--go.property("creator", msg.url()) function init(self) sprite.play_flipbook("#sprite", hash("curse")) self.velocity = vmath.vector3(0, 0, 0) self.direction = vmath.vector3(-1, 0, 0) self.speed = 250 self.gravity = -5000 -- gravity force self.angle = 0 self.amulet_visible = false self.testing_amulet = false self.dying = false self.dying_timer = 1 self.paused = false end function final(self) -- Add finalization code here -- Learn more: https://defold.com/manuals/script/ -- Remove this function if not needed --print ("Curse dead") end function update(self, dt) if not self.paused then if self.dying then self.dying_timer = self.dying_timer - dt if self.dying_timer < 0 then -- self.dying = false msg.post(self.creator, "curse_deleted") end end if self.deleted then return -- skip logic if object is flagged for deletion end self.velocity.x = self.direction.x * self.speed local pos = go.get_position() pos = pos + self.velocity * dt if pos.x < 24 or pos.y < 0 then self.deleted = true msg.post(self.creator, "curse_deleted") elseif pos.x > 1030 then pos.x = 1030 end --msg.post("@render:", "draw_line", { start_point = centre, end_point = platform, color = vmath.vector4(1,0,0,1) }) if not self.deleted then local centre = vmath.vector3(pos.x, pos.y, 0) local platform = pos + vmath.vector3(0, -20, 0) local platform_result = physics.raycast(centre, platform, { hash("platform") }) if platform_result then local point = platform_result.position - pos if platform_result.normal.x <= 0 then self.direction.x = -1 else self.direction.x = 1 end --msg.post("@render:", "draw_debug_text", { text = "Platform", position = vmath.vector3(20, 400, 0), color = vmath.vector4(1, 0, 0, 1) } ) --msg.post("@render:", "draw_debug_text", { text = "X : " .. tostring(point.x), position = vmath.vector3(20, 380, 0), color = vmath.vector4(1, 0, 0, 1) } ) --msg.post("@render:", "draw_debug_text", { text = "Y : " .. tostring(point.y), position = vmath.vector3(20, 360, 0), color = vmath.vector4(1, 0, 0, 1) } ) self.grounded = true self.speed = 250 self.velocity.y = 0 if point.y > -20 then pos.y = pos.y + (point.y + 20) end else self.grounded = false end if not self.grounded then self.velocity.y = self.velocity.y + self.gravity * dt end go.set_position(pos) local angle = math.rad(self.angle) -- convert degrees to radians local rot = vmath.quat_rotation_z(angle) go.set_rotation(rot) self.angle = self.angle + (self.direction.x * -12) end end end function fixed_update(self, dt) -- This function is called if 'Fixed Update Frequency' is enabled in the Engine section of game.project -- Can be coupled with fixed updates of the physics simulation if 'Use Fixed Timestep' is enabled in -- Physics section of game.project -- Add update code here -- Learn more: https://defold.com/manuals/script/ -- Remove this function if not needed end function on_message(self, message_id, message, sender) if message_id == hash("contact_point_response") then if message.group == hash("holding_amulet") then if self.testing_amulet == false then msg.post("/holding_amulet#holdingamulet", "testing_amulet") self.testing_amulet = true end end if message.group == hash("curse_jump_pads") then print("Oh yeah!") self.velocity.y = 150 self.speed = 550 end end if message_id == hash("visible") then self.amulet_visible = true end if message_id == hash("testing_amulet_response") then if message.visible == true then sprite.play_flipbook("#sprite", hash("explosion")) msg.post("main:/controller#main", "play curse dying sound") self.deleted = true self.dying = true msg.post("main:/controller#main", "add 100 points") end end if message_id == hash("dying") then msg.post(sender, ("curse_dying_reply"), {dying = self.dying}) end if message_id == hash("pause") then self.paused = true end if message_id == hash("unpause") then self.paused = false end if message_id == hash("creator") then self.creator = message.creator end end function on_input(self, action_id, action) -- Add input-handling code here. The game object this script is attached to -- must have acquired input focus: -- -- msg.post(".", "acquire_input_focus") -- -- All mapped input bindings will be received. Mouse and touch input will -- be received regardless of where on the screen it happened. -- Learn more: https://defold.com/manuals/input/ -- Remove this function if not needed end function on_reload(self) -- Add reload-handling code here -- Learn more: https://defold.com/manuals/hot-reload/ -- Remove this function if not needed end