mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
A broken commit during backend bullet adaptation.
This commit is contained in:
parent
becc56f672
commit
fdc296531a
@ -2,7 +2,6 @@ package models
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import (
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. "battle_srv/protos"
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. "dnmshared/sharedprotos"
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)
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func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) map[int32]*PlayerDownsync {
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@ -16,10 +15,8 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) map[int32]
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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Dir: &Direction{
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Dx: last.Dir.Dx,
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Dy: last.Dir.Dy,
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},
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DirX: last.DirX,
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DirY: last.DirY,
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ColliderRadius: last.ColliderRadius,
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Speed: last.Speed,
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BattleState: last.BattleState,
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@ -4,7 +4,6 @@ import (
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. "battle_srv/protos"
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"battle_srv/storage"
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. "dnmshared"
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. "dnmshared/sharedprotos"
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"fmt"
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sq "github.com/Masterminds/squirrel"
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"github.com/jmoiron/sqlx"
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@ -64,12 +63,7 @@ func GetPlayerById(id int) (*Player, error) {
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func getPlayer(cond sq.Eq) (*Player, error) {
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p := Player{}
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pd := PlayerDownsync{
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Dir: &Direction{
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Dx: 0,
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Dy: 0,
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},
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}
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pd := PlayerDownsync{}
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query, args, err := sq.Select("*").From("player").Where(cond).Limit(1).ToSql()
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if err != nil {
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return nil, err
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@ -54,6 +54,7 @@ const (
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COLLISION_PLAYER_INDEX_PREFIX = (1 << 17)
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COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
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COLLISION_BULLET_INDEX_PREFIX = (1 << 15)
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)
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const (
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@ -1147,13 +1148,6 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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}
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nextRenderFrame := pR.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, pR.CollisionSysMap)
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// Update in the latest player pointers
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for playerId, playerDownsync := range nextRenderFrame.Players {
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pR.Players[playerId].VirtualGridX = playerDownsync.VirtualGridX
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pR.Players[playerId].VirtualGridY = playerDownsync.VirtualGridY
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pR.Players[playerId].Dir.Dx = playerDownsync.Dir.Dx
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pR.Players[playerId].Dir.Dy = playerDownsync.Dir.Dy
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}
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pR.RenderFrameBuffer.Put(nextRenderFrame)
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pR.CurDynamicsRenderFrameId++
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}
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@ -1169,15 +1163,20 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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Id: playerId,
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VirtualGridX: currPlayerDownsync.VirtualGridX,
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VirtualGridY: currPlayerDownsync.VirtualGridY,
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Dir: &Direction{
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Dx: currPlayerDownsync.Dir.Dx,
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Dy: currPlayerDownsync.Dir.Dy,
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},
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DirX: currPlayerDownsync.DirX,
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DirY: currPlayerDownsync.DirY,
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CharacterState: currPlayerDownsync.CharacterState,
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Speed: currPlayerDownsync.Speed,
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BattleState: currPlayerDownsync.BattleState,
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Score: currPlayerDownsync.Score,
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Removed: currPlayerDownsync.Removed,
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JoinIndex: currPlayerDownsync.JoinIndex,
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FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
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Hp: currPlayerDownsync.Hp,
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MaxHp: currPlayerDownsync.MaxHp,
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}
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if nextRenderFramePlayers[playerId].FramesToRecover < 0 {
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nextRenderFramePlayers[playerId].FramesToRecover = 0
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}
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}
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@ -1185,29 +1184,113 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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Id: currRenderFrame.Id + 1,
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Players: nextRenderFramePlayers,
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CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
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MeleeBullets: make([]*MeleeBullet, 0), // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
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}
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bulletPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
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effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
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// Reset playerCollider position from the "virtual grid position"
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for playerId, player := range pR.Players {
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joinIndex := player.JoinIndex
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bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y = float64(0), float64(0)
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effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
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currPlayerDownsync := currRenderFrame.Players[playerId]
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newVx, newVy := currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
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}
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// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
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bulletColliders := make(map[int32]*resolv.Object, 0) // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
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removedBulletsAtCurrFrame := make(map[int32]int32, 0)
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for _, meleeBullet := range currRenderFrame.MeleeBullets {
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if (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames+meleeBullet.ActiveFrames > currRenderFrame.Id) {
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collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
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collisionOffenderIndex := COLLISION_PLAYER_INDEX_PREFIX + meleeBullet.OffenderJoinIndex
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offenderCollider := collisionSysMap[collisionOffenderIndex]
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offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
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xfac, yfac := float64(1.0), float64(0) // By now, straight Punch offset doesn't respect "y-axis"
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if 0 > offender.DirX {
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xfac = float64(-1.0)
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}
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offenderWx, offenderWy := PolygonColliderAnchorToWorldPos(offenderCollider.X, offenderCollider.Y, offender.ColliderRadius, offender.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
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bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy+yfac*meleeBullet.HitboxOffset
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newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, xfac*meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
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// newBulletCollider.collisionBulletIndex = collisionBulletIndex
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// newBulletCollider.offenderPlayerId = meleeBullet.offenderPlayerId
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// newBulletCollider.pushback = meleeBullet.pushback
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// newBulletCollider.hitStunFrames = meleeBullet.hitStunFrames
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collisionSysMap[collisionBulletIndex] = newBulletCollider
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bulletColliders[collisionBulletIndex] = newBulletCollider
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newBulletCollider.Update()
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}
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}
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// for _, bulletCollider := range bulletColliders {
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// shouldRemove := false
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// if collision := bulletCollider.Check(0, 0); collision != nil {
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// bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
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// for _, obj := range collision.Objects {
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// bShape := obj.Shape.(*resolv.ConvexPolygon)
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// if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, bulletShape, bShape); overlapped {
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// bulletPushbacks[joinIndex-1].X += pushbackX
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// bulletPushbacks[joinIndex-1].Y += pushbackY
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// }
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// }
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// shouldRemove = true
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// }
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// if shouldRemove {
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// removedBulletsAtCurrFrame[bulletCollider.CollisionBulletIndex] = 1
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// }
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// }
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for _, meleeBullet := range currRenderFrame.MeleeBullets {
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collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
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if bulletCollider, existent := collisionSysMap[collisionBulletIndex]; existent {
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bulletCollider.Space.Remove(bulletCollider)
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delete(collisionSysMap, collisionBulletIndex)
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}
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if _, existent := removedBulletsAtCurrFrame[collisionBulletIndex]; existent {
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continue
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}
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toRet.MeleeBullets = append(toRet.MeleeBullets, meleeBullet)
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}
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if nil != delayedInputFrame {
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inputList := delayedInputFrame.InputList
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effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
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// Process player inputs
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for playerId, player := range pR.Players {
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joinIndex := player.JoinIndex
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effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
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currPlayerDownsync := currRenderFrame.Players[playerId]
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decodedInput := pR.decodeInput(inputList[joinIndex-1])
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proposedVirtualGridDx, proposedVirtualGridDy := (decodedInput.Dx + decodedInput.Dx*currPlayerDownsync.Speed), (decodedInput.Dy + decodedInput.Dy*currPlayerDownsync.Speed)
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newVx, newVy := (currPlayerDownsync.VirtualGridX + proposedVirtualGridDx), (currPlayerDownsync.VirtualGridY + proposedVirtualGridDy)
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// Reset playerCollider position from the "virtual grid position"
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
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if 0 < nextRenderFramePlayers[playerId].FramesToRecover {
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// No need to process inputs for this player, but there might be bullet pushbacks on this player
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playerCollider.X += bulletPushbacks[joinIndex-1].X
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playerCollider.Y += bulletPushbacks[joinIndex-1].Y
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continue
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}
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currPlayerDownsync := currRenderFrame.Players[playerId]
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decodedInput := pR.decodeInput(inputList[joinIndex-1])
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if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
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nextRenderFramePlayers[playerId].DirX = decodedInput.Dx
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nextRenderFramePlayers[playerId].DirY = decodedInput.Dy
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nextRenderFramePlayers[playerId].CharacterState = 1
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} else {
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nextRenderFramePlayers[playerId].CharacterState = 0
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}
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movementX, movementY := VirtualGridToWorldPos(decodedInput.Dx+decodedInput.Dx*currPlayerDownsync.Speed, decodedInput.Dy+decodedInput.Dy*currPlayerDownsync.Speed, pR.VirtualGridToWorldRatio)
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playerCollider.X += movementX
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playerCollider.Y += movementY
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// Update in the collision system
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playerCollider.Update()
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if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
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nextRenderFramePlayers[playerId].Dir.Dx = decodedInput.Dx
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nextRenderFramePlayers[playerId].Dir.Dy = decodedInput.Dy
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}
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}
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// handle pushbacks upon collision after all movements treated as simultaneous
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@ -1,7 +1,7 @@
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// Code generated by protoc-gen-go. DO NOT EDIT.
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// versions:
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// protoc-gen-go v1.28.1
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// protoc v3.7.1
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// protoc v3.21.4
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// source: room_downsync_frame.proto
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package protos
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@ -260,21 +260,22 @@ type PlayerDownsync struct {
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Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"`
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VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"`
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VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
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Dir *sharedprotos.Direction `protobuf:"bytes,4,opt,name=dir,proto3" json:"dir,omitempty"`
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Speed int32 `protobuf:"varint,5,opt,name=speed,proto3" json:"speed,omitempty"` // in terms of virtual grid units
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BattleState int32 `protobuf:"varint,6,opt,name=battleState,proto3" json:"battleState,omitempty"`
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JoinIndex int32 `protobuf:"varint,7,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
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ColliderRadius float64 `protobuf:"fixed64,8,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
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Removed bool `protobuf:"varint,9,opt,name=removed,proto3" json:"removed,omitempty"`
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Score int32 `protobuf:"varint,10,opt,name=score,proto3" json:"score,omitempty"`
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LastMoveGmtMillis int32 `protobuf:"varint,11,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
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FramesToRecover int32 `protobuf:"varint,12,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
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Hp int32 `protobuf:"varint,13,opt,name=hp,proto3" json:"hp,omitempty"`
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MaxHp int32 `protobuf:"varint,14,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
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CharacterState int32 `protobuf:"varint,15,opt,name=characterState,proto3" json:"characterState,omitempty"`
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Name string `protobuf:"bytes,16,opt,name=name,proto3" json:"name,omitempty"`
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DisplayName string `protobuf:"bytes,17,opt,name=displayName,proto3" json:"displayName,omitempty"`
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Avatar string `protobuf:"bytes,18,opt,name=avatar,proto3" json:"avatar,omitempty"`
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DirX int32 `protobuf:"varint,4,opt,name=dirX,proto3" json:"dirX,omitempty"`
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DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"`
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Speed int32 `protobuf:"varint,6,opt,name=speed,proto3" json:"speed,omitempty"` // in terms of virtual grid units
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BattleState int32 `protobuf:"varint,7,opt,name=battleState,proto3" json:"battleState,omitempty"`
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JoinIndex int32 `protobuf:"varint,8,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
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ColliderRadius float64 `protobuf:"fixed64,9,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
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Removed bool `protobuf:"varint,10,opt,name=removed,proto3" json:"removed,omitempty"`
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Score int32 `protobuf:"varint,11,opt,name=score,proto3" json:"score,omitempty"`
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LastMoveGmtMillis int32 `protobuf:"varint,12,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
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FramesToRecover int32 `protobuf:"varint,13,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
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Hp int32 `protobuf:"varint,14,opt,name=hp,proto3" json:"hp,omitempty"`
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MaxHp int32 `protobuf:"varint,15,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
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CharacterState int32 `protobuf:"varint,16,opt,name=characterState,proto3" json:"characterState,omitempty"`
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Name string `protobuf:"bytes,17,opt,name=name,proto3" json:"name,omitempty"`
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DisplayName string `protobuf:"bytes,18,opt,name=displayName,proto3" json:"displayName,omitempty"`
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Avatar string `protobuf:"bytes,19,opt,name=avatar,proto3" json:"avatar,omitempty"`
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}
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func (x *PlayerDownsync) Reset() {
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@ -330,11 +331,18 @@ func (x *PlayerDownsync) GetVirtualGridY() int32 {
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return 0
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}
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func (x *PlayerDownsync) GetDir() *sharedprotos.Direction {
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func (x *PlayerDownsync) GetDirX() int32 {
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if x != nil {
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return x.Dir
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return x.DirX
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}
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return nil
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return 0
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}
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func (x *PlayerDownsync) GetDirY() int32 {
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if x != nil {
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return x.DirY
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}
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return 0
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}
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func (x *PlayerDownsync) GetSpeed() int32 {
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@ -1198,167 +1206,166 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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}
|
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|
||||
var (
|
||||
@ -1388,32 +1395,30 @@ var file_room_downsync_frame_proto_goTypes = []interface{}{
|
||||
nil, // 10: protos.BattleColliderInfo.StrToVec2DListMapEntry
|
||||
nil, // 11: protos.BattleColliderInfo.StrToPolygon2DListMapEntry
|
||||
nil, // 12: protos.RoomDownsyncFrame.PlayersEntry
|
||||
(*sharedprotos.Direction)(nil), // 13: sharedprotos.Direction
|
||||
(*sharedprotos.Vec2D)(nil), // 14: sharedprotos.Vec2D
|
||||
(*sharedprotos.Vec2DList)(nil), // 15: sharedprotos.Vec2DList
|
||||
(*sharedprotos.Polygon2DList)(nil), // 16: sharedprotos.Polygon2DList
|
||||
(*sharedprotos.Vec2D)(nil), // 13: sharedprotos.Vec2D
|
||||
(*sharedprotos.Vec2DList)(nil), // 14: sharedprotos.Vec2DList
|
||||
(*sharedprotos.Polygon2DList)(nil), // 15: sharedprotos.Polygon2DList
|
||||
}
|
||||
var file_room_downsync_frame_proto_depIdxs = []int32{
|
||||
10, // 0: protos.BattleColliderInfo.strToVec2DListMap:type_name -> protos.BattleColliderInfo.StrToVec2DListMapEntry
|
||||
11, // 1: protos.BattleColliderInfo.strToPolygon2DListMap:type_name -> protos.BattleColliderInfo.StrToPolygon2DListMapEntry
|
||||
13, // 2: protos.PlayerDownsync.dir:type_name -> sharedprotos.Direction
|
||||
3, // 3: protos.WsReq.inputFrameUpsyncBatch:type_name -> protos.InputFrameUpsync
|
||||
5, // 4: protos.WsReq.hb:type_name -> protos.HeartbeatUpsync
|
||||
9, // 5: protos.WsResp.rdf:type_name -> protos.RoomDownsyncFrame
|
||||
4, // 6: protos.WsResp.inputFrameDownsyncBatch:type_name -> protos.InputFrameDownsync
|
||||
0, // 7: protos.WsResp.bciFrame:type_name -> protos.BattleColliderInfo
|
||||
14, // 8: protos.MeleeBullet.moveforward:type_name -> sharedprotos.Vec2D
|
||||
14, // 9: protos.MeleeBullet.hitboxSize:type_name -> sharedprotos.Vec2D
|
||||
12, // 10: protos.RoomDownsyncFrame.players:type_name -> protos.RoomDownsyncFrame.PlayersEntry
|
||||
8, // 11: protos.RoomDownsyncFrame.meleeBullets:type_name -> protos.MeleeBullet
|
||||
15, // 12: protos.BattleColliderInfo.StrToVec2DListMapEntry.value:type_name -> sharedprotos.Vec2DList
|
||||
16, // 13: protos.BattleColliderInfo.StrToPolygon2DListMapEntry.value:type_name -> sharedprotos.Polygon2DList
|
||||
1, // 14: protos.RoomDownsyncFrame.PlayersEntry.value:type_name -> protos.PlayerDownsync
|
||||
15, // [15:15] is the sub-list for method output_type
|
||||
15, // [15:15] is the sub-list for method input_type
|
||||
15, // [15:15] is the sub-list for extension type_name
|
||||
15, // [15:15] is the sub-list for extension extendee
|
||||
0, // [0:15] is the sub-list for field type_name
|
||||
3, // 2: protos.WsReq.inputFrameUpsyncBatch:type_name -> protos.InputFrameUpsync
|
||||
5, // 3: protos.WsReq.hb:type_name -> protos.HeartbeatUpsync
|
||||
9, // 4: protos.WsResp.rdf:type_name -> protos.RoomDownsyncFrame
|
||||
4, // 5: protos.WsResp.inputFrameDownsyncBatch:type_name -> protos.InputFrameDownsync
|
||||
0, // 6: protos.WsResp.bciFrame:type_name -> protos.BattleColliderInfo
|
||||
13, // 7: protos.MeleeBullet.moveforward:type_name -> sharedprotos.Vec2D
|
||||
13, // 8: protos.MeleeBullet.hitboxSize:type_name -> sharedprotos.Vec2D
|
||||
12, // 9: protos.RoomDownsyncFrame.players:type_name -> protos.RoomDownsyncFrame.PlayersEntry
|
||||
8, // 10: protos.RoomDownsyncFrame.meleeBullets:type_name -> protos.MeleeBullet
|
||||
14, // 11: protos.BattleColliderInfo.StrToVec2DListMapEntry.value:type_name -> sharedprotos.Vec2DList
|
||||
15, // 12: protos.BattleColliderInfo.StrToPolygon2DListMapEntry.value:type_name -> sharedprotos.Polygon2DList
|
||||
1, // 13: protos.RoomDownsyncFrame.PlayersEntry.value:type_name -> protos.PlayerDownsync
|
||||
14, // [14:14] is the sub-list for method output_type
|
||||
14, // [14:14] is the sub-list for method input_type
|
||||
14, // [14:14] is the sub-list for extension type_name
|
||||
14, // [14:14] is the sub-list for extension extendee
|
||||
0, // [0:14] is the sub-list for field type_name
|
||||
}
|
||||
|
||||
func init() { file_room_downsync_frame_proto_init() }
|
||||
|
@ -1,7 +1,7 @@
|
||||
// Code generated by protoc-gen-go. DO NOT EDIT.
|
||||
// versions:
|
||||
// protoc-gen-go v1.28.1
|
||||
// protoc v3.7.1
|
||||
// protoc v3.21.4
|
||||
// source: geometry.proto
|
||||
|
||||
package sharedprotos
|
||||
|
@ -1,17 +1,18 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.2" tiledversion="1.2.3" orientation="orthogonal" renderorder="right-down" width="64" height="64" tilewidth="16" tileheight="16" infinite="0" nextlayerid="2" nextobjectid="12">
|
||||
<map version="1.2" tiledversion="1.2.3" orientation="orthogonal" renderorder="right-down" width="128" height="128" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="39">
|
||||
<tileset firstgid="1" source="tiles0.tsx"/>
|
||||
<tileset firstgid="65" source="tiles1.tsx"/>
|
||||
<layer id="1" name="Ground" width="64" height="64">
|
||||
<tileset firstgid="129" source="tiles2.tsx"/>
|
||||
<layer id="2" name="Ground" width="128" height="128">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJzt0jEOwjAUREGLkiLmALRU3In7HwMKkFCUCCwiNrKnmCbVvh8fSikHAAAA/qruYEOr84Zd+vM9re0v+vXr1z9S/7f0l3KZ9dXZ91r67QeAXxyf0jv0Z/tvO9iS7F+T3ucG+Xuk96RvkN4CMJLaIL0VttLy7r19euHdA+zX6YP0vlR3z/3ax2tfarw+TAO0L/VPb3ruXvv3o7z7lv70zuQN0vtgz+6DDSsZ
|
||||
eJzt2q1u22AYhuEo1UhBtYFWKh/bmRRMRYNFPZPxwcKi7jznSInkWk7teG5ex88FLhQD570d5/PP1WazuQIAAAAAAAAAAAAAAAAAgAmu96r3g/N5bjn0fw5U3aGy/3bv0P+p8XDEdoX0f9//GP3Xp93/YaD/9QJa6f95/fvov26773671zeb7jmhupX+5+2fQH/9qztU9v8yQXUz/fXXX3/9a/ovgf7666+//vrrf1n9/4zc7tue/uvq/9Z4PfLZ7vnz38ZP/cv7T53p4Z7i7/+kv/7667/bl/sO/dff/77T3+9ff/3r+38dMGf/Nv1r+w917+v/0vh1okN/67/l9B/b/nFj/X8pxvYf236r/0UZ6t/X+Efj5kj7bv+uxxPpX9e/r/1NS7f7Z/S/a3zXfzH9Pzrvt/vPTf/l9p+yRjyV/ufvP+YY6M5yzr5D5uy/XUCLJfafa8YfmdJe//X0r6Z/9jGgv/7661/doqp/9fyrpV//Vc+/mv7Z9M+mfzb9s+mfTf9s+mfTP5v+2fTPpn82/bPpn03/bPpn0z+b/tn0z6Z/Nv2z6Z/N+9/Z9M+mfzb//9n0z6Z/Nv2z6Z9N/2z6Z9M/m/7Z0vtT3wEAAAAAAAAAAAAAAAA4v39IY4NC
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup id="1" name="PlayerStartingPos">
|
||||
<object id="135" x="512" y="512">
|
||||
<object id="135" x="1090" y="833.667">
|
||||
<point/>
|
||||
</object>
|
||||
<object id="137" x="640" y="640">
|
||||
<object id="137" x="1215" y="830.5">
|
||||
<point/>
|
||||
</object>
|
||||
</objectgroup>
|
||||
@ -19,71 +20,149 @@
|
||||
<properties>
|
||||
<property name="type" value="barrier_and_shelter"/>
|
||||
</properties>
|
||||
<object id="1" x="400" y="224.5">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 0,141.5 17,141.5 17,-1"/>
|
||||
</object>
|
||||
<object id="2" x="559.5" y="207.5">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 1,158.5 17,158.5 17,0"/>
|
||||
</object>
|
||||
<object id="3" x="448.5" y="353">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 0,14.5 -49,14.5 -49,-1.5"/>
|
||||
</object>
|
||||
<object id="4" x="577.5" y="351.5">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -98,1 -98,16 -1,15.5"/>
|
||||
</object>
|
||||
<object id="5" x="449.333" y="654.667">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -178.667,0.666667 -178.667,17.3333 -0.666667,17.3333"/>
|
||||
</object>
|
||||
<object id="6" x="432.5" y="703.5">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -191.667,0.666667 -191.667,17.3333 -0.715174,17.3333"/>
|
||||
</object>
|
||||
<object id="7" x="400" y="751">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -191.667,0.666667 -191.667,17.3333 -0.715174,17.3333"/>
|
||||
</object>
|
||||
<object id="8" x="-9.33333" y="-13.3333">
|
||||
<object id="8" x="648.242" y="480.606">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 0,18.6667 1041.33,21.3333 1041.33,-1.33333"/>
|
||||
</object>
|
||||
<object id="9" x="-9.33333" y="1014.67">
|
||||
<object id="9" x="650.667" y="1604.67">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 0,18.6667 1041.33,21.3333 1041.33,-1.33333"/>
|
||||
</object>
|
||||
<object id="10" x="-14" y="-40">
|
||||
<object id="10" x="634.485" y="505.455">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 4,1110 24,1110 24,-8"/>
|
||||
</object>
|
||||
<object id="11" x="1014" y="-42">
|
||||
<object id="11" x="1677.64" y="501.333">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 4,1110 24,1110 24,-8"/>
|
||||
</object>
|
||||
<object id="14" x="688.667" y="464">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -0.666667,78 33.3333,78 32,-0.666667"/>
|
||||
</object>
|
||||
<object id="15" x="833.333" y="495.333">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -112,1.33333 -111.333,44.6667 -1.33333,44.6667"/>
|
||||
</object>
|
||||
<object id="17" x="832" y="574">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -67.3333,0 -67.3333,-76.6667 0.666667,-76"/>
|
||||
</object>
|
||||
<object id="18" x="865.333" y="606.667">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -210,-0.666667 -210,143.333 0,142.667"/>
|
||||
</object>
|
||||
<object id="19" x="754.667" y="1055.33">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="-2,1.33333 -100,0.666667 -97.3333,-454 -9.33333,-451.333"/>
|
||||
</object>
|
||||
<object id="20" x="769.333" y="747.333">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -115.333,0.666667 -114.667,160.667 -2,162"/>
|
||||
</object>
|
||||
<object id="21" x="768" y="960.667">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -18,0.666667 -18.6667,95.3333 0,95.3333"/>
|
||||
</object>
|
||||
<object id="23" x="786" y="1058.67">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 0,-52.6667 -20,-52 -19.3333,-1.33333"/>
|
||||
</object>
|
||||
<object id="24" x="1118.67" y="749.333">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -0.666667,-94 -254,-93.3333 -256.667,1.33333"/>
|
||||
</object>
|
||||
<object id="25" x="1168" y="975.333">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 0,16.6667 224.667,17.3333 225.333,-2"/>
|
||||
</object>
|
||||
<object id="28" x="1394.67" y="958">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -210.667,1.33333 -210.667,17.3333 -2,18"/>
|
||||
</object>
|
||||
<object id="29" x="1119" y="654.5">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 0,63.5 272.5,65 273,-1"/>
|
||||
</object>
|
||||
<object id="30" x="1136.5" y="717.5">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -0.5,17 255,17.5 255,1.5"/>
|
||||
</object>
|
||||
<object id="31" x="1152" y="735.667">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 0,15 80.3333,15.3333 80.3333,-2"/>
|
||||
</object>
|
||||
<object id="32" x="1280.67" y="734.667">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -0.666667,64.3333 48,65 48,0"/>
|
||||
</object>
|
||||
<object id="34" x="1329" y="783">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 63.3333,0.333333 63,-48.3333 -0.666667,-48.3333"/>
|
||||
</object>
|
||||
<object id="35" x="1296.67" y="799">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -0.666667,31.3333 31.3333,31.6667 31.3333,-0.333333"/>
|
||||
</object>
|
||||
<object id="36" x="1280" y="848">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 0.333333,62 112,63 111.667,-1.33333"/>
|
||||
</object>
|
||||
<object id="37" x="1392.33" y="911.333">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -81.3333,-0.666667 -81,45 -0.666667,46.3333"/>
|
||||
</object>
|
||||
<object id="38" x="1344.33" y="800.667">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 0,46.3333 47,46.3333 47,-1"/>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
|
4
frontend/assets/resources/map/dungeon/tiles2.tsx
Normal file
4
frontend/assets/resources/map/dungeon/tiles2.tsx
Normal file
@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.2" tiledversion="1.2.3" name="tiles2" tilewidth="16" tileheight="16" tilecount="64" columns="16">
|
||||
<image source="watabou_pixel_dungeon_orig_files/tiles2.png" width="256" height="64"/>
|
||||
</tileset>
|
5
frontend/assets/resources/map/dungeon/tiles2.tsx.meta
Normal file
5
frontend/assets/resources/map/dungeon/tiles2.tsx.meta
Normal file
@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.0.0",
|
||||
"uuid": "2e53500f-f9c8-4b5b-b74c-f2adbc2ec34d",
|
||||
"subMetas": {}
|
||||
}
|
@ -38,22 +38,23 @@ message PlayerDownsync {
|
||||
int32 id = 1;
|
||||
int32 virtualGridX = 2;
|
||||
int32 virtualGridY = 3;
|
||||
sharedprotos.Direction dir = 4;
|
||||
int32 speed = 5; // in terms of virtual grid units
|
||||
int32 battleState = 6;
|
||||
int32 joinIndex = 7;
|
||||
double colliderRadius = 8;
|
||||
bool removed = 9;
|
||||
int32 score = 10;
|
||||
int32 lastMoveGmtMillis = 11;
|
||||
int32 framesToRecover = 12;
|
||||
int32 hp = 13;
|
||||
int32 maxHp = 14;
|
||||
int32 characterState = 15;
|
||||
int32 dirX = 4;
|
||||
int32 dirY = 5;
|
||||
int32 speed = 6; // in terms of virtual grid units
|
||||
int32 battleState = 7;
|
||||
int32 joinIndex = 8;
|
||||
double colliderRadius = 9;
|
||||
bool removed = 10;
|
||||
int32 score = 11;
|
||||
int32 lastMoveGmtMillis = 12;
|
||||
int32 framesToRecover = 13;
|
||||
int32 hp = 14;
|
||||
int32 maxHp = 15;
|
||||
int32 characterState = 16;
|
||||
|
||||
string name = 16;
|
||||
string displayName = 17;
|
||||
string avatar = 18;
|
||||
string name = 17;
|
||||
string displayName = 18;
|
||||
string avatar = 19;
|
||||
}
|
||||
|
||||
message InputFrameDecoded {
|
||||
@ -123,8 +124,6 @@ message MeleeBullet {
|
||||
|
||||
int32 offenderJoinIndex = 16;
|
||||
int32 offenderPlayerId = 17;
|
||||
|
||||
int32 offenderPlayerId = 17;
|
||||
}
|
||||
|
||||
message RoomDownsyncFrame {
|
||||
|
@ -277,6 +277,7 @@
|
||||
"forceBigEndianFloatingNumDecoding": false,
|
||||
"renderFrameIdLagTolerance": 4,
|
||||
"jigglingEps1D": 0.001,
|
||||
"bulletTriggerEnabled": true,
|
||||
"_id": "4b+kZ46VhC0LCBixXEK2dk"
|
||||
},
|
||||
{
|
||||
|
@ -95,6 +95,9 @@ cc.Class({
|
||||
type: cc.Float,
|
||||
default: 1e-3
|
||||
},
|
||||
bulletTriggerEnabled: {
|
||||
default: false
|
||||
},
|
||||
},
|
||||
|
||||
_inputFrameIdDebuggable(inputFrameId) {
|
||||
@ -321,10 +324,10 @@ cc.Class({
|
||||
|
||||
self.battleState = ALL_BATTLE_STATES.WAITING;
|
||||
|
||||
self.countdownNanos = null;
|
||||
if (self.countdownLabel) {
|
||||
self.countdownLabel.string = "";
|
||||
}
|
||||
self.countdownNanos = null;
|
||||
if (self.findingPlayerNode) {
|
||||
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
|
||||
findingPlayerScriptIns.init();
|
||||
@ -741,17 +744,15 @@ cc.Class({
|
||||
self.playersInfoNode.getComponent("PlayersInfo").clearInfo();
|
||||
},
|
||||
|
||||
spawnPlayerNode(joinIndex, vx, vy, playerRichInfo) {
|
||||
spawnPlayerNode(joinIndex, vx, vy, playerDownsyncInfo) {
|
||||
const self = this;
|
||||
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
|
||||
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
|
||||
playerScriptIns.joinIndex = joinIndex;
|
||||
|
||||
if (1 == joinIndex) {
|
||||
playerScriptIns.setSpecies("SoldierWaterGhost");
|
||||
} else if (2 == joinIndex) {
|
||||
playerScriptIns.setSpecies("SoldierFireGhost");
|
||||
if (0 == playerRichInfo.dir.dx && 0 == playerRichInfo.dir.dy) {
|
||||
if (0 == playerDownsyncInfo.dirX && 0 == playerDownsyncInfo.dirY) {
|
||||
playerScriptIns.animComp.node.scaleX = (-1.0);
|
||||
}
|
||||
}
|
||||
@ -760,16 +761,15 @@ cc.Class({
|
||||
|
||||
newPlayerNode.setPosition(cc.v2(wpos[0], wpos[1]));
|
||||
playerScriptIns.mapNode = self.node;
|
||||
const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerRichInfo);
|
||||
const d = playerRichInfo.colliderRadius * 2,
|
||||
const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerDownsyncInfo);
|
||||
const d = playerDownsyncInfo.colliderRadius * 2,
|
||||
x0 = cpos[0],
|
||||
y0 = cpos[1];
|
||||
let pts = [[0, 0], [d, 0], [d, d], [0, d]];
|
||||
|
||||
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
newPlayerCollider.collisionPlayerIndex = parseInt(collisionPlayerIndex);
|
||||
newPlayerCollider.playerId = parseInt(playerRichInfo.id);
|
||||
newPlayerCollider.data = playerDownsyncInfo;
|
||||
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
|
||||
|
||||
safelyAddChild(self.node, newPlayerNode);
|
||||
@ -777,9 +777,9 @@ cc.Class({
|
||||
|
||||
newPlayerNode.active = true;
|
||||
playerScriptIns.updateCharacterAnim({
|
||||
dx: playerRichInfo.dir.dx,
|
||||
dy: playerRichInfo.dir.dy
|
||||
}, playerRichInfo, true);
|
||||
dx: playerDownsyncInfo.dirX,
|
||||
dy: playerDownsyncInfo.dirY,
|
||||
}, playerDownsyncInfo, true);
|
||||
|
||||
return [newPlayerNode, playerScriptIns];
|
||||
},
|
||||
@ -973,8 +973,6 @@ cc.Class({
|
||||
const dy = (wpos[1] - playerRichInfo.node.y);
|
||||
//const justJiggling = (self.jigglingEps1D >= Math.abs(dx) && self.jigglingEps1D >= Math.abs(dy));
|
||||
playerRichInfo.node.setPosition(wpos[0], wpos[1]);
|
||||
playerRichInfo.virtualGridX = immediatePlayerInfo.virtualGridX;
|
||||
playerRichInfo.virtualGridY = immediatePlayerInfo.virtualGridY;
|
||||
// TODO: check "rdf.players[playerId].characterState" instead, might have to play Atk/Atked anim!
|
||||
if (null != delayedInputFrameForPrevRenderFrame) {
|
||||
const decodedInput = self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[playerRichInfo.joinIndex - 1]);
|
||||
@ -1003,17 +1001,15 @@ cc.Class({
|
||||
// TODO: Write unit-test for this function to compare with its backend counter part
|
||||
applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap) {
|
||||
const self = this;
|
||||
const nextRenderFramePlayers = {}
|
||||
const nextRenderFramePlayers = {};
|
||||
for (let playerId in currRenderFrame.players) {
|
||||
const currPlayerDownsync = currRenderFrame.players[playerId];
|
||||
nextRenderFramePlayers[playerId] = {
|
||||
id: playerId,
|
||||
virtualGridX: currPlayerDownsync.virtualGridX,
|
||||
virtualGridY: currPlayerDownsync.virtualGridY,
|
||||
dir: {
|
||||
dx: currPlayerDownsync.dir.dx,
|
||||
dy: currPlayerDownsync.dir.dy,
|
||||
},
|
||||
dirX: currPlayerDownsync.dirX,
|
||||
dirY: currPlayerDownsync.dirY,
|
||||
characterState: currPlayerDownsync.characterState,
|
||||
speed: currPlayerDownsync.speed,
|
||||
battleState: currPlayerDownsync.battleState,
|
||||
@ -1034,6 +1030,8 @@ cc.Class({
|
||||
|
||||
const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
|
||||
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
|
||||
|
||||
// Reset playerCollider position from the "virtual grid position"
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||
@ -1042,17 +1040,17 @@ cc.Class({
|
||||
const playerId = playerRichInfo.id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const player = currRenderFrame.players[playerId];
|
||||
const currPlayerDownsync = currRenderFrame.players[playerId];
|
||||
|
||||
const newVx = player.virtualGridX;
|
||||
const newVy = player.virtualGridY;
|
||||
const newVx = currPlayerDownsync.virtualGridX;
|
||||
const newVy = currPlayerDownsync.virtualGridY;
|
||||
const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]);
|
||||
playerCollider.x = newCpos[0];
|
||||
playerCollider.y = newCpos[1];
|
||||
}
|
||||
|
||||
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
|
||||
const colliderBullets = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
|
||||
const bulletColliders = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
|
||||
const removedBulletsAtCurrFrame = new Set();
|
||||
for (let k in currRenderFrame.meleeBullets) {
|
||||
const meleeBullet = currRenderFrame.meleeBullets[k];
|
||||
@ -1066,39 +1064,39 @@ cc.Class({
|
||||
const offenderCollider = collisionSysMap.get(collisionOffenderIndex);
|
||||
const offender = currRenderFrame.players[meleeBullet.offenderPlayerId];
|
||||
|
||||
const xfac = Math.sign(offender.dir.dx),
|
||||
let xfac = 1,
|
||||
yfac = 0; // By now, straight Punch offset doesn't respect "y-axis"
|
||||
if (0 > offender.dirX) {
|
||||
xfac = -1;
|
||||
}
|
||||
const x0 = offenderCollider.x + xfac * meleeBullet.hitboxOffset,
|
||||
y0 = offenderCollider.y + yfac * meleeBullet.hitboxOffset;
|
||||
const pts = [[0, 0], [xfac * meleeBullet.hitboxSize.x, 0], [xfac * meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
|
||||
const newBulletCollider = collisionSys.createPolygon(x0, y0, pts);
|
||||
newBulletCollider.collisionBulletIndex = collisionBulletIndex;
|
||||
newBulletCollider.offenderPlayerId = meleeBullet.offenderPlayerId;
|
||||
newBulletCollider.pushback = meleeBullet.pushback;
|
||||
newBulletCollider.hitStunFrames = meleeBullet.hitStunFrames;
|
||||
newBulletCollider.data = meleeBullet;
|
||||
collisionSysMap.set(collisionBulletIndex, newBulletCollider);
|
||||
colliderBullets.set(collisionBulletIndex, newBulletCollider);
|
||||
console.log(`A meleeBullet=${JSON.stringify(meleeBullet)} is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended`);
|
||||
bulletColliders.set(collisionBulletIndex, newBulletCollider);
|
||||
// console.log(`A meleeBullet is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended: ${JSON.stringify(meleeBullet)}`);
|
||||
}
|
||||
}
|
||||
|
||||
collisionSys.update();
|
||||
const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
||||
|
||||
colliderBullets.forEach((bulletCollider, collisionBulletIndex) => {
|
||||
bulletColliders.forEach((bulletCollider, collisionBulletIndex) => {
|
||||
const potentials = bulletCollider.potentials();
|
||||
let shouldRemove = false;
|
||||
for (const potential of potentials) {
|
||||
if (null != potential.playerId && potential.playerId == bulletCollider.offenderPlayerId) continue;
|
||||
if (null != potential.data && potential.data.joinIndex == bulletCollider.data.offenderJoinIndex) continue;
|
||||
if (!bulletCollider.collides(potential, result1)) continue;
|
||||
if (null != potential.playerId) {
|
||||
const joinIndex = potential.collisionPlayerIndex - self.collisionPlayerIndexPrefix;
|
||||
bulletPushbacks[joinIndex - 1][0] += result1.overlap_x * bulletCollider.pushback;
|
||||
bulletPushbacks[joinIndex - 1][1] += result1.overlap_y * bulletCollider.pushback;
|
||||
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.playerId];
|
||||
if (null != potential.data && null !== potential.data.joinIndex) {
|
||||
const joinIndex = potential.data.joinIndex;
|
||||
bulletPushbacks[joinIndex - 1][0] += bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
|
||||
bulletPushbacks[joinIndex - 1][1] += 0;
|
||||
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id];
|
||||
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
|
||||
const oldFrameToRecover = thatAckedPlayerInNextFrame.framesToRecover;
|
||||
thatAckedPlayerInNextFrame.framesToRecover = oldFrameToRecover > bulletCollider.hitStunFrames ? oldFrameToRecover : bulletCollider.hitStunFrames; // In case the hit player is already stun, we take the larger "hitStunFrames"
|
||||
thatAckedPlayerInNextFrame.framesToRecover = (oldFrameToRecover > bulletCollider.data.hitStunFrames ? oldFrameToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
|
||||
}
|
||||
shouldRemove = true;
|
||||
}
|
||||
@ -1107,9 +1105,9 @@ cc.Class({
|
||||
}
|
||||
});
|
||||
|
||||
// [WARNING] Remove bullets from collisionSys ANYWAY for the convenience of rollback
|
||||
for (let k in currRenderFrame.meleeBullets) {
|
||||
const meleeBullet = currRenderFrame.meleeBullets[k];
|
||||
// [WARNING] remove from collisionSys ANYWAY for the convenience of rollback
|
||||
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
|
||||
if (collisionSysMap.has(collisionBulletIndex)) {
|
||||
const bulletCollider = collisionSysMap.get(collisionBulletIndex);
|
||||
@ -1120,10 +1118,10 @@ cc.Class({
|
||||
toRet.meleeBullets.push(meleeBullet);
|
||||
}
|
||||
|
||||
// Process player inputs
|
||||
if (null != delayedInputFrame) {
|
||||
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
|
||||
const inputList = delayedInputFrame.inputList;
|
||||
// Process player inputs
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
effPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||
@ -1131,13 +1129,14 @@ cc.Class({
|
||||
const playerId = playerRichInfo.id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const player = currRenderFrame.players[playerId];
|
||||
if (0 < nextRenderFramePlayers[playerId].framesToRecover) {
|
||||
const currPlayerDownsync = currRenderFrame.players[playerId];
|
||||
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
if (0 < thatPlayerInNextFrame.framesToRecover) {
|
||||
// No need to process inputs for this player, but there might be bullet pushbacks on this player
|
||||
if (0 != bulletPushbacks[joinIndex - 1][0] || 0 != bulletPushbacks[joinIndex - 1][1]) {
|
||||
playerCollider.x += bulletPushbacks[joinIndex - 1][0];
|
||||
playerCollider.y += bulletPushbacks[joinIndex - 1][1];
|
||||
console.log(`playerId=${playerId}, joinIndex=${joinIndex} is pushbacked back by ${bulletPushbacks[joinIndex - 1]} by bullet impacts, now its framesToRecover is ${player.framesToRecover}`);
|
||||
if (0 != bulletPushbacks[joinIndex - 1][0] || 0 != bulletPushbacks[joinIndex - 1][1]) {
|
||||
console.log(`playerId=${playerId}, joinIndex=${joinIndex} is pushbacked back by ${bulletPushbacks[joinIndex - 1]} by bullet impacts, now its framesToRecover is ${currPlayerDownsync.framesToRecover}`);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
@ -1148,33 +1147,32 @@ cc.Class({
|
||||
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
|
||||
|
||||
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
|
||||
console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
// The online map is not yet ready for bullet shooting!
|
||||
/*
|
||||
nextRenderFramePlayers[playerId].framesToRecover = PunchAtkConfig.recoveryFrames;
|
||||
const punch = window.pb.protos.MeleeBullet.create(PunchAtkConfig);
|
||||
// console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
if (self.bulletTriggerEnabled) {
|
||||
thatPlayerInNextFrame.framesToRecover = window.PunchAtkConfig.recoveryFrames;
|
||||
const punch = window.pb.protos.MeleeBullet.create(window.PunchAtkConfig);
|
||||
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
|
||||
punch.offenderJoinIndex = joinIndex;
|
||||
punch.offenderPlayerId = playerId;
|
||||
punch.originatedRenderFrameId = currRenderFrame.id;
|
||||
toRet.meleeBullets.push(punch);
|
||||
console.log(`A rising-edge of meleeBullet=${JSON.stringify(punch)} is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${JSON.stringify(punch)}`);
|
||||
|
||||
nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Atk1[0];
|
||||
*/
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
|
||||
}
|
||||
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
|
||||
console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
} else {
|
||||
// No trigger, process movement inputs
|
||||
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
|
||||
// Update directions and thus would eventually update moving animation accordingly
|
||||
nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx;
|
||||
nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy;
|
||||
nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
||||
thatPlayerInNextFrame.dirX = decodedInput.dx;
|
||||
thatPlayerInNextFrame.dirY = decodedInput.dy;
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
||||
} else {
|
||||
nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
}
|
||||
const movement = self.virtualGridToWorldPos(decodedInput.dx + player.speed * decodedInput.dx, decodedInput.dy + player.speed * decodedInput.dy);
|
||||
const movement = self.virtualGridToWorldPos(decodedInput.dx + currPlayerDownsync.speed * decodedInput.dx, decodedInput.dy + currPlayerDownsync.speed * decodedInput.dy);
|
||||
playerCollider.x += movement[0];
|
||||
playerCollider.y += movement[1];
|
||||
}
|
||||
@ -1204,8 +1202,9 @@ cc.Class({
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const newVpos = self.playerColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j]);
|
||||
nextRenderFramePlayers[playerId].virtualGridX = newVpos[0];
|
||||
nextRenderFramePlayers[playerId].virtualGridY = newVpos[1];
|
||||
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
thatPlayerInNextFrame.virtualGridX = newVpos[0];
|
||||
thatPlayerInNextFrame.virtualGridY = newVpos[1];
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -3,27 +3,27 @@ i18n.init(window.language); // languageID should be equal to the one we input in
|
||||
|
||||
const OnlineMap = require('./Map');
|
||||
|
||||
const PunchAtkConfig = {
|
||||
window.PunchAtkConfig = {
|
||||
// for offender
|
||||
startupFrames: 18,
|
||||
activeFrames: 42,
|
||||
recoveryFrames: 60, // usually but not always "startupFrames+activeFrames"
|
||||
recoveryFramesOnBlock: 60, // usually but not always the same as "recoveryFrames"
|
||||
recoveryFramesOnHit: 60, // usually but not always the same as "recoveryFrames"
|
||||
recoveryFrames: 61, // usually but not always "startupFrames+activeFrames", I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing
|
||||
recoveryFramesOnBlock: 61,
|
||||
recoveryFramesOnHit: 61,
|
||||
moveforward: {
|
||||
x: 0,
|
||||
y: 0,
|
||||
},
|
||||
hitboxOffset: 12.0, // should be about the radius of the PlayerCollider
|
||||
hitboxSize: {
|
||||
x: 32.0,
|
||||
x: 45.0,
|
||||
y: 32.0,
|
||||
},
|
||||
|
||||
// for defender
|
||||
hitStunFrames: 18,
|
||||
blockStunFrames: 9,
|
||||
pushback: 11.0,
|
||||
pushback: 22.0,
|
||||
releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge
|
||||
damage: 5
|
||||
};
|
||||
@ -35,45 +35,6 @@ cc.Class({
|
||||
console.warn("+++++++ Map onDestroy()");
|
||||
},
|
||||
|
||||
spawnPlayerNode(joinIndex, vx, vy, playerRichInfo) {
|
||||
const self = this;
|
||||
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
|
||||
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
|
||||
if (1 == joinIndex) {
|
||||
playerScriptIns.setSpecies("SoldierWaterGhost");
|
||||
} else if (2 == joinIndex) {
|
||||
playerScriptIns.setSpecies("SoldierFireGhost");
|
||||
playerScriptIns.animComp.node.scaleX = (-1.0);
|
||||
}
|
||||
const wpos = self.virtualGridToWorldPos(vx, vy);
|
||||
|
||||
newPlayerNode.setPosition(cc.v2(wpos[0], wpos[1]));
|
||||
|
||||
playerScriptIns.mapNode = self.node;
|
||||
const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerRichInfo);
|
||||
const d = playerRichInfo.colliderRadius * 2,
|
||||
x0 = cpos[0],
|
||||
y0 = cpos[1];
|
||||
let pts = [[0, 0], [d, 0], [d, d], [0, d]];
|
||||
|
||||
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
newPlayerCollider.collisionPlayerIndex = parseInt(collisionPlayerIndex);
|
||||
newPlayerCollider.playerId = parseInt(playerRichInfo.id);
|
||||
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
|
||||
|
||||
safelyAddChild(self.node, newPlayerNode);
|
||||
setLocalZOrder(newPlayerNode, 5);
|
||||
|
||||
newPlayerNode.active = true;
|
||||
playerScriptIns.updateCharacterAnim({
|
||||
dx: playerRichInfo.dir.dx,
|
||||
dy: playerRichInfo.dir.dy
|
||||
}, playerRichInfo, true);
|
||||
|
||||
return [newPlayerNode, playerScriptIns];
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
const self = this;
|
||||
window.mapIns = self;
|
||||
@ -182,10 +143,8 @@ cc.Class({
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
|
||||
framesToRecover: 0,
|
||||
dir: {
|
||||
dx: 0,
|
||||
dy: 0
|
||||
}
|
||||
dirX: 0,
|
||||
dirY: 0,
|
||||
},
|
||||
11: {
|
||||
id: 11,
|
||||
@ -196,10 +155,8 @@ cc.Class({
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
|
||||
framesToRecover: 0,
|
||||
dir: {
|
||||
dx: 0,
|
||||
dy: 0
|
||||
}
|
||||
dirX: 0,
|
||||
dirY: 0,
|
||||
},
|
||||
}
|
||||
};
|
||||
@ -243,214 +200,4 @@ cc.Class({
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
// Overriding this function to test experimental dynamics
|
||||
applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap) {
|
||||
const self = this;
|
||||
const nextRenderFramePlayers = {}
|
||||
for (let playerId in currRenderFrame.players) {
|
||||
const currPlayerDownsync = currRenderFrame.players[playerId];
|
||||
nextRenderFramePlayers[playerId] = {
|
||||
id: playerId,
|
||||
virtualGridX: currPlayerDownsync.virtualGridX,
|
||||
virtualGridY: currPlayerDownsync.virtualGridY,
|
||||
dir: {
|
||||
dx: currPlayerDownsync.dir.dx,
|
||||
dy: currPlayerDownsync.dir.dy,
|
||||
},
|
||||
characterState: currPlayerDownsync.characterState,
|
||||
speed: currPlayerDownsync.speed,
|
||||
battleState: currPlayerDownsync.battleState,
|
||||
score: currPlayerDownsync.score,
|
||||
removed: currPlayerDownsync.removed,
|
||||
joinIndex: currPlayerDownsync.joinIndex,
|
||||
framesToRecover: (0 < currPlayerDownsync.framesToRecover ? currPlayerDownsync.framesToRecover - 1 : 0),
|
||||
hp: currPlayerDownsync.hp,
|
||||
maxHp: currPlayerDownsync.maxHp,
|
||||
};
|
||||
}
|
||||
|
||||
const toRet = {
|
||||
id: currRenderFrame.id + 1,
|
||||
players: nextRenderFramePlayers,
|
||||
meleeBullets: []
|
||||
};
|
||||
|
||||
const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
|
||||
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||
effPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||
const playerRichInfo = self.playerRichInfoArr[j];
|
||||
const playerId = playerRichInfo.id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const player = currRenderFrame.players[playerId];
|
||||
|
||||
const newVx = player.virtualGridX;
|
||||
const newVy = player.virtualGridY;
|
||||
const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]);
|
||||
playerCollider.x = newCpos[0];
|
||||
playerCollider.y = newCpos[1];
|
||||
}
|
||||
|
||||
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
|
||||
const colliderBullets = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
|
||||
const removedBulletsAtCurrFrame = new Set();
|
||||
for (let k in currRenderFrame.meleeBullets) {
|
||||
const meleeBullet = currRenderFrame.meleeBullets[k];
|
||||
if (
|
||||
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames <= currRenderFrame.id
|
||||
&&
|
||||
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > currRenderFrame.id
|
||||
) {
|
||||
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
|
||||
const collisionOffenderIndex = self.collisionPlayerIndexPrefix + meleeBullet.offenderJoinIndex;
|
||||
const offenderCollider = collisionSysMap.get(collisionOffenderIndex);
|
||||
const offender = currRenderFrame.players[meleeBullet.offenderPlayerId];
|
||||
|
||||
const xfac = Math.sign(offender.dir.dx),
|
||||
yfac = 0; // By now, straight Punch offset doesn't respect "y-axis"
|
||||
const x0 = offenderCollider.x + xfac * meleeBullet.hitboxOffset,
|
||||
y0 = offenderCollider.y + yfac * meleeBullet.hitboxOffset;
|
||||
const pts = [[0, 0], [xfac * meleeBullet.hitboxSize.x, 0], [xfac * meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
|
||||
const newBulletCollider = collisionSys.createPolygon(x0, y0, pts);
|
||||
newBulletCollider.collisionBulletIndex = collisionBulletIndex;
|
||||
newBulletCollider.offenderPlayerId = meleeBullet.offenderPlayerId;
|
||||
newBulletCollider.pushback = meleeBullet.pushback;
|
||||
newBulletCollider.hitStunFrames = meleeBullet.hitStunFrames;
|
||||
collisionSysMap.set(collisionBulletIndex, newBulletCollider);
|
||||
colliderBullets.set(collisionBulletIndex, newBulletCollider);
|
||||
console.log(`A meleeBullet=${JSON.stringify(meleeBullet)} is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended`);
|
||||
}
|
||||
}
|
||||
|
||||
collisionSys.update();
|
||||
const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
||||
|
||||
colliderBullets.forEach((bulletCollider, collisionBulletIndex) => {
|
||||
const potentials = bulletCollider.potentials();
|
||||
let shouldRemove = false;
|
||||
for (const potential of potentials) {
|
||||
if (null != potential.playerId && potential.playerId == bulletCollider.offenderPlayerId) continue;
|
||||
if (!bulletCollider.collides(potential, result1)) continue;
|
||||
if (null != potential.playerId) {
|
||||
const joinIndex = potential.collisionPlayerIndex - self.collisionPlayerIndexPrefix;
|
||||
bulletPushbacks[joinIndex - 1][0] += result1.overlap_x * bulletCollider.pushback;
|
||||
bulletPushbacks[joinIndex - 1][1] += result1.overlap_y * bulletCollider.pushback;
|
||||
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.playerId];
|
||||
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
|
||||
const oldFrameToRecover = thatAckedPlayerInNextFrame.framesToRecover;
|
||||
thatAckedPlayerInNextFrame.framesToRecover = oldFrameToRecover > bulletCollider.hitStunFrames ? oldFrameToRecover : bulletCollider.hitStunFrames; // In case the hit player is already stun, we take the larger "hitStunFrames"
|
||||
}
|
||||
shouldRemove = true;
|
||||
}
|
||||
if (shouldRemove) {
|
||||
removedBulletsAtCurrFrame.add(collisionBulletIndex);
|
||||
}
|
||||
});
|
||||
|
||||
for (let k in currRenderFrame.meleeBullets) {
|
||||
const meleeBullet = currRenderFrame.meleeBullets[k];
|
||||
// [WARNING] remove from collisionSys ANYWAY for the convenience of rollback
|
||||
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
|
||||
if (collisionSysMap.has(collisionBulletIndex)) {
|
||||
const bulletCollider = collisionSysMap.get(collisionBulletIndex);
|
||||
bulletCollider.remove();
|
||||
collisionSysMap.delete(collisionBulletIndex);
|
||||
}
|
||||
if (removedBulletsAtCurrFrame.has(collisionBulletIndex)) continue;
|
||||
toRet.meleeBullets.push(meleeBullet);
|
||||
}
|
||||
|
||||
if (null != delayedInputFrame) {
|
||||
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
|
||||
const inputList = delayedInputFrame.inputList;
|
||||
// Process player inputs
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
effPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||
const playerRichInfo = self.playerRichInfoArr[j];
|
||||
const playerId = playerRichInfo.id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const player = currRenderFrame.players[playerId];
|
||||
if (0 < nextRenderFramePlayers[playerId].framesToRecover) {
|
||||
// No need to process inputs for this player, but there might be bullet pushbacks on this player
|
||||
if (0 != bulletPushbacks[joinIndex - 1][0] || 0 != bulletPushbacks[joinIndex - 1][1]) {
|
||||
playerCollider.x += bulletPushbacks[joinIndex - 1][0];
|
||||
playerCollider.y += bulletPushbacks[joinIndex - 1][1];
|
||||
console.log(`playerId=${playerId}, joinIndex=${joinIndex} is pushbacked back by ${bulletPushbacks[joinIndex - 1]} by bullet impacts, now its framesToRecover is ${player.framesToRecover}`);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
|
||||
|
||||
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
|
||||
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
|
||||
|
||||
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
|
||||
console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
nextRenderFramePlayers[playerId].framesToRecover = PunchAtkConfig.recoveryFrames;
|
||||
const punch = window.pb.protos.MeleeBullet.create(PunchAtkConfig);
|
||||
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
|
||||
punch.offenderJoinIndex = joinIndex;
|
||||
punch.offenderPlayerId = playerId;
|
||||
punch.originatedRenderFrameId = currRenderFrame.id;
|
||||
toRet.meleeBullets.push(punch);
|
||||
console.log(`A rising-edge of meleeBullet=${JSON.stringify(punch)} is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
|
||||
nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Atk1[0];
|
||||
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
|
||||
console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
} else {
|
||||
// No trigger, process movement inputs
|
||||
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
|
||||
// Update directions and thus would eventually update moving animation accordingly
|
||||
nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx;
|
||||
nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy;
|
||||
nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
||||
} else {
|
||||
nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
}
|
||||
const movement = self.virtualGridToWorldPos(decodedInput.dx + player.speed * decodedInput.dx, decodedInput.dy + player.speed * decodedInput.dy);
|
||||
playerCollider.x += movement[0];
|
||||
playerCollider.y += movement[1];
|
||||
}
|
||||
}
|
||||
|
||||
collisionSys.update(); // by now all "bulletCollider"s are removed
|
||||
const result2 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
||||
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
const playerId = self.playerRichInfoArr[j].id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const potentials = playerCollider.potentials();
|
||||
for (const potential of potentials) {
|
||||
// Test if the player collides with the wall
|
||||
if (!playerCollider.collides(potential, result2)) continue;
|
||||
// Push the player out of the wall
|
||||
effPushbacks[joinIndex - 1][0] += result2.overlap * result2.overlap_x;
|
||||
effPushbacks[joinIndex - 1][1] += result2.overlap * result2.overlap_y;
|
||||
}
|
||||
}
|
||||
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
const playerId = self.playerRichInfoArr[j].id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const newVpos = self.playerColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j]);
|
||||
nextRenderFramePlayers[playerId].virtualGridX = newVpos[0];
|
||||
nextRenderFramePlayers[playerId].virtualGridY = newVpos[1];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return toRet;
|
||||
},
|
||||
});
|
||||
|
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user