Zombies interdimensionals done!

This commit is contained in:
2026-03-31 21:31:16 +02:00
parent 1708be71a8
commit 205a98bf17
3 changed files with 157 additions and 68 deletions

View File

@@ -36,22 +36,23 @@ function caco:draw()
-- 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 -- 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
if self.warping then if self.warping then
local shrink_w = self.w*self.shrink -- local shrink_w = self.w*self.shrink
local shrink_h = self.h*self.shrink -- local shrink_h = self.h*self.shrink
local offset_x = math.floor((self.w-shrink_w)/2) -- local offset_x = math.floor((self.w-shrink_w)/2)
local offset_y = math.floor((self.h-shrink_h)/2) -- local offset_y = math.floor((self.h-shrink_h)/2)
local scr_x, scr_y = viewp:screen_coords( self.x+offset_x, self.y+offset_y ) -- local scr_x, scr_y = viewp:screen_coords( self.x+offset_x, self.y+offset_y )
shrink_w = math.floor(shrink_w) -- shrink_w = math.floor(shrink_w)
shrink_h = math.floor(shrink_h) -- shrink_h = math.floor(shrink_h)
-- print(shrink_w..", "..shrink_h..", "..offset_x..", "..offset_y..", "..scr_x..", "..scr_y) --
if shrink_w>0 and shrink_h>0 then -- if shrink_w>0 and shrink_h>0 then
draw.surfrot((self.frame&7)*cw, (self.frame>>cxr2)*ch, -- draw.surfrot((self.frame&7)*cw, (self.frame>>cxr2)*ch,
cw, ch, -- cw, ch,
scr_x, scr_y, -- scr_x, scr_y,
self.angle, -- self.angle,
shrink_w, shrink_h, -- shrink_w, shrink_h,
self.flip) -- self.flip)
end -- end
actor_warp_draw(self)
else else
if self.frame>0 then if self.frame>0 then
local scr_x, scr_y = viewp:screen_coords( self.x, self.y ) local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
@@ -127,46 +128,49 @@ function caco:update_hit()
self.step=self.step+1 self.step=self.step+1
if self.can_warp then if self.can_warp then
-- warp, wait, respawn -- -- warp, wait, respawn
if self.warping then -- if self.warping then
-- if self.step<self.death_time then
-- self.shrink=self.shrink-self.d_shrink
-- self.angle=self.angle+self.d_angle
-- if self.angle>=360 then self.angle = self.angle % 360 end
-- if self.shrink<=0 then
-- self.shrink=1
-- self.d_shrink=1
-- self.angle=0
-- self.d_angle=1
-- self.warping = false
-- self.frame = -1
-- self.step = 0
-- end
-- end
-- elseif self.step<self.death_time/2 then
-- self.frame = -1
-- elseif self.step<self.death_time then
-- if self.step%2==0 then
-- self.frame=21
-- else
-- self.frame=-1
-- end
-- elseif self.step>=self.death_time then
-- self.frame=19
-- self.step=0
-- self.wait=0
-- self.update=caco.update_normal
-- self.dying = false
-- end
actor_warp_update(self)
else
if self.step<self.death_time then if self.step<self.death_time then
self.shrink=self.shrink-self.d_shrink
self.angle=self.angle+self.d_angle
if self.angle>=360 then self.angle = self.angle % 360 end
if self.shrink<=0 then
self.shrink=1
self.d_shrink=1
self.angle=0
self.d_angle=1
self.warping = false
self.frame = -1
self.step = 0
end
end
elseif self.step<self.death_time/2 then
self.frame = -1
elseif self.step<self.death_time then
if self.step%2==0 then if self.step%2==0 then
self.frame=21 -- self.frame=21
self.frame=self.anim[4]
else else
self.frame=-1 self.frame=-1
end end
elseif self.step>=self.death_time then elseif self.step>=self.death_time then
self.frame=19 -- self.frame=19
self.step=0 self.frame=self.anim[1]
self.wait=0
self.update=caco.update_normal
self.dying = false
end
else
if self.step<self.death_time then
if self.step%2==0 then
self.frame=21
else
self.frame=-1
end
elseif self.step>=self.death_time then
self.frame=19
self.step=0 self.step=0
self.wait=0 self.wait=0
self.update=caco.update_normal self.update=caco.update_normal
@@ -178,15 +182,13 @@ end
function caco:hit() function caco:hit()
self.update=caco.update_hit self.update=caco.update_hit
self.warping=true
if self.can_warp then self.warping=true end
self.shrink=1 self.shrink=1
self.angle=0 self.angle=0
self.dying=true self.dying=true
-- calcular velocitat per al warp -- calcular velocitat per al warp
local warp_time = self.death_time/3 local warp_time = self.death_time/3
-- print(warp_time); -- 13.33
self.d_angle = 720 / warp_time; -- 720 = 2 voltes self.d_angle = 720 / warp_time; -- 720 = 2 voltes
-- print(self.d_angle); -- 54
self.d_shrink = self.shrink / warp_time self.d_shrink = self.shrink / warp_time
-- print(self.d_shrink); -- 2.4
end end

View File

@@ -23,6 +23,63 @@ local view_checking_tile = false
viewp = viewport.new(arcade_config.resolucion.width, arcade_config.resolucion.height) viewp = viewport.new(arcade_config.resolucion.width, arcade_config.resolucion.height)
viewp:position(0,0) viewp:position(0,0)
function actor_warp_draw(actor)
local shrink_w = actor.w*actor.shrink
local shrink_h = actor.h*actor.shrink
local offset_x = math.floor((actor.w-shrink_w)/2)
local offset_y = math.floor((actor.h-shrink_h)/2)
local scr_x, scr_y = viewp:screen_coords( actor.x+offset_x, actor.y+offset_y )
shrink_w = math.floor(shrink_w)
shrink_h = math.floor(shrink_h)
if shrink_w>0 and shrink_h>0 then
draw.surfrot((actor.frame&7)*cw, (actor.frame>>cxr2)*ch,
cw, ch,
scr_x, scr_y,
actor.angle,
shrink_w, shrink_h,
actor.flip)
end
end
function actor_warp_update(actor)
-- warp, wait, respawn
if actor.warping then
if actor.step<actor.death_time then
actor.shrink=actor.shrink-actor.d_shrink
actor.angle=actor.angle+actor.d_angle
if actor.angle>=360 then actor.angle = actor.angle % 360 end
if actor.shrink<=0 then
actor.shrink=1
actor.d_shrink=1
actor.angle=0
actor.d_angle=1
actor.warping = false
actor.frame = -1
actor.step = 0
end
end
elseif actor.step<actor.death_time/2 then
actor.frame = -1
elseif actor.step<actor.death_time then
if actor.step%2==0 then
actor.frame=actor.anim[4]
else
actor.frame=-1
end
elseif actor.step>=actor.death_time then
actor.frame=actor.anim[1]
actor.step=0
actor.wait=0
if actor.name=="caco" then
actor.update=caco.update_normal
elseif actor.name=="zombie" then
actor.update=zombie.update_normal
end
actor.dying = false
end
end
actors={} actors={}
function game_init(menu) function game_init(menu)

View File

@@ -21,17 +21,29 @@ function zombie.new(_hab,_x,_y,_flip)
draw=zombie.draw, draw=zombie.draw,
jumpfwd=false, jumpfwd=false,
anim={16,17,16,18}, anim={16,17,16,18},
bb={x=4,y=0,w=26,h=32}} bb={x=4,y=0,w=26,h=32},
can_warp=true,
warping=false,
shrink=1,
d_shrink=1,
angle=0,
d_angle=15,
dying=false,
death_time=40}
end end
function zombie:draw() function zombie:draw()
-- 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 -- 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
-- 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 -- 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
if self.warping then
actor_warp_draw(self)
else
if self.frame>0 then if self.frame>0 then
local scr_x, scr_y = viewp:screen_coords( self.x, self.y ) local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
draw.surf((self.frame&7)*cw, (self.frame>>cxr2)*ch, cw, ch, scr_x, scr_y, cw, ch, self.flip) draw.surf((self.frame&7)*cw, (self.frame>>cxr2)*ch, cw, ch, scr_x, scr_y, cw, ch, self.flip)
end end
end end
end
function zombie:update_normal() function zombie:update_normal()
self.wait=self.wait+1 self.wait=self.wait+1
@@ -85,20 +97,38 @@ function zombie:update_hit()
if self.wait>=6 then if self.wait>=6 then
self.wait=0 self.wait=0
self.step=self.step+1 self.step=self.step+1
if self.step<40 then
if self.can_warp then
actor_warp_update(self)
else
if self.step<self.death_time then
if self.step%2==0 then if self.step%2==0 then
self.frame=16 self.frame=self.anim[4]
else else
self.frame=-1 self.frame=-1
end end
elseif self.step>=40 then elseif self.step>=self.death_time then
self.frame=self.anim[0]
self.step=0 self.step=0
self.wait=0 self.wait=0
self.update=zombie.update_normal self.update=caco.update_normal
self.dying = false
end end
end end
end end
end
function zombie:hit() function zombie:hit()
self.update=zombie.update_hit self.update=zombie.update_hit
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