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state.js
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219 lines (195 loc) · 6.51 KB
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export const states = {
STANDING_LEFT: 0,
STANDING_RIGHT: 1,
SITTING_LEFT: 2,
SITTING_RIGHT: 3,
RUNNING_LEFT: 4,
RUNNING_RIGHT: 5,
JUMPING_LEFT: 6,
JUMPING_RIGHT: 7,
FALLING_LEFT: 8,
FALLING_RIGHT: 9,
}
class State {
constructor(state){
this.state = state;
}
}
export class StandingLeft extends State {
constructor(player){
super('STANDING LEFT');
this.player = player;
}
enter(){
this.player.frameX = 0;
this.player.maxFrame = 6;
this.player.frameY = 1;
this.player.speed = 0;
}
handleInput(input){
if (input === 'PRESS right') this.player.setState(states.RUNNING_RIGHT);
else if (input === 'PRESS left') this.player.setState(states.RUNNING_LEFT);
else if (input === 'PRESS down')this.player.setState(states.SITTING_LEFT);
else if (input === 'PRESS up')this.player.setState(states.JUMPING_LEFT);
}
}
export class StandingRight extends State {
constructor(player){
super('STANDING RIGHT');
this.player = player;
}
enter(){
this.player.frameX = 0;
this.player.maxFrame = 6;
this.player.frameY = 0;
this.player.speed = 0;
}
handleInput(input){
if (input === 'PRESS left') this.player.setState(states.RUNNING_LEFT);
else if (input === 'PRESS right') this.player.setState(states.RUNNING_RIGHT)
else if (input === 'PRESS down')this.player.setState(states.SITTING_RIGHT);
else if (input === 'PRESS up')this.player.setState(states.JUMPING_RIGHT);
}
}
export class SittingLeft extends State {
constructor(player){
super('SITTING LEFT');
this.player = player;
}
enter(){
this.player.frameX = 0;
this.player.maxFrame = 4;
this.player.frameY = 9;
this.player.speed = 0;
}
handleInput(input){
if (input === 'PRESS right') this.player.setState(states.SITTING_RIGHT);
else if(input === 'RELEASE down') this.player.setState(states.STANDING_LEFT);
/* else if(input === 'PRESS left') this.player.setState(states.RUNNING_LEFT); */
}
}
export class SittingRight extends State {
constructor(player){
super('SITTING RIGHT');
this.player = player;
}
enter(){
this.player.frameX = 0;
this.player.maxFrame = 4;
this.player.frameY = 8;
this.player.speed = 0;
}
handleInput(input){
if (input === 'PRESS left') this.player.setState(states.SITTING_LEFT);
else if(input === 'RELEASE down') this.player.setState(states.STANDING_RIGHT);
/* else if(input === 'PRESS right') this.player.setState(states.RUNNING_RIGHT); */
}
}
export class RunningLeft extends State {
constructor(player){
super('RUNNING LEFT');
this.player = player;
}
enter(){
this.player.frameX = 0;
this.player.maxFrame = 8;
this.player.frameY = 7;
this.player.speed = -this.player.maxSpeed;
}
handleInput(input){
if (input === 'PRESS right') this.player.setState(states.RUNNING_RIGHT);
else if(input === 'RELEASE left') this.player.setState(states.STANDING_LEFT);
else if (input === 'PRESS down')this.player.setState(states.SITTING_LEFT);
/* 0.1 */
else if (input === 'PRESS up')this.player.setState(states.JUMPING_LEFT);
}
}
export class RunningRight extends State {
constructor(player){
super('RUNNING RIGHT');
this.player = player;
}
enter(){
this.player.frameX = 0;
this.player.maxFrame = 8;
this.player.frameY = 6;
this.player.speed = this.player.maxSpeed;
}
handleInput(input){
if (input === 'PRESS left') this.player.setState(states.RUNNING_LEFT);
else if(input === 'RELEASE right') this.player.setState(states.STANDING_RIGHT);
else if (input === 'PRESS down')this.player.setState(states.SITTING_RIGHT);
/* 0.1 */
else if (input === 'PRESS up')this.player.setState(states.JUMPING_RIGHT);
}
}
export class JumpingLeft extends State {
constructor(player){
super('JUMPING LEFT');
this.player = player;
}
enter(){
this.player.frameX = 0;
this.player.maxFrame = 6;
this.player.frameY = 3;
if (this.player.onGround()) this.player.vy -= 20;
/* this.player.speed = -this.player.maxSpeed * 0.5; */
}
handleInput(input){
if (input === 'PRESS right') this.player.setState(states.JUMPING_RIGHT);
else if (this.player.onGround()) this.player.setState(states.STANDING_LEFT)
else if (this.player.vy > 0) this.player.setState(states.FALLING_LEFT)
}
}
export class JumpingRight extends State {
constructor(player){
super('JUMPING RIGHT');
this.player = player;
}
enter(){
this.player.frameX = 0;
this.player.maxFrame = 6;
this.player.frameY = 2;
if (this.player.onGround()) this.player.vy -= 20;
/* this.player.speed = this.player.maxSpeed * 0.5; */
}
handleInput(input){
if (input === 'PRESS left') this.player.setState(states.JUMPING_LEFT);
else if (this.player.onGround()) this.player.setState(states.STANDING_RIGHT)
else if (this.player.vy > 0) this.player.setState(states.FALLING_RIGHT)
}
}
export class FallingLeft extends State {
constructor(player){
super('FALLING LEFT');
this.player = player;
}
enter(){
this.player.frameX = 0;
this.player.maxFrame = 6;
this.player.frameY = 5;
}
handleInput(input){
if (input === 'PRESS right') this.player.setState(states.FALLING_RIGHT);
else if (this.player.onGround()) this.player.setState(states.STANDING_LEFT)
/* 0.1 */
/* else if (this.player.onGround()) this.player.setState(states.RUNNING_LEFT) */
}
}
export class FallingRight extends State {
constructor(player){
super('FALLING RIGHT');
this.player = player;
}
enter(){
this.player.frameX = 0;
this.player.maxFrame = 6;
this.player.frameY = 4;
}
handleInput(input){
if (input === 'PRESS left') this.player.setState(states.FALLING_LEFT);
else if (this.player.onGround()) this.player.setState(states.STANDING_RIGHT)
/* 0.1 */
/* else if (this.player.onGround()) this.player.setState(states.RUNNING_RIGHT) */
}
}