Mobile Enemy Doodad Test

* Add a Red Azulian as a test for mobile enemies.
  * Its A.I. has it walk back and forth, changing directions when it
    comes up against an obstacle for a few moments.
  * It plays walking animations and can trigger collision events with
    other Doodads, such as the Electric Door and Trapdoor.
* Move Gravity responsibility to the doodad scripts themselves.
  * Call `Self.SetGravity(true)` to opt the Doodad in to gravity.
  * The canvas.Loop() adds gravity to any doodad that has it enabled.
This commit is contained in:
Noah 2019-05-05 19:04:02 -07:00
parent 8c82bba79a
commit 21fcbbfa74
12 changed files with 55 additions and 25 deletions

View File

@ -0,0 +1,45 @@
function main() {
log.Info("Azulian '%s' initialized!", Self.Doodad.Title);
var playerSpeed = 4;
var gravity = 4;
var Vx = Vy = 0;
var direction = "right";
Self.SetGravity(true);
Self.AddAnimation("walk-left", 100, ["red-wl1", "red-wl2", "red-wl3", "red-wl4"]);
Self.AddAnimation("walk-right", 100, ["red-wr1", "red-wr2", "red-wr3", "red-wr4"]);
// var nextTurn = time.Add(time.Now(), 2500);
// Sample our X position every few frames and detect if we've hit a solid wall.
var sampleTick = 0;
var sampleRate = 5;
var lastSampledX = 0;
setInterval(function() {
// if (time.Now().After(nextTurn)) {
// direction = direction === "right" ? "left" : "right";
// nextTurn = time.Add(time.Now(), 2500);
// }
if (sampleTick % sampleRate === 0) {
var curX = Self.Position().X;
var delta = Math.abs(curX - lastSampledX);
if (delta < 5) {
log.Error("flip red azulian");
direction = direction === "right" ? "left" : "right";
}
lastSampledX = curX;
}
sampleTick++;
var Vx = playerSpeed * (direction === "left" ? -1 : 1);
Self.SetVelocity(Point(Vx, 0));
if (!Self.IsAnimating()) {
Self.PlayAnimation("walk-"+direction, null);
}
}, 100);
}

View File

@ -9,44 +9,29 @@ function main() {
var animStart = animEnd = 0; var animStart = animEnd = 0;
var animFrame = animStart; var animFrame = animStart;
setInterval(function() { Self.SetGravity(true);
if (animating) { Self.AddAnimation("walk-left", 100, ["blu-wl1", "blu-wl2", "blu-wl3", "blu-wl4"]);
if (animFrame < animStart || animFrame > animEnd) { Self.AddAnimation("walk-right", 100, ["blu-wr1", "blu-wr2", "blu-wr3", "blu-wr4"]);
animFrame = animStart;
}
animFrame++;
if (animFrame === animEnd) {
animFrame = animStart;
}
Self.ShowLayer(animFrame);
} else {
Self.ShowLayer(animStart);
}
}, 100);
Events.OnKeypress(function(ev) { Events.OnKeypress(function(ev) {
Vx = 0; Vx = 0;
Vy = 0; Vy = 0;
if (ev.Right.Now) { if (ev.Right.Now) {
animStart = 2; if (!Self.IsAnimating()) {
animEnd = animStart+4; Self.PlayAnimation("walk-right", null);
animating = true; }
Vx = playerSpeed; Vx = playerSpeed;
} else if (ev.Left.Now) { } else if (ev.Left.Now) {
animStart = 6; if (!Self.IsAnimating()) {
animEnd = animStart+4; Self.PlayAnimation("walk-left", null);
animating = true; }
Vx = -playerSpeed; Vx = -playerSpeed;
} else { } else {
Self.StopAnimation();
animating = false; animating = false;
} }
if (!Self.Grounded()) {
Vy += gravity;
}
// Self.SetVelocity(Point(Vx, Vy)); // Self.SetVelocity(Point(Vx, Vy));
}) })
} }

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