feat: add hit combo
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parent
3545e6b898
commit
4598b25e05
7 changed files with 80 additions and 11 deletions
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@ -1,17 +1,23 @@
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local PlayerControls = Object:extend()
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function PlayerControls:applyInputs()
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if (self.world.autorun == true) then
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self:applyAutorunInput()
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else
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self:applyMoveInput()
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end
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self:applyMoveInput()
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self:applyJumpInput()
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self:applyActionsInputs()
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self:applySwitchInputs()
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end
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function PlayerControls:applyMoveInput()
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if (self:getStateVar("canMove", false)) then
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if (self.world.autorun == true) then
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self:applyAutorunInput()
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else
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self:applyFreemoveInput()
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end
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end
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end
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function PlayerControls:applyFreemoveInput()
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local angle, strenght = self:dpadToAngle()
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if (strenght ~= 0) then
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self:goTowardDir(angle, strenght)
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@ -62,8 +68,9 @@ end
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function PlayerControls:applyActionsInputs()
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if self.keys["B"].isPressed and (self.onGround) then
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-- Nothing for the moment
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if self.keys["B"].isPressed then
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--self:setState("hit1")
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self:playStateFunc("bAction")
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end
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end
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@ -38,10 +38,6 @@ function Player:timerResponse(response)
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end
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end
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function Player:animationEnded(name)
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end
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function Player:getViewCenter()
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local x, y = Player.super.getViewCenter(self)
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return x, y-16
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@ -0,0 +1,20 @@
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local hit1state = {}
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hit1state.canSwitch = false
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hit1state.canJump = false
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hit1state.defaultAnim = false
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hit1state.canMove = false
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function hit1state:start()
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self.sprite:changeAnimation("hit1", true)
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end
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function hit1state:bAction()
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self:setState("hit2")
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end
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function hit1state:animationEnded()
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self:setState("idle")
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end
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return hit1state
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@ -0,0 +1,20 @@
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local hit1state = {}
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hit1state.canSwitch = false
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hit1state.canJump = false
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hit1state.defaultAnim = false
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hit1state.canMove = false
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function hit1state:start()
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self.sprite:changeAnimation("hit2", true)
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end
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function hit1state:bAction()
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self:setState("hit3")
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end
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function hit1state:animationEnded()
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self:setState("idle")
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end
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return hit1state
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@ -0,0 +1,16 @@
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local hit1state = {}
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hit1state.canSwitch = false
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hit1state.canJump = false
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hit1state.defaultAnim = false
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hit1state.canMove = false
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function hit1state:start()
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self.sprite:changeAnimation("hit3", true)
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end
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function hit1state:animationEnded()
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self:setState("idle")
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end
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return hit1state
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@ -3,5 +3,12 @@ local idleState = {}
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idleState.canSwitch = true
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idleState.canJump = true
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idleState.defaultAnim = true
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idleState.canMove = true
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function idleState:bAction()
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if (self.onGround) then
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self:setState("hit1")
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end
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end
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return idleState
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@ -1,3 +1,6 @@
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return {
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"idle",
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"hit1",
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"hit2",
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"hit3",
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}
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