Player: partial refactor to use FSM for player state-tracking.

This commit is contained in:
Colin McMillen 2020-03-25 17:04:58 -04:00
parent ec8c24e5b6
commit c28f21eef5
3 changed files with 104 additions and 72 deletions

View File

@ -1,20 +1,19 @@
using System.Collections.Generic; using System.Collections.Generic;
namespace SemiColinGames { namespace SemiColinGames {
public interface IState { public interface IState<T> {
// Called automatically whenever this state is transitioned to. Should reset whichever // Called automatically whenever this state is transitioned to. Should reset whichever
// state-specific variables need resetting. // state-specific variables need resetting.
public void Enter(); public void Enter();
// Returns the name of the new state, or null if we should stay in the same state. // Returns the name of the new state, or null if we should stay in the same state.
public string Update(float modelTime, World world); public string Update(float modelTime, World world, T input);
} }
public class FSM { public class FSM<T> {
readonly Dictionary<string, IState> states; readonly Dictionary<string, IState<T>> states;
IState state;
public FSM(string initialStateName, Dictionary<string, IState> states) { public FSM(string initialStateName, Dictionary<string, IState<T>> states) {
this.states = states; this.states = states;
StateName = initialStateName; StateName = initialStateName;
Transition(StateName); Transition(StateName);
@ -22,8 +21,10 @@ namespace SemiColinGames {
public string StateName { get; private set; } public string StateName { get; private set; }
public void Update(float modelTime, World world) { public IState<T> State { get; private set; }
string newState = state.Update(modelTime, world);
public void Update(float modelTime, World world, T input) {
string newState = State.Update(modelTime, world, input);
if (newState != null) { if (newState != null) {
Transition(newState); Transition(newState);
} }
@ -31,9 +32,9 @@ namespace SemiColinGames {
void Transition(string state) { void Transition(string state) {
StateName = state; StateName = state;
IState newState = states[state]; IState<T> newState = states[state];
this.state = newState; State = newState;
this.state.Enter(); State.Enter();
} }
} }
} }

View File

@ -1,10 +1,11 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic; using System.Collections.Generic;
namespace SemiColinGames { namespace SemiColinGames {
class IdleState : IState { class IdleState : IState<Object> {
private NPC npc; private readonly NPC npc;
private float timeInState = 0; private float timeInState = 0;
public IdleState(NPC npc) { public IdleState(NPC npc) {
@ -15,7 +16,7 @@ namespace SemiColinGames {
timeInState = 0; timeInState = 0;
} }
public string Update(float modelTime, World world) { public string Update(float modelTime, World world, Object _) {
timeInState += modelTime; timeInState += modelTime;
if (timeInState > 1.0f) { if (timeInState > 1.0f) {
npc.Facing *= -1; npc.Facing *= -1;
@ -25,8 +26,8 @@ namespace SemiColinGames {
} }
} }
class RunState : IState { class RunState : IState<Object> {
private NPC npc; private readonly NPC npc;
public RunState(NPC npc) { public RunState(NPC npc) {
this.npc = npc; this.npc = npc;
@ -34,7 +35,7 @@ namespace SemiColinGames {
public void Enter() {} public void Enter() {}
public string Update(float modelTime, World world) { public string Update(float modelTime, World world, Object _) {
float moveSpeed = 120; float moveSpeed = 120;
float desiredX = npc.Position.X + moveSpeed * npc.Facing * modelTime; float desiredX = npc.Position.X + moveSpeed * npc.Facing * modelTime;
float testPoint = desiredX + npc.Box.HalfSize.X * npc.Facing; float testPoint = desiredX + npc.Box.HalfSize.X * npc.Facing;
@ -63,7 +64,7 @@ namespace SemiColinGames {
private readonly Vector2 spriteCenter; private readonly Vector2 spriteCenter;
private readonly Vector2 eyeOffset = new Vector2(4, -9); private readonly Vector2 eyeOffset = new Vector2(4, -9);
private readonly FSM fsm; private readonly FSM<Object> fsm;
private readonly Vector2 halfSize = new Vector2(11, 24); private readonly Vector2 halfSize = new Vector2(11, 24);
public NPC(Vector2 position, int facing) { public NPC(Vector2 position, int facing) {
@ -75,7 +76,7 @@ namespace SemiColinGames {
Box = new AABB(Position, halfSize); Box = new AABB(Position, halfSize);
Facing = facing; Facing = facing;
fsm = new FSM("run", new Dictionary<string, IState> { fsm = new FSM<Object>("run", new Dictionary<string, IState<Object>> {
{ "idle", new IdleState(this) }, { "idle", new IdleState(this) },
{ "run", new RunState(this) } { "run", new RunState(this) }
}); });
@ -110,7 +111,7 @@ namespace SemiColinGames {
} }
public void Update(float modelTime, World world) { public void Update(float modelTime, World world) {
fsm.Update(modelTime, world); fsm.Update(modelTime, world, null);
Box = new AABB(Position, halfSize); Box = new AABB(Position, halfSize);
Debug.AddRect(Box, Color.White); Debug.AddRect(Box, Color.White);
} }

View File

@ -4,13 +4,80 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
namespace SemiColinGames { namespace SemiColinGames {
public class Player {
private enum Pose { Walking, Standing, SwordSwing, Jumping };
private const int moveSpeed = 180; interface IPlayerState : IState<History<Input>> {
public Vector2 Movement { get; }
public void PostUpdate(bool standingOnGround);
}
class StandState : IPlayerState {
private Vector2 result;
// private double swordSwingTime = 0;
// private int swordSwingNum = 0;
private float ySpeed = 0;
private int jumps = 1;
private const int jumpSpeed = -600; private const int jumpSpeed = -600;
private const int moveSpeed = 180;
private const int gravity = 1600; private const int gravity = 1600;
public void Enter() {
}
public string Update(float modelTime, World world, History<Input> input) {
result = new Vector2() {
X = input[0].Motion.X * moveSpeed * modelTime
};
if (input[0].Jump && !input[1].Jump && jumps > 0) {
jumps--;
ySpeed = jumpSpeed;
}
// if (input[0].Attack && !input[1].Attack && swordSwingTime <= 0) {
// swordSwingTime = 0.3;
// swordSwingNum++;
// SoundEffects.SwordSwings[swordSwingNum % SoundEffects.SwordSwings.Length].Play();
// }
result.Y = ySpeed * modelTime;
ySpeed += gravity * modelTime;
// swordSwingTime -= modelTime;
if (input[0].IsAbsoluteMotion) {
if (input[1].Motion.X == 0) {
result.X = input[0].Motion.X;
} else {
result.X = 0;
}
}
return null;
}
public Vector2 Movement {
get { return result; }
}
// TODO: Maybe this should be Update(), and CalculateMovement() should be the Player-specific
// function?
public void PostUpdate(bool standingOnGround) {
if (standingOnGround) {
jumps = 1;
ySpeed = -0.0001f;
// Debug.AddRect(Box(position), Color.Cyan);
} else {
jumps = 0;
// Debug.AddRect(Box(position), Color.Orange);
}
}
}
public class Player {
private readonly FSM<History<Input>> fsm;
// TODO: get rid of Pose.
private enum Pose { Walking, Standing, SwordSwing, Jumping };
// Details of the sprite image. // Details of the sprite image.
// player_1x is 48 x 48, yOffset=5, halfSize=(7, 14) // player_1x is 48 x 48, yOffset=5, halfSize=(7, 14)
// Ninja_Female is 96 x 64, yOffset=1, halfSize=(11, 24) // Ninja_Female is 96 x 64, yOffset=1, halfSize=(11, 24)
@ -28,11 +95,7 @@ namespace SemiColinGames {
// Useful so that we can run at a slow time-step and still get non-zero motion. // Useful so that we can run at a slow time-step and still get non-zero motion.
private Vector2 residual = Vector2.Zero; private Vector2 residual = Vector2.Zero;
private int jumps = 0;
private Pose pose = Pose.Jumping; private Pose pose = Pose.Jumping;
private double swordSwingTime = 0;
private int swordSwingNum = 0;
private float ySpeed = 0;
private float invincibilityTime = 0; private float invincibilityTime = 0;
// For passing into Line.Rasterize() during movement updates. // For passing into Line.Rasterize() during movement updates.
@ -45,6 +108,9 @@ namespace SemiColinGames {
Facing = facing; Facing = facing;
Health = MaxHealth; Health = MaxHealth;
StandingOnGround = false; StandingOnGround = false;
fsm = new FSM<History<Input>>("run", new Dictionary<string, IState<History<Input>>> {
{ "run", new StandState() },
});
} }
public bool StandingOnGround { get; private set; } public bool StandingOnGround { get; private set; }
@ -68,7 +134,7 @@ namespace SemiColinGames {
invincibilityTime -= modelTime; invincibilityTime -= modelTime;
Vector2 inputMovement = HandleInput(modelTime, input); Vector2 inputMovement = HandleInput(modelTime, world, input);
Vector2 movement = Vector2.Add(residual, inputMovement); Vector2 movement = Vector2.Add(residual, inputMovement);
residual = new Vector2(movement.X - (int) movement.X, movement.Y - (int) movement.Y); residual = new Vector2(movement.X - (int) movement.X, movement.Y - (int) movement.Y);
@ -145,14 +211,7 @@ namespace SemiColinGames {
} }
} }
if (StandingOnGround) { ((IPlayerState) fsm.State).PostUpdate(StandingOnGround);
jumps = 1;
ySpeed = -0.0001f;
Debug.AddRect(Box(position), Color.Cyan);
} else {
jumps = 0;
Debug.AddRect(Box(position), Color.Orange);
}
if (harmedByCollision && invincibilityTime <= 0) { if (harmedByCollision && invincibilityTime <= 0) {
world.ScreenShake(); world.ScreenShake();
@ -165,11 +224,7 @@ namespace SemiColinGames {
} else if (inputMovement.X < 0) { } else if (inputMovement.X < 0) {
Facing = -1; Facing = -1;
} }
if (swordSwingTime > 0) { if (inputMovement.X != 0) {
pose = Pose.SwordSwing;
} else if (jumps == 0) {
pose = Pose.Jumping;
} else if (inputMovement.X != 0) {
pose = Pose.Walking; pose = Pose.Walking;
} else { } else {
pose = Pose.Standing; pose = Pose.Standing;
@ -177,35 +232,10 @@ namespace SemiColinGames {
} }
// Returns the desired (dx, dy) for the player to move this frame. // Returns the desired (dx, dy) for the player to move this frame.
Vector2 HandleInput(float modelTime, History<Input> input) { Vector2 HandleInput(float modelTime, World world, History<Input> input) {
Vector2 result = new Vector2() { fsm.Update(modelTime, world, input);
X = input[0].Motion.X * moveSpeed * modelTime // TODO: remove ugly cast.
}; return ((IPlayerState) fsm.State).Movement;
if (input[0].Jump && !input[1].Jump && jumps > 0) {
jumps--;
ySpeed = jumpSpeed;
}
if (input[0].Attack && !input[1].Attack && swordSwingTime <= 0) {
swordSwingTime = 0.3;
swordSwingNum++;
SoundEffects.SwordSwings[swordSwingNum % SoundEffects.SwordSwings.Length].Play();
}
result.Y = ySpeed * modelTime;
ySpeed += gravity * modelTime;
swordSwingTime -= modelTime;
if (input[0].IsAbsoluteMotion) {
if (input[1].Motion.X == 0) {
result.X = input[0].Motion.X;
} else {
result.X = 0;
}
}
return result;
} }
private Rectangle GetTextureSource(Pose pose) { private Rectangle GetTextureSource(Pose pose) {
@ -216,8 +246,8 @@ namespace SemiColinGames {
return Sprites.Ninja.GetTextureSource("run", time); return Sprites.Ninja.GetTextureSource("run", time);
case Pose.SwordSwing: case Pose.SwordSwing:
// TODO: make a proper animation class & FSM-driven animations. // TODO: make a proper animation class & FSM-driven animations.
return Sprites.Ninja.GetTextureSource( //return Sprites.Ninja.GetTextureSource(
"attack_sword", 0.3 - swordSwingTime); // "attack_sword", 0.3 - swordSwingTime);
case Pose.Standing: case Pose.Standing:
default: default:
return Sprites.Ninja.GetTextureSource("idle", time); return Sprites.Ninja.GetTextureSource("idle", time);