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- // Mover script object class
- // - handles entity (enemy, platform...) translation along a path (set of Vector2 points)
- // - supports looping paths and animation flip
- // - default speed is 0.8 if 'Speed' property is not set in the tmx file objects
- class Mover : ScriptObject
- {
- float speed = 0.8f;
- Array<Vector2> path;
- int currentPathID = 1;
- float emitTime = 0.0f;
- float fightTimer = 0.0f;
- float flip = 0.0f;
- uint bufferSize = 0;
- void Load(Deserializer& deserializer)
- {
- bufferSize = deserializer.ReadUInt(); // Get buffer size
- SetPathAttr(deserializer.ReadVectorBuffer(bufferSize));
- }
- void Save(Serializer& serializer)
- {
- serializer.WriteVectorBuffer(GetPathAttr(serializer));
- }
- void SetPathAttr(VectorBuffer buffer)
- {
- if (buffer.size == 0)
- return;
- while (!buffer.eof)
- path.Push(buffer.ReadVector2());
- }
- VectorBuffer GetPathAttr(Serializer& serializer)
- {
- VectorBuffer buffer = VectorBuffer();
- for (uint i=0; i < path.length; ++i)
- buffer.WriteVector2(path[i]);
- bufferSize = buffer.size;
- serializer.WriteUInt(bufferSize);
- return buffer;
- }
- void Update(float timeStep)
- {
- if (path.length < 2)
- return;
- // Handle Orc states (idle/wounded/fighting)
- if (node.name == "Orc")
- {
- AnimatedSprite2D@ animatedSprite = node.GetComponent("AnimatedSprite2D");
- String anim = "run";
- // Handle wounded state
- if (emitTime > 0.0f)
- {
- emitTime += timeStep;
- anim = "dead";
- // Handle dead
- if (emitTime >= 3.0f)
- {
- node.Remove();
- return;
- }
- }
- else
- {
- // Handle fighting state
- if (fightTimer > 0.0f)
- {
- anim = "attack";
- flip = character2DNode.position.x - node.position.x;
- fightTimer += timeStep;
- if (fightTimer >= 3.0f)
- fightTimer = 0.0f; // Reset
- }
- // Flip Orc animation according to speed, or player position when fighting
- animatedSprite.flipX = flip >= 0.0f;
- }
- // Animate
- if (animatedSprite.animation != anim)
- animatedSprite.SetAnimation(anim);
- }
- // Don't move if fighting or wounded
- if (fightTimer > 0.0f || emitTime > 0.0f)
- return;
- // Set direction and move to target
- Vector2 dir = path[currentPathID] - node.position2D;
- Vector2 dirNormal = dir.Normalized();
- node.Translate(Vector3(dirNormal.x, dirNormal.y, 0.0f) * Abs(speed) * timeStep);
- flip = dir.x;
- // Check for new target to reach
- if (Abs(dir.length) < 0.1f)
- {
- if (speed > 0.0f)
- {
- if (currentPathID + 1 < path.length)
- currentPathID = currentPathID + 1;
- else
- {
- // If loop, go to first waypoint, which equates to last one (and never reverse)
- if (path[currentPathID] == path[0])
- {
- currentPathID = 1;
- return;
- }
- // Reverse path if not looping
- currentPathID = currentPathID - 1;
- speed = -speed;
- }
- }
- else
- {
- if (currentPathID - 1 >= 0)
- currentPathID = currentPathID - 1;
- else
- {
- currentPathID = 1;
- speed = -speed;
- }
- }
- }
- }
- }
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