Compare commits

...

39 Commits

Author SHA1 Message Date
genxium
8d2665ebd7 Updated comments. 2022-12-19 14:56:56 +08:00
genxium
1694287083 Fixed script file modes. 2022-12-19 14:19:43 +08:00
genxium
e63ce2c484 Fixed backend session watchdog. 2022-12-19 14:16:53 +08:00
genxium
a28c9a31f9 Updated dungeon map. 2022-12-18 22:53:55 +08:00
genxium
3b186c7f75 Minor fix. 2022-12-18 20:28:53 +08:00
genxium
34c4a24b64 Further enhanced backend dynamics force confirmation trigger. 2022-12-18 19:41:13 +08:00
genxium
4e7c3060fe Fixed frontend packaging. 2022-12-18 16:59:38 +08:00
genxium
2928cbbe3c Updated comments. 2022-12-18 14:03:22 +08:00
genxium
850eee20a8 Enhanced forceConfirmation trigger for backend dynamics. 2022-12-18 12:20:44 +08:00
genxium
5eec7fcfe7 Minor fix. 2022-12-17 18:22:52 +08:00
genxium
4e42c0770c Updated anim of the second character. 2022-12-17 18:15:29 +08:00
genxium
8647c1a859 Enhanced force-resync mechanism to guarantee consistency across all players in a same room upon anyone reconnected. 2022-12-16 18:59:58 +08:00
genxium
a41c68fb13 Applied snapping on all-sides to avoid random zero-overlap detection uncertainty. 2022-12-16 15:57:49 +08:00
Wing
c5b26d716e Merge pull request #15 from genxium/jumping_impl
Added jumping sync.
2022-12-15 15:41:57 +08:00
genxium
1e0959c4cf Updated README. 2022-12-15 15:40:08 +08:00
genxium
3e54670a1b Updated ConcerningEdgeCases.md 2022-12-15 15:03:41 +08:00
genxium
b41b86bbd3 Fixes for bullet and anim offset. 2022-12-15 12:43:34 +08:00
genxium
db2bc0e3cd Updated barrier boundaries and player collider paddings to feature almost-all-integer coordinates. 2022-12-15 11:22:17 +08:00
genxium
eedcf5c4dc Temp broken commit. 2022-12-14 23:17:06 +08:00
genxium
c171ebc211 Draft version for jumping with backend sync. 2022-12-13 23:56:56 +08:00
genxium
5a463239bb Temp broken commit, but it's working for OfflineMap. 2022-12-13 16:42:31 +08:00
genxium
5c06cfdbac More preparations on backend to sync jumping. 2022-12-12 19:11:59 +08:00
genxium
7985a242fd Updated OfflineMap position loading. 2022-12-12 16:42:11 +08:00
genxium
bef1df48aa Prepared backend for jumping sync. 2022-12-11 20:09:06 +08:00
genxium
8d989d543a Improved offline map for code abstraction and testing. 2022-12-11 17:26:55 +08:00
genxium
849ce34fe5 Added debug drawing for OfflineMap. 2022-12-11 12:20:42 +08:00
genxium
195a400dc2 Minor fix. 2022-12-10 18:12:20 +08:00
genxium
66dfcaa0f5 Fixes for platform snapping. 2022-12-10 12:47:02 +08:00
genxium
9917a62526 Drafted basic jumping. 2022-12-10 00:07:03 +08:00
genxium
62e50f8b6c Drafted use of gravity. 2022-12-09 17:22:04 +08:00
genxium
dc66be1599 Improved use of backend ConvertToLastUsedRenderFrameId. 2022-12-06 20:56:09 +08:00
genxium
858eba5243 Updated comments. 2022-12-06 13:53:27 +08:00
Wing
d113cffc7d Merge pull request #13 from genxium/downsync-order-preservation
Fixes for downsync order preservation.
2022-12-06 11:54:49 +08:00
genxium
6af9a14be5 Fixes for downsync order preservation. 2022-12-06 11:49:00 +08:00
genxium
e3fe773634 Fixed (refRenderFrameId, snapshotStFrameId) pairing in "markConfirmationIfApplicable". 2022-12-05 21:17:18 +08:00
genxium
17cac19c62 Fix on backend "createInputsBufferSnapshot". 2022-12-05 17:27:44 +08:00
Wing
26bdd41285 Merge pull request #11 from genxium/backend_locking_improvement
Improved backend implementation.
2022-12-05 15:27:30 +08:00
genxium
6bf70463fa Improved backend implementation. 2022-12-05 15:23:56 +08:00
genxium
e3d844abad Improving backend use of room.InputsBufferLock. 2022-12-04 23:37:01 +08:00
72 changed files with 7174 additions and 16347 deletions

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@@ -1,15 +1,21 @@
# Potential avalanche from local lag
# What to be concerned for internet syncing
1. Server received too late (solution: force confirmation)
2. Client received too late (solution: prediction and frame chasing, big impact on user experience because the graphics will be inconsistent if mismatches occur too often)
# Potential avalanche from `ACTIVE SLOW TICKER`
Under the current "input delay" algorithm, the lag of a single player would cause all the other players to receive outdated commands, e.g. when at a certain moment
- player#1: renderFrameId = 100, significantly lagged due to local CPU overheated
- player#1: renderFrameId = 100, **still active in battle but significantly lagged** due to local CPU overheated
- player#2: renderFrameId = 240
- player#3: renderFrameId = 239
- player#4: renderFrameId = 242
players #2, #3 #4 would receive "outdated(in their subjective feelings) but all-confirmed commands" from then on, thus forced to rollback and chase many frames - the lag due to "large range of frame-chasing" would then further deteriorate the situation - like an avalanche.
In a "no-server & p2p" setup, I couldn't think of a proper way to cope with such edge case. Solely on the frontend we could only mitigate the impact to players #2, #3, #4, e.g. a potential lag due to "large range of frame-chasing" is proactively avoided in `<proj-root>/frontend/assets/scripts/Map.js, function update(dt)`.
**BE CAUTIOUS, THIS `ACTIVE SLOW TICKER` SITUATION HAPPENS QUITE OFTEN FOR REAL DEVICES** where different operating systems and temporary CPU overheat cause different lags for different player in a same battle! If not properly handled, slow tickers would be `inputing in the "history" of other players`, resulting in too frequent prediction mismatch and thus inconsistent graphics for other players!
However in a "server as authority" setup, the server could force confirming an inputFrame without player#1's upsync, and notify player#1 to apply a "roomDownsyncFrame" as well as drop all its outdated local inputFrames.
In a "no-server & p2p" setup, I couldn't think of a proper way to cope with such edge case. Solely on the frontend we could only mitigate the impact to players #2, #3, #4, e.g. a potential lag due to "large range of frame-chasing" is proactively avoided in `<proj-root>/frontend/assets/scripts/Map.js, function update(dt)`.
To be fair, **a "p2p" setup can reduce round-trip to single-trip**, but w/o a point of authority in such case player#1 needs a way to recognize the slowness (e.g. check the received peer inputs) and ticks faster for a while to catch up; in contrast in a "server as authority" setup, the server could force confirming an inputFrame without player#1's upsync, and notify player#1 to apply a "roomDownsyncFrame" as well as drop all its outdated local inputFrames.
# Start up frames
renderFrameId | generatedInputFrameId | toApplyInputFrameId

View File

@@ -2,11 +2,11 @@
This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
_(the following gif is sped up to ~1.33x for file size reduction, kindly note that around ~8s countdown, the attack animation is resumed from a partial progress)_
_(the following gif is sped up to ~1.5x for file size reduction, kindly note that animations are resumed from a partial progress)_
![gif_demo](./charts/smooth_melee_attack_spedup.gif)
![gif_demo](./charts/jump_sync_spedup.gif)
Please also checkout [this demo video](https://pan.baidu.com/s/172AmIKxbFgGXZzWVqxNUPA?pwd=e2tp) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance.
Please also checkout [this demo video](https://pan.baidu.com/s/1Lmot9cb0pYylfUvC8G4fDg?pwd=ia97) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance.
The video mainly shows the following features.
- The backend receives inputs from frontend peers and broadcasts back for synchronization.

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@@ -1,6 +1,7 @@
PROJECTNAME=server.exe
ROOT_DIR=.
GOPROXY=https://mirrors.aliyun.com/goproxy
#GOPROXY=https://mirrors.aliyun.com/goproxy
GOPROXY=https://goproxy.io
all: help
gen-constants:

0
battle_srv/check_daemon.sh Normal file → Executable file
View File

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@@ -17,12 +17,16 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) map[int32]
VirtualGridY: last.VirtualGridY,
DirX: last.DirX,
DirY: last.DirY,
ColliderRadius: last.ColliderRadius,
VelX: last.VelX,
VelY: last.VelY,
Speed: last.Speed,
BattleState: last.BattleState,
CharacterState: last.CharacterState,
InAir: last.InAir,
JoinIndex: last.JoinIndex,
ColliderRadius: last.ColliderRadius,
Score: last.Score,
Removed: last.Removed,
JoinIndex: last.JoinIndex,
}
if withMetaInfo {
toRet[k].Name = last.Name

View File

@@ -13,6 +13,7 @@ import (
type PlayerBattleState struct {
ADDED_PENDING_BATTLE_COLLIDER_ACK int32
READDED_PENDING_BATTLE_COLLIDER_ACK int32
READDED_BATTLE_COLLIDER_ACKED int32
ACTIVE int32
DISCONNECTED int32
LOST int32
@@ -26,11 +27,12 @@ func InitPlayerBattleStateIns() {
PlayerBattleStateIns = PlayerBattleState{
ADDED_PENDING_BATTLE_COLLIDER_ACK: 0,
READDED_PENDING_BATTLE_COLLIDER_ACK: 1,
ACTIVE: 2,
DISCONNECTED: 3,
LOST: 4,
EXPELLED_DURING_GAME: 5,
EXPELLED_IN_DISMISSAL: 6,
READDED_BATTLE_COLLIDER_ACKED: 2,
ACTIVE: 3,
DISCONNECTED: 4,
LOST: 5,
EXPELLED_DURING_GAME: 6,
EXPELLED_IN_DISMISSAL: 7,
}
}

View File

@@ -1,10 +1,5 @@
package models
import (
. "battle_srv/protos"
"sync"
)
type RingBuffer struct {
Ed int32 // write index, open index
St int32 // read index, closed index
@@ -83,42 +78,3 @@ func (rb *RingBuffer) GetByFrameId(frameId int32) interface{} {
}
return rb.GetByOffset(frameId - rb.StFrameId)
}
func (rb *RingBuffer) cloneInputFrameDownsyncsByFrameIdRange(stFrameId, edFrameId int32, mux *sync.Mutex) (int32, []*InputFrameDownsync) {
dst := make([]*InputFrameDownsync, 0, rb.Cnt)
if nil != mux {
mux.Lock()
defer func() {
mux.Unlock()
}()
}
prevFrameFound := true
j := stFrameId
for j < edFrameId {
tmp := rb.GetByFrameId(j)
if nil == tmp {
if false == prevFrameFound {
// The "id"s are always consecutive
break
} else {
prevFrameFound = false
continue
}
}
foo := tmp.(*InputFrameDownsync)
bar := &InputFrameDownsync{
InputFrameId: foo.InputFrameId,
InputList: make([]uint64, len(foo.InputList)),
ConfirmedList: foo.ConfirmedList,
}
for i, input := range foo.InputList {
bar.InputList[i] = input
}
dst = append(dst, bar)
j++
}
return j, dst
}

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,27 @@
package models
import (
"time"
)
type Watchdog struct {
interval time.Duration
timer *time.Timer
}
func NewWatchdog(interval time.Duration, callback func()) *Watchdog {
w := Watchdog{
interval: interval,
timer: time.AfterFunc(interval, callback),
}
return &w
}
func (w *Watchdog) Stop() {
w.timer.Stop()
}
func (w *Watchdog) Kick() {
w.timer.Stop()
w.timer.Reset(w.interval)
}

View File

@@ -30,21 +30,24 @@ type PlayerDownsync struct {
VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"`
VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
DirX int32 `protobuf:"varint,4,opt,name=dirX,proto3" json:"dirX,omitempty"`
DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"`
Speed int32 `protobuf:"varint,6,opt,name=speed,proto3" json:"speed,omitempty"` // in terms of virtual grid units
BattleState int32 `protobuf:"varint,7,opt,name=battleState,proto3" json:"battleState,omitempty"`
JoinIndex int32 `protobuf:"varint,8,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
ColliderRadius float64 `protobuf:"fixed64,9,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
Removed bool `protobuf:"varint,10,opt,name=removed,proto3" json:"removed,omitempty"`
Score int32 `protobuf:"varint,11,opt,name=score,proto3" json:"score,omitempty"`
LastMoveGmtMillis int32 `protobuf:"varint,12,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
FramesToRecover int32 `protobuf:"varint,13,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
Hp int32 `protobuf:"varint,14,opt,name=hp,proto3" json:"hp,omitempty"`
MaxHp int32 `protobuf:"varint,15,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
CharacterState int32 `protobuf:"varint,16,opt,name=characterState,proto3" json:"characterState,omitempty"`
Name string `protobuf:"bytes,17,opt,name=name,proto3" json:"name,omitempty"`
DisplayName string `protobuf:"bytes,18,opt,name=displayName,proto3" json:"displayName,omitempty"`
Avatar string `protobuf:"bytes,19,opt,name=avatar,proto3" json:"avatar,omitempty"`
DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"` // "dirX" and "dirY" determines character facing
VelX int32 `protobuf:"varint,6,opt,name=velX,proto3" json:"velX,omitempty"`
VelY int32 `protobuf:"varint,7,opt,name=velY,proto3" json:"velY,omitempty"` // "velX" and "velY" is used to record the accumulated effect by accelerations (including gravity)
Speed int32 `protobuf:"varint,8,opt,name=speed,proto3" json:"speed,omitempty"` // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
BattleState int32 `protobuf:"varint,9,opt,name=battleState,proto3" json:"battleState,omitempty"`
JoinIndex int32 `protobuf:"varint,10,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
ColliderRadius float64 `protobuf:"fixed64,11,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
Removed bool `protobuf:"varint,12,opt,name=removed,proto3" json:"removed,omitempty"`
Score int32 `protobuf:"varint,13,opt,name=score,proto3" json:"score,omitempty"`
LastMoveGmtMillis int32 `protobuf:"varint,14,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
FramesToRecover int32 `protobuf:"varint,15,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
Hp int32 `protobuf:"varint,16,opt,name=hp,proto3" json:"hp,omitempty"`
MaxHp int32 `protobuf:"varint,17,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
CharacterState int32 `protobuf:"varint,18,opt,name=characterState,proto3" json:"characterState,omitempty"`
InAir bool `protobuf:"varint,19,opt,name=inAir,proto3" json:"inAir,omitempty"` // by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "inAir (prev -> curr)"
Name string `protobuf:"bytes,20,opt,name=name,proto3" json:"name,omitempty"`
DisplayName string `protobuf:"bytes,21,opt,name=displayName,proto3" json:"displayName,omitempty"`
Avatar string `protobuf:"bytes,22,opt,name=avatar,proto3" json:"avatar,omitempty"`
}
func (x *PlayerDownsync) Reset() {
@@ -114,6 +117,20 @@ func (x *PlayerDownsync) GetDirY() int32 {
return 0
}
func (x *PlayerDownsync) GetVelX() int32 {
if x != nil {
return x.VelX
}
return 0
}
func (x *PlayerDownsync) GetVelY() int32 {
if x != nil {
return x.VelY
}
return 0
}
func (x *PlayerDownsync) GetSpeed() int32 {
if x != nil {
return x.Speed
@@ -191,6 +208,13 @@ func (x *PlayerDownsync) GetCharacterState() int32 {
return 0
}
func (x *PlayerDownsync) GetInAir() bool {
if x != nil {
return x.InAir
}
return false
}
func (x *PlayerDownsync) GetName() string {
if x != nil {
return x.Name
@@ -220,6 +244,7 @@ type InputFrameDecoded struct {
Dx int32 `protobuf:"varint,1,opt,name=dx,proto3" json:"dx,omitempty"`
Dy int32 `protobuf:"varint,2,opt,name=dy,proto3" json:"dy,omitempty"`
BtnALevel int32 `protobuf:"varint,3,opt,name=btnALevel,proto3" json:"btnALevel,omitempty"`
BtnBLevel int32 `protobuf:"varint,4,opt,name=btnBLevel,proto3" json:"btnBLevel,omitempty"`
}
func (x *InputFrameDecoded) Reset() {
@@ -275,6 +300,13 @@ func (x *InputFrameDecoded) GetBtnALevel() int32 {
return 0
}
func (x *InputFrameDecoded) GetBtnBLevel() int32 {
if x != nil {
return x.BtnBLevel
}
return 0
}
type InputFrameUpsync struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
@@ -630,6 +662,77 @@ func (x *WsResp) GetBciFrame() *BattleColliderInfo {
return nil
}
type InputsBufferSnapshot struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
RefRenderFrameId int32 `protobuf:"varint,1,opt,name=refRenderFrameId,proto3" json:"refRenderFrameId,omitempty"`
UnconfirmedMask uint64 `protobuf:"varint,2,opt,name=unconfirmedMask,proto3" json:"unconfirmedMask,omitempty"`
ToSendInputFrameDownsyncs []*InputFrameDownsync `protobuf:"bytes,3,rep,name=toSendInputFrameDownsyncs,proto3" json:"toSendInputFrameDownsyncs,omitempty"`
ShouldForceResync bool `protobuf:"varint,4,opt,name=shouldForceResync,proto3" json:"shouldForceResync,omitempty"`
}
func (x *InputsBufferSnapshot) Reset() {
*x = InputsBufferSnapshot{}
if protoimpl.UnsafeEnabled {
mi := &file_room_downsync_frame_proto_msgTypes[7]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
}
func (x *InputsBufferSnapshot) String() string {
return protoimpl.X.MessageStringOf(x)
}
func (*InputsBufferSnapshot) ProtoMessage() {}
func (x *InputsBufferSnapshot) ProtoReflect() protoreflect.Message {
mi := &file_room_downsync_frame_proto_msgTypes[7]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
ms.StoreMessageInfo(mi)
}
return ms
}
return mi.MessageOf(x)
}
// Deprecated: Use InputsBufferSnapshot.ProtoReflect.Descriptor instead.
func (*InputsBufferSnapshot) Descriptor() ([]byte, []int) {
return file_room_downsync_frame_proto_rawDescGZIP(), []int{7}
}
func (x *InputsBufferSnapshot) GetRefRenderFrameId() int32 {
if x != nil {
return x.RefRenderFrameId
}
return 0
}
func (x *InputsBufferSnapshot) GetUnconfirmedMask() uint64 {
if x != nil {
return x.UnconfirmedMask
}
return 0
}
func (x *InputsBufferSnapshot) GetToSendInputFrameDownsyncs() []*InputFrameDownsync {
if x != nil {
return x.ToSendInputFrameDownsyncs
}
return nil
}
func (x *InputsBufferSnapshot) GetShouldForceResync() bool {
if x != nil {
return x.ShouldForceResync
}
return false
}
type MeleeBullet struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
@@ -659,7 +762,7 @@ type MeleeBullet struct {
func (x *MeleeBullet) Reset() {
*x = MeleeBullet{}
if protoimpl.UnsafeEnabled {
mi := &file_room_downsync_frame_proto_msgTypes[7]
mi := &file_room_downsync_frame_proto_msgTypes[8]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
@@ -672,7 +775,7 @@ func (x *MeleeBullet) String() string {
func (*MeleeBullet) ProtoMessage() {}
func (x *MeleeBullet) ProtoReflect() protoreflect.Message {
mi := &file_room_downsync_frame_proto_msgTypes[7]
mi := &file_room_downsync_frame_proto_msgTypes[8]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
@@ -685,7 +788,7 @@ func (x *MeleeBullet) ProtoReflect() protoreflect.Message {
// Deprecated: Use MeleeBullet.ProtoReflect.Descriptor instead.
func (*MeleeBullet) Descriptor() ([]byte, []int) {
return file_room_downsync_frame_proto_rawDescGZIP(), []int{7}
return file_room_downsync_frame_proto_rawDescGZIP(), []int{8}
}
func (x *MeleeBullet) GetBattleLocalId() int32 {
@@ -838,12 +941,17 @@ type BattleColliderInfo struct {
SpAtkLookupFrames int32 `protobuf:"varint,25,opt,name=spAtkLookupFrames,proto3" json:"spAtkLookupFrames,omitempty"`
RenderCacheSize int32 `protobuf:"varint,26,opt,name=renderCacheSize,proto3" json:"renderCacheSize,omitempty"`
MeleeSkillConfig map[int32]*MeleeBullet `protobuf:"bytes,27,rep,name=meleeSkillConfig,proto3" json:"meleeSkillConfig,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"bytes,2,opt,name=value,proto3"` // skillId -> skill
SnapIntoPlatformOverlap float64 `protobuf:"fixed64,28,opt,name=snapIntoPlatformOverlap,proto3" json:"snapIntoPlatformOverlap,omitempty"`
SnapIntoPlatformThreshold float64 `protobuf:"fixed64,29,opt,name=snapIntoPlatformThreshold,proto3" json:"snapIntoPlatformThreshold,omitempty"`
JumpingInitVelY int32 `protobuf:"varint,30,opt,name=jumpingInitVelY,proto3" json:"jumpingInitVelY,omitempty"`
GravityX int32 `protobuf:"varint,31,opt,name=gravityX,proto3" json:"gravityX,omitempty"`
GravityY int32 `protobuf:"varint,32,opt,name=gravityY,proto3" json:"gravityY,omitempty"`
}
func (x *BattleColliderInfo) Reset() {
*x = BattleColliderInfo{}
if protoimpl.UnsafeEnabled {
mi := &file_room_downsync_frame_proto_msgTypes[8]
mi := &file_room_downsync_frame_proto_msgTypes[9]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
@@ -856,7 +964,7 @@ func (x *BattleColliderInfo) String() string {
func (*BattleColliderInfo) ProtoMessage() {}
func (x *BattleColliderInfo) ProtoReflect() protoreflect.Message {
mi := &file_room_downsync_frame_proto_msgTypes[8]
mi := &file_room_downsync_frame_proto_msgTypes[9]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
@@ -869,7 +977,7 @@ func (x *BattleColliderInfo) ProtoReflect() protoreflect.Message {
// Deprecated: Use BattleColliderInfo.ProtoReflect.Descriptor instead.
func (*BattleColliderInfo) Descriptor() ([]byte, []int) {
return file_room_downsync_frame_proto_rawDescGZIP(), []int{8}
return file_room_downsync_frame_proto_rawDescGZIP(), []int{9}
}
func (x *BattleColliderInfo) GetStageName() string {
@@ -1054,6 +1162,41 @@ func (x *BattleColliderInfo) GetMeleeSkillConfig() map[int32]*MeleeBullet {
return nil
}
func (x *BattleColliderInfo) GetSnapIntoPlatformOverlap() float64 {
if x != nil {
return x.SnapIntoPlatformOverlap
}
return 0
}
func (x *BattleColliderInfo) GetSnapIntoPlatformThreshold() float64 {
if x != nil {
return x.SnapIntoPlatformThreshold
}
return 0
}
func (x *BattleColliderInfo) GetJumpingInitVelY() int32 {
if x != nil {
return x.JumpingInitVelY
}
return 0
}
func (x *BattleColliderInfo) GetGravityX() int32 {
if x != nil {
return x.GravityX
}
return 0
}
func (x *BattleColliderInfo) GetGravityY() int32 {
if x != nil {
return x.GravityY
}
return 0
}
type RoomDownsyncFrame struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
@@ -1064,12 +1207,13 @@ type RoomDownsyncFrame struct {
CountdownNanos int64 `protobuf:"varint,3,opt,name=countdownNanos,proto3" json:"countdownNanos,omitempty"`
MeleeBullets []*MeleeBullet `protobuf:"bytes,4,rep,name=meleeBullets,proto3" json:"meleeBullets,omitempty"` // 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
BackendUnconfirmedMask uint64 `protobuf:"varint,5,opt,name=backendUnconfirmedMask,proto3" json:"backendUnconfirmedMask,omitempty"` // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
ShouldForceResync bool `protobuf:"varint,6,opt,name=shouldForceResync,proto3" json:"shouldForceResync,omitempty"`
}
func (x *RoomDownsyncFrame) Reset() {
*x = RoomDownsyncFrame{}
if protoimpl.UnsafeEnabled {
mi := &file_room_downsync_frame_proto_msgTypes[9]
mi := &file_room_downsync_frame_proto_msgTypes[10]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
@@ -1082,7 +1226,7 @@ func (x *RoomDownsyncFrame) String() string {
func (*RoomDownsyncFrame) ProtoMessage() {}
func (x *RoomDownsyncFrame) ProtoReflect() protoreflect.Message {
mi := &file_room_downsync_frame_proto_msgTypes[9]
mi := &file_room_downsync_frame_proto_msgTypes[10]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
@@ -1095,7 +1239,7 @@ func (x *RoomDownsyncFrame) ProtoReflect() protoreflect.Message {
// Deprecated: Use RoomDownsyncFrame.ProtoReflect.Descriptor instead.
func (*RoomDownsyncFrame) Descriptor() ([]byte, []int) {
return file_room_downsync_frame_proto_rawDescGZIP(), []int{9}
return file_room_downsync_frame_proto_rawDescGZIP(), []int{10}
}
func (x *RoomDownsyncFrame) GetId() int32 {
@@ -1133,13 +1277,20 @@ func (x *RoomDownsyncFrame) GetBackendUnconfirmedMask() uint64 {
return 0
}
func (x *RoomDownsyncFrame) GetShouldForceResync() bool {
if x != nil {
return x.ShouldForceResync
}
return false
}
var File_room_downsync_frame_proto protoreflect.FileDescriptor
var file_room_downsync_frame_proto_rawDesc = []byte{
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}
var (
@@ -1423,7 +1611,7 @@ func file_room_downsync_frame_proto_rawDescGZIP() []byte {
return file_room_downsync_frame_proto_rawDescData
}
var file_room_downsync_frame_proto_msgTypes = make([]protoimpl.MessageInfo, 14)
var file_room_downsync_frame_proto_msgTypes = make([]protoimpl.MessageInfo, 15)
var file_room_downsync_frame_proto_goTypes = []interface{}{
(*PlayerDownsync)(nil), // 0: protos.PlayerDownsync
(*InputFrameDecoded)(nil), // 1: protos.InputFrameDecoded
@@ -1432,39 +1620,41 @@ var file_room_downsync_frame_proto_goTypes = []interface{}{
(*HeartbeatUpsync)(nil), // 4: protos.HeartbeatUpsync
(*WsReq)(nil), // 5: protos.WsReq
(*WsResp)(nil), // 6: protos.WsResp
(*MeleeBullet)(nil), // 7: protos.MeleeBullet
(*BattleColliderInfo)(nil), // 8: protos.BattleColliderInfo
(*RoomDownsyncFrame)(nil), // 9: protos.RoomDownsyncFrame
nil, // 10: protos.BattleColliderInfo.StrToVec2DListMapEntry
nil, // 11: protos.BattleColliderInfo.StrToPolygon2DListMapEntry
nil, // 12: protos.BattleColliderInfo.MeleeSkillConfigEntry
nil, // 13: protos.RoomDownsyncFrame.PlayersEntry
(*sharedprotos.Vec2D)(nil), // 14: sharedprotos.Vec2D
(*sharedprotos.Vec2DList)(nil), // 15: sharedprotos.Vec2DList
(*sharedprotos.Polygon2DList)(nil), // 16: sharedprotos.Polygon2DList
(*InputsBufferSnapshot)(nil), // 7: protos.InputsBufferSnapshot
(*MeleeBullet)(nil), // 8: protos.MeleeBullet
(*BattleColliderInfo)(nil), // 9: protos.BattleColliderInfo
(*RoomDownsyncFrame)(nil), // 10: protos.RoomDownsyncFrame
nil, // 11: protos.BattleColliderInfo.StrToVec2DListMapEntry
nil, // 12: protos.BattleColliderInfo.StrToPolygon2DListMapEntry
nil, // 13: protos.BattleColliderInfo.MeleeSkillConfigEntry
nil, // 14: protos.RoomDownsyncFrame.PlayersEntry
(*sharedprotos.Vec2D)(nil), // 15: sharedprotos.Vec2D
(*sharedprotos.Vec2DList)(nil), // 16: sharedprotos.Vec2DList
(*sharedprotos.Polygon2DList)(nil), // 17: sharedprotos.Polygon2DList
}
var file_room_downsync_frame_proto_depIdxs = []int32{
2, // 0: protos.WsReq.inputFrameUpsyncBatch:type_name -> protos.InputFrameUpsync
4, // 1: protos.WsReq.hb:type_name -> protos.HeartbeatUpsync
9, // 2: protos.WsResp.rdf:type_name -> protos.RoomDownsyncFrame
10, // 2: protos.WsResp.rdf:type_name -> protos.RoomDownsyncFrame
3, // 3: protos.WsResp.inputFrameDownsyncBatch:type_name -> protos.InputFrameDownsync
8, // 4: protos.WsResp.bciFrame:type_name -> protos.BattleColliderInfo
14, // 5: protos.MeleeBullet.moveforward:type_name -> sharedprotos.Vec2D
14, // 6: protos.MeleeBullet.hitboxSize:type_name -> sharedprotos.Vec2D
10, // 7: protos.BattleColliderInfo.strToVec2DListMap:type_name -> protos.BattleColliderInfo.StrToVec2DListMapEntry
11, // 8: protos.BattleColliderInfo.strToPolygon2DListMap:type_name -> protos.BattleColliderInfo.StrToPolygon2DListMapEntry
12, // 9: protos.BattleColliderInfo.meleeSkillConfig:type_name -> protos.BattleColliderInfo.MeleeSkillConfigEntry
13, // 10: protos.RoomDownsyncFrame.players:type_name -> protos.RoomDownsyncFrame.PlayersEntry
7, // 11: protos.RoomDownsyncFrame.meleeBullets:type_name -> protos.MeleeBullet
15, // 12: protos.BattleColliderInfo.StrToVec2DListMapEntry.value:type_name -> sharedprotos.Vec2DList
16, // 13: protos.BattleColliderInfo.StrToPolygon2DListMapEntry.value:type_name -> sharedprotos.Polygon2DList
7, // 14: protos.BattleColliderInfo.MeleeSkillConfigEntry.value:type_name -> protos.MeleeBullet
0, // 15: protos.RoomDownsyncFrame.PlayersEntry.value:type_name -> protos.PlayerDownsync
16, // [16:16] is the sub-list for method output_type
16, // [16:16] is the sub-list for method input_type
16, // [16:16] is the sub-list for extension type_name
16, // [16:16] is the sub-list for extension extendee
0, // [0:16] is the sub-list for field type_name
9, // 4: protos.WsResp.bciFrame:type_name -> protos.BattleColliderInfo
3, // 5: protos.InputsBufferSnapshot.toSendInputFrameDownsyncs:type_name -> protos.InputFrameDownsync
15, // 6: protos.MeleeBullet.moveforward:type_name -> sharedprotos.Vec2D
15, // 7: protos.MeleeBullet.hitboxSize:type_name -> sharedprotos.Vec2D
11, // 8: protos.BattleColliderInfo.strToVec2DListMap:type_name -> protos.BattleColliderInfo.StrToVec2DListMapEntry
12, // 9: protos.BattleColliderInfo.strToPolygon2DListMap:type_name -> protos.BattleColliderInfo.StrToPolygon2DListMapEntry
13, // 10: protos.BattleColliderInfo.meleeSkillConfig:type_name -> protos.BattleColliderInfo.MeleeSkillConfigEntry
14, // 11: protos.RoomDownsyncFrame.players:type_name -> protos.RoomDownsyncFrame.PlayersEntry
8, // 12: protos.RoomDownsyncFrame.meleeBullets:type_name -> protos.MeleeBullet
16, // 13: protos.BattleColliderInfo.StrToVec2DListMapEntry.value:type_name -> sharedprotos.Vec2DList
17, // 14: protos.BattleColliderInfo.StrToPolygon2DListMapEntry.value:type_name -> sharedprotos.Polygon2DList
8, // 15: protos.BattleColliderInfo.MeleeSkillConfigEntry.value:type_name -> protos.MeleeBullet
0, // 16: protos.RoomDownsyncFrame.PlayersEntry.value:type_name -> protos.PlayerDownsync
17, // [17:17] is the sub-list for method output_type
17, // [17:17] is the sub-list for method input_type
17, // [17:17] is the sub-list for extension type_name
17, // [17:17] is the sub-list for extension extendee
0, // [0:17] is the sub-list for field type_name
}
func init() { file_room_downsync_frame_proto_init() }
@@ -1558,7 +1748,7 @@ func file_room_downsync_frame_proto_init() {
}
}
file_room_downsync_frame_proto_msgTypes[7].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*MeleeBullet); i {
switch v := v.(*InputsBufferSnapshot); i {
case 0:
return &v.state
case 1:
@@ -1570,7 +1760,7 @@ func file_room_downsync_frame_proto_init() {
}
}
file_room_downsync_frame_proto_msgTypes[8].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*BattleColliderInfo); i {
switch v := v.(*MeleeBullet); i {
case 0:
return &v.state
case 1:
@@ -1582,6 +1772,18 @@ func file_room_downsync_frame_proto_init() {
}
}
file_room_downsync_frame_proto_msgTypes[9].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*BattleColliderInfo); i {
case 0:
return &v.state
case 1:
return &v.sizeCache
case 2:
return &v.unknownFields
default:
return nil
}
}
file_room_downsync_frame_proto_msgTypes[10].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*RoomDownsyncFrame); i {
case 0:
return &v.state
@@ -1600,7 +1802,7 @@ func file_room_downsync_frame_proto_init() {
GoPackagePath: reflect.TypeOf(x{}).PkgPath(),
RawDescriptor: file_room_downsync_frame_proto_rawDesc,
NumEnums: 0,
NumMessages: 14,
NumMessages: 15,
NumExtensions: 0,
NumServices: 0,
},

3
battle_srv/start_daemon.sh Normal file → Executable file
View File

@@ -7,6 +7,7 @@ fi
basedir=$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )
PROJECTNAME=server.exe
OS_USER=$USER
ServerEnv=$1
LOG_PATH="/var/log/treasure-hunter.log"
@@ -17,5 +18,5 @@ PID_FILE="$basedir/treasure-hunter.pid"
sudo su - root -c "touch $LOG_PATH"
sudo su - root -c "chown $OS_USER:$OS_USER $LOG_PATH"
ServerEnv=$ServerEnv $basedir/server >$LOG_PATH 2>&1 &
ServerEnv=$ServerEnv $basedir/$PROJECTNAME >$LOG_PATH 2>&1 &
echo $! > $PID_FILE

0
battle_srv/stop_daemon.sh Normal file → Executable file
View File

View File

@@ -265,9 +265,14 @@ func Serve(c *gin.Context) {
WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio,
VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio,
SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
RenderCacheSize: pRoom.RenderCacheSize,
MeleeSkillConfig: pRoom.MeleeSkillConfig,
SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
RenderCacheSize: pRoom.RenderCacheSize,
MeleeSkillConfig: pRoom.MeleeSkillConfig,
SnapIntoPlatformOverlap: pRoom.SnapIntoPlatformOverlap,
SnapIntoPlatformThreshold: pRoom.SnapIntoPlatformThreshold,
JumpingInitVelY: pRoom.JumpingInitVelY,
GravityX: pRoom.GravityX,
GravityY: pRoom.GravityY,
}
resp := &pb.WsResp{

View File

@@ -7,3 +7,10 @@ ffmpeg -i input.mp4 -filter:v "setpts=0.5*PTS" output.mp4
```
ffmpeg -ss 12 -t 13 -i input.mp4 -vf "fps=10,scale=480:-1" -loop 0 output.gif
```
# Extract GIF (with alpha channel, e.g. exported from Fighter Factory Studio) to PNG sequence
```
ffmpeg -vsync vfr -i input.gif output%d.png
```
The `-vsync vfr` tells ffmpeg to disrespect the original delays set within the GIF file, otherwise many duplicate frame will be extracted by the default 60FPS.

BIN
charts/jump_sync_spedup.gif Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 6.0 MiB

View File

@@ -2,7 +2,8 @@ PROJECTNAME=viscol.exe
ROOT_DIR=.
all: help
## Available proxies for downloading go modules are listed in "https://github.com/golang/go/wiki/Modules#how-do-i-use-vendoring-with-modules-is-vendoring-going-away".
GOPROXY=https://mirrors.aliyun.com/goproxy
#GOPROXY=https://mirrors.aliyun.com/goproxy
GOPROXY=https://goproxy.io
build:
GOPROXY=$(GOPROXY) go build -o $(ROOT_DIR)/$(PROJECTNAME)

View File

@@ -34,15 +34,19 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
spaceOffsetX := float64(spaceW) * 0.5
spaceOffsetY := float64(spaceH) * 0.5
virtualGridToWorldRatio := 0.1
playerDefaultSpeed := 20
minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 2)
playerColliderRadius := float64(24)
worldToVirtualGridRatio := float64(1000)
virtualGridToWorldRatio := float64(1) / worldToVirtualGridRatio
playerDefaultSpeed := 1 * worldToVirtualGridRatio
minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 3)
playerColliderRadius := float64(12)
playerColliders := make([]*resolv.Object, len(playerPosList.Eles))
snapIntoPlatformOverlap := float64(0.1)
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep)
topPadding, bottomPadding, leftPadding, rightPadding := snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap
for i, playerPos := range playerPosList.Eles {
playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, playerColliderRadius*2, playerColliderRadius*2, spaceOffsetX, spaceOffsetY, "Player") // [WARNING] Deliberately not using a circle because "resolv v0.5.1" doesn't yet align circle center with space cell center, regardless of the "specified within-object offset"
Logger.Info(fmt.Sprintf("Player Collider#%d: player world pos =(%.2f, %.2f), shape=%v", i, playerPos.X, playerPos.Y, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon))))
colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, "Player") // [WARNING] Deliberately not using a circle because "resolv v0.5.1" doesn't yet align circle center with space cell center, regardless of the "specified within-object offset"
Logger.Info(fmt.Sprintf("Player Collider#%d: player world pos=(%.2f, %.2f), shape=%v", i, playerPos.X, playerPos.Y, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon))))
playerColliders[i] = playerCollider
space.Add(playerCollider)
}
@@ -50,33 +54,35 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
barrierLocalId := 0
for _, barrierUnaligned := range barrierList.Eles {
barrierCollider := GenerateConvexPolygonCollider(barrierUnaligned, spaceOffsetX, spaceOffsetY, "Barrier")
Logger.Info(fmt.Sprintf("Added barrier: shape=%v", ConvexPolygonStr(barrierCollider.Shape.(*resolv.ConvexPolygon))))
Logger.Debug(fmt.Sprintf("Added barrier: shape=%v", ConvexPolygonStr(barrierCollider.Shape.(*resolv.ConvexPolygon))))
space.Add(barrierCollider)
barrierLocalId++
}
world.Space = space
moveToCollide := false
moveToCollide := true
if moveToCollide {
newVx, newVy := int32(-2959), int32(-2261)
effPushback := Vec2D{X: float64(0), Y: float64(0)}
toTestPlayerCollider := playerColliders[0]
toTestPlayerCollider.X, toTestPlayerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, playerColliderRadius, playerColliderRadius, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
//colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
//newVx, newVy := int32(27999), int32(-420270)
//toTestPlayerCollider.X, toTestPlayerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
Logger.Info(fmt.Sprintf("Checking collision for virtual (%d, %d), now playerShape=%v", newVx, newVy, ConvexPolygonStr(toTestPlayerCollider.Shape.(*resolv.ConvexPolygon))))
Logger.Info(fmt.Sprintf("Checking collision for playerShape=%v", ConvexPolygonStr(toTestPlayerCollider.Shape.(*resolv.ConvexPolygon))))
toTestPlayerCollider.Update()
if collision := toTestPlayerCollider.Check(0, 0); collision != nil {
playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
for _, obj := range collision.Objects {
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped {
Logger.Warn(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
bShape := obj.Shape.(*resolv.ConvexPolygon)
Logger.Warn(fmt.Sprintf("Checking potential: a=%v, b=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(bShape)))
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, bShape); overlapped {
Logger.Warn(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(bShape), pushbackX, pushbackY))
effPushback.X += pushbackX
effPushback.Y += pushbackY
} else {
Logger.Warn(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), overlapResult))
Logger.Warn(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(bShape), overlapResult))
}
}
toTestPlayerCollider.X -= effPushback.X
@@ -109,13 +115,12 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
Damage: int32(5),
}
bulletLeftToRight := true
bulletLeftToRight := false
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")
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, 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)))
@@ -132,13 +137,13 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
}
}
bulletRightToLeft := true
bulletRightToLeft := false
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")
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, "MeleeBullet")
space.Add(newBulletCollider)
bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
Logger.Warn(fmt.Sprintf("bullet <-: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
@@ -177,7 +182,7 @@ func (world *WorldColliderDisplay) Draw(screen *ebiten.Image) {
}
}
world.Game.DebugDraw(screen, world.Space)
//world.Game.DebugDraw(screen, world.Space)
if world.Game.ShowHelpText {

View File

@@ -10,33 +10,33 @@ func NormVec2D(dx, dy float64) Vec2D {
}
func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
// Transform again to put "anchor" at the top-left point of the bounding box for "resolv"
boundingBoxTL := &Vec2D{
// Transform again to put "anchor" at the "bottom-left point (w.r.t. world space)" of the bounding box for "resolv"
boundingBoxBL := &Vec2D{
X: math.MaxFloat64,
Y: math.MaxFloat64,
}
for _, p := range input.Points {
if p.X < boundingBoxTL.X {
boundingBoxTL.X = p.X
if p.X < boundingBoxBL.X {
boundingBoxBL.X = p.X
}
if p.Y < boundingBoxTL.Y {
boundingBoxTL.Y = p.Y
if p.Y < boundingBoxBL.Y {
boundingBoxBL.Y = p.Y
}
}
// Now "input.Anchor" should move to "input.Anchor+boundingBoxTL", thus "boundingBoxTL" is also the value of the negative diff for all "input.Points"
// Now "input.Anchor" should move to "input.Anchor+boundingBoxBL", thus "boundingBoxBL" is also the value of the negative diff for all "input.Points"
output := &Polygon2D{
Anchor: &Vec2D{
X: input.Anchor.X + boundingBoxTL.X,
Y: input.Anchor.Y + boundingBoxTL.Y,
X: input.Anchor.X + boundingBoxBL.X,
Y: input.Anchor.Y + boundingBoxBL.Y,
},
Points: make([]*Vec2D, len(input.Points)),
}
for i, p := range input.Points {
output.Points[i] = &Vec2D{
X: p.X - boundingBoxTL.X,
Y: p.Y - boundingBoxTL.Y,
X: p.X - boundingBoxBL.X,
Y: p.Y - boundingBoxBL.Y,
}
}

View File

@@ -18,13 +18,17 @@ func ConvexPolygonStr(body *resolv.ConvexPolygon) string {
return fmt.Sprintf("{\n%s\n}", strings.Join(s, ",\n"))
}
func GenerateRectCollider(origX, origY, w, h, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
cx, cy := WorldToPolygonColliderAnchorPos(origX, origY, w*0.5, h*0.5, spaceOffsetX, spaceOffsetY)
return GenerateRectColliderInCollisionSpace(cx, cy, w, h, tag)
func RectCenterStr(body *resolv.Object, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64) string {
return fmt.Sprintf("{%.2f, %.2f}", body.X+leftPadding+halfBoundingW-spaceOffsetX, body.Y+bottomPadding+halfBoundingH-spaceOffsetY)
}
func GenerateRectColliderInCollisionSpace(cx, cy, w, h float64, tag string) *resolv.Object {
collider := resolv.NewObject(cx, cy, w, h, tag)
func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
blX, blY := WorldToPolygonColliderBLPos(wx, wy, w*0.5, h*0.5, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY)
return generateRectColliderInCollisionSpace(blX, blY, leftPadding+w+rightPadding, bottomPadding+h+topPadding, tag)
}
func generateRectColliderInCollisionSpace(blX, blY, w, h float64, tag string) *resolv.Object {
collider := resolv.NewObject(blX, blY, w, h, tag) // Unlike its frontend counter part, the position of a "resolv.Object" must be specified by "bottom-left point" because "w" and "h" must be positive, see "resolv.Object.BoundsToSpace" for details
shape := resolv.NewRectangle(0, 0, w, h)
collider.SetShape(shape)
return collider
@@ -66,6 +70,7 @@ func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.Conve
playerShape.SetPosition(origX, origY)
}()
playerShape.SetPosition(origX+oldDx, origY+oldDy)
overlapResult := &SatResult{
Overlap: 0,
OverlapX: 0,
@@ -74,7 +79,7 @@ func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.Conve
BContainedInA: true,
Axis: vector.Vector{0, 0},
}
if overlapped := IsPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped {
if overlapped := isPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped {
pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY
return true, pushbackX, pushbackY, overlapResult
} else {
@@ -91,16 +96,17 @@ type SatResult struct {
Axis vector.Vector
}
func IsPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool {
func isPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool {
aCnt, bCnt := len(a.Points), len(b.Points)
// Single point case
if 1 == aCnt && 1 == bCnt {
if nil != result {
result.Overlap = 0
}
return a.Points[0].X() == b.Points[0].X() && a.Points[0].Y() == b.Points[0].Y()
return a.Points[0][0] == b.Points[0][0] && a.Points[0][1] == b.Points[0][1]
}
//Logger.Info(fmt.Sprintf("Checking collision between a=%v, b=%v", ConvexPolygonStr(a), ConvexPolygonStr(b)))
if 1 < aCnt {
for _, axis := range a.SATAxes() {
if isPolygonPairSeparatedByDir(a, b, axis.Unit(), result) {
@@ -116,6 +122,7 @@ func IsPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool
}
}
}
//Logger.Info(fmt.Sprintf("a=%v and b=%v are overlapped", ConvexPolygonStr(a), ConvexPolygonStr(b)))
return true
}
@@ -137,9 +144,10 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, re
e = (-2.98, 1.49).Unit()
*/
//Logger.Info(fmt.Sprintf("Checking separation between a=%v, b=%v along axis e={%.3f, %.3f}#1", ConvexPolygonStr(a), ConvexPolygonStr(b), e[0], e[1]))
var aStart, aEnd, bStart, bEnd float64 = math.MaxFloat64, -math.MaxFloat64, math.MaxFloat64, -math.MaxFloat64
for _, p := range a.Points {
dot := (p.X()+a.X)*e.X() + (p.Y()+a.Y)*e.Y()
dot := (p[0]+a.X)*e[0] + (p[1]+a.Y)*e[1]
if aStart > dot {
aStart = dot
@@ -151,7 +159,7 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, re
}
for _, p := range b.Points {
dot := (p.X()+b.X)*e.X() + (p.Y()+b.Y)*e.Y()
dot := (p[0]+b.X)*e[0] + (p[1]+b.Y)*e[1]
if bStart > dot {
bStart = dot
@@ -168,7 +176,6 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, re
}
if nil != result {
result.Axis = e
overlap := float64(0)
if aStart < bStart {
@@ -209,16 +216,19 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, re
absoluteOverlap = -overlap
}
if 0 == currentOverlap || currentOverlap > absoluteOverlap {
if (0 == result.Axis[0] && 0 == result.Axis[1]) || currentOverlap > absoluteOverlap {
var sign float64 = 1
if overlap < 0 {
sign = -1
}
result.Overlap = absoluteOverlap
result.OverlapX = e.X() * sign
result.OverlapY = e.Y() * sign
result.OverlapX = e[0] * sign
result.OverlapY = e[1] * sign
}
result.Axis = e
//Logger.Info(fmt.Sprintf("Checking separation between a=%v, b=%v along axis e={%.3f, %.3f}#2: aStart=%.3f, aEnd=%.3f, bStart=%.3f, bEnd=%.3f, overlap=%.3f, currentOverlap=%.3f, absoluteOverlap=%.3f, result=%v", ConvexPolygonStr(a), ConvexPolygonStr(b), e[0], e[1], aStart, aEnd, bStart, bEnd, overlap, currentOverlap, absoluteOverlap, result))
}
// the specified unit vector "e" doesn't separate "a" and "b", overlap result is generated
@@ -240,20 +250,20 @@ func VirtualGridToWorldPos(vx, vy int32, virtualGridToWorldRatio float64) (float
return wx, wy
}
func WorldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
return wx - halfBoundingW + collisionSpaceOffsetX, wy - halfBoundingH + collisionSpaceOffsetY
func WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
return wx - halfBoundingW - leftPadding + collisionSpaceOffsetX, wy - halfBoundingH - bottomPadding + collisionSpaceOffsetY
}
func PolygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
return cx + halfBoundingW - collisionSpaceOffsetX, cy + halfBoundingH - collisionSpaceOffsetY
func PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
return cx + halfBoundingW + leftPadding - collisionSpaceOffsetX, cy + halfBoundingH + bottomPadding - collisionSpaceOffsetY
}
func PolygonColliderAnchorToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) {
wx, wy := PolygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
func PolygonColliderBLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) {
wx, wy := PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
return WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio)
}
func VirtualGridToPolygonColliderAnchorPos(vx, vy int32, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio)
return WorldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
}

View File

@@ -7,6 +7,7 @@ import (
"encoding/base64"
"encoding/xml"
"errors"
"fmt"
"go.uber.org/zap"
"io/ioutil"
"math"
@@ -43,13 +44,13 @@ type TmxOrTsxPolyline struct {
type TmxOrTsxObject struct {
Id int `xml:"id,attr"`
Gid *int `xml:"gid,attr"`
Gid int `xml:"gid,attr"`
X float64 `xml:"x,attr"`
Y float64 `xml:"y,attr"`
Properties *TmxOrTsxProperties `xml:"properties"`
Polyline *TmxOrTsxPolyline `xml:"polyline"`
Width *float64 `xml:"width,attr"`
Height *float64 `xml:"height,attr"`
Width float64 `xml:"width,attr"`
Height float64 `xml:"height,attr"`
}
type TmxOrTsxObjectGroup struct {
@@ -376,13 +377,37 @@ func ParseTmxLayersAndGroups(pTmxMapIns *TmxMap, gidBoundariesMap map[int]StrToP
}
for _, singleObjInTmxFile := range objGroup.Objects {
if nil == singleObjInTmxFile.Polyline {
continue
}
if nil == singleObjInTmxFile.Properties.Property || "boundary_type" != singleObjInTmxFile.Properties.Property[0].Name || "barrier" != singleObjInTmxFile.Properties.Property[0].Value {
continue
}
if nil == singleObjInTmxFile.Polyline {
pts := make([]*Vec2D, 4)
s := make([]string, 0)
pts[0] = &Vec2D{
X: float64(0),
Y: float64(0),
}
pts[1] = &Vec2D{
X: float64(0),
Y: singleObjInTmxFile.Height,
}
pts[2] = &Vec2D{
X: singleObjInTmxFile.Width,
Y: singleObjInTmxFile.Height,
}
pts[3] = &Vec2D{
X: singleObjInTmxFile.Width,
Y: float64(0),
}
for _, pt := range pts {
s = append(s, fmt.Sprintf("%v,%v", pt.X, pt.Y))
}
singleObjInTmxFile.Polyline = &TmxOrTsxPolyline{
Points: strings.Join(s, " "),
}
}
thePolygon2DInWorld, err := tmxPolylineToPolygon2D(pTmxMapIns, singleObjInTmxFile, singleObjInTmxFile.Polyline)
if nil != err {
panic(err)

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

View File

@@ -1 +1 @@
{"width":64,"imagePath":"SoldierFireGhost_tex.png","SubTexture":[{"frameWidth":12,"y":42,"frameHeight":11,"width":11,"frameX":-1,"height":11,"name":"biu","frameY":0,"x":16},{"width":5,"y":42,"height":7,"name":"rightArm","x":29},{"frameWidth":15,"y":27,"frameHeight":16,"width":13,"frameX":-1,"height":16,"name":"yinmoqe00","frameY":0,"x":1},{"width":17,"y":1,"height":21,"name":"body","x":28},{"width":5,"y":42,"height":7,"name":"rightShoulder","x":36},{"width":10,"y":45,"height":9,"name":"rightFrontArm","x":1},{"width":7,"y":56,"height":7,"name":"rightHand","x":1},{"width":6,"y":55,"height":6,"name":"leftArm","x":32},{"width":7,"y":55,"height":6,"name":"leftShoulder","x":23},{"width":10,"y":27,"height":11,"name":"leftFrontArm","x":16},{"width":17,"y":24,"height":16,"name":"head","x":28},{"width":25,"y":1,"height":24,"name":"head2","x":1},{"width":8,"y":55,"height":7,"name":"leftHand","x":13},{"frameWidth":4,"y":51,"frameHeight":4,"width":2,"frameX":-1,"height":2,"name":"huomiao01","frameY":-1,"x":29}],"height":64,"name":"SoldierFireGhost"}
{"imagePath":"SoldierFireGhost_tex.png","width":64,"height":64,"name":"SoldierFireGhost","SubTexture":[{"frameY":0,"y":42,"frameWidth":12,"frameHeight":11,"width":11,"height":11,"name":"biu","frameX":-1,"x":16},{"width":5,"y":42,"height":7,"name":"rightArm","x":29},{"frameY":0,"y":27,"frameWidth":15,"frameHeight":16,"width":13,"height":16,"name":"yinmoqe00","frameX":-1,"x":1},{"width":17,"y":1,"height":21,"name":"body","x":28},{"width":5,"y":42,"height":7,"name":"rightShoulder","x":36},{"width":10,"y":45,"height":9,"name":"rightFrontArm","x":1},{"width":7,"y":56,"height":7,"name":"rightHand","x":1},{"width":6,"y":55,"height":6,"name":"leftArm","x":32},{"width":7,"y":55,"height":6,"name":"leftShoulder","x":23},{"width":10,"y":27,"height":11,"name":"leftFrontArm","x":16},{"width":25,"y":1,"height":24,"name":"head2","x":1},{"width":17,"y":24,"height":16,"name":"head","x":28},{"width":8,"y":55,"height":7,"name":"leftHand","x":13},{"frameY":-1,"y":51,"frameWidth":4,"frameHeight":4,"width":2,"height":2,"name":"huomiao01","frameX":-1,"x":29}]}

View File

@@ -1,7 +1,7 @@
{
"ver": "1.0.0",
"uuid": "4a9187d5-a9ad-4464-a03c-d2f3cc277051",
"atlasJson": "{\"width\":64,\"imagePath\":\"SoldierFireGhost_tex.png\",\"SubTexture\":[{\"frameWidth\":12,\"y\":42,\"frameHeight\":11,\"width\":11,\"frameX\":-1,\"height\":11,\"name\":\"biu\",\"frameY\":0,\"x\":16},{\"width\":5,\"y\":42,\"height\":7,\"name\":\"rightArm\",\"x\":29},{\"frameWidth\":15,\"y\":27,\"frameHeight\":16,\"width\":13,\"frameX\":-1,\"height\":16,\"name\":\"yinmoqe00\",\"frameY\":0,\"x\":1},{\"width\":17,\"y\":1,\"height\":21,\"name\":\"body\",\"x\":28},{\"width\":5,\"y\":42,\"height\":7,\"name\":\"rightShoulder\",\"x\":36},{\"width\":10,\"y\":45,\"height\":9,\"name\":\"rightFrontArm\",\"x\":1},{\"width\":7,\"y\":56,\"height\":7,\"name\":\"rightHand\",\"x\":1},{\"width\":6,\"y\":55,\"height\":6,\"name\":\"leftArm\",\"x\":32},{\"width\":7,\"y\":55,\"height\":6,\"name\":\"leftShoulder\",\"x\":23},{\"width\":10,\"y\":27,\"height\":11,\"name\":\"leftFrontArm\",\"x\":16},{\"width\":17,\"y\":24,\"height\":16,\"name\":\"head\",\"x\":28},{\"width\":25,\"y\":1,\"height\":24,\"name\":\"head2\",\"x\":1},{\"width\":8,\"y\":55,\"height\":7,\"name\":\"leftHand\",\"x\":13},{\"frameWidth\":4,\"y\":51,\"frameHeight\":4,\"width\":2,\"frameX\":-1,\"height\":2,\"name\":\"huomiao01\",\"frameY\":-1,\"x\":29}],\"height\":64,\"name\":\"SoldierFireGhost\"}",
"atlasJson": "{\"imagePath\":\"SoldierFireGhost_tex.png\",\"width\":64,\"height\":64,\"name\":\"SoldierFireGhost\",\"SubTexture\":[{\"frameY\":0,\"y\":42,\"frameWidth\":12,\"frameHeight\":11,\"width\":11,\"height\":11,\"name\":\"biu\",\"frameX\":-1,\"x\":16},{\"width\":5,\"y\":42,\"height\":7,\"name\":\"rightArm\",\"x\":29},{\"frameY\":0,\"y\":27,\"frameWidth\":15,\"frameHeight\":16,\"width\":13,\"height\":16,\"name\":\"yinmoqe00\",\"frameX\":-1,\"x\":1},{\"width\":17,\"y\":1,\"height\":21,\"name\":\"body\",\"x\":28},{\"width\":5,\"y\":42,\"height\":7,\"name\":\"rightShoulder\",\"x\":36},{\"width\":10,\"y\":45,\"height\":9,\"name\":\"rightFrontArm\",\"x\":1},{\"width\":7,\"y\":56,\"height\":7,\"name\":\"rightHand\",\"x\":1},{\"width\":6,\"y\":55,\"height\":6,\"name\":\"leftArm\",\"x\":32},{\"width\":7,\"y\":55,\"height\":6,\"name\":\"leftShoulder\",\"x\":23},{\"width\":10,\"y\":27,\"height\":11,\"name\":\"leftFrontArm\",\"x\":16},{\"width\":25,\"y\":1,\"height\":24,\"name\":\"head2\",\"x\":1},{\"width\":17,\"y\":24,\"height\":16,\"name\":\"head\",\"x\":28},{\"width\":8,\"y\":55,\"height\":7,\"name\":\"leftHand\",\"x\":13},{\"frameY\":-1,\"y\":51,\"frameWidth\":4,\"frameHeight\":4,\"width\":2,\"height\":2,\"name\":\"huomiao01\",\"frameX\":-1,\"x\":29}]}",
"texture": "700d963b-2192-4219-a066-8be5b3db7453",
"subMetas": {}
}

View File

@@ -1,229 +0,0 @@
{
"__type__": "cc.AnimationClip",
"_name": "Atk1",
"_objFlags": 0,
"_native": "",
"_duration": 0.5833333333333334,
"sample": 60,
"speed": 1,
"wrapMode": 1,
"curveData": {
"comps": {
"cc.Sprite": {
"spriteFrame": [
{
"frame": 0,
"value": {
"__uuid__": "7fedc57f-6998-45fc-899d-ea5edd41ab13"
}
},
{
"frame": 0.016666666666666666,
"value": {
"__uuid__": "d55c2f3c-9110-4627-b8b2-0f9395f0d145"
}
},
{
"frame": 0.03333333333333333,
"value": {
"__uuid__": "1228879d-d28e-48e4-a3ce-5ceda0d1831f"
}
},
{
"frame": 0.05,
"value": {
"__uuid__": "e88dd5c4-cc5d-46e0-88de-e382e2bcadd7"
}
},
{
"frame": 0.06666666666666667,
"value": {
"__uuid__": "df069f5c-7fc0-4731-bb7f-9d2032498e4c"
}
},
{
"frame": 0.08333333333333333,
"value": {
"__uuid__": "4815763d-64e1-4b15-b795-38900861c651"
}
},
{
"frame": 0.1,
"value": {
"__uuid__": "0dca4f06-bf25-4e7f-ac3a-1687e284f5d6"
}
},
{
"frame": 0.11666666666666667,
"value": {
"__uuid__": "de8db3c9-affd-45ef-a536-e2d28ebc8094"
}
},
{
"frame": 0.13333333333333333,
"value": {
"__uuid__": "baaafb8b-9c1a-45ea-ba80-eb8048b61b57"
}
},
{
"frame": 0.15,
"value": {
"__uuid__": "9ffa7db6-1aec-4a1e-a8a9-118f2a6e50dc"
}
},
{
"frame": 0.16666666666666666,
"value": {
"__uuid__": "f2f296ad-0e19-4b00-b061-8c9edff98d0d"
}
},
{
"frame": 0.18333333333333332,
"value": {
"__uuid__": "3e546607-d27f-40fa-9967-771c55a12590"
}
},
{
"frame": 0.2,
"value": {
"__uuid__": "fece0129-e8ae-45be-b963-e2b821add0d3"
}
},
{
"frame": 0.21666666666666667,
"value": {
"__uuid__": "f5f48bec-3d2a-49de-9416-26cc75d34e32"
}
},
{
"frame": 0.23333333333333334,
"value": {
"__uuid__": "b083cfc9-a439-4600-b336-b50ca08b68c4"
}
},
{
"frame": 0.25,
"value": {
"__uuid__": "d04003f5-16c1-4510-898b-9148b76eb958"
}
},
{
"frame": 0.26666666666666666,
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"__uuid__": "2159f038-bffa-480c-a2bd-c305868f2fd9"
}
},
{
"frame": 0.2833333333333333,
"value": {
"__uuid__": "1d3de292-7dd4-4e28-b1d2-23fc38318390"
}
},
{
"frame": 0.3,
"value": {
"__uuid__": "3031ca7c-e1f7-4d14-b29e-5a7102cab245"
}
},
{
"frame": 0.31666666666666665,
"value": {
"__uuid__": "987e9d14-b6fc-46c7-93ed-8914e42bfa8b"
}
},
{
"frame": 0.3333333333333333,
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"__uuid__": "327db66e-2136-4d52-9727-399d60715a86"
}
},
{
"frame": 0.35,
"value": {
"__uuid__": "82ab2dcd-22e9-490f-96c4-4786018c91d0"
}
},
{
"frame": 0.36666666666666664,
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"__uuid__": "36812959-85a6-40fb-9a38-1b4d871eba92"
}
},
{
"frame": 0.38333333333333336,
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"__uuid__": "2941d74c-7b9c-43dc-a5c4-45952220d9a2"
}
},
{
"frame": 0.4,
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"__uuid__": "4aed2032-25d5-42fd-983a-4473e2985a99"
}
},
{
"frame": 0.4166666666666667,
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}
},
{
"frame": 0.43333333333333335,
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"__uuid__": "2cf0cb17-cbb0-4d64-9c91-83639a363158"
}
},
{
"frame": 0.45,
"value": {
"__uuid__": "9c057e2c-1dc4-4c6c-adb7-85bf691cefb5"
}
},
{
"frame": 0.4666666666666667,
"value": {
"__uuid__": "49c07a7f-2ace-4e2b-ba4c-724aad12ec5c"
}
},
{
"frame": 0.48333333333333334,
"value": {
"__uuid__": "cec3c067-c958-4988-b113-2f10d7f4f5ea"
}
},
{
"frame": 0.5,
"value": {
"__uuid__": "ad57f789-a25a-411c-b130-62a8ab16177f"
}
},
{
"frame": 0.5166666666666667,
"value": {
"__uuid__": "3c2a21a5-7c85-48f3-95ff-0d7a32e5e852"
}
},
{
"frame": 0.5333333333333333,
"value": {
"__uuid__": "fe15eece-07a5-4d15-927b-af980aea7693"
}
},
{
"frame": 0.55,
"value": {
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}
},
{
"frame": 0.5666666666666667,
"value": {
"__uuid__": "76272ec6-0721-4496-941b-5cb6a52b2c35"
}
}
]
}
}
},
"events": []
}

View File

@@ -1,133 +0,0 @@
{
"__type__": "cc.AnimationClip",
"_name": "Atked1",
"_objFlags": 0,
"_native": "",
"_duration": 0.31666666666666665,
"sample": 60,
"speed": 1,
"wrapMode": 1,
"curveData": {
"comps": {
"cc.Sprite": {
"spriteFrame": [
{
"frame": 0,
"value": {
"__uuid__": "6fd7cfcb-95b2-4197-a065-6bc48365f855"
}
},
{
"frame": 0.016666666666666666,
"value": {
"__uuid__": "39aaeff6-3116-4e12-8ec4-9362a8a2fea2"
}
},
{
"frame": 0.03333333333333333,
"value": {
"__uuid__": "fb4e42e6-0fae-48d4-a600-217e01d43e57"
}
},
{
"frame": 0.05,
"value": {
"__uuid__": "2af606d7-4b3d-4355-95d1-a3ab673d2a2e"
}
},
{
"frame": 0.06666666666666667,
"value": {
"__uuid__": "be18e65b-346c-4efb-84cb-7f317fcaf8ac"
}
},
{
"frame": 0.08333333333333333,
"value": {
"__uuid__": "d269af72-8b89-420c-ba9e-6892cda06e80"
}
},
{
"frame": 0.1,
"value": {
"__uuid__": "30539c9d-6dbb-4409-8562-6c24b12010c2"
}
},
{
"frame": 0.11666666666666667,
"value": {
"__uuid__": "96b655f9-9a90-4cb1-86ab-0be881ad8983"
}
},
{
"frame": 0.13333333333333333,
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"__uuid__": "a86f8107-3d8d-426e-9a17-c856c1ab292a"
}
},
{
"frame": 0.15,
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"__uuid__": "d7f99f14-9257-426a-9e90-a948e7ca8d23"
}
},
{
"frame": 0.16666666666666666,
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"__uuid__": "809dcbcf-9edd-4b8b-8bc8-42394ce0a9c2"
}
},
{
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"__uuid__": "f3e74927-2eea-4306-ba0a-c89972ca88f1"
}
},
{
"frame": 0.2,
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}
},
{
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}
},
{
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"__uuid__": "f809b6d3-6f5b-4cf4-b148-5cf7fdf407a5"
}
},
{
"frame": 0.25,
"value": {
"__uuid__": "b1c9e526-fe26-42a8-9257-7e5549847273"
}
},
{
"frame": 0.26666666666666666,
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"__uuid__": "db62c862-7553-4f99-b758-8c4a4aec438a"
}
},
{
"frame": 0.2833333333333333,
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"__uuid__": "55f68905-bff7-48ea-b497-5077f49b2aca"
}
},
{
"frame": 0.3,
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}
}
]
}
}
},
"events": []
}

View File

@@ -1,432 +0,0 @@
{
"__type__": "cc.AnimationClip",
"_name": "Idle1",
"_objFlags": 0,
"_native": "",
"_duration": 1.1166666666666667,
"sample": 60,
"speed": 1,
"wrapMode": 2,
"curveData": {
"comps": {
"cc.Sprite": {
"spriteFrame": [
{
"frame": 0,
"value": {
"__uuid__": "91bba749-7338-4bdc-b9a2-0450a183378f"
}
},
{
"frame": 0.016666666666666666,
"value": {
"__uuid__": "31b10e1f-7433-4c0d-b9a7-576adc0cdb51"
}
},
{
"frame": 0.03333333333333333,
"value": {
"__uuid__": "80d4afc7-d21a-4eec-ab5e-ec833e1e905b"
}
},
{
"frame": 0.05,
"value": {
"__uuid__": "d75070b5-3dbe-4d77-886e-8851f31e8ac8"
}
},
{
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"__uuid__": "a30e880e-1ff1-434d-bdbc-a3a2e0de671b"
}
},
{
"frame": 0.08333333333333333,
"value": {
"__uuid__": "87cec524-adf7-48a6-af37-b1bae14b9317"
}
},
{
"frame": 0.1,
"value": {
"__uuid__": "d415a590-b4bf-4590-834a-b075705e063a"
}
},
{
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View File

@@ -9,28 +9,32 @@ message PlayerDownsync {
int32 virtualGridX = 2;
int32 virtualGridY = 3;
int32 dirX = 4;
int32 dirY = 5;
int32 speed = 6; // in terms of virtual grid units
int32 battleState = 7;
int32 joinIndex = 8;
double colliderRadius = 9;
bool removed = 10;
int32 score = 11;
int32 lastMoveGmtMillis = 12;
int32 framesToRecover = 13;
int32 hp = 14;
int32 maxHp = 15;
int32 characterState = 16;
int32 dirY = 5; // "dirX" and "dirY" determines character facing
int32 velX = 6;
int32 velY = 7; // "velX" and "velY" is used to record the accumulated effect by accelerations (including gravity)
int32 speed = 8; // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
int32 battleState = 9;
int32 joinIndex = 10;
double colliderRadius = 11;
bool removed = 12;
int32 score = 13;
int32 lastMoveGmtMillis = 14;
int32 framesToRecover = 15;
int32 hp = 16;
int32 maxHp = 17;
int32 characterState = 18;
bool inAir = 19; // by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "inAir (prev -> curr)"
string name = 17;
string displayName = 18;
string avatar = 19;
string name = 20;
string displayName = 21;
string avatar = 22;
}
message InputFrameDecoded {
int32 dx = 1;
int32 dy = 2;
int32 btnALevel = 3;
int32 btnBLevel = 4;
}
message InputFrameUpsync {
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BattleColliderInfo bciFrame = 6;
}
message InputsBufferSnapshot {
int32 refRenderFrameId = 1;
uint64 unconfirmedMask = 2;
repeated InputFrameDownsync toSendInputFrameDownsyncs = 3;
bool shouldForceResync = 4;
}
message MeleeBullet {
// Jargon reference https://www.thegamer.com/fighting-games-frame-data-explained/
// ALL lengths are in world coordinate
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int32 renderCacheSize = 26;
map<int32, MeleeBullet> meleeSkillConfig = 27; // skillId -> skill
double snapIntoPlatformOverlap = 28;
double snapIntoPlatformThreshold = 29;
int32 jumpingInitVelY = 30;
int32 gravityX = 31;
int32 gravityY = 32;
}
message RoomDownsyncFrame {
@@ -135,4 +152,5 @@ message RoomDownsyncFrame {
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
uint64 backendUnconfirmedMask = 5; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
bool shouldForceResync = 6;
}

View File

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],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "a2170e4c-df31-41ef-be73-f4f605e75821"
},
"_type": 1,
"_sizeMode": 0,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": {
"__uuid__": "030d9286-e8a2-40cf-98f8-baf713f0b8c4"
},
"_id": "54DvUzQvpKMrmsuRaQRSxf"
},
{
"__type__": "cc.Widget",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 18
},
"_enabled": true,
"alignMode": 0,
"_target": null,
"_alignFlags": 45,
"_left": 0,
"_right": 0,
"_top": 0,
"_bottom": 0,
"_verticalCenter": 0,
"_horizontalCenter": 0,
"_isAbsLeft": true,
"_isAbsRight": true,
"_isAbsTop": true,
"_isAbsBottom": true,
"_isAbsHorizontalCenter": true,
"_isAbsVerticalCenter": true,
"_originalWidth": 100,
"_originalHeight": 40,
"_id": "5fVLGAIhROj6UDGotnneup"
},
{
"__type__": "cc.Node",
"_name": "JoystickBG",
"_objFlags": 0,
"_parent": {
"__id__": 7
},
"_children": [
{
"__id__": 22
}
],
"_active": true,
"_components": [
{
"__id__": 24
},
{
"__id__": 25
}
],
"_prefab": null,
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 400,
"height": 400
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
-380,
0,
0,
0,
0,
0,
1,
1,
1,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "88u3wQvvdO8pbrNWhs3ifP"
},
{
@@ -679,13 +1061,13 @@
"_name": "Joystick",
"_objFlags": 0,
"_parent": {
"__id__": 13
"__id__": 21
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 15
"__id__": 23
}
],
"_prefab": null,
@@ -741,7 +1123,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 14
"__id__": 22
},
"_enabled": true,
"_materials": [
@@ -775,7 +1157,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 13
"__id__": 21
},
"_enabled": true,
"_materials": [
@@ -809,7 +1191,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 13
"__id__": 21
},
"_enabled": true,
"alignMode": 0,
@@ -944,10 +1326,10 @@
"__id__": 3
},
"stickhead": {
"__id__": 14
"__id__": 22
},
"base": {
"__id__": 13
"__id__": 21
},
"joyStickEps": 0.1,
"magicLeanLowerBound": 0.414,
@@ -967,6 +1349,12 @@
},
"linearMovingEps": 0.1,
"scaleByEps": 0.0375,
"btnA": {
"__id__": 13
},
"btnB": {
"__id__": 17
},
"_id": "e9oVYTr7ROlpp/IrNjBUmR"
}
]

View File

@@ -5,8 +5,33 @@ window.ATK_CHARACTER_STATE = {
Walking: [1, "Walking"],
Atk1: [2, "Atk1"],
Atked1: [3, "Atked1"],
InAirIdle1: [4, "InAirIdle1"],
InAirAtk1: [5, "Atk1"],
InAirAtked1: [6, "Atked1"],
};
window.toInAirConjugate = function(foo) {
switch (foo) {
case window.ATK_CHARACTER_STATE.Idle1[0]:
case window.ATK_CHARACTER_STATE.Walking[0]:
return window.ATK_CHARACTER_STATE.InAirIdle1[0];
case window.ATK_CHARACTER_STATE.Atk1[0]:
return window.ATK_CHARACTER_STATE.InAirAtk1[0];
case window.ATK_CHARACTER_STATE.Atked1[0]:
return window.ATK_CHARACTER_STATE.InAirAtked1[0];
case window.ATK_CHARACTER_STATE.InAirIdle1[0]:
return window.ATK_CHARACTER_STATE.Idle1[0];
case window.ATK_CHARACTER_STATE.InAirAtk1[0]:
return window.ATK_CHARACTER_STATE.Atk1[0];
case window.ATK_CHARACTER_STATE.InAirAtked1[0]:
return window.ATK_CHARACTER_STATE.Atked1[0];
default:
console.warn(`Invalid characterState ${foo} received, no in air conjugate is available!`);
return null;
}
}
window.ATK_CHARACTER_STATE_ARR = [];
for (let k in window.ATK_CHARACTER_STATE) {
window.ATK_CHARACTER_STATE_ARR.push(window.ATK_CHARACTER_STATE[k]);
@@ -15,6 +40,12 @@ for (let k in window.ATK_CHARACTER_STATE) {
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET = new Set();
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Idle1[0]);
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Walking[0]);
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1[0]);
window.ATK_CHARACTER_STATE_IN_AIR_SET = new Set();
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1[0]);
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtk1[0]);
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtked1[0]);
/*
Kindly note that the use of dragonBones anim is an informed choice for the feasibility of "gotoAndPlayByFrame", which is a required feature by "Map.rollbackAndChase". You might find that "cc.Animation" -- the traditional frame anim -- can also suffice this requirement, yet if we want to develop 3D frontend in the future, working with skeletal anim will make a smoother transition.
@@ -37,6 +68,7 @@ cc.Class({
this.hp = 100;
this.maxHp = 100;
this.framesToRecover = 0;
this.inAir = true;
},
setSpecies(speciesName) {
@@ -49,8 +81,7 @@ cc.Class({
this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
if (!this.animComp) {
this.animComp = this.effAnimNode.getComponent(cc.Animation);
this.effAnimNode.anchorY = 0.0; // Otherwise the frame anim will show with an incorrect y-offset even if the collider boundaries are all correct!
}
}
this.effAnimNode.active = true;
},
@@ -67,7 +98,7 @@ cc.Class({
}
let newCharacterState = rdfPlayer.characterState;
const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
let newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
let playingAnimName = null;
let underlyingAnimationCtrl = null;
@@ -96,7 +127,7 @@ cc.Class({
_interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName) {
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
// No "framesToRecover"
//console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
// console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1);
} else {
const animationData = underlyingAnimationCtrl._animations[newAnimName];
@@ -112,7 +143,7 @@ cc.Class({
_interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName) {
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
// No "framesToRecover"
//console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
//console.warn(`#FrameAnim JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
this.animComp.play(newAnimName, 0);
return;
}

View File

@@ -347,7 +347,6 @@ cc.Class({
const mapNode = self.node;
const canvasNode = mapNode.parent;
cc.director.getCollisionManager().enabled = false;
// self.musicEffectManagerScriptIns = self.node.getComponent("MusicEffectManager");
self.musicEffectManagerScriptIns = null;
@@ -402,6 +401,7 @@ cc.Class({
console.log(`Received parsedBattleColliderInfo via ws`);
// TODO: Upon reconnection, the backend might have already been sending down data that'd trigger "onRoomDownsyncFrame & onInputFrameDownsyncBatch", but frontend could reject those data due to "battleState != PlayerBattleState.ACTIVE".
Object.assign(self, parsedBattleColliderInfo);
self.gravityX = parsedBattleColliderInfo.gravityX; // to avoid integer default value 0 accidentally becoming null in "Object.assign(...)"
self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
const tiledMapIns = self.node.getComponent(cc.TiledMap);
@@ -426,6 +426,16 @@ cc.Class({
mapNode.removeAllChildren();
self._resetCurrentMatch();
if (self.showCriticalCoordinateLabels) {
const drawer = new cc.Node();
drawer.setPosition(cc.v2(0, 0))
safelyAddChild(self.node, drawer);
setLocalZOrder(drawer, 999);
const g = drawer.addComponent(cc.Graphics);
g.lineWidth = 2;
self.g = g;
}
tiledMapIns.tmxAsset = tmxAsset;
const newMapSize = tiledMapIns.getMapSize();
const newTileSize = tiledMapIns.getTileSize();
@@ -442,14 +452,19 @@ cc.Class({
}
let barrierIdCounter = 0;
const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node);
for (let boundaryObj of boundaryObjs.barriers) {
const x0 = boundaryObj.anchor.x,
y0 = boundaryObj.anchor.y;
const newBarrierCollider = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
const refBoundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node).barriers;
const boundaryObjs = parsedBattleColliderInfo.strToPolygon2DListMap;
for (let k = 0; k < boundaryObjs["Barrier"].eles.length; k++) {
let boundaryObj = boundaryObjs["Barrier"].eles[k];
const refBoundaryObj = refBoundaryObjs[k];
// boundaryObj = refBoundaryObj;
const [x0, y0] = [boundaryObj.anchor.x, boundaryObj.anchor.y];
const newBarrierCollider = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj.points, p => {
return [p.x, p.y];
}));
newBarrierCollider.data = {
hardPushback: true
};
if (self.showCriticalCoordinateLabels) {
for (let i = 0; i < boundaryObj.length; ++i) {
@@ -572,12 +587,13 @@ cc.Class({
}
const shouldForceDumping1 = (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id);
const shouldForceDumping2 = (rdf.id > self.renderFrameId + self.renderFrameIdLagTolerance);
const shouldForceResync = rdf.shouldForceResync;
const [dumpRenderCacheRet, oldStRenderFrameId, oldEdRenderFrameId] = (shouldForceDumping1 || shouldForceDumping2) ? self.recentRenderCache.setByFrameId(rdf, rdf.id) : [window.RING_BUFF_CONSECUTIVE_SET, null, null];
const [dumpRenderCacheRet, oldStRenderFrameId, oldEdRenderFrameId] = (shouldForceDumping1 || shouldForceDumping2 || shouldForceResync) ? self.recentRenderCache.setByFrameId(rdf, rdf.id) : [window.RING_BUFF_CONSECUTIVE_SET, null, null];
if (window.RING_BUFF_FAILED_TO_SET == dumpRenderCacheRet) {
throw `Failed to dump render cache#1 (maybe recentRenderCache too small)! rdf.id=${rdf.id}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
}
if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START < rdf.id && window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet) {
if (!shouldForceResync && (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START < rdf.id && window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet)) {
/*
Don't change
- lastAllConfirmedRenderFrameId, it's updated only in "rollbackAndChase" (except for when RING_BUFF_NON_CONSECUTIVE_SET)
@@ -598,7 +614,7 @@ cc.Class({
}
}
if (null == self.renderFrameId || self.renderFrameId <= rdf.id) {
if (null == self.renderFrameId || self.renderFrameId <= rdf.id || shouldForceResync) {
// 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
if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id) {
@@ -762,18 +778,25 @@ cc.Class({
if (1 == joinIndex) {
playerScriptIns.setSpecies("SoldierWaterGhost");
} else if (2 == joinIndex) {
playerScriptIns.setSpecies("SoldierFireGhost");
playerScriptIns.setSpecies("UltramanTiga");
}
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
newPlayerNode.setPosition(wx, wy);
playerScriptIns.mapNode = self.node;
const colliderWidth = playerDownsyncInfo.colliderRadius * 2,
colliderHeight = playerDownsyncInfo.colliderRadius * 3;
const [x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, colliderWidth, colliderHeight),
pts = [[0, 0], [colliderWidth, 0], [colliderWidth, colliderHeight], [0, colliderHeight]];
const halfColliderWidth = playerDownsyncInfo.colliderRadius,
halfColliderHeight = playerDownsyncInfo.colliderRadius + playerDownsyncInfo.colliderRadius; // avoid multiplying
const colliderWidth = halfColliderWidth + halfColliderWidth,
colliderHeight = halfColliderHeight + halfColliderHeight; // avoid multiplying
const leftPadding = self.snapIntoPlatformOverlap,
rightPadding = self.snapIntoPlatformOverlap,
topPadding = self.snapIntoPlatformOverlap,
bottomPadding = self.snapIntoPlatformOverlap;
const cpos = self.virtualGridToPolygonColliderBLPos(vx, vy, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding); // the collider center is kept having integer coords
const pts = [[0, 0], [leftPadding + colliderWidth + rightPadding, 0], [leftPadding + colliderWidth + rightPadding, bottomPadding + colliderHeight + topPadding], [0, bottomPadding + colliderHeight + topPadding]];
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
// [WARNING] The animNode "anchor & offset" are tuned to fit in this collider by "ControlledCharacter prefab & AttackingCharacter.js"!
const newPlayerCollider = self.collisionSys.createPolygon(cpos[0], cpos[1], pts);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
newPlayerCollider.data = playerDownsyncInfo;
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
@@ -833,6 +856,7 @@ cc.Class({
*/
// [WARNING] Don't try to get "prevRdf(i.e. renderFrameId == latest-1)" by "self.recentRenderCache.getByFrameId(...)" here, as the cache might have been updated by asynchronous "onRoomDownsyncFrame(...)" calls!
self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
self.showDebugBoundaries(rdf);
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
self.lastRenderFrameIdTriggeredAt = performance.now();
let t3 = performance.now();
@@ -961,13 +985,13 @@ cc.Class({
applyRoomDownsyncFrameDynamics(rdf, prevRdf) {
const self = this;
for (let [playerId, playerRichInfo] of self.playerRichInfoDict.entries()) {
const immediatePlayerInfo = rdf.players[playerId];
const currPlayerDownsync = rdf.players[playerId];
const prevRdfPlayer = (null == prevRdf ? null : prevRdf.players[playerId]);
const [wx, wy] = self.virtualGridToWorldPos(immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY);
const [wx, wy] = self.virtualGridToWorldPos(currPlayerDownsync.virtualGridX, currPlayerDownsync.virtualGridY);
//const justJiggling = (self.jigglingEps1D >= Math.abs(wx - playerRichInfo.node.x) && self.jigglingEps1D >= Math.abs(wy - playerRichInfo.node.y));
playerRichInfo.node.setPosition(wx, wy);
playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
playerRichInfo.scriptIns.updateCharacterAnim(immediatePlayerInfo, prevRdfPlayer, false);
playerRichInfo.scriptIns.updateSpeed(currPlayerDownsync.speed);
playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false);
}
// Update countdown
@@ -977,6 +1001,79 @@ cc.Class({
}
},
showDebugBoundaries(rdf) {
const self = this;
const leftPadding = self.snapIntoPlatformOverlap,
rightPadding = self.snapIntoPlatformOverlap,
topPadding = self.snapIntoPlatformOverlap,
bottomPadding = self.snapIntoPlatformOverlap;
if (self.showCriticalCoordinateLabels) {
let g = self.g;
g.clear();
for (let k in self.collisionSys._bvh._bodies) {
const body = self.collisionSys._bvh._bodies[k];
if (!body._polygon) continue;
if (null != body.data && null != body.data.joinIndex) {
// character
if (1 == body.data.joinIndex) {
g.strokeColor = cc.Color.BLUE;
} else {
g.strokeColor = cc.Color.RED;
}
} else {
// barrier
g.strokeColor = cc.Color.WHITE;
}
g.moveTo(body.x, body.y);
const cnt = body._coords.length;
for (let j = 0; j < cnt; j += 2) {
const x = body._coords[j],
y = body._coords[j + 1];
g.lineTo(x, y);
}
g.lineTo(body.x, body.y);
g.stroke();
}
// For convenience of recovery upon reconnection, active bullets are always created & immediately removed from "collisionSys" within "applyInputFrameDownsyncDynamicsOnSingleRenderFrame"
for (let k in rdf.meleeBullets) {
const meleeBullet = rdf.meleeBullets[k];
if (
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames <= rdf.id
&&
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > rdf.id
) {
const offender = rdf.players[meleeBullet.offenderPlayerId];
if (1 == offender.joinIndex) {
g.strokeColor = cc.Color.BLUE;
} else {
g.strokeColor = cc.Color.RED;
}
let xfac = 1; // By now, straight Punch offset doesn't respect "y-axis"
if (0 > offender.dirX) {
xfac = -1;
}
const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
const bulletWy = offenderWy;
const halfColliderWidth = meleeBullet.hitboxSize.x * 0.5,
halfColliderHeight = meleeBullet.hitboxSize.y * 0.5; // avoid multiplying
const bulletCpos = self.worldToPolygonColliderBLPos(bulletWx, bulletWy, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding);
const pts = [[0, 0], [leftPadding + meleeBullet.hitboxSize.x + rightPadding, 0], [leftPadding + meleeBullet.hitboxSize.x + rightPadding, bottomPadding + meleeBullet.hitboxSize.y + topPadding], [0, bottomPadding + meleeBullet.hitboxSize.y + topPadding]];
g.moveTo(bulletCpos[0], bulletCpos[1]);
for (let j = 0; j < pts.length; j += 1) {
g.lineTo(pts[j][0] + bulletCpos[0], pts[j][1] + bulletCpos[1]);
}
g.lineTo(bulletCpos[0], bulletCpos[1]);
g.stroke();
}
}
}
},
getCachedInputFrameDownsyncWithPrediction(inputFrameId) {
const self = this;
const inputFrameDownsync = self.recentInputCache.getByFrameId(inputFrameId);
@@ -994,6 +1091,10 @@ 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 leftPadding = self.snapIntoPlatformOverlap,
rightPadding = self.snapIntoPlatformOverlap,
topPadding = self.snapIntoPlatformOverlap,
bottomPadding = self.snapIntoPlatformOverlap;
const nextRenderFramePlayers = {};
for (let playerId in currRenderFrame.players) {
const currPlayerDownsync = currRenderFrame.players[playerId];
@@ -1003,7 +1104,10 @@ cc.Class({
virtualGridY: currPlayerDownsync.virtualGridY,
dirX: currPlayerDownsync.dirX,
dirY: currPlayerDownsync.dirY,
velX: currPlayerDownsync.velX,
velY: currPlayerDownsync.velY,
characterState: currPlayerDownsync.characterState,
inAir: true,
speed: currPlayerDownsync.speed,
battleState: currPlayerDownsync.battleState,
score: currPlayerDownsync.score,
@@ -1016,27 +1120,108 @@ cc.Class({
}
const nextRenderFrameMeleeBullets = [];
const effPushbacks = new Array(self.playerRichInfoArr.length);
const hardPushbackNorms = new Array(self.playerRichInfoArr.length);
const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
// 1. Process player inputs
/*
[WARNING] Player input alone WOULD NOT take "characterState" into any "ATK_CHARACTER_STATE_IN_AIR_SET", only after the calculation of "effPushbacks" do we know exactly whether or not a player is "inAir", the finalize the transition of "thatPlayerInNextFrame.characterState".
*/
if (null != delayedInputFrame) {
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
const inputList = delayedInputFrame.inputList;
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerRichInfo = self.playerRichInfoArr[j];
const playerId = playerRichInfo.id;
const currPlayerDownsync = currRenderFrame.players[playerId];
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
if (0 < thatPlayerInNextFrame.framesToRecover) {
// No need to process inputs for this player, but there might be bullet pushbacks on this player
continue;
}
// Reset playerCollider position from the "virtual grid position"
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
const prevBtnBLevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnBLevel);
if (1 == decodedInput.btnBLevel && 0 == prevBtnBLevel) {
const characStateAlreadyInAir = window.ATK_CHARACTER_STATE_IN_AIR_SET.has(thatPlayerInNextFrame.characterState);
const characStateIsInterruptWaivable = window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(thatPlayerInNextFrame.characterState);
if (
!characStateAlreadyInAir
&&
characStateIsInterruptWaivable
) {
thatPlayerInNextFrame.velY = self.jumpingInitVelY;
if (1 == joinIndex) {
console.log(`playerId=${playerId}, joinIndex=${joinIndex} jumped at {renderFrame.id: ${currRenderFrame.id}, virtualX: ${currPlayerDownsync.virtualGridX}, virtualY: ${currPlayerDownsync.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
}
}
}
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
const punchSkillId = 1;
const punch = window.pb.protos.MeleeBullet.create(self.meleeSkillConfig[punchSkillId]);
thatPlayerInNextFrame.framesToRecover = punch.recoveryFrames;
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
punch.offenderJoinIndex = joinIndex;
punch.offenderPlayerId = playerId;
punch.originatedRenderFrameId = currRenderFrame.id;
nextRenderFrameMeleeBullets.push(punch);
// console.log(`playerId=${playerId}, joinIndex=${joinIndex} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
if (false == currPlayerDownsync.inAir) {
thatPlayerInNextFrame.velX = 0; // prohibits simultaneous movement with Atk1 on the ground
}
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
} else {
// No bullet trigger, process joystick movement inputs.
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
// Update directions and thus would eventually update moving animation accordingly
thatPlayerInNextFrame.dirX = decodedInput.dx;
thatPlayerInNextFrame.dirY = decodedInput.dy;
thatPlayerInNextFrame.velX = decodedInput.dx * currPlayerDownsync.speed;
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
} else {
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
thatPlayerInNextFrame.velX = 0;
}
}
}
}
// 2. Process player movement
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
effPushbacks[joinIndex - 1] = [0.0, 0.0];
const playerRichInfo = self.playerRichInfoArr[j];
const playerId = playerRichInfo.id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const currPlayerDownsync = currRenderFrame.players[playerId];
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
// Reset playerCollider position from the "virtual grid position"
const newVpos = [currPlayerDownsync.virtualGridX + currPlayerDownsync.velX, currPlayerDownsync.virtualGridY + currPlayerDownsync.velY];
if (thatPlayerInNextFrame.velY == self.jumpingInitVelY) {
// This step can be waived, but putting the jumping inclination here makes it easier to read logs.
newVpos[1] += self.jumpingInitVelY;
}
const halfColliderWidth = self.playerRichInfoArr[j].colliderRadius,
halfColliderHeight = self.playerRichInfoArr[j].colliderRadius + self.playerRichInfoArr[j].colliderRadius; // avoid multiplying
const newCpos = self.virtualGridToPolygonColliderBLPos(newVpos[0], newVpos[1], halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding);
playerCollider.x = newCpos[0];
playerCollider.y = newCpos[1];
const newVx = currPlayerDownsync.virtualGridX;
const newVy = currPlayerDownsync.virtualGridY;
[playerCollider.x, playerCollider.y] = self.virtualGridToPolygonColliderAnchorPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1].colliderRadius, self.playerRichInfoArr[joinIndex - 1].colliderRadius);
if (currPlayerDownsync.inAir) {
thatPlayerInNextFrame.velX += self.gravityX;
thatPlayerInNextFrame.velY += self.gravityY;
}
}
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
// 3. Add bullet colliders into collision system
const bulletColliders = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
const removedBulletsAtCurrFrame = new Set();
for (let k in currRenderFrame.meleeBullets) {
@@ -1058,38 +1243,150 @@ cc.Class({
const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
const bulletWy = offenderWy;
const [bulletCx, bulletCy] = self.worldToPolygonColliderAnchorPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
const newBulletCollider = collisionSys.createPolygon(bulletCx, bulletCy, pts);
const halfColliderWidth = meleeBullet.hitboxSize.x * 0.5,
halfColliderHeight = meleeBullet.hitboxSize.y * 0.5;
const bulletCpos = self.worldToPolygonColliderBLPos(bulletWx, bulletWy, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding);
const pts = [[0, 0], [leftPadding + meleeBullet.hitboxSize.x + rightPadding, 0], [leftPadding + meleeBullet.hitboxSize.x + rightPadding, bottomPadding + meleeBullet.hitboxSize.y + topPadding], [0, bottomPadding + meleeBullet.hitboxSize.y + topPadding]];
const newBulletCollider = collisionSys.createPolygon(bulletCpos[0], bulletCpos[1], pts);
newBulletCollider.data = meleeBullet;
collisionSysMap.set(collisionBulletIndex, newBulletCollider);
bulletColliders.set(collisionBulletIndex, newBulletCollider);
// console.log(`A meleeBullet is added to collisionSys at currRenderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended: ${JSON.stringify(meleeBullet)}`);
}
}
// 4. Invoke collision system stepping
collisionSys.update();
const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
const result = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
// 5. Calc pushbacks for each player (after its movement) w/o bullets
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerRichInfo = self.playerRichInfoArr[j];
const playerId = playerRichInfo.id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const potentials = playerCollider.potentials();
hardPushbackNorms[joinIndex - 1] = self.calcHardPushbacksNorms(playerCollider, potentials, result, self.snapIntoPlatformOverlap, effPushbacks[joinIndex - 1]);
const currPlayerDownsync = currRenderFrame.players[playerId];
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
const halfColliderWidth = self.playerRichInfoArr[j].colliderRadius,
halfColliderHeight = self.playerRichInfoArr[j].colliderRadius + self.playerRichInfoArr[j].colliderRadius; // avoid multiplying
let fallStopping = false;
let possiblyFallStoppedOnAnotherPlayer = false;
for (const potential of potentials) {
let [isBarrier, isAnotherPlayer, isBullet] = [true == potential.data.hardPushback, null != potential.data.joinIndex, null != potential.data.offenderJoinIndex];
// ignore bullets for this step
if (isBullet) continue;
// Test if the player collides with the wall/another player
if (!playerCollider.collides(potential, result)) continue;
const normAlignmentWithGravity = (result.overlap_x * 0 + result.overlap_y * (-1.0));
const landedOnGravityPushback = (self.snapIntoPlatformThreshold < normAlignmentWithGravity); // prevents false snapping on the lateral sides
let pushback = [result.overlap * result.overlap_x, result.overlap * result.overlap_y];
if (landedOnGravityPushback) {
// kindly note that one player might land on top of another player
pushback = [(result.overlap - self.snapIntoPlatformOverlap) * result.overlap_x, (result.overlap - self.snapIntoPlatformOverlap) * result.overlap_y];
thatPlayerInNextFrame.inAir = false;
}
if (isAnotherPlayer) {
/*
[WARNING] The "zero overlap collision" might be randomly detected/missed on either frontend or backend, to have deterministic result we added paddings to all sides of a playerCollider. As each velocity component of (velX, velY) being a multiple of 0.5 at any renderFrame, each position component of (x, y) can only be a multiple of 0.5 too, thus whenever a 1-dimensional collision happens between players from [player#1: i*0.5, player#2: j*0.5, not collided yet] to [player#1: (i+k)*0.5, player#2: j*0.5, collided], the overlap becomes (i+k-j)*0.5+2*s, and after snapping subtraction the effPushback magnitude for each player is (i+k-j)*0.5, resulting in 0.5-multiples-position for the next renderFrame.
*/
pushback = [(result.overlap - self.snapIntoPlatformOverlap * 2) * result.overlap_x, (result.overlap - self.snapIntoPlatformOverlap * 2) * result.overlap_y]; // will overwrite the previous pushback value if "landedOnGravityPushback" is also true
}
for (let hardPushbackNorm of hardPushbackNorms[joinIndex - 1]) {
// remove pushback component on the directions of "hardPushbackNorms[joinIndex-1]" (by now those hardPushbacks are already accounted in "effPushbacks[joinIndex-1]")
const projectedMagnitude = pushback[0] * hardPushbackNorm[0] + pushback[1] * hardPushbackNorm[1];
if (isBarrier
||
(isAnotherPlayer && 0 > projectedMagnitude)
) {
// [WARNING] Pushing by another player is different from pushing by barrier!
// Otherwise the player couldn't be pushed by another player to opposite dir of a side wall
pushback[0] -= projectedMagnitude * hardPushbackNorm[0];
pushback[1] -= projectedMagnitude * hardPushbackNorm[1];
}
}
effPushbacks[joinIndex - 1][0] += pushback[0];
effPushbacks[joinIndex - 1][1] += pushback[1];
// It's not meaningful to log the virtual positions and velocities inside this step.
if (currPlayerDownsync.inAir && landedOnGravityPushback) {
fallStopping = true;
if (isAnotherPlayer) {
possiblyFallStoppedOnAnotherPlayer = true;
}
}
if (1 == joinIndex) {
if (fallStopping) {
console.info(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} fallStopping#1:
{renderFrame.id: ${currRenderFrame.id}, possiblyFallStoppedOnAnotherPlayer: ${possiblyFallStoppedOnAnotherPlayer}}
playerColliderPos=${self.stringifyColliderCenterInWorld(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}, overlayMag=${result.overlap.toFixed(4)}`);
} else if (currPlayerDownsync.inAir && isBarrier && !landedOnGravityPushback) {
/*
console.warn(`playerId=${playerId}, joinIndex=${currPlayerDownsync.joinIndex} inAir & pushed back by barrier & not landed:
{renderFrame.id: ${currRenderFrame.id}}
playerColliderPos=${self.stringifyColliderCenterInWorld(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}, overlayMag=${result.overlap.toFixed(4)}, len(hardPushbackNorms)=${hardPushbackNorms.length}`);
*/
} else if (currPlayerDownsync.inAir && isAnotherPlayer) {
console.warn(`playerId=${playerId}, joinIndex=${currPlayerDownsync.joinIndex} inAir and pushed back by another player
{renderFrame.id: ${currRenderFrame.id}}
playerColliderPos=${self.stringifyColliderCenterInWorld(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, anotherPlayerColliderPos=${self.stringifyColliderCenterInWorld(potential, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}, landedOnGravityPushback=${landedOnGravityPushback}, fallStopping=${fallStopping}, overlayMag=${result.overlap.toFixed(4)}, len(hardPushbackNorms)=${hardPushbackNorms.length}`);
}
}
}
if (fallStopping) {
thatPlayerInNextFrame.velX = 0;
thatPlayerInNextFrame.velY = 0;
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
thatPlayerInNextFrame.framesToRecover = 0;
}
if (currPlayerDownsync.inAir) {
thatPlayerInNextFrame.characterState = window.toInAirConjugate(thatPlayerInNextFrame.characterState);
}
}
// 6. Check bullet-anything collisions
bulletColliders.forEach((bulletCollider, collisionBulletIndex) => {
const potentials = bulletCollider.potentials();
const offender = currRenderFrame.players[bulletCollider.data.offenderPlayerId];
let shouldRemove = false;
for (const potential of potentials) {
if (null != potential.data && potential.data.joinIndex == bulletCollider.data.offenderJoinIndex) continue;
if (!bulletCollider.collides(potential, result1)) continue;
if (null != potential.data && null !== potential.data.joinIndex) {
if (!bulletCollider.collides(potential, result)) continue;
if (null != potential.data && null != potential.data.joinIndex) {
const playerId = potential.data.id;
const joinIndex = potential.data.joinIndex;
let xfac = 1;
if (0 > offender.dirX) {
xfac = -1;
}
bulletPushbacks[joinIndex - 1][0] += xfac * bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
bulletPushbacks[joinIndex - 1][1] += 0;
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id];
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
const oldFramesToRecover = thatAckedPlayerInNextFrame.framesToRecover;
thatAckedPlayerInNextFrame.framesToRecover = (oldFramesToRecover > bulletCollider.data.hitStunFrames ? oldFramesToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
// Only for straight punch, there's no y-pushback
let bulletPushback = [-xfac * bulletCollider.data.pushback, 0];
// console.log(`playerId=${playerId}, joinIndex=${joinIndex} is supposed to be pushed back by meleeBullet for bulletPushback=${JSON.stringify(bulletPushback)} at renderFrame.id=${currRenderFrame.id}`);
for (let hardPushbackNorm of hardPushbackNorms[joinIndex - 1]) {
const projectedMagnitude = bulletPushback[0] * hardPushbackNorm[0] + bulletPushback[1] * hardPushbackNorm[1];
if (0 > projectedMagnitude) {
// Otherwise when smashing into a wall the atked player would be pushed into the wall first and only got back in the next renderFrame, not what I want here
bulletPushback[0] -= (projectedMagnitude * hardPushbackNorm[0]);
bulletPushback[1] -= (projectedMagnitude * hardPushbackNorm[1]);
// console.log(`playerId=${playerId}, joinIndex=${joinIndex} reducing bulletPushback=${JSON.stringify(bulletPushback)} by ${JSON.stringify([projectedMagnitude * hardPushbackNorm[0], projectedMagnitude * hardPushbackNorm[1]])} where hardPushbackNorm=${JSON.stringify(hardPushbackNorm)}, projectedMagnitude=${projectedMagnitude} at renderFrame.id=${currRenderFrame.id}`);
}
}
// console.log(`playerId=${playerId}, joinIndex=${joinIndex} is actually pushed back by meleeBullet for bulletPushback=${JSON.stringify(bulletPushback)} at renderFrame.id=${currRenderFrame.id}`);
effPushbacks[joinIndex - 1][0] += bulletPushback[0];
effPushbacks[joinIndex - 1][1] += bulletPushback[1];
const [atkedPlayerInCurFrame, atkedPlayerInNextFrame] = [currRenderFrame.players[potential.data.id], nextRenderFramePlayers[potential.data.id]];
atkedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
if (atkedPlayerInCurFrame.inAir) {
atkedPlayerInNextFrame.characterState = window.toInAirConjugate(atkedPlayerInNextFrame.characterState);
}
const oldFramesToRecover = atkedPlayerInNextFrame.framesToRecover;
atkedPlayerInNextFrame.framesToRecover = (oldFramesToRecover > bulletCollider.data.hitStunFrames ? oldFramesToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
}
shouldRemove = true;
}
@@ -1111,95 +1408,38 @@ cc.Class({
nextRenderFrameMeleeBullets.push(meleeBullet);
}
// Process player inputs
if (null != delayedInputFrame) {
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
const inputList = delayedInputFrame.inputList;
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
effPushbacks[joinIndex - 1] = [0.0, 0.0];
const playerRichInfo = self.playerRichInfoArr[j];
const playerId = playerRichInfo.id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const currPlayerDownsync = currRenderFrame.players[playerId];
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
if (0 < thatPlayerInNextFrame.framesToRecover) {
// No need to process inputs for this player, but there might be bullet pushbacks on this player
playerCollider.x += bulletPushbacks[joinIndex - 1][0];
playerCollider.y += bulletPushbacks[joinIndex - 1][1];
if (0 != bulletPushbacks[joinIndex - 1][0] || 0 != bulletPushbacks[joinIndex - 1][1]) {
console.log(`playerId=${playerId}, joinIndex=${joinIndex} is pushbacked back by ${bulletPushbacks[joinIndex - 1]} by bullet impacts, now its framesToRecover is ${thatPlayerInNextFrame.framesToRecover}`);
}
continue;
}
// 7. Get players out of stuck barriers if there's any
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
// Update "virtual grid position"
const currPlayerDownsync = currRenderFrame.players[playerId];
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
const halfColliderWidth = self.playerRichInfoArr[j].colliderRadius,
halfColliderHeight = self.playerRichInfoArr[j].colliderRadius + self.playerRichInfoArr[j].colliderRadius; // avoid multiplying
const newVpos = self.polygonColliderBLToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding);
thatPlayerInNextFrame.virtualGridX = newVpos[0];
thatPlayerInNextFrame.virtualGridY = newVpos[1];
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
// console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
if (self.bulletTriggerEnabled) {
const punchSkillId = 1;
const punch = window.pb.protos.MeleeBullet.create(self.meleeSkillConfig[punchSkillId]);
thatPlayerInNextFrame.framesToRecover = punch.recoveryFrames;
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
punch.offenderJoinIndex = joinIndex;
punch.offenderPlayerId = playerId;
punch.originatedRenderFrameId = currRenderFrame.id;
nextRenderFrameMeleeBullets.push(punch);
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${self._stringifyRecentInputCache(true)}`);
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
}
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
} else {
// No bullet trigger, process movement inputs
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
// Update directions and thus would eventually update moving animation accordingly
thatPlayerInNextFrame.dirX = decodedInput.dx;
thatPlayerInNextFrame.dirY = decodedInput.dy;
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
} else {
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
}
const [movementX, movementY] = self.virtualGridToWorldPos(decodedInput.dx + currPlayerDownsync.speed * decodedInput.dx, decodedInput.dy + currPlayerDownsync.speed * decodedInput.dy);
playerCollider.x += movementX;
playerCollider.y += movementY;
if (1 == thatPlayerInNextFrame.joinIndex) {
if (currPlayerDownsync.inAir && !thatPlayerInNextFrame.inAir) {
console.warn(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} fallStopping#2:
{nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}
calculated from <- playerColliderPos=${self.stringifyColliderCenterInWorld(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
} else if (!currPlayerDownsync.inAir && thatPlayerInNextFrame.inAir) {
console.warn(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} took off:
{nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}
calculated from <- playerColliderPos=${self.stringifyColliderCenterInWorld(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
} else if (thatPlayerInNextFrame.inAir && 0 != thatPlayerInNextFrame.velY) {
/*
console.log(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} inAir trajectory:
{nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}};
calculated from <- playerColliderPos=${self.stringifyColliderCenterInWorld(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
*/
}
}
collisionSys.update(); // by now all "bulletCollider"s are removed
const result2 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const potentials = playerCollider.potentials();
for (const potential of potentials) {
// Test if the player collides with the wall
if (!playerCollider.collides(potential, result2)) continue;
// Push the player out of the wall
effPushbacks[joinIndex - 1][0] += result2.overlap * result2.overlap_x;
effPushbacks[joinIndex - 1][1] += result2.overlap * result2.overlap_y;
}
}
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
[thatPlayerInNextFrame.virtualGridX, thatPlayerInNextFrame.virtualGridY] = self.polygonColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j].colliderRadius, self.playerRichInfoArr[j].colliderRadius);
}
}
return window.pb.protos.RoomDownsyncFrame.create({
@@ -1214,11 +1454,10 @@ cc.Class({
This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd" if not interruptted.
*/
const self = this;
let i = renderFrameIdSt,
prevLatestRdf = null,
let prevLatestRdf = null,
latestRdf = null;
do {
for (let i = renderFrameIdSt; i < renderFrameIdEd; i++) {
latestRdf = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"; [WARNING] When "true == isChasing", this function can be interruptted by "onRoomDownsyncFrame(rdf)" asynchronously anytime, making this line return "null"!
if (null == latestRdf) {
console.warn(`Couldn't find renderFrame for i=${i} to rollback, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`);
@@ -1250,8 +1489,7 @@ cc.Class({
self.chaserRenderFrameId = latestRdf.id;
}
self.recentRenderCache.setByFrameId(latestRdf, latestRdf.id);
++i;
} while (i < renderFrameIdEd);
}
return [prevLatestRdf, latestRdf];
},
@@ -1264,16 +1502,16 @@ cc.Class({
const immediatePlayerInfo = players[playerId];
self.playerRichInfoDict.set(playerId, immediatePlayerInfo);
const [theNode, theScriptIns] = self.spawnPlayerNode(immediatePlayerInfo.joinIndex, immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY, immediatePlayerInfo);
const nodeAndScriptIns = self.spawnPlayerNode(immediatePlayerInfo.joinIndex, immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY, immediatePlayerInfo);
Object.assign(self.playerRichInfoDict.get(playerId), {
node: theNode,
scriptIns: theScriptIns,
node: nodeAndScriptIns[0],
scriptIns: nodeAndScriptIns[1],
});
if (self.selfPlayerInfo.id == playerId) {
self.selfPlayerInfo = Object.assign(self.selfPlayerInfo, immediatePlayerInfo);
theScriptIns.showArrowTipNode();
nodeAndScriptIns[1].showArrowTipNode();
}
}
self.playerRichInfoArr = new Array(self.playerRichInfoDict.size);
@@ -1320,28 +1558,47 @@ cc.Class({
virtualGridToWorldPos(vx, vy) {
// No loss of precision
const self = this;
let wx = parseFloat(vx) * self.virtualGridToWorldRatio;
let wy = parseFloat(vy) * self.virtualGridToWorldRatio;
return [wx, wy];
return [vx * self.virtualGridToWorldRatio, vy * self.virtualGridToWorldRatio];
},
worldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH) {
return [wx - halfBoundingW, wy - halfBoundingH];
worldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding) {
return [wx - halfBoundingW - leftPadding, wy - halfBoundingH - bottomPadding];
},
polygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH) {
return [cx + halfBoundingW, cy + halfBoundingH];
polygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding) {
return [cx + halfBoundingW + leftPadding, cy + halfBoundingH + bottomPadding];
},
polygonColliderAnchorToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH) {
polygonColliderBLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding) {
const self = this;
const [wx, wy] = self.polygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH);
const [wx, wy] = self.polygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding);
return self.worldToVirtualGridPos(wx, wy)
},
virtualGridToPolygonColliderAnchorPos(vx, vy, halfBoundingW, halfBoundingH) {
virtualGridToPolygonColliderBLPos(vx, vy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding) {
const self = this;
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
return self.worldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH)
return self.worldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding)
},
stringifyColliderCenterInWorld(playerCollider, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding) {
return `{${(playerCollider.x + leftPadding + halfBoundingW).toFixed(2)}, ${(playerCollider.y + bottomPadding + halfBoundingH).toFixed(2)}}`;
},
calcHardPushbacksNorms(collider, potentials, result, snapIntoPlatformOverlap, effPushback) {
const self = this;
let ret = [];
for (const potential of potentials) {
if (null == potential.data || !(true == potential.data.hardPushback)) continue;
if (!collider.collides(potential, result)) continue;
// ALWAY snap into hardPushbacks!
// [overlay_x, overlap_y] is the unit vector that points into the platform
const pushback = [(result.overlap - snapIntoPlatformOverlap) * result.overlap_x, (result.overlap - snapIntoPlatformOverlap) * result.overlap_y];
ret.push([result.overlap_x, result.overlap_y]);
effPushback[0] += pushback[0];
effPushback[1] += pushback[1];
}
return ret;
},
});

View File

@@ -13,8 +13,7 @@ cc.Class({
onLoad() {
const self = this;
window.mapIns = self;
cc.director.getCollisionManager().enabled = false;
self.showCriticalCoordinateLabels = true;
const mapNode = self.node;
const canvasNode = mapNode.parent;
@@ -34,9 +33,11 @@ cc.Class({
self.inputFrameUpsyncDelayTolerance = 2;
self.renderCacheSize = 1024;
self.serverFps = 60;
self.rollbackEstimatedDt = 0.016667;
self.rollbackEstimatedDtMillis = 16.667;
self.rollbackEstimatedDtNanos = 16666666;
self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
self.worldToVirtualGridRatio = 1000;
self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
@@ -44,7 +45,7 @@ cc.Class({
1: {
// for offender
startupFrames: 10,
activeFrames: 3,
activeFrames: 20,
recoveryFrames: 34, // 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: 34,
recoveryFramesOnHit: 34,
@@ -67,6 +68,16 @@ cc.Class({
}
};
/*
[WARNING] As when a character is standing on a barrier, if not carefully curated there MIGHT BE a bouncing sequence of "[(inAir -> dropIntoBarrier ->), (notInAir -> pushedOutOfBarrier ->)], [(inAir -> ..."
Moreover, "snapIntoPlatformOverlap" should be small enough such that the walking "velX" or jumping initial "velY" can escape from it by 1 renderFrame (when jumping is triggered, the character is waived from snappig for 1 renderFrame).
*/
self.snapIntoPlatformOverlap = 0.1;
self.snapIntoPlatformThreshold = 0.5; // a platform must be "horizontal enough" for a character to "stand on"
self.jumpingInitVelY = 7 * self.worldToVirtualGridRatio; // unit: (virtual grid length/renderFrame)
[self.gravityX, self.gravityY] = [0, -0.5*self.worldToVirtualGridRatio]; // unit: (virtual grid length/renderFrame^2)
const tiledMapIns = self.node.getComponent(cc.TiledMap);
const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", "dungeon");
@@ -80,6 +91,17 @@ cc.Class({
mapNode.removeAllChildren();
self._resetCurrentMatch();
if (self.showCriticalCoordinateLabels) {
const drawer = new cc.Node();
drawer.setPosition(cc.v2(0, 0))
safelyAddChild(self.node, drawer);
setLocalZOrder(drawer, 999);
const g = drawer.addComponent(cc.Graphics);
g.lineWidth = 2;
self.g = g;
}
tiledMapIns.tmxAsset = tmxAsset;
const newMapSize = tiledMapIns.getMapSize();
const newTileSize = tiledMapIns.getTileSize();
@@ -95,8 +117,11 @@ cc.Class({
const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
return [p.x, p.y];
}));
newBarrier.data = {
hardPushback: true
};
if (self.showCriticalCoordinateLabels) {
if (false && self.showCriticalCoordinateLabels) {
for (let i = 0; i < boundaryObj.length; ++i) {
const barrierVertLabelNode = new cc.Node();
switch (i % 4) {
@@ -136,30 +161,36 @@ cc.Class({
const startRdf = window.pb.protos.RoomDownsyncFrame.create({
id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
players: {
10: {
10: window.pb.protos.PlayerDownsync.create({
id: 10,
joinIndex: 1,
virtualGridX: 0,
virtualGridY: 0,
virtualGridX: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[0],
virtualGridY: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[1],
speed: 1 * self.worldToVirtualGridRatio,
colliderRadius: 12,
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
framesToRecover: 0,
dirX: 0,
dirY: 0,
},
11: {
velX: 0,
velY: 0,
inAir: true,
}),
11: window.pb.protos.PlayerDownsync.create({
id: 11,
joinIndex: 2,
virtualGridX: 80 * self.worldToVirtualGridRatio,
virtualGridY: 0 * self.worldToVirtualGridRatio,
virtualGridX: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y)[0],
virtualGridY: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y)[1],
speed: 1 * self.worldToVirtualGridRatio,
colliderRadius: 12,
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
framesToRecover: 0,
dirX: 0,
dirY: 0,
},
velX: 0,
velY: 0,
inAir: true,
}),
}
});
self.selfPlayerInfo = {
@@ -177,7 +208,8 @@ cc.Class({
const self = this;
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt;
if (elapsedMillisSinceLastFrameIdTriggered < (self.rollbackEstimatedDtMillis)) {
if (elapsedMillisSinceLastFrameIdTriggered < self.tooFastDtIntervalMillis) {
// [WARNING] We should avoid a frontend ticking too fast to prevent cheating, as well as ticking too slow to cause a "resync avalanche" that impacts user experience!
// console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered);
return;
}
@@ -194,11 +226,12 @@ cc.Class({
const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
self.showDebugBoundaries(rdf);
++self.renderFrameId;
self.lastRenderFrameIdTriggeredAt = performance.now();
let t3 = performance.now();
} catch (err) {
console.error("Error during Map.update", err);
} finally {
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
}
}
},

View File

@@ -108,6 +108,7 @@ TileCollisionManager.prototype.continuousMapNodePosToContinuousObjLayerOffset =
window.battleEntityTypeNameToGlobalGid = {};
TileCollisionManager.prototype.extractBoundaryObjects = function(withTiledMapNode) {
let toRet = {
playerStartingPositions: [],
barriers: [],
};
const tiledMapIns = withTiledMapNode.getComponent(cc.TiledMap); // This is a magic name.
@@ -115,6 +116,18 @@ TileCollisionManager.prototype.extractBoundaryObjects = function(withTiledMapNod
const allObjectGroups = tiledMapIns.getObjectGroups();
for (let i = 0; i < allObjectGroups.length; ++i) {
var objectGroup = allObjectGroups[i];
if ("PlayerStartingPos" == objectGroup.getGroupName()) {
var allObjects = objectGroup.getObjects();
for (let j = 0; j < allObjects.length; ++j) {
const cccMaskedX = allObjects[j].x,
cccMaskedY = allObjects[j].y;
const origX = cccMaskedX,
origY = withTiledMapNode.getContentSize().height - cccMaskedY; // FIXME: I don't know why CocosCreator did this, it's stupid and MIGHT NOT WORK IN ISOMETRIC orientation!
let wpos = this.continuousObjLayerOffsetToContinuousMapNodePos(withTiledMapNode, cc.v2(origX, origY));
toRet.playerStartingPositions.push(wpos);
}
continue;
}
if ("barrier_and_shelter" != objectGroup.getProperty("type")) continue;
var allObjects = objectGroup.getObjects();
for (let j = 0; j < allObjects.length; ++j) {
@@ -123,21 +136,33 @@ TileCollisionManager.prototype.extractBoundaryObjects = function(withTiledMapNod
if (0 < gid) {
continue;
}
const polylinePoints = object.polylinePoints;
if (null == polylinePoints) {
continue
}
const boundaryType = object.boundary_type;
let toPushBarriers = [];
toPushBarriers.boundaryType = boundaryType;
let toPushBarrier = [];
toPushBarrier.boundaryType = boundaryType;
switch (boundaryType) {
case "barrier":
let polylinePoints = object.polylinePoints;
if (null == polylinePoints) {
polylinePoints = [{
x: 0,
y: 0
}, {
x: object.width,
y: 0
}, {
x: object.width,
y: -object.height
}, {
x: 0,
y: -object.height
}];
}
for (let k = 0; k < polylinePoints.length; ++k) {
/* Since CocosCreatorv2.1.3, the Y-coord of object polylines is inverted compared to that of the tmx file. */
toPushBarriers.push(this.continuousObjLayerVecToContinuousMapNodeVec(withTiledMapNode, cc.v2(polylinePoints[k].x, -polylinePoints[k].y)));
toPushBarrier.push(this.continuousObjLayerVecToContinuousMapNodeVec(withTiledMapNode, cc.v2(polylinePoints[k].x, -polylinePoints[k].y)));
}
toPushBarriers.anchor = this.continuousObjLayerOffsetToContinuousMapNodePos(withTiledMapNode, object.offset); // DON'T use "(object.x, object.y)" which are wrong/meaningless!
toRet.barriers.push(toPushBarriers);
toPushBarrier.anchor = this.continuousObjLayerOffsetToContinuousMapNodePos(withTiledMapNode, object.offset); // DON'T use "(object.x, object.y)" which are wrong/meaningless!
toRet.barriers.push(toPushBarrier);
break;
default:
break;

View File

@@ -88,6 +88,14 @@ cc.Class({
default: 0.0375,
type: cc.Float
},
btnA: {
default: null,
type: cc.Node
},
btnB: {
default: null,
type: cc.Node
},
},
start() {},
@@ -99,6 +107,7 @@ cc.Class({
this.cachedBtnLeftLevel = 0;
this.cachedBtnRightLevel = 0;
this.cachedBtnALevel = 0;
this.cachedBtnBLevel = 0;
this.canvasNode = this.mapNode.parent;
this.mainCameraNode = this.canvasNode.getChildByName("Main Camera"); // Cannot drag and assign the `mainCameraNode` from CocosCreator EDITOR directly, otherwise it'll cause an infinite loading time, till v2.1.0.
@@ -136,6 +145,7 @@ cc.Class({
});
translationListenerNode.inTouchPoints = new Map();
/*
zoomingListenerNode.on(cc.Node.EventType.TOUCH_START, function(event) {
self._touchStartEvent(event);
});
@@ -149,6 +159,37 @@ cc.Class({
self._touchEndEvent(event);
});
zoomingListenerNode.inTouchPoints = new Map();
*/
if (self.btnA) {
self.btnA.on(cc.Node.EventType.TOUCH_START, function(evt) {
self.cachedBtnALevel = 1;
evt.target.runAction(cc.scaleTo(0.1, 0.3));
});
self.btnA.on(cc.Node.EventType.TOUCH_END, function(evt) {
self.cachedBtnALevel = 0;
evt.target.runAction(cc.scaleTo(0.1, 1.0));
});
self.btnA.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
self.cachedBtnALevel = 0;
evt.target.runAction(cc.scaleTo(0.1, 1.0));
});
}
if (self.btnB) {
self.btnB.on(cc.Node.EventType.TOUCH_START, function(evt) {
self.cachedBtnBLevel = 1;
evt.target.runAction(cc.scaleTo(0.1, 0.3));
});
self.btnB.on(cc.Node.EventType.TOUCH_END, function(evt) {
self.cachedBtnBLevel = 0;
evt.target.runAction(cc.scaleTo(0.1, 1.0));
});
self.btnB.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
self.cachedBtnBLevel = 0;
evt.target.runAction(cc.scaleTo(0.1, 1.0));
});
}
// Setup keyboard controls for the ease of attach debugging
cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN, function(evt) {
@@ -168,6 +209,9 @@ cc.Class({
case cc.macro.KEY.h:
self.cachedBtnALevel = 1;
break;
case cc.macro.KEY.j:
self.cachedBtnBLevel = 1;
break;
default:
break;
}
@@ -190,6 +234,9 @@ cc.Class({
case cc.macro.KEY.h:
self.cachedBtnALevel = 0;
break;
case cc.macro.KEY.j:
self.cachedBtnBLevel = 0;
break;
default:
break;
}
@@ -400,7 +447,8 @@ cc.Class({
getEncodedInput() {
const discretizedDir = this.discretizeDirection(this.stickhead.x, this.stickhead.y, this.joyStickEps).encodedIdx; // There're only 9 dirs, thus using only the lower 4-bits
const btnALevel = (this.cachedBtnALevel << 4);
return (btnALevel + discretizedDir);
const btnBLevel = (this.cachedBtnBLevel << 5);
return (btnBLevel + btnALevel + discretizedDir);
},
decodeInput(encodedInput) {
@@ -410,10 +458,12 @@ cc.Class({
console.error("Unexpected encodedDirection = ", encodedDirection);
}
const btnALevel = ((encodedInput >> 4) & 1);
const btnBLevel = ((encodedInput >> 5) & 1);
return window.pb.protos.InputFrameDecoded.create({
dx: mappedDirection[0],
dy: mappedDirection[1],
btnALevel: btnALevel,
btnBLevel: btnBLevel,
});
},
});

View File

@@ -144,9 +144,10 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
if (null == evt || null == evt.data) {
return;
}
// FIXME: In practice, it seems like the thread invoking "onmessage" could be different from "Map.update(dt)", which makes it necessary to guard "recentRenderCache & recentInputCache" for "_generateInputFrameUpsync & rollbackAndChase & onRoomDownsyncFrame & onInputFrameDownsyncBatch" to avoid mysterious RAM contamination, but there's no explicit mutex in JavaScript for browsers.
try {
const resp = window.pb.protos.WsResp.decode(new Uint8Array(evt.data));
// console.log(`Got non-empty onmessage decoded: resp.act=${resp.act}`);
//console.log(`Got non-empty onmessage decoded: resp.act=${resp.act}`);
switch (resp.act) {
case window.DOWNSYNC_MSG_ACT_HB_REQ:
window.handleHbRequirements(resp);

View File

@@ -1196,6 +1196,8 @@ $root.protos = (function() {
* @property {number|null} [virtualGridY] PlayerDownsync virtualGridY
* @property {number|null} [dirX] PlayerDownsync dirX
* @property {number|null} [dirY] PlayerDownsync dirY
* @property {number|null} [velX] PlayerDownsync velX
* @property {number|null} [velY] PlayerDownsync velY
* @property {number|null} [speed] PlayerDownsync speed
* @property {number|null} [battleState] PlayerDownsync battleState
* @property {number|null} [joinIndex] PlayerDownsync joinIndex
@@ -1207,6 +1209,7 @@ $root.protos = (function() {
* @property {number|null} [hp] PlayerDownsync hp
* @property {number|null} [maxHp] PlayerDownsync maxHp
* @property {number|null} [characterState] PlayerDownsync characterState
* @property {boolean|null} [inAir] PlayerDownsync inAir
* @property {string|null} [name] PlayerDownsync name
* @property {string|null} [displayName] PlayerDownsync displayName
* @property {string|null} [avatar] PlayerDownsync avatar
@@ -1267,6 +1270,22 @@ $root.protos = (function() {
*/
PlayerDownsync.prototype.dirY = 0;
/**
* PlayerDownsync velX.
* @member {number} velX
* @memberof protos.PlayerDownsync
* @instance
*/
PlayerDownsync.prototype.velX = 0;
/**
* PlayerDownsync velY.
* @member {number} velY
* @memberof protos.PlayerDownsync
* @instance
*/
PlayerDownsync.prototype.velY = 0;
/**
* PlayerDownsync speed.
* @member {number} speed
@@ -1355,6 +1374,14 @@ $root.protos = (function() {
*/
PlayerDownsync.prototype.characterState = 0;
/**
* PlayerDownsync inAir.
* @member {boolean} inAir
* @memberof protos.PlayerDownsync
* @instance
*/
PlayerDownsync.prototype.inAir = false;
/**
* PlayerDownsync name.
* @member {string} name
@@ -1413,34 +1440,40 @@ $root.protos = (function() {
writer.uint32(/* id 4, wireType 0 =*/32).int32(message.dirX);
if (message.dirY != null && Object.hasOwnProperty.call(message, "dirY"))
writer.uint32(/* id 5, wireType 0 =*/40).int32(message.dirY);
if (message.velX != null && Object.hasOwnProperty.call(message, "velX"))
writer.uint32(/* id 6, wireType 0 =*/48).int32(message.velX);
if (message.velY != null && Object.hasOwnProperty.call(message, "velY"))
writer.uint32(/* id 7, wireType 0 =*/56).int32(message.velY);
if (message.speed != null && Object.hasOwnProperty.call(message, "speed"))
writer.uint32(/* id 6, wireType 0 =*/48).int32(message.speed);
writer.uint32(/* id 8, wireType 0 =*/64).int32(message.speed);
if (message.battleState != null && Object.hasOwnProperty.call(message, "battleState"))
writer.uint32(/* id 7, wireType 0 =*/56).int32(message.battleState);
writer.uint32(/* id 9, wireType 0 =*/72).int32(message.battleState);
if (message.joinIndex != null && Object.hasOwnProperty.call(message, "joinIndex"))
writer.uint32(/* id 8, wireType 0 =*/64).int32(message.joinIndex);
writer.uint32(/* id 10, wireType 0 =*/80).int32(message.joinIndex);
if (message.colliderRadius != null && Object.hasOwnProperty.call(message, "colliderRadius"))
writer.uint32(/* id 9, wireType 1 =*/73).double(message.colliderRadius);
writer.uint32(/* id 11, wireType 1 =*/89).double(message.colliderRadius);
if (message.removed != null && Object.hasOwnProperty.call(message, "removed"))
writer.uint32(/* id 10, wireType 0 =*/80).bool(message.removed);
writer.uint32(/* id 12, wireType 0 =*/96).bool(message.removed);
if (message.score != null && Object.hasOwnProperty.call(message, "score"))
writer.uint32(/* id 11, wireType 0 =*/88).int32(message.score);
writer.uint32(/* id 13, wireType 0 =*/104).int32(message.score);
if (message.lastMoveGmtMillis != null && Object.hasOwnProperty.call(message, "lastMoveGmtMillis"))
writer.uint32(/* id 12, wireType 0 =*/96).int32(message.lastMoveGmtMillis);
writer.uint32(/* id 14, wireType 0 =*/112).int32(message.lastMoveGmtMillis);
if (message.framesToRecover != null && Object.hasOwnProperty.call(message, "framesToRecover"))
writer.uint32(/* id 13, wireType 0 =*/104).int32(message.framesToRecover);
writer.uint32(/* id 15, wireType 0 =*/120).int32(message.framesToRecover);
if (message.hp != null && Object.hasOwnProperty.call(message, "hp"))
writer.uint32(/* id 14, wireType 0 =*/112).int32(message.hp);
writer.uint32(/* id 16, wireType 0 =*/128).int32(message.hp);
if (message.maxHp != null && Object.hasOwnProperty.call(message, "maxHp"))
writer.uint32(/* id 15, wireType 0 =*/120).int32(message.maxHp);
writer.uint32(/* id 17, wireType 0 =*/136).int32(message.maxHp);
if (message.characterState != null && Object.hasOwnProperty.call(message, "characterState"))
writer.uint32(/* id 16, wireType 0 =*/128).int32(message.characterState);
writer.uint32(/* id 18, wireType 0 =*/144).int32(message.characterState);
if (message.inAir != null && Object.hasOwnProperty.call(message, "inAir"))
writer.uint32(/* id 19, wireType 0 =*/152).bool(message.inAir);
if (message.name != null && Object.hasOwnProperty.call(message, "name"))
writer.uint32(/* id 17, wireType 2 =*/138).string(message.name);
writer.uint32(/* id 20, wireType 2 =*/162).string(message.name);
if (message.displayName != null && Object.hasOwnProperty.call(message, "displayName"))
writer.uint32(/* id 18, wireType 2 =*/146).string(message.displayName);
writer.uint32(/* id 21, wireType 2 =*/170).string(message.displayName);
if (message.avatar != null && Object.hasOwnProperty.call(message, "avatar"))
writer.uint32(/* id 19, wireType 2 =*/154).string(message.avatar);
writer.uint32(/* id 22, wireType 2 =*/178).string(message.avatar);
return writer;
};
@@ -1496,58 +1529,70 @@ $root.protos = (function() {
break;
}
case 6: {
message.speed = reader.int32();
message.velX = reader.int32();
break;
}
case 7: {
message.battleState = reader.int32();
message.velY = reader.int32();
break;
}
case 8: {
message.joinIndex = reader.int32();
message.speed = reader.int32();
break;
}
case 9: {
message.colliderRadius = reader.double();
message.battleState = reader.int32();
break;
}
case 10: {
message.removed = reader.bool();
message.joinIndex = reader.int32();
break;
}
case 11: {
message.score = reader.int32();
message.colliderRadius = reader.double();
break;
}
case 12: {
message.lastMoveGmtMillis = reader.int32();
message.removed = reader.bool();
break;
}
case 13: {
message.framesToRecover = reader.int32();
message.score = reader.int32();
break;
}
case 14: {
message.hp = reader.int32();
message.lastMoveGmtMillis = reader.int32();
break;
}
case 15: {
message.maxHp = reader.int32();
message.framesToRecover = reader.int32();
break;
}
case 16: {
message.characterState = reader.int32();
message.hp = reader.int32();
break;
}
case 17: {
message.name = reader.string();
message.maxHp = reader.int32();
break;
}
case 18: {
message.displayName = reader.string();
message.characterState = reader.int32();
break;
}
case 19: {
message.inAir = reader.bool();
break;
}
case 20: {
message.name = reader.string();
break;
}
case 21: {
message.displayName = reader.string();
break;
}
case 22: {
message.avatar = reader.string();
break;
}
@@ -1601,6 +1646,12 @@ $root.protos = (function() {
if (message.dirY != null && message.hasOwnProperty("dirY"))
if (!$util.isInteger(message.dirY))
return "dirY: integer expected";
if (message.velX != null && message.hasOwnProperty("velX"))
if (!$util.isInteger(message.velX))
return "velX: integer expected";
if (message.velY != null && message.hasOwnProperty("velY"))
if (!$util.isInteger(message.velY))
return "velY: integer expected";
if (message.speed != null && message.hasOwnProperty("speed"))
if (!$util.isInteger(message.speed))
return "speed: integer expected";
@@ -1634,6 +1685,9 @@ $root.protos = (function() {
if (message.characterState != null && message.hasOwnProperty("characterState"))
if (!$util.isInteger(message.characterState))
return "characterState: integer expected";
if (message.inAir != null && message.hasOwnProperty("inAir"))
if (typeof message.inAir !== "boolean")
return "inAir: boolean expected";
if (message.name != null && message.hasOwnProperty("name"))
if (!$util.isString(message.name))
return "name: string expected";
@@ -1668,6 +1722,10 @@ $root.protos = (function() {
message.dirX = object.dirX | 0;
if (object.dirY != null)
message.dirY = object.dirY | 0;
if (object.velX != null)
message.velX = object.velX | 0;
if (object.velY != null)
message.velY = object.velY | 0;
if (object.speed != null)
message.speed = object.speed | 0;
if (object.battleState != null)
@@ -1690,6 +1748,8 @@ $root.protos = (function() {
message.maxHp = object.maxHp | 0;
if (object.characterState != null)
message.characterState = object.characterState | 0;
if (object.inAir != null)
message.inAir = Boolean(object.inAir);
if (object.name != null)
message.name = String(object.name);
if (object.displayName != null)
@@ -1718,6 +1778,8 @@ $root.protos = (function() {
object.virtualGridY = 0;
object.dirX = 0;
object.dirY = 0;
object.velX = 0;
object.velY = 0;
object.speed = 0;
object.battleState = 0;
object.joinIndex = 0;
@@ -1729,6 +1791,7 @@ $root.protos = (function() {
object.hp = 0;
object.maxHp = 0;
object.characterState = 0;
object.inAir = false;
object.name = "";
object.displayName = "";
object.avatar = "";
@@ -1743,6 +1806,10 @@ $root.protos = (function() {
object.dirX = message.dirX;
if (message.dirY != null && message.hasOwnProperty("dirY"))
object.dirY = message.dirY;
if (message.velX != null && message.hasOwnProperty("velX"))
object.velX = message.velX;
if (message.velY != null && message.hasOwnProperty("velY"))
object.velY = message.velY;
if (message.speed != null && message.hasOwnProperty("speed"))
object.speed = message.speed;
if (message.battleState != null && message.hasOwnProperty("battleState"))
@@ -1765,6 +1832,8 @@ $root.protos = (function() {
object.maxHp = message.maxHp;
if (message.characterState != null && message.hasOwnProperty("characterState"))
object.characterState = message.characterState;
if (message.inAir != null && message.hasOwnProperty("inAir"))
object.inAir = message.inAir;
if (message.name != null && message.hasOwnProperty("name"))
object.name = message.name;
if (message.displayName != null && message.hasOwnProperty("displayName"))
@@ -1812,6 +1881,7 @@ $root.protos = (function() {
* @property {number|null} [dx] InputFrameDecoded dx
* @property {number|null} [dy] InputFrameDecoded dy
* @property {number|null} [btnALevel] InputFrameDecoded btnALevel
* @property {number|null} [btnBLevel] InputFrameDecoded btnBLevel
*/
/**
@@ -1853,6 +1923,14 @@ $root.protos = (function() {
*/
InputFrameDecoded.prototype.btnALevel = 0;
/**
* InputFrameDecoded btnBLevel.
* @member {number} btnBLevel
* @memberof protos.InputFrameDecoded
* @instance
*/
InputFrameDecoded.prototype.btnBLevel = 0;
/**
* Creates a new InputFrameDecoded instance using the specified properties.
* @function create
@@ -1883,6 +1961,8 @@ $root.protos = (function() {
writer.uint32(/* id 2, wireType 0 =*/16).int32(message.dy);
if (message.btnALevel != null && Object.hasOwnProperty.call(message, "btnALevel"))
writer.uint32(/* id 3, wireType 0 =*/24).int32(message.btnALevel);
if (message.btnBLevel != null && Object.hasOwnProperty.call(message, "btnBLevel"))
writer.uint32(/* id 4, wireType 0 =*/32).int32(message.btnBLevel);
return writer;
};
@@ -1929,6 +2009,10 @@ $root.protos = (function() {
message.btnALevel = reader.int32();
break;
}
case 4: {
message.btnBLevel = reader.int32();
break;
}
default:
reader.skipType(tag & 7);
break;
@@ -1973,6 +2057,9 @@ $root.protos = (function() {
if (message.btnALevel != null && message.hasOwnProperty("btnALevel"))
if (!$util.isInteger(message.btnALevel))
return "btnALevel: integer expected";
if (message.btnBLevel != null && message.hasOwnProperty("btnBLevel"))
if (!$util.isInteger(message.btnBLevel))
return "btnBLevel: integer expected";
return null;
};
@@ -1994,6 +2081,8 @@ $root.protos = (function() {
message.dy = object.dy | 0;
if (object.btnALevel != null)
message.btnALevel = object.btnALevel | 0;
if (object.btnBLevel != null)
message.btnBLevel = object.btnBLevel | 0;
return message;
};
@@ -2014,6 +2103,7 @@ $root.protos = (function() {
object.dx = 0;
object.dy = 0;
object.btnALevel = 0;
object.btnBLevel = 0;
}
if (message.dx != null && message.hasOwnProperty("dx"))
object.dx = message.dx;
@@ -2021,6 +2111,8 @@ $root.protos = (function() {
object.dy = message.dy;
if (message.btnALevel != null && message.hasOwnProperty("btnALevel"))
object.btnALevel = message.btnALevel;
if (message.btnBLevel != null && message.hasOwnProperty("btnBLevel"))
object.btnBLevel = message.btnBLevel;
return object;
};
@@ -3553,6 +3645,315 @@ $root.protos = (function() {
return WsResp;
})();
protos.InputsBufferSnapshot = (function() {
/**
* Properties of an InputsBufferSnapshot.
* @memberof protos
* @interface IInputsBufferSnapshot
* @property {number|null} [refRenderFrameId] InputsBufferSnapshot refRenderFrameId
* @property {number|Long|null} [unconfirmedMask] InputsBufferSnapshot unconfirmedMask
* @property {Array.<protos.InputFrameDownsync>|null} [toSendInputFrameDownsyncs] InputsBufferSnapshot toSendInputFrameDownsyncs
* @property {boolean|null} [shouldForceResync] InputsBufferSnapshot shouldForceResync
*/
/**
* Constructs a new InputsBufferSnapshot.
* @memberof protos
* @classdesc Represents an InputsBufferSnapshot.
* @implements IInputsBufferSnapshot
* @constructor
* @param {protos.IInputsBufferSnapshot=} [properties] Properties to set
*/
function InputsBufferSnapshot(properties) {
this.toSendInputFrameDownsyncs = [];
if (properties)
for (var keys = Object.keys(properties), i = 0; i < keys.length; ++i)
if (properties[keys[i]] != null)
this[keys[i]] = properties[keys[i]];
}
/**
* InputsBufferSnapshot refRenderFrameId.
* @member {number} refRenderFrameId
* @memberof protos.InputsBufferSnapshot
* @instance
*/
InputsBufferSnapshot.prototype.refRenderFrameId = 0;
/**
* InputsBufferSnapshot unconfirmedMask.
* @member {number|Long} unconfirmedMask
* @memberof protos.InputsBufferSnapshot
* @instance
*/
InputsBufferSnapshot.prototype.unconfirmedMask = $util.Long ? $util.Long.fromBits(0,0,true) : 0;
/**
* InputsBufferSnapshot toSendInputFrameDownsyncs.
* @member {Array.<protos.InputFrameDownsync>} toSendInputFrameDownsyncs
* @memberof protos.InputsBufferSnapshot
* @instance
*/
InputsBufferSnapshot.prototype.toSendInputFrameDownsyncs = $util.emptyArray;
/**
* InputsBufferSnapshot shouldForceResync.
* @member {boolean} shouldForceResync
* @memberof protos.InputsBufferSnapshot
* @instance
*/
InputsBufferSnapshot.prototype.shouldForceResync = false;
/**
* Creates a new InputsBufferSnapshot instance using the specified properties.
* @function create
* @memberof protos.InputsBufferSnapshot
* @static
* @param {protos.IInputsBufferSnapshot=} [properties] Properties to set
* @returns {protos.InputsBufferSnapshot} InputsBufferSnapshot instance
*/
InputsBufferSnapshot.create = function create(properties) {
return new InputsBufferSnapshot(properties);
};
/**
* Encodes the specified InputsBufferSnapshot message. Does not implicitly {@link protos.InputsBufferSnapshot.verify|verify} messages.
* @function encode
* @memberof protos.InputsBufferSnapshot
* @static
* @param {protos.InputsBufferSnapshot} message InputsBufferSnapshot message or plain object to encode
* @param {$protobuf.Writer} [writer] Writer to encode to
* @returns {$protobuf.Writer} Writer
*/
InputsBufferSnapshot.encode = function encode(message, writer) {
if (!writer)
writer = $Writer.create();
if (message.refRenderFrameId != null && Object.hasOwnProperty.call(message, "refRenderFrameId"))
writer.uint32(/* id 1, wireType 0 =*/8).int32(message.refRenderFrameId);
if (message.unconfirmedMask != null && Object.hasOwnProperty.call(message, "unconfirmedMask"))
writer.uint32(/* id 2, wireType 0 =*/16).uint64(message.unconfirmedMask);
if (message.toSendInputFrameDownsyncs != null && message.toSendInputFrameDownsyncs.length)
for (var i = 0; i < message.toSendInputFrameDownsyncs.length; ++i)
$root.protos.InputFrameDownsync.encode(message.toSendInputFrameDownsyncs[i], writer.uint32(/* id 3, wireType 2 =*/26).fork()).ldelim();
if (message.shouldForceResync != null && Object.hasOwnProperty.call(message, "shouldForceResync"))
writer.uint32(/* id 4, wireType 0 =*/32).bool(message.shouldForceResync);
return writer;
};
/**
* Encodes the specified InputsBufferSnapshot message, length delimited. Does not implicitly {@link protos.InputsBufferSnapshot.verify|verify} messages.
* @function encodeDelimited
* @memberof protos.InputsBufferSnapshot
* @static
* @param {protos.InputsBufferSnapshot} message InputsBufferSnapshot message or plain object to encode
* @param {$protobuf.Writer} [writer] Writer to encode to
* @returns {$protobuf.Writer} Writer
*/
InputsBufferSnapshot.encodeDelimited = function encodeDelimited(message, writer) {
return this.encode(message, writer).ldelim();
};
/**
* Decodes an InputsBufferSnapshot message from the specified reader or buffer.
* @function decode
* @memberof protos.InputsBufferSnapshot
* @static
* @param {$protobuf.Reader|Uint8Array} reader Reader or buffer to decode from
* @param {number} [length] Message length if known beforehand
* @returns {protos.InputsBufferSnapshot} InputsBufferSnapshot
* @throws {Error} If the payload is not a reader or valid buffer
* @throws {$protobuf.util.ProtocolError} If required fields are missing
*/
InputsBufferSnapshot.decode = function decode(reader, length) {
if (!(reader instanceof $Reader))
reader = $Reader.create(reader);
var end = length === undefined ? reader.len : reader.pos + length, message = new $root.protos.InputsBufferSnapshot();
while (reader.pos < end) {
var tag = reader.uint32();
switch (tag >>> 3) {
case 1: {
message.refRenderFrameId = reader.int32();
break;
}
case 2: {
message.unconfirmedMask = reader.uint64();
break;
}
case 3: {
if (!(message.toSendInputFrameDownsyncs && message.toSendInputFrameDownsyncs.length))
message.toSendInputFrameDownsyncs = [];
message.toSendInputFrameDownsyncs.push($root.protos.InputFrameDownsync.decode(reader, reader.uint32()));
break;
}
case 4: {
message.shouldForceResync = reader.bool();
break;
}
default:
reader.skipType(tag & 7);
break;
}
}
return message;
};
/**
* Decodes an InputsBufferSnapshot message from the specified reader or buffer, length delimited.
* @function decodeDelimited
* @memberof protos.InputsBufferSnapshot
* @static
* @param {$protobuf.Reader|Uint8Array} reader Reader or buffer to decode from
* @returns {protos.InputsBufferSnapshot} InputsBufferSnapshot
* @throws {Error} If the payload is not a reader or valid buffer
* @throws {$protobuf.util.ProtocolError} If required fields are missing
*/
InputsBufferSnapshot.decodeDelimited = function decodeDelimited(reader) {
if (!(reader instanceof $Reader))
reader = new $Reader(reader);
return this.decode(reader, reader.uint32());
};
/**
* Verifies an InputsBufferSnapshot message.
* @function verify
* @memberof protos.InputsBufferSnapshot
* @static
* @param {Object.<string,*>} message Plain object to verify
* @returns {string|null} `null` if valid, otherwise the reason why it is not
*/
InputsBufferSnapshot.verify = function verify(message) {
if (typeof message !== "object" || message === null)
return "object expected";
if (message.refRenderFrameId != null && message.hasOwnProperty("refRenderFrameId"))
if (!$util.isInteger(message.refRenderFrameId))
return "refRenderFrameId: integer expected";
if (message.unconfirmedMask != null && message.hasOwnProperty("unconfirmedMask"))
if (!$util.isInteger(message.unconfirmedMask) && !(message.unconfirmedMask && $util.isInteger(message.unconfirmedMask.low) && $util.isInteger(message.unconfirmedMask.high)))
return "unconfirmedMask: integer|Long expected";
if (message.toSendInputFrameDownsyncs != null && message.hasOwnProperty("toSendInputFrameDownsyncs")) {
if (!Array.isArray(message.toSendInputFrameDownsyncs))
return "toSendInputFrameDownsyncs: array expected";
for (var i = 0; i < message.toSendInputFrameDownsyncs.length; ++i) {
var error = $root.protos.InputFrameDownsync.verify(message.toSendInputFrameDownsyncs[i]);
if (error)
return "toSendInputFrameDownsyncs." + error;
}
}
if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync"))
if (typeof message.shouldForceResync !== "boolean")
return "shouldForceResync: boolean expected";
return null;
};
/**
* Creates an InputsBufferSnapshot message from a plain object. Also converts values to their respective internal types.
* @function fromObject
* @memberof protos.InputsBufferSnapshot
* @static
* @param {Object.<string,*>} object Plain object
* @returns {protos.InputsBufferSnapshot} InputsBufferSnapshot
*/
InputsBufferSnapshot.fromObject = function fromObject(object) {
if (object instanceof $root.protos.InputsBufferSnapshot)
return object;
var message = new $root.protos.InputsBufferSnapshot();
if (object.refRenderFrameId != null)
message.refRenderFrameId = object.refRenderFrameId | 0;
if (object.unconfirmedMask != null)
if ($util.Long)
(message.unconfirmedMask = $util.Long.fromValue(object.unconfirmedMask)).unsigned = true;
else if (typeof object.unconfirmedMask === "string")
message.unconfirmedMask = parseInt(object.unconfirmedMask, 10);
else if (typeof object.unconfirmedMask === "number")
message.unconfirmedMask = object.unconfirmedMask;
else if (typeof object.unconfirmedMask === "object")
message.unconfirmedMask = new $util.LongBits(object.unconfirmedMask.low >>> 0, object.unconfirmedMask.high >>> 0).toNumber(true);
if (object.toSendInputFrameDownsyncs) {
if (!Array.isArray(object.toSendInputFrameDownsyncs))
throw TypeError(".protos.InputsBufferSnapshot.toSendInputFrameDownsyncs: array expected");
message.toSendInputFrameDownsyncs = [];
for (var i = 0; i < object.toSendInputFrameDownsyncs.length; ++i) {
if (typeof object.toSendInputFrameDownsyncs[i] !== "object")
throw TypeError(".protos.InputsBufferSnapshot.toSendInputFrameDownsyncs: object expected");
message.toSendInputFrameDownsyncs[i] = $root.protos.InputFrameDownsync.fromObject(object.toSendInputFrameDownsyncs[i]);
}
}
if (object.shouldForceResync != null)
message.shouldForceResync = Boolean(object.shouldForceResync);
return message;
};
/**
* Creates a plain object from an InputsBufferSnapshot message. Also converts values to other types if specified.
* @function toObject
* @memberof protos.InputsBufferSnapshot
* @static
* @param {protos.InputsBufferSnapshot} message InputsBufferSnapshot
* @param {$protobuf.IConversionOptions} [options] Conversion options
* @returns {Object.<string,*>} Plain object
*/
InputsBufferSnapshot.toObject = function toObject(message, options) {
if (!options)
options = {};
var object = {};
if (options.arrays || options.defaults)
object.toSendInputFrameDownsyncs = [];
if (options.defaults) {
object.refRenderFrameId = 0;
if ($util.Long) {
var long = new $util.Long(0, 0, true);
object.unconfirmedMask = options.longs === String ? long.toString() : options.longs === Number ? long.toNumber() : long;
} else
object.unconfirmedMask = options.longs === String ? "0" : 0;
object.shouldForceResync = false;
}
if (message.refRenderFrameId != null && message.hasOwnProperty("refRenderFrameId"))
object.refRenderFrameId = message.refRenderFrameId;
if (message.unconfirmedMask != null && message.hasOwnProperty("unconfirmedMask"))
if (typeof message.unconfirmedMask === "number")
object.unconfirmedMask = options.longs === String ? String(message.unconfirmedMask) : message.unconfirmedMask;
else
object.unconfirmedMask = options.longs === String ? $util.Long.prototype.toString.call(message.unconfirmedMask) : options.longs === Number ? new $util.LongBits(message.unconfirmedMask.low >>> 0, message.unconfirmedMask.high >>> 0).toNumber(true) : message.unconfirmedMask;
if (message.toSendInputFrameDownsyncs && message.toSendInputFrameDownsyncs.length) {
object.toSendInputFrameDownsyncs = [];
for (var j = 0; j < message.toSendInputFrameDownsyncs.length; ++j)
object.toSendInputFrameDownsyncs[j] = $root.protos.InputFrameDownsync.toObject(message.toSendInputFrameDownsyncs[j], options);
}
if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync"))
object.shouldForceResync = message.shouldForceResync;
return object;
};
/**
* Converts this InputsBufferSnapshot to JSON.
* @function toJSON
* @memberof protos.InputsBufferSnapshot
* @instance
* @returns {Object.<string,*>} JSON object
*/
InputsBufferSnapshot.prototype.toJSON = function toJSON() {
return this.constructor.toObject(this, $protobuf.util.toJSONOptions);
};
/**
* Gets the default type url for InputsBufferSnapshot
* @function getTypeUrl
* @memberof protos.InputsBufferSnapshot
* @static
* @param {string} [typeUrlPrefix] your custom typeUrlPrefix(default "type.googleapis.com")
* @returns {string} The default type url
*/
InputsBufferSnapshot.getTypeUrl = function getTypeUrl(typeUrlPrefix) {
if (typeUrlPrefix === undefined) {
typeUrlPrefix = "type.googleapis.com";
}
return typeUrlPrefix + "/protos.InputsBufferSnapshot";
};
return InputsBufferSnapshot;
})();
protos.MeleeBullet = (function() {
/**
@@ -4167,6 +4568,11 @@ $root.protos = (function() {
* @property {number|null} [spAtkLookupFrames] BattleColliderInfo spAtkLookupFrames
* @property {number|null} [renderCacheSize] BattleColliderInfo renderCacheSize
* @property {Object.<string,protos.MeleeBullet>|null} [meleeSkillConfig] BattleColliderInfo meleeSkillConfig
* @property {number|null} [snapIntoPlatformOverlap] BattleColliderInfo snapIntoPlatformOverlap
* @property {number|null} [snapIntoPlatformThreshold] BattleColliderInfo snapIntoPlatformThreshold
* @property {number|null} [jumpingInitVelY] BattleColliderInfo jumpingInitVelY
* @property {number|null} [gravityX] BattleColliderInfo gravityX
* @property {number|null} [gravityY] BattleColliderInfo gravityY
*/
/**
@@ -4395,6 +4801,46 @@ $root.protos = (function() {
*/
BattleColliderInfo.prototype.meleeSkillConfig = $util.emptyObject;
/**
* BattleColliderInfo snapIntoPlatformOverlap.
* @member {number} snapIntoPlatformOverlap
* @memberof protos.BattleColliderInfo
* @instance
*/
BattleColliderInfo.prototype.snapIntoPlatformOverlap = 0;
/**
* BattleColliderInfo snapIntoPlatformThreshold.
* @member {number} snapIntoPlatformThreshold
* @memberof protos.BattleColliderInfo
* @instance
*/
BattleColliderInfo.prototype.snapIntoPlatformThreshold = 0;
/**
* BattleColliderInfo jumpingInitVelY.
* @member {number} jumpingInitVelY
* @memberof protos.BattleColliderInfo
* @instance
*/
BattleColliderInfo.prototype.jumpingInitVelY = 0;
/**
* BattleColliderInfo gravityX.
* @member {number} gravityX
* @memberof protos.BattleColliderInfo
* @instance
*/
BattleColliderInfo.prototype.gravityX = 0;
/**
* BattleColliderInfo gravityY.
* @member {number} gravityY
* @memberof protos.BattleColliderInfo
* @instance
*/
BattleColliderInfo.prototype.gravityY = 0;
/**
* Creates a new BattleColliderInfo instance using the specified properties.
* @function create
@@ -4480,6 +4926,16 @@ $root.protos = (function() {
writer.uint32(/* id 27, wireType 2 =*/218).fork().uint32(/* id 1, wireType 0 =*/8).int32(keys[i]);
$root.protos.MeleeBullet.encode(message.meleeSkillConfig[keys[i]], writer.uint32(/* id 2, wireType 2 =*/18).fork()).ldelim().ldelim();
}
if (message.snapIntoPlatformOverlap != null && Object.hasOwnProperty.call(message, "snapIntoPlatformOverlap"))
writer.uint32(/* id 28, wireType 1 =*/225).double(message.snapIntoPlatformOverlap);
if (message.snapIntoPlatformThreshold != null && Object.hasOwnProperty.call(message, "snapIntoPlatformThreshold"))
writer.uint32(/* id 29, wireType 1 =*/233).double(message.snapIntoPlatformThreshold);
if (message.jumpingInitVelY != null && Object.hasOwnProperty.call(message, "jumpingInitVelY"))
writer.uint32(/* id 30, wireType 0 =*/240).int32(message.jumpingInitVelY);
if (message.gravityX != null && Object.hasOwnProperty.call(message, "gravityX"))
writer.uint32(/* id 31, wireType 0 =*/248).int32(message.gravityX);
if (message.gravityY != null && Object.hasOwnProperty.call(message, "gravityY"))
writer.uint32(/* id 32, wireType 0 =*/256).int32(message.gravityY);
return writer;
};
@@ -4675,6 +5131,26 @@ $root.protos = (function() {
message.meleeSkillConfig[key] = value;
break;
}
case 28: {
message.snapIntoPlatformOverlap = reader.double();
break;
}
case 29: {
message.snapIntoPlatformThreshold = reader.double();
break;
}
case 30: {
message.jumpingInitVelY = reader.int32();
break;
}
case 31: {
message.gravityX = reader.int32();
break;
}
case 32: {
message.gravityY = reader.int32();
break;
}
default:
reader.skipType(tag & 7);
break;
@@ -4813,6 +5289,21 @@ $root.protos = (function() {
}
}
}
if (message.snapIntoPlatformOverlap != null && message.hasOwnProperty("snapIntoPlatformOverlap"))
if (typeof message.snapIntoPlatformOverlap !== "number")
return "snapIntoPlatformOverlap: number expected";
if (message.snapIntoPlatformThreshold != null && message.hasOwnProperty("snapIntoPlatformThreshold"))
if (typeof message.snapIntoPlatformThreshold !== "number")
return "snapIntoPlatformThreshold: number expected";
if (message.jumpingInitVelY != null && message.hasOwnProperty("jumpingInitVelY"))
if (!$util.isInteger(message.jumpingInitVelY))
return "jumpingInitVelY: integer expected";
if (message.gravityX != null && message.hasOwnProperty("gravityX"))
if (!$util.isInteger(message.gravityX))
return "gravityX: integer expected";
if (message.gravityY != null && message.hasOwnProperty("gravityY"))
if (!$util.isInteger(message.gravityY))
return "gravityY: integer expected";
return null;
};
@@ -4918,6 +5409,16 @@ $root.protos = (function() {
message.meleeSkillConfig[keys[i]] = $root.protos.MeleeBullet.fromObject(object.meleeSkillConfig[keys[i]]);
}
}
if (object.snapIntoPlatformOverlap != null)
message.snapIntoPlatformOverlap = Number(object.snapIntoPlatformOverlap);
if (object.snapIntoPlatformThreshold != null)
message.snapIntoPlatformThreshold = Number(object.snapIntoPlatformThreshold);
if (object.jumpingInitVelY != null)
message.jumpingInitVelY = object.jumpingInitVelY | 0;
if (object.gravityX != null)
message.gravityX = object.gravityX | 0;
if (object.gravityY != null)
message.gravityY = object.gravityY | 0;
return message;
};
@@ -4971,6 +5472,11 @@ $root.protos = (function() {
object.virtualGridToWorldRatio = 0;
object.spAtkLookupFrames = 0;
object.renderCacheSize = 0;
object.snapIntoPlatformOverlap = 0;
object.snapIntoPlatformThreshold = 0;
object.jumpingInitVelY = 0;
object.gravityX = 0;
object.gravityY = 0;
}
if (message.stageName != null && message.hasOwnProperty("stageName"))
object.stageName = message.stageName;
@@ -5040,6 +5546,16 @@ $root.protos = (function() {
for (var j = 0; j < keys2.length; ++j)
object.meleeSkillConfig[keys2[j]] = $root.protos.MeleeBullet.toObject(message.meleeSkillConfig[keys2[j]], options);
}
if (message.snapIntoPlatformOverlap != null && message.hasOwnProperty("snapIntoPlatformOverlap"))
object.snapIntoPlatformOverlap = options.json && !isFinite(message.snapIntoPlatformOverlap) ? String(message.snapIntoPlatformOverlap) : message.snapIntoPlatformOverlap;
if (message.snapIntoPlatformThreshold != null && message.hasOwnProperty("snapIntoPlatformThreshold"))
object.snapIntoPlatformThreshold = options.json && !isFinite(message.snapIntoPlatformThreshold) ? String(message.snapIntoPlatformThreshold) : message.snapIntoPlatformThreshold;
if (message.jumpingInitVelY != null && message.hasOwnProperty("jumpingInitVelY"))
object.jumpingInitVelY = message.jumpingInitVelY;
if (message.gravityX != null && message.hasOwnProperty("gravityX"))
object.gravityX = message.gravityX;
if (message.gravityY != null && message.hasOwnProperty("gravityY"))
object.gravityY = message.gravityY;
return object;
};
@@ -5083,6 +5599,7 @@ $root.protos = (function() {
* @property {number|Long|null} [countdownNanos] RoomDownsyncFrame countdownNanos
* @property {Array.<protos.MeleeBullet>|null} [meleeBullets] RoomDownsyncFrame meleeBullets
* @property {number|Long|null} [backendUnconfirmedMask] RoomDownsyncFrame backendUnconfirmedMask
* @property {boolean|null} [shouldForceResync] RoomDownsyncFrame shouldForceResync
*/
/**
@@ -5142,6 +5659,14 @@ $root.protos = (function() {
*/
RoomDownsyncFrame.prototype.backendUnconfirmedMask = $util.Long ? $util.Long.fromBits(0,0,true) : 0;
/**
* RoomDownsyncFrame shouldForceResync.
* @member {boolean} shouldForceResync
* @memberof protos.RoomDownsyncFrame
* @instance
*/
RoomDownsyncFrame.prototype.shouldForceResync = false;
/**
* Creates a new RoomDownsyncFrame instance using the specified properties.
* @function create
@@ -5180,6 +5705,8 @@ $root.protos = (function() {
$root.protos.MeleeBullet.encode(message.meleeBullets[i], writer.uint32(/* id 4, wireType 2 =*/34).fork()).ldelim();
if (message.backendUnconfirmedMask != null && Object.hasOwnProperty.call(message, "backendUnconfirmedMask"))
writer.uint32(/* id 5, wireType 0 =*/40).uint64(message.backendUnconfirmedMask);
if (message.shouldForceResync != null && Object.hasOwnProperty.call(message, "shouldForceResync"))
writer.uint32(/* id 6, wireType 0 =*/48).bool(message.shouldForceResync);
return writer;
};
@@ -5255,6 +5782,10 @@ $root.protos = (function() {
message.backendUnconfirmedMask = reader.uint64();
break;
}
case 6: {
message.shouldForceResync = reader.bool();
break;
}
default:
reader.skipType(tag & 7);
break;
@@ -5322,6 +5853,9 @@ $root.protos = (function() {
if (message.backendUnconfirmedMask != null && message.hasOwnProperty("backendUnconfirmedMask"))
if (!$util.isInteger(message.backendUnconfirmedMask) && !(message.backendUnconfirmedMask && $util.isInteger(message.backendUnconfirmedMask.low) && $util.isInteger(message.backendUnconfirmedMask.high)))
return "backendUnconfirmedMask: integer|Long expected";
if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync"))
if (typeof message.shouldForceResync !== "boolean")
return "shouldForceResync: boolean expected";
return null;
};
@@ -5377,6 +5911,8 @@ $root.protos = (function() {
message.backendUnconfirmedMask = object.backendUnconfirmedMask;
else if (typeof object.backendUnconfirmedMask === "object")
message.backendUnconfirmedMask = new $util.LongBits(object.backendUnconfirmedMask.low >>> 0, object.backendUnconfirmedMask.high >>> 0).toNumber(true);
if (object.shouldForceResync != null)
message.shouldForceResync = Boolean(object.shouldForceResync);
return message;
};
@@ -5409,6 +5945,7 @@ $root.protos = (function() {
object.backendUnconfirmedMask = options.longs === String ? long.toString() : options.longs === Number ? long.toNumber() : long;
} else
object.backendUnconfirmedMask = options.longs === String ? "0" : 0;
object.shouldForceResync = false;
}
if (message.id != null && message.hasOwnProperty("id"))
object.id = message.id;
@@ -5433,6 +5970,8 @@ $root.protos = (function() {
object.backendUnconfirmedMask = options.longs === String ? String(message.backendUnconfirmedMask) : message.backendUnconfirmedMask;
else
object.backendUnconfirmedMask = options.longs === String ? $util.Long.prototype.toString.call(message.backendUnconfirmedMask) : options.longs === Number ? new $util.LongBits(message.backendUnconfirmedMask.low >>> 0, message.backendUnconfirmedMask.high >>> 0).toNumber(true) : message.backendUnconfirmedMask;
if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync"))
object.shouldForceResync = message.shouldForceResync;
return object;
};

View File

@@ -11,24 +11,28 @@ function polygonStr(body) {
return JSON.stringify(coords);
}
const playerCollider = collisionSys.createPolygon(1269.665, 1353.335, [[0, 0], [64, 0], [64, 64], [0, 64]]);
const playerCollider1 = collisionSys.createPolygon(944.000, 676.000, [[0, 0], [24, 0], [24, 48], [0, 48]]);
playerCollider1.data = {isPlayer: true};
const playerCollider2 = collisionSys.createPolygon(958.000, 724.000, [[0, 0], [24, 0], [24, 48], [0, 48]]);
playerCollider2.data = {isPlayer: true};
const barrierCollider1 = collisionSys.createPolygon(1277.7159000000001, 1570.5575, [[642.5696, 319.159], [0, 319.15680000000003], [5.7286, 0], [643.7451, 0.9014999999999986]]);
const barrierCollider2 = collisionSys.createPolygon(1289.039, 1318.0805, [[628.626, 54.254500000000064], [0, 56.03250000000003], [0.42449999999999477, 1.1229999999999905], [625.9715000000001, 0]]);
const barrierCollider3 = collisionSys.createPolygon(1207, 1310, [[69, 581], [0, 579], [8, 3], [79, 0]]);
playerCollider.x += -2.98;
playerCollider.y += -50.0;
collisionSys.update();
const effPushback = [0.0, 0.0];
const result = collisionSys.createResult();
const potentials = playerCollider.potentials();
for (const barrier of potentials) {
if (!playerCollider.collides(barrier, result)) continue;
// Check collision for player1
const potentials = playerCollider1.potentials();
for (const potential of potentials) {
if (null == potential.data || true != potential.data.isPlayer) continue;
console.log(`Collided player potential of a=${polygonStr(playerCollider1)}: b=${polygonStr(potential)}`);
if (!playerCollider1.collides(potential, result)) continue;
console.log(`Collided player of a=${polygonStr(playerCollider1)}: b=${polygonStr(potential)}`);
const pushbackX = result.overlap * result.overlap_x;
const pushbackY = result.overlap * result.overlap_y;
console.log(`Overlapped: a=${polygonStr(result.a)}, b=${polygonStr(result.b)}, pushbackX=${pushbackX}, pushbackY=${pushbackY}`);

View File

@@ -17,13 +17,13 @@
},
"encryptJs": true,
"excludeScenes": [
"475b849b-44b3-4390-982d-bd0d9e695093"
"368b10b6-88fc-423c-9fcd-545d9fc673bd"
],
"fb-instant-games": {},
"includeSDKBox": false,
"inlineSpriteFrames": true,
"inlineSpriteFrames_native": true,
"md5Cache": true,
"md5Cache": false,
"mergeStartScene": true,
"optimizeHotUpdate": false,
"orientation": {

View File

@@ -34,7 +34,6 @@
"design-resolution-width": 960,
"excluded-modules": [
"Collider",
"DragonBones",
"Geom Utils",
"Mesh",
"MotionStreak",
@@ -69,7 +68,7 @@
"shelter_z_reducer",
"shelter"
],
"last-module-event-record-time": 1579766511782,
"last-module-event-record-time": 1671346284377,
"simulator-orientation": false,
"simulator-resolution": {
"height": 640,