Exemple #1
0
 public override void stateTransitions()
 {
     base.stateTransitions();
     //These classes will be phased out as time goes on. Until then, we need to just exit early if we're in the builder since these don't actually use Subactions
     if (isInBuilder)
     {
         return;
     }
     StateTransitions.CheckGround(actor.GetAbstractFighter());
     StateTransitions.MoveState(actor.GetAbstractFighter());
     if (current_frame > 0)
     {
         if (actor.GetInputBuffer().DirectionHeld("Backward"))
         {
             PassVariable("direction", -1 * GetIntVar("direction"));
             PassVariable("accel", false);
         }
         else if (actor.GetInputBuffer().DirectionHeld("Forward"))
         {
             PassVariable("direction", GetIntVar("direction"));
             PassVariable("accel", false);
         }
     }
     //Check for dashing
     if (current_frame > last_frame)
     {
         current_frame -= 1;
     }
 }
Exemple #2
0
 public override void stateTransitions()
 {
     base.stateTransitions();
     //These classes will be phased out as time goes on. Until then, we need to just exit early if we're in the builder since these don't actually use Subactions
     if (isInBuilder)
     {
         return;
     }
     StateTransitions.NeutralState(actor.GetAbstractFighter());
     StateTransitions.CheckGround(actor.GetAbstractFighter());
 }
Exemple #3
0
    public override void stateTransitions()
    {
        base.stateTransitions();
        //These classes will be phased out as time goes on. Until then, we need to just exit early if we're in the builder since these don't actually use Subactions
        if (isInBuilder)
        {
            return;
        }
        StateTransitions.StopState(actor.GetAbstractFighter());
        StateTransitions.CheckGround(actor.GetAbstractFighter());

        //(key, invkey) = _actor.getForwardBackwardKeys()
        //if (self.direction == 1 and _actor.sprite.flip == "left") or(self.direction == -1 and _actor.sprite.flip == "right"):
        //    _actor.sprite.flipX()

        AbstractFighter fighter = actor.GetAbstractFighter();

        if (current_frame == last_frame)
        {
            if (fighter.KeyHeld("Forward"))
            {
                if (fighter.CheckSmash("ForwardSmash"))
                {
                    actor.SendMessage("doAction", "Dash");
                }
                else
                {
                    actor.SendMessage("doAction", "Move");
                }
            }
            else if (fighter.KeyHeld("Backward"))
            {
                actor.SendMessage("flip");
                if (fighter.CheckSmash("BackwardSmash"))
                {
                    actor.SendMessage("doAction", "Dash");
                }
                else
                {
                    actor.SendMessage("doAction", "Move");
                }
            }
            else
            {
                actor.SendMessage("doAction", "NeutralAction");
            }
        }
    }
Exemple #4
0
 public override void stateTransitions()
 {
     base.stateTransitions();
     //These classes will be phased out as time goes on. Until then, we need to just exit early if we're in the builder since these don't actually use Subactions
     if (isInBuilder)
     {
         return;
     }
     StateTransitions.StopState(actor.GetAbstractFighter());
     StateTransitions.CheckGround(actor.GetAbstractFighter());
     //TODO more moonwalking
     if (current_frame >= last_frame)
     {
         actor.BroadcastMessage("DoAction", "NeutralAction");
     }
 }
Exemple #5
0
 public override void stateTransitions()
 {
     base.stateTransitions();
     //These classes will be phased out as time goes on. Until then, we need to just exit early if we're in the builder since these don't actually use Subactions
     if (isInBuilder)
     {
         return;
     }
     if (current_frame >= last_frame)
     {
         actor.SetVar("landing_lag", 0);
         actor.BroadcastMessage("DoAction", "NeutralAction");
         //platform phase reset
         actor.BroadcastMessage("ChangeXPreferred", 0.0f, SendMessageOptions.RequireReceiver);
     }
     StateTransitions.CheckGround(actor.GetAbstractFighter());
 }
Exemple #6
0
    public override void stateTransitions()
    {
        base.stateTransitions();
        //These classes will be phased out as time goes on. Until then, we need to just exit early if we're in the builder since these don't actually use Subactions
        if (isInBuilder)
        {
            return;
        }
        StateTransitions.CrouchState(actor.GetAbstractFighter());
        StateTransitions.CheckGround(actor.GetAbstractFighter());
        //Platform Phase? See if it's better as it's own thing or better off here.

        /* Python code:
         * if self.frame > 0 and _actor.keyBuffered('down', _state = 1):
         *  blocks = _actor.checkGround()
         *  if blocks:
         #Turn it into a list of true/false if the block is solid
         *      blocks = map(lambda x:x.solid,blocks)
         #If none of the ground is solid
         *      if not any(blocks):
         *          _actor.doAction('PlatformDrop')
         */
    }