Added keyframes to charged melee.

This commit is contained in:
Sam 2020-09-27 20:58:49 -05:00 committed by jiminycrick
parent 9ebda3c353
commit 97f580be2b
3 changed files with 180 additions and 151 deletions

View File

@ -152,11 +152,11 @@ pub enum CharacterAbility {
max_damage: u32,
initial_knockback: f32,
max_knockback: f32,
prepare_duration: Duration,
charge_duration: Duration,
recover_duration: Duration,
range: f32,
max_angle: f32,
charge_duration: Duration,
swing_duration: Duration,
recover_duration: Duration,
},
ChargedRanged {
energy_cost: u32,
@ -526,24 +526,28 @@ impl From<&CharacterAbility> for CharacterState {
max_damage,
initial_knockback,
max_knockback,
prepare_duration,
charge_duration,
swing_duration,
recover_duration,
range,
max_angle,
} => CharacterState::ChargedMelee(charged_melee::Data {
static_data: charged_melee::StaticData {
energy_drain: *energy_drain,
initial_damage: *initial_damage,
max_damage: *max_damage,
initial_knockback: *initial_knockback,
max_knockback: *max_knockback,
range: *range,
max_angle: *max_angle,
charge_duration: *charge_duration,
swing_duration: *swing_duration,
recover_duration: *recover_duration,
},
stage_section: StageSection::Buildup,
timer: Duration::default(),
exhausted: false,
energy_drain: *energy_drain,
initial_damage: *initial_damage,
max_damage: *max_damage,
initial_knockback: *initial_knockback,
max_knockback: *max_knockback,
prepare_duration: *prepare_duration,
charge_duration: *charge_duration,
charge_timer: Duration::default(),
recover_duration: *recover_duration,
range: *range,
max_angle: *max_angle,
charge_amount: 0.0,
}),
CharacterAbility::ChargedRanged {
energy_cost: _,

View File

@ -256,11 +256,11 @@ impl Tool {
max_damage: (170.0 * self.base_power()) as u32,
initial_knockback: 12.0,
max_knockback: 60.0,
prepare_duration: Duration::from_millis(200),
charge_duration: Duration::from_millis(1200),
recover_duration: Duration::from_millis(500),
range: 3.5,
max_angle: 30.0,
charge_duration: Duration::from_millis(1200),
swing_duration: Duration::from_millis(100),
recover_duration: Duration::from_millis(500),
},
LeapMelee {
energy_cost: 700,

View File

@ -1,15 +1,14 @@
use crate::{
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::utils::*,
states::utils::{StageSection, *},
sys::character_behavior::*,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Whether the attack fired already
pub exhausted: bool,
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
/// Separated out to condense update portions of character state
pub struct StaticData {
/// How much energy is drained per second when charging
pub energy_drain: u32,
/// How much damage is dealt with no charge
@ -20,18 +19,31 @@ pub struct Data {
pub initial_knockback: f32,
/// How much knockback there is at max charge
pub max_knockback: f32,
/// How long the weapon needs to be prepared for
pub prepare_duration: Duration,
/// How long it takes to charge the weapon to max damage and knockback
pub charge_duration: Duration,
/// How long the state has been charging
pub charge_timer: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Max range
pub range: f32,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
/// How long it takes to charge the weapon to max damage and knockback
pub charge_duration: Duration,
/// How long the weapon is swinging for
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
/// Checks what section a stage is in
pub stage_section: StageSection,
/// Timer for each stage
pub timer: Duration,
/// Whether the attack fired already
pub exhausted: bool,
/// How much the attack charged by
pub charge_amount: f32,
}
impl CharacterBehavior for Data {
@ -41,129 +53,142 @@ impl CharacterBehavior for Data {
handle_move(data, &mut update, 0.3);
handle_jump(data, &mut update);
if self.prepare_duration != Duration::default() {
// Prepare (draw back weapon)
update.character = CharacterState::ChargedMelee(Data {
exhausted: self.exhausted,
energy_drain: self.energy_drain,
initial_damage: self.initial_damage,
max_damage: self.max_damage,
initial_knockback: self.initial_knockback,
max_knockback: self.max_knockback,
prepare_duration: self
.prepare_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
charge_duration: self.charge_duration,
charge_timer: self.charge_timer,
recover_duration: self.recover_duration,
range: self.range,
max_angle: self.max_angle,
});
} else if data.inputs.secondary.is_pressed()
&& self.charge_timer < self.charge_duration
&& update.energy.current() > 0
{
// Charge the attack
update.character = CharacterState::ChargedMelee(Data {
exhausted: self.exhausted,
energy_drain: self.energy_drain,
initial_damage: self.initial_damage,
max_damage: self.max_damage,
initial_knockback: self.initial_knockback,
max_knockback: self.max_knockback,
prepare_duration: self.prepare_duration,
charge_timer: self
.charge_timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
charge_duration: self.charge_duration,
recover_duration: self.recover_duration,
range: self.range,
max_angle: self.max_angle,
});
match self.stage_section {
StageSection::Charge => {
if data.inputs.secondary.is_pressed()
&& self.timer < self.static_data.charge_duration
&& update.energy.current() > 0
{
let charge = (self.timer.as_secs_f32()
/ self.static_data.charge_duration.as_secs_f32())
.min(1.0);
// Consumes energy if there's enough left and RMB is held down
update.energy.change_by(
-(self.energy_drain as f32 * data.dt.0) as i32,
EnergySource::Ability,
);
} else if data.inputs.secondary.is_pressed() {
// Charge the attack
update.character = CharacterState::ChargedMelee(Data {
exhausted: self.exhausted,
energy_drain: self.energy_drain,
initial_damage: self.initial_damage,
max_damage: self.max_damage,
initial_knockback: self.initial_knockback,
max_knockback: self.max_knockback,
prepare_duration: self.prepare_duration,
charge_timer: self.charge_timer,
charge_duration: self.charge_duration,
recover_duration: self.recover_duration,
range: self.range,
max_angle: self.max_angle,
});
// Charge the attack
update.character = CharacterState::ChargedMelee(Data {
static_data: self.static_data,
stage_section: self.stage_section,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
exhausted: self.exhausted,
charge_amount: charge,
});
// Consumes energy if there's enough left and RMB is held down
update.energy.change_by(
-(self.energy_drain as f32 * data.dt.0 / 5.0) as i32,
EnergySource::Ability,
);
} else if !self.exhausted {
let charge_amount =
(self.charge_timer.as_secs_f32() / self.charge_duration.as_secs_f32()).min(1.0);
let damage = self.initial_damage as f32 + (charge_amount * (self.max_damage - self.initial_damage) as f32);
// Hit attempt
data.updater.insert(data.entity, Attacking {
base_damage: damage as u32,
base_heal: 0,
range: self.range,
max_angle: self.max_angle.to_radians(),
applied: false,
hit_count: 0,
knockback: self.initial_knockback
+ charge_amount * (self.max_knockback - self.initial_knockback),
});
// Consumes energy if there's enough left and RMB is held down
update.energy.change_by(
-(self.static_data.energy_drain as f32 * data.dt.0) as i32,
EnergySource::Ability,
);
} else if data.inputs.secondary.is_pressed() {
// Maintains charge
update.character = CharacterState::ChargedMelee(Data {
static_data: self.static_data,
stage_section: self.stage_section,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
exhausted: self.exhausted,
charge_amount: self.charge_amount,
});
update.character = CharacterState::ChargedMelee(Data {
exhausted: true,
energy_drain: self.energy_drain,
initial_damage: self.initial_damage,
max_damage: self.max_damage,
initial_knockback: self.initial_knockback,
max_knockback: self.max_knockback,
prepare_duration: self.prepare_duration,
charge_timer: self.charge_timer,
charge_duration: self.charge_duration,
recover_duration: self.recover_duration,
range: self.range,
max_angle: self.max_angle,
});
} else if self.recover_duration != Duration::default() {
// Recovery
update.character = CharacterState::ChargedMelee(Data {
exhausted: self.exhausted,
energy_drain: self.energy_drain,
initial_damage: self.initial_damage,
max_damage: self.max_damage,
initial_knockback: self.initial_knockback,
max_knockback: self.max_knockback,
prepare_duration: self.prepare_duration,
charge_timer: self.charge_timer,
charge_duration: self.charge_duration,
recover_duration: self
.recover_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
range: self.range,
max_angle: self.max_angle,
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
// Consumes energy if there's enough left and RMB is held down
update.energy.change_by(
-(self.static_data.energy_drain as f32 * data.dt.0 / 5.0) as i32,
EnergySource::Ability,
);
} else {
// Transitions to swing
update.character = CharacterState::ChargedMelee(Data {
static_data: self.static_data,
stage_section: StageSection::Swing,
timer: Duration::default(),
exhausted: self.exhausted,
charge_amount: self.charge_amount,
});
}
},
StageSection::Swing => {
if !self.exhausted {
let damage = self.static_data.initial_damage
+ ((self.static_data.max_damage - self.static_data.initial_damage) as f32
* self.charge_amount) as u32;
let knockback = self.static_data.initial_knockback
+ (self.static_data.max_knockback - self.static_data.initial_knockback)
* self.charge_amount;
// Hit attempt
data.updater.insert(data.entity, Attacking {
base_damage: damage as u32,
base_heal: 0,
range: self.static_data.range,
max_angle: self.static_data.max_angle.to_radians(),
applied: false,
hit_count: 0,
knockback,
});
// Starts swinging
update.character = CharacterState::ChargedMelee(Data {
static_data: self.static_data,
stage_section: self.stage_section,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
exhausted: true,
charge_amount: self.charge_amount,
});
} else if self.timer < self.static_data.swing_duration {
// Swings
update.character = CharacterState::ChargedMelee(Data {
static_data: self.static_data,
stage_section: self.stage_section,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
exhausted: self.exhausted,
charge_amount: self.charge_amount,
});
} else {
// Transitions to recover
update.character = CharacterState::ChargedMelee(Data {
static_data: self.static_data,
stage_section: StageSection::Recover,
timer: Duration::default(),
exhausted: self.exhausted,
charge_amount: self.charge_amount,
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::ChargedMelee(Data {
static_data: self.static_data,
stage_section: self.stage_section,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
exhausted: self.exhausted,
charge_amount: self.charge_amount,
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
},
}
update