141 lines
3.9 KiB
Lua
141 lines
3.9 KiB
Lua
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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SPEED_WALK = 50
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function DoActorIdle(direction)
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if actorAction == ACTION_IDLE and actorDirection == direction then
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return
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end
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local animations =
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{
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[DIRECTION_NORTH] = alias..".Idle.N",
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[DIRECTION_EAST] = alias..".Idle.E",
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[DIRECTION_SOUTH] = alias..".Idle.S",
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[DIRECTION_WEST] = alias..".Idle.W"
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}
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ActorPhysicsSetVelocity(actorId, {x = 0, y = 0})
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ActorAnimationSet(actorId, animations[direction])
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ActorAnimationPlay(actorId, false)
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actorDirection = direction
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actorAction = ACTION_IDLE
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end
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function DoActorWalk(direction)
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if actorAction == ACTION_WALK and actorDirection == direction then
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return
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end
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local animations =
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{
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[DIRECTION_NORTH] = alias..".Walk.N",
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[DIRECTION_EAST] = alias..".Walk.E",
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[DIRECTION_SOUTH] = alias..".Walk.S",
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[DIRECTION_WEST] = alias..".Walk.W"
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}
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local velocities =
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{
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[DIRECTION_NORTH] = {x = 0, y = -SPEED_WALK},
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[DIRECTION_EAST] = {x = SPEED_WALK, y = 0},
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[DIRECTION_SOUTH] = {x = 0, y = SPEED_WALK},
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[DIRECTION_WEST] = {x = -SPEED_WALK, y = 0}
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}
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ActorPhysicsSetVelocity(actorId, velocities[direction])
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ActorAnimationSet(actorId, animations[direction])
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ActorAnimationPlay(actorId, true)
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actorDirection = direction
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actorAction = ACTION_WALK
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end
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function OnActorCreate(id, parameters)
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actorId = id
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start = ActorGetPosition(actorId)
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alias = ActorGetAlias(actorId)
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walkMinTime = parameters.walkMinTime
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walkMaxTime = parameters.walkMaxTime
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idleMinTime = parameters.idleMinTime
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idleMaxTime = parameters.idleMaxTime
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wanderDist = parameters.wanderDist
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actionTimer = idleMinTime
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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 actionTimer <= 0 then
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if actorAction == ACTION_IDLE then
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newDirection = math.random(1,4)
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if newDirection == actorDirection then
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newDirection = newDirection + 1
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if newDirection > 4 then
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newDirection = 1
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end
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end
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actionTimer = math.random() * (walkMaxTime - walkMinTime) + walkMinTime
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DoActorWalk(newDirection)
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else
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actionTimer = math.random() * (idleMaxTime - idleMinTime) + idleMinTime
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DoActorIdle(actorDirection)
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end
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return
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end
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if actorAction == ACTION_WALK then
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newPos = ActorGetPosition(actorId)
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if newPos.y > (start.y + wanderDist) then
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DoActorWalk(DIRECTION_NORTH)
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elseif newPos.y < (start.y - wanderDist) then
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DoActorWalk(DIRECTION_SOUTH)
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elseif newPos.x > (start.x + wanderDist) then
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DoActorWalk(DIRECTION_WEST)
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elseif newPos.x < (start.x - wanderDist) then
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DoActorWalk(DIRECTION_EAST)
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end
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end
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actionTimer = actionTimer - elapsed
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end
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function OnActorReceiveMessage(message, parameters)
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if message == "interact" then
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actorPos = ActorGetPosition(actorId)
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playerPos = ActorGetPosition(parameters.user)
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if math.abs(playerPos.x - actorPos.x) > math.abs(playerPos.y - actorPos.y) then
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if playerPos.x > actorPos.x then
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DoActorIdle(DIRECTION_EAST)
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else
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DoActorIdle(DIRECTION_WEST)
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end
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else
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if playerPos.y < actorPos.y then
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DoActorIdle(DIRECTION_NORTH)
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else
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DoActorIdle(DIRECTION_SOUTH)
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end
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end
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actionTimer = 4
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end
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end
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