A temp broken commit except for OfflineMap - refactoring jumping.

This commit is contained in:
genxium 2022-12-31 15:47:45 +08:00
parent b34fa79aeb
commit c7fc377a2b
47 changed files with 10636 additions and 660 deletions

7
MULTIHIT_ROADMAP.md Normal file
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@ -0,0 +1,7 @@
Major goals
- Create several skills that can be chained by pressing "btnA" 3 times, while the 2nd skill cancels the last hit of 1st skill before the latters' FramesToRecover is over, same goes with 2nd->3rd transition.
- Note that each skill can contain "multihit".
Minor goals
- Split jumping anim into "once" part and "keep" part, depending on "character.framesElapsedInChState" we should play the corresponding part
- Add new "chState = STUNNED", which is applicable to both on ground and in air, while "inAir && STUNNED", "character.FramesToRecover" is regarded as infinite. If implemented, make the last hit of the aforementioned 3rd skill "pushback opponent to air".

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@ -35,10 +35,11 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
JoinIndex: last.JoinIndex, JoinIndex: last.JoinIndex,
ColliderRadius: last.ColliderRadius, ColliderRadius: last.ColliderRadius,
Score: last.Score, Score: last.Score,
FramesToRecover: last.FramesToRecover,
Hp: last.Hp, Hp: last.Hp,
MaxHp: last.MaxHp, MaxHp: last.MaxHp,
Removed: last.Removed, Removed: last.Removed,
FramesToRecover: last.FramesToRecover,
FramesInChState: last.FramesInChState,
} }
ret.PlayersArr[i] = pbPlayer ret.PlayersArr[i] = pbPlayer
} }
@ -100,6 +101,7 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) []*pb.Play
Score: last.Score, Score: last.Score,
Removed: last.Removed, Removed: last.Removed,
FramesToRecover: last.FramesToRecover, FramesToRecover: last.FramesToRecover,
FramesInChState: last.FramesInChState,
} }
if withMetaInfo { if withMetaInfo {
pbPlayer.Name = last.Name pbPlayer.Name = last.Name

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@ -744,7 +744,7 @@ func (pR *Room) OnDismissed() {
// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference. // Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
pR.BulletBattleLocalIdCounter = 0 pR.BulletBattleLocalIdCounter = 0
pR.WorldToVirtualGridRatio = float64(100) pR.WorldToVirtualGridRatio = battle.WORLD_TO_VIRTUAL_GRID_RATIO
pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
pR.SpAtkLookupFrames = 5 pR.SpAtkLookupFrames = 5
pR.PlayerDefaultSpeed = int32(float64(1) * pR.WorldToVirtualGridRatio) // in virtual grids per frame pR.PlayerDefaultSpeed = int32(float64(1) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
@ -791,11 +791,6 @@ func (pR *Room) OnDismissed() {
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work! pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers" pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers"
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.FrameDataLoggingEnabled = false // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY! pR.FrameDataLoggingEnabled = false // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY!
@ -1275,7 +1270,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
} }
} }
nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.GravityX, pR.GravityY, pR.JumpingInitVelY, pR.InputDelayFrames, pR.InputScaleFrames, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformThreshold, pR.WorldToVirtualGridRatio, pR.VirtualGridToWorldRatio, pR.playerOpPatternToSkillId) nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.InputDelayFrames, pR.InputScaleFrames, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformThreshold, pR.WorldToVirtualGridRatio, pR.VirtualGridToWorldRatio, pR.playerOpPatternToSkillId)
pR.RenderFrameBuffer.Put(nextRenderFrame) pR.RenderFrameBuffer.Put(nextRenderFrame)
pR.CurDynamicsRenderFrameId++ pR.CurDynamicsRenderFrameId++
} }

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@ -45,9 +45,10 @@ type PlayerDownsync struct {
MaxHp int32 `protobuf:"varint,17,opt,name=maxHp,proto3" json:"maxHp,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"` 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)" 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"` FramesInChState int32 `protobuf:"varint,20,opt,name=framesInChState,proto3" json:"framesInChState,omitempty"` // number of frames elapsed in the current character state
DisplayName string `protobuf:"bytes,21,opt,name=displayName,proto3" json:"displayName,omitempty"` Name string `protobuf:"bytes,997,opt,name=name,proto3" json:"name,omitempty"`
Avatar string `protobuf:"bytes,22,opt,name=avatar,proto3" json:"avatar,omitempty"` DisplayName string `protobuf:"bytes,998,opt,name=displayName,proto3" json:"displayName,omitempty"`
Avatar string `protobuf:"bytes,999,opt,name=avatar,proto3" json:"avatar,omitempty"`
} }
func (x *PlayerDownsync) Reset() { func (x *PlayerDownsync) Reset() {
@ -215,6 +216,13 @@ func (x *PlayerDownsync) GetInAir() bool {
return false return false
} }
func (x *PlayerDownsync) GetFramesInChState() int32 {
if x != nil {
return x.FramesInChState
}
return 0
}
func (x *PlayerDownsync) GetName() string { func (x *PlayerDownsync) GetName() string {
if x != nil { if x != nil {
return x.Name return x.Name
@ -1306,7 +1314,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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@ -1340,258 +1348,261 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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This module is no longer useful, as we can now use GopherJs+OfflineMap to visualize experimental game dynamics.

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@ -24,10 +24,11 @@ message PlayerDownsync {
int32 maxHp = 17; int32 maxHp = 17;
int32 characterState = 18; 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)" 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)"
int32 framesInChState = 20; // number of frames elapsed in the current character state
string name = 20; string name = 997;
string displayName = 21; string displayName = 998;
string avatar = 22; string avatar = 999;
} }
message InputFrameDecoded { message InputFrameDecoded {

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}, },
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}, },
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"__uuid__": "0978395c-8947-4830-9f68-58fadcbe5c63"
},
{
"__uuid__": "7cb4d395-c68f-4643-9e2e-8cb8e200d3a5"
}
],
"playOnLoad": false,
"_id": ""
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 22
},
"_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__": "725c90f9-56f8-48ea-9159-4d2949cd3ce0"
},
"_id": ""
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
},
"fileId": "6cGpRwF5ZPjpJdtoqbrnta",
"sync": false
},
{ {
"__type__": "cc.PrefabInfo", "__type__": "cc.PrefabInfo",
"root": { "root": {

View File

@ -440,7 +440,7 @@
"array": [ "array": [
0, 0,
0, 0,
216.6771387800957, 216.50135522089343,
0, 0,
0, 0,
0, 0,

View File

@ -5,33 +5,15 @@ window.ATK_CHARACTER_STATE = {
Walking: [1, "Walking"], Walking: [1, "Walking"],
Atk1: [2, "Atk1"], Atk1: [2, "Atk1"],
Atked1: [3, "Atked1"], Atked1: [3, "Atked1"],
InAirIdle1: [4, "InAirIdle1"], InAirIdle1NoJump: [4, "InAirIdle1NoJump"],
InAirAtk1: [5, "Atk1"], InAirIdle1ByJump: [5, "InAirIdle1ByJump"], // The cycling part of it would be exactly "InAirIdle1NoJump"
InAirAtked1: [6, "Atked1"], InAirAtk1: [6, "InAirAtk1"],
InAirAtked1: [7, "InAirAtked1"],
BlownUp1: [8, "BlownUp1"],
LayDown1: [9, "LayDown1"],
GetUp1: [10, "GetUp1"],
}; };
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 = []; window.ATK_CHARACTER_STATE_ARR = [];
for (let k in window.ATK_CHARACTER_STATE) { for (let k in window.ATK_CHARACTER_STATE) {
window.ATK_CHARACTER_STATE_ARR.push(window.ATK_CHARACTER_STATE[k]); window.ATK_CHARACTER_STATE_ARR.push(window.ATK_CHARACTER_STATE[k]);
@ -40,12 +22,18 @@ for (let k in window.ATK_CHARACTER_STATE) {
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET = new Set(); 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.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.Walking[0]);
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1[0]); window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0]);
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1ByJump[0]);
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.BlownUp1[0]);
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.LayDown1[0]);
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.GetUp1[0]);
window.ATK_CHARACTER_STATE_IN_AIR_SET = new Set(); 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.InAirIdle1NoJump[0]);
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1ByJump[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.InAirAtk1[0]);
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtked1[0]); window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtked1[0]);
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.BlownUp1[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. 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.
@ -84,7 +72,7 @@ cc.Class({
this.effAnimNode.active = true; this.effAnimNode.active = true;
}, },
updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch) { updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch, chConfig) {
// As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevRdfPlayer.CharacterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation. // As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevRdfPlayer.CharacterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation.
// Update directions // Update directions
@ -117,29 +105,25 @@ cc.Class({
} }
if (this.animComp instanceof dragonBones.ArmatureDisplay) { if (this.animComp instanceof dragonBones.ArmatureDisplay) {
this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName); this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName, chConfig);
} else { } else {
this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName); this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName, chConfig);
} }
}, },
_interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName) { _interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName, chConfig) {
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) { if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
// No "framesToRecover" // No "framesToRecover"
// console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`); // console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1); underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1);
} else { } else {
const animationData = underlyingAnimationCtrl._animations[newAnimName]; const animationData = underlyingAnimationCtrl._animations[newAnimName];
let fromAnimFrame = (animationData.frameCount - rdfPlayer.FramesToRecover); let frameIdxInAnim = rdfPlayer.FramesInChState;
if (fromAnimFrame < 0) { underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, frameIdxInAnim, 1);
// For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames
fromAnimFrame = 0;
}
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, fromAnimFrame, 1);
} }
}, },
_interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName) { _interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName, chConfig) {
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) { if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
// No "framesToRecover" // No "framesToRecover"
//console.warn(`#FrameAnim JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`); //console.warn(`#FrameAnim JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
@ -148,11 +132,11 @@ cc.Class({
} }
// The "playTimes" counterpart is managed by each "cc.AnimationClip.wrapMode", already preset in the editor. // The "playTimes" counterpart is managed by each "cc.AnimationClip.wrapMode", already preset in the editor.
const targetClip = this.animComp.getClips()[newCharacterState]; // The clips follow the exact order in ATK_CHARACTER_STATE const targetClip = this.animComp.getClips()[newCharacterState]; // The clips follow the exact order in ATK_CHARACTER_STATE
let fromTime = (targetClip.duration - rdfPlayer.FramesToRecover / targetClip.sample); // TODO: Anyway to avoid using division here? let frameIdxInAnim = rdfPlayer.FramesInChState;
if (fromTime < 0) { if (window.ATK_CHARACTER_STATE.InAirIdle1ByJump == newCharacterState && null != chConfig) {
// For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames frameIdxInAnim = chConfig.InAirIdleFrameIdxTurningPoint + (frameIdxInAnim - chConfig.InAirIdleFrameIdxTurningPoint) % chConfig.InAirIdleFrameIdxTurnedCycle; // TODO: Anyway to avoid using division here?
fromTime = 0;
} }
let fromTime = (frameIdxInAnim / targetClip.sample); // TODO: Anyway to avoid using division here?
this.animComp.play(newAnimName, fromTime); this.animComp.play(newAnimName, fromTime);
}, },

View File

@ -590,7 +590,7 @@ cc.Class({
const jsPlayersArr = new Array().fill(null); const jsPlayersArr = new Array().fill(null);
for (let k in pbRdf.playersArr) { for (let k in pbRdf.playersArr) {
const pbPlayer = pbRdf.playersArr[k]; const pbPlayer = pbRdf.playersArr[k];
const jsPlayer = gopkgs.NewPlayerDownsyncJs(pbPlayer.id, pbPlayer.virtualGridX, pbPlayer.virtualGridY, pbPlayer.dirX, pbPlayer.dirY, pbPlayer.velX, pbPlayer.velY, pbPlayer.framesToRecover, pbPlayer.speed, pbPlayer.battleState, pbPlayer.characterState, pbPlayer.joinIndex, pbPlayer.hp, pbPlayer.maxHp, pbPlayer.inAir, pbPlayer.colliderRadius); const jsPlayer = gopkgs.NewPlayerDownsyncJs(pbPlayer.id, pbPlayer.virtualGridX, pbPlayer.virtualGridY, pbPlayer.dirX, pbPlayer.dirY, pbPlayer.velX, pbPlayer.velY, pbPlayer.framesToRecover, pbPlayer.framesInChState, pbPlayer.speed, pbPlayer.battleState, pbPlayer.characterState, pbPlayer.joinIndex, pbPlayer.hp, pbPlayer.maxHp, pbPlayer.inAir, pbPlayer.colliderRadius);
jsPlayersArr[k] = jsPlayer; jsPlayersArr[k] = jsPlayer;
} }
const jsMeleeBulletsArr = []; const jsMeleeBulletsArr = [];
@ -638,6 +638,7 @@ cc.Class({
} }
// The logic below applies to (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet) // The logic below applies to (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet)
self.chConfigsOrderedByJoinIndex = gopkgs.GetCharacterConfigsOrderedByJoinIndex(pbRdf.speciesIdList);
self.playerOpPatternToSkillId = pbRdf.playerOpPatternToSkillId; self.playerOpPatternToSkillId = pbRdf.playerOpPatternToSkillId;
self._initPlayerRichInfoDict(rdf.PlayersArr); self._initPlayerRichInfoDict(rdf.PlayersArr);
@ -694,18 +695,19 @@ cc.Class({
equalPlayers(lhs, rhs) { equalPlayers(lhs, rhs) {
if (null == lhs || null == rhs) return false; if (null == lhs || null == rhs) return false;
if (lhs.virtualGridX != rhs.virtualGridX) return false; if (lhs.VirtualGridX != rhs.VirtualGridX) return false;
if (lhs.virtualGridY != rhs.virtualGridY) return false; if (lhs.VirtualGridY != rhs.VirtualGridY) return false;
if (lhs.dirX != rhs.dirX) return false; if (lhs.DirX != rhs.DirX) return false;
if (lhs.dirY != rhs.dirY) return false; if (lhs.DirY != rhs.DirY) return false;
if (lhs.velX != rhs.velX) return false; if (lhs.VelX != rhs.VelX) return false;
if (lhs.velY != rhs.velY) return false; if (lhs.VelY != rhs.VelY) return false;
if (lhs.speed != rhs.speed) return false; if (lhs.Speed != rhs.Speed) return false;
if (lhs.framesToRecover != rhs.framesToRecover) return false; if (lhs.Hp != rhs.Hp) return false;
if (lhs.hp != rhs.hp) return false; if (lhs.MaxHp != rhs.MaxHp) return false;
if (lhs.maxHp != rhs.maxHp) return false; if (lhs.CharacterState != rhs.CharacterState) return false;
if (lhs.characterState != rhs.characterState) return false; if (lhs.InAir != rhs.InAir) return false;
if (lhs.inAir != rhs.inAir) return false; if (lhs.FramesToRecover != rhs.FramesToRecover) return false;
if (lhs.FramesInChState != rhs.FramesInChState) return false;
return true; return true;
}, },
@ -1063,12 +1065,13 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
const playersArr = rdf.PlayersArr; const playersArr = rdf.PlayersArr;
for (let k in playersArr) { for (let k in playersArr) {
const currPlayerDownsync = playersArr[k]; const currPlayerDownsync = playersArr[k];
const chConfig = self.chConfigsOrderedByJoinIndex[k];
const prevRdfPlayer = (null == prevRdf ? null : prevRdf.PlayersArr[k]); const prevRdfPlayer = (null == prevRdf ? null : prevRdf.PlayersArr[k]);
const [wx, wy] = self.virtualGridToWorldPos(currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY); const [wx, wy] = self.virtualGridToWorldPos(currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY);
const playerRichInfo = self.playerRichInfoArr[k]; const playerRichInfo = self.playerRichInfoArr[k];
playerRichInfo.node.setPosition(wx, wy); playerRichInfo.node.setPosition(wx, wy);
playerRichInfo.scriptIns.updateSpeed(currPlayerDownsync.Speed); playerRichInfo.scriptIns.updateSpeed(currPlayerDownsync.Speed);
playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false); playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false, chConfig);
} }
// Update countdown // Update countdown
@ -1104,7 +1107,7 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
}; };
self.rdfIdToActuallyUsedInput.set(currRdf.Id, inputFrameDownsyncClone); self.rdfIdToActuallyUsedInput.set(currRdf.Id, inputFrameDownsyncClone);
} }
const nextRdf = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, currRdf, collisionSys, collisionSysMap, self.gravityX, self.gravityY, self.jumpingInitVelY, self.inputDelayFrames, self.inputScaleFrames, self.spaceOffsetX, self.spaceOffsetY, self.snapIntoPlatformOverlap, self.snapIntoPlatformThreshold, self.worldToVirtualGridRatio, self.virtualGridToWorldRatio, self.playerOpPatternToSkillId); const nextRdf = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, currRdf, collisionSys, collisionSysMap, self.spaceOffsetX, self.spaceOffsetY, self.playerOpPatternToSkillId, self.chConfigsOrderedByJoinIndex);
if (true == isChasing) { if (true == isChasing) {
// [WARNING] Move the cursor "self.chaserRenderFrameId" when "true == isChasing", keep in mind that "self.chaserRenderFrameId" is not monotonic! // [WARNING] Move the cursor "self.chaserRenderFrameId" when "true == isChasing", keep in mind that "self.chaserRenderFrameId" is not monotonic!

View File

@ -40,13 +40,13 @@ cc.Class({
self.rollbackEstimatedDtNanos = 16666666; self.rollbackEstimatedDtNanos = 16666666;
self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis; self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
self.worldToVirtualGridRatio = 1000; self.worldToVirtualGridRatio = 100;
self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio; self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
const opJoinIndexPrefix1 = (1 << 8); const opJoinIndexPrefix1 = (1 << 8);
const opJoinIndexPrefix2 = (2 << 8); const playerOpPatternToSkillId = {};
self.playerOpPatternToSkillId = {}; playerOpPatternToSkillId[opJoinIndexPrefix1 + 0] = 1;
self.playerOpPatternToSkillId[opJoinIndexPrefix1 + 0] = 1; playerOpPatternToSkillId[opJoinIndexPrefix1 + 1] = 2;
self.playerOpPatternToSkillId[opJoinIndexPrefix2 + 0] = 1;
/* /*
[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 -> ..." [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 -> ..."
@ -152,7 +152,7 @@ cc.Class({
virtualGridY: boundaryObjs.playerStartingPositions[0].y * self.worldToVirtualGridRatio, virtualGridY: boundaryObjs.playerStartingPositions[0].y * self.worldToVirtualGridRatio,
speed: 1 * self.worldToVirtualGridRatio, speed: 1 * self.worldToVirtualGridRatio,
colliderRadius: 12, colliderRadius: 12,
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0], characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
framesToRecover: 0, framesToRecover: 0,
dirX: 0, dirX: 0,
dirY: 0, dirY: 0,
@ -160,22 +160,9 @@ cc.Class({
velY: 0, velY: 0,
inAir: true, inAir: true,
}), }),
window.pb.protos.PlayerDownsync.create({ ],
id: 11, speciesIdList: [0],
joinIndex: 2, playerOpPatternToSkillId: playerOpPatternToSkillId,
virtualGridX: boundaryObjs.playerStartingPositions[1].x * self.worldToVirtualGridRatio,
virtualGridY: boundaryObjs.playerStartingPositions[1].y * self.worldToVirtualGridRatio,
speed: 1 * self.worldToVirtualGridRatio,
colliderRadius: 12,
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
framesToRecover: 0,
dirX: 0,
dirY: 0,
velX: 0,
velY: 0,
inAir: true,
}),
]
}); });
self.selfPlayerInfo = { self.selfPlayerInfo = {
@ -221,4 +208,48 @@ cc.Class({
} }
}, },
spawnPlayerNode(joinIndex, vx, vy, playerDownsyncInfo) {
const self = this;
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
if (1 == joinIndex) {
playerScriptIns.setSpecies("MonkGirl");
} else if (2 == joinIndex) {
playerScriptIns.setSpecies("UltramanTiga");
}
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
newPlayerNode.setPosition(wx, wy);
playerScriptIns.mapNode = self.node;
const colliderRadius = playerDownsyncInfo.ColliderRadius;
const halfColliderWidth = colliderRadius,
halfColliderHeight = colliderRadius + colliderRadius; // avoid multiplying
const colliderWidth = halfColliderWidth + halfColliderWidth,
colliderHeight = halfColliderHeight + halfColliderHeight; // avoid multiplying
const [cx, cy] = gopkgs.WorldToPolygonColliderBLPos(wx, wy, halfColliderWidth, halfColliderHeight, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.spaceOffsetX, self.spaceOffsetY);
const gopkgsBoundaryAnchor = gopkgs.NewVec2DJs(cx, cy);
const gopkgsBoundaryPts = [
gopkgs.NewVec2DJs(0, 0),
gopkgs.NewVec2DJs(self.snapIntoPlatformOverlap + colliderWidth + self.snapIntoPlatformOverlap, 0),
gopkgs.NewVec2DJs(self.snapIntoPlatformOverlap + colliderWidth + self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap + colliderHeight + self.snapIntoPlatformOverlap),
gopkgs.NewVec2DJs(0, self.snapIntoPlatformOverlap + colliderHeight + self.snapIntoPlatformOverlap)
];
const gopkgsBoundary = gopkgs.NewPolygon2DJs(gopkgsBoundaryAnchor, gopkgsBoundaryPts);
const newPlayerCollider = gopkgs.GenerateConvexPolygonColliderJs(gopkgsBoundary, self.spaceOffsetX, self.spaceOffsetY, playerDownsyncInfo, "Player");
//const newPlayerCollider = gopkgs.GenerateRectColliderJs(wx, wy, colliderWidth, colliderHeight, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.spaceOffsetX, self.spaceOffsetY, playerDownsyncInfo, "Player");
self.gopkgsCollisionSys.Add(newPlayerCollider);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
self.gopkgsCollisionSysMap[collisionPlayerIndex] = newPlayerCollider;
console.log(`Created new player collider: joinIndex=${joinIndex}, colliderRadius=${playerDownsyncInfo.ColliderRadius}`);
safelyAddChild(self.node, newPlayerNode);
setLocalZOrder(newPlayerNode, 5);
newPlayerNode.active = true;
playerScriptIns.updateCharacterAnim(playerDownsyncInfo, null, true);
return [newPlayerNode, playerScriptIns];
},
}); });

File diff suppressed because one or more lines are too long

View File

@ -1,9 +0,0 @@
{
"ver": "1.0.5",
"uuid": "da0a517f-5c74-4fc0-ba89-dbcee184b13e",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@ -1210,6 +1210,7 @@ $root.protos = (function() {
* @property {number|null} [maxHp] PlayerDownsync maxHp * @property {number|null} [maxHp] PlayerDownsync maxHp
* @property {number|null} [characterState] PlayerDownsync characterState * @property {number|null} [characterState] PlayerDownsync characterState
* @property {boolean|null} [inAir] PlayerDownsync inAir * @property {boolean|null} [inAir] PlayerDownsync inAir
* @property {number|null} [framesInChState] PlayerDownsync framesInChState
* @property {string|null} [name] PlayerDownsync name * @property {string|null} [name] PlayerDownsync name
* @property {string|null} [displayName] PlayerDownsync displayName * @property {string|null} [displayName] PlayerDownsync displayName
* @property {string|null} [avatar] PlayerDownsync avatar * @property {string|null} [avatar] PlayerDownsync avatar
@ -1382,6 +1383,14 @@ $root.protos = (function() {
*/ */
PlayerDownsync.prototype.inAir = false; PlayerDownsync.prototype.inAir = false;
/**
* PlayerDownsync framesInChState.
* @member {number} framesInChState
* @memberof protos.PlayerDownsync
* @instance
*/
PlayerDownsync.prototype.framesInChState = 0;
/** /**
* PlayerDownsync name. * PlayerDownsync name.
* @member {string} name * @member {string} name
@ -1468,12 +1477,14 @@ $root.protos = (function() {
writer.uint32(/* id 18, wireType 0 =*/144).int32(message.characterState); writer.uint32(/* id 18, wireType 0 =*/144).int32(message.characterState);
if (message.inAir != null && Object.hasOwnProperty.call(message, "inAir")) if (message.inAir != null && Object.hasOwnProperty.call(message, "inAir"))
writer.uint32(/* id 19, wireType 0 =*/152).bool(message.inAir); writer.uint32(/* id 19, wireType 0 =*/152).bool(message.inAir);
if (message.framesInChState != null && Object.hasOwnProperty.call(message, "framesInChState"))
writer.uint32(/* id 20, wireType 0 =*/160).int32(message.framesInChState);
if (message.name != null && Object.hasOwnProperty.call(message, "name")) if (message.name != null && Object.hasOwnProperty.call(message, "name"))
writer.uint32(/* id 20, wireType 2 =*/162).string(message.name); writer.uint32(/* id 997, wireType 2 =*/7978).string(message.name);
if (message.displayName != null && Object.hasOwnProperty.call(message, "displayName")) if (message.displayName != null && Object.hasOwnProperty.call(message, "displayName"))
writer.uint32(/* id 21, wireType 2 =*/170).string(message.displayName); writer.uint32(/* id 998, wireType 2 =*/7986).string(message.displayName);
if (message.avatar != null && Object.hasOwnProperty.call(message, "avatar")) if (message.avatar != null && Object.hasOwnProperty.call(message, "avatar"))
writer.uint32(/* id 22, wireType 2 =*/178).string(message.avatar); writer.uint32(/* id 999, wireType 2 =*/7994).string(message.avatar);
return writer; return writer;
}; };
@ -1585,14 +1596,18 @@ $root.protos = (function() {
break; break;
} }
case 20: { case 20: {
message.framesInChState = reader.int32();
break;
}
case 997: {
message.name = reader.string(); message.name = reader.string();
break; break;
} }
case 21: { case 998: {
message.displayName = reader.string(); message.displayName = reader.string();
break; break;
} }
case 22: { case 999: {
message.avatar = reader.string(); message.avatar = reader.string();
break; break;
} }
@ -1688,6 +1703,9 @@ $root.protos = (function() {
if (message.inAir != null && message.hasOwnProperty("inAir")) if (message.inAir != null && message.hasOwnProperty("inAir"))
if (typeof message.inAir !== "boolean") if (typeof message.inAir !== "boolean")
return "inAir: boolean expected"; return "inAir: boolean expected";
if (message.framesInChState != null && message.hasOwnProperty("framesInChState"))
if (!$util.isInteger(message.framesInChState))
return "framesInChState: integer expected";
if (message.name != null && message.hasOwnProperty("name")) if (message.name != null && message.hasOwnProperty("name"))
if (!$util.isString(message.name)) if (!$util.isString(message.name))
return "name: string expected"; return "name: string expected";
@ -1750,6 +1768,8 @@ $root.protos = (function() {
message.characterState = object.characterState | 0; message.characterState = object.characterState | 0;
if (object.inAir != null) if (object.inAir != null)
message.inAir = Boolean(object.inAir); message.inAir = Boolean(object.inAir);
if (object.framesInChState != null)
message.framesInChState = object.framesInChState | 0;
if (object.name != null) if (object.name != null)
message.name = String(object.name); message.name = String(object.name);
if (object.displayName != null) if (object.displayName != null)
@ -1792,6 +1812,7 @@ $root.protos = (function() {
object.maxHp = 0; object.maxHp = 0;
object.characterState = 0; object.characterState = 0;
object.inAir = false; object.inAir = false;
object.framesInChState = 0;
object.name = ""; object.name = "";
object.displayName = ""; object.displayName = "";
object.avatar = ""; object.avatar = "";
@ -1834,6 +1855,8 @@ $root.protos = (function() {
object.characterState = message.characterState; object.characterState = message.characterState;
if (message.inAir != null && message.hasOwnProperty("inAir")) if (message.inAir != null && message.hasOwnProperty("inAir"))
object.inAir = message.inAir; object.inAir = message.inAir;
if (message.framesInChState != null && message.hasOwnProperty("framesInChState"))
object.framesInChState = message.framesInChState;
if (message.name != null && message.hasOwnProperty("name")) if (message.name != null && message.hasOwnProperty("name"))
object.name = message.name; object.name = message.name;
if (message.displayName != null && message.hasOwnProperty("displayName")) if (message.displayName != null && message.hasOwnProperty("displayName"))

View File

@ -13,6 +13,19 @@ const (
PATTERN_ID_UNABLE_TO_OP = -2 PATTERN_ID_UNABLE_TO_OP = -2
PATTERN_ID_NO_OP = -1 PATTERN_ID_NO_OP = -1
WORLD_TO_VIRTUAL_GRID_RATIO = float64(100)
VIRTUAL_GRID_TO_WORLD_RATIO = float64(1.0) / WORLD_TO_VIRTUAL_GRID_RATIO
GRAVITY_X = int32(0)
GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
INPUT_DELAY_FRAMES = int32(8)
NST_DELAY_FRAMES = int32(16)
INPUT_SCALE_FRAMES = uint32(2)
SNAP_INTO_PLATFORM_OVERLAP = float64(0.1)
SNAP_INTO_PLATFORM_THRESHOLD = float64(0.5)
) )
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged. // These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
@ -28,42 +41,28 @@ var DIRECTION_DECODER = [][]int32{
{-1, +1}, {-1, +1},
} }
var skillIdToBullet = map[int]interface{}{
1: &MeleeBullet{
Bullet: Bullet{
// for offender
StartupFrames: int32(5),
ActiveFrames: int32(10),
RecoveryFrames: int32(34),
RecoveryFramesOnBlock: int32(34),
RecoveryFramesOnHit: int32(34),
HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
// for defender
HitStunFrames: int32(18),
BlockStunFrames: int32(9),
Pushback: float64(8.0),
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
Damage: int32(5),
SelfMoveforwardX: 0,
SelfMoveforwardY: 0,
HitboxSizeX: 24.0,
HitboxSizeY: 32.0,
},
},
}
const ( const (
ATK_CHARACTER_STATE_IDLE1 = int32(0) ATK_CHARACTER_STATE_IDLE1 = int32(0)
ATK_CHARACTER_STATE_WALKING = int32(1) ATK_CHARACTER_STATE_WALKING = int32(1)
ATK_CHARACTER_STATE_ATK1 = int32(2) ATK_CHARACTER_STATE_ATK1 = int32(2)
ATK_CHARACTER_STATE_ATKED1 = int32(3) ATK_CHARACTER_STATE_ATKED1 = int32(3)
ATK_CHARACTER_STATE_INAIR_IDLE1 = int32(4) ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP = int32(4)
ATK_CHARACTER_STATE_INAIR_ATK1 = int32(5) ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP = int32(5)
ATK_CHARACTER_STATE_INAIR_ATKED1 = int32(6) ATK_CHARACTER_STATE_INAIR_ATK1 = int32(6)
ATK_CHARACTER_STATE_INAIR_ATKED1 = int32(7)
ATK_CHARACTER_STATE_BLOWN_UP1 = int32(8)
ATK_CHARACTER_STATE_LAY_DOWN1 = int32(9)
ATK_CHARACTER_STATE_GET_UP1 = int32(10)
) )
var inAirSet = map[int32]bool{
ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP: true,
ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP: true,
ATK_CHARACTER_STATE_INAIR_ATK1: true,
ATK_CHARACTER_STATE_INAIR_ATKED1: true,
ATK_CHARACTER_STATE_BLOWN_UP1: true,
}
func ConvertToInputFrameId(renderFrameId int32, inputDelayFrames int32, inputScaleFrames uint32) int32 { func ConvertToInputFrameId(renderFrameId int32, inputDelayFrames int32, inputScaleFrames uint32) int32 {
if renderFrameId < inputDelayFrames { if renderFrameId < inputDelayFrames {
return 0 return 0
@ -351,22 +350,18 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
} }
if decodedInput.BtnBLevel > prevBtnBLevel { if decodedInput.BtnBLevel > prevBtnBLevel {
characStateAlreadyInAir := false if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent {
if ATK_CHARACTER_STATE_INAIR_IDLE1 == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_INAIR_ATK1 == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_INAIR_ATKED1 == currPlayerDownsync.CharacterState {
characStateAlreadyInAir = true
}
characStateIsInterruptWaivable := false
if ATK_CHARACTER_STATE_IDLE1 == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_WALKING == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_INAIR_IDLE1 == currPlayerDownsync.CharacterState {
characStateIsInterruptWaivable = true
}
if !characStateAlreadyInAir && characStateIsInterruptWaivable {
jumpedOrNot = true jumpedOrNot = true
} }
} }
patternId := PATTERN_ID_NO_OP patternId := PATTERN_ID_NO_OP
if decodedInput.BtnALevel > prevBtnALevel { if decodedInput.BtnALevel > prevBtnALevel {
if currPlayerDownsync.InAir {
patternId = 1
} else {
patternId = 0 patternId = 0
}
effDx, effDy = 0, 0 // Most patterns/skills should not allow simultaneous movement effDx, effDy = 0, 0 // Most patterns/skills should not allow simultaneous movement
} }
@ -374,7 +369,7 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
} }
// [WARNING] The params of this method is carefully tuned such that only "battle.RoomDownsyncFrame" is a necessary custom struct. // [WARNING] The params of this method is carefully tuned such that only "battle.RoomDownsyncFrame" is a necessary custom struct.
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames int32, inputScaleFrames uint32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64, playerOpPatternToSkillId map[int]int) *RoomDownsyncFrame { func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, playerOpPatternToSkillId map[int]int, chConfigsOrderedByJoinIndex []*CharacterConfig) *RoomDownsyncFrame {
// [WARNING] On backend this function MUST BE called while "InputsBufferLock" is locked! // [WARNING] On backend this function MUST BE called while "InputsBufferLock" is locked!
roomCapacity := len(currRenderFrame.PlayersArr) roomCapacity := len(currRenderFrame.PlayersArr)
nextRenderFramePlayers := make([]*PlayerDownsync, roomCapacity) nextRenderFramePlayers := make([]*PlayerDownsync, roomCapacity)
@ -395,9 +390,10 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
Score: currPlayerDownsync.Score, Score: currPlayerDownsync.Score,
Removed: currPlayerDownsync.Removed, Removed: currPlayerDownsync.Removed,
JoinIndex: currPlayerDownsync.JoinIndex, JoinIndex: currPlayerDownsync.JoinIndex,
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
Hp: currPlayerDownsync.Hp, Hp: currPlayerDownsync.Hp,
MaxHp: currPlayerDownsync.MaxHp, MaxHp: currPlayerDownsync.MaxHp,
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
FramesInChState: currPlayerDownsync.FramesInChState + 1,
} }
if nextRenderFramePlayers[i].FramesToRecover < 0 { if nextRenderFramePlayers[i].FramesToRecover < 0 {
nextRenderFramePlayers[i].FramesToRecover = 0 nextRenderFramePlayers[i].FramesToRecover = 0
@ -407,18 +403,20 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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? 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, roomCapacity) effPushbacks := make([]Vec2D, roomCapacity)
hardPushbackNorms := make([]*[]Vec2D, roomCapacity) hardPushbackNorms := make([]*[]Vec2D, roomCapacity)
jumpedOrNotList := make([]bool, roomCapacity)
// 1. Process player inputs // 1. Process player inputs
for i, currPlayerDownsync := range currRenderFrame.PlayersArr { for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
jumpedOrNotList[i] = false
thatPlayerInNextFrame := nextRenderFramePlayers[i] thatPlayerInNextFrame := nextRenderFramePlayers[i]
patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, inputsBuffer, inputDelayFrames, inputScaleFrames) patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, inputsBuffer, INPUT_DELAY_FRAMES, INPUT_SCALE_FRAMES)
if PATTERN_ID_UNABLE_TO_OP == patternId { if PATTERN_ID_UNABLE_TO_OP == patternId {
continue continue
} }
if jumpedOrNot { if jumpedOrNot {
thatPlayerInNextFrame.VelY = jumpingInitVelY thatPlayerInNextFrame.VelY = int32(chConfigsOrderedByJoinIndex[i].JumpingInitVelY)
thatPlayerInNextFrame.VirtualGridY += jumpingInitVelY // Immediately gets out of any snapping jumpedOrNotList[i] = true
} }
joinIndex := currPlayerDownsync.JoinIndex joinIndex := currPlayerDownsync.JoinIndex
if PATTERN_ID_NO_OP != patternId { if PATTERN_ID_NO_OP != patternId {
@ -457,14 +455,17 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
thatPlayerInNextFrame := nextRenderFramePlayers[i] thatPlayerInNextFrame := nextRenderFramePlayers[i]
// Reset playerCollider position from the "virtual grid position" // Reset playerCollider position from the "virtual grid position"
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
if jumpedOrNotList[i] {
newVy += int32(chConfigsOrderedByJoinIndex[i].JumpingInitVelY) // Immediately gets out of any snapping
}
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY, virtualGridToWorldRatio) playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY, VIRTUAL_GRID_TO_WORLD_RATIO)
// Update in the collision system // Update in the collision system
playerCollider.Update() playerCollider.Update()
if currPlayerDownsync.InAir { if currPlayerDownsync.InAir {
thatPlayerInNextFrame.VelX += gravityX thatPlayerInNextFrame.VelX += GRAVITY_X
thatPlayerInNextFrame.VelY += gravityY thatPlayerInNextFrame.VelY += GRAVITY_Y
} }
} }
@ -478,9 +479,9 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if 0 > offender.DirX { if 0 > offender.DirX {
xfac = float64(-1.0) xfac = float64(-1.0)
} }
offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, virtualGridToWorldRatio) offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, VIRTUAL_GRID_TO_WORLD_RATIO)
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSizeX, meleeBullet.HitboxSizeY, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet") newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSizeX, meleeBullet.HitboxSizeY, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
collisionSys.Add(newBulletCollider) collisionSys.Add(newBulletCollider)
bulletColliders = append(bulletColliders, newBulletCollider) bulletColliders = append(bulletColliders, newBulletCollider)
} else { } else {
@ -494,7 +495,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex] playerCollider := collisionSysMap[collisionPlayerIndex]
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon) playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, playerCollider, playerShape, snapIntoPlatformOverlap, &(effPushbacks[joinIndex-1])) hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, playerCollider, playerShape, SNAP_INTO_PLATFORM_OVERLAP, &(effPushbacks[joinIndex-1]))
thatPlayerInNextFrame := nextRenderFramePlayers[i] thatPlayerInNextFrame := nextRenderFramePlayers[i]
landedOnGravityPushback := false landedOnGravityPushback := false
if collision := playerCollider.Check(0, 0); nil != collision { if collision := playerCollider.Check(0, 0); nil != collision {
@ -521,7 +522,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0)) normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0))
if isAnotherPlayer { if isAnotherPlayer {
// [WARNING] The "zero overlap collision" might be randomly detected/missed on either frontend or backend, to have deterministic result we added paddings to all sides of a playerCollider. As each velocity component of (velX, velY) being a multiple of 0.5 at any renderFrame, each position component of (x, y) can only be a multiple of 0.5 too, thus whenever a 1-dimensional collision happens between players from [player#1: i*0.5, player#2: j*0.5, not collided yet] to [player#1: (i+k)*0.5, player#2: j*0.5, collided], the overlap becomes (i+k-j)*0.5+2*s, and after snapping subtraction the effPushback magnitude for each player is (i+k-j)*0.5, resulting in 0.5-multiples-position for the next renderFrame. // [WARNING] The "zero overlap collision" might be randomly detected/missed on either frontend or backend, to have deterministic result we added paddings to all sides of a playerCollider. As each velocity component of (velX, velY) being a multiple of 0.5 at any renderFrame, each position component of (x, y) can only be a multiple of 0.5 too, thus whenever a 1-dimensional collision happens between players from [player#1: i*0.5, player#2: j*0.5, not collided yet] to [player#1: (i+k)*0.5, player#2: j*0.5, collided], the overlap becomes (i+k-j)*0.5+2*s, and after snapping subtraction the effPushback magnitude for each player is (i+k-j)*0.5, resulting in 0.5-multiples-position for the next renderFrame.
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapY pushbackX, pushbackY = (overlapResult.Overlap-SNAP_INTO_PLATFORM_OVERLAP*2)*overlapResult.OverlapX, (overlapResult.Overlap-SNAP_INTO_PLATFORM_OVERLAP*2)*overlapResult.OverlapY
} }
for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] { for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
@ -533,7 +534,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
effPushbacks[joinIndex-1].X += pushbackX effPushbacks[joinIndex-1].X += pushbackX
effPushbacks[joinIndex-1].Y += pushbackY effPushbacks[joinIndex-1].Y += pushbackY
if snapIntoPlatformThreshold < normAlignmentWithGravity { if SNAP_INTO_PLATFORM_THRESHOLD < normAlignmentWithGravity {
landedOnGravityPushback = true landedOnGravityPushback = true
//playerColliderCenterX, playerColliderCenterY := playerCollider.Center() //playerColliderCenterX, playerColliderCenterY := playerCollider.Center()
//fmt.Printf("joinIndex=%d landedOnGravityPushback\n{renderFrame.id: %d, isBarrier: %v, isAnotherPlayer: %v}\nhardPushbackNormsOfThisPlayer=%v, playerColliderPos=(%.2f,%.2f), immediatePushback={%.3f, %.3f}, effPushback={%.3f, %.3f}, overlapMag=%.4f\n", joinIndex, currRenderFrame.Id, isBarrier, isAnotherPlayer, *hardPushbackNorms[joinIndex-1], playerColliderCenterX, playerColliderCenterY, pushbackX, pushbackY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap) //fmt.Printf("joinIndex=%d landedOnGravityPushback\n{renderFrame.id: %d, isBarrier: %v, isAnotherPlayer: %v}\nhardPushbackNormsOfThisPlayer=%v, playerColliderPos=(%.2f,%.2f), immediatePushback={%.3f, %.3f}, effPushback={%.3f, %.3f}, overlapMag=%.4f\n", joinIndex, currRenderFrame.Id, isBarrier, isAnotherPlayer, *hardPushbackNorms[joinIndex-1], playerColliderCenterX, playerColliderCenterY, pushbackX, pushbackY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap)
@ -550,11 +551,15 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
thatPlayerInNextFrame.FramesToRecover = 0 thatPlayerInNextFrame.FramesToRecover = 0
} }
} }
if currPlayerDownsync.InAir { if thatPlayerInNextFrame.InAir {
oldNextCharacterState := thatPlayerInNextFrame.CharacterState oldNextCharacterState := thatPlayerInNextFrame.CharacterState
switch oldNextCharacterState { switch oldNextCharacterState {
case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING: case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING:
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1 if jumpedOrNotList[i] || ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP == currPlayerDownsync.CharacterState {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP
} else {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP
}
case ATK_CHARACTER_STATE_ATK1: case ATK_CHARACTER_STATE_ATK1:
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1 thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1
case ATK_CHARACTER_STATE_ATKED1: case ATK_CHARACTER_STATE_ATKED1:
@ -624,7 +629,10 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
playerCollider := collisionSysMap[collisionPlayerIndex] playerCollider := collisionSysMap[collisionPlayerIndex]
// Update "virtual grid position" // Update "virtual grid position"
thatPlayerInNextFrame := nextRenderFramePlayers[i] thatPlayerInNextFrame := nextRenderFramePlayers[i]
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY, worldToVirtualGridRatio) thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY, WORLD_TO_VIRTUAL_GRID_RATIO)
if thatPlayerInNextFrame.CharacterState != currPlayerDownsync.CharacterState {
thatPlayerInNextFrame.FramesInChState = 0
}
} }
return &RoomDownsyncFrame{ return &RoomDownsyncFrame{

View File

@ -0,0 +1,74 @@
package battle
var Characters = map[int]*CharacterConfig{
0: &CharacterConfig{
SpeciesId: 0,
SpeciesName: "MonkGirl",
InAirIdleFrameIdxTurningPoint: 11,
InAirIdleFrameIdxTurnedCycle: 1,
LayDownFrames: 16,
LayDownFramesToRecover: 16,
GetUpFrames: 33,
GetUpFramesToRecover: 30, // 3 invinsible frames for just-blown-up character to make a comeback
JumpingInitVelY: int(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
PatternIdToSkillId: map[int]int{
0: 1, // Atk1
1: 2, // InAirAtk1
},
},
}
var skillIdToBullet = map[int]interface{}{
1: &MeleeBullet{
Bullet: Bullet{
// for offender
StartupFrames: int32(5),
ActiveFrames: int32(10),
RecoveryFrames: int32(34),
RecoveryFramesOnBlock: int32(34),
RecoveryFramesOnHit: int32(34),
HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
// for defender
HitStunFrames: int32(18),
BlockStunFrames: int32(9),
Pushback: float64(8.0),
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
Damage: int32(5),
SelfMoveforwardX: 0,
SelfMoveforwardY: 0,
HitboxSizeX: 24.0,
HitboxSizeY: 32.0,
},
},
2: &MeleeBullet{
Bullet: Bullet{
// for offender
StartupFrames: int32(3),
ActiveFrames: int32(20),
RecoveryFrames: int32(34),
RecoveryFramesOnBlock: int32(34),
RecoveryFramesOnHit: int32(34),
HitboxOffset: float64(16.0), // should be about the radius of the PlayerCollider
// for defender
HitStunFrames: int32(18),
BlockStunFrames: int32(9),
Pushback: float64(6.0),
BlowUpVelY: int32(float64(3) * WORLD_TO_VIRTUAL_GRID_RATIO),
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
Damage: int32(5),
SelfMoveforwardX: 0,
SelfMoveforwardY: 0,
HitboxSizeX: 32.0,
HitboxSizeY: 24.0,
},
},
}

View File

@ -28,6 +28,7 @@ type PlayerDownsync struct {
Score int32 Score int32
LastMoveGmtMillis int32 LastMoveGmtMillis int32
FramesToRecover int32 FramesToRecover int32
FramesInChState int32
Hp int32 Hp int32
MaxHp int32 MaxHp int32
CharacterState int32 CharacterState int32
@ -60,6 +61,7 @@ type Bullet struct {
RecoveryFramesOnHit int32 RecoveryFramesOnHit int32
HitboxOffset float64 HitboxOffset float64
OriginatedRenderFrameId int32 OriginatedRenderFrameId int32
// for defender // for defender
HitStunFrames int32 HitStunFrames int32
BlockStunFrames int32 BlockStunFrames int32
@ -73,6 +75,8 @@ type Bullet struct {
SelfMoveforwardY float64 SelfMoveforwardY float64
HitboxSizeX float64 HitboxSizeX float64
HitboxSizeY float64 HitboxSizeY float64
BlowUpVelY int32
} }
type MeleeBullet struct { type MeleeBullet struct {
@ -90,6 +94,10 @@ type FireballBullet struct {
Bullet Bullet
} }
type Skill struct {
Hits []Bullet // Hits within a "Skill" are automatically triggered
}
type RoomDownsyncFrame struct { type RoomDownsyncFrame struct {
Id int32 Id int32
PlayersArr []*PlayerDownsync PlayersArr []*PlayerDownsync
@ -106,3 +114,21 @@ type InputFrameDownsync struct {
InputList []uint64 InputList []uint64
ConfirmedList uint64 ConfirmedList uint64
} }
type CharacterConfig struct {
SpeciesId int
SpeciesName string
InAirIdleFrameIdxTurningPoint int
InAirIdleFrameIdxTurnedCycle int
LayDownFrames int
LayDownFramesToRecover int
GetUpFrames int
GetUpFramesToRecover int
JumpingInitVelY int
PatternIdToSkillId map[int]int
}

View File

@ -42,7 +42,7 @@ func NewBarrierJs(boundary *Polygon2D) *js.Object {
}) })
} }
func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, speed, battleState, characterState, joinIndex, hp, maxHp int32, inAir bool, colliderRadius float64) *js.Object { func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, speed, battleState, characterState, joinIndex, hp, maxHp int32, inAir bool, colliderRadius float64) *js.Object {
return js.MakeWrapper(&PlayerDownsync{ return js.MakeWrapper(&PlayerDownsync{
Id: id, Id: id,
VirtualGridX: virtualGridX, VirtualGridX: virtualGridX,
@ -52,6 +52,7 @@ func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY,
VelX: velX, VelX: velX,
VelY: velY, VelY: velY,
FramesToRecover: framesToRecover, FramesToRecover: framesToRecover,
FramesInChState: framesInChState,
Speed: speed, Speed: speed,
BattleState: battleState, BattleState: battleState,
JoinIndex: joinIndex, JoinIndex: joinIndex,
@ -129,9 +130,17 @@ func GenerateConvexPolygonColliderJs(unalignedSrc *Polygon2D, spaceOffsetX, spac
return js.MakeFullWrapper(GenerateConvexPolygonCollider(unalignedSrc, spaceOffsetX, spaceOffsetY, data, tag)) return js.MakeFullWrapper(GenerateConvexPolygonCollider(unalignedSrc, spaceOffsetX, spaceOffsetY, data, tag))
} }
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames int32, inputScaleFrames uint32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64, playerOpPatternToSkillId map[int]int) *js.Object { func GetCharacterConfigsOrderedByJoinIndex(speciesIdList []int) []*js.Object {
ret := make([]*js.Object, len(speciesIdList), len(speciesIdList))
for i, speciesId := range speciesIdList {
ret[i] = js.MakeFullWrapper(Characters[speciesId])
}
return ret
}
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, playerOpPatternToSkillId map[int]int, chConfigsOrderedByJoinIndex []*CharacterConfig) *js.Object {
// We need access to all fields of RoomDownsyncFrame for displaying in frontend // We need access to all fields of RoomDownsyncFrame for displaying in frontend
return js.MakeFullWrapper(ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio, playerOpPatternToSkillId)) return js.MakeFullWrapper(ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, collisionSpaceOffsetX, collisionSpaceOffsetY, playerOpPatternToSkillId, chConfigsOrderedByJoinIndex))
} }
func main() { func main() {
@ -148,6 +157,7 @@ func main() {
"GenerateRectColliderJs": GenerateRectColliderJs, "GenerateRectColliderJs": GenerateRectColliderJs,
"GenerateConvexPolygonColliderJs": GenerateConvexPolygonColliderJs, "GenerateConvexPolygonColliderJs": GenerateConvexPolygonColliderJs,
"GetCollisionSpaceObjsJs": GetCollisionSpaceObjsJs, "GetCollisionSpaceObjsJs": GetCollisionSpaceObjsJs,
"GetCharacterConfigsOrderedByJoinIndex": GetCharacterConfigsOrderedByJoinIndex,
"ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs": ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs, "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs": ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs,
"WorldToPolygonColliderBLPos": WorldToPolygonColliderBLPos, // No need to wrap primitive return types "WorldToPolygonColliderBLPos": WorldToPolygonColliderBLPos, // No need to wrap primitive return types
"PolygonColliderBLToWorldPos": PolygonColliderBLToWorldPos, "PolygonColliderBLToWorldPos": PolygonColliderBLToWorldPos,