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Airport/assets/scripts/gameplay/lejana.toy

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import standard;
import node;
//constants
var SPEED: int const = 3;
var SPRITE_WIDTH: int const = 64;
var SPRITE_HEIGHT: int const = 64;
//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 = 0; //will change until realX = gridX * SPRITE_WIDTH
var realY: int = 0;
var motionX: int = 0; //normalized movement direction
var motionY: int = 0;
var inputX: int = 0; //cache the keyboard input
var inputY: int = 0;
//polyfills - animating different cycles on one image
var stepCount: int = 0;
fn faceDown(node: opaque) {
node.setNodeRect(0, 0, 32, 32);
node.setNodeFrames(4);
}
fn faceUp(node: opaque) {
node.setNodeRect(32 * 4, 0, 32, 32);
node.setNodeFrames(4);
}
fn faceLeft(node: opaque) {
node.setNodeRect(32 * 12, 0, 32, 32);
node.setNodeFrames(4);
}
fn faceRight(node: opaque) {
node.setNodeRect(32 * 8, 0, 32, 32);
node.setNodeFrames(4);
}
//polyfills - move these to standard
fn normalize(x): int {
if (x > 0) {
return 1;
}
if (x < 0) {
return -1;
}
return 0;
}
//lifecycle functions
fn onLoad(node: opaque) {
node.loadTexture("sprites:/lejana.png");
node.faceDown();
}
fn onInit(node: opaque) {
parent = node.getParentNode();
}
fn onStep(node: opaque) {
//process input when aligned to a grid
if (realX / SPRITE_WIDTH == gridX && realY / SPRITE_HEIGHT == gridY && motionX == 0 && motionY == 0) {
//disallow wall phasing
if (parent.callNodeFn("getCollisionAt", gridX + inputX, gridY) != true) {
inputX = 0;
}
if (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();
}
}
//animation
if (motionX == 0 && motionY == 0) {
stepCount = 0;
node.setCurrentNodeFrame(0);
}
if (++stepCount >= 10) {
node.incrementCurrentNodeFrame();
stepCount = 0;
}
//calc movement
var distX = gridX * SPRITE_WIDTH - realX;
var distY = gridY * SPRITE_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 onDraw(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, realY + py, 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;
}
}