Files
WickedEngine/Content/scripts/fighting_game.lua
T
2021-03-21 18:54:04 +01:00

2044 lines
84 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 can help to specify in some cases, for example: double tap right button would need a neutral in between the two presses, like this: 656. Also, "5A" means that A is pressed only once, not continuously.
local scene = GetScene()
local debug_draw = true -- press H button to toggle
local player2_control = "CPU" -- can be "CPU" or "Controller2". player1 will always use Keyboard and Controller1 for now (for simplicity)
-- **The character "class" is a wrapper function that returns a local internal table called "self"
local function Character(face, skin_color, shirt_color, hair_color, shoe_color)
local self = {
model = INVALID_ENTITY,
effect_dust = INVALID_ENTITY,
effect_hit = INVALID_ENTITY,
effect_guard = INVALID_ENTITY,
effect_spark = INVALID_ENTITY,
model_fireball = INVALID_ENTITY,
effect_fireball = INVALID_ENTITY,
effect_fireball_haze = 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
hitconfirms = {}, -- contains the frames in which the opponent was hit. Resets in the beginning of every action
hitconfirms_guard = {}, -- contains the frames in which the opponent was hit but guarded. Resets in the beginning of every action
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
max_hp = 10000, -- maximum health
hp = 10000, -- current health
fireball_active = false, -- fireball is on screen or not
-- Box helpers:
set_box_local = function(self, boxlist, aabb) -- sets box relative to character orientation
table.insert(boxlist, aabb.Transform(scene.Component_GetTransform(self.model).GetMatrix()))
end,
set_box_global = function(self, boxlist, aabb) -- sets box in absolute orientation
table.insert(boxlist, aabb)
end,
-- Effect helpers:
spawn_effect_hit = function(self, 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:require_hitconfirm_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(pos)
scene.Component_GetEmitter(self.effect_spark).Burst(4)
transform_component = scene.Component_GetTransform(self.effect_spark)
transform_component.ClearTransform()
transform_component.Translate(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(pos)
local light_component = scene.Component_CreateLight(entity)
light_component.SetType(POINT)
light_component.SetRange(8)
light_component.SetEnergy(4)
if(self:require_hitconfirm_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_fireball = function(self, pos, velocity)
self.fireball_active = true
local fireball_life = 8 -- can hit the player so many times
runProcess(function() -- first subprocess begins effect
scene.Component_GetEmitter(self.effect_fireball).SetEmitCount(2000)
scene.Component_GetEmitter(self.effect_fireball_haze).SetEmitCount(10)
local transform_component = scene.Component_GetTransform(self.model_fireball)
transform_component.ClearTransform()
transform_component.Translate(pos)
end)
runProcess(function()
for i=1,120,1 do -- move the fireball effect for some frames
local transform_component = scene.Component_GetTransform(self.model_fireball)
if(fireball_life == 0) then
break
end
if(self:require_hitconfirm()) then
self:spawn_effect_hit(transform_component.GetPosition())
fireball_life = fireball_life - 1
else
transform_component.Translate(velocity)
transform_component.UpdateTransform()
end
waitSignal("subprocess_update" .. self.model)
end
scene.Component_GetEmitter(self.effect_fireball).SetEmitCount(0)
scene.Component_GetEmitter(self.effect_fireball_haze).SetEmitCount(0)
scene.Component_GetTransform(self.model_fireball).Translate(Vector(0,0,-1000000))
self.fireball_active = false
end)
runProcess(function() -- while there is a fireball, activate hitboxes
while(self.fireball_active) do
local transform_component = scene.Component_GetTransform(self.model_fireball)
self:set_box_global(self.hitboxes, AABB(Vector(-0.5,-0.5), Vector(0.5,0.5)).Transform(transform_component.GetMatrix()) )
self:set_box_global(self.guardboxes, AABB(Vector(-10,-10), Vector(10,10)).Transform(transform_component.GetMatrix()) )
waitSignal("subprocess_update_collisions" .. self.model)
end
end)
end,
spawn_effect_dust = function(self, 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(pos)
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, string.len(inputString))
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, frame) -- true if this player hit the other, optionally provide frame number to check if hit occured in the past or not
frame = frame or (self.frame - 1)
for i,hit in ipairs(self.hitconfirms) do
if(hit == frame) then
return true
end
end
return false
end,
require_hitconfirm_guard = function(self, frame) -- true if this player hit the opponent but the opponent guarded it, optionally provide frame number to check if hit occured in the past or not
frame = frame or (self.frame - 1)
for i,hit in ipairs(self.hitconfirms_guard) do
if(hit == frame) then
return true
end
end
return false
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(self.position)
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(self.position)
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(self.position)
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(self.position)
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(self.position)
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(self.position)
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,
},
Taunt = {
anim_name = "Taunt",
anim = INVALID_ENTITY,
looped = false,
clipbox = AABB(Vector(-1), Vector(1, 5)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 5.5)),
},
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_frame(5)) then
self:set_box_local(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.Add(self.position, 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
self:set_box_local(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.Add(self.position, 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
self:set_box_local(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.Add(self.position, 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
self:set_box_local(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.Add(self.position, 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(7,8)) then
self:set_box_local(self.hitboxes, AABB(Vector(0,0), Vector(3,3)) )
end
end,
update = function(self)
if(self:require_hitconfirm()) then
self:spawn_effect_hit(vector.Add(self.position, 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(10,13)) then
self:set_box_local(self.hitboxes, AABB(Vector(0,0), Vector(4,3)) )
end
end,
update = function(self)
if(self:require_hitconfirm()) then
self:spawn_effect_hit(vector.Add(self.position, 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
self:set_box_local(self.hitboxes, AABB(Vector(0,0), Vector(3,3)) )
end
end,
update = function(self)
if(self:require_hitconfirm()) then
self:spawn_effect_hit(vector.Add(self.position, 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
self:set_box_local(self.hitboxes, AABB(Vector(0,-3), Vector(3,3)) )
end
end,
update = function(self)
if(self:require_hitconfirm()) then
self:spawn_effect_hit(vector.Add(self.position, Vector(2 * self.face,1,-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
self:set_box_local(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.Add(self.position, 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
self:set_box_local(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.Add(self.position, 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
self:set_box_local(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.Add(self.position, 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, 0.6) -- if not guarded, push opponent up
end
end
end,
},
Jaunt = {
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
self:set_box_local(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.Add(self.position, 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(0,4)) then -- little invincibility at start
self.hurtboxes = {}
end
if(self:require_window(2,20)) then
self:set_box_local(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.Add(self.position, 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,
},
Fireball = {
anim_name = "SpearJaunt", -- todo: needs new anim
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)
self.velocity = Vector()
end,
update = function(self)
if(self:require_frame(16)) then
local fireball_velocity = Vector(self.face * 0.3)
if(self.position.GetY() > 0) then
fireball_velocity.SetY(-0.18)
end
self:spawn_effect_fireball(vector.Add(self.position, Vector(2.5 * self.face, 3.4)), fireball_velocity)
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, 1)),
hurtbox = AABB(Vector(-1.2), Vector(1.2, 1)),
update = function(self)
if(self.position.GetY() < 1 and self.velocity.GetY() < 0) then
self:spawn_effect_dust(self.position)
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",
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, },
{ "Jaunt", condition = function(self) return self:require_motion_qcf("B") end, },
{ "Fireball", condition = function(self) return not self.fireball_active and self:require_motion_qcf("A") 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) or self:require_input_window("1111111111111111116C", 30) end, },
{ "Taunt", condition = function(self) return self:require_input_window("5T", 10) end, },
{ "LightPunch", condition = function(self) return self:require_input("5A") end, },
{ "HeavyPunch", condition = function(self) return self:require_input("5B") end, },
{ "LightKick", condition = function(self) return self:require_input("5C") end, },
{ "HeavyKick", condition = function(self) return self:require_input("5D") 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) or self:require_input_window("1111111111111111116C", 30) end, },
{ "LightPunch", condition = function(self) return self:require_input("5A") end, },
{ "HeavyPunch", condition = function(self) return self:require_input("5B") end, },
{ "LightKick", condition = function(self) return self:require_input("5C") end, },
{ "HeavyKick", condition = function(self) return self:require_input("5D") 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, },
{ "Jaunt", condition = function(self) return self:require_motion_qcf("B") end, },
{ "Fireball", condition = function(self) return not self.fireball_active and self:require_motion_qcf("A") 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", 10) 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) or self:require_input_window("1111111111111111116C", 30) end, },
{ "ForwardLightPunch", condition = function(self) return self:require_input("6A") end, },
{ "HeavyPunch", condition = function(self) return self:require_input("5B") end, },
{ "LightKick", condition = function(self) return self:require_input("5C") end, },
{ "HeavyKick", condition = function(self) return self:require_input("5D") 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, },
{ "Jaunt", condition = function(self) return self:require_motion_qcf("B") end, },
{ "Fireball", condition = function(self) return not self.fireball_active and self:require_motion_qcf("A") 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("5B") end, },
{ "LightKick", condition = function(self) return self:require_input("5C") end, },
{ "HeavyKick", condition = function(self) return self:require_input("5D") 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, },
{ "Jaunt", condition = function(self) return self:require_motion_qcf("B") end, },
{ "Fireball", condition = function(self) return not self.fireball_active and self:require_motion_qcf("A") 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) or self:require_input_window("1111111111111111116C", 30) 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("5B") end, },
{ "LightKick", condition = function(self) return self:require_input("5C") end, },
{ "HeavyKick", condition = function(self) return self:require_input("5D") 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, },
{ "Fireball", condition = function(self) return not self.fireball_active and self.position.GetY() > 3 and self:require_motion_qcf("A") 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, },
{ "Fireball", condition = function(self) return not self.fireball_active and self.position.GetY() > 3 and self:require_motion_qcf("A") 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, },
{ "Fireball", condition = function(self) return not self.fireball_active and self.position.GetY() > 3 and self:require_motion_qcf("A") 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, },
{ "Fireball", condition = function(self) return not self.fireball_active and self.position.GetY() > 3 and self:require_motion_qcf("A") 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, },
{ "Fireball", condition = function(self) return not self.fireball_active and self.position.GetY() > 3 and self:require_motion_qcf("A") 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, },
{ "Fireball", condition = function(self) return not self.fireball_active and self:require_motion_qcf("A") 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, },
},
Taunt = {
{ "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, },
{ "LightPunch", condition = function(self) return self:require_window(11,16) and self:require_hitconfirm(5) and self:require_input_window("5A", 10) end, },
{ "HeavyPunch", condition = function(self) return self:require_window(11,16) and self:require_hitconfirm(5) and self:require_input_window("5B", 10) 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, },
{ "ForwardLightPunch", condition = function(self) return self:require_window(11,21) and self:require_hitconfirm(6) and self:require_input_window("6A", 10) end, },
{ "LightKick", condition = function(self) return self:require_window(11,21) and self:require_hitconfirm(6) and self:require_input_window("5C", 10) end, },
{ "HeavyKick", condition = function(self) return self:require_window(11,21) and self:require_hitconfirm(6) and self:require_input_window("5D", 10) 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", condition = function(self) return self:require_window(11,19) and self:require_hitconfirm(8) and self:require_input_window("5D", 10) 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, },
{ "Jump", condition = function(self) return self:require_window(10,26) and self:require_hitconfirm(4) and self:require_input_window("8", 20) end, },
{ "JumpBack", condition = function(self) return self:require_window(10,26) and self:require_hitconfirm(4) and self:require_input_window("7", 20) end, },
{ "JumpForward", condition = function(self) return self:require_window(10,26) and self:require_hitconfirm(4) and self:require_input_window("9", 20) end, },
},
Jaunt = {
{ "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, },
},
Fireball = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "Fall", condition = function(self) return self:require_frame(32) and self.position.GetY() > 0 end, },
{ "Idle", condition = function(self) return self:require_frame(32) 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() and self.position.GetY() < 3 end, },
},
StaggerAirEnd = {
{ "StaggerAirStart", condition = function(self) return self:require_hurt() end, },
{ "Downed", condition = function(self) return self:require_animationfinish() 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 = {
{ "StaggerStart", condition = function(self) return self:require_hurt() end, },
{ "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)
local anim = scene.Component_GetAnimation(self.states[dst_state].anim)
anim.Play()
anim.SetAmount(0)
self.frame = 0
self.state = dst_state
self.hitconfirms = {}
self.hitconfirms_guard = {}
end,
-- Step state machine and execute current state:
ExecuteStateMachine = function(self)
self.frame = self.frame + 1
self.guarding = false
-- 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
-- Animation blending:
local anim = scene.Component_GetAnimation(self.states[self.state].anim)
local anim_amount = anim.GetAmount()
anim.SetAmount(math.lerp(anim_amount, 1, 0.2))
-- 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, skin_color, shirt_color, hair_color, shoe_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 material colors to differentiate between characters:
model_scene.Component_GetMaterial(model_scene.Entity_FindByName("material_skin")).SetBaseColor(skin_color)
model_scene.Component_GetMaterial(model_scene.Entity_FindByName("material_shirt")).SetBaseColor(shirt_color)
model_scene.Component_GetMaterial(model_scene.Entity_FindByName("material_hair")).SetBaseColor(hair_color)
model_scene.Component_GetMaterial(model_scene.Entity_FindByName("material_shoes")).SetBaseColor(shoe_color)
-- Set user stencil ref for all objects:
local stencilref_cutout = 1
for i,object in ipairs(model_scene.Component_GetObjectArray()) do
object.SetUserStencilRef(stencilref_cutout)
end
-- 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)
effect_scene.Clear()
self.model_fireball = LoadModel(effect_scene, "../models/emitter_fireball.wiscene")
self.effect_fireball = effect_scene.Entity_FindByName("fireball") -- query the emitter entity by name
effect_scene.Component_GetEmitter(self.effect_fireball).SetEmitCount(0) -- don't emit continuously
self.effect_fireball_haze = effect_scene.Entity_FindByName("haze") -- query the emitter entity by name
effect_scene.Component_GetEmitter(self.effect_fireball_haze).SetEmitCount(0) -- don't emit continuously
effect_scene.Component_GetTransform(self.model_fireball).Translate(Vector(0,0,-1000000))
scene.Merge(effect_scene)
-- HP bar, etc. sprites:
local renderPath = main.GetActivePath()
self.sprite_hpbar_background = Sprite("hp_bar.png")
local fx = self.sprite_hpbar_background.GetParams()
fx.SetStencilRefMode(STENCILREFMODE_USER) -- we set the stencil ref in user space
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("hp_bar.png")
fx = self.sprite_hpbar_hp.GetParams()
fx.SetStencilRefMode(STENCILREFMODE_USER) -- we set the stencil ref in user space
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("hp_bar.png", "hp_bar.png")
fx = self.sprite_hpbar_pattern.GetParams()
fx.SetStencilRefMode(STENCILREFMODE_USER) -- we set the stencil ref in user space
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("hp_bar.png", "hp_bar.png")
fx = self.sprite_hpbar_pattern2.GetParams()
fx.SetStencilRefMode(STENCILREFMODE_USER) -- we set the stencil ref in user space
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("hp_bar.png")
fx = self.sprite_hpbar_border.GetParams()
fx.SetStencilRefMode(STENCILREFMODE_USER) -- we set the stencil ref in user space
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("hp_bar.png")
fx = self.sprite_timer.GetParams()
fx.SetStencilRefMode(STENCILREFMODE_USER) -- we set the stencil ref in user space
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
-- Controller vibration process:
runProcess(function()
local fb = ControllerFeedback()
local playerindex = 0
local signal = ""
if(self.face > 0) then
fb.SetLEDColor(Vector(1,0,0))
playerindex = 0
signal = "vibrate_player1"
else
fb.SetLEDColor(Vector(0,0,1))
playerindex = 1
signal = "vibrate_player2"
end
input.SetControllerFeedback(fb, playerindex)
while(true) do
waitSignal(signal) -- wait until specific signal arrives
fb.SetVibrationLeft(0.8)
fb.SetVibrationRight(0.8)
input.SetControllerFeedback(fb, playerindex) -- start vibrating controller
waitSeconds(0.1) -- only vibrate for short time
fb.SetVibrationLeft(0)
fb.SetVibrationRight(0)
input.SetControllerFeedback(fb, playerindex) -- stop vibrating controller
end
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:
-- playerindex can differentiate between multiple controllers. eg: controller1 = playerindex0; controller2 = playerindex1
Input = function(self, playerindex)
-- read input:
local left = input.Down(string.byte('A'), playerindex) or input.Down(GAMEPAD_BUTTON_LEFT, playerindex)
local right = input.Down(string.byte('D'), playerindex) or input.Down(GAMEPAD_BUTTON_RIGHT, playerindex)
local up = input.Down(string.byte('W'), playerindex) or input.Down(GAMEPAD_BUTTON_UP, playerindex)
local down = input.Down(string.byte('S'), playerindex) or input.Down(GAMEPAD_BUTTON_DOWN, playerindex)
local A = input.Down(KEYBOARD_BUTTON_RIGHT, playerindex) or input.Down(GAMEPAD_BUTTON_3, playerindex)
local B = input.Down(KEYBOARD_BUTTON_UP, playerindex) or input.Down(GAMEPAD_BUTTON_4, playerindex)
local C = input.Down(KEYBOARD_BUTTON_LEFT, playerindex) or input.Down(GAMEPAD_BUTTON_1, playerindex)
local D = input.Down(KEYBOARD_BUTTON_DOWN, playerindex) or input.Down(GAMEPAD_BUTTON_2, playerindex)
local T = input.Down(string.byte('T'), playerindex) or input.Down(GAMEPAD_BUTTON_5, playerindex)
-- 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'})
elseif(not A and not B and not C and not D and not T) then
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
if(T) then
table.insert(self.input_buffer, {age = 0, command = 'T'})
end
end,
-- Update character state and forces once per frame:
Update = function(self)
-- 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, 0.88) -- 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(1,0.2,0,1))
elseif(hp_percentage < 1) then
fx.SetColor(Vector(1,1,0,1))
else
fx.SetColor(Vector(0,1,0.6,1))
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
signal("subprocess_update" .. self.model)
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))
-- 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()
-- 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.clipbox ~= nil) then
self.clipbox = current_state.clipbox.Transform(model_transform.GetMatrix())
end
if(current_state.hurtbox ~= nil) then
self:set_box_local(self.hurtboxes, current_state.hurtbox)
end
if(current_state.guardbox ~= nil) then
self:set_box_local(self.guardboxes, current_state.guardbox)
end
if(current_state.update_collision ~= nil) then
current_state.update_collision(self)
end
end
signal("subprocess_update_collisions" .. self.model)
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, skin_color, shirt_color, hair_color, shoe_color)
return self
end
-- script camera state:
local camera_position = Vector(0,6,-25)
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 PLAYAREA = 30 -- play area horizontal bounds
-- ***Interaction between two characters:
local ResolveCharacters = function(player1, player2)
player1:Input(0)
if(player2_control == "CPU") then
player2:AI()
else
player2:Input(1)
end
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
-- Update the system global camera with current values:
camera_transform.ClearTransform()
camera_transform.Translate(camera_position)
camera_transform.UpdateTransform()
local camera = GetCamera()
camera.TransformCamera(camera_transform)
camera.UpdateCamera()
-- Camera bounds:
local projection_matrix = camera.GetViewProjection()
local z = vector.TransformCoord(Vector(), projection_matrix).GetZ()
local unprojection_matrix = camera.GetInvViewProjection()
local camera_side_left = vector.TransformCoord(Vector(-1,0,z,1), unprojection_matrix).GetX()
local camera_side_right = vector.TransformCoord(Vector(1,0,z,1), unprojection_matrix).GetX()
local camera_halfwidth = (camera_side_right - camera_side_left) * 0.5
-- Push:
-- opponent on the edge of screen can initiate push transfer:
-- it means that the opponent cannot be pushed further, so the pushing player will be pushed back instead to compensate:
if(player2.clipbox.GetMin().GetX() <= camera_side_left and player1.push.GetX() < 0) then
player2.push.SetX(-player1.push.GetX())
end
if(player2.clipbox.GetMax().GetX() >= camera_side_right and player1.push.GetX() > 0) then
player2.push.SetX(-player1.push.GetX())
end
if(player1.clipbox.GetMin().GetX() <= camera_side_left and player2.push.GetX() < 0) then
player1.push.SetX(-player2.push.GetX())
end
if(player1.clipbox.GetMax().GetX() >= camera_side_right and player2.push.GetX() > 0) then
player1.push.SetX(-player2.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()
-- Because hitbox checks are in ccd phase, we will add hitconfirms after ccd phase is over, only once per frame:
local player1_hitconfirm = false
local player1_hitconfirm_guard = false
local player2_hitconfirm = false
local player2_hitconfirm_guard = false
-- 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.hurt = false
player2.hurt = false
-- player1 hits player2:
for i,hitbox in ipairs(player1.hitboxes) do
for j,hurtbox in ipairs(player2.hurtboxes) do
if(hitbox.Intersects2D(hurtbox)) then
player1_hitconfirm = true
player2.hurt = true
if(player2.guarding) then
player1_hitconfirm_guard = true
else
player2.hp = math.max(0, player2.hp - 10)
end
signal("vibrate_player1")
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_hitconfirm_guard = true
else
player1.hp = math.max(0, player1.hp - 10)
end
signal("vibrate_player2")
break
end
end
end
player1.can_guard = false
player2.can_guard = false
-- player1 guardbox player2:
for i,guardbox in ipairs(player1.guardboxes) do
for j,hurtbox in ipairs(player2.hurtboxes) do
if(guardbox.Intersects2D(hurtbox)) then
player2.can_guard = true
break
end
end
end
-- player2 guardbox player1:
for i,guardbox in ipairs(player2.guardboxes) do
for j,hurtbox in ipairs(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(player1.position.GetX() + math.saturate(camera_side_left - player1.clipbox.GetMin().GetX()))
player1.position.SetX(player1.position.GetX() - math.saturate(player1.clipbox.GetMax().GetX() - camera_side_right))
player2.position.SetX(player2.position.GetX() + math.saturate(camera_side_left - player2.clipbox.GetMin().GetX()))
player2.position.SetX(player2.position.GetX() - math.saturate(player2.clipbox.GetMax().GetX() - 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, -PLAYAREA + camera_halfwidth, PLAYAREA - camera_halfwidth)
camera_position_new.SetX(centerX)
-- smooth camera:
camera_position = vector.Lerp(camera_position, camera_position_new, 0.1 * ccd_step)
end
-- Add hitconfirms to the character's own table
if(player1_hitconfirm) then
table.insert(player1.hitconfirms, player1.frame)
end
if(player1_hitconfirm_guard) then
table.insert(player1.hitconfirms_guard, player1.frame)
end
if(player2_hitconfirm) then
table.insert(player2.hitconfirms, player2.frame)
end
if(player2_hitconfirm_guard) then
table.insert(player2.hitconfirms_guard, player2.frame)
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)
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()
main.SetActivePath(path)
local help_text = ""
help_text = help_text .. "Wicked Engine Fighting game sample script\n"
help_text = help_text .. "\nESCAPE key: quit\nR: reload script"
help_text = help_text .. "\nWASD / Gamepad direction buttons: move"
help_text = help_text .. "\nRight / Gamepad button 1: action A"
help_text = help_text .. "\nUp / Gamepad button 2: action B"
help_text = help_text .. "\nLeft / Gamepad button 3: action C"
help_text = help_text .. "\nDown / Gamepad button 4: action D"
help_text = help_text .. "\nT / Gamepad button 5: Taunt"
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 (using numpad notation):"
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 (forward + A)"
help_text = help_text .. "\n\t 2A : Low Punch (down + A)"
help_text = help_text .. "\n\t 2B : Uppercut (down + B)"
help_text = help_text .. "\n\t 2C : Low Kick (down + C)"
help_text = help_text .. "\n\t 4(charge) 6C : Charge Kick (charge back + 6, also while crouching)"
help_text = help_text .. "\n\t C : Air Kick (while jumping)"
help_text = help_text .. "\n\t D : Air Heavy Kick (while jumping)"
help_text = help_text .. "\n\t 623B: Shoryuken (forward, then quater circle forward + B)"
help_text = help_text .. "\n\t 236B: Jaunt (quarter circle forward + B)"
help_text = help_text .. "\n\t 236A: Fireball (quarter circle forward + A, also in mid-air)"
help_text = help_text .. "\n\nCombos:"
help_text = help_text .. "\n\t Revolver action: A, B, C, D (Hit action buttons in quick succession)"
help_text = help_text .. "\n\t Airborne heat: 2B, 8, 8C (Uppercut, then jump cancel into Air Kick)"
local font = SpriteFont(help_text);
font.SetSize(14)
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 = SpriteFont("");
info.SetSize(14)
info.SetPos(Vector(GetScreenWidth() / 2.5, GetScreenHeight() - 10))
info.SetAlign(WIFALIGN_LEFT, WIFALIGN_BOTTOM)
info.SetShadowColor(Vector(0,0,0,1))
path.AddFont(info)
LoadModel("../models/dojo.wiscene")
-- Create the two player characters. Parameters are facing direction and material colors to differentiate between them:
-- Facing: skin color: shirt color hair color shoe color
local player1 = Character( 1, Vector(0.7,0.5,0.3,1), Vector(1,1,1,1), Vector(1,1,1,1), Vector(1,1,1,1))
local player2 = Character( -1, Vector(1,1,1,1), Vector(1,0,0,1), Vector(0.1,0.1,0.4,1), Vector(0.3,0.1,0.1,1))
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
elseif(input.Press(GAMEPAD_BUTTON_10, 1)) then
if(player2_control == "CPU") then
player2_control = "Controller2"
else
player2_control = "CPU"
end
end
-- Print player 1 and player2 specific debug information:
local infoText = ""
infoText = infoText .. "Player 1: "
infoText = infoText .. "\n\tControl: Keyboard / Controller1"
infoText = infoText .. "\n\tInput: "
for i,element in ipairs(player1.input_buffer) do
if(element.command ~= "5") then
infoText = infoText .. element.command
end
end
infoText = infoText .. "\n\tstate = " .. player1.state .. "\n\tframe = " .. player1.frame .. "\n\n"
infoText = infoText .. "Player 2: "
infoText = infoText .. "\n\tControl: " .. player2_control .. " (Press START / BUTTON10 on Gamepad2 to join)"
infoText = infoText .. "\n\tInput: "
for i,element in ipairs(player2.input_buffer) do
if(element.command ~= "5") then
infoText = infoText .. element.command
end
end
infoText = infoText .. "\n\tstate = " .. player2.state .. "\n\tframe = " .. player2.frame
info.SetText(infoText)
-- Wait for Engine update tick
update()
if(input.Press(KEYBOARD_BUTTON_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)