250 lines
4.4 KiB
Plaintext
250 lines
4.4 KiB
Plaintext
import standard;
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import node;
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//constants
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var SPEED: int const = 2;
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var SPRITE_WIDTH: int const = 64;
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var SPRITE_HEIGHT: int const = 64;
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var TILE_WIDTH: int const = 32;
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var TILE_HEIGHT: int const = 32;
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//variables
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var parent: opaque = null; //cache the parent for quick access
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var gridX: int = 1; //position on the game grid
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var gridY: int = 1;
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var realX: int = null; //will change until realX = gridX * SPRITE_WIDTH
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var realY: int = null;
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var motionX: int = 0; //normalized movement direction
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var motionY: int = 0;
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var inputX: int = 0; //cache the keyboard input
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var inputY: int = 0;
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var direction: int = null; //BUGFIX: animation not looping properly
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var enableMovementCounter: int = 60 * 4; //BUGFIX: freeze while drones reach their starting spot
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//polyfills - animating different cycles on one image
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var stepCount: int = 0;
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fn faceDown(node: opaque) {
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if (direction == 0) return;
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direction = 0;
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node.setNodeRect(0, 0, 32, 32);
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node.setNodeFrames(4);
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}
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fn faceUp(node: opaque) {
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if (direction == 1) return;
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direction = 1;
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node.setNodeRect(32 * 4, 0, 32, 32);
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node.setNodeFrames(4);
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}
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fn faceRight(node: opaque) {
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if (direction == 2) return;
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direction = 2;
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node.setNodeRect(32 * 8, 0, 32, 32);
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node.setNodeFrames(4);
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}
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fn faceLeft(node: opaque) {
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if (direction == 3) return;
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direction = 3;
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node.setNodeRect(32 * 12, 0, 32, 32);
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node.setNodeFrames(4);
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}
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//accessors & mutators
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fn setGridPos(node: opaque, x: int, y: int) {
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gridX = x;
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gridY = y;
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if (realX == null) {
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realX = gridX * TILE_WIDTH;
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}
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if (realY == null) {
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realY = gridY * TILE_HEIGHT;
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}
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}
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fn setRealPos(node: opaque, x: int, y: int) {
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realX = x;
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realY = y;
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}
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fn getGridPos(node: opaque) {
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return [gridX, gridY];
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}
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fn getRealPos(node: opaque) {
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return [realX, realY];
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}
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//lifecycle functions
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fn onLoad(node: opaque) {
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node.loadTexture("sprites:/lejana.png");
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node.faceDown();
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}
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fn onInit(node: opaque) {
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parent = node.getParentNode();
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}
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fn onStep(node: opaque) {
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//initial freeze
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if (enableMovementCounter > 0) {
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enableMovementCounter--;
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return;
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}
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//process input when aligned to a grid
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if (realX / TILE_WIDTH == gridX && realY / TILE_HEIGHT == gridY && motionX == 0 && motionY == 0) {
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//disallow wall phasing
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if (inputX != 0 && parent.callNodeFn("getCollisionAt", gridX + inputX, gridY) != true) {
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inputX = 0;
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}
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if (inputY != 0 && parent.callNodeFn("getCollisionAt", gridX, gridY + inputY) != true) {
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inputY = 0;
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}
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//disallow diagonal movement
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if (abs(inputX) != 0) {
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gridX += inputX;
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}
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else {
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gridY += inputY;
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}
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//facing
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if (inputY > 0) {
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node.faceDown();
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}
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if (inputY < 0) {
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node.faceUp();
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}
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if (inputX > 0) {
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node.faceRight();
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}
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if (inputX < 0) {
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node.faceLeft();
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}
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//trigger the world
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if (inputX != 0 || inputY != 0) {
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parent.callNodeFn("runAI");
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}
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}
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//animation
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if (motionX == 0 && motionY == 0 && inputX == 0 && inputY == 0) {
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stepCount = 0;
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node.setCurrentNodeFrame(0);
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}
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if (++stepCount >= 10) {
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node.incrementCurrentNodeFrame();
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stepCount = 0;
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}
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//calc movement
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var distX = gridX * TILE_WIDTH - realX;
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var distY = gridY * TILE_HEIGHT - realY;
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motionX = normalize(distX);
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motionY = normalize(distY);
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//make movement
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realX += abs(distX) > SPEED ? SPEED * motionX : distX;
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realY += abs(distY) > SPEED ? SPEED * motionY : distY;
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}
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fn onFree(node: opaque) {
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node.freeTexture();
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}
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fn customOnDraw(node: opaque) {
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var px = 0;
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var py = 0;
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if (parent != null) {
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px = parent.callNodeFn("getX");
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py = parent.callNodeFn("getY");
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px = px != null ? px : 0;
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py = py != null ? py : 0;
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}
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node.drawNode(realX + px - SPRITE_WIDTH / 4, realY + py - SPRITE_HEIGHT / 2, SPRITE_WIDTH, SPRITE_HEIGHT);
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}
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//event functions
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fn onKeyDown(node: opaque, event: string) {
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if (event == "character_up") {
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inputY -= 1;
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return;
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}
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if (event == "character_down") {
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inputY += 1;
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return;
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}
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if (event == "character_left") {
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inputX -= 1;
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return;
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}
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if (event == "character_right") {
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inputX += 1;
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return;
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}
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}
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fn onKeyUp(node: opaque, event: string) {
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if (event == "character_up" && inputY < 0) {
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inputY = 0;
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return;
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}
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if (event == "character_down" && inputY > 0) {
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inputY = 0;
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return;
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}
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if (event == "character_left" && inputX < 0) {
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inputX = 0;
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return;
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}
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if (event == "character_right" && inputX > 0) {
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inputX = 0;
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return;
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}
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}
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//polyfills - move these to standard
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fn normalize(x): int {
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if (x > 0) {
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return 1;
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}
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if (x < 0) {
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return -1;
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}
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return 0;
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} |