Class PlayerActions
java.lang.Object
com.deco2800.game.components.Component
com.deco2800.game.components.player.PlayerActions
Action component for interacting with the player. Player events should be initialised in create()
and when triggered should call methods within this class.
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Field Summary
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Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionvoid
Makes the player cast their cone projectile skill.void
Pressing the '1' button triggers the player to consume potion slot 1void
Pressing the '2' button triggers the player to consume potion slot 2void
Pressing the '3' button triggers the player to consume potion slot 3void
create()
Called when the entity is created and registered.void
Makes the player cast their ultimate fireball skill.float
Return the scalar max speed of the player.Gets a reference to the skill subcomponent of playeractions.com.badlogic.gdx.math.Vector2
void
void
setSkillAnimator
(Entity skillAnimator) Sets the skill animator for this actions component and passes it to the skill component so the skill component can alter the skill animation state.void
Stops the player from walking.void
Pressing the 'I' button toggles the inventory menu UI opening/closing.void
update()
Called once per frame of the game, and should be used for most component logic.void
updateMaxSpeed
(float newSpeed) Public function to set new max speed.void
walk
(com.badlogic.gdx.math.Vector2 direction) Moves the player towards a given direction.Methods inherited from class com.deco2800.game.components.Component
dispose, earlyUpdate, getEntity, setEnabled, setEntity, toString, triggerEarlyUpdate, triggerUpdate
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Constructor Details
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PlayerActions
public PlayerActions()
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Method Details
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create
public void create()Description copied from class:Component
Called when the entity is created and registered. Initial logic such as calls to GetComponent should be made here, not in the constructor which is called before an entity is finished. -
update
public void update()Description copied from class:Component
Called once per frame of the game, and should be used for most component logic. Not called if component is disabled. -
toggleInventory
public void toggleInventory()Pressing the 'I' button toggles the inventory menu UI opening/closing. -
consumePotionSlot1
public void consumePotionSlot1()Pressing the '1' button triggers the player to consume potion slot 1 -
consumePotionSlot2
public void consumePotionSlot2()Pressing the '2' button triggers the player to consume potion slot 2 -
consumePotionSlot3
public void consumePotionSlot3()Pressing the '3' button triggers the player to consume potion slot 3 -
walk
public void walk(com.badlogic.gdx.math.Vector2 direction) Moves the player towards a given direction. Calls the walking sound effect. Only fully calls when the game is not paused.- Parameters:
direction
- direction to move in
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stopWalking
public void stopWalking()Stops the player from walking. -
updateMaxSpeed
public void updateMaxSpeed(float newSpeed) Public function to set new max speed.- Parameters:
newSpeed
- of the player character
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getMaxSpeed
public float getMaxSpeed()Return the scalar max speed of the player. -
getSkillComponent
Gets a reference to the skill subcomponent of playeractions. This reference should be used sparingly as a way for external functionality to directly interact with skill states, and should avoid directly inducing any skill start fuctions using this reference. In future sprints skill start functions will not be able to called externally.- Returns:
- the player skill component of player actions.
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fireballUltimate
public void fireballUltimate()Makes the player cast their ultimate fireball skill. Registers call of the ultimate function to the skill manager component. -
coneProjectile
public void coneProjectile()Makes the player cast their cone projectile skill. Registers call of the projectile function to the skill manager component. -
invulnerabilitySkill
public void invulnerabilitySkill() -
getWalkDirection
public com.badlogic.gdx.math.Vector2 getWalkDirection() -
setSkillAnimator
Sets the skill animator for this actions component and passes it to the skill component so the skill component can alter the skill animation state.- Parameters:
skillAnimator
- the skill animator entity which has subcomponents PlayerSkillAnimationController and AnimationRenderer
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