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:
Cooliokid956 2024-06-05 16:10:37 -05:00 committed by GitHub
parent 4592559fe3
commit 36ddaa65ac
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
3 changed files with 136 additions and 156 deletions

View File

@ -1,112 +1,92 @@
_G.ACT_LADDER = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR)
-- behavior params:
-- ladder height
-- ex: 1388
-- object yaw = ladder yaw
local sLadderClimb = 0
local ladders = {}
gPlayerSyncTable[0].ladder = {}
gPlayerSyncTable[0].ladder.x = nil
gPlayerSyncTable[0].ladder.y = nil
gPlayerSyncTable[0].ladder.z = nil
gPlayerSyncTable[0].ladder.height = nil
gPlayerSyncTable[0].ladder.angle = nil
---@param obj Object
function bhv_arena_ladder_init(obj)
obj.hitboxRadius = 40
obj.hitboxHeight = obj.oBehParams
table.insert(ladders, obj)
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)
---@param m MarioState
function mario_check_for_ladder(m)
if m.action == ACT_FORWARD_ROLLOUT and m.prevAction == ACT_LADDER then
m.forwardVel = 10
end
if not (m.action & ACT_FLAG_ATTACKING ~= 0) or #ladders == 0 or m.action == ACT_LADDER then return end
for i, ladder in pairs(ladders) do
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
gPlayerSyncTable[m.playerIndex].ladder.x = ladder.oPosX
gPlayerSyncTable[m.playerIndex].ladder.y = ladder.oPosY
gPlayerSyncTable[m.playerIndex].ladder.z = ladder.oPosZ
gPlayerSyncTable[m.playerIndex].ladder.height = ladder.hitboxHeight
gPlayerSyncTable[m.playerIndex].ladder.angle = ladder.oFaceAngleYaw
set_mario_action(m, ACT_LADDER, 0)
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)
---@param m MarioState
function act_ladder(m)
local ladder = gPlayerSyncTable[m.playerIndex].ladder
local x = m.controller.rawStickX
local y = m.controller.rawStickY
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
m.vel.x = 0
m.vel.y = 0
m.vel.z = 0
m.forwardVel = 0
local stickX = m.controller.rawStickX
local stickY = m.controller.rawStickY
perform_air_step(m, 0)
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)
m.pos.x = ladder.x
m.pos.z = ladder.z
vec3f_copy(m.marioObj.header.gfx.pos, m.pos)
set_mario_animation(m, MARIO_ANIM_BEING_GRABBED)
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 - math.floor(m.pos.y / 10 / loop) * loop)
set_anim_to_frame(m, (m.pos.y/10) % loop)
m.marioObj.header.gfx.angle.x = 8192
m.faceAngle.y = ladder.angle
m.faceAngle.x = 8192
m.faceAngle.y = ladder.oFaceAngleYaw
m.faceAngle.z = 0
vec3s_copy(m.marioObj.header.gfx.angle, m.faceAngle)
m.pos.y = m.pos.y + y*.2
if m.pos.y > ladder.y + ladder.height then
m.pos.y = ladder.y + ladder.height
end
if m.pos.y < ladder.y then
m.pos.y = ladder.y
end
if m.input & INPUT_A_PRESSED ~= 0 then
if math.abs(m.controller.rawStickX) > 64 then
set_mario_action(m,ACT_FORWARD_ROLLOUT,0)
m.faceAngle.y = m.faceAngle.y - 16384*math.abs(x)/x
if math.abs(stickX) > 64 then
m.faceAngle.y = m.faceAngle.y - 16384*signum_positive(stickX)
m.forwardVel = 10
m.vel.y = 10
return
return set_mario_action(m, ACT_FORWARD_ROLLOUT, 0)
end
if m.controller.rawStickY > 64 then
set_mario_action(m,ACT_FORWARD_ROLLOUT,0)
if stickY > 64 and m.pos.y == ladder.oPosY + ladder.hitboxHeight then
m.forwardVel = 10
m.vel.y = 10
return
return set_mario_action(m, ACT_FORWARD_ROLLOUT, 0)
end
set_mario_action(m,ACT_WALL_KICK_AIR,0)
m.faceAngle.y = m.faceAngle.y + 32768
m.forwardVel = 30
m.vel.y = 50
return
return set_mario_action(m, ACT_WALL_KICK_AIR, 0)
end
if m.input & INPUT_Z_PRESSED ~= 0 then
set_mario_action(m,ACT_FREEFALL,0)
m.vel.y = y * 0.2
return
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 m.playerIndex ~= 0 then return end
if ladder.y < m.pos.y and m.pos.y < ladder.y + ladder.height then
sLadderClimb = sLadderClimb + math.abs(y * 0.2)
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 sLadderClimb > 128 and m.playerIndex == 0 then
sLadderClimb = 0
if m.actionTimer > 128 then
m.actionTimer = 0
play_sound(SOUND_GENERAL_METAL_POUND, m.marioObj.header.gfx.cameraToObject)
end
end
function clearladders()
ladders = {}
end
hook_event(HOOK_ON_LEVEL_INIT,clearladders)
hook_mario_action(ACT_LADDER, { every_frame = act_ladder })
hook_mario_action(ACT_LADDER, act_ladder)

View File

@ -402,9 +402,6 @@ function mario_local_update(m)
end
end
-- check for ladder
mario_check_for_ladder(m)
e.prevHurtCounter = m.hurtCounter
end

View File

@ -1,46 +1,48 @@
local m = gMarioStates[0]
local np = gNetworkPlayers[0]
local pauseMenuShouldShowMusic = true
local pauseMenuMusicRGBA = {200,200,200,255}
local pauseMenuShowLevelID = false
local pauseMenuShowLevelID = true
local curMap = -1
local audioMainPaused = false
local audioMain = nil --Used for the main audio
local audioSpecial = nil --Used for things like cap music
local audioCurSeq = nil
local audioMain --Used for the main audio
local audioSpecial --Used for things like cap music
local audioCurSeq
local bgms = {
[55] = {audio='snow.ogg', loopEnd = 500, loopStart = 0, volume = -5, name="Frosty Citadel - Sonic Gaiden" }, -- Spire
[56] = {audio='rainbow.ogg', loopEnd = 148.657, loopStart = 12.406, volume = -5, name="Rainbow Road - Coop Deluxe" }, -- Rainbow
[57] = {audio='city.ogg', loopEnd = 500, loopStart = 06.975, volume = -5, name="City Outskirts - Sonic Megamix" } -- City
[55] = {audio='snow.ogg', loopEnd = 500, loopStart = 0, volume = 1, name="Frosty Citadel - Sonic Gaiden" },
[56] = {audio='rainbow.ogg', loopEnd = 148.657, loopStart = 12.406, volume = 1, name="Rainbow Road - Coop Deluxe" },
[57] = {audio='city.ogg', loopEnd = 500, loopStart = 06.975, volume = 1, name="City Outskirts - Sonic Megamix" }
}
-- disable cap music
function music()
local np = gNetworkPlayers[0]
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
if bgms[np.currLevelNum] then
stop_cap_music()
end
end
hook_event(HOOK_UPDATE, music)
function handleMusic()
------------------------------------------------------
------------------------------------------------------
-- Handle stopping/starting of music --
------------------------------------------------------
--Handle main course music
if (curMap ~= gNetworkPlayers[0].currLevelNum and gMarioStates[0].area.macroObjects ~= nil) then
curMap = gNetworkPlayers[0].currLevelNum
audioCurSeq = get_current_background_music()
if (audioMain ~= nil) then
------------------------------------------------------
--Handle main course music
if curMap ~= np.currLevelNum and m.area.macroObjects then
curMap = np.currLevelNum
audioCurSeq = get_current_background_music()
if audioMain then
audio_stream_stop(audioMain)
audio_stream_destroy(audioMain)
audioMain = nil
end
if (bgms[curMap] ~= nil and bgms[curMap].audio ~= nil) then
if bgms[curMap] and bgms[curMap].audio then
set_background_music(0,0,0)
audioMain = audio_stream_load(bgms[curMap].audio)
if (audioMain ~= nil) then
if audioMain then
audio_stream_set_looping(audioMain, true)
audio_stream_play(audioMain, true, bgms[curMap].volume);
audio_stream_play(audioMain, true, bgms[curMap].volume)
print("Playing new audio " .. bgms[curMap].name)
else
djui_popup_create('Missing audio!: ' .. bgms[curMap].audio, 10)
@ -50,77 +52,78 @@ function handleMusic()
print("No audio for this map, so not stopping default: " .. curMap)
end
end
--Handle cap music
if (gMarioStates[0].capTimer > 0 and bgms[-2] ~= nil) then
--Handle pausing main streamed music, if applicable.
if (audioMain ~= nil and audioMainPaused == false) then
audioMainPaused = true
audio_stream_pause(audioMain)
end
--Start up cap music if it's defined.
if (audioSpecial == nil) then
--Handle cap music
if m.capTimer > 0 and bgms[-2] then
--Handle pausing main streamed music, if applicable.
if audioMain and not audioMainPaused then
audioMainPaused = true
audio_stream_pause(audioMain)
end
--Start up cap music if it's defined.
if not audioSpecial then
set_background_music(0,0,0)
stop_cap_music()
audioSpecial = audio_stream_load(bgms[-2].audio)
if (audioSpecial ~= nil) then
audio_stream_set_looping(audioSpecial, true)
audio_stream_play(audioSpecial, true, bgms[-2].volume)
print("Playing cap audio " .. bgms[-2].name)
else
djui_popup_create('Missing audio!: ' .. bgms[-2].audio, 3)
stop_cap_music()
audioSpecial = audio_stream_load(bgms[-2].audio)
if audioSpecial then
audio_stream_set_looping(audioSpecial, true)
audio_stream_play(audioSpecial, true, bgms[-2].volume)
print("Playing cap audio " .. bgms[-2].name)
else
djui_popup_create('Missing audio!: ' .. bgms[-2].audio, 3)
print("Attempted to load filed audio file, but couldn't find it on the system: " .. bgms[-2].audio)
end
end
else
if (audioSpecial ~= nil) then
audio_stream_stop(audioSpecial)
audio_stream_destroy(audioSpecial)
audioSpecial = nil
if (audioMain ~= nil and audioMainPaused == true) then
audioMainPaused = false
audio_stream_play(audioMain, false, bgms[curMap].volume)
else
set_background_music(0, audioCurSeq, 10)
end
end
end
if (audioMain ~= nil) then
local curPosition = audio_stream_get_position(audioMain)
if (curPosition >= bgms[curMap].loopEnd ) then
local minus = bgms[curMap].loopStart - bgms[curMap].loopEnd
audio_stream_set_position(audioMain, curPosition - math.abs(minus))
end
end
end
else
if audioSpecial then
audio_stream_stop(audioSpecial)
audio_stream_destroy(audioSpecial)
audioSpecial = nil
if audioMain and audioMainPaused then
audioMainPaused = false
audio_stream_play(audioMain, false, bgms[curMap].volume)
else
set_background_music(0, audioCurSeq, 10)
end
end
end
if audioMain then
audio_stream_set_volume(audioMain, is_game_paused() and bgms[curMap].volume/3.5 or bgms[curMap].volume)
local curPosition = audio_stream_get_position(audioMain)
if curPosition >= bgms[curMap].loopEnd then
local minus = bgms[curMap].loopStart - bgms[curMap].loopEnd
audio_stream_set_position(audioMain, curPosition - math.abs(minus))
end
end
if audioSpecial then
local curPosition = audio_stream_get_position(audioSpecial)
if curPosition >= bgms[-2].loopEnd then
local minus = bgms[-2].loopStart - bgms[-2].loopEnd
audio_stream_set_position(audioSpecial, curPosition - math.abs(minus))
end
end
if (audioSpecial ~= nil) then
local curPosition = audio_stream_get_position(audioSpecial)
if (curPosition >= bgms[-2].loopEnd) then
local minus = bgms[-2].loopStart - bgms[-2].loopEnd
audio_stream_set_position(audioSpecial, curPosition - math.abs(minus))
end
end
end
function hud_render()
if (pauseMenuShouldShowMusic == true and is_game_paused()) then
djui_hud_set_resolution(RESOLUTION_DJUI);
djui_hud_set_font(FONT_NORMAL);
if pauseMenuShouldShowMusic and is_game_paused() then
djui_hud_set_resolution(RESOLUTION_DJUI)
djui_hud_set_font(FONT_NORMAL)
local screenWidth = djui_hud_get_screen_width()
local screenHeight = djui_hud_get_screen_height()
local screenHeight = djui_hud_get_screen_height()
local height = 64
local y = screenHeight - height
djui_hud_set_color(pauseMenuMusicRGBA[1], pauseMenuMusicRGBA[2], pauseMenuMusicRGBA[3], pauseMenuMusicRGBA[4]);
local text = "";
if (pauseMenuShowLevelID == true) then
text = "Level ID: " .. gNetworkPlayers[0].currLevelNum
elseif (audioSpecial ~= nil) then
text = "Music: " .. bgms[-2].name
elseif (audioMain ~= nil) then
text = "Music: " .. bgms[curMap].name
end
djui_hud_print_text(text, 5, y, 1);
djui_hud_set_color(200,200,200,255)
local text
if pauseMenuShowLevelID then
text = "Level ID: " .. np.currLevelNum
elseif audioSpecial then
text = "Music: " .. bgms[-2].name
elseif audioMain then
text = "Music: " .. bgms[curMap].name
end
djui_hud_print_text(text, 5, y, 1)
end
end
hook_event(HOOK_ON_HUD_RENDER, hud_render)
hook_event(HOOK_UPDATE, handleMusic)
hook_event(HOOK_UPDATE, handleMusic)