mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Minor fix.
This commit is contained in:
parent
58c18ab7ae
commit
becc56f672
@ -776,7 +776,7 @@ func (pR *Room) OnDismissed() {
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pR.RenderCacheSize = 256
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pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize)
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pR.DiscreteInputsBuffer = sync.Map{}
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pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 2)+1)
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pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 2) + 1)
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pR.LastAllConfirmedInputFrameId = -1
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pR.LastAllConfirmedInputFrameIdWithChange = -1
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@ -1161,6 +1161,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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// TODO: Write unit-test for this function to compare with its frontend counter part
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func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSysMap map[int32]*resolv.Object) *RoomDownsyncFrame {
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// TODO: Derive "nextRenderFramePlayers[*].CharacterState" as the frontend counter-part!
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nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity)
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// Make a copy first
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for playerId, currPlayerDownsync := range currRenderFrame.Players {
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@ -271,7 +271,7 @@ func Serve(c *gin.Context) {
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VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio,
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SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
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RenderCacheSize: pRoom.RenderCacheSize,
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RenderCacheSize: pRoom.RenderCacheSize,
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}
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resp := &pb.WsResp{
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@ -123,6 +123,8 @@ message MeleeBullet {
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int32 offenderJoinIndex = 16;
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int32 offenderPlayerId = 17;
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int32 offenderPlayerId = 17;
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}
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message RoomDownsyncFrame {
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@ -440,7 +440,7 @@
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"array": [
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0,
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0,
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342.07256941030164,
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210.4441731196186,
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0,
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0,
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0,
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@ -453,7 +453,7 @@
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"array": [
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0,
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0,
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342.93857591513785,
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210.4441731196186,
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0,
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0,
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0,
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@ -38,28 +38,29 @@ cc.Class({
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onLoad() {
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BaseCharacter.prototype.onLoad.call(this);
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this.characterState = ATK_CHARACTER_STATE.Idle1[0];
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},
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scheduleNewDirection(newScheduledDirection, forceAnimSwitch) {
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const oldDx = this.activeDirection.dx, oldDy = this.activeDirection.dy;
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BaseCharacter.prototype.scheduleNewDirection.call(this, newScheduledDirection, forceAnimSwitch);
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if (ATK_CHARACTER_STATE.Atk1[0] == this.characterState) {
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return;
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}
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let newCharacterState = ATK_CHARACTER_STATE.Idle1[0];
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if (0 != newScheduledDirection.dx || 0 != newScheduledDirection.dy) {
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newCharacterState = ATK_CHARACTER_STATE.Walking[0];
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}
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if (newCharacterState != this.characterState) {
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this.characterState = newCharacterState;
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const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
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if (newAnimName != this.animComp.animationName) {
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this.animComp.playAnimation(newAnimName);
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// console.log(`JoinIndex=${this.joinIndex}, Resetting anim to ${newAnimName}, dir changed: (${oldDx}, ${oldDy}) -> (${newScheduledDirection.dx}, ${newScheduledDirection.dy})`);
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updateCharacterAnim(newScheduledDirection, rdfPlayer, forceAnimSwitch) {
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if (0 == rdfPlayer.framesToRecover) {
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// Update directions
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if (forceAnimSwitch || null == this.activeDirection || (null != newScheduledDirection && (newScheduledDirection.dx != this.activeDirection.dx || newScheduledDirection.dy != this.activeDirection.dy))) {
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this.activeDirection = newScheduledDirection;
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if (this.animComp && this.animComp.node) {
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if (0 > newScheduledDirection.dx) {
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this.animComp.node.scaleX = (-1.0);
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} else if (0 < newScheduledDirection.dx) {
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this.animComp.node.scaleX = (1.0);
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}
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}
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}
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}
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// Update per character state
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let newCharacterState = rdfPlayer.characterState;
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const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
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if (newAnimName != this.animComp.animationName) {
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this.animComp.playAnimation(newAnimName);
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// console.log(`JoinIndex=${this.joinIndex}, Resetting anim to ${newAnimName}, dir changed: (${oldDx}, ${oldDy}) -> (${newScheduledDirection.dx}, ${newScheduledDirection.dy})`);
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}
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},
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});
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@ -23,23 +23,6 @@ module.export = cc.Class({
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self.ctrl = joystickInputControllerScriptIns;
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},
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scheduleNewDirection(newScheduledDirection, forceAnimSwitch) {
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if (!newScheduledDirection) {
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return;
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}
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if (forceAnimSwitch || null == this.activeDirection || (newScheduledDirection.dx != this.activeDirection.dx || newScheduledDirection.dy != this.activeDirection.dy)) {
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this.activeDirection = newScheduledDirection;
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if (this.animComp && this.animComp.node) {
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if (0 > newScheduledDirection.dx) {
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this.animComp.node.scaleX = (-1.0);
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} else if (0 < newScheduledDirection.dx) {
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this.animComp.node.scaleX = (1.0);
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}
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}
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}
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},
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update(dt) {},
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lateUpdate(dt) {},
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@ -309,7 +309,7 @@ cc.Class({
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self.recentRenderCache = new RingBuffer(self.renderCacheSize);
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self.selfPlayerInfo = null; // This field is kept for distinguishing "self" and "others".
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self.recentInputCache = new RingBuffer((self.renderCacheSize >> 2)+1);
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self.recentInputCache = new RingBuffer((self.renderCacheSize >> 2) + 1);
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self.collisionSys = new collisions.Collisions();
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@ -768,18 +768,18 @@ cc.Class({
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const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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newPlayerCollider.collisionPlayerIndex = collisionPlayerIndex;
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newPlayerCollider.playerId = playerRichInfo.id;
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newPlayerCollider.collisionPlayerIndex = parseInt(collisionPlayerIndex);
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newPlayerCollider.playerId = parseInt(playerRichInfo.id);
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self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
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safelyAddChild(self.node, newPlayerNode);
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setLocalZOrder(newPlayerNode, 5);
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newPlayerNode.active = true;
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playerScriptIns.scheduleNewDirection({
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playerScriptIns.updateCharacterAnim({
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dx: playerRichInfo.dir.dx,
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dy: playerRichInfo.dir.dy
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}, true);
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}, playerRichInfo, true);
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return [newPlayerNode, playerScriptIns];
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},
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@ -978,7 +978,9 @@ cc.Class({
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// TODO: check "rdf.players[playerId].characterState" instead, might have to play Atk/Atked anim!
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if (null != delayedInputFrameForPrevRenderFrame) {
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const decodedInput = self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[playerRichInfo.joinIndex - 1]);
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playerRichInfo.scriptIns.scheduleNewDirection(decodedInput, false);
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playerRichInfo.scriptIns.updateCharacterAnim(decodedInput, immediatePlayerInfo, false);
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} else {
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playerRichInfo.scriptIns.updateCharacterAnim(null, immediatePlayerInfo, false);
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}
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playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
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});
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@ -1012,49 +1014,174 @@ cc.Class({
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dx: currPlayerDownsync.dir.dx,
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dy: currPlayerDownsync.dir.dy,
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},
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characterState: currPlayerDownsync.characterState,
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speed: currPlayerDownsync.speed,
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battleState: currPlayerDownsync.battleState,
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score: currPlayerDownsync.score,
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removed: currPlayerDownsync.removed,
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joinIndex: currPlayerDownsync.joinIndex,
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framesToRecover: (0 < currPlayerDownsync.framesToRecover ? currPlayerDownsync.framesToRecover - 1 : 0),
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hp: currPlayerDownsync.hp,
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maxHp: currPlayerDownsync.maxHp,
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};
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}
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const toRet = {
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id: currRenderFrame.id + 1,
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players: nextRenderFramePlayers,
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meleeBullets: []
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};
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const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
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const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
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for (let j in self.playerRichInfoArr) {
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const joinIndex = parseInt(j) + 1;
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bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
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effPushbacks[joinIndex - 1] = [0.0, 0.0];
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const playerRichInfo = self.playerRichInfoArr[j];
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const playerId = playerRichInfo.id;
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const player = currRenderFrame.players[playerId];
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const newVx = player.virtualGridX;
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const newVy = player.virtualGridY;
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const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]);
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playerCollider.x = newCpos[0];
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playerCollider.y = newCpos[1];
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}
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// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
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const colliderBullets = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
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const removedBulletsAtCurrFrame = new Set();
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for (let k in currRenderFrame.meleeBullets) {
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const meleeBullet = currRenderFrame.meleeBullets[k];
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if (
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meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames <= currRenderFrame.id
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&&
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meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > currRenderFrame.id
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) {
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const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
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const collisionOffenderIndex = self.collisionPlayerIndexPrefix + meleeBullet.offenderJoinIndex;
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const offenderCollider = collisionSysMap.get(collisionOffenderIndex);
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const offender = currRenderFrame.players[meleeBullet.offenderPlayerId];
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const xfac = Math.sign(offender.dir.dx),
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yfac = 0; // By now, straight Punch offset doesn't respect "y-axis"
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const x0 = offenderCollider.x + xfac * meleeBullet.hitboxOffset,
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y0 = offenderCollider.y + yfac * meleeBullet.hitboxOffset;
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const pts = [[0, 0], [xfac * meleeBullet.hitboxSize.x, 0], [xfac * meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
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const newBulletCollider = collisionSys.createPolygon(x0, y0, pts);
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newBulletCollider.collisionBulletIndex = collisionBulletIndex;
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newBulletCollider.offenderPlayerId = meleeBullet.offenderPlayerId;
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newBulletCollider.pushback = meleeBullet.pushback;
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newBulletCollider.hitStunFrames = meleeBullet.hitStunFrames;
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collisionSysMap.set(collisionBulletIndex, newBulletCollider);
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colliderBullets.set(collisionBulletIndex, newBulletCollider);
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console.log(`A meleeBullet=${JSON.stringify(meleeBullet)} is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended`);
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}
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}
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collisionSys.update();
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const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
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colliderBullets.forEach((bulletCollider, collisionBulletIndex) => {
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const potentials = bulletCollider.potentials();
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let shouldRemove = false;
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for (const potential of potentials) {
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if (null != potential.playerId && potential.playerId == bulletCollider.offenderPlayerId) continue;
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if (!bulletCollider.collides(potential, result1)) continue;
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if (null != potential.playerId) {
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const joinIndex = potential.collisionPlayerIndex - self.collisionPlayerIndexPrefix;
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bulletPushbacks[joinIndex - 1][0] += result1.overlap_x * bulletCollider.pushback;
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bulletPushbacks[joinIndex - 1][1] += result1.overlap_y * bulletCollider.pushback;
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const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.playerId];
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thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
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const oldFrameToRecover = thatAckedPlayerInNextFrame.framesToRecover;
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thatAckedPlayerInNextFrame.framesToRecover = oldFrameToRecover > bulletCollider.hitStunFrames ? oldFrameToRecover : bulletCollider.hitStunFrames; // In case the hit player is already stun, we take the larger "hitStunFrames"
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}
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shouldRemove = true;
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}
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if (shouldRemove) {
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removedBulletsAtCurrFrame.add(collisionBulletIndex);
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}
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});
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for (let k in currRenderFrame.meleeBullets) {
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const meleeBullet = currRenderFrame.meleeBullets[k];
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// [WARNING] remove from collisionSys ANYWAY for the convenience of rollback
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const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
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if (collisionSysMap.has(collisionBulletIndex)) {
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const bulletCollider = collisionSysMap.get(collisionBulletIndex);
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bulletCollider.remove();
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collisionSysMap.delete(collisionBulletIndex);
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}
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if (removedBulletsAtCurrFrame.has(collisionBulletIndex)) continue;
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toRet.meleeBullets.push(meleeBullet);
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}
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if (null != delayedInputFrame) {
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const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
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const inputList = delayedInputFrame.inputList;
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const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
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// Process player inputs
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for (let j in self.playerRichInfoArr) {
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const joinIndex = parseInt(j) + 1;
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effPushbacks[joinIndex - 1] = [0.0, 0.0];
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const playerId = self.playerRichInfoArr[j].id;
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const playerRichInfo = self.playerRichInfoArr[j];
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const playerId = playerRichInfo.id;
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const player = currRenderFrame.players[playerId];
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if (0 < nextRenderFramePlayers[playerId].framesToRecover) {
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// No need to process inputs for this player, but there might be bullet pushbacks on this player
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if (0 != bulletPushbacks[joinIndex - 1][0] || 0 != bulletPushbacks[joinIndex - 1][1]) {
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playerCollider.x += bulletPushbacks[joinIndex - 1][0];
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playerCollider.y += bulletPushbacks[joinIndex - 1][1];
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console.log(`playerId=${playerId}, joinIndex=${joinIndex} is pushbacked back by ${bulletPushbacks[joinIndex - 1]} by bullet impacts, now its framesToRecover is ${player.framesToRecover}`);
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}
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continue;
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}
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const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
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const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
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const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
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if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
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console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
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// The online map is not yet ready for bullet shooting!
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/*
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Reset "position" of players in "collisionSys" according to "virtual grid position". The easy part is that we don't have path-dependent-integrals to worry about like that of thermal dynamics.
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nextRenderFramePlayers[playerId].framesToRecover = PunchAtkConfig.recoveryFrames;
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const punch = window.pb.protos.MeleeBullet.create(PunchAtkConfig);
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punch.battleLocalId = self.bulletBattleLocalIdCounter++;
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punch.offenderJoinIndex = joinIndex;
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punch.offenderPlayerId = playerId;
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punch.originatedRenderFrameId = currRenderFrame.id;
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toRet.meleeBullets.push(punch);
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console.log(`A rising-edge of meleeBullet=${JSON.stringify(punch)} is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
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nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Atk1[0];
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*/
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const newVx = player.virtualGridX + (decodedInput.dx + player.speed * decodedInput.dx);
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const newVy = player.virtualGridY + (decodedInput.dy + player.speed * decodedInput.dy);
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const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]);
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playerCollider.x = newCpos[0];
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playerCollider.y = newCpos[1];
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if (0 != decodedInput.dx || 0 != decodedInput.dy) {
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// Update directions and thus would eventually update moving animation accordingly
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nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx;
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nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy;
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} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
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console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
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} else {
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// No trigger, process movement inputs
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if (0 != decodedInput.dx || 0 != decodedInput.dy) {
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// Update directions and thus would eventually update moving animation accordingly
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nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx;
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nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy;
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nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Walking[0];
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} else {
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nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Idle1[0];
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}
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const movement = self.virtualGridToWorldPos(decodedInput.dx + player.speed * decodedInput.dx, decodedInput.dy + player.speed * decodedInput.dy);
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playerCollider.x += movement[0];
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playerCollider.y += movement[1];
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}
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}
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collisionSys.update();
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const result = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
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collisionSys.update(); // by now all "bulletCollider"s are removed
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const result2 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
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for (let j in self.playerRichInfoArr) {
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const joinIndex = parseInt(j) + 1;
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@ -1064,10 +1191,10 @@ cc.Class({
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const potentials = playerCollider.potentials();
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for (const potential of potentials) {
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// Test if the player collides with the wall
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if (!playerCollider.collides(potential, result)) continue;
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if (!playerCollider.collides(potential, result2)) continue;
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// Push the player out of the wall
|
||||
effPushbacks[joinIndex - 1][0] += result.overlap * result.overlap_x;
|
||||
effPushbacks[joinIndex - 1][1] += result.overlap * result.overlap_y;
|
||||
effPushbacks[joinIndex - 1][0] += result2.overlap * result2.overlap_x;
|
||||
effPushbacks[joinIndex - 1][1] += result2.overlap * result2.overlap_y;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1080,6 +1207,7 @@ cc.Class({
|
||||
nextRenderFramePlayers[playerId].virtualGridX = newVpos[0];
|
||||
nextRenderFramePlayers[playerId].virtualGridY = newVpos[1];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return toRet;
|
||||
|
@ -5,25 +5,25 @@ const OnlineMap = require('./Map');
|
||||
|
||||
const PunchAtkConfig = {
|
||||
// for offender
|
||||
startupFrames: 2,
|
||||
activeFrames: 2,
|
||||
recoveryFrames: 4, // usually but not always "startupFrames+activeFrames"
|
||||
recoveryFramesOnBlock: 4, // usually but not always the same as "recoveryFrames"
|
||||
recoveryFramesOnHit: 4, // usually but not always the same as "recoveryFrames"
|
||||
startupFrames: 18,
|
||||
activeFrames: 42,
|
||||
recoveryFrames: 60, // usually but not always "startupFrames+activeFrames"
|
||||
recoveryFramesOnBlock: 60, // usually but not always the same as "recoveryFrames"
|
||||
recoveryFramesOnHit: 60, // usually but not always the same as "recoveryFrames"
|
||||
moveforward: {
|
||||
x: 0,
|
||||
y: 0,
|
||||
},
|
||||
hitboxOffset: 12.0, // should be about the radius of the PlayerCollider
|
||||
hitboxSize: {
|
||||
x: 24.0,
|
||||
y: 24.0,
|
||||
x: 32.0,
|
||||
y: 32.0,
|
||||
},
|
||||
|
||||
// for defender
|
||||
hitStunFrames: 0,
|
||||
blockStunFrames: 0,
|
||||
pushback: 10.0,
|
||||
hitStunFrames: 18,
|
||||
blockStunFrames: 9,
|
||||
pushback: 11.0,
|
||||
releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge
|
||||
damage: 5
|
||||
};
|
||||
@ -58,16 +58,18 @@ cc.Class({
|
||||
|
||||
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
newPlayerCollider.collisionPlayerIndex = parseInt(collisionPlayerIndex);
|
||||
newPlayerCollider.playerId = parseInt(playerRichInfo.id);
|
||||
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
|
||||
|
||||
safelyAddChild(self.node, newPlayerNode);
|
||||
setLocalZOrder(newPlayerNode, 5);
|
||||
|
||||
newPlayerNode.active = true;
|
||||
playerScriptIns.scheduleNewDirection({
|
||||
playerScriptIns.updateCharacterAnim({
|
||||
dx: playerRichInfo.dir.dx,
|
||||
dy: playerRichInfo.dir.dy
|
||||
}, true);
|
||||
}, playerRichInfo, true);
|
||||
|
||||
return [newPlayerNode, playerScriptIns];
|
||||
},
|
||||
@ -178,6 +180,8 @@ cc.Class({
|
||||
virtualGridY: 0,
|
||||
speed: 2 * self.worldToVirtualGridRatio,
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
|
||||
framesToRecover: 0,
|
||||
dir: {
|
||||
dx: 0,
|
||||
dy: 0
|
||||
@ -190,6 +194,8 @@ cc.Class({
|
||||
virtualGridY: 40 * self.worldToVirtualGridRatio,
|
||||
speed: 2 * self.worldToVirtualGridRatio,
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
|
||||
framesToRecover: 0,
|
||||
dir: {
|
||||
dx: 0,
|
||||
dy: 0
|
||||
@ -295,21 +301,25 @@ cc.Class({
|
||||
for (let k in currRenderFrame.meleeBullets) {
|
||||
const meleeBullet = currRenderFrame.meleeBullets[k];
|
||||
if (
|
||||
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames >= currRenderFrame.id
|
||||
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames <= currRenderFrame.id
|
||||
&&
|
||||
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames <= currRenderFrame.id
|
||||
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > currRenderFrame.id
|
||||
) {
|
||||
const collisionBulletIndex = self.collisionBulletIndexPrefix + melee.battleLocalId;
|
||||
const collisionOffenderIndex = self.collisionPlayerIndexPrefix + melee.offenderJoinIndex;
|
||||
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
|
||||
const collisionOffenderIndex = self.collisionPlayerIndexPrefix + meleeBullet.offenderJoinIndex;
|
||||
const offenderCollider = collisionSysMap.get(collisionOffenderIndex);
|
||||
const offender = currRenderFrame.players[melee.offenderPlayerId];
|
||||
const offender = currRenderFrame.players[meleeBullet.offenderPlayerId];
|
||||
|
||||
const x0 = offenderCollider.x + offender.dir.dx * meleeBullet.hitboxOffset,
|
||||
y0 = offenderCollider.y + offender.dir.dy * meleeBullet.hitboxOffset;
|
||||
const pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
|
||||
const xfac = Math.sign(offender.dir.dx),
|
||||
yfac = 0; // By now, straight Punch offset doesn't respect "y-axis"
|
||||
const x0 = offenderCollider.x + xfac * meleeBullet.hitboxOffset,
|
||||
y0 = offenderCollider.y + yfac * meleeBullet.hitboxOffset;
|
||||
const pts = [[0, 0], [xfac * meleeBullet.hitboxSize.x, 0], [xfac * meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
|
||||
const newBulletCollider = collisionSys.createPolygon(x0, y0, pts);
|
||||
newBulletCollider.collisionBulletIndex = collisionBulletIndex;
|
||||
newBulletCollider.offenderPlayerId = meleeBullet.offenderPlayerId;
|
||||
newBulletCollider.pushback = meleeBullet.pushback;
|
||||
newBulletCollider.hitStunFrames = meleeBullet.hitStunFrames;
|
||||
collisionSysMap.set(collisionBulletIndex, newBulletCollider);
|
||||
colliderBullets.set(collisionBulletIndex, newBulletCollider);
|
||||
console.log(`A meleeBullet=${JSON.stringify(meleeBullet)} is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended`);
|
||||
@ -319,15 +329,16 @@ cc.Class({
|
||||
collisionSys.update();
|
||||
const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
||||
|
||||
colliderBullets.forEach((collisionBulletIndex, bulletCollider) => {
|
||||
colliderBullets.forEach((bulletCollider, collisionBulletIndex) => {
|
||||
const potentials = bulletCollider.potentials();
|
||||
let shouldRemove = false;
|
||||
for (const potential of potentials) {
|
||||
if (null != potential.playerId && potential.playerId == bulletCollider.offenderPlayerId) continue;
|
||||
if (!bulletCollider.collides(potential, result1)) continue;
|
||||
if (null != potential.playerId) {
|
||||
bulletPushbacks[joinIndex - 1][0] += result1.overlap * result1.overlap_x * bulletCollider.pushback;
|
||||
bulletPushbacks[joinIndex - 1][1] += result1.overlap * result1.overlap_y * bulletCollider.pushback;
|
||||
const joinIndex = potential.collisionPlayerIndex - self.collisionPlayerIndexPrefix;
|
||||
bulletPushbacks[joinIndex - 1][0] += result1.overlap_x * bulletCollider.pushback;
|
||||
bulletPushbacks[joinIndex - 1][1] += result1.overlap_y * bulletCollider.pushback;
|
||||
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.playerId];
|
||||
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
|
||||
const oldFrameToRecover = thatAckedPlayerInNextFrame.framesToRecover;
|
||||
@ -343,12 +354,13 @@ cc.Class({
|
||||
for (let k in currRenderFrame.meleeBullets) {
|
||||
const meleeBullet = currRenderFrame.meleeBullets[k];
|
||||
// [WARNING] remove from collisionSys ANYWAY for the convenience of rollback
|
||||
if (collisionSysMap.has(meleeBullet.collisionBulletIndex)) {
|
||||
const bulletCollider = collisionSysMap.get(meleeBullet.collisionBulletIndex);
|
||||
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
|
||||
if (collisionSysMap.has(collisionBulletIndex)) {
|
||||
const bulletCollider = collisionSysMap.get(collisionBulletIndex);
|
||||
bulletCollider.remove();
|
||||
collisionSysMap.delete(meleeBullet.collisionBulletIndex);
|
||||
collisionSysMap.delete(collisionBulletIndex);
|
||||
}
|
||||
if (removedBulletsAtCurrFrame.has(meleeBullet)) continue;
|
||||
if (removedBulletsAtCurrFrame.has(collisionBulletIndex)) continue;
|
||||
toRet.meleeBullets.push(meleeBullet);
|
||||
}
|
||||
|
||||
@ -364,8 +376,13 @@ cc.Class({
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const player = currRenderFrame.players[playerId];
|
||||
if (0 < player.framesToRecover) {
|
||||
// No need to process inputs for this player
|
||||
if (0 < nextRenderFramePlayers[playerId].framesToRecover) {
|
||||
// No need to process inputs for this player, but there might be bullet pushbacks on this player
|
||||
if (0 != bulletPushbacks[joinIndex - 1][0] || 0 != bulletPushbacks[joinIndex - 1][1]) {
|
||||
playerCollider.x += bulletPushbacks[joinIndex - 1][0];
|
||||
playerCollider.y += bulletPushbacks[joinIndex - 1][1];
|
||||
console.log(`playerId=${playerId}, joinIndex=${joinIndex} is pushbacked back by ${bulletPushbacks[joinIndex - 1]} by bullet impacts, now its framesToRecover is ${player.framesToRecover}`);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -374,7 +391,6 @@ cc.Class({
|
||||
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
|
||||
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
|
||||
|
||||
const playerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
|
||||
console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
nextRenderFramePlayers[playerId].framesToRecover = PunchAtkConfig.recoveryFrames;
|
||||
@ -386,20 +402,20 @@ cc.Class({
|
||||
toRet.meleeBullets.push(punch);
|
||||
console.log(`A rising-edge of meleeBullet=${JSON.stringify(punch)} is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
|
||||
playerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
|
||||
nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Atk1[0];
|
||||
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
|
||||
console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
} else {
|
||||
// No trigger, process movement inputs
|
||||
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
|
||||
// Update directions and thus would eventually update moving animation accordingly
|
||||
playerInNextFrame.dir.dx = decodedInput.dx;
|
||||
playerInNextFrame.dir.dy = decodedInput.dy;
|
||||
playerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
||||
nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx;
|
||||
nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy;
|
||||
nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
||||
} else {
|
||||
playerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
}
|
||||
const movement = self.virtualGridToPlayerColliderPos(decodedInput.dx + player.speed * decodedInput.dx, decodedInput.dy + player.speed * decodedInput.dy, self.playerRichInfoArr[joinIndex - 1]);
|
||||
const movement = self.virtualGridToWorldPos(decodedInput.dx + player.speed * decodedInput.dx, decodedInput.dy + player.speed * decodedInput.dy);
|
||||
playerCollider.x += movement[0];
|
||||
playerCollider.y += movement[1];
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user