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_slashing_timer_sec = .12
_slash_animation_distance = 3
function slashing_particle(following)
SlashingParticleBuilder = EntityBuilder:new(World)
:b_type(Entities.Particle)
:b_render_order(-1)
:b_live_for(_slashing_timer_sec)
:b_position(vec2(following.position))
:b_sprite_position(vec2(following.sprite_position))
:b_line_of_sight(vec2(following.line_of_sight))
:b_add_state(
States.Equipped, {
animation = {
pos_y = { sequence = { 115, 116, 117 }, dt = _slashing_timer_sec / 3, reflect = vec2(true, true) },
neg_y = { sequence = { 115, 116, 117 }, dt = _slashing_timer_sec / 3 },
pos_x = { sequence = { 112, 113, 114 }, dt = _slashing_timer_sec / 3 },
neg_x = { sequence = { 112, 113, 114 }, dt = _slashing_timer_sec / 3, reflect = vec2(true, false) }
}
}
)
:b_state(States.Equipped)
function SlashingParticleBuilder:transition_state()
end
return SlashingParticleBuilder:build()
end
function fire()
FireBuilder = EntityBuilder:new(World)
function FireBuilder:transition_state()
end
FireBuilder:b_type(Entities.Fire)
:b_position(vec2(50, 45))
:b_sprite_position(vec2(50, 45))
:b_line_of_sight(vec2(1, 0))
:b_render_order(1)
:b_add_state(
States.Hot, {
animation = {
sequence = { 195, 196, 197, 198 }, dt = 0.20
}
}
)
:b_add_state(
States.Warm, {
animation = {
sequence = { 211, 212, 213, 214 }, dt = 0.20,
}
}
)
:b_state(States.Hot)
return FireBuilder:build()
end
function enemy()
EnemyBuilder = EntityBuilder:new(World)
function EnemyBuilder:transition_state()
end
EnemyBuilder:b_type(Entities.Enemy)
:b_health(10)
:b_position(vec2(30, -40))
:b_sprite_position(vec2(30, 40))
:b_line_of_sight(vec2(1, 0))
:b_render_order(1)
:b_collidable()
:b_add_state(
States.Idle, {
animation = {
pos_y = { sequence = { 32, 33 }, dt = 1 },
neg_y = { sequence = { 32, 33 }, dt = 1 },
pos_x = { sequence = { 32, 33 }, dt = 1 },
neg_x = { sequence = { 32, 33 }, dt = 1, reflect = vec2(true, false) }
}
}
)
:b_add_state(
States.Walk, {
animation = {
pos_x = { sequence = { 32, 34 }, dt = 0.20 },
neg_x = { sequence = { 32, 34 }, dt = 0.20, reflect = vec2(true, false) },
pos_y = { sequence = { 32, 34 }, dt = 0.20 },
neg_y = { sequence = { 32, 34 }, dt = 0.20 }
}
}
)
:b_state(States.Idle)
return EnemyBuilder:build()
end
function wife()
WifeBuilder = EntityBuilder:new(World)
function WifeBuilder:transition_state()
end
WifeBuilder:b_type(Entities.Wife)
:b_line_of_sight(vec2(1, 0))
:b_render_order(2)
:b_collidable()
:b_position(vec2(42, 42))
:b_sprite_position(vec2(42, 42))
:b_add_state(
States.Idle, {
animation = {
pos_y = { sequence = { 16, 17 }, dt = 1 },
neg_y = { sequence = { 16, 17 }, dt = 1 },
pos_x = { sequence = { 16, 17 }, dt = 1 },
neg_x = { sequence = { 16, 17 }, dt = 1, reflect = vec2(true, false) }
}
}
)
:b_state(States.Idle)
return WifeBuilder:build()
end
function bow()
BowBuilder = EntityBuilder:new(World)
function BowBuilder:transition_state()
end
BowBuilder: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 = { 97 }, dt = 1, reflect = vec2(false, true) },
neg_y = { sequence = { 97 }, dt = 1 },
pos_x = { sequence = { 81 }, dt = 1 },
neg_x = { sequence = { 81 }, dt = 1, reflect = vec2(true, false) }
}
}
)
:b_add_state(
States.Drawing, {
animation = BowBuilder.states[States.Equipped]
}
)
:b_state(States.Equipped)
return BowBuilder:build()
end
function sword()
_particle_distance = 4
_attack_burst_sec = 0.300
_sword_damage = { amount = 2, knockback = { magnitude = 300, time = 0.080 } }
SwordBuilder = EntityBuilder:new(World)
function SwordBuilder:transition_state()
if button_just_pressed(5) and self.state == States.Equipped and self.state_stopwatch > _attack_burst_sec then
self:transition_to(States.Slashing)
self:equip(slashing_particle(self), _particle_distance)
self.damage = _sword_damage
elseif self.state == States.Slashing then
self.damage = nil
if (self.state_stopwatch > _slashing_timer_sec) then
self:transition_to(States.Equipped)
end
end
end
return SwordBuilder:b_type(Entities.Sword)
:b_line_of_sight(vec2(1, 0))
:b_position(vec2(-50, 20))
:b_render_order(0)
:b_collidable()
:b_add_state(
States.Equipped, {
animation = {
pos_y = { sequence = { 99 }, dt = 1, reflect = vec2(false, true) },
neg_y = { sequence = { 99 }, dt = 1, reflect = vec2(true, false) },
pos_x = { sequence = { 98 }, dt = 1 },
neg_x = { sequence = { 98 }, dt = 1, reflect = vec2(true, false) }
}
}
)
:b_add_state(
States.Slashing, {
animation = {
pos_y = { sequence = { 82, 98 }, dt = _slashing_timer_sec / 2, reflect = vec2(false, true) },
neg_y = { sequence = { 82, 98 }, dt = _slashing_timer_sec / 2, reflect = vec2(true, false) },
pos_x = { sequence = { 82, 99 }, dt = _slashing_timer_sec / 2, reflect = vec2(false, false)},
neg_x = { sequence = { 82, 99 }, dt = _slashing_timer_sec / 2, reflect = vec2(true, false) }
}
}
)
:b_add_state(
States.Idle, {
animation = {
sequence = { 98 }, dt = 1
}
}
)
:b_state(States.Idle)
:build()
end
function block(pos, sprite)
BlockBuilder = EntityBuilder:new(World)
function BlockBuilder:transition_state()
end
BlockBuilder
:b_type(Entities.Block)
-- :b_line_of_sight(vec2(1, 0))
:b_render_order(2)
:b_collidable()
:b_position(vec2(pos))
:b_add_state(
States.Idle, {
animation = {
sequence = { sprite }, dt = 1
}
}
)
:b_state(States.Idle)
return BlockBuilder:build()
end
function door(pos)
return block(pos, 193)
end
function building(pos)
b = {
{ 0, 0, 2, 0 },
{ 1, 1, 1, 1 },
{ 1, 3, 1, 1 }
}
for y = 1,3 do
for x = 1,4 do
v = pos + (vec2(x - 1, y - 1) * SPRITE_DIMS)
if b[y][x] == 1 then
block(v, 192)
elseif b[y][x] == 2 then
block(v, 194)
elseif b[y][x] == 3 then
door(v)
end
end
end
end
function player()
PlayerBuilder = EntityBuilder:new(World)
function PlayerBuilder: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
PlayerBuilder
:b_type(Entities.Player)
:b_line_of_sight(vec2(1, 0))
:b_render_order(2)
: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(States.Idle)
return PlayerBuilder:build()
end
building(vec2(10, -90))
_enemy = enemy()
_enemy.controller = AiController:new(_enemy)
_sword = sword()
_wife = wife()
-- _bow = bow()
_fire = fire()
_player = player()
_enemy.controller:follow(_player)
_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
_camera = Camera:new(_player)
_step_t = time()
_continue = true
function pause()
_continue = false
end
function resume()
_continue = true
_step_t = time()
end
function _update()
-- clear here in case we want to print to screen outside of _draw
cls(0)
old_step = _step_t
_step_t = time()
step_dt = _step_t - old_step
foreach(update_hooks, function(f) f(step_dt) end)
handle_input()
if not _continue then return end
World.foreach(function(e) e:update(step_dt) end)
run_collisions()
World.cull_the_dead()
end
function _draw()
-- TODO: FIX THIS
-- World.sort(function(a, b)
-- return b.render_order < a.render_order
-- end)
World.foreach(function(e) _camera:render(e) end)
end
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