doodads/snake/snake.js

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// Snake
/*
A.I. Behaviors:
- Always turns to face the nearest player character
- Jumps up when the player tries to jump over them,
aiming to attack the player.
*/
let direction = "left",
jumpSpeed = 12,
watchRadius = 300, // player nearby distance for snake to jump
jumpCooldownStart = time.Now(),
size = Self.Size();
const states = {
idle: 0,
attacking: 1,
};
let state = states.idle;
function main() {
Self.SetMobile(true);
Self.SetGravity(true);
Self.SetHitbox(20, 0, 28, 58);
Self.AddAnimation("idle-left", 100, ["left-1", "left-2", "left-3", "left-2"]);
Self.AddAnimation("idle-right", 100, ["right-1", "right-2", "right-3", "right-2"]);
Self.AddAnimation("attack-left", 100, ["attack-left-1", "attack-left-2", "attack-left-3"])
Self.AddAnimation("attack-right", 100, ["attack-right-1", "attack-right-2", "attack-right-3"])
// Player Character controls?
if (Self.IsPlayer()) {
return player();
}
Events.OnCollide((e) => {
// The snake is deadly to the touch.
if (e.Settled && e.Actor.IsPlayer() && e.InHitbox) {
// Friendly to fellow snakes.
if (e.Actor.Doodad().Filename.indexOf("snake") > -1) {
return;
}
FailLevel("Watch out for snakes!");
return;
}
});
setInterval(() => {
// Find the player.
let player = Actors.FindPlayer(),
playerPoint = player.Position(),
point = Self.Position(),
delta = 0,
nearby = false;
// Face the player.
if (playerPoint.X < point.X + (size.W / 2)) {
direction = "left";
delta = Math.abs(playerPoint.X - (point.X + (size.W/2)));
}
else if (playerPoint.X > point.X + (size.W / 2)) {
direction = "right";
delta = Math.abs(playerPoint.X - (point.X + (size.W/2)));
}
if (delta < watchRadius) {
nearby = true;
}
// If we are idle and the player is jumping nearby...
if (state == states.idle && nearby && Self.Grounded()) {
if (playerPoint.Y - point.Y+(size.H/2) < 20) {
// Enter attack state.
if (time.Since(jumpCooldownStart) > 500 * time.Millisecond) {
state = states.attacking;
Self.SetVelocity(Vector(0, -jumpSpeed));
Self.StopAnimation();
Self.PlayAnimation("attack-"+direction, null);
return;
}
}
}
// If we are attacking and gravity has claimed us back.
if (state === states.attacking && Self.Grounded()) {
state = states.idle;
jumpCooldownStart = time.Now();
Self.StopAnimation();
}
// Ensure that the animations are always rolling.
if (state === states.idle && !Self.IsAnimating()) {
Self.PlayAnimation("idle-"+direction, null);
}
}, 100);
}
// If under control of the player character.
function player() {
let jumping = false;
Events.OnKeypress((ev) => {
Vx = 0;
Vy = 0;
if (ev.Right) {
direction = "right";
} else if (ev.Left) {
direction = "left";
}
// Jump!
if (ev.Up && !jumping) {
Self.StopAnimation();
Self.PlayAnimation("attack-"+direction, null);
jumping = true;
return;
}
if (jumping && Self.Grounded()) {
Self.StopAnimation();
jumping = false;
}
if (!jumping && !Self.IsAnimating()) {
Self.PlayAnimation("idle-"+direction, null);
}
});
}