DelayNoMore/frontend/assets/scripts/NPCPlayer.js
2022-09-20 23:52:55 +08:00

338 lines
15 KiB
JavaScript

const COLLISION_WITH_PLAYER_STATE = {
WALKING_COLLIDABLE: 0,
STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM: 1,
STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM: 2,
STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM: 3,
STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM: 4,
STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM: 5,
STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM: 6,
WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER: 7,
STILL_NEAR_NOBODY_PLAYING_ANIM: 8,
};
const STILL_NEAR_SELF_PLAYER_STATE_SET = new Set();
STILL_NEAR_SELF_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM);
STILL_NEAR_SELF_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM);
STILL_NEAR_SELF_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM);
STILL_NEAR_SELF_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM);
const STILL_NEAR_OTHER_PLAYER_STATE_SET = new Set();
STILL_NEAR_OTHER_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM);
STILL_NEAR_OTHER_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM);
STILL_NEAR_OTHER_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM);
STILL_NEAR_OTHER_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM);
const STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET = new Set();
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM);
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM);
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM);
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM);
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM);
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM);
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM);
function transitWalkingConditionallyCollidableToUnconditionallyCollidable(currentCollisionWithPlayerState) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER:
return COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE;
}
return currentCollisionWithPlayerState;
}
function transitUponSelfPlayerLeftProximityArea(currentCollisionWithPlayerState) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM:
return COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM:
return COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER;
}
return currentCollisionWithPlayerState;
}
function transitDueToNoBodyInProximityArea(currentCollisionWithPlayerState) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM:
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM:
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM:
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM:
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM:
return COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER;
}
return currentCollisionWithPlayerState;
}
function transitToPlayingStunnedAnim(currentCollisionWithPlayerState, dueToSelfPlayer, dueToOtherPlayer) {
if (dueToSelfPlayer) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE:
case COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM;
}
}
if (dueToOtherPlayer) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM;
}
}
// TODO: Any error to throw?
return currentCollisionWithPlayerState;
}
function transitDuringPlayingStunnedAnim(currentCollisionWithPlayerState, dueToSelfPlayerComesIntoProximity, dueToOtherPlayerComesIntoProximity) {
if (dueToSelfPlayerComesIntoProximity) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM;
}
}
if (dueToOtherPlayerComesIntoProximity) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM;
}
}
// TODO: Any error to throw?
return currentCollisionWithPlayerState;
}
function transitStunnedAnimPlayingToPlayed(currentCollisionWithPlayerState, forceNotCollidableWithOtherPlayer) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM:
return (true == forceNotCollidableWithOtherPlayer ? COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER : COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE);
}
// TODO: Any error to throw?
return currentCollisionWithPlayerState;
}
function transitStunnedAnimPlayedToWalking(currentCollisionWithPlayerState) {
/*
* Intentionally NOT transiting for
*
* - STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM, or
* - STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM,
*
* which should be transited upon leaving of "SelfPlayer".
*/
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM:
return COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER;
}
// TODO: Any error to throw?
return currentCollisionWithPlayerState;
}
const BasePlayer = require("./BasePlayer");
cc.Class({
extends: BasePlayer,
// LIFE-CYCLE CALLBACKS:
start() {
BasePlayer.prototype.start.call(this);
this.scheduleNewDirection(this._generateRandomDirectionExcluding(0, 0));
},
onLoad() {
BasePlayer.prototype.onLoad.call(this);
const self = this;
this.collisionWithPlayerState = COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE;
this.clips = {
'01': 'FlatHeadSisterRunTop',
'0-1': 'FlatHeadSisterRunBottom',
'-20': 'FlatHeadSisterRunLeft',
'20': 'FlatHeadSisterRunRight',
'-21': 'FlatHeadSisterRunTopLeft',
'21': 'FlatHeadSisterRunTopRight',
'-2-1': 'FlatHeadSisterRunBottomLeft',
'2-1': 'FlatHeadSisterRunBottomRight'
};
self.onStunnedAnimPlayedSafe = () => {
const oldCollisionWithPlayerState = self.collisionWithPlayerState;
self.collisionWithPlayerState = transitStunnedAnimPlayingToPlayed(this.collisionWithPlayerState, true);
if (oldCollisionWithPlayerState == self.collisionWithPlayerState || !self.node) return;
// TODO: Be more specific with "toExcludeDx" and "toExcludeDy".
self.scheduleNewDirection(self._generateRandomDirectionExcluding(0, 0));
self.collisionWithPlayerState = transitStunnedAnimPlayedToWalking(self.collisionWithPlayerState);
setTimeout(() => {
self.collisionWithPlayerState = transitWalkingConditionallyCollidableToUnconditionallyCollidable(self.collisionWithPlayerState);
}, 5000);
};
self.onStunnedAnimPlayedSafeAction = cc.callFunc(self.onStunnedAnimPlayedSafe, self);
self.playStunnedAnim = () => {
let colliededAction1 = cc.rotateTo(0.2, -15);
let colliededAction2 = cc.rotateTo(0.3, 15);
let colliededAction3 = cc.rotateTo(0.2, 0);
self.node.runAction(cc.sequence(
cc.callFunc(() => {
self.player.pause()
}, self),
colliededAction1,
colliededAction2,
colliededAction3,
cc.callFunc(() => {
self.player.resume()
}, self),
self.onStunnedAnimPlayedSafeAction
));
// NOTE: Use <cc.Animation>.on('stop', self.onStunnedAnimPlayedSafe) if necessary.
}
},
_canMoveBy(vecToMoveBy) {
if (COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER != this.collisionWithPlayerState && COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE != this.collisionWithPlayerState) {
return false;
}
const superRet = BasePlayer.prototype._canMoveBy.call(this, vecToMoveBy);
const self = this;
const computedNewDifferentPosLocalToParentWithinCurrentFrame = self.node.position.add(vecToMoveBy);
const currentSelfColliderCircle = self.node.getComponent("cc.CircleCollider");
let nextSelfColliderCircle = null;
if (0 < self.contactedBarriers.length || 0 < self.contactedNPCPlayers.length || 0 < self.contactedControlledPlayers) {
/* To avoid unexpected buckling. */
const mutatedVecToMoveBy = vecToMoveBy.mul(2);
nextSelfColliderCircle = {
position: self.node.position.add(vecToMoveBy.mul(2)).add(currentSelfColliderCircle.offset),
radius: currentSelfColliderCircle.radius,
};
} else {
nextSelfColliderCircle = {
position: computedNewDifferentPosLocalToParentWithinCurrentFrame.add(currentSelfColliderCircle.offset),
radius: currentSelfColliderCircle.radius,
};
}
for (let aCircleCollider of self.contactedControlledPlayers) {
let contactedCircleLocalToParentWithinCurrentFrame = {
position: aCircleCollider.node.position.add(aCircleCollider.offset),
radius: aCircleCollider.radius,
};
if (cc.Intersection.circleCircle(contactedCircleLocalToParentWithinCurrentFrame, nextSelfColliderCircle)) {
return false;
}
}
return superRet;
},
update(dt) {
const self = this;
BasePlayer.prototype.update.call(this, dt);
if (0 < self.contactedBarriers.length) {
self.scheduleNewDirection(self._generateRandomDirectionExcluding(self.scheduledDirection.dx, self.scheduledDirection.dy));
}
if (tileCollisionManager.isOutOfMapNode(self.mapNode, self.computedNewDifferentPosLocalToParentWithinCurrentFrame)) {
self.scheduleNewDirection(self._generateRandomDirectionExcluding(self.scheduledDirection.dx, self.scheduledDirection.dy));
}
},
onCollisionEnter(other, self) {
BasePlayer.prototype.onCollisionEnter.call(this, other, self);
const playerScriptIns = self.getComponent(self.node.name);
switch (other.node.name) {
case "SelfPlayer":
playerScriptIns._addContactedControlledPlayers(other);
if (1 == playerScriptIns.contactedControlledPlayers.length) {
// When "SelfPlayer" comes into proximity area.
if (!STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.has(playerScriptIns.collisionWithPlayerState)) {
playerScriptIns.collisionWithPlayerState = transitToPlayingStunnedAnim(playerScriptIns.collisionWithPlayerState, true, false);
playerScriptIns.playStunnedAnim();
} else {
playerScriptIns.collisionWithPlayerState = transitDuringPlayingStunnedAnim(playerScriptIns.collisionWithPlayerState, true, false);
}
}
break;
case "NPCPlayer":
if (1 == playerScriptIns.contactedNPCPlayers.length) {
// When one of the other "OtherPlayer"s comes into proximity area.
if (!STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.has(playerScriptIns.collisionWithPlayerState)) {
const oldState = playerScriptIns.collisionWithPlayerState;
playerScriptIns.collisionWithPlayerState = transitToPlayingStunnedAnim(oldState, false, true);
if (playerScriptIns.collisionWithPlayerState != oldState) {
playerScriptIns.playStunnedAnim();
}
} else {
playerScriptIns.collisionWithPlayerState = transitDuringPlayingStunnedAnim(playerScriptIns.collisionWithPlayerState, false, true);
}
}
break;
default:
break;
}
},
onCollisionStay(other, self) {
// TBD.
},
onCollisionExit(other, self) {
BasePlayer.prototype.onCollisionExit.call(this, other, self);
const playerScriptIns = self.getComponent(self.node.name);
switch (other.node.name) {
case "SelfPlayer":
playerScriptIns._removeContactedControlledPlayer(other);
if (0 == playerScriptIns.contactedControlledPlayers.length) {
// Special release step.
if (STILL_NEAR_SELF_PLAYER_STATE_SET.has(playerScriptIns.collisionWithPlayerState)) {
playerScriptIns.collisionWithPlayerState = transitUponSelfPlayerLeftProximityArea(playerScriptIns.collisionWithPlayerState);
}
}
if (0 == playerScriptIns.contactedControlledPlayers.length && 0 == playerScriptIns.contactedNPCPlayers.length) {
transitDueToNoBodyInProximityArea(playerScriptIns.collisionWithPlayerState);
}
break;
case "NPCPlayer":
if (0 == playerScriptIns.contactedControlledPlayers.length && 0 == playerScriptIns.contactedNPCPlayers.length) {
transitDueToNoBodyInProximityArea(playerScriptIns.collisionWithPlayerState);
}
break;
default:
break;
}
},
});