mkxp-sunshine/scripts/Game_Character 3.rb
Michael Shirt cea46f76e8 Added footsplashes
These can be controlled with switch 101, to be primarily used in the
Tower area.

This isn't finalized yet but works as is atm, will be finished soon.
2016-10-13 18:32:34 -06:00

505 lines
15 KiB
Ruby

#==============================================================================
# ** Game_Character (part 3)
#------------------------------------------------------------------------------
# This class deals with characters. It's used as a superclass for the
# Game_Player and Game_Event classes.
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# * Move Down
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
# Turn down
if turn_enabled
turn_down
end
# If passable
if passable?(@x, @y, 2)
# Turn down
turn_down
# Emit footprint
emit_footprint(2)
# Update coordinates
@y += 1
# Increase steps
increase_steps
# If impassable
else
# Determine if touch event is triggered
check_event_trigger_touch(@x, @y+1)
end
end
#--------------------------------------------------------------------------
# * Move Left
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
# Turn left
if turn_enabled
turn_left
end
# If passable
if passable?(@x, @y, 4)
# Turn left
turn_left
# Emit footprint
emit_footprint(4)
# Update coordinates
@x -= 1
# Increase steps
increase_steps
# If impassable
else
# Determine if touch event is triggered
check_event_trigger_touch(@x-1, @y)
end
end
#--------------------------------------------------------------------------
# * Move Right
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
# Turn right
if turn_enabled
turn_right
end
# If passable
if passable?(@x, @y, 6)
# Turn right
turn_right
# Emit footprint
emit_footprint(6)
# Update coordinates
@x += 1
# Increase steps
increase_steps
# If impassable
else
# Determine if touch event is triggered
check_event_trigger_touch(@x+1, @y)
end
end
#--------------------------------------------------------------------------
# * Move up
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
# Turn up
if turn_enabled
turn_up
end
# If passable
if passable?(@x, @y, 8)
# Turn up
turn_up
# Emit footprint
emit_footprint(8)
# Update coordinates
@y -= 1
# Increase steps
increase_steps
# If impassable
else
# Determine if touch event is triggered
check_event_trigger_touch(@x, @y-1)
end
end
#--------------------------------------------------------------------------
# * Move Lower Left
#--------------------------------------------------------------------------
def move_lower_left
# If no direction fix
unless @direction_fix
# Face down is facing right or up
@direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
end
# When a down to left or a left to down course is passable
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
# Update coordinates
@x -= 1
@y += 1
# Increase steps
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move Lower Right
#--------------------------------------------------------------------------
def move_lower_right
# If no direction fix
unless @direction_fix
# Face right if facing left, and face down if facing up
@direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
end
# When a down to right or a right to down course is passable
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
# Update coordinates
@x += 1
@y += 1
# Increase steps
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move Upper Left
#--------------------------------------------------------------------------
def move_upper_left
# If no direction fix
unless @direction_fix
# Face left if facing right, and face up if facing down
@direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
end
# When an up to left or a left to up course is passable
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
# Update coordinates
@x -= 1
@y -= 1
# Increase steps
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move Upper Right
#--------------------------------------------------------------------------
def move_upper_right
# If no direction fix
unless @direction_fix
# Face right if facing left, and face up if facing down
@direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
end
# When an up to right or a right to up course is passable
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
# Update coordinates
@x += 1
@y -= 1
# Increase steps
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move at Random
#--------------------------------------------------------------------------
def move_random
case rand(4)
when 0 # Move down
move_down(false)
when 1 # Move left
move_left(false)
when 2 # Move right
move_right(false)
when 3 # Move up
move_up(false)
end
end
#--------------------------------------------------------------------------
# * Move toward Player
#--------------------------------------------------------------------------
def move_toward_player
# Get difference in player coordinates
sx = @x - $game_player.x
sy = @y - $game_player.y
# If coordinates are equal
if sx == 0 and sy == 0
return
end
# Get absolute value of difference
abs_sx = sx.abs
abs_sy = sy.abs
# If horizontal and vertical distances are equal
if abs_sx == abs_sy
# Increase one of them randomly by 1
rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
end
# If horizontal distance is longer
if abs_sx > abs_sy
# Move towards player, prioritize left and right directions
sx > 0 ? move_left : move_right
if not moving? and sy != 0
sy > 0 ? move_up : move_down
end
# If vertical distance is longer
else
# Move towards player, prioritize up and down directions
sy > 0 ? move_up : move_down
if not moving? and sx != 0
sx > 0 ? move_left : move_right
end
end
end
#--------------------------------------------------------------------------
# * Move away from Player
#--------------------------------------------------------------------------
def move_away_from_player
# Get difference in player coordinates
sx = @x - $game_player.x
sy = @y - $game_player.y
# If coordinates are equal
if sx == 0 and sy == 0
return
end
# Get absolute value of difference
abs_sx = sx.abs
abs_sy = sy.abs
# If horizontal and vertical distances are equal
if abs_sx == abs_sy
# Increase one of them randomly by 1
rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
end
# If horizontal distance is longer
if abs_sx > abs_sy
# Move away from player, prioritize left and right directions
sx > 0 ? move_right : move_left
if not moving? and sy != 0
sy > 0 ? move_down : move_up
end
# If vertical distance is longer
else
# Move away from player, prioritize up and down directions
sy > 0 ? move_down : move_up
if not moving? and sx != 0
sx > 0 ? move_right : move_left
end
end
end
#--------------------------------------------------------------------------
# * 1 Step Forward
#--------------------------------------------------------------------------
def move_forward
case @direction
when 2
move_down(false)
when 4
move_left(false)
when 6
move_right(false)
when 8
move_up(false)
end
end
#--------------------------------------------------------------------------
# * 1 Step Backward
#--------------------------------------------------------------------------
def move_backward
# Remember direction fix situation
last_direction_fix = @direction_fix
# Force directino fix
@direction_fix = true
# Branch by direction
case @direction
when 2 # Down
move_up(false)
when 4 # Left
move_right(false)
when 6 # Right
move_left(false)
when 8 # Up
move_down(false)
end
# Return direction fix situation back to normal
@direction_fix = last_direction_fix
end
#--------------------------------------------------------------------------
# * Jump
# x_plus : x-coordinate plus value
# y_plus : y-coordinate plus value
#--------------------------------------------------------------------------
def jump(x_plus, y_plus)
# If plus value is not (0,0)
if x_plus != 0 or y_plus != 0
# If horizontal distnace is longer
if x_plus.abs > y_plus.abs
# Change direction to left or right
x_plus < 0 ? turn_left : turn_right
# If vertical distance is longer, or equal
else
# Change direction to up or down
y_plus < 0 ? turn_up : turn_down
end
end
# Calculate new coordinates
new_x = @x + x_plus
new_y = @y + y_plus
# If plus value is (0,0) or jump destination is passable
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
# Straighten position
straighten
# Update coordinates
@x = new_x
@y = new_y
# Calculate distance
distance = Math.sqrt(x_plus * x_plus + y_plus * y_plus).round
# Set jump count
@jump_peak = 10 + distance - @move_speed
@jump_count = @jump_peak * 2
# Clear stop count
@stop_count = 0
end
end
#--------------------------------------------------------------------------
# * Turn Down
#--------------------------------------------------------------------------
def turn_down
unless @direction_fix
@direction = 2
@stop_count = 0
end
end
#--------------------------------------------------------------------------
# * Turn Left
#--------------------------------------------------------------------------
def turn_left
unless @direction_fix
@direction = 4
@stop_count = 0
end
end
#--------------------------------------------------------------------------
# * Turn Right
#--------------------------------------------------------------------------
def turn_right
unless @direction_fix
@direction = 6
@stop_count = 0
end
end
#--------------------------------------------------------------------------
# * Turn Up
#--------------------------------------------------------------------------
def turn_up
unless @direction_fix
@direction = 8
@stop_count = 0
end
end
#--------------------------------------------------------------------------
# * Turn 90° Right
#--------------------------------------------------------------------------
def turn_right_90
case @direction
when 2
turn_left
when 4
turn_up
when 6
turn_down
when 8
turn_right
end
end
#--------------------------------------------------------------------------
# * Turn 90° Left
#--------------------------------------------------------------------------
def turn_left_90
case @direction
when 2
turn_right
when 4
turn_down
when 6
turn_up
when 8
turn_left
end
end
#--------------------------------------------------------------------------
# * Turn 180°
#--------------------------------------------------------------------------
def turn_180
case @direction
when 2
turn_up
when 4
turn_right
when 6
turn_left
when 8
turn_down
end
end
#--------------------------------------------------------------------------
# * Turn 90° Right or Left
#--------------------------------------------------------------------------
def turn_right_or_left_90
if rand(2) == 0
turn_right_90
else
turn_left_90
end
end
#--------------------------------------------------------------------------
# * Turn at Random
#--------------------------------------------------------------------------
def turn_random
case rand(4)
when 0
turn_up
when 1
turn_right
when 2
turn_left
when 3
turn_down
end
end
#--------------------------------------------------------------------------
# * Turn Towards Player
#--------------------------------------------------------------------------
def turn_toward_player
# Get difference in player coordinates
sx = @x - $game_player.x
sy = @y - $game_player.y
# If coordinates are equal
if sx == 0 and sy == 0
return
end
# If horizontal distance is longer
if sx.abs > sy.abs
# Turn to the right or left towards player
sx > 0 ? turn_left : turn_right
# If vertical distance is longer
else
# Turn up or down towards player
sy > 0 ? turn_up : turn_down
end
end
#--------------------------------------------------------------------------
# * Turn Away from Player
#--------------------------------------------------------------------------
def turn_away_from_player
# Get difference in player coordinates
sx = @x - $game_player.x
sy = @y - $game_player.y
# If coordinates are equal
if sx == 0 and sy == 0
return
end
# If horizontal distance is longer
if sx.abs > sy.abs
# Turn to the right or left away from player
sx > 0 ? turn_right : turn_left
# If vertical distance is longer
else
# Turn up or down away from player
sy > 0 ? turn_down : turn_up
end
end
#--------------------------------------------------------------------------
# * Emit Footprint
#--------------------------------------------------------------------------
def emit_footprint(direction)
if $game_map.counter?(@x, @y) && !$game_switches[101]
$scene.new_footprint(direction, @x, @y)
end
end
def emit_footsplash(direction)
if $game_map.counter?(@x, @y) && $game_switches[101]
$scene.new_footsplash(direction, @x, @y)
end
end
end