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Basic stamina system
ZyLogicX Offline
Member

Posts: 245
Threads: 24
Joined: May 2011
Reputation: 6
#11
RE: Basic stamina system

(09-03-2013, 08:34 AM)Kullin Wrote: Hey, this might sound noobish, but where should i put everything? :p

You want to put the script outside Void OnStart();Void OnLeave and Void OnEnter. So it should look like:
PHP Code: (Select All)
void OnStart ()
{
stamina_obj.Start();
}

void OnLeave
{
stamina_obj.Stop();
}

const 
string STAMINA_TIMER_CALLBACK_NAME "STAMINA_TIMER_CALLBACK";
const 
string STAMINA_PLAYER_SPEED "STAMINA_PLAYER_SPEED";
const 
string STAMINA_PLAYER_LENGTH "STAMINA_PLAYER_LENGTH";
const 
string STAMINA_PLAYER_BREATH_SLOW "STAMINA_PLAYER_BREATH_SLOW";
const 
string STAMINA_PLAYER_BREATH_SNT "react_breath_slow.snt";
const 
string STAMINA_PLAYER_HEAD_BOB "STAMINA_PLAYER_HEAD_BOB";

const 
float STAMINA_TIMER_SPEED_TIME 0.5f;
const 
float STAMINA_PLAYER_HEAD_BOB_SPEED 0.7f;

enum StaminaStages
    
{
        
Full,
        
Low,
        
Exhausted
    
}

class 
StaminaSystem
    
{
        private 
int state;
        private 
uint length;
        private 
bool head_bobbing;
        private 
bool is_running;

        
StaminaSystem()
            {
                
PreloadSound(STAMINA_PLAYER_BREATH_SNT);
                
this.state StaminaStages::Full;
                
this.length 10;
                
this.head_bobbing false;
                
this.is_running false;
            }

        ~
StaminaSystem()
            {
                
this.Stop();
            }

        
void AddDebugMessage(string &in messagebool checkbool to_file)
            {
                ::
AddDebugMessage("Stamina system: " messagecheck);
                if (
to_file) Print("Stamina system: " message);
            }

        
bool IsPlayerRunning() const
            {
                return 
this.is_running;
            }

        
void PlayBreathSound()
            {
                
PlaySoundAtEntity(STAMINA_PLAYER_BREATH_SLOWSTAMINA_PLAYER_BREATH_SNT"Player"0false);
            }

        
void Start()
            {
                
SetPlayerRunSpeedMul(1);
                
SetPlayerMoveSpeedMul(1);
                
AddTimer(STAMINA_PLAYER_SPEEDSTAMINA_TIMER_SPEED_TIMESTAMINA_TIMER_CALLBACK_NAME);
            }

        
void StartPlayerHeadBob()
            {
                if (
this.head_bobbing)
                    
MovePlayerHeadPos(0, -0.350STAMINA_PLAYER_HEAD_BOB_SPEED0.6);
                else
                    
MovePlayerHeadPos(000STAMINA_PLAYER_HEAD_BOB_SPEED0.6);

                
this.head_bobbing = !this.head_bobbing;
                
AddTimer(STAMINA_PLAYER_HEAD_BOB0.75fSTAMINA_TIMER_CALLBACK_NAME);
            }

        
void StartPlayerTiredEffect()
            {
                
this.PlayBreathSound();
                
AddTimer(STAMINA_PLAYER_BREATH_SLOW1.5fSTAMINA_TIMER_CALLBACK_NAME);
            }

        
void Stop()
            {
                
this.StopPlayerTiredEffect();
                
RemoveTimer(STAMINA_PLAYER_SPEED);
                
RemoveTimer(STAMINA_PLAYER_LENGTH);
                
SetPlayerRunSpeedMul(1);
                
SetPlayerMoveSpeedMul(1);
                
SetPlayerJumpDisabled(false);
            }

        
void StopPlayerTiredEffect()
            {
                
this.head_bobbing false;
                
RemoveTimer(STAMINA_PLAYER_BREATH_SLOW);
                
RemoveTimer(STAMINA_PLAYER_HEAD_BOB);
                
MovePlayerHeadPos(0,0,011);
                
// StopSound(STAMINA_PLAYER_BREATH_SLOW, 1); // Crashes the game upon exit.
            
}

        
void SetStaminaLength(uint length)
            {
                if (
length != 0)
                    
this.length length;
                else
                    
this.AddDebugMessage("Length cannot be 0!"falsetrue);
            }

        
void Update(string &in timer_name)
            {
                if (
timer_name == STAMINA_PLAYER_SPEED)
                {
                    
this.is_running = (GetPlayerSpeed() > 3) ? true false;

                    if (
this.is_running && GetTimerTimeLeft(STAMINA_PLAYER_LENGTH) == 0)
                        
AddTimer(STAMINA_PLAYER_LENGTHthis.lengthSTAMINA_TIMER_CALLBACK_NAME);

                    else if(!
this.is_running)
                    {
                        if (
GetTimerTimeLeft(STAMINA_PLAYER_LENGTH) > && this.state == StaminaStages::Full)
                            
RemoveTimer(STAMINA_PLAYER_LENGTH);

                        else if(
this.state == StaminaStages::Low)
                            
AddTimer(STAMINA_PLAYER_LENGTHthis.length/4STAMINA_TIMER_CALLBACK_NAME);

                        else if(
this.state == StaminaStages::Exhausted)
                            
AddTimer(STAMINA_PLAYER_LENGTHthis.length/2STAMINA_TIMER_CALLBACK_NAME);
                    }

                    
AddTimer(timer_nameSTAMINA_TIMER_SPEED_TIMESTAMINA_TIMER_CALLBACK_NAME);
                }

                else if (
timer_name == STAMINA_PLAYER_BREATH_SLOW)
                    
this.StartPlayerTiredEffect();

                else if (
timer_name == STAMINA_PLAYER_HEAD_BOB)
                    
this.StartPlayerHeadBob();

                else if (
timer_name == STAMINA_PLAYER_LENGTH)
                {
                    if (
this.is_running)
                    {
                        if (
this.state == StaminaStages::Full)
                        {
                            
this.state++;
                            
SetPlayerRunSpeedMul(0.3);
                        }

                        else if (
this.state == StaminaStages::Low)
                        {
                            
this.state++;
                            
SetPlayerRunSpeedMul(0);
                            
SetPlayerMoveSpeedMul(0);
                            
SetPlayerJumpDisabled(true);
                            
this.StartPlayerTiredEffect();
                            
this.StartPlayerHeadBob();
                        }
                    }

                    else
                    {
                        
this.StopPlayerTiredEffect();

                        
SetPlayerRunSpeedMul(1);
                        
SetPlayerMoveSpeedMul(1);
                        
SetPlayerJumpDisabled(false);

                        if (
this.state == StaminaStages::Low)
                            
this.state StaminaStages::Full;

                        else if (
this.state == StaminaStages::Exhausted)
                            
this.state StaminaStages::Full;
                    }
                }
            }
    }

StaminaSystem stamina_obj;

void STAMINA_TIMER_CALLBACK(string &in timer_name)
    { 
stamina_obj.Update(timer_name); } 

Beyond the Mountains of Madness [15%]
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10-14-2013, 05:30 PM
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Alex Ros Offline
Senior Member

Posts: 447
Threads: 46
Joined: Aug 2012
Reputation: 20
#12
RE: Basic stamina system

That's nice, because it could be used in collaboration with starvation system, pure not complicated. Simply if you're hungry or thirsty your stamina could be spent faster... hmm...
10-15-2013, 01:02 AM
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