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Airport/assets/scripts/gameplay/drone.toy

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import standard;
import node;
import random;
//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 = 0; //will change until realX = gridX * SPRITE_WIDTH
var realY: int = 0;
var motionX: int = 0; //normalized movement direction
var motionY: int = 0;
var direction: int = null; //BUGFIX: animation not looping properly
var stepAI: int = 0;
//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(2);
}
fn faceUp(node: opaque) {
if (direction == 1) return;
direction = 1;
node.setNodeRect(32 * 2, 0, 32, 32);
node.setNodeFrames(2);
}
fn faceRight(node: opaque) {
if (direction == 2) return;
direction = 2;
node.setNodeRect(32 * 4, 0, 32, 32);
node.setNodeFrames(2);
}
fn faceLeft(node: opaque) {
if (direction == 3) return;
direction = 3;
node.setNodeRect(32 * 6, 0, 32, 32);
node.setNodeFrames(2);
}
//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.loadNodeTexture("sprites:/drone.png");
node.faceDown();
}
fn onInit(node: opaque) {
parent = node.getParentNode();
}
fn onStep(node: opaque) {
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.freeNodeTexture();
}
fn customOnDraw(node: opaque, parentX: int, parentY: int) {
node.drawNode(realX + parentX - SPRITE_WIDTH / 4, realY + parentY - SPRITE_HEIGHT / 2, SPRITE_WIDTH, SPRITE_HEIGHT);
}
//gameplay functions
fn runAI(node: opaque, rng: opaque) {
if ((stepAI++) >= 1) { //TODO: Toy bug here, something to do with precedence of postfix++?
stepAI = 0;
var dir = rng.generateRandomNumber() % 4;
var moveX = 0;
var moveY = 0;
if (dir == 0) {
moveY += 1;
node.faceDown();
}
if (dir == 1) {
moveY -= 1;
node.faceUp();
}
if (dir == 2) {
moveX += 1;
node.faceRight();
}
if (dir == 3) {
moveX -= 1;
node.faceLeft();
}
if (parent.callNodeFn("getCollisionAt", gridX + moveX, gridY + moveY)) {
gridX += moveX;
gridY += moveY;
}
}
}
//polyfills - move these to standard
fn normalize(x): int {
if (x > 0) {
return 1;
}
if (x < 0) {
return -1;
}
return 0;
}