public override void ChangeState(State state) { //player.input.OnKeyDown -= HandleKeyDownInput; //player.input.OnKeyRelease -= HandleKeyReleaseInput; if (pulledPlayer != null) { pulledPlayer.isCaught = false; } base.ChangeState(state); }
public override void ChangeState(State state) { // unlisten player.input.OnKeyDown -= HandleKeyDownInput; base.ChangeState(state); }
public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage) { // Nothing happens! You can't phase me bro! // unless you're shoot'n me! if ((attackingPlayer.state is StateRevolverShoot)) { base.isHit(attackingPlayer, expectedHitState, damage); } // well timed? Duck and weave! else if (dodgeThreshold > 0) { ChangeState(new StateDodge(player)); attackingPlayer.state.wasDodged(); } // just get knocked back a little else if (!(attackingPlayer.state is StateRevolverShoot) && timer <= 0) { if ((player.direction == 1 && player.position.X < attackingPlayer.position.X) || (player.direction == -1 && player.position.X > attackingPlayer.position.X)) { timer = waitTime; player.position.X += attackingPlayer.direction * hitVelocity; // and some chip damage //player.CurrentHealth -= 1; } else { // You're facing the wrong way and get knocked down, homie! base.isHit(attackingPlayer, expectedHitState, damage); } } }
public StateBowlerHatCatch(BoxingPlayer player, BowlerHatInstance hat, State originalState) : base(player, "BowlerCatch") { this.hat = hat; this.originalState = originalState; player.hasThrownBowlerHat = false; }
public override void ChangeState(State state) { player.input.OnKeyDown -= HandleKeyDownInput; player.input.OnKeyRelease -= HandleKeyReleaseInput; base.ChangeState(state); }
/// <summary> /// If we're hit 5 times by the revolver, we get knocked down! /// </summary> /// <param name="attackingPlayer"></param> public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage) { if (timer > 0) { hitCounter++; timer = time; player.sprite.FrameIndex = 0; player.CurrentHealth -= damage / 2; } }
public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage) { //If you get jumped on, you get knocked down! if (attackingPlayer.state is StateFall || attackingPlayer.isFalling) { ChangeState(new StateKnockedDown(player, 0, false)); } else if (attackingPlayer.state is StateCaneBonk) { base.isHit(attackingPlayer, new StateKnockedDown(player, 0, false), damage); } }
public virtual void ChangeState(State state) { if (player.isAirborn && state is StateStopped) { ChangeState(new StateJump(state.player, true)); //player.ChangeAnimation(s.key); //player.state = s; } else { player.ChangeAnimation(state.key); player.state = state; } }
/// <summary> /// If we're hit twice in a row, we get knocked down! /// </summary> /// <param name="attackingPlayer"></param> public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage) { if (timer <= 0) { ChangeState(new StateKnockedDown(player, attackingPlayer.direction, true)); player.CurrentHealth -= damage; if(attackingPlayer.state is StateCaneBonk) player.soundEffects["CaneHit"].Play(); // play the sound effect! //else //player.soundEffects[" timer = time; } }
/// <summary> /// If we're hit twice in a row, we get knocked down! /// </summary> /// <param name="attackingPlayer"></param> public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage) { if (timer <= 0) { // well timed? Duck and weave! if (dodgeTimer > 0) { ChangeState(new StateDodge(player)); attackingPlayer.state.wasDodged(); } else { hitCounter++; PlaySound(player.soundEffects["Hit"]); // play the sound effect! } } if (hitCounter >= 1) { ChangeState(new StateKnockedDown(player, attackingPlayer.direction,true)); player.CurrentHealth -= 20; } }
// Not even items! public override void isHitByItem(ItemInstance item, State expectedHitState) { // base.isHitByItem(item, expectedHitState); }
// if you're knocked down, nothing can hit you public override void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage) { }
public override void ChangeState(State state) { player.currentHorizontalSpeed = -knockbackVelocity; base.ChangeState(state); }
/// <summary> /// Handles any effects to this player. /// </summary> /// <param name="attackingPlayer"></param> public virtual void isHit(BoxingPlayer attackingPlayer, State expectedHitState, int damage) { //Debug.WriteLine("isHit virtual!"); if (attackingPlayer.state.isAttack || attackingPlayer.state is StateRevolverShoot) player.CurrentHealth -= damage; if (player.CurrentHealth <= 0) player.state.ChangeState(new StateKnockedDown(player, attackingPlayer.direction, true)); else player.state.ChangeState(expectedHitState); }
public override void isHit(Auction_Boxing_2.BoxingPlayer attackingPlayer, State expectedHitState, int damage) { ChangeState(new StateKnockedDown(player,attackingPlayer.direction, true)); }
public override void isHitByItem(ItemInstance item, State expectedHitState) { if (timer <= 0) { // well timed? Duck and weave! if (dodgeTimer > 0) { ChangeState(new StateDodge(player)); //attackingPlayer.state.wasDodged(); } else { hitCounter++; PlaySound(player.soundEffects["Hit"]); // play the sound effect! } timer = time; } if (hitCounter >= 1) { ChangeState(new StateKnockedDown(player, item.moveDirection, true)); player.CurrentHealth -= 20; } //base.isHitByItem(item, expectedHitState); }
public virtual void isHitByItem(ItemInstance item, State expectedHitState) { player.CurrentHealth -= item.damage; if(player.CurrentHealth <= 0 || player.state is StateJump) player.state.ChangeState(new StateKnockedDown(player, item.moveDirection, true)); else player.state.ChangeState(expectedHitState); }