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// 충돌시 데미지 | |
const HIT_DAMAGE = 30; | |
// 충돌 후 무적 시간 | |
const INVINCIBLE_TIME = 2000; | |
// 시간당 데미지 | |
const TICK_DAMAGE = 5; | |
const gameMachine = Machine({ | |
id: 'game', | |
type: 'parallel', | |
context: { | |
jumpEnabled: true, | |
sliding: false, | |
health: 100, | |
flipCount: 0, | |
life: 'alive', | |
}, | |
states: { | |
jumpButton: { | |
id: 'jumpButton', | |
initial: 'idle', | |
states: { | |
idle: { | |
entry: assign({ jumpEnabled: true }), | |
on: { | |
JUMP_BUTTON_DOWN: 'pressed', | |
}, | |
}, | |
pressed: { | |
entry: assign({ jumpEnabled: false }), | |
on: { | |
JUMP_BUTTON_UP: 'idle', | |
}, | |
}, | |
}, | |
}, | |
slideButton: { | |
id: 'slideButton', | |
initial: 'idle', | |
states: { | |
idle: { | |
entry: assign({ sliding: false }), | |
on: { | |
SLIDE_BUTTON_DOWN: 'pressed', | |
}, | |
}, | |
pressed: { | |
entry: assign({ sliding: true }), | |
on: { | |
SLIDE_BUTTON_UP: 'idle', | |
}, | |
}, | |
}, | |
}, | |
life: { | |
id: 'life', | |
initial: 'alive', | |
states: { | |
alive: { | |
entry: assign({ life: 'alive' }), | |
on: { | |
HIT: [ | |
{ | |
target: 'invincible', | |
cond: 'enoughHealthForHit', | |
actions: 'getHitDamage', | |
}, | |
{ | |
target: 'dead', | |
}, | |
], | |
TICK: [ | |
{ | |
target: 'alive', | |
cond: 'enoughHealthForTick', | |
actions: 'getTickDamage', | |
}, | |
{ | |
target: 'retired', | |
}, | |
], | |
}, | |
invoke: { | |
src: _ctx => cb => { | |
const interval = setInterval(() => { | |
cb('TICK'); | |
}, 1000); | |
return () => { | |
clearInterval(interval); | |
}; | |
}, | |
}, | |
}, | |
invincible: { | |
entry: assign({ life: 'invincible' }), | |
after: { | |
[INVINCIBLE_TIME]: 'alive', | |
}, | |
}, | |
retired: { | |
type: 'final', | |
entry: [ | |
assign({ life: 'retired' }), | |
send('RETIRED'), | |
'drainHealth', | |
], | |
}, | |
dead: { | |
type: 'final', | |
entry: [ | |
assign({ life: 'dead' }), | |
send('DEAD'), | |
'drainHealth', | |
], | |
}, | |
}, | |
}, | |
motion: { | |
id: 'motion', | |
initial: 'running', | |
on: { | |
DEAD: { | |
target: '.dead', | |
cond: 'dead', | |
}, | |
RETIRED: { | |
target: '.retired', | |
cond: 'retired', | |
}, | |
HIT: { | |
target: '.hitted', | |
cond: 'alive', | |
}, | |
}, | |
states: { | |
running: { | |
on: { | |
JUMP_BUTTON_DOWN: { | |
target: 'jumping', | |
cond: 'jumpEnabled', | |
}, | |
SLIDE_BUTTON_DOWN: 'sliding', | |
}, | |
}, | |
jumping: { | |
initial: 'first', | |
states: { | |
first: { | |
on: { | |
JUMP_BUTTON_DOWN: { | |
target: 'second', | |
cond: 'jumpEnabled', | |
}, | |
}, | |
}, | |
second: { | |
initial: 'up', | |
entry: 'resetFlipCount', | |
exit: 'resetFlipCount', | |
on: { | |
FLIP: [ | |
{ | |
target: '.flipping', | |
cond: 'canFlip', | |
actions: 'flip', | |
}, | |
{ | |
target: '.down', | |
}, | |
], | |
}, | |
states: { | |
up: { | |
}, | |
flipping: { | |
}, | |
down: { | |
type: 'final', | |
}, | |
}, | |
}, | |
}, | |
on: { | |
// 착지 시 아주 잠깐 쭈그리는 모션이 존재함 | |
LAND: 'landed', | |
}, | |
}, | |
hitted: { | |
after: { | |
100: [ | |
{ | |
target: 'sliding', | |
cond: 'sliding', | |
}, | |
{ | |
target: 'running', | |
}, | |
], | |
}, | |
}, | |
landed: { | |
after: { | |
100: [ | |
{ | |
target: 'sliding', | |
cond: 'sliding', | |
}, | |
{ | |
target: 'running', | |
}, | |
], | |
}, | |
}, | |
sliding: { | |
on: { | |
SLIDE_BUTTON_UP: 'running', | |
JUMP_BUTTON_DOWN: { | |
target: 'jumping', | |
cond: 'jumpEnabled', | |
}, | |
}, | |
}, | |
retired: { | |
type: 'final', | |
}, | |
dead: { | |
type: 'final', | |
}, | |
}, | |
}, | |
}, | |
}, { | |
actions: { | |
getHitDamage: assign({ | |
health: ctx => ctx.health - HIT_DAMAGE, | |
}), | |
getTickDamage: assign({ | |
health: ctx => ctx.health - TICK_DAMAGE, | |
}), | |
getInvincibility: assign({ | |
invincible: true, | |
}), | |
lostInvincibility: assign({ | |
invincible: false, | |
}), | |
drainHealth: assign({ | |
health: 0, | |
}), | |
flip: assign({ | |
flipCount: ctx => ctx.flipCount + 1, | |
}), | |
resetFlipCount: assign({ | |
flipCount: 0, | |
}), | |
}, | |
guards: { | |
jumpEnabled: (ctx) => ctx.jumpEnabled, | |
sliding: (ctx) => ctx.sliding, | |
enoughHealthForHit: (ctx) => ctx.health - HIT_DAMAGE > 0, | |
enoughHealthForTick: (ctx) => ctx.health - TICK_DAMAGE > 0, | |
alive: (ctx) => ctx.life === 'alive', | |
notAlive: (ctx) => ctx.life !== 'alive', | |
retired: (ctx) => ctx.life === 'retired', | |
notRetired: (ctx) => ctx.life !== 'retired', | |
invincible: (ctx) => ctx.life === 'invincible', | |
notInvincible: (ctx) => ctx.life !== 'invincible', | |
dead: (ctx) => ctx.life === 'dead', | |
notDead: (ctx) => ctx.life !== 'dead', | |
canFlip: (ctx) => ctx.flipCount < 2, | |
}, | |
}); |
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