[WIP] Treballant en el jefe. Organitzant codi (Ha deixat de funcionar quasi tot)
[FIX] Els warps reutilitzats mantenien l'estat anterior [NEW] Funcio distancia(a, b)
This commit is contained in:
661
data/imp2.lua
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661
data/imp2.lua
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imp = {}
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local DEBUG_FN_NAME = false
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function imp.reset()
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imp.hit=imp.hit
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imp.update=imp.update
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imp.draw=imp.draw
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imp.hab=abad.hab
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imp.enabled=false
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imp.counter=500
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end
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-- function imp.new(_hab, _x, _y)
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-- local world_x, world_y = coords.room_to_world(_hab,_x,_y)
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-- _fight_modes={"chase","away","super","end_super","shot"}
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-- for i,v in ipairs(_fight_modes) do _fight_modes[v] = i end
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--
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-- return { name="imp",
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-- hab=_hab,
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-- x=world_x, y=world_y,
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-- w=32, h=32,
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-- flip=true,
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-- frame=28,
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-- wait=0,
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-- vides=1,
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-- energia=21,
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-- max_energia=21,
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-- falling=0,
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-- step=0,
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-- hurting=0,
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-- jumpfwd=false,
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-- step_length=1,
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-- vmove_space=1,
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-- max_jump_height=24,
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-- jump_height=0,
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-- jump_in_half_block=0,
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-- jump_in_half_block_used = false,
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-- -- max_shoot_cooldown=24,
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-- shot_power=1,
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-- shot_num_shots=1,
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-- shoot_cooldown=25,
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-- anim={28,29,28,30},
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-- bb={x=8,y=0,w=16,h=32},
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-- -- scene_intro=false,
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-- -- scene_object=false,
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-- enabled=true,
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-- disable_reason="",
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-- can_warp=false,
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-- -- Atributs de jefe
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-- movement_type="", -- Mode de moviment {pattern, free}
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-- action="", -- Acció a realitzar en el "pad"
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-- movement="", -- Cap on es mou independentment de si està "flipat"
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-- fight_modes=_fight_modes, -- mode de lluita (Llevar?)
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-- fight_mode="stop", -- mode de lluita actiu
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-- fight_mode_cooldown=1500, -- cicles fins al canvi de mode
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-- -- super_cooldown=2000, -- cicles fins a Super actiu
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-- super_cooldown=200, -- cicles fins a Super actiu
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-- shot_cooldown=100, -- cicles fina a poder disparar
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-- hot_points={}, -- llista de punts del mapa on anar
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-- target={}, -- següent punt on anar
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-- old_target={}, -- target anterior
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-- paths={}, -- Llista de "camins" a fer des d'un hot_point
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-- path={}, -- Cami actiu
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-- path_curr_action=1, -- Index d'acció dins del cami actiu
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-- action_event="", -- Event d'acció que ha passat
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-- analisis={}, -- Resultat de la informació extreta de l'entorn
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-- old_action="-",
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-- invencible=false,
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-- invencible_time=50,
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-- flip_wait=100, -- Temps per a forçar un flip
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-- super_wait=200,
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-- zoom=1,
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-- super_pal={[13]=13,[14]=14,[15]=15},
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-- super_fired = false,
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-- -- direccio=imp.direccio,
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-- draw=imp.draw,
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-- hit=imp.hit,
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-- do_jump=imp.do_jump,
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-- jump=imp.jump,
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-- state_jumping=imp.state_jumping,
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-- update=imp.state_normal,
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-- land=imp.land,
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-- advance=imp.advance,
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-- -- Funcions de jefe
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-- fight=imp.fight, -- Inicialització per al combat. Crea el punts, carrega els paths, etc.
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-- -- chase=imp.chase,
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-- -- away=imp.away,
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-- move=imp.move, -- Determina el següent moviment a fer (dreta, esq, bot, etc...)
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-- super=imp.super, -- Activa el mode super poder
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-- state_super=imp.state_super, -- Entra en estat super poder
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-- shot=imp.shot, -- Dispara
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-- do_flip=imp.do_flip, -- Orienta a l'imp cap a l'actor
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-- -- mode_controller=imp.mode_controller,
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-- reduce_cooldown=imp.reduce_cooldown, -- Decrementa els cooldown
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-- reset_fight_mode_cooldown=imp.reset_fight_mode_cooldown, -- Asignar un valor a fight_mode_cooldown (per a mantindre una coherència cada volta que es crida)
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-- controller_input=imp.controller_input, -- Traduir l'accio en moviment
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-- actualitzar_comportament=imp.actualitzar_comportament, -- "Pensar" que fer
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-- analyze_env=imp.analyze_env, -- Analitza l'entorn a vore que està pasant
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--
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-- path_reset=imp.path_reset, -- Elimina el path actiu
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-- path_next_action=imp.path_next_action, -- Següent acció del path actiu
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-- path_action=imp.path_action, -- Acció actual del path actiu
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--
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-- pattern_movement=imp.pattern_movement, -- Pasar a mode de moviment per patró
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-- pattern_next_action=imp.pattern_next_action, -- Següent acció en mode pattern
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-- pattern_next_target=imp.pattern_next_target, -- Següent target en mode pattern
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-- pattern_recovery=imp.pattern_recovery, -- Si per algun motiu perd el mode pattern recuperar-lo
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--
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-- -- Al afegir pattern_recovery el moviment lliure no te sentit (ni es gasta en este moment), se queda ara per si de cas
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-- free_movement=imp.free_movement, -- Pasar a mode de moviment lliure
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-- free_next_action=imp.free_next_action, -- Següent acció en mode lliure
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-- free_next_target=imp.free_next_target, -- Següent target en mode free
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--
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-- super_ready=imp.super_ready,
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-- super_movement=imp.super_movement,
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-- super_next_action=imp.super_next_action,
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-- super_next_target=imp.super_next_target,
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--
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-- next_action=imp.next_action, -- Següent acció en qualsevol mode de moviment
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-- next_target=imp.next_target, -- Següent target en qualsevol mode de moviment
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--
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-- -- imp.enabled=false
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-- -- imp.counter=500
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-- }
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-- end
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--
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function imp.new(_hab,_x,_y)
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local world_x, world_y = coords.room_to_world(_hab,_x,_y)
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return {
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-- Venia de caco
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name="imp",
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hab=_hab,
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x=world_x, y=world_y,
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w=32, h=32,
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flip=true,
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frame=28,
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wait=0,
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step=0,
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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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hit=imp.hit,
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update=imp.update_normal,
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draw=imp.draw,
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jumpfwd=false,
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dying=false,
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death_time=40,
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anim={28,29,28,30}, -- seqüencia de frames
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bb={x=8,y=0,w=16,h=32},
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enabled= true,
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disable_reason="",
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-- Ve de imp1
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energia=21,
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max_energia=21,
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actions={no_action=0, up=1, down=2, left=4, right=8, jump=16, shot=32, super=64},
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moods={stop=0, chase=1, avoid=2, neutral=4},
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mood=0, --anterior fight_mode
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timers={mood=150,target=150, shot=25, super=200, flip_wait=50}, --anterior *_cooldown
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move_types={free=0, pattern=1, super=2},
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move_type=1, -- anterior movement_type
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paths={}, -- Llista de "camins" a fer des d'un hot_point
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-- paths_active = 0, -- Número de path seleccionat
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pattern={}, -- Instruccions per a moviment per patró, anterior path
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pattern_point=1, -- anterior path_curr_action
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target={}, -- Punt al que anar
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shot_target=nil, -- a qui disparar
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analisis = {}, -- memoria per a guardar el resultat de l'analisis
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hot_points={}, -- llista de punts del mapa on anar
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step_length=1,
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falling = 0,
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-- funcions
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next_frame = imp.staying_next_frame, -- funcio de seleccio del frame
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choose_mood = imp.choose_mood,
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analyze_env = imp.analyze_env,
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choose_target = imp.choose_target,
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choose_action = imp.choose_action,
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do_flip = imp.do_flip,
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colisions = imp.colisions,
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fight = imp.fight,
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create_hot_points = imp.create_hot_points,
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load_pattern_paths= imp.load_pattern_paths,
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free_movement = imp.free_movement,
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pattern_movement = imp.pattern_movement,
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next_action = imp.next_action,
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pattern_next_action = imp.pattern_next_action,
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moure = imp.state_normal,
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controller_input = imp.controller_input,
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reduce_timers = imp.reduce_timers,
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reset_mood_timer = imp.reset_mood_timer,
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path_reset = imp.path_reset,
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next_target = imp.next_target,
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free_next_target = imp.free_next_target,
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pattern_next_target = imp.pattern_next_target,
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super_next_target = imp.super_next_target,
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pattern_recovery = imp.pattern_recovery,
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land = imp.land,
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shot = imp.shot,
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_moure=imp._moure, -- temporal debug
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advance=imp.advance,
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}
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end
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function imp:draw() --OK
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local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
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-- Modo super
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if self.moure==self.state_super then
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-- rotar paleta
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for col=13,15 do
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local newc = self.super_pal[col]
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if self.super_wait%6 == 0 then
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newc = newc+1
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if newc>15 then newc=13 end
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end
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pal.subpal(col,newc)
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self.super_pal[col]=newc
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end
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-- pintar
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draw.surf(96, 32, self.w, self.h,
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scr_x, scr_y-self.h*(self.zoom-1),
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self.w*self.zoom, self.h*self.zoom,
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self.flip)
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-- restaurar paleta
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for col=13,15 do pal.subpal(col) end
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else
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-- Modo normal
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if self.invencible then
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pal.subpal(5,1)
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end
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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)
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pal.subpal(5)
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end
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end
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function imp:hit() -- OK
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if DEBUG_FN_NAME then print("hit") end
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if not self.invencible then
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self.energia = self.energia -1
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if distancia(self, abad)<50 and self.invencible_time<=0 then
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self.invencible = true
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self.invencible_time = 50
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end
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end
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if self.energia==1 then self.can_warp=true end
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if self.energia <= 0 then
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self.energia = 0
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-- self.enabled = false
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print("END BOSS")
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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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end
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function imp:update_hit()
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if not self.enabled then return end
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-- Que pasa quan "mor"
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end
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function imp:update_normal()
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self:reduce_timers()
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-- Ajustar mood (emocions)
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self:choose_mood()
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-- analisis
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self:analyze_env()
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-- decisio
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self:choose_target()
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self:choose_action()
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-- moviment
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self:controller_input()
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self:moure()
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-- Logica per a selecció de frame
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self:next_frame()
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-- colisions en personatges
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self:colisions()
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end
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-- imp.next_frame()
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function imp:walking_next_frame()
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-- Selecció de frame
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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)%4
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self.frame=self.anim[self.step+1]
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end
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-- Orientar
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self:do_flip()
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-- Aguantar el flip
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if self.timers.flip_wait<=0 then
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if self.mood==self.moods.chase then
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self:do_flip(abad)
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else
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self:do_flip(self.target)
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end
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end
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end
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function imp:jumping_next_frame()
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self.frame=30
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end
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function imp:falling_next_frame()
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self.frame=30
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end
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function imp:staying_next_frame()
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self.frame=28
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end
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function imp:super_next_frame()
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self.frame=11
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end
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-- /imp.next_frame()
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-- imp.move()
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function walking_move()
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-- comprovar colsions en l'entorn en cas de moure
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-- moure el personatge
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end
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function jumping_move()
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end
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function falling_move()
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end
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function staying_move()
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end
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function super_move()
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end
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-- /imp.move()
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function imp:do_flip( actor )
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actor = actor or self.target
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-- enllaçat a actor
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if actor.x<self.x then self.flip=true else self.flip=false end
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end
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function imp:colisions()
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if empty_table(self.target) then return end
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if collision(self, self.target) then
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end
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end
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function imp:analyze_env() --OK
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if self.mood==self.moods.stop then return end
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if DEBUG_FN_NAME then print("analyze_env") end
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-- Distancia fins a l'abad
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local r = distancia(self,abad)
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-- msg_print(10,20,r,true)
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self.analisis.can_chase_abad = false
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if r<=100 then
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self.analisis.can_chase_abad=true
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end
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-- Els dos punts de cintura per a saber si es pot escalar
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local x1_check = self.x+self.bb.x
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local x2_check = self.x+self.bb.x+self.bb.w
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local y_check = self.y+self.bb.h-4
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local tile_type1, tile_code1= arc_check_tile(x1_check,y_check)
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local tile_type2, tile_code2= arc_check_tile(x2_check,y_check)
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self.analisis.can_climb = false
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if tile_type1~=tiletype.void or tile_type2~=tiletype.void then
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self.analisis.can_climb = true
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end
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-- Abad a tir
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self.analisis.can_shot = false
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if h_collision(self,abad) then self.analisis.can_shot=true end
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-- Super preparat
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self.analisis.can_super = false
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if self.timers.super<=0 then self.analisis.can_super=true end
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-- Acces a la zona central (només si el super està preparat)
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x1_check = self.x+self.bb.x
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x2_check = self.x+self.bb.x+self.bb.w
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y_check = self.y+self.bb.h
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self.analisis.can_go_altar = false
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local hab1, tx1, ty1 = coords.world_to_tile(x1_check, y_check)
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local hab2, tx2, ty2 = coords.world_to_tile(x2_check, y_check)
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if (hab1==44 and tx1==6 and ty1==4) or (hab2==44 and tx2==7 and ty2==4)
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or (hab1==45 and tx1==7 and ty1==3) or (hab2==45 and tx2==8 and ty2==3)then
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if self.analisis.can_super then self.analisis.can_go_altar = true end
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end
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-- Cau al següent moviment?
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self.analisis.going_to_fall = false
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local step_length = self.step_length
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if self.movement==self.actions.left then step_length = -step_length end
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local tile_type1, tile_code1= arc_check_tile(x1_check+self.step_length,y_check)
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local tile_type2, tile_code2= arc_check_tile(x2_check+self.step_length,y_check)
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if tile_type1==tiletype.void and tile_type2==tiletype.void then
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self.analisis.going_to_fall = true
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end
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-- Ha arribat a destí
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self.analisis.target_reached = false
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if not empty_table(self.target) then
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-- Target reached
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if collision(self, self.target) then self.analisis.target_reached=true end
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end
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end
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-- ///////////////////////////////////////////////////////////
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function imp:path_reset() --OK
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if DEBUG_FN_NAME then print("path_reset") end
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self.path={}
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self.path_point=0;
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end
|
||||
|
||||
function imp:reset_target_timer( value ) -- OK
|
||||
if DEBUG_FN_NAME then print("reset_target_timer") end
|
||||
value = value or 150
|
||||
self.timers.target = value
|
||||
return value
|
||||
end
|
||||
|
||||
function imp:pattern_get_next_path()
|
||||
if DEBUG_FN_NAME then print("pattern_get_next_path") end
|
||||
-- obtindre uno dels possibles camins des del target en el que està
|
||||
-- Si el camí s'ha acabat estarà en el punt self.path.target
|
||||
local next_path_idx = math.random(#self.paths[self.path.target])
|
||||
|
||||
self.path = self.paths[self.path.target][next_path_idx]
|
||||
self.path_point = 1
|
||||
end
|
||||
|
||||
function imp:create_hot_points() --OK
|
||||
self.hot_points[1] = point.new(44, 5, 1, 0, 8,"P1")
|
||||
self.hot_points[2] = point.new(45, 8, 1, 0, 8,"P2")
|
||||
self.hot_points[3] = point.new(44,12, 5, 8, 0,"P3")
|
||||
self.hot_points[4] = point.new(54, 5, 4, -8, 0,"P4")
|
||||
self.hot_points[5] = point.new(54,12, 4, 8, 0,"P5")
|
||||
self.hot_points[6] = point.new(55, 8, 4, 8, 0,"P6")
|
||||
self.hot_points[7] = point.new(55, 8, 0, 0, 0,"P7")
|
||||
self.hot_points[8] = point.new(54, 5, 0, 0, 0,"P8")
|
||||
self.hot_points[9] = point.new(54, 9, 1, 0, 0,"P9")
|
||||
self.hot_points[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.paths[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.paths[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.paths[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.paths[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.paths[5] = {
|
||||
{target=4, actions={{action="left" , event="target"}}},
|
||||
{target=6, actions={{action="right", event="target"}}}
|
||||
}
|
||||
self.paths[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.paths[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.paths[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.paths[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.paths[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.paths[11] = {
|
||||
{target=4, actions={{action="left", event="target"}}}
|
||||
}
|
||||
self.paths[12] = {
|
||||
{target=6, actions={{action="right", event="target"}}}
|
||||
}
|
||||
|
||||
end
|
||||
|
||||
function imp:fight() -- OK
|
||||
if DEBUG_FN_NAME then print("fight") end
|
||||
self:create_hot_points()
|
||||
self:load_pattern_paths()
|
||||
|
||||
self.target = self.hot_points[6]
|
||||
self.pattern = {next=6, actions={{action="right",event="target"}}}
|
||||
|
||||
self.shot_target = abad
|
||||
|
||||
self.mood=self.moods.chase
|
||||
self:pattern_movement()
|
||||
end
|
||||
|
||||
function imp:reduce_timers()
|
||||
if self.mood==self.moods.stop then return end
|
||||
if DEBUG_FN_NAME then print("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:shot(actor)
|
||||
if DEBUG_FN_NAME then print("shot") end
|
||||
-- self.fight_mode = self.fight_modes["shot"]
|
||||
-- self:reset_fight_mode_cooldown(1)
|
||||
self:do_flip(abad)
|
||||
self.flip_wait=100
|
||||
-- print("FIREBALL!!")
|
||||
|
||||
local flip = false
|
||||
local x_ini = self.x+self.bb.x+self.bb.w+4
|
||||
if self.x>abad.x then
|
||||
flip=true
|
||||
x_ini = self.x-4
|
||||
end
|
||||
local hab, tx, ty, off_x, off_y = coords.world_to_tile(x_ini,self.y+(self.h/4))
|
||||
fireball.init(hab, tx, ty, flip, off_x, off_y)
|
||||
sound.play(audio_hit)
|
||||
|
||||
self.shot_cooldown = 100
|
||||
end
|
||||
|
||||
-- function imp:actualitzar_comportament()
|
||||
-- if DEBUG_FN_NAME then print("actualitzar_comportament") end
|
||||
-- self:reduce_cooldown()
|
||||
-- if self.invencible_time<=0 then self.invencible=false end
|
||||
-- -- if self.update==imp.state_jumping or self.update==imp.state_falling then
|
||||
-- -- -- self:think()
|
||||
-- -- -- self:move()
|
||||
-- -- end
|
||||
-- self:analyze_env()
|
||||
-- if self.moure==imp.state_walking or self.update==imp.state_normal then
|
||||
-- self:move()
|
||||
-- end
|
||||
-- self:controller_input()
|
||||
-- end
|
||||
|
||||
require "imp_mood"
|
||||
require "imp_action"
|
||||
require "imp_target"
|
||||
require "imp_movement"
|
||||
require "imp_states"
|
||||
require "imp_super"
|
||||
Reference in New Issue
Block a user