66 lines
2.3 KiB
C++
66 lines
2.3 KiB
C++
#include "idle_state.h"
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#include "fall_state.h"
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#include "jump_state.h"
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#include "walk_state.h"
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#include "climb_state.h"
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#include "../player_component.h"
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#include "../../../engine/core/context.h"
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#include "../../../engine/input/input_manager.h"
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#include "../../../engine/component/physics_component.h"
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#include "../../../engine/component/transform_component.h"
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#include <spdlog/spdlog.h>
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namespace game::component::state {
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void IdleState::enter() {
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playAnimation("idle"); // 播放待机动画
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}
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void IdleState::exit() {
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}
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std::unique_ptr<PlayerState> IdleState::handleInput(engine::core::Context& context)
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{
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auto input_manager = context.getInputManager();
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auto physics_component = player_component_->getPhysicsComponent();
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// 如果按"move_up"键,且与梯子重合,则切换到 ClimbState
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if (physics_component->hasCollidedLadder() && input_manager.isActionDown("move_up")) {
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return std::make_unique<ClimbState>(player_component_);
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}
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// 如果按下“move_down”且在梯子顶层,则切换到 ClimbState
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if (physics_component->isOnTopLadder() && input_manager.isActionDown("move_down")) {
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// 需要向下移动一点,确保下一帧能与梯子碰撞(否则会切换回FallState)
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player_component_->getTransformComponent()->translate(glm::vec2(0, 2.0f));
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return std::make_unique<ClimbState>(player_component_);
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}
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// 如果按下了左右移动键,则切换到 WalkState
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if (input_manager.isActionDown("move_left") || input_manager.isActionDown("move_right")) {
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return std::make_unique<WalkState>(player_component_);
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}
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// 如果按下“jump”则切换到 JumpState
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if (input_manager.isActionPressed("jump")) {
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return std::make_unique<JumpState>(player_component_);
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}
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return nullptr;
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}
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std::unique_ptr<PlayerState> IdleState::update(float, engine::core::Context&)
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{
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// 应用摩擦力(水平方向)
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auto physics_component = player_component_->getPhysicsComponent();
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auto friction_factor = player_component_->getFrictionFactor();
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physics_component->velocity_.x *= friction_factor;
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// 如果下方没有碰撞,则切换到 FallState
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if (!physics_component->hasCollidedBelow()) {
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return std::make_unique<FallState>(player_component_);
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}
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return nullptr;
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}
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} // namespace game::component::state
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