Fixed fireball rollback mechanism.

This commit is contained in:
genxium 2023-01-13 11:25:20 +08:00
parent 29e402ea71
commit dd9c03404e
16 changed files with 7116 additions and 341 deletions

View File

@ -55,62 +55,62 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
for i, last := range rdf.MeleeBullets {
pbBullet := &pb.MeleeBullet{
BulletLocalId: last.BulletLocalId,
OriginatedRenderFrameId: last.OriginatedRenderFrameId,
OffenderJoinIndex: last.OffenderJoinIndex,
BulletLocalId: last.Bullet.BulletLocalId,
OriginatedRenderFrameId: last.Bullet.OriginatedRenderFrameId,
OffenderJoinIndex: last.Bullet.OffenderJoinIndex,
StartupFrames: last.StartupFrames,
CancellableStFrame: last.CancellableStFrame,
CancellableEdFrame: last.CancellableEdFrame,
ActiveFrames: last.ActiveFrames,
StartupFrames: last.Bullet.StartupFrames,
CancellableStFrame: last.Bullet.CancellableStFrame,
CancellableEdFrame: last.Bullet.CancellableEdFrame,
ActiveFrames: last.Bullet.ActiveFrames,
HitStunFrames: last.HitStunFrames,
BlockStunFrames: last.BlockStunFrames,
PushbackVelX: last.PushbackVelX,
PushbackVelY: last.PushbackVelY,
Damage: last.Damage,
HitStunFrames: last.Bullet.HitStunFrames,
BlockStunFrames: last.Bullet.BlockStunFrames,
PushbackVelX: last.Bullet.PushbackVelX,
PushbackVelY: last.Bullet.PushbackVelY,
Damage: last.Bullet.Damage,
SelfLockVelX: last.SelfLockVelX,
SelfLockVelY: last.SelfLockVelY,
SelfLockVelX: last.Bullet.SelfLockVelX,
SelfLockVelY: last.Bullet.SelfLockVelY,
HitboxOffsetX: last.HitboxOffsetX,
HitboxOffsetY: last.HitboxOffsetY,
HitboxSizeX: last.HitboxSizeX,
HitboxSizeY: last.HitboxSizeY,
HitboxOffsetX: last.Bullet.HitboxOffsetX,
HitboxOffsetY: last.Bullet.HitboxOffsetY,
HitboxSizeX: last.Bullet.HitboxSizeX,
HitboxSizeY: last.Bullet.HitboxSizeY,
BlowUp: last.BlowUp,
TeamId: last.TeamId,
BlowUp: last.Bullet.BlowUp,
TeamId: last.Bullet.TeamId,
}
ret.MeleeBullets[i] = pbBullet
}
for i, last := range rdf.FireballBullets {
pbBullet := &pb.FireballBullet{
BulletLocalId: last.BulletLocalId,
OriginatedRenderFrameId: last.OriginatedRenderFrameId,
OffenderJoinIndex: last.OffenderJoinIndex,
BulletLocalId: last.Bullet.BulletLocalId,
OriginatedRenderFrameId: last.Bullet.OriginatedRenderFrameId,
OffenderJoinIndex: last.Bullet.OffenderJoinIndex,
StartupFrames: last.StartupFrames,
CancellableStFrame: last.CancellableStFrame,
CancellableEdFrame: last.CancellableEdFrame,
ActiveFrames: last.ActiveFrames,
StartupFrames: last.Bullet.StartupFrames,
CancellableStFrame: last.Bullet.CancellableStFrame,
CancellableEdFrame: last.Bullet.CancellableEdFrame,
ActiveFrames: last.Bullet.ActiveFrames,
HitStunFrames: last.HitStunFrames,
BlockStunFrames: last.BlockStunFrames,
PushbackVelX: last.PushbackVelX,
PushbackVelY: last.PushbackVelY,
Damage: last.Damage,
HitStunFrames: last.Bullet.HitStunFrames,
BlockStunFrames: last.Bullet.BlockStunFrames,
PushbackVelX: last.Bullet.PushbackVelX,
PushbackVelY: last.Bullet.PushbackVelY,
Damage: last.Bullet.Damage,
SelfLockVelX: last.SelfLockVelX,
SelfLockVelY: last.SelfLockVelY,
SelfLockVelX: last.Bullet.SelfLockVelX,
SelfLockVelY: last.Bullet.SelfLockVelY,
HitboxOffsetX: last.HitboxOffsetX,
HitboxOffsetY: last.HitboxOffsetY,
HitboxSizeX: last.HitboxSizeX,
HitboxSizeY: last.HitboxSizeY,
HitboxOffsetX: last.Bullet.HitboxOffsetX,
HitboxOffsetY: last.Bullet.HitboxOffsetY,
HitboxSizeX: last.Bullet.HitboxSizeX,
HitboxSizeY: last.Bullet.HitboxSizeY,
BlowUp: last.BlowUp,
TeamId: last.TeamId,
BlowUp: last.Bullet.BlowUp,
TeamId: last.Bullet.TeamId,
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,

View File

@ -335,7 +335,20 @@ func (pR *Room) playerDownsyncStr(player *battle.PlayerDownsync) string {
if player.InAir {
inAirInt = 1
}
s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d}", player.JoinIndex, player.VirtualGridX, player.VirtualGridY, player.VelX, player.VelY, player.FramesToRecover, inAirInt)
onWallInt := 0
if player.OnWall {
onWallInt = 1
}
s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d,%d}", player.JoinIndex, player.VirtualGridX, player.VirtualGridY, player.VelX, player.VelY, player.FramesToRecover, inAirInt, onWallInt)
return s
}
func (pR *Room) fireballDownsyncStr(fireball *battle.FireballBullet) string {
if nil == fireball {
return ""
}
s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d}", fireball.Bullet.BulletLocalId, fireball.Bullet.OriginatedRenderFrameId, fireball.Bullet.OffenderJoinIndex, fireball.VirtualGridX, fireball.VirtualGridY, fireball.VelX, fireball.VelY, fireball.DirX, fireball.DirY, fireball.Bullet.HitboxSizeX, fireball.Bullet.HitboxSizeY)
return s
}
@ -365,7 +378,11 @@ func (pR *Room) rdfIdToActuallyUsedInputString() string {
for _, player := range rdf.PlayersArr {
playersStrBldr = append(playersStrBldr, pR.playerDownsyncStr(player))
}
s = append(s, fmt.Sprintf("rdfId:%d\nplayers:[%v]\nactuallyUsedinputList:{%v}", rdfId, strings.Join(playersStrBldr, ","), pR.inputFrameDownsyncStr(pR.rdfIdToActuallyUsedInput[rdfId])))
fireballsStrBldr := make([]string, 0, len(rdf.FireballBullets))
for _, fireball := range rdf.FireballBullets {
fireballsStrBldr = append(fireballsStrBldr, pR.fireballDownsyncStr(fireball))
}
s = append(s, fmt.Sprintf("rdfId:%d\nplayers:[%v]\nfireballs:[%v]\nactuallyUsedinputList:{%v}", rdfId, strings.Join(playersStrBldr, ","), strings.Join(fireballsStrBldr, ","), pR.inputFrameDownsyncStr(pR.rdfIdToActuallyUsedInput[rdfId])))
}
return strings.Join(s, "\n")

File diff suppressed because one or more lines are too long

View File

@ -62,7 +62,7 @@
{
"frame": 0.13333333333333333,
"value": {
"__uuid__": "2ad9becb-20e0-4bbb-b83b-de21e085e706"
"__uuid__": "dbe67025-9878-4e13-8f3d-81e04734810a"
}
},
{

View File

@ -5,14 +5,14 @@
<tileset firstgid="129" source="tiles2.tsx"/>
<layer id="6" name="Ground" width="128" height="64">
<data encoding="base64" compression="zlib">
eJzt2z1uAjEURWELlIYuiKRHyk4iGjo2wP6XkRDGUmThnxne+FncU3wNEDJ+x3aqbEMIWwAAAAAAAAAAAADo4IQ/3h08+3s/gzflGSivnRlor50ZaK+dGdTX/mb0e6y+h/7+/Q+NHn1P6z7YG32G/svWXur1TP/SvqL/OP1LnSz6t7Qt9a29T//x+7fcASW9ZvDKWvpbmbPHRprBKxt97e8ZSjPo3f/L4TnSOyDXfY19QP+xtLa32gcjzsCjf+u5Pxp9ZhT0v9tN6K/jtvbvRLwH0tejY6Pcz48mzsC7hVf/zSSe/+uvc8bGQO5veO39pWrPo37+0/438Q74/5pV/9HQ/+6c9H7EevafK5h799A/b5eZmdX9W+u1ZD/NaU//ED4mpZk9c/5Le6DX+S/tT/rn+1so3QM9+tfuJ/X+8O/g2f8ijv7a6K+N/tror43+2uivjf7a6K+N/tror43+2uivjf7a6K+N/tror43+2uivjf7a6K+N/trory3+D5R3C/rTn/70790f6/X/AbS6syo=
eJzt2ztuAjEURmELlIYuiKRHyk4iGjo2wP6XkRDGUmThxwx3fC3+U3wNw8v3eEyabEMIWwAAAAAAAAAAAADo4IQ/3h08+3t/B2/KM1BeOzPQXjsz0F47M6iv/c3oc6zeh/7+/Q+NHr1P6z7YGz2H/svWXur1TP/SvqL/OP1LnSz6t7Qt9a1dp//4/VvOgJJeM3hlLf2tzNljI83glY2+9vcMpRko9E/PgFz3NfbBKDNQ7r+kvdU+GHEGHv2/Gl9zNHrOKOh/t5vQX8dt7d+JeC19PDo2yr1+NHEG3i28+m8m8f6//jpnbAzkfsNr15eqfR/1+z/tfxP/Fvj/mFX/0dD/7pz0fsR69p8rmHv20D9vl5mZ1flb67VkP81pT/8QPialmT1z/5f2QK/7v7Q/6Z/vb6F0DvToXzuf1PvDv4Nn/4s4+mujvzb6a6O/Nvpro782+mujvzb6a6O/Nvpro782+mujvzb6a6O/Nvpro782+mujvzb6a6O/tvg/UN4t6E9/+tO/d3+s1/8HUhSy6A==
</data>
</layer>
<objectgroup id="1" name="PlayerStartingPos">
<object id="135" x="1630" y="518">
<object id="135" x="1140" y="488">
<point/>
</object>
<object id="137" x="888.003" y="535">
<object id="137" x="1527" y="488">
<point/>
</object>
</objectgroup>
@ -179,11 +179,6 @@
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="126" x="720" y="480" width="16" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="127" x="1088" y="320" width="16" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
@ -209,10 +204,5 @@
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="134" x="720" y="416" width="16" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
</objectgroup>
</map>

View File

@ -24,11 +24,11 @@
"_active": true,
"_components": [
{
"__id__": 6
"__id__": 7
}
],
"_prefab": {
"__id__": 7
"__id__": 8
},
"_opacity": 255,
"_color": {
@ -79,23 +79,20 @@
},
{
"__type__": "cc.Node",
"_name": "Fireball1",
"_name": "animNode",
"_objFlags": 0,
"_parent": {
"__id__": 1
},
"_children": [],
"_active": false,
"_components": [
"_children": [
{
"__id__": 3
},
{
"__id__": 4
}
],
"_active": true,
"_components": [],
"_prefab": {
"__id__": 5
"__id__": 6
},
"_opacity": 255,
"_color": {
@ -145,20 +142,67 @@
"_id": ""
},
{
"__type__": "cc.Animation",
"_name": "",
"__type__": "cc.Node",
"_name": "Fireball1",
"_objFlags": 0,
"node": {
"_parent": {
"__id__": 2
},
"_enabled": true,
"_defaultClip": null,
"_clips": [
"_children": [],
"_active": true,
"_components": [
{
"__uuid__": "ba12416b-eec3-4260-8402-7fc25b125624"
"__id__": 4
}
],
"playOnLoad": false,
"_prefab": {
"__id__": 5
},
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 117,
"height": 55
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
-32,
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": ""
},
{
@ -166,13 +210,19 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 2
"__id__": 3
},
"_enabled": true,
"_materials": [],
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": null,
"_spriteFrame": {
"__uuid__": "e92702d5-d5fd-49e6-ab6b-2296b43fa6d6"
},
"_type": 0,
"_sizeMode": 1,
"_fillType": 0,
@ -197,7 +247,18 @@
"asset": {
"__uuid__": "d92d4831-cd65-4eb5-90bd-b77021aec35b"
},
"fileId": "9ds3kDxvVFFqyr760jrV4a",
"fileId": "5f1s6pDt5F3rknJTu0gQW7",
"sync": false
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__uuid__": "d92d4831-cd65-4eb5-90bd-b77021aec35b"
},
"fileId": "3824oBeVVL1KOAQ6Zd9CC5",
"sync": false
},
{
@ -208,6 +269,9 @@
"__id__": 1
},
"_enabled": true,
"animNode": {
"__id__": 2
},
"_id": ""
},
{

View File

@ -440,7 +440,7 @@
"array": [
0,
0,
216.50635094610968,
215.94663282292512,
0,
0,
0,

View File

@ -191,8 +191,8 @@
0,
0,
1,
1.2,
1.2,
0.8,
0.8,
1
]
},
@ -464,7 +464,7 @@
"array": [
0,
0,
209.57814771583418,
215.64032554232523,
0,
0,
0,

View File

@ -1,37 +1,34 @@
cc.Class({
extends: cc.Component,
extends: cc.Component,
properties: {
mapNode: {
type: cc.Node,
default: null
},
speed: {
type: cc.Float,
default: 500
},
properties: {
mapNode: {
type: cc.Node,
default: null
},
onLoad () {
this.mainCamera = this.mapNode.parent.getChildByName("Main Camera").getComponent(cc.Camera);
this.mapScriptIns = this.mapNode.getComponent("Map");
speed: {
type: cc.Float,
default: 500
},
},
start() {},
onLoad() {
this.mainCamera = this.mapNode.parent.getChildByName("Main Camera").getComponent(cc.Camera);
this.mapScriptIns = this.mapNode.getComponent("Map");
},
update(dt) {
const self = this;
if (!self.mainCamera) return;
if (!self.mapScriptIns) return;
if (!self.mapScriptIns.selfPlayerInfo) return;
if (!self.mapScriptIns.playerRichInfoDict) return;
const selfPlayerRichInfo = self.mapScriptIns.playerRichInfoDict.get(self.mapScriptIns.selfPlayerInfo.Id);
if (!selfPlayerRichInfo) return;
const selfPlayerNode = selfPlayerRichInfo.node;
if (!selfPlayerNode) return;
const pDiff = selfPlayerNode.position.sub(self.mainCamera.node.position);
pDiff.normalizeSelf();
const newCamPos = self.mainCamera.node.position.add(pDiff.mul(dt*self.speed));
self.mainCamera.node.setPosition(newCamPos);
}
start() {},
update(dt) {
const self = this;
if (!self.mainCamera) return;
if (!self.mapScriptIns) return;
if (!self.mapScriptIns.selfPlayerInfo) return;
if (!self.mapScriptIns.playerRichInfoDict) return;
const selfPlayerRichInfo = self.mapScriptIns.playerRichInfoDict.get(self.mapScriptIns.selfPlayerInfo.Id);
if (!selfPlayerRichInfo) return;
const selfPlayerNode = selfPlayerRichInfo.node;
if (!selfPlayerNode) return;
self.mapNode.setPosition(cc.v2().sub(selfPlayerNode.position));
}
});

View File

@ -1,6 +1,13 @@
cc.Class({
extends: cc.Component,
properties: {
animNode: {
type: cc.Node,
default: null
},
},
ctor() {
this.lastUsed = -1;
this.bulletLocalId = -1;
@ -9,28 +16,30 @@ cc.Class({
setSpecies(speciesName, fireballBullet, rdf) {
if (speciesName == this.speciesName) return;
this.speciesName = speciesName;
this.effAnimNode = this.node.getChildByName(this.speciesName);
this.animComp = this.effAnimNode.getComponent(cc.Animation);
this.effAnimNode.active = true;
for (let k in this.children) {
const child = this.children[k];
if (!child.active) continue;
if (child == effAnimNode || child.name == speciesName) continue;
child.active = false;
if (null != this.speciesName) {
for (let k in this.animNode.children) {
const child = this.children[k];
if (!child.active) continue;
if (child == effAnimNode || child.name == speciesName) continue;
child.active = false;
}
}
this.updateAnim(speciesName, fireballBullet, rdf);
this.speciesName = speciesName;
this.effAnimNode = this.animNode.getChildByName(this.speciesName);
this.effAnimNode.active = true;
//this.updateAnim(speciesName, fireballBullet, rdf);
},
onLoad() {},
updateAnim(speciesName, fireballBullet, rdf) {
this.animComp = this.effAnimNode.getComponent(cc.Animation);
// Update directions
if (this.animComp && this.animComp.node) {
if (0 > fireballBullet.DirX) {
this.effAnimNode.scaleX = (-1.0);
this.animNode.scaleX = (-1.0);
} else if (0 < fireballBullet.DirX) {
this.effAnimNode.scaleX = (1.0);
this.animNode.scaleX = (1.0);
}
}

View File

@ -413,7 +413,7 @@ cc.Class({
window.mapIns = self;
window.forceBigEndianFloatingNumDecoding = self.forceBigEndianFloatingNumDecoding;
self.showCriticalCoordinateLabels = true;
self.showCriticalCoordinateLabels = false;
console.warn("+++++++ Map onLoad()");
@ -1095,23 +1095,6 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
_renderFireballBullet(fireballBullet, rdf) {
const self = this;
let pqNode = self.cachedFireballs.popAny(fireballBullet.Bullet.BulletLocalId);
const speciesName = `Fireball${fireballBullet.SpeciesId}`;
if (null == pqNode) {
pqNode = self.cachedFireballs.pop();
} else {
console.log(`Using a cached fireball node for rendering for bulletLocalId=${fireballBullet.Bullet.BulletLocalId}`);
}
const cachedFireball = pqNode.value;
cachedFireball.setSpecies(speciesName, fireballBullet, rdf);
cachedFireball.lastUsed = self.renderFrameId;
cachedFireball.bulletLocalId = fireballBullet.Bullet.BulletLocalId;
const [wx, wy] = gopkgs.VirtualGridToWorldPos(fireballBullet.VirtualGridX, fireballBullet.VirtualGridY);
cachedFireball.node.setPosition(cc.v2(wx, wy));
self.cachedFireballs.push(cachedFireball.lastUsed, cachedFireball, cachedFireball.bulletLocalId);
},
applyRoomDownsyncFrameDynamics(rdf, prevRdf) {
@ -1137,8 +1120,28 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
const fireballBullets = rdf.FireballBullets;
for (let k in fireballBullets) {
const fireballBullet = fireballBullets[k];
if ((fireballBullet.Bullet.OriginatedRenderFrameId + fireballBullet.Bullet.StartupFrames <= rdf.Id) && (fireballBullet.Bullet.OriginatedRenderFrameId + fireballBullet.Bullet.StartupFrames + fireballBullet.Bullet.ActiveFrames > rdf.Id)) {
self._renderFireballBullet(fireballBullet, rdf);
if (
fireballBullet.Bullet.OriginatedRenderFrameId + fireballBullet.Bullet.StartupFrames <= rdf.Id
&&
fireballBullet.Bullet.OriginatedRenderFrameId + fireballBullet.Bullet.StartupFrames + fireballBullet.Bullet.ActiveFrames > rdf.Id
) {
let pqNode = self.cachedFireballs.popAny(fireballBullet.Bullet.BulletLocalId);
const speciesName = `Fireball${fireballBullet.SpeciesId}`;
const [wx, wy] = gopkgs.VirtualGridToWorldPos(fireballBullet.VirtualGridX, fireballBullet.VirtualGridY);
if (null == pqNode) {
pqNode = self.cachedFireballs.pop();
console.log(`@rdf.Id=${rdf.Id}, origRdfId=${fireballBullet.Bullet.OriginatedRenderFrameId}, startupFrames=${fireballBullet.Bullet.StartupFrames}, activeFrames=${fireballBullet.Bullet.ActiveFrames}, using a new fireball node for rendering for bulletLocalId=${fireballBullet.Bullet.BulletLocalId} at wpos=(${wx},${wy})`);
} else {
console.log(`@rdf.Id=${rdf.Id}, origRdfId=${fireballBullet.Bullet.OriginatedRenderFrameId}, startupFrames=${fireballBullet.Bullet.StartupFrames}, activeFrames=${fireballBullet.Bullet.ActiveFrames}, using a cached fireball node for rendering for bulletLocalId=${fireballBullet.Bullet.BulletLocalId} at wpos=(${wx},${wy})`);
}
const cachedFireball = pqNode.value;
cachedFireball.setSpecies(speciesName, fireballBullet, rdf);
cachedFireball.lastUsed = self.renderFrameId;
cachedFireball.bulletLocalId = fireballBullet.Bullet.BulletLocalId;
cachedFireball.node.setPosition(cc.v2(wx, wy));
self.cachedFireballs.push(cachedFireball.lastUsed, cachedFireball, fireballBullet.Bullet.BulletLocalId);
}
}
@ -1263,7 +1266,12 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
playerDownsyncStr(playerDownsync) {
if (null == playerDownsync) return "";
return `{${playerDownsync.JoinIndex},${playerDownsync.VirtualGridX},${playerDownsync.VirtualGridY},${playerDownsync.VelX},${playerDownsync.VelY},${playerDownsync.FramesToRecover},${playerDownsync.InAir ? 1 : 0}}`;
return `{${playerDownsync.JoinIndex},${playerDownsync.VirtualGridX},${playerDownsync.VirtualGridY},${playerDownsync.VelX},${playerDownsync.VelY},${playerDownsync.FramesToRecover},${playerDownsync.InAir ? 1 : 0},${playerDownsync.OnWall ? 1 : 0}}`;
},
fireballDownsyncStr(fireball) {
if (null == fireball) return "";
return `{${fireball.Bullet.BulletLocalId},${fireball.Bullet.OriginatedRenderFrameId},${fireball.Bullet.OffenderJoinIndex},${fireball.VirtualGridX},${fireball.VirtualGridY},${fireball.VelX},${fireball.VelY},${fireball.DirX},${fireball.DirY},${fireball.Bullet.HitboxSizeX},${fireball.Bullet.HitboxSizeY}}`;
},
inputFrameDownsyncStr(inputFrameDownsync) {
@ -1292,8 +1300,13 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
for (let k in rdf.PlayersArr) {
playersStrBldr.push(self.playerDownsyncStr(rdf.PlayersArr[k]));
}
const fireballsStrBldr = [];
for (let k in rdf.FireballBullets) {
fireballsStrBldr.push(self.fireballDownsyncStr(rdf.FireballBullets[k]));
}
s.push(`rdfId:${i}
players:[${playersStrBldr.join(',')}]
fireballs:[${fireballsStrBldr.join(',')}]
actuallyUsedinputList:{${self.inputFrameDownsyncStr(actuallyUsedInputClone)}}`);
}

View File

@ -94,7 +94,7 @@ cc.Class({
const p2Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y);
const colliderRadiusV = gopkgs.WorldToVirtualGridPos(12.0, 0);
const speciesIdList = [1, 4096];
const speciesIdList = [4096, 1];
const chConfigsOrderedByJoinIndex = gopkgs.GetCharacterConfigsOrderedByJoinIndex(speciesIdList);
const startRdf = window.pb.protos.RoomDownsyncFrame.create({

View File

@ -3,6 +3,7 @@ package battle
import (
"math"
"resolv"
//"fmt"
)
const (
@ -21,7 +22,7 @@ const (
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) // in the count of render frames
INPUT_DELAY_FRAMES = int32(4) // in the count of render frames
INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
NST_DELAY_FRAMES = int32(16) // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
@ -360,22 +361,22 @@ func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBounding
func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, 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
virtualGripToWall := float64(0)
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState && 0 == thatPlayerInNextFrame.VelX && currPlayerDownsync.DirX == thatPlayerInNextFrame.DirX {
/*
I'm not sure whether this is a bug of "resolv_tailored" (maybe due to my changes), on the x-axis a playerCollider whose right edge reaches "1680.1" is not deemed collided with a side wall whose left edge is "1680.0", while the same extent of intersection is OK in y-axis.
The workaround here is to grant a "virtualGripToWall" in x-axis to guarantee that if
- "currPlayerDownsync" is on wall, and
- "thatPlayerInNextFrame.VelX" is 0 (i.e. no proactive move against the wall), and
- there's no change in player facing direction
*/
xfac := float64(1)
if 0 > thatPlayerInNextFrame.DirX {
xfac = -xfac
}
virtualGripToWall = xfac*float64(currPlayerDownsync.Speed)*VIRTUAL_GRID_TO_WORLD_RATIO
}
virtualGripToWall := float64(0)
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState && 0 == thatPlayerInNextFrame.VelX && currPlayerDownsync.DirX == thatPlayerInNextFrame.DirX {
/*
I'm not sure whether this is a bug of "resolv_tailored" (maybe due to my changes), on the x-axis a playerCollider whose right edge reaches "1680.1" is not deemed collided with a side wall whose left edge is "1680.0", while the same extent of intersection is OK in y-axis.
The workaround here is to grant a "virtualGripToWall" in x-axis to guarantee that if
- "currPlayerDownsync" is on wall, and
- "thatPlayerInNextFrame.VelX" is 0 (i.e. no proactive move against the wall), and
- there's no change in player facing direction
*/
xfac := float64(1)
if 0 > thatPlayerInNextFrame.DirX {
xfac = -xfac
}
virtualGripToWall = xfac * float64(currPlayerDownsync.Speed) * VIRTUAL_GRID_TO_WORLD_RATIO
}
collision := playerCollider.Check(virtualGripToWall, 0)
if nil == collision {
return &ret
@ -498,8 +499,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
FramesInvinsible: currPlayerDownsync.FramesInvinsible - 1,
ColliderRadius: currPlayerDownsync.ColliderRadius,
OnWallNormX: currPlayerDownsync.OnWallNormX,
OnWallNormY: currPlayerDownsync.OnWallNormY,
OnWallNormX: currPlayerDownsync.OnWallNormX,
OnWallNormY: currPlayerDownsync.OnWallNormY,
}
if nextRenderFramePlayers[i].FramesToRecover < 0 {
nextRenderFramePlayers[i].FramesToRecover = 0
@ -509,6 +510,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
}
// [WARNING] For rollback compatibility, MeleeBullets are composed of only static BulletConfig data and move along with the offenders, therefore they can just be copies of the pointers in "RenderFrameBuffer", however, FireballBullets move on their own and must be copies of instances for each RenderFrame!
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?
nextRenderFrameFireballBullets := make([]*FireballBullet, 0, len(currRenderFrame.FireballBullets))
effPushbacks := make([]Vec2D, roomCapacity)
@ -539,38 +541,39 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
switch v := skillConfig.Hits[thatPlayerInNextFrame.ActiveSkillHit].(type) {
case *MeleeBullet:
var newBullet MeleeBullet = *v // Copied primitive fields into an onstack variable
newBullet.BulletLocalId = bulletLocalId
newBullet.Bullet.BulletLocalId = bulletLocalId
bulletLocalId++
newBullet.OriginatedRenderFrameId = currRenderFrame.Id
newBullet.OffenderJoinIndex = joinIndex
newBullet.Bullet.OriginatedRenderFrameId = currRenderFrame.Id
newBullet.Bullet.OffenderJoinIndex = joinIndex
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, &newBullet)
if NO_LOCK_VEL != v.SelfLockVelX {
if NO_LOCK_VEL != v.Bullet.SelfLockVelX {
hasLockVel = true
thatPlayerInNextFrame.VelX = xfac * v.SelfLockVelX
thatPlayerInNextFrame.VelX = xfac * v.Bullet.SelfLockVelX
}
if NO_LOCK_VEL != v.SelfLockVelY {
if NO_LOCK_VEL != v.Bullet.SelfLockVelY {
hasLockVel = true
thatPlayerInNextFrame.VelY = v.SelfLockVelY
thatPlayerInNextFrame.VelY = v.Bullet.SelfLockVelY
}
case *FireballBullet:
var newBullet FireballBullet = *v // Copied primitive fields into an onstack variable
newBullet.BulletLocalId = bulletLocalId
newBullet.Bullet.BulletLocalId = bulletLocalId
bulletLocalId++
newBullet.VirtualGridX, newBullet.VirtualGridY = currPlayerDownsync.VirtualGridX+xfac*newBullet.HitboxOffsetX, currPlayerDownsync.VirtualGridY+newBullet.HitboxOffsetY
newBullet.OriginatedRenderFrameId = currRenderFrame.Id
newBullet.OffenderJoinIndex = joinIndex
newBullet.Bullet.OriginatedRenderFrameId = currRenderFrame.Id
newBullet.Bullet.OffenderJoinIndex = joinIndex
newBullet.VirtualGridX, newBullet.VirtualGridY = currPlayerDownsync.VirtualGridX+xfac*newBullet.Bullet.HitboxOffsetX, currPlayerDownsync.VirtualGridY+newBullet.Bullet.HitboxOffsetY
newBullet.DirX = xfac
newBullet.DirY = 0
newBullet.VelX = newBullet.Speed * xfac
newBullet.VelY = 0
nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, &newBullet)
if NO_LOCK_VEL != v.SelfLockVelX {
//fmt.Printf("Created new fireball @currRenderFrame.Id=%d, %p, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, offenderVpos=(%d,%d)\n", currRenderFrame.Id, &newBullet, bulletLocalId, newBullet.VirtualGridX, newBullet.VirtualGridY, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY)
if NO_LOCK_VEL != v.Bullet.SelfLockVelX {
hasLockVel = true
thatPlayerInNextFrame.VelX = xfac * v.SelfLockVelX
thatPlayerInNextFrame.VelX = xfac * v.Bullet.SelfLockVelX
}
if NO_LOCK_VEL != v.SelfLockVelY {
if NO_LOCK_VEL != v.Bullet.SelfLockVelY {
hasLockVel = true
thatPlayerInNextFrame.VelY = v.SelfLockVelY
thatPlayerInNextFrame.VelY = v.Bullet.SelfLockVelY
}
}
@ -616,12 +619,12 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if jumpedOrNotList[i] {
// We haven't proceeded with "OnWall" calculation for "thatPlayerInNextFrame", thus use "currPlayerDownsync.OnWall" for checking
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState {
if 0 < currPlayerDownsync.VelX * currPlayerDownsync.OnWallNormX {
newVx -= currPlayerDownsync.VelX // Cancel the alleged horizontal movement pointing to same direction of wall inward norm first
}
if 0 < currPlayerDownsync.VelX*currPlayerDownsync.OnWallNormX {
newVx -= currPlayerDownsync.VelX // Cancel the alleged horizontal movement pointing to same direction of wall inward norm first
}
xfac := int32(-1)
if 0 > currPlayerDownsync.OnWallNormX {
// Always jump to the opposite direction of wall inward norm
// Always jump to the opposite direction of wall inward norm
xfac = -xfac
}
newVx += xfac * chConfig.WallJumpingInitVelX
@ -666,31 +669,43 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
// 3. Add bullet colliders into collision system
bulletColliders := make([]*resolv.Object, 0, len(currRenderFrame.MeleeBullets)) // Will all be removed at the end of this function due to the need for being rollback-compatible
for _, meleeBullet := range currRenderFrame.MeleeBullets {
if (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames+meleeBullet.ActiveFrames > currRenderFrame.Id) {
offender := currRenderFrame.PlayersArr[meleeBullet.OffenderJoinIndex-1]
if (meleeBullet.Bullet.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.Bullet.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames+meleeBullet.Bullet.ActiveFrames > currRenderFrame.Id) {
offender := currRenderFrame.PlayersArr[meleeBullet.Bullet.OffenderJoinIndex-1]
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = -xfac
}
bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.HitboxOffsetX, offender.VirtualGridY)
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.HitboxSizeX, meleeBullet.HitboxSizeY)
bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY)
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY)
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
collisionSys.Add(newBulletCollider)
bulletColliders = append(bulletColliders, newBulletCollider)
} else if meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames+meleeBullet.ActiveFrames > currRenderFrame.Id {
} else if meleeBullet.Bullet.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames+meleeBullet.Bullet.ActiveFrames > currRenderFrame.Id {
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
}
}
for _, fireballBullet := range currRenderFrame.FireballBullets {
if (fireballBullet.OriginatedRenderFrameId+fireballBullet.StartupFrames < currRenderFrame.Id) && (fireballBullet.OriginatedRenderFrameId+fireballBullet.StartupFrames+fireballBullet.ActiveFrames > currRenderFrame.Id) {
for _, prevFireball := range currRenderFrame.FireballBullets {
fireballBullet := &FireballBullet{
VirtualGridX: prevFireball.VirtualGridX,
VirtualGridY: prevFireball.VirtualGridY,
DirX: prevFireball.DirX,
DirY: prevFireball.DirY,
VelX: prevFireball.VelX,
VelY: prevFireball.VelY,
Speed: prevFireball.Speed,
SpeciesId: prevFireball.SpeciesId,
Bullet: prevFireball.Bullet,
}
if (fireballBullet.Bullet.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames < currRenderFrame.Id) && (fireballBullet.Bullet.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames+fireballBullet.Bullet.ActiveFrames > currRenderFrame.Id) {
bulletWx, bulletWy := VirtualGridToWorldPos(fireballBullet.VirtualGridX, fireballBullet.VirtualGridY)
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(fireballBullet.HitboxSizeX, fireballBullet.HitboxSizeY)
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(fireballBullet.Bullet.HitboxSizeX, fireballBullet.Bullet.HitboxSizeY)
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, fireballBullet, "FireballBullet")
collisionSys.Add(newBulletCollider)
bulletColliders = append(bulletColliders, newBulletCollider)
} else if fireballBullet.OriginatedRenderFrameId+fireballBullet.StartupFrames+fireballBullet.ActiveFrames > currRenderFrame.Id {
} else if fireballBullet.Bullet.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames+fireballBullet.Bullet.ActiveFrames > currRenderFrame.Id {
// fmt.Printf("Pushing static fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d\n", currRenderFrame.Id, fireballBullet.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY)
nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, fireballBullet)
}
}
@ -786,36 +801,36 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
}
if chConfig.OnWallEnabled {
if thatPlayerInNextFrame.InAir {
// [WARNING] Sticking to wall MUST BE based on "InAir", otherwise we would get gravity reduction from ground up incorrectly!
if _, existent := noOpSet[currPlayerDownsync.CharacterState]; !existent {
// [WARNING] Sticking to wall could only be triggered by proactive player input
for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
normAlignmentWithHorizon1 := (hardPushbackNorm.X*float64(1.0) + hardPushbackNorm.Y*float64(0.0))
normAlignmentWithHorizon2 := (hardPushbackNorm.X*float64(-1.0) + hardPushbackNorm.Y*float64(0.0))
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon1 {
thatPlayerInNextFrame.OnWall = true
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = int32(hardPushbackNorm.X), int32(hardPushbackNorm.Y)
break
}
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon2 {
thatPlayerInNextFrame.OnWall = true
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = int32(hardPushbackNorm.X), int32(hardPushbackNorm.Y)
break
}
}
if chConfig.OnWallEnabled {
if thatPlayerInNextFrame.InAir {
// [WARNING] Sticking to wall MUST BE based on "InAir", otherwise we would get gravity reduction from ground up incorrectly!
if _, existent := noOpSet[currPlayerDownsync.CharacterState]; !existent {
// [WARNING] Sticking to wall could only be triggered by proactive player input
for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
normAlignmentWithHorizon1 := (hardPushbackNorm.X*float64(1.0) + hardPushbackNorm.Y*float64(0.0))
normAlignmentWithHorizon2 := (hardPushbackNorm.X*float64(-1.0) + hardPushbackNorm.Y*float64(0.0))
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon1 {
thatPlayerInNextFrame.OnWall = true
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = int32(hardPushbackNorm.X), int32(hardPushbackNorm.Y)
break
}
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon2 {
thatPlayerInNextFrame.OnWall = true
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = int32(hardPushbackNorm.X), int32(hardPushbackNorm.Y)
break
}
}
if !currPlayerDownsync.OnWall && thatPlayerInNextFrame.OnWall {
// To avoid mysterious climbing up the wall after sticking on it
thatPlayerInNextFrame.VelY = 0
}
}
}
if !thatPlayerInNextFrame.OnWall {
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = 0, 0
}
}
if !currPlayerDownsync.OnWall && thatPlayerInNextFrame.OnWall {
// To avoid mysterious climbing up the wall after sticking on it
thatPlayerInNextFrame.VelY = 0
}
}
}
if !thatPlayerInNextFrame.OnWall {
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = 0, 0
}
}
}
@ -828,12 +843,12 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
switch v := bulletCollider.Data.(type) {
case *MeleeBullet:
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
offender := currRenderFrame.PlayersArr[v.OffenderJoinIndex-1]
offender := currRenderFrame.PlayersArr[v.Bullet.OffenderJoinIndex-1]
for _, obj := range collision.Objects {
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
switch t := obj.Data.(type) {
case *PlayerDownsync:
if v.OffenderJoinIndex == t.JoinIndex {
if v.Bullet.OffenderJoinIndex == t.JoinIndex {
continue
}
overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape)
@ -851,18 +866,18 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if 0 > offender.DirX {
xfac = -xfac
}
pushbackVelX, pushbackVelY := xfac*v.PushbackVelX, v.PushbackVelY
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
atkedPlayerInNextFrame.VelX = pushbackVelX
atkedPlayerInNextFrame.VelY = pushbackVelY
if v.BlowUp {
if v.Bullet.BlowUp {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
} else {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
}
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
if v.HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame.FramesToRecover = v.HitStunFrames
if v.Bullet.HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
}
default:
addToNextRenderFrame = false
@ -870,12 +885,12 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
case *FireballBullet:
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
offender := currRenderFrame.PlayersArr[v.OffenderJoinIndex-1]
offender := currRenderFrame.PlayersArr[v.Bullet.OffenderJoinIndex-1]
for _, obj := range collision.Objects {
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
switch t := obj.Data.(type) {
case *PlayerDownsync:
if v.OffenderJoinIndex == t.JoinIndex {
if v.Bullet.OffenderJoinIndex == t.JoinIndex {
continue
}
overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape)
@ -893,18 +908,18 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if 0 > offender.DirX {
xfac = -xfac
}
pushbackVelX, pushbackVelY := xfac*v.PushbackVelX, v.PushbackVelY
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
atkedPlayerInNextFrame.VelX = pushbackVelX
atkedPlayerInNextFrame.VelY = pushbackVelY
if v.BlowUp {
if v.Bullet.BlowUp {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
} else {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
}
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
if v.HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame.FramesToRecover = v.HitStunFrames
if v.Bullet.HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
}
default:
addToNextRenderFrame = false
@ -1053,3 +1068,77 @@ func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
return output
}
func NewMeleeBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32) *MeleeBullet {
return &MeleeBullet{
Bullet: &BulletConfig{
BulletLocalId: bulletLocalId,
OriginatedRenderFrameId: originatedRenderFrameId,
OffenderJoinIndex: offenderJoinIndex,
StartupFrames: startupFrames,
CancellableStFrame: cancellableStFrame,
CancellableEdFrame: cancellableEdFrame,
ActiveFrames: activeFrames,
HitStunFrames: hitStunFrames,
BlockStunFrames: blockStunFrames,
PushbackVelX: pushbackVelX,
PushbackVelY: pushbackVelY,
Damage: damage,
SelfLockVelX: selfLockVelX,
SelfLockVelY: selfLockVelY,
HitboxOffsetX: hitboxOffsetX,
HitboxOffsetY: hitboxOffsetY,
HitboxSizeX: hitboxSizeX,
HitboxSizeY: hitboxSizeY,
BlowUp: blowUp,
TeamId: teamId,
},
}
}
func NewFireballBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, speciesId int32) *FireballBullet {
return &FireballBullet{
VirtualGridX: virtualGridX,
VirtualGridY: virtualGridY,
DirX: dirX,
DirY: dirY,
VelX: velX,
VelY: velY,
Speed: speed,
SpeciesId: speciesId,
Bullet: &BulletConfig{
BulletLocalId: bulletLocalId,
OriginatedRenderFrameId: originatedRenderFrameId,
OffenderJoinIndex: offenderJoinIndex,
StartupFrames: startupFrames,
CancellableStFrame: cancellableStFrame,
CancellableEdFrame: cancellableEdFrame,
ActiveFrames: activeFrames,
HitStunFrames: hitStunFrames,
BlockStunFrames: blockStunFrames,
PushbackVelX: pushbackVelX,
PushbackVelY: pushbackVelY,
Damage: damage,
SelfLockVelX: selfLockVelX,
SelfLockVelY: selfLockVelY,
HitboxOffsetX: hitboxOffsetX,
HitboxOffsetY: hitboxOffsetY,
HitboxSizeX: hitboxSizeX,
HitboxSizeY: hitboxSizeY,
BlowUp: blowUp,
TeamId: teamId,
},
}
}

View File

@ -61,8 +61,8 @@ var Characters = map[int]*CharacterConfig{
if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 {
switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) {
case *MeleeBullet:
if v.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.CancellableEdFrame {
if nextSkillId, existent2 := v.CancelTransit[patternId]; existent2 {
if v.Bullet.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.Bullet.CancellableEdFrame {
if nextSkillId, existent2 := v.Bullet.CancelTransit[patternId]; existent2 {
return nextSkillId
}
}
@ -93,7 +93,7 @@ var Characters = map[int]*CharacterConfig{
DashingEnabled: true,
OnWallEnabled: true,
WallJumpingFramesToRecover: int32(9), // 8 would be the minimum for an avg human
WallJumpingFramesToRecover: int32(9), // 8 would be the minimum for an avg human
WallJumpingInitVelX: int32(float64(2.5) * WORLD_TO_VIRTUAL_GRID_RATIO), // Default is "appeared facing right", but actually holding ctrl against left
WallJumpingInitVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
WallSlidingVelY: int32(float64(-1) * WORLD_TO_VIRTUAL_GRID_RATIO),
@ -111,8 +111,8 @@ var Characters = map[int]*CharacterConfig{
if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 {
switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) {
case *MeleeBullet:
if v.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.CancellableEdFrame {
if nextSkillId, existent2 := v.CancelTransit[patternId]; existent2 {
if v.Bullet.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.Bullet.CancellableEdFrame {
if nextSkillId, existent2 := v.Bullet.CancelTransit[patternId]; existent2 {
return nextSkillId
}
}
@ -157,8 +157,8 @@ var Characters = map[int]*CharacterConfig{
if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 {
switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) {
case *MeleeBullet:
if v.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.CancellableEdFrame {
if nextSkillId, existent2 := v.CancelTransit[patternId]; existent2 {
if v.Bullet.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.Bullet.CancellableEdFrame {
if nextSkillId, existent2 := v.Bullet.CancelTransit[patternId]; existent2 {
return nextSkillId
}
}
@ -190,7 +190,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK1,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
Bullet: &BulletConfig{
StartupFrames: int32(7),
ActiveFrames: int32(22),
HitStunFrames: int32(13),
@ -223,7 +223,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK2,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
Bullet: &BulletConfig{
StartupFrames: int32(18),
ActiveFrames: int32(18),
HitStunFrames: int32(18),
@ -254,7 +254,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK3,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
Bullet: &BulletConfig{
StartupFrames: int32(8),
ActiveFrames: int32(30),
HitStunFrames: MAX_INT32,
@ -281,7 +281,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK1,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
Bullet: &BulletConfig{
StartupFrames: int32(7),
ActiveFrames: int32(22),
HitStunFrames: int32(13),
@ -314,7 +314,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK2,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
Bullet: &BulletConfig{
StartupFrames: int32(18),
ActiveFrames: int32(18),
HitStunFrames: int32(18),
@ -345,7 +345,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK3,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
Bullet: &BulletConfig{
StartupFrames: int32(8),
ActiveFrames: int32(28),
HitStunFrames: MAX_INT32,
@ -372,7 +372,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK1,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
Bullet: &BulletConfig{
StartupFrames: int32(7),
ActiveFrames: int32(22),
HitStunFrames: int32(13),
@ -405,7 +405,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK2,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
Bullet: &BulletConfig{
StartupFrames: int32(18),
ActiveFrames: int32(18),
HitStunFrames: int32(18),
@ -436,7 +436,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK3,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
Bullet: &BulletConfig{
StartupFrames: int32(7),
ActiveFrames: int32(30),
HitStunFrames: MAX_INT32,
@ -464,8 +464,8 @@ var skills = map[int]*Skill{
Hits: []interface{}{
&FireballBullet{
SpeciesId: int32(1),
Speed: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
Bullet: Bullet{
Speed: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
Bullet: &BulletConfig{
StartupFrames: int32(15),
ActiveFrames: MAX_INT32,
HitStunFrames: int32(15),
@ -475,7 +475,7 @@ var skills = map[int]*Skill{
SelfLockVelY: NO_LOCK_VEL,
PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelY: int32(0),
HitboxOffsetX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetX: int32(float64(18) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetY: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
@ -491,7 +491,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK5,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
Bullet: &BulletConfig{
StartupFrames: int32(3),
ActiveFrames: int32(25),
HitStunFrames: MAX_INT32,
@ -518,7 +518,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
Bullet: &BulletConfig{
StartupFrames: int32(3),
ActiveFrames: int32(20),
HitStunFrames: int32(18),
@ -544,7 +544,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
Bullet: &BulletConfig{
StartupFrames: int32(3),
ActiveFrames: int32(10),
HitStunFrames: int32(15),
@ -570,7 +570,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
Bullet: &BulletConfig{
StartupFrames: int32(3),
ActiveFrames: int32(20),
HitStunFrames: int32(18),

View File

@ -34,6 +34,8 @@ type PlayerDownsync struct {
CharacterState int32
InAir bool
OnWall bool
OnWallNormX int32
OnWallNormY int32
ActiveSkillId int32
ActiveSkillHit int32
@ -42,9 +44,6 @@ type PlayerDownsync struct {
BulletTeamId int32
ChCollisionTeamId int32 // not the same as "BulletTeamId", because even in the same team, we should allow inter-character collisions
OnWallNormX int32
OnWallNormY int32
}
type InputFrameDecoded struct {
@ -63,7 +62,7 @@ type Barrier struct {
Boundary *Polygon2D
}
type Bullet struct {
type BulletConfig struct {
BulletLocalId int32 // for referencing cached nodes in frontend rendering
// for offender
@ -97,7 +96,7 @@ type Bullet struct {
}
type MeleeBullet struct {
Bullet
Bullet *BulletConfig
}
type FireballBullet struct {
@ -109,7 +108,7 @@ type FireballBullet struct {
VelY int32
Speed int32
SpeciesId int32
Bullet
Bullet *BulletConfig
}
type Skill struct {

View File

@ -65,85 +65,19 @@ func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY,
ColliderRadius: colliderRadius,
InAir: inAir,
OnWall: onWall,
OnWallNormX: onWallNormX,
OnWallNormY: onWallNormY,
OnWallNormX: onWallNormX,
OnWallNormY: onWallNormY,
BulletTeamId: bulletTeamId,
ChCollisionTeamId: chCollisionTeamId,
})
}
func NewMeleeBulletJs(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32) *js.Object {
return js.MakeWrapper(&MeleeBullet{
Bullet: Bullet{
BulletLocalId: bulletLocalId,
OriginatedRenderFrameId: originatedRenderFrameId,
OffenderJoinIndex: offenderJoinIndex,
StartupFrames: startupFrames,
CancellableStFrame: cancellableStFrame,
CancellableEdFrame: cancellableEdFrame,
ActiveFrames: activeFrames,
HitStunFrames: hitStunFrames,
BlockStunFrames: blockStunFrames,
PushbackVelX: pushbackVelX,
PushbackVelY: pushbackVelY,
Damage: damage,
SelfLockVelX: selfLockVelX,
SelfLockVelY: selfLockVelY,
HitboxOffsetX: hitboxOffsetX,
HitboxOffsetY: hitboxOffsetY,
HitboxSizeX: hitboxSizeX,
HitboxSizeY: hitboxSizeY,
BlowUp: blowUp,
TeamId: teamId,
},
})
return js.MakeWrapper(NewMeleeBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY, blowUp, teamId))
}
func NewFireballBulletJs(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, speciesId int32) *js.Object {
return js.MakeWrapper(&FireballBullet{
VirtualGridX: virtualGridX,
VirtualGridY: virtualGridY,
DirX: dirX,
DirY: dirY,
VelX: velX,
VelY: velY,
Speed: speed,
SpeciesId: speciesId,
Bullet: Bullet{
BulletLocalId: bulletLocalId,
OriginatedRenderFrameId: originatedRenderFrameId,
OffenderJoinIndex: offenderJoinIndex,
StartupFrames: startupFrames,
CancellableStFrame: cancellableStFrame,
CancellableEdFrame: cancellableEdFrame,
ActiveFrames: activeFrames,
HitStunFrames: hitStunFrames,
BlockStunFrames: blockStunFrames,
PushbackVelX: pushbackVelX,
PushbackVelY: pushbackVelY,
Damage: damage,
SelfLockVelX: selfLockVelX,
SelfLockVelY: selfLockVelY,
HitboxOffsetX: hitboxOffsetX,
HitboxOffsetY: hitboxOffsetY,
HitboxSizeX: hitboxSizeX,
HitboxSizeY: hitboxSizeY,
BlowUp: blowUp,
TeamId: teamId,
},
})
return js.MakeWrapper(NewFireballBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY, blowUp, teamId, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, speciesId))
}
func NewNpcPatrolCue(flAct, frAct uint64, x, y float64) *js.Object {