feat: implemented InputWrapper and replace Input
This commit is contained in:
parent
dca4b275bb
commit
f584280f50
|
@ -12,11 +12,11 @@ import Walk from "./PlayerStates/Walk";
|
|||
import Debug from "../../Wolfie2D/Debug/Debug";
|
||||
import Item from "../GameSystems/items/Item";
|
||||
import InventoryManager from "../GameSystems/InventoryManager";
|
||||
import Input from "../../Wolfie2D/Input/Input";
|
||||
import BattlerAI from "../AI/BattlerAI";
|
||||
import MathUtils from "../../Wolfie2D/Utils/MathUtils";
|
||||
import Weapon from "../GameSystems/items/Weapon";
|
||||
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
|
||||
import InputWrapper from "../Tools/InputWrapper";
|
||||
|
||||
|
||||
export enum PlayerType {
|
||||
|
@ -104,15 +104,6 @@ export default class PlayerController extends StateMachineAI implements BattlerA
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns three legal random generate buffs based on current state
|
||||
* @returns Three buffs
|
||||
*/
|
||||
static getBuffs(): Buffs {
|
||||
// TODO
|
||||
return undefined;
|
||||
}
|
||||
|
||||
//TODO - balance buff value generation
|
||||
/**
|
||||
* returns an array of three randomly generated buffs
|
||||
|
@ -241,7 +232,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
|
|||
Debug.log("player Coords:", "Player Coords:" +this.owner.position );
|
||||
|
||||
//testing the attacks here, may be moved to another place later
|
||||
if(Input.isJustPressed("attack")){
|
||||
if(InputWrapper.isAttackJustPressed()){
|
||||
let item = this.inventory.getItem();
|
||||
(<AnimatedSprite>this.owner).animation.playIfNotAlready("ATTACK", true);
|
||||
//TODO - get proper look direction
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
import GameEvent from "../../../Wolfie2D/Events/GameEvent";
|
||||
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
|
||||
import InAir from "./InAir";
|
||||
import Input from "../../../Wolfie2D/Input/Input";
|
||||
import InputWrapper from "../../Tools/InputWrapper";
|
||||
|
||||
export default class Fall extends InAir {
|
||||
owner: AnimatedSprite;
|
||||
|
@ -15,7 +15,7 @@ export default class Fall extends InAir {
|
|||
|
||||
//TODO - testing doublejump, may have to move to InAir instead
|
||||
// If we jump, move to the Jump state, give a burst of upwards velocity
|
||||
if( this.parent.airjumps>0 && Input.isJustPressed("jump")){
|
||||
if( this.parent.airjumps>0 && InputWrapper.isJumpJustPressed()){
|
||||
this.parent.airjumps --;
|
||||
this.finished("jump");
|
||||
this.parent.velocity.y = -600; // basically jump height
|
||||
|
|
|
@ -1,4 +1,3 @@
|
|||
import Input from "../../../Wolfie2D/Input/Input";
|
||||
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
|
||||
import { PlayerStates } from "../PlayerController";
|
||||
import OnGround from "./OnGround";
|
||||
|
|
|
@ -3,9 +3,9 @@ import { GameEventType } from "../../../Wolfie2D/Events/GameEventType";
|
|||
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
|
||||
import { EaseFunctionType } from "../../../Wolfie2D/Utils/EaseFunctions";
|
||||
import { Player_Events } from "../../sword_enums";
|
||||
import InputWrapper from "../../Tools/InputWrapper";
|
||||
import { PlayerStates } from "../PlayerController";
|
||||
import InAir from "./InAir";
|
||||
import Input from "../../../Wolfie2D/Input/Input";
|
||||
|
||||
export default class Jump extends InAir {
|
||||
owner: AnimatedSprite;
|
||||
|
@ -27,7 +27,7 @@ export default class Jump extends InAir {
|
|||
|
||||
//TODO - testing doublejump, may have to move to InAir instead
|
||||
// If we jump, move to the Jump state, give a burst of upwards velocity
|
||||
if( this.parent.airjumps>0 && Input.isJustPressed("jump")){
|
||||
if( this.parent.airjumps>0 && InputWrapper.isJumpJustPressed()){
|
||||
this.parent.airjumps --;
|
||||
this.finished("jump");
|
||||
this.parent.velocity.y = -600; // basically jump height
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
import GameEvent from "../../../Wolfie2D/Events/GameEvent";
|
||||
import Input from "../../../Wolfie2D/Input/Input";
|
||||
import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";
|
||||
import MathUtils from "../../../Wolfie2D/Utils/MathUtils";
|
||||
import InputWrapper from "../../Tools/InputWrapper";
|
||||
import PlayerState from "./PlayerState";
|
||||
|
||||
export default class OnGround extends PlayerState {
|
||||
|
@ -26,7 +26,7 @@ export default class OnGround extends PlayerState {
|
|||
|
||||
|
||||
// If we jump, move to the Jump state, give a burst of upwards velocity
|
||||
if(Input.isJustPressed("jump")){
|
||||
if(InputWrapper.isJumpJustPressed()){
|
||||
this.finished("jump");
|
||||
this.parent.velocity.y = -600; // basically jump height
|
||||
|
||||
|
|
|
@ -2,10 +2,10 @@ import State from "../../../Wolfie2D/DataTypes/State/State";
|
|||
import StateMachine from "../../../Wolfie2D/DataTypes/State/StateMachine";
|
||||
import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
|
||||
import GameEvent from "../../../Wolfie2D/Events/GameEvent";
|
||||
import Input from "../../../Wolfie2D/Input/Input";
|
||||
import GameNode from "../../../Wolfie2D/Nodes/GameNode";
|
||||
import Timer from "../../../Wolfie2D/Timing/Timer";
|
||||
import { Player_Events } from "../../sword_enums";
|
||||
import InputWrapper from "../../Tools/InputWrapper";
|
||||
import PlayerController from "../PlayerController";
|
||||
|
||||
|
||||
|
@ -32,8 +32,8 @@ export default abstract class PlayerState extends State {
|
|||
*/
|
||||
getInputDirection(): Vec2 {
|
||||
let direction = Vec2.ZERO;
|
||||
direction.x = (Input.isPressed("left") ? -1 : 0) + (Input.isPressed("right") ? 1 : 0);
|
||||
direction.y = (Input.isJustPressed("jump") ? -1 : 0);
|
||||
direction.x = (InputWrapper.isLeftPressed() ? -1 : 0) + (InputWrapper.isRightPressed() ? 1 : 0);
|
||||
direction.y = (InputWrapper.isJumpJustPressed() ? -1 : 0);
|
||||
return direction;
|
||||
}
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
import Input from "../../../Wolfie2D/Input/Input";
|
||||
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
|
||||
import { Player_Events } from "../../sword_enums";
|
||||
import InputWrapper from "../../Tools/InputWrapper";
|
||||
import { PlayerStates } from "../PlayerController";
|
||||
import OnGround from "./OnGround";
|
||||
|
||||
|
@ -26,7 +26,7 @@ export default class Walk extends OnGround {
|
|||
this.parent.velocity.x = dir.x * (this.parent.speed + this.parent.CURRENT_BUFFS.speed);
|
||||
|
||||
//TODO - decide how to implement dash - could be a flash - maybe allow in air as well
|
||||
if(Input.isJustPressed("dash")){
|
||||
if(InputWrapper.isDashJustPressed()){
|
||||
//play dash anim maybe
|
||||
//TODO - might give buffed speed stat to dash speed
|
||||
this.parent.velocity.x = dir.x * 1000; //give sidewards velocity
|
||||
|
|
|
@ -2,7 +2,6 @@ import AABB from "../../Wolfie2D/DataTypes/Shapes/AABB";
|
|||
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
|
||||
import Debug from "../../Wolfie2D/Debug/Debug";
|
||||
import { GameEventType } from "../../Wolfie2D/Events/GameEventType";
|
||||
import Input from "../../Wolfie2D/Input/Input";
|
||||
import { TweenableProperties } from "../../Wolfie2D/Nodes/GameNode";
|
||||
import { GraphicType } from "../../Wolfie2D/Nodes/Graphics/GraphicTypes";
|
||||
import Point from "../../Wolfie2D/Nodes/Graphics/Point";
|
||||
|
@ -16,7 +15,7 @@ import Color from "../../Wolfie2D/Utils/Color";
|
|||
import { EaseFunctionType } from "../../Wolfie2D/Utils/EaseFunctions";
|
||||
import PlayerController from "../Player/PlayerController";
|
||||
import MainMenu from "./MainMenu";
|
||||
import { Player_Events, Statuses } from "../sword_enums";
|
||||
import { GameState, Player_Events, Statuses } from "../sword_enums";
|
||||
import RegistryManager from "../../Wolfie2D/Registry/RegistryManager";
|
||||
import WeaponType from "../GameSystems/items/WeaponTypes/WeaponType";
|
||||
import Weapon from "../GameSystems/items/Weapon";
|
||||
|
@ -30,6 +29,8 @@ import Button from "../../Wolfie2D/Nodes/UIElements/Button";
|
|||
import { Buff } from "../Player/PlayerController";
|
||||
import CanvasNode from "../../Wolfie2D/Nodes/CanvasNode";
|
||||
import { Enemy } from "../Tools/RandomMapGenerator";
|
||||
import Stack from "../../Wolfie2D/DataTypes/Stack";
|
||||
import InputWrapper from "../Tools/InputWrapper";
|
||||
|
||||
|
||||
|
||||
|
@ -75,6 +76,8 @@ export default class GameLevel extends Scene {
|
|||
// A list of enemies
|
||||
protected enemies: Array<AnimatedSprite>;
|
||||
|
||||
protected gameStateStack: Stack<GameState>;
|
||||
|
||||
//buffs layer
|
||||
buffLayer: Layer;
|
||||
buffButton1 : Button;
|
||||
|
@ -170,15 +173,19 @@ export default class GameLevel extends Scene {
|
|||
//TODO - uncomment when done testing
|
||||
// Initially disable player movement
|
||||
//Input.disableInput();
|
||||
Input.enableInput();
|
||||
this.gameStateStack = new Stack();
|
||||
this.setGameState(GameState.GAMING);
|
||||
InputWrapper.enableInput();
|
||||
}
|
||||
|
||||
|
||||
updateScene(deltaT: number){
|
||||
|
||||
// Handle events and update the UI if needed
|
||||
while(this.receiver.hasNextEvent()){
|
||||
let event = this.receiver.getNextEvent();
|
||||
|
||||
if (this.gameStateStack.peek() == GameState.GAMING) {
|
||||
switch(event.type){
|
||||
case Player_Events.ENEMY_KILLED:
|
||||
|
||||
|
@ -198,23 +205,32 @@ export default class GameLevel extends Scene {
|
|||
this.buffButton3.text = "Increase "+this.buffs[2].type + " by "+this.buffs[2].value;
|
||||
|
||||
//pause game here
|
||||
this.setGameState(GameState.BUFF);
|
||||
this.buffLayer.enable();
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
else if (this.gameStateStack.peek() == GameState.BUFF) {
|
||||
switch(event.type){
|
||||
case "buff1":
|
||||
(<PlayerController>this.player._ai).addBuff(this.buffs[0]);
|
||||
this.buffLayer.disable();
|
||||
this.setGameState();
|
||||
break;
|
||||
case "buff2":
|
||||
(<PlayerController>this.player._ai).addBuff(this.buffs[1]);
|
||||
this.buffLayer.disable();
|
||||
this.setGameState();
|
||||
break;
|
||||
case "buff3":
|
||||
(<PlayerController>this.player._ai).addBuff(this.buffs[2]);
|
||||
this.buffLayer.disable();
|
||||
this.setGameState();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//update health UI
|
||||
let playerAI = (<PlayerController>this.player.ai);
|
||||
|
@ -231,7 +247,7 @@ export default class GameLevel extends Scene {
|
|||
this.playerFalloff(viewportCenter, baseViewportSize);
|
||||
|
||||
//TODO - this is for testing
|
||||
if(Input.isJustPressed("spawn")){
|
||||
if(InputWrapper.isSpawnJustPressed()){
|
||||
console.log("trying to spawn enemy");
|
||||
this.addEnemy("test_dummy",this.player.position,{player: this.player,
|
||||
health :100,
|
||||
|
@ -245,6 +261,18 @@ export default class GameLevel extends Scene {
|
|||
|
||||
}
|
||||
|
||||
// TODO put UI changes in here
|
||||
protected setGameState(gameState?: GameState) {
|
||||
if (gameState) {
|
||||
this.gameStateStack.push(gameState);
|
||||
InputWrapper.setState(gameState);
|
||||
}
|
||||
else {
|
||||
this.gameStateStack.pop();
|
||||
InputWrapper.setState(this.gameStateStack.peek());
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialzes the layers
|
||||
*/
|
||||
|
@ -603,7 +631,7 @@ export default class GameLevel extends Scene {
|
|||
GameLevel.livesCount += amt;
|
||||
this.livesCountLabel.text = "Lives: " + GameLevel.livesCount;
|
||||
if (GameLevel.livesCount == 0){
|
||||
Input.disableInput();
|
||||
InputWrapper.disableInput();
|
||||
this.player.disablePhysics();
|
||||
this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "player_death", loop: false, holdReference: false});
|
||||
this.player.tweens.play("death");
|
||||
|
@ -617,7 +645,7 @@ export default class GameLevel extends Scene {
|
|||
GameLevel.livesCount = 3;
|
||||
this.emitter.fireEvent(GameEventType.STOP_SOUND, {key: "level_music"});
|
||||
this.sceneManager.changeToScene(MainMenu, {});
|
||||
Input.enableInput();
|
||||
InputWrapper.enableInput();
|
||||
}
|
||||
|
||||
|
||||
|
@ -637,3 +665,4 @@ export default class GameLevel extends Scene {
|
|||
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -7,7 +7,7 @@ import Color from "../../Wolfie2D/Utils/Color";
|
|||
import Layer from "../../Wolfie2D/Scene/Layer";
|
||||
import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
|
||||
import { GameEventType } from "../../Wolfie2D/Events/GameEventType";
|
||||
import Input from "../../Wolfie2D/Input/Input";
|
||||
import InputWrapper from "../Tools/InputWrapper";
|
||||
|
||||
|
||||
enum Mode {
|
||||
|
@ -20,7 +20,6 @@ export default class SceneWithStory extends Scene {
|
|||
private currentMode: Mode = Mode.GAME_MODE;
|
||||
private storytextLabel: Label;
|
||||
private storyLayer: Layer;
|
||||
private primary: Layer;
|
||||
private story: Story;
|
||||
private storyProgress: number;
|
||||
private storySprites: Array<Sprite>;
|
||||
|
@ -29,12 +28,8 @@ export default class SceneWithStory extends Scene {
|
|||
private currentContent: string;
|
||||
|
||||
startScene(): void {
|
||||
|
||||
|
||||
|
||||
// The code below are for testing only. Please comment them when submit
|
||||
|
||||
this.primary = this.addUILayer("primary");
|
||||
const center = this.viewport.getCenter();
|
||||
const loadStory = this.add.uiElement(UIElementType.BUTTON, "primary", { position: new Vec2(center.x, center.y), text: "LoadStory" });
|
||||
loadStory.size.set(200, 50);
|
||||
|
@ -56,21 +51,12 @@ export default class SceneWithStory extends Scene {
|
|||
* @param storyPath The path to the story JSON
|
||||
*/
|
||||
async storyLoader(storyPath: string) {
|
||||
// I may want to load multiple stories in a single scene, but this
|
||||
// Layer with name story already exists
|
||||
// so can i detect whether this layer exists?
|
||||
const response = await (await fetch(storyPath)).json();
|
||||
this.story = <Story>response;
|
||||
console.log("story:", this.story);
|
||||
if (this.story.bgm) {
|
||||
this.storyBGMs = new Array;
|
||||
this.story.bgm.forEach((bgm) => {
|
||||
// this.load.audio(bgm.key, bgm.path);
|
||||
// console.log("audio:", bgm.key, "path:", bgm.path);
|
||||
// this.load.loadResourcesFromQueue(() => {
|
||||
// console.log("finished loading audio");
|
||||
// this.emitter.fireEvent(GameEventType.PLAY_SOUND, { key: bgm.key, loop: false, holdReference: true });
|
||||
// });
|
||||
|
||||
if (this.load.getAudio(bgm.key)) {
|
||||
this.emitter.fireEvent(GameEventType.PLAY_SOUND, { key: bgm.key, loop: false, holdReference: true });
|
||||
|
@ -115,13 +101,6 @@ export default class SceneWithStory extends Scene {
|
|||
this.story.texts[this.storyProgress].actions.forEach(action => {
|
||||
switch (action.type) {
|
||||
case "loadSprite":
|
||||
// this.load.image(action.key, action.path);
|
||||
// this.load.loadResourcesFromQueue(() => {
|
||||
// tmp = this.add.sprite(action.key, "story");
|
||||
// tmp.position.set(action.positon[0], action.positon[1]);
|
||||
// tmp.scale.set(action.scale[0], action.scale[1]);
|
||||
// this.storySprites.push(tmp);
|
||||
// });
|
||||
if (this.load.getImage(action.key)) {
|
||||
tmp = this.add.sprite(action.key, "story");
|
||||
tmp.position.set(action.positon[0], action.positon[1]);
|
||||
|
@ -137,15 +116,6 @@ export default class SceneWithStory extends Scene {
|
|||
})
|
||||
}
|
||||
break;
|
||||
// case "loadAnimatedSprite":
|
||||
// this.load.spritesheet(action.key, action.path);
|
||||
// this.load.loadResourcesFromQueue(() => {
|
||||
// tmp = this.add.animatedSprite(action.key, "story");
|
||||
// tmp.position.set(action.positon[0], action.positon[1]);
|
||||
// tmp.scale.set(action.scale[0], action.scale[1]);
|
||||
// this.storySprites.push(tmp);
|
||||
// });
|
||||
// break;
|
||||
case "moveSprite":
|
||||
tmp = this.storySprites.find(function (sprite) {
|
||||
return sprite.imageId === action.key;
|
||||
|
@ -208,7 +178,7 @@ export default class SceneWithStory extends Scene {
|
|||
}
|
||||
}
|
||||
// Testing code
|
||||
if (Input.isMouseJustPressed() && this.currentMode === Mode.STORY_MODE) {
|
||||
if (InputWrapper.isNextJustPressed() && this.currentMode === Mode.STORY_MODE) {
|
||||
this.updateStory();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -10,7 +10,7 @@ import Color from "../../Wolfie2D/Utils/Color";
|
|||
import Layer from "../../Wolfie2D/Scene/Layer";
|
||||
import Label from "../../Wolfie2D/Nodes/UIElements/Label";
|
||||
import Levels from "./Levels";
|
||||
import Input from "../../Wolfie2D/Input/Input";
|
||||
import InputWrapper from "../Tools/InputWrapper";
|
||||
|
||||
|
||||
export default class MainMenu extends Scene {
|
||||
|
@ -73,7 +73,7 @@ export default class MainMenu extends Scene {
|
|||
while(this.receiver.hasNextEvent()){
|
||||
let event = this.receiver.getNextEvent();
|
||||
console.log(event);
|
||||
if (Input.isMouseJustPressed(0)) { //if left click
|
||||
if (InputWrapper.isMouseJustPressed(0)) { //if left click
|
||||
this.sceneManager.changeToScene(MainMenu, {}, {});
|
||||
|
||||
}
|
||||
|
|
|
@ -1,10 +1,58 @@
|
|||
import Input from "../../Wolfie2D/Input/Input";
|
||||
import {GameState} from "../sword_enums";
|
||||
|
||||
export default class InputWrapper {
|
||||
private static isInStoryMode: boolean;
|
||||
private static gameState: GameState = GameState.GAMING;
|
||||
|
||||
constructor() {
|
||||
InputWrapper.isInStoryMode = false;
|
||||
static isUpPressed(): boolean {
|
||||
if (InputWrapper.gameState != GameState.GAMING) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Input.isPressed("up")) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
static isDownPressed(): boolean {
|
||||
if (InputWrapper.gameState != GameState.GAMING) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Input.isPressed("down")) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
static isLeftPressed(): boolean {
|
||||
if (InputWrapper.gameState != GameState.GAMING) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Input.isPressed("left")) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
static isRightPressed(): boolean {
|
||||
if (InputWrapper.gameState != GameState.GAMING) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Input.isPressed("right")) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
static isJumpJustPressed(): boolean {
|
||||
if (InputWrapper.gameState != GameState.GAMING) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Input.isJustPressed("jump")) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -12,15 +60,96 @@ export default class InputWrapper {
|
|||
* @returns True if the attack key is pressed, false otherwise
|
||||
*/
|
||||
static isAttackJustPressed(): boolean {
|
||||
if (InputWrapper.isInStoryMode) {
|
||||
if (InputWrapper.gameState != GameState.GAMING) {
|
||||
return false;
|
||||
}
|
||||
// TODO
|
||||
return undefined;
|
||||
|
||||
if (Input.isJustPressed("attack")) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static setStoryMode(storyMode: boolean): void {
|
||||
InputWrapper.isInStoryMode = storyMode;
|
||||
static isDashJustPressed(): boolean {
|
||||
if (InputWrapper.gameState != GameState.GAMING) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Input.isJustPressed("dash")) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static isSkillJustPressed(): boolean {
|
||||
if (InputWrapper.gameState != GameState.GAMING) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Input.isJustPressed("skill")) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static isInventoryJustPressed(): boolean {
|
||||
if (InputWrapper.gameState != GameState.GAMING) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Input.isJustPressed("attack")) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static isSpawnJustPressed(): boolean {
|
||||
if (InputWrapper.gameState != GameState.GAMING) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Input.isJustPressed("spawn")) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static isPauseJustPressed(): boolean {
|
||||
if (InputWrapper.gameState != GameState.GAMING && InputWrapper.gameState != GameState.PAUSE) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Input.isJustPressed("pause")) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static isNextJustPressed(): boolean {
|
||||
if (InputWrapper.gameState != GameState.STORY) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Input.isJustPressed("attack") || Input.isMouseJustPressed()) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static isMouseJustPressed(mouseButton?: number): boolean{
|
||||
return Input.isMouseJustPressed(mouseButton);
|
||||
}
|
||||
|
||||
static disableInput() {
|
||||
Input.disableInput();
|
||||
}
|
||||
|
||||
static enableInput() {
|
||||
Input.enableInput();
|
||||
}
|
||||
|
||||
static setState(gameState: GameState): void {
|
||||
InputWrapper.gameState = gameState;
|
||||
}
|
||||
|
||||
}
|
|
@ -24,3 +24,10 @@ export enum Statuses {
|
|||
CAN_RETREAT = "CAN_RETREAT",
|
||||
REACHED_GOAL = "GOAL"
|
||||
}
|
||||
|
||||
export enum GameState {
|
||||
GAMING = "gaming",
|
||||
STORY = "story",
|
||||
BUFF = "buff",
|
||||
PAUSE = "pause"
|
||||
}
|
Loading…
Reference in New Issue
Block a user