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path: root/dyl.lua
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_slashing_timer_sec = 0.12
function spawn_slashing_particle(e)
    slash_animation = entity()
    _slash_animation_distance = 3
    function slash_animation:transition_state()
        -- TODO: Find a better place to put this lol. This has nothing to do with state
        -- transitions
        slash_animation:equipped_from(e, _slash_animation_distance)
    end
    return slash_animation:b_type(Entities.Enemy)
        :b_line_of_sight(e.line_of_sight)
        :b_position(vec2(e.position))
        :b_sprite_position(vec2(position))
        :b_render_order(-1)
        :b_live_for(_slashing_timer_sec)
        :b_add_state(
            States.Active, {
                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.Active)
        :build()
end

enemy = entity()
function enemy:transition_state()
end
enemy:b_type(Entities.Enemy)
    :b_position(vec2(30, 40))
    :b_sprite_position(vec2(30, 30))
    :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.Walk)
    :b_equipped({ sword })
    :build()


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()
function sword:transition_state()
    if button_just_pressed(5) and self.state == States.Equipped then
        self:transition_to(States.Slashing)
        spawn_slashing_particle(self)
    elseif self.state == States.Slashing and self.state_stopwatch > _slashing_timer_sec 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(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_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(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)
    :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 _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()
    World.foreach(function(e) if (not e.equipped) then e:update(step_dt) end end)
    World.foreach(function(e) if (e.equipped) then e:update(step_dt) end end)

    run_collisions()

    World.cull_the_dead()
end

function _draw()
    qsort(World, function(a, b) return b.render_order < a.render_order end)
    World.foreach(function(e) 
        e:render()
    end)
end