DelayNoMore/frontend/assets/scripts/Bullet.js
2022-09-20 23:52:55 +08:00

202 lines
5.3 KiB
JavaScript

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