min fall frames to block attack
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				| @ -10,7 +10,6 @@ | ||||
|   Particles and particle manager | ||||
| 
 | ||||
| + rearchitecture | ||||
|   Quad tree implementation to support grass placement and eventually chunk LOD management | ||||
| 
 | ||||
| + fix the vibes | ||||
|   Stability | ||||
|  | ||||
| @ -707,6 +707,7 @@ Framebuffer + RenderingEngine tests | ||||
| Fix obnoxious opengl state caching bug w/ framebuffers in junit context | ||||
| Recoil on attack block | ||||
| Movement speed penalty on swinging sword | ||||
| Fix fall tree blocking attack starting on server | ||||
| 
 | ||||
| 
 | ||||
| # TODO | ||||
|  | ||||
| @ -84,6 +84,11 @@ public class ServerAttackTree implements BehaviorTree { | ||||
|     String projectileToFire = null; | ||||
|     String attackingPoint = null; | ||||
| 
 | ||||
|     /** | ||||
|      * The minimum number of fall frames required before it blocks attacking | ||||
|      */ | ||||
|     int MIN_FALL_FRAMES_TO_BLOCK_ATTACK = 3; | ||||
| 
 | ||||
|     /** | ||||
|      * The list of entities that have collided with the current attack | ||||
|      */ | ||||
| @ -528,7 +533,7 @@ public class ServerAttackTree implements BehaviorTree { | ||||
|         } | ||||
|         if(ServerFallTree.getFallTree(parent) != null){ | ||||
|             ServerFallTree serverFallTree = ServerFallTree.getFallTree(parent); | ||||
|             if(serverFallTree.isFalling()){ | ||||
|             if(serverFallTree.isFalling() && serverFallTree.getFrameCurrent() > MIN_FALL_FRAMES_TO_BLOCK_ATTACK){ | ||||
|                 return false; | ||||
|             } | ||||
|         } | ||||
|  | ||||
| @ -95,13 +95,13 @@ public class ClientGravityTree implements BehaviorTree { | ||||
|                     frameCurrent = 0; | ||||
|                 } else { | ||||
|                     //animation nonsense | ||||
|                     frameCurrent++; | ||||
|                     if(frameCurrent == fallFrame){ | ||||
|                         ClientFallTree fallTree; | ||||
|                         if((fallTree = ClientFallTree.getFallTree(parent))!=null){ | ||||
|                             fallTree.start(); | ||||
|                         } | ||||
|                     } | ||||
|                     frameCurrent++; | ||||
| 
 | ||||
|                 } | ||||
|                 break; | ||||
|  | ||||
| @ -98,13 +98,13 @@ public class ServerGravityTree implements BehaviorTree { | ||||
|                     frameCurrent = 0; | ||||
|                 } else { | ||||
|                     //animation nonsense | ||||
|                     frameCurrent++; | ||||
|                     if(frameCurrent == fallFrame){ | ||||
|                         ServerFallTree fallTree; | ||||
|                         if((fallTree = ServerFallTree.getFallTree(parent))!=null){ | ||||
|                             fallTree.start(); | ||||
|                         } | ||||
|                     } | ||||
|                     frameCurrent++; | ||||
|                 } | ||||
|                 break; | ||||
|             case NOT_ACTIVE: | ||||
|  | ||||
| @ -25,6 +25,11 @@ public class ServerFallTree implements BehaviorTree { | ||||
| 
 | ||||
|     ServerJumpTree jumpTree; | ||||
| 
 | ||||
|     /** | ||||
|      * The number of frames this has been active | ||||
|      */ | ||||
|     int frameCurrent = 0; | ||||
| 
 | ||||
|     public ServerFallTree(Entity parent, FallMovementSystem fallMovementSystem){ | ||||
|         this.parent = parent; | ||||
|     } | ||||
| @ -34,6 +39,7 @@ public class ServerFallTree implements BehaviorTree { | ||||
|         PoseActor poseActor = EntityUtils.getPoseActor(parent); | ||||
|         switch(state){ | ||||
|             case ACTIVE: | ||||
|             frameCurrent++; | ||||
|             if(poseActor != null){ | ||||
|                 String animationToPlay = determineCorrectAnimation(); | ||||
|                 if( | ||||
| @ -61,6 +67,7 @@ public class ServerFallTree implements BehaviorTree { | ||||
|     public void land(){ | ||||
|         if(state != FallState.INACTIVE){ | ||||
|             state = FallState.INACTIVE; | ||||
|             frameCurrent = 0; | ||||
|             PoseActor poseActor = EntityUtils.getPoseActor(parent); | ||||
|             if(poseActor != null){ | ||||
|                 String animationToPlay = determineCorrectAnimation(); | ||||
| @ -100,5 +107,13 @@ public class ServerFallTree implements BehaviorTree { | ||||
|     public void setAnimationLand(String animationName){ | ||||
|         animationLand = animationName; | ||||
|     } | ||||
| 
 | ||||
|     /** | ||||
|      * Gets the current frame of the attack tree | ||||
|      * @return The frame | ||||
|      */ | ||||
|     public int getFrameCurrent(){ | ||||
|         return frameCurrent; | ||||
|     } | ||||
|      | ||||
| } | ||||
|  | ||||
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