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main.ts
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namespace SpriteKind {
export const Thing = SpriteKind.create()
export const Villager = SpriteKind.create()
export const Title = SpriteKind.create()
export const Darkness = SpriteKind.create()
}
function house_walls_around (column: number, row: number) {
tiles.setWallAt(tiles.getTileLocation(column - 1, row - 1), true)
tiles.setWallAt(tiles.getTileLocation(column, row - 1), true)
tiles.setWallAt(tiles.getTileLocation(column + 1, row - 1), true)
tiles.setWallAt(tiles.getTileLocation(column - 1, row), true)
tiles.setWallAt(tiles.getTileLocation(column, row), true)
tiles.setWallAt(tiles.getTileLocation(column + 1, row), true)
tiles.setWallAt(tiles.getTileLocation(column - 1, row + 1), true)
tiles.setWallAt(tiles.getTileLocation(column + 1, row + 1), true)
}
function part_1_1 () {
for (let index = 0; index < 20; index++) {
make_villager(randint(0, 2), true)
}
timer.background(function () {
while (current_part == "1.1") {
for (let sprite_villager of sprites.allOfKind(SpriteKind.Villager)) {
if (sprites.readDataString(sprite_villager, "state") == "panicking") {
continue;
}
if (sprites.readDataString(sprite_villager, "state") == "idle") {
if (Math.percentChance(50) && sprites.readDataBoolean(sprite_villager, "do_wandering")) {
sprites.setDataString(sprite_villager, "state", "walking")
scene.followPath(sprite_villager, scene.aStar(tiles.locationOfSprite(sprite_villager), tiles.getTilesByType(random_path_tile())._pickRandom()), 50)
}
} else {
if (!(character.matchesRule(sprite_villager, character.rule(Predicate.Moving)))) {
sprites.setDataString(sprite_villager, "state", "idle")
}
}
pause(20)
}
pause(500)
}
})
tiles.placeOnTile(sprite_player, tiles.getTileLocation(17, 18))
sprite_player.x += tiles.tileWidth() / 2
sprite_player.y += tiles.tileWidth() / 2
fade_out(false)
color.pauseUntilFadeDone()
can_skip_dialog = true
story.printCharacterText("Ah what a beautiful day.", name)
story.printCharacterText("Now which house does the leader live in? That old man told me to meet him today.", name)
story.printCharacterText("Doesn't he live in a blue house?", name)
enable_movement(true)
while (true) {
sprite_overlapping = overlapping_sprite_kind(sprite_player, SpriteKind.Thing)
if (sprite_overlapping && Math.abs(sprite_overlapping.bottom - sprite_player.y) < 4) {
if (sprites.readDataBoolean(sprite_overlapping, "is_house")) {
enable_movement(false)
story.printCharacterText("*knock knock knock*", name)
timer.background(function () {
story.spriteMoveToLocation(sprite_player, sprite_player.x, sprite_player.y + tiles.tileWidth(), 80)
character.setCharacterState(sprite_player, character.rule(Predicate.FacingUp, Predicate.NotMoving))
})
if (sprites.readDataBoolean(sprite_overlapping, "has_leader")) {
break;
} else {
story.printCharacterText("No one is home!", "*Muffled voice*")
}
enable_movement(true)
character.clearCharacterState(sprite_player)
}
}
pause(100)
}
sprite_leader = make_villager(3, false)
tiles.placeOnTile(sprite_leader, tiles.locationInDirection(tiles.locationOfSprite(sprite_player), CollisionDirection.Top))
story.spriteMoveToLocation(sprite_leader, sprite_leader.x, sprite_leader.y + tiles.tileWidth(), 50)
character.setCharacterState(sprite_leader, character.rule(Predicate.FacingDown))
pause(1000)
story.printCharacterText("Ah, hello there " + name + ". Today's the day. Come on, we have much to discuss. Follow me.", "Village Leader")
path = scene.aStar(tiles.locationOfSprite(sprite_leader), tiles.getTileLocation(13, 12))
pause(500)
scene.cameraFollowSprite(null)
character.clearCharacterState(sprite_leader)
scene.followPath(sprite_leader, path, 50)
pause(500)
character.clearCharacterState(sprite_player)
scene.followPath(sprite_player, path, 50)
fade_in(true)
sprite_leader.destroy()
scene.cameraFollowSprite(sprite_player)
}
function place_thing (image2: Image, column: number, row: number) {
place_floor_thing(image2, column, row)
tiles.setWallAt(tiles.getTileLocation(column, row), true)
}
function get_relative_ground_tile (column: number, row: number) {
for (let direction of [CollisionDirection.Top, CollisionDirection.Right, CollisionDirection.Bottom, CollisionDirection.Left]) {
if (tiles.tileIs(tiles.locationInDirection(tiles.getTileLocation(column, row), direction), assets.tile`grass`)) {
return assets.tile`grass`
} else if (tiles.tileIs(tiles.locationInDirection(tiles.getTileLocation(column, row), direction), assets.tile`dark_grass`)) {
return assets.tile`dark_grass`
}
}
return assets.tile`grass`
}
controller.B.onEvent(ControllerButtonEvent.Pressed, function () {
if (can_slow_time) {
if (slowing_time) {
slowing_time = false
} else if (energy_level > 0) {
slowing_time = true
}
}
})
function make_serpent (column: number, row: number, health: number, size: number) {
sprite_serpent = sprites.create(assets.animation`serpent_slither_right`[0], SpriteKind.Enemy)
temp_animation = assets.animation`serpent_slither_left`
character.loopFrames(
sprite_serpent,
scale_animation_by(size),
100,
character.rule(Predicate.MovingLeft)
)
temp_animation = assets.animation`serpent_slither_right`
character.loopFrames(
sprite_serpent,
scale_animation_by(size),
100,
character.rule(Predicate.MovingRight)
)
temp_animation = [assets.animation`serpent_slither_left`[0]]
character.runFrames(
sprite_serpent,
scale_animation_by(size),
100,
character.rule(Predicate.FacingLeft)
)
temp_animation = [assets.animation`serpent_slither_right`[0]]
character.runFrames(
sprite_serpent,
scale_animation_by(size),
100,
character.rule(Predicate.FacingRight)
)
tiles.placeOnTile(sprite_serpent, tiles.getTileLocation(column, row))
sprites.setDataSprite(sprite_serpent, "target", sprite_player)
sprites.setDataNumber(sprite_serpent, "id", sprite_id)
sprite_id += 1
sprites.setDataBoolean(sprite_serpent, "slowed_down", false)
multilights.addLightSource(sprite_serpent, 5 * size)
status_bar = statusbars.create(16 * size, 2 * size, StatusBarKind.EnemyHealth)
status_bar.setColor(2, 0, 3)
status_bar.setStatusBarFlag(StatusBarFlag.SmoothTransition, true)
status_bar.attachToSprite(sprite_serpent)
status_bar.value = health
status_bar.max = health
status_bar.setOffsetPadding(0, 1 * size)
status_bar.positionDirection(CollisionDirection.Top)
status_bar.setFlag(SpriteFlag.Ghost, true)
return sprite_serpent
}
function overlapping_sprite_kind (overlap_sprite: Sprite, kind: number) {
for (let sprite of sprites.allOfKind(kind)) {
if (overlap_sprite.overlapsWith(sprite)) {
return sprite
}
}
return [][0]
}
controller.A.onEvent(ControllerButtonEvent.Pressed, function () {
if (sprite_player && can_fight) {
use_sword()
}
})
function update_and_wait_till_x_serpents_left (left: number) {
while (sprites.allOfKind(SpriteKind.Enemy).length > left) {
for (let sprite_serpent of sprites.allOfKind(SpriteKind.Enemy)) {
update_serpent(sprite_serpent)
}
pause(500)
}
}
sprites.onOverlap(SpriteKind.Projectile, SpriteKind.Player, function (sprite, otherSprite) {
sprite.destroy()
if (!(sprites.readDataBoolean(otherSprite, "attacking"))) {
scene.cameraShake(4, 500)
info.changeLifeBy(-2)
}
})
controller.combos.attachCombo("urdlurdlurdlurdl", function () {
color.pauseUntilFadeDone()
dark_mode = !(dark_mode)
save_bool("dark_mode", dark_mode)
multilights.toggleLighting(dark_mode)
})
function part_1 () {
if (current_part == "1.1") {
make_part_1_tilemap()
part_1_1()
clear_tilemap()
save_part("1.2")
pause(1000)
}
if (current_part == "1.2") {
make_part_1_tilemap()
part_1_2()
clear_tilemap()
save_part("1.3")
pause(1000)
}
if (current_part == "1.3") {
make_part_1_tilemap()
part_1_3()
clear_tilemap()
save_part("2.1")
pause(1000)
}
}
function part_2 () {
if (current_part == "2.1") {
make_part_2_tilemap()
part_2_1()
clear_tilemap()
save_part("2.2")
pause(1000)
}
if (current_part == "2.2") {
make_part_2_tilemap()
part_2_2()
clear_tilemap()
save_part("2.3")
pause(1000)
}
if (current_part == "2.3") {
make_part_2_tilemap()
part_2_3()
clear_tilemap()
save_part("2.4")
pause(1000)
}
if (current_part == "2.4") {
part_2_4()
}
}
function make_part_1_tilemap () {
scene.setBackgroundColor(7)
tiles.setTilemap(tilemap`level_1`)
for (let location of tiles.getTilesByType(sprites.castle.rock0)) {
tiles.setWallAt(location, true)
}
for (let location of tiles.getTilesByType(sprites.castle.rock1)) {
tiles.setWallAt(location, true)
}
for (let location of tiles.getTilesByType(assets.tile`water`)) {
tiles.setWallAt(location, true)
}
for (let location of tiles.getTilesByType(assets.tile`tree_1`)) {
place_thing(assets.image`tree_1`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
sprite_thing.y += -8
}
for (let location of tiles.getTilesByType(assets.tile`tree_2`)) {
place_thing(assets.image`tree_2`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
sprite_thing.y += -8
}
for (let location of tiles.getTilesByType(assets.tile`tree_3`)) {
place_thing(assets.image`tree_3`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
sprite_thing.y += -8
}
for (let location of tiles.getTilesByType(assets.tile`tree_4`)) {
place_thing(assets.image`tree_4`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
sprite_thing.y += -4
}
for (let location of tiles.getTilesByType(assets.tile`tree_4`)) {
place_thing(assets.image`tree_4`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
sprite_thing.y += -4
}
for (let location of tiles.getTilesByType(assets.tile`flower_1`)) {
place_floor_thing(assets.image`flower_1`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
}
for (let location of tiles.getTilesByType(assets.tile`flower_2`)) {
place_floor_thing(assets.image`flower_2`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
}
for (let location of tiles.getTilesByType(assets.tile`mushroom_1`)) {
place_floor_thing(assets.image`mushroom_1`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
}
for (let location of tiles.getTilesByType(assets.tile`stump_1`)) {
place_thing(assets.image`stump_1`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
}
for (let location of tiles.getTilesByType(assets.tile`house_1`)) {
place_thing(assets.image`house_1`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
house_walls_around(tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
multilights.addLightSource(sprite_thing, 15)
sprites.setDataBoolean(sprite_thing, "is_house", true)
sprite_thing.setFlag(SpriteFlag.GhostThroughSprites, false)
}
for (let location of tiles.getTilesByType(assets.tile`house_2`)) {
place_thing(assets.image`house_2`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
house_walls_around(tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
multilights.addLightSource(sprite_thing, 15)
sprites.setDataBoolean(sprite_thing, "is_house", true)
sprite_thing.setFlag(SpriteFlag.GhostThroughSprites, false)
}
sprites.setDataBoolean(sprite_thing, "has_leader", true)
}
scene.onOverlapTile(SpriteKind.Darkness, sprites.dungeon.floorLight1, function (sprite, location) {
tiles.setTileAt(location, assets.tile`darkness`)
timer.after(2000, function () {
tiles.setTileAt(location, sprites.dungeon.floorLight1)
})
})
function fade_out (block: boolean) {
color.startFade(color.Black, color.originalPalette, 2000)
if (block) {
color.pauseUntilFadeDone()
}
}
function read_bool (name: string) {
return blockSettings.readNumber(name) == 1
}
function update_serpents_for_x_ms (ms: number) {
start_time = game.runtime()
while (game.runtime() - start_time < ms) {
for (let sprite_serpent of sprites.allOfKind(SpriteKind.Enemy)) {
update_serpent(sprite_serpent)
}
pause(500)
}
}
function fade_in (block: boolean) {
color.startFade(color.originalPalette, color.Black, 2000)
if (block) {
color.pauseUntilFadeDone()
}
}
function place_floor_thing (image2: Image, column: number, row: number) {
sprite_thing = sprites.create(image2, SpriteKind.Thing)
sprite_thing.setFlag(SpriteFlag.Ghost, true)
tiles.placeOnTile(sprite_thing, tiles.getTileLocation(column, row))
tiles.setTileAt(tiles.getTileLocation(column, row), get_relative_ground_tile(column, row))
sprites.setDataBoolean(sprite_thing, "is_house", false)
sprites.setDataBoolean(sprite_thing, "has_leader", false)
}
function make_villager (picture_index: number, do_wandering: boolean) {
villager_down_animations = [assets.animation`villager_1_walk_down`, assets.animation`villager_2_walk_down`, assets.animation`villager_3_walk_down`, assets.animation`village_leader_walk_down`]
villager_up_animations = [assets.animation`villager_1_walk_up`, assets.animation`villager_2_walk_up`, assets.animation`villager_3_walk_up`, assets.animation`villager_leader_walk_up`]
villager_right_animations = [assets.animation`villager_1_walk_right`, assets.animation`villager_2_walk_right`, assets.animation`villager_3_walk_right`, assets.animation`villager_leader_walk_right`]
villager_left_animations = [assets.animation`villager_1_walk_left`, assets.animation`villager_2_walk_left`, assets.animation`villager_3_walk_left`, assets.animation`village_leader_walk_left`]
sprite_villager = sprites.create(villager_down_animations[picture_index][0], SpriteKind.Villager)
character.loopFrames(
sprite_villager,
villager_up_animations[picture_index],
100,
character.rule(Predicate.MovingUp)
)
character.loopFrames(
sprite_villager,
villager_right_animations[picture_index],
100,
character.rule(Predicate.MovingRight)
)
character.loopFrames(
sprite_villager,
villager_down_animations[picture_index],
100,
character.rule(Predicate.MovingDown)
)
character.loopFrames(
sprite_villager,
villager_left_animations[picture_index],
100,
character.rule(Predicate.MovingLeft)
)
character.runFrames(
sprite_villager,
[villager_up_animations[picture_index][0]],
100,
character.rule(Predicate.FacingUp)
)
character.runFrames(
sprite_villager,
[villager_right_animations[picture_index][0]],
100,
character.rule(Predicate.FacingRight)
)
character.runFrames(
sprite_villager,
[villager_down_animations[picture_index][0]],
100,
character.rule(Predicate.FacingDown)
)
character.runFrames(
sprite_villager,
[villager_left_animations[picture_index][0]],
100,
character.rule(Predicate.FacingLeft)
)
character.setCharacterAnimationsEnabled(sprite_villager, true)
sprites.setDataString(sprite_villager, "state", "idle")
sprites.setDataBoolean(sprite_villager, "do_wandering", do_wandering)
sprites.setDataBoolean(sprite_villager, "slowed_down", false)
tiles.placeOnRandomTile(sprite_villager, random_path_tile())
multilights.addLightSource(sprite_villager, 5)
return sprite_villager
}
function part_2_1 () {
tiles.placeOnTile(sprite_player, tiles.getTileLocation(79, 14))
sprite_player.setVelocity(0, 0)
scene.followPath(sprite_player, scene.aStar(tiles.getTileLocation(0, 0), tiles.getTileLocation(0, 0)), 0)
sprite_player.setFlag(SpriteFlag.Ghost, false)
scene.cameraFollowSprite(sprite_player)
character.setCharacterState(sprite_player, character.rule(Predicate.FacingLeft, Predicate.NotMoving))
fade_out(true)
story.printCharacterText("Oh no where did they go?", name)
story.printCharacterText("Ah ha I see you over there!", name)
enable_movement(true)
character.clearCharacterState(sprite_player)
can_fight = true
can_slow_time = true
energy_level = 100
make_serpent(tiles.locationXY(tiles.locationOfSprite(sprite_player), tiles.XY.column) - (scene.screenWidth() / tiles.tileWidth() + 2), tiles.locationXY(tiles.locationOfSprite(sprite_player), tiles.XY.row), 4, 1)
update_and_wait_till_x_serpents_left(0)
pause(1000)
make_serpent(tiles.locationXY(tiles.locationOfSprite(sprite_player), tiles.XY.column) - (scene.screenWidth() / tiles.tileWidth() + 2), Math.constrain(tiles.locationXY(tiles.locationOfSprite(sprite_player), tiles.XY.row) - 1, 0, tiles.tilemapRows() - 1), 4, 1)
make_serpent(tiles.locationXY(tiles.locationOfSprite(sprite_player), tiles.XY.column) - (scene.screenWidth() / tiles.tileWidth() + 2), Math.constrain(tiles.locationXY(tiles.locationOfSprite(sprite_player), tiles.XY.row) + 1, 0, tiles.tilemapRows() - 1), 4, 1)
update_and_wait_till_x_serpents_left(0)
while (tiles.locationXY(tiles.locationOfSprite(sprite_player), tiles.XY.column) > 50) {
make_serpent(tiles.locationXY(tiles.locationOfSprite(sprite_player), tiles.XY.column) - (scene.screenWidth() / tiles.tileWidth() + 2), Math.constrain(tiles.locationXY(tiles.locationOfSprite(sprite_player), tiles.XY.row) - 1, 0, tiles.tilemapRows() - 1), 4, 1)
make_serpent(tiles.locationXY(tiles.locationOfSprite(sprite_player), tiles.XY.column) - (scene.screenWidth() / tiles.tileWidth() + 2), Math.constrain(tiles.locationXY(tiles.locationOfSprite(sprite_player), tiles.XY.row) + 1, 0, tiles.tilemapRows() - 1), 4, 1)
update_and_wait_till_x_serpents_left(0)
}
enable_movement(false)
can_fight = false
can_slow_time = false
character.setCharacterState(sprite_player, character.rule(Predicate.FacingLeft, Predicate.NotMoving))
story.printCharacterText("Wow, this place is HUGE!", name)
character.clearCharacterState(sprite_player)
scene.followPath(sprite_player, scene.aStar(tiles.locationOfSprite(sprite_player), tiles.getTileLocation(17, 14)), 50)
fade_in(true)
}
function update_serpent (serpent: Sprite) {
if (!(spriteutils.isDestroyed(sprites.readDataSprite(serpent, "target")))) {
if (spriteutils.distanceBetween(serpent, sprites.readDataSprite(serpent, "target")) > 8 * tiles.tileWidth()) {
return
}
path = scene.aStar(tiles.locationOfSprite(serpent), tiles.locationOfSprite(sprites.readDataSprite(serpent, "target")))
if (path) {
if (slowing_time) {
scene.followPath(serpent, path, 10)
} else {
scene.followPath(serpent, path, 50)
}
} else {
serpent.setFlag(SpriteFlag.GhostThroughWalls, true)
while (tiles.tileIsWall(tiles.locationOfSprite(serpent))) {
if (slowing_time) {
spriteutils.setVelocityAtAngle(serpent, spriteutils.angleFrom(serpent, sprites.readDataSprite(serpent, "target")), 10)
} else {
spriteutils.setVelocityAtAngle(serpent, spriteutils.angleFrom(serpent, sprites.readDataSprite(serpent, "target")), 50)
}
pause(100)
}
serpent.setFlag(SpriteFlag.GhostThroughWalls, false)
}
if (spriteutils.distanceBetween(serpent, sprites.readDataSprite(serpent, "target")) < 48) {
if (character.matchesRule(serpent, character.rule(Predicate.FacingLeft))) {
character.setCharacterAnimationsEnabled(serpent, false)
animation.runImageAnimation(
serpent,
assets.animation`serpent_attack_left`,
100,
false
)
} else {
character.setCharacterAnimationsEnabled(serpent, false)
animation.runImageAnimation(
serpent,
assets.animation`serpent_attack_right`,
100,
false
)
}
shoot_fireball(serpent, sprites.readDataSprite(serpent, "target"))
timer.after(300, function () {
character.setCharacterAnimationsEnabled(serpent, true)
})
}
}
}
function part_1_2 () {
sprite_leader = make_villager(3, false)
tiles.placeOnTile(sprite_leader, tiles.getTileLocation(13, 12))
tiles.placeOnTile(sprite_player, tiles.getTileLocation(14, 12))
scene.followPath(sprite_leader, scene.aStar(tiles.getTileLocation(0, 0), tiles.getTileLocation(0, 0)), 0)
scene.followPath(sprite_player, scene.aStar(tiles.getTileLocation(0, 0), tiles.getTileLocation(0, 0)), 0)
character.setCharacterState(sprite_leader, character.rule(Predicate.FacingRight))
character.setCharacterState(sprite_player, character.rule(Predicate.FacingLeft, Predicate.NotMoving))
fade_out(false)
color.pauseUntilFadeDone()
can_skip_dialog = true
story.printCharacterText("" + name + ", I've been wanting to tell you this for a long time, but I didn't feel like you were ready for it until now.", "Village Leader")
story.printCharacterText("You have the ability to control time.", "Village Leader")
story.printCharacterText("Wait, WHAT? Is this some sort of sick joke you are playing on me???", name)
story.printCharacterText("No. I am serious. You can control time.", "Village Leader")
story.printCharacterText("Alright not really control as you (and I) can only slow it down. But it sounds cooler that way.", "Village Leader")
story.printCharacterText("Wait, you have that power too???", name)
story.printCharacterText("Yes.", "Village Leader")
story.printCharacterText("Wouldn't other people have noticed?", name)
story.printCharacterText("No, because everything, and I mean EVERYTHING slows down. Even a person's mind would slow down with everything else as well.", "Village Leader")
story.printCharacterText("But people who can slow down time, like you - they notice it as well.", "Village Leader")
story.printCharacterText("Believe it or not, I was actually young one time. Before I could slow down time and only require a 3 hour nap after. But now, I'm too old to do this stuff.", "Village Leader")
story.printCharacterText("If I was to do it, I would pass out for a whole week.", "Village Leader")
story.printCharacterText("Then how do I do it? Why did you tell me this?", name)
story.printCharacterText("I told you this because the Serpents on the other side of the river-", "Village Leader")
story.printCharacterText("The SERPENTS?!?!?", name)
story.printCharacterText("Yes, those snakes. Their leader wants to conquer everything, and this village is no exception. ", "Village Leader")
story.printCharacterText("I wanted to warn you before they att-", "Village Leader")
timer.background(function () {
Notification.waitForNotificationFinish()
Notification.notify("Drums play in the distance", 1, assets.image`closed_captioning_icon`)
})
music.setVolume(50)
for (let index = 0; index < 24; index++) {
music.thump.playUntilDone()
music.rest(music.beat(BeatFraction.Half))
}
music.setVolume(20)
story.printCharacterText("Oh no today is the day. They are attacking. Go fend them off. I assume you know how to use a sword? ", "Village Leader")
story.printCharacterText("No not reall-", name)
story.printCharacterText("Then I will see you later. Good luck and hold them off until I get everyone to safety.", "Village Leader")
character.setCharacterState(sprite_player, character.rule(Predicate.FacingRight, Predicate.NotMoving))
character.clearCharacterState(sprite_leader)
scene.followPath(sprite_leader, scene.aStar(tiles.locationOfSprite(sprite_leader), tiles.getTileLocation(28, 26)), 60)
timer.background(function () {
story.printCharacterText("Wait no come back!!!", name)
})
fade_in(true)
sprite_leader.destroy()
character.clearCharacterState(sprite_player)
}
function part_2_2 () {
tiles.placeOnTile(sprite_player, tiles.getTileLocation(37, 14))
sprite_player.y += tiles.tileWidth() / 2
sprite_player.setVelocity(0, 0)
scene.followPath(sprite_player, scene.aStar(tiles.getTileLocation(0, 0), tiles.getTileLocation(0, 0)), 0)
sprite_player.setFlag(SpriteFlag.Ghost, false)
scene.cameraFollowSprite(sprite_player)
character.setCharacterState(sprite_player, character.rule(Predicate.FacingLeft, Predicate.NotMoving))
for (let location of [
tiles.getTileLocation(36, 10),
tiles.getTileLocation(36, 19),
tiles.getTileLocation(2, 2),
tiles.getTileLocation(2, 27),
tiles.getTileLocation(10, 10),
tiles.getTileLocation(10, 19)
]) {
make_serpent(tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row), 6, 1)
}
enable_movement(true)
character.clearCharacterState(sprite_player)
fade_out(true)
can_fight = true
can_slow_time = true
energy_level = 100
update_and_wait_till_x_serpents_left(0)
while (!(within(tiles.locationXY(tiles.locationOfSprite(sprite_player), tiles.XY.column), 18, 30, true) && within(tiles.locationXY(tiles.locationOfSprite(sprite_player), tiles.XY.row), 5, 24, true))) {
pause(100)
}
enable_movement(false)
can_fight = false
can_slow_time = false
fade_in(true)
}
scene.onOverlapTile(SpriteKind.Player, assets.tile`darkness`, function (sprite, location) {
timer.throttle("damage_from_darkness", 250, function () {
scene.cameraShake(4, 250)
info.changeLifeBy(-1)
})
})
function enable_movement (en: boolean) {
if (en) {
controller.moveSprite(sprite_player, 80, 80)
} else {
controller.moveSprite(sprite_player, 0, 0)
}
}
function make_character () {
sprite_player = sprites.create(assets.image`character_front`, SpriteKind.Player)
animate_character()
sprites.setDataBoolean(sprite_player, "attacking", false)
status_bar = statusbars.create(16, 2, StatusBarKind.Energy)
status_bar.value = energy_level
status_bar.max = 100
status_bar.setColor(3, 10, 13)
status_bar.setStatusBarFlag(StatusBarFlag.SmoothTransition, true)
status_bar.attachToSprite(sprite_player)
multilights.addLightSource(sprite_player, 10)
scene.cameraFollowSprite(sprite_player)
}
scene.onOverlapTile(SpriteKind.Darkness, sprites.dungeon.floorLight0, function (sprite, location) {
tiles.setTileAt(location, assets.tile`darkness`)
timer.after(2000, function () {
tiles.setTileAt(location, sprites.dungeon.floorLight0)
})
})
scene.onOverlapTile(SpriteKind.Darkness, sprites.dungeon.floorLightMoss, function (sprite, location) {
tiles.setTileAt(location, assets.tile`darkness`)
timer.after(2000, function () {
tiles.setTileAt(location, sprites.dungeon.floorLightMoss)
})
})
function use_sword () {
timer.throttle("attack", 400, function () {
sprites.setDataBoolean(sprite_player, "attacking", true)
character.setCharacterAnimationsEnabled(sprite_player, false)
if (character.matchesRule(sprite_player, character.rule(Predicate.FacingUp))) {
animation.runImageAnimation(
sprite_player,
assets.animation`character_fight_up`,
100,
false
)
} else if (character.matchesRule(sprite_player, character.rule(Predicate.FacingDown))) {
animation.runImageAnimation(
sprite_player,
assets.animation`character_fight_down`,
100,
false
)
} else if (character.matchesRule(sprite_player, character.rule(Predicate.FacingLeft))) {
sprite_player.x += -4
animation.runImageAnimation(
sprite_player,
assets.animation`character_fight_left`,
100,
false
)
} else if (character.matchesRule(sprite_player, character.rule(Predicate.FacingRight))) {
animation.runImageAnimation(
sprite_player,
assets.animation`character_fight_right`,
100,
false
)
} else {
sprites.setDataBoolean(sprite_player, "attacking", false)
character.setCharacterAnimationsEnabled(sprite_player, true)
}
timer.after(400, function () {
sprites.setDataBoolean(sprite_player, "attacking", false)
character.setCharacterAnimationsEnabled(sprite_player, true)
})
})
}
function shoot_fireball (_from: Sprite, to: Sprite) {
sprite_fireball = sprites.create(assets.image`fireball`, SpriteKind.Projectile)
sprite_fireball.setFlag(SpriteFlag.DestroyOnWall, true)
sprites.setDataBoolean(sprite_fireball, "slowed_down", false)
sprite_fireball.setPosition(_from.x, _from.y)
spriteutils.setVelocityAtAngle(sprite_fireball, spriteutils.angleFrom(_from, to), 100)
multilights.addLightSource(sprite_fireball, 2)
}
scene.onOverlapTile(SpriteKind.Darkness, sprites.dungeon.floorLight4, function (sprite, location) {
tiles.setTileAt(location, assets.tile`darkness`)
timer.after(2000, function () {
tiles.setTileAt(location, sprites.dungeon.floorLight4)
})
})
controller.menu.onEvent(ControllerButtonEvent.Pressed, function () {
if (can_skip_dialog) {
story.clearAllText()
}
})
function within (x: number, minimum: number, maximum: number, inclusive: boolean) {
if (inclusive) {
return x <= maximum && x >= minimum
} else {
return x < maximum && x > minimum
}
}
info.onLifeZero(function () {
timer.throttle("die", 3000, function () {
timer.background(function () {
sprite_player.destroy(effects.disintegrate, 100)
fade_in(true)
game.reset()
})
})
})
function clear_tilemap () {
for (let kind of [SpriteKind.Projectile, SpriteKind.Food, SpriteKind.Enemy, SpriteKind.Thing, SpriteKind.Villager]) {
for (let sprite of sprites.allOfKind(kind)) {
sprite.destroy()
}
}
}
function camera_glide_to (_from: Sprite, to: Sprite, speed: number) {
if (!(sprite_camera)) {
sprite_camera = sprites.create(img`
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
`, SpriteKind.Player)
}
sprite_camera.setPosition(_from.x, _from.y)
sprite_camera.setFlag(SpriteFlag.Ghost, true)
scene.cameraFollowSprite(sprite_camera)
story.spriteMoveToLocation(sprite_camera, to.x, to.y, speed)
if (sprite_camera) {
sprite_camera.destroy()
}
}
function save_part (part: string) {
current_part = part
blockSettings.writeString("part", current_part)
timer.after(4000, function () {
timer.background(function () {
Notification.waitForNotificationFinish()
Notification.notify("Your progress has been saved!", 1, assets.image`floppy_disc`)
})
})
}
function save_bool (name: string, value: boolean) {
if (value) {
blockSettings.writeNumber(name, 1)
} else {
blockSettings.writeNumber(name, 0)
}
}
function part_2_4 () {
enable_movement(false)
can_fight = false
can_slow_time = false
sprite_end_screen = sprites.create(assets.image`part_2_end_1`, SpriteKind.Title)
sprite_end_screen.top = 0
sprite_end_screen.left = 0
sprite_end_screen.z = 100
sprite_end_screen.setFlag(SpriteFlag.RelativeToCamera, true)
sprite_end_screen.setFlag(SpriteFlag.Ghost, true)
fade_out(true)
while (true) {
for (let image2 of [assets.image`part_2_end_2`, assets.image`part_2_end_3`, assets.image`part_2_end_1`]) {
pause(5000)
if (Math.percentChance(3)) {
imagemorph.morph(sprite_end_screen, assets.image`part_2_end_easter_egg`)
pause(5000)
}
imagemorph.morph(sprite_end_screen, image2)
}
}
}
function scale_animation_by (size: number) {
temp_array = []
for (let frame of temp_animation) {
if (size == 0.5) {
temp_array.push(scaling.scaleHalfX(frame))
} else if (size == 2) {
temp_array.push(scaling.scale2x(frame))
} else if (size == 3) {
temp_array.push(scaling.scale3x(frame))
} else {
temp_array.push(frame.clone())
}
}
return temp_array
}
scene.onOverlapTile(SpriteKind.Darkness, sprites.dungeon.floorLight3, function (sprite, location) {
tiles.setTileAt(location, assets.tile`darkness`)
timer.after(2000, function () {
tiles.setTileAt(location, sprites.dungeon.floorLightMoss)
})
})
function animate_character () {
character.loopFrames(
sprite_player,
assets.animation`character_walk_up`,
100,
character.rule(Predicate.MovingUp)
)
character.loopFrames(
sprite_player,
assets.animation`character_walk_right`,
100,
character.rule(Predicate.MovingRight)
)
character.loopFrames(
sprite_player,
assets.animation`character_walk_down`,
100,
character.rule(Predicate.MovingDown)
)
character.loopFrames(
sprite_player,
assets.animation`character_walk_left`,
100,
character.rule(Predicate.MovingLeft)
)
character.runFrames(
sprite_player,
assets.animation`character_up`,
100,
character.rule(Predicate.NotMoving, Predicate.FacingUp)
)
character.runFrames(
sprite_player,
assets.animation`character_right`,
100,
character.rule(Predicate.NotMoving, Predicate.FacingRight)
)
character.runFrames(
sprite_player,
assets.animation`character_down`,
100,
character.rule(Predicate.NotMoving, Predicate.FacingDown)
)
character.runFrames(
sprite_player,
assets.animation`character_left`,
100,
character.rule(Predicate.NotMoving, Predicate.FacingLeft)
)
}
function part_2_3 () {
tiles.placeOnTile(sprite_player, tiles.getTileLocation(19, 14))
sprite_player.y += tiles.tileWidth() / 2
sprite_player.setVelocity(0, 0)
scene.followPath(sprite_player, scene.aStar(tiles.getTileLocation(0, 0), tiles.getTileLocation(0, 0)), 0)
sprite_player.setFlag(SpriteFlag.Ghost, false)
scene.cameraFollowSprite(sprite_player)
character.setCharacterState(sprite_player, character.rule(Predicate.FacingRight, Predicate.NotMoving))
character.clearCharacterState(sprite_player)
sprite_boss = make_serpent(28, 14, 50, 3)
sprite_boss.y += tiles.tileWidth() / 2
fade_out(true)
pause(1000)
for (let index = 0; index <= 5; index++) {
tiles.setTileAt(tiles.getTileLocation(17, 12 + index), sprites.dungeon.greenOuterWest0)
tiles.setWallAt(tiles.getTileLocation(17, 12 + index), true)
pause(500)
}
pause(1000)
story.spriteMoveToLocation(sprite_boss, sprite_player.x + 3 * tiles.tileWidth(), sprite_player.y, 50)
pause(1000)
story.printCharacterText("Hello there " + name + ", I've been waiting for you...", "The Snake Emperor")
story.printCharacterText("What do you want?", name)
story.printCharacterText("I just need you, uh what do they say instead of killing? I just need you severely incapacitated so you don't get in the way of my world domination plans.", "The Snake Emperor")
story.printCharacterText("I've gotten maybe at least 90% of the world. What are the exact numbers again?", "The Snake Emperor")
story.printCharacterText("97.89%!", "*Voice in the distance*")
story.printCharacterText("Yea, whatever he said. I think you are the last village, but since I've conquered so many at this point I don't remember. ", "The Snake Emperor")
story.printCharacterText("Anyways, I just need you out of the way.", "The Snake Emperor")
story.printCharacterText("But what if I kill you right here?", name)
story.printCharacterText("...", "The Snake Emperor")
story.printCharacterText("HAHA you are funny hero. Not like you could. I'm 3x bigger than you!", "The Snake Emperor")
story.printCharacterText("But if I'm dead then well, this whole empire collapses and all my hard work gets unwound. ", "The Snake Emperor")
story.printCharacterText("All the villages would be freed and there wouldn't be any unity amongst everyone!", "The Snake Emperor")
story.printCharacterText("And then it would be a pain in the butt to resurrect myself because it would take a couple years before I can come back.", "The Snake Emperor")
story.printCharacterText("Anyways let me just quickly throw some fireballs - you are in my way and I have a meeting with my advisors-", "The Snake Emperor")
story.printCharacterText("They are all dead!", "*Voice in the distance*")
story.printCharacterText("Dang, you are a pesky little hero. Stand still!", "The Snake Emperor")
story.spriteMoveToLocation(sprite_boss, sprite_player.x + 6 * tiles.tileWidth(), sprite_player.y, 50)
story.spriteMoveToLocation(sprite_boss, sprite_player.x + 5 * tiles.tileWidth(), sprite_player.y, 50)
character.setCharacterState(sprite_boss, character.rule(Predicate.FacingLeft, Predicate.NotMoving))
for (let index = 0; index < 3; index++) {
shoot_fireball(sprite_boss, sprite_player)
pause(100)
slowing_time = true
}
story.spriteMoveToLocation(sprite_player, sprite_player.x, sprite_player.y + 2 * tiles.tileWidth(), 50)
slowing_time = false
pause(1000)
story.printCharacterText("Oh, so you are gonna play that game huh?", "The Snake Emperor")
story.printCharacterText("ALRIGHT THEN FIGHT ME! DON'T BE A COWARD!", name)
story.printCharacterText("ALRIGHT NOW I'M AAANNNGGGRRRYYY!!!", "The Snake Emperor")
character.clearCharacterState(sprite_boss)
story.spriteMoveToLocation(sprite_boss, sprite_boss.x + 5 * tiles.tileWidth(), sprite_boss.y, 50)
story.spriteMoveToLocation(sprite_boss, sprite_boss.x + -1 * tiles.tileWidth(), sprite_boss.y, 50)
story.printCharacterText("Also by the way, I'm not affected by your stupid \"time control.\"", "The Snake Emperor")
story.printCharacterText("Sadly my stupid fireballs are. I would have them be excluded from the time control but it's too much paperwork.", "The Snake Emperor")
enable_movement(true)
can_fight = true
can_slow_time = true
energy_level = 100
character.setCharacterState(sprite_boss, character.rule(Predicate.FacingLeft, Predicate.NotMoving))
story.spriteMoveToLocation(sprite_boss, sprite_boss.x, sprite_boss.y + -5 * tiles.tileWidth(), 50)
timer.background(function () {
while (!(spriteutils.isDestroyed(sprite_boss))) {
for (let index = 0; index < 3; index++) {
shoot_fireball(sprite_boss, sprite_player)
pause(100)
}
if (Math.percentChance(20)) {
sprite_darkness = sprites.create(assets.image`darkness_image`, SpriteKind.Darkness)
sprite_darkness.setPosition(sprite_boss.x, sprite_boss.y)
sprite_darkness.setFlag(SpriteFlag.DestroyOnWall, true)
sprite_darkness.setFlag(SpriteFlag.Invisible, true)
sprite_darkness.lifespan = 3000
spriteutils.setVelocityAtAngle(sprite_darkness, spriteutils.angleFrom(sprite_darkness, sprite_player), 40)
}
pause(2000)
}
})
while (!(spriteutils.isDestroyed(sprite_boss))) {
for (let diff of [5, 5, -5, -5]) {
pause(1000)
if (spriteutils.isDestroyed(sprite_boss)) {
break;
} else {
story.spriteMoveToLocation(sprite_boss, sprite_boss.x, sprite_boss.y + diff * tiles.tileWidth(), 50)
}
}
}
enable_movement(false)
can_fight = false
can_slow_time = false
timer.background(function () {
story.printCharacterText("NOOOOOOOOOOOO I WAS SO CLOSE!", "The Snake Emperor")
})
fade_in(true)
story.clearAllText()
}
function make_part_2_tilemap () {
scene.setBackgroundColor(6)
tiles.setTilemap(tilemap`level_2`)
for (let location of tiles.getTilesByType(sprites.castle.rock0)) {
tiles.setWallAt(location, true)
}
for (let location of tiles.getTilesByType(sprites.castle.rock1)) {
tiles.setWallAt(location, true)
}
for (let location of tiles.getTilesByType(sprites.dungeon.hazardLava0)) {
tiles.setWallAt(location, true)
}
for (let location of tiles.getTilesByType(sprites.dungeon.hazardLava1)) {
tiles.setWallAt(location, true)
}
for (let location of tiles.getTilesByType(assets.tile`tree_1`)) {
place_thing(assets.image`tree_1`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
sprite_thing.y += -8
}
for (let location of tiles.getTilesByType(assets.tile`tree_2`)) {
place_thing(assets.image`tree_2`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
sprite_thing.y += -8
}
for (let location of tiles.getTilesByType(assets.tile`tree_3`)) {
place_thing(assets.image`tree_3`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
sprite_thing.y += -8
}
for (let location of tiles.getTilesByType(assets.tile`tree_4`)) {
place_thing(assets.image`tree_4`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
sprite_thing.y += -4
}
for (let location of tiles.getTilesByType(assets.tile`tree_4`)) {
place_thing(assets.image`tree_4`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
sprite_thing.y += -4
}
for (let location of tiles.getTilesByType(assets.tile`flower_1`)) {
place_floor_thing(assets.image`flower_1`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
}
for (let location of tiles.getTilesByType(assets.tile`flower_2`)) {
place_floor_thing(assets.image`flower_2`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
}
for (let location of tiles.getTilesByType(assets.tile`mushroom_1`)) {
place_floor_thing(assets.image`mushroom_1`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
}
for (let location of tiles.getTilesByType(assets.tile`stump_1`)) {
place_thing(assets.image`stump_1`, tiles.locationXY(location, tiles.XY.column), tiles.locationXY(location, tiles.XY.row))
}
}
function part_1_3 () {
can_fight = true
tiles.placeOnTile(sprite_player, tiles.getTileLocation(14, 12))
character.setCharacterState(sprite_player, character.rule(Predicate.FacingDown, Predicate.NotMoving))
make_serpent(0, 15, 2, 1)
make_serpent(0, 16, 2, 1)
enable_movement(false)
for (let sprite_serpent of sprites.allOfKind(SpriteKind.Enemy)) {
sprite_serpent.setFlag(SpriteFlag.GhostThroughWalls, true)
sprite_serpent.x += tiles.tileWidth() * -1.5
}
info.setLife(20)
fade_out(true)
story.printCharacterText("Well that was helpful.", name)
story.printCharacterText("Oh no they are here.", name)
pause(1000)
camera_glide_to(sprite_player, sprites.allOfKind(SpriteKind.Enemy)[0], 100)
pause(1000)
for (let sprite_serpent of sprites.allOfKind(SpriteKind.Enemy)) {
timer.background(function () {
story.spriteMoveToLocation(sprite_serpent, sprite_serpent.x + tiles.tileWidth() * 2, sprite_serpent.y, 50)