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'0':function(event,K) //standing { switch (event) { case 'TU': { //... } break; case 'frame': { //... } break; case 'combo': { switch(K) { case 'run': switch_dir=false; ce.frame_trans(9); break; case 'def': ce.frame_trans(110); break; case 'jump': ce.frame_trans(210); break; case 'att': ce.frame_trans(Math.random()<0.5? 60:65); break; } } break; }},consider state 0 (standing).
when a combo event `run` (right-right) is received, will disable direction switching and cause a frame transition to frame 9.
when an event `att` is received, have a half-half chance transits to frame 60 or 65
In each time unit (TU), generic state update shall:
- update the position according to velocity
- apply friction to lower the velocity by 1px
- only when the character is on the ground
- only horizontal and depth component
- apply gravity to increase the vertical velocity by 1.9px downward
- only when not on the ground
- not let the vertical position be under the ground level
- if the character is moving downward and just touches the ground
- fire a `fall_onto_ground` event
- if the current state does not return a target frame, do the following:
- if the current frame is 212, transit to frame 215
- otherwise transist to frame 219
- set the vertical component of velocity to zero
Upon entering each frame, generic frame update shall:
- display the sprite specified by the property `pic` of the current frame
- compute new velocity by the properties `dvx`, `dvy`, `dvz`
- set the variable `next` and `wait`
- change the current state
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