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; }