mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-21 19:45:10 +00:00
Arena tweaks (#58)
noticed that a recent commit broke ladders, so i took this opportunity to bring some things up to date - upgraded the ladder system to more or less its current state in Dream Raider 64 - lowered streamed music volume when paused - cap music plays where it's supposed to again - other cleanup in the sound system
This commit is contained in:
parent
4592559fe3
commit
36ddaa65ac
3 changed files with 136 additions and 156 deletions
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@ -1,112 +1,92 @@
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_G.ACT_LADDER = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR)
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-- behavior params:
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-- ladder height
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-- ex: 1388
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-- object yaw = ladder yaw
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local sLadderClimb = 0
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local ladders = {}
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gPlayerSyncTable[0].ladder = {}
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gPlayerSyncTable[0].ladder.x = nil
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gPlayerSyncTable[0].ladder.y = nil
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gPlayerSyncTable[0].ladder.z = nil
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gPlayerSyncTable[0].ladder.height = nil
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gPlayerSyncTable[0].ladder.angle = nil
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---@param obj Object
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function bhv_arena_ladder_init(obj)
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obj.hitboxRadius = 40
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obj.hitboxHeight = obj.oBehParams
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table.insert(ladders, obj)
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function bhv_arena_ladder_init(o)
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o.hitboxRadius = 40
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o.hitboxHeight = o.oBehParams
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end
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id_bhvArenaLadder = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_arena_ladder_init, nil)
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---@param m MarioState
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function mario_check_for_ladder(m)
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if m.action == ACT_FORWARD_ROLLOUT and m.prevAction == ACT_LADDER then
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m.forwardVel = 10
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end
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if not (m.action & ACT_FLAG_ATTACKING ~= 0) or #ladders == 0 or m.action == ACT_LADDER then return end
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for i, ladder in pairs(ladders) do
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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
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gPlayerSyncTable[m.playerIndex].ladder.x = ladder.oPosX
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gPlayerSyncTable[m.playerIndex].ladder.y = ladder.oPosY
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gPlayerSyncTable[m.playerIndex].ladder.z = ladder.oPosZ
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gPlayerSyncTable[m.playerIndex].ladder.height = ladder.hitboxHeight
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gPlayerSyncTable[m.playerIndex].ladder.angle = ladder.oFaceAngleYaw
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set_mario_action(m, ACT_LADDER, 0)
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local ladder = obj_get_first_with_behavior_id(id_bhvArenaLadder)
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while ladder do
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if obj_check_hitbox_overlap(m.marioObj, ladder) ~= 0 then
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local dYawToObject = ladder.oFaceAngleYaw - m.faceAngle.y
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if ((m.action & ACT_FLAG_AIR ~= 0 and m.forwardVel > 20)
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or (m.action & ACT_FLAG_ATTACKING ~= 0 and (m.action ~= ACT_GROUND_POUND or m.action ~= ACT_GROUND_POUND_LAND))
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or (m.action & ACT_FLAG_AIR == 0 and m.input & INPUT_A_PRESSED ~= 0)
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) and math.abs(dYawToObject) < 0x2000 and m.action ~= ACT_LADDER then
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m.usedObj = ladder
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m.input = m.input & ~INPUT_A_PRESSED
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return set_mario_action(m, ACT_LADDER, 0)
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end
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end
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ladder = obj_get_next_with_same_behavior_id(ladder)
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end
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end
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hook_event(HOOK_BEFORE_MARIO_UPDATE, mario_check_for_ladder)
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---@param m MarioState
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function act_ladder(m)
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local ladder = gPlayerSyncTable[m.playerIndex].ladder
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local x = m.controller.rawStickX
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local y = m.controller.rawStickY
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local ladder = m.usedObj
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if not ladder or obj_has_behavior_id(ladder, id_bhvArenaLadder) == 0 then return set_mario_action(m, ACT_FREEFALL, 0) end
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m.vel.x = 0
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m.vel.y = 0
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m.vel.z = 0
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m.forwardVel = 0
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local stickX = m.controller.rawStickX
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local stickY = m.controller.rawStickY
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perform_air_step(m, 0)
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m.vel.x = ladder.oPosX
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m.vel.z = ladder.oPosZ
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m.vel.y = clampf(m.pos.y + stickY*.15, ladder.oPosY, ladder.oPosY + ladder.hitboxHeight)
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m.pos.x = ladder.x
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m.pos.z = ladder.z
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vec3f_copy(m.marioObj.header.gfx.pos, m.pos)
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set_mario_animation(m, MARIO_ANIM_BEING_GRABBED)
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set_character_animation(m, CHAR_ANIM_BEING_GRABBED)
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local loop = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
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set_anim_to_frame(m, m.pos.y/10 - math.floor(m.pos.y / 10 / loop) * loop)
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set_anim_to_frame(m, (m.pos.y/10) % loop)
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m.marioObj.header.gfx.angle.x = 8192
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m.faceAngle.y = ladder.angle
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m.faceAngle.x = 8192
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m.faceAngle.y = ladder.oFaceAngleYaw
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m.faceAngle.z = 0
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vec3s_copy(m.marioObj.header.gfx.angle, m.faceAngle)
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m.pos.y = m.pos.y + y*.2
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if m.pos.y > ladder.y + ladder.height then
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m.pos.y = ladder.y + ladder.height
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end
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if m.pos.y < ladder.y then
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m.pos.y = ladder.y
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end
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if m.input & INPUT_A_PRESSED ~= 0 then
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if math.abs(m.controller.rawStickX) > 64 then
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set_mario_action(m,ACT_FORWARD_ROLLOUT,0)
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m.faceAngle.y = m.faceAngle.y - 16384*math.abs(x)/x
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if math.abs(stickX) > 64 then
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m.faceAngle.y = m.faceAngle.y - 16384*signum_positive(stickX)
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m.forwardVel = 10
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m.vel.y = 10
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return
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return set_mario_action(m, ACT_FORWARD_ROLLOUT, 0)
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end
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if m.controller.rawStickY > 64 then
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set_mario_action(m,ACT_FORWARD_ROLLOUT,0)
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if stickY > 64 and m.pos.y == ladder.oPosY + ladder.hitboxHeight then
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m.forwardVel = 10
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m.vel.y = 10
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return
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return set_mario_action(m, ACT_FORWARD_ROLLOUT, 0)
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end
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set_mario_action(m,ACT_WALL_KICK_AIR,0)
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m.faceAngle.y = m.faceAngle.y + 32768
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m.forwardVel = 30
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m.vel.y = 50
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return
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return set_mario_action(m, ACT_WALL_KICK_AIR, 0)
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end
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if m.input & INPUT_Z_PRESSED ~= 0 then
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set_mario_action(m,ACT_FREEFALL,0)
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m.vel.y = y * 0.2
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return
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m.vel.y = stickY * 0.2
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m.forwardVel = 0
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m.input = m.input & ~INPUT_Z_PRESSED
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return set_mario_action(m, ACT_FREEFALL, 0)
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end
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if m.playerIndex ~= 0 then return end
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if ladder.y < m.pos.y and m.pos.y < ladder.y + ladder.height then
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sLadderClimb = sLadderClimb + math.abs(y * 0.2)
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if ladder.oPosY < m.pos.y and m.pos.y < ladder.oPosY + ladder.hitboxHeight then
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m.actionTimer = m.actionTimer + math.abs(stickY * 0.2)
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end
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if sLadderClimb > 128 and m.playerIndex == 0 then
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sLadderClimb = 0
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if m.actionTimer > 128 then
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m.actionTimer = 0
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play_sound(SOUND_GENERAL_METAL_POUND, m.marioObj.header.gfx.cameraToObject)
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end
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end
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function clearladders()
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ladders = {}
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end
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hook_event(HOOK_ON_LEVEL_INIT,clearladders)
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hook_mario_action(ACT_LADDER, { every_frame = act_ladder })
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hook_mario_action(ACT_LADDER, act_ladder)
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@ -402,9 +402,6 @@ function mario_local_update(m)
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end
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end
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-- check for ladder
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mario_check_for_ladder(m)
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e.prevHurtCounter = m.hurtCounter
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end
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@ -1,25 +1,27 @@
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local m = gMarioStates[0]
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local np = gNetworkPlayers[0]
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local pauseMenuShouldShowMusic = true
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local pauseMenuMusicRGBA = {200,200,200,255}
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local pauseMenuShowLevelID = false
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local pauseMenuShowLevelID = true
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local curMap = -1
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local audioMainPaused = false
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local audioMain = nil --Used for the main audio
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local audioSpecial = nil --Used for things like cap music
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local audioCurSeq = nil
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local audioMain --Used for the main audio
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local audioSpecial --Used for things like cap music
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local audioCurSeq
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local bgms = {
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[55] = {audio='snow.ogg', loopEnd = 500, loopStart = 0, volume = -5, name="Frosty Citadel - Sonic Gaiden" }, -- Spire
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[56] = {audio='rainbow.ogg', loopEnd = 148.657, loopStart = 12.406, volume = -5, name="Rainbow Road - Coop Deluxe" }, -- Rainbow
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[57] = {audio='city.ogg', loopEnd = 500, loopStart = 06.975, volume = -5, name="City Outskirts - Sonic Megamix" } -- City
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[55] = {audio='snow.ogg', loopEnd = 500, loopStart = 0, volume = 1, name="Frosty Citadel - Sonic Gaiden" },
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[56] = {audio='rainbow.ogg', loopEnd = 148.657, loopStart = 12.406, volume = 1, name="Rainbow Road - Coop Deluxe" },
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[57] = {audio='city.ogg', loopEnd = 500, loopStart = 06.975, volume = 1, name="City Outskirts - Sonic Megamix" }
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}
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-- disable cap music
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function music()
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local np = gNetworkPlayers[0]
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if np.currLevelNum == LEVEL_ARENA_RAINBOW or LEVEL_ARENA_CITY or LEVEL_ARENA_ORIGIN or LEVEL_ARENA_FORTS or LEVEL_ARENA_SPIRE or LEVEL_ARENA_CITADEL then
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if bgms[np.currLevelNum] then
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stop_cap_music()
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end
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end
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hook_event(HOOK_UPDATE, music)
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function handleMusic()
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-- Handle stopping/starting of music --
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------------------------------------------------------
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--Handle main course music
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if (curMap ~= gNetworkPlayers[0].currLevelNum and gMarioStates[0].area.macroObjects ~= nil) then
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curMap = gNetworkPlayers[0].currLevelNum
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if curMap ~= np.currLevelNum and m.area.macroObjects then
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curMap = np.currLevelNum
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audioCurSeq = get_current_background_music()
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if (audioMain ~= nil) then
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if audioMain then
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audio_stream_stop(audioMain)
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audio_stream_destroy(audioMain)
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audioMain = nil
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end
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if (bgms[curMap] ~= nil and bgms[curMap].audio ~= nil) then
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if bgms[curMap] and bgms[curMap].audio then
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set_background_music(0,0,0)
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audioMain = audio_stream_load(bgms[curMap].audio)
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if (audioMain ~= nil) then
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if audioMain then
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audio_stream_set_looping(audioMain, true)
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audio_stream_play(audioMain, true, bgms[curMap].volume);
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audio_stream_play(audioMain, true, bgms[curMap].volume)
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print("Playing new audio " .. bgms[curMap].name)
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else
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djui_popup_create('Missing audio!: ' .. bgms[curMap].audio, 10)
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end
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end
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--Handle cap music
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if (gMarioStates[0].capTimer > 0 and bgms[-2] ~= nil) then
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if m.capTimer > 0 and bgms[-2] then
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--Handle pausing main streamed music, if applicable.
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if (audioMain ~= nil and audioMainPaused == false) then
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if audioMain and not audioMainPaused then
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audioMainPaused = true
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audio_stream_pause(audioMain)
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end
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--Start up cap music if it's defined.
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if (audioSpecial == nil) then
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if not audioSpecial then
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set_background_music(0,0,0)
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stop_cap_music()
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audioSpecial = audio_stream_load(bgms[-2].audio)
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if (audioSpecial ~= nil) then
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if audioSpecial then
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audio_stream_set_looping(audioSpecial, true)
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audio_stream_play(audioSpecial, true, bgms[-2].volume)
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print("Playing cap audio " .. bgms[-2].name)
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@ -72,30 +74,31 @@ function handleMusic()
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end
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end
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else
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if (audioSpecial ~= nil) then
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if audioSpecial then
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audio_stream_stop(audioSpecial)
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audio_stream_destroy(audioSpecial)
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audioSpecial = nil
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if (audioMain ~= nil and audioMainPaused == true) then
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if audioMain and audioMainPaused then
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audioMainPaused = false
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audio_stream_play(audioMain, false, bgms[curMap].volume)
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else
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set_background_music(0, audioCurSeq, 10)
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end
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end
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end
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if (audioMain ~= nil) then
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if audioMain then
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audio_stream_set_volume(audioMain, is_game_paused() and bgms[curMap].volume/3.5 or bgms[curMap].volume)
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local curPosition = audio_stream_get_position(audioMain)
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if (curPosition >= bgms[curMap].loopEnd ) then
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if curPosition >= bgms[curMap].loopEnd then
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local minus = bgms[curMap].loopStart - bgms[curMap].loopEnd
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audio_stream_set_position(audioMain, curPosition - math.abs(minus))
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end
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end
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if (audioSpecial ~= nil) then
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if audioSpecial then
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local curPosition = audio_stream_get_position(audioSpecial)
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if (curPosition >= bgms[-2].loopEnd) then
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if curPosition >= bgms[-2].loopEnd then
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local minus = bgms[-2].loopStart - bgms[-2].loopEnd
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audio_stream_set_position(audioSpecial, curPosition - math.abs(minus))
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end
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@ -103,23 +106,23 @@ function handleMusic()
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end
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function hud_render()
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if (pauseMenuShouldShowMusic == true and is_game_paused()) then
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djui_hud_set_resolution(RESOLUTION_DJUI);
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djui_hud_set_font(FONT_NORMAL);
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if pauseMenuShouldShowMusic and is_game_paused() then
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djui_hud_set_resolution(RESOLUTION_DJUI)
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djui_hud_set_font(FONT_NORMAL)
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local screenWidth = djui_hud_get_screen_width()
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local screenHeight = djui_hud_get_screen_height()
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local height = 64
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local y = screenHeight - height
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djui_hud_set_color(pauseMenuMusicRGBA[1], pauseMenuMusicRGBA[2], pauseMenuMusicRGBA[3], pauseMenuMusicRGBA[4]);
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local text = "";
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if (pauseMenuShowLevelID == true) then
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text = "Level ID: " .. gNetworkPlayers[0].currLevelNum
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elseif (audioSpecial ~= nil) then
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djui_hud_set_color(200,200,200,255)
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local text
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if pauseMenuShowLevelID then
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text = "Level ID: " .. np.currLevelNum
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elseif audioSpecial then
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text = "Music: " .. bgms[-2].name
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elseif (audioMain ~= nil) then
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elseif audioMain then
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text = "Music: " .. bgms[curMap].name
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end
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djui_hud_print_text(text, 5, y, 1);
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djui_hud_print_text(text, 5, y, 1)
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end
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end
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hook_event(HOOK_ON_HUD_RENDER, hud_render)
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