const i18n = require('LanguageData'); i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field const OnlineMap = require('./Map'); cc.Class({ extends: OnlineMap, onDestroy() { console.warn("+++++++ Map onDestroy()"); }, onLoad() { cc.view.setOrientation(cc.macro.ORIENTATION_LANDSCAPE); cc.view.enableAutoFullScreen(true); const self = this; window.mapIns = self; self.showCriticalCoordinateLabels = false; const mapNode = self.node; const canvasNode = mapNode.parent; self.mainCameraNode = self.canvasNode.getChildByName("Main Camera"); self.mainCamera = self.mainCameraNode.getComponent(cc.Camera); for (let child of self.mainCameraNode.children) { child.setScale(1 / self.mainCamera.zoomRatio); } self.widgetsAboveAllNode = self.mainCameraNode.getChildByName("WidgetsAboveAll"); self.mainCameraNode.setPosition(cc.v2()); /** Init required prefab ended. */ self.inputFrameUpsyncDelayTolerance = 2; self.collisionMinStep = 2; self.renderCacheSize = 1024; self.serverFps = 60; self.rollbackEstimatedDt = 0.016667; self.rollbackEstimatedDtMillis = 16.667; self.rollbackEstimatedDtNanos = 16666666; self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis; const tiledMapIns = self.node.getComponent(cc.TiledMap); const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", "dungeon"); cc.loader.loadRes(fullPathOfTmxFile, cc.TiledMapAsset, (err, tmxAsset) => { if (null != err) { console.error(err); return; } tiledMapIns.tmxAsset = null; mapNode.removeAllChildren(); if (self.showCriticalCoordinateLabels) { const drawer = new cc.Node(); drawer.setPosition(cc.v2(0, 0)) safelyAddChild(self.node, drawer); setLocalZOrder(drawer, 999); const g = drawer.addComponent(cc.Graphics); g.lineWidth = 2; self.g = g; } tiledMapIns.tmxAsset = tmxAsset; const newMapSize = tiledMapIns.getMapSize(); const newTileSize = tiledMapIns.getTileSize(); self.node.setContentSize(newMapSize.width * newTileSize.width, newMapSize.height * newTileSize.height); self.node.setPosition(cc.v2(0, 0)); self.spaceOffsetX = ((newMapSize.width * newTileSize.width) >> 1); self.spaceOffsetY = ((newMapSize.height * newTileSize.height) >> 1); self._resetCurrentMatch(); let barrierIdCounter = 0; const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node); for (let boundaryObj of boundaryObjs.barriers) { const gopkgsBoundaryAnchor = gopkgs.NewVec2DJs(boundaryObj.anchor.x, boundaryObj.anchor.y); const gopkgsBoundaryPts = Array.from(boundaryObj, p => { return gopkgs.NewVec2DJs(p.x, p.y); }); const gopkgsBoundary = gopkgs.NewPolygon2DJs(gopkgsBoundaryAnchor, gopkgsBoundaryPts); const gopkgsBarrier = gopkgs.NewBarrierJs(gopkgsBoundary); const newBarrierCollider = gopkgs.GenerateConvexPolygonColliderJs(gopkgsBoundary, self.spaceOffsetX, self.spaceOffsetY, gopkgsBarrier, "Barrier"); self.gopkgsCollisionSys.Add(newBarrierCollider); // console.log("Created barrier: ", newBarrierCollider); ++barrierIdCounter; const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter); self.gopkgsCollisionSysMap[collisionBarrierIndex] = newBarrierCollider; } self.initDebugDrawers(); const p1Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y); const p2Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y); const colliderRadiusV = gopkgs.WorldToVirtualGridPos(12.0, 0); const speciesIdList = [1,4096]; const chConfigsOrderedByJoinIndex = gopkgs.GetCharacterConfigsOrderedByJoinIndex(speciesIdList); const startRdf = window.pb.protos.RoomDownsyncFrame.create({ id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START, playersArr: [ window.pb.protos.PlayerDownsync.create({ id: 10, joinIndex: 1, virtualGridX: p1Vpos[0], virtualGridY: p1Vpos[1], speed: chConfigsOrderedByJoinIndex[0].Speed, colliderRadius: colliderRadiusV[0], characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0], framesToRecover: 0, dirX: +2, dirY: 0, velX: 0, velY: 0, inAir: true, onWall: false, }), window.pb.protos.PlayerDownsync.create({ id: 11, joinIndex: 2, virtualGridX: p2Vpos[0], virtualGridY: p2Vpos[1], speed: chConfigsOrderedByJoinIndex[1].Speed, colliderRadius: colliderRadiusV[0], characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0], framesToRecover: 0, dirX: -2, dirY: 0, velX: 0, velY: 0, inAir: true, onWall: false, }), ], speciesIdList: speciesIdList, }); self.selfPlayerInfo = { Id: 10, JoinIndex: 1, }; self.onRoomDownsyncFrame(startRdf); self.battleState = ALL_BATTLE_STATES.IN_BATTLE; }); }, update(dt) { const self = this; if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) { const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt; if (elapsedMillisSinceLastFrameIdTriggered < self.tooFastDtIntervalMillis) { // [WARNING] We should avoid a frontend ticking too fast to prevent cheating, as well as ticking too slow to cause a "resync avalanche" that impacts user experience! // console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered); //return; } try { let st = performance.now(); let prevSelfInput = null, currSelfInput = null; const noDelayInputFrameId = gopkgs.ConvertToNoDelayInputFrameId(self.renderFrameId); // It's important that "inputDelayFrames == 0" here if (gopkgs.ShouldGenerateInputFrameUpsync(self.renderFrameId)) { const prevAndCurrInputs = self.getOrPrefabInputFrameUpsync(noDelayInputFrameId); prevSelfInput = prevAndCurrInputs[0]; currSelfInput = prevAndCurrInputs[1]; } const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.gopkgsCollisionSys, self.gopkgsCollisionSysMap, false); self.applyRoomDownsyncFrameDynamics(rdf, prevRdf); self.showDebugBoundaries(rdf); ++self.renderFrameId; self.lastRenderFrameIdTriggeredAt = performance.now(); let t3 = performance.now(); } catch (err) { console.error("Error during Map.update", err); } } }, });