2022-05-01 22:18:23 +00:00
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// Crusher
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/*
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A.I. Behaviors:
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- Sleeps and hangs in the air in a high place.
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- When a player gets nearby, it begins "peeking" in their direction.
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- When the player is below, tries to drop and crush them or any
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other mobile doodad.
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- The top edge is safe to walk on and ride back up like an elevator.
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*/
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let direction = "left",
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dropSpeed = 12,
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riseSpeed = 4,
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watchRadius = 300, // player nearby distance to start peeking
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fallRadius = 120, // player distance before it drops
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helmetThickness = 48, // safe solid hitbox height
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fireThickness = 12, // dangerous bottom thickness
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targetAltitude = Self.Position()
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lastAltitude = targetAltitude.Y
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size = Self.Size();
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const states = {
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idle: 0,
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peeking: 1,
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2022-05-08 19:09:09 +00:00
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drop: 2,
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falling: 3,
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hit: 4,
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rising: 5,
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2022-05-01 22:18:23 +00:00
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};
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let state = states.idle;
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function main() {
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Self.SetMobile(true);
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Self.SetGravity(false);
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Self.SetInvulnerable(true);
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Self.SetHitbox(5, 2, 90, 73);
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Self.AddAnimation("hit", 50,
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["angry", "ouch", "angry", "angry", "angry", "angry",
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"sleep", "sleep", "sleep", "sleep", "sleep", "sleep",
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"sleep", "sleep", "sleep", "sleep", "sleep", "sleep",
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"sleep", "sleep", "sleep", "sleep", "sleep", "sleep"],
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)
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// Player Character controls?
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if (Self.IsPlayer()) {
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return player();
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}
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let hitbox = Self.Hitbox();
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Events.OnCollide((e) => {
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// The bottom is deadly if falling.
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if (state === states.falling || state === states.hit && e.Settled) {
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if (e.Actor.IsMobile() && e.InHitbox && !e.Actor.Invulnerable()) {
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if (e.Overlap.H > 72) {
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if (e.Actor.IsPlayer()) {
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FailLevel("Don't get crushed!");
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return;
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} else {
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e.Actor.Destroy();
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}
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}
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}
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}
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// Our top edge is always solid.
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if (e.Actor.IsPlayer() && e.InHitbox) {
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if (e.Overlap.Y < helmetThickness) {
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// Be sure to position them snug on top.
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// TODO: this might be a nice general solution in the
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// collision detector...
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e.Actor.MoveTo(Point(
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e.Actor.Position().X,
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Self.Position().Y - e.Actor.Hitbox().Y - e.Actor.Hitbox().H,
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))
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e.Actor.SetGrounded(true);
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}
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}
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// The whole hitbox is ordinarily solid.
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if (state !== state.falling) {
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if (e.Actor.IsMobile() && e.InHitbox) {
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return false;
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}
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}
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});
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setInterval(() => {
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// Find the player.
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let player = Actors.FindPlayer(),
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playerPoint = player.Position(),
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point = Self.Position(),
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delta = 0,
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nearby = false,
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below = false;
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// Face the player.
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if (playerPoint.X < point.X + (size.W / 2)) {
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direction = "left";
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delta = Math.abs(playerPoint.X - (point.X + (size.W/2)));
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}
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else if (playerPoint.X > point.X + (size.W / 2)) {
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direction = "right";
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delta = Math.abs(playerPoint.X - (point.X + (size.W/2)));
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}
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if (delta < watchRadius) {
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nearby = true;
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}
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if (delta < fallRadius) {
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// Check if the player is below us.
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if (playerPoint.Y > point.Y + size.H) {
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below = true;
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}
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}
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switch (state) {
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case states.idle:
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if (nearby) {
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Self.ShowLayerNamed("peek-"+direction);
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} else {
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Self.ShowLayerNamed("sleep");
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}
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if (below) {
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2022-05-08 19:09:09 +00:00
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state = states.drop;
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2022-05-01 22:18:23 +00:00
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} else if (nearby) {
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state = states.peeking;
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}
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break;
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case states.peeking:
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if (nearby) {
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Self.ShowLayerNamed("peek-"+direction);
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} else {
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state = states.idle;
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break;
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}
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if (below) {
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2022-05-08 19:09:09 +00:00
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state = states.drop;
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2022-05-01 22:18:23 +00:00
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}
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break;
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2022-05-08 19:09:09 +00:00
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case states.drop:
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// Begin the fall.
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Self.ShowLayerNamed("angry");
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Self.SetVelocity(Vector(0.0, dropSpeed));
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lastAltitude = -point.Y;
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state = states.falling;
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2022-05-01 22:18:23 +00:00
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case states.falling:
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Self.ShowLayerNamed("angry");
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Self.SetVelocity(Vector(0.0, dropSpeed));
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// Landed?
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if (point.Y === lastAltitude) {
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Sound.Play("crumbly-break.wav")
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state = states.hit;
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Self.PlayAnimation("hit", () => {
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state = states.rising;
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});
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}
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break;
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case states.hit:
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// A transitory state while the hit animation
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// plays out.
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break;
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case states.rising:
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Self.ShowLayerNamed("sleep");
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Self.SetVelocity(Vector(0, -riseSpeed));
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point = Self.Position();
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if (point.Y <= targetAltitude.Y+4 || point.Y === lastAltitude.Y) {
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Self.MoveTo(targetAltitude);
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Self.SetVelocity(Vector(0, 0))
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state = states.idle;
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}
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}
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lastAltitude = point.Y;
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}, 100);
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}
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// If under control of the player character.
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function player() {
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Events.OnKeypress((ev) => {
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if (ev.Right) {
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direction = "right";
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} else if (ev.Left) {
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direction = "left";
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}
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// Jump!
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if (ev.Down) {
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Self.ShowLayerNamed("angry");
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return;
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} else if (ev.Right && ev.Left) {
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Self.ShowLayerNamed("ouch");
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} else if (ev.Right || ev.Left) {
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Self.ShowLayerNamed("peek-"+direction);
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} else {
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Self.ShowLayerNamed("sleep");
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}
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});
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}
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