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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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