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18 Commits

Author SHA1 Message Date
genxium
71b9e72592 Minor fix. 2023-01-17 15:16:31 +08:00
genxium
21b48b7c0d Updated frontend input generation. 2023-01-17 13:07:26 +08:00
genxium
fbfca965e6 Minor update. 2023-01-17 12:49:49 +08:00
genxium
b27b567c77 Fixed frontend action triggers. 2023-01-17 12:48:51 +08:00
genxium
e9119530f1 Updated README for UDP discussion. 2023-01-16 23:25:40 +08:00
genxium
e6a4295773 Updated charts in README. 2023-01-15 17:43:02 +08:00
Wing
aa14529bf8 Merge pull request #19 from genxium/explosion
Drafted bullet explosion data structure.
2023-01-15 17:23:52 +08:00
genxium
84af0d1572 Drafted bullet explosion data structure. 2023-01-15 17:21:34 +08:00
genxium
16fb23c376 Updated charts and refs in README. 2023-01-14 23:06:45 +08:00
genxium
d1f8a58154 Updated README. 2023-01-14 09:35:56 +08:00
genxium
89c31e8944 Updated README. 2023-01-13 15:13:27 +08:00
genxium
45380d170f Fixed fireball rollback sync. 2023-01-13 14:55:56 +08:00
genxium
dd9c03404e Fixed fireball rollback mechanism. 2023-01-13 12:10:06 +08:00
genxium
29e402ea71 Integrated onwall movements to multiplayer battle. 2023-01-12 18:09:02 +08:00
genxium
b1e3d6525c Fixes for wall jumping. 2023-01-12 16:09:20 +08:00
genxium
845282db50 Minor fix. 2023-01-12 12:55:57 +08:00
genxium
71a5a7b727 Drafted anti-air attack for Monk. 2023-01-11 22:24:31 +08:00
genxium
934a495d47 Updates for fireball bullet. 2023-01-11 18:42:57 +08:00
64 changed files with 6723 additions and 1683 deletions

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@@ -47,3 +47,23 @@ renderFrameId | toApplyInputFrameId
..., ..., ..., 368 | 90 ..., ..., ..., 368 | 90
369, 370, 371, 372 | 91 369, 370, 371, 372 | 91
373, 374, 375, ... | 92 373, 374, 375, ... | 92
# Would using UDP instead of TCP yield better synchronization performance?
Yes, but with non-trivial efforts.
## Neat advantage using UDP
Let's check an actual use case. As soon as an inputFrame becomes all-confirmed, the server should downsync it to all active players -- and upon reception loss of the packet containing this "all-confirmed downsync inputFrame" to a certain player, the server MUST retransmit another packet containing the same inputFrame to that player.
To apply UDP on this use case, additional `ack & retransmission mechanism` would be required, which is a moderately difficult task -- don't just pick a 3rd party lib using TCP flow-control alike `sliding window mechanism`, e.g. [RUDP](https://www.geeksforgeeks.org/reliable-user-datagram-protocol-rudp/)! Here's why.
Assume that the server is downsyncing `sequence of packets[#1, #2, #3, #4, #5, #6, #7, #8, #9, #10]`, when using TCP we get the advantage that each active player is guaranteed to receive that same sequence in the same order -- however in a bad, lossy network when `packet#2` got lost several times for a certain player whose reception window size is just 5, it has to wait for the arrival of `packet#2` at `[_, #3, #4, #5, #6]`, thus unable to process `[#7, #8, #9, #10]` which could contain `unpredictable inputFrame` while `#2` being `correct prediction` for that player.
That's so neat but still an advantage for using UDP! Yet if the TCP flow-control alike `sliding window mechanism` is employed on UDP, such advantage'd be compromised.
To summarize, if UDP is used we need
- an `ack & retransmission mechanism` built on top of it to guarantee reception of critical packets for active players, and
- reception order is not necessary to be reserved (mimic [markConfirmationIfApplicable](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L1085) to maintain `lastAllConfirmedInputFrameId`), but
- TCP flow-control alike `sliding window mechanism` should be avoided to gain advantage over TCP.
## Additional hassles to care about using UDP
When using UDP, it's also necessary to verify authorization of each incoming packet, e.g. by simple time limited symmetric key, due to being connectionless.

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@@ -1,25 +1,31 @@
# Preface # Preface
This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md). This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md). As lots of feedbacks ask for a discussion on using UDP instead, I tried to summarize my personal opinion about it in [ConcerningEdgeCases](./ConcerningEdgeCases.md) -- not necessarily correct but that's indeed a question to face :)
_(the following gif is sped up to ~1.5x for file size reduction, kindly note that animations are resumed from a partial progress)_ The following video is recorded over INTERNET using an input delay of 4 frames and it feels SMOOTH when playing! Please also checkout [this demo video](https://pan.baidu.com/s/1ML6hNupaPHPJRd5rcTvQvw?pwd=8ruc) 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.
![gif_demo](./charts/jump_sync_spedup.gif) ![gif_demo_1](./charts/internet_fireball_explosion_wallmove_spedup.gif)
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. ![gif_demo_2](./charts/jump_sync_spedup.gif)
The video mainly shows the following features. All gifs are sped up to ~1.5x for file size reduction, kindly note that animations are resumed from a partial progress!
- The backend receives inputs from frontend peers and broadcasts back for synchronization.
- The game is recovered for a player upon reconnection. # Notable Features
- Both backend(Golang) and frontend(JavaScript) execute collision detection and handle collision contacts by the same algorithm. The backend dynamics is togglable by [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/v0.5.2/battle_srv/models/room.go#L813), but **when turned off the game couldn't support recovery upon reconnection**. - Backend dynamics toggle via [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L786)
- Recovery upon reconnection (only if backend dynamics is ON)
- Automatically correction for "slow ticker", especially "active slow ticker" which is well-known to be a headache for input synchronization
- Frame data logging toggle for both frontend & backend, useful for debugging out of sync entities when developing new features
_(how input delay roughly works)_ _(how input delay roughly works)_
![input_delay_intro](./charts/InputDelayIntro.jpg) ![input_delay_intro](./charts/InputDelayIntro.jpg)
_(how rollback-and-chase in this project roughly works)_ _(how rollback-and-chase in this project roughly works, kindly note that by the current implementation, each frontend only maintains a `lastAllConfirmedInputFrameId` for all the other peers, because the backend only downsyncs all-confirmed inputFrames, see [markConfirmationIfApplicable](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L1085) for more information -- if a serverless peer-to-peer communication is seriously needed here, consider porting [markConfirmationIfApplicable](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L1085) into frontend for maintaining `lastAllConfirmedInputFrameId` under chaotic reception order of inputFrames from peers)_
![server_clients](./charts/ServerClients.jpg)
![rollback_and_chase_intro](./charts/RollbackAndChase.jpg) ![rollback_and_chase_intro](./charts/RollbackAndChase.jpg)
(By use of [GopherJs](https://github.com/gopherjs/gopherjs), the frontend codes for dynamics are now automatically generated)
![floating_point_accumulation_err](./charts/AvoidingFloatingPointAccumulationErr.jpg) ![floating_point_accumulation_err](./charts/AvoidingFloatingPointAccumulationErr.jpg)
# 1. Building & running # 1. Building & running
@@ -27,7 +33,8 @@ _(how rollback-and-chase in this project roughly works)_
## 1.1 Tools to install ## 1.1 Tools to install
### Backend ### Backend
- [Command Line Tools for Xcode](https://developer.apple.com/download/all/?q=command%20line%20tools) (on OSX) or [TDM-GCC](https://jmeubank.github.io/tdm-gcc/download/) (on Windows) (a `make` executable mandatory) - [Command Line Tools for Xcode](https://developer.apple.com/download/all/?q=command%20line%20tools) (on OSX) or [TDM-GCC](https://jmeubank.github.io/tdm-gcc/download/) (on Windows) (a `make` executable mandatory)
- [Golang1.18.6](https://golang.org/dl/) (brought down to 1.18 for GopherJs support, mandatory, in China please try a mirror site like [that of ustc](https://mirrors.ustc.edu.cn/golang/)) - [Golang1.18.6](https://golang.org/dl/) (brought down to 1.18 for _GopherJs_ support, mandatory, in China please try a mirror site like [that of ustc](https://mirrors.ustc.edu.cn/golang/))
- [GopherJs1.18.0-beta1](https://github.com/gopherjs/gopherjs/tree/v1.18.0-beta1) (optional, only for developemnt)
- [MySQL 5.7](https://dev.mysql.com/downloads/windows/installer/5.7.html) (mandatory, for OSX not all versions of 5.7 can be found thus 5.7.24 is recommended) - [MySQL 5.7](https://dev.mysql.com/downloads/windows/installer/5.7.html) (mandatory, for OSX not all versions of 5.7 can be found thus 5.7.24 is recommended)
- [Redis 3.0.503 or above](https://redis.io/download/) (mandatory) - [Redis 3.0.503 or above](https://redis.io/download/) (mandatory)
- [skeema](https://www.skeema.io/) (optional, only for convenient MySQL schema provisioning) - [skeema](https://www.skeema.io/) (optional, only for convenient MySQL schema provisioning)

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@@ -38,6 +38,9 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
BattleState: last.BattleState, BattleState: last.BattleState,
CharacterState: last.CharacterState, CharacterState: last.CharacterState,
InAir: last.InAir, InAir: last.InAir,
OnWall: last.OnWall,
OnWallNormX: last.OnWallNormX,
OnWallNormY: last.OnWallNormY,
JoinIndex: last.JoinIndex, JoinIndex: last.JoinIndex,
BulletTeamId: last.BulletTeamId, BulletTeamId: last.BulletTeamId,
ChCollisionTeamId: last.ChCollisionTeamId, ChCollisionTeamId: last.ChCollisionTeamId,
@@ -52,62 +55,74 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
for i, last := range rdf.MeleeBullets { for i, last := range rdf.MeleeBullets {
pbBullet := &pb.MeleeBullet{ pbBullet := &pb.MeleeBullet{
BulletLocalId: last.BulletLocalId, BulletLocalId: last.BattleAttr.BulletLocalId,
OriginatedRenderFrameId: last.OriginatedRenderFrameId, OriginatedRenderFrameId: last.BattleAttr.OriginatedRenderFrameId,
OffenderJoinIndex: last.OffenderJoinIndex, OffenderJoinIndex: last.BattleAttr.OffenderJoinIndex,
TeamId: last.BattleAttr.TeamId,
StartupFrames: last.StartupFrames, StartupFrames: last.Bullet.StartupFrames,
CancellableStFrame: last.CancellableStFrame, CancellableStFrame: last.Bullet.CancellableStFrame,
CancellableEdFrame: last.CancellableEdFrame, CancellableEdFrame: last.Bullet.CancellableEdFrame,
ActiveFrames: last.ActiveFrames, ActiveFrames: last.Bullet.ActiveFrames,
HitStunFrames: last.HitStunFrames, HitStunFrames: last.Bullet.HitStunFrames,
BlockStunFrames: last.BlockStunFrames, BlockStunFrames: last.Bullet.BlockStunFrames,
PushbackVelX: last.PushbackVelX, PushbackVelX: last.Bullet.PushbackVelX,
PushbackVelY: last.PushbackVelY, PushbackVelY: last.Bullet.PushbackVelY,
Damage: last.Damage, Damage: last.Bullet.Damage,
SelfLockVelX: last.SelfLockVelX, SelfLockVelX: last.Bullet.SelfLockVelX,
SelfLockVelY: last.SelfLockVelY, SelfLockVelY: last.Bullet.SelfLockVelY,
HitboxOffsetX: last.HitboxOffsetX, HitboxOffsetX: last.Bullet.HitboxOffsetX,
HitboxOffsetY: last.HitboxOffsetY, HitboxOffsetY: last.Bullet.HitboxOffsetY,
HitboxSizeX: last.HitboxSizeX, HitboxSizeX: last.Bullet.HitboxSizeX,
HitboxSizeY: last.HitboxSizeY, HitboxSizeY: last.Bullet.HitboxSizeY,
BlowUp: last.BlowUp, BlowUp: last.Bullet.BlowUp,
TeamId: last.TeamId,
SpeciesId: last.Bullet.SpeciesId,
ExplosionFrames: last.Bullet.ExplosionFrames,
BlState: last.BlState,
FramesInBlState: last.FramesInBlState,
} }
ret.MeleeBullets[i] = pbBullet ret.MeleeBullets[i] = pbBullet
} }
for i, last := range rdf.FireballBullets { for i, last := range rdf.FireballBullets {
pbBullet := &pb.FireballBullet{ pbBullet := &pb.FireballBullet{
BulletLocalId: last.BulletLocalId, BulletLocalId: last.BattleAttr.BulletLocalId,
OriginatedRenderFrameId: last.OriginatedRenderFrameId, OriginatedRenderFrameId: last.BattleAttr.OriginatedRenderFrameId,
OffenderJoinIndex: last.OffenderJoinIndex, OffenderJoinIndex: last.BattleAttr.OffenderJoinIndex,
TeamId: last.BattleAttr.TeamId,
StartupFrames: last.StartupFrames, StartupFrames: last.Bullet.StartupFrames,
CancellableStFrame: last.CancellableStFrame, CancellableStFrame: last.Bullet.CancellableStFrame,
CancellableEdFrame: last.CancellableEdFrame, CancellableEdFrame: last.Bullet.CancellableEdFrame,
ActiveFrames: last.ActiveFrames, ActiveFrames: last.Bullet.ActiveFrames,
HitStunFrames: last.HitStunFrames, HitStunFrames: last.Bullet.HitStunFrames,
BlockStunFrames: last.BlockStunFrames, BlockStunFrames: last.Bullet.BlockStunFrames,
PushbackVelX: last.PushbackVelX, PushbackVelX: last.Bullet.PushbackVelX,
PushbackVelY: last.PushbackVelY, PushbackVelY: last.Bullet.PushbackVelY,
Damage: last.Damage, Damage: last.Bullet.Damage,
SelfLockVelX: last.SelfLockVelX, SelfLockVelX: last.Bullet.SelfLockVelX,
SelfLockVelY: last.SelfLockVelY, SelfLockVelY: last.Bullet.SelfLockVelY,
HitboxOffsetX: last.HitboxOffsetX, HitboxOffsetX: last.Bullet.HitboxOffsetX,
HitboxOffsetY: last.HitboxOffsetY, HitboxOffsetY: last.Bullet.HitboxOffsetY,
HitboxSizeX: last.HitboxSizeX, HitboxSizeX: last.Bullet.HitboxSizeX,
HitboxSizeY: last.HitboxSizeY, HitboxSizeY: last.Bullet.HitboxSizeY,
BlowUp: last.BlowUp, BlowUp: last.Bullet.BlowUp,
TeamId: last.TeamId,
SpeciesId: last.Bullet.SpeciesId,
ExplosionFrames: last.Bullet.ExplosionFrames,
BlState: last.BlState,
FramesInBlState: last.FramesInBlState,
VirtualGridX: last.VirtualGridX, VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY, VirtualGridY: last.VirtualGridY,
@@ -147,6 +162,9 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) []*pb.Play
BattleState: last.BattleState, BattleState: last.BattleState,
CharacterState: last.CharacterState, CharacterState: last.CharacterState,
InAir: last.InAir, InAir: last.InAir,
OnWall: last.OnWall,
OnWallNormX: last.OnWallNormX,
OnWallNormY: last.OnWallNormY,
JoinIndex: last.JoinIndex, JoinIndex: last.JoinIndex,
BulletTeamId: last.BulletTeamId, BulletTeamId: last.BulletTeamId,
ChCollisionTeamId: last.ChCollisionTeamId, ChCollisionTeamId: last.ChCollisionTeamId,
@@ -195,6 +213,9 @@ func toJsPlayers(modelInstances map[int32]*Player) []*battle.PlayerDownsync {
MaxHp: last.MaxHp, MaxHp: last.MaxHp,
ColliderRadius: last.ColliderRadius, ColliderRadius: last.ColliderRadius,
InAir: last.InAir, InAir: last.InAir,
OnWall: last.OnWall,
OnWallNormX: last.OnWallNormX,
OnWallNormY: last.OnWallNormY,
Score: last.Score, Score: last.Score,
Removed: last.Removed, Removed: last.Removed,
} }

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@@ -335,7 +335,20 @@ func (pR *Room) playerDownsyncStr(player *battle.PlayerDownsync) string {
if player.InAir { if player.InAir {
inAirInt = 1 inAirInt = 1
} }
s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d}", player.JoinIndex, player.VirtualGridX, player.VirtualGridY, player.VelX, player.VelY, player.FramesToRecover, inAirInt) onWallInt := 0
if player.OnWall {
onWallInt = 1
}
s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d,%d}", player.JoinIndex, player.VirtualGridX, player.VirtualGridY, player.VelX, player.VelY, player.FramesToRecover, inAirInt, onWallInt)
return s
}
func (pR *Room) fireballDownsyncStr(fireball *battle.FireballBullet) string {
if nil == fireball {
return ""
}
s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d}", fireball.BattleAttr.BulletLocalId, fireball.BattleAttr.OriginatedRenderFrameId, fireball.BattleAttr.OffenderJoinIndex, fireball.VirtualGridX, fireball.VirtualGridY, fireball.VelX, fireball.VelY, fireball.DirX, fireball.DirY, fireball.Bullet.HitboxSizeX, fireball.Bullet.HitboxSizeY)
return s return s
} }
@@ -365,7 +378,11 @@ func (pR *Room) rdfIdToActuallyUsedInputString() string {
for _, player := range rdf.PlayersArr { for _, player := range rdf.PlayersArr {
playersStrBldr = append(playersStrBldr, pR.playerDownsyncStr(player)) playersStrBldr = append(playersStrBldr, pR.playerDownsyncStr(player))
} }
s = append(s, fmt.Sprintf("rdfId:%d\nplayers:[%v]\nactuallyUsedinputList:{%v}", rdfId, strings.Join(playersStrBldr, ","), pR.inputFrameDownsyncStr(pR.rdfIdToActuallyUsedInput[rdfId]))) fireballsStrBldr := make([]string, 0, len(rdf.FireballBullets))
for _, fireball := range rdf.FireballBullets {
fireballsStrBldr = append(fireballsStrBldr, pR.fireballDownsyncStr(fireball))
}
s = append(s, fmt.Sprintf("rdfId:%d\nplayers:[%v]\nfireballs:[%v]\nactuallyUsedinputList:{%v}", rdfId, strings.Join(playersStrBldr, ","), strings.Join(fireballsStrBldr, ","), pR.inputFrameDownsyncStr(pR.rdfIdToActuallyUsedInput[rdfId])))
} }
return strings.Join(s, "\n") return strings.Join(s, "\n")
@@ -381,7 +398,7 @@ func (pR *Room) StartBattle() {
for _, player := range pR.Players { for _, player := range pR.Players {
speciesId := int(player.JoinIndex - 1) // FIXME: Hardcoded the values for now speciesId := int(player.JoinIndex - 1) // FIXME: Hardcoded the values for now
if player.JoinIndex == 2 { if player.JoinIndex == 1 {
speciesId = 4096 speciesId = 4096
} }
chosenCh := battle.Characters[speciesId] chosenCh := battle.Characters[speciesId]
@@ -1325,7 +1342,7 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
snapshotStFrameId = refSnapshotStFrameId snapshotStFrameId = refSnapshotStFrameId
} }
inputsBufferSnapshot := pR.produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(unconfirmedMask, snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1) inputsBufferSnapshot := pR.produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(unconfirmedMask, snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
Logger.Debug(fmt.Sprintf("[forceConfirmation] roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, unconfirmedMask)) //Logger.Warn(fmt.Sprintf("[forceConfirmation] roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, unconfirmedMask))
pR.downsyncToAllPlayers(inputsBufferSnapshot) pR.downsyncToAllPlayers(inputsBufferSnapshot)
} }
} }
@@ -1440,8 +1457,8 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
pbRefRenderFrame.SpeciesIdList = pR.SpeciesIdList pbRefRenderFrame.SpeciesIdList = pR.SpeciesIdList
pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false) pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
//Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false))) //Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
if shouldResync1 { if shouldResync1 || shouldResync3 {
Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: shouldResync1=%v, shouldResync2=%v, shouldResync3=%v, playerBattleState=%d", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, shouldResync1, shouldResync2, shouldResync3, playerBattleState)) Logger.Debug(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: shouldResync1=%v, shouldResync2=%v, shouldResync3=%v, playerBattleState=%d", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, shouldResync1, shouldResync2, shouldResync3, playerBattleState))
} }
} else { } else {
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false) pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false)

View File

@@ -51,6 +51,9 @@ type PlayerDownsync struct {
FramesInvinsible int32 `protobuf:"varint,23,opt,name=framesInvinsible,proto3" json:"framesInvinsible,omitempty"` FramesInvinsible int32 `protobuf:"varint,23,opt,name=framesInvinsible,proto3" json:"framesInvinsible,omitempty"`
BulletTeamId int32 `protobuf:"varint,24,opt,name=bulletTeamId,proto3" json:"bulletTeamId,omitempty"` BulletTeamId int32 `protobuf:"varint,24,opt,name=bulletTeamId,proto3" json:"bulletTeamId,omitempty"`
ChCollisionTeamId int32 `protobuf:"varint,25,opt,name=chCollisionTeamId,proto3" json:"chCollisionTeamId,omitempty"` ChCollisionTeamId int32 `protobuf:"varint,25,opt,name=chCollisionTeamId,proto3" json:"chCollisionTeamId,omitempty"`
OnWall bool `protobuf:"varint,26,opt,name=onWall,proto3" json:"onWall,omitempty"` // like "inAir", its 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. "onWall (prev -> curr)"
OnWallNormX int32 `protobuf:"varint,27,opt,name=onWallNormX,proto3" json:"onWallNormX,omitempty"`
OnWallNormY int32 `protobuf:"varint,28,opt,name=onWallNormY,proto3" json:"onWallNormY,omitempty"`
Name string `protobuf:"bytes,997,opt,name=name,proto3" json:"name,omitempty"` Name string `protobuf:"bytes,997,opt,name=name,proto3" json:"name,omitempty"`
DisplayName string `protobuf:"bytes,998,opt,name=displayName,proto3" json:"displayName,omitempty"` DisplayName string `protobuf:"bytes,998,opt,name=displayName,proto3" json:"displayName,omitempty"`
Avatar string `protobuf:"bytes,999,opt,name=avatar,proto3" json:"avatar,omitempty"` Avatar string `protobuf:"bytes,999,opt,name=avatar,proto3" json:"avatar,omitempty"`
@@ -263,6 +266,27 @@ func (x *PlayerDownsync) GetChCollisionTeamId() int32 {
return 0 return 0
} }
func (x *PlayerDownsync) GetOnWall() bool {
if x != nil {
return x.OnWall
}
return false
}
func (x *PlayerDownsync) GetOnWallNormX() int32 {
if x != nil {
return x.OnWallNormX
}
return 0
}
func (x *PlayerDownsync) GetOnWallNormY() int32 {
if x != nil {
return x.OnWallNormY
}
return 0
}
func (x *PlayerDownsync) GetName() string { func (x *PlayerDownsync) GetName() string {
if x != nil { if x != nil {
return x.Name return x.Name
@@ -807,6 +831,10 @@ type MeleeBullet struct {
BlowUp bool `protobuf:"varint,18,opt,name=blowUp,proto3" json:"blowUp,omitempty"` BlowUp bool `protobuf:"varint,18,opt,name=blowUp,proto3" json:"blowUp,omitempty"`
TeamId int32 `protobuf:"varint,19,opt,name=teamId,proto3" json:"teamId,omitempty"` TeamId int32 `protobuf:"varint,19,opt,name=teamId,proto3" json:"teamId,omitempty"`
BulletLocalId int32 `protobuf:"varint,20,opt,name=bulletLocalId,proto3" json:"bulletLocalId,omitempty"` BulletLocalId int32 `protobuf:"varint,20,opt,name=bulletLocalId,proto3" json:"bulletLocalId,omitempty"`
SpeciesId int32 `protobuf:"varint,21,opt,name=speciesId,proto3" json:"speciesId,omitempty"`
ExplosionFrames int32 `protobuf:"varint,22,opt,name=explosionFrames,proto3" json:"explosionFrames,omitempty"`
BlState int32 `protobuf:"varint,23,opt,name=blState,proto3" json:"blState,omitempty"`
FramesInBlState int32 `protobuf:"varint,24,opt,name=framesInBlState,proto3" json:"framesInBlState,omitempty"`
} }
func (x *MeleeBullet) Reset() { func (x *MeleeBullet) Reset() {
@@ -981,6 +1009,34 @@ func (x *MeleeBullet) GetBulletLocalId() int32 {
return 0 return 0
} }
func (x *MeleeBullet) GetSpeciesId() int32 {
if x != nil {
return x.SpeciesId
}
return 0
}
func (x *MeleeBullet) GetExplosionFrames() int32 {
if x != nil {
return x.ExplosionFrames
}
return 0
}
func (x *MeleeBullet) GetBlState() int32 {
if x != nil {
return x.BlState
}
return 0
}
func (x *MeleeBullet) GetFramesInBlState() int32 {
if x != nil {
return x.FramesInBlState
}
return 0
}
type FireballBullet struct { type FireballBullet struct {
state protoimpl.MessageState state protoimpl.MessageState
sizeCache protoimpl.SizeCache sizeCache protoimpl.SizeCache
@@ -1006,6 +1062,10 @@ type FireballBullet struct {
BlowUp bool `protobuf:"varint,18,opt,name=blowUp,proto3" json:"blowUp,omitempty"` BlowUp bool `protobuf:"varint,18,opt,name=blowUp,proto3" json:"blowUp,omitempty"`
TeamId int32 `protobuf:"varint,19,opt,name=teamId,proto3" json:"teamId,omitempty"` TeamId int32 `protobuf:"varint,19,opt,name=teamId,proto3" json:"teamId,omitempty"`
BulletLocalId int32 `protobuf:"varint,20,opt,name=bulletLocalId,proto3" json:"bulletLocalId,omitempty"` BulletLocalId int32 `protobuf:"varint,20,opt,name=bulletLocalId,proto3" json:"bulletLocalId,omitempty"`
SpeciesId int32 `protobuf:"varint,21,opt,name=speciesId,proto3" json:"speciesId,omitempty"`
ExplosionFrames int32 `protobuf:"varint,22,opt,name=explosionFrames,proto3" json:"explosionFrames,omitempty"`
BlState int32 `protobuf:"varint,23,opt,name=blState,proto3" json:"blState,omitempty"`
FramesInBlState int32 `protobuf:"varint,24,opt,name=framesInBlState,proto3" json:"framesInBlState,omitempty"`
VirtualGridX int32 `protobuf:"varint,999,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"` VirtualGridX int32 `protobuf:"varint,999,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"`
VirtualGridY int32 `protobuf:"varint,1000,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"` VirtualGridY int32 `protobuf:"varint,1000,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
DirX int32 `protobuf:"varint,1001,opt,name=dirX,proto3" json:"dirX,omitempty"` DirX int32 `protobuf:"varint,1001,opt,name=dirX,proto3" json:"dirX,omitempty"`
@@ -1187,6 +1247,34 @@ func (x *FireballBullet) GetBulletLocalId() int32 {
return 0 return 0
} }
func (x *FireballBullet) GetSpeciesId() int32 {
if x != nil {
return x.SpeciesId
}
return 0
}
func (x *FireballBullet) GetExplosionFrames() int32 {
if x != nil {
return x.ExplosionFrames
}
return 0
}
func (x *FireballBullet) GetBlState() int32 {
if x != nil {
return x.BlState
}
return 0
}
func (x *FireballBullet) GetFramesInBlState() int32 {
if x != nil {
return x.FramesInBlState
}
return 0
}
func (x *FireballBullet) GetVirtualGridX() int32 { func (x *FireballBullet) GetVirtualGridX() int32 {
if x != nil { if x != nil {
return x.VirtualGridX return x.VirtualGridX
@@ -1504,7 +1592,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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<properties>
<property name="boundary_type" value="barrier"/>
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<properties>
<property name="boundary_type" value="barrier"/>
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<properties>
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<properties>
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<properties>
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<properties>
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<properties> <properties>
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View File

@@ -32,6 +32,10 @@ message PlayerDownsync {
int32 bulletTeamId = 24; int32 bulletTeamId = 24;
int32 chCollisionTeamId = 25; int32 chCollisionTeamId = 25;
bool onWall = 26; // like "inAir", its 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. "onWall (prev -> curr)"
int32 onWallNormX = 27;
int32 onWallNormY = 28;
string name = 997; string name = 997;
string displayName = 998; string displayName = 998;
string avatar = 999; string avatar = 999;
@@ -117,6 +121,11 @@ message MeleeBullet {
int32 teamId = 19; int32 teamId = 19;
int32 bulletLocalId = 20; int32 bulletLocalId = 20;
int32 speciesId = 21;
int32 explosionFrames = 22;
int32 blState = 23;
int32 framesInBlState = 24;
} }
message FireballBullet { message FireballBullet {
@@ -146,6 +155,11 @@ message FireballBullet {
int32 teamId = 19; int32 teamId = 19;
int32 bulletLocalId = 20; int32 bulletLocalId = 20;
int32 speciesId = 21;
int32 explosionFrames = 22;
int32 blState = 23;
int32 framesInBlState = 24;
int32 virtualGridX = 999; int32 virtualGridX = 999;
int32 virtualGridY = 1000; int32 virtualGridY = 1000;
@@ -159,10 +173,10 @@ message FireballBullet {
message BattleColliderInfo { message BattleColliderInfo {
string stageName = 1; string stageName = 1;
int32 intervalToPing = 2; int32 intervalToPing = 2;
int32 willKickIfInactiveFor = 3; int32 willKickIfInactiveFor = 3;
int32 boundRoomId = 4; int32 boundRoomId = 4;
int64 battleDurationNanos = 5; int64 battleDurationNanos = 5;
int32 inputFrameUpsyncDelayTolerance = 6; int32 inputFrameUpsyncDelayTolerance = 6;
int32 maxChasingRenderFramesPerUpdate = 7; int32 maxChasingRenderFramesPerUpdate = 7;
double rollbackEstimatedDtMillis = 8; double rollbackEstimatedDtMillis = 8;

View File

@@ -31,13 +31,10 @@
"_components": [ "_components": [
{ {
"__id__": 22 "__id__": 22
},
{
"__id__": 23
} }
], ],
"_prefab": { "_prefab": {
"__id__": 24 "__id__": 23
}, },
"_opacity": 255, "_opacity": 255,
"_color": { "_color": {
@@ -648,6 +645,14 @@
}, },
{ {
"__uuid__": "9b500cb0-8048-4715-81db-cc975c914225" "__uuid__": "9b500cb0-8048-4715-81db-cc975c914225"
},
null,
null,
{
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},
{
"__uuid__": "411f964a-4dd8-424c-b2e2-d92b10474ce2"
} }
], ],
"playOnLoad": false, "playOnLoad": false,
@@ -814,6 +819,9 @@
}, },
{ {
"__uuid__": "7e0a1e98-ee5a-446f-bec2-7d72b6916503" "__uuid__": "7e0a1e98-ee5a-446f-bec2-7d72b6916503"
},
{
"__uuid__": "0abbd156-980e-475e-9994-3c958bd913fc"
} }
], ],
"playOnLoad": false, "playOnLoad": false,
@@ -869,32 +877,6 @@
"fileId": "7aN7Gcc/tBw5EGlTJVBj2+", "fileId": "7aN7Gcc/tBw5EGlTJVBj2+",
"sync": false "sync": false
}, },
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 1
},
"_enabled": true,
"_materials": [],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": null,
"_type": 0,
"_sizeMode": 0,
"_fillType": 0,
"_fillCenter": {
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},
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"_isTrimmedMode": true,
"_atlas": null,
"_id": ""
},
{ {
"__type__": "b74b05YDqZFRo4OkZRFZX8k", "__type__": "b74b05YDqZFRo4OkZRFZX8k",
"_name": "", "_name": "",

View File

@@ -0,0 +1,443 @@
[
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"_objFlags": 0,
"_native": "",
"data": {
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},
"optimizationPolicy": 0,
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},
{
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"_name": "Root",
"_objFlags": 0,
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}
],
"_active": true,
"_components": [
{
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}
],
"_prefab": {
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},
"_opacity": 255,
"_color": {
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"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
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"width": 120,
"height": 120
},
"_anchorPoint": {
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"x": 0.5,
"y": 0.5
},
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},
{
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{
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],
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},
{
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{
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},
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},
{
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"root": {
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},
"asset": {
"__uuid__": "d92d4831-cd65-4eb5-90bd-b77021aec35b"
},
"fileId": "fd9jQiClRJSI00917fifB8",
"sync": false
},
{
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"root": {
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},
"asset": {
"__uuid__": "d92d4831-cd65-4eb5-90bd-b77021aec35b"
},
"fileId": "3824oBeVVL1KOAQ6Zd9CC5",
"sync": false
},
{
"__type__": "e66a2qRmRZGnqSyVMwLy6Pw",
"_name": "",
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},
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"animNode": {
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},
"_id": ""
},
{
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"root": {
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},
"asset": {
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]

View File

@@ -0,0 +1,8 @@
{
"ver": "1.2.5",
"uuid": "d92d4831-cd65-4eb5-90bd-b77021aec35b",
"optimizationPolicy": "AUTO",
"asyncLoadAssets": false,
"readonly": false,
"subMetas": {}
}

View File

@@ -191,8 +191,8 @@
0, 0,
0, 0,
1, 1,
1.5, 1.2,
1.5, 1.2,
1 1
] ]
}, },
@@ -234,6 +234,9 @@
"controlledCharacterPrefab": { "controlledCharacterPrefab": {
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a" "__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
}, },
"fireballPrefab": {
"__uuid__": "d92d4831-cd65-4eb5-90bd-b77021aec35b"
},
"joystickInputControllerNode": { "joystickInputControllerNode": {
"__id__": 6 "__id__": 6
}, },
@@ -268,6 +271,7 @@
"renderFrameIdLagTolerance": 4, "renderFrameIdLagTolerance": 4,
"jigglingEps1D": 0.001, "jigglingEps1D": 0.001,
"bulletTriggerEnabled": true, "bulletTriggerEnabled": true,
"closeOnForcedtoResyncNotSelf": true,
"_id": "d12gkAmppNlIzqcRDELa91" "_id": "d12gkAmppNlIzqcRDELa91"
}, },
{ {
@@ -453,7 +457,7 @@
"array": [ "array": [
0, 0,
0, 0,
215.81269742929726, 209.57814771583418,
0, 0,
0, 0,
0, 0,

View File

@@ -440,7 +440,7 @@
"array": [ "array": [
0, 0,
0, 0,
210.3490857485811, 216.50635094610968,
0, 0,
0, 0,
0, 0,

View File

@@ -191,8 +191,8 @@
0, 0,
0, 0,
1, 1,
1.5, 1.2,
1.5, 1.2,
1 1
] ]
}, },
@@ -262,6 +262,9 @@
"controlledCharacterPrefab": { "controlledCharacterPrefab": {
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a" "__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
}, },
"fireballPrefab": {
"__uuid__": "d92d4831-cd65-4eb5-90bd-b77021aec35b"
},
"joystickInputControllerNode": { "joystickInputControllerNode": {
"__id__": 7 "__id__": 7
}, },
@@ -461,7 +464,7 @@
"array": [ "array": [
0, 0,
0, 0,
215.64032554232523, 216.50635094610968,
0, 0,
0, 0,
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View File

@@ -12,9 +12,12 @@ window.ATK_CHARACTER_STATE = {
BlownUp1: [8, "BlownUp1"], BlownUp1: [8, "BlownUp1"],
LayDown1: [9, "LayDown1"], // The last frame of "LayDown1" should have a simliar boundingbox with the first frame of "GetUp1", otherwise the animation would seem odd LayDown1: [9, "LayDown1"], // The last frame of "LayDown1" should have a simliar boundingbox with the first frame of "GetUp1", otherwise the animation would seem odd
GetUp1: [10, "GetUp1"], GetUp1: [10, "GetUp1"],
Atk2: [11, "Atk2"], Atk2: [11, "Atk2"],
Atk3: [12, "Atk3"], Atk3: [12, "Atk3"],
Atk4: [13, "Atk4"], Atk4: [13, "Atk4"],
Atk5: [14, "Atk5"],
Dashing: [15, "Dashing"],
OnWall: [16, "OnWall"],
}; };
window.ATK_CHARACTER_STATE_ARR = []; window.ATK_CHARACTER_STATE_ARR = [];
@@ -30,6 +33,8 @@ window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.In
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.BlownUp1[0]); window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.BlownUp1[0]);
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.LayDown1[0]); window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.LayDown1[0]);
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.GetUp1[0]); window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.GetUp1[0]);
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Dashing[0]);
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.OnWall[0]);
window.ATK_CHARACTER_STATE_IN_AIR_SET = new Set(); window.ATK_CHARACTER_STATE_IN_AIR_SET = new Set();
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0]); window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0]);
@@ -37,6 +42,7 @@ window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1B
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtk1[0]); window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtk1[0]);
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtked1[0]); window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtked1[0]);
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.BlownUp1[0]); window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.BlownUp1[0]);
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.OnWall[0]);
/* /*
Kindly note that the use of dragonBones anim is an informed choice for the feasibility of "gotoAndPlayByFrame", which is a required feature by "Map.rollbackAndChase". You might find that "cc.Animation" -- the traditional frame anim -- can also suffice this requirement, yet if we want to develop 3D frontend in the future, working with skeletal anim will make a smoother transition. Kindly note that the use of dragonBones anim is an informed choice for the feasibility of "gotoAndPlayByFrame", which is a required feature by "Map.rollbackAndChase". You might find that "cc.Animation" -- the traditional frame anim -- can also suffice this requirement, yet if we want to develop 3D frontend in the future, working with skeletal anim will make a smoother transition.
@@ -78,16 +84,24 @@ cc.Class({
updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch, chConfig) { updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch, chConfig) {
// As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevRdfPlayer.CharacterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation. // As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevRdfPlayer.CharacterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation.
let newCharacterState = rdfPlayer.CharacterState;
// Update directions // Update directions
if (this.animComp && this.animComp.node) { if (this.animComp && this.animComp.node) {
if (0 > rdfPlayer.DirX) { if (0 > rdfPlayer.DirX) {
this.animNode.scaleX = (-1.0); this.animNode.scaleX = (-1.0);
} else if (0 < rdfPlayer.DirX) { } else if (0 < rdfPlayer.DirX) {
this.animNode.scaleX = (1.0); this.animNode.scaleX = (+1.0);
}
if (ATK_CHARACTER_STATE.OnWall[0] == newCharacterState) {
if (0 < rdfPlayer.OnWallNormX) {
this.animNode.scaleX = (-1.0);
} else {
this.animNode.scaleX = (+1.0);
}
} }
} }
let newCharacterState = rdfPlayer.CharacterState;
let newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1]; let newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
let playingAnimName = null; let playingAnimName = null;
let underlyingAnimationCtrl = null; let underlyingAnimationCtrl = null;

View File

@@ -0,0 +1,36 @@
window.BULLET_STATE = {
Startup: 0,
Active: 1,
Exploding: 2,
};
cc.Class({
extends: cc.Component,
properties: {
animNode: {
type: cc.Node,
default: null
},
},
updateAnim(newAnimName, frameIdxInAnim, dirX, spontaneousLooping, rdf, newAnimIdx) {
this.animComp = this.effAnimNode.getComponent(cc.Animation);
// Update directions
if (this.animComp && this.animComp.node) {
if (0 > dirX) {
this.animNode.scaleX = (-1.0);
} else if (0 < dirX) {
this.animNode.scaleX = (1.0);
}
}
const currentClip = this.animComp.currentClip;
if (true == spontaneousLooping && (null != currentClip && currentClip.name == newAnimName)) {
return;
}
const targetClip = this.animComp.getClips()[newAnimIdx];
let fromTime = (frameIdxInAnim / targetClip.sample); // TODO: Anyway to avoid using division here?
this.animComp.play(newAnimName, fromTime);
},
});

View File

@@ -1,6 +1,6 @@
{ {
"ver": "1.0.5", "ver": "1.0.5",
"uuid": "247b7613-6c6e-4f01-b1d6-5f8f041b5688", "uuid": "a4b909c4-56a8-4b70-b6ea-b7f928077747",
"isPlugin": false, "isPlugin": false,
"loadPluginInWeb": true, "loadPluginInWeb": true,
"loadPluginInNative": true, "loadPluginInNative": true,

View File

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

View File

@@ -0,0 +1,29 @@
const Bullet = require("./Bullet");
cc.Class({
extends: Bullet,
ctor() {
this.lastUsed = -1;
this.bulletLocalId = -1;
this.speciesName = null;
},
setSpecies(speciesName, fireballBullet, rdf) {
if (speciesName == this.speciesName) return;
if (null != this.speciesName) {
for (let k in this.animNode.children) {
const child = this.children[k];
if (!child.active) continue;
if (child == effAnimNode || child.name == speciesName) continue;
child.active = false;
}
}
this.speciesName = speciesName;
this.effAnimNode = this.animNode.getChildByName(this.speciesName);
this.effAnimNode.active = true;
},
onLoad() {},
});

View File

@@ -0,0 +1,9 @@
{
"ver": "1.0.5",
"uuid": "e66a2a91-9916-469e-a4b2-54cc0bcba3f0",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@@ -2,6 +2,7 @@ const i18n = require('LanguageData');
i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field
const RingBuffer = require('./RingBuffer'); const RingBuffer = require('./RingBuffer');
const PriorityQueue = require("./PriorityQueue");
window.ALL_MAP_STATES = { window.ALL_MAP_STATES = {
VISUAL: 0, // For free dragging & zooming. VISUAL: 0, // For free dragging & zooming.
@@ -44,6 +45,10 @@ cc.Class({
type: cc.Prefab, type: cc.Prefab,
default: null, default: null,
}, },
fireballPrefab: {
type: cc.Prefab,
default: null,
},
joystickInputControllerNode: { joystickInputControllerNode: {
type: cc.Node, type: cc.Node,
default: null default: null
@@ -129,7 +134,7 @@ cc.Class({
previousSelfInput = (null == previousInputFrameDownsync ? null : previousInputFrameDownsync.InputList[joinIndex - 1]); previousSelfInput = (null == previousInputFrameDownsync ? null : previousInputFrameDownsync.InputList[joinIndex - 1]);
if (null != existingInputFrame) { if (null != existingInputFrame) {
// This could happen upon either [type#1] or [type#2] forceConfirmation, where "refRenderFrame" is accompanied by some "inputFrameDownsyncs". The check here also guarantees that we don't override history // This could happen upon either [type#1] or [type#2] forceConfirmation, where "refRenderFrame" is accompanied by some "inputFrameDownsyncs". The check here also guarantees that we don't override history
console.log(`noDelayInputFrameId=${inputFrameId} already exists in recentInputCache: recentInputCache=${self._stringifyRecentInputCache(false)}`); //console.log(`noDelayInputFrameId=${inputFrameId} already exists in recentInputCache: recentInputCache=${self._stringifyRecentInputCache(false)}`);
return [previousSelfInput, existingInputFrame.InputList[joinIndex - 1]]; return [previousSelfInput, existingInputFrame.InputList[joinIndex - 1]];
} }
@@ -147,6 +152,7 @@ cc.Class({
prefabbedInputList[k] = (prefabbedInputList[k] & 15); prefabbedInputList[k] = (prefabbedInputList[k] & 15);
} }
currSelfInput = self.ctrl.getEncodedInput(); // When "null == existingInputFrame", it'd be safe to say that the realtime "self.ctrl.getEncodedInput()" is for the requested "inputFrameId" currSelfInput = self.ctrl.getEncodedInput(); // When "null == existingInputFrame", it'd be safe to say that the realtime "self.ctrl.getEncodedInput()" is for the requested "inputFrameId"
//console.log(`@rdf.Id=${self.renderFrameId}, currSelfInput=${currSelfInput}`);
prefabbedInputList[(joinIndex - 1)] = currSelfInput; prefabbedInputList[(joinIndex - 1)] = currSelfInput;
while (self.recentInputCache.EdFrameId <= inputFrameId) { while (self.recentInputCache.EdFrameId <= inputFrameId) {
// Fill the gap // Fill the gap
@@ -287,6 +293,30 @@ cc.Class({
self.playerRichInfoDict = new Map(); self.playerRichInfoDict = new Map();
// Clearing previous info of all players. [ENDS] // Clearing previous info of all players. [ENDS]
// Clearing cached fireball rendering nodes [BEGINS]
if (null != self.cachedFireballs) {
while (!self.cachedFireballs.isEmpty()) {
const v = self.cachedFireballs.pop();
if (v && v.node && v.node.parent) {
v.node.parent.removeChild(v.node);
}
}
} else {
self.cachedFireballs = new PriorityQueue();
}
for (let k = 0; k < 1000; k++) {
const newFireballNode = cc.instantiate(self.fireballPrefab);
const newFireball = newFireballNode.getComponent("Fireball");
newFireballNode.setPosition(cc.v2(Number.MAX_VALUE, Number.MAX_VALUE));
safelyAddChild(self.node, newFireballNode);
setLocalZOrder(newFireballNode, 5);
newFireball.lastUsed = -1;
newFireball.bulletLocalId = -1;
const initLookupKey = -(k + 1); // there's definitely no suck "bulletLocalId"
self.cachedFireballs.push(newFireball.lastUsed, newFireball, initLookupKey);
}
// Clearing cached fireball rendering nodes [ENDS]
self.renderFrameId = 0; // After battle started self.renderFrameId = 0; // After battle started
self.bulletBattleLocalIdCounter = 0; self.bulletBattleLocalIdCounter = 0;
self.lastAllConfirmedInputFrameId = -1; self.lastAllConfirmedInputFrameId = -1;
@@ -384,7 +414,7 @@ cc.Class({
window.mapIns = self; window.mapIns = self;
window.forceBigEndianFloatingNumDecoding = self.forceBigEndianFloatingNumDecoding; window.forceBigEndianFloatingNumDecoding = self.forceBigEndianFloatingNumDecoding;
self.showCriticalCoordinateLabels = true; self.showCriticalCoordinateLabels = false;
console.warn("+++++++ Map onLoad()"); console.warn("+++++++ Map onLoad()");
@@ -578,19 +608,19 @@ cc.Class({
const jsPlayersArr = new Array(pbRdf.playersArr.length).fill(null); const jsPlayersArr = new Array(pbRdf.playersArr.length).fill(null);
for (let k = 0; k < pbRdf.playersArr.length; ++k) { for (let k = 0; k < pbRdf.playersArr.length; ++k) {
const pbPlayer = pbRdf.playersArr[k]; const pbPlayer = pbRdf.playersArr[k];
const jsPlayer = gopkgs.NewPlayerDownsyncJs(pbPlayer.id, pbPlayer.virtualGridX, pbPlayer.virtualGridY, pbPlayer.dirX, pbPlayer.dirY, pbPlayer.velX, pbPlayer.velY, pbPlayer.framesToRecover, pbPlayer.framesInChState, pbPlayer.activeSkillId, pbPlayer.activeSkillHit, pbPlayer.framesInvinsible, pbPlayer.speed, pbPlayer.battleState, pbPlayer.characterState, pbPlayer.joinIndex, pbPlayer.hp, pbPlayer.maxHp, pbPlayer.colliderRadius, pbPlayer.inAir); const jsPlayer = gopkgs.NewPlayerDownsyncJs(pbPlayer.id, pbPlayer.virtualGridX, pbPlayer.virtualGridY, pbPlayer.dirX, pbPlayer.dirY, pbPlayer.velX, pbPlayer.velY, pbPlayer.framesToRecover, pbPlayer.framesInChState, pbPlayer.activeSkillId, pbPlayer.activeSkillHit, pbPlayer.framesInvinsible, pbPlayer.speed, pbPlayer.battleState, pbPlayer.characterState, pbPlayer.joinIndex, pbPlayer.hp, pbPlayer.maxHp, pbPlayer.colliderRadius, pbPlayer.inAir, pbPlayer.onWall, pbPlayer.onWallNormX, pbPlayer.onWallNormY, pbPlayer.bulletTeamId, pbPlayer.chCollisionTeamId);
jsPlayersArr[k] = jsPlayer; jsPlayersArr[k] = jsPlayer;
} }
const jsMeleeBulletsArr = new Array(pbRdf.meleeBullets.length).fill(null); const jsMeleeBulletsArr = new Array(pbRdf.meleeBullets.length).fill(null);
for (let k = 0; k < pbRdf.meleeBullets.length; ++k) { for (let k = 0; k < pbRdf.meleeBullets.length; ++k) {
const pbBullet = pbRdf.meleeBullets[k]; const pbBullet = pbRdf.meleeBullets[k];
const jsMeleeBullet = gopkgs.NewMeleeBulletJs(pbBullet.bulletLocalId, pbBullet.originatedRenderFrameId, pbBullet.offenderJoinIndex, pbBullet.startupFrames, pbBullet.cancellableStFrame, pbBullet.cancellableEdFrame, pbBullet.activeFrames, pbBullet.hitStunFrames, pbBullet.blockStunFrames, pbBullet.pushbackVelX, pbBullet.pushbackVelY, pbBullet.damage, pbBullet.selfLockVelX, pbBullet.selfLockVelY, pbBullet.hitboxOffsetX, pbBullet.hitboxOffsetY, pbBullet.hitboxSizeX, pbBullet.hitboxSizeY, pbBullet.blowUp); const jsMeleeBullet = gopkgs.NewMeleeBulletJs(pbBullet.bulletLocalId, pbBullet.originatedRenderFrameId, pbBullet.offenderJoinIndex, pbBullet.startupFrames, pbBullet.cancellableStFrame, pbBullet.cancellableEdFrame, pbBullet.activeFrames, pbBullet.hitStunFrames, pbBullet.blockStunFrames, pbBullet.pushbackVelX, pbBullet.pushbackVelY, pbBullet.damage, pbBullet.selfLockVelX, pbBullet.selfLockVelY, pbBullet.hitboxOffsetX, pbBullet.hitboxOffsetY, pbBullet.hitboxSizeX, pbBullet.hitboxSizeY, pbBullet.blowUp, pbBullet.teamId, pbBullet.blState, pbBullet.framesInBlState, pbBullet.explosionFrames, pbBullet.speciesId);
jsMeleeBulletsArr[k] = jsMeleeBullet; jsMeleeBulletsArr[k] = jsMeleeBullet;
} }
const jsFireballBulletsArr = new Array(pbRdf.fireballBullets.length).fill(null); const jsFireballBulletsArr = new Array(pbRdf.fireballBullets.length).fill(null);
for (let k = 0; k < pbRdf.fireballBullets.length; ++k) { for (let k = 0; k < pbRdf.fireballBullets.length; ++k) {
const pbBullet = pbRdf.fireballBullets[k]; const pbBullet = pbRdf.fireballBullets[k];
const jsFireballBullet = gopkgs.NewFireballBulletJs(pbBullet.bulletLocalId, pbBullet.originatedRenderFrameId, pbBullet.offenderJoinIndex, pbBullet.startupFrames, pbBullet.cancellableStFrame, pbBullet.cancellableEdFrame, pbBullet.activeFrames, pbBullet.hitStunFrames, pbBullet.blockStunFrames, pbBullet.pushbackVelX, pbBullet.pushbackVelY, pbBullet.damage, pbBullet.selfLockVelX, pbBullet.selfLockVelY, pbBullet.hitboxOffsetX, pbBullet.hitboxOffsetY, pbBullet.hitboxSizeX, pbBullet.hitboxSizeY, pbBullet.blowUp, pbBullet.teamId, pbBullet.virtualGridX, pbBullet.virtualGridY, pbBullet.dirX, pbBullet.dirY, pbBullet.velX, pbBullet.velY, pbBullet.speed); const jsFireballBullet = gopkgs.NewFireballBulletJs(pbBullet.bulletLocalId, pbBullet.originatedRenderFrameId, pbBullet.offenderJoinIndex, pbBullet.startupFrames, pbBullet.cancellableStFrame, pbBullet.cancellableEdFrame, pbBullet.activeFrames, pbBullet.hitStunFrames, pbBullet.blockStunFrames, pbBullet.pushbackVelX, pbBullet.pushbackVelY, pbBullet.damage, pbBullet.selfLockVelX, pbBullet.selfLockVelY, pbBullet.hitboxOffsetX, pbBullet.hitboxOffsetY, pbBullet.hitboxSizeX, pbBullet.hitboxSizeY, pbBullet.blowUp, pbBullet.teamId, pbBullet.virtualGridX, pbBullet.virtualGridY, pbBullet.dirX, pbBullet.dirY, pbBullet.velX, pbBullet.velY, pbBullet.speed, pbBullet.blState, pbBullet.framesInBlState, pbBullet.explosionFrames, pbBullet.speciesId);
jsFireballBulletsArr[k] = jsFireballBullet; jsFireballBulletsArr[k] = jsFireballBullet;
} }
@@ -691,6 +721,8 @@ cc.Class({
equalPlayers(lhs, rhs) { equalPlayers(lhs, rhs) {
if (null == lhs || null == rhs) return false; if (null == lhs || null == rhs) return false;
if (null == lhs && null != rhs) return false;
if (null != lhs && null == rhs) return false;
if (lhs.VirtualGridX != rhs.VirtualGridX) return false; if (lhs.VirtualGridX != rhs.VirtualGridX) return false;
if (lhs.VirtualGridY != rhs.VirtualGridY) return false; if (lhs.VirtualGridY != rhs.VirtualGridY) return false;
if (lhs.DirX != rhs.DirX) return false; if (lhs.DirX != rhs.DirX) return false;
@@ -709,20 +741,43 @@ cc.Class({
equalMeleeBullets(lhs, rhs) { equalMeleeBullets(lhs, rhs) {
if (null == lhs || null == rhs) return false; if (null == lhs || null == rhs) return false;
if (lhs.battleLocalId != rhs.battleLocalId) return false; if (null == lhs && null != rhs) return false;
if (lhs.offenderPlayerId != rhs.offenderPlayerId) return false; if (null != lhs && null == rhs) return false;
if (lhs.offenderJoinIndex != rhs.offenderJoinIndex) return false; if (lhs.BattleAttr.BulletLocalId != rhs.BattleAttr.BulletLocalId) return false;
if (lhs.originatedRenderFrameId != rhs.originatedRenderFrameId) return false; if (lhs.BattleAttr.OffenderJoinIndex != rhs.BattleAttr.OffenderJoinIndex) return false;
if (lhs.BattleAttr.OriginatedRenderFrameId != rhs.BattleAttr.OriginatedRenderFrameId) return false;
return true;
},
equalFireballBullets(lhs, rhs) {
if (null == lhs || null == rhs) return false;
if (null == lhs && null != rhs) return false;
if (null != lhs && null == rhs) return false;
if (lhs.BattleAttr.BulletLocalId != rhs.BattleAttr.BulletLocalId) return false;
if (lhs.BattleAttr.OffenderJoinIndex != rhs.BattleAttr.OffenderJoinIndex) return false;
if (lhs.BattleAttr.OriginatedRenderFrameId != rhs.BattleAttr.OriginatedRenderFrameId) return false;
if (lhs.VirtualGridX != rhs.Bullet.VirtualGridX) return false;
if (lhs.VirtualGridY != rhs.Bullet.VirtualGridY) return false;
if (lhs.DirX != rhs.DirX) return false;
if (lhs.DirY != rhs.DirY) return false;
if (lhs.VelX != rhs.VelX) return false;
if (lhs.VelY != rhs.VelY) return false;
if (lhs.Speed != rhs.Speed) return false;
return true; return true;
}, },
equalRoomDownsyncFrames(lhs, rhs) { equalRoomDownsyncFrames(lhs, rhs) {
if (null == lhs || null == rhs) return false; if (null == lhs || null == rhs) return false;
for (let k in lhs.players) { for (let k in lhs.PlayersArr) {
if (!this.equalPlayers(lhs.players[k], rhs.players[k])) return false; if (!this.equalPlayers(lhs.PlayersArr[k], rhs.PlayersArr[k])) return false;
} }
for (let k in lhs.meleeBullets) { for (let k in lhs.MeleeBullets) {
if (!this.equalMeleeBullets(lhs.meleeBullets[k], rhs.meleeBullets[k])) return false; if (!this.equalMeleeBullets(lhs.MeleeBullets[k], rhs.MeleeBullets[k])) return false;
}
for (let k in lhs.fireballBullet) {
if (!this.equalFireballBullets(lhs.FireballBullets[k], rhs.FireballBullets[k])) return false;
} }
return true; return true;
}, },
@@ -862,9 +917,9 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
} }
try { try {
let st = performance.now(); let st = performance.now();
const noDelayInputFrameId = gopkgs.ConvertToNoDelayInputFrameId(self.renderFrameId);
let prevSelfInput = null, let prevSelfInput = null,
currSelfInput = null; currSelfInput = null;
const noDelayInputFrameId = gopkgs.ConvertToNoDelayInputFrameId(self.renderFrameId);
if (gopkgs.ShouldGenerateInputFrameUpsync(self.renderFrameId)) { if (gopkgs.ShouldGenerateInputFrameUpsync(self.renderFrameId)) {
[prevSelfInput, currSelfInput] = self.getOrPrefabInputFrameUpsync(noDelayInputFrameId); [prevSelfInput, currSelfInput] = self.getOrPrefabInputFrameUpsync(noDelayInputFrameId);
} }
@@ -899,17 +954,17 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
} }
*/ */
// [WARNING] Don't try to get "prevRdf(i.e. renderFrameId == latest-1)" by "self.recentRenderCache.getByFrameId(...)" here, as the cache might have been updated by asynchronous "onRoomDownsyncFrame(...)" calls! // [WARNING] Don't try to get "prevRdf(i.e. renderFrameId == latest-1)" by "self.recentRenderCache.getByFrameId(...)" here, as the cache might have been updated by asynchronous "onRoomDownsyncFrame(...)" calls!
if (self.othersForcedDownsyncRenderFrameDict.has(rdf.id)) { if (self.othersForcedDownsyncRenderFrameDict.has(rdf.Id)) {
const delayedInputFrameId = gopkgs.ConvertToDelayedInputFrameId(rdf.id); const delayedInputFrameId = gopkgs.ConvertToDelayedInputFrameId(rdf.Id);
const othersForcedDownsyncRenderFrame = self.othersForcedDownsyncRenderFrameDict.get(rdf.id); const othersForcedDownsyncRenderFrame = self.othersForcedDownsyncRenderFrameDict.get(rdf.Id);
if (self.lastAllConfirmedInputFrameId >= delayedInputFrameId && !self.equalRoomDownsyncFrames(othersForcedDownsyncRenderFrame, rdf)) { if (self.lastAllConfirmedInputFrameId >= delayedInputFrameId && !self.equalRoomDownsyncFrames(othersForcedDownsyncRenderFrame, rdf)) {
console.warn(`Mismatched render frame@rdf.id=${rdf.id} w/ inputFrameId=${delayedInputFrameId}: console.warn(`Mismatched render frame@rdf.id=${rdf.Id} w/ inputFrameId=${delayedInputFrameId}:
rdf=${JSON.stringify(rdf)} rdf=${JSON.stringify(rdf)}
othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame)}`); othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame)}`);
// closeWSConnection(constants.RET_CODE.CLIENT_MISMATCHED_RENDER_FRAME, ""); // closeWSConnection(constants.RET_CODE.CLIENT_MISMATCHED_RENDER_FRAME, "");
// self.onManualRejoinRequired("[DEBUG] CLIENT_MISMATCHED_RENDER_FRAME"); // self.onManualRejoinRequired("[DEBUG] CLIENT_MISMATCHED_RENDER_FRAME");
rdf = othersForcedDownsyncRenderFrame; rdf = othersForcedDownsyncRenderFrame;
self.othersForcedDownsyncRenderFrameDict.delete(rdf.id); self.othersForcedDownsyncRenderFrameDict.delete(rdf.Id);
} }
} }
self.applyRoomDownsyncFrameDynamics(rdf, prevRdf); self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
@@ -1053,6 +1108,77 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false, chConfig); playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false, chConfig);
} }
// Move all to infinitely far away first
for (let k in self.cachedFireballs.list) {
const pqNode = self.cachedFireballs.list[k];
const fireball = pqNode.value;
fireball.node.setPosition(cc.v2(Number.MAX_VALUE, Number.MAX_VALUE));
}
for (let k in rdf.MeleeBullets) {
const meleeBullet = rdf.MeleeBullets[k];
const isExploding = (window.BULLET_STATE.Exploding == meleeBullet.BlState);
if (isExploding) {
let pqNode = self.cachedFireballs.popAny(meleeBullet.BattleAttr.BulletLocalId);
let speciesName = `MeleeExplosion`;
let animName = `MeleeExplosion${meleeBullet.Bullet.SpeciesId}`;
const offender = rdf.PlayersArr[meleeBullet.BattleAttr.OffenderJoinIndex - 1];
let xfac = 1; // By now, straight Punch offset doesn't respect "y-axis"
if (0 > offender.DirX) {
xfac = -1;
}
const [wx, wy] = gopkgs.VirtualGridToWorldPos(offender.VirtualGridX + xfac * meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY);
if (null == pqNode) {
pqNode = self.cachedFireballs.pop();
//console.log(`@rdf.Id=${rdf.Id}, origRdfId=${meleeBullet.BattleAttr.OriginatedRenderFrameId}, startupFrames=${meleeBullet.Bullet.StartupFrames}, using a new fireball node for rendering for bulletLocalId=${meleeBullet.BattleAttr.BulletLocalId} at wpos=(${wx},${wy})`);
} else {
//console.log(`@rdf.Id=${rdf.Id}, origRdfId=${meleeBullet.BattleAttr.OriginatedRenderFrameId}, startupFrames=${meleeBullet.Bullet.StartupFrames}, using a cached fireball node for rendering for bulletLocalId=${meleeBullet.BattleAttr.BulletLocalId} at wpos=(${wx},${wy})`);
}
const cachedFireball = pqNode.value;
cachedFireball.setSpecies(speciesName, meleeBullet, rdf);
const newAnimIdx = meleeBullet.Bullet.SpeciesId - 1;
cachedFireball.updateAnim(animName, meleeBullet.FramesInBlState, offender.DirX, false, rdf, newAnimIdx);
cachedFireball.lastUsed = self.renderFrameId;
cachedFireball.bulletLocalId = meleeBullet.BattleAttr.BulletLocalId;
cachedFireball.node.setPosition(cc.v2(wx, wy));
self.cachedFireballs.push(cachedFireball.lastUsed, cachedFireball, meleeBullet.BattleAttr.BulletLocalId);
} else {
//console.log(`@rdf.Id=${rdf.Id}, origRdfId=${meleeBullet.BattleAttr.OriginatedRenderFrameId}, startupFrames=${meleeBullet.Bullet.StartupFrames}, activeFrames=${meleeBullet.Bullet.ActiveFrames}, not rendering melee node for bulletLocalId=${meleeBullet.BattleAttr.BulletLocalId}`);
}
}
for (let k in rdf.FireballBullets) {
const fireballBullet = rdf.FireballBullets[k];
const isExploding = (window.BULLET_STATE.Exploding == fireballBullet.BlState);
if (gopkgs.IsFireballBulletActive(fireballBullet, rdf) || isExploding) {
let pqNode = self.cachedFireballs.popAny(fireballBullet.BattleAttr.BulletLocalId);
let speciesName = `Fireball${fireballBullet.Bullet.SpeciesId}`;
let animName = (BULLET_STATE.Exploding == fireballBullet.BlState ? `Fireball${fireballBullet.Bullet.SpeciesId}Explosion` : speciesName);
const [wx, wy] = gopkgs.VirtualGridToWorldPos(fireballBullet.VirtualGridX, fireballBullet.VirtualGridY);
if (null == pqNode) {
pqNode = self.cachedFireballs.pop();
//console.log(`@rdf.Id=${rdf.Id}, origRdfId=${fireballBullet.BattleAttr.OriginatedRenderFrameId}, startupFrames=${fireballBullet.Bullet.StartupFrames}, using a new fireball node for rendering for bulletLocalId=${fireballBullet.BattleAttr.BulletLocalId} at wpos=(${wx},${wy})`);
} else {
//console.log(`@rdf.Id=${rdf.Id}, origRdfId=${fireballBullet.BattleAttr.OriginatedRenderFrameId}, startupFrames=${fireballBullet.Bullet.StartupFrames}, using a cached fireball node for rendering for bulletLocalId=${fireballBullet.BattleAttr.BulletLocalId} at wpos=(${wx},${wy})`);
}
const cachedFireball = pqNode.value;
cachedFireball.setSpecies(speciesName, fireballBullet, rdf);
const spontaneousLooping = !isExploding;
const newAnimIdx = (spontaneousLooping ? 0 : 1);
cachedFireball.updateAnim(animName, fireballBullet.FramesInBlState, fireballBullet.DirX, spontaneousLooping, rdf, newAnimIdx);
cachedFireball.lastUsed = self.renderFrameId;
cachedFireball.bulletLocalId = fireballBullet.BattleAttr.BulletLocalId;
cachedFireball.node.setPosition(cc.v2(wx, wy));
self.cachedFireballs.push(cachedFireball.lastUsed, cachedFireball, fireballBullet.BattleAttr.BulletLocalId);
} else {
//console.log(`@rdf.Id=${rdf.Id}, origRdfId=${fireballBullet.BattleAttr.OriginatedRenderFrameId}, startupFrames=${fireballBullet.Bullet.StartupFrames}, activeFrames=${fireballBullet.Bullet.ActiveFrames}, not rendering fireball node for bulletLocalId=${fireballBullet.BattleAttr.BulletLocalId}`);
}
}
// Update countdown // Update countdown
self.countdownNanos = self.battleDurationNanos - self.renderFrameId * self.rollbackEstimatedDtNanos; self.countdownNanos = self.battleDurationNanos - self.renderFrameId * self.rollbackEstimatedDtNanos;
if (self.countdownNanos <= 0) { if (self.countdownNanos <= 0) {
@@ -1070,13 +1196,8 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
throw `Couldn't find renderFrame for i=${i} to rollback (are you using Firefox?), self.renderFrameId=${self.renderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`; throw `Couldn't find renderFrame for i=${i} to rollback (are you using Firefox?), self.renderFrameId=${self.renderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`;
} }
const j = gopkgs.ConvertToDelayedInputFrameId(i); const j = gopkgs.ConvertToDelayedInputFrameId(i);
const delayedInputFrame = self.recentInputCache.GetByFrameId(j); // Don't make prediction here, the inputFrameDownsyncs in recentInputCache was already predicted while prefabbing const delayedInputFrame = self.getOrPrefabInputFrameUpsync(j);
if (null == delayedInputFrame) {
// Shouldn't happen!
throw `Failed to get cached delayedInputFrame for i=${i}, j=${j}, renderFrameId=${self.renderFrameId}, lastUpsyncInputFrameId=${self.lastUpsyncInputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, chaserRenderFrameId=${self.chaserRenderFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
}
const jPrev = gopkgs.ConvertToDelayedInputFrameId(i - 1);
if (self.frameDataLoggingEnabled) { if (self.frameDataLoggingEnabled) {
const actuallyUsedInputClone = delayedInputFrame.InputList.slice(); const actuallyUsedInputClone = delayedInputFrame.InputList.slice();
const inputFrameDownsyncClone = { const inputFrameDownsyncClone = {
@@ -1174,7 +1295,12 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
playerDownsyncStr(playerDownsync) { playerDownsyncStr(playerDownsync) {
if (null == playerDownsync) return ""; if (null == playerDownsync) return "";
return `{${playerDownsync.JoinIndex},${playerDownsync.VirtualGridX},${playerDownsync.VirtualGridY},${playerDownsync.VelX},${playerDownsync.VelY},${playerDownsync.FramesToRecover},${playerDownsync.InAir ? 1 : 0}}`; return `{${playerDownsync.JoinIndex},${playerDownsync.VirtualGridX},${playerDownsync.VirtualGridY},${playerDownsync.VelX},${playerDownsync.VelY},${playerDownsync.FramesToRecover},${playerDownsync.InAir ? 1 : 0},${playerDownsync.OnWall ? 1 : 0}}`;
},
fireballDownsyncStr(fireball) {
if (null == fireball) return "";
return `{${fireball.BattleAttr.BulletLocalId},${fireball.BattleAttr.OriginatedRenderFrameId},${fireball.BattleAttr.OffenderJoinIndex},${fireball.VirtualGridX},${fireball.VirtualGridY},${fireball.VelX},${fireball.VelY},${fireball.DirX},${fireball.DirY},${fireball.Bullet.HitboxSizeX},${fireball.Bullet.HitboxSizeY}}`;
}, },
inputFrameDownsyncStr(inputFrameDownsync) { inputFrameDownsyncStr(inputFrameDownsync) {
@@ -1203,8 +1329,13 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
for (let k in rdf.PlayersArr) { for (let k in rdf.PlayersArr) {
playersStrBldr.push(self.playerDownsyncStr(rdf.PlayersArr[k])); playersStrBldr.push(self.playerDownsyncStr(rdf.PlayersArr[k]));
} }
const fireballsStrBldr = [];
for (let k in rdf.FireballBullets) {
fireballsStrBldr.push(self.fireballDownsyncStr(rdf.FireballBullets[k]));
}
s.push(`rdfId:${i} s.push(`rdfId:${i}
players:[${playersStrBldr.join(',')}] players:[${playersStrBldr.join(',')}]
fireballs:[${fireballsStrBldr.join(',')}]
actuallyUsedinputList:{${self.inputFrameDownsyncStr(actuallyUsedInputClone)}}`); actuallyUsedinputList:{${self.inputFrameDownsyncStr(actuallyUsedInputClone)}}`);
} }
@@ -1242,6 +1373,7 @@ actuallyUsedinputList:{${self.inputFrameDownsyncStr(actuallyUsedInputClone)}}`);
case ATK_CHARACTER_STATE.BlownUp1[0]: case ATK_CHARACTER_STATE.BlownUp1[0]:
case ATK_CHARACTER_STATE.InAirIdle1NoJump[0]: case ATK_CHARACTER_STATE.InAirIdle1NoJump[0]:
case ATK_CHARACTER_STATE.InAirIdle1ByJump[0]: case ATK_CHARACTER_STATE.InAirIdle1ByJump[0]:
case ATK_CHARACTER_STATE.OnWall[0]:
[colliderWidth, colliderHeight] = [player.ColliderRadius * 2, player.ColliderRadius * 2]; [colliderWidth, colliderHeight] = [player.ColliderRadius * 2, player.ColliderRadius * 2];
break; break;
} }
@@ -1262,12 +1394,8 @@ actuallyUsedinputList:{${self.inputFrameDownsyncStr(actuallyUsedInputClone)}}`);
for (let k in rdf.MeleeBullets) { for (let k in rdf.MeleeBullets) {
const meleeBullet = rdf.MeleeBullets[k]; const meleeBullet = rdf.MeleeBullets[k];
if ( if (gopkgs.IsMeleeBulletActive(meleeBullet, rdf)) {
meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames <= rdf.Id const offender = rdf.PlayersArr[meleeBullet.BattleAttr.OffenderJoinIndex - 1];
&&
meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames + meleeBullet.Bullet.ActiveFrames > rdf.Id
) {
const offender = rdf.PlayersArr[meleeBullet.Bullet.OffenderJoinIndex - 1];
if (1 == offender.JoinIndex) { if (1 == offender.JoinIndex) {
g2.strokeColor = cc.Color.BLUE; g2.strokeColor = cc.Color.BLUE;
} else { } else {
@@ -1294,12 +1422,8 @@ actuallyUsedinputList:{${self.inputFrameDownsyncStr(actuallyUsedInputClone)}}`);
for (let k in rdf.FireballBullets) { for (let k in rdf.FireballBullets) {
const fireballBullet = rdf.FireballBullets[k]; const fireballBullet = rdf.FireballBullets[k];
if ( if (gopkgs.IsFireballBulletActive(fireballBullet, rdf)) {
fireballBullet.Bullet.OriginatedRenderFrameId + fireballBullet.Bullet.StartupFrames <= rdf.Id const offender = rdf.PlayersArr[fireballBullet.BattleAttr.OffenderJoinIndex - 1];
&&
fireballBullet.Bullet.OriginatedRenderFrameId + fireballBullet.Bullet.StartupFrames + fireballBullet.Bullet.ActiveFrames > rdf.Id
) {
const offender = rdf.PlayersArr[fireballBullet.Bullet.OffenderJoinIndex - 1];
if (1 == offender.JoinIndex) { if (1 == offender.JoinIndex) {
g2.strokeColor = cc.Color.BLUE; g2.strokeColor = cc.Color.BLUE;
} else { } else {

View File

@@ -13,7 +13,7 @@ cc.Class({
onLoad() { onLoad() {
const self = this; const self = this;
window.mapIns = self; window.mapIns = self;
self.showCriticalCoordinateLabels = true; self.showCriticalCoordinateLabels = false;
const mapNode = self.node; const mapNode = self.node;
const canvasNode = mapNode.parent; const canvasNode = mapNode.parent;
@@ -29,7 +29,7 @@ cc.Class({
/** Init required prefab ended. */ /** Init required prefab ended. */
self.inputFrameUpsyncDelayTolerance = 2; self.inputFrameUpsyncDelayTolerance = 2;
self.collisionMinStep = 8; self.collisionMinStep = 2;
self.renderCacheSize = 1024; self.renderCacheSize = 1024;
self.serverFps = 60; self.serverFps = 60;
@@ -92,9 +92,11 @@ cc.Class({
const p1Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y); const p1Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y);
const p2Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y); const p2Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y);
const speedV = gopkgs.WorldToVirtualGridPos(1.0, 0);
const colliderRadiusV = gopkgs.WorldToVirtualGridPos(12.0, 0); const colliderRadiusV = gopkgs.WorldToVirtualGridPos(12.0, 0);
const speciesIdList = [4096, 1];
const chConfigsOrderedByJoinIndex = gopkgs.GetCharacterConfigsOrderedByJoinIndex(speciesIdList);
const startRdf = window.pb.protos.RoomDownsyncFrame.create({ const startRdf = window.pb.protos.RoomDownsyncFrame.create({
id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START, id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
playersArr: [ playersArr: [
@@ -103,7 +105,7 @@ cc.Class({
joinIndex: 1, joinIndex: 1,
virtualGridX: p1Vpos[0], virtualGridX: p1Vpos[0],
virtualGridY: p1Vpos[1], virtualGridY: p1Vpos[1],
speed: speedV[0], speed: chConfigsOrderedByJoinIndex[0].Speed,
colliderRadius: colliderRadiusV[0], colliderRadius: colliderRadiusV[0],
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0], characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
framesToRecover: 0, framesToRecover: 0,
@@ -112,13 +114,14 @@ cc.Class({
velX: 0, velX: 0,
velY: 0, velY: 0,
inAir: true, inAir: true,
onWall: false,
}), }),
window.pb.protos.PlayerDownsync.create({ window.pb.protos.PlayerDownsync.create({
id: 11, id: 11,
joinIndex: 2, joinIndex: 2,
virtualGridX: p2Vpos[0], virtualGridX: p2Vpos[0],
virtualGridY: p2Vpos[1], virtualGridY: p2Vpos[1],
speed: speedV[0], speed: chConfigsOrderedByJoinIndex[1].Speed,
colliderRadius: colliderRadiusV[0], colliderRadius: colliderRadiusV[0],
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0], characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
framesToRecover: 0, framesToRecover: 0,
@@ -127,9 +130,10 @@ cc.Class({
velX: 0, velX: 0,
velY: 0, velY: 0,
inAir: true, inAir: true,
onWall: false,
}), }),
], ],
speciesIdList: [4096, 0], speciesIdList: speciesIdList,
}); });
self.selfPlayerInfo = { self.selfPlayerInfo = {

View File

@@ -12,32 +12,15 @@ var BinaryHeap = function (customCompare) {
* @private * @private
*/ */
this.list = []; this.list = [];
this.lookupKeyToIndex = {};
if (customCompare) { if (customCompare) {
this.compare = customCompare; this.compare = customCompare;
} }
}; };
/** BinaryHeap.prototype.contains = function (lookupKey) {
* Builds a heap with the provided keys and values, this will discard the return null != this.lookupKeyToIndex[lookupKey];
* heap's current data.
*
* @param {Array} keys An array of keys.
* @param {Array} values An array of values. This must be the same size as the
* key array.
*/
BinaryHeap.prototype.buildHeap = function (keys, values) {
if (typeof values !== 'undefined' && values.length !== keys.length) {
throw new Error('Key array must be the same length as value array');
}
var nodeArray = [];
for (var i = 0; i < keys.length; i++) {
nodeArray.push(new Node(keys[i], values ? values[i] : undefined));
}
buildHeapFromNodeArray(this, nodeArray);
}; };
/** /**
@@ -45,6 +28,7 @@ BinaryHeap.prototype.buildHeap = function (keys, values) {
*/ */
BinaryHeap.prototype.clear = function () { BinaryHeap.prototype.clear = function () {
this.list.length = 0; this.list.length = 0;
this.lookupKeyToIndex = null;
}; };
/** /**
@@ -53,15 +37,20 @@ BinaryHeap.prototype.clear = function () {
* @return {Node} node The heap's minimum node or undefined if the heap is * @return {Node} node The heap's minimum node or undefined if the heap is
* empty. * empty.
*/ */
BinaryHeap.prototype.extractMinimum = function () { BinaryHeap.prototype.pop = function () {
if (!this.list.length) { if (0 == this.list.length) {
return undefined; return null;
} }
if (this.list.length === 1) { if (1 == this.list.length) {
delete this.lookupKeyToIndex[Object.keys(this.lookupKeyToIndex)[0]];
return this.list.shift(); return this.list.shift();
} }
var min = this.list[0]; var min = this.list[0];
delete this.lookupKeyToIndex[min.lookupKey];
this.list[0] = this.list.pop(); this.list[0] = this.list.pop();
this.lookupKeyToIndex[this.list[0].lookupKey] = 0;
heapify(this, 0); heapify(this, 0);
return min; return min;
}; };
@@ -72,8 +61,8 @@ BinaryHeap.prototype.extractMinimum = function () {
* @return {Node} node The heap's minimum node or undefined if the heap is * @return {Node} node The heap's minimum node or undefined if the heap is
* empty. * empty.
*/ */
BinaryHeap.prototype.findMinimum = function () { BinaryHeap.prototype.top = function () {
return this.isEmpty() ? undefined : this.list[0]; return this.isEmpty() ? null : this.list[0];
}; };
/** /**
@@ -83,25 +72,79 @@ BinaryHeap.prototype.findMinimum = function () {
* @param {Object} value The value to insert. * @param {Object} value The value to insert.
* @return {Node} node The inserted node. * @return {Node} node The inserted node.
*/ */
BinaryHeap.prototype.insert = function (key, value) { BinaryHeap.prototype.push = function (key, value, lookupKey) {
var i = this.list.length; var i = this.list.length;
var node = new Node(key, value); var node = new Node(key, value, lookupKey);
this.list.push(node); this.list.push(node);
var parent = getParent(i); this.lookupKeyToIndex[lookupKey] = i;
while (typeof parent !== 'undefined' && let u = getParent(i);
this.compare(this.list[i], this.list[parent]) < 0) { while (null != u && this.compare(this.list[i], this.list[u]) < 0) {
swap(this.list, i, parent); swap(this.list, i, u, this.lookupKeyToIndex);
i = parent; i = u;
parent = getParent(i); u = getParent(i);
} }
return node; return node;
}; };
BinaryHeap.prototype.update = function (lookupKey, newKey, newValue) {
if (null == this.lookupKeyToIndex[lookupKey]) return null;
var i = this.lookupKeyToIndex[lookupKey];
this.list[i].key = newKey;
this.list[i].value = newValue;
let u = getParent(i);
if (null != u && this.compare(this.list[i], this.list[u]) < 0) {
while (null != u && this.compare(this.list[i], this.list[u]) < 0) {
swap(this.list, i, u, this.lookupKeyToIndex);
i = u;
u = getParent(i);
}
} else {
heapify(this, i);
}
};
BinaryHeap.prototype.popAny = function (lookupKey) {
if (null == this.lookupKeyToIndex[lookupKey]) return null;
if (0 == this.list.length) {
return null;
}
if (1 == this.list.length) {
delete this.lookupKeyToIndex[Object.keys(this.lookupKeyToIndex)[0]];
return this.list.shift();
}
var i = this.lookupKeyToIndex[lookupKey];
var old = this.list[i];
delete this.lookupKeyToIndex[old.lookupKey];
this.list[i] = this.list.pop();
this.lookupKeyToIndex[this.list[i].lookupKey] = i;
let u = getParent(i);
if (null != u && this.compare(this.list[i], this.list[u]) < 0) {
while (null != u && this.compare(this.list[i], this.list[u]) < 0) {
swap(this.list, i, u, this.lookupKeyToIndex);
i = u;
u = getParent(i);
}
} else {
heapify(this, i);
}
return old;
};
/** /**
* @return {boolean} Whether the heap is empty. * @return {boolean} Whether the heap is empty.
*/ */
BinaryHeap.prototype.isEmpty = function () { BinaryHeap.prototype.isEmpty = function () {
return !this.list.length; return 0 == this.list.length;
}; };
/** /**
@@ -111,16 +154,6 @@ BinaryHeap.prototype.size = function () {
return this.list.length; return this.list.length;
}; };
/**
* Joins another heap to this one.
*
* @param {BinaryHeap} otherHeap The other heap.
*/
BinaryHeap.prototype.union = function (otherHeap) {
var array = this.list.concat(otherHeap.list);
buildHeapFromNodeArray(this, array);
};
/** /**
* Compares two nodes with each other. * Compares two nodes with each other.
* *
@@ -147,34 +180,27 @@ BinaryHeap.prototype.compare = function (a, b) {
* @param {number} i The index of the node to heapify. * @param {number} i The index of the node to heapify.
*/ */
function heapify(heap, i) { function heapify(heap, i) {
var l = getLeft(i); let cur = i;
var r = getRight(i); let smallest = -1;
var smallest = i; while (cur != smallest) {
if (l < heap.list.length && const l = getLeft(cur);
heap.compare(heap.list[l], heap.list[i]) < 0) { const r = getRight(cur);
smallest = l;
}
if (r < heap.list.length &&
heap.compare(heap.list[r], heap.list[smallest]) < 0) {
smallest = r;
}
if (smallest !== i) {
swap(heap.list, i, smallest);
heapify(heap, smallest);
}
}
/** smallest = cur;
* Builds a heap from a node array, this will discard the heap's current data. if (l < heap.list.length &&
* heap.compare(heap.list[l], heap.list[smallest]) < 0) {
* @private smallest = l;
* @param {BinaryHeap} heap The heap to override. }
* @param {Node[]} nodeArray The array of nodes for the new heap. if (r < heap.list.length &&
*/ heap.compare(heap.list[r], heap.list[smallest]) < 0) {
function buildHeapFromNodeArray(heap, nodeArray) { smallest = r;
heap.list = nodeArray; }
for (var i = Math.floor(heap.list.length / 2); i >= 0; i--) {
heapify(heap, i); if (smallest !== cur) {
swap(heap.list, cur, smallest, heap.lookupKeyToIndex);
cur = smallest;
smallest = -1;
}
} }
} }
@@ -186,10 +212,16 @@ function buildHeapFromNodeArray(heap, nodeArray) {
* @param {number} a The index of the first element. * @param {number} a The index of the first element.
* @param {number} b The index of the second element. * @param {number} b The index of the second element.
*/ */
function swap(array, a, b) { function swap(array, a, b, lookupKeyToIndex) {
var aLookupKey = array[a].lookupKey;
var bLookupKey = array[b].lookupKey;
var temp = array[a]; var temp = array[a];
array[a] = array[b]; array[a] = array[b];
array[b] = temp; array[b] = temp;
lookupKeyToIndex[aLookupKey] = b;
lookupKeyToIndex[bLookupKey] = a;
} }
/** /**
@@ -200,8 +232,8 @@ function swap(array, a, b) {
* @return {number} The index of the node's parent. * @return {number} The index of the node's parent.
*/ */
function getParent(i) { function getParent(i) {
if (i === 0) { if (0 == i) {
return undefined; return null;
} }
return Math.floor((i - 1) / 2); return Math.floor((i - 1) / 2);
} }
@@ -235,9 +267,10 @@ function getRight(i) {
* @param {Object} key The key of the new node. * @param {Object} key The key of the new node.
* @param {Object} value The value of the new node. * @param {Object} value The value of the new node.
*/ */
function Node(key, value) { function Node(key, value, lookupKey) {
this.key = key; this.key = key;
this.value = value; this.value = value;
this.lookupKey = lookupKey;
} }
module.exports = BinaryHeap; module.exports = BinaryHeap;

View File

@@ -0,0 +1,9 @@
{
"ver": "1.0.5",
"uuid": "20a75b4a-e220-42cd-bab4-9fc63a289b3f",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@@ -106,8 +106,13 @@ cc.Class({
this.cachedBtnDownLevel = 0; this.cachedBtnDownLevel = 0;
this.cachedBtnLeftLevel = 0; this.cachedBtnLeftLevel = 0;
this.cachedBtnRightLevel = 0; this.cachedBtnRightLevel = 0;
this.realtimeBtnALevel = 0;
this.cachedBtnALevel = 0; this.cachedBtnALevel = 0;
this.btnAEdgeTriggerLock = false;
this.realtimeBtnBLevel = 0;
this.cachedBtnBLevel = 0; this.cachedBtnBLevel = 0;
this.btnBEdgeTriggerLock = false;
this.canvasNode = this.mapNode.parent; this.canvasNode = this.mapNode.parent;
this.mainCameraNode = this.canvasNode.getChildByName("Main Camera"); // Cannot drag and assign the `mainCameraNode` from CocosCreator EDITOR directly, otherwise it'll cause an infinite loading time, till v2.1.0. this.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.
@@ -163,30 +168,30 @@ cc.Class({
if (self.btnA) { if (self.btnA) {
self.btnA.on(cc.Node.EventType.TOUCH_START, function(evt) { self.btnA.on(cc.Node.EventType.TOUCH_START, function(evt) {
self.cachedBtnALevel = 1; self._triggerEdgeBtnA(true);
evt.target.runAction(cc.scaleTo(0.1, 0.3)); evt.target.runAction(cc.scaleTo(0.1, 0.3));
}); });
self.btnA.on(cc.Node.EventType.TOUCH_END, function(evt) { self.btnA.on(cc.Node.EventType.TOUCH_END, function(evt) {
self.cachedBtnALevel = 0; self._triggerEdgeBtnA(false);
evt.target.runAction(cc.scaleTo(0.1, 1.0)); evt.target.runAction(cc.scaleTo(0.1, 1.0));
}); });
self.btnA.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) { self.btnA.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
self.cachedBtnALevel = 0; self._triggerEdgeBtnA(false);
evt.target.runAction(cc.scaleTo(0.1, 1.0)); evt.target.runAction(cc.scaleTo(0.1, 1.0));
}); });
} }
if (self.btnB) { if (self.btnB) {
self.btnB.on(cc.Node.EventType.TOUCH_START, function(evt) { self.btnB.on(cc.Node.EventType.TOUCH_START, function(evt) {
self.cachedBtnBLevel = 1; self._triggerEdgeBtnB(true);
evt.target.runAction(cc.scaleTo(0.1, 0.3)); evt.target.runAction(cc.scaleTo(0.1, 0.3));
}); });
self.btnB.on(cc.Node.EventType.TOUCH_END, function(evt) { self.btnB.on(cc.Node.EventType.TOUCH_END, function(evt) {
self.cachedBtnBLevel = 0; self._triggerEdgeBtnB(false);
evt.target.runAction(cc.scaleTo(0.1, 1.0)); evt.target.runAction(cc.scaleTo(0.1, 1.0));
}); });
self.btnB.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) { self.btnB.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
self.cachedBtnBLevel = 0; self._triggerEdgeBtnB(false);
evt.target.runAction(cc.scaleTo(0.1, 1.0)); evt.target.runAction(cc.scaleTo(0.1, 1.0));
}); });
} }
@@ -195,22 +200,38 @@ cc.Class({
cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN, function(evt) { cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN, function(evt) {
switch (evt.keyCode) { switch (evt.keyCode) {
case cc.macro.KEY.w: case cc.macro.KEY.w:
self.cachedBtnUpLevel = 0;
self.cachedBtnDownLevel = 0;
self.cachedBtnLeftLevel = 0;
self.cachedBtnRightLevel = 0;
self.cachedBtnUpLevel = 1; self.cachedBtnUpLevel = 1;
break; break;
case cc.macro.KEY.s: case cc.macro.KEY.s:
self.cachedBtnUpLevel = 0;
self.cachedBtnDownLevel = 0;
self.cachedBtnLeftLevel = 0;
self.cachedBtnRightLevel = 0;
self.cachedBtnDownLevel = 1; self.cachedBtnDownLevel = 1;
break; break;
case cc.macro.KEY.a: case cc.macro.KEY.a:
self.cachedBtnUpLevel = 0;
self.cachedBtnDownLevel = 0;
self.cachedBtnLeftLevel = 0;
self.cachedBtnRightLevel = 0;
self.cachedBtnLeftLevel = 1; self.cachedBtnLeftLevel = 1;
break; break;
case cc.macro.KEY.d: case cc.macro.KEY.d:
self.cachedBtnUpLevel = 0;
self.cachedBtnDownLevel = 0;
self.cachedBtnLeftLevel = 0;
self.cachedBtnRightLevel = 0;
self.cachedBtnRightLevel = 1; self.cachedBtnRightLevel = 1;
break; break;
case cc.macro.KEY.h: case cc.macro.KEY.h:
self.cachedBtnALevel = 1; self._triggerEdgeBtnA(true);
break; break;
case cc.macro.KEY.j: case cc.macro.KEY.j:
self.cachedBtnBLevel = 1; self._triggerEdgeBtnB(true);
break; break;
default: default:
break; break;
@@ -232,10 +253,10 @@ cc.Class({
self.cachedBtnRightLevel = 0; self.cachedBtnRightLevel = 0;
break; break;
case cc.macro.KEY.h: case cc.macro.KEY.h:
self.cachedBtnALevel = 0; self._triggerEdgeBtnA(false);
break; break;
case cc.macro.KEY.j: case cc.macro.KEY.j:
self.cachedBtnBLevel = 0; self._triggerEdgeBtnB(false);
break; break;
default: default:
break; break;
@@ -448,6 +469,12 @@ cc.Class({
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 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); const btnALevel = (this.cachedBtnALevel << 4);
const btnBLevel = (this.cachedBtnBLevel << 5); const btnBLevel = (this.cachedBtnBLevel << 5);
this.cachedBtnALevel = this.realtimeBtnALevel;
this.cachedBtnBLevel = this.realtimeBtnBLevel;
this.btnAEdgeTriggerLock = false;
this.btnBEdgeTriggerLock = false;
return (btnBLevel + btnALevel + discretizedDir); return (btnBLevel + btnALevel + discretizedDir);
}, },
@@ -466,4 +493,20 @@ cc.Class({
btnBLevel: btnBLevel, btnBLevel: btnBLevel,
}); });
}, },
_triggerEdgeBtnA(rising) {
this.realtimeBtnALevel = (rising ? 1 : 0);
if (!this.btnAEdgeTriggerLock && (1 - this.realtimeBtnALevel) == this.cachedBtnALevel) {
this.cachedBtnALevel = this.realtimeBtnALevel;
this.btnAEdgeTriggerLock = true;
}
},
_triggerEdgeBtnB(rising) {
this.realtimeBtnBLevel = (rising ? 1 : 0);
if (!this.btnBEdgeTriggerLock && (1 - this.realtimeBtnBLevel) == this.cachedBtnBLevel) {
this.cachedBtnBLevel = this.realtimeBtnBLevel;
this.btnBEdgeTriggerLock = true;
}
},
}); });

View File

@@ -1216,6 +1216,9 @@ $root.protos = (function() {
* @property {number|null} [framesInvinsible] PlayerDownsync framesInvinsible * @property {number|null} [framesInvinsible] PlayerDownsync framesInvinsible
* @property {number|null} [bulletTeamId] PlayerDownsync bulletTeamId * @property {number|null} [bulletTeamId] PlayerDownsync bulletTeamId
* @property {number|null} [chCollisionTeamId] PlayerDownsync chCollisionTeamId * @property {number|null} [chCollisionTeamId] PlayerDownsync chCollisionTeamId
* @property {boolean|null} [onWall] PlayerDownsync onWall
* @property {number|null} [onWallNormX] PlayerDownsync onWallNormX
* @property {number|null} [onWallNormY] PlayerDownsync onWallNormY
* @property {string|null} [name] PlayerDownsync name * @property {string|null} [name] PlayerDownsync name
* @property {string|null} [displayName] PlayerDownsync displayName * @property {string|null} [displayName] PlayerDownsync displayName
* @property {string|null} [avatar] PlayerDownsync avatar * @property {string|null} [avatar] PlayerDownsync avatar
@@ -1436,6 +1439,30 @@ $root.protos = (function() {
*/ */
PlayerDownsync.prototype.chCollisionTeamId = 0; PlayerDownsync.prototype.chCollisionTeamId = 0;
/**
* PlayerDownsync onWall.
* @member {boolean} onWall
* @memberof protos.PlayerDownsync
* @instance
*/
PlayerDownsync.prototype.onWall = false;
/**
* PlayerDownsync onWallNormX.
* @member {number} onWallNormX
* @memberof protos.PlayerDownsync
* @instance
*/
PlayerDownsync.prototype.onWallNormX = 0;
/**
* PlayerDownsync onWallNormY.
* @member {number} onWallNormY
* @memberof protos.PlayerDownsync
* @instance
*/
PlayerDownsync.prototype.onWallNormY = 0;
/** /**
* PlayerDownsync name. * PlayerDownsync name.
* @member {string} name * @member {string} name
@@ -1534,6 +1561,12 @@ $root.protos = (function() {
writer.uint32(/* id 24, wireType 0 =*/192).int32(message.bulletTeamId); writer.uint32(/* id 24, wireType 0 =*/192).int32(message.bulletTeamId);
if (message.chCollisionTeamId != null && Object.hasOwnProperty.call(message, "chCollisionTeamId")) if (message.chCollisionTeamId != null && Object.hasOwnProperty.call(message, "chCollisionTeamId"))
writer.uint32(/* id 25, wireType 0 =*/200).int32(message.chCollisionTeamId); writer.uint32(/* id 25, wireType 0 =*/200).int32(message.chCollisionTeamId);
if (message.onWall != null && Object.hasOwnProperty.call(message, "onWall"))
writer.uint32(/* id 26, wireType 0 =*/208).bool(message.onWall);
if (message.onWallNormX != null && Object.hasOwnProperty.call(message, "onWallNormX"))
writer.uint32(/* id 27, wireType 0 =*/216).int32(message.onWallNormX);
if (message.onWallNormY != null && Object.hasOwnProperty.call(message, "onWallNormY"))
writer.uint32(/* id 28, wireType 0 =*/224).int32(message.onWallNormY);
if (message.name != null && Object.hasOwnProperty.call(message, "name")) if (message.name != null && Object.hasOwnProperty.call(message, "name"))
writer.uint32(/* id 997, wireType 2 =*/7978).string(message.name); writer.uint32(/* id 997, wireType 2 =*/7978).string(message.name);
if (message.displayName != null && Object.hasOwnProperty.call(message, "displayName")) if (message.displayName != null && Object.hasOwnProperty.call(message, "displayName"))
@@ -1674,6 +1707,18 @@ $root.protos = (function() {
message.chCollisionTeamId = reader.int32(); message.chCollisionTeamId = reader.int32();
break; break;
} }
case 26: {
message.onWall = reader.bool();
break;
}
case 27: {
message.onWallNormX = reader.int32();
break;
}
case 28: {
message.onWallNormY = reader.int32();
break;
}
case 997: { case 997: {
message.name = reader.string(); message.name = reader.string();
break; break;
@@ -1796,6 +1841,15 @@ $root.protos = (function() {
if (message.chCollisionTeamId != null && message.hasOwnProperty("chCollisionTeamId")) if (message.chCollisionTeamId != null && message.hasOwnProperty("chCollisionTeamId"))
if (!$util.isInteger(message.chCollisionTeamId)) if (!$util.isInteger(message.chCollisionTeamId))
return "chCollisionTeamId: integer expected"; return "chCollisionTeamId: integer expected";
if (message.onWall != null && message.hasOwnProperty("onWall"))
if (typeof message.onWall !== "boolean")
return "onWall: boolean expected";
if (message.onWallNormX != null && message.hasOwnProperty("onWallNormX"))
if (!$util.isInteger(message.onWallNormX))
return "onWallNormX: integer expected";
if (message.onWallNormY != null && message.hasOwnProperty("onWallNormY"))
if (!$util.isInteger(message.onWallNormY))
return "onWallNormY: integer expected";
if (message.name != null && message.hasOwnProperty("name")) if (message.name != null && message.hasOwnProperty("name"))
if (!$util.isString(message.name)) if (!$util.isString(message.name))
return "name: string expected"; return "name: string expected";
@@ -1870,6 +1924,12 @@ $root.protos = (function() {
message.bulletTeamId = object.bulletTeamId | 0; message.bulletTeamId = object.bulletTeamId | 0;
if (object.chCollisionTeamId != null) if (object.chCollisionTeamId != null)
message.chCollisionTeamId = object.chCollisionTeamId | 0; message.chCollisionTeamId = object.chCollisionTeamId | 0;
if (object.onWall != null)
message.onWall = Boolean(object.onWall);
if (object.onWallNormX != null)
message.onWallNormX = object.onWallNormX | 0;
if (object.onWallNormY != null)
message.onWallNormY = object.onWallNormY | 0;
if (object.name != null) if (object.name != null)
message.name = String(object.name); message.name = String(object.name);
if (object.displayName != null) if (object.displayName != null)
@@ -1918,6 +1978,9 @@ $root.protos = (function() {
object.framesInvinsible = 0; object.framesInvinsible = 0;
object.bulletTeamId = 0; object.bulletTeamId = 0;
object.chCollisionTeamId = 0; object.chCollisionTeamId = 0;
object.onWall = false;
object.onWallNormX = 0;
object.onWallNormY = 0;
object.name = ""; object.name = "";
object.displayName = ""; object.displayName = "";
object.avatar = ""; object.avatar = "";
@@ -1972,6 +2035,12 @@ $root.protos = (function() {
object.bulletTeamId = message.bulletTeamId; object.bulletTeamId = message.bulletTeamId;
if (message.chCollisionTeamId != null && message.hasOwnProperty("chCollisionTeamId")) if (message.chCollisionTeamId != null && message.hasOwnProperty("chCollisionTeamId"))
object.chCollisionTeamId = message.chCollisionTeamId; object.chCollisionTeamId = message.chCollisionTeamId;
if (message.onWall != null && message.hasOwnProperty("onWall"))
object.onWall = message.onWall;
if (message.onWallNormX != null && message.hasOwnProperty("onWallNormX"))
object.onWallNormX = message.onWallNormX;
if (message.onWallNormY != null && message.hasOwnProperty("onWallNormY"))
object.onWallNormY = message.onWallNormY;
if (message.name != null && message.hasOwnProperty("name")) if (message.name != null && message.hasOwnProperty("name"))
object.name = message.name; object.name = message.name;
if (message.displayName != null && message.hasOwnProperty("displayName")) if (message.displayName != null && message.hasOwnProperty("displayName"))
@@ -4118,6 +4187,10 @@ $root.protos = (function() {
* @property {boolean|null} [blowUp] MeleeBullet blowUp * @property {boolean|null} [blowUp] MeleeBullet blowUp
* @property {number|null} [teamId] MeleeBullet teamId * @property {number|null} [teamId] MeleeBullet teamId
* @property {number|null} [bulletLocalId] MeleeBullet bulletLocalId * @property {number|null} [bulletLocalId] MeleeBullet bulletLocalId
* @property {number|null} [speciesId] MeleeBullet speciesId
* @property {number|null} [explosionFrames] MeleeBullet explosionFrames
* @property {number|null} [blState] MeleeBullet blState
* @property {number|null} [framesInBlState] MeleeBullet framesInBlState
*/ */
/** /**
@@ -4295,6 +4368,38 @@ $root.protos = (function() {
*/ */
MeleeBullet.prototype.bulletLocalId = 0; MeleeBullet.prototype.bulletLocalId = 0;
/**
* MeleeBullet speciesId.
* @member {number} speciesId
* @memberof protos.MeleeBullet
* @instance
*/
MeleeBullet.prototype.speciesId = 0;
/**
* MeleeBullet explosionFrames.
* @member {number} explosionFrames
* @memberof protos.MeleeBullet
* @instance
*/
MeleeBullet.prototype.explosionFrames = 0;
/**
* MeleeBullet blState.
* @member {number} blState
* @memberof protos.MeleeBullet
* @instance
*/
MeleeBullet.prototype.blState = 0;
/**
* MeleeBullet framesInBlState.
* @member {number} framesInBlState
* @memberof protos.MeleeBullet
* @instance
*/
MeleeBullet.prototype.framesInBlState = 0;
/** /**
* Creates a new MeleeBullet instance using the specified properties. * Creates a new MeleeBullet instance using the specified properties.
* @function create * @function create
@@ -4359,6 +4464,14 @@ $root.protos = (function() {
writer.uint32(/* id 19, wireType 0 =*/152).int32(message.teamId); writer.uint32(/* id 19, wireType 0 =*/152).int32(message.teamId);
if (message.bulletLocalId != null && Object.hasOwnProperty.call(message, "bulletLocalId")) if (message.bulletLocalId != null && Object.hasOwnProperty.call(message, "bulletLocalId"))
writer.uint32(/* id 20, wireType 0 =*/160).int32(message.bulletLocalId); writer.uint32(/* id 20, wireType 0 =*/160).int32(message.bulletLocalId);
if (message.speciesId != null && Object.hasOwnProperty.call(message, "speciesId"))
writer.uint32(/* id 21, wireType 0 =*/168).int32(message.speciesId);
if (message.explosionFrames != null && Object.hasOwnProperty.call(message, "explosionFrames"))
writer.uint32(/* id 22, wireType 0 =*/176).int32(message.explosionFrames);
if (message.blState != null && Object.hasOwnProperty.call(message, "blState"))
writer.uint32(/* id 23, wireType 0 =*/184).int32(message.blState);
if (message.framesInBlState != null && Object.hasOwnProperty.call(message, "framesInBlState"))
writer.uint32(/* id 24, wireType 0 =*/192).int32(message.framesInBlState);
return writer; return writer;
}; };
@@ -4473,6 +4586,22 @@ $root.protos = (function() {
message.bulletLocalId = reader.int32(); message.bulletLocalId = reader.int32();
break; break;
} }
case 21: {
message.speciesId = reader.int32();
break;
}
case 22: {
message.explosionFrames = reader.int32();
break;
}
case 23: {
message.blState = reader.int32();
break;
}
case 24: {
message.framesInBlState = reader.int32();
break;
}
default: default:
reader.skipType(tag & 7); reader.skipType(tag & 7);
break; break;
@@ -4568,6 +4697,18 @@ $root.protos = (function() {
if (message.bulletLocalId != null && message.hasOwnProperty("bulletLocalId")) if (message.bulletLocalId != null && message.hasOwnProperty("bulletLocalId"))
if (!$util.isInteger(message.bulletLocalId)) if (!$util.isInteger(message.bulletLocalId))
return "bulletLocalId: integer expected"; return "bulletLocalId: integer expected";
if (message.speciesId != null && message.hasOwnProperty("speciesId"))
if (!$util.isInteger(message.speciesId))
return "speciesId: integer expected";
if (message.explosionFrames != null && message.hasOwnProperty("explosionFrames"))
if (!$util.isInteger(message.explosionFrames))
return "explosionFrames: integer expected";
if (message.blState != null && message.hasOwnProperty("blState"))
if (!$util.isInteger(message.blState))
return "blState: integer expected";
if (message.framesInBlState != null && message.hasOwnProperty("framesInBlState"))
if (!$util.isInteger(message.framesInBlState))
return "framesInBlState: integer expected";
return null; return null;
}; };
@@ -4623,6 +4764,14 @@ $root.protos = (function() {
message.teamId = object.teamId | 0; message.teamId = object.teamId | 0;
if (object.bulletLocalId != null) if (object.bulletLocalId != null)
message.bulletLocalId = object.bulletLocalId | 0; message.bulletLocalId = object.bulletLocalId | 0;
if (object.speciesId != null)
message.speciesId = object.speciesId | 0;
if (object.explosionFrames != null)
message.explosionFrames = object.explosionFrames | 0;
if (object.blState != null)
message.blState = object.blState | 0;
if (object.framesInBlState != null)
message.framesInBlState = object.framesInBlState | 0;
return message; return message;
}; };
@@ -4660,6 +4809,10 @@ $root.protos = (function() {
object.blowUp = false; object.blowUp = false;
object.teamId = 0; object.teamId = 0;
object.bulletLocalId = 0; object.bulletLocalId = 0;
object.speciesId = 0;
object.explosionFrames = 0;
object.blState = 0;
object.framesInBlState = 0;
} }
if (message.originatedRenderFrameId != null && message.hasOwnProperty("originatedRenderFrameId")) if (message.originatedRenderFrameId != null && message.hasOwnProperty("originatedRenderFrameId"))
object.originatedRenderFrameId = message.originatedRenderFrameId; object.originatedRenderFrameId = message.originatedRenderFrameId;
@@ -4701,6 +4854,14 @@ $root.protos = (function() {
object.teamId = message.teamId; object.teamId = message.teamId;
if (message.bulletLocalId != null && message.hasOwnProperty("bulletLocalId")) if (message.bulletLocalId != null && message.hasOwnProperty("bulletLocalId"))
object.bulletLocalId = message.bulletLocalId; object.bulletLocalId = message.bulletLocalId;
if (message.speciesId != null && message.hasOwnProperty("speciesId"))
object.speciesId = message.speciesId;
if (message.explosionFrames != null && message.hasOwnProperty("explosionFrames"))
object.explosionFrames = message.explosionFrames;
if (message.blState != null && message.hasOwnProperty("blState"))
object.blState = message.blState;
if (message.framesInBlState != null && message.hasOwnProperty("framesInBlState"))
object.framesInBlState = message.framesInBlState;
return object; return object;
}; };
@@ -4759,6 +4920,10 @@ $root.protos = (function() {
* @property {boolean|null} [blowUp] FireballBullet blowUp * @property {boolean|null} [blowUp] FireballBullet blowUp
* @property {number|null} [teamId] FireballBullet teamId * @property {number|null} [teamId] FireballBullet teamId
* @property {number|null} [bulletLocalId] FireballBullet bulletLocalId * @property {number|null} [bulletLocalId] FireballBullet bulletLocalId
* @property {number|null} [speciesId] FireballBullet speciesId
* @property {number|null} [explosionFrames] FireballBullet explosionFrames
* @property {number|null} [blState] FireballBullet blState
* @property {number|null} [framesInBlState] FireballBullet framesInBlState
* @property {number|null} [virtualGridX] FireballBullet virtualGridX * @property {number|null} [virtualGridX] FireballBullet virtualGridX
* @property {number|null} [virtualGridY] FireballBullet virtualGridY * @property {number|null} [virtualGridY] FireballBullet virtualGridY
* @property {number|null} [dirX] FireballBullet dirX * @property {number|null} [dirX] FireballBullet dirX
@@ -4943,6 +5108,38 @@ $root.protos = (function() {
*/ */
FireballBullet.prototype.bulletLocalId = 0; FireballBullet.prototype.bulletLocalId = 0;
/**
* FireballBullet speciesId.
* @member {number} speciesId
* @memberof protos.FireballBullet
* @instance
*/
FireballBullet.prototype.speciesId = 0;
/**
* FireballBullet explosionFrames.
* @member {number} explosionFrames
* @memberof protos.FireballBullet
* @instance
*/
FireballBullet.prototype.explosionFrames = 0;
/**
* FireballBullet blState.
* @member {number} blState
* @memberof protos.FireballBullet
* @instance
*/
FireballBullet.prototype.blState = 0;
/**
* FireballBullet framesInBlState.
* @member {number} framesInBlState
* @memberof protos.FireballBullet
* @instance
*/
FireballBullet.prototype.framesInBlState = 0;
/** /**
* FireballBullet virtualGridX. * FireballBullet virtualGridX.
* @member {number} virtualGridX * @member {number} virtualGridX
@@ -5063,6 +5260,14 @@ $root.protos = (function() {
writer.uint32(/* id 19, wireType 0 =*/152).int32(message.teamId); writer.uint32(/* id 19, wireType 0 =*/152).int32(message.teamId);
if (message.bulletLocalId != null && Object.hasOwnProperty.call(message, "bulletLocalId")) if (message.bulletLocalId != null && Object.hasOwnProperty.call(message, "bulletLocalId"))
writer.uint32(/* id 20, wireType 0 =*/160).int32(message.bulletLocalId); writer.uint32(/* id 20, wireType 0 =*/160).int32(message.bulletLocalId);
if (message.speciesId != null && Object.hasOwnProperty.call(message, "speciesId"))
writer.uint32(/* id 21, wireType 0 =*/168).int32(message.speciesId);
if (message.explosionFrames != null && Object.hasOwnProperty.call(message, "explosionFrames"))
writer.uint32(/* id 22, wireType 0 =*/176).int32(message.explosionFrames);
if (message.blState != null && Object.hasOwnProperty.call(message, "blState"))
writer.uint32(/* id 23, wireType 0 =*/184).int32(message.blState);
if (message.framesInBlState != null && Object.hasOwnProperty.call(message, "framesInBlState"))
writer.uint32(/* id 24, wireType 0 =*/192).int32(message.framesInBlState);
if (message.virtualGridX != null && Object.hasOwnProperty.call(message, "virtualGridX")) if (message.virtualGridX != null && Object.hasOwnProperty.call(message, "virtualGridX"))
writer.uint32(/* id 999, wireType 0 =*/7992).int32(message.virtualGridX); writer.uint32(/* id 999, wireType 0 =*/7992).int32(message.virtualGridX);
if (message.virtualGridY != null && Object.hasOwnProperty.call(message, "virtualGridY")) if (message.virtualGridY != null && Object.hasOwnProperty.call(message, "virtualGridY"))
@@ -5191,6 +5396,22 @@ $root.protos = (function() {
message.bulletLocalId = reader.int32(); message.bulletLocalId = reader.int32();
break; break;
} }
case 21: {
message.speciesId = reader.int32();
break;
}
case 22: {
message.explosionFrames = reader.int32();
break;
}
case 23: {
message.blState = reader.int32();
break;
}
case 24: {
message.framesInBlState = reader.int32();
break;
}
case 999: { case 999: {
message.virtualGridX = reader.int32(); message.virtualGridX = reader.int32();
break; break;
@@ -5314,6 +5535,18 @@ $root.protos = (function() {
if (message.bulletLocalId != null && message.hasOwnProperty("bulletLocalId")) if (message.bulletLocalId != null && message.hasOwnProperty("bulletLocalId"))
if (!$util.isInteger(message.bulletLocalId)) if (!$util.isInteger(message.bulletLocalId))
return "bulletLocalId: integer expected"; return "bulletLocalId: integer expected";
if (message.speciesId != null && message.hasOwnProperty("speciesId"))
if (!$util.isInteger(message.speciesId))
return "speciesId: integer expected";
if (message.explosionFrames != null && message.hasOwnProperty("explosionFrames"))
if (!$util.isInteger(message.explosionFrames))
return "explosionFrames: integer expected";
if (message.blState != null && message.hasOwnProperty("blState"))
if (!$util.isInteger(message.blState))
return "blState: integer expected";
if (message.framesInBlState != null && message.hasOwnProperty("framesInBlState"))
if (!$util.isInteger(message.framesInBlState))
return "framesInBlState: integer expected";
if (message.virtualGridX != null && message.hasOwnProperty("virtualGridX")) if (message.virtualGridX != null && message.hasOwnProperty("virtualGridX"))
if (!$util.isInteger(message.virtualGridX)) if (!$util.isInteger(message.virtualGridX))
return "virtualGridX: integer expected"; return "virtualGridX: integer expected";
@@ -5390,6 +5623,14 @@ $root.protos = (function() {
message.teamId = object.teamId | 0; message.teamId = object.teamId | 0;
if (object.bulletLocalId != null) if (object.bulletLocalId != null)
message.bulletLocalId = object.bulletLocalId | 0; message.bulletLocalId = object.bulletLocalId | 0;
if (object.speciesId != null)
message.speciesId = object.speciesId | 0;
if (object.explosionFrames != null)
message.explosionFrames = object.explosionFrames | 0;
if (object.blState != null)
message.blState = object.blState | 0;
if (object.framesInBlState != null)
message.framesInBlState = object.framesInBlState | 0;
if (object.virtualGridX != null) if (object.virtualGridX != null)
message.virtualGridX = object.virtualGridX | 0; message.virtualGridX = object.virtualGridX | 0;
if (object.virtualGridY != null) if (object.virtualGridY != null)
@@ -5441,6 +5682,10 @@ $root.protos = (function() {
object.blowUp = false; object.blowUp = false;
object.teamId = 0; object.teamId = 0;
object.bulletLocalId = 0; object.bulletLocalId = 0;
object.speciesId = 0;
object.explosionFrames = 0;
object.blState = 0;
object.framesInBlState = 0;
object.virtualGridX = 0; object.virtualGridX = 0;
object.virtualGridY = 0; object.virtualGridY = 0;
object.dirX = 0; object.dirX = 0;
@@ -5489,6 +5734,14 @@ $root.protos = (function() {
object.teamId = message.teamId; object.teamId = message.teamId;
if (message.bulletLocalId != null && message.hasOwnProperty("bulletLocalId")) if (message.bulletLocalId != null && message.hasOwnProperty("bulletLocalId"))
object.bulletLocalId = message.bulletLocalId; object.bulletLocalId = message.bulletLocalId;
if (message.speciesId != null && message.hasOwnProperty("speciesId"))
object.speciesId = message.speciesId;
if (message.explosionFrames != null && message.hasOwnProperty("explosionFrames"))
object.explosionFrames = message.explosionFrames;
if (message.blState != null && message.hasOwnProperty("blState"))
object.blState = message.blState;
if (message.framesInBlState != null && message.hasOwnProperty("framesInBlState"))
object.framesInBlState = message.framesInBlState;
if (message.virtualGridX != null && message.hasOwnProperty("virtualGridX")) if (message.virtualGridX != null && message.hasOwnProperty("virtualGridX"))
object.virtualGridX = message.virtualGridX; object.virtualGridX = message.virtualGridX;
if (message.virtualGridY != null && message.hasOwnProperty("virtualGridY")) if (message.virtualGridY != null && message.hasOwnProperty("virtualGridY"))

View File

@@ -68,7 +68,7 @@
"shelter_z_reducer", "shelter_z_reducer",
"shelter" "shelter"
], ],
"last-module-event-record-time": 1673325961305, "last-module-event-record-time": 1673930863015,
"simulator-orientation": false, "simulator-orientation": false,
"simulator-resolution": { "simulator-resolution": {
"height": 640, "height": 640,

View File

@@ -1,6 +1,7 @@
package battle package battle
import ( import (
//"fmt"
"math" "math"
"resolv" "resolv"
) )
@@ -21,14 +22,15 @@ const (
GRAVITY_X = int32(0) GRAVITY_X = int32(0)
GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
INPUT_DELAY_FRAMES = int32(8) // in the count of render frames INPUT_DELAY_FRAMES = int32(4) // in the count of render frames
INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames) INPUT_SCALE_FRAMES = uint32(3) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
NST_DELAY_FRAMES = int32(16) // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames" NST_DELAY_FRAMES = int32(16) // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
SP_ATK_LOOKUP_FRAMES = int32(5) SP_ATK_LOOKUP_FRAMES = int32(5)
SNAP_INTO_PLATFORM_OVERLAP = float64(0.1) SNAP_INTO_PLATFORM_OVERLAP = float64(0.1)
SNAP_INTO_PLATFORM_THRESHOLD = float64(0.5) SNAP_INTO_PLATFORM_THRESHOLD = float64(0.5)
VERTICAL_PLATFORM_THRESHOLD = float64(0.9)
NO_SKILL = -1 NO_SKILL = -1
NO_SKILL_HIT = -1 NO_SKILL_HIT = -1
@@ -49,6 +51,12 @@ var DIRECTION_DECODER = [][]int32{
{-1, +1}, {-1, +1},
} }
const (
BULLET_STARTUP = int32(0)
BULLET_ACTIVE = int32(1)
BULLET_EXPLODING = int32(2)
)
const ( const (
ATK_CHARACTER_STATE_IDLE1 = int32(0) ATK_CHARACTER_STATE_IDLE1 = int32(0)
ATK_CHARACTER_STATE_WALKING = int32(1) ATK_CHARACTER_STATE_WALKING = int32(1)
@@ -65,6 +73,10 @@ const (
ATK_CHARACTER_STATE_ATK2 = int32(11) ATK_CHARACTER_STATE_ATK2 = int32(11)
ATK_CHARACTER_STATE_ATK3 = int32(12) ATK_CHARACTER_STATE_ATK3 = int32(12)
ATK_CHARACTER_STATE_ATK4 = int32(13) ATK_CHARACTER_STATE_ATK4 = int32(13)
ATK_CHARACTER_STATE_ATK5 = int32(14)
ATK_CHARACTER_STATE_DASHING = int32(15)
ATK_CHARACTER_STATE_ONWALL = int32(16)
) )
var inAirSet = map[int32]bool{ var inAirSet = map[int32]bool{
@@ -73,6 +85,7 @@ var inAirSet = map[int32]bool{
ATK_CHARACTER_STATE_INAIR_ATK1: true, ATK_CHARACTER_STATE_INAIR_ATK1: true,
ATK_CHARACTER_STATE_INAIR_ATKED1: true, ATK_CHARACTER_STATE_INAIR_ATKED1: true,
ATK_CHARACTER_STATE_BLOWN_UP1: true, ATK_CHARACTER_STATE_BLOWN_UP1: true,
ATK_CHARACTER_STATE_ONWALL: true,
} }
var noOpSet = map[int32]bool{ var noOpSet = map[int32]bool{
@@ -101,6 +114,13 @@ var nonAttackingSet = map[int32]bool{
ATK_CHARACTER_STATE_GET_UP1: true, ATK_CHARACTER_STATE_GET_UP1: true,
} }
func intAbs(x int32) int32 {
if x < 0 {
return -x
}
return x
}
func ShouldPrefabInputFrameDownsync(prevRenderFrameId int32, renderFrameId int32) (bool, int32) { func ShouldPrefabInputFrameDownsync(prevRenderFrameId int32, renderFrameId int32) (bool, int32) {
for i := prevRenderFrameId + 1; i <= renderFrameId; i++ { for i := prevRenderFrameId + 1; i <= renderFrameId; i++ {
if (0 <= i) && (0 == (i & ((1 << INPUT_SCALE_FRAMES) - 1))) { if (0 <= i) && (0 == (i & ((1 << INPUT_SCALE_FRAMES) - 1))) {
@@ -154,7 +174,7 @@ type SatResult struct {
Axis resolv.Vector Axis resolv.Vector
} }
func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64, *SatResult) { func calcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64, *SatResult) {
origX, origY := playerShape.Position() origX, origY := playerShape.Position()
defer func() { defer func() {
playerShape.SetPosition(origX, origY) playerShape.SetPosition(origX, origY)
@@ -206,6 +226,34 @@ func isPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool
return true return true
} }
func IsMeleeBulletActive(meleeBullet *MeleeBullet, currRenderFrame *RoomDownsyncFrame) bool {
if BULLET_EXPLODING == meleeBullet.BlState {
return false
}
return (meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames+meleeBullet.Bullet.ActiveFrames > currRenderFrame.Id)
}
func IsMeleeBulletAlive(meleeBullet *MeleeBullet, currRenderFrame *RoomDownsyncFrame) bool {
if BULLET_EXPLODING == meleeBullet.BlState {
return meleeBullet.FramesInBlState < meleeBullet.Bullet.ExplosionFrames
}
return (meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames+meleeBullet.Bullet.ActiveFrames > currRenderFrame.Id)
}
func IsFireballBulletActive(fireballBullet *FireballBullet, currRenderFrame *RoomDownsyncFrame) bool {
if BULLET_EXPLODING == fireballBullet.BlState {
return false
}
return (fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames < currRenderFrame.Id) && (fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames+fireballBullet.Bullet.ActiveFrames > currRenderFrame.Id)
}
func IsFireballBulletAlive(fireballBullet *FireballBullet, currRenderFrame *RoomDownsyncFrame) bool {
if BULLET_EXPLODING == fireballBullet.BlState {
return fireballBullet.FramesInBlState < fireballBullet.Bullet.ExplosionFrames
}
return (fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames+fireballBullet.Bullet.ActiveFrames > currRenderFrame.Id)
}
func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e resolv.Vector, result *SatResult) bool { func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e resolv.Vector, result *SatResult) bool {
/* /*
[WARNING] This function is deliberately made private, it shouldn't be used alone (i.e. not along the norms of a polygon), otherwise the pushbacks calculated would be meaningless. [WARNING] This function is deliberately made private, it shouldn't be used alone (i.e. not along the norms of a polygon), otherwise the pushbacks calculated would be meaningless.
@@ -315,8 +363,8 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e resolv.Vector, re
func WorldToVirtualGridPos(wx, wy float64) (int32, int32) { func WorldToVirtualGridPos(wx, wy float64) (int32, int32) {
// [WARNING] Introduces loss of precision! // [WARNING] Introduces loss of precision!
// In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains. // In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains.
var virtualGridX int32 = int32(math.Floor(wx * WORLD_TO_VIRTUAL_GRID_RATIO)) var virtualGridX int32 = int32(math.Round(wx * WORLD_TO_VIRTUAL_GRID_RATIO))
var virtualGridY int32 = int32(math.Floor(wy * WORLD_TO_VIRTUAL_GRID_RATIO)) var virtualGridY int32 = int32(math.Round(wy * WORLD_TO_VIRTUAL_GRID_RATIO))
return virtualGridX, virtualGridY return virtualGridX, virtualGridY
} }
@@ -345,9 +393,25 @@ func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBounding
return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY) return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
} }
func calcHardPushbacksNorms(joinIndex int32, playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) *[]Vec2D { func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) *[]Vec2D {
ret := make([]Vec2D, 0, 10) // no one would simultaneously have more than 5 hardPushbacks ret := make([]Vec2D, 0, 10) // no one would simultaneously have more than 5 hardPushbacks
collision := playerCollider.Check(0, 0) virtualGripToWall := float64(0)
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState && 0 == thatPlayerInNextFrame.VelX && currPlayerDownsync.DirX == thatPlayerInNextFrame.DirX {
/*
I'm not sure whether this is a bug of "resolv_tailored" (maybe due to my changes), on the x-axis a playerCollider whose right edge reaches "1680.1" is not deemed collided with a side wall whose left edge is "1680.0", while the same extent of intersection is OK in y-axis.
The workaround here is to grant a "virtualGripToWall" in x-axis to guarantee that if
- "currPlayerDownsync" is on wall, and
- "thatPlayerInNextFrame.VelX" is 0 (i.e. no proactive move against the wall), and
- there's no change in player facing direction
*/
xfac := float64(1)
if 0 > thatPlayerInNextFrame.DirX {
xfac = -xfac
}
virtualGripToWall = xfac * float64(currPlayerDownsync.Speed) * VIRTUAL_GRID_TO_WORLD_RATIO
}
collision := playerCollider.Check(virtualGripToWall, 0)
if nil == collision { if nil == collision {
return &ret return &ret
} }
@@ -357,8 +421,7 @@ func calcHardPushbacksNorms(joinIndex int32, playerCollider *resolv.Object, play
for _, obj := range collision.Objects { for _, obj := range collision.Objects {
isBarrier := false isBarrier := false
switch obj.Data.(type) { switch obj.Data.(type) {
case *PlayerDownsync: case *PlayerDownsync, *MeleeBullet, *FireballBullet:
case *MeleeBullet, *FireballBullet:
default: default:
// By default it's a regular barrier, even if data is nil, note that Golang syntax of switch-case is kind of confusing, this "default" condition is met only if "!*PlayerDownsync && !*MeleeBullet && !*FireballBullet". // By default it's a regular barrier, even if data is nil, note that Golang syntax of switch-case is kind of confusing, this "default" condition is met only if "!*PlayerDownsync && !*MeleeBullet && !*FireballBullet".
isBarrier = true isBarrier = true
@@ -368,7 +431,7 @@ func calcHardPushbacksNorms(joinIndex int32, playerCollider *resolv.Object, play
continue continue
} }
barrierShape := obj.Shape.(*resolv.ConvexPolygon) barrierShape := obj.Shape.(*resolv.ConvexPolygon)
overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape) overlapped, pushbackX, pushbackY, overlapResult := calcPushbacks(0, 0, playerShape, barrierShape)
if !overlapped { if !overlapped {
continue continue
} }
@@ -419,13 +482,21 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
if decodedInput.BtnBLevel > prevBtnBLevel { if decodedInput.BtnBLevel > prevBtnBLevel {
if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent { if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent {
jumpedOrNot = true jumpedOrNot = true
} else if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState {
jumpedOrNot = true
} }
} }
} }
patternId := PATTERN_ID_NO_OP patternId := PATTERN_ID_NO_OP
if decodedInput.BtnALevel > prevBtnALevel { if decodedInput.BtnALevel > prevBtnALevel {
patternId = 1 if 0 > effDy {
patternId = 3
} else if 0 < effDy {
patternId = 2
} else {
patternId = 1
}
} }
return patternId, jumpedOrNot, effDx, effDy return patternId, jumpedOrNot, effDx, effDy
@@ -448,6 +519,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
VelY: currPlayerDownsync.VelY, VelY: currPlayerDownsync.VelY,
CharacterState: currPlayerDownsync.CharacterState, CharacterState: currPlayerDownsync.CharacterState,
InAir: true, InAir: true,
OnWall: false,
Speed: currPlayerDownsync.Speed, Speed: currPlayerDownsync.Speed,
BattleState: currPlayerDownsync.BattleState, BattleState: currPlayerDownsync.BattleState,
Score: currPlayerDownsync.Score, Score: currPlayerDownsync.Score,
@@ -461,6 +533,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
ActiveSkillHit: currPlayerDownsync.ActiveSkillHit, ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
FramesInvinsible: currPlayerDownsync.FramesInvinsible - 1, FramesInvinsible: currPlayerDownsync.FramesInvinsible - 1,
ColliderRadius: currPlayerDownsync.ColliderRadius, ColliderRadius: currPlayerDownsync.ColliderRadius,
OnWallNormX: currPlayerDownsync.OnWallNormX,
OnWallNormY: currPlayerDownsync.OnWallNormY,
} }
if nextRenderFramePlayers[i].FramesToRecover < 0 { if nextRenderFramePlayers[i].FramesToRecover < 0 {
nextRenderFramePlayers[i].FramesToRecover = 0 nextRenderFramePlayers[i].FramesToRecover = 0
@@ -479,15 +553,11 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
bulletLocalId := currRenderFrame.BulletLocalIdCounter bulletLocalId := currRenderFrame.BulletLocalIdCounter
// 1. Process player inputs // 1. Process player inputs
for i, currPlayerDownsync := range currRenderFrame.PlayersArr { for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
jumpedOrNotList[i] = false
chConfig := chConfigsOrderedByJoinIndex[i] chConfig := chConfigsOrderedByJoinIndex[i]
thatPlayerInNextFrame := nextRenderFramePlayers[i] thatPlayerInNextFrame := nextRenderFramePlayers[i]
patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, inputsBuffer) patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, inputsBuffer)
if jumpedOrNot { jumpedOrNotList[i] = jumpedOrNot
thatPlayerInNextFrame.VelY = int32(chConfig.JumpingInitVelY)
jumpedOrNotList[i] = true
}
joinIndex := currPlayerDownsync.JoinIndex joinIndex := currPlayerDownsync.JoinIndex
skillId := chConfig.SkillMapper(patternId, currPlayerDownsync) skillId := chConfig.SkillMapper(patternId, currPlayerDownsync)
if skillConfig, existent := skills[skillId]; existent { if skillConfig, existent := skills[skillId]; existent {
@@ -504,40 +574,48 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
switch v := skillConfig.Hits[thatPlayerInNextFrame.ActiveSkillHit].(type) { switch v := skillConfig.Hits[thatPlayerInNextFrame.ActiveSkillHit].(type) {
case *MeleeBullet: case *MeleeBullet:
var newBullet MeleeBullet = *v // Copied primitive fields into an onstack variable var newBullet MeleeBullet = *v // Copied primitive fields into an onstack variable
newBullet.BulletLocalId = bulletLocalId newBullet.BattleAttr = &BulletBattleAttr{
bulletLocalId++ BulletLocalId: bulletLocalId,
newBullet.OriginatedRenderFrameId = currRenderFrame.Id OriginatedRenderFrameId: currRenderFrame.Id,
newBullet.OffenderJoinIndex = joinIndex OffenderJoinIndex: joinIndex,
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, &newBullet) TeamId: currPlayerDownsync.BulletTeamId,
if NO_LOCK_VEL != v.SelfLockVelX {
hasLockVel = true
thatPlayerInNextFrame.VelX = xfac * v.SelfLockVelX
} }
if NO_LOCK_VEL != v.SelfLockVelY { bulletLocalId++
newBullet.BlState = BULLET_STARTUP
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, &newBullet)
if NO_LOCK_VEL != v.Bullet.SelfLockVelX {
hasLockVel = true hasLockVel = true
thatPlayerInNextFrame.VelY = v.SelfLockVelY thatPlayerInNextFrame.VelX = xfac * v.Bullet.SelfLockVelX
}
if NO_LOCK_VEL != v.Bullet.SelfLockVelY {
hasLockVel = true
thatPlayerInNextFrame.VelY = v.Bullet.SelfLockVelY
} }
case *FireballBullet: case *FireballBullet:
var newBullet FireballBullet = *v // Copied primitive fields into an onstack variable var newBullet FireballBullet = *v // Copied primitive fields into an onstack variable
newBullet.BulletLocalId = bulletLocalId newBullet.BattleAttr = &BulletBattleAttr{
bulletLocalId++ BulletLocalId: bulletLocalId,
xfac := int32(1) OriginatedRenderFrameId: currRenderFrame.Id,
if 0 > thatPlayerInNextFrame.DirX { OffenderJoinIndex: joinIndex,
xfac = -xfac TeamId: currPlayerDownsync.BulletTeamId,
} }
newBullet.VirtualGridX, newBullet.VirtualGridY = currPlayerDownsync.VirtualGridX+xfac*newBullet.HitboxOffsetX, currPlayerDownsync.VirtualGridY bulletLocalId++
newBullet.OriginatedRenderFrameId = currRenderFrame.Id newBullet.VirtualGridX, newBullet.VirtualGridY = currPlayerDownsync.VirtualGridX+xfac*newBullet.Bullet.HitboxOffsetX, currPlayerDownsync.VirtualGridY+newBullet.Bullet.HitboxOffsetY
newBullet.OffenderJoinIndex = joinIndex newBullet.DirX = xfac
newBullet.DirY = 0
newBullet.VelX = newBullet.Speed * xfac newBullet.VelX = newBullet.Speed * xfac
newBullet.VelY = 0 newBullet.VelY = 0
newBullet.BlState = BULLET_STARTUP
nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, &newBullet) nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, &newBullet)
if NO_LOCK_VEL != v.SelfLockVelX { //fmt.Printf("Created new fireball @currRenderFrame.Id=%d, %p, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, offenderVpos=(%d,%d)\n", currRenderFrame.Id, &newBullet, bulletLocalId, newBullet.VirtualGridX, newBullet.VirtualGridY, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY)
if NO_LOCK_VEL != v.Bullet.SelfLockVelX {
hasLockVel = true hasLockVel = true
thatPlayerInNextFrame.VelX = xfac * v.SelfLockVelX thatPlayerInNextFrame.VelX = xfac * v.Bullet.SelfLockVelX
} }
if NO_LOCK_VEL != v.SelfLockVelY { if NO_LOCK_VEL != v.Bullet.SelfLockVelY {
hasLockVel = true hasLockVel = true
thatPlayerInNextFrame.VelY = v.SelfLockVelY thatPlayerInNextFrame.VelY = v.Bullet.SelfLockVelY
} }
} }
@@ -549,9 +627,19 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
} }
if 0 == currPlayerDownsync.FramesToRecover { if 0 == currPlayerDownsync.FramesToRecover {
if 0 != effDx || 0 != effDy { if 0 != effDx {
thatPlayerInNextFrame.DirX, thatPlayerInNextFrame.DirY = effDx, effDy xfac := int32(1)
thatPlayerInNextFrame.VelX = effDx * currPlayerDownsync.Speed if 0 > effDx {
xfac = -xfac
}
thatPlayerInNextFrame.DirX = effDx
thatPlayerInNextFrame.DirY = effDy
thatPlayerInNextFrame.VelX = xfac * currPlayerDownsync.Speed
if intAbs(thatPlayerInNextFrame.VelX) < intAbs(currPlayerDownsync.VelX) {
// Wall jumping
thatPlayerInNextFrame.VelX = xfac * intAbs(currPlayerDownsync.VelX)
}
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
} else { } else {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1 thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
@@ -565,12 +653,31 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
for i, currPlayerDownsync := range currRenderFrame.PlayersArr { for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
joinIndex := currPlayerDownsync.JoinIndex joinIndex := currPlayerDownsync.JoinIndex
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0) effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
thatPlayerInNextFrame := nextRenderFramePlayers[i]
chConfig := chConfigsOrderedByJoinIndex[i] chConfig := chConfigsOrderedByJoinIndex[i]
// Reset playerCollider position from the "virtual grid position" // Reset playerCollider position from the "virtual grid position"
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
if jumpedOrNotList[i] { if jumpedOrNotList[i] {
newVy += chConfig.JumpingInitVelY // Immediately gets out of any snapping // We haven't proceeded with "OnWall" calculation for "thatPlayerInNextFrame", thus use "currPlayerDownsync.OnWall" for checking
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState {
if 0 < currPlayerDownsync.VelX*currPlayerDownsync.OnWallNormX {
newVx -= currPlayerDownsync.VelX // Cancel the alleged horizontal movement pointing to same direction of wall inward norm first
}
xfac := int32(-1)
if 0 > currPlayerDownsync.OnWallNormX {
// Always jump to the opposite direction of wall inward norm
xfac = -xfac
}
newVx += xfac * chConfig.WallJumpingInitVelX
newVy += chConfig.WallJumpingInitVelY
thatPlayerInNextFrame.VelX = int32(xfac * chConfig.WallJumpingInitVelX)
thatPlayerInNextFrame.VelY = int32(chConfig.WallJumpingInitVelY)
thatPlayerInNextFrame.FramesToRecover = chConfig.WallJumpingFramesToRecover
} else {
thatPlayerInNextFrame.VelY = int32(chConfig.JumpingInitVelY)
newVy += chConfig.JumpingInitVelY // Immediately gets out of any snapping
}
} }
wx, wy := VirtualGridToWorldPos(newVx, newVy) wx, wy := VirtualGridToWorldPos(newVx, newVy)
@@ -578,7 +685,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
switch currPlayerDownsync.CharacterState { switch currPlayerDownsync.CharacterState {
case ATK_CHARACTER_STATE_LAY_DOWN1: case ATK_CHARACTER_STATE_LAY_DOWN1:
colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*4, currPlayerDownsync.ColliderRadius*2 colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*4, currPlayerDownsync.ColliderRadius*2
case ATK_CHARACTER_STATE_BLOWN_UP1, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP: case ATK_CHARACTER_STATE_BLOWN_UP1, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP, ATK_CHARACTER_STATE_ONWALL:
colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*2, currPlayerDownsync.ColliderRadius*2 colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*2, currPlayerDownsync.ColliderRadius*2
} }
@@ -590,41 +697,80 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
// Add to collision system // Add to collision system
collisionSys.Add(playerCollider) collisionSys.Add(playerCollider)
thatPlayerInNextFrame := nextRenderFramePlayers[i]
if currPlayerDownsync.InAir { if currPlayerDownsync.InAir {
thatPlayerInNextFrame.VelX += GRAVITY_X if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState && !jumpedOrNotList[i] {
thatPlayerInNextFrame.VelY += GRAVITY_Y thatPlayerInNextFrame.VelX += GRAVITY_X
thatPlayerInNextFrame.VelY = chConfig.WallSlidingVelY
} else {
thatPlayerInNextFrame.VelX += GRAVITY_X
thatPlayerInNextFrame.VelY += GRAVITY_Y
}
} }
} }
// 3. Add bullet colliders into collision system // 3. Add bullet colliders into collision system
bulletColliders := make([]*resolv.Object, 0, len(currRenderFrame.MeleeBullets)) // Will all be removed at the end of this function due to the need for being rollback-compatible
for _, meleeBullet := range currRenderFrame.MeleeBullets {
if (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames+meleeBullet.ActiveFrames > currRenderFrame.Id) {
offender := currRenderFrame.PlayersArr[meleeBullet.OffenderJoinIndex-1]
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis" // [WARNING] For rollback compatibility, static data of "BulletConfig" & "BattleAttr(static since instantiated)" can just be copies of the pointers in "RenderFrameBuffer", however, FireballBullets movement data as well as bullet animation data must be copies of instances for each RenderFrame!
if 0 > offender.DirX { bulletColliders := make([]*resolv.Object, 0, len(currRenderFrame.MeleeBullets)) // Will all be removed at the end of this function due to the need for being rollback-compatible
xfac = -xfac for _, prevMelee := range currRenderFrame.MeleeBullets {
meleeBullet := &MeleeBullet{
Bullet: prevMelee.Bullet,
BattleAttr: prevMelee.BattleAttr,
FramesInBlState: prevMelee.FramesInBlState + 1,
BlState: prevMelee.BlState,
}
if IsMeleeBulletAlive(meleeBullet, currRenderFrame) {
if IsMeleeBulletActive(meleeBullet, currRenderFrame) {
offender := currRenderFrame.PlayersArr[meleeBullet.BattleAttr.OffenderJoinIndex-1]
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = -xfac
}
bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY)
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY)
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
collisionSys.Add(newBulletCollider)
bulletColliders = append(bulletColliders, newBulletCollider)
meleeBullet.BlState = BULLET_ACTIVE
if meleeBullet.BlState != prevMelee.BlState {
meleeBullet.FramesInBlState = 0
}
} }
bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.HitboxOffsetX, offender.VirtualGridY)
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.HitboxSizeX, meleeBullet.HitboxSizeY)
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
collisionSys.Add(newBulletCollider)
bulletColliders = append(bulletColliders, newBulletCollider)
} else if meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames+meleeBullet.ActiveFrames > currRenderFrame.Id {
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet) nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
} }
} }
for _, fireballBullet := range currRenderFrame.FireballBullets { for _, prevFireball := range currRenderFrame.FireballBullets {
if (fireballBullet.OriginatedRenderFrameId+fireballBullet.StartupFrames < currRenderFrame.Id) && (fireballBullet.OriginatedRenderFrameId+fireballBullet.StartupFrames+fireballBullet.ActiveFrames > currRenderFrame.Id) { fireballBullet := &FireballBullet{
bulletWx, bulletWy := VirtualGridToWorldPos(fireballBullet.VirtualGridX, fireballBullet.VirtualGridY) VirtualGridX: prevFireball.VirtualGridX,
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(fireballBullet.HitboxSizeX, fireballBullet.HitboxSizeY) VirtualGridY: prevFireball.VirtualGridY,
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, fireballBullet, "FireballBullet") DirX: prevFireball.DirX,
collisionSys.Add(newBulletCollider) DirY: prevFireball.DirY,
bulletColliders = append(bulletColliders, newBulletCollider) VelX: prevFireball.VelX,
} else if fireballBullet.OriginatedRenderFrameId+fireballBullet.StartupFrames+fireballBullet.ActiveFrames > currRenderFrame.Id { VelY: prevFireball.VelY,
Speed: prevFireball.Speed,
Bullet: prevFireball.Bullet,
BattleAttr: prevFireball.BattleAttr,
FramesInBlState: prevFireball.FramesInBlState + 1,
BlState: prevFireball.BlState,
}
if IsFireballBulletAlive(fireballBullet, currRenderFrame) {
if IsFireballBulletActive(fireballBullet, currRenderFrame) {
bulletWx, bulletWy := VirtualGridToWorldPos(fireballBullet.VirtualGridX, fireballBullet.VirtualGridY)
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(fireballBullet.Bullet.HitboxSizeX, fireballBullet.Bullet.HitboxSizeY)
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, fireballBullet, "FireballBullet")
collisionSys.Add(newBulletCollider)
bulletColliders = append(bulletColliders, newBulletCollider)
fireballBullet.BlState = BULLET_ACTIVE
if fireballBullet.BlState != prevFireball.BlState {
fireballBullet.FramesInBlState = 0
}
fireballBullet.VirtualGridX, fireballBullet.VirtualGridY = fireballBullet.VirtualGridX+fireballBullet.VelX, fireballBullet.VirtualGridY+fireballBullet.VelY
//fmt.Printf("Pushing active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
} else {
//fmt.Printf("Pushing non-active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
}
nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, fireballBullet) nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, fireballBullet)
} }
} }
@@ -634,8 +780,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
joinIndex := currPlayerDownsync.JoinIndex joinIndex := currPlayerDownsync.JoinIndex
playerCollider := playerColliders[i] playerCollider := playerColliders[i]
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon) playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, playerCollider, playerShape, SNAP_INTO_PLATFORM_OVERLAP, &(effPushbacks[joinIndex-1]))
thatPlayerInNextFrame := nextRenderFramePlayers[i] thatPlayerInNextFrame := nextRenderFramePlayers[i]
hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, currPlayerDownsync, thatPlayerInNextFrame, playerCollider, playerShape, SNAP_INTO_PLATFORM_OVERLAP, &(effPushbacks[joinIndex-1]))
chConfig := chConfigsOrderedByJoinIndex[i] chConfig := chConfigsOrderedByJoinIndex[i]
landedOnGravityPushback := false landedOnGravityPushback := false
@@ -656,7 +802,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
continue continue
} }
bShape := obj.Shape.(*resolv.ConvexPolygon) bShape := obj.Shape.(*resolv.ConvexPolygon)
overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, bShape) overlapped, pushbackX, pushbackY, overlapResult := calcPushbacks(0, 0, playerShape, bShape)
if !overlapped { if !overlapped {
continue continue
} }
@@ -684,24 +830,27 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
} }
if landedOnGravityPushback { if landedOnGravityPushback {
thatPlayerInNextFrame.InAir = false thatPlayerInNextFrame.InAir = false
if currPlayerDownsync.InAir && 0 >= currPlayerDownsync.VelY { fallStopping := (currPlayerDownsync.InAir && 0 >= currPlayerDownsync.VelY)
// fallStopping if fallStopping {
thatPlayerInNextFrame.VelY = 0 thatPlayerInNextFrame.VelY = 0
thatPlayerInNextFrame.VelX = 0 thatPlayerInNextFrame.VelX = 0
if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent { if ATK_CHARACTER_STATE_BLOWN_UP1 == thatPlayerInNextFrame.CharacterState {
if ATK_CHARACTER_STATE_BLOWN_UP1 == thatPlayerInNextFrame.CharacterState { thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_LAY_DOWN1
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_LAY_DOWN1 thatPlayerInNextFrame.FramesToRecover = chConfig.LayDownFramesToRecover
thatPlayerInNextFrame.FramesToRecover = chConfig.LayDownFramesToRecover } else {
} else { switch currPlayerDownsync.CharacterState {
case ATK_CHARACTER_STATE_BLOWN_UP1, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP, ATK_CHARACTER_STATE_ONWALL:
// [WARNING] To prevent bouncing due to abrupt change of collider shape, it's important that we check "currPlayerDownsync" instead of "thatPlayerInNextFrame" here!
halfColliderWidthDiff, halfColliderHeightDiff := int32(0), currPlayerDownsync.ColliderRadius halfColliderWidthDiff, halfColliderHeightDiff := int32(0), currPlayerDownsync.ColliderRadius
_, halfColliderWorldHeightDiff := VirtualGridToWorldPos(halfColliderWidthDiff, halfColliderHeightDiff) _, halfColliderWorldHeightDiff := VirtualGridToWorldPos(halfColliderWidthDiff, halfColliderHeightDiff)
effPushbacks[joinIndex-1].Y -= halfColliderWorldHeightDiff // To prevent bouncing due to abrupt change of collider shape effPushbacks[joinIndex-1].Y -= halfColliderWorldHeightDiff
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
} }
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.FramesToRecover = 0
} }
} else { } else {
// landedOnGravityPushback not fallStopping, could be in LayDown or GetUp
if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent { if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent {
// not fallStopping, could be in LayDown or GetUp
if ATK_CHARACTER_STATE_LAY_DOWN1 == thatPlayerInNextFrame.CharacterState { if ATK_CHARACTER_STATE_LAY_DOWN1 == thatPlayerInNextFrame.CharacterState {
if 0 == thatPlayerInNextFrame.FramesToRecover { if 0 == thatPlayerInNextFrame.FramesToRecover {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_GET_UP1 thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_GET_UP1
@@ -716,30 +865,62 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
} }
} }
} }
if chConfig.OnWallEnabled {
if thatPlayerInNextFrame.InAir {
// [WARNING] Sticking to wall MUST BE based on "InAir", otherwise we would get gravity reduction from ground up incorrectly!
if _, existent := noOpSet[currPlayerDownsync.CharacterState]; !existent {
// [WARNING] Sticking to wall could only be triggered by proactive player input
for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
normAlignmentWithHorizon1 := (hardPushbackNorm.X*float64(1.0) + hardPushbackNorm.Y*float64(0.0))
normAlignmentWithHorizon2 := (hardPushbackNorm.X*float64(-1.0) + hardPushbackNorm.Y*float64(0.0))
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon1 {
thatPlayerInNextFrame.OnWall = true
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = int32(hardPushbackNorm.X), int32(hardPushbackNorm.Y)
break
}
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon2 {
thatPlayerInNextFrame.OnWall = true
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = int32(hardPushbackNorm.X), int32(hardPushbackNorm.Y)
break
}
}
if !currPlayerDownsync.OnWall && thatPlayerInNextFrame.OnWall {
// To avoid mysterious climbing up the wall after sticking on it
thatPlayerInNextFrame.VelY = 0
}
}
}
if !thatPlayerInNextFrame.OnWall {
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = 0, 0
}
}
} }
// 5. Check bullet-anything collisions // 5. Check bullet-anything collisions
for _, bulletCollider := range bulletColliders { for _, bulletCollider := range bulletColliders {
collision := bulletCollider.Check(0, 0) collision := bulletCollider.Check(0, 0)
bulletCollider.Space.Remove(bulletCollider) // Make sure that the bulletCollider is always removed for each renderFrame bulletCollider.Space.Remove(bulletCollider) // Make sure that the bulletCollider is always removed for each renderFrame
addToNextRenderFrame := true exploded := false
if nil != collision { if nil != collision {
switch v := bulletCollider.Data.(type) { switch v := bulletCollider.Data.(type) {
case *MeleeBullet: case *MeleeBullet:
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon) bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
offender := currRenderFrame.PlayersArr[v.OffenderJoinIndex-1] offender := currRenderFrame.PlayersArr[v.BattleAttr.OffenderJoinIndex-1]
for _, obj := range collision.Objects { for _, obj := range collision.Objects {
defenderShape := obj.Shape.(*resolv.ConvexPolygon) defenderShape := obj.Shape.(*resolv.ConvexPolygon)
switch t := obj.Data.(type) { switch t := obj.Data.(type) {
case *PlayerDownsync: case *PlayerDownsync:
if v.OffenderJoinIndex == t.JoinIndex { if v.BattleAttr.OffenderJoinIndex == t.JoinIndex {
continue continue
} }
overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape) overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape)
if !overlapped { if !overlapped {
continue continue
} }
addToNextRenderFrame = false exploded = true
if _, existent := invinsibleSet[t.CharacterState]; existent { if _, existent := invinsibleSet[t.CharacterState]; existent {
continue continue
} }
@@ -750,38 +931,36 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if 0 > offender.DirX { if 0 > offender.DirX {
xfac = -xfac xfac = -xfac
} }
pushbackVelX, pushbackVelY := xfac*v.PushbackVelX, v.PushbackVelY pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1] atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
atkedPlayerInNextFrame.VelX = pushbackVelX atkedPlayerInNextFrame.VelX = pushbackVelX
atkedPlayerInNextFrame.VelY = pushbackVelY atkedPlayerInNextFrame.VelY = pushbackVelY
if v.BlowUp { if v.Bullet.BlowUp {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1 atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
} else { } else {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1 atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
} }
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
if v.HitStunFrames > oldFramesToRecover { if v.Bullet.HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame.FramesToRecover = v.HitStunFrames atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
} }
default:
addToNextRenderFrame = false
} }
} }
case *FireballBullet: case *FireballBullet:
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon) bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
offender := currRenderFrame.PlayersArr[v.OffenderJoinIndex-1] offender := currRenderFrame.PlayersArr[v.BattleAttr.OffenderJoinIndex-1]
for _, obj := range collision.Objects { for _, obj := range collision.Objects {
defenderShape := obj.Shape.(*resolv.ConvexPolygon) defenderShape := obj.Shape.(*resolv.ConvexPolygon)
switch t := obj.Data.(type) { switch t := obj.Data.(type) {
case *PlayerDownsync: case *PlayerDownsync:
if v.OffenderJoinIndex == t.JoinIndex { if v.BattleAttr.OffenderJoinIndex == t.JoinIndex {
continue continue
} }
overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape) overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape)
if !overlapped { if !overlapped {
continue continue
} }
addToNextRenderFrame = false exploded = true
if _, existent := invinsibleSet[t.CharacterState]; existent { if _, existent := invinsibleSet[t.CharacterState]; existent {
continue continue
} }
@@ -792,32 +971,35 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if 0 > offender.DirX { if 0 > offender.DirX {
xfac = -xfac xfac = -xfac
} }
pushbackVelX, pushbackVelY := xfac*v.PushbackVelX, v.PushbackVelY pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1] atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
atkedPlayerInNextFrame.VelX = pushbackVelX atkedPlayerInNextFrame.VelX = pushbackVelX
atkedPlayerInNextFrame.VelY = pushbackVelY atkedPlayerInNextFrame.VelY = pushbackVelY
if v.BlowUp { if v.Bullet.BlowUp {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1 atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
} else { } else {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1 atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
} }
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
if v.HitStunFrames > oldFramesToRecover { if v.Bullet.HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame.FramesToRecover = v.HitStunFrames atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
} }
default: default:
addToNextRenderFrame = false exploded = true
} }
} }
} }
} }
if addToNextRenderFrame { if exploded {
switch v := bulletCollider.Data.(type) { switch v := bulletCollider.Data.(type) {
case *MeleeBullet: case *MeleeBullet:
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, v) v.BlState = BULLET_EXPLODING
v.FramesInBlState = 0
//fmt.Printf("melee exploded @currRenderFrame.Id=%d, bulletLocalId=%d, blState=%d\n", currRenderFrame.Id, v.BattleAttr.BulletLocalId, v.BlState)
case *FireballBullet: case *FireballBullet:
v.VirtualGridX, v.VirtualGridY = v.VirtualGridX+v.VelX, v.VirtualGridY+v.VelY v.BlState = BULLET_EXPLODING
nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, v) v.FramesInBlState = 0
//fmt.Printf("fireball exploded @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, v.BattleAttr.BulletLocalId, v.VirtualGridX, v.VirtualGridY, v.BlState)
} }
} }
} }
@@ -835,7 +1017,9 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
oldNextCharacterState := thatPlayerInNextFrame.CharacterState oldNextCharacterState := thatPlayerInNextFrame.CharacterState
switch oldNextCharacterState { switch oldNextCharacterState {
case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING: case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING:
if jumpedOrNotList[i] || ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP == currPlayerDownsync.CharacterState { if thatPlayerInNextFrame.OnWall {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ONWALL
} else if jumpedOrNotList[i] || ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP == currPlayerDownsync.CharacterState {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP
} else { } else {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP
@@ -865,10 +1049,11 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
} }
return &RoomDownsyncFrame{ return &RoomDownsyncFrame{
Id: currRenderFrame.Id + 1, Id: currRenderFrame.Id + 1,
PlayersArr: nextRenderFramePlayers, PlayersArr: nextRenderFramePlayers,
MeleeBullets: nextRenderFrameMeleeBullets, BulletLocalIdCounter: bulletLocalId,
FireballBullets: nextRenderFrameFireballBullets, MeleeBullets: nextRenderFrameMeleeBullets,
FireballBullets: nextRenderFrameFireballBullets,
} }
} }
@@ -949,3 +1134,82 @@ func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
return output return output
} }
func NewMeleeBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId, blState, framesInBlState, explosionFrames, speciesId int32) *MeleeBullet {
return &MeleeBullet{
BlState: blState,
FramesInBlState: framesInBlState,
BattleAttr: &BulletBattleAttr{
BulletLocalId: bulletLocalId,
OriginatedRenderFrameId: originatedRenderFrameId,
OffenderJoinIndex: offenderJoinIndex,
TeamId: teamId,
},
Bullet: &BulletConfig{
StartupFrames: startupFrames,
CancellableStFrame: cancellableStFrame,
CancellableEdFrame: cancellableEdFrame,
ActiveFrames: activeFrames,
HitStunFrames: hitStunFrames,
BlockStunFrames: blockStunFrames,
PushbackVelX: pushbackVelX,
PushbackVelY: pushbackVelY,
Damage: damage,
SelfLockVelX: selfLockVelX,
SelfLockVelY: selfLockVelY,
HitboxOffsetX: hitboxOffsetX,
HitboxOffsetY: hitboxOffsetY,
HitboxSizeX: hitboxSizeX,
HitboxSizeY: hitboxSizeY,
BlowUp: blowUp,
ExplosionFrames: explosionFrames,
SpeciesId: speciesId,
},
}
}
func NewFireballBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, blState, framesInBlState, explosionFrames, speciesId int32) *FireballBullet {
return &FireballBullet{
VirtualGridX: virtualGridX,
VirtualGridY: virtualGridY,
DirX: dirX,
DirY: dirY,
VelX: velX,
VelY: velY,
Speed: speed,
BattleAttr: &BulletBattleAttr{
BulletLocalId: bulletLocalId,
OriginatedRenderFrameId: originatedRenderFrameId,
OffenderJoinIndex: offenderJoinIndex,
TeamId: teamId,
},
Bullet: &BulletConfig{
StartupFrames: startupFrames,
CancellableStFrame: cancellableStFrame,
CancellableEdFrame: cancellableEdFrame,
ActiveFrames: activeFrames,
HitStunFrames: hitStunFrames,
BlockStunFrames: blockStunFrames,
PushbackVelX: pushbackVelX,
PushbackVelY: pushbackVelY,
Damage: damage,
SelfLockVelX: selfLockVelX,
SelfLockVelY: selfLockVelY,
HitboxOffsetX: hitboxOffsetX,
HitboxOffsetY: hitboxOffsetY,
HitboxSizeX: hitboxSizeX,
HitboxSizeY: hitboxSizeY,
BlowUp: blowUp,
ExplosionFrames: explosionFrames,
SpeciesId: speciesId,
},
}
}

View File

@@ -18,6 +18,13 @@ type CharacterConfig struct {
Speed int32 Speed int32
JumpingInitVelY int32 JumpingInitVelY int32
DashingEnabled bool
OnWallEnabled bool
WallJumpingFramesToRecover int32
WallJumpingInitVelX int32
WallJumpingInitVelY int32
WallSlidingVelY int32
SkillMapper SkillMapperType SkillMapper SkillMapperType
} }
@@ -35,9 +42,12 @@ var Characters = map[int]*CharacterConfig{
GetUpInvinsibleFrames: int32(10), GetUpInvinsibleFrames: int32(10),
GetUpFramesToRecover: int32(27), GetUpFramesToRecover: int32(27),
Speed: int32(float64(1.2) * WORLD_TO_VIRTUAL_GRID_RATIO), Speed: int32(float64(3.0) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingInitVelY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO), JumpingInitVelY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
DashingEnabled: false,
OnWallEnabled: false,
SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int { SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int {
if 1 == patternId { if 1 == patternId {
if 0 == currPlayerDownsync.FramesToRecover { if 0 == currPlayerDownsync.FramesToRecover {
@@ -51,8 +61,8 @@ var Characters = map[int]*CharacterConfig{
if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 { if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 {
switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) { switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) {
case *MeleeBullet: case *MeleeBullet:
if v.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.CancellableEdFrame { if v.Bullet.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.Bullet.CancellableEdFrame {
if nextSkillId, existent2 := v.CancelTransit[patternId]; existent2 { if nextSkillId, existent2 := v.Bullet.CancelTransit[patternId]; existent2 {
return nextSkillId return nextSkillId
} }
} }
@@ -78,9 +88,16 @@ var Characters = map[int]*CharacterConfig{
GetUpInvinsibleFrames: int32(10), GetUpInvinsibleFrames: int32(10),
GetUpFramesToRecover: int32(27), GetUpFramesToRecover: int32(27),
Speed: int32(float64(1.4) * WORLD_TO_VIRTUAL_GRID_RATIO), Speed: int32(float64(4.0) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO), JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
DashingEnabled: true,
OnWallEnabled: true,
WallJumpingFramesToRecover: int32(9), // 8 would be the minimum for an avg human
WallJumpingInitVelX: int32(float64(2.5) * WORLD_TO_VIRTUAL_GRID_RATIO), // Default is "appeared facing right", but actually holding ctrl against left
WallJumpingInitVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
WallSlidingVelY: int32(float64(-1) * WORLD_TO_VIRTUAL_GRID_RATIO),
SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int { SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int {
if 1 == patternId { if 1 == patternId {
if 0 == currPlayerDownsync.FramesToRecover { if 0 == currPlayerDownsync.FramesToRecover {
@@ -94,8 +111,8 @@ var Characters = map[int]*CharacterConfig{
if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 { if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 {
switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) { switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) {
case *MeleeBullet: case *MeleeBullet:
if v.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.CancellableEdFrame { if v.Bullet.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.Bullet.CancellableEdFrame {
if nextSkillId, existent2 := v.CancelTransit[patternId]; existent2 { if nextSkillId, existent2 := v.Bullet.CancelTransit[patternId]; existent2 {
return nextSkillId return nextSkillId
} }
} }
@@ -121,8 +138,11 @@ var Characters = map[int]*CharacterConfig{
GetUpInvinsibleFrames: int32(8), GetUpInvinsibleFrames: int32(8),
GetUpFramesToRecover: int32(30), GetUpFramesToRecover: int32(30),
Speed: int32(float64(1.0) * WORLD_TO_VIRTUAL_GRID_RATIO), Speed: int32(float64(3.0) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingInitVelY: int32(float64(9) * WORLD_TO_VIRTUAL_GRID_RATIO), JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
DashingEnabled: false,
OnWallEnabled: false,
SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int { SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int {
if 1 == patternId { if 1 == patternId {
@@ -130,21 +150,29 @@ var Characters = map[int]*CharacterConfig{
if currPlayerDownsync.InAir { if currPlayerDownsync.InAir {
return 257 return 257
} else { } else {
return 10 return 7
} }
} else { } else {
// Now that "0 < FramesToRecover", we're only able to fire any skill if it's a cancellation // Now that "0 < FramesToRecover", we're only able to fire any skill if it's a cancellation
if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 { if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 {
switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) { switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) {
case *MeleeBullet: case *MeleeBullet:
if v.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.CancellableEdFrame { if v.Bullet.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.Bullet.CancellableEdFrame {
if nextSkillId, existent2 := v.CancelTransit[patternId]; existent2 { if nextSkillId, existent2 := v.Bullet.CancelTransit[patternId]; existent2 {
return nextSkillId return nextSkillId
} }
} }
} }
} }
} }
} else if 2 == patternId {
if !currPlayerDownsync.InAir {
return 11
}
} else if 3 == patternId {
if !currPlayerDownsync.InAir {
return 10
}
} }
// By default no skill can be fired // By default no skill can be fired
@@ -162,7 +190,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK1, BoundChState: ATK_CHARACTER_STATE_ATK1,
Hits: []interface{}{ Hits: []interface{}{
&MeleeBullet{ &MeleeBullet{
Bullet: Bullet{ Bullet: &BulletConfig{
StartupFrames: int32(7), StartupFrames: int32(7),
ActiveFrames: int32(22), ActiveFrames: int32(22),
HitStunFrames: int32(13), HitStunFrames: int32(13),
@@ -182,7 +210,9 @@ var skills = map[int]*Skill{
CancelTransit: map[int]int{ CancelTransit: map[int]int{
1: 2, 1: 2,
}, },
// TODO: Use non-zero "selfLockVel" BlowUp: false,
ExplosionFrames: 9,
SpeciesId: int32(1),
}, },
}, },
}, },
@@ -195,7 +225,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK2, BoundChState: ATK_CHARACTER_STATE_ATK2,
Hits: []interface{}{ Hits: []interface{}{
&MeleeBullet{ &MeleeBullet{
Bullet: Bullet{ Bullet: &BulletConfig{
StartupFrames: int32(18), StartupFrames: int32(18),
ActiveFrames: int32(18), ActiveFrames: int32(18),
HitStunFrames: int32(18), HitStunFrames: int32(18),
@@ -214,6 +244,9 @@ var skills = map[int]*Skill{
CancelTransit: map[int]int{ CancelTransit: map[int]int{
1: 3, 1: 3,
}, },
BlowUp: false,
ExplosionFrames: 9,
SpeciesId: int32(1),
}, },
}, },
}, },
@@ -226,8 +259,8 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK3, BoundChState: ATK_CHARACTER_STATE_ATK3,
Hits: []interface{}{ Hits: []interface{}{
&MeleeBullet{ &MeleeBullet{
Bullet: Bullet{ Bullet: &BulletConfig{
StartupFrames: int32(15), StartupFrames: int32(8),
ActiveFrames: int32(30), ActiveFrames: int32(30),
HitStunFrames: MAX_INT32, HitStunFrames: MAX_INT32,
BlockStunFrames: int32(9), BlockStunFrames: int32(9),
@@ -236,11 +269,13 @@ var skills = map[int]*Skill{
SelfLockVelY: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelY: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetX: int32(float64(16) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetY: int32(0), HitboxOffsetY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
BlowUp: true, BlowUp: true,
ExplosionFrames: 9,
SpeciesId: int32(1),
}, },
}, },
}, },
@@ -253,7 +288,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK1, BoundChState: ATK_CHARACTER_STATE_ATK1,
Hits: []interface{}{ Hits: []interface{}{
&MeleeBullet{ &MeleeBullet{
Bullet: Bullet{ Bullet: &BulletConfig{
StartupFrames: int32(7), StartupFrames: int32(7),
ActiveFrames: int32(22), ActiveFrames: int32(22),
HitStunFrames: int32(13), HitStunFrames: int32(13),
@@ -267,13 +302,15 @@ var skills = map[int]*Skill{
HitboxOffsetY: int32(0), HitboxOffsetY: int32(0),
HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
CancellableStFrame: int32(13), CancellableStFrame: int32(8),
CancellableEdFrame: int32(30), CancellableEdFrame: int32(30),
CancelTransit: map[int]int{ CancelTransit: map[int]int{
1: 5, 1: 5,
}, },
// TODO: Use non-zero "selfLockVel" BlowUp: false,
ExplosionFrames: 15,
SpeciesId: int32(2),
}, },
}, },
}, },
@@ -286,7 +323,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK2, BoundChState: ATK_CHARACTER_STATE_ATK2,
Hits: []interface{}{ Hits: []interface{}{
&MeleeBullet{ &MeleeBullet{
Bullet: Bullet{ Bullet: &BulletConfig{
StartupFrames: int32(18), StartupFrames: int32(18),
ActiveFrames: int32(18), ActiveFrames: int32(18),
HitStunFrames: int32(18), HitStunFrames: int32(18),
@@ -300,11 +337,14 @@ var skills = map[int]*Skill{
HitboxOffsetY: int32(0), HitboxOffsetY: int32(0),
HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
CancellableStFrame: int32(22), CancellableStFrame: int32(19),
CancellableEdFrame: int32(36), CancellableEdFrame: int32(36),
CancelTransit: map[int]int{ CancelTransit: map[int]int{
1: 6, 1: 6,
}, },
BlowUp: false,
ExplosionFrames: 15,
SpeciesId: int32(2),
}, },
}, },
}, },
@@ -317,21 +357,23 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK3, BoundChState: ATK_CHARACTER_STATE_ATK3,
Hits: []interface{}{ Hits: []interface{}{
&MeleeBullet{ &MeleeBullet{
Bullet: Bullet{ Bullet: &BulletConfig{
StartupFrames: int32(15), StartupFrames: int32(8),
ActiveFrames: int32(28), ActiveFrames: int32(28),
HitStunFrames: MAX_INT32, HitStunFrames: MAX_INT32,
BlockStunFrames: int32(9), BlockStunFrames: int32(9),
Damage: int32(10), Damage: int32(10),
SelfLockVelX: int32(float64(-0.1) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelX: NO_LOCK_VEL,
SelfLockVelY: NO_LOCK_VEL, SelfLockVelY: NO_LOCK_VEL,
PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(float64(3) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetY: int32(0), HitboxOffsetY: int32(0),
HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
BlowUp: true, BlowUp: true,
ExplosionFrames: 15,
SpeciesId: int32(2),
}, },
}, },
}, },
@@ -344,13 +386,13 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK1, BoundChState: ATK_CHARACTER_STATE_ATK1,
Hits: []interface{}{ Hits: []interface{}{
&MeleeBullet{ &MeleeBullet{
Bullet: Bullet{ Bullet: &BulletConfig{
StartupFrames: int32(7), StartupFrames: int32(7),
ActiveFrames: int32(22), ActiveFrames: int32(22),
HitStunFrames: int32(13), HitStunFrames: int32(13),
BlockStunFrames: int32(9), BlockStunFrames: int32(9),
Damage: int32(5), Damage: int32(5),
SelfLockVelX: int32(float64(0.05) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelX: NO_LOCK_VEL,
SelfLockVelY: NO_LOCK_VEL, SelfLockVelY: NO_LOCK_VEL,
PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelY: int32(0), PushbackVelY: int32(0),
@@ -362,9 +404,11 @@ var skills = map[int]*Skill{
CancellableEdFrame: int32(30), CancellableEdFrame: int32(30),
CancelTransit: map[int]int{ CancelTransit: map[int]int{
1: 2, 1: 8,
}, },
// TODO: Use non-zero "selfLockVel" BlowUp: false,
ExplosionFrames: 9,
SpeciesId: int32(1),
}, },
}, },
}, },
@@ -377,7 +421,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK2, BoundChState: ATK_CHARACTER_STATE_ATK2,
Hits: []interface{}{ Hits: []interface{}{
&MeleeBullet{ &MeleeBullet{
Bullet: Bullet{ Bullet: &BulletConfig{
StartupFrames: int32(18), StartupFrames: int32(18),
ActiveFrames: int32(18), ActiveFrames: int32(18),
HitStunFrames: int32(18), HitStunFrames: int32(18),
@@ -394,34 +438,40 @@ var skills = map[int]*Skill{
CancellableStFrame: int32(22), CancellableStFrame: int32(22),
CancellableEdFrame: int32(36), CancellableEdFrame: int32(36),
CancelTransit: map[int]int{ CancelTransit: map[int]int{
1: 3, 1: 9,
}, },
BlowUp: false,
ExplosionFrames: 9,
SpeciesId: int32(1),
}, },
}, },
}, },
}, },
9: &Skill{ 9: &Skill{
RecoveryFrames: int32(50), RecoveryFrames: int32(40),
RecoveryFramesOnBlock: int32(50), RecoveryFramesOnBlock: int32(40),
RecoveryFramesOnHit: int32(50), RecoveryFramesOnHit: int32(40),
ReleaseTriggerType: int32(1), ReleaseTriggerType: int32(1),
BoundChState: ATK_CHARACTER_STATE_ATK3, BoundChState: ATK_CHARACTER_STATE_ATK3,
Hits: []interface{}{ Hits: []interface{}{
&MeleeBullet{ &MeleeBullet{
Bullet: Bullet{ Bullet: &BulletConfig{
StartupFrames: int32(15), StartupFrames: int32(7),
ActiveFrames: int32(30), ActiveFrames: int32(30),
HitStunFrames: MAX_INT32, HitStunFrames: MAX_INT32,
BlockStunFrames: int32(9), BlockStunFrames: int32(9),
Damage: int32(10), Damage: int32(10),
SelfLockVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelX: int32(float64(1) * WORLD_TO_VIRTUAL_GRID_RATIO),
SelfLockVelY: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelY: NO_LOCK_VEL,
PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(float64(4) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetX: int32(float64(10) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetY: int32(0), HitboxOffsetY: int32(0),
HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
BlowUp: true,
ExplosionFrames: 9,
SpeciesId: int32(1),
}, },
}, },
}, },
@@ -434,9 +484,9 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_ATK4, BoundChState: ATK_CHARACTER_STATE_ATK4,
Hits: []interface{}{ Hits: []interface{}{
&FireballBullet{ &FireballBullet{
Speed: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO), Speed: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
Bullet: Bullet{ Bullet: &BulletConfig{
StartupFrames: int32(15), StartupFrames: int32(12),
ActiveFrames: MAX_INT32, ActiveFrames: MAX_INT32,
HitStunFrames: int32(15), HitStunFrames: int32(15),
BlockStunFrames: int32(9), BlockStunFrames: int32(9),
@@ -445,10 +495,42 @@ var skills = map[int]*Skill{
SelfLockVelY: NO_LOCK_VEL, SelfLockVelY: NO_LOCK_VEL,
PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelY: int32(0), PushbackVelY: int32(0),
HitboxOffsetX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetY: int32(0), HitboxOffsetY: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
BlowUp: false,
ExplosionFrames: 15,
SpeciesId: int32(1),
},
},
},
},
11: &Skill{
RecoveryFrames: int32(60),
RecoveryFramesOnBlock: int32(60),
RecoveryFramesOnHit: int32(60),
ReleaseTriggerType: int32(1),
BoundChState: ATK_CHARACTER_STATE_ATK5,
Hits: []interface{}{
&MeleeBullet{
Bullet: &BulletConfig{
StartupFrames: int32(3),
ActiveFrames: int32(25),
HitStunFrames: MAX_INT32,
BlockStunFrames: int32(9),
Damage: int32(30),
SelfLockVelX: int32(float64(1) * WORLD_TO_VIRTUAL_GRID_RATIO),
SelfLockVelY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetX: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetY: int32(0),
HitboxSizeX: int32(float64(40) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(64) * WORLD_TO_VIRTUAL_GRID_RATIO),
BlowUp: true,
ExplosionFrames: 15,
SpeciesId: int32(3),
}, },
}, },
}, },
@@ -461,7 +543,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1, BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1,
Hits: []interface{}{ Hits: []interface{}{
&MeleeBullet{ &MeleeBullet{
Bullet: Bullet{ Bullet: &BulletConfig{
StartupFrames: int32(3), StartupFrames: int32(3),
ActiveFrames: int32(20), ActiveFrames: int32(20),
HitStunFrames: int32(18), HitStunFrames: int32(18),
@@ -475,6 +557,9 @@ var skills = map[int]*Skill{
HitboxOffsetY: int32(0), HitboxOffsetY: int32(0),
HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
BlowUp: false,
ExplosionFrames: 9,
SpeciesId: int32(1),
}, },
}, },
}, },
@@ -487,7 +572,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1, BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1,
Hits: []interface{}{ Hits: []interface{}{
&MeleeBullet{ &MeleeBullet{
Bullet: Bullet{ Bullet: &BulletConfig{
StartupFrames: int32(3), StartupFrames: int32(3),
ActiveFrames: int32(10), ActiveFrames: int32(10),
HitStunFrames: int32(15), HitStunFrames: int32(15),
@@ -501,6 +586,9 @@ var skills = map[int]*Skill{
HitboxOffsetY: int32(0), HitboxOffsetY: int32(0),
HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
BlowUp: false,
ExplosionFrames: 15,
SpeciesId: int32(2),
}, },
}, },
}, },
@@ -513,7 +601,7 @@ var skills = map[int]*Skill{
BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1, BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1,
Hits: []interface{}{ Hits: []interface{}{
&MeleeBullet{ &MeleeBullet{
Bullet: Bullet{ Bullet: &BulletConfig{
StartupFrames: int32(3), StartupFrames: int32(3),
ActiveFrames: int32(20), ActiveFrames: int32(20),
HitStunFrames: int32(18), HitStunFrames: int32(18),
@@ -527,6 +615,9 @@ var skills = map[int]*Skill{
HitboxOffsetY: int32(0), HitboxOffsetY: int32(0),
HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
BlowUp: false,
ExplosionFrames: 9,
SpeciesId: int32(1),
}, },
}, },
}, },

View File

@@ -33,6 +33,9 @@ type PlayerDownsync struct {
MaxHp int32 MaxHp int32
CharacterState int32 CharacterState int32
InAir bool InAir bool
OnWall bool
OnWallNormX int32
OnWallNormY int32
ActiveSkillId int32 ActiveSkillId int32
ActiveSkillHit int32 ActiveSkillHit int32
@@ -59,16 +62,11 @@ type Barrier struct {
Boundary *Polygon2D Boundary *Polygon2D
} }
type Bullet struct { type BulletConfig struct {
BulletLocalId int32 // for referencing cached nodes in frontend rendering StartupFrames int32 // from "OriginatedRenderFrameId"
CancellableStFrame int32 // from "OriginatedRenderFrameId"
// for offender CancellableEdFrame int32 // from "OriginatedRenderFrameId"
OriginatedRenderFrameId int32 // Copied from the first bullet for all subsequent bullets ActiveFrames int32
OffenderJoinIndex int32 // Copied to favor collision handling of the dispatched bullet
StartupFrames int32 // from "OriginatedRenderFrameId"
CancellableStFrame int32 // from "OriginatedRenderFrameId"
CancellableEdFrame int32 // from "OriginatedRenderFrameId"
ActiveFrames int32
// for defender // for defender
HitStunFrames int32 HitStunFrames int32
@@ -85,26 +83,41 @@ type Bullet struct {
HitboxSizeX int32 HitboxSizeX int32
HitboxSizeY int32 HitboxSizeY int32
BlowUp bool BlowUp bool
ExplosionFrames int32
SpeciesId int32 // For fireball, this SpeciesId specifies both the active animation and the explosion animation, for melee it specifies the explosion animation
CancelTransit map[int]int CancelTransit map[int]int
}
TeamId int32 type BulletBattleAttr struct {
BulletLocalId int32 // for referencing cached nodes in frontend rendering
// for offender
OriginatedRenderFrameId int32 // Copied from the first bullet for all subsequent bullets
OffenderJoinIndex int32 // Copied to favor collision handling of the dispatched bullet
TeamId int32
} }
type MeleeBullet struct { type MeleeBullet struct {
Bullet BlState int32 // bullet state, e.g. STARTUP, ACTIVE, EXPLODING
FramesInBlState int32
BattleAttr *BulletBattleAttr
Bullet *BulletConfig
} }
type FireballBullet struct { type FireballBullet struct {
VirtualGridX int32 VirtualGridX int32
VirtualGridY int32 VirtualGridY int32
DirX int32 DirX int32
DirY int32 DirY int32
VelX int32 VelX int32
VelY int32 VelY int32
Speed int32 Speed int32
Bullet BlState int32 // bullet state, e.g. STARTUP, ACTIVE, EXPLODING
FramesInBlState int32
BattleAttr *BulletBattleAttr
Bullet *BulletConfig
} }
type Skill struct { type Skill struct {
@@ -115,6 +128,7 @@ type Skill struct {
ReleaseTriggerType int32 // 1: rising-edge, 2: falling-edge ReleaseTriggerType int32 // 1: rising-edge, 2: falling-edge
BoundChState int32 BoundChState int32
Hits []interface{} // Hits within a "Skill" are automatically triggered Hits []interface{} // Hits within a "Skill" are automatically triggered
// [WARN] Multihit of a fireball is more difficult to handle than that of melee, because we have to count from the fireball's first hit; the situation becomes even more complicated when a multihit fireball is in a crowd -- remains to be designed
} }
type RoomDownsyncFrame struct { type RoomDownsyncFrame struct {

View File

@@ -42,7 +42,7 @@ func NewBarrierJs(boundary *Polygon2D) *js.Object {
}) })
} }
func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, activeSkillId, activeSkillHit, framesInvinsible, speed, battleState, characterState, joinIndex, hp, maxHp, colliderRadius int32, inAir bool, bulletTeamId, chCollisionTeamId int32) *js.Object { func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, activeSkillId, activeSkillHit, framesInvinsible, speed, battleState, characterState, joinIndex, hp, maxHp, colliderRadius int32, inAir, onWall bool, onWallNormX, onWallNormY, bulletTeamId, chCollisionTeamId int32) *js.Object {
return js.MakeWrapper(&PlayerDownsync{ return js.MakeWrapper(&PlayerDownsync{
Id: id, Id: id,
VirtualGridX: virtualGridX, VirtualGridX: virtualGridX,
@@ -64,82 +64,20 @@ func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY,
MaxHp: maxHp, MaxHp: maxHp,
ColliderRadius: colliderRadius, ColliderRadius: colliderRadius,
InAir: inAir, InAir: inAir,
OnWall: onWall,
OnWallNormX: onWallNormX,
OnWallNormY: onWallNormY,
BulletTeamId: bulletTeamId, BulletTeamId: bulletTeamId,
ChCollisionTeamId: chCollisionTeamId, ChCollisionTeamId: chCollisionTeamId,
}) })
} }
func NewMeleeBulletJs(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32) *js.Object { func NewMeleeBulletJs(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId, blState, framesInBlState, explosionFrames, speciesId int32) *js.Object {
return js.MakeWrapper(&MeleeBullet{ return js.MakeWrapper(NewMeleeBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY, blowUp, teamId, blState, framesInBlState, explosionFrames, speciesId))
Bullet: Bullet{
BulletLocalId: bulletLocalId,
OriginatedRenderFrameId: originatedRenderFrameId,
OffenderJoinIndex: offenderJoinIndex,
StartupFrames: startupFrames,
CancellableStFrame: cancellableStFrame,
CancellableEdFrame: cancellableEdFrame,
ActiveFrames: activeFrames,
HitStunFrames: hitStunFrames,
BlockStunFrames: blockStunFrames,
PushbackVelX: pushbackVelX,
PushbackVelY: pushbackVelY,
Damage: damage,
SelfLockVelX: selfLockVelX,
SelfLockVelY: selfLockVelY,
HitboxOffsetX: hitboxOffsetX,
HitboxOffsetY: hitboxOffsetY,
HitboxSizeX: hitboxSizeX,
HitboxSizeY: hitboxSizeY,
BlowUp: blowUp,
TeamId: teamId,
},
})
} }
func NewFireballBulletJs(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed int32) *js.Object { func NewFireballBulletJs(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, blState, framesInBlState, explosionFrames, speciesId int32) *js.Object {
return js.MakeWrapper(&FireballBullet{ return js.MakeWrapper(NewFireballBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY, blowUp, teamId, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, blState, framesInBlState, explosionFrames, speciesId))
VirtualGridX: virtualGridX,
VirtualGridY: virtualGridY,
DirX: dirX,
DirY: dirY,
VelX: velX,
VelY: velY,
Speed: speed,
Bullet: Bullet{
BulletLocalId: bulletLocalId,
OriginatedRenderFrameId: originatedRenderFrameId,
OffenderJoinIndex: offenderJoinIndex,
StartupFrames: startupFrames,
CancellableStFrame: cancellableStFrame,
CancellableEdFrame: cancellableEdFrame,
ActiveFrames: activeFrames,
HitStunFrames: hitStunFrames,
BlockStunFrames: blockStunFrames,
PushbackVelX: pushbackVelX,
PushbackVelY: pushbackVelY,
Damage: damage,
SelfLockVelX: selfLockVelX,
SelfLockVelY: selfLockVelY,
HitboxOffsetX: hitboxOffsetX,
HitboxOffsetY: hitboxOffsetY,
HitboxSizeX: hitboxSizeX,
HitboxSizeY: hitboxSizeY,
BlowUp: blowUp,
TeamId: teamId,
},
})
} }
func NewNpcPatrolCue(flAct, frAct uint64, x, y float64) *js.Object { func NewNpcPatrolCue(flAct, frAct uint64, x, y float64) *js.Object {
@@ -233,5 +171,9 @@ func main() {
"ConvertToFirstUsedRenderFrameId": ConvertToFirstUsedRenderFrameId, "ConvertToFirstUsedRenderFrameId": ConvertToFirstUsedRenderFrameId,
"ConvertToLastUsedRenderFrameId": ConvertToLastUsedRenderFrameId, "ConvertToLastUsedRenderFrameId": ConvertToLastUsedRenderFrameId,
"ShouldGenerateInputFrameUpsync": ShouldGenerateInputFrameUpsync, "ShouldGenerateInputFrameUpsync": ShouldGenerateInputFrameUpsync,
"IsMeleeBulletActive": IsMeleeBulletActive,
"IsMeleeBulletAlive": IsMeleeBulletAlive,
"IsFireballBulletActive": IsFireballBulletActive,
"IsFireballBulletAlive": IsFireballBulletAlive,
}) })
} }