mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
commit
c5b26d716e
@ -1,3 +1,7 @@
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# What to be concerned for internet syncing
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1. Server received too late (solution: force confirmation)
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2. Client received too late (solution: prediction and frame chasing, big impact on user experience because the graphics will be inconsistent if mismatches occur too often)
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# Potential avalanche from local lag
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Under the current "input delay" algorithm, the lag of a single player would cause all the other players to receive outdated commands, e.g. when at a certain moment
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- player#1: renderFrameId = 100, significantly lagged due to local CPU overheated
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@ -9,7 +13,7 @@ players #2, #3 #4 would receive "outdated(in their subjective feelings) but all-
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In a "no-server & p2p" setup, I couldn't think of a proper way to cope with such edge case. Solely on the frontend we could only mitigate the impact to players #2, #3, #4, e.g. a potential lag due to "large range of frame-chasing" is proactively avoided in `<proj-root>/frontend/assets/scripts/Map.js, function update(dt)`.
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However in a "server as authority" setup, the server could force confirming an inputFrame without player#1's upsync, and notify player#1 to apply a "roomDownsyncFrame" as well as drop all its outdated local inputFrames.
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To be fair, **a "p2p" setup can reduce round-trip to single-trip**, but w/o a point of authority in such case player#1 needs a way to recognize the slowness (e.g. check the received peer inputs) and ticks faster for a while to catch up; in contrast in a "server as authority" setup, the server could force confirming an inputFrame without player#1's upsync, and notify player#1 to apply a "roomDownsyncFrame" as well as drop all its outdated local inputFrames.
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# Start up frames
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renderFrameId | generatedInputFrameId | toApplyInputFrameId
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@ -2,11 +2,11 @@
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This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
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_(the following gif is sped up to ~1.33x for file size reduction, kindly note that around ~8s countdown, the attack animation is resumed from a partial progress)_
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_(the following gif is sped up to ~1.5x for file size reduction, kindly note that animations are resumed from a partial progress)_
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![gif_demo](./charts/smooth_melee_attack_spedup.gif)
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![gif_demo](./charts/jump_sync_spedup.gif)
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Please also checkout [this demo video](https://pan.baidu.com/s/172AmIKxbFgGXZzWVqxNUPA?pwd=e2tp) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance.
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Please also checkout [this demo video](https://pan.baidu.com/s/1Lmot9cb0pYylfUvC8G4fDg?pwd=ia97) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance.
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The video mainly shows the following features.
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- The backend receives inputs from frontend peers and broadcasts back for synchronization.
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@ -17,12 +17,16 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) map[int32]
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirY: last.DirY,
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ColliderRadius: last.ColliderRadius,
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VelX: last.VelX,
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VelY: last.VelY,
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Speed: last.Speed,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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InAir: last.InAir,
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JoinIndex: last.JoinIndex,
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ColliderRadius: last.ColliderRadius,
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Score: last.Score,
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Removed: last.Removed,
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JoinIndex: last.JoinIndex,
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}
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if withMetaInfo {
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toRet[k].Name = last.Name
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@ -65,6 +65,9 @@ const (
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ATK_CHARACTER_STATE_WALKING = 1
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ATK_CHARACTER_STATE_ATK1 = 2
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ATK_CHARACTER_STATE_ATKED1 = 3
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ATK_CHARACTER_STATE_INAIR_IDLE1 = 4
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ATK_CHARACTER_STATE_INAIR_ATK1 = 5
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ATK_CHARACTER_STATE_INAIR_ATKED1 = 6
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)
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const (
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@ -198,6 +201,7 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
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pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
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pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
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pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
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pPlayerFromDbInit.InAir = true // Hardcoded
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pR.Players[playerId] = pPlayerFromDbInit
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pR.PlayerDownsyncSessionDict[playerId] = session
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@ -229,6 +233,7 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
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pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
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pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
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pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
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pEffectiveInRoomPlayerInstance.InAir = true // Hardcoded
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pR.PlayerDownsyncSessionDict[playerId] = session
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pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
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@ -419,7 +424,7 @@ func (pR *Room) StartBattle() {
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stCalculation := utils.UnixtimeNano()
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elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt
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if elapsedNanosSinceLastFrameIdTriggered < pR.RollbackEstimatedDtNanos {
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Logger.Warn(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered))
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Logger.Debug(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered))
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}
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if pR.RenderFrameId > pR.BattleDurationFrames {
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@ -430,7 +435,17 @@ func (pR *Room) StartBattle() {
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return
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}
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/*
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[WARNING]
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Golang "time.Sleep" is known to be taking longer than specified time to wake up at millisecond granularity, as discussed in https://github.com/golang/go/issues/44343
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However, we assume that while "time.Sleep(16.67 ms)" might wake up after ~30ms, it still only covers at most 1 inputFrame generation.
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*/
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totalElapsedNanos := utils.UnixtimeNano() - battleStartedAt
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nextRenderFrameId := int32((totalElapsedNanos + pR.dilutedRollbackEstimatedDtNanos - 1) / pR.dilutedRollbackEstimatedDtNanos) // fast ceiling
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toSleepNanos := int64(0)
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if nextRenderFrameId > pR.RenderFrameId {
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if 0 == pR.RenderFrameId {
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// It's important to send kickoff frame iff "0 == pR.RenderFrameId && nextRenderFrameId > pR.RenderFrameId", otherwise it might send duplicate kickoff frames
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for _, player := range pR.PlayersArr {
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playerId := player.Id
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thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) // Might be changed in "OnPlayerDisconnected/OnPlayerLost" from other threads
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@ -447,16 +462,6 @@ func (pR *Room) StartBattle() {
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}
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Logger.Info(fmt.Sprintf("In `battleMainLoop` for roomId=%v sent out kickoffFrame", pR.Id))
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}
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/*
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[WARNING]
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Golang "time.Sleep" is known to be taking longer than specified time to wake up at millisecond granularity, as discussed in https://github.com/golang/go/issues/44343
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However, we assume that while "time.Sleep(16.67 ms)" might wake up after ~30ms, it still only covers at most 1 inputFrame generation.
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*/
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totalElapsedNanos := utils.UnixtimeNano() - battleStartedAt
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nextRenderFrameId := int32((totalElapsedNanos + pR.dilutedRollbackEstimatedDtNanos - 1) / pR.dilutedRollbackEstimatedDtNanos) // fast ceiling
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toSleepNanos := int64(0)
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if nextRenderFrameId > pR.RenderFrameId {
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prevRenderFrameId := pR.RenderFrameId
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pR.RenderFrameId = nextRenderFrameId
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@ -563,12 +568,12 @@ func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
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atomic.StoreInt32(&(player.AckingFrameId), ackingFrameId)
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atomic.StoreInt32(&(player.AckingInputFrameId), ackingInputFrameId)
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Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock about to lock: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
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//Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock about to lock: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
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pR.InputsBufferLock.Lock()
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Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock locked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
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//Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock locked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
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defer func() {
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pR.InputsBufferLock.Unlock()
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Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock unlocked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
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//Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock unlocked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
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}()
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inputsBufferSnapshot := pR.markConfirmationIfApplicable(inputFrameUpsyncBatch, playerId, player)
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@ -749,7 +754,7 @@ func (pR *Room) OnDismissed() {
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pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
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dilutedServerFps := float64(55.0)
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pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps)
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pR.BattleDurationFrames = 30 * pR.ServerFps
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pR.BattleDurationFrames = 60 * pR.ServerFps
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pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
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pR.InputFrameUpsyncDelayTolerance = 2
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pR.MaxChasingRenderFramesPerUpdate = 8
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@ -770,7 +775,7 @@ func (pR *Room) OnDismissed() {
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},
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HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
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HitboxSize: &Vec2D{
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X: float64(23.0),
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X: float64(24.0),
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Y: float64(32.0),
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},
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@ -782,6 +787,12 @@ func (pR *Room) OnDismissed() {
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Damage: int32(5),
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}
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pR.SnapIntoPlatformOverlap = float64(0.1)
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pR.SnapIntoPlatformThreshold = float64(0.5)
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pR.JumpingInitVelY = int32(float64(7) * pR.WorldToVirtualGridRatio)
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pR.GravityX = 0
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pR.GravityY = -int32(float64(0.5) * pR.WorldToVirtualGridRatio) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
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pR.ChooseStage()
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pR.EffectivePlayerCount = 0
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@ -1277,7 +1288,10 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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VirtualGridY: currPlayerDownsync.VirtualGridY,
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DirX: currPlayerDownsync.DirX,
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DirY: currPlayerDownsync.DirY,
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VelX: currPlayerDownsync.VelX,
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VelY: currPlayerDownsync.VelY,
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CharacterState: currPlayerDownsync.CharacterState,
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InAir: true,
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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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@ -1292,30 +1306,108 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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}
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}
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toRet := &RoomDownsyncFrame{
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Id: currRenderFrame.Id + 1,
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Players: nextRenderFramePlayers,
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CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
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MeleeBullets: make([]*MeleeBullet, 0), // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
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nextRenderFrameMeleeBullets := make([]*MeleeBullet, 0, len(currRenderFrame.MeleeBullets)) // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
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effPushbacks := make([]Vec2D, pR.Capacity)
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hardPushbackNorms := make([][]Vec2D, pR.Capacity)
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// 1. Process player inputs
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if nil != delayedInputFrame {
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var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil
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tmp := pR.InputsBuffer.GetByFrameId(pR.ConvertToInputFrameId(currRenderFrame.Id-1, pR.InputDelayFrames))
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if nil != tmp {
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delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync)
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}
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bulletPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
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effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
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// Reset playerCollider position from the "virtual grid position"
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inputList := delayedInputFrame.InputList
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for _, player := range pR.PlayersArr {
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playerId := player.Id
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joinIndex := player.JoinIndex
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bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y = float64(0), float64(0)
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effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
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currPlayerDownsync := currRenderFrame.Players[playerId]
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newVx, newVy := currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
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currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
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if 0 < thatPlayerInNextFrame.FramesToRecover {
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continue
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}
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decodedInput := pR.decodeInput(inputList[joinIndex-1])
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prevBtnALevel, prevBtnBLevel := int32(0), int32(0)
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if nil != delayedInputFrameForPrevRenderFrame {
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prevDecodedInput := pR.decodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
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prevBtnALevel = prevDecodedInput.BtnALevel
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prevBtnBLevel = prevDecodedInput.BtnBLevel
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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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if decodedInput.BtnBLevel > prevBtnBLevel {
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characStateAlreadyInAir := false
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if ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATK1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATKED1 == thatPlayerInNextFrame.CharacterState {
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characStateAlreadyInAir = true
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}
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characStateIsInterruptWaivable := false
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if ATK_CHARACTER_STATE_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_WALKING == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState {
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characStateIsInterruptWaivable = true
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}
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if !characStateAlreadyInAir && characStateIsInterruptWaivable {
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thatPlayerInNextFrame.VelY = pR.JumpingInitVelY
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if 1 == currPlayerDownsync.JoinIndex {
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Logger.Info(fmt.Sprintf("playerId=%v, joinIndex=%v jumped at {renderFrame.id: %d, virtualX: %d, virtualY: %d, nextVelX: %d, nextVelY: %d}, delayedInputFrame.id=%d", playerId, joinIndex, currRenderFrame.Id, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, delayedInputFrame.InputFrameId))
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}
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}
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}
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if decodedInput.BtnALevel > prevBtnALevel {
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punchSkillId := int32(1)
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punchConfig := pR.MeleeSkillConfig[punchSkillId]
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var newMeleeBullet MeleeBullet = *punchConfig
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newMeleeBullet.BattleLocalId = pR.BulletBattleLocalIdCounter
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pR.BulletBattleLocalIdCounter += 1
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newMeleeBullet.OffenderJoinIndex = joinIndex
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newMeleeBullet.OffenderPlayerId = playerId
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newMeleeBullet.OriginatedRenderFrameId = currRenderFrame.Id
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nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, &newMeleeBullet)
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thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1
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if false == currPlayerDownsync.InAir {
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thatPlayerInNextFrame.VelX = 0
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}
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Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a rising-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
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} else if decodedInput.BtnALevel < prevBtnALevel {
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Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a falling-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
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} else {
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// No bullet trigger, process movement inputs
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// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
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if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
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thatPlayerInNextFrame.DirX = decodedInput.Dx
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thatPlayerInNextFrame.DirY = decodedInput.Dy
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thatPlayerInNextFrame.VelX = decodedInput.Dx * currPlayerDownsync.Speed
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
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} else {
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
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thatPlayerInNextFrame.VelX = 0
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}
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}
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}
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}
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// 2. Process player movement
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for _, player := range pR.PlayersArr {
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playerId := player.Id
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joinIndex := player.JoinIndex
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effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
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// Reset playerCollider position from the "virtual grid position"
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newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
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colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*4
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playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, colliderWidth*0.5, colliderHeight*0.5, pR.SnapIntoPlatformOverlap, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
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// Update in the collision system
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playerCollider.Update()
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if currPlayerDownsync.InAir {
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thatPlayerInNextFrame.VelX += pR.GravityX
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thatPlayerInNextFrame.VelY += pR.GravityY
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}
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}
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// 3. Add bullet colliders into collision system
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bulletColliders := make(map[int32]*resolv.Object, 0) // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
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removedBulletsAtCurrFrame := make(map[int32]int32, 0)
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for _, meleeBullet := range currRenderFrame.MeleeBullets {
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@ -1332,7 +1424,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, pR.VirtualGridToWorldRatio)
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bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
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|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, 0, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
|
||||
newBulletCollider.Data = meleeBullet
|
||||
pR.Space.Add(newBulletCollider)
|
||||
collisionSysMap[collisionBulletIndex] = newBulletCollider
|
||||
@ -1342,6 +1434,98 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
|
||||
}
|
||||
}
|
||||
|
||||
// 4. Invoke collision system stepping (no-op for backend collision lib)
|
||||
|
||||
// 5. Calc pushbacks for each player (after its movement) w/o bullets
|
||||
for _, player := range pR.PlayersArr {
|
||||
joinIndex := player.JoinIndex
|
||||
playerId := player.Id
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
|
||||
hardPushbackNorms[joinIndex-1] = pR.calcHardPushbacksNorms(playerCollider, playerShape, pR.SnapIntoPlatformOverlap, &(effPushbacks[joinIndex-1]))
|
||||
if 0 < len(hardPushbackNorms[joinIndex-1]) {
|
||||
Logger.Debug(fmt.Sprintf("playerId=%d, joinIndex=%d got %d non-empty hardPushbacks at renderFrame.id=%d", playerId, joinIndex, len(hardPushbackNorms), currRenderFrame.Id))
|
||||
}
|
||||
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
|
||||
fallStopping := false
|
||||
possiblyFallStoppedOnAnotherPlayer := false
|
||||
collision := playerCollider.Check(0, 0)
|
||||
if nil == collision {
|
||||
continue
|
||||
}
|
||||
for _, obj := range collision.Objects {
|
||||
isBarrier, isAnotherPlayer, isBullet := false, false, false
|
||||
switch obj.Data.(type) {
|
||||
case *Barrier:
|
||||
isBarrier = true
|
||||
case *Player:
|
||||
isAnotherPlayer = true
|
||||
case *MeleeBullet:
|
||||
isBullet = true
|
||||
}
|
||||
if isBullet {
|
||||
// ignore bullets for this step
|
||||
continue
|
||||
}
|
||||
bShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, bShape)
|
||||
if !overlapped {
|
||||
continue
|
||||
}
|
||||
normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0))
|
||||
landedOnGravityPushback := (pR.SnapIntoPlatformThreshold < normAlignmentWithGravity) // prevents false snapping on the lateral sides
|
||||
if landedOnGravityPushback {
|
||||
// kindly note that one player might land on top of another player, and snapping is also required in such case
|
||||
pushbackX, pushbackY = (overlapResult.Overlap-pR.SnapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-pR.SnapIntoPlatformOverlap)*overlapResult.OverlapY
|
||||
thatPlayerInNextFrame.InAir = false
|
||||
}
|
||||
for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] {
|
||||
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
|
||||
if isBarrier || (isAnotherPlayer && 0 > projectedMagnitude) {
|
||||
pushbackX -= projectedMagnitude * hardPushbackNorm.X
|
||||
pushbackY -= projectedMagnitude * hardPushbackNorm.Y
|
||||
}
|
||||
}
|
||||
effPushbacks[joinIndex-1].X += pushbackX
|
||||
effPushbacks[joinIndex-1].Y += pushbackY
|
||||
if currPlayerDownsync.InAir && landedOnGravityPushback {
|
||||
fallStopping = true
|
||||
if isAnotherPlayer {
|
||||
possiblyFallStoppedOnAnotherPlayer = true
|
||||
}
|
||||
if 1 == thatPlayerInNextFrame.JoinIndex {
|
||||
Logger.Info(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#1 at {renderFrame.id: %d, virtualX: %d, virtualY: %d, velX: %d, velY: %d} with effPushback={%.3f, %.3f}, overlapMag=%.4f, possiblyFallStoppedOnAnotherPlayer=%v", playerId, joinIndex, currRenderFrame.Id, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, currPlayerDownsync.VelX, currPlayerDownsync.VelY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap, possiblyFallStoppedOnAnotherPlayer))
|
||||
}
|
||||
}
|
||||
if 1 == joinIndex && currPlayerDownsync.InAir && isBarrier && !landedOnGravityPushback {
|
||||
Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d inAir & pushed back by barrier & not landed at {renderFrame.id: %d, virtualX: %d, virtualY: %d, velX: %d, velY: %d} with effPushback={%.3f, %.3f}, playerColliderPos={%.3f, %.3f}, barrierPos={%.3f, %.3f}, overlapMag=%.4f, len(hardPushbackNorms)=%d", playerId, joinIndex, currRenderFrame.Id, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, currPlayerDownsync.VelX, currPlayerDownsync.VelY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, playerCollider.X-pR.collisionSpaceOffsetX, playerCollider.Y-pR.collisionSpaceOffsetY, bShape.X-pR.collisionSpaceOffsetX, bShape.Y-pR.collisionSpaceOffsetY, overlapResult.Overlap, len(hardPushbackNorms)))
|
||||
}
|
||||
if 1 == joinIndex && currPlayerDownsync.InAir && isAnotherPlayer {
|
||||
Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d inAir & pushed back by another player at {renderFrame.id: %d, virtualX: %d, virtualY: %d, velX: %d, velY: %d} with effPushback={%.3f, %.3f}, landedOnGravityPushback=%v, fallStopping=%v, playerColliderPos={%.3f, %.3f}, anotherPlayerColliderPos={%.3f, %.3f}, overlapMag=%.4f, len(hardPushbackNorms)=%d", playerId, joinIndex, currRenderFrame.Id, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, currPlayerDownsync.VelX, currPlayerDownsync.VelY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, landedOnGravityPushback, fallStopping, playerCollider.X-pR.collisionSpaceOffsetX, playerCollider.Y-pR.collisionSpaceOffsetY, bShape.X-pR.collisionSpaceOffsetX, bShape.Y-pR.collisionSpaceOffsetY, overlapResult.Overlap, len(hardPushbackNorms)))
|
||||
}
|
||||
}
|
||||
if fallStopping {
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
thatPlayerInNextFrame.VelY = 0
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
thatPlayerInNextFrame.FramesToRecover = 0
|
||||
}
|
||||
if currPlayerDownsync.InAir {
|
||||
switch thatPlayerInNextFrame.CharacterState {
|
||||
case ATK_CHARACTER_STATE_IDLE1:
|
||||
case ATK_CHARACTER_STATE_WALKING:
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1
|
||||
case ATK_CHARACTER_STATE_ATK1:
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1
|
||||
case ATK_CHARACTER_STATE_ATKED1:
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
|
||||
default:
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 6. Check bullet-anything collisions
|
||||
for _, bulletCollider := range bulletColliders {
|
||||
shouldRemove := false
|
||||
meleeBullet := bulletCollider.Data.(*MeleeBullet)
|
||||
@ -1355,15 +1539,32 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
|
||||
case *Player:
|
||||
if meleeBullet.OffenderPlayerId != t.Id {
|
||||
if overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape); overlapped {
|
||||
joinIndex := t.JoinIndex
|
||||
xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
|
||||
if 0 > offender.DirX {
|
||||
xfac = float64(-1.0)
|
||||
}
|
||||
bulletPushbacks[t.JoinIndex-1].X += xfac * meleeBullet.Pushback
|
||||
nextRenderFramePlayers[t.Id].CharacterState = ATK_CHARACTER_STATE_ATKED1
|
||||
pushbackX, pushbackY := -xfac*meleeBullet.Pushback, float64(0)
|
||||
|
||||
for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] {
|
||||
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
|
||||
if 0 > projectedMagnitude {
|
||||
Logger.Info(fmt.Sprintf("defenderPlayerId=%d, joinIndex=%d reducing bullet pushback={%.3f, %.3f} by {%.3f, %.3f} where hardPushbackNorm={%.3f, %.3f}, projectedMagnitude=%.3f at renderFrame.id=%d", t.Id, joinIndex, pushbackX, pushbackY, projectedMagnitude*hardPushbackNorm.X, projectedMagnitude*hardPushbackNorm.Y, hardPushbackNorm.X, hardPushbackNorm.Y, projectedMagnitude, currRenderFrame.Id))
|
||||
pushbackX -= projectedMagnitude * hardPushbackNorm.X
|
||||
pushbackY -= projectedMagnitude * hardPushbackNorm.Y
|
||||
}
|
||||
}
|
||||
|
||||
effPushbacks[joinIndex-1].X += pushbackX
|
||||
effPushbacks[joinIndex-1].Y += pushbackY
|
||||
atkedPlayerInCurFrame, atkedPlayerInNextFrame := currRenderFrame.Players[t.Id], nextRenderFramePlayers[t.Id]
|
||||
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
|
||||
if atkedPlayerInCurFrame.InAir {
|
||||
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
|
||||
}
|
||||
oldFramesToRecover := nextRenderFramePlayers[t.Id].FramesToRecover
|
||||
if meleeBullet.HitStunFrames > oldFramesToRecover {
|
||||
nextRenderFramePlayers[t.Id].FramesToRecover = meleeBullet.HitStunFrames
|
||||
atkedPlayerInNextFrame.FramesToRecover = meleeBullet.HitStunFrames
|
||||
}
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, a meleeBullet collides w/ player at currRenderFrame.id=%v: b=%v, p=%v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(bulletShape), ConvexPolygonStr(defenderShape)))
|
||||
}
|
||||
@ -1379,6 +1580,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
|
||||
}
|
||||
}
|
||||
|
||||
// [WARNING] Remove bullets from collisionSys ANYWAY for the convenience of rollback
|
||||
for _, meleeBullet := range currRenderFrame.MeleeBullets {
|
||||
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
|
||||
if bulletCollider, existent := collisionSysMap[collisionBulletIndex]; existent {
|
||||
@ -1388,124 +1590,51 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
|
||||
if _, existent := removedBulletsAtCurrFrame[collisionBulletIndex]; existent {
|
||||
continue
|
||||
}
|
||||
toRet.MeleeBullets = append(toRet.MeleeBullets, meleeBullet)
|
||||
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
|
||||
}
|
||||
|
||||
if nil != delayedInputFrame {
|
||||
var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil
|
||||
tmp := pR.InputsBuffer.GetByFrameId(pR.ConvertToInputFrameId(currRenderFrame.Id-1, pR.InputDelayFrames))
|
||||
if nil != tmp {
|
||||
delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync)
|
||||
}
|
||||
inputList := delayedInputFrame.InputList
|
||||
// Process player inputs
|
||||
// 7. Get players out of stuck barriers if there's any
|
||||
for _, player := range pR.PlayersArr {
|
||||
joinIndex := player.JoinIndex
|
||||
playerId := player.Id
|
||||
joinIndex := player.JoinIndex
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
|
||||
if 0 < thatPlayerInNextFrame.FramesToRecover {
|
||||
// No need to process inputs for this player, but there might be bullet pushbacks on this player
|
||||
// Also note that in this case we keep "CharacterState" of this player from last render frame
|
||||
playerCollider.X += bulletPushbacks[joinIndex-1].X
|
||||
playerCollider.Y += bulletPushbacks[joinIndex-1].Y
|
||||
// Update in the collision system
|
||||
playerCollider.Update()
|
||||
if 0 != bulletPushbacks[joinIndex-1].X || 0 != bulletPushbacks[joinIndex-1].Y {
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v is pushed back by (%.2f, %.2f) by bullet impacts, now its framesToRecover is %d at currRenderFrame.id=%v", pR.Id, playerId, bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y, thatPlayerInNextFrame.FramesToRecover, currRenderFrame.Id))
|
||||
}
|
||||
continue
|
||||
}
|
||||
currPlayerDownsync := currRenderFrame.Players[playerId]
|
||||
decodedInput := pR.decodeInput(inputList[joinIndex-1])
|
||||
prevBtnALevel := int32(0)
|
||||
if nil != delayedInputFrameForPrevRenderFrame {
|
||||
prevDecodedInput := pR.decodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
|
||||
prevBtnALevel = prevDecodedInput.BtnALevel
|
||||
}
|
||||
|
||||
if decodedInput.BtnALevel > prevBtnALevel {
|
||||
punchSkillId := int32(1)
|
||||
punchConfig := pR.MeleeSkillConfig[punchSkillId]
|
||||
var newMeleeBullet MeleeBullet = *punchConfig
|
||||
newMeleeBullet.BattleLocalId = pR.BulletBattleLocalIdCounter
|
||||
pR.BulletBattleLocalIdCounter += 1
|
||||
newMeleeBullet.OffenderJoinIndex = joinIndex
|
||||
newMeleeBullet.OffenderPlayerId = playerId
|
||||
newMeleeBullet.OriginatedRenderFrameId = currRenderFrame.Id
|
||||
toRet.MeleeBullets = append(toRet.MeleeBullets, &newMeleeBullet)
|
||||
thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a rising-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
|
||||
|
||||
} else if decodedInput.BtnALevel < prevBtnALevel {
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a falling-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
|
||||
} else {
|
||||
// No bullet trigger, process movement inputs
|
||||
// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
|
||||
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
|
||||
thatPlayerInNextFrame.DirX = decodedInput.Dx
|
||||
thatPlayerInNextFrame.DirY = decodedInput.Dy
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
|
||||
} else {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
}
|
||||
}
|
||||
|
||||
movementX, movementY := VirtualGridToWorldPos(decodedInput.Dx+decodedInput.Dx*currPlayerDownsync.Speed, decodedInput.Dy+decodedInput.Dy*currPlayerDownsync.Speed, pR.VirtualGridToWorldRatio)
|
||||
playerCollider.X += movementX
|
||||
playerCollider.Y += movementY
|
||||
|
||||
// Update in the collision system
|
||||
playerCollider.Update()
|
||||
}
|
||||
|
||||
// handle pushbacks upon collision after all movements treated as simultaneous
|
||||
for _, player := range pR.PlayersArr {
|
||||
joinIndex := player.JoinIndex
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
if collision := playerCollider.Check(0, 0); collision != nil {
|
||||
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
|
||||
for _, obj := range collision.Objects {
|
||||
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped {
|
||||
Logger.Debug(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
|
||||
effPushbacks[joinIndex-1].X += pushbackX
|
||||
effPushbacks[joinIndex-1].Y += pushbackY
|
||||
} else {
|
||||
Logger.Debug(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), overlapResult))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for _, player := range pR.PlayersArr {
|
||||
playerId := player.Id
|
||||
joinIndex := player.JoinIndex
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
|
||||
// Update "virtual grid position"
|
||||
newVx, newVy := PolygonColliderAnchorToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.WorldToVirtualGridRatio)
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
|
||||
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = newVx, newVy
|
||||
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
|
||||
colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*4
|
||||
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, colliderWidth*0.5, colliderHeight*0.5, pR.SnapIntoPlatformOverlap, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.WorldToVirtualGridRatio)
|
||||
|
||||
if 1 == thatPlayerInNextFrame.JoinIndex {
|
||||
if thatPlayerInNextFrame.InAir && (0 != thatPlayerInNextFrame.VelY) {
|
||||
// Logger.Info(fmt.Sprintf("playerId=%d, joinIndex=%d inAir trajectory: {nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}, with playerColliderPos={%.3f, %.3f}, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, playerShape.X-pR.collisionSpaceOffsetX, playerShape.Y-pR.collisionSpaceOffsetY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
|
||||
}
|
||||
if currPlayerDownsync.InAir && !thatPlayerInNextFrame.InAir {
|
||||
Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#2 at {nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}, with playerColliderPos={%.3f, %.3f}, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, playerShape.X-pR.collisionSpaceOffsetX, playerShape.Y-pR.collisionSpaceOffsetY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
|
||||
}
|
||||
if !currPlayerDownsync.InAir && thatPlayerInNextFrame.InAir {
|
||||
Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d took off at {nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}, with playerColliderPos={%.3f, %.3f}, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, playerShape.X-pR.collisionSpaceOffsetX, playerShape.Y-pR.collisionSpaceOffsetY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers))
|
||||
return &RoomDownsyncFrame{
|
||||
Id: currRenderFrame.Id + 1,
|
||||
Players: nextRenderFramePlayers,
|
||||
MeleeBullets: nextRenderFrameMeleeBullets,
|
||||
CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
|
||||
}
|
||||
|
||||
return toRet
|
||||
}
|
||||
|
||||
func (pR *Room) decodeInput(encodedInput uint64) *InputFrameDecoded {
|
||||
encodedDirection := (encodedInput & uint64(15))
|
||||
btnALevel := int32((encodedInput >> 4) & 1)
|
||||
btnBLevel := int32((encodedInput >> 5) & 1)
|
||||
return &InputFrameDecoded{
|
||||
Dx: DIRECTION_DECODER[encodedDirection][0],
|
||||
Dy: DIRECTION_DECODER[encodedDirection][1],
|
||||
BtnALevel: btnALevel,
|
||||
BtnBLevel: btnBLevel,
|
||||
}
|
||||
}
|
||||
|
||||
@ -1520,8 +1649,8 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
|
||||
pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
|
||||
for _, player := range pR.Players {
|
||||
wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
|
||||
colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*3
|
||||
playerCollider := GenerateRectCollider(wx, wy, colliderWidth, colliderHeight, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
|
||||
colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*4
|
||||
playerCollider := GenerateRectCollider(wx, wy, colliderWidth, colliderHeight, pR.SnapIntoPlatformOverlap, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "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
|
||||
playerCollider.Data = player
|
||||
pR.Space.Add(playerCollider)
|
||||
// Keep track of the collider in "pR.CollisionSysMap"
|
||||
@ -1534,6 +1663,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
|
||||
for _, barrier := range pR.Barriers {
|
||||
boundaryUnaligned := barrier.Boundary
|
||||
barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier")
|
||||
barrierCollider.Data = barrier
|
||||
pR.Space.Add(barrierCollider)
|
||||
}
|
||||
}
|
||||
@ -1572,19 +1702,29 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
|
||||
}
|
||||
|
||||
if nil != inputsBufferSnapshot {
|
||||
Logger.Warn(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, inputsBufferSnapshot.UnconfirmedMask))
|
||||
// Logger.Warn(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, inputsBufferSnapshot.UnconfirmedMask))
|
||||
pR.downsyncToAllPlayers(inputsBufferSnapshot)
|
||||
}
|
||||
}
|
||||
|
||||
func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot) {
|
||||
/*
|
||||
[WARNING] This function MUST BE called while "pR.InputsBufferLock" is LOCKED for preserving the order of generation of "inputsBufferSnapshot" -- see comments in "OnBattleCmdReceived" and [this issue](https://github.com/genxium/DelayNoMore/issues/12).
|
||||
[WARNING] This function MUST BE called while "pR.InputsBufferLock" is LOCKED to **preserve the order of generation of "inputsBufferSnapshot" for sending** -- see comments in "OnBattleCmdReceived" and [this issue](https://github.com/genxium/DelayNoMore/issues/12).
|
||||
|
||||
Actually if each player session were both intrinsically thread-safe & non-blocking for writing (like Java NIO), I could've just called "playerSession.WriteMessage" while holding "pR.InputsBufferLock" -- but the ws session provided by Gorilla library is neither thread-safe nor non-blocking for writing, which is fine because it creates a chance for the users to solve an interesting problem :)
|
||||
*/
|
||||
/*
|
||||
|
||||
Moreover, we're downsyncing a same "inputsBufferSnapshot" for all players in the same battle and this is by design, i.e. not respecting "player.LastSentInputFrameId" because "new all-confirmed inputFrameDownsyncs" are the same for all players and ws is TCP-based (no loss of consecutive packets except for reconnection -- which is already handled by READDED_BATTLE_COLLIDER_ACKED)
|
||||
|
||||
Lastly noting just for fun, if in "OnBattleCmdReceived" we need downsync to a single specific player (keeping **the order of generation of "inputsBufferSnapshot" preserved for sending** of course), in theory it's better to do it by the following order.
|
||||
1. lock "InputsBuffer";
|
||||
2. generate downsync msg;
|
||||
3. lock "pR.PlayerDownsyncChanDict[playerId]";
|
||||
4. put downsync msg to "pR.PlayerDownsyncChanDict[playerId]";
|
||||
5. unlock "InputsBuffer";
|
||||
6. now other threads are allowed to lock "inputsBuffer", and we can do "other things" on "pR.PlayerDownsyncChanDict[playerId]";
|
||||
7. unlock "pR.PlayerDownsyncChanDict[playerId]".
|
||||
|
||||
The difference from our current approach is that the "pR.PlayerDownsyncChanDict[playerId]" in use is a Golang channel, i.e. when executing #4 it automatically executes #3 (before) & #7 (after) as well, thus we couldn't do #5 & #6 in between.
|
||||
*/
|
||||
for playerId, playerDownsyncChan := range pR.PlayerDownsyncChanDict {
|
||||
/*
|
||||
@ -1592,8 +1732,20 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot)
|
||||
|
||||
The use of "downsyncLoop of each player" also waives the need of guarding each "pR.PlayerDownsyncSessionDict[playerId]" from multithread-access (e.g. by a "pR.PlayerDownsyncSessionMutexDict[playerId]"), i.e. Gorilla v1.2.0 "conn.WriteMessage" isn't thread-safe https://github.com/gorilla/websocket/blob/v1.2.0/conn.go#L585.
|
||||
*/
|
||||
if player, existent := pR.Players[playerId]; existent {
|
||||
playerBattleState := atomic.LoadInt32(&(player.BattleState))
|
||||
switch playerBattleState {
|
||||
case PlayerBattleStateIns.DISCONNECTED:
|
||||
case PlayerBattleStateIns.LOST:
|
||||
case PlayerBattleStateIns.EXPELLED_DURING_GAME:
|
||||
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
|
||||
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
|
||||
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
|
||||
continue
|
||||
}
|
||||
playerDownsyncChan <- (*inputsBufferSnapshot)
|
||||
Logger.Debug(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d, playerDownsyncChan:%p)#1", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId, playerDownsyncChan))
|
||||
// Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d, playerDownsyncChan:%p)#1", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId, playerDownsyncChan))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1632,7 +1784,8 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
|
||||
2. reconnection
|
||||
*/
|
||||
|
||||
toSendInputFrameIdSt, toSendInputFrameIdEd := toSendInputFrameDownsyncsSnapshot[0].InputFrameId, toSendInputFrameDownsyncsSnapshot[len(toSendInputFrameDownsyncsSnapshot)-1].InputFrameId+1
|
||||
//toSendInputFrameIdSt, toSendInputFrameIdEd := toSendInputFrameDownsyncsSnapshot[0].InputFrameId, toSendInputFrameDownsyncsSnapshot[len(toSendInputFrameDownsyncsSnapshot)-1].InputFrameId+1
|
||||
_, toSendInputFrameIdEd := toSendInputFrameDownsyncsSnapshot[0].InputFrameId, toSendInputFrameDownsyncsSnapshot[len(toSendInputFrameDownsyncsSnapshot)-1].InputFrameId+1
|
||||
if pR.BackendDynamicsEnabled && shouldResyncOverall {
|
||||
tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
|
||||
if nil == tmp {
|
||||
@ -1645,7 +1798,7 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
|
||||
}
|
||||
refRenderFrame.BackendUnconfirmedMask = unconfirmedMask
|
||||
pR.sendSafely(refRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
|
||||
Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
|
||||
// Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
|
||||
} else {
|
||||
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false)
|
||||
}
|
||||
@ -1687,3 +1840,29 @@ func (pR *Room) cloneInputsBuffer(stFrameId, edFrameId int32) []*InputFrameDowns
|
||||
|
||||
return cloned
|
||||
}
|
||||
|
||||
func (pR *Room) calcHardPushbacksNorms(playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) []Vec2D {
|
||||
ret := make([]Vec2D, 0, 10) // no one would simultaneously have more than 5 hardPushbacks
|
||||
collision := playerCollider.Check(0, 0)
|
||||
if nil == collision {
|
||||
return ret
|
||||
}
|
||||
for _, obj := range collision.Objects {
|
||||
switch obj.Data.(type) {
|
||||
case *Barrier:
|
||||
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape)
|
||||
if !overlapped {
|
||||
continue
|
||||
}
|
||||
// ALWAY snap into hardPushbacks!
|
||||
// [OverlapX, OverlapY] is the unit vector that points into the platform
|
||||
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
|
||||
ret = append(ret, Vec2D{X: overlapResult.OverlapX, Y: overlapResult.OverlapY})
|
||||
pEffPushback.X += pushbackX
|
||||
pEffPushback.Y += pushbackY
|
||||
default:
|
||||
}
|
||||
}
|
||||
return ret
|
||||
}
|
||||
|
@ -30,21 +30,24 @@ type PlayerDownsync struct {
|
||||
VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"`
|
||||
VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
|
||||
DirX int32 `protobuf:"varint,4,opt,name=dirX,proto3" json:"dirX,omitempty"`
|
||||
DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"`
|
||||
Speed int32 `protobuf:"varint,6,opt,name=speed,proto3" json:"speed,omitempty"` // in terms of virtual grid units
|
||||
BattleState int32 `protobuf:"varint,7,opt,name=battleState,proto3" json:"battleState,omitempty"`
|
||||
JoinIndex int32 `protobuf:"varint,8,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
|
||||
ColliderRadius float64 `protobuf:"fixed64,9,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
|
||||
Removed bool `protobuf:"varint,10,opt,name=removed,proto3" json:"removed,omitempty"`
|
||||
Score int32 `protobuf:"varint,11,opt,name=score,proto3" json:"score,omitempty"`
|
||||
LastMoveGmtMillis int32 `protobuf:"varint,12,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
|
||||
FramesToRecover int32 `protobuf:"varint,13,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
|
||||
Hp int32 `protobuf:"varint,14,opt,name=hp,proto3" json:"hp,omitempty"`
|
||||
MaxHp int32 `protobuf:"varint,15,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
|
||||
CharacterState int32 `protobuf:"varint,16,opt,name=characterState,proto3" json:"characterState,omitempty"`
|
||||
Name string `protobuf:"bytes,17,opt,name=name,proto3" json:"name,omitempty"`
|
||||
DisplayName string `protobuf:"bytes,18,opt,name=displayName,proto3" json:"displayName,omitempty"`
|
||||
Avatar string `protobuf:"bytes,19,opt,name=avatar,proto3" json:"avatar,omitempty"`
|
||||
DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"` // "dirX" and "dirY" determines character facing
|
||||
VelX int32 `protobuf:"varint,6,opt,name=velX,proto3" json:"velX,omitempty"`
|
||||
VelY int32 `protobuf:"varint,7,opt,name=velY,proto3" json:"velY,omitempty"` // "velX" and "velY" is used to record the accumulated effect by accelerations (including gravity)
|
||||
Speed int32 `protobuf:"varint,8,opt,name=speed,proto3" json:"speed,omitempty"` // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
|
||||
BattleState int32 `protobuf:"varint,9,opt,name=battleState,proto3" json:"battleState,omitempty"`
|
||||
JoinIndex int32 `protobuf:"varint,10,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
|
||||
ColliderRadius float64 `protobuf:"fixed64,11,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
|
||||
Removed bool `protobuf:"varint,12,opt,name=removed,proto3" json:"removed,omitempty"`
|
||||
Score int32 `protobuf:"varint,13,opt,name=score,proto3" json:"score,omitempty"`
|
||||
LastMoveGmtMillis int32 `protobuf:"varint,14,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
|
||||
FramesToRecover int32 `protobuf:"varint,15,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
|
||||
Hp int32 `protobuf:"varint,16,opt,name=hp,proto3" json:"hp,omitempty"`
|
||||
MaxHp int32 `protobuf:"varint,17,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
|
||||
CharacterState int32 `protobuf:"varint,18,opt,name=characterState,proto3" json:"characterState,omitempty"`
|
||||
InAir bool `protobuf:"varint,19,opt,name=inAir,proto3" json:"inAir,omitempty"` // by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "inAir (prev -> curr)"
|
||||
Name string `protobuf:"bytes,20,opt,name=name,proto3" json:"name,omitempty"`
|
||||
DisplayName string `protobuf:"bytes,21,opt,name=displayName,proto3" json:"displayName,omitempty"`
|
||||
Avatar string `protobuf:"bytes,22,opt,name=avatar,proto3" json:"avatar,omitempty"`
|
||||
}
|
||||
|
||||
func (x *PlayerDownsync) Reset() {
|
||||
@ -114,6 +117,20 @@ func (x *PlayerDownsync) GetDirY() int32 {
|
||||
return 0
|
||||
}
|
||||
|
||||
func (x *PlayerDownsync) GetVelX() int32 {
|
||||
if x != nil {
|
||||
return x.VelX
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func (x *PlayerDownsync) GetVelY() int32 {
|
||||
if x != nil {
|
||||
return x.VelY
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func (x *PlayerDownsync) GetSpeed() int32 {
|
||||
if x != nil {
|
||||
return x.Speed
|
||||
@ -191,6 +208,13 @@ func (x *PlayerDownsync) GetCharacterState() int32 {
|
||||
return 0
|
||||
}
|
||||
|
||||
func (x *PlayerDownsync) GetInAir() bool {
|
||||
if x != nil {
|
||||
return x.InAir
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
func (x *PlayerDownsync) GetName() string {
|
||||
if x != nil {
|
||||
return x.Name
|
||||
@ -220,6 +244,7 @@ type InputFrameDecoded struct {
|
||||
Dx int32 `protobuf:"varint,1,opt,name=dx,proto3" json:"dx,omitempty"`
|
||||
Dy int32 `protobuf:"varint,2,opt,name=dy,proto3" json:"dy,omitempty"`
|
||||
BtnALevel int32 `protobuf:"varint,3,opt,name=btnALevel,proto3" json:"btnALevel,omitempty"`
|
||||
BtnBLevel int32 `protobuf:"varint,4,opt,name=btnBLevel,proto3" json:"btnBLevel,omitempty"`
|
||||
}
|
||||
|
||||
func (x *InputFrameDecoded) Reset() {
|
||||
@ -275,6 +300,13 @@ func (x *InputFrameDecoded) GetBtnALevel() int32 {
|
||||
return 0
|
||||
}
|
||||
|
||||
func (x *InputFrameDecoded) GetBtnBLevel() int32 {
|
||||
if x != nil {
|
||||
return x.BtnBLevel
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
type InputFrameUpsync struct {
|
||||
state protoimpl.MessageState
|
||||
sizeCache protoimpl.SizeCache
|
||||
@ -901,6 +933,11 @@ type BattleColliderInfo struct {
|
||||
SpAtkLookupFrames int32 `protobuf:"varint,25,opt,name=spAtkLookupFrames,proto3" json:"spAtkLookupFrames,omitempty"`
|
||||
RenderCacheSize int32 `protobuf:"varint,26,opt,name=renderCacheSize,proto3" json:"renderCacheSize,omitempty"`
|
||||
MeleeSkillConfig map[int32]*MeleeBullet `protobuf:"bytes,27,rep,name=meleeSkillConfig,proto3" json:"meleeSkillConfig,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"bytes,2,opt,name=value,proto3"` // skillId -> skill
|
||||
SnapIntoPlatformOverlap float64 `protobuf:"fixed64,28,opt,name=snapIntoPlatformOverlap,proto3" json:"snapIntoPlatformOverlap,omitempty"`
|
||||
SnapIntoPlatformThreshold float64 `protobuf:"fixed64,29,opt,name=snapIntoPlatformThreshold,proto3" json:"snapIntoPlatformThreshold,omitempty"`
|
||||
JumpingInitVelY int32 `protobuf:"varint,30,opt,name=jumpingInitVelY,proto3" json:"jumpingInitVelY,omitempty"`
|
||||
GravityX int32 `protobuf:"varint,31,opt,name=gravityX,proto3" json:"gravityX,omitempty"`
|
||||
GravityY int32 `protobuf:"varint,32,opt,name=gravityY,proto3" json:"gravityY,omitempty"`
|
||||
}
|
||||
|
||||
func (x *BattleColliderInfo) Reset() {
|
||||
@ -1117,6 +1154,41 @@ func (x *BattleColliderInfo) GetMeleeSkillConfig() map[int32]*MeleeBullet {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (x *BattleColliderInfo) GetSnapIntoPlatformOverlap() float64 {
|
||||
if x != nil {
|
||||
return x.SnapIntoPlatformOverlap
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func (x *BattleColliderInfo) GetSnapIntoPlatformThreshold() float64 {
|
||||
if x != nil {
|
||||
return x.SnapIntoPlatformThreshold
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func (x *BattleColliderInfo) GetJumpingInitVelY() int32 {
|
||||
if x != nil {
|
||||
return x.JumpingInitVelY
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func (x *BattleColliderInfo) GetGravityX() int32 {
|
||||
if x != nil {
|
||||
return x.GravityX
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func (x *BattleColliderInfo) GetGravityY() int32 {
|
||||
if x != nil {
|
||||
return x.GravityY
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
type RoomDownsyncFrame struct {
|
||||
state protoimpl.MessageState
|
||||
sizeCache protoimpl.SizeCache
|
||||
@ -1202,7 +1274,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
|
||||
0x0a, 0x19, 0x72, 0x6f, 0x6f, 0x6d, 0x5f, 0x64, 0x6f, 0x77, 0x6e, 0x73, 0x79, 0x6e, 0x63, 0x5f,
|
||||
0x66, 0x72, 0x61, 0x6d, 0x65, 0x2e, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x12, 0x06, 0x70, 0x72, 0x6f,
|
||||
0x74, 0x6f, 0x73, 0x1a, 0x0e, 0x67, 0x65, 0x6f, 0x6d, 0x65, 0x74, 0x72, 0x79, 0x2e, 0x70, 0x72,
|
||||
0x6f, 0x74, 0x6f, 0x22, 0xb2, 0x04, 0x0a, 0x0e, 0x50, 0x6c, 0x61, 0x79, 0x65, 0x72, 0x44, 0x6f,
|
||||
0x6f, 0x74, 0x6f, 0x22, 0xf0, 0x04, 0x0a, 0x0e, 0x50, 0x6c, 0x61, 0x79, 0x65, 0x72, 0x44, 0x6f,
|
||||
0x77, 0x6e, 0x73, 0x79, 0x6e, 0x63, 0x12, 0x0e, 0x0a, 0x02, 0x69, 0x64, 0x18, 0x01, 0x20, 0x01,
|
||||
0x28, 0x05, 0x52, 0x02, 0x69, 0x64, 0x12, 0x22, 0x0a, 0x0c, 0x76, 0x69, 0x72, 0x74, 0x75, 0x61,
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||||
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0x6e, 0x63, 0x6f, 0x6e, 0x66, 0x69, 0x72, 0x6d, 0x65, 0x64, 0x4d, 0x61, 0x73, 0x6b, 0x18, 0x05,
|
||||
0x20, 0x01, 0x28, 0x04, 0x52, 0x16, 0x62, 0x61, 0x63, 0x6b, 0x65, 0x6e, 0x64, 0x55, 0x6e, 0x63,
|
||||
0x6f, 0x6e, 0x66, 0x69, 0x72, 0x6d, 0x65, 0x64, 0x4d, 0x61, 0x73, 0x6b, 0x1a, 0x52, 0x0a, 0x0c,
|
||||
0x50, 0x6c, 0x61, 0x79, 0x65, 0x72, 0x73, 0x45, 0x6e, 0x74, 0x72, 0x79, 0x12, 0x10, 0x0a, 0x03,
|
||||
0x6b, 0x65, 0x79, 0x18, 0x01, 0x20, 0x01, 0x28, 0x05, 0x52, 0x03, 0x6b, 0x65, 0x79, 0x12, 0x2c,
|
||||
0x0a, 0x05, 0x76, 0x61, 0x6c, 0x75, 0x65, 0x18, 0x02, 0x20, 0x01, 0x28, 0x0b, 0x32, 0x16, 0x2e,
|
||||
0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 0x2e, 0x50, 0x6c, 0x61, 0x79, 0x65, 0x72, 0x44, 0x6f, 0x77,
|
||||
0x6e, 0x73, 0x79, 0x6e, 0x63, 0x52, 0x05, 0x76, 0x61, 0x6c, 0x75, 0x65, 0x3a, 0x02, 0x38, 0x01,
|
||||
0x42, 0x13, 0x5a, 0x11, 0x62, 0x61, 0x74, 0x74, 0x6c, 0x65, 0x5f, 0x73, 0x72, 0x76, 0x2f, 0x70,
|
||||
0x72, 0x6f, 0x74, 0x6f, 0x73, 0x62, 0x06, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x33,
|
||||
0x42, 0x75, 0x6c, 0x6c, 0x65, 0x74, 0x52, 0x05, 0x76, 0x61, 0x6c, 0x75, 0x65, 0x3a, 0x02, 0x38,
|
||||
0x01, 0x22, 0xd2, 0x02, 0x0a, 0x11, 0x52, 0x6f, 0x6f, 0x6d, 0x44, 0x6f, 0x77, 0x6e, 0x73, 0x79,
|
||||
0x6e, 0x63, 0x46, 0x72, 0x61, 0x6d, 0x65, 0x12, 0x0e, 0x0a, 0x02, 0x69, 0x64, 0x18, 0x01, 0x20,
|
||||
0x01, 0x28, 0x05, 0x52, 0x02, 0x69, 0x64, 0x12, 0x40, 0x0a, 0x07, 0x70, 0x6c, 0x61, 0x79, 0x65,
|
||||
0x72, 0x73, 0x18, 0x02, 0x20, 0x03, 0x28, 0x0b, 0x32, 0x26, 0x2e, 0x70, 0x72, 0x6f, 0x74, 0x6f,
|
||||
0x73, 0x2e, 0x52, 0x6f, 0x6f, 0x6d, 0x44, 0x6f, 0x77, 0x6e, 0x73, 0x79, 0x6e, 0x63, 0x46, 0x72,
|
||||
0x61, 0x6d, 0x65, 0x2e, 0x50, 0x6c, 0x61, 0x79, 0x65, 0x72, 0x73, 0x45, 0x6e, 0x74, 0x72, 0x79,
|
||||
0x52, 0x07, 0x70, 0x6c, 0x61, 0x79, 0x65, 0x72, 0x73, 0x12, 0x26, 0x0a, 0x0e, 0x63, 0x6f, 0x75,
|
||||
0x6e, 0x74, 0x64, 0x6f, 0x77, 0x6e, 0x4e, 0x61, 0x6e, 0x6f, 0x73, 0x18, 0x03, 0x20, 0x01, 0x28,
|
||||
0x03, 0x52, 0x0e, 0x63, 0x6f, 0x75, 0x6e, 0x74, 0x64, 0x6f, 0x77, 0x6e, 0x4e, 0x61, 0x6e, 0x6f,
|
||||
0x73, 0x12, 0x37, 0x0a, 0x0c, 0x6d, 0x65, 0x6c, 0x65, 0x65, 0x42, 0x75, 0x6c, 0x6c, 0x65, 0x74,
|
||||
0x73, 0x18, 0x04, 0x20, 0x03, 0x28, 0x0b, 0x32, 0x13, 0x2e, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73,
|
||||
0x2e, 0x4d, 0x65, 0x6c, 0x65, 0x65, 0x42, 0x75, 0x6c, 0x6c, 0x65, 0x74, 0x52, 0x0c, 0x6d, 0x65,
|
||||
0x6c, 0x65, 0x65, 0x42, 0x75, 0x6c, 0x6c, 0x65, 0x74, 0x73, 0x12, 0x36, 0x0a, 0x16, 0x62, 0x61,
|
||||
0x63, 0x6b, 0x65, 0x6e, 0x64, 0x55, 0x6e, 0x63, 0x6f, 0x6e, 0x66, 0x69, 0x72, 0x6d, 0x65, 0x64,
|
||||
0x4d, 0x61, 0x73, 0x6b, 0x18, 0x05, 0x20, 0x01, 0x28, 0x04, 0x52, 0x16, 0x62, 0x61, 0x63, 0x6b,
|
||||
0x65, 0x6e, 0x64, 0x55, 0x6e, 0x63, 0x6f, 0x6e, 0x66, 0x69, 0x72, 0x6d, 0x65, 0x64, 0x4d, 0x61,
|
||||
0x73, 0x6b, 0x1a, 0x52, 0x0a, 0x0c, 0x50, 0x6c, 0x61, 0x79, 0x65, 0x72, 0x73, 0x45, 0x6e, 0x74,
|
||||
0x72, 0x79, 0x12, 0x10, 0x0a, 0x03, 0x6b, 0x65, 0x79, 0x18, 0x01, 0x20, 0x01, 0x28, 0x05, 0x52,
|
||||
0x03, 0x6b, 0x65, 0x79, 0x12, 0x2c, 0x0a, 0x05, 0x76, 0x61, 0x6c, 0x75, 0x65, 0x18, 0x02, 0x20,
|
||||
0x01, 0x28, 0x0b, 0x32, 0x16, 0x2e, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 0x2e, 0x50, 0x6c, 0x61,
|
||||
0x79, 0x65, 0x72, 0x44, 0x6f, 0x77, 0x6e, 0x73, 0x79, 0x6e, 0x63, 0x52, 0x05, 0x76, 0x61, 0x6c,
|
||||
0x75, 0x65, 0x3a, 0x02, 0x38, 0x01, 0x42, 0x13, 0x5a, 0x11, 0x62, 0x61, 0x74, 0x74, 0x6c, 0x65,
|
||||
0x5f, 0x73, 0x72, 0x76, 0x2f, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 0x62, 0x06, 0x70, 0x72, 0x6f,
|
||||
0x74, 0x6f, 0x33,
|
||||
}
|
||||
|
||||
var (
|
||||
|
@ -268,6 +268,11 @@ func Serve(c *gin.Context) {
|
||||
SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
|
||||
RenderCacheSize: pRoom.RenderCacheSize,
|
||||
MeleeSkillConfig: pRoom.MeleeSkillConfig,
|
||||
SnapIntoPlatformOverlap: pRoom.SnapIntoPlatformOverlap,
|
||||
SnapIntoPlatformThreshold: pRoom.SnapIntoPlatformThreshold,
|
||||
JumpingInitVelY: pRoom.JumpingInitVelY,
|
||||
GravityX: pRoom.GravityX,
|
||||
GravityY: pRoom.GravityY,
|
||||
}
|
||||
|
||||
resp := &pb.WsResp{
|
||||
|
BIN
charts/jump_sync_spedup.gif
Normal file
BIN
charts/jump_sync_spedup.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 11 MiB |
Binary file not shown.
Before Width: | Height: | Size: 6.0 MiB |
@ -34,14 +34,17 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
|
||||
spaceOffsetX := float64(spaceW) * 0.5
|
||||
spaceOffsetY := float64(spaceH) * 0.5
|
||||
|
||||
virtualGridToWorldRatio := 0.1
|
||||
playerDefaultSpeed := 20
|
||||
worldToVirtualGridRatio := float64(1000)
|
||||
virtualGridToWorldRatio := float64(1) / worldToVirtualGridRatio
|
||||
playerDefaultSpeed := 1 * worldToVirtualGridRatio
|
||||
minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 2)
|
||||
playerColliderRadius := float64(24)
|
||||
playerColliderRadius := float64(12)
|
||||
playerColliders := make([]*resolv.Object, len(playerPosList.Eles))
|
||||
snapIntoPlatformOverlap := float64(0.1)
|
||||
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep)
|
||||
for i, playerPos := range playerPosList.Eles {
|
||||
playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, playerColliderRadius*2, playerColliderRadius*2, spaceOffsetX, spaceOffsetY, "Player") // [WARNING] Deliberately not using a circle because "resolv v0.5.1" doesn't yet align circle center with space cell center, regardless of the "specified within-object offset"
|
||||
colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
|
||||
playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, colliderWidth, colliderHeight, snapIntoPlatformOverlap, spaceOffsetX, spaceOffsetY, "Player") // [WARNING] Deliberately not using a circle because "resolv v0.5.1" doesn't yet align circle center with space cell center, regardless of the "specified within-object offset"
|
||||
Logger.Info(fmt.Sprintf("Player Collider#%d: player world pos=(%.2f, %.2f), shape=%v", i, playerPos.X, playerPos.Y, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon))))
|
||||
playerColliders[i] = playerCollider
|
||||
space.Add(playerCollider)
|
||||
@ -50,7 +53,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
|
||||
barrierLocalId := 0
|
||||
for _, barrierUnaligned := range barrierList.Eles {
|
||||
barrierCollider := GenerateConvexPolygonCollider(barrierUnaligned, spaceOffsetX, spaceOffsetY, "Barrier")
|
||||
Logger.Info(fmt.Sprintf("Added barrier: shape=%v", ConvexPolygonStr(barrierCollider.Shape.(*resolv.ConvexPolygon))))
|
||||
Logger.Debug(fmt.Sprintf("Added barrier: shape=%v", ConvexPolygonStr(barrierCollider.Shape.(*resolv.ConvexPolygon))))
|
||||
space.Add(barrierCollider)
|
||||
barrierLocalId++
|
||||
}
|
||||
@ -59,24 +62,26 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
|
||||
|
||||
moveToCollide := false
|
||||
if moveToCollide {
|
||||
newVx, newVy := int32(-2959), int32(-2261)
|
||||
effPushback := Vec2D{X: float64(0), Y: float64(0)}
|
||||
toTestPlayerCollider := playerColliders[0]
|
||||
toTestPlayerCollider.X, toTestPlayerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, playerColliderRadius, playerColliderRadius, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
|
||||
newVx, newVy := int32(27999), int32(-420270)
|
||||
colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
|
||||
toTestPlayerCollider.X, toTestPlayerCollider.Y = VirtualGridToPolygonColliderTLPos(newVx, newVy, colliderWidth, colliderHeight, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
|
||||
|
||||
Logger.Info(fmt.Sprintf("Checking collision for virtual (%d, %d), now playerShape=%v", newVx, newVy, ConvexPolygonStr(toTestPlayerCollider.Shape.(*resolv.ConvexPolygon))))
|
||||
Logger.Info(fmt.Sprintf("Checking collision for playerShape=%v", ConvexPolygonStr(toTestPlayerCollider.Shape.(*resolv.ConvexPolygon))))
|
||||
|
||||
toTestPlayerCollider.Update()
|
||||
if collision := toTestPlayerCollider.Check(0, 0); collision != nil {
|
||||
playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
|
||||
for _, obj := range collision.Objects {
|
||||
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped {
|
||||
Logger.Warn(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
|
||||
bShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
Logger.Warn(fmt.Sprintf("Checking potential: a=%v, b=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(bShape)))
|
||||
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, bShape); overlapped {
|
||||
Logger.Warn(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(bShape), pushbackX, pushbackY))
|
||||
effPushback.X += pushbackX
|
||||
effPushback.Y += pushbackY
|
||||
} else {
|
||||
Logger.Warn(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), overlapResult))
|
||||
Logger.Warn(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(bShape), overlapResult))
|
||||
}
|
||||
}
|
||||
toTestPlayerCollider.X -= effPushback.X
|
||||
@ -115,7 +120,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
|
||||
offenderWx, offenderWy := playerPosList.Eles[0].X, playerPosList.Eles[0].Y
|
||||
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
|
||||
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, spaceOffsetX, spaceOffsetY, "MeleeBullet")
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, 0, spaceOffsetX, spaceOffsetY, "MeleeBullet")
|
||||
space.Add(newBulletCollider)
|
||||
bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
|
||||
Logger.Warn(fmt.Sprintf("bullet ->: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
|
||||
@ -138,7 +143,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
|
||||
offenderWx, offenderWy := playerPosList.Eles[1].X, playerPosList.Eles[1].Y
|
||||
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
|
||||
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, spaceOffsetX, spaceOffsetY, "MeleeBullet")
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, 0, spaceOffsetX, spaceOffsetY, "MeleeBullet")
|
||||
space.Add(newBulletCollider)
|
||||
bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
|
||||
Logger.Warn(fmt.Sprintf("bullet <-: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
|
||||
@ -177,7 +182,7 @@ func (world *WorldColliderDisplay) Draw(screen *ebiten.Image) {
|
||||
}
|
||||
}
|
||||
|
||||
world.Game.DebugDraw(screen, world.Space)
|
||||
//world.Game.DebugDraw(screen, world.Space)
|
||||
|
||||
if world.Game.ShowHelpText {
|
||||
|
||||
|
@ -10,33 +10,33 @@ func NormVec2D(dx, dy float64) Vec2D {
|
||||
}
|
||||
|
||||
func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
|
||||
// Transform again to put "anchor" at the top-left point of the bounding box for "resolv"
|
||||
boundingBoxTL := &Vec2D{
|
||||
// Transform again to put "anchor" at the "bottom-left point (w.r.t. world space)" of the bounding box for "resolv"
|
||||
boundingBoxBL := &Vec2D{
|
||||
X: math.MaxFloat64,
|
||||
Y: math.MaxFloat64,
|
||||
}
|
||||
for _, p := range input.Points {
|
||||
if p.X < boundingBoxTL.X {
|
||||
boundingBoxTL.X = p.X
|
||||
if p.X < boundingBoxBL.X {
|
||||
boundingBoxBL.X = p.X
|
||||
}
|
||||
if p.Y < boundingBoxTL.Y {
|
||||
boundingBoxTL.Y = p.Y
|
||||
if p.Y < boundingBoxBL.Y {
|
||||
boundingBoxBL.Y = p.Y
|
||||
}
|
||||
}
|
||||
|
||||
// Now "input.Anchor" should move to "input.Anchor+boundingBoxTL", thus "boundingBoxTL" is also the value of the negative diff for all "input.Points"
|
||||
// Now "input.Anchor" should move to "input.Anchor+boundingBoxBL", thus "boundingBoxBL" is also the value of the negative diff for all "input.Points"
|
||||
output := &Polygon2D{
|
||||
Anchor: &Vec2D{
|
||||
X: input.Anchor.X + boundingBoxTL.X,
|
||||
Y: input.Anchor.Y + boundingBoxTL.Y,
|
||||
X: input.Anchor.X + boundingBoxBL.X,
|
||||
Y: input.Anchor.Y + boundingBoxBL.Y,
|
||||
},
|
||||
Points: make([]*Vec2D, len(input.Points)),
|
||||
}
|
||||
|
||||
for i, p := range input.Points {
|
||||
output.Points[i] = &Vec2D{
|
||||
X: p.X - boundingBoxTL.X,
|
||||
Y: p.Y - boundingBoxTL.Y,
|
||||
X: p.X - boundingBoxBL.X,
|
||||
Y: p.Y - boundingBoxBL.Y,
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -18,13 +18,13 @@ func ConvexPolygonStr(body *resolv.ConvexPolygon) string {
|
||||
return fmt.Sprintf("{\n%s\n}", strings.Join(s, ",\n"))
|
||||
}
|
||||
|
||||
func GenerateRectCollider(origX, origY, w, h, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
|
||||
cx, cy := WorldToPolygonColliderAnchorPos(origX, origY, w*0.5, h*0.5, spaceOffsetX, spaceOffsetY)
|
||||
return GenerateRectColliderInCollisionSpace(cx, cy, w, h, tag)
|
||||
func GenerateRectCollider(wx, wy, w, h, bottomPadding, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
|
||||
blX, blY := WorldToPolygonColliderBLPos(wx, wy, w*0.5, h*0.5, bottomPadding, spaceOffsetX, spaceOffsetY)
|
||||
return generateRectColliderInCollisionSpace(blX, blY, w, h+bottomPadding, tag)
|
||||
}
|
||||
|
||||
func GenerateRectColliderInCollisionSpace(cx, cy, w, h float64, tag string) *resolv.Object {
|
||||
collider := resolv.NewObject(cx, cy, w, h, tag)
|
||||
func generateRectColliderInCollisionSpace(blX, blY, w, h float64, tag string) *resolv.Object {
|
||||
collider := resolv.NewObject(blX, blY, w, h, tag) // Unlike its frontend counter part, the position of a "resolv.Object" must be specified by "bottom-left point" because "w" and "h" must be positive, see "resolv.Object.BoundsToSpace" for details
|
||||
shape := resolv.NewRectangle(0, 0, w, h)
|
||||
collider.SetShape(shape)
|
||||
return collider
|
||||
@ -66,6 +66,7 @@ func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.Conve
|
||||
playerShape.SetPosition(origX, origY)
|
||||
}()
|
||||
playerShape.SetPosition(origX+oldDx, origY+oldDy)
|
||||
|
||||
overlapResult := &SatResult{
|
||||
Overlap: 0,
|
||||
OverlapX: 0,
|
||||
@ -74,7 +75,7 @@ func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.Conve
|
||||
BContainedInA: true,
|
||||
Axis: vector.Vector{0, 0},
|
||||
}
|
||||
if overlapped := IsPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped {
|
||||
if overlapped := isPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped {
|
||||
pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY
|
||||
return true, pushbackX, pushbackY, overlapResult
|
||||
} else {
|
||||
@ -91,16 +92,17 @@ type SatResult struct {
|
||||
Axis vector.Vector
|
||||
}
|
||||
|
||||
func IsPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool {
|
||||
func isPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool {
|
||||
aCnt, bCnt := len(a.Points), len(b.Points)
|
||||
// Single point case
|
||||
if 1 == aCnt && 1 == bCnt {
|
||||
if nil != result {
|
||||
result.Overlap = 0
|
||||
}
|
||||
return a.Points[0].X() == b.Points[0].X() && a.Points[0].Y() == b.Points[0].Y()
|
||||
return a.Points[0][0] == b.Points[0][0] && a.Points[0][1] == b.Points[0][1]
|
||||
}
|
||||
|
||||
//Logger.Info(fmt.Sprintf("Checking collision between a=%v, b=%v", ConvexPolygonStr(a), ConvexPolygonStr(b)))
|
||||
if 1 < aCnt {
|
||||
for _, axis := range a.SATAxes() {
|
||||
if isPolygonPairSeparatedByDir(a, b, axis.Unit(), result) {
|
||||
@ -116,6 +118,7 @@ func IsPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool
|
||||
}
|
||||
}
|
||||
}
|
||||
//Logger.Info(fmt.Sprintf("a=%v and b=%v are overlapped", ConvexPolygonStr(a), ConvexPolygonStr(b)))
|
||||
|
||||
return true
|
||||
}
|
||||
@ -137,9 +140,10 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, re
|
||||
e = (-2.98, 1.49).Unit()
|
||||
*/
|
||||
|
||||
//Logger.Info(fmt.Sprintf("Checking separation between a=%v, b=%v along axis e={%.3f, %.3f}#1", ConvexPolygonStr(a), ConvexPolygonStr(b), e[0], e[1]))
|
||||
var aStart, aEnd, bStart, bEnd float64 = math.MaxFloat64, -math.MaxFloat64, math.MaxFloat64, -math.MaxFloat64
|
||||
for _, p := range a.Points {
|
||||
dot := (p.X()+a.X)*e.X() + (p.Y()+a.Y)*e.Y()
|
||||
dot := (p[0]+a.X)*e[0] + (p[1]+a.Y)*e[1]
|
||||
|
||||
if aStart > dot {
|
||||
aStart = dot
|
||||
@ -151,7 +155,7 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, re
|
||||
}
|
||||
|
||||
for _, p := range b.Points {
|
||||
dot := (p.X()+b.X)*e.X() + (p.Y()+b.Y)*e.Y()
|
||||
dot := (p[0]+b.X)*e[0] + (p[1]+b.Y)*e[1]
|
||||
|
||||
if bStart > dot {
|
||||
bStart = dot
|
||||
@ -168,7 +172,6 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, re
|
||||
}
|
||||
|
||||
if nil != result {
|
||||
result.Axis = e
|
||||
overlap := float64(0)
|
||||
|
||||
if aStart < bStart {
|
||||
@ -209,16 +212,19 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, re
|
||||
absoluteOverlap = -overlap
|
||||
}
|
||||
|
||||
if 0 == currentOverlap || currentOverlap > absoluteOverlap {
|
||||
if (0 == result.Axis[0] && 0 == result.Axis[1]) || currentOverlap > absoluteOverlap {
|
||||
var sign float64 = 1
|
||||
if overlap < 0 {
|
||||
sign = -1
|
||||
}
|
||||
|
||||
result.Overlap = absoluteOverlap
|
||||
result.OverlapX = e.X() * sign
|
||||
result.OverlapY = e.Y() * sign
|
||||
result.OverlapX = e[0] * sign
|
||||
result.OverlapY = e[1] * sign
|
||||
}
|
||||
|
||||
result.Axis = e
|
||||
//Logger.Info(fmt.Sprintf("Checking separation between a=%v, b=%v along axis e={%.3f, %.3f}#2: aStart=%.3f, aEnd=%.3f, bStart=%.3f, bEnd=%.3f, overlap=%.3f, currentOverlap=%.3f, absoluteOverlap=%.3f, result=%v", ConvexPolygonStr(a), ConvexPolygonStr(b), e[0], e[1], aStart, aEnd, bStart, bEnd, overlap, currentOverlap, absoluteOverlap, result))
|
||||
}
|
||||
|
||||
// the specified unit vector "e" doesn't separate "a" and "b", overlap result is generated
|
||||
@ -240,20 +246,38 @@ func VirtualGridToWorldPos(vx, vy int32, virtualGridToWorldRatio float64) (float
|
||||
return wx, wy
|
||||
}
|
||||
|
||||
func WorldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
|
||||
return wx - halfBoundingW + collisionSpaceOffsetX, wy - halfBoundingH + collisionSpaceOffsetY
|
||||
func WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
|
||||
return wx - halfBoundingW + collisionSpaceOffsetX, wy - halfBoundingH - bottomPadding + collisionSpaceOffsetY
|
||||
}
|
||||
|
||||
func PolygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
|
||||
return cx + halfBoundingW - collisionSpaceOffsetX, cy + halfBoundingH - collisionSpaceOffsetY
|
||||
func WorldToPolygonColliderTLPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
|
||||
return wx - halfBoundingW + collisionSpaceOffsetX, wy + halfBoundingH + collisionSpaceOffsetY
|
||||
}
|
||||
|
||||
func PolygonColliderAnchorToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) {
|
||||
wx, wy := PolygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
|
||||
func PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
|
||||
return cx + halfBoundingW - collisionSpaceOffsetX, cy + halfBoundingH + bottomPadding - collisionSpaceOffsetY
|
||||
}
|
||||
|
||||
func PolygonColliderTLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
|
||||
return cx + halfBoundingW - collisionSpaceOffsetX, cy - halfBoundingH - collisionSpaceOffsetY
|
||||
}
|
||||
|
||||
func PolygonColliderBLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) {
|
||||
wx, wy := PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
|
||||
return WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio)
|
||||
}
|
||||
|
||||
func VirtualGridToPolygonColliderAnchorPos(vx, vy int32, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
|
||||
wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio)
|
||||
return WorldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
|
||||
func PolygonColliderTLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) {
|
||||
wx, wy := PolygonColliderTLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
|
||||
return WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio)
|
||||
}
|
||||
|
||||
func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
|
||||
wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio)
|
||||
return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
|
||||
}
|
||||
|
||||
func VirtualGridToPolygonColliderTLPos(vx, vy int32, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
|
||||
wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio)
|
||||
return WorldToPolygonColliderTLPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
|
||||
}
|
||||
|
@ -7,6 +7,7 @@ import (
|
||||
"encoding/base64"
|
||||
"encoding/xml"
|
||||
"errors"
|
||||
"fmt"
|
||||
"go.uber.org/zap"
|
||||
"io/ioutil"
|
||||
"math"
|
||||
@ -43,13 +44,13 @@ type TmxOrTsxPolyline struct {
|
||||
|
||||
type TmxOrTsxObject struct {
|
||||
Id int `xml:"id,attr"`
|
||||
Gid *int `xml:"gid,attr"`
|
||||
Gid int `xml:"gid,attr"`
|
||||
X float64 `xml:"x,attr"`
|
||||
Y float64 `xml:"y,attr"`
|
||||
Properties *TmxOrTsxProperties `xml:"properties"`
|
||||
Polyline *TmxOrTsxPolyline `xml:"polyline"`
|
||||
Width *float64 `xml:"width,attr"`
|
||||
Height *float64 `xml:"height,attr"`
|
||||
Width float64 `xml:"width,attr"`
|
||||
Height float64 `xml:"height,attr"`
|
||||
}
|
||||
|
||||
type TmxOrTsxObjectGroup struct {
|
||||
@ -376,13 +377,37 @@ func ParseTmxLayersAndGroups(pTmxMapIns *TmxMap, gidBoundariesMap map[int]StrToP
|
||||
}
|
||||
|
||||
for _, singleObjInTmxFile := range objGroup.Objects {
|
||||
if nil == singleObjInTmxFile.Polyline {
|
||||
continue
|
||||
}
|
||||
if nil == singleObjInTmxFile.Properties.Property || "boundary_type" != singleObjInTmxFile.Properties.Property[0].Name || "barrier" != singleObjInTmxFile.Properties.Property[0].Value {
|
||||
continue
|
||||
}
|
||||
|
||||
if nil == singleObjInTmxFile.Polyline {
|
||||
pts := make([]*Vec2D, 4)
|
||||
s := make([]string, 0)
|
||||
pts[0] = &Vec2D{
|
||||
X: float64(0),
|
||||
Y: float64(0),
|
||||
}
|
||||
pts[1] = &Vec2D{
|
||||
X: float64(0),
|
||||
Y: singleObjInTmxFile.Height,
|
||||
}
|
||||
pts[2] = &Vec2D{
|
||||
X: singleObjInTmxFile.Width,
|
||||
Y: singleObjInTmxFile.Height,
|
||||
}
|
||||
pts[3] = &Vec2D{
|
||||
X: singleObjInTmxFile.Width,
|
||||
Y: float64(0),
|
||||
}
|
||||
for _, pt := range pts {
|
||||
s = append(s, fmt.Sprintf("%v,%v", pt.X, pt.Y))
|
||||
}
|
||||
singleObjInTmxFile.Polyline = &TmxOrTsxPolyline{
|
||||
Points: strings.Join(s, " "),
|
||||
}
|
||||
}
|
||||
|
||||
thePolygon2DInWorld, err := tmxPolylineToPolygon2D(pTmxMapIns, singleObjInTmxFile, singleObjInTmxFile.Polyline)
|
||||
if nil != err {
|
||||
panic(err)
|
||||
|
Binary file not shown.
Binary file not shown.
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@ -1 +1 @@
|
||||
{"width":64,"imagePath":"SoldierFireGhost_tex.png","SubTexture":[{"frameWidth":12,"y":42,"frameHeight":11,"width":11,"frameX":-1,"height":11,"name":"biu","frameY":0,"x":16},{"width":5,"y":42,"height":7,"name":"rightArm","x":29},{"frameWidth":15,"y":27,"frameHeight":16,"width":13,"frameX":-1,"height":16,"name":"yinmoqe00","frameY":0,"x":1},{"width":17,"y":1,"height":21,"name":"body","x":28},{"width":5,"y":42,"height":7,"name":"rightShoulder","x":36},{"width":10,"y":45,"height":9,"name":"rightFrontArm","x":1},{"width":7,"y":56,"height":7,"name":"rightHand","x":1},{"width":6,"y":55,"height":6,"name":"leftArm","x":32},{"width":7,"y":55,"height":6,"name":"leftShoulder","x":23},{"width":10,"y":27,"height":11,"name":"leftFrontArm","x":16},{"width":17,"y":24,"height":16,"name":"head","x":28},{"width":25,"y":1,"height":24,"name":"head2","x":1},{"width":8,"y":55,"height":7,"name":"leftHand","x":13},{"frameWidth":4,"y":51,"frameHeight":4,"width":2,"frameX":-1,"height":2,"name":"huomiao01","frameY":-1,"x":29}],"height":64,"name":"SoldierFireGhost"}
|
||||
{"imagePath":"SoldierFireGhost_tex.png","width":64,"height":64,"name":"SoldierFireGhost","SubTexture":[{"frameY":0,"y":42,"frameWidth":12,"frameHeight":11,"width":11,"height":11,"name":"biu","frameX":-1,"x":16},{"width":5,"y":42,"height":7,"name":"rightArm","x":29},{"frameY":0,"y":27,"frameWidth":15,"frameHeight":16,"width":13,"height":16,"name":"yinmoqe00","frameX":-1,"x":1},{"width":17,"y":1,"height":21,"name":"body","x":28},{"width":5,"y":42,"height":7,"name":"rightShoulder","x":36},{"width":10,"y":45,"height":9,"name":"rightFrontArm","x":1},{"width":7,"y":56,"height":7,"name":"rightHand","x":1},{"width":6,"y":55,"height":6,"name":"leftArm","x":32},{"width":7,"y":55,"height":6,"name":"leftShoulder","x":23},{"width":10,"y":27,"height":11,"name":"leftFrontArm","x":16},{"width":25,"y":1,"height":24,"name":"head2","x":1},{"width":17,"y":24,"height":16,"name":"head","x":28},{"width":8,"y":55,"height":7,"name":"leftHand","x":13},{"frameY":-1,"y":51,"frameWidth":4,"frameHeight":4,"width":2,"height":2,"name":"huomiao01","frameX":-1,"x":29}]}
|
@ -1,7 +1,7 @@
|
||||
{
|
||||
"ver": "1.0.0",
|
||||
"uuid": "4a9187d5-a9ad-4464-a03c-d2f3cc277051",
|
||||
"atlasJson": "{\"width\":64,\"imagePath\":\"SoldierFireGhost_tex.png\",\"SubTexture\":[{\"frameWidth\":12,\"y\":42,\"frameHeight\":11,\"width\":11,\"frameX\":-1,\"height\":11,\"name\":\"biu\",\"frameY\":0,\"x\":16},{\"width\":5,\"y\":42,\"height\":7,\"name\":\"rightArm\",\"x\":29},{\"frameWidth\":15,\"y\":27,\"frameHeight\":16,\"width\":13,\"frameX\":-1,\"height\":16,\"name\":\"yinmoqe00\",\"frameY\":0,\"x\":1},{\"width\":17,\"y\":1,\"height\":21,\"name\":\"body\",\"x\":28},{\"width\":5,\"y\":42,\"height\":7,\"name\":\"rightShoulder\",\"x\":36},{\"width\":10,\"y\":45,\"height\":9,\"name\":\"rightFrontArm\",\"x\":1},{\"width\":7,\"y\":56,\"height\":7,\"name\":\"rightHand\",\"x\":1},{\"width\":6,\"y\":55,\"height\":6,\"name\":\"leftArm\",\"x\":32},{\"width\":7,\"y\":55,\"height\":6,\"name\":\"leftShoulder\",\"x\":23},{\"width\":10,\"y\":27,\"height\":11,\"name\":\"leftFrontArm\",\"x\":16},{\"width\":17,\"y\":24,\"height\":16,\"name\":\"head\",\"x\":28},{\"width\":25,\"y\":1,\"height\":24,\"name\":\"head2\",\"x\":1},{\"width\":8,\"y\":55,\"height\":7,\"name\":\"leftHand\",\"x\":13},{\"frameWidth\":4,\"y\":51,\"frameHeight\":4,\"width\":2,\"frameX\":-1,\"height\":2,\"name\":\"huomiao01\",\"frameY\":-1,\"x\":29}],\"height\":64,\"name\":\"SoldierFireGhost\"}",
|
||||
"atlasJson": "{\"imagePath\":\"SoldierFireGhost_tex.png\",\"width\":64,\"height\":64,\"name\":\"SoldierFireGhost\",\"SubTexture\":[{\"frameY\":0,\"y\":42,\"frameWidth\":12,\"frameHeight\":11,\"width\":11,\"height\":11,\"name\":\"biu\",\"frameX\":-1,\"x\":16},{\"width\":5,\"y\":42,\"height\":7,\"name\":\"rightArm\",\"x\":29},{\"frameY\":0,\"y\":27,\"frameWidth\":15,\"frameHeight\":16,\"width\":13,\"height\":16,\"name\":\"yinmoqe00\",\"frameX\":-1,\"x\":1},{\"width\":17,\"y\":1,\"height\":21,\"name\":\"body\",\"x\":28},{\"width\":5,\"y\":42,\"height\":7,\"name\":\"rightShoulder\",\"x\":36},{\"width\":10,\"y\":45,\"height\":9,\"name\":\"rightFrontArm\",\"x\":1},{\"width\":7,\"y\":56,\"height\":7,\"name\":\"rightHand\",\"x\":1},{\"width\":6,\"y\":55,\"height\":6,\"name\":\"leftArm\",\"x\":32},{\"width\":7,\"y\":55,\"height\":6,\"name\":\"leftShoulder\",\"x\":23},{\"width\":10,\"y\":27,\"height\":11,\"name\":\"leftFrontArm\",\"x\":16},{\"width\":25,\"y\":1,\"height\":24,\"name\":\"head2\",\"x\":1},{\"width\":17,\"y\":24,\"height\":16,\"name\":\"head\",\"x\":28},{\"width\":8,\"y\":55,\"height\":7,\"name\":\"leftHand\",\"x\":13},{\"frameY\":-1,\"y\":51,\"frameWidth\":4,\"frameHeight\":4,\"width\":2,\"height\":2,\"name\":\"huomiao01\",\"frameX\":-1,\"x\":29}]}",
|
||||
"texture": "700d963b-2192-4219-a066-8be5b3db7453",
|
||||
"subMetas": {}
|
||||
}
|
@ -0,0 +1,205 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "InAirIdle1",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.5166666666666667,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 2,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "dd02916e-9ac8-4fe7-a944-d6082eb9007a"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.016666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "1906b14b-f3a2-4dc9-9e0d-99e3b334e67b"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.03333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "1b4f284c-be67-403b-9f5d-59aa641d3c92"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.05,
|
||||
"value": {
|
||||
"__uuid__": "6feb197e-2013-48fd-bbbb-3d2809cb1d63"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.06666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "2db4e807-a5d2-4c09-b033-a0ae97e5d0bf"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.08333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "73958a6b-31a7-4bb8-babd-1aefba55a793"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.1,
|
||||
"value": {
|
||||
"__uuid__": "9545ca77-8002-4ad1-a91e-1e343cdf0e0b"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.11666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "581e4c15-9de3-4b72-a91a-2e82ac6b092c"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.13333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "4af94082-f36b-4b9e-9077-bd458fd0b188"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.15,
|
||||
"value": {
|
||||
"__uuid__": "5463290d-7b25-4625-8be5-1a16dbe3bd83"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.16666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "e507775a-1009-47a8-b1a8-8ade0104e4c2"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.18333333333333332,
|
||||
"value": {
|
||||
"__uuid__": "6583a9e1-92fb-4db2-9437-9d2b26bc5920"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.2,
|
||||
"value": {
|
||||
"__uuid__": "b07e2da2-d1f2-4ec8-acdf-92706d0be9e0"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.21666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "dd60bf4f-6b5f-4385-9e46-1e49e6a7cfbe"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.23333333333333334,
|
||||
"value": {
|
||||
"__uuid__": "46811e43-c874-41d5-8799-6fafc904cd5a"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.25,
|
||||
"value": {
|
||||
"__uuid__": "0a370e7e-e25f-4faf-9a76-73b246338a4d"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.26666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "1f003135-e929-4a05-9029-76e7cb8c76ef"
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@ -9,28 +9,32 @@ message PlayerDownsync {
|
||||
int32 virtualGridX = 2;
|
||||
int32 virtualGridY = 3;
|
||||
int32 dirX = 4;
|
||||
int32 dirY = 5;
|
||||
int32 speed = 6; // in terms of virtual grid units
|
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int32 battleState = 7;
|
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int32 joinIndex = 8;
|
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double colliderRadius = 9;
|
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bool removed = 10;
|
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int32 score = 11;
|
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int32 lastMoveGmtMillis = 12;
|
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int32 framesToRecover = 13;
|
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int32 hp = 14;
|
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int32 maxHp = 15;
|
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int32 characterState = 16;
|
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int32 dirY = 5; // "dirX" and "dirY" determines character facing
|
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int32 velX = 6;
|
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int32 velY = 7; // "velX" and "velY" is used to record the accumulated effect by accelerations (including gravity)
|
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int32 speed = 8; // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
|
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int32 battleState = 9;
|
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int32 joinIndex = 10;
|
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double colliderRadius = 11;
|
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bool removed = 12;
|
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int32 score = 13;
|
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int32 lastMoveGmtMillis = 14;
|
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int32 framesToRecover = 15;
|
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int32 hp = 16;
|
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int32 maxHp = 17;
|
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int32 characterState = 18;
|
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bool inAir = 19; // by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "inAir (prev -> curr)"
|
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|
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string name = 17;
|
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string displayName = 18;
|
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string avatar = 19;
|
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string name = 20;
|
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string displayName = 21;
|
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string avatar = 22;
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}
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message InputFrameDecoded {
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int32 dx = 1;
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int32 dy = 2;
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int32 btnALevel = 3;
|
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int32 btnBLevel = 4;
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}
|
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message InputFrameUpsync {
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@ -133,6 +137,12 @@ message BattleColliderInfo {
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int32 renderCacheSize = 26;
|
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|
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map<int32, MeleeBullet> meleeSkillConfig = 27; // skillId -> skill
|
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|
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double snapIntoPlatformOverlap = 28;
|
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double snapIntoPlatformThreshold = 29;
|
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int32 jumpingInitVelY = 30;
|
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int32 gravityX = 31;
|
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int32 gravityY = 32;
|
||||
}
|
||||
|
||||
message RoomDownsyncFrame {
|
||||
|
@ -33,14 +33,14 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 20
|
||||
"__id__": 23
|
||||
},
|
||||
{
|
||||
"__id__": 21
|
||||
"__id__": 24
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 22
|
||||
"__id__": 25
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
@ -65,7 +65,7 @@
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"ctor": "Float64Array",
|
||||
"array": [
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0,
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3,
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0,
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0,
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||||
0,
|
||||
0,
|
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@ -97,7 +97,7 @@
|
||||
"__id__": 1
|
||||
},
|
||||
"_children": [],
|
||||
"_active": true,
|
||||
"_active": false,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 3
|
||||
@ -116,8 +116,8 @@
|
||||
},
|
||||
"_contentSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 46.68,
|
||||
"height": 27.72
|
||||
"width": 28.01,
|
||||
"height": 15.12
|
||||
},
|
||||
"_anchorPoint": {
|
||||
"__type__": "cc.Vec2",
|
||||
@ -128,8 +128,8 @@
|
||||
"__type__": "TypedArray",
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
-5,
|
||||
50,
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0,
|
||||
0,
|
||||
0,
|
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0,
|
||||
0,
|
||||
@ -169,8 +169,8 @@
|
||||
"_useOriginalSize": false,
|
||||
"_string": "(0, 0)",
|
||||
"_N$string": "(0, 0)",
|
||||
"_fontSize": 20,
|
||||
"_lineHeight": 22,
|
||||
"_fontSize": 12,
|
||||
"_lineHeight": 12,
|
||||
"_enableWrapText": true,
|
||||
"_N$file": null,
|
||||
"_isSystemFontUsed": true,
|
||||
@ -277,7 +277,7 @@
|
||||
"__uuid__": "472df5d3-35e7-4184-9e6c-7f41bee65ee3"
|
||||
},
|
||||
"_texture": null,
|
||||
"_stopped": false,
|
||||
"_stopped": true,
|
||||
"playOnLoad": true,
|
||||
"autoRemoveOnFinish": false,
|
||||
"totalParticles": 200,
|
||||
@ -395,8 +395,8 @@
|
||||
},
|
||||
"_contentSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 76,
|
||||
"height": 84
|
||||
"width": 24,
|
||||
"height": 24
|
||||
},
|
||||
"_anchorPoint": {
|
||||
"__type__": "cc.Vec2",
|
||||
@ -408,7 +408,7 @@
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
3,
|
||||
182,
|
||||
60,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
@ -451,7 +451,7 @@
|
||||
"__uuid__": "a2170e4c-df31-41ef-be73-f4f605e75821"
|
||||
},
|
||||
"_type": 0,
|
||||
"_sizeMode": 1,
|
||||
"_sizeMode": 0,
|
||||
"_fillType": 0,
|
||||
"_fillCenter": {
|
||||
"__type__": "cc.Vec2",
|
||||
@ -490,12 +490,15 @@
|
||||
},
|
||||
{
|
||||
"__id__": 15
|
||||
},
|
||||
{
|
||||
"__id__": 18
|
||||
}
|
||||
],
|
||||
"_active": true,
|
||||
"_components": [],
|
||||
"_prefab": {
|
||||
"__id__": 19
|
||||
"__id__": 22
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
@ -584,7 +587,7 @@
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
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0,
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0,
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-24,
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0,
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0,
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0,
|
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@ -671,13 +674,128 @@
|
||||
"_components": [
|
||||
{
|
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"__id__": 16
|
||||
},
|
||||
{
|
||||
"__id__": 17
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 18
|
||||
"__id__": 17
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
"__type__": "cc.Color",
|
||||
"r": 255,
|
||||
"g": 255,
|
||||
"b": 255,
|
||||
"a": 255
|
||||
},
|
||||
"_contentSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 0,
|
||||
"height": 0
|
||||
},
|
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"_anchorPoint": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
},
|
||||
"_trs": {
|
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"__type__": "TypedArray",
|
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"ctor": "Float64Array",
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"array": [
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0,
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-24,
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0,
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0,
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0,
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0,
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1,
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1,
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1,
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1
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]
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},
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||||
"_eulerAngles": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"_skewX": 0,
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||||
"_skewY": 0,
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||||
"_is3DNode": false,
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"_groupIndex": 0,
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"groupIndex": 0,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "dragonBones.ArmatureDisplay",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
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||||
"__id__": 15
|
||||
},
|
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"_enabled": true,
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"_materials": [
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{
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"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
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}
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],
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"_armatureName": "SoldierFireGhost",
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"_animationName": "Idle1",
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"_preCacheMode": 0,
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"_cacheMode": 0,
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"playTimes": -1,
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"premultipliedAlpha": false,
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"_armatureKey": "36230012-8df3-4e85-afad-76ec47d0e4d7#4a9187d5-a9ad-4464-a03c-d2f3cc277051",
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||||
"_accTime": 0,
|
||||
"_playCount": 0,
|
||||
"_frameCache": null,
|
||||
"_curFrame": null,
|
||||
"_playing": false,
|
||||
"_armatureCache": null,
|
||||
"_N$dragonAsset": {
|
||||
"__uuid__": "36230012-8df3-4e85-afad-76ec47d0e4d7"
|
||||
},
|
||||
"_N$dragonAtlasAsset": {
|
||||
"__uuid__": "4a9187d5-a9ad-4464-a03c-d2f3cc277051"
|
||||
},
|
||||
"_N$_defaultArmatureIndex": 0,
|
||||
"_N$_animationIndex": 8,
|
||||
"_N$_defaultCacheMode": 0,
|
||||
"_N$timeScale": 1,
|
||||
"_N$debugBones": false,
|
||||
"_N$enableBatch": false,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PrefabInfo",
|
||||
"root": {
|
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"__id__": 1
|
||||
},
|
||||
"asset": {
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"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
|
||||
},
|
||||
"fileId": "3b2LJFABVL7ozO2U81FC4U",
|
||||
"sync": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "SoldierFireGhostFrameAnim",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 11
|
||||
},
|
||||
"_children": [],
|
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"_active": false,
|
||||
"_components": [
|
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{
|
||||
"__id__": 19
|
||||
},
|
||||
{
|
||||
"__id__": 20
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 21
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
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@ -731,7 +849,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 15
|
||||
"__id__": 18
|
||||
},
|
||||
"_enabled": true,
|
||||
"_defaultClip": null,
|
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@ -745,6 +863,15 @@
|
||||
{
|
||||
"__uuid__": "c738236a-0702-45f8-aa38-99457b051997"
|
||||
},
|
||||
{
|
||||
"__uuid__": "c69bcceb-d7d1-4e33-9623-e2a374a0a6b6"
|
||||
},
|
||||
{
|
||||
"__uuid__": "43dbf141-be76-48c3-bdef-29233ccbe30d"
|
||||
},
|
||||
{
|
||||
"__uuid__": "c738236a-0702-45f8-aa38-99457b051997"
|
||||
},
|
||||
{
|
||||
"__uuid__": "c69bcceb-d7d1-4e33-9623-e2a374a0a6b6"
|
||||
}
|
||||
@ -757,7 +884,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 15
|
||||
"__id__": 18
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
|
@ -1,151 +0,0 @@
|
||||
[
|
||||
{
|
||||
"__type__": "cc.Prefab",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"data": {
|
||||
"__id__": 1
|
||||
},
|
||||
"optimizationPolicy": 0,
|
||||
"asyncLoadAssets": false,
|
||||
"readonly": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "SoldierFireGhost",
|
||||
"_objFlags": 0,
|
||||
"_parent": null,
|
||||
"_children": [],
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 2
|
||||
},
|
||||
{
|
||||
"__id__": 3
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 4
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
"__type__": "cc.Color",
|
||||
"r": 255,
|
||||
"g": 255,
|
||||
"b": 255,
|
||||
"a": 255
|
||||
},
|
||||
"_contentSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 1425,
|
||||
"height": 1024
|
||||
},
|
||||
"_anchorPoint": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
},
|
||||
"_trs": {
|
||||
"__type__": "TypedArray",
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
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0,
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0,
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0,
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0,
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0,
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0,
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1,
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1,
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1,
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1
|
||||
]
|
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},
|
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"_eulerAngles": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"_is3DNode": false,
|
||||
"_groupIndex": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Animation",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 1
|
||||
},
|
||||
"_enabled": true,
|
||||
"_defaultClip": null,
|
||||
"_clips": [
|
||||
{
|
||||
"__uuid__": "252b321f-81f4-485c-85bd-ea44d298cb76"
|
||||
},
|
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null,
|
||||
null,
|
||||
null,
|
||||
{
|
||||
"__uuid__": "c738236a-0702-45f8-aa38-99457b051997"
|
||||
},
|
||||
{
|
||||
"__uuid__": "f51bb583-0010-48f3-a6a1-451a78ac2d65"
|
||||
},
|
||||
{
|
||||
"__uuid__": "c69bcceb-d7d1-4e33-9623-e2a374a0a6b6"
|
||||
}
|
||||
],
|
||||
"playOnLoad": false,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Sprite",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 1
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
{
|
||||
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
|
||||
}
|
||||
],
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_spriteFrame": null,
|
||||
"_type": 0,
|
||||
"_sizeMode": 1,
|
||||
"_fillType": 0,
|
||||
"_fillCenter": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0,
|
||||
"y": 0
|
||||
},
|
||||
"_fillStart": 0,
|
||||
"_fillRange": 0,
|
||||
"_isTrimmedMode": true,
|
||||
"_atlas": {
|
||||
"__uuid__": "145769c8-a259-42bc-8cce-6e035f493c70"
|
||||
},
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PrefabInfo",
|
||||
"root": {
|
||||
"__id__": 1
|
||||
},
|
||||
"asset": {
|
||||
"__id__": 0
|
||||
},
|
||||
"fileId": "44k8wsxglPsJSrMCX58Yve",
|
||||
"sync": false
|
||||
}
|
||||
]
|
@ -1,8 +0,0 @@
|
||||
{
|
||||
"ver": "1.2.5",
|
||||
"uuid": "e3fc2487-17d1-4ff9-ae1f-38e974509077",
|
||||
"optimizationPolicy": "AUTO",
|
||||
"asyncLoadAssets": false,
|
||||
"readonly": false,
|
||||
"subMetas": {}
|
||||
}
|
@ -440,7 +440,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
210.54381524704266,
|
||||
216.19964242526865,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -172,8 +172,8 @@
|
||||
},
|
||||
"_contentSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 3200,
|
||||
"height": 3200
|
||||
"width": 2048,
|
||||
"height": 2048
|
||||
},
|
||||
"_anchorPoint": {
|
||||
"__type__": "cc.Vec2",
|
||||
@ -191,8 +191,8 @@
|
||||
0,
|
||||
0,
|
||||
1,
|
||||
2,
|
||||
2,
|
||||
1.5,
|
||||
1.5,
|
||||
1
|
||||
]
|
||||
},
|
||||
@ -454,7 +454,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
216.50635094610968,
|
||||
216.67520680312998,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -5,8 +5,33 @@ window.ATK_CHARACTER_STATE = {
|
||||
Walking: [1, "Walking"],
|
||||
Atk1: [2, "Atk1"],
|
||||
Atked1: [3, "Atked1"],
|
||||
InAirIdle1: [4, "InAirIdle1"],
|
||||
InAirAtk1: [5, "Atk1"],
|
||||
InAirAtked1: [6, "Atked1"],
|
||||
};
|
||||
|
||||
window.toInAirConjugate = function(foo) {
|
||||
switch (foo) {
|
||||
case window.ATK_CHARACTER_STATE.Idle1[0]:
|
||||
case window.ATK_CHARACTER_STATE.Walking[0]:
|
||||
return window.ATK_CHARACTER_STATE.InAirIdle1[0];
|
||||
case window.ATK_CHARACTER_STATE.Atk1[0]:
|
||||
return window.ATK_CHARACTER_STATE.InAirAtk1[0];
|
||||
case window.ATK_CHARACTER_STATE.Atked1[0]:
|
||||
return window.ATK_CHARACTER_STATE.InAirAtked1[0];
|
||||
|
||||
case window.ATK_CHARACTER_STATE.InAirIdle1[0]:
|
||||
return window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
case window.ATK_CHARACTER_STATE.InAirAtk1[0]:
|
||||
return window.ATK_CHARACTER_STATE.Atk1[0];
|
||||
case window.ATK_CHARACTER_STATE.InAirAtked1[0]:
|
||||
return window.ATK_CHARACTER_STATE.Atked1[0];
|
||||
default:
|
||||
console.warn(`Invalid characterState ${foo} received, no in air conjugate is available!`);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
window.ATK_CHARACTER_STATE_ARR = [];
|
||||
for (let k in window.ATK_CHARACTER_STATE) {
|
||||
window.ATK_CHARACTER_STATE_ARR.push(window.ATK_CHARACTER_STATE[k]);
|
||||
@ -15,6 +40,12 @@ for (let k in window.ATK_CHARACTER_STATE) {
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET = new Set();
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Idle1[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Walking[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1[0]);
|
||||
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET = new Set();
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1[0]);
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtk1[0]);
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtked1[0]);
|
||||
|
||||
/*
|
||||
Kindly note that the use of dragonBones anim is an informed choice for the feasibility of "gotoAndPlayByFrame", which is a required feature by "Map.rollbackAndChase". You might find that "cc.Animation" -- the traditional frame anim -- can also suffice this requirement, yet if we want to develop 3D frontend in the future, working with skeletal anim will make a smoother transition.
|
||||
@ -37,6 +68,7 @@ cc.Class({
|
||||
this.hp = 100;
|
||||
this.maxHp = 100;
|
||||
this.framesToRecover = 0;
|
||||
this.inAir = true;
|
||||
},
|
||||
|
||||
setSpecies(speciesName) {
|
||||
@ -49,7 +81,6 @@ cc.Class({
|
||||
this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
|
||||
if (!this.animComp) {
|
||||
this.animComp = this.effAnimNode.getComponent(cc.Animation);
|
||||
this.effAnimNode.anchorY = 0.0; // Otherwise the frame anim will show with an incorrect y-offset even if the collider boundaries are all correct!
|
||||
}
|
||||
this.effAnimNode.active = true;
|
||||
},
|
||||
@ -112,7 +143,7 @@ cc.Class({
|
||||
_interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName) {
|
||||
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
|
||||
// No "framesToRecover"
|
||||
//console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
|
||||
//console.warn(`#FrameAnim JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
|
||||
this.animComp.play(newAnimName, 0);
|
||||
return;
|
||||
}
|
||||
|
@ -402,6 +402,7 @@ cc.Class({
|
||||
console.log(`Received parsedBattleColliderInfo via ws`);
|
||||
// TODO: Upon reconnection, the backend might have already been sending down data that'd trigger "onRoomDownsyncFrame & onInputFrameDownsyncBatch", but frontend could reject those data due to "battleState != PlayerBattleState.ACTIVE".
|
||||
Object.assign(self, parsedBattleColliderInfo);
|
||||
self.gravityX = parsedBattleColliderInfo.gravityX; // to avoid integer default value 0 accidentally becoming null in "Object.assign(...)"
|
||||
self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
|
||||
|
||||
const tiledMapIns = self.node.getComponent(cc.TiledMap);
|
||||
@ -426,6 +427,16 @@ cc.Class({
|
||||
mapNode.removeAllChildren();
|
||||
self._resetCurrentMatch();
|
||||
|
||||
if (self.showCriticalCoordinateLabels) {
|
||||
const drawer = new cc.Node();
|
||||
drawer.setPosition(cc.v2(0, 0))
|
||||
safelyAddChild(self.node, drawer);
|
||||
setLocalZOrder(drawer, 999);
|
||||
const g = drawer.addComponent(cc.Graphics);
|
||||
g.lineWidth = 2;
|
||||
self.g = g;
|
||||
}
|
||||
|
||||
tiledMapIns.tmxAsset = tmxAsset;
|
||||
const newMapSize = tiledMapIns.getMapSize();
|
||||
const newTileSize = tiledMapIns.getTileSize();
|
||||
@ -442,14 +453,19 @@ cc.Class({
|
||||
}
|
||||
|
||||
let barrierIdCounter = 0;
|
||||
const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node);
|
||||
for (let boundaryObj of boundaryObjs.barriers) {
|
||||
const x0 = boundaryObj.anchor.x,
|
||||
y0 = boundaryObj.anchor.y;
|
||||
|
||||
const newBarrierCollider = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
|
||||
const refBoundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node).barriers;
|
||||
const boundaryObjs = parsedBattleColliderInfo.strToPolygon2DListMap;
|
||||
for (let k = 0; k < boundaryObjs["Barrier"].eles.length; k++) {
|
||||
let boundaryObj = boundaryObjs["Barrier"].eles[k];
|
||||
const refBoundaryObj = refBoundaryObjs[k];
|
||||
// boundaryObj = refBoundaryObj;
|
||||
const [x0, y0] = [boundaryObj.anchor.x, boundaryObj.anchor.y];
|
||||
const newBarrierCollider = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj.points, p => {
|
||||
return [p.x, p.y];
|
||||
}));
|
||||
newBarrierCollider.data = {
|
||||
hardPushback: true
|
||||
};
|
||||
|
||||
if (self.showCriticalCoordinateLabels) {
|
||||
for (let i = 0; i < boundaryObj.length; ++i) {
|
||||
@ -762,18 +778,19 @@ cc.Class({
|
||||
if (1 == joinIndex) {
|
||||
playerScriptIns.setSpecies("SoldierWaterGhost");
|
||||
} else if (2 == joinIndex) {
|
||||
playerScriptIns.setSpecies("SoldierFireGhost");
|
||||
playerScriptIns.setSpecies("SoldierFireGhostFrameAnim");
|
||||
}
|
||||
|
||||
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
|
||||
newPlayerNode.setPosition(wx, wy);
|
||||
playerScriptIns.mapNode = self.node;
|
||||
const colliderWidth = playerDownsyncInfo.colliderRadius * 2,
|
||||
colliderHeight = playerDownsyncInfo.colliderRadius * 3;
|
||||
const [x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, colliderWidth, colliderHeight),
|
||||
pts = [[0, 0], [colliderWidth, 0], [colliderWidth, colliderHeight], [0, colliderHeight]];
|
||||
colliderHeight = playerDownsyncInfo.colliderRadius * 4;
|
||||
const cpos = self.virtualGridToPolygonColliderTLPos(vx, vy, colliderWidth * 0.5, colliderHeight * 0.5); // the top-left corner is kept having integer coords
|
||||
const pts = [[0, 0], [colliderWidth, 0], [colliderWidth, -colliderHeight - self.snapIntoPlatformOverlap], [0, -colliderHeight - self.snapIntoPlatformOverlap]];
|
||||
|
||||
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
|
||||
// [WARNING] The animNode "anchor & offset" are tuned to fit in this collider by "ControlledCharacter prefab & AttackingCharacter.js"!
|
||||
const newPlayerCollider = self.collisionSys.createPolygon(cpos[0], cpos[1], pts);
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
newPlayerCollider.data = playerDownsyncInfo;
|
||||
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
|
||||
@ -833,6 +850,7 @@ cc.Class({
|
||||
*/
|
||||
// [WARNING] Don't try to get "prevRdf(i.e. renderFrameId == latest-1)" by "self.recentRenderCache.getByFrameId(...)" here, as the cache might have been updated by asynchronous "onRoomDownsyncFrame(...)" calls!
|
||||
self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
|
||||
self.showDebugBoundaries(rdf);
|
||||
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
|
||||
self.lastRenderFrameIdTriggeredAt = performance.now();
|
||||
let t3 = performance.now();
|
||||
@ -961,13 +979,13 @@ cc.Class({
|
||||
applyRoomDownsyncFrameDynamics(rdf, prevRdf) {
|
||||
const self = this;
|
||||
for (let [playerId, playerRichInfo] of self.playerRichInfoDict.entries()) {
|
||||
const immediatePlayerInfo = rdf.players[playerId];
|
||||
const currPlayerDownsync = rdf.players[playerId];
|
||||
const prevRdfPlayer = (null == prevRdf ? null : prevRdf.players[playerId]);
|
||||
const [wx, wy] = self.virtualGridToWorldPos(immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY);
|
||||
const [wx, wy] = self.virtualGridToWorldPos(currPlayerDownsync.virtualGridX, currPlayerDownsync.virtualGridY);
|
||||
//const justJiggling = (self.jigglingEps1D >= Math.abs(wx - playerRichInfo.node.x) && self.jigglingEps1D >= Math.abs(wy - playerRichInfo.node.y));
|
||||
playerRichInfo.node.setPosition(wx, wy);
|
||||
playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
|
||||
playerRichInfo.scriptIns.updateCharacterAnim(immediatePlayerInfo, prevRdfPlayer, false);
|
||||
playerRichInfo.scriptIns.updateSpeed(currPlayerDownsync.speed);
|
||||
playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false);
|
||||
}
|
||||
|
||||
// Update countdown
|
||||
@ -977,6 +995,73 @@ cc.Class({
|
||||
}
|
||||
},
|
||||
|
||||
showDebugBoundaries(rdf) {
|
||||
const self = this;
|
||||
if (self.showCriticalCoordinateLabels) {
|
||||
let g = self.g;
|
||||
g.clear();
|
||||
|
||||
for (let k in self.collisionSys._bvh._bodies) {
|
||||
const body = self.collisionSys._bvh._bodies[k];
|
||||
if (!body._polygon) continue;
|
||||
if (null != body.data && null != body.data.joinIndex) {
|
||||
// character
|
||||
if (1 == body.data.joinIndex) {
|
||||
g.strokeColor = cc.Color.BLUE;
|
||||
} else {
|
||||
g.strokeColor = cc.Color.RED;
|
||||
}
|
||||
} else {
|
||||
// barrier
|
||||
g.strokeColor = cc.Color.WHITE;
|
||||
}
|
||||
g.moveTo(body.x, body.y);
|
||||
const cnt = body._coords.length;
|
||||
for (let j = 0; j < cnt; j += 2) {
|
||||
const x = body._coords[j],
|
||||
y = body._coords[j + 1];
|
||||
g.lineTo(x, y);
|
||||
}
|
||||
g.lineTo(body.x, body.y);
|
||||
g.stroke();
|
||||
}
|
||||
// For convenience of recovery upon reconnection, active bullets are always created & immediately removed from "collisionSys" within "applyInputFrameDownsyncDynamicsOnSingleRenderFrame"
|
||||
|
||||
for (let k in rdf.meleeBullets) {
|
||||
const meleeBullet = rdf.meleeBullets[k];
|
||||
if (
|
||||
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames <= rdf.id
|
||||
&&
|
||||
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > rdf.id
|
||||
) {
|
||||
const offender = rdf.players[meleeBullet.offenderPlayerId];
|
||||
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 [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
|
||||
const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
|
||||
const bulletWy = offenderWy;
|
||||
const bulletCpos = self.worldToPolygonColliderTLPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5);
|
||||
const pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, -meleeBullet.hitboxSize.y], [0, -meleeBullet.hitboxSize.y]];
|
||||
|
||||
g.moveTo(bulletCpos[0], bulletCpos[1]);
|
||||
for (let j = 0; j < pts.length; j += 1) {
|
||||
g.lineTo(pts[j][0] + bulletCpos[0], pts[j][1] + bulletCpos[1]);
|
||||
}
|
||||
g.lineTo(bulletCpos[0], bulletCpos[1]);
|
||||
g.stroke();
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
getCachedInputFrameDownsyncWithPrediction(inputFrameId) {
|
||||
const self = this;
|
||||
const inputFrameDownsync = self.recentInputCache.getByFrameId(inputFrameId);
|
||||
@ -1003,7 +1088,10 @@ cc.Class({
|
||||
virtualGridY: currPlayerDownsync.virtualGridY,
|
||||
dirX: currPlayerDownsync.dirX,
|
||||
dirY: currPlayerDownsync.dirY,
|
||||
velX: currPlayerDownsync.velX,
|
||||
velY: currPlayerDownsync.velY,
|
||||
characterState: currPlayerDownsync.characterState,
|
||||
inAir: true,
|
||||
speed: currPlayerDownsync.speed,
|
||||
battleState: currPlayerDownsync.battleState,
|
||||
score: currPlayerDownsync.score,
|
||||
@ -1016,27 +1104,104 @@ cc.Class({
|
||||
}
|
||||
|
||||
const nextRenderFrameMeleeBullets = [];
|
||||
const effPushbacks = new Array(self.playerRichInfoArr.length);
|
||||
const hardPushbackNorms = new Array(self.playerRichInfoArr.length);
|
||||
|
||||
const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
|
||||
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
|
||||
|
||||
// Reset playerCollider position from the "virtual grid position"
|
||||
// 1. Process player inputs
|
||||
/*
|
||||
[WARNING] Player input alone WOULD NOT take "characterState" into any "ATK_CHARACTER_STATE_IN_AIR_SET", only after the calculation of "effPushbacks" do we know exactly whether or not a player is "inAir", the finalize the transition of "thatPlayerInNextFrame.characterState".
|
||||
*/
|
||||
if (null != delayedInputFrame) {
|
||||
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
|
||||
const inputList = delayedInputFrame.inputList;
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
const playerRichInfo = self.playerRichInfoArr[j];
|
||||
const playerId = playerRichInfo.id;
|
||||
const currPlayerDownsync = currRenderFrame.players[playerId];
|
||||
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
if (0 < thatPlayerInNextFrame.framesToRecover) {
|
||||
// No need to process inputs for this player, but there might be bullet pushbacks on this player
|
||||
continue;
|
||||
}
|
||||
|
||||
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
|
||||
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
|
||||
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
|
||||
const prevBtnBLevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnBLevel);
|
||||
if (1 == decodedInput.btnBLevel && 0 == prevBtnBLevel) {
|
||||
const characStateAlreadyInAir = window.ATK_CHARACTER_STATE_IN_AIR_SET.has(thatPlayerInNextFrame.characterState);
|
||||
const characStateIsInterruptWaivable = window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(thatPlayerInNextFrame.characterState);
|
||||
if (
|
||||
!characStateAlreadyInAir
|
||||
&&
|
||||
characStateIsInterruptWaivable
|
||||
) {
|
||||
thatPlayerInNextFrame.velY = self.jumpingInitVelY;
|
||||
if (1 == joinIndex) {
|
||||
console.log(`playerId=${playerId}, joinIndex=${joinIndex} jumped at {renderFrame.id: ${currRenderFrame.id}, virtualX: ${currPlayerDownsync.virtualGridX}, virtualY: ${currPlayerDownsync.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
|
||||
const punchSkillId = 1;
|
||||
const punch = window.pb.protos.MeleeBullet.create(self.meleeSkillConfig[punchSkillId]);
|
||||
thatPlayerInNextFrame.framesToRecover = punch.recoveryFrames;
|
||||
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
|
||||
punch.offenderJoinIndex = joinIndex;
|
||||
punch.offenderPlayerId = playerId;
|
||||
punch.originatedRenderFrameId = currRenderFrame.id;
|
||||
nextRenderFrameMeleeBullets.push(punch);
|
||||
// console.log(`playerId=${playerId}, joinIndex=${joinIndex} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
|
||||
if (false == currPlayerDownsync.inAir) {
|
||||
thatPlayerInNextFrame.velX = 0; // prohibits simultaneous movement with Atk1 on the ground
|
||||
}
|
||||
} 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 bullet trigger, process joystick movement inputs.
|
||||
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
|
||||
// Update directions and thus would eventually update moving animation accordingly
|
||||
thatPlayerInNextFrame.dirX = decodedInput.dx;
|
||||
thatPlayerInNextFrame.dirY = decodedInput.dy;
|
||||
thatPlayerInNextFrame.velX = decodedInput.dx * currPlayerDownsync.speed;
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
||||
} else {
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
thatPlayerInNextFrame.velX = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Process player movement
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||
effPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||
const playerRichInfo = self.playerRichInfoArr[j];
|
||||
const playerId = playerRichInfo.id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const currPlayerDownsync = currRenderFrame.players[playerId];
|
||||
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
// Reset playerCollider position from the "virtual grid position"
|
||||
const [newVx, newVy] = [currPlayerDownsync.virtualGridX + currPlayerDownsync.velX, currPlayerDownsync.virtualGridY + currPlayerDownsync.velY];
|
||||
const colliderWidth = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 2,
|
||||
colliderHeight = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 4;
|
||||
const newCpos = self.virtualGridToPolygonColliderTLPos(newVx, newVy, colliderWidth * 0.5, colliderHeight * 0.5);
|
||||
playerCollider.x = newCpos[0];
|
||||
playerCollider.y = newCpos[1];
|
||||
|
||||
const newVx = currPlayerDownsync.virtualGridX;
|
||||
const newVy = currPlayerDownsync.virtualGridY;
|
||||
[playerCollider.x, playerCollider.y] = self.virtualGridToPolygonColliderAnchorPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1].colliderRadius, self.playerRichInfoArr[joinIndex - 1].colliderRadius);
|
||||
if (currPlayerDownsync.inAir) {
|
||||
thatPlayerInNextFrame.velX += self.gravityX;
|
||||
thatPlayerInNextFrame.velY += self.gravityY;
|
||||
}
|
||||
}
|
||||
|
||||
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
|
||||
// 3. Add bullet colliders into collision system
|
||||
const bulletColliders = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
|
||||
const removedBulletsAtCurrFrame = new Set();
|
||||
for (let k in currRenderFrame.meleeBullets) {
|
||||
@ -1058,38 +1223,131 @@ cc.Class({
|
||||
const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
|
||||
const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
|
||||
const bulletWy = offenderWy;
|
||||
const [bulletCx, bulletCy] = self.worldToPolygonColliderAnchorPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
|
||||
pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
|
||||
const newBulletCollider = collisionSys.createPolygon(bulletCx, bulletCy, pts);
|
||||
const bulletCpos = self.worldToPolygonColliderTLPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
|
||||
pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, -meleeBullet.hitboxSize.y], [0, -meleeBullet.hitboxSize.y]];
|
||||
const newBulletCollider = collisionSys.createPolygon(bulletCpos[0], bulletCpos[1], pts);
|
||||
newBulletCollider.data = meleeBullet;
|
||||
collisionSysMap.set(collisionBulletIndex, newBulletCollider);
|
||||
bulletColliders.set(collisionBulletIndex, newBulletCollider);
|
||||
// console.log(`A meleeBullet is added to collisionSys at currRenderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended: ${JSON.stringify(meleeBullet)}`);
|
||||
}
|
||||
}
|
||||
|
||||
// 4. Invoke collision system stepping
|
||||
collisionSys.update();
|
||||
const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
||||
const result = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
||||
|
||||
// 5. Calc pushbacks for each player (after its movement) w/o bullets
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
const playerRichInfo = self.playerRichInfoArr[j];
|
||||
const playerId = playerRichInfo.id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const potentials = playerCollider.potentials();
|
||||
hardPushbackNorms[joinIndex - 1] = self.calcHardPushbacksNorms(playerCollider, potentials, result, self.snapIntoPlatformOverlap, effPushbacks[joinIndex - 1]);
|
||||
|
||||
const currPlayerDownsync = currRenderFrame.players[playerId];
|
||||
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
let fallStopping = false;
|
||||
let possiblyFallStoppedOnAnotherPlayer = false;
|
||||
for (const potential of potentials) {
|
||||
let [isBarrier, isAnotherPlayer, isBullet] = [true == potential.data.hardPushback, null != potential.data.joinIndex, null != potential.data.offenderJoinIndex];
|
||||
// ignore bullets for this step
|
||||
if (isBullet) continue;
|
||||
// Test if the player collides with the wall/another player
|
||||
if (!playerCollider.collides(potential, result)) continue;
|
||||
|
||||
const normAlignmentWithGravity = (result.overlap_x * 0 + result.overlap_y * (-1.0));
|
||||
const landedOnGravityPushback = (self.snapIntoPlatformThreshold < normAlignmentWithGravity); // prevents false snapping on the lateral sides
|
||||
let pushback = [result.overlap * result.overlap_x, result.overlap * result.overlap_y];
|
||||
if (landedOnGravityPushback) {
|
||||
// kindly note that one player might land on top of another player, and snapping is also required in such case
|
||||
pushback = [(result.overlap - self.snapIntoPlatformOverlap) * result.overlap_x, (result.overlap - self.snapIntoPlatformOverlap) * result.overlap_y];
|
||||
thatPlayerInNextFrame.inAir = false;
|
||||
}
|
||||
for (let hardPushbackNorm of hardPushbackNorms[joinIndex - 1]) {
|
||||
// remove pushback component on the directions of "hardPushbackNorms[joinIndex-1]" (by now those hardPushbacks are already accounted in "effPushbacks[joinIndex-1]")
|
||||
const projectedMagnitude = pushback[0] * hardPushbackNorm[0] + pushback[1] * hardPushbackNorm[1];
|
||||
if (isBarrier
|
||||
||
|
||||
(isAnotherPlayer && 0 > projectedMagnitude)
|
||||
) {
|
||||
// [WARNING] Pushing by another player is different from pushing by barrier!
|
||||
// Otherwise the player couldn't be pushed by another player to opposite dir of a side wall
|
||||
pushback[0] -= projectedMagnitude * hardPushbackNorm[0];
|
||||
pushback[1] -= projectedMagnitude * hardPushbackNorm[1];
|
||||
}
|
||||
}
|
||||
|
||||
effPushbacks[joinIndex - 1][0] += pushback[0];
|
||||
effPushbacks[joinIndex - 1][1] += pushback[1];
|
||||
if (currPlayerDownsync.inAir && landedOnGravityPushback) {
|
||||
fallStopping = true;
|
||||
if (isAnotherPlayer) {
|
||||
possiblyFallStoppedOnAnotherPlayer = true;
|
||||
}
|
||||
if (1 == thatPlayerInNextFrame.joinIndex) {
|
||||
console.log(`playerId=${playerId}, joinIndex=${currPlayerDownsync.joinIndex} fallStopping#1 at {renderFrame.id: ${currRenderFrame.id}, virtualX: ${currPlayerDownsync.virtualGridX}, virtualY: ${currPlayerDownsync.virtualGridY}, velX: ${currPlayerDownsync.velX}, velY: ${currPlayerDownsync.velY}} with effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}, overlayMag=${result.overlap.toFixed(4)}, possiblyFallStoppedOnAnotherPlayer=${possiblyFallStoppedOnAnotherPlayer}`);
|
||||
}
|
||||
}
|
||||
|
||||
if (1 == joinIndex && currPlayerDownsync.inAir && isBarrier && !landedOnGravityPushback) {
|
||||
console.warn(`playerId=${playerId}, joinIndex=${currPlayerDownsync.joinIndex} inAir & pushed back by barrier & not landed at {renderFrame.id: ${currRenderFrame.id}, virtualX: ${currPlayerDownsync.virtualGridX}, virtualY: ${currPlayerDownsync.virtualGridY}, velX: ${currPlayerDownsync.velX}, velY: ${currPlayerDownsync.velY}} with effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}, playerColliderPos={${playerCollider.x.toFixed(3)}, ${playerCollider.y.toFixed(3)}}, barrierPos={${potential.x.toFixed(3)}, ${potential.y.toFixed(3)}}, overlayMag=${result.overlap.toFixed(4)}, len(hardPushbackNorms)=${hardPushbackNorms.length}`);
|
||||
}
|
||||
|
||||
if (1 == joinIndex && currPlayerDownsync.inAir && isAnotherPlayer) {
|
||||
console.warn(`playerId=${playerId}, joinIndex=${currPlayerDownsync.joinIndex} inAir and pushed back by another player at {renderFrame.id: ${currRenderFrame.id}, virtualX: ${currPlayerDownsync.virtualGridX}, virtualY: ${currPlayerDownsync.virtualGridY}, velX: ${currPlayerDownsync.velX}, velY: ${currPlayerDownsync.velY}} with effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}, landedOnGravityPushback=${landedOnGravityPushback}, fallStopping=${fallStopping}, playerColliderPos={${playerCollider.x.toFixed(3)}, ${playerCollider.y.toFixed(3)}}, anotherPlayerColliderPos={${potential.x.toFixed(3)}, ${potential.y.toFixed(3)}}, overlayMag=${result.overlap.toFixed(4)}, len(hardPushbackNorms)=${hardPushbackNorms.length}`);
|
||||
}
|
||||
}
|
||||
|
||||
if (fallStopping) {
|
||||
thatPlayerInNextFrame.velX = 0;
|
||||
thatPlayerInNextFrame.velY = 0;
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
thatPlayerInNextFrame.framesToRecover = 0;
|
||||
}
|
||||
if (currPlayerDownsync.inAir) {
|
||||
thatPlayerInNextFrame.characterState = window.toInAirConjugate(thatPlayerInNextFrame.characterState);
|
||||
}
|
||||
}
|
||||
|
||||
// 6. Check bullet-anything collisions
|
||||
bulletColliders.forEach((bulletCollider, collisionBulletIndex) => {
|
||||
const potentials = bulletCollider.potentials();
|
||||
const offender = currRenderFrame.players[bulletCollider.data.offenderPlayerId];
|
||||
let shouldRemove = false;
|
||||
for (const potential of potentials) {
|
||||
if (null != potential.data && potential.data.joinIndex == bulletCollider.data.offenderJoinIndex) continue;
|
||||
if (!bulletCollider.collides(potential, result1)) continue;
|
||||
if (null != potential.data && null !== potential.data.joinIndex) {
|
||||
if (!bulletCollider.collides(potential, result)) continue;
|
||||
if (null != potential.data && null != potential.data.joinIndex) {
|
||||
const playerId = potential.data.id;
|
||||
const joinIndex = potential.data.joinIndex;
|
||||
let xfac = 1;
|
||||
if (0 > offender.dirX) {
|
||||
xfac = -1;
|
||||
}
|
||||
bulletPushbacks[joinIndex - 1][0] += xfac * bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
|
||||
bulletPushbacks[joinIndex - 1][1] += 0;
|
||||
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id];
|
||||
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
|
||||
const oldFramesToRecover = thatAckedPlayerInNextFrame.framesToRecover;
|
||||
thatAckedPlayerInNextFrame.framesToRecover = (oldFramesToRecover > bulletCollider.data.hitStunFrames ? oldFramesToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
|
||||
// Only for straight punch, there's no y-pushback
|
||||
let bulletPushback = [-xfac * bulletCollider.data.pushback, 0];
|
||||
// console.log(`playerId=${playerId}, joinIndex=${joinIndex} is supposed to be pushed back by meleeBullet for bulletPushback=${JSON.stringify(bulletPushback)} at renderFrame.id=${currRenderFrame.id}`);
|
||||
for (let hardPushbackNorm of hardPushbackNorms[joinIndex - 1]) {
|
||||
const projectedMagnitude = bulletPushback[0] * hardPushbackNorm[0] + bulletPushback[1] * hardPushbackNorm[1];
|
||||
if (0 > projectedMagnitude) {
|
||||
// Otherwise when smashing into a wall the atked player would be pushed into the wall first and only got back in the next renderFrame, not what I want here
|
||||
bulletPushback[0] -= (projectedMagnitude * hardPushbackNorm[0]);
|
||||
bulletPushback[1] -= (projectedMagnitude * hardPushbackNorm[1]);
|
||||
// console.log(`playerId=${playerId}, joinIndex=${joinIndex} reducing bulletPushback=${JSON.stringify(bulletPushback)} by ${JSON.stringify([projectedMagnitude * hardPushbackNorm[0], projectedMagnitude * hardPushbackNorm[1]])} where hardPushbackNorm=${JSON.stringify(hardPushbackNorm)}, projectedMagnitude=${projectedMagnitude} at renderFrame.id=${currRenderFrame.id}`);
|
||||
}
|
||||
}
|
||||
// console.log(`playerId=${playerId}, joinIndex=${joinIndex} is actually pushed back by meleeBullet for bulletPushback=${JSON.stringify(bulletPushback)} at renderFrame.id=${currRenderFrame.id}`);
|
||||
effPushbacks[joinIndex - 1][0] += bulletPushback[0];
|
||||
effPushbacks[joinIndex - 1][1] += bulletPushback[1];
|
||||
const [atkedPlayerInCurFrame, atkedPlayerInNextFrame] = [currRenderFrame.players[potential.data.id], nextRenderFramePlayers[potential.data.id]];
|
||||
atkedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
|
||||
if (atkedPlayerInCurFrame.inAir) {
|
||||
atkedPlayerInNextFrame.characterState = window.toInAirConjugate(atkedPlayerInNextFrame.characterState);
|
||||
}
|
||||
const oldFramesToRecover = atkedPlayerInNextFrame.framesToRecover;
|
||||
atkedPlayerInNextFrame.framesToRecover = (oldFramesToRecover > bulletCollider.data.hitStunFrames ? oldFramesToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
|
||||
}
|
||||
shouldRemove = true;
|
||||
}
|
||||
@ -1111,95 +1369,32 @@ cc.Class({
|
||||
nextRenderFrameMeleeBullets.push(meleeBullet);
|
||||
}
|
||||
|
||||
// Process player inputs
|
||||
if (null != delayedInputFrame) {
|
||||
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
|
||||
const inputList = delayedInputFrame.inputList;
|
||||
// 7. Get players out of stuck barriers if there's any
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
effPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||
const playerRichInfo = self.playerRichInfoArr[j];
|
||||
const playerId = playerRichInfo.id;
|
||||
const playerId = self.playerRichInfoArr[j].id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
// Update "virtual grid position"
|
||||
const currPlayerDownsync = currRenderFrame.players[playerId];
|
||||
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
if (0 < thatPlayerInNextFrame.framesToRecover) {
|
||||
// No need to process inputs for this player, but there might be bullet pushbacks on this player
|
||||
playerCollider.x += bulletPushbacks[joinIndex - 1][0];
|
||||
playerCollider.y += bulletPushbacks[joinIndex - 1][1];
|
||||
if (0 != bulletPushbacks[joinIndex - 1][0] || 0 != bulletPushbacks[joinIndex - 1][1]) {
|
||||
console.log(`playerId=${playerId}, joinIndex=${joinIndex} is pushbacked back by ${bulletPushbacks[joinIndex - 1]} by bullet impacts, now its framesToRecover is ${thatPlayerInNextFrame.framesToRecover}`);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
const colliderWidth = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 2,
|
||||
colliderHeight = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 4;
|
||||
const newVpos = self.polygonColliderTLToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], colliderWidth * 0.5, colliderHeight * 0.5);
|
||||
thatPlayerInNextFrame.virtualGridX = newVpos[0];
|
||||
thatPlayerInNextFrame.virtualGridY = newVpos[1];
|
||||
|
||||
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
|
||||
|
||||
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
|
||||
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
|
||||
|
||||
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
|
||||
// console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
if (self.bulletTriggerEnabled) {
|
||||
const punchSkillId = 1;
|
||||
const punch = window.pb.protos.MeleeBullet.create(self.meleeSkillConfig[punchSkillId]);
|
||||
thatPlayerInNextFrame.framesToRecover = punch.recoveryFrames;
|
||||
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
|
||||
punch.offenderJoinIndex = joinIndex;
|
||||
punch.offenderPlayerId = playerId;
|
||||
punch.originatedRenderFrameId = currRenderFrame.id;
|
||||
nextRenderFrameMeleeBullets.push(punch);
|
||||
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${self._stringifyRecentInputCache(true)}`);
|
||||
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
|
||||
if (1 == thatPlayerInNextFrame.joinIndex) {
|
||||
if (thatPlayerInNextFrame.inAir && 0 != thatPlayerInNextFrame.velY) {
|
||||
// console.log(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} inAir trajectory: {nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}, with playerColliderPos={${playerCollider.x.toFixed(3)}, ${playerCollider.y.toFixed(3)}}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
|
||||
}
|
||||
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
|
||||
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
} else {
|
||||
// No bullet trigger, process movement inputs
|
||||
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
|
||||
// Update directions and thus would eventually update moving animation accordingly
|
||||
thatPlayerInNextFrame.dirX = decodedInput.dx;
|
||||
thatPlayerInNextFrame.dirY = decodedInput.dy;
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
||||
} else {
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
if (currPlayerDownsync.inAir && !thatPlayerInNextFrame.inAir) {
|
||||
console.warn(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} fallStopping#2 at {nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}, with playerColliderPos={${playerCollider.x.toFixed(3)}, ${playerCollider.y.toFixed(3)}}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
|
||||
}
|
||||
const [movementX, movementY] = self.virtualGridToWorldPos(decodedInput.dx + currPlayerDownsync.speed * decodedInput.dx, decodedInput.dy + currPlayerDownsync.speed * decodedInput.dy);
|
||||
playerCollider.x += movementX;
|
||||
playerCollider.y += movementY;
|
||||
if (!currPlayerDownsync.inAir && thatPlayerInNextFrame.inAir) {
|
||||
console.warn(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} took off at {nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}, with playerColliderPos={${playerCollider.x.toFixed(3)}, ${playerCollider.y.toFixed(3)}}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
|
||||
}
|
||||
}
|
||||
|
||||
collisionSys.update(); // by now all "bulletCollider"s are removed
|
||||
const result2 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
||||
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
const playerId = self.playerRichInfoArr[j].id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const potentials = playerCollider.potentials();
|
||||
for (const potential of potentials) {
|
||||
// Test if the player collides with the wall
|
||||
if (!playerCollider.collides(potential, result2)) continue;
|
||||
// Push the player out of the wall
|
||||
effPushbacks[joinIndex - 1][0] += result2.overlap * result2.overlap_x;
|
||||
effPushbacks[joinIndex - 1][1] += result2.overlap * result2.overlap_y;
|
||||
}
|
||||
}
|
||||
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
const playerId = self.playerRichInfoArr[j].id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
[thatPlayerInNextFrame.virtualGridX, thatPlayerInNextFrame.virtualGridY] = self.polygonColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j].colliderRadius, self.playerRichInfoArr[j].colliderRadius);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return window.pb.protos.RoomDownsyncFrame.create({
|
||||
@ -1214,11 +1409,10 @@ cc.Class({
|
||||
This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd" if not interruptted.
|
||||
*/
|
||||
const self = this;
|
||||
let i = renderFrameIdSt,
|
||||
prevLatestRdf = null,
|
||||
let prevLatestRdf = null,
|
||||
latestRdf = null;
|
||||
|
||||
do {
|
||||
for (let i = renderFrameIdSt; i < renderFrameIdEd; i++) {
|
||||
latestRdf = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"; [WARNING] When "true == isChasing", this function can be interruptted by "onRoomDownsyncFrame(rdf)" asynchronously anytime, making this line return "null"!
|
||||
if (null == latestRdf) {
|
||||
console.warn(`Couldn't find renderFrame for i=${i} to rollback, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`);
|
||||
@ -1250,8 +1444,7 @@ cc.Class({
|
||||
self.chaserRenderFrameId = latestRdf.id;
|
||||
}
|
||||
self.recentRenderCache.setByFrameId(latestRdf, latestRdf.id);
|
||||
++i;
|
||||
} while (i < renderFrameIdEd);
|
||||
}
|
||||
|
||||
return [prevLatestRdf, latestRdf];
|
||||
},
|
||||
@ -1325,23 +1518,41 @@ cc.Class({
|
||||
return [wx, wy];
|
||||
},
|
||||
|
||||
worldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH) {
|
||||
return [wx - halfBoundingW, wy - halfBoundingH];
|
||||
worldToPolygonColliderTLPos(wx, wy, halfBoundingW, halfBoundingH) {
|
||||
return [wx - halfBoundingW, wy + halfBoundingH];
|
||||
},
|
||||
|
||||
polygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH) {
|
||||
return [cx + halfBoundingW, cy + halfBoundingH];
|
||||
polygonColliderTLToWorldPos(cx, cy, halfBoundingW, halfBoundingH) {
|
||||
return [cx + halfBoundingW, cy - halfBoundingH];
|
||||
},
|
||||
|
||||
polygonColliderAnchorToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH) {
|
||||
polygonColliderTLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH) {
|
||||
const self = this;
|
||||
const [wx, wy] = self.polygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH);
|
||||
const [wx, wy] = self.polygonColliderTLToWorldPos(cx, cy, halfBoundingW, halfBoundingH);
|
||||
return self.worldToVirtualGridPos(wx, wy)
|
||||
},
|
||||
|
||||
virtualGridToPolygonColliderAnchorPos(vx, vy, halfBoundingW, halfBoundingH) {
|
||||
virtualGridToPolygonColliderTLPos(vx, vy, halfBoundingW, halfBoundingH) {
|
||||
const self = this;
|
||||
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
|
||||
return self.worldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH)
|
||||
return self.worldToPolygonColliderTLPos(wx, wy, halfBoundingW, halfBoundingH)
|
||||
},
|
||||
|
||||
calcHardPushbacksNorms(collider, potentials, result, snapIntoPlatformOverlap, effPushback) {
|
||||
const self = this;
|
||||
let ret = [];
|
||||
for (const potential of potentials) {
|
||||
if (null == potential.data || !(true == potential.data.hardPushback)) continue;
|
||||
if (!collider.collides(potential, result)) continue;
|
||||
// ALWAY snap into hardPushbacks!
|
||||
// [overlay_x, overlap_y] is the unit vector that points into the platform
|
||||
const [pushbackX, pushbackY] = [(result.overlap - snapIntoPlatformOverlap) * result.overlap_x, (result.overlap - snapIntoPlatformOverlap) * result.overlap_y];
|
||||
|
||||
ret.push([result.overlap_x, result.overlap_y]);
|
||||
effPushback[0] += pushbackX;
|
||||
effPushback[1] += pushbackY;
|
||||
}
|
||||
|
||||
return ret;
|
||||
},
|
||||
});
|
||||
|
@ -13,6 +13,7 @@ cc.Class({
|
||||
onLoad() {
|
||||
const self = this;
|
||||
window.mapIns = self;
|
||||
self.showCriticalCoordinateLabels = true;
|
||||
|
||||
cc.director.getCollisionManager().enabled = false;
|
||||
|
||||
@ -34,9 +35,11 @@ cc.Class({
|
||||
self.inputFrameUpsyncDelayTolerance = 2;
|
||||
|
||||
self.renderCacheSize = 1024;
|
||||
self.serverFps = 60;
|
||||
self.rollbackEstimatedDt = 0.016667;
|
||||
self.rollbackEstimatedDtMillis = 16.667;
|
||||
self.rollbackEstimatedDtNanos = 16666666;
|
||||
self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
|
||||
|
||||
self.worldToVirtualGridRatio = 1000;
|
||||
self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
|
||||
@ -67,6 +70,16 @@ cc.Class({
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
[WARNING] As when a character is standing on a barrier, if not carefully curated there MIGHT BE a bouncing sequence of "[(inAir -> dropIntoBarrier ->), (notInAir -> pushedOutOfBarrier ->)], [(inAir -> ..."
|
||||
|
||||
Moreover, "snapIntoPlatformOverlap" should be small enough such that the walking "velX" or jumping initial "velY" can escape from it by 1 renderFrame (when jumping is triggered, the character is waived from snappig for 1 renderFrame).
|
||||
*/
|
||||
self.snapIntoPlatformOverlap = 0.1;
|
||||
self.snapIntoPlatformThreshold = 0.5; // a platform must be "horizontal enough" for a character to "stand on"
|
||||
self.jumpingInitVelY = 7 * self.worldToVirtualGridRatio; // unit: (virtual grid length/renderFrame)
|
||||
[self.gravityX, self.gravityY] = [0, -0.5*self.worldToVirtualGridRatio]; // unit: (virtual grid length/renderFrame^2)
|
||||
|
||||
const tiledMapIns = self.node.getComponent(cc.TiledMap);
|
||||
|
||||
const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", "dungeon");
|
||||
@ -80,6 +93,17 @@ cc.Class({
|
||||
mapNode.removeAllChildren();
|
||||
self._resetCurrentMatch();
|
||||
|
||||
if (self.showCriticalCoordinateLabels) {
|
||||
const drawer = new cc.Node();
|
||||
drawer.setPosition(cc.v2(0, 0))
|
||||
safelyAddChild(self.node, drawer);
|
||||
setLocalZOrder(drawer, 999);
|
||||
const g = drawer.addComponent(cc.Graphics);
|
||||
g.lineWidth = 2;
|
||||
self.g = g;
|
||||
}
|
||||
|
||||
|
||||
tiledMapIns.tmxAsset = tmxAsset;
|
||||
const newMapSize = tiledMapIns.getMapSize();
|
||||
const newTileSize = tiledMapIns.getTileSize();
|
||||
@ -95,8 +119,11 @@ cc.Class({
|
||||
const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
|
||||
return [p.x, p.y];
|
||||
}));
|
||||
newBarrier.data = {
|
||||
hardPushback: true
|
||||
};
|
||||
|
||||
if (self.showCriticalCoordinateLabels) {
|
||||
if (false && self.showCriticalCoordinateLabels) {
|
||||
for (let i = 0; i < boundaryObj.length; ++i) {
|
||||
const barrierVertLabelNode = new cc.Node();
|
||||
switch (i % 4) {
|
||||
@ -136,30 +163,36 @@ cc.Class({
|
||||
const startRdf = window.pb.protos.RoomDownsyncFrame.create({
|
||||
id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
|
||||
players: {
|
||||
10: {
|
||||
10: window.pb.protos.PlayerDownsync.create({
|
||||
id: 10,
|
||||
joinIndex: 1,
|
||||
virtualGridX: 0,
|
||||
virtualGridY: 0,
|
||||
virtualGridX: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[0],
|
||||
virtualGridY: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[1],
|
||||
speed: 1 * self.worldToVirtualGridRatio,
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
|
||||
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
|
||||
framesToRecover: 0,
|
||||
dirX: 0,
|
||||
dirY: 0,
|
||||
},
|
||||
11: {
|
||||
velX: 0,
|
||||
velY: 0,
|
||||
inAir: true,
|
||||
}),
|
||||
11: window.pb.protos.PlayerDownsync.create({
|
||||
id: 11,
|
||||
joinIndex: 2,
|
||||
virtualGridX: 80 * self.worldToVirtualGridRatio,
|
||||
virtualGridY: 0 * self.worldToVirtualGridRatio,
|
||||
virtualGridX: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y)[0],
|
||||
virtualGridY: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y)[1],
|
||||
speed: 1 * self.worldToVirtualGridRatio,
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
|
||||
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
|
||||
framesToRecover: 0,
|
||||
dirX: 0,
|
||||
dirY: 0,
|
||||
},
|
||||
velX: 0,
|
||||
velY: 0,
|
||||
inAir: true,
|
||||
}),
|
||||
}
|
||||
});
|
||||
self.selfPlayerInfo = {
|
||||
@ -177,7 +210,8 @@ cc.Class({
|
||||
const self = this;
|
||||
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
|
||||
const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt;
|
||||
if (elapsedMillisSinceLastFrameIdTriggered < (self.rollbackEstimatedDtMillis)) {
|
||||
if (elapsedMillisSinceLastFrameIdTriggered < self.tooFastDtIntervalMillis) {
|
||||
// [WARNING] We should avoid a frontend ticking too fast to prevent cheating, as well as ticking too slow to cause a "resync avalanche" that impacts user experience!
|
||||
// console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered);
|
||||
return;
|
||||
}
|
||||
@ -194,11 +228,12 @@ cc.Class({
|
||||
|
||||
const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
|
||||
self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
|
||||
self.showDebugBoundaries(rdf);
|
||||
++self.renderFrameId;
|
||||
self.lastRenderFrameIdTriggeredAt = performance.now();
|
||||
let t3 = performance.now();
|
||||
} catch (err) {
|
||||
console.error("Error during Map.update", err);
|
||||
} finally {
|
||||
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -108,6 +108,7 @@ TileCollisionManager.prototype.continuousMapNodePosToContinuousObjLayerOffset =
|
||||
window.battleEntityTypeNameToGlobalGid = {};
|
||||
TileCollisionManager.prototype.extractBoundaryObjects = function(withTiledMapNode) {
|
||||
let toRet = {
|
||||
playerStartingPositions: [],
|
||||
barriers: [],
|
||||
};
|
||||
const tiledMapIns = withTiledMapNode.getComponent(cc.TiledMap); // This is a magic name.
|
||||
@ -115,6 +116,18 @@ TileCollisionManager.prototype.extractBoundaryObjects = function(withTiledMapNod
|
||||
const allObjectGroups = tiledMapIns.getObjectGroups();
|
||||
for (let i = 0; i < allObjectGroups.length; ++i) {
|
||||
var objectGroup = allObjectGroups[i];
|
||||
if ("PlayerStartingPos" == objectGroup.getGroupName()) {
|
||||
var allObjects = objectGroup.getObjects();
|
||||
for (let j = 0; j < allObjects.length; ++j) {
|
||||
const cccMaskedX = allObjects[j].x,
|
||||
cccMaskedY = allObjects[j].y;
|
||||
const origX = cccMaskedX,
|
||||
origY = withTiledMapNode.getContentSize().height - cccMaskedY; // FIXME: I don't know why CocosCreator did this, it's stupid and MIGHT NOT WORK IN ISOMETRIC orientation!
|
||||
let wpos = this.continuousObjLayerOffsetToContinuousMapNodePos(withTiledMapNode, cc.v2(origX, origY));
|
||||
toRet.playerStartingPositions.push(wpos);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
if ("barrier_and_shelter" != objectGroup.getProperty("type")) continue;
|
||||
var allObjects = objectGroup.getObjects();
|
||||
for (let j = 0; j < allObjects.length; ++j) {
|
||||
@ -123,21 +136,33 @@ TileCollisionManager.prototype.extractBoundaryObjects = function(withTiledMapNod
|
||||
if (0 < gid) {
|
||||
continue;
|
||||
}
|
||||
const polylinePoints = object.polylinePoints;
|
||||
if (null == polylinePoints) {
|
||||
continue
|
||||
}
|
||||
const boundaryType = object.boundary_type;
|
||||
let toPushBarriers = [];
|
||||
toPushBarriers.boundaryType = boundaryType;
|
||||
let toPushBarrier = [];
|
||||
toPushBarrier.boundaryType = boundaryType;
|
||||
switch (boundaryType) {
|
||||
case "barrier":
|
||||
let polylinePoints = object.polylinePoints;
|
||||
if (null == polylinePoints) {
|
||||
polylinePoints = [{
|
||||
x: 0,
|
||||
y: 0
|
||||
}, {
|
||||
x: object.width,
|
||||
y: 0
|
||||
}, {
|
||||
x: object.width,
|
||||
y: -object.height
|
||||
}, {
|
||||
x: 0,
|
||||
y: -object.height
|
||||
}];
|
||||
}
|
||||
for (let k = 0; k < polylinePoints.length; ++k) {
|
||||
/* Since CocosCreatorv2.1.3, the Y-coord of object polylines is inverted compared to that of the tmx file. */
|
||||
toPushBarriers.push(this.continuousObjLayerVecToContinuousMapNodeVec(withTiledMapNode, cc.v2(polylinePoints[k].x, -polylinePoints[k].y)));
|
||||
toPushBarrier.push(this.continuousObjLayerVecToContinuousMapNodeVec(withTiledMapNode, cc.v2(polylinePoints[k].x, -polylinePoints[k].y)));
|
||||
}
|
||||
toPushBarriers.anchor = this.continuousObjLayerOffsetToContinuousMapNodePos(withTiledMapNode, object.offset); // DON'T use "(object.x, object.y)" which are wrong/meaningless!
|
||||
toRet.barriers.push(toPushBarriers);
|
||||
toPushBarrier.anchor = this.continuousObjLayerOffsetToContinuousMapNodePos(withTiledMapNode, object.offset); // DON'T use "(object.x, object.y)" which are wrong/meaningless!
|
||||
toRet.barriers.push(toPushBarrier);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
@ -99,6 +99,7 @@ cc.Class({
|
||||
this.cachedBtnLeftLevel = 0;
|
||||
this.cachedBtnRightLevel = 0;
|
||||
this.cachedBtnALevel = 0;
|
||||
this.cachedBtnBLevel = 0;
|
||||
|
||||
this.canvasNode = this.mapNode.parent;
|
||||
this.mainCameraNode = this.canvasNode.getChildByName("Main Camera"); // Cannot drag and assign the `mainCameraNode` from CocosCreator EDITOR directly, otherwise it'll cause an infinite loading time, till v2.1.0.
|
||||
@ -168,6 +169,9 @@ cc.Class({
|
||||
case cc.macro.KEY.h:
|
||||
self.cachedBtnALevel = 1;
|
||||
break;
|
||||
case cc.macro.KEY.j:
|
||||
self.cachedBtnBLevel = 1;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@ -190,6 +194,9 @@ cc.Class({
|
||||
case cc.macro.KEY.h:
|
||||
self.cachedBtnALevel = 0;
|
||||
break;
|
||||
case cc.macro.KEY.j:
|
||||
self.cachedBtnBLevel = 0;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@ -400,7 +407,8 @@ cc.Class({
|
||||
getEncodedInput() {
|
||||
const discretizedDir = this.discretizeDirection(this.stickhead.x, this.stickhead.y, this.joyStickEps).encodedIdx; // There're only 9 dirs, thus using only the lower 4-bits
|
||||
const btnALevel = (this.cachedBtnALevel << 4);
|
||||
return (btnALevel + discretizedDir);
|
||||
const btnBLevel = (this.cachedBtnBLevel << 5);
|
||||
return (btnBLevel + btnALevel + discretizedDir);
|
||||
},
|
||||
|
||||
decodeInput(encodedInput) {
|
||||
@ -410,10 +418,12 @@ cc.Class({
|
||||
console.error("Unexpected encodedDirection = ", encodedDirection);
|
||||
}
|
||||
const btnALevel = ((encodedInput >> 4) & 1);
|
||||
const btnBLevel = ((encodedInput >> 5) & 1);
|
||||
return window.pb.protos.InputFrameDecoded.create({
|
||||
dx: mappedDirection[0],
|
||||
dy: mappedDirection[1],
|
||||
btnALevel: btnALevel,
|
||||
btnBLevel: btnBLevel,
|
||||
});
|
||||
},
|
||||
});
|
||||
|
@ -1196,6 +1196,8 @@ $root.protos = (function() {
|
||||
* @property {number|null} [virtualGridY] PlayerDownsync virtualGridY
|
||||
* @property {number|null} [dirX] PlayerDownsync dirX
|
||||
* @property {number|null} [dirY] PlayerDownsync dirY
|
||||
* @property {number|null} [velX] PlayerDownsync velX
|
||||
* @property {number|null} [velY] PlayerDownsync velY
|
||||
* @property {number|null} [speed] PlayerDownsync speed
|
||||
* @property {number|null} [battleState] PlayerDownsync battleState
|
||||
* @property {number|null} [joinIndex] PlayerDownsync joinIndex
|
||||
@ -1207,6 +1209,7 @@ $root.protos = (function() {
|
||||
* @property {number|null} [hp] PlayerDownsync hp
|
||||
* @property {number|null} [maxHp] PlayerDownsync maxHp
|
||||
* @property {number|null} [characterState] PlayerDownsync characterState
|
||||
* @property {boolean|null} [inAir] PlayerDownsync inAir
|
||||
* @property {string|null} [name] PlayerDownsync name
|
||||
* @property {string|null} [displayName] PlayerDownsync displayName
|
||||
* @property {string|null} [avatar] PlayerDownsync avatar
|
||||
@ -1267,6 +1270,22 @@ $root.protos = (function() {
|
||||
*/
|
||||
PlayerDownsync.prototype.dirY = 0;
|
||||
|
||||
/**
|
||||
* PlayerDownsync velX.
|
||||
* @member {number} velX
|
||||
* @memberof protos.PlayerDownsync
|
||||
* @instance
|
||||
*/
|
||||
PlayerDownsync.prototype.velX = 0;
|
||||
|
||||
/**
|
||||
* PlayerDownsync velY.
|
||||
* @member {number} velY
|
||||
* @memberof protos.PlayerDownsync
|
||||
* @instance
|
||||
*/
|
||||
PlayerDownsync.prototype.velY = 0;
|
||||
|
||||
/**
|
||||
* PlayerDownsync speed.
|
||||
* @member {number} speed
|
||||
@ -1355,6 +1374,14 @@ $root.protos = (function() {
|
||||
*/
|
||||
PlayerDownsync.prototype.characterState = 0;
|
||||
|
||||
/**
|
||||
* PlayerDownsync inAir.
|
||||
* @member {boolean} inAir
|
||||
* @memberof protos.PlayerDownsync
|
||||
* @instance
|
||||
*/
|
||||
PlayerDownsync.prototype.inAir = false;
|
||||
|
||||
/**
|
||||
* PlayerDownsync name.
|
||||
* @member {string} name
|
||||
@ -1413,34 +1440,40 @@ $root.protos = (function() {
|
||||
writer.uint32(/* id 4, wireType 0 =*/32).int32(message.dirX);
|
||||
if (message.dirY != null && Object.hasOwnProperty.call(message, "dirY"))
|
||||
writer.uint32(/* id 5, wireType 0 =*/40).int32(message.dirY);
|
||||
if (message.velX != null && Object.hasOwnProperty.call(message, "velX"))
|
||||
writer.uint32(/* id 6, wireType 0 =*/48).int32(message.velX);
|
||||
if (message.velY != null && Object.hasOwnProperty.call(message, "velY"))
|
||||
writer.uint32(/* id 7, wireType 0 =*/56).int32(message.velY);
|
||||
if (message.speed != null && Object.hasOwnProperty.call(message, "speed"))
|
||||
writer.uint32(/* id 6, wireType 0 =*/48).int32(message.speed);
|
||||
writer.uint32(/* id 8, wireType 0 =*/64).int32(message.speed);
|
||||
if (message.battleState != null && Object.hasOwnProperty.call(message, "battleState"))
|
||||
writer.uint32(/* id 7, wireType 0 =*/56).int32(message.battleState);
|
||||
writer.uint32(/* id 9, wireType 0 =*/72).int32(message.battleState);
|
||||
if (message.joinIndex != null && Object.hasOwnProperty.call(message, "joinIndex"))
|
||||
writer.uint32(/* id 8, wireType 0 =*/64).int32(message.joinIndex);
|
||||
writer.uint32(/* id 10, wireType 0 =*/80).int32(message.joinIndex);
|
||||
if (message.colliderRadius != null && Object.hasOwnProperty.call(message, "colliderRadius"))
|
||||
writer.uint32(/* id 9, wireType 1 =*/73).double(message.colliderRadius);
|
||||
writer.uint32(/* id 11, wireType 1 =*/89).double(message.colliderRadius);
|
||||
if (message.removed != null && Object.hasOwnProperty.call(message, "removed"))
|
||||
writer.uint32(/* id 10, wireType 0 =*/80).bool(message.removed);
|
||||
writer.uint32(/* id 12, wireType 0 =*/96).bool(message.removed);
|
||||
if (message.score != null && Object.hasOwnProperty.call(message, "score"))
|
||||
writer.uint32(/* id 11, wireType 0 =*/88).int32(message.score);
|
||||
writer.uint32(/* id 13, wireType 0 =*/104).int32(message.score);
|
||||
if (message.lastMoveGmtMillis != null && Object.hasOwnProperty.call(message, "lastMoveGmtMillis"))
|
||||
writer.uint32(/* id 12, wireType 0 =*/96).int32(message.lastMoveGmtMillis);
|
||||
writer.uint32(/* id 14, wireType 0 =*/112).int32(message.lastMoveGmtMillis);
|
||||
if (message.framesToRecover != null && Object.hasOwnProperty.call(message, "framesToRecover"))
|
||||
writer.uint32(/* id 13, wireType 0 =*/104).int32(message.framesToRecover);
|
||||
writer.uint32(/* id 15, wireType 0 =*/120).int32(message.framesToRecover);
|
||||
if (message.hp != null && Object.hasOwnProperty.call(message, "hp"))
|
||||
writer.uint32(/* id 14, wireType 0 =*/112).int32(message.hp);
|
||||
writer.uint32(/* id 16, wireType 0 =*/128).int32(message.hp);
|
||||
if (message.maxHp != null && Object.hasOwnProperty.call(message, "maxHp"))
|
||||
writer.uint32(/* id 15, wireType 0 =*/120).int32(message.maxHp);
|
||||
writer.uint32(/* id 17, wireType 0 =*/136).int32(message.maxHp);
|
||||
if (message.characterState != null && Object.hasOwnProperty.call(message, "characterState"))
|
||||
writer.uint32(/* id 16, wireType 0 =*/128).int32(message.characterState);
|
||||
writer.uint32(/* id 18, wireType 0 =*/144).int32(message.characterState);
|
||||
if (message.inAir != null && Object.hasOwnProperty.call(message, "inAir"))
|
||||
writer.uint32(/* id 19, wireType 0 =*/152).bool(message.inAir);
|
||||
if (message.name != null && Object.hasOwnProperty.call(message, "name"))
|
||||
writer.uint32(/* id 17, wireType 2 =*/138).string(message.name);
|
||||
writer.uint32(/* id 20, wireType 2 =*/162).string(message.name);
|
||||
if (message.displayName != null && Object.hasOwnProperty.call(message, "displayName"))
|
||||
writer.uint32(/* id 18, wireType 2 =*/146).string(message.displayName);
|
||||
writer.uint32(/* id 21, wireType 2 =*/170).string(message.displayName);
|
||||
if (message.avatar != null && Object.hasOwnProperty.call(message, "avatar"))
|
||||
writer.uint32(/* id 19, wireType 2 =*/154).string(message.avatar);
|
||||
writer.uint32(/* id 22, wireType 2 =*/178).string(message.avatar);
|
||||
return writer;
|
||||
};
|
||||
|
||||
@ -1496,58 +1529,70 @@ $root.protos = (function() {
|
||||
break;
|
||||
}
|
||||
case 6: {
|
||||
message.speed = reader.int32();
|
||||
message.velX = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 7: {
|
||||
message.battleState = reader.int32();
|
||||
message.velY = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 8: {
|
||||
message.joinIndex = reader.int32();
|
||||
message.speed = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 9: {
|
||||
message.colliderRadius = reader.double();
|
||||
message.battleState = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 10: {
|
||||
message.removed = reader.bool();
|
||||
message.joinIndex = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 11: {
|
||||
message.score = reader.int32();
|
||||
message.colliderRadius = reader.double();
|
||||
break;
|
||||
}
|
||||
case 12: {
|
||||
message.lastMoveGmtMillis = reader.int32();
|
||||
message.removed = reader.bool();
|
||||
break;
|
||||
}
|
||||
case 13: {
|
||||
message.framesToRecover = reader.int32();
|
||||
message.score = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 14: {
|
||||
message.hp = reader.int32();
|
||||
message.lastMoveGmtMillis = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 15: {
|
||||
message.maxHp = reader.int32();
|
||||
message.framesToRecover = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 16: {
|
||||
message.characterState = reader.int32();
|
||||
message.hp = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 17: {
|
||||
message.name = reader.string();
|
||||
message.maxHp = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 18: {
|
||||
message.displayName = reader.string();
|
||||
message.characterState = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 19: {
|
||||
message.inAir = reader.bool();
|
||||
break;
|
||||
}
|
||||
case 20: {
|
||||
message.name = reader.string();
|
||||
break;
|
||||
}
|
||||
case 21: {
|
||||
message.displayName = reader.string();
|
||||
break;
|
||||
}
|
||||
case 22: {
|
||||
message.avatar = reader.string();
|
||||
break;
|
||||
}
|
||||
@ -1601,6 +1646,12 @@ $root.protos = (function() {
|
||||
if (message.dirY != null && message.hasOwnProperty("dirY"))
|
||||
if (!$util.isInteger(message.dirY))
|
||||
return "dirY: integer expected";
|
||||
if (message.velX != null && message.hasOwnProperty("velX"))
|
||||
if (!$util.isInteger(message.velX))
|
||||
return "velX: integer expected";
|
||||
if (message.velY != null && message.hasOwnProperty("velY"))
|
||||
if (!$util.isInteger(message.velY))
|
||||
return "velY: integer expected";
|
||||
if (message.speed != null && message.hasOwnProperty("speed"))
|
||||
if (!$util.isInteger(message.speed))
|
||||
return "speed: integer expected";
|
||||
@ -1634,6 +1685,9 @@ $root.protos = (function() {
|
||||
if (message.characterState != null && message.hasOwnProperty("characterState"))
|
||||
if (!$util.isInteger(message.characterState))
|
||||
return "characterState: integer expected";
|
||||
if (message.inAir != null && message.hasOwnProperty("inAir"))
|
||||
if (typeof message.inAir !== "boolean")
|
||||
return "inAir: boolean expected";
|
||||
if (message.name != null && message.hasOwnProperty("name"))
|
||||
if (!$util.isString(message.name))
|
||||
return "name: string expected";
|
||||
@ -1668,6 +1722,10 @@ $root.protos = (function() {
|
||||
message.dirX = object.dirX | 0;
|
||||
if (object.dirY != null)
|
||||
message.dirY = object.dirY | 0;
|
||||
if (object.velX != null)
|
||||
message.velX = object.velX | 0;
|
||||
if (object.velY != null)
|
||||
message.velY = object.velY | 0;
|
||||
if (object.speed != null)
|
||||
message.speed = object.speed | 0;
|
||||
if (object.battleState != null)
|
||||
@ -1690,6 +1748,8 @@ $root.protos = (function() {
|
||||
message.maxHp = object.maxHp | 0;
|
||||
if (object.characterState != null)
|
||||
message.characterState = object.characterState | 0;
|
||||
if (object.inAir != null)
|
||||
message.inAir = Boolean(object.inAir);
|
||||
if (object.name != null)
|
||||
message.name = String(object.name);
|
||||
if (object.displayName != null)
|
||||
@ -1718,6 +1778,8 @@ $root.protos = (function() {
|
||||
object.virtualGridY = 0;
|
||||
object.dirX = 0;
|
||||
object.dirY = 0;
|
||||
object.velX = 0;
|
||||
object.velY = 0;
|
||||
object.speed = 0;
|
||||
object.battleState = 0;
|
||||
object.joinIndex = 0;
|
||||
@ -1729,6 +1791,7 @@ $root.protos = (function() {
|
||||
object.hp = 0;
|
||||
object.maxHp = 0;
|
||||
object.characterState = 0;
|
||||
object.inAir = false;
|
||||
object.name = "";
|
||||
object.displayName = "";
|
||||
object.avatar = "";
|
||||
@ -1743,6 +1806,10 @@ $root.protos = (function() {
|
||||
object.dirX = message.dirX;
|
||||
if (message.dirY != null && message.hasOwnProperty("dirY"))
|
||||
object.dirY = message.dirY;
|
||||
if (message.velX != null && message.hasOwnProperty("velX"))
|
||||
object.velX = message.velX;
|
||||
if (message.velY != null && message.hasOwnProperty("velY"))
|
||||
object.velY = message.velY;
|
||||
if (message.speed != null && message.hasOwnProperty("speed"))
|
||||
object.speed = message.speed;
|
||||
if (message.battleState != null && message.hasOwnProperty("battleState"))
|
||||
@ -1765,6 +1832,8 @@ $root.protos = (function() {
|
||||
object.maxHp = message.maxHp;
|
||||
if (message.characterState != null && message.hasOwnProperty("characterState"))
|
||||
object.characterState = message.characterState;
|
||||
if (message.inAir != null && message.hasOwnProperty("inAir"))
|
||||
object.inAir = message.inAir;
|
||||
if (message.name != null && message.hasOwnProperty("name"))
|
||||
object.name = message.name;
|
||||
if (message.displayName != null && message.hasOwnProperty("displayName"))
|
||||
@ -1812,6 +1881,7 @@ $root.protos = (function() {
|
||||
* @property {number|null} [dx] InputFrameDecoded dx
|
||||
* @property {number|null} [dy] InputFrameDecoded dy
|
||||
* @property {number|null} [btnALevel] InputFrameDecoded btnALevel
|
||||
* @property {number|null} [btnBLevel] InputFrameDecoded btnBLevel
|
||||
*/
|
||||
|
||||
/**
|
||||
@ -1853,6 +1923,14 @@ $root.protos = (function() {
|
||||
*/
|
||||
InputFrameDecoded.prototype.btnALevel = 0;
|
||||
|
||||
/**
|
||||
* InputFrameDecoded btnBLevel.
|
||||
* @member {number} btnBLevel
|
||||
* @memberof protos.InputFrameDecoded
|
||||
* @instance
|
||||
*/
|
||||
InputFrameDecoded.prototype.btnBLevel = 0;
|
||||
|
||||
/**
|
||||
* Creates a new InputFrameDecoded instance using the specified properties.
|
||||
* @function create
|
||||
@ -1883,6 +1961,8 @@ $root.protos = (function() {
|
||||
writer.uint32(/* id 2, wireType 0 =*/16).int32(message.dy);
|
||||
if (message.btnALevel != null && Object.hasOwnProperty.call(message, "btnALevel"))
|
||||
writer.uint32(/* id 3, wireType 0 =*/24).int32(message.btnALevel);
|
||||
if (message.btnBLevel != null && Object.hasOwnProperty.call(message, "btnBLevel"))
|
||||
writer.uint32(/* id 4, wireType 0 =*/32).int32(message.btnBLevel);
|
||||
return writer;
|
||||
};
|
||||
|
||||
@ -1929,6 +2009,10 @@ $root.protos = (function() {
|
||||
message.btnALevel = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 4: {
|
||||
message.btnBLevel = reader.int32();
|
||||
break;
|
||||
}
|
||||
default:
|
||||
reader.skipType(tag & 7);
|
||||
break;
|
||||
@ -1973,6 +2057,9 @@ $root.protos = (function() {
|
||||
if (message.btnALevel != null && message.hasOwnProperty("btnALevel"))
|
||||
if (!$util.isInteger(message.btnALevel))
|
||||
return "btnALevel: integer expected";
|
||||
if (message.btnBLevel != null && message.hasOwnProperty("btnBLevel"))
|
||||
if (!$util.isInteger(message.btnBLevel))
|
||||
return "btnBLevel: integer expected";
|
||||
return null;
|
||||
};
|
||||
|
||||
@ -1994,6 +2081,8 @@ $root.protos = (function() {
|
||||
message.dy = object.dy | 0;
|
||||
if (object.btnALevel != null)
|
||||
message.btnALevel = object.btnALevel | 0;
|
||||
if (object.btnBLevel != null)
|
||||
message.btnBLevel = object.btnBLevel | 0;
|
||||
return message;
|
||||
};
|
||||
|
||||
@ -2014,6 +2103,7 @@ $root.protos = (function() {
|
||||
object.dx = 0;
|
||||
object.dy = 0;
|
||||
object.btnALevel = 0;
|
||||
object.btnBLevel = 0;
|
||||
}
|
||||
if (message.dx != null && message.hasOwnProperty("dx"))
|
||||
object.dx = message.dx;
|
||||
@ -2021,6 +2111,8 @@ $root.protos = (function() {
|
||||
object.dy = message.dy;
|
||||
if (message.btnALevel != null && message.hasOwnProperty("btnALevel"))
|
||||
object.btnALevel = message.btnALevel;
|
||||
if (message.btnBLevel != null && message.hasOwnProperty("btnBLevel"))
|
||||
object.btnBLevel = message.btnBLevel;
|
||||
return object;
|
||||
};
|
||||
|
||||
@ -4453,6 +4545,11 @@ $root.protos = (function() {
|
||||
* @property {number|null} [spAtkLookupFrames] BattleColliderInfo spAtkLookupFrames
|
||||
* @property {number|null} [renderCacheSize] BattleColliderInfo renderCacheSize
|
||||
* @property {Object.<string,protos.MeleeBullet>|null} [meleeSkillConfig] BattleColliderInfo meleeSkillConfig
|
||||
* @property {number|null} [snapIntoPlatformOverlap] BattleColliderInfo snapIntoPlatformOverlap
|
||||
* @property {number|null} [snapIntoPlatformThreshold] BattleColliderInfo snapIntoPlatformThreshold
|
||||
* @property {number|null} [jumpingInitVelY] BattleColliderInfo jumpingInitVelY
|
||||
* @property {number|null} [gravityX] BattleColliderInfo gravityX
|
||||
* @property {number|null} [gravityY] BattleColliderInfo gravityY
|
||||
*/
|
||||
|
||||
/**
|
||||
@ -4681,6 +4778,46 @@ $root.protos = (function() {
|
||||
*/
|
||||
BattleColliderInfo.prototype.meleeSkillConfig = $util.emptyObject;
|
||||
|
||||
/**
|
||||
* BattleColliderInfo snapIntoPlatformOverlap.
|
||||
* @member {number} snapIntoPlatformOverlap
|
||||
* @memberof protos.BattleColliderInfo
|
||||
* @instance
|
||||
*/
|
||||
BattleColliderInfo.prototype.snapIntoPlatformOverlap = 0;
|
||||
|
||||
/**
|
||||
* BattleColliderInfo snapIntoPlatformThreshold.
|
||||
* @member {number} snapIntoPlatformThreshold
|
||||
* @memberof protos.BattleColliderInfo
|
||||
* @instance
|
||||
*/
|
||||
BattleColliderInfo.prototype.snapIntoPlatformThreshold = 0;
|
||||
|
||||
/**
|
||||
* BattleColliderInfo jumpingInitVelY.
|
||||
* @member {number} jumpingInitVelY
|
||||
* @memberof protos.BattleColliderInfo
|
||||
* @instance
|
||||
*/
|
||||
BattleColliderInfo.prototype.jumpingInitVelY = 0;
|
||||
|
||||
/**
|
||||
* BattleColliderInfo gravityX.
|
||||
* @member {number} gravityX
|
||||
* @memberof protos.BattleColliderInfo
|
||||
* @instance
|
||||
*/
|
||||
BattleColliderInfo.prototype.gravityX = 0;
|
||||
|
||||
/**
|
||||
* BattleColliderInfo gravityY.
|
||||
* @member {number} gravityY
|
||||
* @memberof protos.BattleColliderInfo
|
||||
* @instance
|
||||
*/
|
||||
BattleColliderInfo.prototype.gravityY = 0;
|
||||
|
||||
/**
|
||||
* Creates a new BattleColliderInfo instance using the specified properties.
|
||||
* @function create
|
||||
@ -4766,6 +4903,16 @@ $root.protos = (function() {
|
||||
writer.uint32(/* id 27, wireType 2 =*/218).fork().uint32(/* id 1, wireType 0 =*/8).int32(keys[i]);
|
||||
$root.protos.MeleeBullet.encode(message.meleeSkillConfig[keys[i]], writer.uint32(/* id 2, wireType 2 =*/18).fork()).ldelim().ldelim();
|
||||
}
|
||||
if (message.snapIntoPlatformOverlap != null && Object.hasOwnProperty.call(message, "snapIntoPlatformOverlap"))
|
||||
writer.uint32(/* id 28, wireType 1 =*/225).double(message.snapIntoPlatformOverlap);
|
||||
if (message.snapIntoPlatformThreshold != null && Object.hasOwnProperty.call(message, "snapIntoPlatformThreshold"))
|
||||
writer.uint32(/* id 29, wireType 1 =*/233).double(message.snapIntoPlatformThreshold);
|
||||
if (message.jumpingInitVelY != null && Object.hasOwnProperty.call(message, "jumpingInitVelY"))
|
||||
writer.uint32(/* id 30, wireType 0 =*/240).int32(message.jumpingInitVelY);
|
||||
if (message.gravityX != null && Object.hasOwnProperty.call(message, "gravityX"))
|
||||
writer.uint32(/* id 31, wireType 0 =*/248).int32(message.gravityX);
|
||||
if (message.gravityY != null && Object.hasOwnProperty.call(message, "gravityY"))
|
||||
writer.uint32(/* id 32, wireType 0 =*/256).int32(message.gravityY);
|
||||
return writer;
|
||||
};
|
||||
|
||||
@ -4961,6 +5108,26 @@ $root.protos = (function() {
|
||||
message.meleeSkillConfig[key] = value;
|
||||
break;
|
||||
}
|
||||
case 28: {
|
||||
message.snapIntoPlatformOverlap = reader.double();
|
||||
break;
|
||||
}
|
||||
case 29: {
|
||||
message.snapIntoPlatformThreshold = reader.double();
|
||||
break;
|
||||
}
|
||||
case 30: {
|
||||
message.jumpingInitVelY = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 31: {
|
||||
message.gravityX = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 32: {
|
||||
message.gravityY = reader.int32();
|
||||
break;
|
||||
}
|
||||
default:
|
||||
reader.skipType(tag & 7);
|
||||
break;
|
||||
@ -5099,6 +5266,21 @@ $root.protos = (function() {
|
||||
}
|
||||
}
|
||||
}
|
||||
if (message.snapIntoPlatformOverlap != null && message.hasOwnProperty("snapIntoPlatformOverlap"))
|
||||
if (typeof message.snapIntoPlatformOverlap !== "number")
|
||||
return "snapIntoPlatformOverlap: number expected";
|
||||
if (message.snapIntoPlatformThreshold != null && message.hasOwnProperty("snapIntoPlatformThreshold"))
|
||||
if (typeof message.snapIntoPlatformThreshold !== "number")
|
||||
return "snapIntoPlatformThreshold: number expected";
|
||||
if (message.jumpingInitVelY != null && message.hasOwnProperty("jumpingInitVelY"))
|
||||
if (!$util.isInteger(message.jumpingInitVelY))
|
||||
return "jumpingInitVelY: integer expected";
|
||||
if (message.gravityX != null && message.hasOwnProperty("gravityX"))
|
||||
if (!$util.isInteger(message.gravityX))
|
||||
return "gravityX: integer expected";
|
||||
if (message.gravityY != null && message.hasOwnProperty("gravityY"))
|
||||
if (!$util.isInteger(message.gravityY))
|
||||
return "gravityY: integer expected";
|
||||
return null;
|
||||
};
|
||||
|
||||
@ -5204,6 +5386,16 @@ $root.protos = (function() {
|
||||
message.meleeSkillConfig[keys[i]] = $root.protos.MeleeBullet.fromObject(object.meleeSkillConfig[keys[i]]);
|
||||
}
|
||||
}
|
||||
if (object.snapIntoPlatformOverlap != null)
|
||||
message.snapIntoPlatformOverlap = Number(object.snapIntoPlatformOverlap);
|
||||
if (object.snapIntoPlatformThreshold != null)
|
||||
message.snapIntoPlatformThreshold = Number(object.snapIntoPlatformThreshold);
|
||||
if (object.jumpingInitVelY != null)
|
||||
message.jumpingInitVelY = object.jumpingInitVelY | 0;
|
||||
if (object.gravityX != null)
|
||||
message.gravityX = object.gravityX | 0;
|
||||
if (object.gravityY != null)
|
||||
message.gravityY = object.gravityY | 0;
|
||||
return message;
|
||||
};
|
||||
|
||||
@ -5257,6 +5449,11 @@ $root.protos = (function() {
|
||||
object.virtualGridToWorldRatio = 0;
|
||||
object.spAtkLookupFrames = 0;
|
||||
object.renderCacheSize = 0;
|
||||
object.snapIntoPlatformOverlap = 0;
|
||||
object.snapIntoPlatformThreshold = 0;
|
||||
object.jumpingInitVelY = 0;
|
||||
object.gravityX = 0;
|
||||
object.gravityY = 0;
|
||||
}
|
||||
if (message.stageName != null && message.hasOwnProperty("stageName"))
|
||||
object.stageName = message.stageName;
|
||||
@ -5326,6 +5523,16 @@ $root.protos = (function() {
|
||||
for (var j = 0; j < keys2.length; ++j)
|
||||
object.meleeSkillConfig[keys2[j]] = $root.protos.MeleeBullet.toObject(message.meleeSkillConfig[keys2[j]], options);
|
||||
}
|
||||
if (message.snapIntoPlatformOverlap != null && message.hasOwnProperty("snapIntoPlatformOverlap"))
|
||||
object.snapIntoPlatformOverlap = options.json && !isFinite(message.snapIntoPlatformOverlap) ? String(message.snapIntoPlatformOverlap) : message.snapIntoPlatformOverlap;
|
||||
if (message.snapIntoPlatformThreshold != null && message.hasOwnProperty("snapIntoPlatformThreshold"))
|
||||
object.snapIntoPlatformThreshold = options.json && !isFinite(message.snapIntoPlatformThreshold) ? String(message.snapIntoPlatformThreshold) : message.snapIntoPlatformThreshold;
|
||||
if (message.jumpingInitVelY != null && message.hasOwnProperty("jumpingInitVelY"))
|
||||
object.jumpingInitVelY = message.jumpingInitVelY;
|
||||
if (message.gravityX != null && message.hasOwnProperty("gravityX"))
|
||||
object.gravityX = message.gravityX;
|
||||
if (message.gravityY != null && message.hasOwnProperty("gravityY"))
|
||||
object.gravityY = message.gravityY;
|
||||
return object;
|
||||
};
|
||||
|
||||
|
@ -11,24 +11,28 @@ function polygonStr(body) {
|
||||
return JSON.stringify(coords);
|
||||
}
|
||||
|
||||
const playerCollider = collisionSys.createPolygon(1269.665, 1353.335, [[0, 0], [64, 0], [64, 64], [0, 64]]);
|
||||
const playerCollider1 = collisionSys.createPolygon(944.000, 676.000, [[0, 0], [24, 0], [24, 48], [0, 48]]);
|
||||
playerCollider1.data = {isPlayer: true};
|
||||
const playerCollider2 = collisionSys.createPolygon(958.000, 724.000, [[0, 0], [24, 0], [24, 48], [0, 48]]);
|
||||
playerCollider2.data = {isPlayer: true};
|
||||
|
||||
const barrierCollider1 = collisionSys.createPolygon(1277.7159000000001, 1570.5575, [[642.5696, 319.159], [0, 319.15680000000003], [5.7286, 0], [643.7451, 0.9014999999999986]]);
|
||||
const barrierCollider2 = collisionSys.createPolygon(1289.039, 1318.0805, [[628.626, 54.254500000000064], [0, 56.03250000000003], [0.42449999999999477, 1.1229999999999905], [625.9715000000001, 0]]);
|
||||
const barrierCollider3 = collisionSys.createPolygon(1207, 1310, [[69, 581], [0, 579], [8, 3], [79, 0]]);
|
||||
|
||||
playerCollider.x += -2.98;
|
||||
playerCollider.y += -50.0;
|
||||
collisionSys.update();
|
||||
|
||||
const effPushback = [0.0, 0.0];
|
||||
|
||||
const result = collisionSys.createResult();
|
||||
|
||||
const potentials = playerCollider.potentials();
|
||||
|
||||
for (const barrier of potentials) {
|
||||
if (!playerCollider.collides(barrier, result)) continue;
|
||||
// Check collision for player1
|
||||
const potentials = playerCollider1.potentials();
|
||||
for (const potential of potentials) {
|
||||
if (null == potential.data || true != potential.data.isPlayer) continue;
|
||||
console.log(`Collided player potential of a=${polygonStr(playerCollider1)}: b=${polygonStr(potential)}`);
|
||||
if (!playerCollider1.collides(potential, result)) continue;
|
||||
console.log(`Collided player of a=${polygonStr(playerCollider1)}: b=${polygonStr(potential)}`);
|
||||
const pushbackX = result.overlap * result.overlap_x;
|
||||
const pushbackY = result.overlap * result.overlap_y;
|
||||
console.log(`Overlapped: a=${polygonStr(result.a)}, b=${polygonStr(result.b)}, pushbackX=${pushbackX}, pushbackY=${pushbackY}`);
|
||||
|
Loading…
Reference in New Issue
Block a user