sm64coopdx/mods/arena/arena-ladder.lua

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ACT_LADDER = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR)
-- behavior params:
-- ladder height
-- ex: 1388
-- object yaw = ladder yaw
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local sLadderClimb = 0
local ladders = {}
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gPlayerSyncTable[0].ladder = {}
gPlayerSyncTable[0].ladder.x = nil
gPlayerSyncTable[0].ladder.y = nil
gPlayerSyncTable[0].ladder.z = nil
gPlayerSyncTable[0].ladder.height = nil
gPlayerSyncTable[0].ladder.angle = nil
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---@param obj Object
function bhv_arena_ladder_init(obj)
obj.hitboxRadius = 40
obj.hitboxHeight = obj.oBehParams
table.insert(ladders, obj)
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end
id_bhvArenaLadder = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_arena_ladder_init, nil)
---@param m MarioState
function mario_check_for_ladder(m)
if m.action == ACT_FORWARD_ROLLOUT and m.prevAction == ACT_LADDER then
m.forwardVel = 10
end
if not (m.action & ACT_FLAG_ATTACKING ~= 0) or #ladders == 0 or m.action == ACT_LADDER then return end
for i, ladder in pairs(ladders) do
if lateral_dist_between_objects(m.marioObj, ladder) < ladder.hitboxRadius + m.marioObj.hitboxRadius and m.pos.y < ladder.oPosY + ladder.hitboxHeight and m.pos.y + m.marioObj.hitboxHeight > ladder.oPosY then
gPlayerSyncTable[m.playerIndex].ladder.x = ladder.oPosX
gPlayerSyncTable[m.playerIndex].ladder.y = ladder.oPosY
gPlayerSyncTable[m.playerIndex].ladder.z = ladder.oPosZ
gPlayerSyncTable[m.playerIndex].ladder.height = ladder.hitboxHeight
gPlayerSyncTable[m.playerIndex].ladder.angle = ladder.oFaceAngleYaw
set_mario_action(m, ACT_LADDER, 0)
end
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end
end
---@param m MarioState
function act_ladder(m)
local ladder = gPlayerSyncTable[m.playerIndex].ladder
local x = m.controller.rawStickX
local y = m.controller.rawStickY
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m.vel.x = 0
m.vel.y = 0
m.vel.z = 0
m.forwardVel = 0
perform_air_step(m, 0)
m.pos.x = ladder.x
m.pos.z = ladder.z
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set_mario_animation(m, MARIO_ANIM_BEING_GRABBED)
local loop = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
set_anim_to_frame(m, m.pos.y/10 - math.floor(m.pos.y / 10 / loop) * loop)
m.marioObj.header.gfx.angle.x = 8192
m.faceAngle.y = ladder.angle
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m.pos.y = m.pos.y + y*.2
if m.pos.y > ladder.y + ladder.height then
m.pos.y = ladder.y + ladder.height
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end
if m.pos.y < ladder.y then
m.pos.y = ladder.y
end
if m.input & INPUT_A_PRESSED ~= 0 then
if math.abs(m.controller.rawStickX) > 64 then
set_mario_action(m,ACT_FORWARD_ROLLOUT,0)
m.faceAngle.y = m.faceAngle.y - 16384*math.abs(x)/x
m.forwardVel = 10
m.vel.y = 10
return
end
if m.controller.rawStickY > 64 then
set_mario_action(m,ACT_FORWARD_ROLLOUT,0)
m.forwardVel = 10
m.vel.y = 10
return
end
set_mario_action(m,ACT_WALL_KICK_AIR,0)
m.faceAngle.y = m.faceAngle.y + 32768
m.forwardVel = 30
m.vel.y = 50
return
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end
if m.input & INPUT_Z_PRESSED ~= 0 then
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set_mario_action(m,ACT_FREEFALL,0)
m.vel.y = y * 0.2
return
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end
if m.playerIndex ~= 0 then return end
if ladder.y < m.pos.y and m.pos.y < ladder.y + ladder.height then
sLadderClimb = sLadderClimb + math.abs(y * 0.2)
end
if sLadderClimb > 128 and m.playerIndex == 0 then
sLadderClimb = 0
play_sound(SOUND_GENERAL_METAL_POUND, m.marioObj.header.gfx.cameraToObject)
end
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end
function clearladders()
ladders = {}
end
hook_event(HOOK_ON_LEVEL_INIT,clearladders)
hook_mario_action(ACT_LADDER, { every_frame = act_ladder })