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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.Particle)
: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()
_attack_burst_sec = 0.200
function sword: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)
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
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