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Crushing other characters while the koopa slides #126

@zaferakkose4152

Description

@zaferakkose4152

I tried to make a method that crushes other characters while sliding Koopa, but the sound effect works more than once when hitting characters. How can I prevent this?

`import { Trait } from '../Trait.js';

export default class Screamer extends Trait {
constructor() {
super('screamer');
}
async collides(us, them) {
if (!them.killable.screaming) {
return;
}
if (them.vel.x < us.vel.x) {
this.sounds.add('fireworks');
await this.events.emit('scream', us, them);
}
}
`}``

`import Entity from '../Entity.js';
import { Trait } from '../Trait.js';
import Killable from '../traits/Killable.js';
import PendulumMove from '../traits/PendulumMove.js';
import Physics from '../traits/Physics.js';
import Solid from '../traits/Solid.js';
import Screamer from '../traits/Screamer.js';
import { loadAudioBoard } from '../loaders/audio.js';
import { loadSpriteSheet } from '../loaders.js';

export function loadKoopa(audioContext) {
return Promise.all([
loadSpriteSheet('koopa'),
loadAudioBoard('koopa', audioContext),
])
.then(([sprite, audio]) => {
return createKoopaFactory(sprite, audio);
});
}

const STATE_WALKING = Symbol('walking');
const STATE_HIDING = Symbol('hiding');
const STATE_PANIC = Symbol('panic');

class Behavior extends Trait {
constructor() {
super('behavior');

    this.hideTime = 0;
    this.hideDuration = 5;

    this.walkSpeed = null;
    this.panicSpeed = 300;// default 

    this.state = STATE_WALKING;
}

collides(us, them) {
    if (us.killable.dead) {
        return;
    }

    if (us.screamer) {
        this.handleSlip(us, them);
    }

    if (them.stomper) {
        if (them.vel.y > us.vel.y) {
            this.handleStomp(us, them);
        } else {
            this.handleNudge(us, them);
        }
    }

}

handleNudge(us, them) {
    if (this.state === STATE_WALKING) {
        them.killable.kill();
    } else if (this.state === STATE_HIDING) {
        this.panic(us, them);
    } else if (this.state === STATE_PANIC) {
        const travelDir = Math.sign(us.vel.x);
        const impactDir = Math.sign(us.pos.x - them.pos.x);
        if (travelDir !== 0 && travelDir !== impactDir) {
            them.killable.kill();
        }
    }
}

handleStomp(us, them) {
    if (this.state === STATE_WALKING) {
        this.hide(us);
    } else if (this.state === STATE_HIDING) {
        us.killable.kill();
        us.vel.set(100, -200);
        us.solid.obstructs = false;
    } else if (this.state === STATE_PANIC) {
        this.hide(us);
    }
}

//us-->Etkileşime giren  them-->Etkileşime girilen
async handleSlip(us, them) {
    if (this.state === STATE_PANIC) {
        const travelDir = Math.sign(us.vel.x);
        const impactDir = Math.sign(us.pos.x - them.pos.x);
        if (travelDir !== 0 && travelDir !== impactDir) {
            if (them.name !== 'Mario') {
                them.killable.kill();
                them.vel.set(100, -200);
                them.solid.obstructs = false;
            }
            await them.killable.scream();
        }
    }
}

hide(us) {
    us.vel.x = 0;
    us.pendulumMove.enabled = false;
    if (this.walkSpeed === null) {
        this.walkSpeed = us.pendulumMove.speed;
    }
    this.hideTime = 0;
    this.state = STATE_HIDING
}

unhide(us) {
    us.pendulumMove.enabled = true;
    us.pendulumMove.speed = this.walkSpeed;
    this.state = STATE_WALKING;
}

panic(us, them) {
    us.pendulumMove.enabled = true;
    us.pendulumMove.speed = this.panicSpeed * Math.sign(them.vel.x);
    this.state = STATE_PANIC;
}

update(us, { deltaTime }) {
    if (this.state === STATE_HIDING) {
        this.hideTime += deltaTime;
        if (this.hideTime > this.hideDuration) {
            this.unhide(us);
        }
    }
}

}

function createKoopaFactory(sprite, audio) {
const walkAnim = sprite.animations.get('walk');
const wakeAnim = sprite.animations.get('wake');

function routeAnim(koopa) {
    if (koopa.behavior.state === STATE_HIDING) {
        if (koopa.behavior.hideTime > 3) {
            return wakeAnim(koopa.behavior.hideTime);
        }
        return 'hiding';
    }
    if (koopa.behavior.state === STATE_PANIC) {
        return 'hiding';
    }
    if (koopa.killable.screaming) {
        return 'upsidedown'
    }

    return walkAnim(koopa.lifetime);
}

function drawKoopa(context) {
    sprite.draw(routeAnim(this), context, 0, 0, this.vel.x < 0);
}

return function createKoopa() {
    const koopa = new Entity("Koopa");
    koopa.size.set(16, 16);
    koopa.offset.y = 8;
    koopa.audio = audio;
    koopa.addTrait(new Physics());
    koopa.addTrait(new Solid());
    koopa.addTrait(new PendulumMove());
    koopa.addTrait(new Killable());
    koopa.addTrait(new Behavior());
    koopa.addTrait(new Screamer());
    koopa.draw = drawKoopa;

    return koopa;
};

}
`

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