[WIP] Treballant en el jefe. La que s'està liant...
This commit is contained in:
@@ -14,7 +14,7 @@ require "zombie"
|
||||
require "score"
|
||||
-- require "switches"
|
||||
require "trigger"
|
||||
require "imp2"
|
||||
require "imp3"
|
||||
require "fireball"
|
||||
require "bar_meter"
|
||||
|
||||
|
||||
@@ -162,7 +162,7 @@ function imp.new(_hab,_x,_y)
|
||||
actions={no_action=0, up=1, down=2, left=4, right=8, jump=16, shot=32, super=64},
|
||||
moods={stop=0, chase=1, avoid=2, neutral=4},
|
||||
mood=0, --anterior fight_mode
|
||||
timers={mood=150,target=150, shot=2500, super=20000, flip_wait=50}, --anterior *_cooldown
|
||||
timers={mood=150,target=250, shot=2500, super=20000, flip_wait=50}, --anterior *_cooldown
|
||||
move_types={free=0, pattern=1, super=2},
|
||||
move_type=1, -- anterior movement_type
|
||||
|
||||
@@ -214,6 +214,7 @@ function imp.new(_hab,_x,_y)
|
||||
shot = imp.shot,
|
||||
advance=imp.advance,
|
||||
jump=imp.jump,
|
||||
reset_target_timer=imp.reset_target_timer,
|
||||
_moure=imp._moure, -- temporal debug
|
||||
|
||||
}
|
||||
@@ -289,16 +290,18 @@ print("-------------------------------------------------")
|
||||
print("")
|
||||
if self.mood~=self.moods.stop then print("TARGET= "..self.pattern:target()) end
|
||||
if self.mood~=self.moods.stop then print("ACTIONS= "..#self.pattern:actions()) end
|
||||
print("TARGET TIMER= "..self.timers.target)
|
||||
self:reduce_timers()
|
||||
|
||||
-- Ajustar mood (emocions)
|
||||
self:choose_mood()
|
||||
-- self:choose_mood()
|
||||
|
||||
-- self:choose_target()
|
||||
|
||||
-- analisis
|
||||
self:analyze_env()
|
||||
|
||||
-- decisio
|
||||
self:choose_target()
|
||||
self:choose_action()
|
||||
|
||||
-- moviment
|
||||
@@ -461,7 +464,7 @@ end
|
||||
|
||||
function imp:reset_target_timer( value ) -- OK
|
||||
if DEBUG_FN_NAME then print("reset_target_timer") end
|
||||
value = value or 150
|
||||
value = value or 250
|
||||
self.timers.target = value
|
||||
return value
|
||||
end
|
||||
|
||||
603
data/imp3-functions.lua
Normal file
603
data/imp3-functions.lua
Normal file
@@ -0,0 +1,603 @@
|
||||
function imp:_moure( foo, name )
|
||||
name = name or "anonymous"
|
||||
if not foo then
|
||||
print_dbg(name.." not found")
|
||||
else
|
||||
print_dbg(name)
|
||||
end
|
||||
self.moure = foo
|
||||
end
|
||||
|
||||
function noop ()
|
||||
end
|
||||
|
||||
-------------------------------
|
||||
--
|
||||
-------------------------------
|
||||
function imp:reduce_timers()
|
||||
if self.mood==self.moods.stop then return end
|
||||
if DEBUG_FN_NAME then print_dbg("reduce_timers") end
|
||||
|
||||
for key, val in pairs(self.timers) do
|
||||
self.timers[key] = val - 1
|
||||
if (val-1)<0 then self.timers[key] = 0 end
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------
|
||||
--
|
||||
-------------------------------
|
||||
function imp:analyze_env() --OK
|
||||
if self.mood==self.moods.stop then return end
|
||||
if DEBUG_FN_NAME then print_dbg("analyze_env") end
|
||||
-- Distancia fins a l'abad
|
||||
local r = distancia(self,abad)
|
||||
-- msg_print(10,20,r,true)
|
||||
self.analisis.can_chase_abad = false
|
||||
if r<=100 then
|
||||
self.analisis.can_chase_abad=true
|
||||
end
|
||||
|
||||
-- Els dos punts de cintura per a saber si es pot escalar
|
||||
local x1_check = self.x+self.bb.x
|
||||
local x2_check = self.x+self.bb.x+self.bb.w
|
||||
local y_check = self.y+self.bb.h-4
|
||||
local tile_type1, tile_code1= arc_check_tile(x1_check,y_check)
|
||||
local tile_type2, tile_code2= arc_check_tile(x2_check,y_check)
|
||||
self.analisis.can_climb = false
|
||||
if tile_type1~=tiletype.void or tile_type2~=tiletype.void then
|
||||
self.analisis.can_climb = true
|
||||
end
|
||||
|
||||
-- Abad a tir
|
||||
self.analisis.can_shot = false
|
||||
if h_collision(self,abad) then self.analisis.can_shot=true end
|
||||
|
||||
-- Super preparat
|
||||
self.analisis.can_super = false
|
||||
if self.timers.super<=0 then self.analisis.can_super=true end
|
||||
|
||||
-- Acces a la zona central (només si el super està preparat)
|
||||
x1_check = self.x+self.bb.x
|
||||
x2_check = self.x+self.bb.x+self.bb.w
|
||||
y_check = self.y+self.bb.h
|
||||
self.analisis.can_go_altar = false
|
||||
local hab1, tx1, ty1 = coords.world_to_tile(x1_check, y_check)
|
||||
local hab2, tx2, ty2 = coords.world_to_tile(x2_check, y_check)
|
||||
if (hab1==44 and tx1==6 and ty1==4) or (hab2==44 and tx2==7 and ty2==4)
|
||||
or (hab1==45 and tx1==7 and ty1==3) or (hab2==45 and tx2==8 and ty2==3)then
|
||||
if self.analisis.can_super then self.analisis.can_go_altar = true end
|
||||
end
|
||||
|
||||
-- Cau al següent moviment?
|
||||
self.analisis.going_to_fall = false
|
||||
local step_length = self.step_length
|
||||
if self.movement==self.actions.left then step_length = -step_length end
|
||||
local tile_type1, tile_code1= arc_check_tile(x1_check+self.step_length,y_check)
|
||||
local tile_type2, tile_code2= arc_check_tile(x2_check+self.step_length,y_check)
|
||||
if tile_type1==tiletype.void and tile_type2==tiletype.void then
|
||||
self.analisis.going_to_fall = true
|
||||
end
|
||||
|
||||
-- Ha arribat a destí
|
||||
self.analisis.target_reached = false
|
||||
if not empty_table(self.pattern:target_node()) then
|
||||
-- Target reached
|
||||
if self.pattern:in_target(self) then self.analisis.target_reached=true end
|
||||
-- if collision(self, self.pattern:target_node()) then self.analisis.target_reached=true end
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------
|
||||
--
|
||||
-------------------------------
|
||||
function imp:choose_action() -- antic imp:move
|
||||
if self.mood==self.moods.stop then return self.mood end
|
||||
if DEBUG_FN_NAME then print_dbg("choose_action "..self.mood) end
|
||||
|
||||
local next_action = self.actions.no_action
|
||||
|
||||
-- Si no te ganes de fer res, no moure
|
||||
if self.mood==self.moods.stop then return self.actions.no_action end
|
||||
|
||||
if self.analisis.going_to_fall then self.action_event="prefall" end
|
||||
if self.analisis.target_reached then self.action_event="target" end
|
||||
if self.analisis.can_go_altar then self:super_ready() end
|
||||
-- if self.fight_mode == self.fight_modes["super"] then self.action_event="super" end
|
||||
-- if self.fight_mode == self.fight_modes["end_super"] then self.action_event="end_super" end
|
||||
|
||||
next_action = self:next_action()
|
||||
|
||||
if self.analisis.target_reached and next_action=="super" then
|
||||
-- print("Super READY!")
|
||||
self.action_event = "super_ready"
|
||||
-- next_action = self:next_action()
|
||||
self:super()
|
||||
end
|
||||
|
||||
if self.old_action~=next_action then
|
||||
self.old_action=next_action
|
||||
-- print(self.old_action)
|
||||
end
|
||||
|
||||
self.action = next_action
|
||||
|
||||
return next_action
|
||||
end
|
||||
|
||||
-------------------------------
|
||||
-- imp.controller_input()
|
||||
--
|
||||
-- Traduir a una entrada de pad
|
||||
-------------------------------
|
||||
function imp:controller_input()
|
||||
if DEBUG_FN_NAME then print_dbg("controller_input") end
|
||||
|
||||
--To Do: JumpFWD
|
||||
if (self.moure~=imp.state_falling and self.moure~=imp.state_jumping and
|
||||
self.moure~=imp.state_super) and
|
||||
(self.action == self.actions.right or self.action == self.actions.left) then
|
||||
self.movement = self.action
|
||||
-- self.moure=imp.state_walking
|
||||
self:_moure(imp.state_walking, "state_walking (movement)")
|
||||
elseif (self.moure~=imp.state_falling and self.moure~=imp.state_jumping and
|
||||
self.moure~=imp.state_super) and self.action == self.actions.jump then
|
||||
self:do_jump()
|
||||
elseif (self.moure~=imp.state_falling and self.moure~=imp.state_jumping and
|
||||
self.moure~=imp.state_super) and self.action == "jumpfwd" then
|
||||
self:do_jump(true)
|
||||
elseif self.action == self.actions.shot then
|
||||
self:shot()
|
||||
elseif (self.moure~=imp.state_falling and self.moure~=imp.state_jumping and
|
||||
self.moure~=imp.state_super) and self.action == self.actions.super then
|
||||
self.moure=imp.state_super
|
||||
end
|
||||
self.action = self.actions.no_action
|
||||
end
|
||||
|
||||
-------------------------------
|
||||
--
|
||||
-------------------------------
|
||||
function imp:fight() -- OK
|
||||
if DEBUG_FN_NAME then print_dbg("fight") end
|
||||
self:create_hot_points()
|
||||
self:load_pattern_paths()
|
||||
|
||||
self.pattern.manual_target = self.pattern.node[6]
|
||||
self.pattern.manual_path = {target=6, actions={{action="right",event="target"}}}
|
||||
|
||||
self.shot_target = abad
|
||||
|
||||
self.mood=self.moods.chase
|
||||
self:pattern_movement()
|
||||
end
|
||||
|
||||
-------------------------------
|
||||
--
|
||||
-------------------------------
|
||||
function imp:create_hot_points() --OK
|
||||
self.pattern.node[1] = point.new(44, 5, 1, 0, 8,"P1")
|
||||
self.pattern.node[2] = point.new(45, 8, 1, 0, 8,"P2")
|
||||
self.pattern.node[3] = point.new(44,12, 5, 8, 0,"P3")
|
||||
self.pattern.node[4] = point.new(54, 5, 4, -8, 0,"P4")
|
||||
self.pattern.node[5] = point.new(54,12, 4, 8, 0,"P5")
|
||||
self.pattern.node[6] = point.new(55, 8, 4, 8, 0,"P6")
|
||||
self.pattern.node[7] = point.new(55, 8, 0, 0, 0,"P7")
|
||||
self.pattern.node[8] = point.new(54, 5, 0, 0, 0,"P8")
|
||||
self.pattern.node[9] = point.new(54, 9, 1, 0, 0,"P9")
|
||||
self.pattern.node[10] = point.new(55, 4, 1, 0, 0,"P10")
|
||||
-- self.hot_points[11] = abad
|
||||
-- self.hot_points[11] = point.new(45, 1, 5, 8, 0,"altar-R")
|
||||
-- self.hot_points[12] = point.new(44,11, 5, 0, 0,"altar-L")
|
||||
end
|
||||
|
||||
-------------------------------
|
||||
--
|
||||
-------------------------------
|
||||
function imp:load_pattern_paths() --OK
|
||||
self.pattern.path[1] = {
|
||||
{target=3, actions= {{action="right" , event="prefall"},
|
||||
{action="jumpfwd", event="land"},
|
||||
{action="right" , event="target"}}},
|
||||
{target=4, actions= {{action="right" , event="land"},
|
||||
{action="left" , event="target"}}},
|
||||
{target=4, actions= {{action="right" , event="prefall"},
|
||||
{action="jumpfwd", event="land"},
|
||||
{action="left" , event="target"}}},
|
||||
{target=10, actions= {{action="right" , event="prefall"},
|
||||
{action="jumpfwd", event="land"},
|
||||
{action="right" , event="target"}}},
|
||||
{target=6, actions= {{action="right" , event="prefall"},
|
||||
{action="jumpfwd", event="land"},
|
||||
{action="right" , event="target"}}},
|
||||
{target=5, actions= {{action="right" , event="prefall"},
|
||||
{action="jumpfwd", event="land"},
|
||||
{action="right" , event="land"},
|
||||
{action="left" , event="target"}}},
|
||||
{target=5, actions= {{action="right" , event="target"}}}
|
||||
}
|
||||
self.pattern.path[2] = {
|
||||
{target=3, actions= {{action="left" , event="prefall"},
|
||||
{action="jumpfwd", event="land"},
|
||||
{action="left" , event="target"}}},
|
||||
{target=6, actions= {{action="left" , event="land"},
|
||||
{action="right" , event="target"}}},
|
||||
{target=6, actions= {{action="left" , event="prefall"},
|
||||
{action="jumpfwd", event="land"},
|
||||
{action="right" , event="target"}}},
|
||||
{target=9, actions= {{action="left" , event="prefall"},
|
||||
{action="jumpfwd", event="land"},
|
||||
{action="left" , event="target"}}},
|
||||
{target=4, actions= {{action="left" , event="prefall"},
|
||||
{action="jumpfwd", event="land"},
|
||||
{action="left" , event="target"}}},
|
||||
{target=5, actions= {{action="left" , event="prefall"},
|
||||
{action="jumpfwd", event="land"},
|
||||
{action="left" , event="land"},
|
||||
{action="right" , event="target"}}},
|
||||
{target=5, actions= {{action="left" , event="target"}}}
|
||||
}
|
||||
self.pattern.path[3] = {
|
||||
{target=1, actions={{action="left" , event="prefall"},
|
||||
{action="jumpfwd", event="land"},
|
||||
{action="left" , event="prefall"},
|
||||
{action="jump" , event="target"}}},
|
||||
{target=2, actions={{action="right" , event="prefall"},
|
||||
{action="jumpfwd", event="land"},
|
||||
{action="right" , event="prefall"},
|
||||
{action="jump" , event="target"}}},
|
||||
{target=4, actions={{action="left" , event="prefall"},
|
||||
{action="jumpfwd", event="land"},
|
||||
{action="right" , event="land"},
|
||||
{action="left" , event="target"}}},
|
||||
{target=5, actions={{action="left" , event="land"},
|
||||
{action="right" , event="target"}}},
|
||||
{target=6, actions={{action="left" , event="land"},
|
||||
{action="right" , event="target"}}}
|
||||
}
|
||||
self.pattern.path[4] = {
|
||||
{target=1, actions={{action="jump" , event="target"}}},
|
||||
{target=5, actions={{action="right", event="target"}}},
|
||||
{target=6, actions={{action="right", event="target"}}},
|
||||
{target=8, actions={{action="jump" , event="target"}}},
|
||||
}
|
||||
self.pattern.path[5] = {
|
||||
{target=4, actions={{action="left" , event="target"}}},
|
||||
{target=6, actions={{action="right", event="target"}}}
|
||||
}
|
||||
self.pattern.path[6] = {
|
||||
{target=2, actions={{action="jump", event="target"}}},
|
||||
{target=5, actions={{action="left", event="target"}}},
|
||||
{target=7, actions={{action="jump", event="target"}}},
|
||||
{target=4, actions={{action="left", event="target"}}}
|
||||
}
|
||||
self.pattern.path[7] = {
|
||||
{target=5, actions={{action="left" , event="prefall"},
|
||||
{action="jumpfwd", event="land"},
|
||||
{action="left" , event="target"}}},
|
||||
{target=10,actions={{action="left" , event="prefall"},
|
||||
{action="jumpfwd", event="land"},
|
||||
{action="left" , event="target"}}},
|
||||
{target=2, actions={{action="jump" , event="target"}}}
|
||||
}
|
||||
self.pattern.path[8] = {
|
||||
{target=5, actions={{action="right" , event="prefall"},
|
||||
{action="jumpfwd" , event="land"},
|
||||
{action="right" , event="target"}}},
|
||||
{target=9, actions={{action="right" , event="prefall"},
|
||||
{action="jumpfwd" , event="land"},
|
||||
{action="right" , event="target"}}},
|
||||
{target=1, actions={{action="jump" , event="target"}}}
|
||||
}
|
||||
self.pattern.path[9] = {
|
||||
{target=5, actions={{action="right" , event="target"}}},
|
||||
{target=1, actions={{action="left" , event="prefall"},
|
||||
{action="jumpfwd" , event="land"},
|
||||
{action="left" , event="prefall"},
|
||||
{action="jump" , event="target"}}},
|
||||
{target=4, actions={{action="left" , event="target"}}}
|
||||
}
|
||||
self.pattern.path[10] = {
|
||||
{target=5, actions={{action="left" , event="target"}}},
|
||||
{target=2, actions={{action="right" , event="prefall"},
|
||||
{action="jumpfwd" , event="land"},
|
||||
{action="right" , event="prefall"},
|
||||
{action="jump" , event="target"}}},
|
||||
{target=6, actions={{action="right" , event="target"}}}
|
||||
}
|
||||
self.pattern.path[11] = {
|
||||
{target=4, actions={{action="left", event="target"}}}
|
||||
}
|
||||
self.pattern.path[12] = {
|
||||
{target=6, actions={{action="right", event="target"}}}
|
||||
}
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------
|
||||
-- // PATTERN MOVEMENT
|
||||
|
||||
function imp:pattern_movement() --OK
|
||||
if DEBUG_FN_NAME then print_dbg("pattern_movement") end
|
||||
self.movement_type = "pattern"
|
||||
-- print("Pattern")
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------
|
||||
-- // ACTION
|
||||
function imp:next_action()
|
||||
local next_action = self.actions.no_action
|
||||
|
||||
-- Si el blanc està a tir disparar
|
||||
if self.timers.shot<=0 then
|
||||
if h_collision(self, self.shot_target) then
|
||||
next_action = self.actions.shot
|
||||
end
|
||||
end
|
||||
|
||||
-- Resta d'accions
|
||||
if next_action==self.actions.no_action then
|
||||
if self.move_type==self.move_types.free then
|
||||
-- next_action = self:free_next_action()
|
||||
elseif self.move_type==self.move_types.pattern then
|
||||
if self.pattern:in_target(self) then
|
||||
next_action=self.pattern:next_action()
|
||||
print("TARGET => "..next_action)
|
||||
else
|
||||
next_action=self.pattern:action()
|
||||
print("ON WAY => "..next_action)
|
||||
end
|
||||
elseif self.move_type==self.move_types.super then
|
||||
--
|
||||
end
|
||||
end
|
||||
|
||||
-- next_action es text, traduir
|
||||
return self.actions[next_action]
|
||||
end
|
||||
|
||||
function imp:do_jump ( jumpfwd )
|
||||
if DEBUG_FN_NAME then print_dbg("") end
|
||||
-- Inicialització de fer el salt
|
||||
jumpfwd = jumpfwd or false
|
||||
self.jump_height = 0
|
||||
-- self.moure=imp.state_jumping
|
||||
self:_moure(imp.state_jumping,"state_jumping (states)")
|
||||
self.step=0
|
||||
self.jumpfwd=jumpfwd
|
||||
self.action=""
|
||||
end
|
||||
|
||||
function imp:state_jumping()
|
||||
if self.mood==self.moods.stop then return self.mood end
|
||||
if DEBUG_FN_NAME then print_dbg("state_jumping") end
|
||||
-- ??
|
||||
self.wait=self.wait+1
|
||||
self.wait=0
|
||||
self.next_frame=imp.jumping_next_frame
|
||||
-- Pujar o caure
|
||||
if self.jump_height<self.max_jump_height then
|
||||
-- Comprovar que pasa en l'aire
|
||||
self:jump()
|
||||
else
|
||||
-- Canviar a mode caure
|
||||
-- self.moure=imp.state_falling
|
||||
self:_moure(imp.state_falling,"state_falling (states)")
|
||||
end
|
||||
self.step=self.step+1
|
||||
|
||||
-- cap endavant?
|
||||
if self.jumpfwd then self:advance() end
|
||||
end
|
||||
|
||||
function imp:jump()
|
||||
if DEBUG_FN_NAME then print_dbg("jump") end
|
||||
|
||||
local vspace = self.vmove_space
|
||||
-- Els dos punts de dalt del personatge
|
||||
local x1_check = self.x+self.bb.x
|
||||
local x2_check = self.x+self.bb.x+self.bb.w
|
||||
local y_check = self.y-vspace; -- posicio de dalt
|
||||
|
||||
-- Comprovar on està pegant
|
||||
local tile1_hit_type= arc_check_tile(x1_check, y_check )
|
||||
local tile2_hit_type= arc_check_tile(x2_check, y_check)
|
||||
local not_block_tile = tile1_hit_type ~= tiletype.block and tile2_hit_type ~= tiletype.block
|
||||
|
||||
-- Fer l'acció que correspon
|
||||
if not_block_tile then
|
||||
-- Ascendir
|
||||
self.y=self.y-vspace
|
||||
else
|
||||
-- Si es un bloc permetre gastar l'espai no pintat
|
||||
local tile1_hit = arc_get_tile(x1_check, y_check )
|
||||
local tile2_hit = arc_get_tile(x2_check, y_check)
|
||||
local half_block1 = mapa_is_half_block_tile(map_to_editor_tile(tile1_hit))
|
||||
local half_block2 = mapa_is_half_block_tile(map_to_editor_tile(tile2_hit))
|
||||
local full_block1 = tile1_hit_type == tiletype.block and not half_block1
|
||||
local full_block2 = tile2_hit_type == tiletype.block and not half_block2
|
||||
local full_block = full_block1 and full_block2
|
||||
local half_block = half_block1 or half_block2
|
||||
-- Si ninguno dels tiles tocats es un block complet
|
||||
-- i almenys un dels tiles tocats es mig tile
|
||||
-- permetre continuar en el salt
|
||||
if not full_block and half_block then
|
||||
if self.jump_in_half_block==0 and not self.jump_in_half_block_used then
|
||||
self.jump_in_half_block = arcade_config.tiles_height / 2
|
||||
end
|
||||
if self.jump_in_half_block>0 then
|
||||
self.y=self.y-vspace
|
||||
self.jump_in_half_block = self.jump_in_half_block-1
|
||||
self.jump_in_half_block_used = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Registrar el desplaçament
|
||||
self.jump_height = self.jump_height+1
|
||||
end
|
||||
|
||||
function imp:advance()
|
||||
if DEBUG_FN_NAME then print_dbg("advance") end
|
||||
|
||||
local step_length=self.step_length; --lo que avança el imp cada pas
|
||||
local limit=tiletype.block
|
||||
|
||||
if self.moure~=imp.state_walking then limit=tiletype.half end
|
||||
|
||||
local x_check = self.x+self.bb.x+self.bb.w+step_length
|
||||
-- if self.flip then
|
||||
-- step_length = -step_length
|
||||
-- x_check = self.x+self.bb.x+step_length
|
||||
-- end
|
||||
|
||||
-- self.action=="right"
|
||||
-- if self.action=="left" then
|
||||
-- print("ADVANCE => "..self.movement)
|
||||
if self.movement==self.actions.left then
|
||||
step_length = -step_length
|
||||
x_check = self.x+self.bb.x+step_length
|
||||
end
|
||||
|
||||
local y_check = self.y+self.bb.h-4
|
||||
|
||||
if arc_check_tile(x_check, y_check)<limit then
|
||||
self.x=self.x+step_length
|
||||
end
|
||||
|
||||
local hab,xx, yy = coords.world_to_tile(self.x, self.y)
|
||||
self.hab = hab
|
||||
-- self.movement = ""
|
||||
end
|
||||
|
||||
function imp:state_falling()
|
||||
if DEBUG_FN_NAME then print_dbg("state_falling") end
|
||||
-- msg_print(16,16,"state_falling",true)
|
||||
|
||||
self.frame=30
|
||||
self.wait=self.wait+1
|
||||
self.next_frame=imp.falling_next_frame
|
||||
-- Si toca terra canviar el mode
|
||||
if self:land() then
|
||||
-- self.moure=imp.state_normal
|
||||
self:_moure(imp.state_normal,"state_normal (states)")
|
||||
return
|
||||
end
|
||||
print_dbg("FALLING!")
|
||||
-- Seguir caiguent
|
||||
self.y=self.y+1
|
||||
self.jump_height = self.jump_height-1
|
||||
self.falling=self.falling+1
|
||||
|
||||
-- Caiguent cap endavant?
|
||||
if self.jumpfwd then self:advance() end
|
||||
end
|
||||
|
||||
function imp:land ()
|
||||
if DEBUG_FN_NAME then print_dbg("land") end
|
||||
-- msg_print(16,32,"land",true)
|
||||
-- Els dos punts de baix de l'abad
|
||||
local x1_check = self.x+self.bb.x
|
||||
local x2_check = self.x+self.bb.x+self.bb.w
|
||||
local y_check = self.y+self.bb.h
|
||||
|
||||
-- Comprovar on està aterrant
|
||||
local tile1_hit= arc_check_tile(x1_check, y_check )
|
||||
local tile2_hit= arc_check_tile(x2_check, y_check)
|
||||
local floor_tile = tile1_hit>=tiletype.half or tile2_hit>=tiletype.half
|
||||
|
||||
-- Encara que siga un tile de piso s'ha de comprovar que
|
||||
-- la y es un múltiple de l'alt dels tiles
|
||||
local over_tile = (y_check & 0xF) == 0
|
||||
|
||||
local can_land = floor_tile and over_tile
|
||||
|
||||
if can_land then
|
||||
self.jump_in_half_block_used = false
|
||||
self.jump_height = 0
|
||||
self.action_event = "land"
|
||||
end
|
||||
if can_land then print_dbg ("LANDED") end
|
||||
return can_land
|
||||
end
|
||||
|
||||
function imp:state_walking()
|
||||
if self.mood==self.moods.stop then return end
|
||||
if not DEBUG_FN_NAME then print("state_walking") end
|
||||
-- msg_print(16,48,"state_walking",true)
|
||||
|
||||
-- Limitar la velocitat de moviment
|
||||
self.wait=self.wait+1
|
||||
|
||||
-- Funció de selecció de frame
|
||||
self.next_frame = imp.walking_next_frame
|
||||
|
||||
-- Comprovar dos punts de contacte del personatge en el piso a vore si cau
|
||||
local x1_check = self.x+self.bb.x
|
||||
local x2_check = x1_check+self.bb.w
|
||||
local y_check = self.y+self.bb.h; -- base del personatge
|
||||
local tile1 = arc_check_tile(x1_check,y_check)
|
||||
local tile2 = arc_check_tile(x2_check,y_check)
|
||||
if tile1==tiletype.void and tile2==tiletype.void then
|
||||
-- si no hi ha piso, caure
|
||||
self.moure=imp.state_falling
|
||||
self:_moure(imp.state_falling, "state_falling (states-walking)")
|
||||
return
|
||||
end
|
||||
|
||||
self:advance()
|
||||
end
|
||||
|
||||
function imp:state_normal()
|
||||
if DEBUG_FN_NAME then print_dbg("state_normal") end
|
||||
self.frame=28
|
||||
self.wait=0
|
||||
self.step=0
|
||||
self.jumpfwd=false
|
||||
self.jump_height = 0
|
||||
self.next_frame=imp.staying_next_frame
|
||||
end
|
||||
|
||||
-- imp.next_frame()
|
||||
function imp:walking_next_frame()
|
||||
-- Selecció de frame
|
||||
if self.wait==6 then
|
||||
self.wait=0
|
||||
self.step=(self.step+1)%4
|
||||
self.frame=self.anim[self.step+1]
|
||||
end
|
||||
|
||||
-- Orientar
|
||||
self:do_flip()
|
||||
|
||||
-- Aguantar el flip
|
||||
if self.timers.flip_wait<=0 then
|
||||
if self.mood==self.moods.chase then
|
||||
self:do_flip(abad)
|
||||
else
|
||||
self:do_flip(self.pattern:target_node())
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function imp:jumping_next_frame()
|
||||
self.frame=30
|
||||
end
|
||||
|
||||
function imp:falling_next_frame()
|
||||
self.frame=30
|
||||
end
|
||||
|
||||
function imp:staying_next_frame()
|
||||
self.frame=28
|
||||
end
|
||||
|
||||
function imp:super_next_frame()
|
||||
self.frame=11
|
||||
end
|
||||
|
||||
function imp:do_flip( actor )
|
||||
actor = actor or self.pattern:target_node()
|
||||
-- enllaçat a actor
|
||||
if actor.x<self.x then self.flip=true else self.flip=false end
|
||||
end
|
||||
165
data/imp3.lua
Normal file
165
data/imp3.lua
Normal file
@@ -0,0 +1,165 @@
|
||||
function print_dbg(...)
|
||||
-- level = 2 → el llamador de imprimir_con_contexto
|
||||
local info = debug.getinfo(2, "n")
|
||||
local nombre = info.name or "<anónima>"
|
||||
print("[" .. nombre .. "]", ...)
|
||||
end
|
||||
|
||||
require "pattern"
|
||||
|
||||
imp = {}
|
||||
|
||||
DEBUG_FN_NAME = true
|
||||
|
||||
function imp.new(_hab,_x,_y)
|
||||
local world_x, world_y = coords.room_to_world(_hab,_x,_y)
|
||||
return {
|
||||
name="imp",
|
||||
hab=_hab,
|
||||
x=world_x, y=world_y,
|
||||
w=32, h=32,
|
||||
bb={x=8,y=0,w=16,h=32},
|
||||
flip=true,
|
||||
frame=28,
|
||||
anim={28,29,28,30}, -- seqüencia de frames
|
||||
wait=0,
|
||||
step=0,
|
||||
moods={stop=0, chase=1, avoid=2, neutral=4},
|
||||
mood=0, --anterior fight_mode
|
||||
timers={mood=150,target=250, shot=2500, super=20000, flip_wait=50}, --anterior *_cooldown
|
||||
move_types={free=0, pattern=1, super=2},
|
||||
move_type=1, -- anterior movement_type
|
||||
actions={no_action=0, up=1, down=2, left=4, right=8, jump=16, shot=32, super=64},
|
||||
pattern= pattern.new(),
|
||||
analisis = {}, -- memoria per a guardar el resultat de l'analisis
|
||||
step_length=1,
|
||||
energia=21,
|
||||
max_energia=21,
|
||||
jump_height=0,
|
||||
max_jump_height=24,
|
||||
vmove_space = 1,
|
||||
falling = 0,
|
||||
--
|
||||
moure = noop,
|
||||
draw=imp.draw,
|
||||
update=imp.update_normal,
|
||||
reduce_timers = imp.reduce_timers,
|
||||
analyze_env = imp.analyze_env,
|
||||
choose_action = imp.choose_action,
|
||||
controller_input = imp.controller_input,
|
||||
fight = imp.fight,
|
||||
create_hot_points = imp.create_hot_points,
|
||||
load_pattern_paths = imp.load_pattern_paths,
|
||||
pattern_movement = imp.pattern_movement,
|
||||
next_action = imp.next_action,
|
||||
do_jump = imp.do_jump,
|
||||
jump = imp.jump,
|
||||
advance = imp.advance,
|
||||
land = imp.land,
|
||||
next_frame = imp.staying_next_frame,
|
||||
do_flip = imp.do_flip,
|
||||
_moure = imp._moure,
|
||||
}
|
||||
end
|
||||
|
||||
function imp:draw() --OK
|
||||
local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
|
||||
|
||||
-- Modo super
|
||||
if self.moure==self.state_super then
|
||||
-- rotar paleta
|
||||
for col=13,15 do
|
||||
local newc = self.super_pal[col]
|
||||
if self.super_wait%6 == 0 then
|
||||
newc = newc+1
|
||||
if newc>15 then newc=13 end
|
||||
end
|
||||
pal.subpal(col,newc)
|
||||
self.super_pal[col]=newc
|
||||
end
|
||||
-- pintar
|
||||
draw.surf(96, 32, self.w, self.h,
|
||||
scr_x, scr_y-self.h*(self.zoom-1),
|
||||
self.w*self.zoom, self.h*self.zoom,
|
||||
self.flip)
|
||||
-- restaurar paleta
|
||||
for col=13,15 do pal.subpal(col) end
|
||||
else
|
||||
-- Modo normal
|
||||
if self.invencible then
|
||||
pal.subpal(5,1)
|
||||
end
|
||||
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)
|
||||
pal.subpal(5)
|
||||
end
|
||||
end
|
||||
|
||||
function imp:hit() -- OK
|
||||
if DEBUG_FN_NAME then print_dbg("hit") end
|
||||
if not self.invencible then
|
||||
self.energia = self.energia -1
|
||||
if distancia(self, abad)<50 and self.invencible_time<=0 then
|
||||
self.invencible = true
|
||||
self.invencible_time = 50
|
||||
end
|
||||
end
|
||||
|
||||
if self.energia==1 then self.can_warp=true end
|
||||
|
||||
if self.energia <= 0 then
|
||||
self.energia = 0
|
||||
-- self.enabled = false
|
||||
print("END BOSS")
|
||||
|
||||
if self.can_warp then self.warping=true end
|
||||
self.shrink=1
|
||||
self.angle=0
|
||||
self.dying=true
|
||||
-- calcular velocitat per al warp
|
||||
local warp_time = self.death_time/3
|
||||
self.d_angle = 720 / warp_time; -- 720 = 2 voltes
|
||||
self.d_shrink = self.shrink / warp_time
|
||||
end
|
||||
end
|
||||
|
||||
function imp:update_hit()
|
||||
if not self.enabled then return end
|
||||
-- Que pasa quan "mor"
|
||||
end
|
||||
cpu_wait = 10
|
||||
function imp:update_normal()
|
||||
cpu_wait = cpu_wait -1
|
||||
if cpu_wait<=0 then
|
||||
print("-------------------------------------------------")
|
||||
print("")
|
||||
-- if self.mood~=self.moods.stop then print("TARGET= "..self.pattern:target()) end
|
||||
-- if self.mood~=self.moods.stop then print("ACTIONS= "..#self.pattern:actions()) end
|
||||
-- print("TARGET TIMER= "..self.timers.target)
|
||||
|
||||
cpu_wait = 1
|
||||
self:reduce_timers()
|
||||
|
||||
-- Ajustar mood (emocions)
|
||||
-- self:choose_mood()
|
||||
|
||||
-- self:choose_target()
|
||||
|
||||
-- analisis
|
||||
self:analyze_env()
|
||||
|
||||
-- decisio
|
||||
self:choose_action()
|
||||
|
||||
-- moviment
|
||||
self:controller_input()
|
||||
self:moure()
|
||||
|
||||
-- Logica per a selecció de frame
|
||||
self:next_frame()
|
||||
|
||||
-- colisions en personatges
|
||||
-- self:colisions()
|
||||
end
|
||||
end
|
||||
|
||||
require "imp3-functions"
|
||||
@@ -2,6 +2,7 @@
|
||||
function imp:choose_action() -- antic imp:move
|
||||
if self.mood==self.moods.stop then return self.mood end
|
||||
if DEBUG_FN_NAME then print("choose_action "..self.mood) end
|
||||
|
||||
local next_action = self.actions.no_action
|
||||
|
||||
-- Si no te ganes de fer res, no moure
|
||||
@@ -49,7 +50,7 @@ print("next_action= "..next_action.." == "..self.actions.no_action)
|
||||
elseif self.move_type==self.move_types.pattern then
|
||||
-- msg_print(10,20,"PATTERN "..self.action_event,true)
|
||||
print("imp_action.lua -> next_action -> pattern")
|
||||
next_action=self:pattern_next_action()
|
||||
next_action=self.pattern:next_action()
|
||||
print("imp_action.lua -> next_action -> pattern => "..next_action)
|
||||
elseif self.move_type==self.move_types.super then
|
||||
-- msg_print(10,20,"SUPER "..self.action_event,true)
|
||||
@@ -144,7 +145,12 @@ print("imp_action.lua -> pattern_next_action -> "..self.action_event.."~="..self
|
||||
action = self.pattern:action()
|
||||
else
|
||||
-- Següent acció
|
||||
local target0 = self.pattern:target()
|
||||
action = self.pattern:next_action()
|
||||
-- Comprovar si ha canviat el target al avançar d'acció
|
||||
if target0~=self.pattern:target() then
|
||||
self:reset_target_timer()
|
||||
end
|
||||
end
|
||||
self.action_event = ""; -- Action_event processat
|
||||
return self.actions[action]
|
||||
@@ -165,6 +171,7 @@ end
|
||||
function imp:_moure( foo, name )
|
||||
name = name or "anonymous"
|
||||
print("_moure= "..name)
|
||||
if not foo then print(name.." not found") end
|
||||
self.moure = foo
|
||||
end
|
||||
|
||||
|
||||
@@ -74,8 +74,6 @@ end
|
||||
function imp:controller_input()
|
||||
if DEBUG_FN_NAME then print("controller_input") end
|
||||
|
||||
print(self.action)
|
||||
|
||||
--To Do: JumpFWD
|
||||
if self.action == self.actions.right or self.action == self.actions.left then
|
||||
self.movement = self.action
|
||||
@@ -84,11 +82,11 @@ print(self.action)
|
||||
elseif self.action == self.actions.jump then
|
||||
self:do_jump()
|
||||
elseif self.action == "jumpfwd" then
|
||||
-- self:do_jump(true)
|
||||
self:do_jump(true)
|
||||
elseif self.action == self.actions.shot then
|
||||
-- self:shot()
|
||||
self:shot()
|
||||
elseif self.action == self.actions.super then
|
||||
-- self.moure=imp.state_super
|
||||
self.moure=imp.state_super
|
||||
end
|
||||
self.action = self.actions.no_action
|
||||
end
|
||||
@@ -42,12 +42,12 @@ if DEBUG_FN_NAME then print("jump") end
|
||||
local x1_check = self.x+self.bb.x
|
||||
local x2_check = self.x+self.bb.x+self.bb.w
|
||||
local y_check = self.y-vspace; -- posicio de dalt
|
||||
|
||||
|
||||
-- Comprovar on està pegant
|
||||
local tile1_hit_type= arc_check_tile(x1_check, y_check )
|
||||
local tile2_hit_type= arc_check_tile(x2_check, y_check)
|
||||
local not_block_tile = tile1_hit_type ~= tiletype.block and tile2_hit_type ~= tiletype.block
|
||||
|
||||
|
||||
-- Fer l'acció que correspon
|
||||
if not_block_tile then
|
||||
-- Ascendir
|
||||
@@ -76,7 +76,7 @@ if DEBUG_FN_NAME then print("jump") end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Registrar el desplaçament
|
||||
self.jump_height = self.jump_height+1
|
||||
end
|
||||
@@ -88,10 +88,10 @@ if not DEBUG_FN_NAME then print("state_walking") end
|
||||
|
||||
-- Limitar la velocitat de moviment
|
||||
self.wait=self.wait+1
|
||||
|
||||
|
||||
-- Funció de selecció de frame
|
||||
self.next_frame = imp.walking_next_frame
|
||||
|
||||
|
||||
-- Comprovar dos punts de contacte del personatge en el piso a vore si cau
|
||||
local x1_check = self.x+self.bb.x
|
||||
local x2_check = x1_check+self.bb.w
|
||||
@@ -100,11 +100,11 @@ if not DEBUG_FN_NAME then print("state_walking") end
|
||||
local tile2 = arc_check_tile(x2_check,y_check)
|
||||
if tile1==tiletype.void and tile2==tiletype.void then
|
||||
-- si no hi ha piso, caure
|
||||
-- self.moure=imp.state_falling
|
||||
self:_moure(imp.state_falling, "state_falling (states)")
|
||||
self.moure=imp.state_falling
|
||||
self:_moure(imp.state_falling, "state_falling (states-walking)")
|
||||
return
|
||||
end
|
||||
|
||||
|
||||
self:advance()
|
||||
end
|
||||
|
||||
@@ -114,19 +114,19 @@ if DEBUG_FN_NAME then print("state_falling") end
|
||||
|
||||
self.frame=30
|
||||
self.wait=self.wait+1
|
||||
|
||||
|
||||
-- Si toca terra canviar el mode
|
||||
if self:land() then
|
||||
-- self.moure=imp.state_normal
|
||||
self:_moure(imp.state_normal,"state_normal (states)")
|
||||
return
|
||||
end
|
||||
|
||||
end
|
||||
print("FALLING!")
|
||||
-- Seguir caiguent
|
||||
self.y=self.y+1
|
||||
self.jump_height = self.jump_height-1
|
||||
self.falling=self.falling+1
|
||||
|
||||
|
||||
-- Caiguent cap endavant?
|
||||
if self.jumpfwd then self:advance() end
|
||||
end
|
||||
@@ -138,24 +138,24 @@ if DEBUG_FN_NAME then print("land") end
|
||||
local x1_check = self.x+self.bb.x
|
||||
local x2_check = self.x+self.bb.x+self.bb.w
|
||||
local y_check = self.y+self.bb.h
|
||||
|
||||
|
||||
-- Comprovar on està aterrant
|
||||
local tile1_hit= arc_check_tile(x1_check, y_check )
|
||||
local tile2_hit= arc_check_tile(x2_check, y_check)
|
||||
local floor_tile = tile1_hit>=tiletype.half or tile2_hit>=tiletype.half
|
||||
|
||||
-- Encara que siga un tile de piso s'ha de comprovar que
|
||||
|
||||
-- Encara que siga un tile de piso s'ha de comprovar que
|
||||
-- la y es un múltiple de l'alt dels tiles
|
||||
local over_tile = (y_check & 0xF) == 0
|
||||
|
||||
local over_tile = (y_check & 0xF) == 0
|
||||
|
||||
local can_land = floor_tile and over_tile
|
||||
|
||||
|
||||
if can_land then
|
||||
self.jump_in_half_block_used = false
|
||||
self.jump_height = 0
|
||||
self.action_event = "land"
|
||||
end
|
||||
|
||||
|
||||
return can_land
|
||||
end
|
||||
|
||||
@@ -164,25 +164,25 @@ if DEBUG_FN_NAME then print("advance") end
|
||||
-- msg_print(10,20,"advance",true)
|
||||
local step_length=self.step_length; --lo que avança el imp cada pas
|
||||
local limit=tiletype.block
|
||||
|
||||
|
||||
if self.moure~=imp.state_walking then limit=tiletype.half end
|
||||
|
||||
local x_check = self.x+self.bb.x+self.bb.w+step_length
|
||||
-- if self.flip then
|
||||
-- step_length = -step_length
|
||||
-- if self.flip then
|
||||
-- step_length = -step_length
|
||||
-- x_check = self.x+self.bb.x+step_length
|
||||
-- end
|
||||
|
||||
|
||||
-- self.action=="right"
|
||||
-- if self.action=="left" then
|
||||
-- print("ADVANCE => "..self.movement)
|
||||
if self.movement==self.actions.left then
|
||||
step_length = -step_length
|
||||
if self.movement==self.actions.left then
|
||||
step_length = -step_length
|
||||
x_check = self.x+self.bb.x+step_length
|
||||
end
|
||||
|
||||
|
||||
local y_check = self.y+self.bb.h-4
|
||||
|
||||
|
||||
if arc_check_tile(x_check, y_check)<limit then
|
||||
self.x=self.x+step_length
|
||||
end
|
||||
|
||||
@@ -24,6 +24,7 @@ function imp:next_target()
|
||||
elseif self.move_type==self.move_types.super then
|
||||
self:super_next_target()
|
||||
end
|
||||
self:reset_target_timer()
|
||||
end
|
||||
|
||||
function imp:free_next_target() --OK
|
||||
|
||||
@@ -25,18 +25,22 @@ end
|
||||
-- ara aleatori
|
||||
|
||||
function pattern:origin()
|
||||
print_dbg("")
|
||||
return self.node[self.path_idx]
|
||||
end
|
||||
|
||||
function pattern:origin_num ()
|
||||
print_dbg("")
|
||||
return self.path_idx
|
||||
end
|
||||
|
||||
function pattern:set_path ( num )
|
||||
print_dbg("")
|
||||
self.path_idx = num
|
||||
end
|
||||
|
||||
function pattern:get_path ( num )
|
||||
print_dbg("")
|
||||
return self.path[num]
|
||||
end
|
||||
|
||||
@@ -46,12 +50,11 @@ end
|
||||
-- return self.path[self.path_idx][target_idx].target
|
||||
-- end
|
||||
function pattern:target()
|
||||
print("pattern:target 1")
|
||||
if not empty_table(self.manual_path) then
|
||||
print("pattern:target 2 a")
|
||||
print_dbg("MANUAL => "..self.manual_path.target)
|
||||
return self.manual_path.target
|
||||
else
|
||||
print("pattern:target 2 b")
|
||||
print_dbg("PATH => "..self.path[self.path_idx][self.target_idx].target)
|
||||
return self.path[self.path_idx][self.target_idx].target
|
||||
end
|
||||
end
|
||||
@@ -61,6 +64,7 @@ end
|
||||
-- return self.path[self.path_idx][target_idx].actions
|
||||
-- end
|
||||
function pattern:actions()
|
||||
print_dbg("")
|
||||
if not empty_table(self.manual_path) then
|
||||
return self.manual_path.actions
|
||||
else
|
||||
@@ -74,14 +78,17 @@ end
|
||||
-- end
|
||||
function pattern:action()
|
||||
if not empty_table(self.manual_path) then
|
||||
print_dbg("MANUAL => "..self.manual_path.actions[self.action_idx].action)
|
||||
return self.manual_path.actions[self.action_idx].action
|
||||
else
|
||||
print_dbg("PATH => "..self.path[self.path_idx][self.target_idx].actions[self.action_idx].action)
|
||||
return self.path[self.path_idx][self.target_idx].actions[self.action_idx].action
|
||||
end
|
||||
end
|
||||
|
||||
-- [OK] Torna l'event actual
|
||||
function pattern:event()
|
||||
print_dbg("")
|
||||
if not empty_table(self.manual_path) then
|
||||
return self.manual_path.actions[self.action_idx].event
|
||||
else
|
||||
@@ -98,7 +105,7 @@ end
|
||||
-- return pattern:action()
|
||||
-- end
|
||||
function pattern:next_action ( )
|
||||
print("pattern:next_action 1")
|
||||
print_dbg("")
|
||||
local num_actions = 0
|
||||
-- index a la següent acció
|
||||
self.action_idx = self.action_idx+1
|
||||
@@ -108,45 +115,47 @@ print("pattern:next_action 1")
|
||||
else
|
||||
num_actions = #self.path[self.path_idx][self.target_idx].actions
|
||||
end
|
||||
print("pattern:next_action 2")
|
||||
if self.action_idx>num_actions then
|
||||
-- avançar el target
|
||||
self:next_target() -- pasar per paràmetre o no
|
||||
end
|
||||
print("pattern:next_action 3")
|
||||
-- Tornar l'acció
|
||||
return self:action()
|
||||
end
|
||||
|
||||
-- [OK] Canvia al següent target segons el path o al que se li pase
|
||||
function pattern:next_target( target )
|
||||
print("pattern:next_target 1")
|
||||
print_dbg("")
|
||||
target = target or self:target()
|
||||
print("pattern:next_target 2")
|
||||
-- Si hi ha una entrada manual eliminar-la
|
||||
if not empty_table(self.manual_path) then
|
||||
self.manual_path = {}
|
||||
self.manual_target = {}
|
||||
end
|
||||
print("pattern:next_target 3")
|
||||
|
||||
-- target id
|
||||
self.path_idx = target
|
||||
-- tindre en compte l'estrategia per a triar el següent target des del path actual per ara aleatori
|
||||
self.target_idx = math.random(#self.path[self.path_idx])
|
||||
self.action_idx = 1
|
||||
print("pattern:next_target 4")
|
||||
end
|
||||
|
||||
-- [OK] Torna el node del target actual
|
||||
function pattern:target_node()
|
||||
print_dbg(self.node[self:target()])
|
||||
return self.node[self:target()]
|
||||
end
|
||||
|
||||
-- Comprova si point ha arribat al target (Afegir precissio per si volem que estiga nomes tocar, dins o abans d'eixir?)
|
||||
function pattern:in_target( area )
|
||||
if collision( area, self:target_node() ) then
|
||||
print_dbg("COLLISION")
|
||||
else
|
||||
print_dbg("-")
|
||||
end
|
||||
return collision( area, self:target_node() )
|
||||
end
|
||||
|
||||
function pattern:recovery( point, target)
|
||||
print_dbg("")
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user