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things.js
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things.js
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/* Things.js */
// Stores Thing creators, functions, and manipulators
/* Typical Things */
// There is a lot of information stored in each of these.
// Variable amounts of arguments are passed to the constructor:
// * var mything = new Thing(ConstructionFunc[, arg1[, arg2[, ...]]]);
// * var mygoomb = new Thing(Goomba);
// * var mykoopa = new Thing(Koopa, true);
function Thing(type) {
// If there isn't a type, don't do anything
if(arguments.length == 0 || !type) return;
// Otherwise make this based off the type
// Make sure this is legally created
var self = this === window ? new Thing() : this,
args = self.args = arrayMake(arguments);
args[0] = self;
type.apply(self, args);
self.alive = true;
self.placed = this.outerok = 0;
self.xvel = this.xvel || 0;
self.yvel = this.yvel || 0;
if(self.tolx == null) self.tolx = 0;
if(self.toly == null) self.toly = unitsized8;
self.movement = self.movement; // why..?
self.collide = self.collide || function() {}; // To do: why does taking this out mess things up?
self.death = self.death || killNormal;
self.animate = self.animate || emergeUp;
if(self.width * unitsize < quads.width && self.height * unitsize < quads.height)
self.maxquads = 4; // self could be done with modular stuff... beh
else self.maxquads = quads.length;
self.quads = new Array(self.maxquads)
self.overlaps = [];
self.title = self.title || type.name;
self.spritewidth = self.spritewidth || self.width;
self.spriteheight = self.spriteheight || self.height;
self.sprite = "";
try { setContextStuff(self, self.spritewidth, self.spriteheight); }
catch(err) {
log("Thing context fail", err, self.title, self);
setTimeout(function() { setContextStuff(self, self.spritewidth, self.spriteheight); }, 1);
}
return self;
}
function setContextStuff(me, spritewidth, spriteheight) {
me.spritewidthpixels = me.spritewidth * unitsize;
me.spriteheightpixels = me.spriteheight * unitsize;
me.canvas = getCanvas(me.spritewidthpixels, me.spriteheightpixels);
me.context = me.canvas.getContext("2d");
me.imageData = me.context.getImageData(0, 0, me.spritewidthpixels, me.spriteheightpixels);
me.sprite_type = me.sprite_type || "neither";
canvasDisableSmoothing(me, me.context);
}
// A helper function to make a Thing given the type and arguments
function ThingCreate(type, args) {
var newthing = new Thing();
Thing.apply(newthing, [type].concat(args));
return newthing;
}
/* Thing Functions */
function setCharacter(me, type) {
me.type = type.split(" ")[0]; // so 'shell smart' becomes 'shell'
me.resting = me.under = me.undermid = false;
me.alive = me.character = true;
me.libtype = "characters";
setClassInitial(me, "character " + type);
}
function setSolid(me, name) {
me.type = "solid";
me.name = name;
me.solid = me.alive = true;
me.speed = me.speed || 0; // vertical speed
me.collide = me.collide || characterTouchedSolid;
me.bottomBump = me.bottomBump || function() { /*play("Bump");*/ };
me.action = me.action || function() {};
me.jump = me.jump || function() {};
me.spritewidth = me.spritewidth || 8;
me.spriteheight = me.spriteheight || 8;
me.libtype = "solids";
setClassInitial(me, "solid " + name);
}
function setScenery(me, name) {
setSolid(me, name);
me.libtype = "scenery";
}
// The primary function for placing a thing on the map
function addThing(me, left, top) {
// If me is a function (e.g. 'addThing(Goomba, ...)), make a new thing with that
if(me instanceof Function) {
me = new Thing(me);
}
placeThing(me, left, top);
window[me.libtype].push(me);
me.placed = true;
determineThingQuadrants(me);
if(me.onadding) me.onadding(); // generally just for sprite cycles
setThingSprite(me);
window["last_" + (me.title || me.group || "unknown")] = me;
return me;
}
// Called by addThing for simple placement
function placeThing(me, left, top) {
setLeft(me, left);
setTop(me, top);
updateSize(me);
return me;
}
function addText(html, left, top) {
var element = createElement("div", {innerHTML: html, className: "text",
left: left,
top: top,
onclick: body.onclick || canvas.onclick,
style: {
marginLeft: left + "px",
marginTop: top + "px"
}});
body.appendChild(element);
texts.push(element);
return element;
}
// Called by funcSpawner placed by pushPreText
// Kills the text once it's too far away
function spawnText(me, settings) {
var element = me.element = addText("", me.left, me.top);
if(typeof(settings) == "object") proliferate(element, settings);
else element.innerHTML = settings;
me.movement = false;
}
// Set at the end of shiftToLocation
function checkTexts() {
var delx = quads.delx,
element, me, i;
for(i = texts.length - 1; i >= 0; --i) {
me = texts[i]
element = texts[i].element || me;
me.right = me.left + element.clientWidth
if(me.right < delx) {
body.removeChild(element);
killNormal(me);
deleteThing(element, texts, i);
}
}
}
// To do: make this use a variable number of arguments!
function pushPreThing(type, xloc, yloc, extras, more) {
var prething = new PreThing(map.refx + xloc, map.refy - yloc, type, extras, more);
if(prething.object.solid) {
map.area.width = max(map.area.width, prething.xloc + prething.object.width);
map.area.presolids.push(prething);
}
else map.area.precharacters.push(prething);
return prething;
}
/*
* Characters (except Mario, who has his own .js)
*/
/*
* Items
*/
function Mushroom(me, type) {
me.group = "item";
me.width = me.height = 8;
me.speed = .42 * unitsize;
me.animate = emergeUp;
me.movement = moveSimple;
me.collide = collideFriendly;
me.jump = mushroomJump;
me.death = killNormal;
var name = "mushroom";
switch(type) {
case 1: me.action = gainLife; name += " gainlife"; break;
case -1: me.action = killMario; name += " death"; break;
default: me.action = marioShroom; name += " regular"; break;
}
setCharacter(me, name);
}
function mushroomJump(me) {
me.yvel -= unitsize * 1.4;
me.top -= unitsize;
me.bottom -= unitsize;
updatePosition(me);
}
function FireFlower(me) {
me.group = "item";
me.width = me.height = 8;
me.animate = emergeUp;
me.collide = collideFriendly;
me.action = marioShroom;
me.nofall = me.nofire = true;
me.movement = false;
setCharacter(me, "fireflower");
addSpriteCycle(me, ["one", "two", "three", "four"]);
}
function FireBall(me, moveleft) {
me.group = "item";
me.width = me.height = 4;
me.speed = unitsize * 1.75;
me.gravity = gravity * 1.56;
me.jumpheight = unitsize * 1.56;
me.nofire = me.nostar = me.collide_primary = true;
me.moveleft = moveleft;
me.animate = emergeFire;
me.movement = moveJumping;
me.collide = fireEnemy;
me.death = fireExplodes;
setCharacter(me, "fireball");
addSpriteCycle(me, ["one", "two", "three", "four"], 4);
}
function fireEnemy(enemy, me) {
if(!me.alive || me.emerging || enemy.nofire || enemy.height <= unitsize) return;
if(enemy.solid) {
playLocal("Bump", me.right);
}
else {
playLocal("Kick", me.right);
enemy.death(enemy, 2);
scoreEnemyFire(enemy);
}
me.death(me);
}
function fireDeleted() {
--mario.numballs;
}
function fireExplodes(me) {
var fire = new Thing(Firework);
addThing(fire, me.left - fire.width / 2, me.top - fire.height / 2);
fire.animate();
killNormal(me);
}
function Star(me) { // GOLDEEN GOLDEEN
me.group = "item";
me.width = 7;
me.height = 8;
me.speed = unitsize * .56;
me.jumpheight = unitsize * 1.17;
me.gravity = gravity / 2.8;
me.animate = emergeUp;
me.movement = moveJumping;
me.collide = collideFriendly;
me.action = marioStar;
me.death = killNormal;
me.nofire = true;
setCharacter(me, "star item"); // Item class so mario's star isn't confused with this
addSpriteCycle(me, ["one", "two", "three", "four"], 0, 7);
}
function Shell(me, smart) {
me.width = 8; me.height = 7;
me.group = "item";
me.speed = unitsizet2;
me.collide_primary = true;
me.moveleft = me.xvel = me.move = me.hitcount = me.peeking = me.counting = me.landing = me.enemyhitcount = 0;
me.smart = smart;
me.movement = moveShell;
me.collide = hitShell;
me.death = killFlip;
me.spawntype = Koopa;
var name = "shell" + (smart ? " smart" : " dumb");
setCharacter(me, name);
}
function hitShell(one, two) {
// Assuming two is shell
if(one.type == "shell" && two.type != one.type) return hitShell(two, one);
switch(one.type) {
// Hitting a wall
case "solid":
if(two.right < one.right) {
playLocal("Bump", one.left);
setRight(two, one.left);
two.xvel = -two.speed;
two.moveleft = true;
} else {
playLocal("Bump", one.right);
setLeft(two, one.right);
two.xvel = two.speed;
two.moveleft = false;
}
break;
// Hitting Mario
case "mario":
var shelltoleft = objectToLeft(two, one),
mariojump = one.yvel > 0 && one.bottom <= two.top + unitsizet2;
// Star Mario is pretty easy
if(one.star) {
scoreMarioShell(one, two);
return two.death(two, 2);
}
// If the shell is already being landed on by Mario:
if(two.landing) {
// If the recorded landing direction hasn't changed:
if(two.shelltoleft == shelltoleft) {
// Increase the landing count, and don't do anything.
++two.landing;
// If it's now a count of 1, score the shell
if(two.landing == 1) scoreMarioShell(one, two);
// Reduce that count very soon
addEvent(function(two) { --two.landing; }, 2, two);
}
// Otherwise, the shell has reversed direction during land. Mario should die.
else {
// This prevents accidentally scoring Mario's hit
mario.death(mario);
}
return;
}
// Mario is kicking the shell (either hitting a still shell or jumping onto a shell)
if(two.xvel == 0 || mariojump) {
// Mario has has hit the shell in a dominant matter. You go, Mario!
two.counting = 0;
scoreMarioShell(one, two);
// The shell is peeking
if(two.peeking) {
two.peeking = false;
removeClass(two, "peeking");
two.height -= unitsized8;
updateSize(two);
}
// If the shell's xvel is 0 (standing still)
if(two.xvel == 0) {
if(shelltoleft) {
two.moveleft = true;
two.xvel = -two.speed;
} else {
two.moveleft = false;
two.xvel = two.speed;
}
// Make sure to know not to kill Mario too soon
++two.hitcount;
addEvent(function(two) { --two.hitcount; }, 2, two);
}
// Otherwise set the xvel to 0
else two.xvel = 0;
// Mario is landing on the shell (movements, xvels already set)
if(mariojump) {
play("Kick");
// The shell is moving
if(!two.xvel) {
jumpEnemy(one, two);
one.yvel *= 2;
scoreMarioShell(one, two);
setBottom(one, two.top - unitsize, true);
}
// The shell isn't moving
else {
// shelltoleft ? setRight(two, one.left) : setLeft(two, one.right);
scoreMarioShell(one, two);
}
++two.landing;
two.shelltoleft = shelltoleft;
addEvent(function(two) { --two.landing; }, 2, two);
}
}
else {
// Since the shell is moving and Mario isn't, if the xvel is towards Mario, that's a death
if(!two.hitcount && ((shelltoleft && two.xvel < 0) || (!shelltoleft && two.xvel > 0)))
one.death(one);
}
break;
// Shell hitting another shell
case "shell":
// If one is moving...
if(one.xvel != 0) {
// and two is also moving, knock off each other
if(two.xvel != 0) {
var temp = one.xvel;
shiftHoriz(one, one.xvel = two.xvel);
shiftHoriz(two, two.xvel = temp);
}
// otherwise one kills two
else {
score(two, 500);
two.death(two);
}
}
// otherwise two kills one
else if(two.xvel != 0) {
score(one, 500);
one.death(one);
}
break;
default:
switch(one.group) {
case "enemy":
if(two.xvel) {
// If the shell is moving, kill the enemy
if(one.type.split(" ")[0] == "koopa") {
// If the enemy is a koopa, make it a shell
// To do: automate this for things with shells (koopas, beetles)
var spawn = new Thing(Shell, one.smart);
addThing(spawn, one.left, one.bottom - spawn.height * unitsize);
killFlip(spawn);
killNormal(one);
} // Otherwise just kill it normally
else killFlip(one);
play("Kick");
score(one, findScore(two.enemyhitcount), true);
++two.enemyhitcount;
} // Otherwise the enemy just turns around
else one.moveleft = objectToLeft(one, two);
break;
case "item":
if(one.type == "shell") {
if(two.xvel) killFlip(one);
if(one.xvel) killFlip(two);
}
else return;
break;
}
break;
}
}
function moveShell(me) {
if(me.xvel != 0) return;
if(++me.counting == 350) {
addClass(me, "peeking");
me.peeking = true;
me.height += unitsized8;
updateSize(me);
} else if(me.counting == 490) {
var spawn = new Thing(me.spawntype, me.smart);
addThing(spawn, me.left, me.bottom - spawn.height * unitsize);
killNormal(me);
}
}
// Assuming one is Mario, two is item
function collideFriendly(one, two) {
if(one.type != "mario") return;
if(two.action) two.action(one);
two.death(two);
}
/*
* Enemies
*/
function jumpEnemy(me, enemy) {
if(me.keys.up) me.yvel = unitsize * -1.4;
else me.yvel = unitsize * -.7;
me.xvel *= .91;
play("Kick");
if(enemy.group != "item" || enemy.type == "shell")
score(enemy, findScore(me.jumpcount++ + me.jumpers), true);
++me.jumpers;
addEvent(function(me) { --me.jumpers; }, 1, me);
}
function Goomba(me) {
me.width = me.height = 8;
me.speed = unitsize * .21;
me.toly = unitsize;
me.moveleft = me.noflip = true;
me.smart = false;
me.group = "enemy";
me.movement = moveSimple;
me.collide = collideEnemy;
me.death = killGoomba;
setCharacter(me, "goomba");
addSpriteCycleSynched(me, [unflipHoriz, flipHoriz]);
}
// Big: true if it should skip squash (fire, shell, etc)
function killGoomba(me, big) {
if(!me.alive) return;
if(!big) {
var squash = new Thing(DeadGoomba);
addThing(squash, me.left, me.bottom - squash.height * unitsize);
addEvent(killNormal, 21, squash);
killNormal(me);
}
else killFlip(me);
}
function DeadGoomba(me) {
me.width = 8;
me.height = 4;
me.movement = false;
me.nocollide = me.nocollide = true;
me.death = killNormal;
setSolid(me, "deadGoomba");
}
// If fly == true, then it's jumping
// If fly is otherwise true (an array), it's floating
function Koopa(me, smart, fly) {
me.width = 8;
me.height = 12;
me.speed = me.xvel = unitsize * .21;
me.moveleft = me.skipoverlaps = true;
me.group = "enemy";
me.smart = smart; // will it run off the edge
var name = "koopa";
name += (me.smart ? " smart" : " dumb");
if(me.smart) name+= " smart";
if(fly) {
name += " flying";
me.winged = true;
if(fly == true) {
me.movement = moveJumping;
me.jumpheight = unitsize * 1.17;
me.gravity = gravity / 2.8;
}
else {
me.movement = moveFloating;
me.ytop = me.begin = fly[0] * unitsize;
me.ybot = me.end = fly[1] * unitsize;
me.nofall = me.fly = true;
me.changing = me.xvel = 0;
me.yvel = me.maxvel = unitsized4;
}
}
else {
name += " regular";
if(me.smart) me.movement = moveSmart;
else me.movement = moveSimple;
}
me.collide = collideEnemy;
me.death = killKoopa;
setCharacter(me, name);
addSpriteCycleSynched(me, ["one", "two"]);
me.toly = unitsizet2;
}
// Big: true if it should skip shell (fire, shell, etc)
function killKoopa(me, big) {
if(!me.alive) return;
var spawn;
if((big && big != 2) || me.winged) spawn = new Thing(Koopa, me.smart);
else spawn = new Thing(Shell, me.smart);
// Puts it on stack, so it executes immediately after upkeep
addEvent(
function(spawn, me) {
addThing(spawn, me.left, me.bottom - spawn.height * unitsize);
spawn.moveleft = me.moveleft;
},
0,
spawn, me
);
killNormal(me);
if(big == 2) killFlip(spawn);
else return spawn;
}
function Pirhana(me, evil) {
me.width = 8;
me.height = 12;
me.counter = 0;
me.countermax = me.height * unitsize;
me.dir = unitsized8;
me.toly = unitsizet8;
me.nofall = me.deadly = me.nocollidesolid = me.repeat = true;
me.group = "enemy";
me.collide = collideEnemy;
me.death = killNormal;
me.movement = movePirhanaInit;
me.death = killPirhana;
setCharacter(me, "pirhana");
}
// The visual representation of a pirhana is visual_scenery; the collider is a character
function movePirhanaInit(me) {
me.hidden = true;
var scenery = me.visual_scenery = new Thing(Sprite, "Pirhana");
addThing(scenery, me.left, me.top);
addSpriteCycle(scenery, ["one", "two"]);
me.movement = movePirhanaNew;
// Pirhanas start out minimal
movePirhanaNew(me, me.height * unitsize);
}
// Moving a pirhana moves both it and its scenery
function movePirhanaNew(me, amount) {
amount = amount || me.dir;
me.counter += amount;
shiftVert(me, amount);
shiftVert(me.visual_scenery, amount);
// Height is 0
if(me.counter <= 0 || me.counter >= me.countermax) {
me.movement = false;
me.dir *= -1;
addEvent(movePirhanaRestart, 35, me);
}
}
function movePirhanaRestart(me) {
var marmid = getMidX(mario);
// If Mario's too close and counter == 0, don't do anything
if(me.counter >= me.countermax && marmid > me.left - unitsizet8 && marmid < me.right + unitsizet8) {
setTimeout(movePirhanaRestart, 7, me);
return;
}
// Otherwise start again
me.movement = movePirhanaNew;
}
function killPirhana(me) {
if(!me && !(me = this)) return;
killNormal(me);
killNormal(me.visual_scenery);
}
// Really just checks toly for pirhanas.
function marioAboveEnemy(mario, enemy) {
if(mario.bottom < enemy.top + enemy.toly) return true;
return false;
}
// Assuming one should generally be Mario/thing, two is enemy
function collideEnemy(one, two) {
// Check for life
if(!characterIsAlive(one) || !characterIsAlive(two)) return;
// Check for nocollidechar
if((one.nocollidechar && !two.mario) || (two.nocollidechar && !one.mario)) return;
// Items
if(one.group == "item") {
if(one.collide_primary) return one.collide(two, one);
// if(two.height < unitsized16 || two.width < unitsized16) return;
return;
}
// Mario on top of enemy
if(!map.underwater && one.mario && ((one.star && !two.nostar) || (!two.deadly && objectOnTop(one, two)))) {
// Enforces toly
if(marioAboveEnemy(one, two)) return;
// Mario is on top of them (or star):
if(one.mario && !one.star) addEvent(function(one, two) { jumpEnemy(one, two); }, 0, one, two);
else two.nocollide = true;
// Kill the enemy
//// If killed returns a Thing, then it's a shell
//// Make sure Mario isn't immediately hitting the shell
var killed = two.death(two, one.star * 2);
if(one.star) scoreEnemyStar(two);
else {
scoreEnemyStomp(two);
/*addEvent(function(one, two) { */setBottom(one, min(one.bottom, two.top + unitsize));/* }, 0, one, two);*/
}
// Make Mario have the hopping thing
addClass(one, "hopping");
removeClasses(one, "running skidding jumping one two three")
// addClass(one, "running three");
one.hopping = true;
if(mario.power == 1) setMarioSizeSmall(one);
}
// Mario getting hit by an enemy
else if(one.mario) {
if(!marioAboveEnemy(one, two)) one.death(one);
}
// Two regular characters colliding
else two.moveleft = !(one.moveleft = objectToLeft(one, two));
}
function Podoboo(me, jumpheight) {
me.width = 7;
me.height = 8;
me.deadly = me.nofall = me.nocollidesolid = me.nofire = true;
me.gravity = map.gravity / 2.1;
me.jumpheight = (jumpheight || 64) * unitsize;
me.speed = -map.maxyvel;
me.movement = movePodobooInit;
me.collide = collideEnemy;
me.betweentime = 70;
setCharacter(me, "podoboo");
}
function movePodobooInit(me) {
if(!characterIsAlive(me)) return;
// For the sake of the editor, flip this & make it hidden on the first movement
// flipVert(me);
me.hidden = true;
me.heightnorm = me.top;
me.heightfall = me.top - me.jumpheight;
addEvent(podobooJump, me.betweentime, me);
me.movement = false;
}
function podobooJump(me) {
if(!characterIsAlive(me)) return;
unflipVert(me);
me.yvel = me.speed + me.gravity;
me.movement = movePodobooUp;
me.hidden = false;
// Sadly, this appears to be occasionally necessary
setThingSprite(me);
}
function movePodobooUp(me) {
shiftVert(me, me.speed, true);
if(me.top - gamescreen.top > me.heightfall) return;
me.nofall = false;
me.movement = movePodobooSwitch;
}
function movePodobooSwitch(me) {
if(me.yvel <= 0) return;
flipVert(me);
me.movement = movePodobooDown;
}
function movePodobooDown(me) {
if(me.top < me.heightnorm) return;
setTop(me, me.heightnorm, true);
me.movement = false;
me.nofall = me.hidden = true;
me.heightfall = me.top - me.jumpheight;
addEvent(podobooJump, me.betweentime, me);
}
function HammerBro(me) {
me.width = 8;
me.height = 12;
me.group = "enemy";
me.collide = collideEnemy;
me.statex = me.counter = me.statey = me.counterx = me.countery = me.level = me.throwcount = 0;
me.death = killFlip;
me.movement = moveHammerBro;
setCharacter(me, "hammerbro");
me.gravity = gravity / 2;
addSpriteCycle(me, ["one", "two"]);
addEvent(throwHammer, 35, me, 7);
addEventInterval(jumpHammerBro, 140, Infinity, me);
}
function moveHammerBro(me) {
// Slide side to side
me.xvel = Math.sin(Math.PI * (me.counter += .007)) / 2.1;
// Make him turn to look at mario if needed
lookTowardMario(me);
// If falling, don't collide with solids
me.nocollidesolid = me.yvel < 0 || me.falling;
}
function throwHammer(me, count) {
if(!characterIsAlive(me) || me.right < -unitsizet32) return;
if(count != 3) {
switchClass(me, "thrown", "throwing");
}
addEvent(function(me) {
if(count != 3) {
if(!characterIsAlive(me)) return;
// Throw the hammer...
switchClass(me, "throwing", "thrown");
// var hammer = new Thing(Hammer, me.lookleft);
addThing(new Thing(Hammer, me.lookleft), me.left - unitsizet2, me.top - unitsizet2);
// ...and go again
}
if(count > 0) addEvent(throwHammer, 7, me, --count);
else {
addEvent(throwHammer, 70, me, 7);
removeClass(me, "thrown");
}
}, 14, me);
}
function jumpHammerBro(me) {
if(!characterIsAlive(me)) return true; // finish
if(!me.resting) return; // just skip
// If it's ok, jump down
if(map.floor - (me.bottom / unitsize) >= jumplev1 - 2 && me.resting.name != "floor" && Math.floor(Math.random() * 2)) {
me.yvel = unitsize * -.7;
me.falling = true;
addEvent(function(me) { me.falling = false; }, 42, me);
}
// Otherwise, jump up
else me.yvel = unitsize * -2.1;
me.resting = false;
}
function Hammer(me, left) {
me.width = me.height = 8;
me.nocollidesolid = me.nocollidechar = me.deadly = me.nofire = true;
me.collide = collideEnemy;
me.yvel = -unitsize * 1.4;
me.xvel = unitsize / 1.4;
if(left) me.xvel *= -1;
me.gravity = gravity / 2.1;
setCharacter(me, "hammer");
addSpriteCycle(me, ["one", "two", "three", "four"], 3);
}
function Cannon(me, height, nofire) {
me.width = 8;
me.height = (height || 1) * 8;
me.spriteheight = 16;
if(!nofire) me.movement = moveCannonInit;
me.timer = 117;
me.repeat = true;
setSolid(me, "cannon");
}
function moveCannonInit(me) {
addEventInterval(
function(me) {
if(mario.right > me.left - unitsizet8 && mario.left < me.right + unitsizet8)
return; // don't fire if Mario is too close
var spawn = new Thing(BulletBill);
if(objectToLeft(mario, me)) {
addThing(spawn, me.left, me.top);
spawn.direction = spawn.moveleft = true;
spawn.xvel *= -1;
flipHoriz(spawn);
}
else addThing(spawn, me.left + me.width, me.top);
playLocal("Bump", me.right);
}, 270, -1, me);
me.movement = false;
}
function BulletBill(me) {
me.width = 8; me.height = 7;
me.group = "enemy";
me.nofall = me.nofire = me.nocollidesolid = me.nocollidechar = true;
me.speed = me.xvel = unitsized2;
me.movement = moveSimple;
me.collide = collideEnemy;
me.death = killFlip;
setCharacter(me, "bulletbill");
}
function Bowser(me, hard) {
me.width = me.height = 16;
me.speed = .28 * unitsize;
me.gravity = gravity / 2.8;
me.deadly = me.dx = me.lookleft = me.nokillend = me.skipoverlaps = true;
me.moveleft = me.smart = me.movecount = me.jumpcount = me.firecount = me.deathcount = 0;
me.killonend = freezeBowser;
me.counter = -.7;
me.group = "enemy";
me.movement = moveBowserInit;
me.collide = collideEnemy;
me.death = killBowser;
setCharacter(me, "bowser");
addSpriteCycle(me, ["one", "two"]);
if(hard) addEvent(throwHammer, 35, me, 7);
}
function moveBowserInit(me) {
addEventInterval(bowserJumps, 117, Infinity, me);
addEventInterval(bowserFires, 280, Infinity, me);
addEventInterval(bowserFires, 350, Infinity, me);
addEventInterval(bowserFires, 490, Infinity, me);
me.movement = moveBowser;
}
function moveBowser(me) {
if(!characterIsAlive(mario)) return;
lookTowardMario(me);
if(me.lookleft) me.xvel = Math.sin(Math.PI * (me.counter += .007)) / 1.4;
else me.xvel = min(me.xvel + .07, .84);
}
function bowserJumps(me) {
if(!characterIsAlive(me)) return true;
if(!me.resting || !me.lookleft) return;
me.yvel = unitsize * -1.4;
me.resting = false;
// If there is a platform, don't bump into it
me.nocollidesolid = true;
addEventInterval(function(me) {
if(me.yvel > unitsize) {
me.nocollidesolid = false;
return true;
}
}, 3, Infinity, me);
}
function bowserFires(me) {
if(!characterIsAlive(me) || !characterIsAlive(mario)) return true;
if(!me.lookleft) return;
// Close the mouth
addClass(me, "firing");
playLocal("Bowser Fires", me.left);
// After a little bit, open and fire
addEvent(function(me) {
var top = me.top + unitsizet4,
fire = new Thing(BowserFire, roundDigit(mario.bottom, unitsizet8));
removeClass(me, "firing");
addThing(fire, me.left - unitsizet8, top);
play("Bowser Fires");
}, 14, me);
}
// This is for when Fiery Mario kills bowser - the normal one is listed under the castle things
function killBowser(me, big) {
if(big) {
me.nofall = false;
return killFlip(me);
}
if(++me.deathcount == 5) {
me.yvel = me.speed = me.movement = 0;
killFlip(me, 350);
score(me, 5000);
}
}
// For when the axe is hit
function freezeBowser(me) {
me.movement = false;
thingStoreVelocity(me);
}
// Each fireball leaves his mouth, and while moving horizontally, shifts its yloc
function BowserFire(me, ylev) {
me.width = 12;
me.height = 4;
me.xvel = unitsize * -.63;
me.deadly = me.nofall = me.nocollidesolid = me.nofire = true;
me.collide = collideEnemy;
if(ylev) {
me.ylev = ylev;
me.movement = moveFlying;
}
setCharacter(me, "bowserfire");
addSpriteCycle(me, [unflipVert, flipVert]);
}
function moveFlying(me) {
if(round(me.bottom) == round(me.ylev)) {
me.movement = false;
return;
}
shiftVert(me, min(max(0, me.ylev - me.bottom), unitsize));
}
function WaterBlock(me, width) {
me.height = 16;
me.width = width;
me.spritewidth = me.spriteheight = 1 / scale;
me.repeat = true;
setSolid(me, "water-block");
}
function Blooper(me) {
me.width = 8;
me.height = 12;
me.nocollidesolid = me.nofall = me.moveleft = 1;
me.squeeze = me.counter = 0;
me.speed = unitsized2;
me.xvel = me.speedinv = -unitsized4;
me.movement = moveBlooper;
me.collide = collideEnemy;
me.death = killFlip;
setCharacter(me, "blooper");
}
// Normally goes up at increasing rate
// Every X seconds, squeezes to go down
//// Minimum Y seconds, continues if Mario is below until bottom is 8 above floor
function moveBlooper(me) {
switch(me.counter) {
case 56: me.squeeze = true; ++me.counter; break;
case 63: squeezeBlooper(me); break;
default: ++me.counter; break;
}
if(me.squeeze) me.yvel = max(me.yvel + .021, .7); // going down
else me.yvel = min(me.yvel - .035, -.7); // going up
shiftVert(me, me.yvel, true);
if(!me.squeeze) {
if(mario.left > me.right + unitsizet8) {
// Go to the right
me.xvel = min(me.speed, me.xvel + unitsized32);
}
else if(mario.right < me.left - unitsizet8) {
// Go to the left
me.xvel = max(me.speedinv, me.xvel - unitsized32);
}
}
}
function squeezeBlooper(me) {
if(me.squeeze != 2) addClass(me, "squeeze");
// if(!me.squeeze) me.yvel = 0;
me.squeeze = 2;
me.xvel /= 1.17;
setHeight(me, 10, true, true);
// (104 (map.floor) - 12 (blooper.height) - 2) * unitsize
if(me.top > mario.bottom || me.bottom > 360) unsqueezeBlooper(me);