GGJ22/Engine/src/states/Game.ts

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import { ContextI } from "../ContextI"
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import { segments } from "../shared/segments"
import { audio, playSong, disableSound, enableSound } from '../shared/audio'
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import { StateI } from "./StateI"
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import * as PIXI from 'pixi.js'
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import * as planck from 'planck'
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import { DecorationInstance } from "../shared/decors"
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import { SpriteInstance, sprites } from "../shared/sprites"
import { ShapeCircle, ShapePoints } from "../data/sprite"
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import { SegmentZone } from "../data/segment"
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import { Zone } from "../live/Zone"
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import { Entity, Sensor } from "../live/Entity"
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import { AnimalEntity, isAnimalEntity } from "../live/AnimalEntity"
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import { Action, adjustAction } from "../live/Action"
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import { WorldContext } from "../live/World"
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import { animals } from "../data/animals"
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export interface PIXIMissingColorMatrix extends PIXI.Filter {
night(intensity: number, multiply: boolean): void
contrast(amount: number, multiply: boolean): void
brightness(amount: number, multiply: boolean): void
saturate(amount: number, multiply: boolean): void
hue(rotation: number, multiply: boolean): void
colorTone(desaturation: number, toned: number, lightColor: number, darkColor: number, multiple: boolean): void
reset(): void
}
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export interface Layer {
title: string
container: PIXI.Container
decorations: DecorationInstance[]
colorMatrix: PIXIMissingColorMatrix
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}
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export function GameState(ctx: ContextI): StateI {
//disableSound()
let isNight = false
let modeTimer = 0
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let nightTime = 30 * 1000
let dayTime = 30 * 1000
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let lastTime: number = performance.now()
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let player: AnimalEntity
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let world: planck.World = planck.World({
gravity: planck.Vec2(0, 0),
})
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let worldBody: planck.Body = world.createBody({
type: 'static',
})
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world.on('begin-contact', (contact: planck.Contact) => {
let a = contact.getFixtureA().getUserData()
let b = contact.getFixtureB().getUserData()
if (a instanceof Zone) {
if (b instanceof Entity) {
b.addZoneContact(a)
}
} else if (a instanceof Entity) {
if (b instanceof Entity) {
a.addEntityContact(b)
b.addEntityContact(a)
}
}
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if (a instanceof Sensor && a.entity instanceof AnimalEntity) {
if (b instanceof AnimalEntity) {
a.entity.sense(a, b)
}
}
if (b instanceof Sensor && b.entity instanceof AnimalEntity) {
if (a instanceof AnimalEntity) {
b.entity.sense(b, a)
}
}
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})
world.on('end-contact', (contact: planck.Contact) => {
let a = contact.getFixtureA().getUserData()
let b = contact.getFixtureB().getUserData()
if (a instanceof Zone) {
if (b instanceof Entity) {
b.removeZoneContact(a)
}
} else if (a instanceof Entity) {
if (b instanceof Entity) {
a.removeEntityContact(b)
b.removeEntityContact(a)
}
}
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if (a instanceof Sensor && a.entity instanceof AnimalEntity) {
if (b instanceof AnimalEntity) {
a.entity.lost(a, b)
}
}
if (b instanceof Sensor && b.entity instanceof AnimalEntity) {
if (a instanceof AnimalEntity) {
b.entity.lost(b, a)
}
}
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})
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let rootContainer = new PIXI.Container()
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let playLayer: Layer
let layers: Layer[] = []
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let entities: Entity[] = []
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let zones: Zone[] = []
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let enter = () => {
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lastTime = performance.now()
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hookKeyboard()
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// Load the world segment.
let w = segments.world
if (!w) return ctx.pop()
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// Add our world border.
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let borderShape = planck.Chain([planck.Vec2(0, 0), planck.Vec2(w.width, 0), planck.Vec2(w.width, w.height), planck.Vec2(0, w.height), planck.Vec2(0, 0)], true)
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let borderFixture = worldBody.createFixture({
shape: borderShape,
})
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rootContainer.width = w.width
rootContainer.height = w.height
rootContainer.scale.set(2, 2)
for (let l of w.layers) {
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let layer: Layer = {
title: l.title,
container: new PIXI.Container(),
decorations: [],
colorMatrix: new PIXI.filters.ColorMatrixFilter()
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}
layer.container.filters = [layer.colorMatrix]
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layer.container.width = w.width
layer.container.height = w.height
if (l.title === 'objects') {
playLayer = layer
layer.container.sortableChildren = true
}
layers.push(layer)
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for (let d of l.decorations) {
let di = new DecorationInstance(d.decor, d.decoration)
di.elapsed = d.timeOffset
di.container.x = d.x
di.container.y = d.y
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if (d.rotation !== 0) {
di.container.angle = d.rotation
}
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if (d.flip) {
di.container.pivot.y = 1
di.container.scale.y *= -1
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if (d.rotation === 0) {
di.container.position.y--
}
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}
if (d.mirror) {
di.container.pivot.x = 1
di.container.scale.x *= -1
di.container.position.x--
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if (d.rotation !== 0) {
di.container.angle = -d.rotation
di.container.position.x++
di.container.position.y--
}
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}
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if (l.title === 'objects') {
di.container.zIndex = di.container.position.y + di.container.height/4
}
layer.container.addChild(di.container)
layer.decorations.push(di)
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}
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rootContainer.addChild(layer.container)
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}
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for (let z of w.zones) {
addZone(new Zone(z))
}
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// Add player entity
player = new AnimalEntity(animals.deer)
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player.isPlayer = true
addEntity(player, 'objects', 300, 100)
// Add fake others
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addEntity(new AnimalEntity(animals.turkey), 'objects', 200, 200)
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addEntity(new AnimalEntity(animals.nutria), 'objects', Math.random()*w.width, Math.random()*w.height)
addEntity(new AnimalEntity(animals.deer), 'objects', Math.random()*w.width, Math.random()*w.height)
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ctx.app.stage.addChild(rootContainer)
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}
let leave = () => {
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unhookKeyboard()
for (let entity of entities) {
removeEntity(entity)
}
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ctx.app.stage.removeChild(rootContainer)
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}
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let elapsed: number = 0
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let update = (delta: number) => {
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let time = performance.now()
let realDelta = time - lastTime
lastTime = time
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checkGamepads()
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elapsed += delta
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modeTimer += realDelta
if (isNight && modeTimer >= nightTime) {
modeTimer = 0
nightfall(false)
} else if (!isNight && modeTimer >= dayTime) {
modeTimer = 0
nightfall(true)
}
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// Run world sim.
while (elapsed >= 1/60) {
world.step(1/60)
elapsed -= 1/60
}
// Update/render.
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for (let layer of layers) {
for (let decoration of layer.decorations) {
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decoration.update(realDelta)
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}
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}
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for (let entity of entities) {
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if (isAnimalEntity(entity)) {
if (entity.isPlayer) {
entity.act(desiredActions)
// FIXME: This isn't the right place for this.
rootContainer.position.set(Math.round(ctx.app.renderer.width/2), Math.round(ctx.app.renderer.height/2))
rootContainer.pivot.set(Math.max(rootContainer.width/6, Math.min(entity.x, rootContainer.width/3)), Math.max(rootContainer.height/6, Math.min(entity.y, rootContainer.height/3)))
} else {
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entity.think(realDelta)
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}
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} else {
//console.log('hmm, we do be tickin', entity, entity.x, entity.y)
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}
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entity.update(realDelta, worldContext)
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// I guess...
entity.sprite.container.x = entity.x
entity.sprite.container.y = entity.y
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entity.sprite.container.zIndex = entity.y + (entity.sprite.frame?entity.sprite.frame.originY??0:0)
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}
}
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let addEntity = (entity: Entity, layerTitle: string, x: number, y: number) => {
console.log('add called with', x, y)
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if (entities.find(v=>v===entity)) return
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console.log('add somethin', entity)
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entities.push(entity)
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let layer = layers.find(v=>v.title===layerTitle)
if (!layer) layer = playLayer
layer.container.addChild(entity.sprite.container)
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// I guess this is a fair enough place to create physics and add it to the entity.
let spriteShape = entity.sprite.getBodyShape()
if (spriteShape) {
let shape: planck.Shape|undefined
if (spriteShape instanceof ShapeCircle) {
shape = planck.Circle(planck.Vec2(spriteShape.x, spriteShape.y), spriteShape.radius)
} else if (spriteShape instanceof ShapePoints) {
shape = planck.Polygon(spriteShape.points.map(v=>planck.Vec2(v[0], v[1])))
}
if (shape !== undefined) {
let body = world.createDynamicBody({
position: planck.Vec2(entity.x, entity.y),
fixedRotation: true,
})
let fixture = body.createFixture({
shape,
density: 1,
friction: 0.9,
restitution: 0.05,
})
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fixture.setUserData(entity)
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entity.body = body
body.setUserData(entity)
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// Sensors
let defaultShort = 50
let defaultLong = 100
if (entity instanceof AnimalEntity) {
defaultLong = entity.def.animal.scent
defaultShort = entity.def.animal.sight
}
// Create a short sensor (vision).
let senseFixture = body.createFixture({
shape: planck.Circle(planck.Vec2(entity.x, entity.y), defaultShort),
isSensor: true,
})
senseFixture.setUserData(new Sensor(entity, senseFixture, 'short'))
// Create a long sensor (scent).
let longSenseFixture = body.createFixture({
shape: planck.Circle(planck.Vec2(entity.x, entity.y), defaultLong),
isSensor: true,
})
longSenseFixture.setUserData(new Sensor(entity, longSenseFixture, 'long'))
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}
}
entity.x = x
entity.y = y
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console.log('set entity xy', entity.x, entity.y)
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}
let removeEntity = (entity: Entity) => {
entities = entities.filter(v=>v!==entity)
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entity.sprite.container.parent.removeChild(entity.sprite.container)
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if (entity.body) {
world.destroyBody(entity.body)
entity.body = undefined
}
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}
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// Zonage
let addZone = (zone: Zone) => {
if (zones.find(v=>v===zone)) return
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let shape = planck.Polygon(zone.points.map(v=>planck.Vec2(v[0],v[1])))
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zone.fixture = worldBody.createFixture({
shape: shape,
})
if (zone.type === 'fluid') {
zone.fixture.setSensor(true)
}
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zone.fixture.setUserData(zone)
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}
let removeZone = (zone: Zone) => {
zones = zones.filter(v=>v!==zone)
if (zone.fixture) {
worldBody.destroyFixture(zone.fixture)
}
}
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let worldContext: WorldContext = {
addEntity,
removeEntity,
}
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let desiredActions: Action[] = []
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let keyup = (e: KeyboardEvent) => {
if (e.key === 'ArrowLeft') {
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desiredActions = adjustAction(desiredActions, 'west', 0)
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} else if (e.key === 'ArrowRight') {
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desiredActions = adjustAction(desiredActions, 'east', 0)
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} else if (e.key === 'ArrowUp') {
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desiredActions = adjustAction(desiredActions, 'north', 0)
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} else if (e.key === 'ArrowDown') {
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desiredActions = adjustAction(desiredActions, 'south', 0)
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}
}
let keydown = (e: KeyboardEvent) => {
if (e.repeat) return
if (e.key === 'ArrowLeft') {
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desiredActions = adjustAction(desiredActions, 'west', 1)
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} else if (e.key === 'ArrowRight') {
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desiredActions = adjustAction(desiredActions, 'east', 1)
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} else if (e.key === 'ArrowUp') {
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desiredActions = adjustAction(desiredActions, 'north', 1)
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} else if (e.key === 'ArrowDown') {
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desiredActions = adjustAction(desiredActions, 'south', 1)
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}
}
let hookKeyboard = () => {
window.addEventListener('keyup', keyup)
window.addEventListener('keydown', keydown)
}
let unhookKeyboard = () => {
window.removeEventListener('keyup', keyup)
window.removeEventListener('keydown', keydown)
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}
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let gamepads: Record<string, Gamepad> = {}
window.addEventListener('gamepadconnected', (ev: GamepadEvent) => {
gamepads[ev.gamepad.id] = ev.gamepad
})
window.removeEventListener('gamepaddisconnected', (ev: GamepadEvent) => {
delete gamepads[ev.gamepad.id]
})
function checkGamepads() {
//for (let gp of Object.values(gamepads)) {
for (let gp of navigator.getGamepads()) {
if (!gp || !gp.connected) break
if (gp.axes[0] < 0) {
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desiredActions = adjustAction(desiredActions, 'west', Math.abs(gp.axes[0]))
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} else if (gp.axes[0] > 0) {
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desiredActions = adjustAction(desiredActions, 'east', gp.axes[0])
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} else {
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desiredActions = adjustAction(desiredActions, 'east', 0)
desiredActions = adjustAction(desiredActions, 'west', 0)
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}
if (gp.axes[1] < 0) {
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desiredActions = adjustAction(desiredActions, 'north', Math.abs(gp.axes[1]))
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} else if (gp.axes[1] > 0) {
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desiredActions = adjustAction(desiredActions, 'south', gp.axes[1])
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} else {
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desiredActions = adjustAction(desiredActions, 'north', 0)
desiredActions = adjustAction(desiredActions, 'south', 0)
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}
let attackHeld = false
for (let i = 0; i < 4; i++) {
let btn = gp.buttons[i]
if (btn.pressed) {
attackHeld = true
}
}
if (attackHeld) {
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desiredActions = adjustAction(desiredActions, 'attack', 2)
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} else if (desiredActions.find(v=>v.type==='attack')) {
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desiredActions = adjustAction(desiredActions, 'attack', 0)
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}
}
}
let nightfall = (b: boolean) => {
if (b) {
playSong('GGJ-ScaryMusic')
for (let l of layers) {
//l.colorMatrix.brightness(0.25, false)
l.colorMatrix.night(0.2, true)
l.colorMatrix.saturate(-0.75, true)
//l.colorMatrix.hue(160, true)
}
for (let e of entities) {
}
} else {
playSong('GGJ-HappyMusic')
for (let l of layers) {
l.colorMatrix.reset()
}
for (let e of entities) {
}
}
isNight = b
}
nightfall(false)
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return {
enter,
leave,
update,
}
}