285 lines
6.0 KiB
Plaintext
285 lines
6.0 KiB
Plaintext
import standard;
|
|
import node;
|
|
import sound;
|
|
|
|
|
|
//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;
|
|
|
|
//audio utils
|
|
var kickSound: opaque = null;
|
|
|
|
|
|
//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);
|
|
|
|
kickSound = loadSound("sound:/attack.ogg");
|
|
}
|
|
|
|
//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();
|
|
kickSound.freeSound();
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
kickSound.playSound();
|
|
|
|
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;
|
|
} |