Files
Airport/assets/scripts/gameplay/lejana.toy
2023-03-05 19:40:18 +11:00

250 lines
4.4 KiB
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import standard;
import node;
//constants
var SPEED: int const = 4;
var SPRITE_WIDTH: int const = 64;
var SPRITE_HEIGHT: int const = 64;
var TILE_WIDTH: int const = 32;
var TILE_HEIGHT: int const = 32;
//variables
var parent: opaque = null; //cache the parent for quick access
var gridX: int = 1; //position on the game grid
var gridY: int = 1;
var realX: int = null; //will change until realX = gridX * SPRITE_WIDTH
var realY: int = null;
var motionX: int = 0; //normalized movement direction
var motionY: int = 0;
var inputX: int = 0; //cache the keyboard input
var inputY: int = 0;
var direction: int = null; //BUGFIX: animation not looping properly
var enableMovementCounter: int = 30 * 3; //BUGFIX: freeze while drones reach their starting spot
//polyfills - animating different cycles on one image
var stepCount: int = 0;
fn faceDown(node: opaque) {
if (direction == 0) return;
direction = 0;
node.setNodeRect(0, 0, 32, 32);
node.setNodeFrames(4);
}
fn faceUp(node: opaque) {
if (direction == 1) return;
direction = 1;
node.setNodeRect(32 * 4, 0, 32, 32);
node.setNodeFrames(4);
}
fn faceRight(node: opaque) {
if (direction == 2) return;
direction = 2;
node.setNodeRect(32 * 8, 0, 32, 32);
node.setNodeFrames(4);
}
fn faceLeft(node: opaque) {
if (direction == 3) return;
direction = 3;
node.setNodeRect(32 * 12, 0, 32, 32);
node.setNodeFrames(4);
}
//accessors & mutators
fn setGridPos(node: opaque, x: int, y: int) {
gridX = x;
gridY = y;
if (realX == null) {
realX = gridX * TILE_WIDTH;
}
if (realY == null) {
realY = gridY * TILE_HEIGHT;
}
}
fn setRealPos(node: opaque, x: int, y: int) {
realX = x;
realY = y;
}
fn getGridPos(node: opaque) {
return [gridX, gridY];
}
fn getRealPos(node: opaque) {
return [realX, realY];
}
//lifecycle functions
fn onLoad(node: opaque) {
node.loadTexture("sprites:/lejana.png");
node.faceDown();
}
fn onInit(node: opaque) {
parent = node.getParentNode();
}
fn onStep(node: opaque) {
//initial freeze
if (enableMovementCounter > 0) {
enableMovementCounter--;
return;
}
//process input when aligned to a grid
if (realX / TILE_WIDTH == gridX && realY / TILE_HEIGHT == gridY && motionX == 0 && motionY == 0) {
//disallow wall phasing
if (inputX != 0 && parent.callNodeFn("getCollisionAt", gridX + inputX, gridY) != true) {
inputX = 0;
}
if (inputY != 0 && parent.callNodeFn("getCollisionAt", gridX, gridY + inputY) != true) {
inputY = 0;
}
//disallow diagonal movement
if (abs(inputX) != 0) {
gridX += inputX;
}
else {
gridY += inputY;
}
//facing
if (inputY > 0) {
node.faceDown();
}
if (inputY < 0) {
node.faceUp();
}
if (inputX > 0) {
node.faceRight();
}
if (inputX < 0) {
node.faceLeft();
}
//trigger the world
if (inputX != 0 || inputY != 0) {
parent.callNodeFn("runAI");
}
}
//animation
if (motionX == 0 && motionY == 0 && inputX == 0 && inputY == 0) {
stepCount = 0;
node.setCurrentNodeFrame(0);
}
if (++stepCount >= 5) {
node.incrementCurrentNodeFrame();
stepCount = 0;
}
//calc movement
var distX = gridX * TILE_WIDTH - realX;
var distY = gridY * TILE_HEIGHT - realY;
motionX = normalize(distX);
motionY = normalize(distY);
//make movement
realX += abs(distX) > SPEED ? SPEED * motionX : distX;
realY += abs(distY) > SPEED ? SPEED * motionY : distY;
}
fn onFree(node: opaque) {
node.freeTexture();
}
fn customOnDraw(node: opaque) {
var px = 0;
var py = 0;
if (parent != null) {
px = parent.callNodeFn("getX");
py = parent.callNodeFn("getY");
px = px != null ? px : 0;
py = py != null ? py : 0;
}
node.drawNode(realX + px - SPRITE_WIDTH / 4, realY + py - SPRITE_HEIGHT / 2, SPRITE_WIDTH, SPRITE_HEIGHT);
}
//event functions
fn onKeyDown(node: opaque, event: string) {
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;
}