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75 lines
2.1 KiB
75 lines
2.1 KiB
// Playable Character
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//
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// If not controlled by the player, its AI is to move left and
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// right and is able to pick up keys, press buttons and generally
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// get up to mischief.
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var playerSpeed = 4,
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direction = "right";
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function main() {
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Self.SetMobile(true); // Needed to activate most objects
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Self.SetInventory(true); // Can pick up keys and items (automatic)
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Self.SetGravity(true); // Is pulled down by gravity
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Self.SetHitbox(0, 0, 32, 52);
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setupAnimations();
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// Are we the player character?
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if (Self.IsPlayer()) {
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return playerControls();
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}
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return ai()
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}
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function setupAnimations() {
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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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}
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// Player controls
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function playerControls() {
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Events.OnKeypress(function (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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}
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})
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}
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// AI controls. The AI is very simple:
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// walk to the right until you hit an obstacle,
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// then walk to the left until you hit an obstacle,
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// and repeat.
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// It will automatically pickup keys and interact with things
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// as it passes because it HasInventory and IsMobile.
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function ai() {
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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 = 5;
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var lastSampledX = 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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var Vx = parseFloat(playerSpeed * (direction === "left" ? -1 : 1));
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Self.SetVelocity(Vector(Vx, 0.0));
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if (!Self.IsAnimating()) {
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Self.PlayAnimation("walk-" + direction, null);
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}
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}, 100);
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}
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