Beispiel #1
0
 public static void MoveState(AbstractFighter actor)
 {
     if (actor.CheckSmash("ForwardSmash"))
     {
         actor.doAction("Dash");
     }
     //float direction = actor.GetControllerAxis("Horizontal") * actor.facing;
     //shield
     if (actor.KeyBuffered("Attack"))
     {
         actor.doGroundAttack();
     }
     if (actor.KeyBuffered("Special"))
     {
         actor.doGroundSpecial();
     }
     if (actor.KeyBuffered("Jump"))
     {
         actor.doAction("Jump");
     }
     // else if (actor.DirectionHeld("Down"))
     //     actor.doAction("Crouch");
     else if (actor.GetAxis("Horizontal") == 0.0f)
     {
         actor.doAction("Stop");
     }
     if (actor.KeyBuffered(InputTypeUtil.GetBackward(actor.getBattleObject())))
     {
         actor.SendMessage("flip"); //TODO PIVOT
     }
     //Two other kinds of stop? Not sure if these are needed
 }
Beispiel #2
0
 public static void DashState(AbstractFighter actor)
 {
     /*
      * (key,invkey) = _actor.getForwardBackwardKeys()
      *  if _actor.keyHeld('attack'):
      *      if _actor.keysContain('shield'):
      *          _actor.doAction('DashGrab')
      *      elif _actor.checkSmash(key):
      *          print("Dash cancelled into forward smash")
      *          _actor.doAction('ForwardSmash')
      *      else:
      *          _actor.doAction('DashAttack')
      *  elif _actor.keyHeld('special'):
      *      _actor.doGroundSpecial()
      *  elif _actor.keysContain('down', 0.5):
      *      _actor.doAction('RunStop')
      *  elif not _actor.keysContain('left') and not _actor.keysContain('right') and not _actor.keysContain('down'):
      *      _actor.doAction('RunStop')
      *  elif _actor.preferred_xspeed < 0 and not _actor.keysContain('left',1) and _actor.keysContain('right',1):
      *      _actor.doAction('RunStop')
      *  elif _actor.preferred_xspeed > 0 and not _actor.keysContain('right',1) and _actor.keysContain('left',1):
      *      _actor.doAction('RunStop')
      */
     //float direction = actor.GetControllerAxis("Horizontal") * actor.facing;
     //shield
     if (actor.KeyBuffered("Attack"))
     {
         actor.doGroundAttack();
     }
     if (actor.KeyBuffered("Special"))
     {
         actor.doGroundSpecial();
     }
     if (actor.KeyBuffered("Jump"))
     {
         actor.doAction("Jump");
     }
     else if (actor.GetAxis("Horizontal") == 0.0f)
     {
         actor.doAction("Stop");
     }
     if (actor.KeyBuffered(InputTypeUtil.GetBackward(actor.getBattleObject())))
     {
         actor.SendMessage("flip"); //TODO PIVOT
     }
 }
Beispiel #3
0
    public static void NeutralState(AbstractFighter actor)
    {
        //shield
        if (actor.KeyBuffered("Attack"))
        {
            actor.doGroundAttack();
        }
        if (actor.KeyBuffered("Special"))
        {
            actor.doGroundSpecial();
        }
        if (actor.KeyBuffered("Jump"))
        {
            actor.doAction("Jump");
        }
        //if (actor.KeyBuffered("Shield"))
        //    actor.doAction("Shield");
        // if (actor.DirectionHeld("Down"))
        //     actor.doAction("Crouch");
        if (actor.DirectionHeld("Forward"))
        {
            actor.doAction("Move");
        }
        if (actor.DirectionHeld("Backward"))
        {
            actor.SendMessage("flip"); //TODO PIVOT
            actor.doAction("Move");
        }

        /*
         * if (actor.GetControllerAxis("Horizontal") != 0.0f)
         * {
         *  float direction = actor.GetControllerAxis("Horizontal");
         *  if (direction * actor.facing < 0.0f) //If the movement and facing do not match
         *      actor.flip();
         *  actor.doAction("Move");
         * }
         */
    }