mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-18 21:16:48 +00:00
Compare commits
10 Commits
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d1f8a58154 |
@@ -47,3 +47,23 @@ renderFrameId | toApplyInputFrameId
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..., ..., ..., 368 | 90
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369, 370, 371, 372 | 91
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373, 374, 375, ... | 92
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# Would using UDP instead of TCP yield better synchronization performance?
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Yes, but with non-trivial efforts.
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## Neat advantage using UDP
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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.
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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.
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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.
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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.
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To summarize, if UDP is used we need
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- an `ack & retransmission mechanism` built on top of it to guarantee reception of critical packets for active players, and
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- 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
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- TCP flow-control alike `sliding window mechanism` should be avoided to gain advantage over TCP.
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## Additional hassles to care about using UDP
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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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24
README.md
24
README.md
@@ -1,27 +1,31 @@
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# Preface
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This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
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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 :)
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_(the following gifs are sped up to ~1.5x for file size reduction, kindly note that animations are resumed from a partial progress)_
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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.
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Please also checkout [this demo video](https://pan.baidu.com/s/1_DAEuE66s5Obf2GwtVul4Q?pwd=mfpq) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance.
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All gifs are sped up to ~1.5x for file size reduction, kindly note that animations are resumed from a partial progress!
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The video mainly shows the following features.
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- The backend receives inputs from frontend peers and broadcasts back for synchronization.
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- The game is recovered for a player upon reconnection.
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- 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**.
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# Notable Features
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- Backend dynamics toggle via [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L786)
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- Recovery upon reconnection (only if backend dynamics is ON)
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- Automatically correction for "slow ticker", especially "active slow ticker" which is well-known to be a headache for input synchronization
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- Frame data logging toggle for both frontend & backend, useful for debugging out of sync entities when developing new features
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_(how input delay roughly works)_
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_(how rollback-and-chase in this project roughly works)_
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_(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)_
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||||

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||||

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(By use of [GopherJs](https://github.com/gopherjs/gopherjs), the frontend codes for dynamics are now automatically generated)
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# 1. Building & running
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|
@@ -58,7 +58,7 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
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BulletLocalId: last.BattleAttr.BulletLocalId,
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OriginatedRenderFrameId: last.BattleAttr.OriginatedRenderFrameId,
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OffenderJoinIndex: last.BattleAttr.OffenderJoinIndex,
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TeamId: last.BattleAttr.TeamId,
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TeamId: last.BattleAttr.TeamId,
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StartupFrames: last.Bullet.StartupFrames,
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CancellableStFrame: last.Bullet.CancellableStFrame,
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@@ -80,6 +80,12 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
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HitboxSizeY: last.Bullet.HitboxSizeY,
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BlowUp: last.Bullet.BlowUp,
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SpeciesId: last.Bullet.SpeciesId,
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ExplosionFrames: last.Bullet.ExplosionFrames,
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BlState: last.BlState,
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FramesInBlState: last.FramesInBlState,
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}
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ret.MeleeBullets[i] = pbBullet
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}
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@@ -89,7 +95,7 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
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BulletLocalId: last.BattleAttr.BulletLocalId,
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OriginatedRenderFrameId: last.BattleAttr.OriginatedRenderFrameId,
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OffenderJoinIndex: last.BattleAttr.OffenderJoinIndex,
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TeamId: last.BattleAttr.TeamId,
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TeamId: last.BattleAttr.TeamId,
|
||||
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StartupFrames: last.Bullet.StartupFrames,
|
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CancellableStFrame: last.Bullet.CancellableStFrame,
|
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@@ -112,6 +118,12 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
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||||
BlowUp: last.Bullet.BlowUp,
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||||
|
||||
SpeciesId: last.Bullet.SpeciesId,
|
||||
ExplosionFrames: last.Bullet.ExplosionFrames,
|
||||
|
||||
BlState: last.BlState,
|
||||
FramesInBlState: last.FramesInBlState,
|
||||
|
||||
VirtualGridX: last.VirtualGridX,
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
DirX: last.DirX,
|
||||
@@ -119,7 +131,6 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
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||||
VelX: last.VelX,
|
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VelY: last.VelY,
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||||
Speed: last.Speed,
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SpeciesId: last.SpeciesId,
|
||||
}
|
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ret.FireballBullets[i] = pbBullet
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||||
}
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|
@@ -1342,7 +1342,7 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
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snapshotStFrameId = refSnapshotStFrameId
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}
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||||
inputsBufferSnapshot := pR.produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(unconfirmedMask, snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
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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))
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||||
//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))
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pR.downsyncToAllPlayers(inputsBufferSnapshot)
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}
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}
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@@ -1457,8 +1457,8 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
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pbRefRenderFrame.SpeciesIdList = pR.SpeciesIdList
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pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
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||||
//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)))
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if shouldResync1 {
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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))
|
||||
if shouldResync1 || shouldResync3 {
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||||
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))
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||||
}
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||||
} else {
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||||
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false)
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||||
|
@@ -831,6 +831,10 @@ type MeleeBullet struct {
|
||||
BlowUp bool `protobuf:"varint,18,opt,name=blowUp,proto3" json:"blowUp,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"`
|
||||
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() {
|
||||
@@ -1005,6 +1009,34 @@ func (x *MeleeBullet) GetBulletLocalId() int32 {
|
||||
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 {
|
||||
state protoimpl.MessageState
|
||||
sizeCache protoimpl.SizeCache
|
||||
@@ -1031,6 +1063,9 @@ type FireballBullet struct {
|
||||
TeamId int32 `protobuf:"varint,19,opt,name=teamId,proto3" json:"teamId,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"`
|
||||
VirtualGridY int32 `protobuf:"varint,1000,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
|
||||
DirX int32 `protobuf:"varint,1001,opt,name=dirX,proto3" json:"dirX,omitempty"`
|
||||
@@ -1219,6 +1254,27 @@ func (x *FireballBullet) GetSpeciesId() int32 {
|
||||
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 {
|
||||
if x != nil {
|
||||
return x.VirtualGridX
|
||||
@@ -1672,7 +1728,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
|
||||
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|
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|
||||
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|
||||
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|
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0x65, 0x52, 0x65, 0x73, 0x79, 0x6e, 0x63, 0x22, 0x89, 0x07, 0x0a, 0x0b, 0x4d, 0x65, 0x6c, 0x65,
|
||||
0x65, 0x42, 0x75, 0x6c, 0x6c, 0x65, 0x74, 0x12, 0x38, 0x0a, 0x17, 0x6f, 0x72, 0x69, 0x67, 0x69,
|
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|
||||
@@ -1720,143 +1776,159 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
|
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"borderRight": 0,
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"spriteType": "normal",
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"subMetas": {}
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},
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"Explosion3_1.png": {
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"trimX": 0,
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"spriteType": "normal",
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},
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"Explosion3_10.png": {
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"borderRight": 0,
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"spriteType": "normal",
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"subMetas": {}
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},
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"Explosion3_2.png": {
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"ver": "1.0.4",
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"spriteType": "normal",
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"subMetas": {}
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"Explosion3_3.png": {
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"spriteType": "normal",
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"subMetas": {}
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},
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"Explosion3_4.png": {
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"ver": "1.0.4",
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"uuid": "d6b58622-2cc3-4ee6-a34f-1a18deb73700",
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"spriteType": "normal",
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"subMetas": {}
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},
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"Explosion3_5.png": {
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"rawWidth": 154,
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"spriteType": "normal",
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"subMetas": {}
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},
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"Explosion3_6.png": {
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"ver": "1.0.4",
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"uuid": "b458c047-b7b5-4476-996e-d4c1ca85ef9c",
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},
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"Explosion3_9.png": {
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}
|
Binary file not shown.
After Width: | Height: | Size: 13 KiB |
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"ver": "2.3.3",
|
||||
"uuid": "b11569aa-2e43-4084-a3e5-42eec243c4eb",
|
||||
"type": "raw",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"platformSettings": {},
|
||||
"subMetas": {}
|
||||
}
|
@@ -9,10 +9,10 @@
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup id="1" name="PlayerStartingPos">
|
||||
<object id="135" x="1140" y="488">
|
||||
<object id="135" x="840" y="530">
|
||||
<point/>
|
||||
</object>
|
||||
<object id="137" x="1527" y="488">
|
||||
<object id="137" x="959" y="532">
|
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<point/>
|
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</object>
|
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</objectgroup>
|
||||
|
@@ -6,11 +6,11 @@ import "geometry.proto"; // The import path here is only w.r.t. the proto file,
|
||||
|
||||
message PlayerDownsync {
|
||||
int32 id = 1;
|
||||
int32 virtualGridX = 2;
|
||||
int32 virtualGridY = 3;
|
||||
int32 virtualGridX = 2;
|
||||
int32 virtualGridY = 3;
|
||||
int32 dirX = 4;
|
||||
int32 dirY = 5; // "dirX" and "dirY" determines character facing
|
||||
int32 velX = 6;
|
||||
int32 velX = 6;
|
||||
int32 velY = 7; // "velX" and "velY" is used to record the accumulated effect by accelerations (including gravity)
|
||||
int32 speed = 8; // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
|
||||
int32 battleState = 9;
|
||||
@@ -60,97 +60,106 @@ message InputFrameDownsync {
|
||||
}
|
||||
|
||||
message HeartbeatUpsync {
|
||||
int64 clientTimestamp = 1;
|
||||
int64 clientTimestamp = 1;
|
||||
}
|
||||
|
||||
message WsReq {
|
||||
int32 msgId = 1;
|
||||
int32 playerId = 2;
|
||||
int32 act = 3;
|
||||
int32 act = 3;
|
||||
int32 joinIndex = 4;
|
||||
int32 ackingFrameId = 5;
|
||||
int32 ackingInputFrameId = 6;
|
||||
repeated InputFrameUpsync inputFrameUpsyncBatch = 7;
|
||||
HeartbeatUpsync hb = 8;
|
||||
repeated InputFrameUpsync inputFrameUpsyncBatch = 7;
|
||||
HeartbeatUpsync hb = 8;
|
||||
}
|
||||
|
||||
message WsResp {
|
||||
int32 ret = 1;
|
||||
int32 echoedMsgId = 2;
|
||||
int32 act = 3;
|
||||
RoomDownsyncFrame rdf = 4;
|
||||
int32 echoedMsgId = 2;
|
||||
int32 act = 3;
|
||||
RoomDownsyncFrame rdf = 4;
|
||||
repeated InputFrameDownsync inputFrameDownsyncBatch = 5;
|
||||
BattleColliderInfo bciFrame = 6;
|
||||
BattleColliderInfo bciFrame = 6;
|
||||
}
|
||||
|
||||
message InputsBufferSnapshot {
|
||||
int32 refRenderFrameId = 1;
|
||||
int32 refRenderFrameId = 1;
|
||||
uint64 unconfirmedMask = 2;
|
||||
repeated InputFrameDownsync toSendInputFrameDownsyncs = 3;
|
||||
bool shouldForceResync = 4;
|
||||
}
|
||||
|
||||
message MeleeBullet {
|
||||
message MeleeBullet {
|
||||
// Jargon reference https://www.thegamer.com/fighting-games-frame-data-explained/
|
||||
// ALL lengths are in world coordinate
|
||||
|
||||
// for offender
|
||||
int32 originatedRenderFrameId = 1;
|
||||
int32 offenderJoinIndex = 2;
|
||||
int32 originatedRenderFrameId = 1;
|
||||
int32 offenderJoinIndex = 2;
|
||||
|
||||
int32 startupFrames = 3;
|
||||
int32 startupFrames = 3;
|
||||
int32 cancellableStFrame = 4;
|
||||
int32 cancellableEdFrame = 5;
|
||||
int32 activeFrames = 6;
|
||||
int32 activeFrames = 6;
|
||||
|
||||
int32 hitStunFrames = 7;
|
||||
int32 blockStunFrames = 8;
|
||||
int32 pushbackVelX = 9;
|
||||
int32 pushbackVelY = 10;
|
||||
int32 damage = 11;
|
||||
int32 hitStunFrames = 7;
|
||||
int32 blockStunFrames = 8;
|
||||
int32 pushbackVelX = 9;
|
||||
int32 pushbackVelY = 10;
|
||||
int32 damage = 11;
|
||||
|
||||
int32 selfLockVelX = 12;
|
||||
int32 selfLockVelY = 13;
|
||||
int32 selfLockVelX = 12;
|
||||
int32 selfLockVelY = 13;
|
||||
|
||||
int32 hitboxOffsetX = 14;
|
||||
int32 hitboxOffsetY = 15;
|
||||
int32 hitboxSizeX = 16;
|
||||
int32 hitboxOffsetX = 14;
|
||||
int32 hitboxOffsetY = 15;
|
||||
int32 hitboxSizeX = 16;
|
||||
int32 hitboxSizeY = 17;
|
||||
|
||||
bool blowUp = 18;
|
||||
int32 teamId = 19;
|
||||
|
||||
int32 bulletLocalId = 20;
|
||||
}
|
||||
int32 bulletLocalId = 20;
|
||||
int32 speciesId = 21;
|
||||
int32 explosionFrames = 22;
|
||||
|
||||
message FireballBullet {
|
||||
int32 originatedRenderFrameId = 1;
|
||||
int32 offenderJoinIndex = 2;
|
||||
int32 blState = 23;
|
||||
int32 framesInBlState = 24;
|
||||
}
|
||||
|
||||
int32 startupFrames = 3;
|
||||
message FireballBullet {
|
||||
int32 originatedRenderFrameId = 1;
|
||||
int32 offenderJoinIndex = 2;
|
||||
|
||||
int32 startupFrames = 3;
|
||||
int32 cancellableStFrame = 4;
|
||||
int32 cancellableEdFrame = 5;
|
||||
int32 activeFrames = 6;
|
||||
int32 activeFrames = 6;
|
||||
|
||||
int32 hitStunFrames = 7;
|
||||
int32 blockStunFrames = 8;
|
||||
int32 pushbackVelX = 9;
|
||||
int32 pushbackVelY = 10;
|
||||
int32 damage = 11;
|
||||
int32 hitStunFrames = 7;
|
||||
int32 blockStunFrames = 8;
|
||||
int32 pushbackVelX = 9;
|
||||
int32 pushbackVelY = 10;
|
||||
int32 damage = 11;
|
||||
|
||||
int32 selfLockVelX = 12;
|
||||
int32 selfLockVelY = 13;
|
||||
int32 selfLockVelX = 12;
|
||||
int32 selfLockVelY = 13;
|
||||
|
||||
int32 hitboxOffsetX = 14;
|
||||
int32 hitboxOffsetY = 15;
|
||||
int32 hitboxSizeX = 16;
|
||||
int32 hitboxOffsetX = 14;
|
||||
int32 hitboxOffsetY = 15;
|
||||
int32 hitboxSizeX = 16;
|
||||
int32 hitboxSizeY = 17;
|
||||
|
||||
bool blowUp = 18;
|
||||
int32 teamId = 19;
|
||||
|
||||
int32 bulletLocalId = 20;
|
||||
int32 speciesId = 21;
|
||||
int32 bulletLocalId = 20;
|
||||
int32 speciesId = 21;
|
||||
int32 explosionFrames = 22;
|
||||
|
||||
int32 blState = 23;
|
||||
int32 framesInBlState = 24;
|
||||
|
||||
int32 virtualGridX = 999;
|
||||
int32 virtualGridY = 1000;
|
||||
@@ -159,20 +168,20 @@ message FireballBullet {
|
||||
int32 velX = 1003;
|
||||
int32 velY = 1004;
|
||||
int32 speed = 1005;
|
||||
}
|
||||
}
|
||||
|
||||
message BattleColliderInfo {
|
||||
string stageName = 1;
|
||||
|
||||
int32 intervalToPing = 2;
|
||||
int32 intervalToPing = 2;
|
||||
int32 willKickIfInactiveFor = 3;
|
||||
int32 boundRoomId = 4;
|
||||
int64 battleDurationNanos = 5;
|
||||
int32 inputFrameUpsyncDelayTolerance = 6;
|
||||
int32 boundRoomId = 4;
|
||||
int64 battleDurationNanos = 5;
|
||||
int32 inputFrameUpsyncDelayTolerance = 6;
|
||||
int32 maxChasingRenderFramesPerUpdate = 7;
|
||||
double rollbackEstimatedDtMillis = 8;
|
||||
int64 rollbackEstimatedDtNanos = 9;
|
||||
|
||||
|
||||
int32 renderCacheSize = 10;
|
||||
double spaceOffsetX = 11;
|
||||
double spaceOffsetY = 12;
|
||||
@@ -186,7 +195,7 @@ message RoomDownsyncFrame {
|
||||
repeated PlayerDownsync playersArr = 2;
|
||||
int64 countdownNanos = 3;
|
||||
repeated MeleeBullet meleeBullets = 4; // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise
|
||||
repeated FireballBullet fireballBullets = 5;
|
||||
repeated FireballBullet fireballBullets = 5;
|
||||
|
||||
uint64 backendUnconfirmedMask = 1024; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
|
||||
bool shouldForceResync = 1025;
|
||||
|
@@ -24,11 +24,11 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 8
|
||||
"__id__": 12
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 9
|
||||
"__id__": 13
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
@@ -87,12 +87,15 @@
|
||||
"_children": [
|
||||
{
|
||||
"__id__": 3
|
||||
},
|
||||
{
|
||||
"__id__": 7
|
||||
}
|
||||
],
|
||||
"_active": true,
|
||||
"_components": [],
|
||||
"_prefab": {
|
||||
"__id__": 7
|
||||
"__id__": 11
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
@@ -254,6 +257,9 @@
|
||||
"_clips": [
|
||||
{
|
||||
"__uuid__": "ba12416b-eec3-4260-8402-7fc25b125624"
|
||||
},
|
||||
{
|
||||
"__uuid__": "7941215a-2b8c-4798-954b-4f1b16d5f6f5"
|
||||
}
|
||||
],
|
||||
"playOnLoad": false,
|
||||
@@ -270,6 +276,135 @@
|
||||
"fileId": "5f1s6pDt5F3rknJTu0gQW7",
|
||||
"sync": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "MeleeExplosion",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 2
|
||||
},
|
||||
"_children": [],
|
||||
"_active": false,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 8
|
||||
},
|
||||
{
|
||||
"__id__": 9
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 10
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
"__type__": "cc.Color",
|
||||
"r": 255,
|
||||
"g": 255,
|
||||
"b": 255,
|
||||
"a": 255
|
||||
},
|
||||
"_contentSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 0,
|
||||
"height": 0
|
||||
},
|
||||
"_anchorPoint": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
},
|
||||
"_trs": {
|
||||
"__type__": "TypedArray",
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
24,
|
||||
8,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
1
|
||||
]
|
||||
},
|
||||
"_eulerAngles": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"_is3DNode": false,
|
||||
"_groupIndex": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Animation",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 7
|
||||
},
|
||||
"_enabled": true,
|
||||
"_defaultClip": null,
|
||||
"_clips": [
|
||||
{
|
||||
"__uuid__": "954a2924-89df-4df4-93fc-36d2b22e7619"
|
||||
},
|
||||
{
|
||||
"__uuid__": "5bd304eb-c8ba-426f-a9ab-5698ac62de85"
|
||||
},
|
||||
{
|
||||
"__uuid__": "5054633c-a588-4506-b4ac-eef29b1d8511"
|
||||
}
|
||||
],
|
||||
"playOnLoad": false,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Sprite",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 7
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [],
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_spriteFrame": null,
|
||||
"_type": 0,
|
||||
"_sizeMode": 1,
|
||||
"_fillType": 0,
|
||||
"_fillCenter": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0,
|
||||
"y": 0
|
||||
},
|
||||
"_fillStart": 0,
|
||||
"_fillRange": 0,
|
||||
"_isTrimmedMode": true,
|
||||
"_atlas": {
|
||||
"__uuid__": "1c4c1dcb-54af-485b-9119-abd6d6d84526"
|
||||
},
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PrefabInfo",
|
||||
"root": {
|
||||
"__id__": 1
|
||||
},
|
||||
"asset": {
|
||||
"__uuid__": "d92d4831-cd65-4eb5-90bd-b77021aec35b"
|
||||
},
|
||||
"fileId": "fd9jQiClRJSI00917fifB8",
|
||||
"sync": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PrefabInfo",
|
||||
"root": {
|
||||
|
@@ -440,7 +440,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
209.57814771583418,
|
||||
216.50635094610968,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@@ -464,7 +464,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
209.57814771583418,
|
||||
216.50635094610968,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
36
frontend/assets/scripts/Bullet.js
Normal file
36
frontend/assets/scripts/Bullet.js
Normal 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);
|
||||
},
|
||||
});
|
9
frontend/assets/scripts/Bullet.js.meta
Normal file
9
frontend/assets/scripts/Bullet.js.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "a4b909c4-56a8-4b70-b6ea-b7f928077747",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
@@ -1,12 +1,7 @@
|
||||
cc.Class({
|
||||
extends: cc.Component,
|
||||
const Bullet = require("./Bullet");
|
||||
|
||||
properties: {
|
||||
animNode: {
|
||||
type: cc.Node,
|
||||
default: null
|
||||
},
|
||||
},
|
||||
cc.Class({
|
||||
extends: Bullet,
|
||||
|
||||
ctor() {
|
||||
this.lastUsed = -1;
|
||||
@@ -27,22 +22,8 @@ cc.Class({
|
||||
this.speciesName = speciesName;
|
||||
this.effAnimNode = this.animNode.getChildByName(this.speciesName);
|
||||
this.effAnimNode.active = true;
|
||||
this.updateAnim(speciesName, fireballBullet, rdf);
|
||||
},
|
||||
|
||||
onLoad() {},
|
||||
|
||||
updateAnim(speciesName, fireballBullet, rdf) {
|
||||
this.animComp = this.effAnimNode.getComponent(cc.Animation);
|
||||
// Update directions
|
||||
if (this.animComp && this.animComp.node) {
|
||||
if (0 > fireballBullet.DirX) {
|
||||
this.animNode.scaleX = (-1.0);
|
||||
} else if (0 < fireballBullet.DirX) {
|
||||
this.animNode.scaleX = (1.0);
|
||||
}
|
||||
}
|
||||
|
||||
this.animComp.play(speciesName);
|
||||
},
|
||||
});
|
||||
|
@@ -134,7 +134,7 @@ cc.Class({
|
||||
previousSelfInput = (null == previousInputFrameDownsync ? null : previousInputFrameDownsync.InputList[joinIndex - 1]);
|
||||
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
|
||||
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]];
|
||||
}
|
||||
|
||||
@@ -152,6 +152,7 @@ cc.Class({
|
||||
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"
|
||||
//console.log(`@rdf.Id=${self.renderFrameId}, currSelfInput=${currSelfInput}`);
|
||||
prefabbedInputList[(joinIndex - 1)] = currSelfInput;
|
||||
while (self.recentInputCache.EdFrameId <= inputFrameId) {
|
||||
// Fill the gap
|
||||
@@ -613,13 +614,13 @@ cc.Class({
|
||||
const jsMeleeBulletsArr = new Array(pbRdf.meleeBullets.length).fill(null);
|
||||
for (let k = 0; k < pbRdf.meleeBullets.length; ++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, pbBullet.teamId);
|
||||
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;
|
||||
}
|
||||
const jsFireballBulletsArr = new Array(pbRdf.fireballBullets.length).fill(null);
|
||||
for (let k = 0; k < pbRdf.fireballBullets.length; ++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, pbBullet.speciesId);
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -763,7 +764,6 @@ cc.Class({
|
||||
if (lhs.VelX != rhs.VelX) return false;
|
||||
if (lhs.VelY != rhs.VelY) return false;
|
||||
if (lhs.Speed != rhs.Speed) return false;
|
||||
if (lhs.SpeciesId != rhs.SpeciesId) return false;
|
||||
|
||||
return true;
|
||||
},
|
||||
@@ -917,9 +917,9 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
|
||||
}
|
||||
try {
|
||||
let st = performance.now();
|
||||
const noDelayInputFrameId = gopkgs.ConvertToNoDelayInputFrameId(self.renderFrameId);
|
||||
let prevSelfInput = null,
|
||||
currSelfInput = null;
|
||||
const noDelayInputFrameId = gopkgs.ConvertToNoDelayInputFrameId(self.renderFrameId);
|
||||
if (gopkgs.ShouldGenerateInputFrameUpsync(self.renderFrameId)) {
|
||||
[prevSelfInput, currSelfInput] = self.getOrPrefabInputFrameUpsync(noDelayInputFrameId);
|
||||
}
|
||||
@@ -1114,25 +1114,61 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
|
||||
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];
|
||||
if (
|
||||
fireballBullet.BattleAttr.OriginatedRenderFrameId + fireballBullet.Bullet.StartupFrames <= rdf.Id
|
||||
&&
|
||||
fireballBullet.BattleAttr.OriginatedRenderFrameId + fireballBullet.Bullet.StartupFrames + fireballBullet.Bullet.ActiveFrames > rdf.Id
|
||||
) {
|
||||
const isExploding = (window.BULLET_STATE.Exploding == fireballBullet.BlState);
|
||||
if (gopkgs.IsFireballBulletActive(fireballBullet, rdf) || isExploding) {
|
||||
let pqNode = self.cachedFireballs.popAny(fireballBullet.BattleAttr.BulletLocalId);
|
||||
const speciesName = `Fireball${fireballBullet.SpeciesId}`;
|
||||
let speciesName = `Fireball${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},${wy})`);
|
||||
//console.log(`@rdf.Id=${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},${wy})`);
|
||||
}
|
||||
const cachedFireball = pqNode.value;
|
||||
cachedFireball.setSpecies(speciesName, fireballBullet, rdf);
|
||||
const spontaneousLooping = !isExploding;
|
||||
const newAnimIdx = (spontaneousLooping ? 0 : 1);
|
||||
cachedFireball.updateAnim(animName, fireballBullet.FramesInBlState, fireballBullet.DirX, spontaneousLooping, rdf, newAnimIdx);
|
||||
cachedFireball.lastUsed = self.renderFrameId;
|
||||
cachedFireball.bulletLocalId = fireballBullet.BattleAttr.BulletLocalId;
|
||||
cachedFireball.node.setPosition(cc.v2(wx, wy));
|
||||
@@ -1160,13 +1196,8 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
|
||||
throw `Couldn't find renderFrame for i=${i} to rollback (are you using Firefox?), self.renderFrameId=${self.renderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`;
|
||||
}
|
||||
const j = gopkgs.ConvertToDelayedInputFrameId(i);
|
||||
const delayedInputFrame = self.recentInputCache.GetByFrameId(j); // Don't make prediction here, the inputFrameDownsyncs in recentInputCache was already predicted while prefabbing
|
||||
if (null == delayedInputFrame) {
|
||||
// Shouldn't happen!
|
||||
throw `Failed to get cached delayedInputFrame for i=${i}, j=${j}, renderFrameId=${self.renderFrameId}, lastUpsyncInputFrameId=${self.lastUpsyncInputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, chaserRenderFrameId=${self.chaserRenderFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
|
||||
}
|
||||
const delayedInputFrame = self.getOrPrefabInputFrameUpsync(j);
|
||||
|
||||
const jPrev = gopkgs.ConvertToDelayedInputFrameId(i - 1);
|
||||
if (self.frameDataLoggingEnabled) {
|
||||
const actuallyUsedInputClone = delayedInputFrame.InputList.slice();
|
||||
const inputFrameDownsyncClone = {
|
||||
@@ -1363,11 +1394,7 @@ actuallyUsedinputList:{${self.inputFrameDownsyncStr(actuallyUsedInputClone)}}`);
|
||||
|
||||
for (let k in rdf.MeleeBullets) {
|
||||
const meleeBullet = rdf.MeleeBullets[k];
|
||||
if (
|
||||
meleeBullet.BattleAttr.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames <= rdf.Id
|
||||
&&
|
||||
meleeBullet.BattleAttr.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames + meleeBullet.Bullet.ActiveFrames > rdf.Id
|
||||
) {
|
||||
if (gopkgs.IsMeleeBulletActive(meleeBullet, rdf)) {
|
||||
const offender = rdf.PlayersArr[meleeBullet.BattleAttr.OffenderJoinIndex - 1];
|
||||
if (1 == offender.JoinIndex) {
|
||||
g2.strokeColor = cc.Color.BLUE;
|
||||
@@ -1395,11 +1422,7 @@ actuallyUsedinputList:{${self.inputFrameDownsyncStr(actuallyUsedInputClone)}}`);
|
||||
|
||||
for (let k in rdf.FireballBullets) {
|
||||
const fireballBullet = rdf.FireballBullets[k];
|
||||
if (
|
||||
fireballBullet.BattleAttr.OriginatedRenderFrameId + fireballBullet.Bullet.StartupFrames <= rdf.Id
|
||||
&&
|
||||
fireballBullet.BattleAttr.OriginatedRenderFrameId + fireballBullet.Bullet.StartupFrames + fireballBullet.Bullet.ActiveFrames > rdf.Id
|
||||
) {
|
||||
if (gopkgs.IsFireballBulletActive(fireballBullet, rdf)) {
|
||||
const offender = rdf.PlayersArr[fireballBullet.BattleAttr.OffenderJoinIndex - 1];
|
||||
if (1 == offender.JoinIndex) {
|
||||
g2.strokeColor = cc.Color.BLUE;
|
||||
|
@@ -13,7 +13,7 @@ cc.Class({
|
||||
onLoad() {
|
||||
const self = this;
|
||||
window.mapIns = self;
|
||||
self.showCriticalCoordinateLabels = true;
|
||||
self.showCriticalCoordinateLabels = false;
|
||||
|
||||
const mapNode = self.node;
|
||||
const canvasNode = mapNode.parent;
|
||||
|
@@ -106,8 +106,13 @@ cc.Class({
|
||||
this.cachedBtnDownLevel = 0;
|
||||
this.cachedBtnLeftLevel = 0;
|
||||
this.cachedBtnRightLevel = 0;
|
||||
|
||||
this.realtimeBtnALevel = 0;
|
||||
this.cachedBtnALevel = 0;
|
||||
this.btnAEdgeTriggerLock = false;
|
||||
this.realtimeBtnBLevel = 0;
|
||||
this.cachedBtnBLevel = 0;
|
||||
this.btnBEdgeTriggerLock = false;
|
||||
|
||||
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.
|
||||
@@ -163,30 +168,30 @@ cc.Class({
|
||||
|
||||
if (self.btnA) {
|
||||
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));
|
||||
});
|
||||
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));
|
||||
});
|
||||
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));
|
||||
});
|
||||
}
|
||||
|
||||
if (self.btnB) {
|
||||
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));
|
||||
});
|
||||
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));
|
||||
});
|
||||
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));
|
||||
});
|
||||
}
|
||||
@@ -223,10 +228,10 @@ cc.Class({
|
||||
self.cachedBtnRightLevel = 1;
|
||||
break;
|
||||
case cc.macro.KEY.h:
|
||||
self.cachedBtnALevel = 1;
|
||||
self._triggerEdgeBtnA(true);
|
||||
break;
|
||||
case cc.macro.KEY.j:
|
||||
self.cachedBtnBLevel = 1;
|
||||
self._triggerEdgeBtnB(true);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@@ -248,10 +253,10 @@ cc.Class({
|
||||
self.cachedBtnRightLevel = 0;
|
||||
break;
|
||||
case cc.macro.KEY.h:
|
||||
self.cachedBtnALevel = 0;
|
||||
self._triggerEdgeBtnA(false);
|
||||
break;
|
||||
case cc.macro.KEY.j:
|
||||
self.cachedBtnBLevel = 0;
|
||||
self._triggerEdgeBtnB(false);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@@ -464,6 +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 btnALevel = (this.cachedBtnALevel << 4);
|
||||
const btnBLevel = (this.cachedBtnBLevel << 5);
|
||||
|
||||
this.cachedBtnALevel = this.realtimeBtnALevel;
|
||||
this.cachedBtnBLevel = this.realtimeBtnBLevel;
|
||||
|
||||
this.btnAEdgeTriggerLock = false;
|
||||
this.btnBEdgeTriggerLock = false;
|
||||
return (btnBLevel + btnALevel + discretizedDir);
|
||||
},
|
||||
|
||||
@@ -482,4 +493,20 @@ cc.Class({
|
||||
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;
|
||||
}
|
||||
},
|
||||
});
|
||||
|
@@ -4187,6 +4187,10 @@ $root.protos = (function() {
|
||||
* @property {boolean|null} [blowUp] MeleeBullet blowUp
|
||||
* @property {number|null} [teamId] MeleeBullet teamId
|
||||
* @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
|
||||
*/
|
||||
|
||||
/**
|
||||
@@ -4364,6 +4368,38 @@ $root.protos = (function() {
|
||||
*/
|
||||
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.
|
||||
* @function create
|
||||
@@ -4428,6 +4464,14 @@ $root.protos = (function() {
|
||||
writer.uint32(/* id 19, wireType 0 =*/152).int32(message.teamId);
|
||||
if (message.bulletLocalId != null && Object.hasOwnProperty.call(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;
|
||||
};
|
||||
|
||||
@@ -4542,6 +4586,22 @@ $root.protos = (function() {
|
||||
message.bulletLocalId = reader.int32();
|
||||
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:
|
||||
reader.skipType(tag & 7);
|
||||
break;
|
||||
@@ -4637,6 +4697,18 @@ $root.protos = (function() {
|
||||
if (message.bulletLocalId != null && message.hasOwnProperty("bulletLocalId"))
|
||||
if (!$util.isInteger(message.bulletLocalId))
|
||||
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;
|
||||
};
|
||||
|
||||
@@ -4692,6 +4764,14 @@ $root.protos = (function() {
|
||||
message.teamId = object.teamId | 0;
|
||||
if (object.bulletLocalId != null)
|
||||
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;
|
||||
};
|
||||
|
||||
@@ -4729,6 +4809,10 @@ $root.protos = (function() {
|
||||
object.blowUp = false;
|
||||
object.teamId = 0;
|
||||
object.bulletLocalId = 0;
|
||||
object.speciesId = 0;
|
||||
object.explosionFrames = 0;
|
||||
object.blState = 0;
|
||||
object.framesInBlState = 0;
|
||||
}
|
||||
if (message.originatedRenderFrameId != null && message.hasOwnProperty("originatedRenderFrameId"))
|
||||
object.originatedRenderFrameId = message.originatedRenderFrameId;
|
||||
@@ -4770,6 +4854,14 @@ $root.protos = (function() {
|
||||
object.teamId = message.teamId;
|
||||
if (message.bulletLocalId != null && message.hasOwnProperty("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;
|
||||
};
|
||||
|
||||
@@ -4829,6 +4921,9 @@ $root.protos = (function() {
|
||||
* @property {number|null} [teamId] FireballBullet teamId
|
||||
* @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} [virtualGridY] FireballBullet virtualGridY
|
||||
* @property {number|null} [dirX] FireballBullet dirX
|
||||
@@ -5021,6 +5116,30 @@ $root.protos = (function() {
|
||||
*/
|
||||
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.
|
||||
* @member {number} virtualGridX
|
||||
@@ -5143,6 +5262,12 @@ $root.protos = (function() {
|
||||
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"))
|
||||
writer.uint32(/* id 999, wireType 0 =*/7992).int32(message.virtualGridX);
|
||||
if (message.virtualGridY != null && Object.hasOwnProperty.call(message, "virtualGridY"))
|
||||
@@ -5275,6 +5400,18 @@ $root.protos = (function() {
|
||||
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: {
|
||||
message.virtualGridX = reader.int32();
|
||||
break;
|
||||
@@ -5401,6 +5538,15 @@ $root.protos = (function() {
|
||||
if (message.speciesId != null && message.hasOwnProperty("speciesId"))
|
||||
if (!$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 (!$util.isInteger(message.framesInBlState))
|
||||
return "framesInBlState: integer expected";
|
||||
if (message.virtualGridX != null && message.hasOwnProperty("virtualGridX"))
|
||||
if (!$util.isInteger(message.virtualGridX))
|
||||
return "virtualGridX: integer expected";
|
||||
@@ -5479,6 +5625,12 @@ $root.protos = (function() {
|
||||
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)
|
||||
message.virtualGridX = object.virtualGridX | 0;
|
||||
if (object.virtualGridY != null)
|
||||
@@ -5531,6 +5683,9 @@ $root.protos = (function() {
|
||||
object.teamId = 0;
|
||||
object.bulletLocalId = 0;
|
||||
object.speciesId = 0;
|
||||
object.explosionFrames = 0;
|
||||
object.blState = 0;
|
||||
object.framesInBlState = 0;
|
||||
object.virtualGridX = 0;
|
||||
object.virtualGridY = 0;
|
||||
object.dirX = 0;
|
||||
@@ -5581,6 +5736,12 @@ $root.protos = (function() {
|
||||
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"))
|
||||
object.virtualGridX = message.virtualGridX;
|
||||
if (message.virtualGridY != null && message.hasOwnProperty("virtualGridY"))
|
||||
|
@@ -68,7 +68,7 @@
|
||||
"shelter_z_reducer",
|
||||
"shelter"
|
||||
],
|
||||
"last-module-event-record-time": 1673325961305,
|
||||
"last-module-event-record-time": 1673930863015,
|
||||
"simulator-orientation": false,
|
||||
"simulator-resolution": {
|
||||
"height": 640,
|
||||
|
@@ -1,9 +1,9 @@
|
||||
package battle
|
||||
|
||||
import (
|
||||
//"fmt"
|
||||
"math"
|
||||
"resolv"
|
||||
//"fmt"
|
||||
)
|
||||
|
||||
const (
|
||||
@@ -23,7 +23,7 @@ const (
|
||||
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(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"
|
||||
|
||||
SP_ATK_LOOKUP_FRAMES = int32(5)
|
||||
@@ -51,6 +51,12 @@ var DIRECTION_DECODER = [][]int32{
|
||||
{-1, +1},
|
||||
}
|
||||
|
||||
const (
|
||||
BULLET_STARTUP = int32(0)
|
||||
BULLET_ACTIVE = int32(1)
|
||||
BULLET_EXPLODING = int32(2)
|
||||
)
|
||||
|
||||
const (
|
||||
ATK_CHARACTER_STATE_IDLE1 = int32(0)
|
||||
ATK_CHARACTER_STATE_WALKING = int32(1)
|
||||
@@ -220,6 +226,34 @@ func isPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool
|
||||
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 {
|
||||
/*
|
||||
[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.
|
||||
@@ -510,7 +544,6 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
}
|
||||
}
|
||||
|
||||
// [WARNING] For rollback compatibility, MeleeBullets are composed of only static BulletConfig data and move along with the offenders, therefore they can just be copies of the pointers in "RenderFrameBuffer", however, FireballBullets move on their own and must be copies of instances for each RenderFrame!
|
||||
nextRenderFrameMeleeBullets := make([]*MeleeBullet, 0, len(currRenderFrame.MeleeBullets)) // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
|
||||
nextRenderFrameFireballBullets := make([]*FireballBullet, 0, len(currRenderFrame.FireballBullets))
|
||||
effPushbacks := make([]Vec2D, roomCapacity)
|
||||
@@ -548,6 +581,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
TeamId: currPlayerDownsync.BulletTeamId,
|
||||
}
|
||||
bulletLocalId++
|
||||
newBullet.BlState = BULLET_STARTUP
|
||||
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, &newBullet)
|
||||
if NO_LOCK_VEL != v.Bullet.SelfLockVelX {
|
||||
hasLockVel = true
|
||||
@@ -571,6 +605,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
newBullet.DirY = 0
|
||||
newBullet.VelX = newBullet.Speed * xfac
|
||||
newBullet.VelY = 0
|
||||
|
||||
newBullet.BlState = BULLET_STARTUP
|
||||
nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, &newBullet)
|
||||
//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 {
|
||||
@@ -673,46 +709,68 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
}
|
||||
|
||||
// 3. Add bullet colliders into collision system
|
||||
bulletColliders := make([]*resolv.Object, 0, len(currRenderFrame.MeleeBullets)) // Will all be removed at the end of this function due to the need for being rollback-compatible
|
||||
for _, meleeBullet := range currRenderFrame.MeleeBullets {
|
||||
if (meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames+meleeBullet.Bullet.ActiveFrames > currRenderFrame.Id) {
|
||||
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
|
||||
// [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!
|
||||
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 _, 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.Bullet.HitboxOffsetX, offender.VirtualGridY)
|
||||
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY)
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
|
||||
collisionSys.Add(newBulletCollider)
|
||||
bulletColliders = append(bulletColliders, newBulletCollider)
|
||||
} else if meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames+meleeBullet.Bullet.ActiveFrames > currRenderFrame.Id {
|
||||
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
|
||||
}
|
||||
}
|
||||
|
||||
for _, prevFireball := range currRenderFrame.FireballBullets {
|
||||
fireballBullet := &FireballBullet{
|
||||
VirtualGridX: prevFireball.VirtualGridX,
|
||||
VirtualGridY: prevFireball.VirtualGridY,
|
||||
DirX: prevFireball.DirX,
|
||||
DirY: prevFireball.DirY,
|
||||
VelX: prevFireball.VelX,
|
||||
VelY: prevFireball.VelY,
|
||||
Speed: prevFireball.Speed,
|
||||
SpeciesId: prevFireball.SpeciesId,
|
||||
Bullet: prevFireball.Bullet,
|
||||
BattleAttr: prevFireball.BattleAttr,
|
||||
VirtualGridX: prevFireball.VirtualGridX,
|
||||
VirtualGridY: prevFireball.VirtualGridY,
|
||||
DirX: prevFireball.DirX,
|
||||
DirY: prevFireball.DirY,
|
||||
VelX: prevFireball.VelX,
|
||||
VelY: prevFireball.VelY,
|
||||
Speed: prevFireball.Speed,
|
||||
Bullet: prevFireball.Bullet,
|
||||
BattleAttr: prevFireball.BattleAttr,
|
||||
FramesInBlState: prevFireball.FramesInBlState + 1,
|
||||
BlState: prevFireball.BlState,
|
||||
}
|
||||
if (fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames < currRenderFrame.Id) && (fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames+fireballBullet.Bullet.ActiveFrames > currRenderFrame.Id) {
|
||||
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)
|
||||
} else if fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames+fireballBullet.Bullet.ActiveFrames > currRenderFrame.Id {
|
||||
// fmt.Printf("Pushing static fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY)
|
||||
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)
|
||||
}
|
||||
}
|
||||
@@ -845,7 +903,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
for _, bulletCollider := range bulletColliders {
|
||||
collision := bulletCollider.Check(0, 0)
|
||||
bulletCollider.Space.Remove(bulletCollider) // Make sure that the bulletCollider is always removed for each renderFrame
|
||||
addToNextRenderFrame := true
|
||||
exploded := false
|
||||
if nil != collision {
|
||||
switch v := bulletCollider.Data.(type) {
|
||||
case *MeleeBullet:
|
||||
@@ -862,7 +920,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
if !overlapped {
|
||||
continue
|
||||
}
|
||||
addToNextRenderFrame = false
|
||||
exploded = true
|
||||
if _, existent := invinsibleSet[t.CharacterState]; existent {
|
||||
continue
|
||||
}
|
||||
@@ -886,8 +944,6 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
if v.Bullet.HitStunFrames > oldFramesToRecover {
|
||||
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
|
||||
}
|
||||
default:
|
||||
addToNextRenderFrame = false
|
||||
}
|
||||
}
|
||||
case *FireballBullet:
|
||||
@@ -904,7 +960,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
if !overlapped {
|
||||
continue
|
||||
}
|
||||
addToNextRenderFrame = false
|
||||
exploded = true
|
||||
if _, existent := invinsibleSet[t.CharacterState]; existent {
|
||||
continue
|
||||
}
|
||||
@@ -929,18 +985,21 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
|
||||
}
|
||||
default:
|
||||
addToNextRenderFrame = false
|
||||
exploded = true
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if addToNextRenderFrame {
|
||||
if exploded {
|
||||
switch v := bulletCollider.Data.(type) {
|
||||
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:
|
||||
v.VirtualGridX, v.VirtualGridY = v.VirtualGridX+v.VelX, v.VirtualGridY+v.VelY
|
||||
nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, v)
|
||||
v.BlState = BULLET_EXPLODING
|
||||
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)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1076,8 +1135,10 @@ func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
|
||||
return output
|
||||
}
|
||||
|
||||
func NewMeleeBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32) *MeleeBullet {
|
||||
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,
|
||||
@@ -1104,12 +1165,14 @@ func NewMeleeBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, s
|
||||
HitboxSizeX: hitboxSizeX,
|
||||
HitboxSizeY: hitboxSizeY,
|
||||
|
||||
BlowUp: blowUp,
|
||||
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, speciesId int32) *FireballBullet {
|
||||
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,
|
||||
@@ -1118,7 +1181,6 @@ func NewFireballBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex
|
||||
VelX: velX,
|
||||
VelY: velY,
|
||||
Speed: speed,
|
||||
SpeciesId: speciesId,
|
||||
BattleAttr: &BulletBattleAttr{
|
||||
BulletLocalId: bulletLocalId,
|
||||
OriginatedRenderFrameId: originatedRenderFrameId,
|
||||
@@ -1145,7 +1207,9 @@ func NewFireballBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex
|
||||
HitboxSizeX: hitboxSizeX,
|
||||
HitboxSizeY: hitboxSizeY,
|
||||
|
||||
BlowUp: blowUp,
|
||||
BlowUp: blowUp,
|
||||
ExplosionFrames: explosionFrames,
|
||||
SpeciesId: speciesId,
|
||||
},
|
||||
}
|
||||
}
|
||||
|
@@ -210,7 +210,9 @@ var skills = map[int]*Skill{
|
||||
CancelTransit: map[int]int{
|
||||
1: 2,
|
||||
},
|
||||
// TODO: Use non-zero "selfLockVel"
|
||||
BlowUp: false,
|
||||
ExplosionFrames: 9,
|
||||
SpeciesId: int32(1),
|
||||
},
|
||||
},
|
||||
},
|
||||
@@ -242,6 +244,9 @@ var skills = map[int]*Skill{
|
||||
CancelTransit: map[int]int{
|
||||
1: 3,
|
||||
},
|
||||
BlowUp: false,
|
||||
ExplosionFrames: 9,
|
||||
SpeciesId: int32(1),
|
||||
},
|
||||
},
|
||||
},
|
||||
@@ -269,6 +274,8 @@ var skills = map[int]*Skill{
|
||||
HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
BlowUp: true,
|
||||
ExplosionFrames: 9,
|
||||
SpeciesId: int32(1),
|
||||
},
|
||||
},
|
||||
},
|
||||
@@ -295,13 +302,15 @@ var skills = map[int]*Skill{
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
CancellableStFrame: int32(13),
|
||||
CancellableStFrame: int32(8),
|
||||
CancellableEdFrame: int32(30),
|
||||
|
||||
CancelTransit: map[int]int{
|
||||
1: 5,
|
||||
},
|
||||
// TODO: Use non-zero "selfLockVel"
|
||||
BlowUp: false,
|
||||
ExplosionFrames: 15,
|
||||
SpeciesId: int32(2),
|
||||
},
|
||||
},
|
||||
},
|
||||
@@ -328,11 +337,14 @@ var skills = map[int]*Skill{
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
CancellableStFrame: int32(22),
|
||||
CancellableStFrame: int32(19),
|
||||
CancellableEdFrame: int32(36),
|
||||
CancelTransit: map[int]int{
|
||||
1: 6,
|
||||
},
|
||||
BlowUp: false,
|
||||
ExplosionFrames: 15,
|
||||
SpeciesId: int32(2),
|
||||
},
|
||||
},
|
||||
},
|
||||
@@ -360,6 +372,8 @@ var skills = map[int]*Skill{
|
||||
HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
BlowUp: true,
|
||||
ExplosionFrames: 15,
|
||||
SpeciesId: int32(2),
|
||||
},
|
||||
},
|
||||
},
|
||||
@@ -392,7 +406,9 @@ var skills = map[int]*Skill{
|
||||
CancelTransit: map[int]int{
|
||||
1: 8,
|
||||
},
|
||||
// TODO: Use non-zero "selfLockVel"
|
||||
BlowUp: false,
|
||||
ExplosionFrames: 9,
|
||||
SpeciesId: int32(1),
|
||||
},
|
||||
},
|
||||
},
|
||||
@@ -424,6 +440,9 @@ var skills = map[int]*Skill{
|
||||
CancelTransit: map[int]int{
|
||||
1: 9,
|
||||
},
|
||||
BlowUp: false,
|
||||
ExplosionFrames: 9,
|
||||
SpeciesId: int32(1),
|
||||
},
|
||||
},
|
||||
},
|
||||
@@ -451,6 +470,8 @@ var skills = map[int]*Skill{
|
||||
HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
BlowUp: true,
|
||||
ExplosionFrames: 9,
|
||||
SpeciesId: int32(1),
|
||||
},
|
||||
},
|
||||
},
|
||||
@@ -463,10 +484,9 @@ var skills = map[int]*Skill{
|
||||
BoundChState: ATK_CHARACTER_STATE_ATK4,
|
||||
Hits: []interface{}{
|
||||
&FireballBullet{
|
||||
SpeciesId: int32(1),
|
||||
Speed: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
Speed: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(15),
|
||||
StartupFrames: int32(12),
|
||||
ActiveFrames: MAX_INT32,
|
||||
HitStunFrames: int32(15),
|
||||
BlockStunFrames: int32(9),
|
||||
@@ -475,10 +495,13 @@ var skills = map[int]*Skill{
|
||||
SelfLockVelY: NO_LOCK_VEL,
|
||||
PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelY: int32(0),
|
||||
HitboxOffsetX: int32(float64(18) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetY: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
BlowUp: false,
|
||||
ExplosionFrames: 15,
|
||||
SpeciesId: int32(1),
|
||||
},
|
||||
},
|
||||
},
|
||||
@@ -506,6 +529,8 @@ var skills = map[int]*Skill{
|
||||
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),
|
||||
},
|
||||
},
|
||||
},
|
||||
@@ -532,6 +557,9 @@ var skills = map[int]*Skill{
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
BlowUp: false,
|
||||
ExplosionFrames: 9,
|
||||
SpeciesId: int32(1),
|
||||
},
|
||||
},
|
||||
},
|
||||
@@ -558,6 +586,9 @@ var skills = map[int]*Skill{
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
BlowUp: false,
|
||||
ExplosionFrames: 15,
|
||||
SpeciesId: int32(2),
|
||||
},
|
||||
},
|
||||
},
|
||||
@@ -584,6 +615,9 @@ var skills = map[int]*Skill{
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
BlowUp: false,
|
||||
ExplosionFrames: 9,
|
||||
SpeciesId: int32(1),
|
||||
},
|
||||
},
|
||||
},
|
||||
|
@@ -83,7 +83,9 @@ type BulletConfig struct {
|
||||
HitboxSizeX 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
|
||||
}
|
||||
@@ -98,21 +100,24 @@ type BulletBattleAttr struct {
|
||||
}
|
||||
|
||||
type MeleeBullet struct {
|
||||
BattleAttr *BulletBattleAttr
|
||||
Bullet *BulletConfig
|
||||
BlState int32 // bullet state, e.g. STARTUP, ACTIVE, EXPLODING
|
||||
FramesInBlState int32
|
||||
BattleAttr *BulletBattleAttr
|
||||
Bullet *BulletConfig
|
||||
}
|
||||
|
||||
type FireballBullet struct {
|
||||
VirtualGridX int32
|
||||
VirtualGridY int32
|
||||
DirX int32
|
||||
DirY int32
|
||||
VelX int32
|
||||
VelY int32
|
||||
Speed int32
|
||||
SpeciesId int32
|
||||
BattleAttr *BulletBattleAttr
|
||||
Bullet *BulletConfig
|
||||
VirtualGridX int32
|
||||
VirtualGridY int32
|
||||
DirX int32
|
||||
DirY int32
|
||||
VelX int32
|
||||
VelY int32
|
||||
Speed int32
|
||||
BlState int32 // bullet state, e.g. STARTUP, ACTIVE, EXPLODING
|
||||
FramesInBlState int32
|
||||
BattleAttr *BulletBattleAttr
|
||||
Bullet *BulletConfig
|
||||
}
|
||||
|
||||
type Skill struct {
|
||||
@@ -123,6 +128,7 @@ type Skill struct {
|
||||
ReleaseTriggerType int32 // 1: rising-edge, 2: falling-edge
|
||||
BoundChState int32
|
||||
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 {
|
||||
|
@@ -72,12 +72,12 @@ func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY,
|
||||
})
|
||||
}
|
||||
|
||||
func NewMeleeBulletJs(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32) *js.Object {
|
||||
return js.MakeWrapper(NewMeleeBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY, blowUp, teamId))
|
||||
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(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))
|
||||
}
|
||||
|
||||
func NewFireballBulletJs(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, speciesId int32) *js.Object {
|
||||
return js.MakeWrapper(NewFireballBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY, blowUp, teamId, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, speciesId))
|
||||
func 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(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))
|
||||
}
|
||||
|
||||
func NewNpcPatrolCue(flAct, frAct uint64, x, y float64) *js.Object {
|
||||
@@ -171,5 +171,9 @@ func main() {
|
||||
"ConvertToFirstUsedRenderFrameId": ConvertToFirstUsedRenderFrameId,
|
||||
"ConvertToLastUsedRenderFrameId": ConvertToLastUsedRenderFrameId,
|
||||
"ShouldGenerateInputFrameUpsync": ShouldGenerateInputFrameUpsync,
|
||||
"IsMeleeBulletActive": IsMeleeBulletActive,
|
||||
"IsMeleeBulletAlive": IsMeleeBulletAlive,
|
||||
"IsFireballBulletActive": IsFireballBulletActive,
|
||||
"IsFireballBulletAlive": IsFireballBulletAlive,
|
||||
})
|
||||
}
|
||||
|
Reference in New Issue
Block a user