Esempio n. 1
0
 void Awake()
 {
     inputState = GetComponent<InputState>();
     anim = GetComponentInChildren<SkeletonAnimation>();
     collisionState = GetComponent<CollisionState>();
     attackBehavior = GetComponent<Attack>();
     rb2d = GetComponent<Rigidbody2D>();
     crouchBehavior = GetComponent<CrouchBehavior>();
 }
Esempio n. 2
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    private void Block(Player.Attack left_act, Player.Attack right_act)
    {
        Player blocker, attacker;

        Player.Attack atk;
        if (left_act == Player.Attack.HighBlock || left_act == Player.Attack.LowBlock)
        {
            blocker  = left_player;
            attacker = right_player;
            atk      = right_act;
        }
        else
        {
            blocker  = right_player;
            attacker = left_player;
            atk      = left_act;
        }

        if (blocker.GetComboPoints() == 8)
        {
            blocker.RefillBlock();
            blocker.DrainCombos();
        }

        float block_val = blocker.GetBlock();

        float antag_dmg;

        // Calculate attacker damage
        antag_dmg = CalculateAttack(attacker, atk, blocker);

        // Take remaining block value after hit
        float remainder = block_val - antag_dmg;

        // If damage exceeds block value
        if (remainder < 0.0f)
        {
            blocker.ModBlock(-block_val);
            blocker.ModHealth(remainder);
        }

        // If damage does not exceed block value
        else
        {
            blocker.ModBlock(-antag_dmg);
        }

        return;
    }
Esempio n. 3
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    private void Hit(Player.Attack left_act, Player.Attack right_act)
    {
        float left_damage;
        float right_damage;

        // Calculate right player damage
        right_damage = CalculateAttack(right_player, right_act, left_player);

        // Calculate left player damage
        left_damage = CalculateAttack(left_player, left_act, left_player);

        // Apply damage calculations
        left_player.ModHealth(-right_damage);
        right_player.ModHealth(-left_damage);

        // Do particle effects
        if (right_damage > 0)
        {
            if (right_act.IsHigh())
            {
                particler.SpawnEffectOnPlayer(right_damage >= 4 ? "heavy_high_hit" : "light_high_hit", left_player, right_player);
            }
            if (right_act.IsLow())
            {
                particler.SpawnEffectOnPlayer(right_damage >= 4 ? "heavy_low_hit" : "light_low_hit", left_player, right_player);
            }
            if (right_act.IsMid())
            {
                particler.SpawnEffectOnPlayer(right_damage >= 4 ? "heavy_mid_hit" : "light_mid_hit", left_player, right_player);
            }
        }

        if (left_damage > 0)
        {
            if (left_act.IsHigh())
            {
                particler.SpawnEffectOnPlayer(left_damage >= 4 ? "heavy_high_hit" : "light_high_hit", right_player, left_player);
            }
            if (left_act.IsLow())
            {
                particler.SpawnEffectOnPlayer(left_damage >= 4 ? "heavy_low_hit" : "light_low_hit", right_player, left_player);
            }
            if (left_act.IsMid())
            {
                particler.SpawnEffectOnPlayer(left_damage >= 4 ? "heavy_mid_hit" : "light_mid_hit", right_player, left_player);
            }
        }
    }
Esempio n. 4
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    private void Clash(Player.Attack left_act, Player.Attack right_act)
    {
        if (left_act == Player.Attack.Projectile)
        {
            // Calculate player damage (both known projectiles)
            float right_damage = CalculateBoostedAttack(right_player, right_act);
            float left_damage  = CalculateBoostedAttack(left_player, left_act);

            float tide = right_damage - left_damage;

            // If left overpowers
            if (tide < 0)
            {
                right_player.ModHealth(tide);
            }
            else if (tide > 0)
            {
                left_player.ModHealth(-tide);
            }
        }

        else
        {
            if (left_act.IsHigh() || right_act.IsHigh())
            {
                particler.SpawnEffectOnPlayer("high_clash", left_player, right_player);
            }

            if (left_act.IsLow() || right_act.IsLow())
            {
                particler.SpawnEffectOnPlayer("low_clash", left_player, right_player);
            }

            if (left_act.IsMid() || right_act.IsMid())
            {
                particler.SpawnEffectOnPlayer("mid_clash", left_player, right_player);
            }
        }


        // If not projectiles, players neutralize each other's damage (noop)
    }
Esempio n. 5
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    // Utility functions
    private float CalculateAttack(Player attacker, Player.Attack action, Player other)
    {
        float dmg;

        if (action == Player.Attack.Projectile || action == Player.Attack.Uppercut)
        {
            dmg = CalculateBoostedAttack(attacker, action);
            if (action == Player.Attack.Projectile)
            {
                if (attacker.GetBlock() == 0)
                {
                    dmg = 0;
                }
                else
                {
                    //particler.SpawnEffectOnPlayer("beam", attacker, other);
                    attacker.DrainCombos();
                }
            }
            else
            {
                attacker.DrainCombos();
            }
        }
        else
        {
            dmg = BaseDmgTable[(int)action];
        }

        if (action == attacker.prev_action)
        {
            dmg *= 0.5f;
        }

        return(dmg);
    }
Esempio n. 6
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 public static bool IsMid(this Player.Attack atk)
 {
     return(atk == Player.Attack.Jab || atk == Player.Attack.Projectile || atk == Player.Attack.BodyCheck || atk == Player.Attack.SpinKick);
 }
Esempio n. 7
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 public static bool IsLow(this Player.Attack atk)
 {
     return(atk == Player.Attack.LowKick);
 }
Esempio n. 8
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 public static bool IsHigh(this Player.Attack atk)
 {
     return(atk == Player.Attack.Uppercut || atk == Player.Attack.HighPunch);
 }
Esempio n. 9
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    // Function called every beat
    void Beat(double b)
    {
        // Determine each player's move
        Player.Attack right_act = right_player.GetAction();
        Player.Attack left_act  = left_player.GetAction();

        // Get player distances from center
        short right_dist = right_player.GetDistance();
        short left_dist  = left_player.GetDistance();

        // Based on move, change the distance for each player
        // Right player distance
        if (right_act == Player.Attack.Backdash)
        {
            right_dist = right_player.ModDistance(2);
        }
        else if (right_act == Player.Attack.BodyCheck)
        {
            right_dist = right_player.ModDistance(-2);
        }
        else
        {
            right_dist = right_player.ModDistance(-1);
        }

        // Left player distance
        if (left_act == Player.Attack.Backdash)
        {
            left_dist = left_player.ModDistance(2);
        }
        else if (left_act == Player.Attack.BodyCheck)
        {
            left_dist = left_player.ModDistance(-2);
        }
        else
        {
            left_dist = left_player.ModDistance(-1);
        }
        // Determine outcome based on each player's move
        // If players are not in melee range of each other, then they can only land projectile hits
        if (right_dist != 0 || left_dist != 0)
        {
            // If both players fired projectiles, then the projectiles clash
            if (right_act == Player.Attack.Projectile && left_act == Player.Attack.Projectile)
            {
                Clash(left_act, right_act);
            }

            // If only one player fired a projectile, then there is no clash to be made
            else if (right_act == Player.Attack.Projectile || left_act == Player.Attack.Projectile)
            {
                Hit(left_act, right_act);
            }

            // If neither player fired projectiles, they are not in range to do anything meaningful
            else
            {
                Noop();
            }
        }

        // If both players are in melee range of each other
        else
        {
            // Refer to InRangeTable for results
            switch (InRangeOutcomes[(int)(left_act), (int)(right_act)])
            {
            case (Outcome.Noop):
                Noop();
                break;

            case (Outcome.Dodge):
                Noop();
                break;

            case (Outcome.Hit):
                Hit(left_act, right_act);
                break;

            case (Outcome.Clash):
                Clash(left_act, right_act);
                break;

            case (Outcome.Block):
                Block(left_act, right_act);
                break;
            }
        }

        // Clear combo points for any movement that did not sync correctly

        // Check if game is over
        // Case 1: One player dies
        if (left_player.GetHealth() == 0)
        {
            winner  += 1;
            gameover = true;
        }

        if (right_player.GetHealth() == 0)
        {
            winner  -= 1;
            gameover = true;
        }

        // Case 2: Song ends
        // TO BE INCORPORATED WITH BEAT/SIMFILE CONTENT

        if (gameover)
        {
            switch (winner)
            {
            case (-1):
                // Left wins
                break;

            case (0):
                // Tie
                break;

            case (1):
                // Right wins
                break;
            }
        }
    }
Esempio n. 10
0
 private static float CalculateBoostedAttack(Player attacker, Player.Attack action)
 {
     return(BaseDmgTable[(int)action] + (attacker.GetComboPoints() * combo_mult));
 }