Add custom behavior Lua examples

This commit is contained in:
MysterD 2022-03-04 23:14:01 -08:00
parent f2247cd973
commit b3ae635e98
4 changed files with 203 additions and 1 deletions

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@ -155,7 +155,9 @@ manual_documentation = """
## [define_custom_obj_fields](#define_custom_obj_fields)
Defines a custom set of overlapping object fields. The `fieldTable` table's keys must start with the letter `o` and the values must be either `u32`, `s32`, or `f32`.
Defines a custom set of overlapping object fields.
The `fieldTable` table's keys must start with the letter `o` and the values must be either `u32`, `s32`, or `f32`.
### Lua Example
`define_custom_obj_fields({ oCustomField1 = 'u32', oCustomField2 = 's32', oCustomField3 = 'f32' })`

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@ -0,0 +1,103 @@
-- name: Ball
-- description: Press DPAD down to spawn a ball
function bhv_ball_init(obj)
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
obj.oGraphYOffset = 35
cur_obj_scale(1.0)
-- physics
obj.oWallHitboxRadius = 40.00
obj.oGravity = 2.50
obj.oBounciness = -0.75
obj.oDragStrength = 0.00
obj.oFriction = 0.99
obj.oBuoyancy = -2.00
-- hitbox
obj.hitboxRadius = 100
obj.hitboxHeight = 100
network_init_object(obj, true, nil)
end
function bhv_ball_loop(obj)
local m = nearest_mario_state_to_object(obj)
local player = m.marioObj
local distanceToPlayer = dist_between_objects(obj, player)
local angleToPlayer = obj_angle_to_object(obj, player)
local localPlayerTouch = false
-- figure out player-to-ball radius
local radius = 100
if (m.action & ACT_FLAG_ATTACKING) ~= 0 then
radius = 150
end
-- check if player should affect ball
if distanceToPlayer < radius then
local xdiff = player.oPosX - obj.oPosX
local zdiff = player.oPosZ - obj.oPosZ
obj.oPosX = obj.oPosX - (radius - distanceToPlayer) / radius * xdiff;
obj.oPosZ = obj.oPosZ - (radius - distanceToPlayer) / radius * zdiff;
obj.oMoveAngleYaw = angleToPlayer + 0x8000
obj.oForwardVel = obj.oForwardVel + 10
if (m.action & ACT_FLAG_ATTACKING) ~= 0 then
obj.oVelY = obj.oVelY + 20.0
end
if m.playerIndex == 0 then
localPlayerTouch = true
end
end
-- do physics
local stepRc = object_step_without_floor_orient()
-- play sounds
if stepRc == 1 then
cur_obj_play_sound_2(SOUND_GENERAL_BOX_LANDING_2)
elseif (stepRc & 1) ~= 0 then
if obj.oForwardVel > 20.0 then
cur_obj_play_sound_2(SOUND_ENV_SLIDING)
end
end
-- check for floor death
local floor = cur_obj_update_floor_height_and_get_floor()
if floor ~= nil then
obj_check_floor_death(stepRc, floor)
end
-- update visual rotation
obj.oFaceAngleYaw = obj.oMoveAngleYaw
obj.oFaceAnglePitch = obj.oFaceAnglePitch + obj.oForwardVel * 100
-- if we touched it, send an immediate update instead of waiting
if localPlayerTouch then
network_send_object(obj, false)
end
end
id_bhvBall = hook_behavior(0, OBJ_LIST_DEFAULT, bhv_ball_init, bhv_ball_loop)
function mario_update_local(m)
if (m.controller.buttonPressed & D_JPAD) ~= 0 then
-- spawn ball
spawn_sync_object(
id_bhvBall,
E_MODEL_SPINY_BALL,
m.pos.x + 150, m.pos.y, m.pos.z,
nil)
end
end
function mario_update(m)
if m.playerIndex == 0 then
mario_update_local(m)
end
end
hook_event(HOOK_MARIO_UPDATE, mario_update)

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@ -0,0 +1,95 @@
-- name: Custom Goomba
-- description: A terrible goomba replacement to be used as an example.
-- define goomba's custom fields
define_custom_obj_fields({
oCustomGoombaScale = 'f32',
oCustomGoombaTargetYaw = 'f32',
oCustomGoombaRelativeSpeed = 'f32',
})
function bhv_custom_goomba_init(obj)
-- set flags
obj.oFlags = (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
-- drop to floor
local x = obj.oPosX
local y = obj.oPosY
local z = obj.oPosZ
local floor = find_floor_height(x, y + 200.0, z)
obj.oPosY = floor
obj.oMoveFlags = obj.oMoveFlags | OBJ_MOVE_ON_GROUND
-- animations
obj.oAnimations = gObjectAnimations.goomba_seg8_anims_0801DA4C
-- home
obj.oHomeX = obj.oPosX
obj.oHomeY = obj.oPosY
obj.oHomeZ = obj.oPosZ
-- physics
obj.oWallHitboxRadius = 40.0
obj.oGravity = -4.0
obj.oBounciness = -0.5
obj.oDragStrength = 10.0
obj.oFriction = 10.0
obj.oBuoyancy = 0.0
-- normal init
obj.oCustomGoombaScale = 1.5
obj.oDeathSound = SOUND_OBJ_ENEMY_DEATH_HIGH
-- hitbox
obj.oInteractType = INTERACT_BOUNCE_TOP
obj.oHealth = 0
obj.oNumLootCoins = 1
obj.oIntangibleTimer = 0
obj.hitboxRadius = obj.header.gfx.scale.x * 72
obj.hitboxHeight = obj.header.gfx.scale.y * 50
obj.hurtboxRadius = obj.header.gfx.scale.x * 42
obj.hurtboxHeight = obj.header.gfx.scale.y * 40
obj.hitboxDownOffset = obj.header.gfx.scale.y * 0
-- other flags
obj.oDrawingDistance = 4000
obj.oDamageOrCoinValue = 1
obj.oGravity = -8.0 / 3.0 * obj.oCustomGoombaScale
-- start synchronizing object
network_init_object(obj, true, {
'oCustomGoombaScale',
'oCustomGoombaTargetYaw',
'oCustomGoombaRelativeSpeed',
})
end
function bhv_custom_goomba_loop(obj)
-- find player
local player = nearest_player_to_object(obj)
local distanceToPlayer = dist_between_objects(obj, player)
local angleToPlayer = obj_angle_to_object(obj, player)
-- animate
cur_obj_init_animation_with_accel_and_sound(0, 5.0)
-- update floor/walls and rotation
cur_obj_update_floor_and_walls()
obj.oCustomGoombaTargetYaw = angleToPlayer
cur_obj_rotate_yaw_toward(obj.oCustomGoombaTargetYaw, 0x200)
-- set velocity
obj.oCustomGoombaRelativeSpeed = 80.0
obj_forward_vel_approach(obj.oCustomGoombaRelativeSpeed * obj.oCustomGoombaScale, 0.4)
-- perform physics
cur_obj_move_standard(-78)
-- if goomba interacts, kill it
if (obj.oInteractStatus & INT_STATUS_INTERACTED) ~= 0 then
obj_mark_for_deletion(obj)
end
end
-- hook the behavior
id_bhvCustomGoomba = hook_behavior(id_bhvGoomba, OBJ_LIST_PUSHABLE, bhv_custom_goomba_init, bhv_custom_goomba_loop)

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@ -34,3 +34,5 @@ Lua scripts you make can be placed either the `mods` folder in the base director
- [Hide and Seek](../../mods/hide-and-seek.lua)
- [HUD Rendering](examples/hud.lua)
- [Object Spawning](examples/spawn-stuff.lua)
- [Custom Ball Behavior](examples/behavior-ball.lua)
- [Replace Goomba Behavior](examples/behavior-goomba.lua)