106 lines
2.8 KiB
Plaintext
106 lines
2.8 KiB
Plaintext
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ACTION_IDLE = 1
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ACTION_WALK = 2
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DIRECTION_NORTH = 1
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DIRECTION_EAST = 2
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DIRECTION_SOUTH = 3
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DIRECTION_WEST = 4
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function DoActorIdle(direction)
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if playerAction == ACTION_IDLE and playerDirection == direction then
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return
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end
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ActorPhysicsSetVelocity(playerId, {x = 0, y = 0})
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ActorAnimationSet(playerId, playerIdleAnimations[direction])
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ActorAnimationPlay(playerId, true)
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playerDirection = direction
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playerAction = ACTION_IDLE
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end
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function DoActorWalk(direction)
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if playerAction == ACTION_WALK and playerDirection == direction then
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return
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end
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ActorPhysicsSetVelocity(playerId, playerWalkVelocities[direction])
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ActorAnimationSet(playerId, playerWalkAnimations[direction])
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ActorAnimationPlay(playerId, true)
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playerDirection = direction
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playerAction = ACTION_WALK
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end
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function DoActorUse()
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actorsIds = ActorPhysicsQueryShapeCollisions(playerId, ACTOR_SHAPE_TYPE_COLLISION_INTERACT)
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for i, v in ipairs(actorsIds) do
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ActorScriptSendMessage(v, "interact", { user = playerId })
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end
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end
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function OnActorCreate(id, parameters)
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playerId = id
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local actorAlias = ActorGetAlias(playerId)
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local speedWalk = 125
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playerWalkVelocities =
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{
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[DIRECTION_NORTH] = {x = 0, y = -speedWalk},
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[DIRECTION_EAST] = {x = speedWalk, y = 0},
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[DIRECTION_SOUTH] = {x = 0, y = speedWalk},
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[DIRECTION_WEST] = {x = -speedWalk, y = 0}
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}
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playerWalkAnimations =
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{
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[DIRECTION_NORTH] = actorAlias .. ".Walk.N",
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[DIRECTION_EAST] = actorAlias .. ".Walk.E",
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[DIRECTION_SOUTH] = actorAlias .. ".Walk.S",
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[DIRECTION_WEST] = actorAlias .. ".Walk.W"
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}
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playerIdleAnimations =
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{
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[DIRECTION_NORTH] = actorAlias .. ".Idle.N",
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[DIRECTION_EAST] = actorAlias .. ".Idle.E",
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[DIRECTION_SOUTH] = actorAlias .. ".Idle.S",
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[DIRECTION_WEST] = actorAlias .. ".Idle.W",
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}
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local directionValues =
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{
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["north"] = DIRECTION_NORTH,
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["south"] = DIRECTION_SOUTH,
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["west"] = DIRECTION_WEST,
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["east"] = DIRECTION_EAST
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}
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local direction = directionValues[parameters.direction]
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assert(direction ~= nil)
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DoActorIdle(direction)
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end
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function OnActorUpdate(elapsed)
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if InputIsKeyTriggered(META_KEY_USE) then
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DoActorUse()
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return
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elseif InputIsKeyPressed(META_KEY_UP) then
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DoActorWalk(DIRECTION_NORTH)
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return
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elseif InputIsKeyPressed(META_KEY_DOWN) then
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DoActorWalk(DIRECTION_SOUTH)
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return
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elseif InputIsKeyPressed(META_KEY_LEFT) then
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DoActorWalk(DIRECTION_WEST)
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return
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elseif InputIsKeyPressed(META_KEY_RIGHT) then
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DoActorWalk(DIRECTION_EAST)
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return
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end
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DoActorIdle(playerDirection)
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end
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