import standard; import node; import random; //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; //variables var gridPositionX: int = null; var gridPositionY: int = null; var direction: int = null; //BUGFIX: animation not looping properly var stepAI: int = 0; var health: int = 2; var requestFree: bool = false; //polyfills - animating different cycles on one image var walkAnimationCounter: 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 applyDamage(node: opaque, damage: int) { health -= damage; } fn isRequestingFree(node: opaque) { if (requestFree) { var parent = node.getParentNode(); var explosion: opaque = parent.loadChild("scripts:/entities/explosion.toy"); explosion.callNodeFn("setGridPosition", gridPositionX, gridPositionY); return true; } else { return false; } } //lifecycle functions fn onLoad(node: opaque) { node.loadNodeTexture("sprites:/drone.png"); node.faceDirection(DIRECTION_DOWN); } //fn onUpdate(node: opaque, delta: int) { // // //} 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 /* + globalCameraX */, floor(posY * scaleY) - originOffsetY /* + globalCameraY */, floor(node.getNodeRectW() * scaleX), floor(node.getNodeRectH() * scaleY) ); } //gameplay functions fn runAI(node: opaque, rng: opaque) { //If I'm out of health, I need to be removed if (health <= 0) { requestFree = true; return; } //every second call if (++stepAI >= 2) { stepAI = 0; var dir = rng.generateRandomNumber() % 4; var moveX = 0; var moveY = 0; if (dir == DIRECTION_DOWN) { moveY += 1; node.faceDirection(DIRECTION_DOWN); } else if (dir == DIRECTION_UP) { moveY -= 1; node.faceDirection(DIRECTION_UP); } else if (dir == DIRECTION_RIGHT) { moveX += 1; node.faceDirection(DIRECTION_RIGHT); } else if (dir == DIRECTION_LEFT) { moveX -= 1; node.faceDirection(DIRECTION_LEFT); } if (node.getParentNode().callNodeFn("getWalkableAt", gridPositionX + moveX, gridPositionY + moveY)) { gridPositionX += moveX; gridPositionY += moveY; } } } //utils for facing different directions (idling) fn faceDirection(node: opaque, dir: int) { if (direction == dir) return; direction = dir; node.setNodeRect(32 * 2 * dir, 0, 32, 32); node.setNodeFrames(2); walkAnimationCounter = 12; } //polyfills - move these to standard fn normalize(x): int { if (x > 0) { return 1; } if (x < 0) { return -1; } return 0; } fn loadChild(parent: opaque, fname: string) { //TODO: add this to the API proper var child: opaque = loadNode(fname); parent.pushNode(child); return child; }