Commit Graph
2 Commits
Author SHA1 Message Date
sganggs 6326dd4d0b feedback7 R22-RENDER: an attack seen late plays its whole clip from the wind-up when the rhythm leaves room for it — 重犯's iron ball lifts before the slam (#246 by @TsangAsuna, accepted by the owner); golden: unchanged
SpineActor.attack() starts an attack that was not wound up (no look-ahead: a batch that arrived late) on its strike
frame — right for a quick rhythm, but for a slow clip-per-attack enemy the wind-up was cut out: 重犯 (Attack_grey
2.333 s, strike at 1.0 s, attacks every 3 s) showed the slam without the ball ever rising, and only 1.33 s of the clip.
The owner's decision of 2026-10-07 on #246: re-implement on the current spine.js so that, when the attack interval
leaves room for the whole clip, it plays once completely from the start. A clip-per-attack actor (enemies) with
interval ≥ the clip now plays it from 0 at its own speed for the whole clip, the strike landing a little late; a
quicker rhythm keeps the strike-frame start, and operators' looping attacks are unchanged (the PR's condition had it
the other way round: it changed the looping attacks and left out the clip-per-attack enemies it was written for).

Tests: test/render/feedback2-enemy-attack-clip.test.js (+1: 重犯 plays the whole clip from its wind-up, a quicker rhythm
and an operator start on the strike frame) 5/5; render eyemask, unitview, texas skill clip, skill idle 51/51.
2026-10-08 19:20:55 +08:00
sganggs 68da23e8ed feedback2 WK: enemies play their attack clip once per attack at its own speed, then their Move clip (no stretching over the attack interval; GitHub #58) 2026-10-04 02:49:33 +08:00