Zombies interdimensionals done!
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@@ -21,15 +21,27 @@ function zombie.new(_hab,_x,_y,_flip)
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draw=zombie.draw,
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jumpfwd=false,
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anim={16,17,16,18},
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bb={x=4,y=0,w=26,h=32}}
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bb={x=4,y=0,w=26,h=32},
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can_warp=true,
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warping=false,
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shrink=1,
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d_shrink=1,
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angle=0,
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d_angle=15,
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dying=false,
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death_time=40}
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end
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function zombie:draw()
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-- if self.frame>0 then draw.surf((self.frame&7)*16,(self.frame>>3)*16,16,16,self.x,self.y,16,16,self.flip) end
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-- if self.frame>0 then draw.surf((self.frame&7)*cw,(self.frame>>cxr2)*ch,cw,ch,self.x*o2aX,self.y*o2aX,cw,ch,self.flip) end
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if self.frame>0 then
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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)*cw, (self.frame>>cxr2)*ch, cw, ch, scr_x, scr_y, cw, ch, self.flip)
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if self.warping then
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actor_warp_draw(self)
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else
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if self.frame>0 then
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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)*cw, (self.frame>>cxr2)*ch, cw, ch, scr_x, scr_y, cw, ch, self.flip)
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end
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end
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end
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@@ -79,26 +91,44 @@ function zombie:update_normal()
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--end
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end
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function zombie:update_hit()
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function zombie:update_hit()
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self.wait=self.wait+1
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if self.wait>=6 then
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self.wait=0
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self.step=self.step+1
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if self.step<40 then
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if self.step%2==0 then
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self.frame=16
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else
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self.frame=-1
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if self.can_warp then
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actor_warp_update(self)
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else
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if self.step<self.death_time then
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if self.step%2==0 then
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self.frame=self.anim[4]
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else
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self.frame=-1
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end
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elseif self.step>=self.death_time then
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self.frame=self.anim[0]
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self.step=0
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self.wait=0
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self.update=caco.update_normal
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self.dying = false
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end
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elseif self.step>=40 then
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self.step=0
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self.wait=0
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self.update=zombie.update_normal
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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 zombie:hit()
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self.update=zombie.update_hit
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if self.can_warp then self.warping=true end
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self.shrink=1
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self.angle=0
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self.dying=true
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-- calcular velocitat per al warp
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local warp_time = self.death_time/3
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self.d_angle = 720 / warp_time; -- 720 = 2 voltes
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self.d_shrink = self.shrink / warp_time
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end
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