update triple_strike

This commit is contained in:
Adam Whitehurst 2020-03-22 12:50:52 -07:00
parent 3baa0471ec
commit a510283277

View File

@ -10,7 +10,6 @@ use vek::vec::{Vec2, Vec3};
const STAGE_DURATION: u64 = 600;
const INITIAL_ACCEL: f32 = 200.0;
const SECONDARY_ACCEL: f32 = 100.0;
const BASE_SPEED: f32 = 25.0;
/// ### A sequence of 3 incrementally increasing attacks.
///
@ -57,15 +56,11 @@ impl CharacterBehavior for Data {
initialized = true;
}
if self.stage < 3 {
// Handling movement
// Handling movement
if self.stage == 0 {
if stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
let adjusted_accel = if data.physics.touch_entity.is_none() {
if self.stage == 0 {
INITIAL_ACCEL
} else {
SECONDARY_ACCEL
}
INITIAL_ACCEL
} else {
0.0
};
@ -82,58 +77,59 @@ impl CharacterBehavior for Data {
} else {
handle_orientation(data, &mut update, 10.0);
}
} else {
handle_move(data, &mut update);
}
// Handling attacking
if stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
&& !self.stage_exhausted
{
// Try to deal damage in second half of stage
data.updater.insert(data.entity, Attacking {
base_damage: self.base_damage * (self.stage as u32 + 1),
max_angle: 180_f32.to_radians(),
applied: false,
hit_count: 0,
});
// Handling attacking
if stage_time_active > Duration::from_millis(STAGE_DURATION / 2) && !self.stage_exhausted {
let dmg = match self.stage {
1 => self.base_damage,
2 => (self.base_damage as f32 * 1.5) as u32,
_ => self.base_damage / 2,
};
// Try to deal damage in second half of stage
data.updater.insert(data.entity, Attacking {
base_damage: dmg,
max_angle: 180_f32.to_radians(),
applied: false,
hit_count: 0,
});
update.character = CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage,
stage_time_active,
stage_exhausted: true,
should_transition,
initialized,
});
} else if stage_time_active > Duration::from_millis(STAGE_DURATION) {
if should_transition {
update.character = CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage,
stage_time_active,
stage_exhausted: true,
stage: self.stage + 1,
stage_time_active: Duration::default(),
stage_exhausted: false,
should_transition,
initialized,
});
} else if stage_time_active > Duration::from_millis(STAGE_DURATION) {
if should_transition {
update.character = CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage + 1,
stage_time_active: Duration::default(),
stage_exhausted: false,
should_transition,
initialized,
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
} else {
update.character = CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage,
stage_time_active,
stage_exhausted: self.stage_exhausted,
should_transition,
initialized,
});
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
update.character = CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage,
stage_time_active,
stage_exhausted: self.stage_exhausted,
should_transition,
initialized,
});
}
// Grant energy on successful hit