Noah Petherbridge
d28745f89e
* 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.
46 lines
1.2 KiB
JavaScript
46 lines
1.2 KiB
JavaScript
function main() {
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log.Info("Azulian '%s' initialized!", Self.Doodad.Title);
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var playerSpeed = 4;
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var gravity = 4;
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var Vx = Vy = 0;
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var direction = "right";
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Self.SetGravity(true);
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Self.AddAnimation("walk-left", 100, ["red-wl1", "red-wl2", "red-wl3", "red-wl4"]);
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Self.AddAnimation("walk-right", 100, ["red-wr1", "red-wr2", "red-wr3", "red-wr4"]);
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// var nextTurn = time.Add(time.Now(), 2500);
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// Sample our X position every few frames and detect if we've hit a solid wall.
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var sampleTick = 0;
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var sampleRate = 5;
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var lastSampledX = 0;
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setInterval(function() {
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// if (time.Now().After(nextTurn)) {
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// direction = direction === "right" ? "left" : "right";
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// nextTurn = time.Add(time.Now(), 2500);
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// }
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if (sampleTick % sampleRate === 0) {
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var curX = Self.Position().X;
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var delta = Math.abs(curX - lastSampledX);
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if (delta < 5) {
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log.Error("flip red azulian");
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direction = direction === "right" ? "left" : "right";
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}
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lastSampledX = curX;
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}
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sampleTick++;
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var Vx = playerSpeed * (direction === "left" ? -1 : 1);
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Self.SetVelocity(Point(Vx, 0));
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if (!Self.IsAnimating()) {
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Self.PlayAnimation("walk-"+direction, null);
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}
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}, 100);
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}
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