improvement: replace actions by the state machine
This commit is contained in:
parent
75145f1485
commit
3545e6b898
7 changed files with 46 additions and 36 deletions
|
@ -1,7 +0,0 @@
|
||||||
local PlayerActions = Object:extend()
|
|
||||||
|
|
||||||
function PlayerActions:initActions()
|
|
||||||
self.action = "idle"
|
|
||||||
end
|
|
||||||
|
|
||||||
return PlayerActions
|
|
|
@ -23,6 +23,30 @@ function FighterSprite:updateSprites(dt)
|
||||||
self:setAnimation()
|
self:setAnimation()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function FighterSprite:setAnimation()
|
||||||
|
if (self:getStateVar("defaultAnim", false)) then
|
||||||
|
self:defaultAnim()
|
||||||
|
else
|
||||||
|
self:playStateFunc("changeAnimation")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function FighterSprite:defaultAnim()
|
||||||
|
if (self.onGround or self:isAerial()) then
|
||||||
|
if (math.abs(self.xsp) > 0) or (math.abs(self.ysp) > 0) then
|
||||||
|
self.sprite:changeAnimation("walk", false)
|
||||||
|
else
|
||||||
|
self.sprite:changeAnimation("idle", false)
|
||||||
|
end
|
||||||
|
else
|
||||||
|
if (self.zsp) > 0 then
|
||||||
|
self.sprite:changeAnimation("jump", false)
|
||||||
|
else
|
||||||
|
self.sprite:changeAnimation("fall", false)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
function FighterSprite:setDirection(direction)
|
function FighterSprite:setDirection(direction)
|
||||||
direction = direction or 0
|
direction = direction or 0
|
||||||
if (direction ~= 0) then
|
if (direction ~= 0) then
|
||||||
|
|
|
@ -3,16 +3,18 @@ local FighterParent = Parent:extend()
|
||||||
|
|
||||||
local TweenManager = require "birb.classes.time"
|
local TweenManager = require "birb.classes.time"
|
||||||
|
|
||||||
local Actions = require "game.modules.subgames.world.actors.fighters.mixins.actions"
|
|
||||||
local Movements = require "game.modules.subgames.world.actors.fighters.mixins.movements"
|
local Movements = require "game.modules.subgames.world.actors.fighters.mixins.movements"
|
||||||
local Sprites = require "game.modules.subgames.world.actors.fighters.mixins.sprites"
|
local Sprites = require "game.modules.subgames.world.actors.fighters.mixins.sprites"
|
||||||
local Abstract = require "game.modules.subgames.world.actors.fighters.mixins.abstract"
|
local Abstract = require "game.modules.subgames.world.actors.fighters.mixins.abstract"
|
||||||
|
|
||||||
FighterParent:implement(Actions)
|
|
||||||
FighterParent:implement(Movements)
|
FighterParent:implement(Movements)
|
||||||
FighterParent:implement(Sprites)
|
FighterParent:implement(Sprites)
|
||||||
FighterParent:implement(Abstract)
|
FighterParent:implement(Abstract)
|
||||||
|
|
||||||
|
local states = {"idle"}
|
||||||
|
|
||||||
|
FighterParent:addStates("game.modules.subgames.world.actors.fighters.states", "idle")
|
||||||
|
|
||||||
function FighterParent:new(world, x, y, fighterType)
|
function FighterParent:new(world, x, y, fighterType)
|
||||||
self.abstract = self:getAbstract()
|
self.abstract = self:getAbstract()
|
||||||
|
|
||||||
|
@ -22,7 +24,6 @@ function FighterParent:new(world, x, y, fighterType)
|
||||||
FighterParent.super.new(self, world, fighterType, x, y, z, w, h, d, false)
|
FighterParent.super.new(self, world, fighterType, x, y, z, w, h, d, false)
|
||||||
self.defaultDir = self.defaultDir or -1
|
self.defaultDir = self.defaultDir or -1
|
||||||
self:initMovements()
|
self:initMovements()
|
||||||
self:initActions()
|
|
||||||
|
|
||||||
self.tweens = TweenManager(self)
|
self.tweens = TweenManager(self)
|
||||||
end
|
end
|
||||||
|
|
|
@ -55,7 +55,7 @@ function PlayerControls:dpadToAngle()
|
||||||
end
|
end
|
||||||
|
|
||||||
function PlayerControls:applyJumpInput()
|
function PlayerControls:applyJumpInput()
|
||||||
if self.keys["A"].isPressed and (self:isNotJumping()) then
|
if self.keys["A"].isPressed and (self:isNotJumping() and self:getStateVar("canJump", false)) then
|
||||||
self:jump()
|
self:jump()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -68,12 +68,14 @@ function PlayerControls:applyActionsInputs()
|
||||||
end
|
end
|
||||||
|
|
||||||
function PlayerControls:applySwitchInputs()
|
function PlayerControls:applySwitchInputs()
|
||||||
if self.keys["L1"].isPressed and (self.action == "normal") and (self.onGround) then
|
if (self.onGround and self:getStateVar("canSwitch", false)) then
|
||||||
|
if self.keys["L1"].isPressed then
|
||||||
self:switchActiveCharacter()
|
self:switchActiveCharacter()
|
||||||
end
|
end
|
||||||
if self.keys["R1"].isPressed and (self.action == "normal") and (self.onGround) then
|
if self.keys["R1"].isPressed then
|
||||||
self:switchActiveCharacter(-1)
|
self:switchActiveCharacter(-1)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
end
|
||||||
|
|
||||||
return PlayerControls
|
return PlayerControls
|
|
@ -9,26 +9,6 @@ function SpritedPlayer:getCustomSpeed()
|
||||||
return math.abs(gsp) / 12
|
return math.abs(gsp) / 12
|
||||||
end
|
end
|
||||||
|
|
||||||
function SpritedPlayer:setAnimation()
|
|
||||||
if (self.action == "punching") then
|
|
||||||
--the animation system is already active
|
|
||||||
else
|
|
||||||
if (self.onGround) then
|
|
||||||
if (math.abs(self.xsp) > 0) or (math.abs(self.ysp) > 0) then
|
|
||||||
self.sprite:changeAnimation("walk", false)
|
|
||||||
else
|
|
||||||
self.sprite:changeAnimation("idle", false)
|
|
||||||
end
|
|
||||||
else
|
|
||||||
if (self.zsp) > 0 then
|
|
||||||
self.sprite:changeAnimation("jump", false)
|
|
||||||
else
|
|
||||||
self.sprite:changeAnimation("fall", false)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function SpritedPlayer:updateCurrentCharset()
|
function SpritedPlayer:updateCurrentCharset()
|
||||||
self.charName = game.characters:getActiveCharacter()
|
self.charName = game.characters:getActiveCharacter()
|
||||||
self:initAbstract()
|
self:initAbstract()
|
||||||
|
|
|
@ -0,0 +1,7 @@
|
||||||
|
local idleState = {}
|
||||||
|
|
||||||
|
idleState.canSwitch = true
|
||||||
|
idleState.canJump = true
|
||||||
|
idleState.defaultAnim = true
|
||||||
|
|
||||||
|
return idleState
|
|
@ -0,0 +1,3 @@
|
||||||
|
return {
|
||||||
|
"idle",
|
||||||
|
}
|
Loading…
Reference in a new issue