local PlayerActions = Object:extend() local BASE_SPEED = 120 local RUN_FACTOR = 2.5 local JMP_STRENGHT = 2.5 local ACTIONS = {} ACTIONS["speedster"] = {"run"} ACTIONS["technic"] = {"fly"} ACTIONS["power"] = {"punch"} function PlayerActions:initActions() self.currentAction = "idle" end function PlayerActions:canDoAction(action) local classCanDoAction = utils.table.contain(ACTIONS[self:getCurrentCharType()], action) local playerCanDoAction = utils.table.contain(game.actions, action) return (classCanDoAction and playerCanDoAction) end function PlayerActions:actionMove() if (self.currentAction == "jumpdash" or self.currentAction == "run") then self.xsp, self.ysp = utils.math.lengthdir(BASE_SPEED * RUN_FACTOR, math.rad(self.charsetManager.angle[self.charDir])) self.xsp = -self.xsp if (utils.table.contain({"up", "down"}, self.charDir)) then if self.keys["left"].isDown then self.xsp = -BASE_SPEED end if self.keys["right"].isDown then self.xsp = BASE_SPEED end else if self.keys["up"].isDown then self.ysp = -BASE_SPEED end if self.keys["down"].isDown then self.ysp = BASE_SPEED end end else if self.keys["up"].isDown then self.ysp = -BASE_SPEED self.charDir = "up" end if self.keys["down"].isDown then self.ysp = BASE_SPEED self.charDir = "down" end if self.keys["left"].isDown then self.xsp = -BASE_SPEED self.charDir = "left" end if self.keys["right"].isDown then self.xsp = BASE_SPEED self.charDir = "right" end end end function PlayerActions:actionJump() if self.keys["B"].isPressed then if (self.onGround) then self:goUpward(JMP_STRENGHT) self.assets.sfx["jump"]:play() if (self.currentAction == "run") then self.currentAction = "jumpdash" else self.currentAction = "jump" end elseif (self.currentAction == "jump" and self:canDoAction("fly")) then self.currentAction = "fly" self.grav = 0 self.zsp = 0 self.tweens:newTimer(0.75, "endFly") self.assets.sfx["fly"]:play() end end if self.keys["B"].isReleased then self:endFly() end end function PlayerActions:endFly() if (self.currentAction == "fly") then self:goUpward(0) self.currentAction = "idle" end end function PlayerActions:actionSwitch() if self.keys["select"].isPressed and (self.currentAction == "idle") then self:switchActiveCharacter() end end function PlayerActions:actionRun() if self.keys["C"].isDown then if (self:canDoAction("run")) then if (utils.table.contain({"run", "idle"}, self.currentAction)) then self.currentAction = "run" elseif (utils.table.contain({"jumpdash", "jump"}, self.currentAction)) then self.currentAction = "jumpdash" end end elseif (self.currentAction == "run") then self.currentAction = "idle" elseif (self.currentAction == "jumpdash") then self.currentAction = "jump" end end function PlayerActions:endJump() if (self.currentAction == "jump") then self.currentAction = "idle" elseif (self.currentAction == "jumpdash") then self.currentAction = "run" end end function PlayerActions:drawActionEffect() if (((self.currentAction == "run") or (self.currentAction == "jumpdash")) and (self.xsp ~= 0 or self.ysp ~= 0)) then local dx, dy = utils.math.lengthdir(20, math.rad(self.charsetManager.angle[self.charDir])) if (self.charDir == "down") then dy = 8 end local x, y = self.x + 8 - dx, self.y + 8 - self.z + dy self.assets.sprites["dash"]:drawAnimation(x, y, math.rad(self.charsetManager.angle[self.charDir])) end end return PlayerActions