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.
99 lines
2.1 KiB
JavaScript
99 lines
2.1 KiB
JavaScript
// Bird
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function main() {
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var speed = 4;
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var Vx = Vy = 0;
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var altitude = Self.Position().Y; // original height in the level
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var direction = "left",
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lastDirection = "left";
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var states = {
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flying: 0,
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diving: 1,
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};
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var state = states.flying;
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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(function (e) {
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if (e.Actor.IsMobile() && 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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var sampleTick = 0;
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var sampleRate = 2;
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var lastSampledX = 0;
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var lastSampledY = 0;
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setInterval(function () {
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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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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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// 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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var Vx = parseFloat(speed * (direction === "left" ? -1 : 1));
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Self.SetVelocity(Vector(Vx, 0.0));
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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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// If under control of the player character.
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function player() {
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Self.SetInventory(true);
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Events.OnKeypress(function (ev) {
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Vx = 0;
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Vy = 0;
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if (ev.Up) {
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Vy = -playerSpeed;
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} else if (ev.Down) {
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Vy = playerSpeed;
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}
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if (ev.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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} else if (ev.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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} else {
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Self.StopAnimation();
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animating = false;
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}
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Self.SetVelocity(Vector(Vx, Vy));
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})
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} |