mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 11:48:56 +00:00
1308 lines
55 KiB
Go
1308 lines
55 KiB
Go
package battle
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import (
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//"fmt"
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"math"
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"resolv"
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)
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const (
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MAX_FLOAT64 = 1.7e+308
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MAX_INT32 = int32(999999999)
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COLLISION_PLAYER_INDEX_PREFIX = (1 << 17)
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COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
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COLLISION_BULLET_INDEX_PREFIX = (1 << 15)
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PATTERN_ID_UNABLE_TO_OP = -2
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PATTERN_ID_NO_OP = -1
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WORLD_TO_VIRTUAL_GRID_RATIO = float64(100.0)
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VIRTUAL_GRID_TO_WORLD_RATIO = float64(1.0) / WORLD_TO_VIRTUAL_GRID_RATIO
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GRAVITY_X = int32(0)
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GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
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INPUT_DELAY_FRAMES = int32(6) // in the count of render frames
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/*
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[WARNING]
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Experimentally having an input rate > 15 (e.g., 60 >> 2) doesn't improve multiplayer smoothness, in fact higher input rate often results in higher packet loss (both TCP and UDP) thus higher wrong prediction rate!
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*/
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INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
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SP_ATK_LOOKUP_FRAMES = int32(5)
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SNAP_INTO_PLATFORM_OVERLAP = float64(0.1)
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SNAP_INTO_PLATFORM_THRESHOLD = float64(0.5)
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VERTICAL_PLATFORM_THRESHOLD = float64(0.9)
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MAGIC_FRAMES_TO_BE_ONWALL = int32(12)
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NO_SKILL = -1
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NO_SKILL_HIT = -1
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NO_LOCK_VEL = int32(-1)
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)
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// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
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var DIRECTION_DECODER = [][]int32{
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{0, 0},
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{0, +2},
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{0, -2},
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{+2, 0},
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{-2, 0},
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{+1, +1},
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{-1, -1},
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{+1, -1},
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{-1, +1},
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}
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const (
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BULLET_STARTUP = int32(0)
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BULLET_ACTIVE = int32(1)
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BULLET_EXPLODING = int32(2)
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)
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const (
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ATK_CHARACTER_STATE_IDLE1 = int32(0)
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ATK_CHARACTER_STATE_WALKING = int32(1)
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ATK_CHARACTER_STATE_ATK1 = int32(2)
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ATK_CHARACTER_STATE_ATKED1 = int32(3)
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ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP = int32(4)
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ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP = int32(5)
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ATK_CHARACTER_STATE_INAIR_ATK1 = int32(6)
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ATK_CHARACTER_STATE_INAIR_ATKED1 = int32(7)
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ATK_CHARACTER_STATE_BLOWN_UP1 = int32(8)
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ATK_CHARACTER_STATE_LAY_DOWN1 = int32(9)
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ATK_CHARACTER_STATE_GET_UP1 = int32(10)
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ATK_CHARACTER_STATE_ATK2 = int32(11)
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ATK_CHARACTER_STATE_ATK3 = int32(12)
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ATK_CHARACTER_STATE_ATK4 = int32(13)
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ATK_CHARACTER_STATE_ATK5 = int32(14)
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ATK_CHARACTER_STATE_DASHING = int32(15)
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ATK_CHARACTER_STATE_ONWALL = int32(16)
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ATK_CHARACTER_STATE_TURNAROUND = int32(17)
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)
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var inAirSet = map[int32]bool{
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ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP: true,
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ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP: true,
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ATK_CHARACTER_STATE_INAIR_ATK1: true,
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ATK_CHARACTER_STATE_INAIR_ATKED1: true,
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ATK_CHARACTER_STATE_BLOWN_UP1: true,
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ATK_CHARACTER_STATE_ONWALL: true,
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}
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var noOpSet = map[int32]bool{
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ATK_CHARACTER_STATE_ATKED1: true,
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ATK_CHARACTER_STATE_INAIR_ATKED1: true,
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ATK_CHARACTER_STATE_BLOWN_UP1: true,
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ATK_CHARACTER_STATE_LAY_DOWN1: true,
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// During the invinsible frames of GET_UP1, the player is allowed to take any action
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}
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var invinsibleSet = map[int32]bool{
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ATK_CHARACTER_STATE_BLOWN_UP1: true,
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ATK_CHARACTER_STATE_LAY_DOWN1: true,
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ATK_CHARACTER_STATE_GET_UP1: true,
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}
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var nonAttackingSet = map[int32]bool{
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ATK_CHARACTER_STATE_IDLE1: true,
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ATK_CHARACTER_STATE_WALKING: true,
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ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP: true,
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ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP: true,
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ATK_CHARACTER_STATE_ATKED1: true,
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ATK_CHARACTER_STATE_INAIR_ATKED1: true,
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ATK_CHARACTER_STATE_BLOWN_UP1: true,
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ATK_CHARACTER_STATE_LAY_DOWN1: true,
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ATK_CHARACTER_STATE_GET_UP1: true,
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}
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func intAbs(x int32) int32 {
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if x < 0 {
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return -x
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}
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return x
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}
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func ShouldPrefabInputFrameDownsync(prevRenderFrameId int32, renderFrameId int32) (bool, int32) {
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for i := prevRenderFrameId + 1; i <= renderFrameId; i++ {
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if (0 <= i) && (0 == (i & ((1 << INPUT_SCALE_FRAMES) - 1))) {
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return true, i
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}
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}
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return false, -1
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}
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func ShouldGenerateInputFrameUpsync(renderFrameId int32) bool {
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return ((renderFrameId & ((1 << INPUT_SCALE_FRAMES) - 1)) == 0)
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}
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func ConvertToDelayedInputFrameId(renderFrameId int32) int32 {
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if renderFrameId < INPUT_DELAY_FRAMES {
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return 0
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}
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return ((renderFrameId - INPUT_DELAY_FRAMES) >> INPUT_SCALE_FRAMES)
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}
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func ConvertToNoDelayInputFrameId(renderFrameId int32) int32 {
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return (renderFrameId >> INPUT_SCALE_FRAMES)
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}
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func ConvertToFirstUsedRenderFrameId(inputFrameId int32) int32 {
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return ((inputFrameId << INPUT_SCALE_FRAMES) + INPUT_DELAY_FRAMES)
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}
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func ConvertToLastUsedRenderFrameId(inputFrameId int32) int32 {
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return ((inputFrameId << INPUT_SCALE_FRAMES) + INPUT_DELAY_FRAMES + (1 << INPUT_SCALE_FRAMES) - 1)
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}
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func decodeInput(encodedInput uint64) *InputFrameDecoded {
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encodedDirection := (encodedInput & uint64(15))
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btnALevel := int32((encodedInput >> 4) & 1)
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btnBLevel := int32((encodedInput >> 5) & 1)
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return &InputFrameDecoded{
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Dx: DIRECTION_DECODER[encodedDirection][0],
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Dy: DIRECTION_DECODER[encodedDirection][1],
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BtnALevel: btnALevel,
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BtnBLevel: btnBLevel,
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}
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}
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type SatResult struct {
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Overlap float64
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OverlapX float64
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OverlapY float64
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AContainedInB bool
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BContainedInA bool
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Axis resolv.Vector
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}
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func calcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64, *SatResult) {
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origX, origY := playerShape.Position()
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defer func() {
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playerShape.SetPosition(origX, origY)
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}()
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playerShape.SetPosition(origX+oldDx, origY+oldDy)
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overlapResult := &SatResult{
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Overlap: 0,
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OverlapX: 0,
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OverlapY: 0,
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AContainedInB: true,
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BContainedInA: true,
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Axis: resolv.Vector{0, 0},
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}
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if overlapped := isPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped {
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pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY
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return true, pushbackX, pushbackY, overlapResult
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} else {
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return false, 0, 0, overlapResult
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}
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}
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func isPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool {
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aCnt, bCnt := len(a.Points), len(b.Points)
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// Single point case
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if 1 == aCnt && 1 == bCnt {
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if nil != result {
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result.Overlap = 0
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}
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return a.Points[0][0] == b.Points[0][0] && a.Points[0][1] == b.Points[0][1]
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}
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if 1 < aCnt {
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for _, axis := range a.SATAxes() {
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if isPolygonPairSeparatedByDir(a, b, axis.Unit(), result) {
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return false
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}
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}
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}
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if 1 < bCnt {
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for _, axis := range b.SATAxes() {
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if isPolygonPairSeparatedByDir(a, b, axis.Unit(), result) {
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return false
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}
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}
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}
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return true
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}
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func IsMeleeBulletActive(meleeBullet *MeleeBullet, currRenderFrame *RoomDownsyncFrame) bool {
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if BULLET_EXPLODING == meleeBullet.BlState {
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return false
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}
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return (meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames+meleeBullet.Bullet.ActiveFrames > currRenderFrame.Id)
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}
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func IsMeleeBulletAlive(meleeBullet *MeleeBullet, currRenderFrame *RoomDownsyncFrame) bool {
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if BULLET_EXPLODING == meleeBullet.BlState {
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return meleeBullet.FramesInBlState < meleeBullet.Bullet.ExplosionFrames
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}
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return (meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames+meleeBullet.Bullet.ActiveFrames > currRenderFrame.Id)
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}
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func IsFireballBulletActive(fireballBullet *FireballBullet, currRenderFrame *RoomDownsyncFrame) bool {
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if BULLET_EXPLODING == fireballBullet.BlState {
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return false
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}
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return (fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames < currRenderFrame.Id) && (fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames+fireballBullet.Bullet.ActiveFrames > currRenderFrame.Id)
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}
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func IsFireballBulletAlive(fireballBullet *FireballBullet, currRenderFrame *RoomDownsyncFrame) bool {
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if BULLET_EXPLODING == fireballBullet.BlState {
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return fireballBullet.FramesInBlState < fireballBullet.Bullet.ExplosionFrames
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}
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return (fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames+fireballBullet.Bullet.ActiveFrames > currRenderFrame.Id)
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}
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func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e resolv.Vector, result *SatResult) bool {
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/*
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[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.
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Consider the following example
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a: {
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anchor: [1337.19 1696.74]
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points: [[0 0] [24 0] [24 24] [0 24]]
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},
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b: {
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anchor: [1277.72 1570.56]
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points: [[642.57 319.16] [0 319.16] [5.73 0] [643.75 0.90]]
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}
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e = (-2.98, 1.49).Unit()
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*/
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var aStart, aEnd, bStart, bEnd float64 = MAX_FLOAT64, -MAX_FLOAT64, MAX_FLOAT64, -MAX_FLOAT64
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for _, p := range a.Points {
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dot := (p[0]+a.X)*e[0] + (p[1]+a.Y)*e[1]
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if aStart > dot {
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aStart = dot
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}
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if aEnd < dot {
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aEnd = dot
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}
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}
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for _, p := range b.Points {
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dot := (p[0]+b.X)*e[0] + (p[1]+b.Y)*e[1]
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if bStart > dot {
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bStart = dot
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}
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if bEnd < dot {
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bEnd = dot
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}
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}
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if aStart > bEnd || aEnd < bStart {
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// Separated by unit vector "e"
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return true
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}
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if nil != result {
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overlap := float64(0)
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if aStart < bStart {
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result.AContainedInB = false
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if aEnd < bEnd {
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overlap = aEnd - bStart
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result.BContainedInA = false
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} else {
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option1 := aEnd - bStart
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option2 := bEnd - aStart
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if option1 < option2 {
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overlap = option1
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} else {
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overlap = -option2
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}
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}
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} else {
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result.BContainedInA = false
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if aEnd > bEnd {
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overlap = aStart - bEnd
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result.AContainedInB = false
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} else {
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option1 := aEnd - bStart
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option2 := bEnd - aStart
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if option1 < option2 {
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overlap = option1
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} else {
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overlap = -option2
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}
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}
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}
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currentOverlap := result.Overlap
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absoluteOverlap := overlap
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if overlap < 0 {
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absoluteOverlap = -overlap
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}
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if (0 == result.Axis[0] && 0 == result.Axis[1]) || currentOverlap > absoluteOverlap {
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var sign float64 = 1
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if overlap < 0 {
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sign = -1
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}
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result.Overlap = absoluteOverlap
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result.OverlapX = e[0] * sign
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result.OverlapY = e[1] * sign
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}
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result.Axis = e
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}
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// the specified unit vector "e" doesn't separate "a" and "b", overlap result is generated
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return false
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}
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func WorldToVirtualGridPos(wx, wy float64) (int32, int32) {
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// [WARNING] Introduces loss of precision!
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// In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains.
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var virtualGridX int32 = int32(math.Round(wx * WORLD_TO_VIRTUAL_GRID_RATIO))
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var virtualGridY int32 = int32(math.Round(wy * WORLD_TO_VIRTUAL_GRID_RATIO))
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return virtualGridX, virtualGridY
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}
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func VirtualGridToWorldPos(vx, vy int32) (float64, float64) {
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// No loss of precision
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var wx float64 = float64(vx) * VIRTUAL_GRID_TO_WORLD_RATIO
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var wy float64 = float64(vy) * VIRTUAL_GRID_TO_WORLD_RATIO
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return wx, wy
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}
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func WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
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return wx - halfBoundingW - leftPadding + collisionSpaceOffsetX, wy - halfBoundingH - bottomPadding + collisionSpaceOffsetY
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}
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func PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
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return cx + halfBoundingW + leftPadding - collisionSpaceOffsetX, cy + halfBoundingH + bottomPadding - collisionSpaceOffsetY
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}
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func PolygonColliderBLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (int32, int32) {
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wx, wy := PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
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return WorldToVirtualGridPos(wx, wy)
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}
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func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
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wx, wy := VirtualGridToWorldPos(vx, vy)
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return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
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}
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func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) *[]Vec2D {
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ret := make([]Vec2D, 0, 10) // no one would simultaneously have more than 5 hardPushbacks
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virtualGripToWall := float64(0)
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if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState && 0 == thatPlayerInNextFrame.VelX && currPlayerDownsync.DirX == thatPlayerInNextFrame.DirX {
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/*
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I'm not sure whether this is a bug of "resolv_tailored" (maybe due to my changes), on the x-axis a playerCollider whose right edge reaches "1680.1" is not deemed collided with a side wall whose left edge is "1680.0", while the same extent of intersection is OK in y-axis.
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The workaround here is to grant a "virtualGripToWall" in x-axis to guarantee that if
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- "currPlayerDownsync" is on wall, and
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- "thatPlayerInNextFrame.VelX" is 0 (i.e. no proactive move against the wall), and
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- there's no change in player facing direction
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*/
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xfac := float64(1)
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if 0 > thatPlayerInNextFrame.DirX {
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xfac = -xfac
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}
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virtualGripToWall = xfac * float64(currPlayerDownsync.Speed) * VIRTUAL_GRID_TO_WORLD_RATIO
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}
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collision := playerCollider.Check(virtualGripToWall, 0)
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if nil == collision {
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return &ret
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}
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|
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//playerColliderCenterX, playerColliderCenterY := playerCollider.Center()
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//fmt.Printf("joinIndex=%d calcHardPushbacksNorms has non-empty collision;playerColliderPos=(%.2f,%.2f)\n", joinIndex, playerColliderCenterX, playerColliderCenterY)
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for _, obj := range collision.Objects {
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isBarrier := false
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switch obj.Data.(type) {
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case *PlayerDownsync, *MeleeBullet, *FireballBullet:
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default:
|
|
// By default it's a regular barrier, even if data is nil, note that Golang syntax of switch-case is kind of confusing, this "default" condition is met only if "!*PlayerDownsync && !*MeleeBullet && !*FireballBullet".
|
|
isBarrier = true
|
|
}
|
|
|
|
if !isBarrier {
|
|
continue
|
|
}
|
|
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
|
|
overlapped, pushbackX, pushbackY, overlapResult := calcPushbacks(0, 0, playerShape, barrierShape)
|
|
if !overlapped {
|
|
continue
|
|
}
|
|
// ALWAY snap into hardPushbacks!
|
|
// [OverlapX, OverlapY] is the unit vector that points into the platform
|
|
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
|
|
ret = append(ret, Vec2D{X: overlapResult.OverlapX, Y: overlapResult.OverlapY})
|
|
pEffPushback.X += pushbackX
|
|
pEffPushback.Y += pushbackY
|
|
//fmt.Printf("joinIndex=%d calcHardPushbacksNorms found one hardpushback; immediatePushback=(%.2f,%.2f)\n", joinIndex, pushbackX, pushbackY)
|
|
}
|
|
return &ret
|
|
}
|
|
|
|
func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, chConfig *CharacterConfig, inputsBuffer *RingBuffer) (int, bool, int32, int32) {
|
|
// returns (patternId, jumpedOrNot, effectiveDx, effectiveDy)
|
|
delayedInputFrameId := ConvertToDelayedInputFrameId(currRenderFrame.Id)
|
|
delayedInputFrameIdForPrevRdf := ConvertToDelayedInputFrameId(currRenderFrame.Id - 1)
|
|
|
|
if 0 >= delayedInputFrameId {
|
|
return PATTERN_ID_UNABLE_TO_OP, false, 0, 0
|
|
}
|
|
|
|
if _, existent := noOpSet[currPlayerDownsync.CharacterState]; existent {
|
|
return PATTERN_ID_UNABLE_TO_OP, false, 0, 0
|
|
}
|
|
|
|
delayedInputList := inputsBuffer.GetByFrameId(delayedInputFrameId).(*InputFrameDownsync).InputList
|
|
var delayedInputListForPrevRdf []uint64 = nil
|
|
if 0 < delayedInputFrameIdForPrevRdf {
|
|
delayedInputListForPrevRdf = inputsBuffer.GetByFrameId(delayedInputFrameIdForPrevRdf).(*InputFrameDownsync).InputList
|
|
}
|
|
|
|
jumpedOrNot := false
|
|
joinIndex := currPlayerDownsync.JoinIndex
|
|
decodedInput := decodeInput(delayedInputList[joinIndex-1])
|
|
effDx, effDy := int32(0), int32(0)
|
|
prevBtnALevel, prevBtnBLevel := int32(0), int32(0)
|
|
if nil != delayedInputListForPrevRdf {
|
|
prevDecodedInput := decodeInput(delayedInputListForPrevRdf[joinIndex-1])
|
|
prevBtnALevel = prevDecodedInput.BtnALevel
|
|
prevBtnBLevel = prevDecodedInput.BtnBLevel
|
|
}
|
|
|
|
// Jumping is partially allowed within "CapturedByInertia", but moving is only allowed when "0 == FramesToRecover" (constrained later in "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame")
|
|
if 0 == currPlayerDownsync.FramesToRecover {
|
|
effDx, effDy = decodedInput.Dx, decodedInput.Dy
|
|
}
|
|
|
|
patternId := PATTERN_ID_NO_OP
|
|
canJumpWithinInertia := currPlayerDownsync.CapturedByInertia && ((chConfig.InertiaFramesToRecover >> 1) > currPlayerDownsync.FramesToRecover)
|
|
if 0 == currPlayerDownsync.FramesToRecover || canJumpWithinInertia {
|
|
if decodedInput.BtnBLevel > prevBtnBLevel {
|
|
if chConfig.DashingEnabled && 0 > decodedInput.Dy {
|
|
// Checking "DashingEnabled" here to allow jumping when dashing-disabled players pressed "DOWN + BtnB"
|
|
patternId = 5
|
|
} else if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent {
|
|
jumpedOrNot = true
|
|
} else if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState {
|
|
jumpedOrNot = true
|
|
}
|
|
}
|
|
}
|
|
|
|
if PATTERN_ID_NO_OP == patternId {
|
|
if 0 < decodedInput.BtnALevel {
|
|
if decodedInput.BtnALevel > prevBtnALevel {
|
|
if 0 > decodedInput.Dy {
|
|
patternId = 3
|
|
} else if 0 < decodedInput.Dy {
|
|
patternId = 2
|
|
} else {
|
|
patternId = 1
|
|
}
|
|
} else {
|
|
patternId = 4 // Holding
|
|
}
|
|
}
|
|
}
|
|
|
|
return patternId, jumpedOrNot, effDx, effDy
|
|
}
|
|
|
|
/*
|
|
[LONG TERM PERFORMANCE ENHANCEMENT PLAN]
|
|
|
|
The function "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame" is creating new heap-memory blocks at 60fps, e.g. nextRenderFramePlayers & nextRenderFrameMeleeBullets & nextRenderFrameFireballBullets & effPushbacks & hardPushbackNorms & jumpedOrNotList & playerColliders & bulletColliders, which would induce "possibly performance impacting garbage collections" when many rooms are running simultaneously.
|
|
|
|
It's not easy to remove all of the dynamic heap-memory blocks allocation/deallocation, but we can reduce them to some extent. For example, the creation of new "RoomDownsyncFrame" in heap-memory can be avoided by adding
|
|
|
|
```
|
|
func overwriteRoomDownsyncFrame(src *RoomDownsyncFrame, dst *RoomDownsyncFrame) {
|
|
// Copy "src" into "dst" down to every primitive field
|
|
}
|
|
|
|
type Room struct {
|
|
newRoomDownsyncFrameHolder *RoomDownsyncFrame
|
|
}
|
|
|
|
func (pR *Room) provisionNewRoomDownsyncFrameHolder(src *RoomDownsyncFrame) {
|
|
overwriteRoomDownsyncFrame(src, pR.newRoomDownsyncFrameHolder)
|
|
}
|
|
```
|
|
|
|
then pass in the whole "renderFrameBuffer *SpecificRingBuffer" to this function and overwrite the target slot IN-PLACE, i.e. need write new "SpecificRingBuffer.Put/SetByFrameId" to use the new function "overwriteRoomDownsyncFrame(src, dst)" to keep "%p of every SpecificRingBuffer.Eles[i]" constant.
|
|
|
|
However, the enhancement for "playerColliders & bulletColliders" of each room is even more difficult, because the feasibility of doing in-place overwrites depends on the collision library in use.
|
|
*/
|
|
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig) *RoomDownsyncFrame {
|
|
// [WARNING] On backend this function MUST BE called while "InputsBufferLock" is locked!
|
|
roomCapacity := len(currRenderFrame.PlayersArr)
|
|
nextRenderFramePlayers := make([]*PlayerDownsync, roomCapacity)
|
|
// Make a copy first
|
|
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
|
nextRenderFramePlayers[i] = &PlayerDownsync{
|
|
Id: currPlayerDownsync.Id,
|
|
VirtualGridX: currPlayerDownsync.VirtualGridX,
|
|
VirtualGridY: currPlayerDownsync.VirtualGridY,
|
|
DirX: currPlayerDownsync.DirX,
|
|
DirY: currPlayerDownsync.DirY,
|
|
VelX: currPlayerDownsync.VelX,
|
|
VelY: currPlayerDownsync.VelY,
|
|
CharacterState: currPlayerDownsync.CharacterState,
|
|
InAir: true,
|
|
OnWall: false,
|
|
Speed: currPlayerDownsync.Speed,
|
|
BattleState: currPlayerDownsync.BattleState,
|
|
Score: currPlayerDownsync.Score,
|
|
Removed: currPlayerDownsync.Removed,
|
|
JoinIndex: currPlayerDownsync.JoinIndex,
|
|
Hp: currPlayerDownsync.Hp,
|
|
MaxHp: currPlayerDownsync.MaxHp,
|
|
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
|
|
FramesInChState: currPlayerDownsync.FramesInChState + 1,
|
|
ActiveSkillId: currPlayerDownsync.ActiveSkillId,
|
|
ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
|
|
FramesInvinsible: currPlayerDownsync.FramesInvinsible - 1,
|
|
ColliderRadius: currPlayerDownsync.ColliderRadius,
|
|
OnWallNormX: currPlayerDownsync.OnWallNormX,
|
|
OnWallNormY: currPlayerDownsync.OnWallNormY,
|
|
CapturedByInertia: currPlayerDownsync.CapturedByInertia,
|
|
}
|
|
if nextRenderFramePlayers[i].FramesToRecover < 0 {
|
|
nextRenderFramePlayers[i].FramesToRecover = 0
|
|
}
|
|
if nextRenderFramePlayers[i].FramesInvinsible < 0 {
|
|
nextRenderFramePlayers[i].FramesInvinsible = 0
|
|
}
|
|
}
|
|
|
|
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)
|
|
hardPushbackNorms := make([]*[]Vec2D, roomCapacity)
|
|
jumpedOrNotList := make([]bool, roomCapacity)
|
|
|
|
bulletLocalId := currRenderFrame.BulletLocalIdCounter
|
|
// 1. Process player inputs
|
|
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
|
chConfig := chConfigsOrderedByJoinIndex[i]
|
|
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
|
patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, chConfig, inputsBuffer)
|
|
|
|
jumpedOrNotList[i] = jumpedOrNot
|
|
joinIndex := currPlayerDownsync.JoinIndex
|
|
skillId := chConfig.SkillMapper(patternId, currPlayerDownsync)
|
|
if skillConfig, existent := skills[skillId]; existent {
|
|
thatPlayerInNextFrame.ActiveSkillId = int32(skillId)
|
|
thatPlayerInNextFrame.ActiveSkillHit = 0
|
|
thatPlayerInNextFrame.FramesToRecover = skillConfig.RecoveryFrames
|
|
xfac := int32(1)
|
|
if 0 > thatPlayerInNextFrame.DirX {
|
|
xfac = -xfac
|
|
}
|
|
hasLockVel := false
|
|
|
|
// Hardcoded to use only the first hit for now
|
|
switch v := skillConfig.Hits[thatPlayerInNextFrame.ActiveSkillHit].(type) {
|
|
case *MeleeBullet:
|
|
var newBullet MeleeBullet = *v // Copied primitive fields into an onstack variable
|
|
newBullet.BattleAttr = &BulletBattleAttr{
|
|
BulletLocalId: bulletLocalId,
|
|
OriginatedRenderFrameId: currRenderFrame.Id,
|
|
OffenderJoinIndex: joinIndex,
|
|
TeamId: currPlayerDownsync.BulletTeamId,
|
|
}
|
|
bulletLocalId++
|
|
newBullet.BlState = BULLET_STARTUP
|
|
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, &newBullet)
|
|
if NO_LOCK_VEL != v.Bullet.SelfLockVelX {
|
|
hasLockVel = true
|
|
thatPlayerInNextFrame.VelX = xfac * v.Bullet.SelfLockVelX
|
|
}
|
|
if NO_LOCK_VEL != v.Bullet.SelfLockVelY {
|
|
hasLockVel = true
|
|
thatPlayerInNextFrame.VelY = v.Bullet.SelfLockVelY
|
|
}
|
|
case *FireballBullet:
|
|
var newBullet FireballBullet = *v // Copied primitive fields into an onstack variable
|
|
newBullet.BattleAttr = &BulletBattleAttr{
|
|
BulletLocalId: bulletLocalId,
|
|
OriginatedRenderFrameId: currRenderFrame.Id,
|
|
OffenderJoinIndex: joinIndex,
|
|
TeamId: currPlayerDownsync.BulletTeamId,
|
|
}
|
|
bulletLocalId++
|
|
newBullet.VirtualGridX, newBullet.VirtualGridY = currPlayerDownsync.VirtualGridX+xfac*newBullet.Bullet.HitboxOffsetX, currPlayerDownsync.VirtualGridY+newBullet.Bullet.HitboxOffsetY
|
|
newBullet.DirX = xfac
|
|
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 {
|
|
hasLockVel = true
|
|
thatPlayerInNextFrame.VelX = xfac * v.Bullet.SelfLockVelX
|
|
}
|
|
if NO_LOCK_VEL != v.Bullet.SelfLockVelY {
|
|
hasLockVel = true
|
|
thatPlayerInNextFrame.VelY = v.Bullet.SelfLockVelY
|
|
}
|
|
}
|
|
|
|
if false == hasLockVel && false == currPlayerDownsync.InAir {
|
|
thatPlayerInNextFrame.VelX = 0
|
|
}
|
|
thatPlayerInNextFrame.CharacterState = skillConfig.BoundChState
|
|
continue // Don't allow movement if skill is used
|
|
}
|
|
|
|
if 0 == currPlayerDownsync.FramesToRecover {
|
|
prevCapturedByInertia := currPlayerDownsync.CapturedByInertia
|
|
isWallJumping := (chConfig.OnWallEnabled && chConfig.WallJumpingInitVelX == intAbs(currPlayerDownsync.VelX))
|
|
/*
|
|
if isWallJumping {
|
|
fmt.Printf("joinIndex=%d is wall jumping\n{renderFrame.id: %d, currPlayerDownsync.Speed: %d, currPlayerDownsync.VelX: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, currPlayerDownsync.Speed, currPlayerDownsync.VelX)
|
|
}
|
|
*/
|
|
alignedWithInertia := true
|
|
exactTurningAround := false
|
|
stoppingFromWalking := false
|
|
if 0 != effDx && 0 == thatPlayerInNextFrame.VelX {
|
|
alignedWithInertia = false
|
|
} else if 0 == effDx && 0 != thatPlayerInNextFrame.VelX {
|
|
alignedWithInertia = false
|
|
stoppingFromWalking = true
|
|
} else if 0 > effDx*thatPlayerInNextFrame.VelX {
|
|
alignedWithInertia = false
|
|
exactTurningAround = true
|
|
}
|
|
|
|
if !jumpedOrNot && !isWallJumping && !prevCapturedByInertia && !alignedWithInertia {
|
|
/*
|
|
[WARNING] A "turn-around", or in more generic direction schema a "change in direction" is a hurdle for our current "prediction+rollback" approach, yet applying a "FramesToRecover" for "turn-around" can alleviate the graphical inconsistence to a huge extent! For better operational experience, this is intentionally NOT APPLIED TO WALL JUMPING!
|
|
|
|
When "false == alignedWithInertia", we're GUARANTEED TO BE WRONG AT INPUT PREDICTION ON THE FRONTEND, but we COULD STILL BE RIGHT AT POSITION PREDICTION WITHIN "InertiaFramesToRecover" -- which together with "INPUT_DELAY_FRAMES" grants the frontend a big chance to be graphically consistent even upon wrong prediction!
|
|
*/
|
|
//fmt.Printf("joinIndex=%d is not wall jumping and not aligned w/ inertia\n{renderFrame.id: %d, effDx: %d, thatPlayerInNextFrame.VelX: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, effDx, thatPlayerInNextFrame.VelX)
|
|
thatPlayerInNextFrame.CapturedByInertia = true
|
|
if exactTurningAround {
|
|
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_TURNAROUND
|
|
thatPlayerInNextFrame.FramesToRecover = chConfig.InertiaFramesToRecover
|
|
} else if stoppingFromWalking {
|
|
thatPlayerInNextFrame.FramesToRecover = chConfig.InertiaFramesToRecover
|
|
} else {
|
|
thatPlayerInNextFrame.FramesToRecover = (chConfig.InertiaFramesToRecover >> 1)
|
|
}
|
|
} else {
|
|
thatPlayerInNextFrame.CapturedByInertia = false
|
|
if 0 != effDx {
|
|
xfac := int32(1)
|
|
if 0 > effDx {
|
|
xfac = -xfac
|
|
}
|
|
thatPlayerInNextFrame.DirX = effDx
|
|
thatPlayerInNextFrame.DirY = effDy
|
|
|
|
if isWallJumping {
|
|
//fmt.Printf("joinIndex=%d is controlling while wall jumping\n{renderFrame.id: %d, currPlayerDownsync.Speed: %d, currPlayerDownsync.VelX: %d, effDx: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, currPlayerDownsync.Speed, currPlayerDownsync.VelX, effDx)
|
|
thatPlayerInNextFrame.VelX = xfac * intAbs(currPlayerDownsync.VelX)
|
|
} else {
|
|
thatPlayerInNextFrame.VelX = xfac * currPlayerDownsync.Speed
|
|
}
|
|
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
|
|
} else {
|
|
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
|
thatPlayerInNextFrame.VelX = 0
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// 2. Process player movement
|
|
playerColliders := make([]*resolv.Object, len(currRenderFrame.PlayersArr), len(currRenderFrame.PlayersArr)) // Will all be removed at the end of this function due to the need for being rollback-compatible
|
|
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
|
joinIndex := currPlayerDownsync.JoinIndex
|
|
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
|
|
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
|
|
|
chConfig := chConfigsOrderedByJoinIndex[i]
|
|
// Reset playerCollider position from the "virtual grid position"
|
|
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
|
|
if jumpedOrNotList[i] {
|
|
// We haven't proceeded with "OnWall" calculation for "thatPlayerInNextFrame", thus use "currPlayerDownsync.OnWall" for checking
|
|
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState {
|
|
if 0 < currPlayerDownsync.VelX*currPlayerDownsync.OnWallNormX {
|
|
newVx -= currPlayerDownsync.VelX // Cancel the alleged horizontal movement pointing to same direction of wall inward norm first
|
|
}
|
|
xfac := int32(-1)
|
|
if 0 > currPlayerDownsync.OnWallNormX {
|
|
// Always jump to the opposite direction of wall inward norm
|
|
xfac = -xfac
|
|
}
|
|
newVx += xfac * chConfig.WallJumpingInitVelX
|
|
newVy += chConfig.WallJumpingInitVelY
|
|
thatPlayerInNextFrame.VelX = int32(xfac * chConfig.WallJumpingInitVelX)
|
|
thatPlayerInNextFrame.VelY = int32(chConfig.WallJumpingInitVelY)
|
|
thatPlayerInNextFrame.FramesToRecover = chConfig.WallJumpingFramesToRecover
|
|
} else {
|
|
thatPlayerInNextFrame.VelY = int32(chConfig.JumpingInitVelY)
|
|
newVy += chConfig.JumpingInitVelY // Immediately gets out of any snapping
|
|
}
|
|
}
|
|
|
|
wx, wy := VirtualGridToWorldPos(newVx, newVy)
|
|
colliderWidth, colliderHeight := currPlayerDownsync.ColliderRadius*2, currPlayerDownsync.ColliderRadius*4
|
|
switch currPlayerDownsync.CharacterState {
|
|
case ATK_CHARACTER_STATE_LAY_DOWN1:
|
|
colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*4, currPlayerDownsync.ColliderRadius*2
|
|
case ATK_CHARACTER_STATE_BLOWN_UP1, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP, ATK_CHARACTER_STATE_ONWALL:
|
|
colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*2, currPlayerDownsync.ColliderRadius*2
|
|
}
|
|
|
|
colliderWorldWidth, colliderWorldHeight := VirtualGridToWorldPos(colliderWidth, colliderHeight)
|
|
|
|
playerCollider := GenerateRectCollider(wx, wy, colliderWorldWidth, colliderWorldHeight, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, currPlayerDownsync, "Player") // the coords of all barrier boundaries are multiples of tileWidth(i.e. 16), by adding snapping y-padding when "landedOnGravityPushback" all "playerCollider.Y" would be a multiple of 1.0
|
|
playerColliders[i] = playerCollider
|
|
|
|
// Add to collision system
|
|
collisionSys.Add(playerCollider)
|
|
|
|
if currPlayerDownsync.InAir {
|
|
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState && !jumpedOrNotList[i] {
|
|
thatPlayerInNextFrame.VelX += GRAVITY_X
|
|
thatPlayerInNextFrame.VelY = chConfig.WallSlidingVelY
|
|
} else if ATK_CHARACTER_STATE_DASHING == currPlayerDownsync.CharacterState {
|
|
thatPlayerInNextFrame.VelX += GRAVITY_X
|
|
} else {
|
|
thatPlayerInNextFrame.VelX += GRAVITY_X
|
|
thatPlayerInNextFrame.VelY += GRAVITY_Y
|
|
}
|
|
}
|
|
}
|
|
|
|
// 3. Add bullet colliders into collision system
|
|
|
|
// [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
|
|
}
|
|
}
|
|
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,
|
|
Bullet: prevFireball.Bullet,
|
|
BattleAttr: prevFireball.BattleAttr,
|
|
FramesInBlState: prevFireball.FramesInBlState + 1,
|
|
BlState: prevFireball.BlState,
|
|
}
|
|
if IsFireballBulletAlive(fireballBullet, currRenderFrame) {
|
|
if IsFireballBulletActive(fireballBullet, currRenderFrame) {
|
|
bulletWx, bulletWy := VirtualGridToWorldPos(fireballBullet.VirtualGridX, fireballBullet.VirtualGridY)
|
|
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(fireballBullet.Bullet.HitboxSizeX, fireballBullet.Bullet.HitboxSizeY)
|
|
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, fireballBullet, "FireballBullet")
|
|
collisionSys.Add(newBulletCollider)
|
|
bulletColliders = append(bulletColliders, newBulletCollider)
|
|
fireballBullet.BlState = BULLET_ACTIVE
|
|
if fireballBullet.BlState != prevFireball.BlState {
|
|
fireballBullet.FramesInBlState = 0
|
|
}
|
|
fireballBullet.VirtualGridX, fireballBullet.VirtualGridY = fireballBullet.VirtualGridX+fireballBullet.VelX, fireballBullet.VirtualGridY+fireballBullet.VelY
|
|
//fmt.Printf("Pushing active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
|
|
} else {
|
|
//fmt.Printf("Pushing non-active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
|
|
}
|
|
nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, fireballBullet)
|
|
}
|
|
}
|
|
|
|
// 4. Calc pushbacks for each player (after its movement) w/o bullets
|
|
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
|
joinIndex := currPlayerDownsync.JoinIndex
|
|
playerCollider := playerColliders[i]
|
|
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
|
|
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
|
hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, currPlayerDownsync, thatPlayerInNextFrame, playerCollider, playerShape, SNAP_INTO_PLATFORM_OVERLAP, &(effPushbacks[joinIndex-1]))
|
|
chConfig := chConfigsOrderedByJoinIndex[i]
|
|
landedOnGravityPushback := false
|
|
|
|
if collision := playerCollider.Check(0, 0); nil != collision {
|
|
for _, obj := range collision.Objects {
|
|
isBarrier, isAnotherPlayer, isBullet := false, false, false
|
|
switch obj.Data.(type) {
|
|
case *PlayerDownsync:
|
|
isAnotherPlayer = true
|
|
case *MeleeBullet, *FireballBullet:
|
|
isBullet = true
|
|
default:
|
|
// By default it's a regular barrier, even if data is nil
|
|
isBarrier = true
|
|
}
|
|
if isBullet {
|
|
// ignore bullets for this step
|
|
continue
|
|
}
|
|
bShape := obj.Shape.(*resolv.ConvexPolygon)
|
|
overlapped, pushbackX, pushbackY, overlapResult := calcPushbacks(0, 0, playerShape, bShape)
|
|
if !overlapped {
|
|
continue
|
|
}
|
|
normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0))
|
|
if isAnotherPlayer {
|
|
// [WARNING] The "zero overlap collision" might be randomly detected/missed on either frontend or backend, to have deterministic result we added paddings to all sides of a playerCollider. As each velocity component of (velX, velY) being a multiple of 0.5 at any renderFrame, each position component of (x, y) can only be a multiple of 0.5 too, thus whenever a 1-dimensional collision happens between players from [player#1: i*0.5, player#2: j*0.5, not collided yet] to [player#1: (i+k)*0.5, player#2: j*0.5, collided], the overlap becomes (i+k-j)*0.5+2*s, and after snapping subtraction the effPushback magnitude for each player is (i+k-j)*0.5, resulting in 0.5-multiples-position for the next renderFrame.
|
|
pushbackX, pushbackY = (overlapResult.Overlap-SNAP_INTO_PLATFORM_OVERLAP*2)*overlapResult.OverlapX, (overlapResult.Overlap-SNAP_INTO_PLATFORM_OVERLAP*2)*overlapResult.OverlapY
|
|
}
|
|
for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
|
|
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
|
|
if isBarrier || (isAnotherPlayer && 0 > projectedMagnitude) {
|
|
pushbackX -= projectedMagnitude * hardPushbackNorm.X
|
|
pushbackY -= projectedMagnitude * hardPushbackNorm.Y
|
|
}
|
|
}
|
|
effPushbacks[joinIndex-1].X += pushbackX
|
|
effPushbacks[joinIndex-1].Y += pushbackY
|
|
|
|
if SNAP_INTO_PLATFORM_THRESHOLD < normAlignmentWithGravity {
|
|
landedOnGravityPushback = true
|
|
//playerColliderCenterX, playerColliderCenterY := playerCollider.Center()
|
|
//fmt.Printf("joinIndex=%d landedOnGravityPushback\n{renderFrame.id: %d, isBarrier: %v, isAnotherPlayer: %v}\nhardPushbackNormsOfThisPlayer=%v, playerColliderPos=(%.2f,%.2f), immediatePushback={%.3f, %.3f}, effPushback={%.3f, %.3f}, overlapMag=%.4f\n", joinIndex, currRenderFrame.Id, isBarrier, isAnotherPlayer, *hardPushbackNorms[joinIndex-1], playerColliderCenterX, playerColliderCenterY, pushbackX, pushbackY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap)
|
|
}
|
|
}
|
|
}
|
|
if landedOnGravityPushback {
|
|
thatPlayerInNextFrame.InAir = false
|
|
fallStopping := (currPlayerDownsync.InAir && 0 >= currPlayerDownsync.VelY)
|
|
if fallStopping {
|
|
thatPlayerInNextFrame.VelY = 0
|
|
thatPlayerInNextFrame.VelX = 0
|
|
if ATK_CHARACTER_STATE_BLOWN_UP1 == thatPlayerInNextFrame.CharacterState {
|
|
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_LAY_DOWN1
|
|
thatPlayerInNextFrame.FramesToRecover = chConfig.LayDownFramesToRecover
|
|
} else {
|
|
switch currPlayerDownsync.CharacterState {
|
|
case ATK_CHARACTER_STATE_BLOWN_UP1, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP, ATK_CHARACTER_STATE_ONWALL:
|
|
// [WARNING] To prevent bouncing due to abrupt change of collider shape, it's important that we check "currPlayerDownsync" instead of "thatPlayerInNextFrame" here!
|
|
halfColliderWidthDiff, halfColliderHeightDiff := int32(0), currPlayerDownsync.ColliderRadius
|
|
_, halfColliderWorldHeightDiff := VirtualGridToWorldPos(halfColliderWidthDiff, halfColliderHeightDiff)
|
|
effPushbacks[joinIndex-1].Y -= halfColliderWorldHeightDiff
|
|
}
|
|
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
|
thatPlayerInNextFrame.FramesToRecover = 0
|
|
}
|
|
} else {
|
|
// landedOnGravityPushback not fallStopping, could be in LayDown or GetUp
|
|
if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent {
|
|
if ATK_CHARACTER_STATE_LAY_DOWN1 == thatPlayerInNextFrame.CharacterState {
|
|
if 0 == thatPlayerInNextFrame.FramesToRecover {
|
|
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_GET_UP1
|
|
thatPlayerInNextFrame.FramesToRecover = chConfig.GetUpFramesToRecover
|
|
}
|
|
} else if ATK_CHARACTER_STATE_GET_UP1 == thatPlayerInNextFrame.CharacterState {
|
|
if 0 == thatPlayerInNextFrame.FramesToRecover {
|
|
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
|
thatPlayerInNextFrame.FramesInvinsible = chConfig.GetUpInvinsibleFrames
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if chConfig.OnWallEnabled {
|
|
if thatPlayerInNextFrame.InAir {
|
|
// [WARNING] Sticking to wall MUST BE based on "InAir", otherwise we would get gravity reduction from ground up incorrectly!
|
|
if _, existent := noOpSet[currPlayerDownsync.CharacterState]; !existent {
|
|
// [WARNING] Sticking to wall could only be triggered by proactive player input
|
|
for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
|
|
normAlignmentWithHorizon1 := (hardPushbackNorm.X*float64(1.0) + hardPushbackNorm.Y*float64(0.0))
|
|
normAlignmentWithHorizon2 := (hardPushbackNorm.X*float64(-1.0) + hardPushbackNorm.Y*float64(0.0))
|
|
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon1 {
|
|
thatPlayerInNextFrame.OnWall = true
|
|
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = int32(hardPushbackNorm.X), int32(hardPushbackNorm.Y)
|
|
break
|
|
}
|
|
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon2 {
|
|
thatPlayerInNextFrame.OnWall = true
|
|
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = int32(hardPushbackNorm.X), int32(hardPushbackNorm.Y)
|
|
break
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if !thatPlayerInNextFrame.OnWall {
|
|
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = 0, 0
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// 5. Check bullet-anything collisions
|
|
for _, bulletCollider := range bulletColliders {
|
|
collision := bulletCollider.Check(0, 0)
|
|
bulletCollider.Space.Remove(bulletCollider) // Make sure that the bulletCollider is always removed for each renderFrame
|
|
exploded := false
|
|
if nil != collision {
|
|
switch v := bulletCollider.Data.(type) {
|
|
case *MeleeBullet:
|
|
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
|
|
offender := currRenderFrame.PlayersArr[v.BattleAttr.OffenderJoinIndex-1]
|
|
for _, obj := range collision.Objects {
|
|
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
|
|
switch t := obj.Data.(type) {
|
|
case *PlayerDownsync:
|
|
if v.BattleAttr.OffenderJoinIndex == t.JoinIndex {
|
|
continue
|
|
}
|
|
overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape)
|
|
if !overlapped {
|
|
continue
|
|
}
|
|
exploded = true
|
|
if _, existent := invinsibleSet[t.CharacterState]; existent {
|
|
continue
|
|
}
|
|
if 0 < t.FramesInvinsible {
|
|
continue
|
|
}
|
|
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
|
|
if 0 > offender.DirX {
|
|
xfac = -xfac
|
|
}
|
|
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
|
|
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
|
|
atkedPlayerInNextFrame.VelX = pushbackVelX
|
|
atkedPlayerInNextFrame.VelY = pushbackVelY
|
|
if v.Bullet.BlowUp {
|
|
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
|
|
} else {
|
|
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
|
|
}
|
|
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
|
|
if v.Bullet.HitStunFrames > oldFramesToRecover {
|
|
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
|
|
}
|
|
}
|
|
}
|
|
case *FireballBullet:
|
|
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
|
|
offender := currRenderFrame.PlayersArr[v.BattleAttr.OffenderJoinIndex-1]
|
|
for _, obj := range collision.Objects {
|
|
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
|
|
switch t := obj.Data.(type) {
|
|
case *PlayerDownsync:
|
|
if v.BattleAttr.OffenderJoinIndex == t.JoinIndex {
|
|
continue
|
|
}
|
|
overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape)
|
|
if !overlapped {
|
|
continue
|
|
}
|
|
exploded = true
|
|
if _, existent := invinsibleSet[t.CharacterState]; existent {
|
|
continue
|
|
}
|
|
if 0 < t.FramesInvinsible {
|
|
continue
|
|
}
|
|
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
|
|
if 0 > offender.DirX {
|
|
xfac = -xfac
|
|
}
|
|
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
|
|
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
|
|
atkedPlayerInNextFrame.VelX = pushbackVelX
|
|
atkedPlayerInNextFrame.VelY = pushbackVelY
|
|
if v.Bullet.BlowUp {
|
|
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
|
|
} else {
|
|
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
|
|
}
|
|
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
|
|
if v.Bullet.HitStunFrames > oldFramesToRecover {
|
|
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
|
|
}
|
|
default:
|
|
exploded = true
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if exploded {
|
|
switch v := bulletCollider.Data.(type) {
|
|
case *MeleeBullet:
|
|
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.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)
|
|
}
|
|
}
|
|
}
|
|
|
|
// 6. Get players out of stuck barriers if there's any
|
|
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
|
joinIndex := currPlayerDownsync.JoinIndex
|
|
playerCollider := playerColliders[i]
|
|
// Update "virtual grid position"
|
|
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
|
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY)
|
|
|
|
// Update "CharacterState"
|
|
if thatPlayerInNextFrame.InAir {
|
|
oldNextCharacterState := thatPlayerInNextFrame.CharacterState
|
|
switch oldNextCharacterState {
|
|
case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING, ATK_CHARACTER_STATE_TURNAROUND:
|
|
if jumpedOrNotList[i] || ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP == currPlayerDownsync.CharacterState {
|
|
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP
|
|
} else {
|
|
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP
|
|
}
|
|
case ATK_CHARACTER_STATE_ATK1:
|
|
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1
|
|
// No inAir transition for ATK2/ATK3 for now
|
|
case ATK_CHARACTER_STATE_ATKED1:
|
|
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
|
|
}
|
|
}
|
|
|
|
if thatPlayerInNextFrame.OnWall {
|
|
switch thatPlayerInNextFrame.CharacterState {
|
|
case ATK_CHARACTER_STATE_WALKING, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP:
|
|
hasBeenOnWallChState := (ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState)
|
|
hasBeenOnWallCollisionResultForSameChState := (currPlayerDownsync.OnWall && MAGIC_FRAMES_TO_BE_ONWALL <= thatPlayerInNextFrame.FramesInChState)
|
|
if hasBeenOnWallChState || hasBeenOnWallCollisionResultForSameChState {
|
|
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ONWALL
|
|
}
|
|
}
|
|
}
|
|
|
|
// Reset "FramesInChState" if "CharacterState" is changed
|
|
if thatPlayerInNextFrame.CharacterState != currPlayerDownsync.CharacterState {
|
|
thatPlayerInNextFrame.FramesInChState = 0
|
|
}
|
|
|
|
// Remove any active skill if not attacking
|
|
if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent {
|
|
thatPlayerInNextFrame.ActiveSkillId = int32(NO_SKILL)
|
|
thatPlayerInNextFrame.ActiveSkillHit = int32(NO_SKILL_HIT)
|
|
}
|
|
}
|
|
|
|
for _, playerCollider := range playerColliders {
|
|
playerCollider.Space.Remove(playerCollider)
|
|
}
|
|
|
|
return &RoomDownsyncFrame{
|
|
Id: currRenderFrame.Id + 1,
|
|
PlayersArr: nextRenderFramePlayers,
|
|
BulletLocalIdCounter: bulletLocalId,
|
|
MeleeBullets: nextRenderFrameMeleeBullets,
|
|
FireballBullets: nextRenderFrameFireballBullets,
|
|
}
|
|
}
|
|
|
|
func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *resolv.Object {
|
|
blX, blY := WorldToPolygonColliderBLPos(wx, wy, w*0.5, h*0.5, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY)
|
|
return generateRectColliderInCollisionSpace(blX, blY, leftPadding+w+rightPadding, bottomPadding+h+topPadding, data, tag)
|
|
}
|
|
|
|
func generateRectColliderInCollisionSpace(blX, blY, w, h float64, data interface{}, tag string) *resolv.Object {
|
|
collider := resolv.NewObject(blX, blY, w, h, tag) // Unlike its frontend counter part, the position of a "resolv.Object" must be specified by "bottom-left point" because "w" and "h" must be positive, see "resolv.Object.BoundsToSpace" for details
|
|
shape := resolv.NewRectangle(0, 0, w, h)
|
|
collider.SetShape(shape)
|
|
collider.Data = data
|
|
return collider
|
|
}
|
|
|
|
func GenerateConvexPolygonCollider(unalignedSrc *Polygon2D, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *resolv.Object {
|
|
aligned := AlignPolygon2DToBoundingBox(unalignedSrc)
|
|
var w, h float64 = 0, 0
|
|
|
|
shape := resolv.NewConvexPolygon()
|
|
for i, pi := range aligned.Points {
|
|
for j, pj := range aligned.Points {
|
|
if i == j {
|
|
continue
|
|
}
|
|
if math.Abs(pj.X-pi.X) > w {
|
|
w = math.Abs(pj.X - pi.X)
|
|
}
|
|
if math.Abs(pj.Y-pi.Y) > h {
|
|
h = math.Abs(pj.Y - pi.Y)
|
|
}
|
|
}
|
|
}
|
|
|
|
for i := 0; i < len(aligned.Points); i++ {
|
|
p := aligned.Points[i]
|
|
shape.AddPoints(p.X, p.Y)
|
|
}
|
|
|
|
collider := resolv.NewObject(aligned.Anchor.X+spaceOffsetX, aligned.Anchor.Y+spaceOffsetY, w, h, tag)
|
|
collider.SetShape(shape)
|
|
collider.Data = data
|
|
|
|
return collider
|
|
}
|
|
|
|
func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
|
|
// Transform again to put "anchor" at the "bottom-left point (w.r.t. world space)" of the bounding box for "resolv"
|
|
boundingBoxBL := &Vec2D{
|
|
X: MAX_FLOAT64,
|
|
Y: MAX_FLOAT64,
|
|
}
|
|
for _, p := range input.Points {
|
|
if p.X < boundingBoxBL.X {
|
|
boundingBoxBL.X = p.X
|
|
}
|
|
if p.Y < boundingBoxBL.Y {
|
|
boundingBoxBL.Y = p.Y
|
|
}
|
|
}
|
|
|
|
// Now "input.Anchor" should move to "input.Anchor+boundingBoxBL", thus "boundingBoxBL" is also the value of the negative diff for all "input.Points"
|
|
output := &Polygon2D{
|
|
Anchor: &Vec2D{
|
|
X: input.Anchor.X + boundingBoxBL.X,
|
|
Y: input.Anchor.Y + boundingBoxBL.Y,
|
|
},
|
|
Points: make([]*Vec2D, len(input.Points)),
|
|
}
|
|
|
|
for i, p := range input.Points {
|
|
output.Points[i] = &Vec2D{
|
|
X: p.X - boundingBoxBL.X,
|
|
Y: p.Y - boundingBoxBL.Y,
|
|
}
|
|
}
|
|
|
|
return output
|
|
}
|
|
|
|
func NewMeleeBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId, blState, framesInBlState, explosionFrames, speciesId int32) *MeleeBullet {
|
|
return &MeleeBullet{
|
|
BlState: blState,
|
|
FramesInBlState: framesInBlState,
|
|
BattleAttr: &BulletBattleAttr{
|
|
BulletLocalId: bulletLocalId,
|
|
OriginatedRenderFrameId: originatedRenderFrameId,
|
|
OffenderJoinIndex: offenderJoinIndex,
|
|
TeamId: teamId,
|
|
},
|
|
Bullet: &BulletConfig{
|
|
StartupFrames: startupFrames,
|
|
CancellableStFrame: cancellableStFrame,
|
|
CancellableEdFrame: cancellableEdFrame,
|
|
ActiveFrames: activeFrames,
|
|
|
|
HitStunFrames: hitStunFrames,
|
|
BlockStunFrames: blockStunFrames,
|
|
PushbackVelX: pushbackVelX,
|
|
PushbackVelY: pushbackVelY,
|
|
Damage: damage,
|
|
|
|
SelfLockVelX: selfLockVelX,
|
|
SelfLockVelY: selfLockVelY,
|
|
|
|
HitboxOffsetX: hitboxOffsetX,
|
|
HitboxOffsetY: hitboxOffsetY,
|
|
HitboxSizeX: hitboxSizeX,
|
|
HitboxSizeY: hitboxSizeY,
|
|
|
|
BlowUp: blowUp,
|
|
ExplosionFrames: explosionFrames,
|
|
SpeciesId: speciesId,
|
|
},
|
|
}
|
|
}
|
|
|
|
func NewFireballBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, blState, framesInBlState, explosionFrames, speciesId int32) *FireballBullet {
|
|
return &FireballBullet{
|
|
VirtualGridX: virtualGridX,
|
|
VirtualGridY: virtualGridY,
|
|
DirX: dirX,
|
|
DirY: dirY,
|
|
VelX: velX,
|
|
VelY: velY,
|
|
Speed: speed,
|
|
BattleAttr: &BulletBattleAttr{
|
|
BulletLocalId: bulletLocalId,
|
|
OriginatedRenderFrameId: originatedRenderFrameId,
|
|
OffenderJoinIndex: offenderJoinIndex,
|
|
TeamId: teamId,
|
|
},
|
|
Bullet: &BulletConfig{
|
|
StartupFrames: startupFrames,
|
|
CancellableStFrame: cancellableStFrame,
|
|
CancellableEdFrame: cancellableEdFrame,
|
|
ActiveFrames: activeFrames,
|
|
|
|
HitStunFrames: hitStunFrames,
|
|
BlockStunFrames: blockStunFrames,
|
|
PushbackVelX: pushbackVelX,
|
|
PushbackVelY: pushbackVelY,
|
|
Damage: damage,
|
|
|
|
SelfLockVelX: selfLockVelX,
|
|
SelfLockVelY: selfLockVelY,
|
|
|
|
HitboxOffsetX: hitboxOffsetX,
|
|
HitboxOffsetY: hitboxOffsetY,
|
|
HitboxSizeX: hitboxSizeX,
|
|
HitboxSizeY: hitboxSizeY,
|
|
|
|
BlowUp: blowUp,
|
|
ExplosionFrames: explosionFrames,
|
|
SpeciesId: speciesId,
|
|
},
|
|
}
|
|
}
|