const i18n = require('LanguageData'); i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field const OnlineMap = require('./Map'); cc.Class({ extends: OnlineMap, onDestroy() { console.warn("+++++++ Map onDestroy()"); }, onLoad() { const self = this; window.mapIns = self; self.showCriticalCoordinateLabels = true; cc.director.getCollisionManager().enabled = false; const mapNode = self.node; const canvasNode = mapNode.parent; self.mainCameraNode = self.canvasNode.getChildByName("Main Camera"); self.mainCamera = self.mainCameraNode.getComponent(cc.Camera); for (let child of self.mainCameraNode.children) { child.setScale(1 / self.mainCamera.zoomRatio); } self.widgetsAboveAllNode = self.mainCameraNode.getChildByName("WidgetsAboveAll"); self.mainCameraNode.setPosition(cc.v2()); /** Init required prefab ended. */ self.inputDelayFrames = 8; self.inputScaleFrames = 2; self.inputFrameUpsyncDelayTolerance = 2; self.renderCacheSize = 1024; self.serverFps = 60; self.rollbackEstimatedDt = 0.016667; self.rollbackEstimatedDtMillis = 16.667; self.rollbackEstimatedDtNanos = 16666666; self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis; self.worldToVirtualGridRatio = 1000; self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio; self.meleeSkillConfig = { 1: { // for offender startupFrames: 10, activeFrames: 3, recoveryFrames: 34, // usually but not always "startupFrames+activeFrames", I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing recoveryFramesOnBlock: 34, recoveryFramesOnHit: 34, moveforward: { x: 0, y: 0, }, hitboxOffset: 12.0, // should be about the radius of the PlayerCollider hitboxSize: { x: 23.0, y: 32.0, }, // for defender hitStunFrames: 18, blockStunFrames: 9, pushback: 8.0, releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge damage: 5 } }; /* [WARNING] As when a character is standing on a barrier, if not carefully curated there MIGHT BE a bouncing sequence of "[(inAir -> dropIntoBarrier ->), (notInAir -> pushedOutOfBarrier ->)], [(inAir -> ..." Moreover, "snapIntoPlatformOverlap" should be small enough such that the walking "velX" or jumping initial "velY" can escape from it by 1 renderFrame (when jumping is triggered, the character is waived from snappig for 1 renderFrame). */ self.snapIntoPlatformOverlap = 0.1; self.snapIntoPlatformThreshold = 0.5; // a platform must be "horizontal enough" for a character to "stand on" self.jumpingInitVelY = 7 * self.worldToVirtualGridRatio; // unit: (virtual grid length/renderFrame) [self.gravityX, self.gravityY] = [0, -0.5*self.worldToVirtualGridRatio]; // unit: (virtual grid length/renderFrame^2) const tiledMapIns = self.node.getComponent(cc.TiledMap); const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", "dungeon"); cc.loader.loadRes(fullPathOfTmxFile, cc.TiledMapAsset, (err, tmxAsset) => { if (null != err) { console.error(err); return; } tiledMapIns.tmxAsset = null; mapNode.removeAllChildren(); self._resetCurrentMatch(); if (self.showCriticalCoordinateLabels) { const drawer = new cc.Node(); drawer.setPosition(cc.v2(0, 0)) safelyAddChild(self.node, drawer); setLocalZOrder(drawer, 999); const g = drawer.addComponent(cc.Graphics); g.lineWidth = 2; self.g = g; } tiledMapIns.tmxAsset = tmxAsset; const newMapSize = tiledMapIns.getMapSize(); const newTileSize = tiledMapIns.getTileSize(); self.node.setContentSize(newMapSize.width * newTileSize.width, newMapSize.height * newTileSize.height); self.node.setPosition(cc.v2(0, 0)); let barrierIdCounter = 0; const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node); for (let boundaryObj of boundaryObjs.barriers) { const x0 = boundaryObj.anchor.x, y0 = boundaryObj.anchor.y; const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => { return [p.x, p.y]; })); newBarrier.data = { hardPushback: true }; if (false && self.showCriticalCoordinateLabels) { for (let i = 0; i < boundaryObj.length; ++i) { const barrierVertLabelNode = new cc.Node(); switch (i % 4) { case 0: barrierVertLabelNode.color = cc.Color.RED; break; case 1: barrierVertLabelNode.color = cc.Color.GRAY; break; case 2: barrierVertLabelNode.color = cc.Color.BLACK; break; default: barrierVertLabelNode.color = cc.Color.MAGENTA; break; } const wx = boundaryObj.anchor.x + boundaryObj[i].x, wy = boundaryObj.anchor.y + boundaryObj[i].y; barrierVertLabelNode.setPosition(cc.v2(wx, wy)); const barrierVertLabel = barrierVertLabelNode.addComponent(cc.Label); barrierVertLabel.fontSize = 12; barrierVertLabel.lineHeight = barrierVertLabel.fontSize + 1; barrierVertLabel.string = `(${wx.toFixed(1)}, ${wy.toFixed(1)})`; safelyAddChild(self.node, barrierVertLabelNode); setLocalZOrder(barrierVertLabelNode, 5); barrierVertLabelNode.active = true; } } // console.log("Created barrier: ", newBarrier); ++barrierIdCounter; const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter); self.collisionSysMap.set(collisionBarrierIndex, newBarrier); } const startRdf = window.pb.protos.RoomDownsyncFrame.create({ id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START, players: { 10: window.pb.protos.PlayerDownsync.create({ id: 10, joinIndex: 1, virtualGridX: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[0], virtualGridY: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[1], speed: 1 * self.worldToVirtualGridRatio, colliderRadius: 12, characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0], framesToRecover: 0, dirX: 0, dirY: 0, velX: 0, velY: 0, inAir: true, }), 11: window.pb.protos.PlayerDownsync.create({ id: 11, joinIndex: 2, virtualGridX: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y)[0], virtualGridY: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y)[1], speed: 1 * self.worldToVirtualGridRatio, colliderRadius: 12, characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0], framesToRecover: 0, dirX: 0, dirY: 0, velX: 0, velY: 0, inAir: true, }), } }); self.selfPlayerInfo = { id: 11 }; self._initPlayerRichInfoDict(startRdf.players); self.onRoomDownsyncFrame(startRdf); self.battleState = ALL_BATTLE_STATES.IN_BATTLE; }); }, update(dt) { const self = this; if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) { const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt; if (elapsedMillisSinceLastFrameIdTriggered < self.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 = self._convertToInputFrameId(self.renderFrameId, 0); // It's important that "inputDelayFrames == 0" here if (self.shouldGenerateInputFrameUpsync(self.renderFrameId)) { const prevAndCurrInputs = self._generateInputFrameUpsync(noDelayInputFrameId); prevSelfInput = prevAndCurrInputs[0]; currSelfInput = prevAndCurrInputs[1]; } const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false); self.applyRoomDownsyncFrameDynamics(rdf, prevRdf); self.showDebugBoundaries(rdf); ++self.renderFrameId; self.lastRenderFrameIdTriggeredAt = performance.now(); let t3 = performance.now(); } catch (err) { console.error("Error during Map.update", err); } } }, });