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Entities = {
Player = 0,
Sword = 1,
Enemy = 2,
Bow = 3,
Particle = 4,
Wife = 5
}
States = {
Walk = "walk",
Idle = "idle",
Active = "active",
Equipped = "equipped",
Slashing = "slashing",
Drawing = "drawing",
Drawn = "drawn"
}
Entity = {}
Entity.__index = Entity
function Entity:is_in_iframe()
return self.knockback ~= nil and self.knockback.time >= 0
end
function Entity:transition_to(state_name)
assert(self.states[state_name])
if self.state ~= state_name then
self.state = state_name
self.state_stopwatch = 0
end
return self
end
function Entity:kill()
self.life_time = -1
end
function Entity:update(dt)
self:integrate(dt)
self:update_line_of_sight()
self:update_sprite_position()
if (self.equipped != nil) then
parent = self
for id, entityDist in pairs(self.equipped) do
entityDist.entity:equipped_from(parent, entityDist.distance)
end
end
assert(self.transition_state)
self:transition_state()
if self.life_time ~= nil then
self.life_time -= dt
end
if self.health ~= nil and self.health <= 0 then
self:kill()
end
end
function Entity:update_line_of_sight()
nv = self.velocity:apply(normalize_scalar)
if nv.y != 0 then
self.line_of_sight = vec2(0, nv.y)
elseif nv.x != 0 then
self.line_of_sight = vec2(nv.x, 0)
end
end
-- prevent cobblestoning during non-manhattan movement by "lagging" the sprite
-- behind the actual physical position
-- this part was painful.
function Entity:update_sprite_position()
if self.sprite_position == nil then return end
-- step in only x or y. trivial.
if self.velocity == nil or self.velocity.y == 0 or self.velocity.x == 0 then
self.sprite_position.x = self.position.x
self.sprite_position.y = self.position.y
return
end
dpos = self.position - self.sprite_position
dx, dy = dpos.x, dpos.y
adx, ady = abs(dx), abs(dy)
yslow = abs(self.velocity.y) < abs(self.velocity.x)
xslow = abs(self.velocity.x) <= abs(self.velocity.y)
pushx, pushy = false, false
jerkdelta = 1
if adx >= jerkdelta and xslow and ady >= 1 then
pushx, pushy = true, true
elseif ady >= jerkdelta and yslow and adx >= 1 then
pushx, pushy = true, true
elseif xslow and ady >= 1 then
pushy = true
elseif yslow and adx >= 1 then
pushx = true
end
if pushx then
func = flr
if dx < 0 then func = ceil end
self.sprite_position.x += func(dx)
end
if pushy then
func = flr
if dy < 0 then func = ceil end
self.sprite_position.y += func(dy)
end
return self
end
function Entity:take_damage(direction, damage_spec)
if self.health == nil or self:is_in_iframe() then
return
end
self.health -= damage_spec.amount
if damage_spec.knockback ~= nil then
self.knockback = {
velocity = direction * damage_spec.knockback.magnitude,
remaining_time = damage_spec.knockback.time,
time = damage_spec.knockback.time
}
end
end
function Entity:integrate(dt)
self.state_stopwatch += dt
if self.knockback ~= nil then
if self.knockback.remaining_time <= 0 then
self.knockback = nil
self.velocity = vec2(0, 0)
else
self.velocity = self.knockback.velocity * (self.knockback.remaining_time / self.knockback.time)
self.knockback.remaining_time -= dt
end
end
if self.velocity ~= nil and self.position ~= nil then
self.position = self.position + (self.velocity * dt)
end
end
_equipped_item_distance = 6
function Entity:equip(that, dist)
dist = dist or _equipped_item_distance
self.equipped[that.id] = { entity = that, distance = dist }
end
function Entity:equipped_from(parent, dist)
self.line_of_sight = vec2(parent.line_of_sight)
offset = (parent.line_of_sight * dist)
self.position = parent.position + offset
self.sprite_position = parent.sprite_position + offset
end
-- -1 0 1
_animation_keys = { "neg", "pos", "pos" }
function _get_animation_key(line_of_sight)
n_line_of_sight = line_of_sight:apply(normalize_scalar)
if n_line_of_sight.y ~= 0 then
return _animation_keys[n_line_of_sight.y + 2] .. "_y"
end
return _animation_keys[n_line_of_sight.x + 2] .. "_x"
end
function Entity:render(screen_position)
animation = self.states[self.state].animation
if (animation == nil) then return end
if (self.line_of_sight ~= nil) then
key = _get_animation_key(self.line_of_sight)
animation = animation[key] or animation
end
assert(animation)
frames_passed = flr(self.state_stopwatch / animation.dt)
frame = animation.sequence[1 + (frames_passed % #animation.sequence)]
assert(frame)
reflection = animation.reflect or vec2(false, false)
spr(
frame,
screen_position.x, screen_position.y,
1, 1,
reflection.x, reflection.y
)
end
EntityBuilder = {}
EntityBuilder.__index = EntityBuilder
function EntityBuilder:new(world)
return setmetatable(
{
build_context = {
world = world
},
velocity = vec2(0, 0),
collision = false
}, EntityBuilder
)
end
function EntityBuilder:b_add_state(name, state)
if self.states == nil then self.states = {} end
self.states[name] = state
if self.state == nil then self.state = name end
return self
end
function EntityBuilder:b_state(name)
assert(self.states[name] != nil)
self.state = name
self.state_stopwatch = 0
return self
end
function EntityBuilder:b_health(health)
self.health = health
return self
end
function EntityBuilder:b_damage(damage_spec)
self.damage = damage_spec
return self
end
function EntityBuilder:b_render_order(ord)
self.render_order = ord
return self
end
function EntityBuilder:b_position(vec)
self.position = vec2(vec)
return self
end
function EntityBuilder:b_sprite_position(vec)
self.sprite_position = vec2(vec)
return self
end
function EntityBuilder:b_type(entity_type)
self.entity_type = entity_type
return self
end
function EntityBuilder:b_equipped(equipped)
self.equipped = equipped
return self
end
function EntityBuilder:b_collidable()
self.collision = true
return self
end
function EntityBuilder:b_live_for(t)
self.life_time = t
return self
end
function EntityBuilder:b_line_of_sight(vec)
self.line_of_sight = vec2(vec)
return self
end
function EntityBuilder:build()
self.equipped = {}
return self.build_context.world.add(setmetatable(self, Entity))
end
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