added state machine demo and added some features
This commit is contained in:
parent
25e0b8a39e
commit
7a0f9e5c95
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@ -102,8 +102,8 @@ export default class Tileset {
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let top = row * height;
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// Calculate the position in the world to render the tile
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let x = (dataIndex % worldSize.x) * width * scale.x;
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let y = Math.floor(dataIndex / worldSize.x) * height * scale.y;
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let x = Math.floor((dataIndex % worldSize.x) * width * scale.x);
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let y = Math.floor(Math.floor(dataIndex / worldSize.x) * height * scale.y);
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ctx.drawImage(image, left, top, width, height, x - origin.x, y - origin.y, width * scale.x, height * scale.y);
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}
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}
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@ -26,6 +26,10 @@ export default class GameEvent {
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this.time = Date.now();
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}
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isType(type: string): boolean {
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return this.type === type;
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}
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toString(): string {
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return this.type + ": @" + this.time;
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}
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@ -68,7 +68,11 @@ export default class InputReceiver{
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}
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if(event.type === GameEventType.KEY_DOWN){
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let key = event.data.get("key")
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let key = event.data.get("key");
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// Handle space bar
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if(key === " "){
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key = "space";
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}
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if(!this.keyPressed.get(key)){
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this.keyJustPressed.set(key, true);
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this.keyPressed.set(key, true);
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@ -76,7 +80,11 @@ export default class InputReceiver{
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}
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if(event.type === GameEventType.KEY_UP){
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let key = event.data.get("key")
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let key = event.data.get("key");
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// Handle space bar
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if(key === " "){
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key = "space";
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}
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this.keyPressed.set(key, false);
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}
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@ -61,6 +61,8 @@ export default class MainScene extends Scene {
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let player = this.add.physics(Player, mainLayer, "platformer");
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let playerSprite = this.add.sprite("player", mainLayer)
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player.setSprite(playerSprite);
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playerSprite.position = player.position.clone();
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playerSprite.setSize(new Vec2(64, 64));
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this.viewport.follow(player);
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@ -144,7 +144,17 @@ export default class PhysicsManager {
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// TODO - This is a bug, check to make sure our velocity is going downwards
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// Maybe feed in a downward direction to check to be sure
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if(yScale !== 1){
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node.setGrounded(true);
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// If the collider is below us
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if(collision.collider.getPosition().y > node.position.y){
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node.setGrounded(true);
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} else {
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console.log("On ceiling")
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node.setOnCeiling(true);
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}
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}
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if(xScale !== 1){
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node.setOnWall(true);
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}
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// Scale the velocity of the node
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@ -175,7 +185,16 @@ export default class PhysicsManager {
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// TODO - This is a bug, check to make sure our velocity is going downwards
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// Maybe feed in a downward direction to check to be sure
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if(yScale !== 1){
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movingNode.setGrounded(true);
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// If the collider is below us
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if(staticNode.position.y > movingNode.position.y){
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movingNode.setGrounded(true);
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} else {
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movingNode.setOnCeiling(true);
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}
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}
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if(xScale !== 1){
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movingNode.setOnWall(true);
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}
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// Scale the velocity of the node
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@ -207,6 +226,8 @@ export default class PhysicsManager {
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// For now, we will only have the moving player, don't bother checking for collisions with other moving things
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for(let movingNode of dynamicSet){
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movingNode.setGrounded(false);
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movingNode.setOnCeiling(false);
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movingNode.setOnWall(false);
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// Get velocity of node
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let velocity = null;
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for(let data of this.movements){
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@ -14,11 +14,15 @@ export default abstract class PhysicsNode extends GameNode {
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private manager: PhysicsManager;
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protected moving: boolean;
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protected grounded: boolean;
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protected onCeiling: boolean;
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protected onWall: boolean;
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constructor(){
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super();
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this.children = new Array();
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this.grounded = false;
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this.onCeiling = false;
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this.onWall = false;
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this.moving = false;
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}
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@ -26,6 +30,26 @@ export default abstract class PhysicsNode extends GameNode {
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this.grounded = grounded;
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}
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isGrounded(): boolean {
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return this.grounded;
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}
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setOnCeiling(onCeiling: boolean): void {
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this.onCeiling = onCeiling;
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}
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isOnCeiling(): boolean {
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return this.onCeiling;
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}
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setOnWall(onWall: boolean): void {
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this.onWall = onWall;
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}
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isOnWall(): boolean {
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return this.onWall;
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}
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addManager(manager: PhysicsManager): void {
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this.manager = manager;
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}
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@ -54,7 +78,7 @@ export default abstract class PhysicsNode extends GameNode {
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* Register a movement to the physics manager that can be handled at the end of the frame
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* @param velocity
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*/
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protected move(velocity: Vec2): void {
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move(velocity: Vec2): void {
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this.moving = true;
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this.manager.addMovement(this, velocity);
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}
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@ -158,6 +158,12 @@ export default class Viewport {
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pos.x = MathUtils.clamp(pos.x, this.boundary.left + this.view.hw, this.boundary.right - this.view.hw);
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pos.y = MathUtils.clamp(pos.y, this.boundary.top + this.view.hh, this.boundary.bottom - this.view.hh);
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// Assure there are no lines in the tilemap
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pos.x = Math.floor(pos.x);
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pos.y = Math.floor(pos.y);
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Debug.log("vp", "Viewport pos: " + pos.toString())
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this.view.setCenter(pos);
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} else {
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if(this.lastPositions.getSize() > this.smoothingFactor){
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@ -172,6 +178,11 @@ export default class Viewport {
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pos.x = MathUtils.clamp(pos.x, this.boundary.left + this.view.hw, this.boundary.right - this.view.hw);
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pos.y = MathUtils.clamp(pos.y, this.boundary.top + this.view.hh, this.boundary.bottom - this.view.hh);
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// Assure there are no lines in the tilemap
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pos.x = Math.floor(pos.x);
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pos.y = Math.floor(pos.y);
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Debug.log("vp", "Viewport pos: " + pos.toString())
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this.view.setCenter(pos);
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}
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}
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@ -1,3 +1,4 @@
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export enum CustomGameEventType {
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PLAYER_MOVE = "player_move",
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PLAYER_JUMP = "player_jump",
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}
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58
src/_DemoClasses/Enemies/GoombaController.ts
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58
src/_DemoClasses/Enemies/GoombaController.ts
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@ -0,0 +1,58 @@
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import StateMachine from "../../DataTypes/State/StateMachine";
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import { CustomGameEventType } from "../CustomGameEventType";
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import Goomba from "../MarioClone/Goomba";
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import Idle from "../Enemies/Idle";
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import Jump from "../Enemies/Jump";
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import Walk from "../Enemies/Walk";
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import Debug from "../../Debug/Debug";
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export enum GoombaStates {
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IDLE = "idle",
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WALK = "walk",
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JUMP = "jump",
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PREVIOUS = "previous"
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}
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export default class GoombaController extends StateMachine {
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owner: Goomba;
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jumpy: boolean;
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constructor(owner: Goomba, jumpy: boolean){
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super();
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this.owner = owner;
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this.jumpy = jumpy;
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this.receiver.subscribe(CustomGameEventType.PLAYER_MOVE);
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if(this.jumpy){
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this.receiver.subscribe(CustomGameEventType.PLAYER_JUMP);
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}
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let idle = new Idle(this, owner);
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this.addState(GoombaStates.IDLE, idle);
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let walk = new Walk(this, owner);
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this.addState(GoombaStates.WALK, walk);
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let jump = new Jump(this, owner);
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this.addState(GoombaStates.JUMP, jump);
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}
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changeState(stateName: string): void {
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if(stateName === GoombaStates.JUMP){
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this.stack.push(this.stateMap.get(stateName));
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}
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super.changeState(stateName);
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}
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update(deltaT: number): void {
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super.update(deltaT);
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if(this.currentState instanceof Jump){
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Debug.log("goombastate", "GoombaState: Jump");
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} else if (this.currentState instanceof Walk){
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Debug.log("goombastate", "GoombaState: Walk");
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} else {
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Debug.log("goombastate", "GoombaState: Idle");
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}
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}
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}
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19
src/_DemoClasses/Enemies/GoombaState.ts
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19
src/_DemoClasses/Enemies/GoombaState.ts
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import State from "../../DataTypes/State/State";
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import StateMachine from "../../DataTypes/State/StateMachine";
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import Goomba from "../MarioClone/Goomba";
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export default abstract class GoombaState extends State {
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owner: Goomba;
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gravity: number = 7000;
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constructor(parent: StateMachine, owner: Goomba){
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super(parent);
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this.owner = owner;
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}
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update(deltaT: number): void {
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// Do gravity;
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this.owner.velocity.y += this.gravity*deltaT;
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}
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}
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29
src/_DemoClasses/Enemies/Idle.ts
Normal file
29
src/_DemoClasses/Enemies/Idle.ts
Normal file
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import Vec2 from "../../DataTypes/Vec2";
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import GameEvent from "../../Events/GameEvent";
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import { CustomGameEventType } from "../CustomGameEventType";
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import { GoombaStates } from "./GoombaController";
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import OnGround from "./OnGround";
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export default class Idle extends OnGround {
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onEnter(): void {
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this.owner.speed = this.owner.speed;
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}
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handleInput(event: GameEvent) {
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if(event.type === CustomGameEventType.PLAYER_MOVE){
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let pos = event.data.get("position");
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if(this.owner.position.x - pos.x < (64*10)){
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this.finished(GoombaStates.WALK);
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}
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}
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super.handleInput(event);
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}
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update(deltaT: number): void {
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super.update(deltaT);
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this.owner.velocity.x = 0;
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this.owner.move(this.owner.velocity.scaled(deltaT));
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}
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}
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28
src/_DemoClasses/Enemies/Jump.ts
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28
src/_DemoClasses/Enemies/Jump.ts
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import GameEvent from "../../Events/GameEvent";
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import { GoombaStates } from "./GoombaController";
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import GoombaState from "./GoombaState";
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export default class Jump extends GoombaState {
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onEnter(): void {}
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handleInput(event: GameEvent): void {}
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update(deltaT: number): void {
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super.update(deltaT);
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if(this.owner.isGrounded()){
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this.finished(GoombaStates.PREVIOUS);
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}
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if(this.owner.isOnCeiling()){
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this.owner.velocity.y = 0;
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}
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this.owner.velocity.x += this.owner.direction.x * this.owner.speed/3.5 - 0.3*this.owner.velocity.x;
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this.owner.move(this.owner.velocity.scaled(deltaT));
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}
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onExit(): void {}
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}
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28
src/_DemoClasses/Enemies/OnGround.ts
Normal file
28
src/_DemoClasses/Enemies/OnGround.ts
Normal file
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import GameEvent from "../../Events/GameEvent";
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import { CustomGameEventType } from "../CustomGameEventType";
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import GoombaController, { GoombaStates } from "./GoombaController";
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import GoombaState from "./GoombaState";
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export default class OnGround extends GoombaState {
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onEnter(): void {}
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handleInput(event: GameEvent): void {
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if(event.type === CustomGameEventType.PLAYER_JUMP && (<GoombaController>this.parentStateMachine).jumpy){
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this.finished(GoombaStates.JUMP);
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this.owner.velocity.y = -2000;
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}
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}
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update(deltaT: number): void {
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if(this.owner.velocity.y > 0){
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this.owner.velocity.y = 0;
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}
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super.update(deltaT);
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if(!this.owner.isGrounded()){
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this.finished(GoombaStates.JUMP);
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}
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}
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onExit(): void {}
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}
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23
src/_DemoClasses/Enemies/Walk.ts
Normal file
23
src/_DemoClasses/Enemies/Walk.ts
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import Vec2 from "../../DataTypes/Vec2";
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import OnGround from "./OnGround";
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export default class Walk extends OnGround {
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onEnter(): void {
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if(this.owner.direction.isZero()){
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this.owner.direction = new Vec2(-1, 0);
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}
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}
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update(deltaT: number): void {
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super.update(deltaT);
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if(this.owner.isOnWall()){
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// Flip around
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this.owner.direction.x *= -1;
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}
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this.owner.velocity.x = this.owner.direction.x * this.owner.speed;
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this.owner.move(this.owner.velocity.scaled(deltaT));
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}
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}
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30
src/_DemoClasses/MarioClone/Goomba.ts
Normal file
30
src/_DemoClasses/MarioClone/Goomba.ts
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import AABB from "../../DataTypes/AABB";
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import Vec2 from "../../DataTypes/Vec2";
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import Sprite from "../../Nodes/Sprites/Sprite";
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import Collider from "../../Physics/Colliders/Collider";
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import PhysicsNode from "../../Physics/PhysicsNode";
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import GoombaController, { GoombaStates } from "../Enemies/GoombaController";
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export default class Goomba extends PhysicsNode {
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controller: GoombaController;
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velocity: Vec2 = Vec2.ZERO;
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speed: number = 200;
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direction: Vec2 = Vec2.ZERO;
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constructor(position: Vec2, canJump: boolean){
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super();
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this.position.copy(position);
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this.velocity = Vec2.ZERO;
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this.controller = new GoombaController(this, canJump);
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this.controller.initialize(GoombaStates.IDLE);
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this.collider = new Collider(new AABB(position, new Vec2(32, 32)))
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}
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create(): void {
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}
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update(deltaT: number): void {
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this.controller.update(deltaT);
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}
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}
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35
src/_DemoClasses/MarioClone/MarioClone.ts
Normal file
35
src/_DemoClasses/MarioClone/MarioClone.ts
Normal file
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import Scene from "../../Scene/Scene";
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import Rect from "../../Nodes/Graphics/Rect";
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import Vec2 from "../../DataTypes/Vec2";
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import Player from "./Player";
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import Color from "../../Utils/Color";
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import Goomba from "./Goomba";
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export default class MarioClone extends Scene {
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loadScene(): void {
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this.load.tilemap("level", "assets/tilemaps/MarioClone.json");
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this.load.image("goomba", "assets/sprites/Goomba.png");
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}
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startScene(): void {
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let layer = this.addLayer();
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this.add.tilemap("level", new Vec2(2, 2));
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let player = this.add.physics(Player, layer, new Vec2(0, 0));
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let playerSprite = this.add.graphic(Rect, layer, new Vec2(0, 0), new Vec2(64, 64));
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playerSprite.setColor(Color.BLUE);
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player.addChild(playerSprite);
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this.viewport.follow(playerSprite);
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this.viewport.setBounds(0, 0, 5120, 1280);
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for(let xPos of [14, 20, 25, 30, 33, 37, 49, 55, 58, 70, 74]){
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let goomba = this.add.physics(Goomba, layer, new Vec2(64*xPos, 0), true);
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let goombaSprite = this.add.sprite("goomba", layer);
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goombaSprite.setPosition(64*xPos, 0);
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goombaSprite.setScale(new Vec2(2, 2));
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goomba.addChild(goombaSprite);
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}
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}
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}
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33
src/_DemoClasses/MarioClone/Player.ts
Normal file
33
src/_DemoClasses/MarioClone/Player.ts
Normal file
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import AABB from "../../DataTypes/AABB";
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import Vec2 from "../../DataTypes/Vec2";
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import Debug from "../../Debug/Debug";
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import Collider from "../../Physics/Colliders/Collider";
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import PhysicsNode from "../../Physics/PhysicsNode";
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import PlayerController from "../Player/PlayerStates/Platformer/PlayerController";
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import { PlayerStates } from "../Player/PlayerStates/Platformer/PlayerController";
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export default class Player extends PhysicsNode {
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protected controller: PlayerController
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velocity: Vec2;
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speed: number = 400;
|
||||
MIN_SPEED: number = 400;
|
||||
MAX_SPEED: number = 1000;
|
||||
|
||||
constructor(position: Vec2){
|
||||
super();
|
||||
this.position.copy(position);
|
||||
this.velocity = Vec2.ZERO;
|
||||
this.controller = new PlayerController(this);
|
||||
this.controller.initialize(PlayerStates.IDLE);
|
||||
this.collider = new Collider(new AABB(Vec2.ZERO, new Vec2(32, 32)))
|
||||
}
|
||||
|
||||
create(): void {
|
||||
|
||||
}
|
||||
|
||||
update(deltaT: number): void {
|
||||
this.controller.update(deltaT);
|
||||
Debug.log("playerVel", "Pos: " + this.position.toString() + ", Vel: " + this.velocity.toString())
|
||||
}
|
||||
}
|
27
src/_DemoClasses/Player/PlayerStates/Platformer/Idle.ts
Normal file
27
src/_DemoClasses/Player/PlayerStates/Platformer/Idle.ts
Normal file
|
@ -0,0 +1,27 @@
|
|||
import OnGround from "./OnGround";
|
||||
import { PlayerStates } from "./PlayerController";
|
||||
import PlayerState from "./PlayerState";
|
||||
|
||||
export default class Idle extends OnGround {
|
||||
onEnter(): void {
|
||||
this.owner.speed = this.owner.MIN_SPEED;
|
||||
}
|
||||
|
||||
update(deltaT: number): void {
|
||||
super.update(deltaT);
|
||||
|
||||
let dir = this.getInputDirection();
|
||||
|
||||
if(!dir.isZero() && dir.y === 0){
|
||||
if(this.input.isPressed("shift")){
|
||||
this.finished(PlayerStates.RUN);
|
||||
} else {
|
||||
this.finished(PlayerStates.WALK);
|
||||
}
|
||||
}
|
||||
|
||||
this.owner.velocity.x = 0;
|
||||
|
||||
this.owner.move(this.owner.velocity.scaled(deltaT));
|
||||
}
|
||||
}
|
34
src/_DemoClasses/Player/PlayerStates/Platformer/Jump.ts
Normal file
34
src/_DemoClasses/Player/PlayerStates/Platformer/Jump.ts
Normal file
|
@ -0,0 +1,34 @@
|
|||
import Vec2 from "../../../../DataTypes/Vec2";
|
||||
import GameEvent from "../../../../Events/GameEvent";
|
||||
import MathUtils from "../../../../Utils/MathUtils";
|
||||
import { CustomGameEventType } from "../../../CustomGameEventType";
|
||||
import { PlayerStates } from "./PlayerController";
|
||||
import PlayerState from "./PlayerState";
|
||||
|
||||
export default class Jump extends PlayerState {
|
||||
|
||||
onEnter(): void {}
|
||||
|
||||
handleInput(event: GameEvent): void {}
|
||||
|
||||
update(deltaT: number): void {
|
||||
super.update(deltaT);
|
||||
|
||||
if(this.owner.isGrounded()){
|
||||
this.finished(PlayerStates.PREVIOUS);
|
||||
}
|
||||
|
||||
if(this.owner.isOnCeiling()){
|
||||
this.owner.velocity.y = 0;
|
||||
}
|
||||
|
||||
let dir = this.getInputDirection();
|
||||
|
||||
this.owner.velocity.x += dir.x * this.owner.speed/3.5 - 0.3*this.owner.velocity.x;
|
||||
|
||||
this.emitter.fireEvent(CustomGameEventType.PLAYER_MOVE, {position: this.owner.position.clone()});
|
||||
this.owner.move(this.owner.velocity.scaled(deltaT));
|
||||
}
|
||||
|
||||
onExit(): void {}
|
||||
}
|
26
src/_DemoClasses/Player/PlayerStates/Platformer/OnGround.ts
Normal file
26
src/_DemoClasses/Player/PlayerStates/Platformer/OnGround.ts
Normal file
|
@ -0,0 +1,26 @@
|
|||
import GameEvent from "../../../../Events/GameEvent";
|
||||
import { CustomGameEventType } from "../../../CustomGameEventType";
|
||||
import PlayerState from "./PlayerState";
|
||||
|
||||
export default class OnGround extends PlayerState {
|
||||
onEnter(): void {}
|
||||
|
||||
handleInput(event: GameEvent): void {}
|
||||
|
||||
update(deltaT: number): void {
|
||||
if(this.owner.velocity.y > 0){
|
||||
this.owner.velocity.y = 0;
|
||||
}
|
||||
super.update(deltaT);
|
||||
|
||||
if(this.input.isJustPressed("w") || this.input.isJustPressed("space")){
|
||||
this.finished("jump");
|
||||
this.owner.velocity.y = -2000;
|
||||
this.emitter.fireEvent(CustomGameEventType.PLAYER_JUMP)
|
||||
} else if(!this.owner.isGrounded()){
|
||||
this.finished("jump");
|
||||
}
|
||||
}
|
||||
|
||||
onExit(): void {}
|
||||
}
|
|
@ -0,0 +1,59 @@
|
|||
import StateMachine from "../../../../DataTypes/State/StateMachine";
|
||||
import Debug from "../../../../Debug/Debug";
|
||||
import Player from "../../../MarioClone/Player";
|
||||
import Idle from "./Idle";
|
||||
import Jump from "./Jump";
|
||||
import Walk from "./Walk";
|
||||
import Run from "./Run";
|
||||
|
||||
export enum PlayerStates {
|
||||
WALK = "walk",
|
||||
RUN = "run",
|
||||
IDLE = "idle",
|
||||
JUMP = "jump",
|
||||
PREVIOUS = "previous"
|
||||
}
|
||||
|
||||
export default class PlayerController extends StateMachine {
|
||||
protected owner: Player;
|
||||
|
||||
constructor(owner: Player){
|
||||
super();
|
||||
|
||||
this.owner = owner;
|
||||
|
||||
let idle = new Idle(this, owner);
|
||||
this.addState(PlayerStates.IDLE, idle);
|
||||
let walk = new Walk(this, owner);
|
||||
this.addState(PlayerStates.WALK, walk);
|
||||
let run = new Run(this, owner);
|
||||
this.addState(PlayerStates.RUN, run);
|
||||
let jump = new Jump(this, owner);
|
||||
this.addState(PlayerStates.JUMP, jump);
|
||||
}
|
||||
|
||||
currentStateString: string = "";
|
||||
|
||||
changeState(stateName: string): void {
|
||||
this.currentStateString = stateName;
|
||||
|
||||
if(stateName === PlayerStates.JUMP){
|
||||
this.stack.push(this.stateMap.get(stateName));
|
||||
}
|
||||
super.changeState(stateName);
|
||||
}
|
||||
|
||||
update(deltaT: number): void {
|
||||
super.update(deltaT);
|
||||
|
||||
if(this.currentState instanceof Jump){
|
||||
Debug.log("playerstate", "Player State: Jump");
|
||||
} else if (this.currentState instanceof Walk){
|
||||
Debug.log("playerstate", "Player State: Walk");
|
||||
} else if (this.currentState instanceof Run){
|
||||
Debug.log("playerstate", "Player State: Run");
|
||||
} else {
|
||||
Debug.log("playerstate", "Player State: Idle");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,33 @@
|
|||
import State from "../../../../DataTypes/State/State";
|
||||
import StateMachine from "../../../../DataTypes/State/StateMachine";
|
||||
import Vec2 from "../../../../DataTypes/Vec2";
|
||||
import InputReceiver from "../../../../Input/InputReceiver";
|
||||
import CanvasNode from "../../../../Nodes/CanvasNode";
|
||||
import Player from "../../../MarioClone/Player";
|
||||
|
||||
export default abstract class PlayerState extends State {
|
||||
input: InputReceiver = InputReceiver.getInstance();
|
||||
owner: Player;
|
||||
gravity: number = 7000;
|
||||
|
||||
constructor(parent: StateMachine, owner: Player){
|
||||
super(parent);
|
||||
this.owner = owner;
|
||||
}
|
||||
|
||||
getInputDirection(): Vec2 {
|
||||
let direction = Vec2.ZERO;
|
||||
direction.x = (this.input.isPressed("a") ? -1 : 0) + (this.input.isPressed("d") ? 1 : 0);
|
||||
direction.y = (this.input.isJustPressed("w") ? -1 : 0);
|
||||
return direction;
|
||||
}
|
||||
|
||||
updateLookDirection(direction: Vec2): void {
|
||||
// Update the owners look direction
|
||||
}
|
||||
|
||||
update(deltaT: number): void {
|
||||
// Do gravity;
|
||||
this.owner.velocity.y += this.gravity*deltaT;
|
||||
}
|
||||
}
|
28
src/_DemoClasses/Player/PlayerStates/Platformer/Run.ts
Normal file
28
src/_DemoClasses/Player/PlayerStates/Platformer/Run.ts
Normal file
|
@ -0,0 +1,28 @@
|
|||
import { CustomGameEventType } from "../../../CustomGameEventType";
|
||||
import OnGround from "./OnGround";
|
||||
import { PlayerStates } from "./PlayerController";
|
||||
|
||||
export default class Run extends OnGround {
|
||||
onEnter(): void {
|
||||
this.owner.speed = this.owner.MAX_SPEED;
|
||||
}
|
||||
|
||||
update(deltaT: number): void {
|
||||
super.update(deltaT);
|
||||
|
||||
let dir = this.getInputDirection();
|
||||
|
||||
if(dir.isZero()){
|
||||
this.finished(PlayerStates.IDLE);
|
||||
} else {
|
||||
if(!this.input.isPressed("shift")){
|
||||
this.finished(PlayerStates.WALK);
|
||||
}
|
||||
}
|
||||
|
||||
this.owner.velocity.x = dir.x * this.owner.speed
|
||||
|
||||
this.emitter.fireEvent(CustomGameEventType.PLAYER_MOVE, {position: this.owner.position.clone()});
|
||||
this.owner.move(this.owner.velocity.scaled(deltaT));
|
||||
}
|
||||
}
|
28
src/_DemoClasses/Player/PlayerStates/Platformer/Walk.ts
Normal file
28
src/_DemoClasses/Player/PlayerStates/Platformer/Walk.ts
Normal file
|
@ -0,0 +1,28 @@
|
|||
import { CustomGameEventType } from "../../../CustomGameEventType";
|
||||
import OnGround from "./OnGround";
|
||||
import { PlayerStates } from "./PlayerController";
|
||||
|
||||
export default class Walk extends OnGround {
|
||||
onEnter(): void {
|
||||
this.owner.speed = this.owner.MAX_SPEED/2;
|
||||
}
|
||||
|
||||
update(deltaT: number): void {
|
||||
super.update(deltaT);
|
||||
|
||||
let dir = this.getInputDirection();
|
||||
|
||||
if(dir.isZero()){
|
||||
this.finished(PlayerStates.IDLE);
|
||||
} else {
|
||||
if(this.input.isPressed("shift")){
|
||||
this.finished(PlayerStates.RUN);
|
||||
}
|
||||
}
|
||||
|
||||
this.owner.velocity.x = dir.x * this.owner.speed
|
||||
|
||||
this.emitter.fireEvent(CustomGameEventType.PLAYER_MOVE, {position: this.owner.position.clone()});
|
||||
this.owner.move(this.owner.velocity.scaled(deltaT));
|
||||
}
|
||||
}
|
|
@ -3,13 +3,14 @@ import {} from "./index";
|
|||
import MainScene from "./MainScene"
|
||||
import QuadTreeScene from "./QuadTreeScene";
|
||||
import BoidDemo from "./BoidDemo";
|
||||
import MarioClone from "./_DemoClasses/MarioClone/MarioClone";
|
||||
|
||||
function main(){
|
||||
// Create the game object
|
||||
let game = new GameLoop({viewportSize: {x: 800, y: 600}});
|
||||
game.start();
|
||||
let sm = game.getSceneManager();
|
||||
sm.addScene(BoidDemo);
|
||||
sm.addScene(MarioClone);
|
||||
}
|
||||
|
||||
CanvasRenderingContext2D.prototype.roundedRect = function(x: number, y: number, w: number, h: number, r: number): void {
|
||||
|
|
Loading…
Reference in New Issue
Block a user