Zombies interdimensionals done!
This commit is contained in:
110
data/caco.lua
110
data/caco.lua
@@ -36,22 +36,23 @@ function caco: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.warping then
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local shrink_w = self.w*self.shrink
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local shrink_h = self.h*self.shrink
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local offset_x = math.floor((self.w-shrink_w)/2)
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local offset_y = math.floor((self.h-shrink_h)/2)
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local scr_x, scr_y = viewp:screen_coords( self.x+offset_x, self.y+offset_y )
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shrink_w = math.floor(shrink_w)
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shrink_h = math.floor(shrink_h)
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-- print(shrink_w..", "..shrink_h..", "..offset_x..", "..offset_y..", "..scr_x..", "..scr_y)
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if shrink_w>0 and shrink_h>0 then
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draw.surfrot((self.frame&7)*cw, (self.frame>>cxr2)*ch,
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cw, ch,
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scr_x, scr_y,
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self.angle,
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shrink_w, shrink_h,
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self.flip)
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end
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-- local shrink_w = self.w*self.shrink
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-- local shrink_h = self.h*self.shrink
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-- local offset_x = math.floor((self.w-shrink_w)/2)
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-- local offset_y = math.floor((self.h-shrink_h)/2)
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-- local scr_x, scr_y = viewp:screen_coords( self.x+offset_x, self.y+offset_y )
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-- shrink_w = math.floor(shrink_w)
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-- shrink_h = math.floor(shrink_h)
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--
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-- if shrink_w>0 and shrink_h>0 then
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-- draw.surfrot((self.frame&7)*cw, (self.frame>>cxr2)*ch,
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-- cw, ch,
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-- scr_x, scr_y,
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-- self.angle,
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-- shrink_w, shrink_h,
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-- self.flip)
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-- end
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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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@@ -127,46 +128,49 @@ function caco:update_hit()
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self.step=self.step+1
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if self.can_warp then
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-- warp, wait, respawn
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if self.warping then
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-- -- warp, wait, respawn
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-- if self.warping then
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-- if self.step<self.death_time then
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-- self.shrink=self.shrink-self.d_shrink
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-- self.angle=self.angle+self.d_angle
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-- if self.angle>=360 then self.angle = self.angle % 360 end
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-- if self.shrink<=0 then
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-- self.shrink=1
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-- self.d_shrink=1
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-- self.angle=0
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-- self.d_angle=1
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-- self.warping = false
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-- self.frame = -1
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-- self.step = 0
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-- end
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-- end
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-- elseif self.step<self.death_time/2 then
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-- self.frame = -1
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-- elseif self.step<self.death_time then
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-- if self.step%2==0 then
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-- self.frame=21
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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=19
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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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actor_warp_update(self)
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else
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if self.step<self.death_time then
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self.shrink=self.shrink-self.d_shrink
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self.angle=self.angle+self.d_angle
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if self.angle>=360 then self.angle = self.angle % 360 end
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if self.shrink<=0 then
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self.shrink=1
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self.d_shrink=1
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self.angle=0
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self.d_angle=1
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self.warping = false
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self.frame = -1
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self.step = 0
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end
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end
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elseif self.step<self.death_time/2 then
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self.frame = -1
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elseif self.step<self.death_time then
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if self.step%2==0 then
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self.frame=21
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-- self.frame=21
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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=19
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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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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=21
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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=19
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-- self.frame=19
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self.frame=self.anim[1]
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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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@@ -178,15 +182,13 @@ end
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function caco:hit()
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self.update=caco.update_hit
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self.warping=true
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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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-- print(warp_time); -- 13.33
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self.d_angle = 720 / warp_time; -- 720 = 2 voltes
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-- print(self.d_angle); -- 54
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self.d_shrink = self.shrink / warp_time
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-- print(self.d_shrink); -- 2.4
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end
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@@ -23,6 +23,63 @@ local view_checking_tile = false
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viewp = viewport.new(arcade_config.resolucion.width, arcade_config.resolucion.height)
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viewp:position(0,0)
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function actor_warp_draw(actor)
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local shrink_w = actor.w*actor.shrink
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local shrink_h = actor.h*actor.shrink
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local offset_x = math.floor((actor.w-shrink_w)/2)
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local offset_y = math.floor((actor.h-shrink_h)/2)
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local scr_x, scr_y = viewp:screen_coords( actor.x+offset_x, actor.y+offset_y )
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shrink_w = math.floor(shrink_w)
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shrink_h = math.floor(shrink_h)
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if shrink_w>0 and shrink_h>0 then
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draw.surfrot((actor.frame&7)*cw, (actor.frame>>cxr2)*ch,
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cw, ch,
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scr_x, scr_y,
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actor.angle,
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shrink_w, shrink_h,
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actor.flip)
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end
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end
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function actor_warp_update(actor)
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-- warp, wait, respawn
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if actor.warping then
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if actor.step<actor.death_time then
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actor.shrink=actor.shrink-actor.d_shrink
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actor.angle=actor.angle+actor.d_angle
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if actor.angle>=360 then actor.angle = actor.angle % 360 end
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if actor.shrink<=0 then
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actor.shrink=1
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actor.d_shrink=1
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actor.angle=0
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actor.d_angle=1
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actor.warping = false
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actor.frame = -1
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actor.step = 0
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end
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end
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elseif actor.step<actor.death_time/2 then
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actor.frame = -1
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elseif actor.step<actor.death_time then
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if actor.step%2==0 then
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actor.frame=actor.anim[4]
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else
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actor.frame=-1
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end
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elseif actor.step>=actor.death_time then
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actor.frame=actor.anim[1]
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actor.step=0
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actor.wait=0
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if actor.name=="caco" then
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actor.update=caco.update_normal
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elseif actor.name=="zombie" then
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actor.update=zombie.update_normal
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end
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actor.dying = false
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end
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end
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actors={}
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function game_init(menu)
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@@ -21,16 +21,28 @@ 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.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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function zombie:update_normal()
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@@ -85,20 +97,38 @@ function zombie:update_hit()
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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.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=16
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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>=40 then
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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=zombie.update_normal
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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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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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