Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Crushing other characters while the koopa slides #126

Open
zaferakkose4152 opened this issue Apr 21, 2022 · 0 comments
Open

Crushing other characters while the koopa slides #126

zaferakkose4152 opened this issue Apr 21, 2022 · 0 comments

Comments

@zaferakkose4152
Copy link

I tried to make a method that crushes other characters while sliding Koopa, but the sound effect works more than once when hitting characters. How can I prevent this?

`import { Trait } from '../Trait.js';

export default class Screamer extends Trait {
constructor() {
super('screamer');
}
async collides(us, them) {
if (!them.killable.screaming) {
return;
}
if (them.vel.x < us.vel.x) {
this.sounds.add('fireworks');
await this.events.emit('scream', us, them);
}
}
`}``

`import Entity from '../Entity.js';
import { Trait } from '../Trait.js';
import Killable from '../traits/Killable.js';
import PendulumMove from '../traits/PendulumMove.js';
import Physics from '../traits/Physics.js';
import Solid from '../traits/Solid.js';
import Screamer from '../traits/Screamer.js';
import { loadAudioBoard } from '../loaders/audio.js';
import { loadSpriteSheet } from '../loaders.js';

export function loadKoopa(audioContext) {
return Promise.all([
loadSpriteSheet('koopa'),
loadAudioBoard('koopa', audioContext),
])
.then(([sprite, audio]) => {
return createKoopaFactory(sprite, audio);
});
}

const STATE_WALKING = Symbol('walking');
const STATE_HIDING = Symbol('hiding');
const STATE_PANIC = Symbol('panic');

class Behavior extends Trait {
constructor() {
super('behavior');

    this.hideTime = 0;
    this.hideDuration = 5;

    this.walkSpeed = null;
    this.panicSpeed = 300;// default 

    this.state = STATE_WALKING;
}

collides(us, them) {
    if (us.killable.dead) {
        return;
    }

    if (us.screamer) {
        this.handleSlip(us, them);
    }

    if (them.stomper) {
        if (them.vel.y > us.vel.y) {
            this.handleStomp(us, them);
        } else {
            this.handleNudge(us, them);
        }
    }

}

handleNudge(us, them) {
    if (this.state === STATE_WALKING) {
        them.killable.kill();
    } else if (this.state === STATE_HIDING) {
        this.panic(us, them);
    } else if (this.state === STATE_PANIC) {
        const travelDir = Math.sign(us.vel.x);
        const impactDir = Math.sign(us.pos.x - them.pos.x);
        if (travelDir !== 0 && travelDir !== impactDir) {
            them.killable.kill();
        }
    }
}

handleStomp(us, them) {
    if (this.state === STATE_WALKING) {
        this.hide(us);
    } else if (this.state === STATE_HIDING) {
        us.killable.kill();
        us.vel.set(100, -200);
        us.solid.obstructs = false;
    } else if (this.state === STATE_PANIC) {
        this.hide(us);
    }
}

//us-->Etkileşime giren  them-->Etkileşime girilen
async handleSlip(us, them) {
    if (this.state === STATE_PANIC) {
        const travelDir = Math.sign(us.vel.x);
        const impactDir = Math.sign(us.pos.x - them.pos.x);
        if (travelDir !== 0 && travelDir !== impactDir) {
            if (them.name !== 'Mario') {
                them.killable.kill();
                them.vel.set(100, -200);
                them.solid.obstructs = false;
            }
            await them.killable.scream();
        }
    }
}

hide(us) {
    us.vel.x = 0;
    us.pendulumMove.enabled = false;
    if (this.walkSpeed === null) {
        this.walkSpeed = us.pendulumMove.speed;
    }
    this.hideTime = 0;
    this.state = STATE_HIDING
}

unhide(us) {
    us.pendulumMove.enabled = true;
    us.pendulumMove.speed = this.walkSpeed;
    this.state = STATE_WALKING;
}

panic(us, them) {
    us.pendulumMove.enabled = true;
    us.pendulumMove.speed = this.panicSpeed * Math.sign(them.vel.x);
    this.state = STATE_PANIC;
}

update(us, { deltaTime }) {
    if (this.state === STATE_HIDING) {
        this.hideTime += deltaTime;
        if (this.hideTime > this.hideDuration) {
            this.unhide(us);
        }
    }
}

}

function createKoopaFactory(sprite, audio) {
const walkAnim = sprite.animations.get('walk');
const wakeAnim = sprite.animations.get('wake');

function routeAnim(koopa) {
    if (koopa.behavior.state === STATE_HIDING) {
        if (koopa.behavior.hideTime > 3) {
            return wakeAnim(koopa.behavior.hideTime);
        }
        return 'hiding';
    }
    if (koopa.behavior.state === STATE_PANIC) {
        return 'hiding';
    }
    if (koopa.killable.screaming) {
        return 'upsidedown'
    }

    return walkAnim(koopa.lifetime);
}

function drawKoopa(context) {
    sprite.draw(routeAnim(this), context, 0, 0, this.vel.x < 0);
}

return function createKoopa() {
    const koopa = new Entity("Koopa");
    koopa.size.set(16, 16);
    koopa.offset.y = 8;
    koopa.audio = audio;
    koopa.addTrait(new Physics());
    koopa.addTrait(new Solid());
    koopa.addTrait(new PendulumMove());
    koopa.addTrait(new Killable());
    koopa.addTrait(new Behavior());
    koopa.addTrait(new Screamer());
    koopa.draw = drawKoopa;

    return koopa;
};

}
`

image

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant