] : [false, false]);
existent$2 = _tuple$9[1];
_tuple$11 = (_entry$2 = nonAttackingSet[$Int32.keyFor(thatPlayerInNextFrame$3.CharacterState)], _entry$2 !== undefined ? [_entry$2.v, true] : [false, false]);
existent$2 = _tuple$11[1];
if (existent$2) {
thatPlayerInNextFrame$3.ActiveSkillId = -1;
thatPlayerInNextFrame$3.ActiveSkillHit = -1;
}
_i$9++;
}
_ref$14 = playerColliders;
_i$10 = 0;
while (true) {
if (!(_i$10 < _ref$14.$length)) { break; }
playerCollider$3 = ((_i$10 < 0 || _i$10 >= _ref$14.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$14.$array[_ref$14.$offset + _i$10]);
playerCollider$3.Space.Remove(new sliceType$10([playerCollider$3]));
_i$10++;
}
$s = -1; return new RoomDownsyncFrame.ptr(currRenderFrame.Id + 1 >> 0, nextRenderFramePlayers, new $Int64(0, 0), nextRenderFrameMeleeBullets, sliceType$11.nil, new $Uint64(0, 0), false, false);
/* */ } return; } var $f = {$blk: ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame, $c: true, $r, _1, _entry, _entry$1, _entry$2, _entry$3, _entry$4, _entry$5, _i, _i$1, _i$2, _i$3, _i$4, _i$5, _i$6, _i$7, _i$8, _i$9, _index, _index$1, _r, _r$1, _r$2, _r$3, _r$4, _ref, _ref$1, _ref$10, _ref$11, _ref$12, _ref$13, _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$2, _tmp$3, _tmp$4, _tmp$5, _tmp$6, _tmp$7, _tmp$8, _tmp$9, _tuple, _tuple$1, _tuple$2, _tuple$3, _tuple$4, _tuple$5, _tuple$6, _tuple$7, _tuple$8, _tuple$9, atkedPlayerInNextFrame, bShape, bulletCollider, bulletColliders, bulletShape, bulletWx, bulletWy, chConfig, chConfig$1, chConfig$2, chConfigsOrderedByJoinIndex, collision, collision$1, collisionPlayerIndex, collisionPlayerIndex$1, collisionPlayerIndex$2, collisionSpaceOffsetX, collisionSpaceOffsetY, collisionSys, collisionSysMap, currPlayerDownsync, currPlayerDownsync$1, currPlayerDownsync$2, currPlayerDownsync$3, currPlayerDownsync$4, currRenderFrame, defenderShape, effDx, effDy, effPushbacks, existent, existent$1, existent$2, hardPushbackNorm, hardPushbackNorms, hitboxSizeWx, hitboxSizeWy, 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, newBulletCollider, newVx, newVy, nextRenderFrameMeleeBullets, nextRenderFramePlayers, normAlignmentWithGravity, obj, obj$1, offender, offender$1, oldFramesToRecover, oldNextCharacterState, overlapResult, overlapped, overlapped$1, patternId, playerCollider, playerCollider$1, playerCollider$2, playerShape, projectedMagnitude, pushbackVelX, pushbackVelY, pushbackX, pushbackY, roomCapacity, skillConfig, skillId, t, t$1, thatPlayerInNextFrame, thatPlayerInNextFrame$1, thatPlayerInNextFrame$2, thatPlayerInNextFrame$3, v, v$1, x, x$1, x$10, x$11, x$12, x$13, x$14, x$2, x$3, x$4, x$5, x$6, x$7, x$8, x$9, xfac, xfac$1, $s};return $f;
/* */ } return; } var $f = {$blk: ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame, $c: true, $r, _1, _2, _entry, _entry$1, _entry$2, _i, _i$1, _i$10, _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, _ref, _ref$1, _ref$10, _ref$11, _ref$12, _ref$13, _ref$14, _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$3, _tmp$4, _tmp$5, _tmp$6, _tmp$7, _tmp$8, _tmp$9, _tuple, _tuple$1, _tuple$10, _tuple$11, _tuple$2, _tuple$3, _tuple$4, _tuple$5, _tuple$6, _tuple$7, _tuple$8, _tuple$9, atkedPlayerInNextFrame, bShape, bulletCollider, bulletColliders, bulletShape, bulletWx, bulletWy, 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, effDx, effDy, effPushbacks, existent, existent$1, existent$2, halfColliderHeightDiff, halfColliderWidthDiff, halfColliderWorldHeightDiff, hardPushbackNorm, hardPushbackNorms, hitboxSizeWx, hitboxSizeWy, 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, newBulletCollider, newVx, newVy, nextRenderFrameMeleeBullets, nextRenderFramePlayers, normAlignmentWithGravity, obj, obj$1, offender, offender$1, oldFramesToRecover, oldNextCharacterState, overlapResult, overlapped, overlapped$1, patternId, playerCollider, playerCollider$1, playerCollider$2, playerCollider$3, playerColliders, playerShape, projectedMagnitude, pushbackVelX, pushbackVelY, pushbackX, pushbackY, roomCapacity, skillConfig, skillId, t, t$1, thatPlayerInNextFrame, thatPlayerInNextFrame$1, thatPlayerInNextFrame$2, thatPlayerInNextFrame$3, v, v$1, wx, wy, x, x$1, x$10, x$11, x$12, x$13, x$14, x$2, x$3, x$4, x$5, x$6, x$7, x$8, x$9, xfac, xfac$1, $s};return $f;
};
$pkg.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame = ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame;
GenerateRectCollider = function(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, data, tag) {

File diff suppressed because it is too large Load Diff

Binary file not shown.

Before

Width:  |  Height:  |  Size: 107 KiB

After

Width:  |  Height:  |  Size: 104 KiB

View File

@ -17,16 +17,10 @@
"__uuid__": "4e8a4f3c-5406-4700-9230-b2abc29a1093"
}
},
{
"frame": 0.03333333333333333,
"value": {
"__uuid__": "1ae5e6f6-ba82-485d-b3c7-59fd16ece3d5"
}
},
{
"frame": 0.05,
"value": {
"__uuid__": "4e8a4f3c-5406-4700-9230-b2abc29a1093"
"__uuid__": "1ae5e6f6-ba82-485d-b3c7-59fd16ece3d5"
}
}
]

View File

@ -580,14 +580,14 @@
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
"y": 0
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
0,
0,
-24,
0,
0,
0,
@ -743,14 +743,14 @@
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
"y": 0
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
0,
5,
-24,
0,
0,
0,

View File

@ -461,7 +461,7 @@
"array": [
0,
0,
210.4441731196186,
210.4189861023336,
0,
0,
0,

View File

@ -10,7 +10,7 @@ window.ATK_CHARACTER_STATE = {
InAirAtk1: [6, "InAirAtk1"],
InAirAtked1: [7, "InAirAtked1"],
BlownUp1: [8, "BlownUp1"],
LayDown1: [9, "LayDown1"],
LayDown1: [9, "LayDown1"], // The last frame of "LayDown1" should have a simliar boundingbox with the first frame of "GetUp1", otherwise the animation would seem odd
GetUp1: [10, "GetUp1"],
Atk2: [11, "Atk2"],
Atk3: [12, "Atk3"],

View File

@ -841,17 +841,8 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
const [wx, wy] = gopkgs.VirtualGridToWorldPos(vx, vy);
newPlayerNode.setPosition(wx, wy);
playerScriptIns.mapNode = self.node;
const colliderRadius = playerDownsyncInfo.ColliderRadius;
const [halfColliderWidth, halfColliderHeight] = gopkgs.VirtualGridToWorldPos(colliderRadius, colliderRadius + colliderRadius); // avoid multiplying
const colliderWidth = halfColliderWidth + halfColliderWidth,
colliderHeight = halfColliderHeight + halfColliderHeight; // avoid multiplying
const newPlayerCollider = gopkgs.GenerateRectColliderJs(wx, wy, colliderWidth, colliderHeight, self.spaceOffsetX, self.spaceOffsetY, playerDownsyncInfo, "Player");
self.gopkgsCollisionSys.Add(newPlayerCollider);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
self.gopkgsCollisionSysMap[collisionPlayerIndex] = newPlayerCollider;
console.log(`Created new player collider: joinIndex=${joinIndex}`);
console.log(`Created new player node: joinIndex=${joinIndex}`);
safelyAddChild(self.node, newPlayerNode);
setLocalZOrder(newPlayerNode, 5);
@ -1228,10 +1219,11 @@ actuallyUsedinputList:{${self.inputFrameDownsyncStr(actuallyUsedInputClone)}}`);
showDebugBoundaries(rdf) {
const self = this;
const leftPadding = self.snapIntoPlatformOverlap,
rightPadding = self.snapIntoPlatformOverlap,
topPadding = self.snapIntoPlatformOverlap,
bottomPadding = self.snapIntoPlatformOverlap;
// Hardcoded paddings for now
const leftPadding = 0.1,
rightPadding = 0.1,
topPadding = 0.1,
bottomPadding = 0.1;
if (self.showCriticalCoordinateLabels) {
let g = self.g;
g.clear();
@ -1264,6 +1256,72 @@ actuallyUsedinputList:{${self.inputFrameDownsyncStr(actuallyUsedInputClone)}}`);
g.lineTo(wpos[0], wpos[1]);
g.stroke();
}
for (let k in rdf.PlayersArr) {
const player = rdf.PlayersArr[k];
if (1 == player.JoinIndex) {
g.strokeColor = cc.Color.BLUE;
} else {
g.strokeColor = cc.Color.RED;
}
let [colliderWidth, colliderHeight] = [player.ColliderRadius*2, player.ColliderRadius*4];
switch (player.CharacterState) {
case ATK_CHARACTER_STATE.LayDown1[0]:
[colliderWidth, colliderHeight] = [player.ColliderRadius*4, player.ColliderRadius*2];
break;
case ATK_CHARACTER_STATE.BlownUp1[0]:
case ATK_CHARACTER_STATE.InAirIdle1NoJump[0]:
case ATK_CHARACTER_STATE.InAirIdle1ByJump[0]:
[colliderWidth, colliderHeight] = [player.ColliderRadius*2, player.ColliderRadius*2];
break;
}
const [halfColliderWidth, halfColliderHeight] = gopkgs.VirtualGridToWorldPos((colliderWidth >> 1), (colliderHeight >> 1));
const [wx, wy] = gopkgs.VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY);
const [cx, cy] = gopkgs.WorldToPolygonColliderBLPos(wx, wy, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, 0, 0);
const pts = [[0, 0], [leftPadding + halfColliderWidth*2 + rightPadding, 0], [leftPadding + halfColliderWidth*2 + rightPadding, bottomPadding + halfColliderHeight*2 + topPadding], [0, bottomPadding + halfColliderHeight*2 + topPadding]];
g.moveTo(cx, cy);
for (let j = 0; j < pts.length; j += 1) {
g.lineTo(pts[j][0] + cx, pts[j][1] + cy);
}
g.lineTo(cx, cy);
g.stroke();
}
for (let k in rdf.MeleeBullets) {
const meleeBullet = rdf.MeleeBullets[k];
if (
meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames <= rdf.Id
&&
meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames + meleeBullet.Bullet.ActiveFrames > rdf.Id
) {
const offender = rdf.PlayersArr[meleeBullet.Bullet.OffenderJoinIndex-1];
if (1 == offender.JoinIndex) {
g.strokeColor = cc.Color.BLUE;
} else {
g.strokeColor = cc.Color.RED;
}
let xfac = 1; // By now, straight Punch offset doesn't respect "y-axis"
if (0 > offender.DirX) {
xfac = -1;
}
const [bulletWx, bulletWy] = gopkgs.VirtualGridToWorldPos(offender.VirtualGridX + xfac * meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY);
const [halfColliderWidth, halfColliderHeight] = gopkgs.VirtualGridToWorldPos((meleeBullet.Bullet.HitboxSizeX >> 1), (meleeBullet.Bullet.HitboxSizeY >> 1));
const [bulletCx, bulletCy] = gopkgs.WorldToPolygonColliderBLPos(bulletWx, bulletWy, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, 0, 0);
const pts = [[0, 0], [leftPadding + halfColliderWidth*2 + rightPadding, 0], [leftPadding + halfColliderWidth*2 + rightPadding, bottomPadding + halfColliderHeight*2 + topPadding], [0, bottomPadding + halfColliderHeight*2 + topPadding]];
g.moveTo(bulletCx, bulletCy);
for (let j = 0; j < pts.length; j += 1) {
g.lineTo(pts[j][0] + bulletCx, pts[j][1] + bulletCy);
}
g.lineTo(bulletCx, bulletCy);
g.stroke();
}
}
}
},
});

View File

@ -161,7 +161,7 @@ cc.Class({
inAir: true,
}),
],
speciesIdList: [0, 1],
speciesIdList: [1, 0],
});
self.selfPlayerInfo = {

View File

@ -419,6 +419,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
FramesInChState: currPlayerDownsync.FramesInChState + 1,
ActiveSkillId: currPlayerDownsync.ActiveSkillId,
ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
ColliderRadius: currPlayerDownsync.ColliderRadius,
}
if nextRenderFramePlayers[i].FramesToRecover < 0 {
nextRenderFramePlayers[i].FramesToRecover = 0
@ -479,12 +480,11 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
// 2. Process player movement
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
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
joinIndex := currPlayerDownsync.JoinIndex
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
thatPlayerInNextFrame := nextRenderFramePlayers[i]
chConfig := chConfigsOrderedByJoinIndex[i]
// Reset playerCollider position from the "virtual grid position"
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
@ -492,10 +492,24 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
newVy += chConfig.JumpingInitVelY // Immediately gets out of any snapping
}
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY)
// Update in the collision system
playerCollider.Update()
wx, wy := VirtualGridToWorldPos(newVx, newVy)
colliderWidth, colliderHeight := currPlayerDownsync.ColliderRadius*2, currPlayerDownsync.ColliderRadius*4
switch currPlayerDownsync.CharacterState {
case ATK_CHARACTER_STATE_LAY_DOWN1:
colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*4, currPlayerDownsync.ColliderRadius*2
case ATK_CHARACTER_STATE_BLOWN_UP1, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP:
colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*2, currPlayerDownsync.ColliderRadius*2
}
colliderWorldWidth, colliderWorldHeight := VirtualGridToWorldPos(colliderWidth, colliderHeight)
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
playerColliders[i] = playerCollider
// Add to collision system
collisionSys.Add(playerCollider)
thatPlayerInNextFrame := nextRenderFramePlayers[i]
if currPlayerDownsync.InAir {
thatPlayerInNextFrame.VelX += GRAVITY_X
thatPlayerInNextFrame.VelY += GRAVITY_Y
@ -525,8 +539,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
// 4. Calc pushbacks for each player (after its movement) w/o bullets
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
joinIndex := currPlayerDownsync.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
playerCollider := playerColliders[i]
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, playerCollider, playerShape, SNAP_INTO_PLATFORM_OVERLAP, &(effPushbacks[joinIndex-1]))
thatPlayerInNextFrame := nextRenderFramePlayers[i]
@ -586,6 +599,9 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_LAY_DOWN1
thatPlayerInNextFrame.FramesToRecover = chConfig.LayDownFramesToRecover
} else {
halfColliderWidthDiff, halfColliderHeightDiff := int32(0), currPlayerDownsync.ColliderRadius
_, halfColliderWorldHeightDiff := VirtualGridToWorldPos(halfColliderWidthDiff, halfColliderHeightDiff)
effPushbacks[joinIndex-1].Y -= halfColliderWorldHeightDiff // To prevent bouncing due to abrupt change of collider shape
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.FramesToRecover = 0
}
@ -658,8 +674,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
// 6. Get players out of stuck barriers if there's any
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
joinIndex := currPlayerDownsync.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
playerCollider := playerColliders[i]
// Update "virtual grid position"
thatPlayerInNextFrame := nextRenderFramePlayers[i]
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)
@ -694,6 +709,10 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
}
for _, playerCollider := range playerColliders {
playerCollider.Space.Remove(playerCollider)
}
return &RoomDownsyncFrame{
Id: currRenderFrame.Id + 1,
PlayersArr: nextRenderFramePlayers,