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