Files
WickedEngine/scripts/fighting_game.lua
T
2019-05-01 23:43:34 +01:00

1808 lines
70 KiB
Lua

-- Lua Fighting game sample script
--
-- README:
--
-- Structure of this script:
--
-- **) Character "class" - holds all character specific information, like hitboxes, moves, state machine, and Update(), Input() functions
-- ***) ResolveCharacters() function - updates the two players and checks for collision, moves the camera, etc.
-- ****) Main loop process - initialize script and do call update() in an infinite loop
--
--
-- The script is programmable using common fighting game "numpad notations" (read this if you are unfamiliar: http://www.dustloop.com/wiki/index.php/Notation )
-- There are four action buttons: A, B, C, D
-- So for example a forward motion combined with action D would look like this in code: "6D"
-- A D action without motion (neutral D) would be: "5D"
-- A quarter circle forward + A would be "236A"
-- "Shoryuken" + A command would be: "623A"
-- For a full circle motion, the input would be: "23698741"
-- But because that full circle motion is difficult to execute properly, we can make it easier by accpeting similar inputs, like:
-- "2684" or "2369874"...
-- The require_input("inputstring") facility will help detect instant input execution
-- The require_input_window("inputstring", allowed_latency_window) facility can detect inputs that are executed over multiple frames
-- Neutral motion is "5", that is not necessary to put into input strings in most cases, but it can help, for example: double tap right button would need a neutral in between the two presses, like this: 656
local scene = GetScene()
local debug_draw = true -- press H button to toggle
-- **The character "class" is a wrapper function that returns a local internal table called "self"
local function Character(face, shirt_color)
local self = {
model = INVALID_ENTITY,
effect_dust = INVALID_ENTITY,
effect_hit = INVALID_ENTITY,
effect_guard = INVALID_ENTITY,
effect_spark = INVALID_ENTITY,
sprite_hpbar_background = Sprite(),
sprite_hpbar_hp = Sprite(),
sprite_hpbar_pattern = Sprite(),
sprite_hpbar_pattern2 = Sprite(),
sprite_hpbar_border = Sprite(),
face = 1, -- face direction (X)
request_face = 1, -- the suggested facing of this player, it might not be the actual facing if the player haven't been able to turn yet (for example an other action hasn't finished yet)
position = Vector(), -- the absolute position of this player in the world, a 2D Vector
velocity = Vector(), -- velocity will affect position
force = Vector(), -- force will affect velocity
frame = 0, -- the current animation's elapsed frames starting from 0
input_buffer = {}, -- list of input history
clipbox = AABB(), -- AABB that makes the two players not clip into each other
hurtboxes = {}, -- list of AABBs that the opponent can hit with a hitbox
hitboxes = {}, -- list of AABBs that can hit the opponent's hurtboxes
guardboxes = {}, -- list of AABBs that can indicate to the opponent that guarding can be started
hitconfirm = false, -- will be true in this frame if this player hit the opponent
hurt = false, -- will be true in a frame if this player was hit by the opponent
jumps_remaining = 2, -- for double jump
push = Vector(), -- will affect opponent's velocity
can_guard = false, -- true when player is inside opponent's guard box and can initiate guarding state
guarding = false, -- if true, player can't be hit
hit_guard = false, -- true when opponent is guarding the attack
max_hp = 10000, -- maximum health
hp = 10000, -- current health
-- Effect helpers:
spawn_effect_hit = function(self, local_pos)
-- depending on if the attack is guarded or not, we will spawn different effects:
local emitter_entity = INVALID_ENTITY
local burst_count = 0
local spark_color = Vector()
if(self.hit_guard) then
emitter_entity = self.effect_guard
burst_count = 4
spark_color = Vector(0,0.5,1,1)
else
emitter_entity = self.effect_hit
burst_count = 50
spark_color = Vector(1,0.5,0,1)
end
scene.Component_GetEmitter(emitter_entity).Burst(burst_count)
local transform_component = scene.Component_GetTransform(emitter_entity)
transform_component.ClearTransform()
transform_component.Translate(vector.Add(self.position, local_pos))
scene.Component_GetEmitter(self.effect_spark).Burst(4)
transform_component = scene.Component_GetTransform(self.effect_spark)
transform_component.ClearTransform()
transform_component.Translate(vector.Add(self.position, local_pos))
local material_component_spark = scene.Component_GetMaterial(self.effect_spark)
material_component_spark.SetBaseColor(spark_color)
runProcess(function() -- this sub-process will spawn a light, wait a bit then remove it
local entity = CreateEntity()
local light_transform = scene.Component_CreateTransform(entity)
light_transform.Translate(vector.Add(self.position, local_pos))
local light_component = scene.Component_CreateLight(entity)
light_component.SetType(POINT)
light_component.SetRange(8)
light_component.SetEnergy(4)
if(self.hit_guard) then
light_component.SetColor(Vector(0,0.5,1)) -- guarded attack emits blueish light
else
light_component.SetColor(Vector(1,0.5,0)) -- successful attack emits orangeish light
end
light_component.SetCastShadow(false)
waitSeconds(0.1)
scene.Entity_Remove(entity)
end)
end,
spawn_effect_dust = function(self, local_pos)
local emitter_component = scene.Component_GetEmitter(self.effect_dust).Burst(10)
local transform_component = scene.Component_GetTransform(self.effect_dust)
transform_component.ClearTransform()
transform_component.Translate(self.position)
end,
-- Common requirement conditions for state transitions:
require_input_window = function(self, inputString, window) -- player input notation with some tolerance to input execution window (in frames) (help: see readme on top of this file)
-- reduce remaining input with non-expired commands:
for i,element in ipairs(self.input_buffer) do
if(element.age <= window and element.command == string.sub(inputString, 0, string.len(element.command))) then
inputString = string.sub(inputString, string.len(element.command) + 1)
if(inputString == "") then
return true
end
end
end
return false -- match failure
end,
require_input = function(self, inputString) -- player input notation (immediate) (help: see readme on top of this file)
return self:require_input_window(inputString, 0)
end,
require_frame = function(self, frame) -- specific frame
return self.frame == frame
end,
require_window = function(self, frameStart, frameEnd) -- frame window range
return self.frame >= frameStart and self.frame <= frameEnd
end,
require_animationfinish = function(self) -- animation is finished
return scene.Component_GetAnimation(self.states[self.state].anim).IsEnded()
end,
require_hitconfirm = function(self) -- true if this player hit the other
return self.hitconfirm
end,
require_hitconfirm_guard = function(self) -- true if this player hit the opponent but the opponent guarded it
return self.hitconfirm and self.hit_guard
end,
require_hurt = function(self) -- true if this player was hit by the other
return self.hurt
end,
require_guard = function(self) -- true if player can start guarding
return self.can_guard
end,
require_dead = function(self) -- true if player can start guarding
return self.hp <= 0
end,
-- Common motion helpers:
require_motion_qcf = function(self, button)
local window = 20
return
self:require_input_window("236" .. button, window) or
self:require_input_window("26" .. button, window)
end,
require_motion_shoryuken = function(self, button)
local window = 20
return
self:require_input_window("623" .. button, window) or
self:require_input_window("626" .. button, window)
end,
-- List all possible states:
states = {
-- Common states:
-- anim_name : name of the animation track in the model file
-- anim : this will be initialized automatically to animation entity reference if the animation track is found by name
-- clipbox : (optional) AABB that describes the clip area for the character in this state. Characters can not clip into each other's clip area
-- hurtbox : (optional) AABB that describes the area the character can be hit/hurt
-- update_collision : (optional) this function will be executed in the continuous collision detection phase, multiple times per frame. Describe the hitboxes here
-- update : (optional) this function will be executed once every frame
Idle = {
anim_name = "Idle",
anim = INVALID_ENTITY,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
update = function(self)
self.jumps_remaining = 2
end,
},
Walk_Backward = {
anim_name = "Back",
anim = INVALID_ENTITY,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
update = function(self)
self.force = vector.Add(self.force, Vector(-0.025 * self.face, 0))
end,
},
Walk_Forward = {
anim_name = "Forward",
anim = INVALID_ENTITY,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
update = function(self)
self.force = vector.Add(self.force, Vector(0.025 * self.face, 0))
end,
},
Dash_Backward = {
anim_name = "BDash",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
update = function(self)
if(self:require_window(0,2)) then
self.force = vector.Add(self.force, Vector(-0.07 * self.face, 0.1))
end
if(self:require_frame(14)) then
self:spawn_effect_dust(Vector())
end
end,
},
RunStart = {
anim_name = "RunStart",
anim = INVALID_ENTITY,
clipbox = AABB(Vector(-0.5), Vector(2, 5)),
hurtbox = AABB(Vector(-0.7), Vector(2.2, 5.5)),
},
Run = {
anim_name = "Run",
anim = INVALID_ENTITY,
clipbox = AABB(Vector(-0.5), Vector(2, 5)),
hurtbox = AABB(Vector(-0.7), Vector(2.2, 5.5)),
update = function(self)
self.force = vector.Add(self.force, Vector(0.08 * self.face, 0))
if(self.frame % 15 == 0) then
self:spawn_effect_dust(Vector())
end
end,
},
RunEnd = {
anim_name = "RunEnd",
anim = INVALID_ENTITY,
clipbox = AABB(Vector(-0.5), Vector(2, 5)),
hurtbox = AABB(Vector(-0.7), Vector(2.2, 5.5)),
},
Jump = {
anim_name = "Jump",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
update = function(self)
if(self.frame == 0) then
self.jumps_remaining = self.jumps_remaining - 1
self.velocity.SetY(0)
self.force = vector.Add(self.force, Vector(0, 0.8))
if(self.position.GetY() == 0) then
self:spawn_effect_dust(Vector())
end
end
end,
},
JumpBack = {
anim_name = "Jump",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
update = function(self)
if(self.frame == 0) then
self.jumps_remaining = self.jumps_remaining - 1
self.velocity.SetY(0)
self.force = vector.Add(self.force, Vector(-0.2 * self.face, 0.8))
if(self.position.GetY() == 0) then
self:spawn_effect_dust(Vector())
end
end
end,
},
JumpForward = {
anim_name = "Jump",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
update = function(self)
if(self.frame == 0) then
self.jumps_remaining = self.jumps_remaining - 1
self.velocity.SetY(0)
self.force = vector.Add(self.force, Vector(0.2 * self.face, 0.8))
if(self.position.GetY() == 0) then
self:spawn_effect_dust(Vector())
end
end
end,
},
FallStart = {
anim_name = "FallStart",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
},
Fall = {
anim_name = "Fall",
anim = INVALID_ENTITY,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
},
FallEnd = {
anim_name = "FallEnd",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
update = function(self)
if(self:require_frame(2)) then
self:spawn_effect_dust(Vector())
end
end,
},
CrouchStart = {
anim_name = "CrouchStart",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 3)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 3.5)),
},
Crouch = {
anim_name = "Crouch",
anim = INVALID_ENTITY,
clipbox = AABB(Vector(-1), Vector(1, 3)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 3.5)),
},
CrouchEnd = {
anim_name = "CrouchEnd",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
},
Turn = {
anim_name = "Turn",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
update = function(self)
if(self.frame == 0) then
self.face = self.request_face
end
end,
},
Guard = {
anim_name = "Block",
anim = INVALID_ENTITY,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
update = function(self)
self.guarding = true
end,
},
LowGuard = {
anim_name = "LowBlock",
anim = INVALID_ENTITY,
clipbox = AABB(Vector(-1), Vector(1, 3)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 3.5)),
update = function(self)
self.guarding = true
end,
},
-- Attack states:
LightPunch = {
anim_name = "LightPunch",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
guardbox = AABB(Vector(-2,0),Vector(6,8)),
update_collision = function(self)
if(self:require_window(3,6)) then
table.insert(self.hitboxes, AABB(Vector(0.5,2), Vector(3,5)) )
end
end,
update = function(self)
if(self:require_hitconfirm()) then
self:spawn_effect_hit(Vector(2.5 * self.face,4,-1))
self.push = Vector(0.1 * self.face)
end
end,
},
ForwardLightPunch = {
anim_name = "FLightPunch",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
guardbox = AABB(Vector(-2,0),Vector(6,8)),
update_collision = function(self)
if(self:require_window(12,14)) then
table.insert(self.hitboxes, AABB(Vector(0.5,2), Vector(3.5,6)) )
end
end,
update = function(self)
if(self:require_hitconfirm()) then
self:spawn_effect_hit(Vector(2.5 * self.face,4,-1))
self.push = Vector(0.12 * self.face)
end
end,
},
HeavyPunch = {
anim_name = "HeavyPunch",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
guardbox = AABB(Vector(-2,0),Vector(8,10)),
update_collision = function(self)
if(self:require_window(3,6)) then
table.insert(self.hitboxes, AABB(Vector(0.5,2), Vector(3.5,5)) )
end
end,
update = function(self)
if(self:require_hitconfirm()) then
self:spawn_effect_hit(Vector(2.5 * self.face,4,-1))
self.push = Vector(0.2 * self.face)
end
end,
},
LowPunch = {
anim_name = "LowPunch",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 3)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 3.5)),
guardbox = AABB(Vector(-2,0),Vector(6,4)),
update_collision = function(self)
if(self:require_window(3,6)) then
table.insert(self.hitboxes, AABB(Vector(0.5,0), Vector(2.8,3)) )
end
end,
update = function(self)
if(self:require_hitconfirm()) then
self:spawn_effect_hit(Vector(2.5 * self.face,2,-1))
self.push = Vector(0.1 * self.face)
end
end,
},
LightKick = {
anim_name = "LightKick",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
guardbox = AABB(Vector(-2,0),Vector(6,8)),
update_collision = function(self)
if(self:require_window(6,8)) then
table.insert(self.hitboxes, AABB(Vector(0,0), Vector(3,3)) )
end
end,
update = function(self)
if(self:require_hitconfirm()) then
self:spawn_effect_hit(Vector(2 * self.face,2,-1))
self.push = Vector(0.1 * self.face)
end
end,
},
HeavyKick = {
anim_name = "HeavyKick",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
guardbox = AABB(Vector(-2,0),Vector(6,8)),
update_collision = function(self)
if(self:require_window(8,13)) then
table.insert(self.hitboxes, AABB(Vector(0,0), Vector(4,3)) )
end
end,
update = function(self)
if(self:require_hitconfirm()) then
self:spawn_effect_hit(Vector(2.6 * self.face,1.4,-1))
self.push = Vector(0.15 * self.face)
end
end,
},
AirKick = {
anim_name = "AirKick",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
guardbox = AABB(Vector(-2,-6),Vector(6,8)),
update_collision = function(self)
if(self:require_window(6,8)) then
table.insert(self.hitboxes, AABB(Vector(0,0), Vector(3,3)) )
end
end,
update = function(self)
if(self:require_hitconfirm()) then
self:spawn_effect_hit(Vector(2 * self.face,2,-1))
self.push = Vector(0.2 * self.face)
end
end,
},
AirHeavyKick = {
anim_name = "AirHeavyKick",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
guardbox = AABB(Vector(-2,-6),Vector(6,8)),
update_collision = function(self)
if(self:require_window(6,8)) then
table.insert(self.hitboxes, AABB(Vector(0,0), Vector(3,3)) )
end
end,
update = function(self)
if(self:require_hitconfirm()) then
self:spawn_effect_hit(Vector(2 * self.face,2,-1))
self.push = Vector(0.25 * self.face)
end
end,
},
LowKick = {
anim_name = "LowKick",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 3)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 3.5)),
guardbox = AABB(Vector(-2,0),Vector(6,4)),
update_collision = function(self)
if(self:require_window(3,6)) then
table.insert(self.hitboxes, AABB(Vector(0.5,0), Vector(3,3)) )
end
end,
update = function(self)
if(self:require_hitconfirm()) then
self:spawn_effect_hit(Vector(2 * self.face,1,-1))
self.push = Vector(0.1 * self.face)
end
end,
},
ChargeKick = {
anim_name = "ChargeKick",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(0), Vector(2, 5)),
hurtbox = AABB(Vector(0), Vector(2.2, 5.5)),
guardbox = AABB(Vector(-2,0),Vector(16,8)),
update_collision = function(self)
if(self:require_window(11,41)) then
table.insert(self.hitboxes, AABB(Vector(0.5,0), Vector(5.6,3)) )
end
end,
update = function(self)
if(self:require_frame(4)) then
self.force = vector.Add(self.force, Vector(0.9 * self.face))
end
if(self:require_hitconfirm()) then
self:spawn_effect_hit(Vector(5 * self.face,3,-1))
if(self:require_hitconfirm_guard()) then
self.push = Vector(0.8 * self.face, 0)
else
self.push = Vector(0.8 * self.face, 0.2)
end
end
end,
},
Uppercut = {
anim_name = "Uppercut",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
guardbox = AABB(Vector(-2,0),Vector(6,8)),
update_collision = function(self)
if(self:require_window(3,5)) then
table.insert(self.hitboxes, AABB(Vector(0,3), Vector(2.3,7)) )
end
end,
update = function(self)
if(self:require_hitconfirm()) then
self:spawn_effect_hit(Vector(2.5 * self.face,4,-1))
if(self:require_hitconfirm_guard()) then
self.push = Vector(0.1 * self.face, 0) -- if guarded, don't push opponent up
else
self.push = Vector(0.1 * self.face, 0.5) -- if not guarded, push opponent up
end
end
end,
},
SpearJaunt = {
anim_name = "SpearJaunt",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1.5), Vector(1.5, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
guardbox = AABB(Vector(-2,0),Vector(16,8)),
update_collision = function(self)
if(self:require_window(17,40)) then
table.insert(self.hitboxes, AABB(Vector(0,1), Vector(4.5,5)) )
end
end,
update = function(self)
if(self:require_frame(16)) then
self.force = vector.Add(self.force, Vector(1.3 * self.face))
end
if(self:require_hitconfirm()) then
self:spawn_effect_hit(Vector(3 * self.face,3.6,-1))
self.push = Vector(0.3 * self.face)
end
end,
},
Shoryuken = {
anim_name = "Shoryuken",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
guardbox = AABB(Vector(-2,0),Vector(8,15)),
update_collision = function(self)
if(self:require_window(2,20)) then
table.insert(self.hitboxes, AABB(Vector(0,2), Vector(2.3,7)) )
end
end,
update = function(self)
if(self:require_frame(0)) then
self.force = vector.Add(self.force, Vector(0.3 * self.face, 0.9))
end
if(self:require_hitconfirm()) then
self:spawn_effect_hit(Vector(2.5 * self.face,4,-1))
if(self:require_window(2,3) and not self:require_hitconfirm_guard()) then
self.push = Vector(0, 1)
end
end
end,
},
-- Hurt states:
StaggerStart = {
anim_name = "StaggerStart",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
},
Stagger = {
anim_name = "Stagger",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
},
StaggerEnd = {
anim_name = "StaggerEnd",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
},
StaggerCrouchStart = {
anim_name = "StaggerCrouchStart",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
},
StaggerCrouch = {
anim_name = "StaggerCrouch",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
},
StaggerCrouchEnd = {
anim_name = "StaggerCrouchEnd",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
},
StaggerAirStart = {
anim_name = "StaggerAirStart",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
},
StaggerAir = {
anim_name = "StaggerAir",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
},
StaggerAirEnd = {
anim_name = "StaggerAirEnd",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
update = function(self)
if(self.position.GetY() < 1 and self.velocity.GetY() < 0) then
self:spawn_effect_dust(Vector())
end
end,
},
Downed = {
anim_name = "Downed",
anim = INVALID_ENTITY,
clipbox = AABB(Vector(-1), Vector(1, 1)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 1)),
},
DownedDieStart = {
anim_name = "DownedDieStart",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(), Vector()),
hurtbox = AABB(Vector(), Vector()),
},
DownedDie = {
anim_name = "DownedDie",
anim = INVALID_ENTITY,
clipbox = AABB(Vector(), Vector()),
hurtbox = AABB(Vector(), Vector()),
},
DieStart = {
anim_name = "DieStart.001", -- todo fix anim name
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(), Vector()),
hurtbox = AABB(Vector(), Vector()),
},
Die = {
anim_name = "Die",
anim = INVALID_ENTITY,
clipbox = AABB(Vector(), Vector()),
hurtbox = AABB(Vector(), Vector()),
},
Getup = {
anim_name = "Getup",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
},
},
-- State machine describes all possible state transitions (item order is priority high->low):
-- StateFrom = {
-- { "StateTo1", condition = function(self) return [requirements that should be met] end },
-- { "StateTo2", condition = function(self) return [requirements that should be met] end },
-- }
statemachine = {
Idle = {
{ "Guard", condition = function(self) return self:require_guard() and self:require_input("4") end, },
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Shoryuken", condition = function(self) return self:require_motion_shoryuken("B") end, },
{ "SpearJaunt", condition = function(self) return self:require_motion_qcf("B") end, },
{ "Turn", condition = function(self) return self.request_face ~= self.face end, },
{ "Walk_Forward", condition = function(self) return self:require_input("6") end, },
{ "Walk_Backward", condition = function(self) return self:require_input("4") end, },
{ "Jump", condition = function(self) return self:require_input("8") end, },
{ "JumpBack", condition = function(self) return self:require_input("7") end, },
{ "JumpForward", condition = function(self) return self:require_input("9") end, },
{ "CrouchStart", condition = function(self) return self:require_input("1") or self:require_input("2") or self:require_input("3") end, },
{ "ChargeKick", condition = function(self) return self:require_input_window("4444444444444444446C", 30) end, },
{ "LightPunch", condition = function(self) return self:require_input("A") end, },
{ "HeavyPunch", condition = function(self) return self:require_input("B") end, },
{ "LightKick", condition = function(self) return self:require_input("C") end, },
{ "HeavyKick", condition = function(self) return self:require_input("D") end, },
},
Walk_Backward = {
{ "Guard", condition = function(self) return self:require_guard() and self:require_input("4") end, },
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Shoryuken", condition = function(self) return self:require_motion_shoryuken("B") end, },
{ "CrouchStart", condition = function(self) return self:require_input("1") or self:require_input("2") or self:require_input("3") end, },
{ "Walk_Forward", condition = function(self) return self:require_input("6") end, },
{ "Dash_Backward", condition = function(self) return self:require_input_window("454", 7) end, },
{ "JumpBack", condition = function(self) return self:require_input("7") end, },
{ "Idle", condition = function(self) return self:require_input("5") end, },
{ "ChargeKick", condition = function(self) return self:require_input_window("4444444444444444446C", 30) end, },
{ "LightPunch", condition = function(self) return self:require_input("A") end, },
{ "HeavyPunch", condition = function(self) return self:require_input("B") end, },
{ "LightKick", condition = function(self) return self:require_input("C") end, },
{ "HeavyKick", condition = function(self) return self:require_input("D") end, },
{ "ForwardLightPunch", condition = function(self) return self:require_input("6A") end, },
},
Walk_Forward = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Shoryuken", condition = function(self) return self:require_motion_shoryuken("B") end, },
{ "SpearJaunt", condition = function(self) return self:require_motion_qcf("B") end, },
{ "CrouchStart", condition = function(self) return self:require_input("1") or self:require_input("2") or self:require_input("3") end, },
{ "Walk_Backward", condition = function(self) return self:require_input("4") end, },
{ "RunStart", condition = function(self) return self:require_input_window("656", 7) end, },
{ "JumpForward", condition = function(self) return self:require_input("9") end, },
{ "Idle", condition = function(self) return self:require_input("5") end, },
{ "ChargeKick", condition = function(self) return self:require_input_window("4444444444444444446C", 30) end, },
{ "ForwardLightPunch", condition = function(self) return self:require_input("6A") end, },
{ "HeavyPunch", condition = function(self) return self:require_input("B") end, },
{ "LightKick", condition = function(self) return self:require_input("C") end, },
{ "HeavyKick", condition = function(self) return self:require_input("D") end, },
},
Dash_Backward = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Idle", condition = function(self) return self:require_animationfinish() end, },
},
RunStart = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Run", condition = function(self) return self:require_animationfinish() end, },
},
Run = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Jump", condition = function(self) return self:require_input("8") end, },
{ "JumpBack", condition = function(self) return self:require_input("7") end, },
{ "JumpForward", condition = function(self) return self:require_input("9") end, },
{ "RunEnd", condition = function(self) return not self:require_input("6") end, },
{ "Shoryuken", condition = function(self) return self:require_motion_shoryuken("B") end, },
{ "SpearJaunt", condition = function(self) return self:require_motion_qcf("B") end, },
{ "JumpForward", condition = function(self) return self:require_input("9") end, },
{ "CrouchStart", condition = function(self) return self:require_input("1") or self:require_input("2") or self:require_input("3") end, },
{ "ForwardLightPunch", condition = function(self) return self:require_input("6A") end, },
{ "ForwardLightPunch", condition = function(self) return self:require_input("6A") end, },
{ "LightPunch", condition = function(self) return self:require_input("5A") end, },
{ "HeavyPunch", condition = function(self) return self:require_input("B") end, },
{ "LightKick", condition = function(self) return self:require_input("C") end, },
{ "HeavyKick", condition = function(self) return self:require_input("D") end, },
},
RunEnd = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Idle", condition = function(self) return self:require_animationfinish() end, },
{ "Guard", condition = function(self) return self:require_guard() and self:require_input("4") end, },
{ "Shoryuken", condition = function(self) return self:require_motion_shoryuken("B") end, },
{ "SpearJaunt", condition = function(self) return self:require_motion_qcf("B") end, },
{ "Turn", condition = function(self) return self.request_face ~= self.face end, },
{ "Walk_Forward", condition = function(self) return self:require_input("6") end, },
{ "Walk_Backward", condition = function(self) return self:require_input("4") end, },
{ "Jump", condition = function(self) return self:require_input("8") end, },
{ "JumpBack", condition = function(self) return self:require_input("7") end, },
{ "JumpForward", condition = function(self) return self:require_input("9") end, },
{ "CrouchStart", condition = function(self) return self:require_input("1") or self:require_input("2") or self:require_input("3") end, },
{ "ChargeKick", condition = function(self) return self:require_input_window("4444444444444444446C", 30) end, },
{ "ForwardLightPunch", condition = function(self) return self:require_input("6A") end, },
{ "LightPunch", condition = function(self) return self:require_input("A") end, },
{ "HeavyPunch", condition = function(self) return self:require_input("B") end, },
{ "LightKick", condition = function(self) return self:require_input("C") end, },
{ "HeavyKick", condition = function(self) return self:require_input("D") end, },
},
Jump = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() and self.position.GetY() > 0 end, },
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "AirHeavyKick", condition = function(self) return self.position.GetY() > 4 and self:require_input("D") end, },
{ "AirKick", condition = function(self) return self.position.GetY() > 2 and self:require_input("C") end, },
{ "FallStart", condition = function(self) return self.velocity.GetY() <= 0 end, },
},
JumpForward = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() and self.position.GetY() > 0 end, },
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "AirHeavyKick", condition = function(self) return self.position.GetY() > 4 and self:require_input("D") end, },
{ "AirKick", condition = function(self) return self.position.GetY() > 2 and self:require_input("C") end, },
{ "FallStart", condition = function(self) return self.velocity.GetY() <= 0 end, },
},
JumpBack = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() and self.position.GetY() > 0 end, },
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "AirHeavyKick", condition = function(self) return self.position.GetY() > 4 and self:require_input("D") end, },
{ "AirKick", condition = function(self) return self.position.GetY() > 2 and self:require_input("C") end, },
{ "FallStart", condition = function(self) return self.velocity.GetY() <= 0 end, },
},
FallStart = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() and self.position.GetY() > 0 end, },
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "FallEnd", condition = function(self) return self.position.GetY() <= 0.5 end, },
{ "Fall", condition = function(self) return self:require_animationfinish() end, },
{ "AirHeavyKick", condition = function(self) return self.position.GetY() > 4 and self:require_input("D") end, },
{ "AirKick", condition = function(self) return self.position.GetY() > 2 and self:require_input("C") end, },
},
Fall = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() and self.position.GetY() > 0 end, },
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Jump", condition = function(self) return self.jumps_remaining > 0 and self:require_input_window("58", 7) end, },
{ "JumpBack", condition = function(self) return self.jumps_remaining > 0 and self:require_input_window("57", 7) end, },
{ "JumpForward", condition = function(self) return self.jumps_remaining > 0 and self:require_input_window("59", 7) end, },
{ "FallEnd", condition = function(self) return self.position.GetY() <= 0.5 end, },
{ "AirHeavyKick", condition = function(self) return self.position.GetY() > 4 and self:require_input("D") end, },
{ "AirKick", condition = function(self) return self.position.GetY() > 2 and self:require_input("C") end, },
},
FallEnd = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() and self.position.GetY() > 0 end, },
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Turn", condition = function(self) return self.position.GetY() <= 0 and self.request_face ~= self.face end, },
{ "Idle", condition = function(self) return self.position.GetY() <= 0 and self:require_animationfinish() end, },
{ "RunStart", condition = function(self) return self.position.GetY() <= 0 and self:require_input_window("656", 7) end, },
{ "Dash_Backward", condition = function(self) return self.position.GetY() <= 0 and self:require_input_window("454", 7) end, },
},
CrouchStart = {
{ "StaggerCrouchStart", condition = function(self) return self:require_hurt() end, },
{ "Idle", condition = function(self) return self:require_input("5") end, },
{ "Crouch", condition = function(self) return (self:require_input("1") or self:require_input("2") or self:require_input("3")) and self:require_animationfinish() end, },
},
Crouch = {
{ "LowGuard", condition = function(self) return self:require_guard() and self:require_input("1") end, },
{ "StaggerCrouchStart", condition = function(self) return self:require_hurt() end, },
{ "CrouchEnd", condition = function(self) return self:require_input("5") or self:require_input("4") or self:require_input("6") or self:require_input("7") or self:require_input("8") or self:require_input("9") end, },
{ "LowPunch", condition = function(self) return self:require_input("2A") or self:require_input("1A") or self:require_input("3A") end, },
{ "LowKick", condition = function(self) return self:require_input("2C") or self:require_input("1C") or self:require_input("3C") end, },
{ "Uppercut", condition = function(self) return self:require_input("2B") or self:require_input("1B") or self:require_input("3B") end, },
},
CrouchEnd = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Idle", condition = function(self) return self:require_animationfinish() end, },
},
Turn = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Idle", condition = function(self) return self:require_animationfinish() end, },
},
Guard = {
{ "Turn", condition = function(self) return self.request_face ~= self.face end, },
{ "Idle", condition = function(self) return not self:require_input("4") end, },
},
LowGuard = {
{ "Turn", condition = function(self) return self.request_face ~= self.face end, },
{ "Crouch", condition = function(self) return not self:require_input("1") end, },
},
LightPunch = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Idle", condition = function(self) return self:require_animationfinish() end, },
},
ForwardLightPunch = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Idle", condition = function(self) return self:require_animationfinish() end, },
},
HeavyPunch = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Idle", condition = function(self) return self:require_animationfinish() end, },
},
LowPunch = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Crouch", condition = function(self) return self:require_animationfinish() end, },
},
LightKick = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Idle", condition = function(self) return self:require_animationfinish() end, },
},
HeavyKick = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Idle", condition = function(self) return self:require_animationfinish() end, },
},
AirKick = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() end, },
{ "Fall", condition = function(self) return self:require_animationfinish() end, },
},
AirHeavyKick = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() end, },
{ "Fall", condition = function(self) return self:require_animationfinish() end, },
},
LowKick = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Crouch", condition = function(self) return self:require_animationfinish() end, },
},
ChargeKick = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Idle", condition = function(self) return self:require_animationfinish() end, },
},
Uppercut = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Idle", condition = function(self) return self:require_animationfinish() end, },
},
SpearJaunt = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Idle", condition = function(self) return self:require_animationfinish() end, },
},
Shoryuken = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "FallStart", condition = function(self) return self:require_animationfinish() end, },
},
StaggerStart = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() and self.position.GetY() > 0 end, },
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Stagger", condition = function(self) return self:require_animationfinish() end, },
},
Stagger = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() and self.position.GetY() > 0 end, },
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "StaggerEnd", condition = function(self) return not self:require_hurt() end, },
},
StaggerEnd = {
{ "DieStart", condition = function(self) return self:require_dead() end, },
{ "StaggerAirStart", condition = function(self) return self:require_hurt() and self.position.GetY() > 0 end, },
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Idle", condition = function(self) return self:require_animationfinish() end, },
},
StaggerCrouchStart = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() and self.position.GetY() > 0 end, },
{ "StaggerCrouchStart", condition = function(self) return self:require_hurt() end, },
{ "StaggerCrouch", condition = function(self) return self:require_animationfinish() end, },
},
StaggerCrouch = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() and self.position.GetY() > 0 end, },
{ "StaggerCrouchStart", condition = function(self) return self:require_hurt() end, },
{ "StaggerCrouchEnd", condition = function(self) return not self:require_hurt() end, },
},
StaggerCrouchEnd = {
{ "DieStart", condition = function(self) return self:require_dead() end, },
{ "StaggerAirStart", condition = function(self) return self:require_hurt() and self.position.GetY() > 0 end, },
{ "StaggerCrouchStart", condition = function(self) return self:require_hurt() end, },
{ "Crouch", condition = function(self) return self:require_animationfinish() end, },
},
StaggerAirStart = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() end, },
{ "StaggerAir", condition = function(self) return self:require_animationfinish() end, },
},
StaggerAir = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() end, },
{ "StaggerAirEnd", condition = function(self) return not self:require_hurt() end, },
},
StaggerAirEnd = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() end, },
{ "Downed", condition = function(self) return self:require_animationfinish() and self.position.GetY() < 0.2 end, },
},
Downed = {
{ "DownedDieStart", condition = function(self) return self:require_dead() end, },
{ "Getup", condition = function(self) return self:require_input("A") or self:require_input("B") or self:require_input("C") or self.frame > 60 end, },
},
DownedDieStart = {
{ "DownedDie", condition = function(self) return self:require_animationfinish() end, },
},
DownedDie = {
},
DieStart = {
{ "Die", condition = function(self) return self:require_animationfinish() end, },
},
Die = {
},
Getup = {
{ "Idle", condition = function(self) return self:require_animationfinish() end, },
},
},
state = "Idle", -- starting state
-- Ends the current state:
EndState = function(self)
scene.Component_GetAnimation(self.states[self.state].anim).Stop()
end,
-- Starts a new state:
StartState = function(self, dst_state)
scene.Component_GetAnimation(self.states[dst_state].anim).Play()
self.frame = 0
self.state = dst_state
end,
-- Step state machine and execute current state:
ExecuteStateMachine = function(self)
-- Parse state machine at current state and perform transition if applicable:
local transition_candidates = self.statemachine[self.state]
if(transition_candidates ~= nil) then
for i,dst in pairs(transition_candidates) do
-- check transition requirement conditions:
local requirements_met = true
if(dst.condition ~= nil) then
requirements_met = dst.condition(self)
end
if(requirements_met) then
-- transition to new state when all requirements are met:
self:EndState()
self:StartState(dst[1])
break
end
end
end
-- Execute the currently active state:
local current_state = self.states[self.state]
if(current_state ~= nil) then
if(current_state.update ~= nil) then
current_state.update(self)
end
end
end,
Create = function(self, face, shirt_color)
-- Load the model into a custom scene:
-- We use a custom scene because if two models are loaded into the global scene, they will have name collisions
-- and thus we couldn't properly query entities by name
local model_scene = Scene()
self.model = LoadModel(model_scene, "../models/havoc/havoc.wiscene")
-- Place model according to starting facing direction:
self.face = face
self.request_face = face
self.position = Vector(self.face * -4)
-- Set shirt color to differentiate between characters:
local shirt_material_entity = model_scene.Entity_FindByName("material_shirt")
model_scene.Component_GetMaterial(shirt_material_entity).SetBaseColor(shirt_color)
-- Set user stencil ref for all materials:
for i,material in ipairs(model_scene.Component_GetMaterialArray()) do
material.SetUserStencilRef(1)
end
local stencilref_cutout = model_scene.Component_GetMaterialArray()[1].GetStencilRef() -- we will use the final material stencilref from the first material to cut out the hp bar sprites...
-- Initialize states:
for i,state in pairs(self.states) do
state.anim = model_scene.Entity_FindByName(state.anim_name)
if(state.looped ~= nil) then
model_scene.Component_GetAnimation(state.anim).SetLooped(state.looped)
end
end
-- Move the custom scene into the global scene:
scene.Merge(model_scene)
-- Load effects:
local effect_scene = Scene()
effect_scene.Clear()
LoadModel(effect_scene, "../models/emitter_dust.wiscene")
self.effect_dust = effect_scene.Entity_FindByName("dust") -- query the emitter entity by name
effect_scene.Component_GetEmitter(self.effect_dust).SetEmitCount(0) -- don't emit continuously
scene.Merge(effect_scene)
effect_scene.Clear()
LoadModel(effect_scene, "../models/emitter_hiteffect.wiscene")
self.effect_hit = effect_scene.Entity_FindByName("hit") -- query the emitter entity by name
effect_scene.Component_GetEmitter(self.effect_hit).SetEmitCount(0) -- don't emit continuously
scene.Merge(effect_scene)
effect_scene.Clear()
LoadModel(effect_scene, "../models/emitter_guardeffect.wiscene")
self.effect_guard = effect_scene.Entity_FindByName("guard") -- query the emitter entity by name
effect_scene.Component_GetEmitter(self.effect_guard).SetEmitCount(0) -- don't emit continuously
scene.Merge(effect_scene)
effect_scene.Clear()
LoadModel(effect_scene, "../models/emitter_spark.wiscene")
self.effect_spark = effect_scene.Entity_FindByName("spark") -- query the emitter entity by name
effect_scene.Component_GetEmitter(self.effect_spark).SetEmitCount(0) -- don't emit continuously
scene.Merge(effect_scene)
-- HP bar, etc. sprites:
local renderPath = main.GetActivePath()
self.sprite_hpbar_background = Sprite("../images/hp_bar.png")
local fx = self.sprite_hpbar_background.GetParams()
fx.SetStencil(STENCILMODE_NOT, stencilref_cutout)
fx.EnableDrawRect(Vector(0, 180, 1430, 180))
fx.SetColor(Vector(0,0,0,0.5))
if(self.face > 0) then
fx.EnableMirror()
fx.SetPivot(Vector(1,0))
else
fx.DisableMirror()
fx.SetPivot(Vector(0,0))
end
self.sprite_hpbar_background.SetParams(fx)
renderPath.AddSprite(self.sprite_hpbar_background)
self.sprite_hpbar_hp = Sprite("../images/hp_bar.png")
fx = self.sprite_hpbar_hp.GetParams()
fx.SetStencil(STENCILMODE_NOT, stencilref_cutout)
fx.EnableDrawRect(Vector(0, 180, 1430, 180))
fx.SetColor(Vector(0,1,0.5,1))
if(self.face > 0) then
fx.EnableMirror()
fx.SetPivot(Vector(1,0))
else
fx.DisableMirror()
fx.SetPivot(Vector(0,0))
end
self.sprite_hpbar_hp.SetParams(fx)
renderPath.AddSprite(self.sprite_hpbar_hp)
self.sprite_hpbar_pattern = Sprite("../images/hp_bar.png", "../images/hp_bar.png")
fx = self.sprite_hpbar_pattern.GetParams()
fx.SetStencil(STENCILMODE_NOT, stencilref_cutout)
fx.EnableDrawRect(Vector(0, 360, 1430, 180))
fx.EnableDrawRect2(Vector(0, 180, 1430, 180))
fx.SetColor(Vector(1,1,1,0.2))
if(self.face > 0) then
fx.EnableMirror()
fx.SetPivot(Vector(1,0))
else
fx.DisableMirror()
fx.SetPivot(Vector(0,0))
end
self.sprite_hpbar_pattern.SetParams(fx)
local pattern_anim = self.sprite_hpbar_pattern.GetAnim()
local movingtexanim = MovingTexAnim()
movingtexanim.SetSpeedX(60)
pattern_anim.SetMovingTexAnim(movingtexanim)
self.sprite_hpbar_pattern.SetAnim(pattern_anim)
renderPath.AddSprite(self.sprite_hpbar_pattern)
self.sprite_hpbar_pattern2 = Sprite("../images/hp_bar.png", "../images/hp_bar.png")
fx = self.sprite_hpbar_pattern2.GetParams()
fx.SetStencil(STENCILMODE_NOT, stencilref_cutout)
fx.EnableDrawRect(Vector(0, 360, 1430, 180))
fx.EnableDrawRect2(Vector(0, 180, 1430, 180))
fx.SetColor(Vector(1,1,1,0.2))
if(self.face > 0) then
fx.EnableMirror()
fx.SetPivot(Vector(1,0))
else
fx.DisableMirror()
fx.SetPivot(Vector(0,0))
end
self.sprite_hpbar_pattern2.SetParams(fx)
local pattern_anim = self.sprite_hpbar_pattern.GetAnim()
local movingtexanim = MovingTexAnim()
movingtexanim.SetSpeedX(-40)
pattern_anim.SetMovingTexAnim(movingtexanim)
self.sprite_hpbar_pattern2.SetAnim(pattern_anim)
renderPath.AddSprite(self.sprite_hpbar_pattern2)
self.sprite_hpbar_border = Sprite("../images/hp_bar.png")
fx = self.sprite_hpbar_border.GetParams()
fx.SetStencil(STENCILMODE_NOT, stencilref_cutout)
fx.EnableDrawRect(Vector(0, 0, 1430, 180))
if(self.face > 0) then
fx.EnableMirror()
fx.SetPivot(Vector(1,0))
else
fx.DisableMirror()
fx.SetPivot(Vector(0,0))
end
self.sprite_hpbar_border.SetParams(fx)
renderPath.AddSprite(self.sprite_hpbar_border)
if(self.face > 0) then
self.sprite_timer = Sprite("../images/hp_bar.png")
fx = self.sprite_timer.GetParams()
fx.SetStencil(STENCILMODE_NOT, stencilref_cutout)
fx.EnableDrawRect(Vector(0,540,360,180))
fx.SetPivot(Vector(0.5,0))
self.sprite_timer.SetParams(fx)
renderPath.AddSprite(self.sprite_timer)
end
self:StartState(self.state)
end,
ai_state = "Idle",
AI = function(self)
-- todo some better AI bot behaviour
if(self.ai_state == "Jump") then
table.insert(self.input_buffer, {age = 0, command = "8"})
elseif(self.ai_state == "Crouch") then
table.insert(self.input_buffer, {age = 0, command = "2"})
elseif(self.ai_state == "Guard" and self:require_guard()) then
table.insert(self.input_buffer, {age = 0, command = "4"})
elseif(self.ai_state == "Attack") then
table.insert(self.input_buffer, {age = 0, command = "5A"})
else
table.insert(self.input_buffer, {age = 0, command = "5"})
end
end,
-- Read input and store in the buffer:
Input = function(self)
-- read input (todo gamepad/stick):
local left = input.Down(string.byte('A'))
local right = input.Down(string.byte('D'))
local up = input.Down(string.byte('W'))
local down = input.Down(string.byte('S'))
local A = input.Press(VK_RIGHT)
local B = input.Press(VK_UP)
local C = input.Press(VK_LEFT)
local D = input.Press(VK_DOWN)
-- swap left and right if facing the opposite side:
if(self.face < 0) then
local tmp = right
right = left
left = tmp
end
if(up and left) then
table.insert(self.input_buffer, {age = 0, command = "7"})
elseif(up and right) then
table.insert(self.input_buffer, {age = 0, command = "9"})
elseif(up) then
table.insert(self.input_buffer, {age = 0, command = "8"})
elseif(down and left) then
table.insert(self.input_buffer, {age = 0, command = "1"})
elseif(down and right) then
table.insert(self.input_buffer, {age = 0, command = "3"})
elseif(down) then
table.insert(self.input_buffer, {age = 0, command = "2"})
elseif(left) then
table.insert(self.input_buffer, {age = 0, command = "4"})
elseif(right) then
table.insert(self.input_buffer, {age = 0, command = "6"})
else
table.insert(self.input_buffer, {age = 0, command = "5"})
end
if(A) then
table.insert(self.input_buffer, {age = 0, command = "A"})
end
if(B) then
table.insert(self.input_buffer, {age = 0, command = "B"})
end
if(C) then
table.insert(self.input_buffer, {age = 0, command = "C"})
end
if(D) then
table.insert(self.input_buffer, {age = 0, command = "D"})
end
end,
-- Update character state and forces once per frame:
Update = function(self)
self.frame = self.frame + 1
self.guarding = false
-- force from gravity:
self.force = Vector(0,-0.04,0)
self:ExecuteStateMachine()
-- Manage input buffer:
for i,element in pairs(self.input_buffer) do -- every input gets older by one frame
element.age = element.age + 1
end
if(#self.input_buffer > 60) then -- only keep the last 60 inputs
table.remove(self.input_buffer, 1)
end
-- apply force:
self.velocity = vector.Add(self.velocity, self.force)
-- aerial drag:
self.velocity = vector.Multiply(self.velocity, 0.98)
-- check if we are below or on the ground:
if(self.position.GetY() <= 0 and self.velocity.GetY()<=0) then
self.position.SetY(0) -- snap to ground
self.velocity.SetY(0) -- don't fall below ground
self.velocity = vector.Multiply(self.velocity, 0.86) -- ground drag
end
-- update sprites:
local scaling = GetScreenWidth() / 3840.0
local hp_percentage = self.hp / self.max_hp
local fx = self.sprite_hpbar_background.GetParams()
local offset_from_center = 200 * scaling
if(fx.IsMirrorEnabled()) then
offset_from_center = offset_from_center * -1
end
fx.SetPos(Vector(GetScreenWidth() / 2 + offset_from_center, GetScreenHeight() / 16))
fx.SetSize(vector.Multiply(Vector(1430, 180), scaling))
self.sprite_hpbar_background.SetParams(fx)
fx = self.sprite_hpbar_hp.GetParams()
fx.SetPos(Vector(GetScreenWidth() / 2 + offset_from_center, GetScreenHeight() / 16))
fx.SetSize(vector.Multiply(Vector(1430 * hp_percentage, 180), scaling))
fx.EnableDrawRect(Vector(0, 180, 1430 * hp_percentage, 180))
if(hp_percentage < 0.25) then
fx.SetColor(Vector(1,0.25,0,1))
elseif(hp_percentage < 1) then
fx.SetColor(Vector(1,1,0,1))
else
fx.SetColor(Vector(0,1,0.5,1))
end
self.sprite_hpbar_hp.SetParams(fx)
fx = self.sprite_hpbar_pattern.GetParams()
fx.SetPos(Vector(GetScreenWidth() / 2 + offset_from_center, GetScreenHeight() / 16))
fx.SetSize(vector.Multiply(Vector(1430 * hp_percentage, 180), scaling))
fx.EnableDrawRect(Vector(0, 360, 1430 * hp_percentage, 180))
fx.EnableDrawRect2(Vector(0, 180, 1430 * hp_percentage, 180))
self.sprite_hpbar_pattern.SetParams(fx)
fx = self.sprite_hpbar_pattern2.GetParams()
fx.SetPos(Vector(GetScreenWidth() / 2 + offset_from_center, GetScreenHeight() / 16))
fx.SetSize(vector.Multiply(Vector(1430 * hp_percentage, 180), scaling))
fx.EnableDrawRect(Vector(0, 370, 1430 * hp_percentage, 180))
fx.EnableDrawRect2(Vector(0, 180, 1430 * hp_percentage, 180))
self.sprite_hpbar_pattern2.SetParams(fx)
fx = self.sprite_hpbar_border.GetParams()
fx.SetPos(Vector(GetScreenWidth() / 2 + offset_from_center, GetScreenHeight() / 16))
fx.SetSize(vector.Multiply(Vector(1430, 180), scaling))
self.sprite_hpbar_border.SetParams(fx)
if(self.sprite_timer ~= nil) then
fx = self.sprite_timer.GetParams()
fx.SetPos(Vector(GetScreenWidth()/2, GetScreenHeight() / 16))
fx.SetSize(vector.Multiply(Vector(360, 180), scaling))
self.sprite_timer.SetParams(fx)
end
end,
-- Updates the character bounding boxes that will be used for collision. This will be processed multiple times per frame:
UpdateCollisionState = function(self, ccd_step)
-- apply velocity:
self.position = vector.Add(self.position, vector.Multiply(self.velocity, ccd_step))
-- Reset collision boxes:
self.clipbox = AABB()
self.hurtboxes = {}
self.hitboxes = {}
self.guardboxes = {}
-- Set collision boxes in local space:
local current_state = self.states[self.state]
if(current_state ~= nil) then
if(current_state.update_collision ~= nil) then
current_state.update_collision(self)
end
if(current_state.clipbox ~= nil) then
self.clipbox = current_state.clipbox
end
if(current_state.hurtbox ~= nil) then
table.insert(self.hurtboxes, current_state.hurtbox)
end
if(current_state.guardbox ~= nil) then
table.insert(self.guardboxes, current_state.guardbox)
end
end
-- Compute global transform for the model:
local model_transform = scene.Component_GetTransform(self.model)
model_transform.ClearTransform()
model_transform.Translate(self.position)
model_transform.Rotate(Vector(0, math.pi * ((self.face - 1) * 0.5)))
model_transform.UpdateTransform()
-- Update collision boxes with global model transform:
local model_mat = model_transform.GetMatrix()
self.clipbox = self.clipbox.Transform(model_mat)
for i,hitbox in ipairs(self.hitboxes) do
self.hitboxes[i] = hitbox.Transform(model_mat)
end
for i,hurtbox in ipairs(self.hurtboxes) do
self.hurtboxes[i] = hurtbox.Transform(model_mat)
end
for i,guardbox in ipairs(self.guardboxes) do
self.guardboxes[i] = guardbox.Transform(model_mat)
end
end,
-- Draws the hitboxes, etc.
DebugDraw = function(self)
if(not debug_draw) then
return
end
DrawPoint(self.position, 0.1, Vector(1,0,0,1))
DrawLine(self.position,self.position:Add(self.velocity), Vector(0,1,0,10))
DrawLine(vector.Add(self.position, Vector(0,1)),vector.Add(self.position, Vector(0,1)):Add(Vector(self.face)), Vector(0,0,1,1))
DrawBox(self.clipbox.GetAsBoxMatrix(), Vector(1,1,0,1))
for i,hitbox in ipairs(self.hitboxes) do
DrawBox(self.hitboxes[i].GetAsBoxMatrix(), Vector(1,0,0,1))
end
for i,hurtbox in ipairs(self.hurtboxes) do
DrawBox(self.hurtboxes[i].GetAsBoxMatrix(), Vector(0,1,0,1))
end
for i,guardbox in ipairs(self.guardboxes) do
DrawBox(self.guardboxes[i].GetAsBoxMatrix(), Vector(0,0,1,1))
end
end,
}
self:Create(face, shirt_color)
return self
end
-- script camera state:
local camera_position = Vector()
local camera_transform = TransformComponent()
local CAMERA_HEIGHT = 4 -- camera height from ground
local DEFAULT_CAMERADISTANCE = -9.5 -- the default camera distance when characters are close to each other
local MODIFIED_CAMERADISTANCE = -11.5 -- if the two players are far enough from each other, the camera will zoom out to this distance
local CAMERA_DISTANCE_MODIFIER = 10 -- the required distance between the characters when the camera should zoom out
local XBOUNDS = 20 -- play area horizontal bounds
local CAMERA_SIDE_LENGTH = 10 -- play area inside the camera (character can't move outside camera even if inside the play area)
-- ***Interaction between two characters:
local ResolveCharacters = function(player1, player2)
player1:Input()
player2:AI()
player1:Update()
player2:Update()
-- Facing direction requests:
if(player1.position.GetX() < player2.position.GetX()) then
player1.request_face = 1
player2.request_face = -1
else
player1.request_face = -1
player2.request_face = 1
end
-- Camera bounds:
local camera_side_left = camera_position.GetX() - CAMERA_SIDE_LENGTH
local camera_side_right = camera_position.GetX() + CAMERA_SIDE_LENGTH
-- Push:
-- player on the edge of screen can initiate push transfer:
-- it means that the player cannot be pushed further, so the opponent will be pushed back instead to compensate:
if(player2.position.GetX() <= camera_side_left and player1.push.GetX() < 0) then
player2.push.SetX(-player1.push.GetX())
end
if(player2.position.GetX() >= camera_side_right and player1.push.GetX() > 0) then
player2.push.SetX(-player1.push.GetX())
end
if(player1.position.GetX() <= camera_side_left and player2.push.GetX() < 0) then
player1.push.SetX(-player1.push.GetX())
end
if(player1.position.GetX() >= camera_side_right and player2.push.GetX() > 0) then
player1.push.SetX(-player1.push.GetX())
end
-- apply push forces:
if(player1.push.Length() > 0) then
player2.velocity = player1.push
end
if(player2.push.Length() > 0) then
player1.velocity = player2.push
end
-- reset push forces:
player1.push = Vector()
player2.push = Vector()
-- Continuous collision detection will be iterated multiple times to avoid "bullet through paper problem":
local iterations = 10
local ccd_step = 1.0 / iterations
for i=1,iterations, 1 do
player1:UpdateCollisionState(ccd_step)
player2:UpdateCollisionState(ccd_step)
-- Hit/Hurt/Guard:
player1.hitconfirm = false
player1.hurt = false
player1.hit_guard = false
player2.hitconfirm = false
player2.hurt = false
player2.hit_guard = false
-- player1 hits player2:
for i,hitbox in pairs(player1.hitboxes) do
for j,hurtbox in pairs(player2.hurtboxes) do
if(hitbox.Intersects2D(hurtbox)) then
player1.hitconfirm = true
player2.hurt = true
if(player2.guarding) then
player1.hit_guard = true
else
player2.hp = math.max(0, player2.hp - 10)
end
break
end
end
end
-- player2 hits player1:
for i,hitbox in ipairs(player2.hitboxes) do
for j,hurtbox in ipairs(player1.hurtboxes) do
if(hitbox.Intersects2D(hurtbox)) then
player2.hitconfirm = true
player1.hurt = true
if(player1.guarding) then
player2.hit_guard = true
else
player1.hp = math.max(0, player1.hp - 10)
end
break
end
end
end
player1.can_guard = false
player2.can_guard = false
-- player1 guardbox player2:
for i,guardbox in pairs(player1.guardboxes) do
for j,hurtbox in pairs(player2.hurtboxes) do
if(guardbox.Intersects2D(hurtbox)) then
player2.can_guard = true
break
end
end
end
-- player2 guardbox player1:
for i,guardbox in pairs(player2.guardboxes) do
for j,hurtbox in pairs(player1.hurtboxes) do
if(guardbox.Intersects2D(hurtbox)) then
player1.can_guard = true
break
end
end
end
-- Clipping:
if(player1.clipbox.Intersects2D(player2.clipbox)) then
local center1 = player1.clipbox.GetCenter().GetX()
local center2 = player2.clipbox.GetCenter().GetX()
local extent1 = player1.clipbox.GetHalfExtents().GetX()
local extent2 = player2.clipbox.GetHalfExtents().GetX()
local diff = math.abs(center2 - center1)
local target_diff = math.abs(extent2 + extent1)
local offset = (target_diff - diff) * 0.5
offset = math.lerp( offset, math.min(offset, 0.3 * ccd_step), math.saturate(math.abs(player1.position.GetY() - player2.position.GetY())) ) -- smooth out clipping in mid-air
player1.position.SetX(player1.position.GetX() - offset * player1.request_face)
player2.position.SetX(player2.position.GetX() - offset * player2.request_face)
end
-- Clamp the players inside the camera:
player1.position.SetX(math.clamp(player1.position.GetX(), camera_side_left, camera_side_right))
player2.position.SetX(math.clamp(player2.position.GetX(), camera_side_left, camera_side_right))
local camera_position_new = Vector()
local distanceX = math.abs(player1.position.GetX() - player2.position.GetX())
local distanceY = math.abs(player1.position.GetY() - player2.position.GetY())
-- camera height:
if(player1.position.GetY() > 4 or player2.position.GetY() > 4) then
camera_position_new.SetY( math.min(player1.position.GetY(), player2.position.GetY()) + distanceY )
else
camera_position_new.SetY(CAMERA_HEIGHT)
end
-- camera distance:
if(distanceX > CAMERA_DISTANCE_MODIFIER) then
camera_position_new.SetZ(MODIFIED_CAMERADISTANCE)
else
camera_position_new.SetZ(DEFAULT_CAMERADISTANCE)
end
-- camera horizontal position:
local centerX = math.clamp((player1.position.GetX() + player2.position.GetX()) * 0.5, -XBOUNDS, XBOUNDS)
camera_position_new.SetX(centerX)
-- smooth camera:
camera_position = vector.Lerp(camera_position, camera_position_new, 0.1 * ccd_step)
end
-- Update collision state once more (but with ccd_step = 0) so that bounding boxes and system transform is up to date:
player1:UpdateCollisionState(0)
player2:UpdateCollisionState(0)
-- Update the system global camera with current values:
camera_transform.ClearTransform()
camera_transform.Translate(camera_position)
camera_transform.UpdateTransform()
GetCamera().TransformCamera(camera_transform)
player1:DebugDraw()
player2:DebugDraw()
end
-- ****Main loop:
runProcess(function()
ClearWorld() -- clears global scene and renderer
SetProfilerEnabled(false) -- have a bit more screen space
-- Fighting game needs stable frame rate and deterministic controls at all times. We will also refer to frames in this script instead of time units.
-- We lock the framerate to 60 FPS, so if frame rate goes below, game will play slower
--
-- There is also the possibility to implement game logic in fixed_update() instead, but that is not common for fighting games
main.SetTargetFrameRate(60)
main.SetFrameRateLock(true)
-- We will override the render path so we can invoke the script from Editor and controls won't collide with editor scripts
-- Also save the active component that we can restore when ESCAPE is pressed
local prevPath = main.GetActivePath()
local path = RenderPath3D_TiledForward()
main.SetActivePath(path)
local help_text = ""
help_text = help_text .. "This script is showcasing how to write a simple fighting game.\n"
help_text = help_text .. "\nESCAPE key: quit\nR: reload script"
help_text = help_text .. "\nWASD: move"
help_text = help_text .. "\nRight: action A"
help_text = help_text .. "\nUp: action B"
help_text = help_text .. "\nLeft: action C"
help_text = help_text .. "\nDown: action D"
help_text = help_text .. "\nJ: player2 will always jump"
help_text = help_text .. "\nC: player2 will always crouch"
help_text = help_text .. "\nG: player2 will always guard"
help_text = help_text .. "\nK: player2 will always attack"
help_text = help_text .. "\nI: player2 will be idle"
help_text = help_text .. "\nH: toggle Debug Draw"
help_text = help_text .. "\n\nMovelist:"
help_text = help_text .. "\n\t A : Light Punch"
help_text = help_text .. "\n\t B : Heavy Punch"
help_text = help_text .. "\n\t C : Light Kick"
help_text = help_text .. "\n\t D : Heavy Kick"
help_text = help_text .. "\n\t 6A : Forward Light Punch"
help_text = help_text .. "\n\t 2A : Low Punch"
help_text = help_text .. "\n\t 2B : Uppercut"
help_text = help_text .. "\n\t 2C : Low Kick"
help_text = help_text .. "\n\t 4(charge) 6C : Charge Kick"
help_text = help_text .. "\n\t C : Air Kick (while jumping)"
help_text = help_text .. "\n\t 2C : Air Heavy Kick (while jumping)"
help_text = help_text .. "\n\t 623B: Shoryuken"
help_text = help_text .. "\n\t 236B: Jaunt"
local font = Font(help_text);
font.SetSize(22)
font.SetPos(Vector(10, GetScreenHeight() - 10))
font.SetAlign(WIFALIGN_LEFT, WIFALIGN_BOTTOM)
font.SetColor(0xFF4D21FF)
font.SetShadowColor(Vector(0,0,0,1))
path.AddFont(font)
local info = Font("");
info.SetSize(24)
info.SetPos(Vector(GetScreenWidth() / 2, GetScreenHeight() * 0.9))
info.SetAlign(WIFALIGN_LEFT, WIFALIGN_CENTER)
info.SetShadowColor(Vector(0,0,0,1))
path.AddFont(info)
LoadModel("../models/dojo.wiscene")
-- Create the two player characters. Parameters are facing direction and shirt material color to differentiate between them:
local player1 = Character(1, Vector(1,1,1,1)) -- facing to right, white shirt
local player2 = Character(-1, Vector(1,0,0,1)) -- facing to left, red shirt
while true do
ResolveCharacters(player1, player2)
if(input.Press(string.byte('I'))) then
player2.ai_state = "Idle"
elseif(input.Press(string.byte('J'))) then
player2.ai_state = "Jump"
elseif(input.Press(string.byte('C'))) then
player2.ai_state = "Crouch"
elseif(input.Press(string.byte('G'))) then
player2.ai_state = "Guard"
elseif(input.Press(string.byte('K'))) then
player2.ai_state = "Attack"
elseif(input.Press(string.byte('H'))) then
debug_draw = not debug_draw
end
local inputString = "input: "
for i,element in ipairs(player1.input_buffer) do
if(element.command ~= "5") then
inputString = inputString .. element.command
end
end
info.SetText(inputString .. "\nstate = " .. player1.state .. "\nframe = " .. player1.frame)
-- Wait for Engine update tick
update()
if(input.Press(VK_ESCAPE)) then
-- restore previous component
-- so if you loaded this script from the editor, you can go back to the editor with ESC
backlog_post("EXIT")
killProcesses()
main.SetActivePath(prevPath)
return
end
if(input.Press(string.byte('R'))) then
-- reload script
backlog_post("RELOAD")
killProcesses()
main.SetActivePath(prevPath)
dofile("fighting_game.lua")
return
end
end
end)