Noah Petherbridge
293ac668e7
If the Azulians aren't hostile to the player character (e.g. you are playing as a Thief or Azulian or you are invulnerable because you're the Anvil), the Azulians won't aggro and pathfind to you either.
149 lines
3.9 KiB
JavaScript
149 lines
3.9 KiB
JavaScript
// Azulian (Red and Blue)
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const color = Self.GetTag("color");
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var playerSpeed = color === 'blue' ? 2 : 4,
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aggroX = 250, // X/Y distance sensitivity from player
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aggroY = color === 'blue' ? 100 : 200,
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jumpSpeed = color === 'blue' ? 12 : 14,
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animating = false,
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direction = "right",
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lastDirection = "right";
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// white Azulian is faster yet than the red
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if (color === 'white') {
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aggroX = 1000;
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aggroY = 400;
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playerSpeed = 8;
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jumpSpeed = 16;
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}
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function setupAnimations(color) {
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let left = color === 'blue' ? 'blu-wl' : color+'-wl',
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right = color === 'blue' ? 'blu-wr' : color+'-wr',
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leftFrames = [left + '1', left + '2', left + '3', left + '4'],
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rightFrames = [right + '1', right + '2', right + '3', right + '4'];
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Self.AddAnimation("walk-left", 100, leftFrames);
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Self.AddAnimation("walk-right", 100, rightFrames);
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}
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function main() {
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playerSpeed = color === 'blue' ? 2 : 4;
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Self.SetMobile(true);
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Self.SetGravity(true);
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Self.SetInventory(true);
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Self.SetHitbox(0, 0, 24, 32);
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setupAnimations(color);
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if (Self.IsPlayer()) {
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return playerControls();
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}
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// A.I. pattern: walks back and forth, turning around
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// when it meets resistance.
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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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let sampleRate = 5;
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let lastSampledX = 0;
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// Get the player on touch.
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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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// Azulians are friendly to Thieves though!
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if (e.Settled && isPlayerFood(e.Actor)) {
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FailLevel("Watch out for the Azulians!");
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return;
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}
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});
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setInterval(() => {
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// If the player is nearby, walk towards them. Otherwise, default pattern
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// is to walk back and forth.
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let player = Actors.FindPlayer(),
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followPlayer = false,
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jump = false;
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// Don't follow boring players.
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if (player !== null && isPlayerFood(player)) {
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let playerPt = player.Position(),
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myPt = Self.Position();
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// If the player is within aggro range, move towards.
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if (Math.abs(playerPt.X - myPt.X) < aggroX && Math.abs(playerPt.Y - myPt.Y) < aggroY) {
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direction = playerPt.X < myPt.X ? "left" : "right";
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followPlayer = true;
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if (playerPt.Y + player.Size().H < myPt.Y + Self.Size().H) {
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jump = true;
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}
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}
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}
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// Default AI: sample position so we turn around on obstacles.
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if (!followPlayer) {
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if (sampleTick % sampleRate === 0) {
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let curX = Self.Position().X;
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let 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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}
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let Vx = parseFloat(playerSpeed * (direction === "left" ? -1 : 1)),
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Vy = jump && Self.Grounded() ? parseFloat(-jumpSpeed) : Self.GetVelocity().Y;
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Self.SetVelocity(Vector(Vx, Vy));
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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("walk-" + direction, null);
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}
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lastDirection = direction;
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}, 10);
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}
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function playerControls() {
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// Note: player speed is controlled by the engine.
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Events.OnKeypress((ev) => {
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if (ev.Right) {
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if (!Self.IsAnimating()) {
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Self.PlayAnimation("walk-right", null);
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}
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} else if (ev.Left) {
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if (!Self.IsAnimating()) {
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Self.PlayAnimation("walk-left", null);
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}
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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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})
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}
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// Logic to decide if the player is interesting to the Azulian (aka, if the Azulian
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// will be hostile towards the player). Boring players will not be chased after and
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// the Azulian will not harm them if they make contact.
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function isPlayerFood(actor) {
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// Not a player or is invulnerable.
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if (!actor.IsPlayer() || actor.Invulnerable()) {
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return false;
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}
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// Azulians are friendly to Thieves and other Azulians.
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if (actor.Doodad().Filename === "thief.doodad" || actor.Doodad().Title.indexOf("Azulian") > -1) {
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return false;
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}
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return true;
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}
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