Merge pull request #15 from genxium/jumping_impl

Added jumping sync.
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Wing 2022-12-15 15:41:57 +08:00 committed by GitHub
commit c5b26d716e
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39 changed files with 3381 additions and 14431 deletions

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@ -1,3 +1,7 @@
# What to be concerned for internet syncing
1. Server received too late (solution: force confirmation)
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)
# Potential avalanche from local lag
Under the current "input delay" algorithm, the lag of a single player would cause all the other players to receive outdated commands, e.g. when at a certain moment
- player#1: renderFrameId = 100, significantly lagged due to local CPU overheated
@ -9,7 +13,7 @@ players #2, #3 #4 would receive "outdated(in their subjective feelings) but all-
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)`.
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an inputFrame without player#1's upsync, and notify player#1 to apply a "roomDownsyncFrame" as well as drop all its outdated local inputFrames.
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an inputFrame without player#1's upsync, and notify player#1 to apply a "roomDownsyncFrame" as well as drop all its outdated local inputFrames.
# Start up frames
renderFrameId | generatedInputFrameId | toApplyInputFrameId

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@ -2,11 +2,11 @@
This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
_(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)_
_(the following gif is sped up to ~1.5x for file size reduction, kindly note that animations are resumed from a partial progress)_
![gif_demo](./charts/smooth_melee_attack_spedup.gif)
![gif_demo](./charts/jump_sync_spedup.gif)
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.
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.
The video mainly shows the following features.
- 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]
VirtualGridY: last.VirtualGridY,
DirX: last.DirX,
DirY: last.DirY,
ColliderRadius: last.ColliderRadius,
VelX: last.VelX,
VelY: last.VelY,
Speed: last.Speed,
BattleState: last.BattleState,
CharacterState: last.CharacterState,
InAir: last.InAir,
JoinIndex: last.JoinIndex,
ColliderRadius: last.ColliderRadius,
Score: last.Score,
Removed: last.Removed,
JoinIndex: last.JoinIndex,
}
if withMetaInfo {
toRet[k].Name = last.Name

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@ -61,10 +61,13 @@ const (
)
const (
ATK_CHARACTER_STATE_IDLE1 = 0
ATK_CHARACTER_STATE_WALKING = 1
ATK_CHARACTER_STATE_ATK1 = 2
ATK_CHARACTER_STATE_ATKED1 = 3
ATK_CHARACTER_STATE_IDLE1 = 0
ATK_CHARACTER_STATE_WALKING = 1
ATK_CHARACTER_STATE_ATK1 = 2
ATK_CHARACTER_STATE_ATKED1 = 3
ATK_CHARACTER_STATE_INAIR_IDLE1 = 4
ATK_CHARACTER_STATE_INAIR_ATK1 = 5
ATK_CHARACTER_STATE_INAIR_ATKED1 = 6
)
const (
@ -198,6 +201,7 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
pPlayerFromDbInit.InAir = true // Hardcoded
pR.Players[playerId] = pPlayerFromDbInit
pR.PlayerDownsyncSessionDict[playerId] = session
@ -229,6 +233,7 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
pEffectiveInRoomPlayerInstance.InAir = true // Hardcoded
pR.PlayerDownsyncSessionDict[playerId] = session
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
@ -419,7 +424,7 @@ func (pR *Room) StartBattle() {
stCalculation := utils.UnixtimeNano()
elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt
if elapsedNanosSinceLastFrameIdTriggered < pR.RollbackEstimatedDtNanos {
Logger.Warn(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered))
Logger.Debug(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered))
}
if pR.RenderFrameId > pR.BattleDurationFrames {
@ -430,24 +435,6 @@ func (pR *Room) StartBattle() {
return
}
if 0 == pR.RenderFrameId {
for _, player := range pR.PlayersArr {
playerId := player.Id
thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) // Might be changed in "OnPlayerDisconnected/OnPlayerLost" from other threads
// [WARNING] DON'T try to send any message to an inactive player!
switch thatPlayerBattleState {
case PlayerBattleStateIns.DISCONNECTED:
case PlayerBattleStateIns.LOST:
case PlayerBattleStateIns.EXPELLED_DURING_GAME:
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
continue
}
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId, true)
}
Logger.Info(fmt.Sprintf("In `battleMainLoop` for roomId=%v sent out kickoffFrame", pR.Id))
}
/*
[WARNING]
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
@ -457,6 +444,24 @@ func (pR *Room) StartBattle() {
nextRenderFrameId := int32((totalElapsedNanos + pR.dilutedRollbackEstimatedDtNanos - 1) / pR.dilutedRollbackEstimatedDtNanos) // fast ceiling
toSleepNanos := int64(0)
if nextRenderFrameId > pR.RenderFrameId {
if 0 == pR.RenderFrameId {
// It's important to send kickoff frame iff "0 == pR.RenderFrameId && nextRenderFrameId > pR.RenderFrameId", otherwise it might send duplicate kickoff frames
for _, player := range pR.PlayersArr {
playerId := player.Id
thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) // Might be changed in "OnPlayerDisconnected/OnPlayerLost" from other threads
// [WARNING] DON'T try to send any message to an inactive player!
switch thatPlayerBattleState {
case PlayerBattleStateIns.DISCONNECTED:
case PlayerBattleStateIns.LOST:
case PlayerBattleStateIns.EXPELLED_DURING_GAME:
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
continue
}
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId, true)
}
Logger.Info(fmt.Sprintf("In `battleMainLoop` for roomId=%v sent out kickoffFrame", pR.Id))
}
prevRenderFrameId := pR.RenderFrameId
pR.RenderFrameId = nextRenderFrameId
@ -563,12 +568,12 @@ func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
atomic.StoreInt32(&(player.AckingFrameId), ackingFrameId)
atomic.StoreInt32(&(player.AckingInputFrameId), ackingInputFrameId)
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock about to lock: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
//Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock about to lock: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
pR.InputsBufferLock.Lock()
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock locked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
//Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock locked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
defer func() {
pR.InputsBufferLock.Unlock()
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock unlocked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
//Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock unlocked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
}()
inputsBufferSnapshot := pR.markConfirmationIfApplicable(inputFrameUpsyncBatch, playerId, player)
@ -749,7 +754,7 @@ func (pR *Room) OnDismissed() {
pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
dilutedServerFps := float64(55.0)
pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps)
pR.BattleDurationFrames = 30 * pR.ServerFps
pR.BattleDurationFrames = 60 * pR.ServerFps
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
pR.InputFrameUpsyncDelayTolerance = 2
pR.MaxChasingRenderFramesPerUpdate = 8
@ -770,7 +775,7 @@ func (pR *Room) OnDismissed() {
},
HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
HitboxSize: &Vec2D{
X: float64(23.0),
X: float64(24.0),
Y: float64(32.0),
},
@ -782,6 +787,12 @@ func (pR *Room) OnDismissed() {
Damage: int32(5),
}
pR.SnapIntoPlatformOverlap = float64(0.1)
pR.SnapIntoPlatformThreshold = float64(0.5)
pR.JumpingInitVelY = int32(float64(7) * pR.WorldToVirtualGridRatio)
pR.GravityX = 0
pR.GravityY = -int32(float64(0.5) * pR.WorldToVirtualGridRatio) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
pR.ChooseStage()
pR.EffectivePlayerCount = 0
@ -1277,7 +1288,10 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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,
@ -1292,30 +1306,108 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
}
}
toRet := &RoomDownsyncFrame{
Id: currRenderFrame.Id + 1,
Players: nextRenderFramePlayers,
CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
MeleeBullets: make([]*MeleeBullet, 0), // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
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?
effPushbacks := make([]Vec2D, pR.Capacity)
hardPushbackNorms := make([][]Vec2D, pR.Capacity)
// 1. Process player inputs
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
for _, player := range pR.PlayersArr {
playerId := player.Id
joinIndex := player.JoinIndex
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
if 0 < thatPlayerInNextFrame.FramesToRecover {
continue
}
decodedInput := pR.decodeInput(inputList[joinIndex-1])
prevBtnALevel, prevBtnBLevel := int32(0), int32(0)
if nil != delayedInputFrameForPrevRenderFrame {
prevDecodedInput := pR.decodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
prevBtnALevel = prevDecodedInput.BtnALevel
prevBtnBLevel = prevDecodedInput.BtnBLevel
}
if decodedInput.BtnBLevel > prevBtnBLevel {
characStateAlreadyInAir := false
if ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATK1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATKED1 == thatPlayerInNextFrame.CharacterState {
characStateAlreadyInAir = true
}
characStateIsInterruptWaivable := false
if ATK_CHARACTER_STATE_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_WALKING == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState {
characStateIsInterruptWaivable = true
}
if !characStateAlreadyInAir && characStateIsInterruptWaivable {
thatPlayerInNextFrame.VelY = pR.JumpingInitVelY
if 1 == currPlayerDownsync.JoinIndex {
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))
}
}
}
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
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, &newMeleeBullet)
thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1
if false == currPlayerDownsync.InAir {
thatPlayerInNextFrame.VelX = 0
}
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.VelX = decodedInput.Dx * currPlayerDownsync.Speed
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
} else {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.VelX = 0
}
}
}
}
bulletPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
// Reset playerCollider position from the "virtual grid position"
// 2. Process player movement
for _, player := range pR.PlayersArr {
playerId := player.Id
joinIndex := player.JoinIndex
bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y = float64(0), float64(0)
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
currPlayerDownsync := currRenderFrame.Players[playerId]
newVx, newVy := currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
// Reset playerCollider position from the "virtual grid position"
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*4
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, colliderWidth*0.5, colliderHeight*0.5, pR.SnapIntoPlatformOverlap, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
// Update in the collision system
playerCollider.Update()
if currPlayerDownsync.InAir {
thatPlayerInNextFrame.VelX += pR.GravityX
thatPlayerInNextFrame.VelY += pR.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
bulletColliders := make(map[int32]*resolv.Object, 0) // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
removedBulletsAtCurrFrame := make(map[int32]int32, 0)
for _, meleeBullet := range currRenderFrame.MeleeBullets {
@ -1332,7 +1424,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, pR.VirtualGridToWorldRatio)
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
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
for _, player := range pR.PlayersArr {
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
// 7. Get players out of stuck barriers if there's any
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)
// Update "virtual grid position"
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))
}
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 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 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))
}
}
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))
}
}
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
}
Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers))
}
return toRet
return &RoomDownsyncFrame{
Id: currRenderFrame.Id + 1,
Players: nextRenderFramePlayers,
MeleeBullets: nextRenderFrameMeleeBullets,
CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
}
}
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)
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.
*/
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))
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.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
}

View File

@ -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{
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@ -1211,279 +1283,299 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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0x74, 0x6f, 0x33,
}
var (

View File

@ -265,9 +265,14 @@ func Serve(c *gin.Context) {
WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio,
VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio,
SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
RenderCacheSize: pRoom.RenderCacheSize,
MeleeSkillConfig: pRoom.MeleeSkillConfig,
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{

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@ -34,15 +34,18 @@ 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"
Logger.Info(fmt.Sprintf("Player Collider#%d: player world pos =(%.2f, %.2f), shape=%v", i, playerPos.X, playerPos.Y, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon))))
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 {

View File

@ -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,
}
}

View File

@ -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)
}

View File

@ -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)

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@ -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}]}

View File

@ -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": {}
}

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@ -0,0 +1,5 @@
{
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@ -1,18 +1,18 @@
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<polyline points="0,0 -0.5,17 255,17.5 255,1.5"/>
<polyline points="0,0 -64.5,0 -64.0038,-15.75 -16.4734,-15.75"/>
</object>
<object id="31" x="1152" y="735.667">
<object id="83" x="640" y="480" width="1056" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
<polyline points="0,0 0,15 80.3333,15.3333 80.3333,-2"/>
</object>
<object id="32" x="1280.67" y="734.667">
<object id="84" x="640" y="480" width="16" height="1152">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
<polyline points="0,0 -0.666667,64.3333 48,65 48,0"/>
</object>
<object id="34" x="1329" y="783">
<object id="85" x="1680" y="480" width="16" height="1152">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
<polyline points="0,0 63.3333,0.333333 63,-48.3333 -0.666667,-48.3333"/>
</object>
<object id="35" x="1296.67" y="799">
<object id="86" x="1104" y="1408" width="96" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
<polyline points="0,0 -0.666667,31.3333 31.3333,31.6667 31.3333,-0.333333"/>
</object>
<object id="36" x="1280" y="848">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
<polyline points="0,0 0.333333,62 112,63 111.667,-1.33333"/>
</object>
<object id="37" x="1392.33" y="911.333">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
<polyline points="0,0 -81.3333,-0.666667 -81,45 -0.666667,46.3333"/>
</object>
<object id="38" x="1344.33" y="800.667">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
<polyline points="0,0 0,46.3333 47,46.3333 47,-1"/>
</object>
</objectgroup>
</map>

View File

@ -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
int32 battleState = 7;
int32 joinIndex = 8;
double colliderRadius = 9;
bool removed = 10;
int32 score = 11;
int32 lastMoveGmtMillis = 12;
int32 framesToRecover = 13;
int32 hp = 14;
int32 maxHp = 15;
int32 characterState = 16;
int32 dirY = 5; // "dirX" and "dirY" determines character facing
int32 velX = 6;
int32 velY = 7; // "velX" and "velY" is used to record the accumulated effect by accelerations (including gravity)
int32 speed = 8; // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
int32 battleState = 9;
int32 joinIndex = 10;
double colliderRadius = 11;
bool removed = 12;
int32 score = 13;
int32 lastMoveGmtMillis = 14;
int32 framesToRecover = 15;
int32 hp = 16;
int32 maxHp = 17;
int32 characterState = 18;
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)"
string name = 17;
string displayName = 18;
string avatar = 19;
string name = 20;
string displayName = 21;
string avatar = 22;
}
message InputFrameDecoded {
int32 dx = 1;
int32 dy = 2;
int32 btnALevel = 3;
int32 btnBLevel = 4;
}
message InputFrameUpsync {
@ -133,6 +137,12 @@ message BattleColliderInfo {
int32 renderCacheSize = 26;
map<int32, MeleeBullet> meleeSkillConfig = 27; // skillId -> skill
double snapIntoPlatformOverlap = 28;
double snapIntoPlatformThreshold = 29;
int32 jumpingInitVelY = 30;
int32 gravityX = 31;
int32 gravityY = 32;
}
message RoomDownsyncFrame {

View File

@ -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 @@
"ctor": "Float64Array",
"array": [
0,
3,
0,
0,
0,
0,
@ -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,
0,
0,
0,
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": [
0,
0,
-24,
0,
0,
0,
@ -671,13 +674,128 @@
"_components": [
{
"__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
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
0,
-24,
0,
0,
0,
0,
1,
1,
1,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": ""
},
{
"__type__": "dragonBones.ArmatureDisplay",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 15
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_armatureName": "SoldierFireGhost",
"_animationName": "Idle1",
"_preCacheMode": 0,
"_cacheMode": 0,
"playTimes": -1,
"premultipliedAlpha": false,
"_armatureKey": "36230012-8df3-4e85-afad-76ec47d0e4d7#4a9187d5-a9ad-4464-a03c-d2f3cc277051",
"_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": {
"__id__": 1
},
"asset": {
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
},
"fileId": "3b2LJFABVL7ozO2U81FC4U",
"sync": false
},
{
"__type__": "cc.Node",
"_name": "SoldierFireGhostFrameAnim",
"_objFlags": 0,
"_parent": {
"__id__": 11
},
"_children": [],
"_active": false,
"_components": [
{
"__id__": 19
},
{
"__id__": 20
}
],
"_prefab": {
"__id__": 21
},
"_opacity": 255,
"_color": {
@ -731,7 +849,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 15
"__id__": 18
},
"_enabled": true,
"_defaultClip": null,
@ -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": [

View File

@ -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": [
0,
0,
0,
0,
0,
0,
1,
1,
1,
1
]
},
"_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"
},
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
}
]

View File

@ -1,8 +0,0 @@
{
"ver": "1.2.5",
"uuid": "e3fc2487-17d1-4ff9-ae1f-38e974509077",
"optimizationPolicy": "AUTO",
"asyncLoadAssets": false,
"readonly": false,
"subMetas": {}
}

View File

@ -440,7 +440,7 @@
"array": [
0,
0,
210.54381524704266,
216.19964242526865,
0,
0,
0,

View File

@ -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,

View File

@ -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;
},
@ -96,7 +127,7 @@ cc.Class({
_interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName) {
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
// No "framesToRecover"
//console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
// console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1);
} else {
const animationData = underlyingAnimationCtrl._animations[newAnimName];
@ -112,7 +143,7 @@ cc.Class({
_interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName) {
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
// No "framesToRecover"
//console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
//console.warn(`#FrameAnim JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
this.animComp.play(newAnimName, 0);
return;
}

View File

@ -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
// 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;
}
// Reset playerCollider position from the "virtual grid position"
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;
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 collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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 ${thatPlayerInNextFrame.framesToRecover}`);
}
continue;
// 7. Get players out of stuck barriers if there's any
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
// Update "virtual grid position"
const currPlayerDownsync = currRenderFrame.players[playerId];
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
const colliderWidth = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 2,
colliderHeight = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 4;
const newVpos = self.polygonColliderTLToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], colliderWidth * 0.5, colliderHeight * 0.5);
thatPlayerInNextFrame.virtualGridX = newVpos[0];
thatPlayerInNextFrame.virtualGridY = newVpos[1];
if (1 == thatPlayerInNextFrame.joinIndex) {
if (thatPlayerInNextFrame.inAir && 0 != thatPlayerInNextFrame.velY) {
// console.log(`playerId=${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)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
}
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
// console.log(`playerId=${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=${delayedInputFrame.inputFrameId}`);
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
}
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
// console.log(`playerId=${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];
}
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} 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)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
}
if (!currPlayerDownsync.inAir && thatPlayerInNextFrame.inAir) {
console.warn(`playerId=${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;
},
});

View File

@ -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!!!
}
}
},

View File

@ -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;

View File

@ -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,
});
},
});

View File

@ -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;
};

View File

@ -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}`);