render optimization

This commit is contained in:
sli97 2022-12-06 23:10:03 +08:00
parent 1b215bfbb4
commit b7c95c5ca9
6 changed files with 32 additions and 20 deletions

View File

@ -55,6 +55,9 @@ export class ActorManager extends EntityManager implements IActor {
weapon.setParent(this.node)
this.weapon = weapon.addComponent(WeaponManager)
this.weapon.init(data)
this.targetPos = undefined
this.node.active = false
}
tick(dt: number) {
@ -88,33 +91,32 @@ export class ActorManager extends EntityManager implements IActor {
}
renderPosition(data: IActor) {
// this.node.setPosition(data.position.x, data.position.y)
const newPos = new Vec3(data.position.x, data.position.y)
if (!this.targetPos) {
this.node.active = true
this.node.setPosition(newPos)
this.targetPos = new Vec3()
this.targetPos.set(newPos)
this.targetPos = new Vec3(newPos)
} else if (!this.targetPos.equals(newPos)) {
this.tw?.stop()
this.node.setPosition(this.targetPos)
this.targetPos.set(newPos)
this.state = EntityStateEnum.Run
this.tw = tween(this.node).to(0.1, {
position: this.targetPos
}).call(() => {
this.state = EntityStateEnum.Idle
}).start()
}
// this.node.setPosition(data.position.x, data.position.y)
}
renderDirection(data: IActor) {
if (data.direction.x === 0 && data.direction.y === 0) {
this.state = EntityStateEnum.Idle
return
}
this.state = EntityStateEnum.Run
const { x, y } = data.direction
if (x !== 0) {
this.node.setScale(x > 0 ? 1 : -1, 1)
this.label.node.setScale(x > 0 ? 1 : -1, 1)
this.hpBar.node.setScale(x > 0 ? 1 : -1, 1)
}
const side = Math.sqrt(x * x + y * y)
const angle = rad2Angle(Math.asin(y / side))

View File

@ -23,7 +23,7 @@ export class BulletManager extends EntityManager implements IBullet {
private angle: number
private tw: Tween<any>
private targetPos: Vec3 = new Vec3
private targetPos: Vec3
init({ id, owner, type }: IBullet) {
this.id = id
@ -34,6 +34,7 @@ export class BulletManager extends EntityManager implements IBullet {
this.fsm.init(type)
this.state = EntityStateEnum.Idle
this.node.active = false
this.targetPos = undefined
EventManager.Instance.on(EventEnum.ExplosionBorn, this.handleExplosion, this)
}
@ -62,10 +63,10 @@ export class BulletManager extends EntityManager implements IBullet {
renderPosition(data: IBullet) {
const newPos = new Vec3(data.position.x, data.position.y)
if (!this.node.active) {
if (!this.targetPos) {
this.node.active = true
this.node.setPosition(newPos)
this.targetPos.set(newPos)
this.targetPos = new Vec3(newPos)
} else if (!this.targetPos.equals(newPos)) {
this.tw?.stop()
this.node.setPosition(this.targetPos)

View File

@ -1,4 +1,4 @@
import { Node, Prefab, SpriteFrame } from 'cc'
import { Node, Prefab, SpriteFrame, clamp } from 'cc'
import Singleton from '../Base/Singleton'
import { EntityTypeEnum, IBullet, IClientInput, InputTypeEnum, IRoom, IState, toFixed } from '../Common'
import { ActorManager } from '../Entity/Actor/ActorManager'
@ -84,6 +84,10 @@ export default class DataManager extends Singleton {
player.position.x += toFixed(x * PLAYER_SPEED * dt)
player.position.y += toFixed(y * PLAYER_SPEED * dt)
player.position.x = clamp(player.position.x, -this.mapSize.x / 2, this.mapSize.x / 2)
player.position.y = clamp(player.position.y, -this.mapSize.y / 2, this.mapSize.y / 2)
player.direction = { x, y }
break
}

View File

@ -91,8 +91,10 @@ export default class NetworkManager extends Singleton {
})
}
sendMsg<T extends keyof IModel['msg']>(name: T, data: IModel['msg'][T]) {
async sendMsg<T extends keyof IModel['msg']>(name: T, data: IModel['msg'][T]) {
const view = binaryEncode(name, data)
let networkLag = parseInt(new URLSearchParams(location.search).get('lag') || '0') || 0;
await new Promise((r) => setTimeout(r, networkLag))
this.ws.send(view.buffer)
}

View File

@ -26,6 +26,7 @@ export class BattleManager extends Component {
await this.loadRes()
this.initScene()
await this.connectServer()
// 在场景初始化完毕之前,卡主别的玩家,准备好以后再告知服务器,等所有玩家都准备好以后才开始,这里就不做了
NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgServerSync, this.handleSync);
this.isInited = true
}

View File

@ -7,6 +7,7 @@ export default class Room {
id: number
players: Set<Player> = new Set()
lastSyncTime?: number
timers: NodeJS.Timer[] = []
private inputs: Array<IClientInput> = []
@ -30,6 +31,7 @@ export default class Room {
player.rid = -1
this.players.delete(player)
if (!this.players.size) {
this.timers.forEach(t => clearInterval(t))
RoomManager.Instance.closeRoom(this.id)
}
}
@ -57,9 +59,9 @@ export default class Room {
y: 0
},
hp: 100,
type: EntityTypeEnum.Actor1,
weaponType: EntityTypeEnum.Weapon1,
bulletType: EntityTypeEnum.Bullet1,
type: EntityTypeEnum.Actor2,
weaponType: EntityTypeEnum.Weapon2,
bulletType: EntityTypeEnum.Bullet2,
})),
bullets: [],
nextBulletId: 1
@ -71,12 +73,13 @@ export default class Room {
})
}
this.listenPlayer()
setInterval(() => {
let t1 = setInterval(() => {
this.syncInput()
}, 100)
setInterval(() => {
let t2 = setInterval(() => {
this.timePast()
}, 16)
this.timers = [t1, t2]
}
listenPlayer() {
@ -105,6 +108,5 @@ export default class Room {
dt: toFixed(dt)
})
this.lastSyncTime = now;
}
}