Files
jailsadventure2/data/actors.lua

148 lines
5.1 KiB
Lua

actors={
list={},
updating=false,
main={},
init=function()
actors.list={}
actors.updating=false
end,
add=function(actor)
actor.dx,actor.dy=0,0
table.insert(actors.list, actor)
end,
remove=function(name)
for i,v in ipairs(actors.list) do
if v.name and v.name==name then
table.remove(actors.list,i)
return
end
end
end,
search=function(name)
for i,v in ipairs(actors.list) do
if v.name and v.name==name then
return v
end
end
end,
draw=function()
for i,v in ipairs(actors.list) do
local frame=((v.dx+v.dy)%2)*16
if v.o=='u' then
sspr(v.gfx.x+frame,v.gfx.y+16,16,16,v.x*8+v.dx*2,v.y*8-12+v.dy*2,16,16,v.dy>1)
elseif v.o=='d' then
sspr(v.gfx.x+frame,v.gfx.y,16,16,v.x*8+v.dx*2,v.y*8-12+v.dy*2,16,16,-v.dy>2)
elseif v.o=='l' then
sspr(v.gfx.x+frame,v.gfx.y+32,16,16,v.x*8+v.dx*2,v.y*8-12+v.dy*2,16,16)
elseif v.o=='r' then
sspr(v.gfx.x+frame,v.gfx.y+32,16,16,v.x*8+v.dx*2,v.y*8-12+v.dy*2,16,16,true)
end
end
end,
check_collision=function(x,y,o)
for i,actor in ipairs(actors.list) do
if o=='u' then
if actor.y==y-1 and (actor.x==x-1 or actor.x==x or actor.x==x+1) then return true end
elseif o=='d' then
if actor.y==y+1 and (actor.x==x-1 or actor.x==x or actor.x==x+1) then return true end
elseif o=='l' then
if actor.y==y and actor.x==x-2 then return true end
elseif o=='r' then
if actor.y==y and actor.x==x+2 then return true end
end
end
return false
end,
update=function()
if actors.updating then return end
actors.updating=true
local needs_sorting=false
for i,v in ipairs(actors.list) do
if v.dx==0 and v.dy==0 then
if v.path then
if v.path.pos == #v.path.route then
local in_scene = not v.path.keys
v.path=nil
game.update()
if in_scene then scene.cont() end
v.keys=nil
if v.name == actors.main.name then
local switch = switches.search(v.x,v.y)
if switch then
if switch.action() then v.path=nil end
end
end
end
if v.path and v.path.pos ~= #v.path.route then
v.path.pos=v.path.pos+1
local step=string.sub(v.path.route,v.path.pos,v.path.pos)
if step=='u' then
v.o='u'
if not actors.check_collision(v.x,v.y,v.o) and not mapa.check_collision(v.x,v.y-1) then
v.y=v.y-1
v.dy=4
needs_sorting=true
end
elseif step=='d' then
v.o='d'
if not actors.check_collision(v.x,v.y,v.o) and not mapa.check_collision(v.x,v.y+1) then
v.y=v.y+1
v.dy=-4
needs_sorting=true
end
elseif step=='l' then
v.o='l'
if not actors.check_collision(v.x,v.y,v.o) and not mapa.check_collision(v.x-1,v.y) then
v.x=v.x-1
v.dx=4
end
elseif step=='r' then
v.o='r'
if not actors.check_collision(v.x,v.y,v.o) and not mapa.check_collision(v.x+1,v.y) then
v.x=v.x+1
v.dx=-4
end
elseif step=='q' then
v.o='u'
elseif step=='a' then
v.o='d'
elseif step=='o' then
v.o='l'
elseif step=='p' then
v.o='r'
end
end
end
end
if v.dx > 0 then
v.dx=v.dx-1
elseif v.dx < 0 then
v.dx=v.dx+1
elseif v.dy > 0 then
v.dy=v.dy-1
elseif v.dy < 0 then
v.dy=v.dy+1
end
end
if needs_sorting then actors.sort() end
actors.updating=false
end,
sort=function()
table.sort(actors.list, compare_actors)
end
}
function compare_actors(a,b)
return a.y < b.y
end