White Azulian, Respawn invincibility timer
* Respawning from a checkpoint grants 3 seconds of immunity in case enemies are spawn camping. * Add the white Azulian as an even faster and harder enemy than the red Azulian: twice as fast, jumps higher, and can detect the player from further away.
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@ -14,6 +14,11 @@ build:
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doodad edit-doodad --tag "color=red" azu-red.doodad
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doodad edit-doodad --tag "color=red" azu-red.doodad
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doodad install-script azulian.js azu-red.doodad
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doodad install-script azulian.js azu-red.doodad
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doodad convert -t "White Azulian" white-front.png white-back.png \
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white-wr{1,2,3,4}.png white-wl{1,2,3,4}.png azu-white.doodad
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doodad edit-doodad --tag "color=white" azu-white.doodad
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doodad install-script azulian.js azu-white.doodad
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# Tag the category for these doodads
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# Tag the category for these doodads
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for i in *.doodad; do\
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for i in *.doodad; do\
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doodad edit-doodad --tag "category=creatures" $${i};\
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doodad edit-doodad --tag "category=creatures" $${i};\
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@ -9,9 +9,17 @@ var playerSpeed = color === 'blue' ? 2 : 4,
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direction = "right",
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direction = "right",
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lastDirection = "right";
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lastDirection = "right";
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// white Azulian is faster yet than the red
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if (color === 'white') {
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aggroX = 1000;
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aggroY = 400;
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playerSpeed = 8;
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jumpSpeed = 16;
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}
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function setupAnimations(color) {
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function setupAnimations(color) {
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let left = color === 'blue' ? 'blu-wl' : 'red-wl',
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let left = color === 'blue' ? 'blu-wl' : color+'-wl',
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right = color === 'blue' ? 'blu-wr' : 'red-wr',
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right = color === 'blue' ? 'blu-wr' : color+'-wr',
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leftFrames = [left + '1', left + '2', left + '3', left + '4'],
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leftFrames = [left + '1', left + '2', left + '3', left + '4'],
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rightFrames = [right + '1', right + '2', right + '3', right + '4'];
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rightFrames = [right + '1', right + '2', right + '3', right + '4'];
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BIN
dev-assets/doodads/azulian/white-back.png
Normal file
After Width: | Height: | Size: 1.0 KiB |
BIN
dev-assets/doodads/azulian/white-front.png
Normal file
After Width: | Height: | Size: 1004 B |
BIN
dev-assets/doodads/azulian/white-wl1.png
Normal file
After Width: | Height: | Size: 1.0 KiB |
BIN
dev-assets/doodads/azulian/white-wl2.png
Normal file
After Width: | Height: | Size: 1.0 KiB |
BIN
dev-assets/doodads/azulian/white-wl3.png
Normal file
After Width: | Height: | Size: 1.0 KiB |
BIN
dev-assets/doodads/azulian/white-wl4.png
Normal file
After Width: | Height: | Size: 1002 B |
BIN
dev-assets/doodads/azulian/white-wr1.png
Normal file
After Width: | Height: | Size: 994 B |
BIN
dev-assets/doodads/azulian/white-wr2.png
Normal file
After Width: | Height: | Size: 1.0 KiB |
BIN
dev-assets/doodads/azulian/white-wr3.png
Normal file
After Width: | Height: | Size: 985 B |
BIN
dev-assets/doodads/azulian/white-wr4.png
Normal file
After Width: | Height: | Size: 999 B |
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@ -4,13 +4,13 @@ let speed = 4,
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Vx = Vy = 0,
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Vx = Vy = 0,
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altitude = Self.Position().Y; // original height in the level
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altitude = Self.Position().Y; // original height in the level
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let direction = "left",
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let direction = "left",
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lastDirection = "left";
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lastDirection = "left";
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let states = {
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let states = {
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flying: 0,
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flying: 0,
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diving: 1,
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diving: 1,
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};
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};
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let state = states.flying;
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let state = states.flying;
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function main() {
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function main() {
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Self.SetMobile(true);
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Self.SetMobile(true);
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@ -106,6 +106,8 @@ function main() {
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// A.I. subroutine: scan for the player character.
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// A.I. subroutine: scan for the player character.
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// The bird scans in a 45 degree angle downwards, if the
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// The bird scans in a 45 degree angle downwards, if the
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// player is seen nearby in that scan it will begin a dive.
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// player is seen nearby in that scan it will begin a dive.
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// It's not hostile towards characters that can fly (having
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// no gravity).
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function AI_ScanForPlayer() {
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function AI_ScanForPlayer() {
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let stepY = 12, // number of pixels to skip
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let stepY = 12, // number of pixels to skip
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stepX = stepY,
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stepX = stepY,
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@ -130,7 +132,7 @@ function AI_ScanForPlayer() {
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scanX += stepX;
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scanX += stepX;
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scanY += stepY;
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scanY += stepY;
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for (let actor of Actors.At(Point(scanX, scanY))) {
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for (let actor of Actors.At(Point(scanX, scanY))) {
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if (actor.IsPlayer()) {
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if (actor.IsPlayer() && actor.HasGravity()) {
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state = states.diving;
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state = states.diving;
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return;
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return;
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}
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}
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@ -88,6 +88,10 @@ var (
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PlayModeIdleTimeout = 2200 * time.Millisecond
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PlayModeIdleTimeout = 2200 * time.Millisecond
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PlayModeAlphaStep = 8 // 0-255 alpha, steps per tick for fade in
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PlayModeAlphaStep = 8 // 0-255 alpha, steps per tick for fade in
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PlayModeAlphaMax = 220
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PlayModeAlphaMax = 220
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// Invulnerability time in seconds at respawn from checkpoint, in case
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// enemies are spawn camping.
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RespawnGodModeTimer = 3 * time.Second
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)
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)
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// Edit Mode Values
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// Edit Mode Values
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@ -66,11 +66,12 @@ type PlayScene struct {
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Player *uix.Actor
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Player *uix.Actor
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playerPhysics *physics.Mover
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playerPhysics *physics.Mover
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lastCheckpoint render.Point
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lastCheckpoint render.Point
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playerLastDirection float64 // player's heading last tick
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playerLastDirection float64 // player's heading last tick
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antigravity bool // Cheat: disable player gravity
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antigravity bool // Cheat: disable player gravity
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noclip bool // Cheat: disable player clipping
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noclip bool // Cheat: disable player clipping
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godMode bool // Cheat: player can't die
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godMode bool // Cheat: player can't die
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playerJumpCounter int // limit jump length
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godModeUntil time.Time // Invulnerability timer at respawn.
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playerJumpCounter int // limit jump length
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// Inventory HUD. Impl. in play_inventory.go
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// Inventory HUD. Impl. in play_inventory.go
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invenFrame *ui.Frame
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invenFrame *ui.Frame
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@ -404,6 +405,9 @@ func (s *PlayScene) SetCheckpoint(where render.Point) {
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// RetryCheckpoint moves the player back to their last checkpoint.
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// RetryCheckpoint moves the player back to their last checkpoint.
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func (s *PlayScene) RetryCheckpoint() {
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func (s *PlayScene) RetryCheckpoint() {
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// Grant the player invulnerability for 5 seconds
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s.godModeUntil = time.Now().Add(balance.RespawnGodModeTimer)
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log.Info("Move player back to last checkpoint")
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log.Info("Move player back to last checkpoint")
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s.Player.MoveTo(s.lastCheckpoint)
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s.Player.MoveTo(s.lastCheckpoint)
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s.running = true
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s.running = true
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@ -421,11 +425,12 @@ func (s *PlayScene) BeatLevel() {
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// FailLevel handles a level failure triggered by a doodad.
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// FailLevel handles a level failure triggered by a doodad.
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func (s *PlayScene) FailLevel(message string) {
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func (s *PlayScene) FailLevel(message string) {
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if s.godMode {
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if s.godMode || s.godModeUntil.After(time.Now()) {
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return
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return
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}
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}
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s.SetImperfect()
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s.SetImperfect()
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s.d.FlashError(message)
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s.d.FlashError(message)
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s.ShowEndLevelModal(
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s.ShowEndLevelModal(
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false,
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false,
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"You've died!",
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"You've died!",
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