Noah Petherbridge
ad67e2b42b
* The blue bird follows the same base AI as the red bird (it has a target altitude that it tries to maintain, and it will dive at the player) but the blue bird flies in a sine wave pattern around its target altitude. It also has a longer scan radius to search for the player than the red bird. * The sine wave pattern of the blue bird means you may fly under its radar depending how high it is on average. Cheat codes that replace the player character are refactored to make it easier to extend, and new cheats have been added: * super azulian: play as the Red Azulian. * hyper azulian: play as the White Azulian. * bluebird: play as the new Bird (blue).
275 lines
6.8 KiB
JavaScript
275 lines
6.8 KiB
JavaScript
// Bird (red and blue)
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/*
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Base A.I. behaviors (red bird) are:
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- Tries to maintain original altitude in level and flies left/right.
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- Divebombs the player to attack, then climbs back to its original
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altitude when it hits a floor/wall.
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Blue bird:
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- Flies in a sine wave pattern (its target altitude fluctuates
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around the bird's original placement on the level).
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- Longer aggro radius to dive.
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*/
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let speed = 4,
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Vx = Vy = 0,
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color = Self.GetTag("color"), // informs our A.I. behaviors
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searchStep = 12 // pixels to step while searching for a player
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searchLimit = color === "blue" ? 24 : 12, // multiples of searchStep for aggro radius
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altitude = Self.Position().Y, // original height in level
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targetAltitude = altitude; // bird's target height to maintain
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let direction = "left",
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lastDirection = "left";
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let states = {
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flying: 0,
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diving: 1,
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};
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let state = states.flying;
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function main() {
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Self.SetMobile(true);
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Self.SetGravity(false);
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Self.SetHitbox(0, 0, 46, 32);
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Self.AddAnimation("fly-left", 100, ["left-1", "left-2"]);
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Self.AddAnimation("fly-right", 100, ["right-1", "right-2"]);
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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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// If we're diving and we hit the player, game over!
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if (e.Settled && state === states.diving && e.Actor.IsPlayer()) {
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FailLevel("Watch out for birds!");
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return;
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}
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if (e.Actor.IsMobile() && e.Actor.HasGravity() && e.InHitbox) {
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return false;
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}
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});
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// Sample our X position every few frames and detect if we've hit a solid wall.
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let sampleTick = 0,
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sampleRate = 2,
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lastSampled = Point(0, 0);
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setInterval(() => {
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// Run blue bird A.I. if we are blue: moves our target altitude along a sine wave.
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if (color === "blue") {
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AI_BlueBird();
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}
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// Sample how far we've moved to detect hitting a wall.
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if (sampleTick % sampleRate === 0) {
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let curP = Self.Position()
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let delta = Math.abs(curP.X - lastSampled.X);
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if (delta < 5) {
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direction = direction === "right" ? "left" : "right";
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}
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// If we were diving, check Y delta too for if we hit floor
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if (state === states.diving && Math.abs(curP.Y - lastSampled.Y) < 5) {
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state = states.flying;
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}
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lastSampled = curP
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}
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sampleTick++;
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// Are we diving?
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if (state === states.diving) {
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Vy = speed
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} else {
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// If we are not flying at our original altitude, correct for that.
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let curV = Self.Position();
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Vy = 0.0;
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if (curV.Y != targetAltitude) {
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Vy = curV.Y < targetAltitude ? 1 : -1;
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}
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// Scan for the player character and dive.
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try {
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AI_ScanForPlayer()
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} catch (e) {
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console.error("Error in AI_ScanForPlayer: %s", e);
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}
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}
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// TODO: Vector() requires floats, pain in the butt for JS,
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// the JS API should be friendlier and custom...
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let Vx = parseFloat(speed * (direction === "left" ? -1 : 1));
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Self.SetVelocity(Vector(Vx, Vy));
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// If diving, exit - don't edit animation.
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if (state === states.diving) {
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Self.ShowLayerNamed("dive-" + direction);
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lastDirection = direction;
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return;
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}
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// If we changed directions, stop animating now so we can
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// turn around quickly without moonwalking.
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if (direction !== lastDirection) {
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Self.StopAnimation();
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}
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if (!Self.IsAnimating()) {
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Self.PlayAnimation("fly-" + direction, null);
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}
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lastDirection = direction;
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}, 100);
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}
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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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// 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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// If Peaceful difficulty, do not attack.
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if (Level.Difficulty < 0) {
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return
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}
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let stepY = searchStep, // number of pixels to skip
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stepX = stepY,
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limit = stepX * searchLimit, // furthest we'll scan
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scanX = scanY = 0,
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size = Self.Size(),
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fromPoint = Self.Position();
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// From what point do we begin the scan?
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if (direction === 'left') {
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stepX = -stepX;
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fromPoint.Y += size.H;
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} else {
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fromPoint.Y += size.H;
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fromPoint.X += size.W;
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}
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scanX = fromPoint.X;
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scanY = fromPoint.Y;
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for (let i = 0; i < limit; i += stepY) {
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scanX += stepX;
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scanY += stepY;
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for (let actor of Actors.At(Point(scanX, scanY))) {
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if (actor.IsPlayer() && actor.HasGravity()) {
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state = states.diving;
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return;
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}
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}
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}
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return;
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}
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// Sine wave controls for the Blue bird.
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var sineLimit = 32,
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sineCounter = 0,
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sineDirection = 1,
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sineFrequency = 5, // every 500ms
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sineStep = 16;
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// A.I. Subroutine: sine wave pattern (Blue bird).
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function AI_BlueBird() {
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// The main loop runs on a 100ms interval, control how frequently
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// to adjust the bird's target velocity.
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if (sineCounter > 0 && (sineCounter % sineFrequency) > 1) {
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sineCounter++;
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return;
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}
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sineCounter++;
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targetAltitude += sineStep*sineDirection;
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// Cap the distance between our starting altitude and sine-wave target.
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if (targetAltitude < altitude && altitude - targetAltitude >= sineLimit) {
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targetAltitude = altitude - sineLimit;
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sineDirection = 1
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} else if (targetAltitude > altitude && targetAltitude - altitude >= sineLimit) {
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targetAltitude = altitude + sineLimit;
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sineDirection = -1
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}
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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 playerSpeed = 12,
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diving = false,
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falling = false;
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// The player can dive by moving downwards and laterally, but
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// de-cheese their ability to just sweep across the ground; if
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// they aren't seen to be moving downwards, cancel the dive.
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let lastPoint = Self.Position();
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setInterval(() => {
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let nowAt = Self.Position();
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if (nowAt.Y > lastPoint.Y) {
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falling = true;
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} else {
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falling = false;
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}
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lastPoint = nowAt;
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}, 100);
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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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// Dive!
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if (ev.Down && ev.Right && falling) {
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Self.StopAnimation();
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Self.ShowLayerNamed("dive-right");
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diving = falling;
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} else if (ev.Down && ev.Left && falling) {
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Self.StopAnimation();
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Self.ShowLayerNamed("dive-left");
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diving = falling;
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} else if (ev.Right) {
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// Fly right.
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if (!Self.IsAnimating()) {
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Self.PlayAnimation("fly-right", null);
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}
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Vx = playerSpeed;
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diving = false;
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} else if (ev.Left) {
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// Fly left.
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if (!Self.IsAnimating()) {
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Self.PlayAnimation("fly-left", null);
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}
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Vx = -playerSpeed;
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diving = false;
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} else {
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// Hover in place.
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if (!Self.IsAnimating()) {
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Self.PlayAnimation("fly-" + direction);
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}
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diving = false;
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}
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// Player is invulnerable while diving.
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Self.SetInvulnerable(diving);
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});
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Events.OnCollide((e) => {
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// If the player is diving at an enemy mob, destroy it.
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if (diving && e.Settled && e.Actor.IsMobile() && !e.Actor.Invulnerable()) {
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Sound.Play("crumbly-break.wav");
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e.Actor.Destroy();
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}
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});
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}
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