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kiss-vscode/projects/flixel-rpg-tutorial/source/Enemy.kiss

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(var &inline :Float SPEED 140)
(defNew [:Float x :Float y :EnemyType _type]
[:EnemyType type _type
:FSM brain (new FSM idle)
&mut :Float idleTimer 0
&mut :Float moveDirection -1
&mut :Bool seesPlayer false
&mut :FlxPoint playerPosition (FlxPoint.get)]
(super x y)
(loadGraphic
(case type
(BOSS
AssetPaths.boss__png)
(otherwise AssetPaths.enemy__png))
true
16
16)
(setFacingFlip FlxObject.LEFT false false)
(setFacingFlip FlxObject.RIGHT true false)
(animation.add "d" [0 1 0 2] 6 false)
(animation.add "lr" [3 4 3 5] 6 false)
(animation.add "u" [6 7 6 8] 6 false)
(set drag.x (set drag.y 10))
(set width 8)
(set height 14)
(set offset.x 4)
(set offset.y 2))
(method &override :Void update [:Float elapsed]
(when (and
(or !(= velocity.x 0) !(= velocity.y 0))
(= touching FlxObject.NONE))
(if (> (Math.abs velocity.x) (Math.abs velocity.y))
(if (< velocity.x 0)
(set facing FlxObject.LEFT)
(set facing FlxObject.RIGHT))
(if (< velocity.y 0)
(set facing FlxObject.UP)
(set facing FlxObject.DOWN)))
(case facing
((or FlxObject.LEFT FlxObject.RIGHT)
(animation.play "lr"))
(FlxObject.UP
(animation.play "u"))
(FlxObject.DOWN
(animation.play "d"))
(otherwise {})))
(brain.update elapsed)
(super.update elapsed))
(method :Void idle [:Float elapsed]
(cond
(seesPlayer
// TODO (the FSM) here should not be necessary!
(set .activeState (the FSM brain) chase))
((<= idleTimer 0)
(if (FlxG.random.bool 1)
{
(set moveDirection -1)
(set velocity.x (set velocity.y 0))
}
{
(set moveDirection (* 45 (FlxG.random.int 0 8)))
(velocity.set (* SPEED 0.5) 0)
(velocity.rotate (FlxPoint.weak) moveDirection)
})
(set idleTimer (FlxG.random.int 1 4)))
(true
(-= idleTimer elapsed))))
(method :Void chase [:Float elapsed]
(if !seesPlayer
(set brain.activeState idle)
(FlxVelocity.moveTowardsPoint this playerPosition (Std.int SPEED))))