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- class Player extends AnimatedEntity {
- constructor(){
- this.movementMachine = new MovementStepMachine();
- let animationIdle = new Animation(spriteSheet, speed = speedPlayer);
- ...
- this.movementStateAnimations = {
- [ MovementState.Idle, animationIdle ],
- [ MovementState.WalkRight, animationWalkRight ],
- [ MovementState.WalkLeft, animationWalkLeft ],
- };
- }
- //Override
- update(dt){
- //Procesamos todo el movimiento y cambio de estado.
- this.movementMachine.updateMovement();
- this.movementMachine.updateState();
- //CurrentAnimation es parte de AnimatedEntity (deberia... no?)
- this.currentAnimation = this.movementStateAnimations[this.movementMachine.MovementState];
- //Seteando el currentAnimation y luego llamando al update de la AnimatedEntity (super == parent == clase base)
- //Se anima con la animacion actual
- super.update(dt);
- }
- }
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