126 lines
2.6 KiB
JavaScript
126 lines
2.6 KiB
JavaScript
import {
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behaviorItemFromJSON,
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buildCondition,
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buildInvoke,
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buildTraversal,
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createContext,
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} from '@avocado/behavior';
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import {compose} from '@avocado/core';
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import {StateProperty, Trait} from '@avocado/entity';
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const decorate = compose(
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StateProperty('life', {
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track: true,
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}),
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StateProperty('maxLife', {
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track: true,
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}),
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);
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export class Alive extends decorate(Trait) {
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static defaultParams() {
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const playDeathSound = buildInvoke(['entity', 'playSound'], [
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buildTraversal(['entity', 'deathSound']),
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]);
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const squeeze = buildInvoke(['entity', 'transition'], [
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{
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opacity: 0,
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visibleScaleX: .3,
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visibleScaleY: 3,
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},
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0.2,
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]);
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const isLifeGone = buildCondition('<=', [
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buildTraversal(['entity', 'life']),
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0,
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]);
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return {
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deathActions: {
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type: 'actions',
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traversals: [
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playDeathSound,
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squeeze,
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],
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},
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deathCondition: isLifeGone,
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deathSound: 'deathSound',
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};
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}
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static defaultState() {
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return {
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life: 100,
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maxLife: 100,
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};
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}
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initialize() {
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this._context = createContext();
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this._context.add('entity', this.entity);
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const actionsJSON = this.params.get('deathActions').toJS();
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this._deathActions = behaviorItemFromJSON(actionsJSON);
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this._deathSound = this.params.get('deathSound');
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const conditionJSON = this.params.get('deathCondition').toJS();
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this._deathCondition = behaviorItemFromJSON(conditionJSON);
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this._isDying = false;
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}
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get deathSound() {
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return this._deathSound;
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}
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listeners() {
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return {
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tookDamage: (damage, source) => {
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if (damage.damageSpec.power > 0) {
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this.entity.life -= damage.amount;
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}
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else {
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this.entity.life += damage.amount;
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}
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// Clamp health between 0 and max.
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this.entity.life = Math.min(
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Math.max(0, this.entity.life),
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this.entity.maxLife
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);
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},
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}
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}
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methods() {
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return {
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dieIfPossible: () => {
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if (this._deathCondition.check(this._context)) {
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this.entity.forceDeath();
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}
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},
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forceDeath: () => {
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this._isDying = true;
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this.entity.emit('dying');
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this._deathActions.on('actionsFinished', () => {
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if (this.entity.is('existent')) {
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this.entity.destroy();
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}
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});
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},
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};
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}
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tick(elapsed) {
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if (this._isDying) {
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this._deathActions.tick(this._context, elapsed);
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}
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else {
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this.entity.dieIfPossible();
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}
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}
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}
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