mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-29 07:23:01 +00:00
103 lines
No EOL
2.8 KiB
Lua
103 lines
No EOL
2.8 KiB
Lua
-- 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(nil, OBJ_LIST_DEFAULT, true, 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) |