Hey Ike, kick the drone!
This commit is contained in:
276
assets/scripts/entities/player.toy
Normal file
276
assets/scripts/entities/player.toy
Normal file
@@ -0,0 +1,276 @@
|
||||
import standard;
|
||||
import node;
|
||||
|
||||
|
||||
//constants
|
||||
var TILE_PIXEL_WIDTH: int const = 16;
|
||||
var TILE_PIXEL_HEIGHT: int const = 16;
|
||||
|
||||
var DIRECTION_DOWN: int const = 0;
|
||||
var DIRECTION_UP: int const = 1;
|
||||
var DIRECTION_RIGHT: int const = 2;
|
||||
var DIRECTION_LEFT: int const = 3;
|
||||
|
||||
|
||||
//position on the game grid
|
||||
var gridPositionX: int = 1;
|
||||
var gridPositionY: int = 1;
|
||||
|
||||
//cache the keyboard input
|
||||
var inputX: int = 0;
|
||||
var inputY: int = 0;
|
||||
|
||||
var direction: int = null; //BUGFIX: animation not looping properly
|
||||
|
||||
var attackPositionX: int = null;
|
||||
var attackPositionY: int = null;
|
||||
|
||||
//polyfills - animating different cycles on one image
|
||||
var walkAnimationCounter: int = 0;
|
||||
var attackAnimationCounter: int = 0;
|
||||
|
||||
|
||||
//accessors & mutators
|
||||
fn setGridPosition(node: opaque, x: int, y: int) {
|
||||
gridPositionX = x;
|
||||
gridPositionY = y;
|
||||
|
||||
node.setNodePositionX(floor( gridPositionX * TILE_PIXEL_WIDTH / node.getNodeScaleX() ));
|
||||
node.setNodePositionY(floor( gridPositionY * TILE_PIXEL_HEIGHT / node.getNodeScaleY() ));
|
||||
}
|
||||
|
||||
fn getGridPositionX(node: opaque) {
|
||||
return gridPositionX;
|
||||
}
|
||||
|
||||
fn getGridPositionY(node: opaque) {
|
||||
return gridPositionY;
|
||||
}
|
||||
|
||||
fn setAttackPosition(node: opaque, x: int, y: int) {
|
||||
attackPositionX = x;
|
||||
attackPositionY = y;
|
||||
}
|
||||
|
||||
fn getAttackPositionX(node: opaque) {
|
||||
return attackPositionX;
|
||||
}
|
||||
|
||||
fn getAttackPositionY(node: opaque) {
|
||||
return attackPositionY;
|
||||
}
|
||||
|
||||
|
||||
//lifecycle functions
|
||||
fn onLoad(node: opaque) {
|
||||
node.loadNodeTexture("sprites:/parvati.png"); //NOTE: all of this script is mapped to this sprite sheet
|
||||
node.faceDirection(DIRECTION_DOWN);
|
||||
}
|
||||
|
||||
//fn onUpdate(node: opaque, delta: int) {
|
||||
// //
|
||||
//}
|
||||
|
||||
fn onStep(node: opaque) {
|
||||
//animation - start idling
|
||||
if (attackAnimationCounter == 0) {
|
||||
//move to standing state, from any other animation state
|
||||
if (node.getNodeRectY() != 0) {
|
||||
node.setNodeRect(direction * 32 * 4, 0, 32, 32);
|
||||
node.setNodeFrames(4);
|
||||
walkAnimationCounter = 12;
|
||||
}
|
||||
}
|
||||
|
||||
//animation - start attacking
|
||||
if (attackAnimationCounter-- > 0) {
|
||||
//move to attacking state, from any other animation state
|
||||
if (node.getNodeRectY() != 32) {
|
||||
node.setNodeRect(direction * 32 * 4, 32, 32, 32);
|
||||
node.setNodeFrames(3);
|
||||
}
|
||||
|
||||
if ((attackAnimationCounter+1) % 4 == 0) { //+1 for a bugfix
|
||||
node.incrementCurrentNodeFrame();
|
||||
}
|
||||
|
||||
//skip out
|
||||
return;
|
||||
}
|
||||
|
||||
//make sure you're facing the right direction
|
||||
if (inputY > 0) {
|
||||
node.faceDirection(DIRECTION_DOWN);
|
||||
}
|
||||
|
||||
else if (inputY < 0) {
|
||||
node.faceDirection(DIRECTION_UP);
|
||||
}
|
||||
|
||||
else if (inputX > 0) {
|
||||
node.faceDirection(DIRECTION_RIGHT);
|
||||
}
|
||||
|
||||
else if (inputX < 0) {
|
||||
node.faceDirection(DIRECTION_LEFT);
|
||||
}
|
||||
|
||||
//BUGFIX: for smooth animations?
|
||||
var lesser = 0;
|
||||
if ((inputX != 0 || inputY != 0) && attackAnimationCounter == 0) {
|
||||
lesser = 6;
|
||||
}
|
||||
|
||||
//actually animate
|
||||
if (walkAnimationCounter-- < lesser) {
|
||||
node.incrementCurrentNodeFrame();
|
||||
walkAnimationCounter = 12;
|
||||
}
|
||||
|
||||
var parent = node.getParentNode(); //check for collisions from the parent
|
||||
|
||||
if (abs(inputX) != abs(inputY) && parent.callNodeFn("getWalkableAt", gridPositionX + inputX, gridPositionY + inputY)) {
|
||||
//calc movement
|
||||
gridPositionX += inputX;
|
||||
gridPositionY += inputY;
|
||||
|
||||
parent.callNodeFn("runAI");
|
||||
}
|
||||
|
||||
//if you attacked
|
||||
else if (attackPositionX != null || attackPositionY != null) {
|
||||
parent.callNodeFn("runAI");
|
||||
|
||||
attackPositionX = null;
|
||||
attackPositionY = null;
|
||||
}
|
||||
|
||||
//move in realspace
|
||||
var distX = gridPositionX * TILE_PIXEL_WIDTH - node.getNodePositionX();
|
||||
var distY = gridPositionY * TILE_PIXEL_HEIGHT - node.getNodePositionY();
|
||||
|
||||
node.setNodeMotionX( normalize(distX) );
|
||||
node.setNodeMotionY( normalize(distY) );
|
||||
|
||||
//reset input
|
||||
inputX = 0;
|
||||
inputY = 0;
|
||||
}
|
||||
|
||||
fn onFree(node: opaque) {
|
||||
node.freeNodeTexture();
|
||||
}
|
||||
|
||||
fn onDraw(node: opaque) {
|
||||
var posX: int = node.getNodeWorldPositionX();
|
||||
var posY: int = node.getNodeWorldPositionY();
|
||||
|
||||
var scaleX: float = node.getNodeWorldScaleX();
|
||||
var scaleY: float = node.getNodeWorldScaleY();
|
||||
|
||||
//this offset is because the sprite cell for parvati.png is twice as big as the sprite cell for the floor tiles
|
||||
var originOffsetX: int = player.getNodeRectW() / 4;
|
||||
var originOffsetY: int = player.getNodeRectH() / 2;
|
||||
|
||||
node.drawNode(
|
||||
floor(posX * scaleX) - originOffsetX /* + globalCameraX */,
|
||||
floor(posY * scaleY) - originOffsetY /* + globalCameraY */,
|
||||
floor(node.getNodeRectW() * scaleX),
|
||||
floor(node.getNodeRectH() * scaleY)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
//event functions
|
||||
fn onKeyDown(node: opaque, event: string) {
|
||||
//enable attack
|
||||
if (event == "character_attack" && inputX == 0 && inputY == 0) {
|
||||
attackAnimationCounter = 12;
|
||||
|
||||
if (direction == DIRECTION_DOWN) {
|
||||
node.setAttackPosition(gridPositionX, gridPositionY + 1);
|
||||
}
|
||||
|
||||
else if (direction == DIRECTION_UP) {
|
||||
node.setAttackPosition(gridPositionX, gridPositionY - 1);
|
||||
}
|
||||
|
||||
else if (direction == DIRECTION_RIGHT) {
|
||||
node.setAttackPosition(gridPositionX + 1, gridPositionY);
|
||||
}
|
||||
|
||||
else if (direction == DIRECTION_LEFT) {
|
||||
node.setAttackPosition(gridPositionX - 1, gridPositionY);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
//if moving, don't take any more input
|
||||
if (node.getNodeMotionX() != 0 || node.getNodeMotionY() != 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (event == "character_up") {
|
||||
inputY -= 1;
|
||||
return;
|
||||
}
|
||||
|
||||
if (event == "character_down") {
|
||||
inputY += 1;
|
||||
return;
|
||||
}
|
||||
|
||||
if (event == "character_left") {
|
||||
inputX -= 1;
|
||||
return;
|
||||
}
|
||||
|
||||
if (event == "character_right") {
|
||||
inputX += 1;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
fn onKeyUp(node: opaque, event: string) {
|
||||
if (event == "character_up" && inputY < 0) {
|
||||
inputY = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if (event == "character_down" && inputY > 0) {
|
||||
inputY = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if (event == "character_left" && inputX < 0) {
|
||||
inputX = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if (event == "character_right" && inputX > 0) {
|
||||
inputX = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//utils for facing different directions (idling)
|
||||
fn faceDirection(node: opaque, dir: int) {
|
||||
if (direction == dir) return;
|
||||
direction = dir;
|
||||
node.setNodeRect(32 * 4 * dir, 0, 32, 32);
|
||||
node.setNodeFrames(4);
|
||||
walkAnimationCounter = 12;
|
||||
}
|
||||
|
||||
//polyfills - move these to standard
|
||||
fn normalize(x): int {
|
||||
if (x > 0) {
|
||||
return 1;
|
||||
}
|
||||
if (x < 0) {
|
||||
return -1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user