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Airport/assets/scripts/gameplay/lejana.toy

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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;
}