[WIP] Treballant en el jefe. Pareix que se va aclarint, pareix
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@@ -100,8 +100,8 @@ if DEBUG_FN_NAME then print_dbg("choose_action "..self.mood) end
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-- Si no te ganes de fer res, no moure
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if self.mood==self.moods.stop then return self.actions.no_action end
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if self.analisis.going_to_fall then self.action_event="prefall" end
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if self.analisis.target_reached then self.action_event="target" end
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if self.analisis.going_to_fall then table.insert(self.action_event, "prefall") end
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-- if self.analisis.target_reached then self.action_event="target" end
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if self.analisis.can_go_altar then self:super_ready() end
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-- if self.fight_mode == self.fight_modes["super"] then self.action_event="super" end
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-- if self.fight_mode == self.fight_modes["end_super"] then self.action_event="end_super" end
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@@ -110,7 +110,7 @@ if DEBUG_FN_NAME then print_dbg("choose_action "..self.mood) end
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if self.analisis.target_reached and next_action=="super" then
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-- print("Super READY!")
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self.action_event = "super_ready"
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table.insert(self.action_event, "super_ready")
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-- next_action = self:next_action()
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self:super()
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end
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@@ -144,7 +144,7 @@ if DEBUG_FN_NAME then print_dbg("controller_input") end
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self.moure~=imp.state_super) and self.action == self.actions.jump then
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self:do_jump()
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elseif (self.moure~=imp.state_falling and self.moure~=imp.state_jumping and
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self.moure~=imp.state_super) and self.action == "jumpfwd" then
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self.moure~=imp.state_super) and self.action == self.actions.jumpfwd then
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self:do_jump(true)
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elseif self.action == self.actions.shot then
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self:shot()
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@@ -153,6 +153,7 @@ if DEBUG_FN_NAME then print_dbg("controller_input") end
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self.moure=imp.state_super
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end
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self.action = self.actions.no_action
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self.action_event = {}
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end
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-------------------------------
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@@ -176,8 +177,8 @@ end
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--
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-------------------------------
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function imp:create_hot_points() --OK
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self.pattern.node[1] = point.new(44, 5, 1, 0, 8,"P1")
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self.pattern.node[2] = point.new(45, 8, 1, 0, 8,"P2")
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self.pattern.node[1] = point.new(44, 6, 3, 0, 0,"P1")
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self.pattern.node[2] = point.new(45, 7, 3, 0, 0,"P2")
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self.pattern.node[3] = point.new(44,12, 5, 8, 0,"P3")
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self.pattern.node[4] = point.new(54, 5, 4, -8, 0,"P4")
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self.pattern.node[5] = point.new(54,12, 4, 8, 0,"P5")
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@@ -221,7 +222,7 @@ function imp:load_pattern_paths() --OK
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{action="jumpfwd", event="land"},
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{action="left" , event="target"}}},
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{target=6, actions= {{action="left" , event="land"},
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{action="right" , event="target"}}},
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{action="right" , event="target"}}},
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{target=6, actions= {{action="left" , event="prefall"},
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{action="jumpfwd", event="land"},
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{action="right" , event="target"}}},
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@@ -284,7 +285,7 @@ function imp:load_pattern_paths() --OK
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{target=5, actions={{action="right" , event="prefall"},
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{action="jumpfwd" , event="land"},
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{action="right" , event="target"}}},
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{target=9, actions={{action="right" , event="prefall"},
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{target=9, actions={{action="right" , event="land"},
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{action="jumpfwd" , event="land"},
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{action="right" , event="target"}}},
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{target=1, actions={{action="jump" , event="target"}}}
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@@ -338,9 +339,13 @@ function imp:next_action()
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-- Resta d'accions
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if next_action==self.actions.no_action then
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if self.move_type==self.move_types.free then
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-- FREE
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-- next_action = self:free_next_action()
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elseif self.move_type==self.move_types.pattern then
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if self.pattern:in_target(self) then
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-- PATTERN
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local in_target = self.pattern:in_target(self)
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local action_event_done = in_table(self.action_event, self.pattern:event())
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if in_target or action_event_done then
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next_action=self.pattern:next_action()
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print("TARGET => "..next_action)
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else
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@@ -348,6 +353,7 @@ function imp:next_action()
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print("ON WAY => "..next_action)
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end
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elseif self.move_type==self.move_types.super then
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-- SUPER
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--
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end
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end
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@@ -483,7 +489,7 @@ if DEBUG_FN_NAME then print_dbg("state_falling") end
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self:_moure(imp.state_normal,"state_normal (states)")
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return
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end
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print_dbg("FALLING!")
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-- print_dbg("FALLING!")
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-- Seguir caiguent
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self.y=self.y+1
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self.jump_height = self.jump_height-1
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@@ -515,9 +521,9 @@ if DEBUG_FN_NAME then print_dbg("land") end
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if can_land then
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self.jump_in_half_block_used = false
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self.jump_height = 0
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self.action_event = "land"
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table.insert(self.action_event, "land")
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end
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if can_land then print_dbg ("LANDED") end
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-- if can_land then print_dbg ("LANDED") end
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return can_land
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end
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