sm64coopdx/mods/arena/arena-ladder.lua

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2023-06-01 05:46:35 +02:00
ACT_LADDER = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR)
-- behavior params:
-- ladder height|ladder orientation (0..3)
-- ex: 13881 <--
-- height^^|| orientation
-- 1388 .. 1
local sLadderClimb = 0
---@param obj Object
function bhv_arena_ladder_init(obj)
obj.hitboxRadius = 40
obj.hitboxHeight = math.floor(obj.oBehParams * 0.1)
obj.oFaceAngleYaw = (obj.oBehParams - math.floor(obj.oBehParams * 0.1) * 10) * 16384 - 32768
end
id_bhvArenaLadder = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_arena_ladder_init, nil)
---@param m MarioState
function mario_check_for_ladder(m)
local ladder = obj_get_nearest_object_with_behavior_id(m.marioObj, id_bhvArenaLadder)
if ladder == nil then return end
if m.action & ACT_FLAG_ATTACKING ~= 0 and lateral_dist_between_objects(m.marioObj, ladder) < ladder.hitboxRadius + m.marioObj.hitboxRadius and m.pos.y < ladder.oPosY + ladder.hitboxHeight and m.pos.y > ladder.oPosY then
set_mario_action(m, ACT_LADDER, 0)
end
end
---@param m MarioState
function act_ladder(m)
local ladder = obj_get_nearest_object_with_behavior_id(m.marioObj, id_bhvArenaLadder)
m.vel.x = 0
m.vel.y = 0
m.vel.z = 0
m.forwardVel = 0
perform_air_step(m, 0)
m.pos.x = ladder.oPosX
m.pos.z = ladder.oPosZ
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.oFaceAngleYaw
m.pos.y = m.pos.y + m.controller.rawStickY*.2
if m.pos.y > ladder.oPosY + ladder.hitboxHeight then
m.pos.y = ladder.oPosY + ladder.hitboxHeight
end
if m.pos.y < ladder.oPosY then
m.pos.y = ladder.oPosY
end
if m.pos.y > ladder.oPosY or m.pos.y < ladder.oPosY + ladder.hitboxHeight then
sLadderClimb = sLadderClimb + math.abs(m.controller.rawStickY * 0.2)
end
if sLadderClimb > 128 then
sLadderClimb = 0
play_sound(SOUND_GENERAL_METAL_POUND, m.marioObj.header.gfx.cameraToObject)
end
if (m.input & (INPUT_A_PRESSED | INPUT_B_PRESSED)) ~= 0 then
set_mario_action(m,ACT_FREEFALL,0)
m.vel.y = m.controller.rawStickY * 0.2
end
end
hook_mario_action(ACT_LADDER, { every_frame = act_ladder })