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.
130 lines
3.9 KiB
JavaScript
130 lines
3.9 KiB
JavaScript
// Thief
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function main() {
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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, 32, 58);
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Self.AddAnimation("walk-left", 200, ["stand-left", "walk-left-1", "walk-left-2", "walk-left-3", "walk-left-2", "walk-left-1"]);
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Self.AddAnimation("walk-right", 200, ["stand-right", "walk-right-1", "walk-right-2", "walk-right-3", "walk-right-2", "walk-right-1"]);
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// All thieves can steal items.
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stealable();
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// Controlled by the player character?
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if (Self.IsPlayer()) {
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return playable();
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}
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return ai();
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}
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// Common "steal" power between playable and A.I. thieves.
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function stealable() {
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// Steals your items.
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Events.OnCollide(function (e) {
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var victim = e.Actor;
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if (!e.Settled) {
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return;
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}
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// Thieves don't steal from Thieves (unless controlled by the player).
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if (!Self.IsPlayer() && victim.Drawing.Doodad.Filename === "thief.doodad") {
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return;
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}
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// Steal inventory
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var stolen = 0;
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if (victim.HasInventory()) {
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var myInventory = Self.Inventory(),
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theirInventory = victim.Inventory();
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for (var key in theirInventory) {
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if (!theirInventory.hasOwnProperty(key)) {
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continue;
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}
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var value = theirInventory[key];
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if (value > 0 || myInventory[key] === undefined) {
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victim.RemoveItem(key, value);
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Self.AddItem(key, value);
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stolen += (value === 0 ? 1 : value);
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}
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}
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// If the player lost their items, notify them.
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if (victim.IsPlayer() && stolen > 0) {
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Flash("Watch out for thieves! %d item%s stolen!", parseInt(stolen), stolen === 1 ? ' was' : 's were');
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}
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// If the Thief IS the player, notify your earnings.
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if (Self.IsPlayer() && stolen > 0) {
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Flash("Awesome! Stole %d item%s from the %s!", parseInt(stolen), stolen === 1 ? '' : 's', e.Actor.Drawing.Doodad.Title);
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}
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}
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});
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}
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// Enemy Doodad AI: walks back and forth, changing direction
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// when it encounters and obstacle.
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function ai() {
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// Walks back and forth.
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var Vx = Vy = 0.0,
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playerSpeed = 4,
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direction = "right",
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lastDirection = "right",
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lastSampledX = 0,
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sampleTick = 0,
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sampleRate = 2;
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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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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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Vx = parseFloat(playerSpeed * (direction === "left" ? -1 : 1));
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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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}, 100);
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}
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// If under control of the player character.
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function playable() {
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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.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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Vx = playerSpeed;
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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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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(Point(Vx, Vy));
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})
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} |