LedgeHopComponent - acrimi/Raven GitHub Wiki

Extends StatefulComponent

LedgeHopComponent is an extension of StatefulComponent that defines an entity's ability to jump over collision tiles up to a certain height. When the entity moves into a collision tile under the defined height, the component will activate, applying a velocity in the z axis and moving to the next non-collision tile in the current direction. The component will be automatically deactivated once the entity touches back down on the ground.

Configuration

When used inside the components block, the initial state of the component can be configured with the following parameters:

Key Type Description
heightThreshold float The maximum height, in gl units, that the entity can jump over. Defaults to 0.
jumpDelay float The time, in seconds, that the entity must be moving into the jumpable ledge before the jump activates. Defaults to 0.
verticalVelocity float A velocity, in gl units per second, to apply to the entity in the z axis when the jump activates
duration* float The duration, in seconds, of the "active" state for this component. Defaults to -1, which is treated as infinite duration.
enterStates* (string|object)[] An array of states that will be passed through when going from the "inactive" state to the "active" state. Each state can be defined as either an object with a single key value pair corresponding the state's name and duration, or as a string representing the state name. States defined as a string will have an infinite duration. The array values can be heterogenous.
      [stateName]* float The key represents the name of this state and the value is the duration, in seconds. For infinite duration, use a value of -1
exitStates* (string|object)[] An array of states that will be passed through when going from the "active" state to the "inactive" state. Each state can be defined as either an object with a single key value pair corresponding the state's name and duration, or as a string representing the state name. States defined as a string will have an infinite duration. The array values can be heterogenous.
      [stateName]* float The key represents the name of this state and the value is the duration, in seconds. For infinite duration, use a value of -1
initialState* string The state the component will start in. Must be one of "inactive", "active", or any of the custom states provided via enterStates or exitStates. By default, the component will start in the "inactive" state. Setting a different initial state will not cause events to fire for entering that state.
isActive* boolean Equivalent to passing "active" to initialState. Defaults to false.

* from StatefulComponent

Example:

"LedgeHopComponent": {
  "heightThreshold": 2,
  "jumpDelay": 0.1,
  "verticalVelocity": 2
}

Properties

The following properties are readable by property accessors (eg render state and persistence definitions):

Key Type Description
isActive* boolean Whether or not the current state is "active"
isInactive* boolean Whether or not the current state is "inactive"
state* string The name of the current state
progress* float The percentage, from 0 to 1, of how much time has elapsed for the current state relative to its duration (elapsedTime / duration). If the current state has an infinite duration, this value is always 0.

* from StatefulComponent

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