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