project/main/curse.script

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--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