Player cannot walk when stamina is 0
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commit
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@ -175,7 +175,7 @@ class MainApp(
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15.seconds
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).toTask
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.void
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case _ => monix.eval.Task.unit
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case _ => me.Task.unit
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}
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_ <- Resource.make(obs.completedL.toIO.hideErrors.start)(_.cancel)
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// _ <-
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@ -29,6 +29,7 @@ import wow.doge.mygame.subsystems.events.PlayerEvent
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import wow.doge.mygame.subsystems.events.TickEvent
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import wow.doge.mygame.subsystems.events.TickEvent.RenderTick
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import wow.doge.mygame.subsystems.movement.ImMovementActor
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import wow.doge.mygame.utils.MovementDirection
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object PlayerActor {
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@ -64,14 +65,15 @@ object PlayerActor {
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replyTo: ActorRef[UIO[Observable[CharacterStats]]]
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) extends Command
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final case class MoveLeft(pressed: Boolean) extends Command
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final case class MoveUp(pressed: Boolean) extends Command
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final case class MoveRight(pressed: Boolean) extends Command
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final case class MoveDown(pressed: Boolean) extends Command
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final case class Walk(pressed: Boolean, dir: MovementDirection)
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extends Command
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case object StopMoving extends Command
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case object Jump extends Command
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private[player] final case class HandleMovement(
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private[player] final case class HandleWalk(
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b: CharacterStats,
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pressed: Boolean
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pressed: Boolean,
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direction: MovementDirection
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) extends Command
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private[player] case object Die extends Command
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@ -18,6 +18,7 @@ import wow.doge.mygame.executors.Schedulers
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import wow.doge.mygame.game.entities.CharacterStats
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import wow.doge.mygame.implicits._
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import wow.doge.mygame.subsystems.events.PlayerMovementEvent
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import wow.doge.mygame.utils.MovementDirection
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object PlayerMovementEventListener {
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final case class State(
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@ -60,14 +61,19 @@ class PlayerMovementEventListener(
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Observable
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.interval(250.millis)
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.doOnNext(_ => Task(pprint.log("Sending Stamina Consume Item")))
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.doOnNextF(_ =>
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.mapEvalF(_ =>
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props.playerActor
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.askL(
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PlayerActor
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.ConsumeStamina(CharacterStats.DamageStamina(25), _)
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)
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.void
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)
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.doOnNext(stats =>
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if (stats.stamina.toInt === 0)
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Task(props.playerActor ! PlayerActor.StopMoving)
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else Task.unit
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)
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.takeWhile(_.stamina.toInt >= 0)
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.completedL
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)
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@ -121,16 +127,32 @@ class PlayerMovementEventListener(
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Behaviors.receiveMessage {
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case PlayerMovedLeft(pressed) =>
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// props.movementActor ! ImMovementActor.MoveLeft(pressed)
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props.playerActor ! PlayerActor.MoveLeft(pressed)
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// props.playerActor ! PlayerActor.MoveLeft(pressed)
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props.playerActor ! PlayerActor.Walk(
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pressed,
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MovementDirection.Left
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)
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receive(handleStamina(pressed))
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case PlayerMovedRight(pressed) =>
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props.playerActor ! PlayerActor.MoveRight(pressed)
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// props.playerActor ! PlayerActor.MoveRight(pressed)
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props.playerActor ! PlayerActor.Walk(
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pressed,
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MovementDirection.Right
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)
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receive(handleStamina(pressed))
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case PlayerMovedForward(pressed) =>
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props.playerActor ! PlayerActor.MoveUp(pressed)
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// props.playerActor ! PlayerActor.MoveUp(pressed)
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props.playerActor ! PlayerActor.Walk(
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pressed,
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MovementDirection.Forward
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)
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receive(handleStamina(pressed))
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case PlayerMovedBackward(pressed) =>
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props.playerActor ! PlayerActor.MoveDown(pressed)
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// props.playerActor ! PlayerActor.MoveDown(pressed)
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props.playerActor ! PlayerActor.Walk(
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pressed,
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MovementDirection.Backward
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)
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receive(handleStamina(pressed))
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case PlayerJumped =>
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props.playerActor ! PlayerActor.Jump
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@ -16,6 +16,7 @@ import wow.doge.mygame.game.entities.character.CharacterStates._
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import wow.doge.mygame.game.entities.player.PlayerActor
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import wow.doge.mygame.implicits._
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import wow.doge.mygame.subsystems.movement.ImMovementActor
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import wow.doge.mygame.utils.MovementDirection
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class IdleBehaviorFactory(
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env: PlayerActor.Env,
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@ -32,41 +33,43 @@ class IdleBehaviorFactory(
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Behaviors
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.receiveMessage[PlayerActor.Command] {
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case PlayerActor.HandleMovement(curStats, pressed) =>
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case PlayerActor.HandleWalk(curStats, pressed, direction) =>
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if (curStats.stamina.toInt > 0) {
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children.movementActor ! ImMovementActor.MoveLeft(pressed)
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children.movementActor ! (direction match {
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case MovementDirection.Forward =>
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ImMovementActor.MoveUp(pressed)
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case MovementDirection.Backward =>
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ImMovementActor.MoveDown(pressed)
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case MovementDirection.Left => ImMovementActor.MoveLeft(pressed)
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case MovementDirection.Right =>
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ImMovementActor.MoveRight(pressed)
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})
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if (pressed) nextStateFn(AliveSubstate.Moving(Walking))
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else nextStateFn(AliveSubstate.Idle)
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} else {
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children.movementActor ! ImMovementActor.MoveLeft(false)
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children.movementActor ! ImMovementActor.StopMoving
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Behaviors.same
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}
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case PlayerActor.MoveLeft(pressed) =>
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// case PlayerActor.Walk(pressed, Direction.Up) => Behaviors.same
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// case PlayerActor.Walk(pressed, Direction.Down) => Behaviors.same
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// case PlayerActor.Walk(pressed, Direction.Left) => Behaviors.same
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// case PlayerActor.Walk(pressed, Direction.Right) => Behaviors.same
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case PlayerActor.StopMoving =>
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children.movementActor ! ImMovementActor.StopMoving
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Behaviors.same
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case PlayerActor.Walk(pressed, direction) =>
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implicit val ec = props.scheduler.value
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for {
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curStats <- children.statsActor.ask(StatsActor.CurrentStats)
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res <- Future.successful(
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ctx.self ! PlayerActor.HandleMovement(curStats, pressed)
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_ <- Future.successful(
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ctx.self ! PlayerActor.HandleWalk(curStats, pressed, direction)
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)
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} yield res
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} yield ()
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Behaviors.same
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case PlayerActor.MoveRight(pressed) =>
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children.movementActor ! ImMovementActor.MoveRight(pressed)
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if (pressed) nextStateFn(AliveSubstate.Moving(Walking))
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else nextStateFn(AliveSubstate.Idle)
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case PlayerActor.MoveUp(pressed) =>
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children.movementActor ! ImMovementActor.MoveUp(pressed)
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if (pressed) nextStateFn(AliveSubstate.Moving(Walking))
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else nextStateFn(AliveSubstate.Idle)
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case PlayerActor.MoveDown(pressed) =>
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children.movementActor ! ImMovementActor.MoveDown(pressed)
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if (pressed) nextStateFn(AliveSubstate.Moving(Walking))
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else nextStateFn(AliveSubstate.Idle)
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case PlayerActor.Jump =>
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children.movementActor ! ImMovementActor.Jump
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ctx.self.ask(
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@ -152,7 +155,8 @@ class IdleBehaviorFactory(
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case (status, stats) =>
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status match {
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case StatsActor.Status.Dead => ctx.self ! PlayerActor.Die
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case StatsActor.Status.Alive =>
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case StatsActor.Status.Alive => ()
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}
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props.statsQueue
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.offer(stats)
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.foreach { _ =>
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@ -160,7 +164,6 @@ class IdleBehaviorFactory(
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replyTo ! stats
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}(props.scheduler.value)
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}
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}
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Behaviors.same
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case PlayerActor.Die => deadState
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@ -36,6 +36,7 @@ object ImMovementActor {
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final case class MoveUp(pressed: Boolean) extends Movement
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final case class MoveRight(pressed: Boolean) extends Movement
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final case class MoveDown(pressed: Boolean) extends Movement
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case object StopMoving extends Movement
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case object Jump extends Movement
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class Props(
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@ -77,6 +78,10 @@ class ImMovementActor[T](
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.receiveMessage[Command] {
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case m: Movement =>
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m match {
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case StopMoving =>
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cm.stop(movable)
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receive(State(CardinalDirection.default), new Vector3f)
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case MoveLeft(pressed) =>
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stopIfNotPressed(pressed)
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receive(
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18
src/main/scala/wow/doge/mygame/utils/MovementDirection.scala
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18
src/main/scala/wow/doge/mygame/utils/MovementDirection.scala
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@ -0,0 +1,18 @@
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package wow.doge.mygame.utils
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import enumeratum._
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import cats.kernel.Eq
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import cats.Show
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sealed trait MovementDirection extends EnumEntry
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object MovementDirection extends Enum[MovementDirection] {
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val values = findValues
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case object Forward extends MovementDirection
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case object Backward extends MovementDirection
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case object Left extends MovementDirection
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case object Right extends MovementDirection
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implicit val eq = Eq.fromUniversalEquals[MovementDirection]
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implicit val show = Show.fromToString[MovementDirection]
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}
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