Thread: Experiment[GS1]
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Old 04-16-2007, 10:18 PM
DustyPorViva DustyPorViva is offline
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Experiment[GS1]

This is more of an experiment that people might want to dissect more than slap on their server, especially since it's GS1 and made completely offline with no online testing. It's a baddy I made, but I was messing around and worked it around 8 directions. It chooses it's direction while chasing the player depending on what point in the 8 directions around itself that the player is closest to. The benefit of this over going directly in the players direction is that it can maneuver around walls a bit easier because it's x and y movement are separated. Anyways, maybe it's a technique that could be used more frequently, even though the movement looks unnatural.

PHP Code:
// NPC made by Dusty

function customize() {
  
showcharacter;             // Initializes the NPC as a character
  
setcharprop #1,sword1.png; // Sword image
  
setcharprop #2,shield1.png;// Shield image
  
setcharprop #3,head19.png; // Head image
  
setcharprop #C0,black;     // Skin color
  
setcharprop #C1,black;     // Coat color
  
setcharprop #C2,black;     // Sleeve color
  
setcharprop #C3,black;     // Shoe color
  
setcharprop #C4,black;     // Belt color
  
this.walkspeed=.15;        // Wandering walk speed
  
this.chasespeed=.3;        // Chasing speed
  
swordpower=1;              // I hope it's obvious
  
shieldpower=1;             // See the above
  
hearts=3;                  // See the above
  
this.dir=int(random(0,8)); // Sets a random direction, if you want otherwise, set it 0-7
}

function 
setgani() {
  
tokenize walk walk sword hurt dead// Respective gani's for each mode in order
  
if (!strequals(#m(-1),#t(this.mode))) setcharani #t(this.mode),; // Sets the gani if the new gani is not the current one
}

if (
created) {
  
customize();
  
dontblock;
  
this.directions=8;
  
this.dirgo={0,-1,-1,-1,-1,0,-1,1,0,1,1,1,1,0,1,-1};
  
setarray this.onwall,2;

  
timeout=0.05;
}

if (
timeout) {
  
// WANDERING MODE
  
if (this.mode==0) {
    
x+=this.dirgo[this.dir*2]*this.walkspeed;
    
y+=this.dirgo[1+this.dir*2]*this.walkspeed;
    
dir=getdir(this.dirgo[this.dir*2],this.dirgo[1+this.dir*2]);
    if (
onwall(x+1.5+this.dirgo[this.dir*2],y+2+this.dirgo[1+this.dir*2])) this.dir=(this.dir-1)%8;
    
this.delta={(playerx+1.5)-(x+1.5),(playery+2)-(y+2),(this.delta[0]^2+this.delta[1]^2)^.5};
    if (
getdir(this.delta[0],this.delta[1])==dir && this.delta[2]<15this.mode=1;
  }
  
// SEEK AND DESTROY MODE
  
if (this.mode==1) {
    
this.dist=1000;
    for (
i=0;i<this.directions;i++) {
      
this.x=x+1.5+this.dirgo[i*2];
      
this.y=y+2+this.dirgo[1+i*2];
      
this.delta={(playerx+1.5)-this.x,(playery+2)-this.y,(this.delta[0]^2+this.delta[1]^2)^.5};
      if (
this.delta[2]<this.dist) {
        
this.dist=this.delta[2];
        
this.dir=i;
      }
    }
    
this.x=x+1.5+this.dirgo[this.dir*2];
    
this.y=y+2+this.dirgo[1+this.dir*2];
    
this.dist=(((playerx+1.5)-this.x)^2+((playery+2)-this.y)^2)^.5;
    if (
this.dist<=2this.mode=2;
    
dir=getdir(this.dirgo[this.dir*2],this.dirgo[1+this.dir*2]);
    
this.dx=this.dirgo[this.dir*2]*this.chasespeed;
    
this.dy=this.dirgo[1+this.dir*2]*this.chasespeed;
    
this.onwall[0]=onwall2(x+1.5+this.dx*4,y+1.25,.05,.95);
    
this.onwall[1]=onwall2(x+.75,y+2+this.dy*4,.9,.05);

    if (
this.onwall[0]==0x+=this.dx;
    if (
this.onwall[1]==0y+=this.dy;
  }
  
// ATTACK MODE
  
if (this.mode==2) {
    if (
strequals(#m(-1),idle)) this.mode=1;
  
}
  
// HURT MODE
  
if (this.mode==3) {
    if (
this.timer>0this.timer-=0.05;
    else 
this.mode=1;
  }
  
setgani();
  if (
this.mode<4timeout=0.05;
}

if (
wa**** && hearts>&& this.mode<3) {
  
hearts-=playerswordpower/2;
  if (
hearts>0) {
    
this.timer=1// Sets the timer for how long he remains immobile when hurt
    
this.mode=3;
  } else 
this.mode=4;

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