sm64coopdx/mods/arena/arena-spring.lua

125 lines
3.5 KiB
Lua

define_custom_obj_fields({
oArenaSpringSprung = 'u32',
})
function bhv_arena_spring_child_init(obj)
obj.oHomeX = obj.oPosX
obj.oHomeY = obj.oPosY
obj.oHomeZ = obj.oPosZ
end
function bhv_arena_spring_child_loop(obj)
local p = obj.parentObj
if p == nil then
return
end
local pitch = obj.oFaceAnglePitch + 16384
local yaw = obj.oFaceAngleYaw + 32768
local vel = {
x = coss(pitch) * sins(yaw),
y = sins(pitch),
z = coss(pitch) * coss(yaw),
}
vec3f_normalize(vel)
vec3f_mul(vel, 110 * p.header.gfx.scale.y)
obj.oPosX = obj.oHomeX + vel.x
obj.oPosY = obj.oHomeY + vel.y
obj.oPosZ = obj.oHomeZ + vel.z
end
id_bhvArenaSpringChild = hook_behavior(nil, OBJ_LIST_DEFAULT, true, nil, bhv_arena_spring_child_loop, 'id_bhvArenaSpringChild')
------------------------------------
function bhv_arena_spring_init(obj)
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
obj.oOpacity = 255
obj_set_model_extended(obj, E_MODEL_SPRING_BOTTOM)
spawn_non_sync_object(id_bhvArenaSpringChild, E_MODEL_SPRING_TOP, obj.oPosX, obj.oPosY, obj.oPosZ, function(c)
c.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
c.parentObj = obj
c.oOpacity = 255
c.oFaceAnglePitch = obj.oFaceAnglePitch
c.oFaceAngleYaw = obj.oFaceAngleYaw
c.oFaceAngleRoll = obj.oFaceAngleRoll
end)
network_init_object(obj, false, {
'oArenaSpringSprung'
})
end
function bhv_arena_spring_launch(obj)
local m = gMarioStates[0]
local behParams = obj.oBehParams
local strength = behParams & 0xFF
local pitchAdjust = ((behParams >> 8) & 0xFF) * 0.01
if pitchAdjust == 0 then pitchAdjust = 1 end
local opitch = obj.oFaceAnglePitch
local pitch = opitch * pitchAdjust + 16384
local yaw = obj.oFaceAngleYaw + 32768
local vel = {
x = coss(pitch) * sins(yaw),
y = sins(pitch),
z = coss(pitch) * coss(yaw),
}
vec3f_normalize(vel)
vec3f_mul(vel, 300)
spawn_non_sync_object(id_bhvTriangleParticleSpawner, E_MODEL_NONE,
obj.oPosX + vel.x,
obj.oPosY + vel.y,
obj.oPosZ + vel.z,
nil)
vec3f_normalize(vel)
vec3f_mul(vel, strength)
if math.abs(opitch) >= 2500 then
set_mario_action(m, ACT_SHOT_FROM_CANNON, 0)
m.vel.y = vel.y
m.faceAngle.y = yaw
m.forwardVel = math.sqrt((vel.x * vel.x) + vel.z * vel.z)
else
set_mario_action(m, ACT_TRIPLE_JUMP, 0)
m.vel.y = vel.y
m.forwardVel = 0
end
obj.oArenaSpringSprung = 15
network_send_object(obj, false)
end
function bhv_arena_spring_loop(obj)
local player = gMarioStates[0].marioObj
local dist = math.sqrt((obj.oPosX - player.oPosX) ^ 2 + (obj.oPosY - player.oPosY) ^ 2 + (obj.oPosZ - player.oPosZ) ^ 2)
if dist < 160 and mario_health_float(gMarioStates[0]) > 0 then
bhv_arena_spring_launch(obj)
end
if obj.oArenaSpringSprung > 0 then
obj.oArenaSpringSprung = obj.oArenaSpringSprung - 1
end
local sprung = obj.oArenaSpringSprung
local sx = 15 - sprung
scale = 0
if sx == 1 then
cur_obj_play_sound_2(SOUND_GENERAL_POUND_ROCK)
end
if sx < 3 then
scale = (sx/5) + 2/5
else
scale = 1 - ((sx - 3) / 12)
scale = scale * scale
end
obj.header.gfx.scale.y = scale * scale + 0.1
end
id_bhvArenaSpring = hook_behavior(nil, OBJ_LIST_DEFAULT, true, bhv_arena_spring_init, bhv_arena_spring_loop, 'id_bhvArenaSpring')