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53 lines (45 loc) · 1.24 KB
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Copy pathRunState.lua
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53 lines (45 loc) · 1.24 KB
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RunState = {}
RunState.__index = RunState
function RunState:new(ctx)
local rs = {
ctx = ctx,
active = false,
stageIndex = nil,
numStages = 5, -- number of stages in a run
stages = {}, -- list of opponent names
humanPlayerController = nil,
}
return setmetatable(rs, self)
end
function RunState:startRun(humanPlayerController)
self.active = true
self.humanPlayerController = humanPlayerController
self:generateStages()
self.stageIndex = 1
end
function RunState:generateStages()
local enemyCharacters = self.ctx.characterManager:getEnemyCharacters()
for i = 1, self.numStages do
table.insert(self.stages, enemyCharacters[math.random(1, #enemyCharacters)])
end
end
function RunState:isActive()
return self.active == true
end
function RunState:getCurrentOpponent()
if not self:isActive() then return nil end
return self.stages[self.stageIndex]
end
function RunState:hasNextStage()
return self:isActive() and self.stageIndex < #self.stages
end
function RunState:advanceStage()
if self:hasNextStage() then
self.stageIndex = self.stageIndex + 1
return true
end
return false
end
function RunState:endRun()
self.active = false
end