ShatteredSword/src/shattered_sword/Player/PlayerStates/PlayerState.ts

84 lines
2.5 KiB
TypeScript

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 GameNode from "../../../Wolfie2D/Nodes/GameNode";
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";
import Timer from "../../../Wolfie2D/Timing/Timer";
import { GameState, Player_Events } from "../../sword_enums";
import InputWrapper from "../../Tools/InputWrapper";
import PlayerController from "../PlayerController";
export default abstract class PlayerState extends State {
owner: GameNode;
gravity: number = 2500; //TODO - can change later
parent: PlayerController;
positionTimer: Timer;
static dashTimer: Timer;
static dashCoolDownTimer: Timer;
constructor(parent: StateMachine, owner: GameNode){
super(parent);
this.owner = owner;
this.positionTimer = new Timer(250);
this.positionTimer.start();
PlayerState.dashTimer = new Timer(100);
PlayerState.dashCoolDownTimer = new Timer(600);
}
handleInput(event: GameEvent): void {
}
doDash(): void {
if (PlayerState.dashCoolDownTimer.isStopped()) {
//TODO - decide how to implement dash - could be a flash - maybe allow in air as well
//play dash anim maybe
//TODO - might give buffed speed stat to dash speed
//TODO - give player i frame
PlayerState.dashCoolDownTimer.start();
PlayerState.dashTimer.start();
}
}
/**
* Get the inputs from the keyboard, or Vec2.Zero if nothing is being pressed
*/
getInputDirection(): Vec2 {
let direction = Vec2.ZERO;
direction.x = (InputWrapper.isLeftPressed() ? -1 : 0) + (InputWrapper.isRightPressed() ? 1 : 0);
direction.y = (InputWrapper.isJumpJustPressed() ? -1 : 0);
return direction;
}
update(deltaT: number): void {
// Do gravity
if (this.positionTimer.isStopped()){
this.emitter.fireEvent(Player_Events.PLAYER_MOVE, {position: this.owner.position.clone()});
this.positionTimer.start();
}
if(InputWrapper.isDashJustPressed()){
this.doDash();
}
if (!PlayerState.dashTimer.isStopped()) {
this.parent.velocity.x = (<Sprite>this.owner).invertX ? -800 : 800;
}
if (InputWrapper.getState() === GameState.GAMING) {
(<AnimatedSprite>this.parent.owner).animation.resume();
this.parent.velocity.y += this.gravity*deltaT;
this.owner.move(this.parent.velocity.scaled(deltaT));
}
else {
(<AnimatedSprite>this.parent.owner).animation.pause();
}
}
}