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bow = entity()
function bow:transition_state()
end
bow
:b_type(Entities.Bow)
:b_position(vec2(0, 0))
:b_sprite_position(vec2(0, 0))
:b_line_of_sight(vec2(1, 0))
:b_render_order(1)
:b_collidable()
:b_add_state(States.Equipped, {
animation={
pos_y = { sequence = { 96 }, dt = 1, reflect = vec2(false, true) },
neg_y = { sequence = { 96 }, dt = 1 },
pos_x = { sequence = { 80 }, dt = 1 },
neg_x = { sequence = { 80 }, dt = 1, reflect = vec2(true, false) }
}
})
:b_add_state(States.Drawn, {
animation={
pos_y = { sequence = { 81 }, dt = 1, reflect = vec2(false, true) },
neg_y = { sequence = { 81 }, dt = 1 },
pos_x = { sequence = { 81 }, dt = 1 },
neg_x = { sequence = { 81 }, dt = 1, reflect = vec2(true, false) }
}
})
:b_add_state(States.Drawing, {
animation = bow.states[States.Equipped]
})
:b_state(States.Equipped)
:build()
sword = entity()
_slashing_timer_ms = 500
function sword:transition_state()
if(btn(5)) then self:transition_to(States.Slashing)
elseif self.state == States.Slashing and self.state_stopwatch > _slashing_timer_ms then self:transition_to(States.Equipped) end
end
sword
:b_type(Entities.Sword)
:b_line_of_sight(vec2(1, 0))
:b_position(vec2(0, 0))
:b_sprite_position(vec2(0, 0))
:b_render_order(1)
:b_collidable()
:b_add_state(States.Equipped, {
animation={
pos_y = { sequence = { 82 }, dt = 1, reflect = vec2(false, true) },
neg_y = { sequence = { 82 }, dt = 1, reflect = vec2(true, false)},
pos_x = { sequence = { 82 }, dt = 1 },
neg_x = { sequence = { 82 }, dt = 1, reflect = vec2(true, false) }
}
})
:b_add_state(States.Slashing, {
animation={
pos_y = { sequence = { 82, 82+16 }, dt = 1, reflect = vec2(false, true) },
neg_y = { sequence = { 82, 82+16 }, dt = 1, reflect = vec2(true, false)},
pos_x = { sequence = { 82, 82+16 }, dt = 1 },
neg_x = { sequence = { 82, 82+16 }, dt = 1, reflect = vec2(true, false) }
}
})
:b_state(States.Equipped)
:build()
player = entity()
function player:transition_state()
if (self.velocity.x == 0 and self.velocity.y == 0) then
self:transition_to(States.Idle)
else
self:transition_to(States.Walk)
end
end
player:b_type(Entities.Player)
:b_line_of_sight(vec2(1, 0))
:b_render_order(0)
:b_collidable()
:b_position(vec2(30,30))
:b_sprite_position(vec2(30,30))
:b_add_state(States.Idle, {
animation = {
pos_y = { sequence = { 3, 19 }, dt = 1 },
neg_y = { sequence = { 6, 22 }, dt = 1 },
pos_x = { sequence = { 0, 1 }, dt = 1 },
neg_x = { sequence = { 0, 1 }, dt = 1, reflect = vec2(true, false) }
}
})
:b_add_state(States.Walk, {
animation = {
pos_x = { sequence = { 2, 0 }, dt = 0.20 },
neg_x = { sequence = { 2, 0 }, dt = 0.20, reflect = vec2(true, false) },
pos_y = { sequence = { 4, 5 }, dt = 0.20 },
neg_y = { sequence = { 7, 8 }, dt = 0.20 }
}
})
:b_state("idle")
:b_equipped({ sword })
:build()
_walk_speed = 35 -- powerup increase?
function handle_input()
dpos = vec2(0, 0)
if btn(0) then dpos.x -= 1 end
if btn(1) then dpos.x += 1 end
if btn(3) then dpos.y += 1 end
if btn(2) then dpos.y -= 1 end
player.velocity = dpos:normal() * _walk_speed
end
function _init()
end
step_t = time()
function _update60()
cls(0) -- clear here in case we want to print to screen outside of _draw
old_step = step_t
step_t = time()
step_dt = step_t - old_step
handle_input()
qsort(World, function(a, b) return a.equipped != nil end)
foreach(World, function (e) e:update(step_dt) end)
run_collisions()
end
function _draw()
foreach(qsort(World, function(a, b) return a.render_order < b.render_order end), function (e) e:render() end)
end
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