import standard; import node; import random; //variables var gridPositionX: int = 1; var gridPositionY: int = 1; var direction: int = null; //BUGFIX: animation not looping properly var stepAI: int = 0; //polyfills - animating different cycles on one image var walkAnimationCounter: int = 0; fn faceDown(node: opaque) { if (direction == 0) return; direction = 0; node.setNodeRect(0, 0, 32, 32); node.setNodeFrames(2); walkAnimationCounter = 12; } fn faceUp(node: opaque) { if (direction == 1) return; direction = 1; node.setNodeRect(32 * 2, 0, 32, 32); node.setNodeFrames(2); walkAnimationCounter = 12; } fn faceRight(node: opaque) { if (direction == 2) return; direction = 2; node.setNodeRect(32 * 4, 0, 32, 32); node.setNodeFrames(2); walkAnimationCounter = 12; } fn faceLeft(node: opaque) { if (direction == 3) return; direction = 3; node.setNodeRect(32 * 6, 0, 32, 32); node.setNodeFrames(2); walkAnimationCounter = 12; } //accessors & mutators fn setGridPosition(node: opaque, x: int, y: int) { gridPositionX = x; gridPositionY = y; node.setNodePositionX(floor( gridPositionX * node.getNodeRectW() / node.getNodeScaleX() )); node.setNodePositionY(floor( gridPositionY * node.getNodeRectH() / node.getNodeScaleY() )); } fn getGridPositionX(node: opaque) { return gridPositionX; } fn getGridPositionY(node: opaque) { return gridPositionY; } //lifecycle functions fn onLoad(node: opaque) { node.loadNodeTexture("sprites:/drone.png"); node.faceDown(); node.setNodeScaleX(CAMERA_SCALE_X); node.setNodeScaleY(CAMERA_SCALE_Y); } fn onStep(node: opaque) { if (++walkAnimationCounter >= 12) { node.incrementCurrentNodeFrame(); walkAnimationCounter = 0; } //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) ); } 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 lejana is twice as big as the sprite cell for the floor tiles var originOffsetX: int = node.getNodeRectW() * int scaleX / 4; var originOffsetY: int = node.getNodeRectH() * int scaleY / 2; node.drawNode( floor(posX * scaleX) - originOffsetX, floor(posY * scaleY) - originOffsetY, floor(node.getNodeRectW() * scaleX), floor(node.getNodeRectH() * scaleY) ); } //gameplay functions fn runAI(node: opaque, rng: opaque) { if (stepAI++ >= 1) { stepAI = 0; var dir = rng.generateRandomNumber() % 4; var moveX = 0; var moveY = 0; if (dir == 0) { moveY += 1; node.faceDown(); } if (dir == 1) { moveY -= 1; node.faceUp(); } if (dir == 2) { moveX += 1; node.faceRight(); } if (dir == 3) { moveX -= 1; node.faceLeft(); } if (node.getParentNode().callNodeFn("getWalkableAt", gridPositionX + moveX, gridPositionY + moveY)) { gridPositionX += moveX; gridPositionY += moveY; } } } //polyfills - move these to standard fn normalize(x): int { if (x > 0) { return 1; } if (x < 0) { return -1; } return 0; }