Exemple #1
0
        public override void RunAction(Character character)
        {
            // End the action after the designated number of frames has elapsed:
            if (this.HasTimeElapsed(character))
            {
                this.EndAction(character);
                return;
            }

            CharacterStatus status = character.status;
            PlayerInput     input  = character.input;

            // Deactivate "JUMP" marker if the character has released the jump button.
            if (status.actionBool1 && !input.isDown(IKey.AButton))
            {
                status.actionBool1 = false;
            }

            // Deactivate "RUN" marker if the character has released the run button.
            if (status.actionBool2 && (!input.isDown(IKey.XButton) && character.shoes is Shoes == false))
            {
                status.actionBool2 = false;
            }

            CharacterStats stats   = character.stats;
            Physics        physics = character.physics;

            // JUMP STRENGTH x0.6 (if not jumping), xSlowSpeed (if not running)
            FInt jumpStrength = status.actionNum1 * (status.actionBool1 ? FInt.Create(1) : FInt.Create(0.6)) * (status.actionBool2 ? FInt.Create(1) : stats.SlowSpeedMult);

            // Vertical Movement
            physics.velocity.Y = 0 - jumpStrength;

            // If the jump button has been released and the minimum duration has ended, end the jump:
            if (!status.actionBool1 && JumpAction.MinimumTimePassed(status))
            {
                this.EndAction(character);
                return;
            }
        }
Exemple #2
0
        public void StartAction(Character character, sbyte extraStrength = 0, byte extraDuration = 0, sbyte minimumDuration = 0, bool resetJumps = false, bool playSound = true)
        {
            CharacterStatus status = character.status;
            CharacterStats  stats  = character.stats;

            if (resetJumps)
            {
                status.jumpsUsed = 0;
            }

            // If falling, must have at least one jump strain (to account for extra jump otherwise)
            else if (!character.physics.touch.toFloor && status.jumpsUsed < 1)
            {
                status.jumpsUsed = 1;
            }

            // If you've spent more jumps than you have available, cannot jump again.
            if (!JumpAction.CanJump(character))
            {
                return;
            }

            this.EndLastActionIfActive(character);

            status.jumpsUsed++;
            status.action      = ActionMap.Jump;
            status.actionEnds  = Systems.timer.Frame + stats.JumpDuration + extraDuration;
            status.actionNum1  = (sbyte)(stats.JumpStrength + extraStrength);
            status.actionNum2  = (sbyte)(stats.JumpDuration + extraDuration - minimumDuration);
            status.actionBool1 = true;                                                             // TRUE if the Jump Key is down
            status.actionBool2 = character.input.isDown(IKey.XButton) || character.shoes is Shoes; // TRUE if the Run Key is down

            // Jump Sound
            if (playSound)
            {
                character.room.PlaySound(Systems.sounds.jump, 1f, character.posX + 16, character.posY + 16);
            }
        }