310 lines
12 KiB
Lua
310 lines
12 KiB
Lua
require "animations"
|
|
require "templates"
|
|
|
|
sprites = {
|
|
hero = nil,
|
|
list = {},
|
|
pause_ia = false,
|
|
|
|
remove = function(sprite)
|
|
for i,v in ipairs(sprites.list) do
|
|
if v == sprite then
|
|
table.remove(sprites.list, i)
|
|
print("Sprite removed: "..sprite.type)
|
|
return
|
|
end
|
|
end
|
|
end,
|
|
|
|
init = function()
|
|
sprites.hero = {
|
|
type = "hero",
|
|
pos = { x=28, y=4*12*8+71 },
|
|
size= { w=16, h=17 },
|
|
bbo = { left=3, top=2, right=3, bottom=0 },
|
|
current_frame = 1,
|
|
current_wait = 1,
|
|
flipped = false,
|
|
animation = "hero_stand",
|
|
ia = sprites.update_hero,
|
|
jumping = 0,
|
|
stairs = false
|
|
}
|
|
table.insert(sprites.list, templates.create("mummy", {pos={x=100, y=4*12*8+71},flipped=true}))
|
|
|
|
--local mummy = {
|
|
-- pos = { x=100, y=4*12*8+71 },
|
|
-- size = { w=16,h=17 },
|
|
-- bbo = { left=3, top=2, right=3, bottom=0 },
|
|
-- current_frame = 1,
|
|
-- current_wait = 1,
|
|
-- flipped = true,
|
|
-- animation = "mummy_walk",
|
|
-- ia = sprites.update_mummy
|
|
--}
|
|
--table.insert(sprites.list, mummy)
|
|
end,
|
|
|
|
set_animation=function(sprite, animation)
|
|
if sprite.animation ~= animation then
|
|
sprite.animation = animation
|
|
sprite.current_frame = 1
|
|
local cycle = animations[sprite.animation].cycle[1]
|
|
sprite.current_wait = animations[sprite.animation].frames[cycle].wait
|
|
end
|
|
end,
|
|
|
|
check_sprite_collision = function()
|
|
return false
|
|
end,
|
|
|
|
check_tile_collision = function()
|
|
|
|
end,
|
|
|
|
update = function()
|
|
if not sys.beat() then return end
|
|
sprites.update_sprite(sprites.hero)
|
|
for i,v in ipairs(sprites.list) do
|
|
sprites.update_sprite(v)
|
|
end
|
|
if not sprites.pause_ia then
|
|
sprites.hero.ia()
|
|
for i,v in ipairs(sprites.list) do
|
|
v.ia(v)
|
|
end
|
|
end
|
|
end,
|
|
|
|
update_sprite = function(sprite)
|
|
sprite.current_wait = sprite.current_wait - 1
|
|
if sprite.current_wait == 0 then
|
|
if sprite.current_frame < #animations[sprite.animation].cycle then
|
|
sprite.current_frame = sprite.current_frame + 1
|
|
else
|
|
sprite.current_frame = 1
|
|
end
|
|
local cycle = animations[sprite.animation].cycle[sprite.current_frame]
|
|
sprite.current_wait = animations[sprite.animation].frames[cycle].wait
|
|
end
|
|
end,
|
|
|
|
update_mummy = function(spr)
|
|
if spr.state == templates.ALIVE then
|
|
if spr.flipped then
|
|
local tx, ty = (spr.pos.x+3)>>3, (spr.pos.y+16)>>3
|
|
if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 and map.tile(tx,ty+1) > 0 then
|
|
spr.pos.x = spr.pos.x - 1
|
|
else
|
|
spr.flipped = not spr.flipped
|
|
end
|
|
else
|
|
local tx, ty = (spr.pos.x+12)>>3, (spr.pos.y+16)>>3
|
|
if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 and map.tile(tx,ty+1) > 0 then
|
|
spr.pos.x = spr.pos.x + 1
|
|
else
|
|
spr.flipped = not spr.flipped
|
|
end
|
|
end
|
|
elseif spr.state == templates.DYING then
|
|
if spr.animation ~= "mummy_dying" then
|
|
sprites.set_animation(spr, "mummy_dying")
|
|
--spr.animation = "mummy_dying"
|
|
--spr.current_frame = 1
|
|
else
|
|
if spr.current_frame == 8 then
|
|
sprites.set_animation(spr, "mummy_dead")
|
|
--spr.animation = "mummy_dead"
|
|
--spr.current_frame = 1
|
|
spr.state = templates.DEAD
|
|
print("DEAD") -- [TOFIX]
|
|
end
|
|
end
|
|
elseif spr.state == templates.DEAD then
|
|
-- [TODO]
|
|
if spr.current_wait == 1 then
|
|
sprites.set_animation(spr, "mummy_walk")
|
|
spr.state = templates.ALIVE
|
|
end
|
|
end
|
|
end,
|
|
|
|
update_bullet = function(spr)
|
|
local tx, ty = (spr.pos.x+2)>>3, (spr.pos.y+1)>>3
|
|
|
|
if rooms.is_outside(tx,ty) then sprites.remove(spr) return end
|
|
|
|
local x1,y1,w1,h1 = util.aabb(spr)
|
|
for i,v in ipairs(sprites.list) do
|
|
if v.enemy and v.state ~= templates.DEAD then
|
|
local x2,y2,w2,h2 = util.aabb(v)
|
|
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
|
|
if v.state == templates.ALIVE then v.state = templates.DYING end
|
|
sprites.remove(spr)
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
if map.tile(tx,ty) < 16 then
|
|
if spr.flipped then
|
|
spr.pos.x = spr.pos.x - 8
|
|
else
|
|
spr.pos.x = spr.pos.x + 8
|
|
end
|
|
else
|
|
sprites.remove(spr)
|
|
end
|
|
end,
|
|
|
|
update_hero = function()
|
|
-- Update hero
|
|
local anim = "hero_stand"
|
|
local move_anim = "hero_walk"
|
|
|
|
if sprites.hero.shooting then
|
|
if sprites.hero.current_frame==3 then
|
|
sprites.hero.shooting = false
|
|
if sprites.hero.flipped then sprites.hero.pos.x=sprites.hero.pos.x+8 end
|
|
sprites.set_animation(sprites.hero, "hero_stand")
|
|
else
|
|
return
|
|
end
|
|
end
|
|
-- SI ESTÀ BOTANT...
|
|
if sprites.hero.jumping > 0 then
|
|
anim = "hero_jump"
|
|
move_anim = "hero_jump"
|
|
local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y)>>3
|
|
--draw.rect(tx1<<3,ty<<3,8,8,8)
|
|
--draw.rect(tx2<<3,ty<<3,8,8,28)
|
|
if map.tile(tx1,ty) == 0 and map.tile(tx2,ty) == 0 then
|
|
if ty+1<rooms.pos.y then
|
|
game.change_room(0,-1)
|
|
else
|
|
if sprites.hero.jumping > 1 then sprites.hero.pos.y = sprites.hero.pos.y - 1 end
|
|
end
|
|
end
|
|
sprites.hero.jumping = sprites.hero.jumping - 1
|
|
else
|
|
-- SI NO ESTÀ BOTANT...
|
|
-- SI ESTÀ EN UNES ESCALERES...
|
|
local txm, ty = (sprites.hero.pos.x+8)>>3, (sprites.hero.pos.y+8)>>3
|
|
if (map.tile(txm,ty) > 0 and map.tile(txm,ty) < 16) or (map.tile(txm,ty+1) > 0 and map.tile(txm,ty+1) < 16) then
|
|
anim = "hero_stairs_idle"
|
|
move_anim = "hero_stairs"
|
|
-- SI PULSA AMUNT...
|
|
if key.down(key.UP) or pad.down(pad.UP) then
|
|
anim = move_anim
|
|
local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y)>>3
|
|
if map.tile(tx1,ty) < 16 or map.tile(tx2,ty) < 16 then
|
|
if ty+1<rooms.pos.y then
|
|
game.change_room(0,-1)
|
|
else
|
|
sprites.hero.pos.y = sprites.hero.pos.y - 1
|
|
end
|
|
end
|
|
-- SI PULSA AVALL...
|
|
elseif key.down(key.DOWN) or pad.down(pad.DOWN) then
|
|
anim = move_anim
|
|
local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y+1)>>3
|
|
if map.tile(tx1,ty+2) < 16 or map.tile(tx2,ty+2) < 16 then
|
|
if ty+2>rooms.pos.y+11 then
|
|
game.change_room(0,1)
|
|
else
|
|
sprites.hero.pos.y = sprites.hero.pos.y + 1
|
|
end
|
|
end
|
|
end
|
|
else
|
|
-- SI NO ESTÀ EN UNES ESCALERES...
|
|
local tx1, txm, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+8)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y+1)>>3
|
|
--draw.rect(tx1<<3, (ty+2)<<3,8,8,8)
|
|
--draw.rect(tx2<<3, (ty+2)<<3,8,8,28)
|
|
-- SI ESTÀ CAIGUENT...
|
|
if map.tile(tx1,ty+2) == 0 and map.tile(tx2,ty+2) == 0 then
|
|
if ty+2>rooms.pos.y+11 then
|
|
game.change_room(0,1)
|
|
else
|
|
sprites.hero.pos.y = sprites.hero.pos.y + 2
|
|
end
|
|
else
|
|
-- SI NO ESTÀ CAIGUENT...
|
|
sprites.hero.pos.y = (ty<<3)-1
|
|
anim = "hero_stand"
|
|
-- SI ESTÀ SOBRE UNES ESCALERES I POLSA AVALL...
|
|
if (map.tile(txm,ty+2) < 16 and map.tile(txm,ty+2) > 0) then
|
|
if key.down(key.DOWN) or pad.down(pad.DOWN) then
|
|
anim = "hero_stairs"
|
|
--local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y+1)>>3
|
|
--if map.tile(tx1,ty+2) < 16 or map.tile(tx2,ty+2) < 16 then
|
|
sprites.hero.pos.x = (txm << 3)-4
|
|
sprites.hero.pos.y = sprites.hero.pos.y + 1
|
|
--end
|
|
end
|
|
end
|
|
-- SI POLSA BOTAR...
|
|
if key.down(key.Z) or pad.down(pad.A) then
|
|
sprites.hero.jumping = 17
|
|
|
|
-- SI POLSA DISPAR...
|
|
elseif key.down(key.X) or pad.down(pad.B) then
|
|
sprites.hero.shooting = true
|
|
local x = sprites.hero.flipped and sprites.hero.pos.x+8 or sprites.hero.pos.x-8
|
|
local bullet = templates.create("bullet", {pos={x=sprites.hero.pos.x, y=sprites.hero.pos.y+8}, flipped=sprites.hero.flipped})
|
|
table.insert(sprites.list, bullet)
|
|
if sprites.hero.flipped then sprites.hero.pos.x=sprites.hero.pos.x-8 end
|
|
anim = "hero_shoot"
|
|
end
|
|
end
|
|
end
|
|
end
|
|
-- ESTIGA COM ESTIGA, SI POLSA ESQUERRA O DRETA...
|
|
if not sprites.hero.shooting then
|
|
if key.down(key.LEFT) or pad.down(pad.LEFT) then
|
|
sprites.hero.flipped = true
|
|
anim = move_anim
|
|
local tx, ty = (sprites.hero.pos.x+3)>>3, (sprites.hero.pos.y+16)>>3
|
|
if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 then
|
|
if tx<rooms.pos.x then
|
|
game.change_room(-1,0)
|
|
else
|
|
sprites.hero.pos.x = sprites.hero.pos.x - 1
|
|
end
|
|
end
|
|
elseif key.down(key.RIGHT) or pad.down(pad.RIGHT) then
|
|
sprites.hero.flipped = false
|
|
anim = move_anim
|
|
local tx, ty = (sprites.hero.pos.x+12)>>3, (sprites.hero.pos.y+16)>>3
|
|
if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 then
|
|
if tx>rooms.pos.x+19 then
|
|
game.change_room(1,0)
|
|
else
|
|
sprites.hero.pos.x = sprites.hero.pos.x + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
sprites.set_animation(sprites.hero, anim)
|
|
end,
|
|
|
|
draw = function()
|
|
surf.source(surf_sprites)
|
|
for i,v in ipairs(sprites.list) do
|
|
sprites.draw_sprite(v)
|
|
end
|
|
sprites.draw_sprite(sprites.hero)
|
|
end,
|
|
|
|
draw_sprite = function(sprite)
|
|
local cycle = animations[sprite.animation].cycle[sprite.current_frame]
|
|
local frame = animations[sprite.animation].frames[cycle]
|
|
if not frame then
|
|
print(sprite.current_frame)
|
|
end
|
|
local reversed = frame.reversed or false
|
|
draw.surf(frame.frame.x, frame.frame.y, frame.frame.w, frame.frame.h, sprite.pos.x, sprite.pos.y, frame.frame.w, frame.frame.h, (not reversed) ~= (not sprite.flipped))
|
|
local x,y,w,h = util.aabb(sprite)
|
|
--draw.rect(x,y,w,h,8)
|
|
end
|
|
} |