完善服务器
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63
Server/scene/instance/player.go
Normal file
63
Server/scene/instance/player.go
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package instance
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import (
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"common/proto/gen/grpc_pb"
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)
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// PlayerNode 定义玩家节点结构体
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type PlayerNode struct {
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ID int
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Position [2]float64 // 二维坐标 [x, y]
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MoveCross int8 // 移动十字,1 上 2 下 4 左 8 右
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Action []*grpc_pb.ActionReq // 其他操作
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}
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// 将指令存储到玩家身上
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func (p *PlayerNode) addAction(e *grpc_pb.ActionReq) {
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if e.Action < 16 {
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p.MoveCross = int8(e.Action)
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} else {
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p.Action = append(p.Action, e)
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}
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}
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const (
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DirUp int8 = 1 << iota // 1 (00000001)
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DirDown // 2 (00000010)
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DirLeft // 4 (00000100)
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DirRight // 8 (00001000)
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)
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// 逻辑帧-移动
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func (p *PlayerNode) logicMove() {
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if p.MoveCross&DirUp != 0 && p.MoveCross&DirDown != 0 {
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p.MoveCross &^= DirUp | DirDown
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}
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if p.MoveCross&DirLeft != 0 && p.MoveCross&DirRight != 0 {
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p.MoveCross &^= DirLeft | DirRight
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}
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var moveX, moveY float64
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if p.MoveCross&DirUp != 0 {
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moveY += 1
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}
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if p.MoveCross&DirDown != 0 {
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moveY -= 1
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}
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if p.MoveCross&DirLeft != 0 {
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moveX -= 1
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}
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if p.MoveCross&DirRight != 0 {
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moveX += 1
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}
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if moveX != 0 && moveY != 0 {
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const diagonalFactor = 0.7071
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moveX *= diagonalFactor
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moveY *= diagonalFactor
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}
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speed := 100.0
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p.Position[0] += moveX * speed
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p.Position[1] += moveY * speed
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}
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