205 lines
7.1 KiB
Lua
205 lines
7.1 KiB
Lua
actors={
|
|
list={},
|
|
updating=false,
|
|
main={},
|
|
under_cursor="",
|
|
|
|
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,
|
|
|
|
face=function(name, focus)
|
|
local o = actors.search(focus).o
|
|
if o=='l' then
|
|
o='r'
|
|
elseif o=='r' then
|
|
o='l'
|
|
elseif o=='u' then
|
|
o='d'
|
|
elseif o=='d' then
|
|
o='u'
|
|
end
|
|
actors.search(name).o = o
|
|
end,
|
|
|
|
draw=function()
|
|
actors.under_cursor=""
|
|
for i,v in ipairs(actors.list) do
|
|
if v.o=='' then goto continue end
|
|
local frame=((v.dx+v.dy)%2)*16
|
|
local x,y = v.x, v.y
|
|
if v.ox then x = x + v.ox end
|
|
if v.oy then y = y + v.oy end
|
|
local mousex,mousey=mouse()
|
|
local mx = math.floor((mousex+game.cam.x)/8)
|
|
local my = math.floor((mousey+game.cam.y)/8)
|
|
if (mx==x or mx==x+1) and (my==y or my==y-1) then
|
|
actors.under_cursor=v.name
|
|
subpal(1,16,8)
|
|
end
|
|
|
|
if v.o=='u' then
|
|
blit(v.gfx.x+frame,v.gfx.y+16,16,16,x*8+v.dx*2,y*8-12+v.dy*2,16,16,v.dy>1)
|
|
elseif v.o=='d' then
|
|
blit(v.gfx.x+frame,v.gfx.y,16,16,x*8+v.dx*2,y*8-12+v.dy*2,16,16,-v.dy>2)
|
|
elseif v.o=='l' then
|
|
blit(v.gfx.x+frame,v.gfx.y+32,16,16,x*8+v.dx*2,y*8-12+v.dy*2,16,16)
|
|
elseif v.o=='r' then
|
|
blit(v.gfx.x+frame,v.gfx.y+32,16,16,x*8+v.dx*2,y*8-12+v.dy*2,16,16,true)
|
|
end
|
|
|
|
if not btn(KEY_LSHIFT) then subpal() end
|
|
::continue::
|
|
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,
|
|
|
|
interact=function(x,y,o)
|
|
for i,actor in ipairs(actors.list) do
|
|
if o=='d' then
|
|
if actor.x==x and actor.y==y+1 then if actor.action then actor.action() end end
|
|
elseif o=='u' then
|
|
if actor.x==x and actor.y==y-1 then if actor.action then actor.action() end end
|
|
elseif o=='l' then
|
|
if actor.y==y and actor.x==x-2 then if actor.action then actor.action() end end
|
|
elseif o=='r' then
|
|
if actor.y==y and actor.x==x+2 then if actor.action then actor.action() end end
|
|
end
|
|
end
|
|
end,
|
|
|
|
moveto=function(name,dx,dy)
|
|
local actor = actors.search(name)
|
|
if actor.x==dx and actor.y==dy then
|
|
actor.path=nil
|
|
return
|
|
end
|
|
actor.path={pos=0,route=""}
|
|
if (actor.x<dx) then for i=1,dx-actor.x do actor.path.route=actor.path.route.."r" end end
|
|
if (actor.x>dx) then for i=1,actor.x-dx do actor.path.route=actor.path.route.."l" end end
|
|
if (actor.y<dy) then for i=1,dy-actor.y do actor.path.route=actor.path.route.."d" end end
|
|
if (actor.y>dy) then for i=1,actor.y-dy do actor.path.route=actor.path.route.."u" end end
|
|
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
|
|
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
|