improvement(cbs): make cleaner jumps
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ae47502dbf
commit
daac217c6c
1 changed files with 52 additions and 14 deletions
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@ -103,6 +103,7 @@ function Hero:update(dt)
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self.xprevious = self.x
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self.xprevious = self.x
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self.yprevious = self.y
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self.yprevious = self.y
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self.zprevious = self.z
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end
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end
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-- MOVE FUNCTIONS
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-- MOVE FUNCTIONS
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@ -112,32 +113,39 @@ local MOVEMENT_DURATION = 0.20
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function Hero:initMovementSystem()
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function Hero:initMovementSystem()
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self.startx, self.starty = self.x, self.y
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self.startx, self.starty = self.x, self.y
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self.xprevious, self.yprevious = self.x, self.y
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self.xprevious, self.yprevious, self.zprevious = self.x, self.y, self.z
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self.direction = 1
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self.direction = 1
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self.directionPrevious = 1
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self.directionPrevious = 1
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self.directionLocked = false
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self.unlockDirection = true
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self:initJump()
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self:initJump()
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end
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end
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function Hero:getMovementDuration(dx, dy, duration)
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function Hero:getMovementDuration(dx, dy, factor)
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local duration = duration or MOVEMENT_DURATION
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local factor = factor or 1
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local coef = 0.8
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local duration = MOVEMENT_DURATION / factor
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local coef = 0.5
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local dx, dy = dx, dy
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local dx, dy = dx, dy
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local distance = utils.math.pointDistance(self.x, self.y, dx, dy) * coef
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local distance = utils.math.pointDistance(self.x, self.y, dx, dy) * coef
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return duration * distance
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return duration * distance
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end
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end
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function Hero:goTo(dx, dy, timerName, duration)
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function Hero:goTo(dx, dy, timerName, factor, easing)
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local duration = math.max(self:getMovementDuration(dx, dy, duration), 0.30)
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local easing = easing or 'inOutQuad'
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local factor = factor or 1
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local duration = math.max(self:getMovementDuration(dx, dy, factor), 0.30)
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if duration > 0 then
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if duration > 0 then
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self.tweens:newTween(0, duration, {x = dx, y = dy}, 'inOutQuad')
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self.tweens:newTween(0, duration, {x = dx, y = dy}, easing)
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end
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end
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self.tweens:newTimer(duration + 0.02, timerName)
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self.tweens:newTimer(duration + 0.02, timerName)
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end
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end
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function Hero:jumpTo(dx, dy, size, timerName, spinjump, duration)
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function Hero:jumpTo(dx, dy, size, timerName, spinjump, factor, easing)
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local duration = math.max(self:getMovementDuration(dx, dy, duration), 0.30)
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local easing = easing or 'inOutQuad'
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self.tweens:newTween(0, duration, {x = dx, y = dy}, 'inOutQuad')
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local factor = factor or 1
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local duration = math.max(self:getMovementDuration(dx, dy, factor), 0.30)
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self.tweens:newTween(0, duration, {x = dx, y = dy}, easing)
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self.tweens:newTimer(duration + 0.02, timerName)
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self.tweens:newTimer(duration + 0.02, timerName)
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self:setJump(size, spinjump, duration)
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self:setJump(size, spinjump, duration)
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end
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end
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@ -146,13 +154,29 @@ function Hero:updateSpeed(dt)
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self:applyMotion(dt)
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self:applyMotion(dt)
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self.xspeed = self.x - self.xprevious
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self.xspeed = self.x - self.xprevious
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self.yspeed = self.y - self.yprevious
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self.yspeed = self.y - self.yprevious
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self.zspeed = self.z - self.zprevious
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self.gspeed = math.sqrt(self.xspeed^2 + self.yspeed^2)
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self.gspeed = math.sqrt(self.xspeed^2 + self.yspeed^2)
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-- Handle direction
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-- Handle direction
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if math.abs(self.xspeed) > 0 then
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if math.abs(self.xspeed) > 0 then
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if (self.directionLocked == false) then
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self.direction = utils.math.sign(self.xspeed)
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self.direction = utils.math.sign(self.xspeed)
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end
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end
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else
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if self.unlockDirection then
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self.unlockDirection = false
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self.directionLocked = false
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end
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end
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if self.z > 0 and self.jump.spin == false then
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if self.zspeed > 0 then
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self:changeAnimation("jump")
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else
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self:changeAnimation("fall")
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end
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end
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self:setCustomSpeed(self.gspeed * 320)
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self:setCustomSpeed(self.gspeed * 320)
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end
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end
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@ -175,6 +199,7 @@ function Hero:setJump(size, spinjump, duration)
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local tweenDuration = duration / 2
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local tweenDuration = duration / 2
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self.tweens:newTween(0, tweenDuration, {z = size}, 'outQuad')
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self.tweens:newTween(0, tweenDuration, {z = size}, 'outQuad')
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self.tweens:newTween(tweenDuration, tweenDuration, {z = 0}, 'inQuad')
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self.tweens:newTween(tweenDuration, tweenDuration, {z = 0}, 'inQuad')
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self.jump.spin = spinjump
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end
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end
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function Hero:setMotionX(direction, speed)
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function Hero:setMotionX(direction, speed)
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@ -228,7 +253,7 @@ function Hero:receiveSignal(action_type, id)
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self:useSkill(id, self.world.cursor.x, self.world.cursor.y)
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self:useSkill(id, self.world.cursor.x, self.world.cursor.y)
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elseif (action_type == "cursorMove") then
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elseif (action_type == "cursorMove") then
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self:changeAnimation("walk", true)
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self:changeAnimation("walk", true)
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self:goTo(self.world.cursor.x, self.world.cursor.y, 'cursorMove')
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self:goTo(self.world.cursor.x, self.world.cursor.y, 'cursorMove', 1)
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self.assets.sfx["woosh"]:play()
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self.assets.sfx["woosh"]:play()
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self.world.cursor:unset( )
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self.world.cursor:unset( )
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else
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else
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@ -238,7 +263,7 @@ end
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function Hero:receiveBackSignal()
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function Hero:receiveBackSignal()
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self.world.cursor:set(self.x, self.y, "cursorMove")
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self.world.cursor:set(self.x, self.y, "cursorMove")
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self:goTo(self.startx, self.starty, 'backMove')
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self:goTo(self.startx, self.starty, 'backMove', 1)
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self.assets.sfx["woosh"]:play()
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self.assets.sfx["woosh"]:play()
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self:changeAnimation("walk")
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self:changeAnimation("walk")
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@ -256,6 +281,9 @@ function Hero:timerResponse(timer)
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elseif timer == 'backMove' then
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elseif timer == 'backMove' then
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self:changeAnimation("idle")
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self:changeAnimation("idle")
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self.direction = self.directionPrevious
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self.direction = self.directionPrevious
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elseif timer == 'action_jumpBack' then
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self.unlockDirection = true
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self.choregraphy.changeAction = true
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elseif timer == self.choregraphy.blockedBy and self.choregraphy.changeAction == false then
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elseif timer == self.choregraphy.blockedBy and self.choregraphy.changeAction == false then
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self.choregraphy.changeAction = true
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self.choregraphy.changeAction = true
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end
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end
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@ -412,13 +440,23 @@ end
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function Hero:chorJump(args)
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function Hero:chorJump(args)
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local xx, yy
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local xx, yy
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local spinjump = true
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local factor = 1
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local easing = 'inOutQuad'
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if args.name == "jumpBack" then
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if args.name == "jumpBack" then
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xx, yy = self.choregraphy.startx, self.choregraphy.starty
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xx, yy = self.choregraphy.startx, self.choregraphy.starty
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self.directionLocked = true
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spinjump = false
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factor = 2
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easing = 'outQuad'
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elseif args.name == "jumpToCursor" then
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elseif args.name == "jumpToCursor" then
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xx, yy = self.choregraphy.dx, self.choregraphy.dy
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xx, yy = self.choregraphy.dx, self.choregraphy.dy
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end
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end
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self:jumpTo(xx, yy, 48, "action_jumpBack", false)
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local dist = utils.math.pointDistance(self.x, self.y, xx, yy)
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local jumpHeight = dist * 16 / factor
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self:jumpTo(xx, yy, jumpHeight, "action_jumpBack", spinjump, 1, easing)
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self:blockChoregraphy(args.blockProcess, "action_jumpBack")
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self:blockChoregraphy(args.blockProcess, "action_jumpBack")
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end
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end
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