fix&feat: make dash smother and make it available for all states
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88535c4529
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@ -11,7 +11,7 @@ export default class Idle extends OnGround {
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update(deltaT: number): void {
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super.update(deltaT);
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this.owner.animation.playIfNotAlready("IDLE", true);
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@ -22,7 +22,7 @@ export default class Idle extends OnGround {
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}
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this.parent.velocity.x = 0;
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super.update(deltaT);
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this.owner.move(this.parent.velocity.scaled(deltaT));
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}
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@ -16,7 +16,7 @@ export default class OnGround extends PlayerState {
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}
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super.update(deltaT);
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let direction = this.getInputDirection();
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@ -34,7 +34,8 @@ export default class OnGround extends PlayerState {
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else if(!this.owner.onGround){
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this.finished("fall");
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}
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super.update(deltaT);
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this.owner.move(this.parent.velocity.scaled(deltaT));
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}
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@ -3,6 +3,7 @@ import StateMachine from "../../../Wolfie2D/DataTypes/State/StateMachine";
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import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
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import GameEvent from "../../../Wolfie2D/Events/GameEvent";
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import GameNode from "../../../Wolfie2D/Nodes/GameNode";
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import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";
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import Timer from "../../../Wolfie2D/Timing/Timer";
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import { Player_Events } from "../../sword_enums";
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import InputWrapper from "../../Tools/InputWrapper";
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@ -14,12 +15,16 @@ export default abstract class PlayerState extends State {
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gravity: number = 1500; //TODO - can change later
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parent: PlayerController;
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positionTimer: Timer;
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static dashTimer: Timer;
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static dashCoolDownTimer: Timer;
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constructor(parent: StateMachine, owner: GameNode){
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super(parent);
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this.owner = owner;
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this.positionTimer = new Timer(250);
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this.positionTimer.start();
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PlayerState.dashTimer = new Timer(50);
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PlayerState.dashCoolDownTimer = new Timer(600);
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}
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@ -27,6 +32,17 @@ export default abstract class PlayerState extends State {
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}
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doDash(): void {
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if (PlayerState.dashCoolDownTimer.isStopped()) {
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//TODO - decide how to implement dash - could be a flash - maybe allow in air as well
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//play dash anim maybe
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//TODO - might give buffed speed stat to dash speed
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//TODO - give player i frame
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PlayerState.dashCoolDownTimer.start();
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PlayerState.dashTimer.start();
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}
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}
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/**
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* Get the inputs from the keyboard, or Vec2.Zero if nothing is being pressed
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*/
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@ -47,5 +63,12 @@ export default abstract class PlayerState extends State {
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this.positionTimer.start();
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}
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this.parent.velocity.y += this.gravity*deltaT;
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if(InputWrapper.isDashJustPressed()){
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this.doDash();
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}
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if (!PlayerState.dashTimer.isStopped()) {
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this.parent.velocity.x = (<Sprite>this.owner).invertX ? -800 : 800;
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}
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}
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}
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@ -13,7 +13,6 @@ export default class Walk extends OnGround {
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update(deltaT: number): void {
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super.update(deltaT);
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//console.log("walking anim");
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this.owner.animation.playIfNotAlready("WALK", true);
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@ -25,14 +24,7 @@ export default class Walk extends OnGround {
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this.parent.velocity.x = dir.x * (this.parent.speed + this.parent.CURRENT_BUFFS.speed);
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//TODO - decide how to implement dash - could be a flash - maybe allow in air as well
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if(InputWrapper.isDashJustPressed()){
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//play dash anim maybe
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//TODO - might give buffed speed stat to dash speed
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this.parent.velocity.x = dir.x * 1000; //give sidewards velocity
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//TODO - give player i frame
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}
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this.owner.move(this.parent.velocity.scaled(deltaT));
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super.update(deltaT);
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}
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onExit(): Record<string, any> {
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