improvement: refactor jumping
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2 changed files with 14 additions and 17 deletions
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@ -152,15 +152,6 @@ function Battler:goTo(dx, dy, duration, easing)
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self.movementType = MOVEMENT_TWEENER
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self.movementType = MOVEMENT_TWEENER
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end
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end
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function Battler:jumpTo(dx, dy, sizeFactor, duration, spinjump, easing)
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local easing = easing or 'inOutQuad'
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local dist = utils.math.pointDistance(self.x, self.y, dx, dy)
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local jumpHeight = dist * 8 * sizeFactor
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self.tweens:newTween(0, duration, {x = dx, y = dy}, easing)
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self.tweens:newTimer(duration + 0.02, "jumpTo")
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self:setJump(jumpHeight, spinjump, duration)
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end
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function Battler:updateTweenerSpeed(dt)
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function Battler:updateTweenerSpeed(dt)
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self.xspeed = (self.x - self.xprevious) / dt
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self.xspeed = (self.x - self.xprevious) / dt
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self.yspeed = (self.y - self.yprevious) / dt
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self.yspeed = (self.y - self.yprevious) / dt
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@ -203,7 +194,7 @@ function Battler:initJump()
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self.jump.useDefaultAnimation = true
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self.jump.useDefaultAnimation = true
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self.jump.isJumping = false
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self.jump.isJumping = false
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self.jump.bounceNumber = 0
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self.jump.bounceNumber = 0
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self.jump.isJumpingBack = false
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self.jump.isMotionJump = false
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end
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end
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function Battler:setJump(power, bounceNumber, useDefaultAnimation)
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function Battler:setJump(power, bounceNumber, useDefaultAnimation)
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@ -213,12 +204,18 @@ function Battler:setJump(power, bounceNumber, useDefaultAnimation)
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self.jump.isJumping = true
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self.jump.isJumping = true
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end
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end
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function Battler:jumpBack()
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function Battler:jumpTo(dx, dy, height, speed, spinjump)
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self:setJump(4, 0, true)
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height = height or 4
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local dir = utils.math.pointDirection(self.x, self.y, self.start.x, self.start.y)
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speed = speed or 8
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local hspeed, vspeed = utils.math.lengthdir(8, dir)
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self:setJump(height, 0, spinjump)
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local dir = utils.math.pointDirection(self.x, self.y, dx, dy)
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local hspeed, vspeed = utils.math.lengthdir(speed, dir)
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self:setMotion(hspeed, vspeed)
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self:setMotion(hspeed, vspeed)
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self.jump.isJumpingBack = true
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self.jump.isMotionJump = true
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end
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function Battler:jumpBack(height, speed)
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self:jumpTo(self.start.x, self.start.y, height, speed, false)
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end
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end
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function Battler:updateJump(dt)
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function Battler:updateJump(dt)
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@ -234,7 +231,7 @@ function Battler:updateJump(dt)
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self.jump.isJumping = false
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self.jump.isJumping = false
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self.jump.spin = false
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self.jump.spin = false
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self:timerResponse("jump")
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self:timerResponse("jump")
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if (self.jump.isJumpingBack) then
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if (self.jump.isMotionJump) then
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self:endMotion()
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self:endMotion()
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end
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end
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self:changeAnimation("idle")
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self:changeAnimation("idle")
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@ -7,7 +7,7 @@ end
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function JumpBackStep:start()
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function JumpBackStep:start()
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self.choregraphy.actor:jumpBack()
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self.choregraphy.actor:jumpBack(self.arguments.height, self.arguments.speed)
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self.choregraphy.actor:addTaggedAction(self.tag, self.choregraphy, "jump")
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self.choregraphy.actor:addTaggedAction(self.tag, self.choregraphy, "jump")
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if (self.arguments.blockProcess == false) then
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if (self.arguments.blockProcess == false) then
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