Noah Petherbridge
c499a15c71
* Adds walking animations for the Thief. * Mobile doodads no longer moonwalk: their A.I. used to wait for the animation to finish before setting the appropriate animation, so when it changed directions it would "moonwalk" for a time. Their A.I. is now updated to cancel the animation if they change directions so to immediately play the correct animation.
84 lines
2.0 KiB
JavaScript
84 lines
2.0 KiB
JavaScript
// Azulian (Red and Blue)
|
|
var playerSpeed = 12,
|
|
animating = false,
|
|
direction = "right",
|
|
lastDirection = "right";
|
|
|
|
function setupAnimations(color) {
|
|
var left = color === 'blue' ? 'blu-wl' : 'red-wl',
|
|
right = color === 'blue' ? 'blu-wr' : 'red-wr',
|
|
leftFrames = [left + '1', left + '2', left + '3', left + '4'],
|
|
rightFrames = [right + '1', right + '2', right + '3', right + '4'];
|
|
|
|
Self.AddAnimation("walk-left", 100, leftFrames);
|
|
Self.AddAnimation("walk-right", 100, rightFrames);
|
|
}
|
|
|
|
function main() {
|
|
var color = Self.GetTag("color");
|
|
playerSpeed = color === 'blue' ? 2 : 4;
|
|
|
|
Self.SetMobile(true);
|
|
Self.SetGravity(true);
|
|
Self.SetInventory(true);
|
|
Self.SetHitbox(0, 0, 24, 32);
|
|
setupAnimations(color);
|
|
|
|
if (Self.IsPlayer()) {
|
|
return playerControls();
|
|
}
|
|
|
|
// A.I. pattern: walks back and forth, turning around
|
|
// when it meets resistance.
|
|
|
|
// 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 (sampleTick % sampleRate === 0) {
|
|
var curX = Self.Position().X;
|
|
var delta = Math.abs(curX - lastSampledX);
|
|
if (delta < 5) {
|
|
direction = direction === "right" ? "left" : "right";
|
|
}
|
|
lastSampledX = curX;
|
|
}
|
|
sampleTick++;
|
|
|
|
var Vx = parseFloat(playerSpeed * (direction === "left" ? -1 : 1));
|
|
Self.SetVelocity(Vector(Vx, 0.0));
|
|
|
|
// If we changed directions, stop animating now so we can
|
|
// turn around quickly without moonwalking.
|
|
if (direction !== lastDirection) {
|
|
Self.StopAnimation();
|
|
}
|
|
|
|
if (!Self.IsAnimating()) {
|
|
Self.PlayAnimation("walk-" + direction, null);
|
|
}
|
|
|
|
lastDirection = direction;
|
|
}, 100);
|
|
}
|
|
|
|
function playerControls() {
|
|
// Note: player speed is controlled by the engine.
|
|
Events.OnKeypress(function (ev) {
|
|
if (ev.Right) {
|
|
if (!Self.IsAnimating()) {
|
|
Self.PlayAnimation("walk-right", null);
|
|
}
|
|
} else if (ev.Left) {
|
|
if (!Self.IsAnimating()) {
|
|
Self.PlayAnimation("walk-left", null);
|
|
}
|
|
} else {
|
|
Self.StopAnimation();
|
|
animating = false;
|
|
}
|
|
})
|
|
}
|