mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-29 13:08:17 +00:00
457 lines
20 KiB
JavaScript
457 lines
20 KiB
JavaScript
const i18n = require('LanguageData');
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i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field
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const OnlineMap = require('./Map');
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const PunchAtkConfig = {
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// for offender
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startupFrames: 18,
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activeFrames: 42,
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recoveryFrames: 60, // usually but not always "startupFrames+activeFrames"
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recoveryFramesOnBlock: 60, // usually but not always the same as "recoveryFrames"
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recoveryFramesOnHit: 60, // usually but not always the same as "recoveryFrames"
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moveforward: {
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x: 0,
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y: 0,
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},
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hitboxOffset: 12.0, // should be about the radius of the PlayerCollider
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hitboxSize: {
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x: 32.0,
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y: 32.0,
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},
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// for defender
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hitStunFrames: 18,
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blockStunFrames: 9,
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pushback: 11.0,
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releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge
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damage: 5
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};
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cc.Class({
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extends: OnlineMap,
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onDestroy() {
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console.warn("+++++++ Map onDestroy()");
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},
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spawnPlayerNode(joinIndex, vx, vy, playerRichInfo) {
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const self = this;
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const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
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const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
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if (1 == joinIndex) {
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playerScriptIns.setSpecies("SoldierWaterGhost");
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} else if (2 == joinIndex) {
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playerScriptIns.setSpecies("SoldierFireGhost");
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playerScriptIns.animComp.node.scaleX = (-1.0);
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}
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const wpos = self.virtualGridToWorldPos(vx, vy);
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newPlayerNode.setPosition(cc.v2(wpos[0], wpos[1]));
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playerScriptIns.mapNode = self.node;
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const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerRichInfo);
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const d = playerRichInfo.colliderRadius * 2,
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x0 = cpos[0],
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y0 = cpos[1];
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let pts = [[0, 0], [d, 0], [d, d], [0, d]];
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const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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newPlayerCollider.collisionPlayerIndex = parseInt(collisionPlayerIndex);
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newPlayerCollider.playerId = parseInt(playerRichInfo.id);
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self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
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safelyAddChild(self.node, newPlayerNode);
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setLocalZOrder(newPlayerNode, 5);
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newPlayerNode.active = true;
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playerScriptIns.updateCharacterAnim({
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dx: playerRichInfo.dir.dx,
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dy: playerRichInfo.dir.dy
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}, playerRichInfo, true);
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return [newPlayerNode, playerScriptIns];
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},
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onLoad() {
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const self = this;
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window.mapIns = self;
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cc.director.getCollisionManager().enabled = false;
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const mapNode = self.node;
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const canvasNode = mapNode.parent;
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self.mainCameraNode = self.canvasNode.getChildByName("Main Camera");
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self.mainCamera = self.mainCameraNode.getComponent(cc.Camera);
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for (let child of self.mainCameraNode.children) {
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child.setScale(1 / self.mainCamera.zoomRatio);
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}
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self.widgetsAboveAllNode = self.mainCameraNode.getChildByName("WidgetsAboveAll");
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self.mainCameraNode.setPosition(cc.v2());
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/** Init required prefab ended. */
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self.inputDelayFrames = 8;
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self.inputScaleFrames = 2;
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self.inputFrameUpsyncDelayTolerance = 2;
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self.rollbackEstimatedDt = 0.016667;
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self.rollbackEstimatedDtMillis = 16.667;
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self.rollbackEstimatedDtNanos = 16666666;
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self.worldToVirtualGridRatio = 1000;
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self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
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const tiledMapIns = self.node.getComponent(cc.TiledMap);
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const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", "dungeon");
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cc.loader.loadRes(fullPathOfTmxFile, cc.TiledMapAsset, (err, tmxAsset) => {
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if (null != err) {
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console.error(err);
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return;
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}
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tiledMapIns.tmxAsset = null;
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mapNode.removeAllChildren();
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self._resetCurrentMatch();
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tiledMapIns.tmxAsset = tmxAsset;
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const newMapSize = tiledMapIns.getMapSize();
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const newTileSize = tiledMapIns.getTileSize();
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self.node.setContentSize(newMapSize.width * newTileSize.width, newMapSize.height * newTileSize.height);
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self.node.setPosition(cc.v2(0, 0));
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let barrierIdCounter = 0;
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const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node);
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for (let boundaryObj of boundaryObjs.barriers) {
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const x0 = boundaryObj.anchor.x,
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y0 = boundaryObj.anchor.y;
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const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
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return [p.x, p.y];
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}));
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if (self.showCriticalCoordinateLabels) {
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for (let i = 0; i < boundaryObj.length; ++i) {
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const barrierVertLabelNode = new cc.Node();
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switch (i % 4) {
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case 0:
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barrierVertLabelNode.color = cc.Color.RED;
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break;
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case 1:
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barrierVertLabelNode.color = cc.Color.GRAY;
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break;
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case 2:
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barrierVertLabelNode.color = cc.Color.BLACK;
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break;
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default:
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barrierVertLabelNode.color = cc.Color.MAGENTA;
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break;
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}
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const wx = boundaryObj.anchor.x + boundaryObj[i].x,
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wy = boundaryObj.anchor.y + boundaryObj[i].y;
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barrierVertLabelNode.setPosition(cc.v2(wx, wy));
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const barrierVertLabel = barrierVertLabelNode.addComponent(cc.Label);
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barrierVertLabel.fontSize = 12;
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barrierVertLabel.lineHeight = barrierVertLabel.fontSize + 1;
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barrierVertLabel.string = `(${wx.toFixed(1)}, ${wy.toFixed(1)})`;
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safelyAddChild(self.node, barrierVertLabelNode);
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setLocalZOrder(barrierVertLabelNode, 5);
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barrierVertLabelNode.active = true;
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}
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}
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// console.log("Created barrier: ", newBarrier);
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++barrierIdCounter;
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const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter);
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self.collisionSysMap.set(collisionBarrierIndex, newBarrier);
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}
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const startRdf = {
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id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
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players: {
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10: {
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id: 10,
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joinIndex: 1,
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virtualGridX: 0,
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virtualGridY: 0,
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speed: 2 * self.worldToVirtualGridRatio,
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colliderRadius: 12,
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characterState: window.ATK_CHARACTER_STATE.Idle1[0],
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framesToRecover: 0,
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dir: {
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dx: 0,
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dy: 0
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}
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},
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11: {
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id: 11,
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joinIndex: 2,
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virtualGridX: 80 * self.worldToVirtualGridRatio,
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virtualGridY: 40 * self.worldToVirtualGridRatio,
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speed: 2 * self.worldToVirtualGridRatio,
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colliderRadius: 12,
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characterState: window.ATK_CHARACTER_STATE.Idle1[0],
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framesToRecover: 0,
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dir: {
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dx: 0,
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dy: 0
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}
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},
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}
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};
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self.selfPlayerInfo = {
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id: 10
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};
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self._initPlayerRichInfoDict(startRdf.players);
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self.onRoomDownsyncFrame(startRdf);
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self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
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});
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},
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update(dt) {
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const self = this;
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if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
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const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt;
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if (elapsedMillisSinceLastFrameIdTriggered < (self.rollbackEstimatedDtMillis)) {
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// console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered);
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return;
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}
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try {
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let st = performance.now();
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let prevSelfInput = null,
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currSelfInput = null;
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const noDelayInputFrameId = self._convertToInputFrameId(self.renderFrameId, 0); // It's important that "inputDelayFrames == 0" here
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if (self.shouldGenerateInputFrameUpsync(self.renderFrameId)) {
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const prevAndCurrInputs = self._generateInputFrameUpsync(noDelayInputFrameId);
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prevSelfInput = prevAndCurrInputs[0];
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currSelfInput = prevAndCurrInputs[1];
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}
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const rdf = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
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self.applyRoomDownsyncFrameDynamics(rdf);
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let t3 = performance.now();
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} catch (err) {
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console.error("Error during Map.update", err);
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} finally {
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++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
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}
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}
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},
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// Overriding this function to test experimental dynamics
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applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap) {
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const self = this;
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const nextRenderFramePlayers = {}
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for (let playerId in currRenderFrame.players) {
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const currPlayerDownsync = currRenderFrame.players[playerId];
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nextRenderFramePlayers[playerId] = {
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id: playerId,
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virtualGridX: currPlayerDownsync.virtualGridX,
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virtualGridY: currPlayerDownsync.virtualGridY,
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dir: {
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dx: currPlayerDownsync.dir.dx,
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dy: currPlayerDownsync.dir.dy,
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},
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characterState: currPlayerDownsync.characterState,
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speed: currPlayerDownsync.speed,
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battleState: currPlayerDownsync.battleState,
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score: currPlayerDownsync.score,
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removed: currPlayerDownsync.removed,
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joinIndex: currPlayerDownsync.joinIndex,
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framesToRecover: (0 < currPlayerDownsync.framesToRecover ? currPlayerDownsync.framesToRecover - 1 : 0),
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hp: currPlayerDownsync.hp,
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maxHp: currPlayerDownsync.maxHp,
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};
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}
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const toRet = {
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id: currRenderFrame.id + 1,
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players: nextRenderFramePlayers,
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meleeBullets: []
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};
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const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
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const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
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for (let j in self.playerRichInfoArr) {
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const joinIndex = parseInt(j) + 1;
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bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
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effPushbacks[joinIndex - 1] = [0.0, 0.0];
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const playerRichInfo = self.playerRichInfoArr[j];
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const playerId = playerRichInfo.id;
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const player = currRenderFrame.players[playerId];
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const newVx = player.virtualGridX;
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const newVy = player.virtualGridY;
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const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]);
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playerCollider.x = newCpos[0];
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playerCollider.y = newCpos[1];
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}
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// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
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const colliderBullets = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
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const removedBulletsAtCurrFrame = new Set();
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for (let k in currRenderFrame.meleeBullets) {
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const meleeBullet = currRenderFrame.meleeBullets[k];
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if (
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meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames <= currRenderFrame.id
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&&
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meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > currRenderFrame.id
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) {
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const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
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const collisionOffenderIndex = self.collisionPlayerIndexPrefix + meleeBullet.offenderJoinIndex;
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const offenderCollider = collisionSysMap.get(collisionOffenderIndex);
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const offender = currRenderFrame.players[meleeBullet.offenderPlayerId];
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const xfac = Math.sign(offender.dir.dx),
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yfac = 0; // By now, straight Punch offset doesn't respect "y-axis"
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const x0 = offenderCollider.x + xfac * meleeBullet.hitboxOffset,
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y0 = offenderCollider.y + yfac * meleeBullet.hitboxOffset;
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const pts = [[0, 0], [xfac * meleeBullet.hitboxSize.x, 0], [xfac * meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
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const newBulletCollider = collisionSys.createPolygon(x0, y0, pts);
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newBulletCollider.collisionBulletIndex = collisionBulletIndex;
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newBulletCollider.offenderPlayerId = meleeBullet.offenderPlayerId;
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newBulletCollider.pushback = meleeBullet.pushback;
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newBulletCollider.hitStunFrames = meleeBullet.hitStunFrames;
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collisionSysMap.set(collisionBulletIndex, newBulletCollider);
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colliderBullets.set(collisionBulletIndex, newBulletCollider);
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console.log(`A meleeBullet=${JSON.stringify(meleeBullet)} is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended`);
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}
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}
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collisionSys.update();
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const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
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colliderBullets.forEach((bulletCollider, collisionBulletIndex) => {
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const potentials = bulletCollider.potentials();
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let shouldRemove = false;
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for (const potential of potentials) {
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if (null != potential.playerId && potential.playerId == bulletCollider.offenderPlayerId) continue;
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if (!bulletCollider.collides(potential, result1)) continue;
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if (null != potential.playerId) {
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const joinIndex = potential.collisionPlayerIndex - self.collisionPlayerIndexPrefix;
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bulletPushbacks[joinIndex - 1][0] += result1.overlap_x * bulletCollider.pushback;
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bulletPushbacks[joinIndex - 1][1] += result1.overlap_y * bulletCollider.pushback;
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const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.playerId];
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thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
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const oldFrameToRecover = thatAckedPlayerInNextFrame.framesToRecover;
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thatAckedPlayerInNextFrame.framesToRecover = oldFrameToRecover > bulletCollider.hitStunFrames ? oldFrameToRecover : bulletCollider.hitStunFrames; // In case the hit player is already stun, we take the larger "hitStunFrames"
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}
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shouldRemove = true;
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}
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if (shouldRemove) {
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removedBulletsAtCurrFrame.add(collisionBulletIndex);
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}
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});
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for (let k in currRenderFrame.meleeBullets) {
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const meleeBullet = currRenderFrame.meleeBullets[k];
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// [WARNING] remove from collisionSys ANYWAY for the convenience of rollback
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const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
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if (collisionSysMap.has(collisionBulletIndex)) {
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const bulletCollider = collisionSysMap.get(collisionBulletIndex);
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bulletCollider.remove();
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collisionSysMap.delete(collisionBulletIndex);
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}
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if (removedBulletsAtCurrFrame.has(collisionBulletIndex)) continue;
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toRet.meleeBullets.push(meleeBullet);
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}
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if (null != delayedInputFrame) {
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const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
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const inputList = delayedInputFrame.inputList;
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// Process player inputs
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for (let j in self.playerRichInfoArr) {
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const joinIndex = parseInt(j) + 1;
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effPushbacks[joinIndex - 1] = [0.0, 0.0];
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const playerRichInfo = self.playerRichInfoArr[j];
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const playerId = playerRichInfo.id;
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const player = currRenderFrame.players[playerId];
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if (0 < nextRenderFramePlayers[playerId].framesToRecover) {
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// No need to process inputs for this player, but there might be bullet pushbacks on this player
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if (0 != bulletPushbacks[joinIndex - 1][0] || 0 != bulletPushbacks[joinIndex - 1][1]) {
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playerCollider.x += bulletPushbacks[joinIndex - 1][0];
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playerCollider.y += bulletPushbacks[joinIndex - 1][1];
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console.log(`playerId=${playerId}, joinIndex=${joinIndex} is pushbacked back by ${bulletPushbacks[joinIndex - 1]} by bullet impacts, now its framesToRecover is ${player.framesToRecover}`);
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}
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continue;
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}
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const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
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const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
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const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
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if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
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console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
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nextRenderFramePlayers[playerId].framesToRecover = PunchAtkConfig.recoveryFrames;
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const punch = window.pb.protos.MeleeBullet.create(PunchAtkConfig);
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punch.battleLocalId = self.bulletBattleLocalIdCounter++;
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punch.offenderJoinIndex = joinIndex;
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punch.offenderPlayerId = playerId;
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punch.originatedRenderFrameId = currRenderFrame.id;
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toRet.meleeBullets.push(punch);
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console.log(`A rising-edge of meleeBullet=${JSON.stringify(punch)} is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
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nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Atk1[0];
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} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
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console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
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} else {
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// No trigger, process movement inputs
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if (0 != decodedInput.dx || 0 != decodedInput.dy) {
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// Update directions and thus would eventually update moving animation accordingly
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nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx;
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nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy;
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nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Walking[0];
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} else {
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nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Idle1[0];
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}
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const movement = self.virtualGridToWorldPos(decodedInput.dx + player.speed * decodedInput.dx, decodedInput.dy + player.speed * decodedInput.dy);
|
|
playerCollider.x += movement[0];
|
|
playerCollider.y += movement[1];
|
|
}
|
|
}
|
|
|
|
collisionSys.update(); // by now all "bulletCollider"s are removed
|
|
const result2 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
|
|
|
for (let j in self.playerRichInfoArr) {
|
|
const joinIndex = parseInt(j) + 1;
|
|
const playerId = self.playerRichInfoArr[j].id;
|
|
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
|
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
|
const potentials = playerCollider.potentials();
|
|
for (const potential of potentials) {
|
|
// Test if the player collides with the wall
|
|
if (!playerCollider.collides(potential, result2)) continue;
|
|
// Push the player out of the wall
|
|
effPushbacks[joinIndex - 1][0] += result2.overlap * result2.overlap_x;
|
|
effPushbacks[joinIndex - 1][1] += result2.overlap * result2.overlap_y;
|
|
}
|
|
}
|
|
|
|
for (let j in self.playerRichInfoArr) {
|
|
const joinIndex = parseInt(j) + 1;
|
|
const playerId = self.playerRichInfoArr[j].id;
|
|
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
|
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
|
const newVpos = self.playerColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j]);
|
|
nextRenderFramePlayers[playerId].virtualGridX = newVpos[0];
|
|
nextRenderFramePlayers[playerId].virtualGridY = newVpos[1];
|
|
}
|
|
|
|
}
|
|
|
|
return toRet;
|
|
},
|
|
});
|