Line data Source code
1 : #include "core/animations/states/LegsRunBackAnimationState.hpp"
2 :
3 : #include "core/animations/states/LegsStandAnimationState.hpp"
4 : #include "core/animations/states/LegsRunAnimationState.hpp"
5 : #include "core/animations/states/LegsFallAnimationState.hpp"
6 : #include "core/animations/states/LegsJumpSideAnimationState.hpp"
7 : #include "core/animations/states/LegsJumpAnimationState.hpp"
8 : #include "core/animations/states/LegsProneAnimationState.hpp"
9 :
10 : #include "core/animations/states/CommonAnimationStateTransitions.hpp"
11 :
12 : #include "core/physics/Constants.hpp"
13 : #include "core/entities/Soldier.hpp"
14 :
15 : namespace Soldank
16 : {
17 0 : LegsRunBackAnimationState::LegsRunBackAnimationState(
18 0 : const AnimationDataManager& animation_data_manager)
19 0 : : AnimationState(animation_data_manager.Get(AnimationType::RunBack))
20 0 : , animation_data_manager_(animation_data_manager)
21 : {
22 0 : }
23 :
24 0 : std::optional<std::shared_ptr<AnimationState>> LegsRunBackAnimationState::HandleInput(
25 : Soldier& soldier)
26 : {
27 0 : if (soldier.control.prone) {
28 0 : return std::make_shared<LegsProneAnimationState>(animation_data_manager_);
29 : }
30 :
31 0 : if (soldier.on_ground) {
32 : auto maybe_rolling_animation_state =
33 0 : CommonAnimationStateTransitions::TryTransitionToRolling(soldier, animation_data_manager_);
34 0 : if (maybe_rolling_animation_state.has_value()) {
35 0 : return *maybe_rolling_animation_state;
36 : }
37 0 : }
38 :
39 0 : if (!soldier.control.left && !soldier.control.right) {
40 0 : if (soldier.on_ground) {
41 0 : if (soldier.control.up) {
42 0 : return std::make_shared<LegsJumpAnimationState>(animation_data_manager_);
43 : }
44 0 : return std::make_shared<LegsStandAnimationState>(animation_data_manager_);
45 : }
46 :
47 0 : if (soldier.control.up) {
48 0 : return std::nullopt;
49 : }
50 :
51 0 : return std::make_shared<LegsFallAnimationState>(animation_data_manager_);
52 : }
53 :
54 0 : if (soldier.control.up && soldier.on_ground) {
55 0 : soldier.control.was_running_left = soldier.control.left;
56 0 : return std::make_shared<LegsJumpSideAnimationState>(animation_data_manager_);
57 : }
58 :
59 0 : if (soldier.control.left && soldier.direction == -1) {
60 0 : return std::make_shared<LegsRunAnimationState>(animation_data_manager_);
61 : }
62 :
63 0 : if (soldier.control.right && soldier.direction == 1) {
64 0 : return std::make_shared<LegsRunAnimationState>(animation_data_manager_);
65 : }
66 :
67 : // if using jets, reset animation because first frame looks like "directional" jetting
68 0 : if (soldier.control.jets && soldier.jets_count > 0) {
69 0 : if (soldier.control.up) {
70 0 : return std::make_shared<LegsFallAnimationState>(animation_data_manager_);
71 : }
72 :
73 0 : return std::make_shared<LegsRunBackAnimationState>(animation_data_manager_);
74 : }
75 :
76 0 : return std::nullopt;
77 : }
78 :
79 0 : void LegsRunBackAnimationState::Update(Soldier& soldier, const PhysicsEvents& /*physics_events*/)
80 : {
81 0 : soldier.stance = PhysicsConstants::STANCE_STAND;
82 :
83 0 : if (soldier.control.left && !soldier.control.up && soldier.direction == 1) {
84 0 : glm::vec2 particle_force = soldier.particle.GetForce();
85 0 : if (soldier.on_ground) {
86 0 : particle_force.x = -PhysicsConstants::RUNSPEED;
87 0 : particle_force.y = -PhysicsConstants::RUNSPEEDUP;
88 : } else {
89 0 : particle_force.x = -PhysicsConstants::FLYSPEED;
90 : }
91 0 : soldier.particle.SetForce(particle_force);
92 0 : } else if (soldier.control.right && !soldier.control.up && soldier.direction == -1) {
93 0 : if (soldier.on_ground) {
94 0 : glm::vec2 particle_force = soldier.particle.GetForce();
95 0 : particle_force.x = PhysicsConstants::RUNSPEED;
96 0 : particle_force.y = -PhysicsConstants::RUNSPEEDUP;
97 0 : soldier.particle.SetForce(particle_force);
98 : } else {
99 0 : glm::vec2 particle_force = soldier.particle.GetForce();
100 0 : particle_force.x = PhysicsConstants::FLYSPEED;
101 0 : soldier.particle.SetForce(particle_force);
102 : }
103 : }
104 0 : }
105 : } // namespace Soldank
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