Compare commits
28 Commits
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d4226137b6 | ||
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e432026fec |
@@ -2,9 +2,11 @@
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||||
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This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
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_(the following gif is sped up to ~1.5x for file size reduction, kindly note that around ~11s countdown, the attack animation is resumed from a partial progress)_
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Please also checkout [this demo video](https://pan.baidu.com/s/1YkfuHjNLzlFVnKiEj6wrDQ?pwd=tkr5) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance.
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Please also checkout [this demo video](https://pan.baidu.com/s/1U1wb7KWyHorZElNWcS5HHA?pwd=30wh) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance.
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The video mainly shows the following features.
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- The backend receives inputs from frontend peers and broadcasts back for synchronization.
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|
@@ -5,6 +5,7 @@ import (
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. "battle_srv/common"
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"battle_srv/common/utils"
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"battle_srv/models"
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. "battle_srv/protos"
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"battle_srv/storage"
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"bytes"
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"crypto/sha256"
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@@ -526,8 +527,10 @@ func (p *playerController) maybeCreatePlayerWechatAuthBinding(userInfo utils.Use
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}
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if player != nil {
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updateInfo := models.Player{
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Avatar: userInfo.HeadImgURL,
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DisplayName: userInfo.Nickname,
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PlayerDownsync: PlayerDownsync{
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Avatar: userInfo.HeadImgURL,
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DisplayName: userInfo.Nickname,
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},
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}
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tx := storage.MySQLManagerIns.MustBegin()
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defer tx.Rollback()
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@@ -542,10 +545,12 @@ func (p *playerController) maybeCreatePlayerWechatAuthBinding(userInfo utils.Use
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}
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now := utils.UnixtimeMilli()
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player := models.Player{
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CreatedAt: now,
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UpdatedAt: now,
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DisplayName: userInfo.Nickname,
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Avatar: userInfo.HeadImgURL,
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PlayerDownsync: PlayerDownsync{
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DisplayName: userInfo.Nickname,
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Avatar: userInfo.HeadImgURL,
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},
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CreatedAt: now,
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UpdatedAt: now,
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}
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return p.createNewPlayer(player, userInfo.OpenID, int(Constants.AuthChannel.Wechat))
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}
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@@ -562,8 +567,10 @@ func (p *playerController) maybeCreatePlayerWechatGameAuthBinding(userInfo utils
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}
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if player != nil {
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updateInfo := models.Player{
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Avatar: userInfo.HeadImgURL,
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DisplayName: userInfo.Nickname,
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PlayerDownsync: PlayerDownsync{
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Avatar: userInfo.HeadImgURL,
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DisplayName: userInfo.Nickname,
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},
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}
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tx := storage.MySQLManagerIns.MustBegin()
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defer tx.Rollback()
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@@ -578,10 +585,12 @@ func (p *playerController) maybeCreatePlayerWechatGameAuthBinding(userInfo utils
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}
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now := utils.UnixtimeMilli()
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player := models.Player{
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CreatedAt: now,
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UpdatedAt: now,
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DisplayName: userInfo.Nickname,
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Avatar: userInfo.HeadImgURL,
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PlayerDownsync: PlayerDownsync{
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DisplayName: userInfo.Nickname,
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Avatar: userInfo.HeadImgURL,
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},
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CreatedAt: now,
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UpdatedAt: now,
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}
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return p.createNewPlayer(player, userInfo.OpenID, int(Constants.AuthChannel.WechatGame))
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}
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|
@@ -4,6 +4,7 @@ import (
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. "battle_srv/common"
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"battle_srv/common/utils"
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"battle_srv/models"
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. "battle_srv/protos"
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"battle_srv/storage"
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. "dnmshared"
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sq "github.com/Masterminds/squirrel"
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@@ -71,7 +72,6 @@ func createMysqlData(rows *sqlx.Rows, v string) {
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}
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}
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// 加上tableName参数, 用于pre_conf_data.sqlite里bot_player表的复用 --kobako
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func maybeCreateNewPlayerFromBotTable(db *sqlx.DB, tableName string) {
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var ls []*dbBotPlayer
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err := db.Select(&ls, "SELECT name, magic_phone_country_code, magic_phone_num, display_name FROM "+tableName)
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@@ -88,7 +88,6 @@ func maybeCreateNewPlayerFromBotTable(db *sqlx.DB, tableName string) {
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panic(err)
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}
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query = storage.MySQLManagerIns.Rebind(query)
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// existNames := make([]string, len(ls), len(ls))
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var existPlayers []*models.Player
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err = storage.MySQLManagerIns.Select(&existPlayers, query, args...)
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if nil != err {
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@@ -99,13 +98,11 @@ func maybeCreateNewPlayerFromBotTable(db *sqlx.DB, tableName string) {
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var flag bool
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for _, v := range existPlayers {
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if botPlayer.Name == v.Name {
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// 已有数据,合并处理
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flag = true
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break
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}
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}
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if !flag {
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// 找不到,新增
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Logger.Debug("create", zap.Any(tableName, botPlayer))
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err := createNewBotPlayer(botPlayer)
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if err != nil {
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@@ -120,11 +117,14 @@ func createNewBotPlayer(p *dbBotPlayer) error {
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defer tx.Rollback()
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now := utils.UnixtimeMilli()
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player := models.Player{
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CreatedAt: now,
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UpdatedAt: now,
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Name: p.Name,
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DisplayName: p.DisplayName,
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CreatedAt: now,
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UpdatedAt: now,
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PlayerDownsync: PlayerDownsync{
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Name: p.Name,
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DisplayName: p.DisplayName,
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},
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}
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err := player.Insert(tx)
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if err != nil {
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return err
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|
@@ -4,6 +4,7 @@ import (
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. "battle_srv/common"
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"battle_srv/common/utils"
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"battle_srv/models"
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. "battle_srv/protos"
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"battle_srv/storage"
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. "dnmshared"
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@@ -75,9 +76,11 @@ func createNewPlayer(p *dbTestPlayer) error {
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defer tx.Rollback()
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now := utils.UnixtimeMilli()
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player := models.Player{
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PlayerDownsync: PlayerDownsync{
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Name: p.Name,
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},
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CreatedAt: now,
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UpdatedAt: now,
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Name: p.Name,
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}
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err := player.Insert(tx)
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if err != nil {
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|
@@ -2,10 +2,9 @@ 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) map[int32]*PlayerDownsync {
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func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) map[int32]*PlayerDownsync {
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toRet := make(map[int32]*PlayerDownsync, 0)
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if nil == modelInstances {
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return toRet
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@@ -13,18 +12,22 @@ func toPbPlayers(modelInstances map[int32]*Player) map[int32]*PlayerDownsync {
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for k, last := range modelInstances {
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toRet[k] = &PlayerDownsync{
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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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Speed: last.Speed,
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BattleState: last.BattleState,
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Score: last.Score,
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Removed: last.Removed,
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JoinIndex: last.JoinIndex,
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirY: last.DirY,
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ColliderRadius: last.ColliderRadius,
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Speed: last.Speed,
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BattleState: last.BattleState,
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Score: last.Score,
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Removed: last.Removed,
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JoinIndex: last.JoinIndex,
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}
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if withMetaInfo {
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toRet[k].Name = last.Name
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toRet[k].DisplayName = last.DisplayName
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toRet[k].Avatar = last.Avatar
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}
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}
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|
@@ -1,11 +1,13 @@
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package models
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import (
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"database/sql"
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. "dnmshared/sharedprotos"
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. "battle_srv/protos"
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"battle_srv/storage"
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. "dnmshared"
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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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"go.uber.org/zap"
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)
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type PlayerBattleState struct {
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@@ -33,12 +35,7 @@ func InitPlayerBattleStateIns() {
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}
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type Player struct {
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// Meta info fields
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Id int32 `json:"id,omitempty" db:"id"`
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Name string `json:"name,omitempty" db:"name"`
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DisplayName string `json:"displayName,omitempty" db:"display_name"`
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Avatar string `json:"avatar,omitempty"`
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ColliderRadius float64 `json:"-"`
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PlayerDownsync
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|
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// DB only fields
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CreatedAt int64 `db:"created_at"`
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@@ -46,19 +43,10 @@ type Player struct {
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DeletedAt NullInt64 `db:"deleted_at"`
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TutorialStage int `db:"tutorial_stage"`
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|
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// in-battle info fields
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VirtualGridX int32
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VirtualGridY int32
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Dir *Direction
|
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Speed int32
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BattleState int32
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LastMoveGmtMillis int32
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Score int32
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Removed bool
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JoinIndex int32
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// other in-battle info fields
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LastSentInputFrameId int32
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AckingFrameId int32
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AckingInputFrameId int32
|
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LastSentInputFrameId int32
|
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}
|
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|
||||
func ExistPlayerByName(name string) (bool, error) {
|
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@@ -74,15 +62,43 @@ func GetPlayerById(id int) (*Player, error) {
|
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}
|
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|
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func getPlayer(cond sq.Eq) (*Player, error) {
|
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var p Player
|
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err := getObj("player", cond, &p)
|
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if err == sql.ErrNoRows {
|
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return nil, nil
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p := Player{}
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pd := PlayerDownsync{}
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query, args, err := sq.Select("*").From("player").Where(cond).Limit(1).ToSql()
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
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p.Dir = &Direction{
|
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Dx: 0,
|
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Dy: 0,
|
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rows, err := storage.MySQLManagerIns.Queryx(query, args...)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
cols, err := rows.Columns()
|
||||
if nil != err {
|
||||
panic(err)
|
||||
}
|
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for rows.Next() {
|
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// TODO: Do it more elegantly, but by now I don't have time to learn reflection of Golang
|
||||
vals := rowValues(rows, cols)
|
||||
for i, col := range cols {
|
||||
val := *vals[i].(*interface{})
|
||||
if "id" == col {
|
||||
pd.Id = int32(val.(int64))
|
||||
}
|
||||
if "name" == col {
|
||||
switch v := val.(type) {
|
||||
case []byte:
|
||||
pd.Name = string(v)
|
||||
default:
|
||||
pd.Name = fmt.Sprintf("%v", v)
|
||||
}
|
||||
}
|
||||
if "created_at" == col {
|
||||
p.CreatedAt = int64(val.(int64))
|
||||
}
|
||||
}
|
||||
Logger.Debug("Queried player from db", zap.Any("cond", cond), zap.Any("p", p), zap.Any("pd", pd), zap.Any("cols", cols), zap.Any("rowValues", vals))
|
||||
}
|
||||
p.PlayerDownsync = pd
|
||||
return &p, nil
|
||||
}
|
||||
|
||||
@@ -113,8 +129,6 @@ func Update(tx *sqlx.Tx, id int32, p *Player) (bool, error) {
|
||||
}
|
||||
result, err := tx.Exec(query, args...)
|
||||
if err != nil {
|
||||
fmt.Println("ERRRRRRR: ")
|
||||
fmt.Println(err)
|
||||
return false, err
|
||||
}
|
||||
rowsAffected, err := result.RowsAffected()
|
||||
|
@@ -10,6 +10,17 @@ import (
|
||||
"go.uber.org/zap"
|
||||
)
|
||||
|
||||
func rowValues(rows *sqlx.Rows, cols []string) []interface{} {
|
||||
results := make([]interface{}, len(cols))
|
||||
for i := range results {
|
||||
results[i] = new(interface{})
|
||||
}
|
||||
if err := rows.Scan(results[:]...); err != nil {
|
||||
panic(err)
|
||||
}
|
||||
return results
|
||||
}
|
||||
|
||||
func exist(t string, cond sq.Eq) (bool, error) {
|
||||
c, err := getCount(t, cond)
|
||||
if err != nil {
|
||||
|
@@ -54,6 +54,7 @@ const (
|
||||
|
||||
COLLISION_PLAYER_INDEX_PREFIX = (1 << 17)
|
||||
COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
|
||||
COLLISION_BULLET_INDEX_PREFIX = (1 << 15)
|
||||
)
|
||||
|
||||
const (
|
||||
@@ -61,6 +62,17 @@ const (
|
||||
MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = -2
|
||||
)
|
||||
|
||||
const (
|
||||
ATK_CHARACTER_STATE_IDLE1 = 0
|
||||
ATK_CHARACTER_STATE_WALKING = 1
|
||||
ATK_CHARACTER_STATE_ATK1 = 2
|
||||
ATK_CHARACTER_STATE_ATKED1 = 3
|
||||
)
|
||||
|
||||
const (
|
||||
DEFAULT_PLAYER_RADIUS = float64(16)
|
||||
)
|
||||
|
||||
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
|
||||
var DIRECTION_DECODER = [][]int32{
|
||||
{0, 0},
|
||||
@@ -116,6 +128,7 @@ type Room struct {
|
||||
collisionSpaceOffsetY float64
|
||||
Players map[int32]*Player
|
||||
PlayersArr []*Player // ordered by joinIndex
|
||||
Space *resolv.Space
|
||||
CollisionSysMap map[int32]*resolv.Object
|
||||
/**
|
||||
* The following `PlayerDownsyncSessionDict` is NOT individually put
|
||||
@@ -142,11 +155,6 @@ type Room struct {
|
||||
Index int
|
||||
RenderFrameId int32
|
||||
CurDynamicsRenderFrameId int32 // [WARNING] The dynamics of backend is ALWAYS MOVING FORWARD BY ALL-CONFIRMED INPUTFRAMES (either by upsync or forced), i.e. no rollback
|
||||
ServerFps int32
|
||||
BattleDurationFrames int32
|
||||
BattleDurationNanos int64
|
||||
InputFrameUpsyncDelayTolerance int32
|
||||
MaxChasingRenderFramesPerUpdate int32
|
||||
EffectivePlayerCount int32
|
||||
DismissalWaitGroup sync.WaitGroup
|
||||
Barriers map[int32]*Barrier
|
||||
@@ -156,27 +164,15 @@ type Room struct {
|
||||
LastAllConfirmedInputFrameId int32
|
||||
LastAllConfirmedInputFrameIdWithChange int32
|
||||
LastAllConfirmedInputList []uint64
|
||||
InputDelayFrames int32 // in the count of render frames
|
||||
NstDelayFrames int32 // 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"
|
||||
InputScaleFrames uint32 // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
|
||||
JoinIndexBooleanArr []bool
|
||||
RollbackEstimatedDtMillis float64
|
||||
RollbackEstimatedDtNanos int64
|
||||
LastRenderFrameIdTriggeredAt int64
|
||||
|
||||
WorldToVirtualGridRatio float64
|
||||
VirtualGridToWorldRatio float64
|
||||
BackendDynamicsEnabled bool
|
||||
LastRenderFrameIdTriggeredAt int64
|
||||
PlayerDefaultSpeed int32
|
||||
|
||||
PlayerDefaultSpeed int32
|
||||
|
||||
StageName string
|
||||
StageDiscreteW int32
|
||||
StageDiscreteH int32
|
||||
StageTileW int32
|
||||
StageTileH int32
|
||||
RawBattleStrToVec2DListMap StrToVec2DListMap
|
||||
RawBattleStrToPolygon2DListMap StrToPolygon2DListMap
|
||||
BackendDynamicsEnabled bool
|
||||
BulletBattleLocalIdCounter int32
|
||||
dilutedRollbackEstimatedDtNanos int64
|
||||
BattleColliderInfo // Compositing to send centralized magic numbers
|
||||
}
|
||||
|
||||
func (pR *Room) updateScore() {
|
||||
@@ -200,8 +196,8 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
|
||||
pPlayerFromDbInit.AckingInputFrameId = -1
|
||||
pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
|
||||
pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
|
||||
pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
|
||||
pPlayerFromDbInit.ColliderRadius = float64(24) // Hardcoded
|
||||
pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
|
||||
pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
|
||||
|
||||
pR.Players[playerId] = pPlayerFromDbInit
|
||||
pR.PlayerDownsyncSessionDict[playerId] = session
|
||||
@@ -226,15 +222,16 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
|
||||
* -- YFLu
|
||||
*/
|
||||
defer pR.onPlayerReAdded(playerId)
|
||||
pR.PlayerDownsyncSessionDict[playerId] = session
|
||||
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
|
||||
pEffectiveInRoomPlayerInstance := pR.Players[playerId]
|
||||
pEffectiveInRoomPlayerInstance.AckingFrameId = -1
|
||||
pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
|
||||
pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
|
||||
pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
|
||||
pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
|
||||
pEffectiveInRoomPlayerInstance.ColliderRadius = float64(16) // Hardcoded
|
||||
pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
|
||||
pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
|
||||
|
||||
pR.PlayerDownsyncSessionDict[playerId] = session
|
||||
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
|
||||
|
||||
Logger.Warn("ReAddPlayerIfPossible finished.", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("joinIndex", pEffectiveInRoomPlayerInstance.JoinIndex), zap.Any("playerBattleState", pEffectiveInRoomPlayerInstance.BattleState), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("AckingFrameId", pEffectiveInRoomPlayerInstance.AckingFrameId), zap.Any("AckingInputFrameId", pEffectiveInRoomPlayerInstance.AckingInputFrameId), zap.Any("LastSentInputFrameId", pEffectiveInRoomPlayerInstance.LastSentInputFrameId))
|
||||
return true
|
||||
@@ -277,8 +274,8 @@ func (pR *Room) ChooseStage() error {
|
||||
panic(err)
|
||||
}
|
||||
|
||||
// Obtain the content of `gidBoundariesMapInB2World`.
|
||||
gidBoundariesMapInB2World := make(map[int]StrToPolygon2DListMap, 0)
|
||||
// Obtain the content of `gidBoundariesMap`.
|
||||
gidBoundariesMap := make(map[int]StrToPolygon2DListMap, 0)
|
||||
for _, tileset := range pTmxMapIns.Tilesets {
|
||||
relativeTsxFilePath := fmt.Sprintf("%s/%s", filepath.Join(pwd, relativePathForChosenStage), tileset.Source) // Note that "TmxTileset.Source" can be a string of "relative path".
|
||||
absTsxFilePath, err := filepath.Abs(relativeTsxFilePath)
|
||||
@@ -294,10 +291,10 @@ func (pR *Room) ChooseStage() error {
|
||||
panic(err)
|
||||
}
|
||||
|
||||
DeserializeTsxToColliderDict(pTmxMapIns, byteArrOfTsxFile, int(tileset.FirstGid), gidBoundariesMapInB2World)
|
||||
DeserializeTsxToColliderDict(pTmxMapIns, byteArrOfTsxFile, int(tileset.FirstGid), gidBoundariesMap)
|
||||
}
|
||||
|
||||
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, toRetStrToVec2DListMap, toRetStrToPolygon2DListMap, err := ParseTmxLayersAndGroups(pTmxMapIns, gidBoundariesMapInB2World)
|
||||
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, strToVec2DListMap, strToPolygon2DListMap, err := ParseTmxLayersAndGroups(pTmxMapIns, gidBoundariesMap)
|
||||
if nil != err {
|
||||
panic(err)
|
||||
}
|
||||
@@ -306,10 +303,10 @@ func (pR *Room) ChooseStage() error {
|
||||
pR.StageDiscreteH = stageDiscreteH
|
||||
pR.StageTileW = stageTileW
|
||||
pR.StageTileH = stageTileH
|
||||
pR.RawBattleStrToVec2DListMap = toRetStrToVec2DListMap
|
||||
pR.RawBattleStrToPolygon2DListMap = toRetStrToPolygon2DListMap
|
||||
pR.StrToVec2DListMap = strToVec2DListMap
|
||||
pR.StrToPolygon2DListMap = strToPolygon2DListMap
|
||||
|
||||
barrierPolygon2DList := *(toRetStrToPolygon2DListMap["Barrier"])
|
||||
barrierPolygon2DList := *(strToPolygon2DListMap["Barrier"])
|
||||
|
||||
var barrierLocalIdInBattle int32 = 0
|
||||
for _, polygon2DUnaligned := range barrierPolygon2DList.Eles {
|
||||
@@ -345,13 +342,6 @@ func (pR *Room) ConvertToLastUsedRenderFrameId(inputFrameId int32, inputDelayFra
|
||||
return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames + (1 << pR.InputScaleFrames) - 1)
|
||||
}
|
||||
|
||||
func (pR *Room) EncodeUpsyncCmd(upsyncCmd *InputFrameUpsync) uint64 {
|
||||
var ret uint64 = 0
|
||||
// There're 13 possible directions, occupying the first 4 bits, no need to shift
|
||||
ret += uint64(upsyncCmd.EncodedDir)
|
||||
return ret
|
||||
}
|
||||
|
||||
func (pR *Room) RenderFrameBufferString() string {
|
||||
return fmt.Sprintf("{renderFrameId: %d, stRenderFrameId: %d, edRenderFrameId: %d, lastAllConfirmedRenderFrameId: %d}", pR.RenderFrameId, pR.RenderFrameBuffer.StFrameId, pR.RenderFrameBuffer.EdFrameId, pR.CurDynamicsRenderFrameId)
|
||||
}
|
||||
@@ -370,6 +360,7 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
|
||||
break
|
||||
}
|
||||
f := tmp.(*InputFrameDownsync)
|
||||
//s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, &inputList: %p, confirmedList: %v}", f.InputFrameId, f.InputList, &(f.InputList), f.ConfirmedList))
|
||||
s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, confirmedList: %v}", f.InputFrameId, f.InputList, f.ConfirmedList))
|
||||
}
|
||||
|
||||
@@ -385,15 +376,13 @@ func (pR *Room) StartBattle() {
|
||||
return
|
||||
}
|
||||
|
||||
// Always instantiates a new channel and let the old one die out due to not being retained by any root reference.
|
||||
nanosPerFrame := 1000000000 / int64(pR.ServerFps)
|
||||
pR.RenderFrameId = 0
|
||||
|
||||
// Initialize the "collisionSys" as well as "RenderFrameBuffer"
|
||||
pR.CurDynamicsRenderFrameId = 0
|
||||
kickoffFrame := &RoomDownsyncFrame{
|
||||
Id: pR.RenderFrameId,
|
||||
Players: toPbPlayers(pR.Players),
|
||||
Players: toPbPlayers(pR.Players, false),
|
||||
CountdownNanos: pR.BattleDurationNanos,
|
||||
}
|
||||
pR.RenderFrameBuffer.Put(kickoffFrame)
|
||||
@@ -426,7 +415,7 @@ func (pR *Room) StartBattle() {
|
||||
stCalculation := utils.UnixtimeNano()
|
||||
|
||||
elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt
|
||||
if elapsedNanosSinceLastFrameIdTriggered < pR.RollbackEstimatedDtNanos {
|
||||
if elapsedNanosSinceLastFrameIdTriggered < pR.dilutedRollbackEstimatedDtNanos {
|
||||
Logger.Debug(fmt.Sprintf("Avoiding too fast frame@roomId=%v, renderFrameId=%v: elapsedNanosSinceLastFrameIdTriggered=%v", pR.Id, pR.RenderFrameId, elapsedNanosSinceLastFrameIdTriggered))
|
||||
continue
|
||||
}
|
||||
@@ -487,7 +476,7 @@ func (pR *Room) StartBattle() {
|
||||
|
||||
for playerId, player := range pR.Players {
|
||||
if swapped := atomic.CompareAndSwapInt32(&player.BattleState, PlayerBattleStateIns.ACTIVE, PlayerBattleStateIns.ACTIVE); !swapped {
|
||||
// [WARNING] DON'T send anything if the player is disconnected, because it could jam the channel and cause significant delay upon "battle recovery for reconnected player".
|
||||
// [WARNING] DON'T send anything if the player is not yet active, because it could jam the channel and cause significant delay upon "battle recovery for reconnected player".
|
||||
continue
|
||||
}
|
||||
if 0 == pR.RenderFrameId {
|
||||
@@ -537,8 +526,8 @@ func (pR *Room) StartBattle() {
|
||||
2. reconnection
|
||||
*/
|
||||
shouldResync1 := (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId)
|
||||
// shouldResync2 := (0 < (unconfirmedMask & uint64(1 << uint32(player.JoinIndex-1)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
|
||||
shouldResync2 := (0 < unconfirmedMask) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
|
||||
shouldResync2 := (0 < (unconfirmedMask & uint64(1<<uint32(player.JoinIndex-1)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
|
||||
// shouldResync2 := (0 < unconfirmedMask) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
|
||||
if pR.BackendDynamicsEnabled && (shouldResync1 || shouldResync2) {
|
||||
tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
|
||||
if nil == tmp {
|
||||
@@ -560,35 +549,38 @@ func (pR *Room) StartBattle() {
|
||||
}
|
||||
}
|
||||
|
||||
toApplyInputFrameId := pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames)
|
||||
minToKeepInputFrameId := pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames) - pR.SpAtkLookupFrames
|
||||
/*
|
||||
[WARNING]
|
||||
The following updates to "toApplyInputFrameId" is necessary because when "false == pR.BackendDynamicsEnabled", the variable "refRenderFrameId" is not well defined.
|
||||
The following updates to "minToKeepInputFrameId" is necessary because when "false == pR.BackendDynamicsEnabled", the variable "refRenderFrameId" is not well defined.
|
||||
*/
|
||||
minLastSentInputFrameId := int32(math.MaxInt32)
|
||||
for _, player := range pR.Players {
|
||||
if PlayerBattleStateIns.ACTIVE != player.BattleState {
|
||||
continue
|
||||
}
|
||||
if player.LastSentInputFrameId >= minLastSentInputFrameId {
|
||||
continue
|
||||
}
|
||||
minLastSentInputFrameId = player.LastSentInputFrameId
|
||||
}
|
||||
if minLastSentInputFrameId < toApplyInputFrameId {
|
||||
toApplyInputFrameId = minLastSentInputFrameId
|
||||
if minLastSentInputFrameId < minToKeepInputFrameId {
|
||||
minToKeepInputFrameId = minLastSentInputFrameId
|
||||
}
|
||||
for pR.InputsBuffer.N < pR.InputsBuffer.Cnt || (0 < pR.InputsBuffer.Cnt && pR.InputsBuffer.StFrameId < toApplyInputFrameId) {
|
||||
for pR.InputsBuffer.N < pR.InputsBuffer.Cnt || (0 < pR.InputsBuffer.Cnt && pR.InputsBuffer.StFrameId < minToKeepInputFrameId) {
|
||||
f := pR.InputsBuffer.Pop().(*InputFrameDownsync)
|
||||
if pR.inputFrameIdDebuggable(f.InputFrameId) {
|
||||
// Popping of an "inputFrame" would be AFTER its being all being confirmed, because it requires the "inputFrame" to be all acked
|
||||
Logger.Debug("inputFrame lifecycle#4[popped]:", zap.Any("roomId", pR.Id), zap.Any("inputFrameId", f.InputFrameId), zap.Any("toApplyInputFrameId", toApplyInputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)))
|
||||
Logger.Debug("inputFrame lifecycle#4[popped]:", zap.Any("roomId", pR.Id), zap.Any("inputFrameId", f.InputFrameId), zap.Any("minToKeepInputFrameId", minToKeepInputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)))
|
||||
}
|
||||
}
|
||||
|
||||
pR.RenderFrameId++
|
||||
elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
|
||||
if elapsedInCalculation > nanosPerFrame {
|
||||
Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, expected nanosPerFrame=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, nanosPerFrame))
|
||||
if elapsedInCalculation > pR.dilutedRollbackEstimatedDtNanos {
|
||||
Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, dilutedRollbackEstimatedDtNanos=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, pR.dilutedRollbackEstimatedDtNanos))
|
||||
}
|
||||
time.Sleep(time.Duration(nanosPerFrame - elapsedInCalculation))
|
||||
time.Sleep(time.Duration(pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -632,7 +624,6 @@ func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
|
||||
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
|
||||
continue
|
||||
}
|
||||
|
||||
bufIndex := pR.toDiscreteInputsBufferIndex(clientInputFrameId, pReq.JoinIndex)
|
||||
pR.DiscreteInputsBuffer.Store(bufIndex, inputFrameUpsync)
|
||||
|
||||
@@ -684,7 +675,7 @@ func (pR *Room) StopBattleForSettlement() {
|
||||
for playerId, _ := range pR.Players {
|
||||
assembledFrame := RoomDownsyncFrame{
|
||||
Id: pR.RenderFrameId,
|
||||
Players: toPbPlayers(pR.Players),
|
||||
Players: toPbPlayers(pR.Players, false),
|
||||
CountdownNanos: -1, // TODO: Replace this magic constant!
|
||||
}
|
||||
pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_STOPPED, playerId)
|
||||
@@ -708,22 +699,9 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
|
||||
pR.State = RoomBattleStateIns.PREPARE
|
||||
Logger.Info("Battle state transitted to RoomBattleStateIns.PREPARE for:", zap.Any("roomId", pR.Id))
|
||||
|
||||
playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
|
||||
for _, player := range pR.Players {
|
||||
playerMetas[player.Id] = &PlayerDownsyncMeta{
|
||||
Id: player.Id,
|
||||
Name: player.Name,
|
||||
DisplayName: player.DisplayName,
|
||||
Avatar: player.Avatar,
|
||||
ColliderRadius: player.ColliderRadius, // hardcoded for now
|
||||
JoinIndex: player.JoinIndex,
|
||||
}
|
||||
}
|
||||
|
||||
battleReadyToStartFrame := &RoomDownsyncFrame{
|
||||
Id: DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START,
|
||||
Players: toPbPlayers(pR.Players),
|
||||
PlayerMetas: playerMetas,
|
||||
Players: toPbPlayers(pR.Players, true),
|
||||
CountdownNanos: pR.BattleDurationNanos,
|
||||
}
|
||||
|
||||
@@ -790,8 +768,10 @@ func (pR *Room) Dismiss() {
|
||||
func (pR *Room) OnDismissed() {
|
||||
|
||||
// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
|
||||
pR.BulletBattleLocalIdCounter = 0
|
||||
pR.WorldToVirtualGridRatio = float64(1000)
|
||||
pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
|
||||
pR.SpAtkLookupFrames = 5
|
||||
pR.PlayerDefaultSpeed = int32(float64(2) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
|
||||
pR.Players = make(map[int32]*Player)
|
||||
pR.PlayersArr = make([]*Player, pR.Capacity)
|
||||
@@ -800,9 +780,10 @@ func (pR *Room) OnDismissed() {
|
||||
pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
|
||||
pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
|
||||
pR.Barriers = make(map[int32]*Barrier)
|
||||
pR.InputsBuffer = NewRingBuffer(1024)
|
||||
pR.RenderCacheSize = 1024
|
||||
pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize)
|
||||
pR.DiscreteInputsBuffer = sync.Map{}
|
||||
pR.RenderFrameBuffer = NewRingBuffer(1024)
|
||||
pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 2) + 1)
|
||||
|
||||
pR.LastAllConfirmedInputFrameId = -1
|
||||
pR.LastAllConfirmedInputFrameIdWithChange = -1
|
||||
@@ -811,17 +792,45 @@ func (pR *Room) OnDismissed() {
|
||||
pR.RenderFrameId = 0
|
||||
pR.CurDynamicsRenderFrameId = 0
|
||||
pR.InputDelayFrames = 8
|
||||
pR.NstDelayFrames = 8
|
||||
pR.NstDelayFrames = 4
|
||||
pR.InputScaleFrames = uint32(2)
|
||||
pR.ServerFps = 60
|
||||
pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
|
||||
pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for preventing FAST FRAME
|
||||
dilutionFactor := 12
|
||||
pR.dilutedRollbackEstimatedDtNanos = int64(16666666 * (dilutionFactor) / (dilutionFactor - 1)) // [WARNING] Only used in controlling "battleMainLoop" to be keep a frame rate lower than that of the frontends, such that upon resync(i.e. BackendDynamicsEnabled=true), the frontends would have bigger chances to keep up with or even surpass the backend calculation
|
||||
pR.BattleDurationFrames = 30 * pR.ServerFps
|
||||
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
|
||||
pR.InputFrameUpsyncDelayTolerance = 2
|
||||
pR.MaxChasingRenderFramesPerUpdate = 5
|
||||
|
||||
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
|
||||
punchSkillId := int32(1)
|
||||
pR.MeleeSkillConfig = make(map[int32]*MeleeBullet, 0)
|
||||
pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{
|
||||
// for offender
|
||||
StartupFrames: int32(23),
|
||||
ActiveFrames: int32(3),
|
||||
RecoveryFrames: int32(61), // 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: int32(61),
|
||||
RecoveryFramesOnHit: int32(61),
|
||||
Moveforward: &Vec2D{
|
||||
X: 0,
|
||||
Y: 0,
|
||||
},
|
||||
HitboxOffset: float64(24.0), // should be about the radius of the PlayerCollider
|
||||
HitboxSize: &Vec2D{
|
||||
X: float64(45.0),
|
||||
Y: float64(32.0),
|
||||
},
|
||||
|
||||
// for defender
|
||||
HitStunFrames: int32(18),
|
||||
BlockStunFrames: int32(9),
|
||||
Pushback: float64(11.0),
|
||||
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
|
||||
Damage: int32(5),
|
||||
}
|
||||
|
||||
pR.ChooseStage()
|
||||
pR.EffectivePlayerCount = 0
|
||||
@@ -931,7 +940,7 @@ func (pR *Room) onPlayerAdded(playerId int32) {
|
||||
pR.JoinIndexBooleanArr[index] = true
|
||||
|
||||
// Lazily assign the initial position of "Player" for "RoomDownsyncFrame".
|
||||
playerPosList := *(pR.RawBattleStrToVec2DListMap["PlayerStartingPos"])
|
||||
playerPosList := *(pR.StrToVec2DListMap["PlayerStartingPos"])
|
||||
if index > len(playerPosList.Eles) {
|
||||
panic(fmt.Sprintf("onPlayerAdded error, index >= len(playerPosList), roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
|
||||
}
|
||||
@@ -941,6 +950,14 @@ func (pR *Room) onPlayerAdded(playerId int32) {
|
||||
panic(fmt.Sprintf("onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
|
||||
}
|
||||
pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = WorldToVirtualGridPos(playerPos.X, playerPos.Y, pR.WorldToVirtualGridRatio)
|
||||
// Hardcoded initial character orientation/facing
|
||||
if 0 == (pR.Players[playerId].JoinIndex % 2) {
|
||||
pR.Players[playerId].DirX = -2
|
||||
pR.Players[playerId].DirY = 0
|
||||
} else {
|
||||
pR.Players[playerId].DirX = +2
|
||||
pR.Players[playerId].DirY = 0
|
||||
}
|
||||
|
||||
break
|
||||
}
|
||||
@@ -968,18 +985,6 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
|
||||
return false
|
||||
}
|
||||
|
||||
playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
|
||||
for _, eachPlayer := range pR.Players {
|
||||
playerMetas[eachPlayer.Id] = &PlayerDownsyncMeta{
|
||||
Id: eachPlayer.Id,
|
||||
Name: eachPlayer.Name,
|
||||
DisplayName: eachPlayer.DisplayName,
|
||||
Avatar: eachPlayer.Avatar,
|
||||
JoinIndex: eachPlayer.JoinIndex,
|
||||
ColliderRadius: eachPlayer.ColliderRadius,
|
||||
}
|
||||
}
|
||||
|
||||
// Broadcast added or readded player info to all players in the same room
|
||||
for _, eachPlayer := range pR.Players {
|
||||
/*
|
||||
@@ -990,19 +995,23 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
|
||||
|
||||
This function is triggered by an upsync message via WebSocket, thus downsync sending is also available by now.
|
||||
*/
|
||||
currPlayerBattleState := atomic.LoadInt32(&(eachPlayer.BattleState))
|
||||
if PlayerBattleStateIns.DISCONNECTED == currPlayerBattleState || PlayerBattleStateIns.LOST == currPlayerBattleState {
|
||||
// [WARNING] DON'T try to send any message to an inactive player!
|
||||
continue
|
||||
}
|
||||
|
||||
switch targetPlayer.BattleState {
|
||||
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
|
||||
playerAckedFrame := &RoomDownsyncFrame{
|
||||
Id: pR.RenderFrameId,
|
||||
Players: toPbPlayers(pR.Players),
|
||||
PlayerMetas: playerMetas,
|
||||
Id: pR.RenderFrameId,
|
||||
Players: toPbPlayers(pR.Players, true),
|
||||
}
|
||||
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, eachPlayer.Id)
|
||||
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
|
||||
playerAckedFrame := &RoomDownsyncFrame{
|
||||
Id: pR.RenderFrameId,
|
||||
Players: toPbPlayers(pR.Players),
|
||||
PlayerMetas: playerMetas,
|
||||
Id: pR.RenderFrameId,
|
||||
Players: toPbPlayers(pR.Players, true),
|
||||
}
|
||||
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED, eachPlayer.Id)
|
||||
default:
|
||||
@@ -1073,12 +1082,15 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync
|
||||
ConfirmedList: uint64(0),
|
||||
}
|
||||
} else {
|
||||
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId - 1)
|
||||
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId - 1) // There's no need for the backend to find the "lastAllConfirmed inputs" for prefabbing, either "BackendDynamicsEnabled" is true or false
|
||||
if nil == tmp {
|
||||
panic(fmt.Sprintf("Error prefabbing inputFrameDownsync: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false)))
|
||||
}
|
||||
prevInputFrameDownsync := tmp.(*InputFrameDownsync)
|
||||
currInputList := prevInputFrameDownsync.InputList // Would be a clone of the values
|
||||
currInputList := make([]uint64, pR.Capacity) // Would be a clone of the values
|
||||
for i, _ := range currInputList {
|
||||
currInputList[i] = (prevInputFrameDownsync.InputList[i] & uint64(15)) // Don't predict attack input!
|
||||
}
|
||||
currInputFrameDownsync = &InputFrameDownsync{
|
||||
InputFrameId: inputFrameId,
|
||||
InputList: currInputList,
|
||||
@@ -1092,18 +1104,12 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync
|
||||
|
||||
func (pR *Room) markConfirmationIfApplicable() {
|
||||
inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1
|
||||
gap := int32(4) // This value is hardcoded and doesn't need be much bigger, because the backend side is supposed to never lag when "false == BackendDynamicsEnabled".
|
||||
inputFrameId2 := inputFrameId1 + gap
|
||||
if inputFrameId2 > pR.InputsBuffer.EdFrameId {
|
||||
inputFrameId2 = pR.InputsBuffer.EdFrameId
|
||||
}
|
||||
|
||||
totPlayerCnt := uint32(pR.Capacity)
|
||||
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
|
||||
for inputFrameId := inputFrameId1; inputFrameId < inputFrameId2; inputFrameId++ {
|
||||
for inputFrameId := inputFrameId1; inputFrameId < pR.InputsBuffer.EdFrameId; inputFrameId++ {
|
||||
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId)
|
||||
if nil == tmp {
|
||||
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false)))
|
||||
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic (Or maybe you're having a 'Room.RenderCacheSize' too small)! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false)))
|
||||
}
|
||||
inputFrameDownsync := tmp.(*InputFrameDownsync)
|
||||
for _, player := range pR.Players {
|
||||
@@ -1114,7 +1120,7 @@ func (pR *Room) markConfirmationIfApplicable() {
|
||||
}
|
||||
inputFrameUpsync := tmp.(*InputFrameUpsync)
|
||||
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
|
||||
inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
|
||||
inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = inputFrameUpsync.Encoded
|
||||
inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
|
||||
}
|
||||
|
||||
@@ -1193,13 +1199,6 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
|
||||
}
|
||||
|
||||
nextRenderFrame := pR.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, pR.CollisionSysMap)
|
||||
// Update in the latest player pointers
|
||||
for playerId, playerDownsync := range nextRenderFrame.Players {
|
||||
pR.Players[playerId].VirtualGridX = playerDownsync.VirtualGridX
|
||||
pR.Players[playerId].VirtualGridY = playerDownsync.VirtualGridY
|
||||
pR.Players[playerId].Dir.Dx = playerDownsync.Dir.Dx
|
||||
pR.Players[playerId].Dir.Dy = playerDownsync.Dir.Dy
|
||||
}
|
||||
pR.RenderFrameBuffer.Put(nextRenderFrame)
|
||||
pR.CurDynamicsRenderFrameId++
|
||||
}
|
||||
@@ -1207,22 +1206,28 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
|
||||
|
||||
// TODO: Write unit-test for this function to compare with its frontend counter part
|
||||
func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSysMap map[int32]*resolv.Object) *RoomDownsyncFrame {
|
||||
// TODO: Derive "nextRenderFramePlayers[*].CharacterState" as the frontend counter-part!
|
||||
nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity)
|
||||
// Make a copy first
|
||||
for playerId, currPlayerDownsync := range currRenderFrame.Players {
|
||||
nextRenderFramePlayers[playerId] = &PlayerDownsync{
|
||||
Id: playerId,
|
||||
VirtualGridX: currPlayerDownsync.VirtualGridX,
|
||||
VirtualGridY: currPlayerDownsync.VirtualGridY,
|
||||
Dir: &Direction{
|
||||
Dx: currPlayerDownsync.Dir.Dx,
|
||||
Dy: currPlayerDownsync.Dir.Dy,
|
||||
},
|
||||
Speed: currPlayerDownsync.Speed,
|
||||
BattleState: currPlayerDownsync.BattleState,
|
||||
Score: currPlayerDownsync.Score,
|
||||
Removed: currPlayerDownsync.Removed,
|
||||
JoinIndex: currPlayerDownsync.JoinIndex,
|
||||
Id: playerId,
|
||||
VirtualGridX: currPlayerDownsync.VirtualGridX,
|
||||
VirtualGridY: currPlayerDownsync.VirtualGridY,
|
||||
DirX: currPlayerDownsync.DirX,
|
||||
DirY: currPlayerDownsync.DirY,
|
||||
CharacterState: currPlayerDownsync.CharacterState,
|
||||
Speed: currPlayerDownsync.Speed,
|
||||
BattleState: currPlayerDownsync.BattleState,
|
||||
Score: currPlayerDownsync.Score,
|
||||
Removed: currPlayerDownsync.Removed,
|
||||
JoinIndex: currPlayerDownsync.JoinIndex,
|
||||
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
|
||||
Hp: currPlayerDownsync.Hp,
|
||||
MaxHp: currPlayerDownsync.MaxHp,
|
||||
}
|
||||
if nextRenderFramePlayers[playerId].FramesToRecover < 0 {
|
||||
nextRenderFramePlayers[playerId].FramesToRecover = 0
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1230,32 +1235,167 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
|
||||
Id: currRenderFrame.Id + 1,
|
||||
Players: nextRenderFramePlayers,
|
||||
CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
|
||||
MeleeBullets: make([]*MeleeBullet, 0), // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
|
||||
}
|
||||
|
||||
bulletPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
|
||||
effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
|
||||
|
||||
// Reset playerCollider position from the "virtual grid position"
|
||||
for playerId, player := range pR.Players {
|
||||
joinIndex := player.JoinIndex
|
||||
bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y = float64(0), float64(0)
|
||||
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
|
||||
currPlayerDownsync := currRenderFrame.Players[playerId]
|
||||
newVx, newVy := currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
|
||||
}
|
||||
|
||||
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
|
||||
bulletColliders := make(map[int32]*resolv.Object, 0) // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
|
||||
removedBulletsAtCurrFrame := make(map[int32]int32, 0)
|
||||
for _, meleeBullet := range currRenderFrame.MeleeBullets {
|
||||
if (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames+meleeBullet.ActiveFrames > currRenderFrame.Id) {
|
||||
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
|
||||
collisionOffenderIndex := COLLISION_PLAYER_INDEX_PREFIX + meleeBullet.OffenderJoinIndex
|
||||
offenderCollider := collisionSysMap[collisionOffenderIndex]
|
||||
offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
|
||||
|
||||
xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
|
||||
if 0 > offender.DirX {
|
||||
xfac = float64(-1.0)
|
||||
}
|
||||
offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, pR.VirtualGridToWorldRatio)
|
||||
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
|
||||
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
|
||||
newBulletCollider.Data = meleeBullet
|
||||
pR.Space.Add(newBulletCollider)
|
||||
collisionSysMap[collisionBulletIndex] = newBulletCollider
|
||||
bulletColliders[collisionBulletIndex] = newBulletCollider
|
||||
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, a meleeBullet is added to collisionSys at currRenderFrame.id=%v as start-up frames ended and active frame is not yet ended: %v, from offenderCollider=%v, xfac=%v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(newBulletCollider.Shape.(*resolv.ConvexPolygon)), ConvexPolygonStr(offenderCollider.Shape.(*resolv.ConvexPolygon)), xfac))
|
||||
}
|
||||
}
|
||||
|
||||
for _, bulletCollider := range bulletColliders {
|
||||
shouldRemove := false
|
||||
meleeBullet := bulletCollider.Data.(*MeleeBullet)
|
||||
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
|
||||
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
|
||||
if collision := bulletCollider.Check(0, 0); collision != nil {
|
||||
offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
|
||||
for _, obj := range collision.Objects {
|
||||
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
switch t := obj.Data.(type) {
|
||||
case *Player:
|
||||
if meleeBullet.OffenderPlayerId != t.Id {
|
||||
if overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape); overlapped {
|
||||
xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
|
||||
if 0 > offender.DirX {
|
||||
xfac = float64(-1.0)
|
||||
}
|
||||
bulletPushbacks[t.JoinIndex-1].X += xfac * meleeBullet.Pushback
|
||||
nextRenderFramePlayers[t.Id].CharacterState = ATK_CHARACTER_STATE_ATKED1
|
||||
oldFramesToRecover := nextRenderFramePlayers[t.Id].FramesToRecover
|
||||
if meleeBullet.HitStunFrames > oldFramesToRecover {
|
||||
nextRenderFramePlayers[t.Id].FramesToRecover = meleeBullet.HitStunFrames
|
||||
}
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, a meleeBullet collides w/ player at currRenderFrame.id=%v: b=%v, p=%v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(bulletShape), ConvexPolygonStr(defenderShape)))
|
||||
}
|
||||
}
|
||||
default:
|
||||
Logger.Debug(fmt.Sprintf("Bullet %v collided with non-player %v: roomId=%v, currRenderFrame.Id=%v, delayedInputFrame.Id=%v, objDataType=%t, objData=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(defenderShape), pR.Id, currRenderFrame.Id, delayedInputFrame.InputFrameId, obj.Data, obj.Data))
|
||||
}
|
||||
}
|
||||
shouldRemove = true
|
||||
}
|
||||
if shouldRemove {
|
||||
removedBulletsAtCurrFrame[collisionBulletIndex] = 1
|
||||
}
|
||||
}
|
||||
|
||||
for _, meleeBullet := range currRenderFrame.MeleeBullets {
|
||||
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
|
||||
if bulletCollider, existent := collisionSysMap[collisionBulletIndex]; existent {
|
||||
bulletCollider.Space.Remove(bulletCollider)
|
||||
delete(collisionSysMap, collisionBulletIndex)
|
||||
}
|
||||
if _, existent := removedBulletsAtCurrFrame[collisionBulletIndex]; existent {
|
||||
continue
|
||||
}
|
||||
toRet.MeleeBullets = append(toRet.MeleeBullets, meleeBullet)
|
||||
}
|
||||
|
||||
if nil != delayedInputFrame {
|
||||
var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil
|
||||
tmp := pR.InputsBuffer.GetByFrameId(pR.ConvertToInputFrameId(currRenderFrame.Id-1, pR.InputDelayFrames))
|
||||
if nil != tmp {
|
||||
delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync)
|
||||
}
|
||||
inputList := delayedInputFrame.InputList
|
||||
effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
|
||||
// Process player inputs
|
||||
for playerId, player := range pR.Players {
|
||||
joinIndex := player.JoinIndex
|
||||
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
|
||||
currPlayerDownsync := currRenderFrame.Players[playerId]
|
||||
encodedInput := inputList[joinIndex-1]
|
||||
decodedInput := DIRECTION_DECODER[encodedInput]
|
||||
proposedVirtualGridDx, proposedVirtualGridDy := (decodedInput[0] + decodedInput[0]*currPlayerDownsync.Speed), (decodedInput[1] + decodedInput[1]*currPlayerDownsync.Speed)
|
||||
newVx, newVy := (currPlayerDownsync.VirtualGridX + proposedVirtualGridDx), (currPlayerDownsync.VirtualGridY + proposedVirtualGridDy)
|
||||
// Reset playerCollider position from the "virtual grid position"
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
|
||||
if 0 < thatPlayerInNextFrame.FramesToRecover {
|
||||
// No need to process inputs for this player, but there might be bullet pushbacks on this player
|
||||
// Also note that in this case we keep "CharacterState" of this player from last render frame
|
||||
playerCollider.X += bulletPushbacks[joinIndex-1].X
|
||||
playerCollider.Y += bulletPushbacks[joinIndex-1].Y
|
||||
// Update in the collision system
|
||||
playerCollider.Update()
|
||||
if 0 != bulletPushbacks[joinIndex-1].X || 0 != bulletPushbacks[joinIndex-1].Y {
|
||||
Logger.Info(fmt.Sprintf("roomId=%v, playerId=%v is pushed back by (%.2f, %.2f) by bullet impacts, now its framesToRecover is %d at currRenderFrame.id=%v", pR.Id, playerId, bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y, thatPlayerInNextFrame.FramesToRecover, currRenderFrame.Id))
|
||||
}
|
||||
continue
|
||||
}
|
||||
currPlayerDownsync := currRenderFrame.Players[playerId]
|
||||
decodedInput := pR.decodeInput(inputList[joinIndex-1])
|
||||
prevBtnALevel := int32(0)
|
||||
if nil != delayedInputFrameForPrevRenderFrame {
|
||||
prevDecodedInput := pR.decodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
|
||||
prevBtnALevel = prevDecodedInput.BtnALevel
|
||||
}
|
||||
|
||||
if decodedInput.BtnALevel > prevBtnALevel {
|
||||
punchSkillId := int32(1)
|
||||
punchConfig := pR.MeleeSkillConfig[punchSkillId]
|
||||
var newMeleeBullet MeleeBullet = *punchConfig
|
||||
newMeleeBullet.BattleLocalId = pR.BulletBattleLocalIdCounter
|
||||
pR.BulletBattleLocalIdCounter += 1
|
||||
newMeleeBullet.OffenderJoinIndex = joinIndex
|
||||
newMeleeBullet.OffenderPlayerId = playerId
|
||||
newMeleeBullet.OriginatedRenderFrameId = currRenderFrame.Id
|
||||
toRet.MeleeBullets = append(toRet.MeleeBullets, &newMeleeBullet)
|
||||
thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1
|
||||
Logger.Info(fmt.Sprintf("roomId=%v, playerId=%v triggered a rising-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
|
||||
|
||||
} else if decodedInput.BtnALevel < prevBtnALevel {
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a falling-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
|
||||
} else {
|
||||
// No bullet trigger, process movement inputs
|
||||
// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
|
||||
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
|
||||
thatPlayerInNextFrame.DirX = decodedInput.Dx
|
||||
thatPlayerInNextFrame.DirY = decodedInput.Dy
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
|
||||
} else {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
}
|
||||
}
|
||||
|
||||
movementX, movementY := VirtualGridToWorldPos(decodedInput.Dx+decodedInput.Dx*currPlayerDownsync.Speed, decodedInput.Dy+decodedInput.Dy*currPlayerDownsync.Speed, pR.VirtualGridToWorldRatio)
|
||||
playerCollider.X += movementX
|
||||
playerCollider.Y += movementY
|
||||
|
||||
// Update in the collision system
|
||||
playerCollider.Update()
|
||||
|
||||
if 0 < encodedInput {
|
||||
Logger.Debug(fmt.Sprintf("Checking collision for playerId=%v: virtual (%d, %d) -> (%d, %d), now playerShape=%v", playerId, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, newVx, newVy, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon))))
|
||||
nextRenderFramePlayers[playerId].Dir.Dx = decodedInput[0]
|
||||
nextRenderFramePlayers[playerId].Dir.Dy = decodedInput[1]
|
||||
}
|
||||
}
|
||||
|
||||
// handle pushbacks upon collision after all movements treated as simultaneous
|
||||
@@ -1285,16 +1425,26 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
|
||||
|
||||
// Update "virtual grid position"
|
||||
newVx, newVy := PolygonColliderAnchorToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.WorldToVirtualGridRatio)
|
||||
nextRenderFramePlayers[playerId].VirtualGridX = newVx
|
||||
nextRenderFramePlayers[playerId].VirtualGridY = newVy
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
|
||||
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = newVx, newVy
|
||||
}
|
||||
|
||||
Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v, toRet.Players=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers, toRet.Players))
|
||||
Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers))
|
||||
}
|
||||
|
||||
return toRet
|
||||
}
|
||||
|
||||
func (pR *Room) decodeInput(encodedInput uint64) *InputFrameDecoded {
|
||||
encodedDirection := (encodedInput & uint64(15))
|
||||
btnALevel := int32((encodedInput >> 4) & 1)
|
||||
return &InputFrameDecoded{
|
||||
Dx: DIRECTION_DECODER[encodedDirection][0],
|
||||
Dy: DIRECTION_DECODER[encodedDirection][1],
|
||||
BtnALevel: btnALevel,
|
||||
}
|
||||
}
|
||||
|
||||
func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
|
||||
return 0 == (inputFrameId % 10)
|
||||
}
|
||||
@@ -1302,12 +1452,13 @@ func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
|
||||
func (pR *Room) refreshColliders(spaceW, spaceH int32) {
|
||||
// Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups"
|
||||
|
||||
minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 2) // the approx minimum distance a player can move per frame in world coordinate
|
||||
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
|
||||
minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 1) // the approx minimum distance a player can move per frame in world coordinate
|
||||
pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
|
||||
for _, player := range pR.Players {
|
||||
wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
|
||||
playerCollider := GenerateRectCollider(wx, wy, player.ColliderRadius*2, player.ColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
|
||||
space.Add(playerCollider)
|
||||
playerCollider.Data = player
|
||||
pR.Space.Add(playerCollider)
|
||||
// Keep track of the collider in "pR.CollisionSysMap"
|
||||
joinIndex := player.JoinIndex
|
||||
pR.PlayersArr[joinIndex-1] = player
|
||||
@@ -1318,7 +1469,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
|
||||
for _, barrier := range pR.Barriers {
|
||||
boundaryUnaligned := barrier.Boundary
|
||||
barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier")
|
||||
space.Add(barrierCollider)
|
||||
pR.Space.Add(barrierCollider)
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -5,6 +5,7 @@ import (
|
||||
. "dnmshared"
|
||||
"fmt"
|
||||
"go.uber.org/zap"
|
||||
"strings"
|
||||
"sync"
|
||||
)
|
||||
|
||||
@@ -21,11 +22,13 @@ var (
|
||||
|
||||
func (pPq *RoomHeap) PrintInOrder() {
|
||||
pq := *pPq
|
||||
fmt.Printf("The RoomHeap instance now contains:\n")
|
||||
s := make([]string, 0)
|
||||
s = append(s, fmt.Sprintf("The RoomHeap instance now contains:"))
|
||||
for i := 0; i < len(pq); i++ {
|
||||
fmt.Printf("{index: %d, roomID: %d, score: %.2f} ", i, pq[i].Id, pq[i].Score)
|
||||
s = append(s, fmt.Sprintf("{index: %d, roomID: %d, score: %.2f} ", i, pq[i].Id, pq[i].Score))
|
||||
}
|
||||
fmt.Printf("\n")
|
||||
|
||||
Logger.Debug(strings.Join(s, "\n"))
|
||||
}
|
||||
|
||||
func (pq RoomHeap) Len() int { return len(pq) }
|
||||
|
@@ -16,7 +16,6 @@ import (
|
||||
"time"
|
||||
|
||||
. "dnmshared"
|
||||
"runtime/debug"
|
||||
)
|
||||
|
||||
const (
|
||||
@@ -47,9 +46,8 @@ func Serve(c *gin.Context) {
|
||||
c.AbortWithStatus(http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
Logger.Info("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token))
|
||||
boundRoomId := 0
|
||||
expectRoomId := 0
|
||||
expectedRoomId := 0
|
||||
var err error
|
||||
if boundRoomIdStr, hasBoundRoomId := c.GetQuery("boundRoomId"); hasBoundRoomId {
|
||||
boundRoomId, err = strconv.Atoi(boundRoomIdStr)
|
||||
@@ -58,27 +56,28 @@ func Serve(c *gin.Context) {
|
||||
c.AbortWithStatus(http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
Logger.Info("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token), zap.Any("boundRoomId", boundRoomId))
|
||||
}
|
||||
if expectRoomIdStr, hasExpectRoomId := c.GetQuery("expectedRoomId"); hasExpectRoomId {
|
||||
expectRoomId, err = strconv.Atoi(expectRoomIdStr)
|
||||
Logger.Debug("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token), zap.Any("boundRoomId", boundRoomId))
|
||||
} else if expectedRoomIdStr, hasExpectRoomId := c.GetQuery("expectedRoomId"); hasExpectRoomId {
|
||||
expectedRoomId, err = strconv.Atoi(expectedRoomIdStr)
|
||||
if err != nil {
|
||||
c.AbortWithStatus(http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
Logger.Info("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token), zap.Any("expectedRoomId", expectRoomId))
|
||||
Logger.Debug("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token), zap.Any("expectedRoomId", expectedRoomId))
|
||||
} else {
|
||||
Logger.Debug("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token))
|
||||
}
|
||||
|
||||
// TODO: Wrap the following 2 stmts by sql transaction!
|
||||
playerId, err := models.GetPlayerIdByToken(token)
|
||||
if err != nil || playerId == 0 {
|
||||
// TODO: Abort with specific message.
|
||||
Logger.Info("PlayerLogin record not found for ws authentication:", zap.Any("intAuthToken", token))
|
||||
Logger.Warn("PlayerLogin record not found for ws authentication:", zap.Any("intAuthToken", token))
|
||||
c.AbortWithStatus(http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
|
||||
Logger.Info("PlayerLogin record has been found for ws authentication:", zap.Any("playerId", playerId))
|
||||
Logger.Info("PlayerLogin record has been found for ws authentication:", zap.Any("playerId", playerId), zap.Any("intAuthToken", token), zap.Any("boundRoomId", boundRoomId), zap.Any("expectedRoomId", expectedRoomId))
|
||||
|
||||
conn, err := upgrader.Upgrade(c.Writer, c.Request, nil)
|
||||
if err != nil {
|
||||
@@ -160,14 +159,14 @@ func Serve(c *gin.Context) {
|
||||
signalToCloseConnOfThisPlayer(Constants.RetCode.PlayerNotFound, "")
|
||||
}
|
||||
|
||||
Logger.Info("Player has logged in and its profile is found from persistent storage:", zap.Any("playerId", playerId), zap.Any("play", pPlayer))
|
||||
Logger.Debug("Player has logged in and its profile is found from persistent storage:", zap.Any("playerId", playerId), zap.Any("player", pPlayer))
|
||||
|
||||
// Find a room to join.
|
||||
Logger.Info("About to acquire RoomHeapMux for player:", zap.Any("playerId", playerId))
|
||||
Logger.Debug("About to acquire RoomHeapMux for player:", zap.Any("playerId", playerId))
|
||||
(*(models.RoomHeapMux)).Lock()
|
||||
defer func() {
|
||||
(*(models.RoomHeapMux)).Unlock()
|
||||
Logger.Info("Released RoomHeapMux for player:", zap.Any("playerId", playerId))
|
||||
Logger.Debug("Released RoomHeapMux for player:", zap.Any("playerId", playerId))
|
||||
}()
|
||||
defer func() {
|
||||
if r := recover(); r != nil {
|
||||
@@ -175,13 +174,12 @@ func Serve(c *gin.Context) {
|
||||
signalToCloseConnOfThisPlayer(Constants.RetCode.UnknownError, "")
|
||||
}
|
||||
}()
|
||||
Logger.Info("Acquired RoomHeapMux for player:", zap.Any("playerId", playerId))
|
||||
Logger.Debug("Acquired RoomHeapMux for player:", zap.Any("playerId", playerId))
|
||||
// Logger.Info("The RoomHeapManagerIns has:", zap.Any("addr", fmt.Sprintf("%p", models.RoomHeapManagerIns)), zap.Any("size", len(*(models.RoomHeapManagerIns))))
|
||||
playerSuccessfullyAddedToRoom := false
|
||||
if 0 < boundRoomId {
|
||||
if tmpPRoom, existent := (*models.RoomMapManagerIns)[int32(boundRoomId)]; existent {
|
||||
pRoom = tmpPRoom
|
||||
Logger.Info("Successfully got:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forBoundRoomId", boundRoomId))
|
||||
res := pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
|
||||
if !res {
|
||||
Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forBoundRoomId", boundRoomId))
|
||||
@@ -189,19 +187,16 @@ func Serve(c *gin.Context) {
|
||||
playerSuccessfullyAddedToRoom = true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if 0 < expectRoomId {
|
||||
if tmpRoom, existent := (*models.RoomMapManagerIns)[int32(expectRoomId)]; existent {
|
||||
} else if 0 < expectedRoomId {
|
||||
if tmpRoom, existent := (*models.RoomMapManagerIns)[int32(expectedRoomId)]; existent {
|
||||
pRoom = tmpRoom
|
||||
Logger.Info("Successfully got:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forExpectedRoomId", expectRoomId))
|
||||
|
||||
if pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
|
||||
playerSuccessfullyAddedToRoom = true
|
||||
} else if pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
|
||||
playerSuccessfullyAddedToRoom = true
|
||||
} else {
|
||||
Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forExpectedRoomId", expectRoomId))
|
||||
Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forExpectedRoomId", expectedRoomId))
|
||||
playerSuccessfullyAddedToRoom = false
|
||||
}
|
||||
|
||||
@@ -221,7 +216,7 @@ func Serve(c *gin.Context) {
|
||||
signalToCloseConnOfThisPlayer(Constants.RetCode.LocallyNoAvailableRoom, fmt.Sprintf("Cannot pop a (*Room) for playerId == %v!", playerId))
|
||||
} else {
|
||||
pRoom = tmpRoom
|
||||
Logger.Info("Successfully popped:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId))
|
||||
Logger.Info("Successfully popped:\n", zap.Any("roomId", pRoom.Id), zap.Any("forPlayerId", playerId))
|
||||
res := pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
|
||||
if !res {
|
||||
signalToCloseConnOfThisPlayer(Constants.RetCode.PlayerNotAddableToRoom, fmt.Sprintf("AddPlayerIfPossible returns false for roomId == %v, playerId == %v!", pRoom.Id, playerId))
|
||||
@@ -247,8 +242,8 @@ func Serve(c *gin.Context) {
|
||||
bciFrame := &pb.BattleColliderInfo{
|
||||
BoundRoomId: pRoom.Id,
|
||||
StageName: pRoom.StageName,
|
||||
StrToVec2DListMap: pRoom.RawBattleStrToVec2DListMap,
|
||||
StrToPolygon2DListMap: pRoom.RawBattleStrToPolygon2DListMap,
|
||||
StrToVec2DListMap: pRoom.StrToVec2DListMap,
|
||||
StrToPolygon2DListMap: pRoom.StrToPolygon2DListMap,
|
||||
StageDiscreteW: pRoom.StageDiscreteW,
|
||||
StageDiscreteH: pRoom.StageDiscreteH,
|
||||
StageTileW: pRoom.StageTileW,
|
||||
@@ -269,6 +264,10 @@ func Serve(c *gin.Context) {
|
||||
|
||||
WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio,
|
||||
VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio,
|
||||
|
||||
SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
|
||||
RenderCacheSize: pRoom.RenderCacheSize,
|
||||
MeleeSkillConfig: pRoom.MeleeSkillConfig,
|
||||
}
|
||||
|
||||
resp := &pb.WsResp{
|
||||
@@ -357,7 +356,7 @@ func Serve(c *gin.Context) {
|
||||
receivingLoopAgainstPlayer := func() error {
|
||||
defer func() {
|
||||
if r := recover(); r != nil {
|
||||
Logger.Error("Goroutine `receivingLoopAgainstPlayer`, recovery spot#1, recovered from: ", zap.Any("panic", r), zap.Any("callstack", debug.Stack()))
|
||||
Logger.Error("Goroutine `receivingLoopAgainstPlayer`, recovery spot#1, recovered from: ", zap.Any("panic", r))
|
||||
}
|
||||
Logger.Info("Goroutine `receivingLoopAgainstPlayer` is stopped for:", zap.Any("playerId", playerId), zap.Any("roomId", pRoom.Id))
|
||||
}()
|
||||
|
BIN
charts/AttackTriggerCases.jpg
Normal file
After Width: | Height: | Size: 176 KiB |
@@ -1,3 +1,8 @@
|
||||
# Double playback speed of a video
|
||||
```
|
||||
ffmpeg -i input.mp4 -filter:v "setpts=0.5*PTS" output.mp4
|
||||
```
|
||||
|
||||
# GIF creation cmd reference
|
||||
```
|
||||
ffmpeg -ss 12 -t 13 -i input.mp4 -vf "fps=10,scale=480:-1" -loop 0 output.gif
|
||||
|
Before Width: | Height: | Size: 2.7 MiB |
BIN
charts/melee_attack_fractional_anim_resume_spedup.gif
Normal file
After Width: | Height: | Size: 5.7 MiB |
@@ -4,6 +4,7 @@ go 1.19
|
||||
|
||||
require (
|
||||
dnmshared v0.0.0
|
||||
battle_srv v0.0.0
|
||||
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0
|
||||
github.com/hajimehoshi/ebiten/v2 v2.4.7
|
||||
github.com/solarlune/resolv v0.5.1
|
||||
@@ -26,3 +27,4 @@ require (
|
||||
)
|
||||
|
||||
replace dnmshared => ../dnmshared
|
||||
replace battle_srv => ../battle_srv
|
||||
|
@@ -1,6 +1,7 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
. "battle_srv/protos"
|
||||
. "dnmshared"
|
||||
. "dnmshared/sharedprotos"
|
||||
"fmt"
|
||||
@@ -36,7 +37,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
|
||||
virtualGridToWorldRatio := 0.1
|
||||
playerDefaultSpeed := 20
|
||||
minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 2)
|
||||
playerColliderRadius := float64(16)
|
||||
playerColliderRadius := float64(24)
|
||||
playerColliders := make([]*resolv.Object, len(playerPosList.Eles))
|
||||
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep)
|
||||
for i, playerPos := range playerPosList.Eles {
|
||||
@@ -84,6 +85,75 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
|
||||
Logger.Info(fmt.Sprintf("effPushback={%v, %v}", effPushback.X, effPushback.Y))
|
||||
}
|
||||
}
|
||||
meleeBullet := &MeleeBullet{
|
||||
// for offender
|
||||
StartupFrames: int32(18),
|
||||
ActiveFrames: int32(1),
|
||||
RecoveryFrames: int32(61),
|
||||
RecoveryFramesOnBlock: int32(61),
|
||||
RecoveryFramesOnHit: int32(61),
|
||||
Moveforward: &Vec2D{
|
||||
X: 0,
|
||||
Y: 0,
|
||||
},
|
||||
HitboxOffset: float64(24.0),
|
||||
HitboxSize: &Vec2D{
|
||||
X: float64(45.0),
|
||||
Y: float64(32.0),
|
||||
},
|
||||
|
||||
// for defender
|
||||
HitStunFrames: int32(18),
|
||||
BlockStunFrames: int32(9),
|
||||
Pushback: float64(22.0),
|
||||
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
|
||||
Damage: int32(5),
|
||||
}
|
||||
bulletLeftToRight := true
|
||||
if bulletLeftToRight {
|
||||
xfac := float64(1.0)
|
||||
offenderWx, offenderWy := playerPosList.Eles[0].X, playerPosList.Eles[0].Y
|
||||
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
|
||||
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, spaceOffsetX, spaceOffsetY, "MeleeBullet")
|
||||
space.Add(newBulletCollider)
|
||||
bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
|
||||
Logger.Warn(fmt.Sprintf("bullet ->: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
|
||||
|
||||
if collision := newBulletCollider.Check(0, 0); collision != nil {
|
||||
for _, obj := range collision.Objects {
|
||||
objShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, bulletShape, objShape); overlapped {
|
||||
Logger.Warn(fmt.Sprintf("bullet ->: Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(objShape), pushbackX, pushbackY))
|
||||
} else {
|
||||
Logger.Warn(fmt.Sprintf("bullet ->: Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(objShape), overlapResult))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bulletRightToLeft := true
|
||||
if bulletRightToLeft {
|
||||
xfac := float64(-1.0)
|
||||
offenderWx, offenderWy := playerPosList.Eles[1].X, playerPosList.Eles[1].Y
|
||||
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
|
||||
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, spaceOffsetX, spaceOffsetY, "MeleeBullet")
|
||||
space.Add(newBulletCollider)
|
||||
bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
|
||||
Logger.Warn(fmt.Sprintf("bullet <-: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
|
||||
|
||||
if collision := newBulletCollider.Check(0, 0); collision != nil {
|
||||
for _, obj := range collision.Objects {
|
||||
objShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, bulletShape, objShape); overlapped {
|
||||
Logger.Warn(fmt.Sprintf("bullet <-: Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(objShape), pushbackX, pushbackY))
|
||||
} else {
|
||||
Logger.Warn(fmt.Sprintf("bullet <-: Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(objShape), overlapResult))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return world
|
||||
}
|
||||
@@ -98,6 +168,9 @@ func (world *WorldColliderDisplay) Draw(screen *ebiten.Image) {
|
||||
if o.HasTags("Player") {
|
||||
drawColor := color.RGBA{0, 255, 0, 255}
|
||||
DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)
|
||||
} else if o.HasTags("MeleeBullet") {
|
||||
drawColor := color.RGBA{0, 0, 255, 255}
|
||||
DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)
|
||||
} else {
|
||||
drawColor := color.RGBA{60, 60, 60, 255}
|
||||
DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)
|
||||
|
@@ -20,6 +20,10 @@ func ConvexPolygonStr(body *resolv.ConvexPolygon) string {
|
||||
|
||||
func GenerateRectCollider(origX, origY, w, h, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
|
||||
cx, cy := WorldToPolygonColliderAnchorPos(origX, origY, w*0.5, h*0.5, spaceOffsetX, spaceOffsetY)
|
||||
return GenerateRectColliderInCollisionSpace(cx, cy, w, h, tag)
|
||||
}
|
||||
|
||||
func GenerateRectColliderInCollisionSpace(cx, cy, w, h float64, tag string) *resolv.Object {
|
||||
collider := resolv.NewObject(cx, cy, w, h, tag)
|
||||
shape := resolv.NewRectangle(0, 0, w, h)
|
||||
collider.SetShape(shape)
|
||||
|
BIN
dragonBonesAnimProjects/SoldierElf.dbproj
Normal file
BIN
dragonBonesAnimProjects/SoldierFireGhost.dbproj
Normal file
BIN
dragonBonesAnimProjects/SoldierWaterGhost.dbproj
Normal file
1
dragonBonesAnimProjects/library/SoldierElf.json
Normal file
@@ -0,0 +1 @@
|
||||
{"width":128,"imagePath":"SoldierElf_tex.png","height":128,"name":"SoldierElf","SubTexture":[{"frameHeight":45,"y":1,"frameX":0,"width":34,"frameY":0,"height":44,"name":"cape","frameWidth":34,"x":70},{"width":10,"y":107,"height":14,"name":"shouder_l","x":74},{"width":11,"y":107,"height":14,"name":"forearm_l","x":61},{"width":15,"y":93,"height":16,"name":"hand_l","x":1},{"width":30,"y":61,"height":30,"name":"weapon_hand_l","x":1},{"width":8,"y":101,"height":11,"name":"thigh_l","x":86},{"width":12,"y":93,"height":17,"name":"calf_l","x":18},{"width":20,"y":113,"height":8,"name":"foot_l","x":39},{"width":28,"y":61,"height":31,"name":"pelvis","x":33},{"width":8,"y":88,"height":11,"name":"thigh_r","x":77},{"width":12,"y":88,"height":17,"name":"calf_r","x":63},{"width":20,"y":113,"height":8,"name":"foot_r","x":17},{"width":13,"y":94,"height":12,"name":"shouder_r","x":45},{"width":67,"y":1,"height":58,"name":"chest","x":1},{"width":11,"y":94,"height":17,"name":"forearm_r","x":32},{"width":14,"y":111,"height":13,"name":"hand_r","x":1},{"frameHeight":39,"y":47,"frameX":-2,"width":34,"frameY":0,"height":39,"name":"we_bl_4_f_1","frameWidth":36,"x":70}]}
|
BIN
dragonBonesAnimProjects/library/SoldierElf.png
Normal file
After Width: | Height: | Size: 7.1 KiB |
1
dragonBonesAnimProjects/library/SoldierFireGhost.json
Normal file
@@ -0,0 +1 @@
|
||||
{"imagePath":"Soldier_02_tex.png","width":128,"name":"Soldier_02","SubTexture":[{"x":53,"y":44,"width":23,"name":"biu","height":22},{"x":76,"y":68,"width":9,"name":"rightArm","height":14},{"y":35,"frameY":0,"height":32,"frameWidth":29,"frameX":-1,"frameHeight":32,"width":27,"name":"yinmoqe00","x":89},{"x":53,"y":1,"width":34,"name":"body","height":41},{"x":78,"y":44,"width":9,"name":"rightShoulder","height":13},{"y":50,"frameY":0,"height":18,"frameWidth":19,"frameX":0,"frameHeight":18,"width":19,"name":"rightFrontArm","x":23},{"x":23,"y":70,"width":14,"name":"rightHand","height":14},{"y":68,"frameY":0,"height":12,"frameWidth":12,"frameX":0,"frameHeight":12,"width":12,"name":"leftArm","x":62},{"x":1,"y":73,"width":13,"name":"leftShoulder","height":12},{"x":1,"y":50,"width":20,"name":"leftFrontArm","height":21},{"x":89,"y":1,"width":33,"name":"head","height":32},{"x":1,"y":1,"width":50,"name":"head2","height":47},{"x":44,"y":68,"width":16,"name":"leftHand","height":14},{"y":59,"frameY":-2,"height":4,"frameWidth":8,"frameX":-1,"frameHeight":8,"width":4,"name":"huomiao01","x":78}],"height":128}
|
BIN
dragonBonesAnimProjects/library/SoldierFireGhost.png
Normal file
After Width: | Height: | Size: 5.4 KiB |
1
dragonBonesAnimProjects/library/SoldierWaterGhost.json
Normal file
@@ -0,0 +1 @@
|
||||
{"SubTexture":[{"width":23,"y":44,"height":22,"name":"biu","x":53},{"width":9,"y":68,"height":14,"name":"rightArm","x":76},{"y":35,"frameX":-1,"frameY":0,"width":27,"frameWidth":29,"height":32,"name":"yinmoqe00","frameHeight":32,"x":89},{"width":34,"y":1,"height":41,"name":"body","x":53},{"width":9,"y":44,"height":13,"name":"rightShoulder","x":78},{"y":50,"frameX":0,"frameY":0,"width":19,"frameWidth":19,"height":18,"name":"rightFrontArm","frameHeight":18,"x":23},{"width":14,"y":70,"height":14,"name":"rightHand","x":23},{"y":68,"frameX":0,"frameY":0,"width":12,"frameWidth":12,"height":12,"name":"leftArm","frameHeight":12,"x":62},{"width":13,"y":73,"height":12,"name":"leftShoulder","x":1},{"width":20,"y":50,"height":21,"name":"leftFrontArm","x":1},{"width":33,"y":1,"height":32,"name":"head","x":89},{"width":50,"y":1,"height":47,"name":"head2","x":1},{"width":16,"y":68,"height":14,"name":"leftHand","x":44},{"y":59,"frameX":-1,"frameY":-2,"width":4,"frameWidth":8,"height":4,"name":"huomiao01","frameHeight":8,"x":78}],"width":128,"height":128,"name":"SoldierWaterGhost","imagePath":"SoldierWaterGhost_tex.png"}
|
BIN
dragonBonesAnimProjects/library/SoldierWaterGhost.png
Normal file
After Width: | Height: | Size: 11 KiB |
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.0.1",
|
||||
"uuid": "8f2f76c7-649c-414a-80be-b2daef4ed580",
|
||||
"isSubpackage": false,
|
||||
"subpackageName": "",
|
||||
"subMetas": {}
|
||||
}
|
@@ -0,0 +1 @@
|
||||
{"SubTexture":[{"y":50,"frameX":-2,"frameY":-2,"width":19,"frameWidth":23,"height":19,"name":"biu","frameHeight":22,"x":1},{"width":9,"y":50,"height":14,"name":"rightArm","x":42},{"y":34,"frameX":-6,"frameY":0,"width":20,"frameWidth":29,"height":32,"name":"yinmoqe00","frameHeight":32,"x":88},{"y":1,"frameX":0,"frameY":0,"width":33,"frameWidth":34,"height":39,"name":"body","frameHeight":41,"x":53},{"width":9,"y":56,"height":13,"name":"rightShoulder","x":74},{"y":50,"frameX":0,"frameY":0,"width":18,"frameWidth":19,"height":17,"name":"rightFrontArm","frameHeight":18,"x":22},{"width":14,"y":50,"height":14,"name":"rightHand","x":110},{"width":12,"y":42,"height":12,"name":"leftArm","x":74},{"width":13,"y":66,"height":12,"name":"leftShoulder","x":110},{"y":42,"frameX":-1,"frameY":0,"width":19,"frameWidth":20,"height":21,"name":"leftFrontArm","frameHeight":21,"x":53},{"width":50,"y":1,"height":47,"name":"head2","x":1},{"y":1,"frameX":-1,"frameY":0,"width":32,"frameWidth":33,"height":31,"name":"head","frameHeight":32,"x":88},{"width":16,"y":34,"height":14,"name":"leftHand","x":110},{"y":1,"frameX":-2,"frameY":-3,"width":2,"frameWidth":8,"height":2,"name":"huomiao01","frameHeight":8,"x":122}],"width":128,"height":128,"name":"SoldierWaterGhost","imagePath":"SoldierWaterGhost_tex.png"}
|
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.0.0",
|
||||
"uuid": "e9e703e9-3589-4713-b889-28b23406d220",
|
||||
"atlasJson": "{\"SubTexture\":[{\"y\":50,\"frameX\":-2,\"frameY\":-2,\"width\":19,\"frameWidth\":23,\"height\":19,\"name\":\"biu\",\"frameHeight\":22,\"x\":1},{\"width\":9,\"y\":50,\"height\":14,\"name\":\"rightArm\",\"x\":42},{\"y\":34,\"frameX\":-6,\"frameY\":0,\"width\":20,\"frameWidth\":29,\"height\":32,\"name\":\"yinmoqe00\",\"frameHeight\":32,\"x\":88},{\"y\":1,\"frameX\":0,\"frameY\":0,\"width\":33,\"frameWidth\":34,\"height\":39,\"name\":\"body\",\"frameHeight\":41,\"x\":53},{\"width\":9,\"y\":56,\"height\":13,\"name\":\"rightShoulder\",\"x\":74},{\"y\":50,\"frameX\":0,\"frameY\":0,\"width\":18,\"frameWidth\":19,\"height\":17,\"name\":\"rightFrontArm\",\"frameHeight\":18,\"x\":22},{\"width\":14,\"y\":50,\"height\":14,\"name\":\"rightHand\",\"x\":110},{\"width\":12,\"y\":42,\"height\":12,\"name\":\"leftArm\",\"x\":74},{\"width\":13,\"y\":66,\"height\":12,\"name\":\"leftShoulder\",\"x\":110},{\"y\":42,\"frameX\":-1,\"frameY\":0,\"width\":19,\"frameWidth\":20,\"height\":21,\"name\":\"leftFrontArm\",\"frameHeight\":21,\"x\":53},{\"width\":50,\"y\":1,\"height\":47,\"name\":\"head2\",\"x\":1},{\"y\":1,\"frameX\":-1,\"frameY\":0,\"width\":32,\"frameWidth\":33,\"height\":31,\"name\":\"head\",\"frameHeight\":32,\"x\":88},{\"width\":16,\"y\":34,\"height\":14,\"name\":\"leftHand\",\"x\":110},{\"y\":1,\"frameX\":-2,\"frameY\":-3,\"width\":2,\"frameWidth\":8,\"height\":2,\"name\":\"huomiao01\",\"frameHeight\":8,\"x\":122}],\"width\":128,\"height\":128,\"name\":\"SoldierWaterGhost\",\"imagePath\":\"SoldierWaterGhost_tex.png\"}",
|
||||
"texture": "def168c3-3f07-43f9-a460-36b397c70a57",
|
||||
"subMetas": {}
|
||||
}
|
After Width: | Height: | Size: 6.8 KiB |
@@ -0,0 +1,34 @@
|
||||
{
|
||||
"ver": "2.3.3",
|
||||
"uuid": "def168c3-3f07-43f9-a460-36b397c70a57",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"SoldierWaterGhost_tex": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "52fb0606-bbea-433c-803b-bf5ce936a0df",
|
||||
"rawTextureUuid": "def168c3-3f07-43f9-a460-36b397c70a57",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": 1,
|
||||
"rotated": false,
|
||||
"offsetX": -0.5,
|
||||
"offsetY": 24.5,
|
||||
"trimX": 1,
|
||||
"trimY": 1,
|
||||
"width": 125,
|
||||
"height": 77,
|
||||
"rawWidth": 128,
|
||||
"rawHeight": 128,
|
||||
"borderTop": 0,
|
||||
"borderBottom": 0,
|
||||
"borderLeft": 0,
|
||||
"borderRight": 0,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
7
frontend/assets/resources/animation/SoldierElf.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.0.1",
|
||||
"uuid": "2202f4f4-b792-4dea-8302-633315aded66",
|
||||
"isSubpackage": false,
|
||||
"subpackageName": "",
|
||||
"subMetas": {}
|
||||
}
|
@@ -0,0 +1 @@
|
||||
{"width":128,"SubTexture":[{"frameWidth":34,"y":1,"frameHeight":45,"width":34,"frameX":0,"height":44,"name":"cape","frameY":0,"x":70},{"width":10,"y":107,"height":14,"name":"shouder_l","x":74},{"width":11,"y":107,"height":14,"name":"forearm_l","x":61},{"width":15,"y":93,"height":16,"name":"hand_l","x":1},{"width":30,"y":61,"height":30,"name":"weapon_hand_l","x":1},{"width":8,"y":88,"height":11,"name":"thigh_l","x":77},{"width":12,"y":93,"height":17,"name":"calf_l","x":18},{"width":20,"y":113,"height":8,"name":"foot_l","x":39},{"width":28,"y":61,"height":31,"name":"pelvis","x":33},{"width":8,"y":101,"height":11,"name":"thigh_r","x":86},{"width":12,"y":88,"height":17,"name":"calf_r","x":63},{"width":20,"y":113,"height":8,"name":"foot_r","x":17},{"width":13,"y":94,"height":12,"name":"shouder_r","x":45},{"width":67,"y":1,"height":58,"name":"chest","x":1},{"width":11,"y":94,"height":17,"name":"forearm_r","x":32},{"width":14,"y":111,"height":13,"name":"hand_r","x":1},{"frameWidth":36,"y":47,"frameHeight":39,"width":34,"frameX":-2,"height":39,"name":"we_bl_4_f_1","frameY":0,"x":70}],"height":128,"name":"SoldierElf","imagePath":"SoldierElf_tex.png"}
|
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.0.0",
|
||||
"uuid": "24d7bb8f-577c-4e5d-b730-56613ca8685d",
|
||||
"atlasJson": "{\"width\":128,\"SubTexture\":[{\"frameWidth\":34,\"y\":1,\"frameHeight\":45,\"width\":34,\"frameX\":0,\"height\":44,\"name\":\"cape\",\"frameY\":0,\"x\":70},{\"width\":10,\"y\":107,\"height\":14,\"name\":\"shouder_l\",\"x\":74},{\"width\":11,\"y\":107,\"height\":14,\"name\":\"forearm_l\",\"x\":61},{\"width\":15,\"y\":93,\"height\":16,\"name\":\"hand_l\",\"x\":1},{\"width\":30,\"y\":61,\"height\":30,\"name\":\"weapon_hand_l\",\"x\":1},{\"width\":8,\"y\":88,\"height\":11,\"name\":\"thigh_l\",\"x\":77},{\"width\":12,\"y\":93,\"height\":17,\"name\":\"calf_l\",\"x\":18},{\"width\":20,\"y\":113,\"height\":8,\"name\":\"foot_l\",\"x\":39},{\"width\":28,\"y\":61,\"height\":31,\"name\":\"pelvis\",\"x\":33},{\"width\":8,\"y\":101,\"height\":11,\"name\":\"thigh_r\",\"x\":86},{\"width\":12,\"y\":88,\"height\":17,\"name\":\"calf_r\",\"x\":63},{\"width\":20,\"y\":113,\"height\":8,\"name\":\"foot_r\",\"x\":17},{\"width\":13,\"y\":94,\"height\":12,\"name\":\"shouder_r\",\"x\":45},{\"width\":67,\"y\":1,\"height\":58,\"name\":\"chest\",\"x\":1},{\"width\":11,\"y\":94,\"height\":17,\"name\":\"forearm_r\",\"x\":32},{\"width\":14,\"y\":111,\"height\":13,\"name\":\"hand_r\",\"x\":1},{\"frameWidth\":36,\"y\":47,\"frameHeight\":39,\"width\":34,\"frameX\":-2,\"height\":39,\"name\":\"we_bl_4_f_1\",\"frameY\":0,\"x\":70}],\"height\":128,\"name\":\"SoldierElf\",\"imagePath\":\"SoldierElf_tex.png\"}",
|
||||
"texture": "050fb016-1a1f-4341-8367-283bfeddc4a8",
|
||||
"subMetas": {}
|
||||
}
|
After Width: | Height: | Size: 7.1 KiB |
@@ -0,0 +1,34 @@
|
||||
{
|
||||
"ver": "2.3.3",
|
||||
"uuid": "050fb016-1a1f-4341-8367-283bfeddc4a8",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"SoldierElf_tex": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "c62e1779-f92b-40d3-bf4f-7ab747e33d6e",
|
||||
"rawTextureUuid": "050fb016-1a1f-4341-8367-283bfeddc4a8",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": 1,
|
||||
"rotated": false,
|
||||
"offsetX": -11.5,
|
||||
"offsetY": 1.5,
|
||||
"trimX": 1,
|
||||
"trimY": 1,
|
||||
"width": 103,
|
||||
"height": 123,
|
||||
"rawWidth": 128,
|
||||
"rawHeight": 128,
|
||||
"borderTop": 0,
|
||||
"borderBottom": 0,
|
||||
"borderLeft": 0,
|
||||
"borderRight": 0,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.0.1",
|
||||
"uuid": "f1176719-d1d6-4af5-89c6-ddff16ab85fd",
|
||||
"isSubpackage": false,
|
||||
"subpackageName": "",
|
||||
"subMetas": {}
|
||||
}
|
@@ -0,0 +1 @@
|
||||
{"width":128,"SubTexture":[{"frameWidth":23,"y":44,"frameHeight":22,"width":22,"frameX":-1,"height":22,"name":"biu","frameY":0,"x":53},{"width":9,"y":68,"height":14,"name":"rightArm","x":76},{"frameWidth":29,"y":35,"frameHeight":32,"width":26,"frameX":-1,"height":32,"name":"yinmoqe00","frameY":0,"x":89},{"width":34,"y":1,"height":41,"name":"body","x":53},{"width":9,"y":44,"height":13,"name":"rightShoulder","x":77},{"width":19,"y":50,"height":18,"name":"rightFrontArm","x":23},{"width":14,"y":70,"height":14,"name":"rightHand","x":23},{"width":12,"y":68,"height":12,"name":"leftArm","x":62},{"width":13,"y":73,"height":12,"name":"leftShoulder","x":1},{"width":20,"y":50,"height":21,"name":"leftFrontArm","x":1},{"width":33,"y":1,"height":32,"name":"head","x":89},{"width":50,"y":1,"height":47,"name":"head2","x":1},{"width":16,"y":68,"height":14,"name":"leftHand","x":44},{"frameWidth":8,"y":59,"frameHeight":8,"width":4,"frameX":-1,"height":4,"name":"huomiao01","frameY":-2,"x":77}],"height":128,"name":"SoldierFireGhost","imagePath":"SoldierFireGhost_tex.png"}
|
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.0.0",
|
||||
"uuid": "4a9187d5-a9ad-4464-a03c-d2f3cc277051",
|
||||
"atlasJson": "{\"width\":128,\"SubTexture\":[{\"frameWidth\":23,\"y\":44,\"frameHeight\":22,\"width\":22,\"frameX\":-1,\"height\":22,\"name\":\"biu\",\"frameY\":0,\"x\":53},{\"width\":9,\"y\":68,\"height\":14,\"name\":\"rightArm\",\"x\":76},{\"frameWidth\":29,\"y\":35,\"frameHeight\":32,\"width\":26,\"frameX\":-1,\"height\":32,\"name\":\"yinmoqe00\",\"frameY\":0,\"x\":89},{\"width\":34,\"y\":1,\"height\":41,\"name\":\"body\",\"x\":53},{\"width\":9,\"y\":44,\"height\":13,\"name\":\"rightShoulder\",\"x\":77},{\"width\":19,\"y\":50,\"height\":18,\"name\":\"rightFrontArm\",\"x\":23},{\"width\":14,\"y\":70,\"height\":14,\"name\":\"rightHand\",\"x\":23},{\"width\":12,\"y\":68,\"height\":12,\"name\":\"leftArm\",\"x\":62},{\"width\":13,\"y\":73,\"height\":12,\"name\":\"leftShoulder\",\"x\":1},{\"width\":20,\"y\":50,\"height\":21,\"name\":\"leftFrontArm\",\"x\":1},{\"width\":33,\"y\":1,\"height\":32,\"name\":\"head\",\"x\":89},{\"width\":50,\"y\":1,\"height\":47,\"name\":\"head2\",\"x\":1},{\"width\":16,\"y\":68,\"height\":14,\"name\":\"leftHand\",\"x\":44},{\"frameWidth\":8,\"y\":59,\"frameHeight\":8,\"width\":4,\"frameX\":-1,\"height\":4,\"name\":\"huomiao01\",\"frameY\":-2,\"x\":77}],\"height\":128,\"name\":\"SoldierFireGhost\",\"imagePath\":\"SoldierFireGhost_tex.png\"}",
|
||||
"texture": "700d963b-2192-4219-a066-8be5b3db7453",
|
||||
"subMetas": {}
|
||||
}
|
After Width: | Height: | Size: 8.3 KiB |
@@ -0,0 +1,34 @@
|
||||
{
|
||||
"ver": "2.3.3",
|
||||
"uuid": "700d963b-2192-4219-a066-8be5b3db7453",
|
||||
"type": "sprite",
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||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"SoldierFireGhost_tex": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "8ef8a6b3-0bac-4cf1-bba0-ab090f4d9e52",
|
||||
"rawTextureUuid": "700d963b-2192-4219-a066-8be5b3db7453",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": 1,
|
||||
"rotated": false,
|
||||
"offsetX": -2.5,
|
||||
"offsetY": 21,
|
||||
"trimX": 1,
|
||||
"trimY": 1,
|
||||
"width": 121,
|
||||
"height": 84,
|
||||
"rawWidth": 128,
|
||||
"rawHeight": 128,
|
||||
"borderTop": 0,
|
||||
"borderBottom": 0,
|
||||
"borderLeft": 0,
|
||||
"borderRight": 0,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,17 +1,18 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
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<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">
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<tileset firstgid="1" source="tiles0.tsx"/>
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<tileset firstgid="65" source="tiles1.tsx"/>
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<layer id="1" name="Ground" width="64" height="64">
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<tileset firstgid="129" source="tiles2.tsx"/>
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<layer id="2" name="Ground" width="128" height="128">
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<data encoding="base64" compression="zlib">
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</data>
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</layer>
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<objectgroup id="1" name="PlayerStartingPos">
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<object id="135" x="512" y="512">
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<object id="135" x="1090" y="833.667">
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<point/>
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</object>
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<object id="137" x="640" y="640">
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<object id="137" x="1215" y="830.5">
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<point/>
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</object>
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</objectgroup>
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@@ -19,47 +20,149 @@
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<properties>
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<property name="type" value="barrier_and_shelter"/>
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</properties>
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<object id="1" x="400" y="224.5">
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<object id="8" x="648.242" y="480.606">
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 0,141.5 17,141.5 17,-1"/>
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<polyline points="0,0 0,18.6667 1041.33,21.3333 1041.33,-1.33333"/>
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</object>
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<object id="2" x="559.5" y="207.5">
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<object id="9" x="650.667" y="1604.67">
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<property name="boundary_type" value="barrier"/>
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<polyline points="0,0 0,18.6667 1041.33,21.3333 1041.33,-1.33333"/>
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<object id="3" x="448.5" y="353">
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<property name="boundary_type" value="barrier"/>
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<object id="4" x="577.5" y="351.5">
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<object id="11" x="1677.64" y="501.333">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 -98,1 -98,16 -1,15.5"/>
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<property name="boundary_type" value="barrier"/>
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<property name="boundary_type" value="barrier"/>
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<property name="boundary_type" value="barrier"/>
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</objectgroup>
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</map>
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|
4
frontend/assets/resources/map/dungeon/tiles2.tsx
Normal file
@@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
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<tileset version="1.2" tiledversion="1.2.3" name="tiles2" tilewidth="16" tileheight="16" tilecount="64" columns="16">
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<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
@@ -0,0 +1,5 @@
|
||||
{
|
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"ver": "2.0.0",
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"uuid": "2e53500f-f9c8-4b5b-b74c-f2adbc2ec34d",
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"subMetas": {}
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}
|
@@ -4,58 +4,38 @@ option go_package = "battle_srv/protos"; // here "./" corresponds to the "--go_o
|
||||
package protos;
|
||||
import "geometry.proto"; // The import path here is only w.r.t. the proto file, not the Go package.
|
||||
|
||||
message BattleColliderInfo {
|
||||
string stageName = 1;
|
||||
map<string, sharedprotos.Vec2DList> strToVec2DListMap = 2;
|
||||
map<string, sharedprotos.Polygon2DList> strToPolygon2DListMap = 3;
|
||||
int32 stageDiscreteW = 4;
|
||||
int32 stageDiscreteH = 5;
|
||||
int32 stageTileW = 6;
|
||||
int32 stageTileH = 7;
|
||||
|
||||
int32 intervalToPing = 8;
|
||||
int32 willKickIfInactiveFor = 9;
|
||||
int32 boundRoomId = 10;
|
||||
int64 battleDurationNanos = 11;
|
||||
int32 serverFps = 12;
|
||||
int32 inputDelayFrames = 13;
|
||||
uint32 inputScaleFrames = 14;
|
||||
int32 nstDelayFrames = 15;
|
||||
int32 inputFrameUpsyncDelayTolerance = 16;
|
||||
int32 maxChasingRenderFramesPerUpdate = 17;
|
||||
int32 playerBattleState = 18;
|
||||
double rollbackEstimatedDtMillis = 19;
|
||||
int64 rollbackEstimatedDtNanos = 20;
|
||||
|
||||
double worldToVirtualGridRatio = 21;
|
||||
double virtualGridToWorldRatio = 22;
|
||||
}
|
||||
|
||||
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 lastMoveGmtMillis = 7;
|
||||
int32 score = 10;
|
||||
bool removed = 11;
|
||||
int32 joinIndex = 12;
|
||||
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 = 17;
|
||||
string displayName = 18;
|
||||
string avatar = 19;
|
||||
}
|
||||
|
||||
message PlayerDownsyncMeta {
|
||||
int32 id = 1;
|
||||
string name = 2;
|
||||
string displayName = 3;
|
||||
string avatar = 4;
|
||||
int32 joinIndex = 5;
|
||||
double colliderRadius = 6;
|
||||
message InputFrameDecoded {
|
||||
int32 dx = 1;
|
||||
int32 dy = 2;
|
||||
int32 btnALevel = 3;
|
||||
}
|
||||
|
||||
message InputFrameUpsync {
|
||||
int32 inputFrameId = 1;
|
||||
int32 encodedDir = 6;
|
||||
uint64 encoded = 2;
|
||||
}
|
||||
|
||||
message InputFrameDownsync {
|
||||
@@ -68,13 +48,6 @@ message HeartbeatUpsync {
|
||||
int64 clientTimestamp = 1;
|
||||
}
|
||||
|
||||
message RoomDownsyncFrame {
|
||||
int32 id = 1;
|
||||
map<int32, PlayerDownsync> players = 2;
|
||||
int64 countdownNanos = 3;
|
||||
map<int32, PlayerDownsyncMeta> playerMetas = 4;
|
||||
}
|
||||
|
||||
message WsReq {
|
||||
int32 msgId = 1;
|
||||
int32 playerId = 2;
|
||||
@@ -94,3 +67,71 @@ message WsResp {
|
||||
repeated InputFrameDownsync inputFrameDownsyncBatch = 5;
|
||||
BattleColliderInfo bciFrame = 6;
|
||||
}
|
||||
|
||||
message MeleeBullet {
|
||||
// Jargon reference https://www.thegamer.com/fighting-games-frame-data-explained/
|
||||
// ALL lengths are in world coordinate
|
||||
|
||||
// for offender
|
||||
int32 battleLocalId = 1;
|
||||
int32 startupFrames = 2;
|
||||
int32 activeFrames = 3;
|
||||
int32 recoveryFrames = 4;
|
||||
int32 recoveryFramesOnBlock = 5;
|
||||
int32 recoveryFramesOnHit = 6;
|
||||
sharedprotos.Vec2D moveforward = 7;
|
||||
double hitboxOffset = 8;
|
||||
sharedprotos.Vec2D hitboxSize = 9;
|
||||
int32 originatedRenderFrameId = 10;
|
||||
|
||||
// for defender
|
||||
int32 hitStunFrames = 11;
|
||||
int32 blockStunFrames = 12;
|
||||
double pushback = 13;
|
||||
|
||||
int32 releaseTriggerType = 14; // 1: rising-edge, 2: falling-edge
|
||||
int32 damage = 15;
|
||||
|
||||
int32 offenderJoinIndex = 16;
|
||||
int32 offenderPlayerId = 17;
|
||||
}
|
||||
|
||||
message BattleColliderInfo {
|
||||
string stageName = 1;
|
||||
map<string, sharedprotos.Vec2DList> strToVec2DListMap = 2;
|
||||
map<string, sharedprotos.Polygon2DList> strToPolygon2DListMap = 3;
|
||||
int32 stageDiscreteW = 4;
|
||||
int32 stageDiscreteH = 5;
|
||||
int32 stageTileW = 6;
|
||||
int32 stageTileH = 7;
|
||||
|
||||
int32 intervalToPing = 8;
|
||||
int32 willKickIfInactiveFor = 9;
|
||||
int32 boundRoomId = 10;
|
||||
int32 battleDurationFrames = 12;
|
||||
int64 battleDurationNanos = 13;
|
||||
int32 serverFps = 14;
|
||||
int32 inputDelayFrames = 15; // in the count of render frames
|
||||
uint32 inputScaleFrames = 16; // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
|
||||
int32 nstDelayFrames = 17; // 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"
|
||||
int32 inputFrameUpsyncDelayTolerance = 18;
|
||||
int32 maxChasingRenderFramesPerUpdate = 19;
|
||||
int32 playerBattleState = 20;
|
||||
double rollbackEstimatedDtMillis = 21;
|
||||
int64 rollbackEstimatedDtNanos = 22;
|
||||
|
||||
double worldToVirtualGridRatio = 23;
|
||||
double virtualGridToWorldRatio = 24;
|
||||
|
||||
int32 spAtkLookupFrames = 25;
|
||||
int32 renderCacheSize = 26;
|
||||
|
||||
map<int32, MeleeBullet> meleeSkillConfig = 27; // skillId -> skill
|
||||
}
|
||||
|
||||
message RoomDownsyncFrame {
|
||||
int32 id = 1;
|
||||
map<int32, PlayerDownsync> players = 2;
|
||||
int64 countdownNanos = 3;
|
||||
repeated MeleeBullet meleeBullets = 4; // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise
|
||||
}
|
||||
|
@@ -1,309 +0,0 @@
|
||||
[
|
||||
{
|
||||
"__type__": "cc.Prefab",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"data": {
|
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"__id__": 1
|
||||
},
|
||||
"optimizationPolicy": 0,
|
||||
"asyncLoadAssets": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "Bullet",
|
||||
"_objFlags": 0,
|
||||
"_parent": null,
|
||||
"_children": [
|
||||
{
|
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"__id__": 2
|
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}
|
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],
|
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"_active": true,
|
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"_level": 1,
|
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"_components": [
|
||||
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}
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]
|
7
frontend/assets/scenes/offline_map_1.fire.meta
Normal file
@@ -0,0 +1,7 @@
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{
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"ver": "1.2.5",
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"uuid": "368b10b6-88fc-423c-9fcd-545d9fc673bd",
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"autoReleaseAssets": false,
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"subMetas": {}
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}
|
106
frontend/assets/scripts/AttackingCharacter.js
Normal file
@@ -0,0 +1,106 @@
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const BaseCharacter = require("./BaseCharacter");
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window.ATK_CHARACTER_STATE = {
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Idle1: [0, "Idle1"],
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Walking: [1, "Walking"],
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Atk1: [2, "Atk1"],
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Atked1: [3, "Atked1"],
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};
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window.ATK_CHARACTER_STATE_ARR = [];
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for (let k in window.ATK_CHARACTER_STATE) {
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window.ATK_CHARACTER_STATE_ARR.push(window.ATK_CHARACTER_STATE[k]);
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}
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/*
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Kindly note that the use of dragonBones anim is an informed choice for the feasibility of "gotoAndPlayByFrame", which is a required feature by "Map.rollbackAndChase". You might find that "cc.Animation" -- the traditional frame animation -- can also suffice this requirement, yet if we want to develop 3D frontend in the future, working with skeletal animation will make a smoother transition.
|
||||
|
||||
I've also spent sometime in extending "ccc wrapped dragoneBones.ArmatureDisplay" for enabling "gotoAndPlayByFrame" in CACHE mode (in REALTIME mode it's just the same as what's done here), but the debugging is an unexpected brainteaser -- not worth the time.
|
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*/
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cc.Class({
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extends: BaseCharacter,
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properties: {
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animNode: {
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type: cc.Node,
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default: null
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},
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},
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||||
|
||||
ctor() {
|
||||
this.speciesName = null;
|
||||
this.hp = 100;
|
||||
this.maxHp = 100;
|
||||
this.framesToRecover = 0;
|
||||
},
|
||||
|
||||
setSpecies(speciesName) {
|
||||
this.speciesName = speciesName;
|
||||
this.effAnimNode = this.animNode.getChildByName(this.speciesName);
|
||||
this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
|
||||
this.animComp.playAnimation(ATK_CHARACTER_STATE.Idle1[1]); // [WARNING] This is the only exception ccc's wrapper is used!
|
||||
this.effAnimNode.active = true;
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
BaseCharacter.prototype.onLoad.call(this);
|
||||
},
|
||||
|
||||
updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch) {
|
||||
const underlyingAnimationCtrl = this.animComp._armature.animation; // ALWAYS use the dragonBones api instead of ccc's wrapper!
|
||||
// Update directions
|
||||
if (this.animComp && this.animComp.node) {
|
||||
if (0 > rdfPlayer.dirX) {
|
||||
this.animComp.node.scaleX = (-1.0);
|
||||
} else if (0 < rdfPlayer.dirX) {
|
||||
this.animComp.node.scaleX = (1.0);
|
||||
}
|
||||
}
|
||||
|
||||
// Update per character state
|
||||
let newCharacterState = rdfPlayer.characterState;
|
||||
let prevCharacterState = (null == prevRdfPlayer ? window.ATK_CHARACTER_STATE.Idle1[0] : prevRdfPlayer.characterState);
|
||||
const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
|
||||
const playingAnimName = underlyingAnimationCtrl.lastAnimationName;
|
||||
const isPlaying = underlyingAnimationCtrl.isPlaying;
|
||||
|
||||
// As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevCharacterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation.
|
||||
if (newCharacterState != prevCharacterState) {
|
||||
if (newAnimName == playingAnimName) {
|
||||
if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) {
|
||||
// No need to interrupt
|
||||
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${playingAnimName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`);
|
||||
return;
|
||||
}
|
||||
}
|
||||
this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl);
|
||||
} else {
|
||||
// newCharacterState == prevCharacterState
|
||||
if (newAnimName != playingAnimName) {
|
||||
// the playing animation was falsely predicted
|
||||
this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl);
|
||||
} else {
|
||||
if (!(ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState)) {
|
||||
// yet there's still a chance that the playing anim is not put at the current frame
|
||||
this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl);
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
_interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl) {
|
||||
if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) {
|
||||
// No "framesToRecover"
|
||||
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing new ${newAnimName} from the beginning: while the playing anim is ${playAnimation}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`);
|
||||
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1);
|
||||
} else {
|
||||
const animationData = underlyingAnimationCtrl._animations[newAnimName];
|
||||
let fromAnimFrame = (animationData.frameCount - rdfPlayer.framesToRecover);
|
||||
if (fromAnimFrame > 0) {
|
||||
} else if (fromAnimFrame < 0) {
|
||||
// For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames
|
||||
fromAnimFrame = 0;
|
||||
}
|
||||
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, fromAnimFrame, 1);
|
||||
}
|
||||
},
|
||||
});
|
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "ea965d25-ec82-478c-bdb2-9ac07981ab0e",
|
||||
"uuid": "0b29c37b-2ac0-47be-ae68-b7b9a4b2dffb",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
44
frontend/assets/scripts/BaseCharacter.js
Normal file
@@ -0,0 +1,44 @@
|
||||
module.export = cc.Class({
|
||||
extends: cc.Component,
|
||||
|
||||
properties: {
|
||||
lastMovedAt: {
|
||||
type: cc.Float,
|
||||
default: 0 // In "GMT milliseconds"
|
||||
}
|
||||
},
|
||||
|
||||
ctor() {
|
||||
this.activeDirection = {
|
||||
dx: 0,
|
||||
dy: 0
|
||||
};
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
const self = this;
|
||||
const canvasNode = self.mapNode.parent;
|
||||
self.mapIns = self.mapNode.getComponent("Map");
|
||||
const joystickInputControllerScriptIns = canvasNode.getComponent("TouchEventsManager");
|
||||
self.ctrl = joystickInputControllerScriptIns;
|
||||
},
|
||||
|
||||
update(dt) {},
|
||||
|
||||
lateUpdate(dt) {},
|
||||
|
||||
_generateRandomDirection() {
|
||||
return ALL_DISCRETE_DIRECTIONS_CLOCKWISE[Math.floor(Math.random() * ALL_DISCRETE_DIRECTIONS_CLOCKWISE.length)];
|
||||
},
|
||||
|
||||
updateSpeed(proposedSpeed) {
|
||||
if (0 == proposedSpeed && 0 < this.speed) {
|
||||
this.startFrozenDisplay();
|
||||
}
|
||||
if (0 < proposedSpeed && 0 == this.speed) {
|
||||
this.stopFrozenDisplay();
|
||||
}
|
||||
this.speed = proposedSpeed;
|
||||
},
|
||||
|
||||
});
|
@@ -1,96 +0,0 @@
|
||||
module.export = cc.Class({
|
||||
extends: cc.Component,
|
||||
|
||||
properties: {
|
||||
animComp: {
|
||||
type: cc.Animation,
|
||||
default: null,
|
||||
},
|
||||
lastMovedAt: {
|
||||
type: cc.Float,
|
||||
default: 0 // In "GMT milliseconds"
|
||||
}
|
||||
},
|
||||
|
||||
// LIFE-CYCLE CALLBACKS:
|
||||
start() {
|
||||
const self = this;
|
||||
self.activeDirection = {
|
||||
dx: 0,
|
||||
dy: 0
|
||||
};
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
const self = this;
|
||||
self.clips = {
|
||||
'02': 'Top',
|
||||
'0-2': 'Bottom',
|
||||
'-20': 'Left',
|
||||
'20': 'Right',
|
||||
'-11': 'TopLeft',
|
||||
'11': 'TopRight',
|
||||
'-1-1': 'BottomLeft',
|
||||
'1-1': 'BottomRight'
|
||||
};
|
||||
const canvasNode = self.mapNode.parent;
|
||||
self.mapIns = self.mapNode.getComponent("Map");
|
||||
const joystickInputControllerScriptIns = canvasNode.getComponent("TouchEventsManager");
|
||||
self.ctrl = joystickInputControllerScriptIns;
|
||||
self.animComp = self.node.getComponent(cc.Animation);
|
||||
self.animComp.play();
|
||||
},
|
||||
|
||||
scheduleNewDirection(newScheduledDirection, forceAnimSwitch) {
|
||||
if (!newScheduledDirection) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (forceAnimSwitch || null == this.activeDirection || (newScheduledDirection.dx != this.activeDirection.dx || newScheduledDirection.dy != this.activeDirection.dy)) {
|
||||
this.activeDirection = newScheduledDirection;
|
||||
this.activeDirection = newScheduledDirection;
|
||||
const clipKey = newScheduledDirection.dx.toString() + newScheduledDirection.dy.toString();
|
||||
const clips = (this.attacked ? this.attackedClips : this.clips);
|
||||
let clip = clips[clipKey];
|
||||
if (!clip) {
|
||||
// Keep playing the current anim.
|
||||
if (0 !== newScheduledDirection.dx || 0 !== newScheduledDirection.dy) {
|
||||
cc.warn('Clip for clipKey === ' + clipKey + ' is invalid: ' + clip + '.');
|
||||
}
|
||||
} else {
|
||||
this.animComp.play(clip);
|
||||
if (this.attacked) {
|
||||
cc.log(`Attacked, switching to play clipKey = ${clipKey}, clip == ${clip}, this.activeDirection == ${JSON.stringify(this.activeDirection)}, this.activeDirection == ${JSON.stringify(this.activeDirection)}.`);
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
update(dt) {},
|
||||
|
||||
lateUpdate(dt) {},
|
||||
|
||||
_generateRandomDirection() {
|
||||
return ALL_DISCRETE_DIRECTIONS_CLOCKWISE[Math.floor(Math.random() * ALL_DISCRETE_DIRECTIONS_CLOCKWISE.length)];
|
||||
},
|
||||
|
||||
updateSpeed(proposedSpeed) {
|
||||
if (0 == proposedSpeed && 0 < this.speed) {
|
||||
this.startFrozenDisplay();
|
||||
}
|
||||
if (0 < proposedSpeed && 0 == this.speed) {
|
||||
this.stopFrozenDisplay();
|
||||
}
|
||||
this.speed = proposedSpeed;
|
||||
},
|
||||
|
||||
startFrozenDisplay() {
|
||||
const self = this;
|
||||
self.attacked = true;
|
||||
},
|
||||
|
||||
stopFrozenDisplay() {
|
||||
const self = this;
|
||||
self.attacked = false;
|
||||
},
|
||||
});
|
@@ -1,201 +0,0 @@
|
||||
module.export = cc.Class({
|
||||
extends: cc.Component,
|
||||
|
||||
properties: {
|
||||
localIdInBattle: {
|
||||
default: null,
|
||||
},
|
||||
linearSpeed: {
|
||||
default: 0.0,
|
||||
},
|
||||
},
|
||||
|
||||
ctor() {
|
||||
this.ctrl = null;
|
||||
this.activeDirection = null;
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
},
|
||||
|
||||
_calculateVecToMoveByWithChosenDir(elapsedTime, sDir) {
|
||||
if (0 == sDir.dx && 0 == sDir.dy) {
|
||||
return cc.v2();
|
||||
}
|
||||
const self = this;
|
||||
const distanceToMove = (self.linearSpeed * elapsedTime);
|
||||
const denominator = Math.sqrt(sDir.dx * sDir.dx + sDir.dy * sDir.dy);
|
||||
const unitProjDx = (sDir.dx / denominator);
|
||||
const unitProjDy = (sDir.dy / denominator);
|
||||
return cc.v2(
|
||||
distanceToMove * unitProjDx,
|
||||
distanceToMove * unitProjDy,
|
||||
);
|
||||
},
|
||||
|
||||
_calculateVecToMoveBy(elapsedTime) {
|
||||
const self = this;
|
||||
if (null == self.activeDirection) {
|
||||
return null;
|
||||
}
|
||||
// Note that `sDir` used in this method MUST BE a copy in RAM.
|
||||
let sDir = {
|
||||
dx: self.activeDirection.dx,
|
||||
dy: self.activeDirection.dy,
|
||||
};
|
||||
|
||||
if (0 == sDir.dx && 0 == sDir.dy) {
|
||||
return cc.v2();
|
||||
}
|
||||
|
||||
return self._calculateVecToMoveByWithChosenDir(elapsedTime, sDir);
|
||||
},
|
||||
|
||||
_canMoveBy(vecToMoveBy) {
|
||||
return true;
|
||||
},
|
||||
|
||||
update(dt) {
|
||||
// Used only for EXTRAPOLATING the position of this bullet. The position might be corrected within `setData` as well.
|
||||
const self = this;
|
||||
if (null != self.bulletMaxDist) {
|
||||
const dxMoved = self.node.position.x - self.startAtPoint.x;
|
||||
const dyMoved = self.node.position.y - self.startAtPoint.y;
|
||||
const distanceMoved = Math.sqrt(dxMoved * dxMoved + dyMoved * dyMoved)
|
||||
self.node.opacity = 255*(1 - distanceMoved/self.bulletMaxDist);
|
||||
}
|
||||
|
||||
const vecToMoveBy = self._calculateVecToMoveBy(dt);
|
||||
if (null == vecToMoveBy) {
|
||||
return;
|
||||
}
|
||||
if (self._canMoveBy(vecToMoveBy)) {
|
||||
self.node.position = self.node.position.add(vecToMoveBy);
|
||||
}
|
||||
},
|
||||
|
||||
_calculateAngle(dx, dy) {
|
||||
if (dx == 0) {
|
||||
if (dy > 0) {
|
||||
return 90;
|
||||
}
|
||||
if (dy < 0) {
|
||||
return -90;
|
||||
}
|
||||
}
|
||||
|
||||
if (dx > 0) {
|
||||
if (dy == 0) {
|
||||
return 0;
|
||||
}
|
||||
if (dy > 0) {
|
||||
return 45;
|
||||
}
|
||||
if (dy < 0) {
|
||||
return -45;
|
||||
}
|
||||
}
|
||||
|
||||
if (dx < 0) {
|
||||
if (dy == 0) {
|
||||
return 180;
|
||||
}
|
||||
if (dy > 0) {
|
||||
return 135;
|
||||
}
|
||||
if (dy < 0) {
|
||||
return -135;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
},
|
||||
|
||||
setData(bulletLocalIdInBattle, bulletInfo, dtFromMapUpdate) {
|
||||
const targetNode = this.node;
|
||||
|
||||
if (true == bulletInfo.removed) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (null == bulletInfo.startAtPoint || null == bulletInfo.endAtPoint) {
|
||||
console.error(`Init bullet direction error, startAtPoint:${bulletInfo.startAtPoint}, endAtPoint:${bulletInfo.endAtPoint}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
this.localIdInBattle = bulletLocalIdInBattle;
|
||||
this.linearSpeed = bulletInfo.linearSpeed * 1000000000; // The `bullet.LinearSpeed` on server-side is denoted in pts/nanoseconds.
|
||||
|
||||
const dx = bulletInfo.endAtPoint.x - bulletInfo.startAtPoint.x;
|
||||
const dy = bulletInfo.endAtPoint.y - bulletInfo.startAtPoint.y;
|
||||
|
||||
const discretizedDir = this.ctrl.discretizeDirection(dx, dy, this.ctrl.joyStickEps);
|
||||
const baseAngle = 0;
|
||||
const angleToRotate = baseAngle - this._calculateAngle(discretizedDir.dx, discretizedDir.dy);
|
||||
if (null == angleToRotate) {
|
||||
return false;
|
||||
}
|
||||
set2dRotation(targetNode, angleToRotate);
|
||||
|
||||
const newPos = cc.v2(
|
||||
bulletInfo.x,
|
||||
bulletInfo.y
|
||||
);
|
||||
|
||||
if (null == this.activeDirection) {
|
||||
// Initialization.
|
||||
this.startAtPoint = bulletInfo.startAtPoint;
|
||||
this.endAtPoint = bulletInfo.endAtPoint;
|
||||
this.bulletMaxDist = 600.0; // Hardcoded temporarily, matching that in "<backend>/models/room.go". -- YFLu, 2019-09-05.
|
||||
targetNode.setPosition(newPos);
|
||||
this.activeDirection = {
|
||||
dx: 0,
|
||||
dy: 0,
|
||||
};
|
||||
return true;
|
||||
}
|
||||
|
||||
const oldPos = cc.v2(
|
||||
targetNode.x,
|
||||
targetNode.y,
|
||||
);
|
||||
const toMoveByVec = newPos.sub(oldPos);
|
||||
const toMoveByVecMag = toMoveByVec.mag();
|
||||
const toTeleportDisThreshold = (this.linearSpeed * dtFromMapUpdate * 100);
|
||||
const notToMoveDisThreshold = (this.linearSpeed * dtFromMapUpdate * 0.5);
|
||||
if (toMoveByVecMag < notToMoveDisThreshold) {
|
||||
// To stop extrapolated moving.
|
||||
this.activeDirection = {
|
||||
dx: 0,
|
||||
dy: 0,
|
||||
};
|
||||
} else {
|
||||
if (toMoveByVecMag > toTeleportDisThreshold) {
|
||||
console.log("Bullet ", bulletLocalIdInBattle, " is teleporting! Having toMoveByVecMag == ", toMoveByVecMag, ", toTeleportDisThreshold == ", toTeleportDisThreshold);
|
||||
// To stop extrapolated moving.
|
||||
this.activeDirection = {
|
||||
dx: 0,
|
||||
dy: 0
|
||||
};
|
||||
// Deliberately NOT using `cc.Action`. -- YFLu, 2019-09-04
|
||||
targetNode.setPosition(newPos);
|
||||
} else {
|
||||
// The common case which is suitable for interpolation.
|
||||
const normalizedDir = {
|
||||
dx: toMoveByVec.x / toMoveByVecMag,
|
||||
dy: toMoveByVec.y / toMoveByVecMag,
|
||||
};
|
||||
if (isNaN(normalizedDir.dx) || isNaN(normalizedDir.dy)) {
|
||||
this.activeDirection = {
|
||||
dx: 0,
|
||||
dy: 0,
|
||||
};
|
||||
} else {
|
||||
this.activeDirection = normalizedDir;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
},
|
||||
});
|
@@ -1,8 +1,7 @@
|
||||
const BasePlayer = require("./BasePlayer");
|
||||
const AttackingCharacter = require("./AttackingCharacter");
|
||||
|
||||
cc.Class({
|
||||
extends: BasePlayer,
|
||||
// LIFE-CYCLE CALLBACKS:
|
||||
extends: AttackingCharacter,
|
||||
properties: {
|
||||
arrowTipNode: {
|
||||
type: cc.Node,
|
||||
@@ -13,22 +12,9 @@ cc.Class({
|
||||
default: null
|
||||
}
|
||||
},
|
||||
start() {
|
||||
BasePlayer.prototype.start.call(this);
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
BasePlayer.prototype.onLoad.call(this);
|
||||
this.attackedClips = {
|
||||
'01': 'attackedLeft',
|
||||
'0-1': 'attackedRight',
|
||||
'-20': 'attackedLeft',
|
||||
'20': 'attackedRight',
|
||||
'-21': 'attackedLeft',
|
||||
'21': 'attackedRight',
|
||||
'-2-1': 'attackedLeft',
|
||||
'2-1': 'attackedRight'
|
||||
};
|
||||
AttackingCharacter.prototype.onLoad.call(this);
|
||||
this.arrowTipNode.active = false;
|
||||
|
||||
if (!this.mapIns.showCriticalCoordinateLabels) {
|
||||
@@ -51,7 +37,7 @@ cc.Class({
|
||||
},
|
||||
|
||||
update(dt) {
|
||||
BasePlayer.prototype.update.call(this, dt);
|
||||
AttackingCharacter.prototype.update.call(this, dt);
|
||||
if (this.mapIns.showCriticalCoordinateLabels) {
|
||||
this.coordLabel.string = `(${this.node.x.toFixed(2)}, ${this.node.y.toFixed(2)})`;
|
||||
}
|
@@ -1,69 +0,0 @@
|
||||
cc.Class({
|
||||
extends: cc.Component,
|
||||
|
||||
properties: {},
|
||||
|
||||
setInputControls: function() {
|
||||
const self = this;
|
||||
// add keyboard event listener
|
||||
// When there is a key being pressed down, judge if it's the designated directional button and set up acceleration in the corresponding direction
|
||||
cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN, function(event) {
|
||||
switch (event.keyCode) {
|
||||
case cc.macro.KEY.w:
|
||||
self.activeDirection.dPjY = +1.0;
|
||||
break;
|
||||
case cc.macro.KEY.s:
|
||||
self.activeDirection.dPjY = -1.0;
|
||||
break;
|
||||
case cc.macro.KEY.a:
|
||||
self.activeDirection.dPjX = -2.0;
|
||||
break;
|
||||
case cc.macro.KEY.d:
|
||||
self.activeDirection.dPjX = +2.0;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}, self.node);
|
||||
|
||||
// when releasing the button, stop acceleration in this direction
|
||||
cc.systemEvent.on(cc.SystemEvent.EventType.KEY_UP, function(event) {
|
||||
switch (event.keyCode) {
|
||||
case cc.macro.KEY.w:
|
||||
if (+1.0 == self.activeDirection.dPjY) {
|
||||
self.activeDirection.dPjY = 0.0;
|
||||
}
|
||||
break;
|
||||
case cc.macro.KEY.s:
|
||||
if (-1.0 == self.activeDirection.dPjY) {
|
||||
self.activeDirection.dPjY = 0.0;
|
||||
}
|
||||
break;
|
||||
case cc.macro.KEY.a:
|
||||
if (-2.0 == self.activeDirection.dPjX) {
|
||||
self.activeDirection.dPjX = 0.0;
|
||||
}
|
||||
break;
|
||||
case cc.macro.KEY.d:
|
||||
if (+2.0 == self.activeDirection.dPjX) {
|
||||
self.activeDirection.dPjX = 0.0;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}, self.node);
|
||||
},
|
||||
|
||||
// LIFE-CYCLE CALLBACKS:
|
||||
|
||||
onLoad() {
|
||||
// Properties deliberately hidden from GUI panel.
|
||||
this.activeDirection = {
|
||||
dPjY: 0.0,
|
||||
dPjX: 0.0
|
||||
};
|
||||
this.setInputControls();
|
||||
}
|
||||
});
|
||||
|
@@ -40,26 +40,10 @@ cc.Class({
|
||||
type: cc.Node,
|
||||
default: null,
|
||||
},
|
||||
tiledAnimPrefab: {
|
||||
controlledCharacterPrefab: {
|
||||
type: cc.Prefab,
|
||||
default: null,
|
||||
},
|
||||
player1Prefab: {
|
||||
type: cc.Prefab,
|
||||
default: null,
|
||||
},
|
||||
player2Prefab: {
|
||||
type: cc.Prefab,
|
||||
default: null,
|
||||
},
|
||||
polygonBoundaryBarrierPrefab: {
|
||||
type: cc.Prefab,
|
||||
default: null,
|
||||
},
|
||||
keyboardInputControllerNode: {
|
||||
type: cc.Node,
|
||||
default: null
|
||||
},
|
||||
joystickInputControllerNode: {
|
||||
type: cc.Node,
|
||||
default: null
|
||||
@@ -103,10 +87,6 @@ cc.Class({
|
||||
forceBigEndianFloatingNumDecoding: {
|
||||
default: false,
|
||||
},
|
||||
backgroundMapTiledIns: {
|
||||
type: cc.TiledMap,
|
||||
default: null
|
||||
},
|
||||
renderFrameIdLagTolerance: {
|
||||
type: cc.Integer,
|
||||
default: 4 // implies (renderFrameIdLagTolerance >> inputScaleFrames) count of inputFrameIds
|
||||
@@ -115,6 +95,9 @@ cc.Class({
|
||||
type: cc.Float,
|
||||
default: 1e-3
|
||||
},
|
||||
bulletTriggerEnabled: {
|
||||
default: false
|
||||
},
|
||||
},
|
||||
|
||||
_inputFrameIdDebuggable(inputFrameId) {
|
||||
@@ -123,7 +106,7 @@ cc.Class({
|
||||
|
||||
dumpToRenderCache: function(rdf) {
|
||||
const self = this;
|
||||
const minToKeepRenderFrameId = self.lastAllConfirmedRenderFrameId;
|
||||
const minToKeepRenderFrameId = self.lastAllConfirmedRenderFrameId - 1; // Keep at least 1 prev render frame for anim triggering
|
||||
while (0 < self.recentRenderCache.cnt && self.recentRenderCache.stFrameId < minToKeepRenderFrameId) {
|
||||
self.recentRenderCache.pop();
|
||||
}
|
||||
@@ -133,7 +116,7 @@ cc.Class({
|
||||
|
||||
dumpToInputCache: function(inputFrameDownsync) {
|
||||
const self = this;
|
||||
let minToKeepInputFrameId = self._convertToInputFrameId(self.lastAllConfirmedRenderFrameId, self.inputDelayFrames); // [WARNING] This could be different from "self.lastAllConfirmedInputFrameId". We'd like to keep the corresponding delayedInputFrame for "self.lastAllConfirmedRenderFrameId" such that a rollback could place "self.chaserRenderFrameId = self.lastAllConfirmedRenderFrameId" for the worst case incorrect prediction.
|
||||
let minToKeepInputFrameId = self._convertToInputFrameId(self.lastAllConfirmedRenderFrameId, self.inputDelayFrames) - self.spAtkLookupFrames; // [WARNING] This could be different from "self.lastAllConfirmedInputFrameId". We'd like to keep the corresponding delayedInputFrame for "self.lastAllConfirmedRenderFrameId" such that a rollback could place "self.chaserRenderFrameId = self.lastAllConfirmedRenderFrameId" for the worst case incorrect prediction.
|
||||
if (minToKeepInputFrameId > self.lastAllConfirmedInputFrameId) {
|
||||
minToKeepInputFrameId = self.lastAllConfirmedInputFrameId;
|
||||
}
|
||||
@@ -183,8 +166,8 @@ cc.Class({
|
||||
return [previousSelfInput, existingInputFrame.inputList[joinIndex - 1]];
|
||||
}
|
||||
const prefabbedInputList = (null == previousInputFrameDownsyncWithPrediction ? new Array(self.playerRichInfoDict.size).fill(0) : previousInputFrameDownsyncWithPrediction.inputList.slice());
|
||||
const discreteDir = self.ctrl.getDiscretizedDirection();
|
||||
prefabbedInputList[(joinIndex - 1)] = discreteDir.encodedIdx;
|
||||
const currSelfInput = self.ctrl.getEncodedInput();
|
||||
prefabbedInputList[(joinIndex - 1)] = currSelfInput;
|
||||
const prefabbedInputFrameDownsync = {
|
||||
inputFrameId: inputFrameId,
|
||||
inputList: prefabbedInputList,
|
||||
@@ -193,7 +176,7 @@ cc.Class({
|
||||
|
||||
self.dumpToInputCache(prefabbedInputFrameDownsync); // A prefabbed inputFrame, would certainly be adding a new inputFrame to the cache, because server only downsyncs "all-confirmed inputFrames"
|
||||
|
||||
return [previousSelfInput, discreteDir.encodedIdx];
|
||||
return [previousSelfInput, currSelfInput];
|
||||
},
|
||||
|
||||
shouldSendInputFrameUpsyncBatch(prevSelfInput, currSelfInput, lastUpsyncInputFrameId, currInputFrameId) {
|
||||
@@ -224,11 +207,13 @@ cc.Class({
|
||||
} else {
|
||||
const inputFrameUpsync = {
|
||||
inputFrameId: i,
|
||||
encodedDir: inputFrameDownsync.inputList[self.selfPlayerInfo.joinIndex - 1],
|
||||
encoded: inputFrameDownsync.inputList[self.selfPlayerInfo.joinIndex - 1],
|
||||
};
|
||||
inputFrameUpsyncBatch.push(inputFrameUpsync);
|
||||
}
|
||||
}
|
||||
|
||||
// console.info(`inputFrameUpsyncBatch: ${JSON.stringify(inputFrameUpsyncBatch)}`);
|
||||
const reqData = window.pb.protos.WsReq.encode({
|
||||
msgId: Date.now(),
|
||||
playerId: self.selfPlayerInfo.id,
|
||||
@@ -304,8 +289,6 @@ cc.Class({
|
||||
const self = this;
|
||||
const mapNode = self.node;
|
||||
const canvasNode = mapNode.parent;
|
||||
self.countdownLabel.string = "";
|
||||
self.countdownNanos = null;
|
||||
|
||||
// Clearing previous info of all players. [BEGINS]
|
||||
self.collisionPlayerIndexPrefix = (1 << 17); // For tracking the movements of players
|
||||
@@ -320,31 +303,41 @@ cc.Class({
|
||||
// Clearing previous info of all players. [ENDS]
|
||||
|
||||
self.renderFrameId = 0; // After battle started
|
||||
self.bulletBattleLocalIdCounter = 0;
|
||||
self.lastAllConfirmedRenderFrameId = -1;
|
||||
self.lastAllConfirmedInputFrameId = -1;
|
||||
self.lastUpsyncInputFrameId = -1;
|
||||
self.chaserRenderFrameId = -1; // at any moment, "lastAllConfirmedRenderFrameId <= chaserRenderFrameId <= renderFrameId", but "chaserRenderFrameId" would fluctuate according to "onInputFrameDownsyncBatch"
|
||||
|
||||
self.recentRenderCache = new RingBuffer(1024);
|
||||
self.recentRenderCache = new RingBuffer(self.renderCacheSize);
|
||||
|
||||
self.selfPlayerInfo = null; // This field is kept for distinguishing "self" and "others".
|
||||
self.recentInputCache = new RingBuffer(1024);
|
||||
self.recentInputCache = new RingBuffer((self.renderCacheSize >> 2) + 1);
|
||||
|
||||
self.collisionSys = new collisions.Collisions();
|
||||
|
||||
self.collisionBarrierIndexPrefix = (1 << 16); // For tracking the movements of barriers, though not yet actually used
|
||||
self.collisionBulletIndexPrefix = (1 << 15); // For tracking the movements of bullets
|
||||
self.collisionSysMap = new Map();
|
||||
|
||||
self.transitToState(ALL_MAP_STATES.VISUAL);
|
||||
|
||||
self.battleState = ALL_BATTLE_STATES.WAITING;
|
||||
|
||||
self.countdownNanos = null;
|
||||
if (self.countdownLabel) {
|
||||
self.countdownLabel.string = "";
|
||||
}
|
||||
if (self.findingPlayerNode) {
|
||||
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
|
||||
findingPlayerScriptIns.init();
|
||||
}
|
||||
safelyAddChild(self.widgetsAboveAllNode, self.playersInfoNode);
|
||||
safelyAddChild(self.widgetsAboveAllNode, self.findingPlayerNode);
|
||||
if (self.playersInfoNode) {
|
||||
safelyAddChild(self.widgetsAboveAllNode, self.playersInfoNode);
|
||||
}
|
||||
if (self.findingPlayerNode) {
|
||||
safelyAddChild(self.widgetsAboveAllNode, self.findingPlayerNode);
|
||||
}
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
@@ -352,7 +345,7 @@ cc.Class({
|
||||
window.mapIns = self;
|
||||
window.forceBigEndianFloatingNumDecoding = self.forceBigEndianFloatingNumDecoding;
|
||||
|
||||
self.showCriticalCoordinateLabels = true;
|
||||
self.showCriticalCoordinateLabels = false;
|
||||
|
||||
console.warn("+++++++ Map onLoad()");
|
||||
window.handleClientSessionError = function() {
|
||||
@@ -420,18 +413,7 @@ cc.Class({
|
||||
/** Init required prefab ended. */
|
||||
|
||||
window.handleBattleColliderInfo = function(parsedBattleColliderInfo) {
|
||||
self.inputDelayFrames = parsedBattleColliderInfo.inputDelayFrames;
|
||||
self.inputScaleFrames = parsedBattleColliderInfo.inputScaleFrames;
|
||||
self.inputFrameUpsyncDelayTolerance = parsedBattleColliderInfo.inputFrameUpsyncDelayTolerance;
|
||||
|
||||
self.battleDurationNanos = parsedBattleColliderInfo.battleDurationNanos;
|
||||
self.rollbackEstimatedDt = parsedBattleColliderInfo.rollbackEstimatedDt;
|
||||
self.rollbackEstimatedDtMillis = parsedBattleColliderInfo.rollbackEstimatedDtMillis;
|
||||
self.rollbackEstimatedDtNanos = parsedBattleColliderInfo.rollbackEstimatedDtNanos;
|
||||
self.maxChasingRenderFramesPerUpdate = parsedBattleColliderInfo.maxChasingRenderFramesPerUpdate;
|
||||
|
||||
self.worldToVirtualGridRatio = parsedBattleColliderInfo.worldToVirtualGridRatio;
|
||||
self.virtualGridToWorldRatio = parsedBattleColliderInfo.virtualGridToWorldRatio;
|
||||
Object.assign(self, parsedBattleColliderInfo);
|
||||
|
||||
const tiledMapIns = self.node.getComponent(cc.TiledMap);
|
||||
|
||||
@@ -475,8 +457,10 @@ cc.Class({
|
||||
for (let boundaryObj of boundaryObjs.barriers) {
|
||||
const x0 = boundaryObj.anchor.x,
|
||||
y0 = boundaryObj.anchor.y;
|
||||
|
||||
const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => { return [p.x, p.y]; }));
|
||||
|
||||
const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
|
||||
return [p.x, p.y];
|
||||
}));
|
||||
|
||||
if (self.showCriticalCoordinateLabels) {
|
||||
for (let i = 0; i < boundaryObj.length; ++i) {
|
||||
@@ -500,7 +484,7 @@ cc.Class({
|
||||
barrierVertLabelNode.setPosition(cc.v2(wx, wy));
|
||||
const barrierVertLabel = barrierVertLabelNode.addComponent(cc.Label);
|
||||
barrierVertLabel.fontSize = 12;
|
||||
barrierVertLabel.lineHeight = barrierVertLabel.fontSize+1;
|
||||
barrierVertLabel.lineHeight = barrierVertLabel.fontSize + 1;
|
||||
barrierVertLabel.string = `(${wx.toFixed(1)}, ${wy.toFixed(1)})`;
|
||||
safelyAddChild(self.node, barrierVertLabelNode);
|
||||
setLocalZOrder(barrierVertLabelNode, 5);
|
||||
@@ -616,38 +600,42 @@ cc.Class({
|
||||
}
|
||||
|
||||
const players = rdf.players;
|
||||
const playerMetas = rdf.playerMetas;
|
||||
self._initPlayerRichInfoDict(players, playerMetas);
|
||||
self._initPlayerRichInfoDict(players);
|
||||
|
||||
// Show the top status indicators for IN_BATTLE
|
||||
const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
|
||||
for (let i in playerMetas) {
|
||||
const playerMeta = playerMetas[i];
|
||||
playersInfoScriptIns.updateData(playerMeta);
|
||||
if (self.playersInfoNode) {
|
||||
const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
|
||||
for (let i in players) {
|
||||
playersInfoScriptIns.updateData(players[i]);
|
||||
}
|
||||
}
|
||||
|
||||
self.renderFrameId = rdf.id;
|
||||
self.lastRenderFrameIdTriggeredAt = performance.now();
|
||||
// In this case it must be true that "rdf.id > chaserRenderFrameId >= lastAllConfirmedRenderFrameId".
|
||||
self.lastAllConfirmedRenderFrameId = rdf.id;
|
||||
self.chaserRenderFrameId = rdf.id;
|
||||
if (null == self.renderFrameId || self.renderFrameId <= rdf.id) {
|
||||
// In fact, not having "window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet" should already imply that "self.renderFrameId <= rdf.id", but here we double check and log the anomaly
|
||||
self.renderFrameId = rdf.id;
|
||||
self.lastRenderFrameIdTriggeredAt = performance.now();
|
||||
// In this case it must be true that "rdf.id > chaserRenderFrameId >= lastAllConfirmedRenderFrameId".
|
||||
self.lastAllConfirmedRenderFrameId = rdf.id;
|
||||
self.chaserRenderFrameId = rdf.id;
|
||||
|
||||
if (null != rdf.countdownNanos) {
|
||||
self.countdownNanos = rdf.countdownNanos;
|
||||
}
|
||||
if (null != self.musicEffectManagerScriptIns) {
|
||||
self.musicEffectManagerScriptIns.playBGM();
|
||||
}
|
||||
const canvasNode = self.canvasNode;
|
||||
self.ctrl = canvasNode.getComponent("TouchEventsManager");
|
||||
self.enableInputControls();
|
||||
if (self.countdownToBeginGameNode.parent) {
|
||||
self.countdownToBeginGameNode.parent.removeChild(self.countdownToBeginGameNode);
|
||||
}
|
||||
self.transitToState(ALL_MAP_STATES.VISUAL);
|
||||
self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
|
||||
self.applyRoomDownsyncFrameDynamics(rdf);
|
||||
const canvasNode = self.canvasNode;
|
||||
self.ctrl = canvasNode.getComponent("TouchEventsManager");
|
||||
self.enableInputControls();
|
||||
self.transitToState(ALL_MAP_STATES.VISUAL);
|
||||
self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
|
||||
|
||||
if (self.countdownToBeginGameNode && self.countdownToBeginGameNode.parent) {
|
||||
self.countdownToBeginGameNode.parent.removeChild(self.countdownToBeginGameNode);
|
||||
}
|
||||
|
||||
if (null != self.musicEffectManagerScriptIns) {
|
||||
self.musicEffectManagerScriptIns.playBGM();
|
||||
}
|
||||
} else {
|
||||
console.warn(`Anomaly when onRoomDownsyncFrame is called by rdf=${JSON.stringify(rdf)}, recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`);
|
||||
}
|
||||
|
||||
// [WARNING] Leave all graphical updates in "update(dt)" by "applyRoomDownsyncFrameDynamics"
|
||||
return dumpRenderCacheRet;
|
||||
},
|
||||
|
||||
@@ -722,7 +710,7 @@ cc.Class({
|
||||
self.showPopupInCanvas(self.findingPlayerNode);
|
||||
}
|
||||
let findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
|
||||
findingPlayerScriptIns.updatePlayersInfo(rdf.playerMetas);
|
||||
findingPlayerScriptIns.updatePlayersInfo(rdf.players);
|
||||
},
|
||||
|
||||
logBattleStats() {
|
||||
@@ -760,32 +748,33 @@ cc.Class({
|
||||
self.playersInfoNode.getComponent("PlayersInfo").clearInfo();
|
||||
},
|
||||
|
||||
spawnPlayerNode(joinIndex, vx, vy, playerRichInfo) {
|
||||
spawnPlayerNode(joinIndex, vx, vy, playerDownsyncInfo) {
|
||||
const self = this;
|
||||
const newPlayerNode = 1 == joinIndex ? cc.instantiate(self.player1Prefab) : cc.instantiate(self.player2Prefab); // hardcoded for now, car color determined solely by joinIndex
|
||||
const wpos = self.virtualGridToWorldPos(vx, vy);
|
||||
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
|
||||
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
|
||||
if (1 == joinIndex) {
|
||||
playerScriptIns.setSpecies("SoldierWaterGhost");
|
||||
} else if (2 == joinIndex) {
|
||||
playerScriptIns.setSpecies("SoldierFireGhost");
|
||||
}
|
||||
|
||||
newPlayerNode.setPosition(cc.v2(wpos[0], wpos[1]));
|
||||
newPlayerNode.getComponent("SelfPlayer").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 [wx, wy] = self.virtualGridToWorldPos(vx, vy);
|
||||
newPlayerNode.setPosition(wx, wy);
|
||||
playerScriptIns.mapNode = self.node;
|
||||
const d = playerDownsyncInfo.colliderRadius * 2,
|
||||
[x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, playerDownsyncInfo.colliderRadius, playerDownsyncInfo.colliderRadius),
|
||||
pts = [[0, 0], [d, 0], [d, d], [0, d]];
|
||||
|
||||
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
newPlayerCollider.data = playerDownsyncInfo;
|
||||
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
|
||||
|
||||
safelyAddChild(self.node, newPlayerNode);
|
||||
setLocalZOrder(newPlayerNode, 5);
|
||||
|
||||
newPlayerNode.active = true;
|
||||
const playerScriptIns = newPlayerNode.getComponent("SelfPlayer");
|
||||
playerScriptIns.scheduleNewDirection({
|
||||
dx: playerRichInfo.dir.dx,
|
||||
dy: playerRichInfo.dir.dy
|
||||
}, true);
|
||||
playerScriptIns.updateCharacterAnim(playerDownsyncInfo, null, true);
|
||||
|
||||
return [newPlayerNode, playerScriptIns];
|
||||
},
|
||||
@@ -804,9 +793,7 @@ cc.Class({
|
||||
currSelfInput = null;
|
||||
const noDelayInputFrameId = self._convertToInputFrameId(self.renderFrameId, 0); // It's important that "inputDelayFrames == 0" here
|
||||
if (self.shouldGenerateInputFrameUpsync(self.renderFrameId)) {
|
||||
const prevAndCurrInputs = self._generateInputFrameUpsync(noDelayInputFrameId);
|
||||
prevSelfInput = prevAndCurrInputs[0];
|
||||
currSelfInput = prevAndCurrInputs[1];
|
||||
[prevSelfInput, currSelfInput] = self._generateInputFrameUpsync(noDelayInputFrameId);
|
||||
}
|
||||
|
||||
let t0 = performance.now();
|
||||
@@ -826,30 +813,31 @@ cc.Class({
|
||||
let t2 = performance.now();
|
||||
|
||||
// Inside the following "self.rollbackAndChase" actually ROLLS FORWARD w.r.t. the corresponding delayedInputFrame, REGARDLESS OF whether or not "self.chaserRenderFrameId == self.renderFrameId" now.
|
||||
const rdf = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
|
||||
const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
|
||||
/*
|
||||
const nonTrivialChaseEnded = (prevChaserRenderFrameId < nextChaserRenderFrameId && nextChaserRenderFrameId == self.renderFrameId);
|
||||
if (nonTrivialChaseEnded) {
|
||||
console.debug("Non-trivial chase ended, prevChaserRenderFrameId=" + prevChaserRenderFrameId + ", nextChaserRenderFrameId=" + nextChaserRenderFrameId);
|
||||
}
|
||||
*/
|
||||
self.applyRoomDownsyncFrameDynamics(rdf);
|
||||
// [WARNING] Don't try to get "prevRdf(i.e. renderFrameId == latest-1)" by "self.recentRenderCache.getByFrameId(...)" here, as the cache might have been updated by asynchronous "onRoomDownsyncFrame(...)" calls!
|
||||
self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
|
||||
let t3 = performance.now();
|
||||
} catch (err) {
|
||||
console.error("Error during Map.update", err);
|
||||
} finally {
|
||||
// Update countdown
|
||||
if (null != self.countdownNanos) {
|
||||
self.countdownNanos = self.battleDurationNanos - self.renderFrameId * self.rollbackEstimatedDtNanos;
|
||||
if (self.countdownNanos <= 0) {
|
||||
self.onBattleStopped(self.playerRichInfoDict);
|
||||
return;
|
||||
}
|
||||
self.countdownNanos = self.battleDurationNanos - self.renderFrameId * self.rollbackEstimatedDtNanos;
|
||||
if (self.countdownNanos <= 0) {
|
||||
self.onBattleStopped(self.playerRichInfoDict);
|
||||
return;
|
||||
}
|
||||
|
||||
const countdownSeconds = parseInt(self.countdownNanos / 1000000000);
|
||||
if (isNaN(countdownSeconds)) {
|
||||
console.warn(`countdownSeconds is NaN for countdownNanos == ${self.countdownNanos}.`);
|
||||
}
|
||||
const countdownSeconds = parseInt(self.countdownNanos / 1000000000);
|
||||
if (isNaN(countdownSeconds)) {
|
||||
console.warn(`countdownSeconds is NaN for countdownNanos == ${self.countdownNanos}.`);
|
||||
}
|
||||
if (null != self.countdownLabel) {
|
||||
self.countdownLabel.string = countdownSeconds;
|
||||
}
|
||||
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
|
||||
@@ -934,53 +922,51 @@ cc.Class({
|
||||
if (null == self.findingPlayerNode.parent) return;
|
||||
self.findingPlayerNode.parent.removeChild(self.findingPlayerNode);
|
||||
if (null != rdf) {
|
||||
self._initPlayerRichInfoDict(rdf.players, rdf.playerMetas);
|
||||
self._initPlayerRichInfoDict(rdf.players);
|
||||
}
|
||||
},
|
||||
|
||||
onBattleReadyToStart(rdf) {
|
||||
const self = this;
|
||||
const players = rdf.players;
|
||||
const playerMetas = rdf.playerMetas;
|
||||
self._initPlayerRichInfoDict(players, playerMetas);
|
||||
self._initPlayerRichInfoDict(players);
|
||||
|
||||
// Show the top status indicators for IN_BATTLE
|
||||
const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
|
||||
for (let i in playerMetas) {
|
||||
const playerMeta = playerMetas[i];
|
||||
playersInfoScriptIns.updateData(playerMeta);
|
||||
if (self.playersInfoNode) {
|
||||
const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
|
||||
for (let i in players) {
|
||||
playersInfoScriptIns.updateData(players[i]);
|
||||
}
|
||||
}
|
||||
console.log("Calling `onBattleReadyToStart` with:", players);
|
||||
if (self.findingPlayerNode) {
|
||||
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
|
||||
findingPlayerScriptIns.hideExitButton();
|
||||
findingPlayerScriptIns.updatePlayersInfo(players);
|
||||
}
|
||||
console.log("Calling `onBattleReadyToStart` with:", playerMetas);
|
||||
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
|
||||
findingPlayerScriptIns.hideExitButton();
|
||||
findingPlayerScriptIns.updatePlayersInfo(playerMetas);
|
||||
|
||||
// Delay to hide the "finding player" GUI, then show a countdown clock
|
||||
window.setTimeout(() => {
|
||||
self.hideFindingPlayersGUI();
|
||||
const countDownScriptIns = self.countdownToBeginGameNode.getComponent("CountdownToBeginGame");
|
||||
countDownScriptIns.setData();
|
||||
self.showPopupInCanvas(self.countdownToBeginGameNode);
|
||||
}, 1500);
|
||||
if (self.countdownToBeginGameNode) {
|
||||
window.setTimeout(() => {
|
||||
self.hideFindingPlayersGUI();
|
||||
const countDownScriptIns = self.countdownToBeginGameNode.getComponent("CountdownToBeginGame");
|
||||
countDownScriptIns.setData();
|
||||
self.showPopupInCanvas(self.countdownToBeginGameNode);
|
||||
}, 1500);
|
||||
}
|
||||
},
|
||||
|
||||
applyRoomDownsyncFrameDynamics(rdf) {
|
||||
applyRoomDownsyncFrameDynamics(rdf, prevRdf) {
|
||||
const self = this;
|
||||
|
||||
self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
|
||||
for (let [playerId, playerRichInfo] of self.playerRichInfoDict.entries()) {
|
||||
const immediatePlayerInfo = rdf.players[playerId];
|
||||
const wpos = self.virtualGridToWorldPos(immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY);
|
||||
const dx = (wpos[0] - playerRichInfo.node.x);
|
||||
const dy = (wpos[1] - playerRichInfo.node.y);
|
||||
const justJiggling = (self.jigglingEps1D >= Math.abs(dx) && self.jigglingEps1D >= Math.abs(dy));
|
||||
if (!justJiggling) {
|
||||
playerRichInfo.node.setPosition(wpos[0], wpos[1]);
|
||||
playerRichInfo.virtualGridX = immediatePlayerInfo.virtualGridX;
|
||||
playerRichInfo.virtualGridY = immediatePlayerInfo.virtualGridY;
|
||||
playerRichInfo.scriptIns.scheduleNewDirection(immediatePlayerInfo.dir, false);
|
||||
playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
|
||||
}
|
||||
});
|
||||
const prevRdfPlayer = (null == prevRdf ? null : prevRdf.players[playerId]);
|
||||
const [wx, wy] = self.virtualGridToWorldPos(immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY);
|
||||
//const justJiggling = (self.jigglingEps1D >= Math.abs(wx - playerRichInfo.node.x) && self.jigglingEps1D >= Math.abs(wy - playerRichInfo.node.y));
|
||||
playerRichInfo.node.setPosition(wx, wy);
|
||||
playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
|
||||
playerRichInfo.scriptIns.updateCharacterAnim(immediatePlayerInfo, prevRdfPlayer, false);
|
||||
}
|
||||
},
|
||||
|
||||
getCachedInputFrameDownsyncWithPrediction(inputFrameId) {
|
||||
@@ -990,7 +976,7 @@ cc.Class({
|
||||
const lastAllConfirmedInputFrame = self.recentInputCache.getByFrameId(self.lastAllConfirmedInputFrameId);
|
||||
for (let i = 0; i < inputFrameDownsync.inputList.length; ++i) {
|
||||
if (i == self.selfPlayerInfo.joinIndex - 1) continue;
|
||||
inputFrameDownsync.inputList[i] = lastAllConfirmedInputFrame.inputList[i];
|
||||
inputFrameDownsync.inputList[i] = (lastAllConfirmedInputFrame.inputList[i] & 15); // Don't predict attack input!
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1000,60 +986,191 @@ 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,
|
||||
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
|
||||
|
||||
// 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];
|
||||
effPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||
const playerRichInfo = self.playerRichInfoArr[j];
|
||||
const playerId = playerRichInfo.id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const currPlayerDownsync = currRenderFrame.players[playerId];
|
||||
|
||||
const newVx = currPlayerDownsync.virtualGridX;
|
||||
const newVy = currPlayerDownsync.virtualGridY;
|
||||
[playerCollider.x, playerCollider.y] = self.virtualGridToPolygonColliderAnchorPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1].colliderRadius, self.playerRichInfoArr[joinIndex - 1].colliderRadius);
|
||||
}
|
||||
|
||||
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
|
||||
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];
|
||||
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];
|
||||
|
||||
let xfac = 1; // By now, straight Punch offset doesn't respect "y-axis"
|
||||
if (0 > offender.dirX) {
|
||||
xfac = -1;
|
||||
}
|
||||
const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
|
||||
const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
|
||||
const bulletWy = offenderWy;
|
||||
const [bulletCx, bulletCy] = self.worldToPolygonColliderAnchorPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
|
||||
pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
|
||||
const newBulletCollider = collisionSys.createPolygon(bulletCx, bulletCy, pts);
|
||||
newBulletCollider.data = meleeBullet;
|
||||
collisionSysMap.set(collisionBulletIndex, newBulletCollider);
|
||||
bulletColliders.set(collisionBulletIndex, newBulletCollider);
|
||||
// console.log(`A meleeBullet is added to collisionSys at currRenderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended: ${JSON.stringify(meleeBullet)}`);
|
||||
}
|
||||
}
|
||||
|
||||
collisionSys.update();
|
||||
const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
||||
|
||||
bulletColliders.forEach((bulletCollider, collisionBulletIndex) => {
|
||||
const potentials = bulletCollider.potentials();
|
||||
const offender = currRenderFrame.players[bulletCollider.data.offenderPlayerId];
|
||||
let shouldRemove = false;
|
||||
for (const potential of potentials) {
|
||||
if (null != potential.data && potential.data.joinIndex == bulletCollider.data.offenderJoinIndex) continue;
|
||||
if (!bulletCollider.collides(potential, result1)) continue;
|
||||
if (null != potential.data && null !== potential.data.joinIndex) {
|
||||
const joinIndex = potential.data.joinIndex;
|
||||
let xfac = 1;
|
||||
if (0 > offender.dirX) {
|
||||
xfac = -1;
|
||||
}
|
||||
bulletPushbacks[joinIndex - 1][0] += xfac * bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
|
||||
bulletPushbacks[joinIndex - 1][1] += 0;
|
||||
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id];
|
||||
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
|
||||
const oldFramesToRecover = thatAckedPlayerInNextFrame.framesToRecover;
|
||||
thatAckedPlayerInNextFrame.framesToRecover = (oldFramesToRecover > bulletCollider.data.hitStunFrames ? oldFramesToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
|
||||
}
|
||||
shouldRemove = true;
|
||||
}
|
||||
if (shouldRemove) {
|
||||
removedBulletsAtCurrFrame.add(collisionBulletIndex);
|
||||
}
|
||||
});
|
||||
|
||||
// [WARNING] Remove bullets from collisionSys ANYWAY for the convenience of rollback
|
||||
for (let k in currRenderFrame.meleeBullets) {
|
||||
const meleeBullet = currRenderFrame.meleeBullets[k];
|
||||
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);
|
||||
}
|
||||
|
||||
// Process player inputs
|
||||
if (null != delayedInputFrame) {
|
||||
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
|
||||
const inputList = delayedInputFrame.inputList;
|
||||
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
effPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||
const playerId = self.playerRichInfoArr[j].id;
|
||||
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 currPlayerDownsync = currRenderFrame.players[playerId];
|
||||
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
if (0 < thatPlayerInNextFrame.framesToRecover) {
|
||||
// No need to process inputs for this player, but there might be bullet pushbacks on this player
|
||||
playerCollider.x += bulletPushbacks[joinIndex - 1][0];
|
||||
playerCollider.y += bulletPushbacks[joinIndex - 1][1];
|
||||
if (0 != bulletPushbacks[joinIndex - 1][0] || 0 != bulletPushbacks[joinIndex - 1][1]) {
|
||||
console.log(`playerId=${playerId}, joinIndex=${joinIndex} is pushbacked back by ${bulletPushbacks[joinIndex - 1]} by bullet impacts, now its framesToRecover is ${thatPlayerInNextFrame.framesToRecover}`);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
const encodedInput = inputList[joinIndex - 1];
|
||||
const decodedInput = self.ctrl.decodeDirection(encodedInput);
|
||||
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
|
||||
|
||||
// console.log(`Got non-zero inputs for playerId=${playerId}, decodedInput=${JSON.stringify(decodedInput)} @currRenderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.id}`);
|
||||
/*
|
||||
Reset "position" of players in "collisionSys" according to "virtual grid position". The easy part is that we don't have path-dependent-integrals to worry about like that of thermal dynamics.
|
||||
*/
|
||||
const newVx = player.virtualGridX + (decodedInput.dx + player.speed * decodedInput.dx);
|
||||
const newVy = player.virtualGridY + (decodedInput.dy + player.speed * decodedInput.dy);
|
||||
const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]);
|
||||
playerCollider.x = newCpos[0];
|
||||
playerCollider.y = newCpos[1];
|
||||
// Update directions and thus would eventually update moving animation accordingly
|
||||
nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx;
|
||||
nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy;
|
||||
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
|
||||
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
|
||||
|
||||
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
|
||||
// console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
if (self.bulletTriggerEnabled) {
|
||||
const punchSkillId = 1;
|
||||
const punch = window.pb.protos.MeleeBullet.create(self.meleeSkillConfig[punchSkillId]);
|
||||
thatPlayerInNextFrame.framesToRecover = punch.recoveryFrames;
|
||||
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
|
||||
punch.offenderJoinIndex = joinIndex;
|
||||
punch.offenderPlayerId = playerId;
|
||||
punch.originatedRenderFrameId = currRenderFrame.id;
|
||||
toRet.meleeBullets.push(punch);
|
||||
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${self._stringifyRecentInputCache(true)}`);
|
||||
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
|
||||
}
|
||||
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
|
||||
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
} else {
|
||||
// No bullet trigger, process movement inputs
|
||||
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
|
||||
// Update directions and thus would eventually update moving animation accordingly
|
||||
thatPlayerInNextFrame.dirX = decodedInput.dx;
|
||||
thatPlayerInNextFrame.dirY = decodedInput.dy;
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
||||
} else {
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
}
|
||||
const [movementX, movementY] = self.virtualGridToWorldPos(decodedInput.dx + currPlayerDownsync.speed * decodedInput.dx, decodedInput.dy + currPlayerDownsync.speed * decodedInput.dy);
|
||||
playerCollider.x += movementX;
|
||||
playerCollider.y += movementY;
|
||||
}
|
||||
}
|
||||
|
||||
collisionSys.update();
|
||||
const result = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
||||
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;
|
||||
@@ -1063,10 +1180,10 @@ cc.Class({
|
||||
const potentials = playerCollider.potentials();
|
||||
for (const potential of potentials) {
|
||||
// Test if the player collides with the wall
|
||||
if (!playerCollider.collides(potential, result)) continue;
|
||||
if (!playerCollider.collides(potential, result2)) continue;
|
||||
// Push the player out of the wall
|
||||
effPushbacks[joinIndex - 1][0] += result.overlap * result.overlap_x;
|
||||
effPushbacks[joinIndex - 1][1] += result.overlap * result.overlap_y;
|
||||
effPushbacks[joinIndex - 1][0] += result2.overlap * result2.overlap_x;
|
||||
effPushbacks[joinIndex - 1][1] += result2.overlap * result2.overlap_y;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1075,10 +1192,10 @@ cc.Class({
|
||||
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];
|
||||
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
[thatPlayerInNextFrame.virtualGridX, thatPlayerInNextFrame.virtualGridY] = self.polygonColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j].colliderRadius, self.playerRichInfoArr[j].colliderRadius);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return toRet;
|
||||
@@ -1089,29 +1206,30 @@ cc.Class({
|
||||
This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd" if not interruptted.
|
||||
*/
|
||||
const self = this;
|
||||
let prevLatestRdf = null;
|
||||
let latestRdf = self.recentRenderCache.getByFrameId(renderFrameIdSt); // typed "RoomDownsyncFrame"
|
||||
if (null == latestRdf) {
|
||||
console.error(`Couldn't find renderFrameId=${renderFrameIdSt}, to rollback, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`);
|
||||
return latestRdf;
|
||||
return [prevLatestRdf, latestRdf];
|
||||
}
|
||||
|
||||
if (renderFrameIdSt >= renderFrameIdEd) {
|
||||
return latestRdf;
|
||||
return [prevLatestRdf, latestRdf];
|
||||
}
|
||||
|
||||
for (let i = renderFrameIdSt; i < renderFrameIdEd; ++i) {
|
||||
const currRenderFrame = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"; [WARNING] When "true == isChasing", this function can be interruptted by "onRoomDownsyncFrame(rdf)" asynchronously anytime, making this line return "null"!
|
||||
if (null == currRenderFrame) {
|
||||
console.warn(`Couldn't find renderFrame for i=${i} to rollback, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`);
|
||||
return latestRdf;
|
||||
return [prevLatestRdf, latestRdf];
|
||||
}
|
||||
const j = self._convertToInputFrameId(i, self.inputDelayFrames);
|
||||
const delayedInputFrame = self.getCachedInputFrameDownsyncWithPrediction(j);
|
||||
if (null == delayedInputFrame) {
|
||||
console.warn(`Failed to get cached delayedInputFrame for i=${i}, j=${j}, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}`);
|
||||
return latestRdf;
|
||||
return [prevLatestRdf, latestRdf];
|
||||
}
|
||||
|
||||
prevLatestRdf = latestRdf;
|
||||
latestRdf = self.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap);
|
||||
if (
|
||||
self._allConfirmed(delayedInputFrame.confirmedList)
|
||||
@@ -1133,29 +1251,27 @@ cc.Class({
|
||||
self.dumpToRenderCache(latestRdf);
|
||||
}
|
||||
|
||||
return latestRdf;
|
||||
return [prevLatestRdf, latestRdf];
|
||||
},
|
||||
|
||||
_initPlayerRichInfoDict(players, playerMetas) {
|
||||
_initPlayerRichInfoDict(players) {
|
||||
const self = this;
|
||||
for (let k in players) {
|
||||
const playerId = parseInt(k);
|
||||
if (self.playerRichInfoDict.has(playerId)) continue; // Skip already put keys
|
||||
const immediatePlayerInfo = players[playerId];
|
||||
const immediatePlayerMeta = playerMetas[playerId];
|
||||
self.playerRichInfoDict.set(playerId, immediatePlayerInfo);
|
||||
Object.assign(self.playerRichInfoDict.get(playerId), immediatePlayerMeta);
|
||||
|
||||
const nodeAndScriptIns = self.spawnPlayerNode(immediatePlayerInfo.joinIndex, immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY, self.playerRichInfoDict.get(playerId));
|
||||
const [theNode, theScriptIns] = self.spawnPlayerNode(immediatePlayerInfo.joinIndex, immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY, immediatePlayerInfo);
|
||||
|
||||
Object.assign(self.playerRichInfoDict.get(playerId), {
|
||||
node: nodeAndScriptIns[0],
|
||||
scriptIns: nodeAndScriptIns[1]
|
||||
node: theNode,
|
||||
scriptIns: theScriptIns,
|
||||
});
|
||||
|
||||
if (self.selfPlayerInfo.id == playerId) {
|
||||
self.selfPlayerInfo = Object.assign(self.selfPlayerInfo, immediatePlayerInfo);
|
||||
nodeAndScriptIns[1].showArrowTipNode();
|
||||
theScriptIns.showArrowTipNode();
|
||||
}
|
||||
}
|
||||
self.playerRichInfoArr = new Array(self.playerRichInfoDict.size);
|
||||
@@ -1207,23 +1323,23 @@ cc.Class({
|
||||
return [wx, wy];
|
||||
},
|
||||
|
||||
playerWorldToCollisionPos(wx, wy, playerRichInfo) {
|
||||
return [wx - playerRichInfo.colliderRadius, wy - playerRichInfo.colliderRadius];
|
||||
worldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH) {
|
||||
return [wx - halfBoundingW, wy - halfBoundingH];
|
||||
},
|
||||
|
||||
playerColliderAnchorToWorldPos(cx, cy, playerRichInfo) {
|
||||
return [cx + playerRichInfo.colliderRadius, cy + playerRichInfo.colliderRadius];
|
||||
polygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH) {
|
||||
return [cx + halfBoundingW, cy + halfBoundingH];
|
||||
},
|
||||
|
||||
playerColliderAnchorToVirtualGridPos(cx, cy, playerRichInfo) {
|
||||
polygonColliderAnchorToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH) {
|
||||
const self = this;
|
||||
const wpos = self.playerColliderAnchorToWorldPos(cx, cy, playerRichInfo);
|
||||
return self.worldToVirtualGridPos(wpos[0], wpos[1])
|
||||
const [wx, wy] = self.polygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH);
|
||||
return self.worldToVirtualGridPos(wx, wy)
|
||||
},
|
||||
|
||||
virtualGridToPlayerColliderPos(vx, vy, playerRichInfo) {
|
||||
virtualGridToPolygonColliderAnchorPos(vx, vy, halfBoundingW, halfBoundingH) {
|
||||
const self = this;
|
||||
const wpos = self.virtualGridToWorldPos(vx, vy);
|
||||
return self.playerWorldToCollisionPos(wpos[0], wpos[1], playerRichInfo)
|
||||
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
|
||||
return self.worldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH)
|
||||
},
|
||||
});
|
||||
|
@@ -1,326 +0,0 @@
|
||||
const COLLISION_WITH_PLAYER_STATE = {
|
||||
WALKING_COLLIDABLE: 0,
|
||||
STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM: 1,
|
||||
STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM: 2,
|
||||
STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM: 3,
|
||||
STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM: 4,
|
||||
STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM: 5,
|
||||
STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM: 6,
|
||||
WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER: 7,
|
||||
STILL_NEAR_NOBODY_PLAYING_ANIM: 8,
|
||||
};
|
||||
|
||||
const STILL_NEAR_SELF_PLAYER_STATE_SET = new Set();
|
||||
STILL_NEAR_SELF_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM);
|
||||
STILL_NEAR_SELF_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM);
|
||||
STILL_NEAR_SELF_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM);
|
||||
STILL_NEAR_SELF_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM);
|
||||
|
||||
const STILL_NEAR_OTHER_PLAYER_STATE_SET = new Set();
|
||||
STILL_NEAR_OTHER_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM);
|
||||
STILL_NEAR_OTHER_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM);
|
||||
STILL_NEAR_OTHER_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM);
|
||||
STILL_NEAR_OTHER_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM);
|
||||
|
||||
const STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET = new Set();
|
||||
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM);
|
||||
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM);
|
||||
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM);
|
||||
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM);
|
||||
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM);
|
||||
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM);
|
||||
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM);
|
||||
|
||||
function transitWalkingConditionallyCollidableToUnconditionallyCollidable(currentCollisionWithPlayerState) {
|
||||
switch (currentCollisionWithPlayerState) {
|
||||
case COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER:
|
||||
return COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE;
|
||||
}
|
||||
|
||||
return currentCollisionWithPlayerState;
|
||||
}
|
||||
|
||||
function transitUponSelfPlayerLeftProximityArea(currentCollisionWithPlayerState) {
|
||||
switch (currentCollisionWithPlayerState) {
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM:
|
||||
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM;
|
||||
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM:
|
||||
return COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE;
|
||||
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM:
|
||||
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM;
|
||||
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM:
|
||||
return COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER;
|
||||
}
|
||||
return currentCollisionWithPlayerState;
|
||||
}
|
||||
|
||||
function transitDueToNoBodyInProximityArea(currentCollisionWithPlayerState) {
|
||||
switch (currentCollisionWithPlayerState) {
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM:
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM:
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM:
|
||||
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM;
|
||||
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM:
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM:
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM:
|
||||
return COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER;
|
||||
}
|
||||
return currentCollisionWithPlayerState;
|
||||
}
|
||||
|
||||
function transitToPlayingStunnedAnim(currentCollisionWithPlayerState, dueToSelfPlayer, dueToOtherPlayer) {
|
||||
if (dueToSelfPlayer) {
|
||||
switch (currentCollisionWithPlayerState) {
|
||||
case COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE:
|
||||
case COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER:
|
||||
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM;
|
||||
}
|
||||
}
|
||||
|
||||
if (dueToOtherPlayer) {
|
||||
switch (currentCollisionWithPlayerState) {
|
||||
case COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE:
|
||||
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM;
|
||||
}
|
||||
}
|
||||
// TODO: Any error to throw?
|
||||
return currentCollisionWithPlayerState;
|
||||
}
|
||||
|
||||
function transitDuringPlayingStunnedAnim(currentCollisionWithPlayerState, dueToSelfPlayerComesIntoProximity, dueToOtherPlayerComesIntoProximity) {
|
||||
if (dueToSelfPlayerComesIntoProximity) {
|
||||
switch (currentCollisionWithPlayerState) {
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM:
|
||||
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM;
|
||||
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM:
|
||||
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM;
|
||||
}
|
||||
}
|
||||
|
||||
if (dueToOtherPlayerComesIntoProximity) {
|
||||
switch (currentCollisionWithPlayerState) {
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM:
|
||||
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM;
|
||||
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM:
|
||||
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM;
|
||||
}
|
||||
}
|
||||
// TODO: Any error to throw?
|
||||
return currentCollisionWithPlayerState;
|
||||
}
|
||||
|
||||
function transitStunnedAnimPlayingToPlayed(currentCollisionWithPlayerState, forceNotCollidableWithOtherPlayer) {
|
||||
switch (currentCollisionWithPlayerState) {
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM:
|
||||
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM;
|
||||
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM:
|
||||
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM;
|
||||
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM:
|
||||
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM;
|
||||
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM:
|
||||
return (true == forceNotCollidableWithOtherPlayer ? COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER : COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE);
|
||||
}
|
||||
// TODO: Any error to throw?
|
||||
return currentCollisionWithPlayerState;
|
||||
}
|
||||
|
||||
function transitStunnedAnimPlayedToWalking(currentCollisionWithPlayerState) {
|
||||
/*
|
||||
* Intentionally NOT transiting for
|
||||
*
|
||||
* - STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM, or
|
||||
* - STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM,
|
||||
*
|
||||
* which should be transited upon leaving of "SelfPlayer".
|
||||
*/
|
||||
switch (currentCollisionWithPlayerState) {
|
||||
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM:
|
||||
return COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER;
|
||||
}
|
||||
// TODO: Any error to throw?
|
||||
return currentCollisionWithPlayerState;
|
||||
}
|
||||
|
||||
const BasePlayer = require("./BasePlayer");
|
||||
|
||||
cc.Class({
|
||||
extends: BasePlayer,
|
||||
|
||||
// LIFE-CYCLE CALLBACKS:
|
||||
start() {
|
||||
BasePlayer.prototype.start.call(this);
|
||||
|
||||
this.scheduleNewDirection(this._generateRandomDirection());
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
BasePlayer.prototype.onLoad.call(this);
|
||||
const self = this;
|
||||
|
||||
this.collisionWithPlayerState = COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE;
|
||||
|
||||
this.clips = {
|
||||
'01': 'FlatHeadSisterRunTop',
|
||||
'0-1': 'FlatHeadSisterRunBottom',
|
||||
'-20': 'FlatHeadSisterRunLeft',
|
||||
'20': 'FlatHeadSisterRunRight',
|
||||
'-21': 'FlatHeadSisterRunTopLeft',
|
||||
'21': 'FlatHeadSisterRunTopRight',
|
||||
'-2-1': 'FlatHeadSisterRunBottomLeft',
|
||||
'2-1': 'FlatHeadSisterRunBottomRight'
|
||||
};
|
||||
|
||||
|
||||
self.onStunnedAnimPlayedSafe = () => {
|
||||
const oldCollisionWithPlayerState = self.collisionWithPlayerState;
|
||||
self.collisionWithPlayerState = transitStunnedAnimPlayingToPlayed(this.collisionWithPlayerState, true);
|
||||
if (oldCollisionWithPlayerState == self.collisionWithPlayerState || !self.node) return;
|
||||
|
||||
self.scheduleNewDirection(self._generateRandomDirection());
|
||||
self.collisionWithPlayerState = transitStunnedAnimPlayedToWalking(self.collisionWithPlayerState);
|
||||
setTimeout(() => {
|
||||
self.collisionWithPlayerState = transitWalkingConditionallyCollidableToUnconditionallyCollidable(self.collisionWithPlayerState);
|
||||
}, 5000);
|
||||
};
|
||||
|
||||
self.onStunnedAnimPlayedSafeAction = cc.callFunc(self.onStunnedAnimPlayedSafe, self);
|
||||
|
||||
self.playStunnedAnim = () => {
|
||||
let colliededAction1 = cc.rotateTo(0.2, -15);
|
||||
let colliededAction2 = cc.rotateTo(0.3, 15);
|
||||
let colliededAction3 = cc.rotateTo(0.2, 0);
|
||||
|
||||
self.node.runAction(cc.sequence(
|
||||
cc.callFunc(() => {
|
||||
self.player.pause()
|
||||
}, self),
|
||||
colliededAction1,
|
||||
colliededAction2,
|
||||
colliededAction3,
|
||||
cc.callFunc(() => {
|
||||
self.player.resume()
|
||||
}, self),
|
||||
self.onStunnedAnimPlayedSafeAction
|
||||
));
|
||||
|
||||
// NOTE: Use <cc.Animation>.on('stop', self.onStunnedAnimPlayedSafe) if necessary.
|
||||
}
|
||||
},
|
||||
|
||||
_canMoveBy(vecToMoveBy) {
|
||||
if (COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER != this.collisionWithPlayerState && COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE != this.collisionWithPlayerState) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const superRet = BasePlayer.prototype._canMoveBy.call(this, vecToMoveBy);
|
||||
const self = this;
|
||||
|
||||
const computedNewDifferentPosLocalToParentWithinCurrentFrame = self.node.position.add(vecToMoveBy);
|
||||
|
||||
const currentSelfColliderCircle = self.node.getComponent("cc.CircleCollider");
|
||||
let nextSelfColliderCircle = null;
|
||||
if (0 < self.contactedBarriers.length || 0 < self.contactedNPCPlayers.length || 0 < self.contactedControlledPlayers) {
|
||||
/* To avoid unexpected buckling. */
|
||||
const mutatedVecToMoveBy = vecToMoveBy.mul(2);
|
||||
nextSelfColliderCircle = {
|
||||
position: self.node.position.add(vecToMoveBy.mul(2)).add(currentSelfColliderCircle.offset),
|
||||
radius: currentSelfColliderCircle.radius,
|
||||
};
|
||||
} else {
|
||||
nextSelfColliderCircle = {
|
||||
position: computedNewDifferentPosLocalToParentWithinCurrentFrame.add(currentSelfColliderCircle.offset),
|
||||
radius: currentSelfColliderCircle.radius,
|
||||
};
|
||||
}
|
||||
|
||||
for (let aCircleCollider of self.contactedControlledPlayers) {
|
||||
let contactedCircleLocalToParentWithinCurrentFrame = {
|
||||
position: aCircleCollider.node.position.add(aCircleCollider.offset),
|
||||
radius: aCircleCollider.radius,
|
||||
};
|
||||
if (cc.Intersection.circleCircle(contactedCircleLocalToParentWithinCurrentFrame, nextSelfColliderCircle)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return superRet;
|
||||
},
|
||||
|
||||
update(dt) {
|
||||
BasePlayer.prototype.update.call(this, dt);
|
||||
},
|
||||
|
||||
onCollisionEnter(other, self) {
|
||||
BasePlayer.prototype.onCollisionEnter.call(this, other, self);
|
||||
const playerScriptIns = self.getComponent(self.node.name);
|
||||
switch (other.node.name) {
|
||||
case "SelfPlayer":
|
||||
playerScriptIns._addContactedControlledPlayers(other);
|
||||
if (1 == playerScriptIns.contactedControlledPlayers.length) {
|
||||
// When "SelfPlayer" comes into proximity area.
|
||||
if (!STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.has(playerScriptIns.collisionWithPlayerState)) {
|
||||
playerScriptIns.collisionWithPlayerState = transitToPlayingStunnedAnim(playerScriptIns.collisionWithPlayerState, true, false);
|
||||
playerScriptIns.playStunnedAnim();
|
||||
} else {
|
||||
playerScriptIns.collisionWithPlayerState = transitDuringPlayingStunnedAnim(playerScriptIns.collisionWithPlayerState, true, false);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "NPCPlayer":
|
||||
if (1 == playerScriptIns.contactedNPCPlayers.length) {
|
||||
// When one of the other "OtherPlayer"s comes into proximity area.
|
||||
if (!STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.has(playerScriptIns.collisionWithPlayerState)) {
|
||||
const oldState = playerScriptIns.collisionWithPlayerState;
|
||||
playerScriptIns.collisionWithPlayerState = transitToPlayingStunnedAnim(oldState, false, true);
|
||||
if (playerScriptIns.collisionWithPlayerState != oldState) {
|
||||
playerScriptIns.playStunnedAnim();
|
||||
}
|
||||
} else {
|
||||
playerScriptIns.collisionWithPlayerState = transitDuringPlayingStunnedAnim(playerScriptIns.collisionWithPlayerState, false, true);
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
},
|
||||
|
||||
onCollisionStay(other, self) {
|
||||
// TBD.
|
||||
},
|
||||
|
||||
onCollisionExit(other, self) {
|
||||
BasePlayer.prototype.onCollisionExit.call(this, other, self);
|
||||
const playerScriptIns = self.getComponent(self.node.name);
|
||||
switch (other.node.name) {
|
||||
case "SelfPlayer":
|
||||
playerScriptIns._removeContactedControlledPlayer(other);
|
||||
if (0 == playerScriptIns.contactedControlledPlayers.length) {
|
||||
// Special release step.
|
||||
if (STILL_NEAR_SELF_PLAYER_STATE_SET.has(playerScriptIns.collisionWithPlayerState)) {
|
||||
playerScriptIns.collisionWithPlayerState = transitUponSelfPlayerLeftProximityArea(playerScriptIns.collisionWithPlayerState);
|
||||
}
|
||||
}
|
||||
if (0 == playerScriptIns.contactedControlledPlayers.length && 0 == playerScriptIns.contactedNPCPlayers.length) {
|
||||
transitDueToNoBodyInProximityArea(playerScriptIns.collisionWithPlayerState);
|
||||
}
|
||||
break;
|
||||
case "NPCPlayer":
|
||||
if (0 == playerScriptIns.contactedControlledPlayers.length && 0 == playerScriptIns.contactedNPCPlayers.length) {
|
||||
transitDueToNoBodyInProximityArea(playerScriptIns.collisionWithPlayerState);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
},
|
||||
});
|
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "17759956-1f8c-421f-bac2-7f4dd7ccdcda",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
204
frontend/assets/scripts/OfflineMap.js
Normal file
@@ -0,0 +1,204 @@
|
||||
const i18n = require('LanguageData');
|
||||
i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field
|
||||
|
||||
const OnlineMap = require('./Map');
|
||||
|
||||
cc.Class({
|
||||
extends: OnlineMap,
|
||||
|
||||
onDestroy() {
|
||||
console.warn("+++++++ Map onDestroy()");
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
const self = this;
|
||||
window.mapIns = self;
|
||||
|
||||
cc.director.getCollisionManager().enabled = false;
|
||||
|
||||
const mapNode = self.node;
|
||||
const canvasNode = mapNode.parent;
|
||||
|
||||
self.mainCameraNode = self.canvasNode.getChildByName("Main Camera");
|
||||
self.mainCamera = self.mainCameraNode.getComponent(cc.Camera);
|
||||
for (let child of self.mainCameraNode.children) {
|
||||
child.setScale(1 / self.mainCamera.zoomRatio);
|
||||
}
|
||||
self.widgetsAboveAllNode = self.mainCameraNode.getChildByName("WidgetsAboveAll");
|
||||
self.mainCameraNode.setPosition(cc.v2());
|
||||
|
||||
/** Init required prefab ended. */
|
||||
|
||||
self.inputDelayFrames = 8;
|
||||
self.inputScaleFrames = 2;
|
||||
self.inputFrameUpsyncDelayTolerance = 2;
|
||||
|
||||
self.rollbackEstimatedDt = 0.016667;
|
||||
self.rollbackEstimatedDtMillis = 16.667;
|
||||
self.rollbackEstimatedDtNanos = 16666666;
|
||||
|
||||
self.worldToVirtualGridRatio = 1000;
|
||||
self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
|
||||
self.meleeSkillConfig = {
|
||||
1: {
|
||||
// for offender
|
||||
startupFrames: 23,
|
||||
activeFrames: 3,
|
||||
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: 45.0,
|
||||
y: 32.0,
|
||||
},
|
||||
|
||||
// for defender
|
||||
hitStunFrames: 18,
|
||||
blockStunFrames: 9,
|
||||
pushback: 11.0,
|
||||
releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge
|
||||
damage: 5
|
||||
}
|
||||
};
|
||||
|
||||
const tiledMapIns = self.node.getComponent(cc.TiledMap);
|
||||
|
||||
const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", "dungeon");
|
||||
cc.loader.loadRes(fullPathOfTmxFile, cc.TiledMapAsset, (err, tmxAsset) => {
|
||||
if (null != err) {
|
||||
console.error(err);
|
||||
return;
|
||||
}
|
||||
|
||||
tiledMapIns.tmxAsset = null;
|
||||
mapNode.removeAllChildren();
|
||||
self._resetCurrentMatch();
|
||||
|
||||
tiledMapIns.tmxAsset = tmxAsset;
|
||||
const newMapSize = tiledMapIns.getMapSize();
|
||||
const newTileSize = tiledMapIns.getTileSize();
|
||||
self.node.setContentSize(newMapSize.width * newTileSize.width, newMapSize.height * newTileSize.height);
|
||||
self.node.setPosition(cc.v2(0, 0));
|
||||
|
||||
let barrierIdCounter = 0;
|
||||
const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node);
|
||||
for (let boundaryObj of boundaryObjs.barriers) {
|
||||
const x0 = boundaryObj.anchor.x,
|
||||
y0 = boundaryObj.anchor.y;
|
||||
|
||||
const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
|
||||
return [p.x, p.y];
|
||||
}));
|
||||
|
||||
if (self.showCriticalCoordinateLabels) {
|
||||
for (let i = 0; i < boundaryObj.length; ++i) {
|
||||
const barrierVertLabelNode = new cc.Node();
|
||||
switch (i % 4) {
|
||||
case 0:
|
||||
barrierVertLabelNode.color = cc.Color.RED;
|
||||
break;
|
||||
case 1:
|
||||
barrierVertLabelNode.color = cc.Color.GRAY;
|
||||
break;
|
||||
case 2:
|
||||
barrierVertLabelNode.color = cc.Color.BLACK;
|
||||
break;
|
||||
default:
|
||||
barrierVertLabelNode.color = cc.Color.MAGENTA;
|
||||
break;
|
||||
}
|
||||
const wx = boundaryObj.anchor.x + boundaryObj[i].x,
|
||||
wy = boundaryObj.anchor.y + boundaryObj[i].y;
|
||||
barrierVertLabelNode.setPosition(cc.v2(wx, wy));
|
||||
const barrierVertLabel = barrierVertLabelNode.addComponent(cc.Label);
|
||||
barrierVertLabel.fontSize = 12;
|
||||
barrierVertLabel.lineHeight = barrierVertLabel.fontSize + 1;
|
||||
barrierVertLabel.string = `(${wx.toFixed(1)}, ${wy.toFixed(1)})`;
|
||||
safelyAddChild(self.node, barrierVertLabelNode);
|
||||
setLocalZOrder(barrierVertLabelNode, 5);
|
||||
|
||||
barrierVertLabelNode.active = true;
|
||||
}
|
||||
|
||||
}
|
||||
// console.log("Created barrier: ", newBarrier);
|
||||
++barrierIdCounter;
|
||||
const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter);
|
||||
self.collisionSysMap.set(collisionBarrierIndex, newBarrier);
|
||||
}
|
||||
|
||||
const startRdf = window.pb.protos.RoomDownsyncFrame.create({
|
||||
id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
|
||||
players: {
|
||||
10: {
|
||||
id: 10,
|
||||
joinIndex: 1,
|
||||
virtualGridX: 0,
|
||||
virtualGridY: 0,
|
||||
speed: 1 * self.worldToVirtualGridRatio,
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
|
||||
framesToRecover: 0,
|
||||
dirX: 0,
|
||||
dirY: 0,
|
||||
},
|
||||
11: {
|
||||
id: 11,
|
||||
joinIndex: 2,
|
||||
virtualGridX: 80 * self.worldToVirtualGridRatio,
|
||||
virtualGridY: 40 * self.worldToVirtualGridRatio,
|
||||
speed: 1 * self.worldToVirtualGridRatio,
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
|
||||
framesToRecover: 0,
|
||||
dirX: 0,
|
||||
dirY: 0,
|
||||
},
|
||||
}
|
||||
});
|
||||
self.selfPlayerInfo = {
|
||||
id: 10
|
||||
};
|
||||
self._initPlayerRichInfoDict(startRdf.players);
|
||||
self.onRoomDownsyncFrame(startRdf);
|
||||
|
||||
self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
|
||||
});
|
||||
|
||||
},
|
||||
|
||||
update(dt) {
|
||||
const self = this;
|
||||
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
|
||||
const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt;
|
||||
if (elapsedMillisSinceLastFrameIdTriggered < (self.rollbackEstimatedDtMillis)) {
|
||||
// console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered);
|
||||
return;
|
||||
}
|
||||
try {
|
||||
let st = performance.now();
|
||||
let prevSelfInput = null,
|
||||
currSelfInput = null;
|
||||
const noDelayInputFrameId = self._convertToInputFrameId(self.renderFrameId, 0); // It's important that "inputDelayFrames == 0" here
|
||||
if (self.shouldGenerateInputFrameUpsync(self.renderFrameId)) {
|
||||
const prevAndCurrInputs = self._generateInputFrameUpsync(noDelayInputFrameId);
|
||||
prevSelfInput = prevAndCurrInputs[0];
|
||||
currSelfInput = prevAndCurrInputs[1];
|
||||
}
|
||||
|
||||
const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
|
||||
self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
|
||||
let t3 = performance.now();
|
||||
} catch (err) {
|
||||
console.error("Error during Map.update", err);
|
||||
} finally {
|
||||
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
|
||||
}
|
||||
}
|
||||
},
|
||||
});
|
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "4561a173-bfd2-4f64-b7ba-888cce0e4d9d",
|
||||
"uuid": "47d7dcb8-4b89-41da-9c6a-2499463a86a2",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
@@ -1,13 +0,0 @@
|
||||
const Bullet = require("./Bullet");
|
||||
|
||||
cc.Class({
|
||||
extends: Bullet,
|
||||
// LIFE-CYCLE CALLBACKS:
|
||||
properties: {
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
Bullet.prototype.onLoad.call(this);
|
||||
},
|
||||
|
||||
});
|
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "c3bb6519-af90-4641-bb5e-5abbbcdfa6da",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
@@ -94,6 +94,12 @@ cc.Class({
|
||||
|
||||
onLoad() {
|
||||
this.cachedStickHeadPosition = cc.v2(0.0, 0.0);
|
||||
this.cachedBtnUpLevel = 0;
|
||||
this.cachedBtnDownLevel = 0;
|
||||
this.cachedBtnLeftLevel = 0;
|
||||
this.cachedBtnRightLevel = 0;
|
||||
this.cachedBtnALevel = 0;
|
||||
|
||||
this.canvasNode = this.mapNode.parent;
|
||||
this.mainCameraNode = this.canvasNode.getChildByName("Main Camera"); // Cannot drag and assign the `mainCameraNode` from CocosCreator EDITOR directly, otherwise it'll cause an infinite loading time, till v2.1.0.
|
||||
this.mainCamera = this.mainCameraNode.getComponent(cc.Camera);
|
||||
@@ -143,6 +149,51 @@ cc.Class({
|
||||
self._touchEndEvent(event);
|
||||
});
|
||||
zoomingListenerNode.inTouchPoints = new Map();
|
||||
|
||||
// Setup keyboard controls for the ease of attach debugging
|
||||
cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN, function(evt) {
|
||||
switch (evt.keyCode) {
|
||||
case cc.macro.KEY.w:
|
||||
self.cachedBtnUpLevel = 1;
|
||||
break;
|
||||
case cc.macro.KEY.s:
|
||||
self.cachedBtnDownLevel = 1;
|
||||
break;
|
||||
case cc.macro.KEY.a:
|
||||
self.cachedBtnLeftLevel = 1;
|
||||
break;
|
||||
case cc.macro.KEY.d:
|
||||
self.cachedBtnRightLevel = 1;
|
||||
break;
|
||||
case cc.macro.KEY.h:
|
||||
self.cachedBtnALevel = 1;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}, this);
|
||||
|
||||
cc.systemEvent.on(cc.SystemEvent.EventType.KEY_UP, function(evt) {
|
||||
switch (evt.keyCode) {
|
||||
case cc.macro.KEY.w:
|
||||
self.cachedBtnUpLevel = 0;
|
||||
break;
|
||||
case cc.macro.KEY.s:
|
||||
self.cachedBtnDownLevel = 0;
|
||||
break;
|
||||
case cc.macro.KEY.a:
|
||||
self.cachedBtnLeftLevel = 0;
|
||||
break;
|
||||
case cc.macro.KEY.d:
|
||||
self.cachedBtnRightLevel = 0;
|
||||
break;
|
||||
case cc.macro.KEY.h:
|
||||
self.cachedBtnALevel = 0;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}, this);
|
||||
},
|
||||
|
||||
_isMapOverMoved(mapTargetPos) {
|
||||
@@ -239,7 +290,6 @@ cc.Class({
|
||||
|
||||
// TODO: Handle single-finger-click event.
|
||||
} while (false);
|
||||
this.cachedStickHeadPosition = cc.v2(0.0, 0.0);
|
||||
for (let touch of event._touches) {
|
||||
if (touch) {
|
||||
theListenerNode.inTouchPoints.delete(touch._id);
|
||||
@@ -252,7 +302,42 @@ cc.Class({
|
||||
update(dt) {
|
||||
if (this.inMultiTouch) return;
|
||||
if (true != this.initialized) return;
|
||||
const self = this;
|
||||
// Keyboard takes top priority
|
||||
let keyboardDiffVec = cc.v2(0, 0);
|
||||
if (1 == this.cachedBtnUpLevel) {
|
||||
if (1 == this.cachedBtnLeftLevel) {
|
||||
keyboardDiffVec = cc.v2(-1.0, +1.0);
|
||||
} else if (1 == this.cachedBtnRightLevel) {
|
||||
keyboardDiffVec = cc.v2(+1.0, +1.0);
|
||||
} else {
|
||||
keyboardDiffVec = cc.v2(0.0, +1.0);
|
||||
}
|
||||
} else if (1 == this.cachedBtnDownLevel) {
|
||||
if (1 == this.cachedBtnLeftLevel) {
|
||||
keyboardDiffVec = cc.v2(-1.0, -1.0);
|
||||
} else if (1 == this.cachedBtnRightLevel) {
|
||||
keyboardDiffVec = cc.v2(+1.0, -1.0);
|
||||
} else {
|
||||
keyboardDiffVec = cc.v2(0.0, -1.0);
|
||||
}
|
||||
} else if (1 == this.cachedBtnLeftLevel) {
|
||||
keyboardDiffVec = cc.v2(-1.0, 0.0);
|
||||
} else if (1 == this.cachedBtnRightLevel) {
|
||||
keyboardDiffVec = cc.v2(+1.0, 0.0);
|
||||
}
|
||||
if (0 != keyboardDiffVec.x || 0 != keyboardDiffVec.y) {
|
||||
this.cachedStickHeadPosition = keyboardDiffVec.mul(this.maxHeadDistance / keyboardDiffVec.mag());
|
||||
}
|
||||
this.stickhead.setPosition(this.cachedStickHeadPosition);
|
||||
|
||||
const translationListenerNode = (self.translationListenerNode ? self.translationListenerNode : self.mapNode);
|
||||
if (0 == translationListenerNode.inTouchPoints.size
|
||||
&&
|
||||
(0 == keyboardDiffVec.x && 0 == keyboardDiffVec.y)
|
||||
) {
|
||||
this.cachedStickHeadPosition = cc.v2(0, 0); // Important reset!
|
||||
}
|
||||
},
|
||||
|
||||
discretizeDirection(continuousDx, continuousDy, eps) {
|
||||
@@ -312,18 +397,23 @@ cc.Class({
|
||||
return ret;
|
||||
},
|
||||
|
||||
decodeDirection(encodedDirection) {
|
||||
const mapped = window.DIRECTION_DECODER[encodedDirection];
|
||||
if (null == mapped) {
|
||||
console.error("Unexpected encodedDirection = ", encodedDirection);
|
||||
}
|
||||
return {
|
||||
dx: mapped[0],
|
||||
dy: mapped[1],
|
||||
};
|
||||
getEncodedInput() {
|
||||
const discretizedDir = this.discretizeDirection(this.stickhead.x, this.stickhead.y, this.joyStickEps).encodedIdx; // There're only 9 dirs, thus using only the lower 4-bits
|
||||
const btnALevel = (this.cachedBtnALevel << 4);
|
||||
return (btnALevel + discretizedDir);
|
||||
},
|
||||
|
||||
getDiscretizedDirection() {
|
||||
return this.discretizeDirection(this.cachedStickHeadPosition.x, this.cachedStickHeadPosition.y, this.joyStickEps);
|
||||
}
|
||||
decodeInput(encodedInput) {
|
||||
const encodedDirection = (encodedInput & 15);
|
||||
const mappedDirection = window.DIRECTION_DECODER[encodedDirection];
|
||||
if (null == mappedDirection) {
|
||||
console.error("Unexpected encodedDirection = ", encodedDirection);
|
||||
}
|
||||
const btnALevel = ((encodedInput >> 4) & 1);
|
||||
return window.pb.protos.InputFrameDecoded.create({
|
||||
dx: mappedDirection[0],
|
||||
dy: mappedDirection[1],
|
||||
btnALevel: btnALevel,
|
||||
});
|
||||
},
|
||||
});
|
||||
|
@@ -1,26 +0,0 @@
|
||||
window.LOW_SCORE_TREASURE_TYPE = 1;
|
||||
window.HIGH_SCORE_TREASURE_TYPE = 2;
|
||||
|
||||
window.LOW_SCORE_TREASURE_SCORE = 100;
|
||||
window.HIGH_SCORE_TREASURE_SCORE = 200;
|
||||
|
||||
cc.Class({
|
||||
extends: cc.Component,
|
||||
|
||||
properties: {
|
||||
},
|
||||
|
||||
setData (treasureInfo) {
|
||||
const self = this;
|
||||
this.score = treasureInfo.score;
|
||||
this.type = treasureInfo.type;
|
||||
|
||||
this.treasureInfo = treasureInfo;
|
||||
|
||||
const spriteComponent = this.node.getComponent(cc.Sprite);
|
||||
const targetGid = (window.LOW_SCORE_TREASURE_TYPE == treasureInfo.type ? window.battleEntityTypeNameToGlobalGid["LowScoreTreasure"] : window.battleEntityTypeNameToGlobalGid["HighScoreTreasure"])
|
||||
spriteComponent.spriteFrame = window.getOrCreateSpriteFrameForGid(targetGid).spriteFrame;
|
||||
},
|
||||
|
||||
start() {},
|
||||
})
|
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "5eea6ce5-0343-4776-80a4-fccd69bd099b",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
@@ -1,84 +0,0 @@
|
||||
cc.Class({
|
||||
extends: cc.Component,
|
||||
|
||||
properties: {
|
||||
pickedUpAnimNode: {
|
||||
type: cc.Node,
|
||||
default: null
|
||||
},
|
||||
durationMillis: {
|
||||
default: 0
|
||||
},
|
||||
binglingAnimNode: {
|
||||
type: cc.Node,
|
||||
default: null
|
||||
},
|
||||
binglingAnimDurationMillis: {
|
||||
default: 0
|
||||
},
|
||||
scoreLabelNode: {
|
||||
type: cc.Node,
|
||||
default: null
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
|
||||
setData (treasureInfo) {
|
||||
const self = this;
|
||||
this.score = treasureInfo.score ? treasureInfo.score : 100 ;
|
||||
this.type = treasureInfo.type ? treasureInfo.type : 1;
|
||||
this.scoreLabelNode.getComponent(cc.Label).string = this.score;
|
||||
const spriteComponent = this.pickedUpAnimNode.getComponent(cc.Sprite);
|
||||
//hardcode treasurePNG's path.
|
||||
cc.loader.loadRes("textures/treasures/"+ this.type, cc.SpriteFrame, function (err, frame) {
|
||||
if(err){
|
||||
cc.warn(err);
|
||||
return;
|
||||
}
|
||||
spriteComponent.spriteFrame = frame;
|
||||
})
|
||||
},
|
||||
|
||||
// LIFE-CYCLE CALLBACKS:
|
||||
update (dt) {
|
||||
const changingNode = this.pickedUpAnimNode;
|
||||
const elapsedMillis = Date.now() - this.startedAtMillis;
|
||||
if(elapsedMillis >= this.binglingAnimDurationMillis && null != this.binglingAnimNode && true == this.binglingAnimNode.active) {
|
||||
this.binglingAnimNode.active = false;
|
||||
this.startedAtMillis = Date.now();
|
||||
}
|
||||
if(this.binglingAnimNode.active)
|
||||
return;
|
||||
if (elapsedMillis > this.durationMillis) {
|
||||
this.node.destroy();
|
||||
return;
|
||||
}
|
||||
if (elapsedMillis <= this.firstDurationMillis) {
|
||||
let posDiff = cc.v2(0, dt * this.yIncreaseSpeed);
|
||||
changingNode.setPosition(changingNode.position.add(posDiff));
|
||||
this.scoreLabelNode.setPosition(this.scoreLabelNode.position.add(posDiff));
|
||||
changingNode.scale += (this.scaleIncreaseSpeed*dt);
|
||||
} else {
|
||||
let posDiff = cc.v2(dt * this.xIncreaseSpeed , ( -1 *dt * this.yDecreaseSpeed));
|
||||
changingNode.setPosition(changingNode.position.add(posDiff));
|
||||
this.scoreLabelNode.setPosition(this.scoreLabelNode.position.add(posDiff));
|
||||
changingNode.opacity -= dt * this.opacityDegradeSpeed;
|
||||
this.scoreLabelNode.opacity -= dt * this.opacityDegradeSpeed;
|
||||
}
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
this.pickedUpAnimNode.scale = 0;
|
||||
this.startedAtMillis = Date.now();
|
||||
|
||||
this.firstDurationMillis = (0.8*this.durationMillis);
|
||||
this.yIncreaseSpeed = (200 *1000/this.firstDurationMillis);
|
||||
this.scaleIncreaseSpeed = (2 * 1000/this.firstDurationMillis);
|
||||
|
||||
this.scondDurationMillis = (0.2 * this.durationMillis );
|
||||
this.opacityDegradeSpeed = (255*1000/this.scondDurationMillis);
|
||||
this.yDecreaseSpeed = (30*1000/this.scondDurationMillis);
|
||||
this.xIncreaseSpeed = (20*1000/this.scondDurationMillis);
|
||||
}
|
||||
});
|
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "697ef72c-27ee-4184-9ae3-885808d58153",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
@@ -1,28 +0,0 @@
|
||||
const BasePlayer = require("./BasePlayer");
|
||||
|
||||
cc.Class({
|
||||
extends: BasePlayer,
|
||||
|
||||
// LIFE-CYCLE CALLBACKS:
|
||||
start() {
|
||||
BasePlayer.prototype.start.call(this);
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
BasePlayer.prototype.onLoad.call(this);
|
||||
this.clips = {
|
||||
'01': 'FlatHeadSisterRunTop',
|
||||
'0-1': 'FlatHeadSisterRunBottom',
|
||||
'-20': 'FlatHeadSisterRunLeft',
|
||||
'20': 'FlatHeadSisterRunRight',
|
||||
'-21': 'FlatHeadSisterRunTopLeft',
|
||||
'21': 'FlatHeadSisterRunTopRight',
|
||||
'-2-1': 'FlatHeadSisterRunBottomLeft',
|
||||
'2-1': 'FlatHeadSisterRunBottomRight'
|
||||
};
|
||||
},
|
||||
|
||||
update(dt) {
|
||||
},
|
||||
|
||||
});
|