import standard; import node; var gridPositionX: int = 1; //position on the game grid var gridPositionY: int = 1; var inputX: int = 0; //cache the keyboard input var inputY: int = 0; var direction: int = null; //BUGFIX: animation not looping properly var enableMovementCounter: int = 60 * 3; //BUGFIX: freeze while drones reach their starting spot //polyfills - animating different cycles on one image var walkAnimationCounter: int = 0; var attackAnimationCounter: int = 0; //utils for facing different directions (idling) fn faceDown(node: opaque) { if (direction == 0) return; direction = 0; node.setNodeRect(0, 0, 32, 32); node.setNodeFrames(4); walkAnimationCounter = 12; } fn faceUp(node: opaque) { if (direction == 1) return; direction = 1; node.setNodeRect(32 * 4, 0, 32, 32); node.setNodeFrames(4); walkAnimationCounter = 12; } fn faceRight(node: opaque) { if (direction == 2) return; direction = 2; node.setNodeRect(32 * 8, 0, 32, 32); node.setNodeFrames(4); walkAnimationCounter = 12; } fn faceLeft(node: opaque) { if (direction == 3) return; direction = 3; node.setNodeRect(32 * 12, 0, 32, 32); node.setNodeFrames(4); 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:/lejana.png"); //NOTE: all of this script is mapped to this sprite sheet node.faceDown(); node.setNodeScaleX(CAMERA_SCALE_X); node.setNodeScaleY(CAMERA_SCALE_Y); } fn onStep(node: opaque) { //initial freeze if (enableMovementCounter > 0) { enableMovementCounter--; return; } //animation - start idling if (attackAnimationCounter == 0) { //move to standing 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 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; } //facing if (inputY > 0) { node.faceDown(); } else if (inputY < 0) { node.faceUp(); } else if (inputX > 0) { node.faceRight(); } else if (inputX < 0) { node.faceLeft(); } //BUGFIX for smooth animation fo 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 (parent.callNodeFn("getWalkableAt", gridPositionX + inputX, gridPositionY + inputY) && abs(inputX) != abs(inputY)) { //calc movement gridPositionX += inputX; gridPositionY += inputY; parent.callNodeFn("runAI"); } //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 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) ); } //event functions fn onKeyDown(node: opaque, event: string) { //initial freeze if (enableMovementCounter > 0) { return; } //enable attack if (event == "character_attack" && inputX == 0 && inputY == 0) { attackAnimationCounter = 12; 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; } } //polyfills - move these to standard fn normalize(x): int { if (x > 0) { return 1; } if (x < 0) { return -1; } return 0; }