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forked from sent/waves
waves/public/assets/g/wbwwb/js/peeps/MurderPeep.js
2025-04-09 17:11:14 -05:00

244 lines
6.6 KiB
JavaScript

Game.addToManifest({
face_murder: "sprites/peeps/face_murder.json",
weapon_gun: "sprites/peeps/weapon_gun.json",
weapon_axe: "sprites/peeps/weapon_axe.json",
weapon_bat: "sprites/peeps/weapon_bat.json",
weapon_shotgun: "sprites/peeps/weapon_shotgun.json",
gunshot: "sounds/gunshot.mp3",
shotgun: "sounds/shotgun.mp3",
impact: "sounds/impact.mp3"
});
/****
FACE FRAMES:
00-04: crazy at screen (loop)
05-13: blink, and crazy forever (loop: 09-13)
WEAPON FRAMES:
00-05: pull out (04 is rest)
06: BAM
07-15: return to rest (04 is rest)
****/
function MurderPeep(scene){
var self = this;
Peep.apply(self, [scene]);
self._CLASS_ = "MurderPeep";
// Add the body & face sprites
self.type = "???";
self.bodyMC = self.addMovieClip("body");
self.faceMC = self.addMovieClip("face_murder");
self.weaponType = null;
self.weaponMC = null;
// Init with what kinda weapon?
self.init = function(shapeType, weaponType){
// Type
self.type = shapeType;
self.bodyMC.gotoAndStop((shapeType=="circle") ? 0 : 1);
// Weapon
self.weaponType = weaponType;
self.weaponMC = self.addMovieClip("weapon_"+weaponType);
self.weaponMC.gotoAndStop(0);
// Transform
self.x = scene.tv.x;
self.y = scene.tv.y+Math.random(); // tiny offset to avoid glitchy depth-sort
if(shapeType=="circle"){
self.x -= 60;
self.flip = 1;
self.gracePeriod = 30;
}else{
self.x += 60;
self.flip = -1;
self.gracePeriod = 50;
}
// Let's Watch TV!
self.watchTV();
};
// Animate on doubles
var MODE = 0;
var MODE_STARE = 0;
var MODE_CRAZY = 1;
var MODE_KILL = 2;
// Animate!
var doubles = 0;
self.gracePeriod = -1;
self.standingTime = -1;
self.callbacks.update = function(){
// Animate on doubles! ...or... TRIPLES?
doubles = (doubles+1)%4;
// stay within game frame
self.stayWithinRect({
l:100, r:860, t:100, b:480
},0.15);
// FRAMES: MANUALLY
if(doubles==0){
var frame;
// Face
var face = self.faceMC;
frame = face.currentFrame;
switch(MODE){
case MODE_STARE:
if(frame<4) face.gotoAndStop(frame+1);
else face.gotoAndStop(0);
break;
case MODE_CRAZY:
if(frame<13) face.gotoAndStop(frame+1);
else face.gotoAndStop(9);
break;
}
// Weapon
var weapon = self.weaponMC;
frame = weapon.currentFrame;
if(MODE==MODE_CRAZY || MODE==MODE_KILL){
if(frame<5){
weapon.gotoAndStop(frame+1);
}
if(frame>=6){
if(frame<15){
weapon.gotoAndStop(frame+1);
}else{
if(self.standingTime<=0){
self.startWalking();
weapon.gotoAndStop(5);
}else{
self.standingTime--;
}
}
}
}
}
///////////////////////////
///////////////////////////
///////////////////////////
// KILL THE OTHER KIND
if(self.gracePeriod<=0){
if(!self.isShocked){
var otherType = (self.type=="circle") ? "square" : "circle";
var closeTo = self.touchingPeeps(120, function(peep){
return(peep._CLASS_=="PanicPeep" && peep.type==otherType);
});
if(closeTo.length>0 && self.isWalking){
// FACE 'EM
self.flip = (closeTo[0].x>self.x) ? 1 : -1;
// USE WEAPON
MODE = MODE_KILL;
self.weaponMC.gotoAndStop(6);
self.gracePeriod = _s(BEAT*2);
self.bounce = 1.6;
self.standingTime = 5; // hack
self.stopWalking();
// What sound?
var sound = null;
var volume = 0.2;
switch(self.weaponType){
case "gun":
sound = Game.sounds.gunshot;
break;
case "axe": case "bat":
sound = Game.sounds.impact;
break;
case "shotgun":
sound = Game.sounds.shotgun;
break;
}
sound.volume(volume);
sound.play();
// TODO: Actually hurt 'em
closeTo[0].getKilledBy(self);
}
}
}else if(self.isWalking){
self.gracePeriod--;
}
};
// Speed...
self.callbacks.startWalking = function(){
self.speed = 3;
};
// SAME WALK ANIM, EXCEPT: RANDOM ROTATION
self.walkAnim = function(){
var g = self.graphics;
// Hop & Flip
self.hop += self.speed/40;
if(self.hop>1) self.hop--;
self.flip = (self.vel.x<0) ? -1 : 1;
// Sway back & forth
var t = self.hop*Math.PI*2;
g.pivot.y = Math.abs(Math.sin(t))*15;
g.rotation = (Math.random()*2-1)*0.05;
};
// SAME STAND ANIM, EXCEPT: RANDOM ROTATION
self.standAnim = function(){
var g = self.graphics;
g.rotation = (Math.random()*2-1)*0.05;
g.pivot.y = 0;
};
// AT FIRST...
self.watchTV = function(){
self.clearAnims(); // just in case...
// 0) Stop & look
var tv = scene.tv;
self.stopWalking(true);
self.flip = (tv.x>self.x) ? 1 : -1;
var OFFSET = 0; // (Math.abs(self.x-tv.x)-60)/100;
var WAIT = Director.ZOOM_OUT_1_TIME + Director.SEE_VIEWERS_TIME;
// 1) Become nervous
self.setTimeout(function(){
self.bounce = 1.6;
MODE = MODE_CRAZY;
},_s(OFFSET+BEAT*2));
// 3) And go on.
self.setTimeout(function(){
self.startWalking();
if(self.type=="circle"){
self.direction = Math.PI + (Math.random()*2-1);
}else{
self.direction = (Math.random()*2-1);
}
},_s(OFFSET+WAIT+1));
};
}