moonfall/Assets/Scripts/.svn/text-base/NpcDefault.lua.svn-base

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2014-10-21 04:54:42 +00:00
ACTION_IDLE = 1
ACTION_WALK = 2
DIRECTION_NORTH = 1
DIRECTION_EAST = 2
DIRECTION_SOUTH = 3
DIRECTION_WEST = 4
SPEED_WALK = 50
function DoActorIdle(direction)
if actorAction == ACTION_IDLE and actorDirection == direction then
return
end
local animations =
{
[DIRECTION_NORTH] = alias..".Idle.N",
[DIRECTION_EAST] = alias..".Idle.E",
[DIRECTION_SOUTH] = alias..".Idle.S",
[DIRECTION_WEST] = alias..".Idle.W"
}
ActorPhysicsSetVelocity(actorId, {x = 0, y = 0})
ActorAnimationSet(actorId, animations[direction])
ActorAnimationPlay(actorId, false)
actorDirection = direction
actorAction = ACTION_IDLE
end
function DoActorWalk(direction)
if actorAction == ACTION_WALK and actorDirection == direction then
return
end
local animations =
{
[DIRECTION_NORTH] = alias..".Walk.N",
[DIRECTION_EAST] = alias..".Walk.E",
[DIRECTION_SOUTH] = alias..".Walk.S",
[DIRECTION_WEST] = alias..".Walk.W"
}
local velocities =
{
[DIRECTION_NORTH] = {x = 0, y = -SPEED_WALK},
[DIRECTION_EAST] = {x = SPEED_WALK, y = 0},
[DIRECTION_SOUTH] = {x = 0, y = SPEED_WALK},
[DIRECTION_WEST] = {x = -SPEED_WALK, y = 0}
}
ActorPhysicsSetVelocity(actorId, velocities[direction])
ActorAnimationSet(actorId, animations[direction])
ActorAnimationPlay(actorId, true)
actorDirection = direction
actorAction = ACTION_WALK
end
function OnActorCreate(id, parameters)
actorId = id
start = ActorGetPosition(actorId)
alias = ActorGetAlias(actorId)
walkMinTime = parameters.walkMinTime
walkMaxTime = parameters.walkMaxTime
idleMinTime = parameters.idleMinTime
idleMaxTime = parameters.idleMaxTime
wanderDist = parameters.wanderDist
actionTimer = idleMinTime
local directionValues =
{
["north"] = DIRECTION_NORTH,
["south"] = DIRECTION_SOUTH,
["west"] = DIRECTION_WEST,
["east"] = DIRECTION_EAST
}
local direction = directionValues[parameters.direction]
assert(direction ~= nil)
DoActorIdle(direction)
end
function OnActorUpdate(elapsed)
if actionTimer <= 0 then
if actorAction == ACTION_IDLE then
newDirection = math.random(1,4)
if newDirection == actorDirection then
newDirection = newDirection + 1
if newDirection > 4 then
newDirection = 1
end
end
actionTimer = math.random() * (walkMaxTime - walkMinTime) + walkMinTime
DoActorWalk(newDirection)
else
actionTimer = math.random() * (idleMaxTime - idleMinTime) + idleMinTime
DoActorIdle(actorDirection)
end
return
end
if actorAction == ACTION_WALK then
newPos = ActorGetPosition(actorId)
if newPos.y > (start.y + wanderDist) then
DoActorWalk(DIRECTION_NORTH)
elseif newPos.y < (start.y - wanderDist) then
DoActorWalk(DIRECTION_SOUTH)
elseif newPos.x > (start.x + wanderDist) then
DoActorWalk(DIRECTION_WEST)
elseif newPos.x < (start.x - wanderDist) then
DoActorWalk(DIRECTION_EAST)
end
end
actionTimer = actionTimer - elapsed
end
function OnActorReceiveMessage(message, parameters)
if message == "interact" then
actorPos = ActorGetPosition(actorId)
playerPos = ActorGetPosition(parameters.user)
if math.abs(playerPos.x - actorPos.x) > math.abs(playerPos.y - actorPos.y) then
if playerPos.x > actorPos.x then
DoActorIdle(DIRECTION_EAST)
else
DoActorIdle(DIRECTION_WEST)
end
else
if playerPos.y < actorPos.y then
DoActorIdle(DIRECTION_NORTH)
else
DoActorIdle(DIRECTION_SOUTH)
end
end
actionTimer = 4
end
end