[WIP] Lluita contra jefe.
This commit is contained in:
192
data/imp.lua
192
data/imp.lua
@@ -50,7 +50,7 @@ function imp.new(_hab, _x, _y)
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step=0,
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hurting=0,
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jumpfwd=false,
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step_length=0.7,
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step_length=1,
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vmove_space=1,
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max_jump_height=24,
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jump_height=0,
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@@ -66,16 +66,21 @@ function imp.new(_hab, _x, _y)
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scene_object=false,
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fight_modes=_fight_modes,
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mode="stop",
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mode_cooldown=100,
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mode_cooldown=1000,
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super_cooldown=2000,
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shot_cooldown=500,
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action="",
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movement="",
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enabled=true,
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disable_reason="",
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can_warp=false,
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fight=imp.fight,
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draw=imp.draw,
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hit=imp.hit,
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hot_points={},
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target={},
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old_target={},
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invencible=false,
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-- direccio=imp.direccio,
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do_jump=imp.do_jump,
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jump=imp.jump,
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@@ -92,6 +97,9 @@ function imp.new(_hab, _x, _y)
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movement=imp.movement,
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advance=imp.advance,
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reduce_cooldown=imp.reduce_cooldown,
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set_fight_mode=imp.set_fight_mode,
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think=imp.think,
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controller_input=imp.controller_input,
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-- imp.enabled=false
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-- imp.counter=500
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}
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@@ -99,13 +107,31 @@ end
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function imp:fight()
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print("FIGHTING MODE")
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self.mode="away"
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table.insert(self.hot_points, point.new(54,5,4,12,8,"P1"))
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table.insert(self.hot_points, point.new(44,5,3,12,8,"P2"))
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table.insert(self.hot_points, point.new(55,7,4,12,8,"P3"))
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table.insert(self.hot_points, point.new(45,7,3,12,8,"P4"))
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table.insert(self.hot_points, point.new(44,12,5,12,8,"P5"))
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table.insert(self.hot_points, point.new(54,12,4,12,8,"P6"))
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table.insert(self.hot_points, abad);
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self.mode="chase"
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self.target = self.hot_points[3]
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end
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function imp:draw()
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local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
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draw.surf((self.frame&7)*self.w, (self.frame>>cxr2)*self.h, self.w, self.h, scr_x, scr_y, self.w, self.h, self.flip)
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draw.rect(scr_x+self.bb.x,scr_y+self.bb.y,self.bb.w,self.bb.h,3)
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if #self.hot_points>0 then
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for _, p in pairs(self.hot_points) do
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if self.target==p then
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p:draw(true)
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else
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p:draw()
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end
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end
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end
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end
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function imp:hit()
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@@ -120,6 +146,7 @@ function imp:do_jump ( jumpfwd )
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self.update=imp.state_jumping
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self.step=0
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self.jumpfwd=jumpfwd
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self.action=""
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end
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function imp:state_jumping()
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@@ -142,8 +169,8 @@ function imp:state_jumping()
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-- cap endavant?
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if self.jumpfwd then self:advance() end
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self:set_fight_mode()
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self.think()
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-- self:set_fight_mode()
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-- self:think()
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self:controller_input()
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end
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@@ -194,7 +221,7 @@ function imp:jump()
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end
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function imp:state_walking()
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-- msg_print(0,0,"state_walking",true)
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msg_print(16,48,"state_walking",true)
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self:reduce_cooldown()
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-- Limitar la velocitat de moviment
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@@ -223,12 +250,12 @@ function imp:state_walking()
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self:advance()
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self:set_fight_mode()
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self.think()
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self:think()
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self:controller_input()
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end
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function imp:state_falling()
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-- msg_print(0,0,"state_falling",true)
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msg_print(16,16,"state_falling",true)
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self:reduce_cooldown()
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self.frame=30
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@@ -236,6 +263,7 @@ function imp:state_falling()
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-- Si toca terra canviar el mode
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if self:land() then
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print("landing")
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self.update=imp.state_normal
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return
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end
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@@ -248,13 +276,13 @@ function imp:state_falling()
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-- Caiguent cap endavant?
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if self.jumpfwd then self:advance() end
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self:set_fight_mode()
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self.think()
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-- self:set_fight_mode()
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-- self:think()
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self:controller_input()
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end
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function imp:land ()
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-- msg_print(0,0,"land",true)
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msg_print(16,32,"land",true)
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-- Els dos punts de baix de l'abad
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local x1_check = self.x+self.bb.x
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local x2_check = self.x+self.bb.x+self.bb.w
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@@ -281,7 +309,7 @@ end
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function imp:advance()
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-- msg_print(0,0,"advance",true)
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local step_length=self.step_length; --lo que avança l'abad cada pas
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local step_length=self.step_length; --lo que avança el imp cada pas
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local limit=tiletype.block
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if self.update~=imp.state_walking then limit=tiletype.half end
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@@ -293,7 +321,8 @@ function imp:advance()
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-- end
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-- self.action=="right"
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if self.action=="left" then
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-- if self.action=="left" then
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if self.movement=="left" then
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step_length = -step_length
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x_check = self.x+self.bb.x+step_length
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end
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@@ -306,6 +335,7 @@ function imp:advance()
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local hab,xx, yy = coords.world_to_tile(self.x, self.y)
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self.hab = hab
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self.movement = ""
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end
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-- Controlador principal del personatge
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@@ -319,7 +349,7 @@ function imp:state_normal()
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self.jumpfwd=false
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self.jump_height = 0
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self:set_fight_mode()
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self.think()
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self:think()
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self:controller_input()
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end
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@@ -333,11 +363,12 @@ function imp:away()
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self.mode_cooldown = 150+math.random(50)-1
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end
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function imp:super()
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function imp:state_super()
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self.mode = self.fight_modes["super"]
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self.mode_cooldown=1
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print("SUPER POWER")
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self.super_cooldown=2000
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self.update=imp.state_normal
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end
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function imp:shot(actor)
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@@ -356,12 +387,12 @@ end
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--
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-- Traduir a una entrada de pad
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-------------------------------
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function imp:controller_input(abad)
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function imp:controller_input()
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-- msg_print(0,0,"move",true)
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-- self.action = self:movement(abad)
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if self.action == "right" or self.action == "left" then
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-- To Do: Si esta caiguent no se pot canviar
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self.movement = self.action
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self.update=imp.state_walking
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-- abad.flip=false
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elseif self.action == "jump" then
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@@ -372,8 +403,9 @@ function imp:controller_input(abad)
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-- abad_shot_cacau()
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self:shot()
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elseif self.action == "super" then
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self:super()
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self.update=imp.state_super
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end
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self.action = ""
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end
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-------------------------------
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@@ -383,40 +415,89 @@ end
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-- a triar l'acció a fer i
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-- traduir a acció de pad
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-------------------------------
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function imp:think( actor )
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function imp:think( )
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local scr_x, scr_y = viewp:screen_coords( self.x+self.bb.x, self.y )
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-- local check_x =
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-- local check_y =
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local action = "stay"
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if self.mode=="stop" then return action end
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if self.fight_modes[self.mode]=="away" or self.fight_modes[self.mode]=="chase" then
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if self.y>abad.y
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and arc_check_tile(self.x+(self.bb.x+(self.bb.w/2)),(self.y+(self.h/2)))~=tiletype.void then
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action = "jump"
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elseif self.y==abad.y and math.abs(self.x-abad.x)<=8 then
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action = "jumpfwd"
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else
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if self.fight_modes[self.mode]=="away" then
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if abad.x<self.x then
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action="right"
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else
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action="left"
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end
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elseif self.fight_modes[self.mode]=="chase" then
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if abad.x>self.x then
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action="right"
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else
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action="left"
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end
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end
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end
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elseif self.fight_modes[self.mode]=="super" then
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action="super"
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elseif self.fight_modes[self.mode]=="shot" then
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action="shot"
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if self.target.x+self.target.bb.x>=self.x+self.bb.x then
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action="right"
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elseif self.target.x+self.target.bb.x<self.x+self.bb.x then
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action="left"
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end
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self.action = action
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-- Els dos punts de baix de l'abad
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local x1_check = self.x+self.bb.x
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local x2_check = self.x+self.bb.x+self.bb.w
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local y_check = self.y+self.bb.h-2
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local tile_type1, tile_code1= arc_check_tile(x1_check,y_check)
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local tile_type2, tile_code2= arc_check_tile(x2_check,y_check)
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draw.rect(scr_x+self.bb.x,scr_y+self.bb.h-1,16,16,2)
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if collision(self, self.target) then
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print("Next target "..tile_type1.." "..tile_code1)
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self.mode_cooldown = 0
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elseif half_collision(self, self.target) and tile_type1==tiletype.void and tile_type2==tiletype.void then -- and (self.y>self.target.y or self.y<self.target.y) ) then -- afegir que no hi haja tile per a escalar
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print("Next Target 2 "..tile_type1.." "..tile_code1)
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self.mode_cooldown = 0
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-- self:set_fight_mode()
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elseif tile_type1~=tiletype.void or tile_type2~=tiletype.void then
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print("jump "..tile_type1..", "..tile_type2)
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action="jump"
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end
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-- local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
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-- draw.line(0,scr_y,256,scr_y,2)
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-- draw.line(scr_x,0,scr_x,192,2)
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-- if self.y+self.bb.y>=self.target.y+self.target.bb.y then
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-- local tile_type, tile_code = arc_check_tile(self.x+self.bb.x,self.y+self.bb.h, true)
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-- local tile_type2, tile_code2 = arc_check_tile(self.x+self.bb.x+self.bb.w,self.y+self.bb.h, true)
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-- msg_print(50, 50, tile_type..", "..tile_code, true )
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-- if tile_type ~=tiletype.void or tile_type2 ~=tiletype.void then
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-- print("JUMP")
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-- action = "jump"
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-- else
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-- if self.target.x+self.target.bb.x>=self.x+self.bb.x then
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-- print("sense eixida")
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-- -- self.mode_cooldown = 0
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-- -- self:set_fight_mode()
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-- end
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-- end
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-- -- elseif self.y==self.target.y and math.abs(self.x-self.target.x)<=8 then
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-- -- action = "jumpfwd"
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-- end
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-- local ix, iy = viewp:screen_coords( self.x, self.y )
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-- draw.rect(ix+(self.bb.x+(self.bb.w/2)), iy+(self.h/2), 2,2, 2)
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-- if self.fight_modes[self.mode]=="away" or self.fight_modes[self.mode]=="chase" then
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-- if self.y>=self.target.y
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-- and arc_check_tile(self.x+(self.bb.x+(self.bb.w/2)),(self.y+(self.h/2)))~=tiletype.void then
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-- action = "jump"
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-- elseif self.y==self.target.y and math.abs(self.x-self.target.x)<=8 then
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-- action = "jumpfwd"
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-- else
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-- if self.fight_modes[self.mode]=="away" then
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-- if self.target.x<=self.x then
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-- action="right"
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-- else
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-- action="left"
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-- end
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-- elseif self.fight_modes[self.mode]=="chase" then
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-- if self.target.x>=self.x then
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-- action="right"
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-- else
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-- action="left"
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-- end
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-- end
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-- end
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-- elseif self.fight_modes[self.mode]=="super" then
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-- action="super"
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-- elseif self.fight_modes[self.mode]=="shot" then
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-- action="shot"
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-- end
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self.action = action
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print(self.action)
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return action
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end
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@@ -440,13 +521,22 @@ function imp:set_fight_mode()
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if self.mode_cooldown <= 0 then
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-- seleccionar mode d'acció
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local last_mode=self.mode
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self.mode_cooldown = 150+math.random(50)-1
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self.mode=math.random(#self.fight_modes)
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if self.mode==self.fight_modes["super"] and self.super_cooldown>0 then self.mode=self.fight_modes["shot"] end
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if self.mode==self.fight_modes["shot"] and self.shot_cooldown>0 then self.mode=self.fight_modes["chase"] end
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-- self.mode_cooldown = 150+math.random(50)-1
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self.mode_cooldown = 1000
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-- self.mode=math.random(#self.fight_modes)
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--
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-- if self.mode==self.fight_modes["super"] and self.super_cooldown>0 then self.mode=self.fight_modes["shot"] end
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-- if self.mode==self.fight_modes["shot"] and self.shot_cooldown>0 then self.mode=self.fight_modes["chase"] end
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print("cambiar modo => "..self.fight_modes[self.mode])
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self.mode=self.fight_modes["chase"]
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-- print("cambiar modo => "..self.fight_modes[self.mode])
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local new_point = math.random(#self.hot_points)
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if self.target == self.hot_points[new_point] then new_point = ((new_point+1)%#self.hot_points)+1 end
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self.old_target = self.target
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self.target=self.hot_points[new_point]
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print("target => "..self.target.id)
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end
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-- -- if self.mode==last_mode then self.mode=((last_mode+1)%#self.fight_modes)+1 end
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-- elseif self.mode_cooldown == 0 then
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