File: capsule.ss

package info (click to toggle)
opensurge 0.6.1.3%2Bds-1
  • links: PTS, VCS
  • area: main
  • in suites: sid
  • size: 47,404 kB
  • sloc: ansic: 62,066; sh: 739; makefile: 193; java: 110; xml: 66; javascript: 53
file content (221 lines) | stat: -rw-r--r-- 5,480 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
// -----------------------------------------------------------------------------
// File: capsule.ss
// Description: goal capsule script
// Author: Alexandre Martins <http://opensurge2d.org>
// License: MIT
// -----------------------------------------------------------------------------
using SurgeEngine.Actor;
using SurgeEngine.Brick;
using SurgeEngine.Level;
using SurgeEngine.Vector2;
using SurgeEngine.Transform;
using SurgeEngine.Audio.Sound;
using SurgeEngine.Collisions.CollisionBox;
using SurgeEngine.Events.FunctionEvent;

object "Goal Capsule" is "entity", "basic", "awake"
{
    public onActivate = FunctionEvent("Clear Level");

    actor = Actor("Goal Capsule");
    brick = [ Brick("Goal Capsule Mask 1"), Brick("Goal Capsule Mask 2") ];
    collider = CollisionBox(32, 16).setAnchor(0.5, 5);
    sfx = Sound("samples/switch.wav");
    transform = Transform();
    explosionCounter = 0;
    explosionTime = 2.0; // seconds
    animalCounter = 0;
    player = null; // the winner

    state "main"
    {
    }

    state "exploding"
    {
        if(timeout(explosionTime))
            state = "opening";
    }

    state "opening"
    {
        // spawn many animals
        for(s = 1, i = 0; i <= 7; i++) {
            x = Math.floor(i / 2) * (s = -s);
            spawnAnimal(x, 0.66 + i * 0.12);
        }
        for(i = 1; i <= 9; i++) {
            x = Math.floor(Math.random() * 5) - 2;
            spawnAnimal(x, 1.5 + i * 0.12);
        }

        // spawn capsule parts
        spawnBrokenParts();

        // open the capsule
        actor.anim = 2;
        state = "open";
    }

    state "open"
    {
        // the capsule is open!
        if(timeout(2.0)) {
            onActivate.call();
            state = "done";
        }
    }

    state "done"
    {
        // we're done!
    }

    // detect when the player opens the capsule
    fun onOverlap(otherCollider)
    {
        if(otherCollider.entity.hasTag("player")) {
            player = otherCollider.entity;
            if(!player.midair || player.ysp == 0) {
                collider.enabled = false;
                explodeCapsule();
            }
        }
    }

    fun explodeCapsule()
    {
        if(state == "main") {
            // modify capsule
            brick[0].enabled = false;
            brick[1].enabled = true;
            actor.anim = 1;
            sfx.play();

            // create explosions
            Level.spawnEntity(
                "Explosion Combo",
                transform.position.translatedBy(0, -28)
            ).setSize(actor.width - 16, actor.height - 32).setDuration(explosionTime);
            state = "exploding";
        }
    }

    fun spawnAnimal(gridx, secondsBeforeMoving)
    {
        animal = Level.spawnEntity("Animal",
            transform.position.translatedBy(
                8 * gridx,
                -12
            )
        );
        animal.secondsBeforeMoving = secondsBeforeMoving;
        animal.zindex += 0.1 - 0.001 * (++animalCounter);
    }

    fun spawnBrokenParts()
    {
        Level.spawnEntity("Goal Capsule Broken Part",
            transform.position.translatedBy(-16, -32)
        ).goLeft();

        Level.spawnEntity("Goal Capsule Broken Part",
            transform.position.translatedBy(0, -32)
        ).goUp();

        Level.spawnEntity("Goal Capsule Broken Part",
            transform.position.translatedBy(16, -32)
        ).goRight();
    }

    fun constructor()
    {
        //collider.visible = true;
        brick[0].enabled = true;
        brick[1].enabled = false;
        brick[1].type = "cloud";
    }
}

object "Goal Capsule Broken Part" is "entity", "private", "disposable"
{
    public velocity = Vector2(90, 180); // initial velocity in px/s
    public angularSpeed = 720; // degrees per second

    xsp = 0;
    ysp = 0;
    phi = 0;
    part = "core"; // left | right | core
    actor = [
        Actor("Goal Capsule Broken Core"),
        Actor("Goal Capsule Broken Lateral")
    ];
    transform = Transform();
    r = Math.random() * 0.5;
    t = 1.0;

    state "main"
    {
        // setup
        actor[0].visible = actor[1].visible = false;
        actor[0].zindex = actor[1].zindex = 0.6;
        sign = 0;

        // check broken part type
        if(part == "core") {
            actor[0].visible = true;
        }
        else if(part == "left") {
            sign = -1;
            actor[1].visible = true;
            actor[1].anim = 0;
        }
        else if(part == "right") {
            sign = 1;
            actor[1].visible = true;
            actor[1].anim = 1;
        }

        // initializing velocities
        phi = -sign * Math.abs(angularSpeed);
        xsp = sign * Math.abs(velocity.x);
        ysp = -Math.abs(velocity.y);

        // moving
        state = "moving";
    }

    state "moving"
    {
        // move
        dt = Time.delta;
        ysp += Level.gravity * dt;
        transform.translateBy(xsp * dt, ysp * dt);
        transform.rotate(phi * dt);

        // neat explosion ;)
        if((t += Time.delta) >= 0.2 * (1 + r)) {
            explosion = Level.spawnEntity("Explosion", transform.position).mute();
            explosion.zindex = actor[0].zindex + 0.01;
            t = 0;
        }
    }

    fun goLeft()
    {
        part = "left";
        return this;
    }

    fun goRight()
    {
        part = "right";
        return this;
    }

    fun goUp()
    {
        part = "core";
        return this;
    }
}