doodle/dev-assets/doodads/boy/boy.js
Noah Petherbridge d6acee5a66 Adjust Gravity and Prevent Moonwalking
* Tweak max gravity speed to match player max velocity.
* Boy's script watches for his velocity to flip suddenly and stops
  animations, limiting the moonwalking a bit.
* JS API: Self.GetVelocity() added.
2021-10-07 18:49:09 -07:00

47 lines
1.2 KiB
JavaScript

function main() {
var playerSpeed = 12;
var Vx = Vy = 0;
var animating = false;
var animStart = animEnd = 0;
Self.SetMobile(true);
Self.SetInventory(true);
Self.SetGravity(true);
Self.SetHitbox(0, 0, 32, 52);
Self.AddAnimation("walk-left", 200, ["stand-left", "walk-left-1", "walk-left-2", "walk-left-3", "walk-left-2", "walk-left-1"]);
Self.AddAnimation("walk-right", 200, ["stand-right", "walk-right-1", "walk-right-2", "walk-right-3", "walk-right-2", "walk-right-1"]);
// If the player suddenly changes direction, reset the animation state to quickly switch over.
var lastVelocity = Vector(0, 0);
Events.OnKeypress(function (ev) {
Vx = 0;
Vy = 0;
var curVelocity = Self.GetVelocity();
if ((lastVelocity.X < 0 && curVelocity.X > 0) ||
(lastVelocity.X > 0 && curVelocity.X < 0)) {
Self.StopAnimation();
}
lastVelocity = curVelocity;
if (ev.Right) {
if (!Self.IsAnimating()) {
Self.PlayAnimation("walk-right", null);
}
Vx = playerSpeed;
} else if (ev.Left) {
if (!Self.IsAnimating()) {
Self.PlayAnimation("walk-left", null);
}
Vx = -playerSpeed;
} else {
Self.StopAnimation();
animating = false;
}
// Self.SetVelocity(Point(Vx, Vy));
})
}