Glossary script

livingobject.js / frame transition

any frame transition caused by any event is delayed until the end of a TU to take effect. this is to maintain the isochronous nature of the game clock and to allow synchronization over network.
as a consequence, there can be many frame transition attempts in a TU.

to resolve frame transition conflicts, F.LF introduces a frame transition lock.
each attempt in causing a frame transition will set a lock to its authority, and late comers can only override the frame transition if they have a higher or equal value than the current lock.

任何事件引起的frame transition都會延遲至TU的完結才發生. 這是為了保持遊戲的等時性, 及同步性.
所以, 一個TU之內可以有多於一個frame transition發生.

去化解frame transition衝突, F.LF 用了一個 frame transition lock.
任何事件製造frame transition的時候, 都需要提供一個權限(越大越勁), 去鎖住transition lock, 只有大於或相等權限的event才可以修改transition lock.


this may not completely conforms to LF2
// common authority values:
//0-9: natural
// 0: natural
// 10: move,defend,jump,punch
// 15: environmental interactions
// 2x: interactions
// 20: being punch
// 25: hit by special attack
// 3x: strong interactions
// 30: in effect type 0
// 35: fire, ice, blast

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