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kitty_spear.cfg
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kitty_spear.cfg
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{
id: "kitty_spear",
prototype: ["kitty"],
solid_area: [6,10,26,33],
properties: {
#-------------------------- constructor/destructor logic --------------------------#
//nada
#-------------------------- hittable metadata --------------------------#
damage_type: "enum stab",
title: "~Spear Kitty~",
description: "~A soldier with the ability to close to melee range alarmingly quickly.~",
taste: "~Either fur or stabbing, depending on your aim.~",
#-------------------------- core behavior --------------------------#
choose_action: "commands :: if(player_noticeable, become_alert, animation('walk'))",
player_noticeable: "bool :: (player_in_decent_y_pos and abs(level.player.midpoint_x - self.midpoint_x) < if(self.facing = desired_facing, front_detection_area, rear_detection_area))",
player_in_target_area: "if(player_noticeable and self.facing = desired_facing, 1, 0)",
rear_detection_area: "if(higher_difficulty, 1200, 200)",
front_detection_area: "if(higher_difficulty, 1200, 400)",
player_in_decent_y_pos: "(level.player.midpoint_y > self.y and level.player.midpoint_y < self.y2)",
in_stabbing_range: "(abs(level.player.midpoint_x - self.midpoint_x) < 90)",
attack_countdown_length: "if(higher_difficulty, 0, 3)",
prepare_to_strike: "commands :: [animation('readyspearthrust'),set(_attack_counter,0)]",
prepare_to_dash: "commands :: if(facing != desired_facing, [animation('turn'), set(facing, desired_facing)], animation('dash'))",
become_alert: "commands :: if(higher_difficulty and should_skip_alert, prepare_to_dash, [animation('alert'),set(_last_alert,level.cycle)]) where should_skip_alert = (abs(level.cycle - _last_alert) < 300)",
attack_damage: "if(higher_difficulty,2,1)",
#-------------------------- vars --------------------------#
_posthurt_counter: { type: "int", default: 0 },
_attack_counter: { type: "int", default: 0 },
_last_alert: { type: "int", default: -300 },
},
on_end_alert_anim: "prepare_to_dash",
on_end_stand_anim: "choose_action",
on_end_walk_anim: "choose_action",
on_hey: "sound_falloff('kitty-spotted.wav')",
on_end_turn_anim: "if(in_stabbing_range and
player_in_decent_y_pos,
prepare_to_strike, if(higher_difficulty, choose_action, animation('stand') ) )",
on_collide_side: "if(animation in ['readyspearthrust', 'spearthrust'], [set(velocity_x, 0)], proto_event('kitty', 'collide_side'))",
on_end_dash_anim: "if(in_stabbing_range or facing != desired_facing, prepare_to_strike, animation('dash'))",
on_process_dash: "[if(in_stabbing_range, prepare_to_strike), set(accel_x,if(higher_difficulty, 1500, 1000) )]",
##TODO add (limited!) jumping over chasms on harder difficulties?
on_end_readyspearthrust_anim: "if(_attack_counter < attack_countdown_length, [add(_attack_counter, 1),animation('readyspearthrust')], [animation('spearthrust'), sound_falloff('weapon-swing-light'+1d4+'.wav'), set(velocity_x, 400*facing)])",
on_end_spearthrust_anim: "if(facing != desired_facing,
[animation('turn'), set(facing, desired_facing)],
if(in_stabbing_range and higher_difficulty, prepare_to_strike, animation('stand')))",
on_end_hurt_anim: "if(is_standing,[set(_posthurt_counter, 3),animation('posthurt')],animation('hurt'))",
on_end_posthurt_anim: "if(_posthurt_counter > 0,[set(_posthurt_counter, _posthurt_counter - 1),animation('posthurt')],animation('stand'))",
animation: [
{
"@base": true,
image: "enemies/kitty-spear.png",
accel_x: 0,
accel_y: 80,
pad: 3,
rotate_on_slope: true,
body_area: "all",
no_remove_alpha_borders: true,
},
{
id: "stand",
rect: [1,1,41,36],
frames: 7,
duration: 8,
},
{
id: "turn",
rect: [1,118,41,153],
frames: 1,
duration: 12,
},
{
accel_x: 300,
id: "walk",
rect: [1,79,41,114],
frames: 4,
duration: 6,
events: "0:12:footfall",
},
{
accel_x: 1000,
id: "dash",
rect: [177,79,217,114],
frames: 4,
duration: 6,
events: "0:6:12:18:footfall",
},
{
id: "readyspearthrust",
#charges up a visible impending spear attack. Repeat 3x.
rect: [45,118,90,153],
frames: 2,
duration: 2,
},
{
id: "spearthrust",
#the actual thrust itself. Give him a burst of velocity at the start.
rect: [143,118,188,153],
frames: 5,
duration: 6,
attack_area: [30,23,38,32],
},
{
id: "spring",
rect: [1,40,41,75],
frames: 5,
duration: 4,
},
{
id: "hurt",
rect: [1,157,41,192],
frames: 1,
duration: 12,
},
{
id: "posthurt",
#looks around angrily to see who hit him. Repeat 3x.
rect: [133,157,173,192],
frames: 2,
duration: 4,
},
{
id: "alert",
solid_area: [6,13,26,36],
#"Hey, I see the player!" hops with an ! over head and gets mad.
rect: [1,197,41,232],
frames: 6,
duration: 6,
events:"0:hey",
},
],
}