mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-28 04:28:04 +00:00
202 lines
5.3 KiB
JavaScript
202 lines
5.3 KiB
JavaScript
module.export = cc.Class({
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extends: cc.Component,
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properties: {
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localIdInBattle: {
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default: null,
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},
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linearSpeed: {
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default: 0.0,
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},
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},
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ctor() {
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this.ctrl = null;
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this.activeDirection = null;
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},
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onLoad() {
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},
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_calculateVecToMoveByWithChosenDir(elapsedTime, sDir) {
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if (0 == sDir.dx && 0 == sDir.dy) {
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return cc.v2();
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}
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const self = this;
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const distanceToMove = (self.linearSpeed * elapsedTime);
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const denominator = Math.sqrt(sDir.dx * sDir.dx + sDir.dy * sDir.dy);
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const unitProjDx = (sDir.dx / denominator);
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const unitProjDy = (sDir.dy / denominator);
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return cc.v2(
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distanceToMove * unitProjDx,
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distanceToMove * unitProjDy,
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);
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},
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_calculateVecToMoveBy(elapsedTime) {
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const self = this;
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if (null == self.activeDirection) {
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return null;
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}
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// Note that `sDir` used in this method MUST BE a copy in RAM.
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let sDir = {
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dx: self.activeDirection.dx,
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dy: self.activeDirection.dy,
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};
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if (0 == sDir.dx && 0 == sDir.dy) {
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return cc.v2();
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}
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return self._calculateVecToMoveByWithChosenDir(elapsedTime, sDir);
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},
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_canMoveBy(vecToMoveBy) {
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return true;
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},
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update(dt) {
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// Used only for EXTRAPOLATING the position of this bullet. The position might be corrected within `setData` as well.
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const self = this;
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if (null != self.bulletMaxDist) {
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const dxMoved = self.node.position.x - self.startAtPoint.x;
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const dyMoved = self.node.position.y - self.startAtPoint.y;
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const distanceMoved = Math.sqrt(dxMoved * dxMoved + dyMoved * dyMoved)
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self.node.opacity = 255*(1 - distanceMoved/self.bulletMaxDist);
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}
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const vecToMoveBy = self._calculateVecToMoveBy(dt);
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if (null == vecToMoveBy) {
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return;
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}
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if (self._canMoveBy(vecToMoveBy)) {
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self.node.position = self.node.position.add(vecToMoveBy);
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}
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},
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_calculateAngle(dx, dy) {
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if (dx == 0) {
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if (dy > 0) {
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return 90;
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}
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if (dy < 0) {
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return -90;
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}
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}
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if (dx > 0) {
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if (dy == 0) {
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return 0;
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}
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if (dy > 0) {
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return 45;
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}
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if (dy < 0) {
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return -45;
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}
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}
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if (dx < 0) {
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if (dy == 0) {
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return 180;
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}
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if (dy > 0) {
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return 135;
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}
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if (dy < 0) {
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return -135;
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}
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}
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return null;
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},
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setData(bulletLocalIdInBattle, bulletInfo, dtFromMapUpdate) {
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const targetNode = this.node;
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if (true == bulletInfo.removed) {
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return false;
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}
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if (null == bulletInfo.startAtPoint || null == bulletInfo.endAtPoint) {
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console.error(`Init bullet direction error, startAtPoint:${bulletInfo.startAtPoint}, endAtPoint:${bulletInfo.endAtPoint}`);
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return false;
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}
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this.localIdInBattle = bulletLocalIdInBattle;
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this.linearSpeed = bulletInfo.linearSpeed * 1000000000; // The `bullet.LinearSpeed` on server-side is denoted in pts/nanoseconds.
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const dx = bulletInfo.endAtPoint.x - bulletInfo.startAtPoint.x;
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const dy = bulletInfo.endAtPoint.y - bulletInfo.startAtPoint.y;
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const discretizedDir = this.ctrl.discretizeDirection(dx, dy, this.ctrl.joyStickEps);
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const baseAngle = 0;
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const angleToRotate = baseAngle - this._calculateAngle(discretizedDir.dx, discretizedDir.dy);
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if (null == angleToRotate) {
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return false;
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}
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set2dRotation(targetNode, angleToRotate);
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const newPos = cc.v2(
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bulletInfo.x,
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bulletInfo.y
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);
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if (null == this.activeDirection) {
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// Initialization.
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this.startAtPoint = bulletInfo.startAtPoint;
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this.endAtPoint = bulletInfo.endAtPoint;
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this.bulletMaxDist = 600.0; // Hardcoded temporarily, matching that in "<backend>/models/room.go". -- YFLu, 2019-09-05.
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targetNode.setPosition(newPos);
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this.activeDirection = {
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dx: 0,
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dy: 0,
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};
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return true;
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}
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const oldPos = cc.v2(
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targetNode.x,
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targetNode.y,
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);
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const toMoveByVec = newPos.sub(oldPos);
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const toMoveByVecMag = toMoveByVec.mag();
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const toTeleportDisThreshold = (this.linearSpeed * dtFromMapUpdate * 100);
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const notToMoveDisThreshold = (this.linearSpeed * dtFromMapUpdate * 0.5);
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if (toMoveByVecMag < notToMoveDisThreshold) {
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// To stop extrapolated moving.
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this.activeDirection = {
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dx: 0,
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dy: 0,
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};
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} else {
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if (toMoveByVecMag > toTeleportDisThreshold) {
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console.log("Bullet ", bulletLocalIdInBattle, " is teleporting! Having toMoveByVecMag == ", toMoveByVecMag, ", toTeleportDisThreshold == ", toTeleportDisThreshold);
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// To stop extrapolated moving.
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this.activeDirection = {
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dx: 0,
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dy: 0
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};
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// Deliberately NOT using `cc.Action`. -- YFLu, 2019-09-04
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targetNode.setPosition(newPos);
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} else {
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// The common case which is suitable for interpolation.
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const normalizedDir = {
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dx: toMoveByVec.x / toMoveByVecMag,
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dy: toMoveByVec.y / toMoveByVecMag,
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};
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if (isNaN(normalizedDir.dx) || isNaN(normalizedDir.dy)) {
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this.activeDirection = {
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dx: 0,
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dy: 0,
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};
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} else {
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this.activeDirection = normalizedDir;
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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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});
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