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PlayerStates.js
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import { myInput } from "../myInput.js";
import { audio } from "../audio/AudioControl.js";
class PlayerState{
constructor(player){
this.player = player;
this.name;
}
}
//IDLE
export class PlayerIdle extends PlayerState{
constructor(player){
super(player);
this.name = "PlayerIdle"
}
enter(){
if(!this.player.body) return;
this.player.play("player-idle", true);
this.player.setVelocityX(0);
this.player.setVelocityY(0);
this.player.setAlpha(1);
}
update(time, delta){
if(!this.player.body) return;
//disable gravity when on slope, and vice versa
this.player.isOnSlope ? this.player.body.setAllowGravity(false) : this.player.body.setAllowGravity(true);
//walk right
if (myInput.keys[0] === "right" || myInput.keys[0] === "ArrowRight" || myInput.keys[0] === "d") {
this.player.playWalkSound(delta);
this.player.setFlipX(false);
this.player.stateMachine.setState(new PlayerWalk(this.player));
}
//walk left
else if (myInput.keys[0] === "left" || myInput.keys[0] === "ArrowLeft" || myInput.keys[0] === "a") {
this.player.playWalkSound(delta);
this.player.setFlipX(true);
this.player.stateMachine.setState(new PlayerWalk(this.player));
}
//roll right
else if ( (myInput.keys[0] === "swipe right" || myInput.keys[0] === "r") && myInput.keypressed){
this.player.setFlipX(false);
this.player.stateMachine.setState(new PlayerRoll(this.player));
myInput.keypressed = false;
}
//roll left
else if ( (myInput.keys[0] === "swipe left" || myInput.keys[0] === "l") && myInput.keypressed){
this.player.setFlipX(true);
this.player.stateMachine.setState(new PlayerRoll(this.player));
myInput.keypressed = false;
}
//slide
else if ( !this.player.isOnSlope && (myInput.keys[0] === "swipe down" || myInput.keys[0] === "ArrowSlide") && myInput.keypressed){
this.player.stateMachine.setState(new PlayerSlide(this.player));
myInput.keypressed = false;
}
//crouch
else if (myInput.keys[0] === "down" && myInput.keypressed && !this.player.onLadder) {
this.player.stateMachine.setState(new PlayerCrouch(this.player));
myInput.keypressed = false;
}
//jump
else if ( ( myInput.keys[0] === "up" || myInput.keys[0] === "ArrowUp" || myInput.keys[0] === "w") && myInput.keypressed && this.player.jumpCount < this.player.maxJumps) {
this.player.stateMachine.setState(new PlayerJump(this.player));
myInput.keypressed = false;
}
//slash
else if (( myInput.keys[0] === "slash" || myInput.keys[0] === "Enter") && myInput.keypressed) {
this.player.sword.setVisible(true)
this.player.stateMachine.setState(new PlayerSlashAttack1(this.player));
myInput.keypressed = false;
}
//climb
if (this.player.canClimbUp || this.player.canClimbDown) {
this.player.body.setAllowGravity(false)
this.player.stateMachine.setState(new PlayerClimb(this.player))
}
if(this.player.body.onFloor() || this.player.isOnSlope) this.player.jumpCount = 0;
}
}
//WALK
export class PlayerWalk extends PlayerState{
constructor(player){
super(player);
this.name = "PlayerWalk"
}
enter(){
if(!this.player.body) return;
this.player.play("player-run", true);
this.player.flipX ? this.player.setVelocityX(-this.player.speedX) : this.player.setVelocityX(this.player.speedX);
}
update(time, delta){
if(!this.player.body) return;
//climb
if (this.player.canClimbUp || this.player.canClimbDown) {
this.player.body.setAllowGravity(false)
this.player.stateMachine.setState(new PlayerClimb(this.player))
}
//jump
if(this.player.body.onFloor() || this.player.isOnSlope) this.player.jumpCount = 0;
if (( myInput.keys[0] === "up" || myInput.keys[0] === "ArrowUp" || myInput.keys[0] === "w") && myInput.keypressed && this.player.jumpCount < this.player.maxJumps) {
this.player.stateMachine.setState(new PlayerJump(this.player))
myInput.keypressed = false;
}
//crouch
else if(myInput.keys[0] === "down"){
if(!this.player.canClimbDown) this.player.stateMachine.setState(new PlayerCrouch(this.player))
}
//slide
else if ( (myInput.keys[0] === "swipe down" || myInput.keys[0] === "ArrowSlide") && myInput.keypressed){
this.player.stateMachine.setState(new PlayerSlide(this.player));
myInput.keypressed = false;
}
//roll right
else if ( (myInput.keys[0] === "swipe right" || myInput.keys[0] === "r") && myInput.keypressed){
this.player.setFlipX(false);
this.player.stateMachine.setState(new PlayerRoll(this.player));
myInput.keypressed = false;
}
//roll left
else if ( (myInput.keys[0] === "swipe left" || myInput.keys[0] === "l") && myInput.keypressed){
this.player.setFlipX(true);
this.player.stateMachine.setState(new PlayerRoll(this.player));
myInput.keypressed = false;
}
//slash-combo
else if ((myInput.keys[0] === "slash" || myInput.keys[0] === "Enter") && myInput.keypressed) {
this.player.sword.setVisible(true)
this.player.stateMachine.setState(new PlayerSlashAttackCombo(this.player));
myInput.keypressed = false;
}
//idle
else if(myInput.keys.length === 0 ){
this.player.stateMachine.setState(new PlayerIdle(this.player));
}
}
}
//JUMP
export class PlayerJump extends PlayerState{
constructor(player){
super(player);
this.name = "PlayerJump"
}
enter(){
if(!this.player.body) return;
this.player.jumpCount++;
audio.play(audio.jumpSound);
this.player.play("player-jump", true);
this.player.setVelocityY(-this.player.speedY);
}
update(time, delta){
if(!this.player.body) return;
//jump again (double-jump)
if ((myInput.keys[0] === "up" || myInput.keys[0] === "ArrowUp" || myInput.keys[0] === "w") && myInput.keypressed && this.player.jumpCount < this.player.maxJumps ) {
this.player.stateMachine.setState(new PlayerJump(this.player))
myInput.keypressed = false;
}
//move right
if(myInput.keys[0] === "right" || myInput.keys[0] === "ArrowRight" || myInput.keys[0] == "d"){
this.player.setFlipX(false);
this.player.setVelocityX(this.player.speedX*0.75);
myInput.keypressed = false;
}
//move left
if(myInput.keys[0] === "left" || myInput.keys[0] === "ArrowLeft" || myInput.keys[0] === "a"){
this.player.setFlipX(true);
this.player.setVelocityX(-this.player.speedX*0.75)
myInput.keypressed = false;
}
//roll right
else if ((myInput.keys[0] === "swipe right" || myInput.keys[0] === "r") && myInput.keypressed) {
this.player.setFlipX(false);
this.player.stateMachine.setState(new PlayerRoll(this.player));
myInput.keypressed = false;
}
//roll left
else if ((myInput.keys[0] === "swipe left" || myInput.keys[0] === "l") && myInput.keypressed) {
this.player.setFlipX(true);
this.player.stateMachine.setState(new PlayerRoll(this.player));
myInput.keypressed = false;
}
//slash-combo
if ((myInput.keys[0] === "slash" || myInput.keys[0] === "Enter") && myInput.keypressed) {
this.player.sword.setVisible(true)
this.player.stateMachine.setState(new PlayerSlashAttackCombo(this.player));
myInput.keypressed = false;
}
//fall
if(this.player.body.velocity.y >= 0){
if(this.player.currentState.name !== "PlayerSlashAttackCombo")
this.player.stateMachine.setState(new PlayerFall(this.player));
}
//climb
if (this.player.onLadder) {
this.player.body.setAllowGravity(false)
this.player.stateMachine.setState(new PlayerClimb(this.player))
}
}
}
//FALL
export class PlayerFall extends PlayerState{
constructor(player){
super(player);
this.name = "PlayerFall";
}
enter(){
if(!this.player.body) return;
this.player.play("player-fall", true);
}
update(time, delta){
if(!this.player.body) return;
//move right
if( (myInput.keys[0] === "right" || myInput.keys[0] === "ArrowRight" || myInput.keys[0] == "d") && myInput.keypressed){
this.player.setFlipX(false);
this.player.setVelocityX(this.player.speedX*0.8);
myInput.keypressed = false;
}
//move left
if( (myInput.keys[0] === "left" || myInput.keys[0] === "ArrowLeft" || myInput.keys[0] === "a") && myInput.keypressed){
this.player.setFlipX(true);
this.player.setVelocityX(-this.player.speedX*0.8);
myInput.keypressed = false;
}
//jump again (double-jump)
if ((myInput.keys[0] === "up" || myInput.keys[0] === "ArrowUp" || myInput.keys[0] === "w") && myInput.keypressed && this.player.jumpCount < this.player.maxJumps ) {
this.player.stateMachine.setState(new PlayerJump(this.player))
myInput.keypressed = false;
}
//idle
if(this.player.body.onFloor() || this.player.isOnSlope){
this.player.stateMachine.setState(new PlayerIdle(this.player));
}
//roll right
else if ((myInput.keys[0] === "swipe right" || myInput.keys[0] === "r") && myInput.keypressed) {
this.player.setFlipX(false);
this.player.stateMachine.setState(new PlayerRoll(this.player));
myInput.keypressed = false;
}
//roll left
else if ((myInput.keys[0] === "swipe left" || myInput.keys[0] === "l") && myInput.keypressed) {
this.player.setFlipX(true);
this.player.stateMachine.setState(new PlayerRoll(this.player));
myInput.keypressed = false;
}
//slash
if ((myInput.keys[0] === "slash" || myInput.keys[0] === "Enter") && myInput.keypressed) {
this.player.sword.setVisible(true)
this.player.stateMachine.setState(new PlayerSlashAttackCombo(this.player));
myInput.keypressed = false;
}
//climb
if (this.player.onLadder) {
this.player.body.setAllowGravity(false)
this.player.stateMachine.setState(new PlayerClimb(this.player))
}
}
}
//CLIMB
export class PlayerClimb extends PlayerState{
constructor(player){
super(player);
this.name = "PlayerClimb";
}
enter(){
if(!this.player.body) return;
this.player.play("player-climb", true)
}
update(time, delta){
if(!this.player.body) return;
//while player is on ladder
if(this.player.onLadder){
this.player.body.setAllowGravity(false);
//move sideways on ladder
if (myInput.keys[0] === "right" || myInput.keys[0] === "ArrowRight" || myInput.keys[0] === "d") {
this.player.setFlipX(false)
this.player.setVelocityX(this.player.speedX*1)
}
else if (myInput.keys[0] === "left" || myInput.keys[0] === "ArrowLeft" || myInput.keys[0] === "a") {
this.player.setFlipX(true)
this.player.setVelocityX(-this.player.speedX*1)
}
else {
this.player.setVelocityX(0)
}
//move up ladder
if (myInput.keys[0] === "up" || myInput.keys[0] === "ArrowUp" || myInput.keys[0] === "w") {
this.player.setVelocityY(-40)
}
//move down ladder
else if (myInput.keys[0] === "down" || myInput.keys[0] === "ArrowDown" || myInput.keys[0] === "s"){
this.player.setVelocityY(40)
}
//stop moving when no key is pressed
else{
this.player.setVelocityY(0)
}
}
//if player is off ladder
else{
//jump up
this.player.body.setAllowGravity(true);
if(myInput.keys[0] === "up" || myInput.keys[0] === "ArrowUp" || myInput.keys[0] === "w"){
this.player.stateMachine.setState(new PlayerJump(this.player))
}
//go to walk mode
if (myInput.keys[0] === "right" || myInput.keys[0] === "ArrowRight" || myInput.keys[0] === "d") {
this.player.stateMachine.setState(new PlayerWalk(this.player));
}
else if (myInput.keys[0] === "left" || myInput.keys[0] === "ArrowLeft" || myInput.keys[0] === "a") {
this.player.stateMachine.setState(new PlayerWalk(this.player));
}
//fall down with gravity
else if (myInput.keys[0] === "down" || myInput.keys[0] === "ArrowDown" || myInput.keys[0] === "s") {
this.player.stateMachine.setState(new PlayerFall(this.player));
}
}
}
}
//HURT
export class PlayerHurt extends PlayerState{
constructor(player){
super(player);
this.name = "PlayerHurt";
}
enter(){
if(!this.player.body) return;
}
update(time, delta){
if(!this.player.body) return;
}
}
//CROUCH
export class PlayerCrouch extends PlayerState{
constructor(player){
super(player);
this.name = "PlayerCrouch";
}
enter(){
if(!this.player.body) return;
this.player.play("player-crouch", true);
this.player.setVelocityX(0);
this.player.setAlpha(0.3);
}
update(time, delta){
if(!this.player.body) return;
//crouch walk right
if (myInput.keys[0] === "right" || myInput.keys[0] === "ArrowRight" || myInput.keys[0] === "d") {
this.player.setFlipX(false);
this.player.stateMachine.setState(new PlayerCrouchWalk(this.player));
}
//crouch walk left
else if (myInput.keys[0] === "left" || myInput.keys[0] === "ArrowLeft" || myInput.keys[0] === "a") {
this.player.setFlipX(true)
this.player.stateMachine.setState(new PlayerCrouchWalk(this.player));
}
//roll right
else if ((myInput.keys[0] === "swipe right" || myInput.keys[0] === "r") && myInput.keypressed) {
this.player.setFlipX(false);
this.player.stateMachine.setState(new PlayerRoll(this.player));
myInput.keypressed = false;
}
//roll left
else if ((myInput.keys[0] === "swipe left" || myInput.keys[0] === "l") && myInput.keypressed) {
this.player.setFlipX(true);
this.player.stateMachine.setState(new PlayerRoll(this.player));
myInput.keypressed = false;
}
//slide
else if ((myInput.keys[0] === "swipe down" || myInput.keys[0] === "ArrowSlide") && myInput.keypressed) {
this.player.stateMachine.setState(new PlayerSlide(this.player));
myInput.keypressed = false;
}
//stand idle
else if( (myInput.keys[0] === "up" ) && myInput.keypressed) {
this.player.stateMachine.setState(new PlayerIdle(this.player));
myInput.keypressed = false;
}
//slash-attack1
else if ((myInput.keys[0] === "slash" || myInput.keys[0] === "Enter") && myInput.keypressed) {
this.player.sword.setVisible(true)
this.player.stateMachine.setState(new PlayerSlashAttack1(this.player));
myInput.keypressed = false;
}
//climb ladder
if(this.player.canClimbUp || this.player.canClimbDown){
this.player.stateMachine.setState(new PlayerClimb(this.player));
}
}
}
//CROUCH-WALK
export class PlayerCrouchWalk extends PlayerState{
constructor(player){
super(player);
this.name = "PlayerCrouchWalk";
}
enter(){
if(!this.player.body) return;
this.player.play("player-crouch-walk", true);
this.player.setAlpha(0.3);
this.player.flipX ? this.player.setVelocityX(-this.player.speedX*0.35) : this.player.setVelocityX(this.player.speedX*0.35);
}
update(time, delta){
if(!this.player.body) return;
if(myInput.keys[0]==="right"){
this.player.play("player-crouch-walk", true);
this.player.setFlipX(false);
}
else if(myInput.keys[0]==="left"){
this.player.play("player-crouch-walk", true);
this.player.setFlipX(true);
}
else if( (myInput.keys[0] === "up" ) && myInput.keypressed) {
this.player.stateMachine.setState(new PlayerIdle(this.player));
myInput.keypressed = false;
}
else if(myInput.keys.length === 0) {
this.player.stateMachine.setState(new PlayerCrouch(this.player));
}
//roll right
else if ((myInput.keys[0] === "swipe right" || myInput.keys[0] === "r") && myInput.keypressed) {
this.player.setFlipX(false);
this.player.stateMachine.setState(new PlayerRoll(this.player));
myInput.keypressed = false;
}
//roll left
else if ((myInput.keys[0] === "swipe left" || myInput.keys[0] === "l") && myInput.keypressed) {
this.player.setFlipX(true);
this.player.stateMachine.setState(new PlayerRoll(this.player));
myInput.keypressed = false;
}
//slide
else if ((myInput.keys[0] === "swipe down" || myInput.keys[0] === "ArrowSlide") && myInput.keypressed) {
this.player.stateMachine.setState(new PlayerSlide(this.player));
myInput.keypressed = false;
}
//slash-combo
else if ((myInput.keys[0] === "slash" || myInput.keys[0] === "Enter") && myInput.keypressed) {
this.player.sword.setVisible(true)
this.player.stateMachine.setState(new PlayerSlashAttackCombo(this.player));
myInput.keypressed = false;
}
}
}
//ROLL
export class PlayerRoll extends PlayerState{
constructor(player){
super(player);
this.name = "PlayerRoll";
}
enter(){
if(!this.player.body) return;
this.player.play("player-roll", true);
this.player.flipX ? this.player.setVelocityX(-this.player.speedX) : this.player.setVelocityX(this.player.speedX);
}
update(time, delta){
if(!this.player.body) return;
this.player.once("animationcomplete", (animation)=>{
if(animation.key=== "player-roll")
this.player.stateMachine.setState(new PlayerIdle(this.player))
})
//slide
if ((myInput.keys[0] === "swipe down" || myInput.keys[0] === "ArrowSlide") && myInput.keypressed) {
this.player.stateMachine.setState(new PlayerSlide(this.player));
myInput.keypressed = false;
}
//crouch
else if (myInput.keys[0] === "down" && myInput.keypressed && !this.player.onLadder) {
this.player.stateMachine.setState(new PlayerCrouch(this.player));
myInput.keypressed = false;
}
}
}
//SLIDE
export class PlayerSlide extends PlayerState{
constructor(player){
super(player);
this.name = "PlayerSlide";
}
enter(){
if(!this.player.body) return;
this.player.play("player-slide", true);
this.player.flipX ? this.player.setVelocityX(-this.player.speedX) : this.player.setVelocityX(this.player.speedX);
}
update(time, delta){
if(!this.player.body) return;
this.player.once("animationcomplete", (animation)=>{
if(animation.key === "player-slide")
this.player.stateMachine.setState(new PlayerIdle(this.player))
})
//crouch
if (myInput.keys[0] === "down" && myInput.keypressed && !this.player.onLadder) {
this.player.stateMachine.setState(new PlayerCrouch(this.player));
myInput.keypressed = false;
}
//roll right
else if ((myInput.keys[0] === "swipe right" || myInput.keys[0] === "r") && myInput.keypressed) {
this.player.setFlipX(false);
this.player.stateMachine.setState(new PlayerRoll(this.player));
myInput.keypressed = false;
}
//roll left
else if ((myInput.keys[0] === "swipe left" || myInput.keys[0] === "l") && myInput.keypressed) {
this.player.setFlipX(true);
this.player.stateMachine.setState(new PlayerRoll(this.player));
myInput.keypressed = false;
}
//jump
else if (( myInput.keys[0] === "up" || myInput.keys[0] === "ArrowUp" || myInput.keys[0] === "w") && myInput.keypressed && this.player.jumpCount < this.player.maxJumps) {
this.player.stateMachine.setState(new PlayerJump(this.player));
myInput.keypressed = false;
}
}
}
//Slash-ATTACK-1
export class PlayerSlashAttack1 extends PlayerState{
constructor(player){
super(player);
this.name = "PlayerSlashAttack1";
audio.play(audio.slashSound);
this.hasDealtDamage = false;
}
enter(){
if(!this.player.body) return;
this.player.play("player-attack1", true);
this.player.flipX ? this.player.setVelocityX(-this.player.speedX*0.3) : this.player.setVelocityX(this.player.speedX*0.3);
}
update(time, delta){
if(!this.player.body) return;
this.player.once("animationcomplete", (animation) => {
if (animation.key === "player-attack1"){
this.player.stateMachine.setState(new PlayerIdle(this.player))
}
})
//slash
if ((myInput.keys[0] === "slash" || myInput.keys[0] === "Enter") && myInput.keypressed) {
this.player.stateMachine.setState(new PlayerSlashAttack2(this.player));
myInput.keypressed = false;
}
//deal damage
const attack = this.player.checkSwordIntersection();
//check if sword is intersecting with victim, once
if(attack.isIntersecting && !this.hasDealtDamage){
attack.victim.decreaseHealth(this.player.sword.swordObject)
this.hasDealtDamage = true
}
}
}
//Slash-ATTACK-2
export class PlayerSlashAttack2 extends PlayerState{
constructor(player){
super(player);
this.name = "PlayerSlashAttack2";
audio.play(audio.slashSound);
}
enter(){
if(!this.player.body) return;
this.player.play("player-attack2", true);
this.player.flipX ? this.player.setVelocityX(-this.player.speedX*0.3) : this.player.setVelocityX(this.player.speedX*0.3);
}
update(time, delta){
if(!this.player.body) return;
this.player.once("animationcomplete", (animation) => {
if (animation.key === "player-attack2")
this.player.stateMachine.setState(new PlayerIdle(this.player))
})
//deal damage
const attack = this.player.checkSwordIntersection();
//check if sword is intersecting with victim, once
if(attack.isIntersecting && !this.hasDealtDamage){
attack.victim.decreaseHealth(this.player.sword.swordObject)
this.hasDealtDamage = true
}
}
}
//Slash-ATTACK-COMBO
export class PlayerSlashAttackCombo extends PlayerState {
constructor(player) {
super(player);
this.name = "PlayerSlashAttackCombo";
audio.play(audio.slashSound);
}
enter() {
if (!this.player.body) return;
this.player.play("player-attack-combo", true);
this.player.setVelocityY(this.player.speedY*0.5)
this.player.flipX ? this.player.setVelocityX(-this.player.speedX*0.7) : this.player.setVelocityX(this.player.speedX*0.7);
}
update(time, delta) {
if (!this.player.body) return;
this.player.once("animationcomplete", (animation) => {
if (animation.key === "player-attack-combo")
this.player.stateMachine.setState(new PlayerIdle(this.player))
})
//deal damage
const attack = this.player.checkSwordIntersection();
//check if sword is intersecting with victim, once
if(attack.isIntersecting && !this.hasDealtDamage){
attack.victim.decreaseHealth(this.player.sword.swordObject, 1.5)
this.hasDealtDamage = true
}
}
}
export class PlayerStateMachine{
constructor(player){
this.player = player;
}
setState(state){
this.player.currentState = state;
state.enter(this.player);
}
updateState(state, time, delta){
if(this.player.hasBeenHit) return;
state.update(time, delta);
if(this.player.body.onFloor() || this.player.isOnSlope) this.player.jumpCount = 0;
}
}