sm64coopdx/mods/arena/arena-ladder.lua
Cooliokid956 36ddaa65ac
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
2024-06-06 07:10:37 +10:00

92 lines
3.3 KiB
Lua

_G.ACT_LADDER = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR)
-- behavior params:
-- ladder height
-- ex: 1388
-- object yaw = ladder yaw
function bhv_arena_ladder_init(o)
o.hitboxRadius = 40
o.hitboxHeight = o.oBehParams
end
id_bhvArenaLadder = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_arena_ladder_init, nil)
function mario_check_for_ladder(m)
if m.action == ACT_FORWARD_ROLLOUT and m.prevAction == ACT_LADDER then
m.forwardVel = 10
end
local ladder = obj_get_first_with_behavior_id(id_bhvArenaLadder)
while ladder do
if obj_check_hitbox_overlap(m.marioObj, ladder) ~= 0 then
local dYawToObject = ladder.oFaceAngleYaw - m.faceAngle.y
if ((m.action & ACT_FLAG_AIR ~= 0 and m.forwardVel > 20)
or (m.action & ACT_FLAG_ATTACKING ~= 0 and (m.action ~= ACT_GROUND_POUND or m.action ~= ACT_GROUND_POUND_LAND))
or (m.action & ACT_FLAG_AIR == 0 and m.input & INPUT_A_PRESSED ~= 0)
) and math.abs(dYawToObject) < 0x2000 and m.action ~= ACT_LADDER then
m.usedObj = ladder
m.input = m.input & ~INPUT_A_PRESSED
return set_mario_action(m, ACT_LADDER, 0)
end
end
ladder = obj_get_next_with_same_behavior_id(ladder)
end
end
hook_event(HOOK_BEFORE_MARIO_UPDATE, mario_check_for_ladder)
function act_ladder(m)
local ladder = m.usedObj
if not ladder or obj_has_behavior_id(ladder, id_bhvArenaLadder) == 0 then return set_mario_action(m, ACT_FREEFALL, 0) end
local stickX = m.controller.rawStickX
local stickY = m.controller.rawStickY
m.vel.x = ladder.oPosX
m.vel.z = ladder.oPosZ
m.vel.y = clampf(m.pos.y + stickY*.15, ladder.oPosY, ladder.oPosY + ladder.hitboxHeight)
vec3f_copy(m.marioObj.header.gfx.pos, m.pos)
set_character_animation(m, CHAR_ANIM_BEING_GRABBED)
local loop = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
set_anim_to_frame(m, (m.pos.y/10) % loop)
m.faceAngle.x = 8192
m.faceAngle.y = ladder.oFaceAngleYaw
m.faceAngle.z = 0
vec3s_copy(m.marioObj.header.gfx.angle, m.faceAngle)
if m.input & INPUT_A_PRESSED ~= 0 then
if math.abs(stickX) > 64 then
m.faceAngle.y = m.faceAngle.y - 16384*signum_positive(stickX)
m.forwardVel = 10
m.vel.y = 10
return set_mario_action(m, ACT_FORWARD_ROLLOUT, 0)
end
if stickY > 64 and m.pos.y == ladder.oPosY + ladder.hitboxHeight then
m.forwardVel = 10
m.vel.y = 10
return set_mario_action(m, ACT_FORWARD_ROLLOUT, 0)
end
m.faceAngle.y = m.faceAngle.y + 32768
m.forwardVel = 30
m.vel.y = 50
return set_mario_action(m, ACT_WALL_KICK_AIR, 0)
end
if m.input & INPUT_Z_PRESSED ~= 0 then
m.vel.y = stickY * 0.2
m.forwardVel = 0
m.input = m.input & ~INPUT_Z_PRESSED
return set_mario_action(m, ACT_FREEFALL, 0)
end
if ladder.oPosY < m.pos.y and m.pos.y < ladder.oPosY + ladder.hitboxHeight then
m.actionTimer = m.actionTimer + math.abs(stickY * 0.2)
end
if m.actionTimer > 128 then
m.actionTimer = 0
play_sound(SOUND_GENERAL_METAL_POUND, m.marioObj.header.gfx.cameraToObject)
end
end
hook_mario_action(ACT_LADDER, act_ladder)