[WIP] Treballant en el jefe. Per fi torna a ser jugable! Ara a pels detalls

This commit is contained in:
2026-04-18 18:45:58 +02:00
parent 8f65666a06
commit dab08a0f17
18 changed files with 144 additions and 2577 deletions

View File

@@ -133,7 +133,7 @@ end
function abad_hurt(howmuch) function abad_hurt(howmuch)
howmuch = 0 -- howmuch = 0
if abad.hurting == 0 and abad.respawning==0 then if abad.hurting == 0 and abad.respawning==0 then
sound.play(audio_abad_hit) sound.play(audio_abad_hit)
abad.energia=abad.energia-howmuch abad.energia=abad.energia-howmuch

View File

@@ -153,6 +153,7 @@ function load_boss_stage()
stage_draw_back = stages["stage"..stage.."_draw_back"] stage_draw_back = stages["stage"..stage.."_draw_back"]
stage_draw_middle = stages["stage"..stage.."_draw_middle"] stage_draw_middle = stages["stage"..stage.."_draw_middle"]
stage_draw_front = stages["stage"..stage.."_draw_front"] stage_draw_front = stages["stage"..stage.."_draw_front"]
stage_boss_end = stages["stage"..stage.."_boss_end"]
stage_boss() stage_boss()
print("Stage "..stage.." Boss loaded") print("Stage "..stage.." Boss loaded")
else else
@@ -219,7 +220,9 @@ end
function world_draw() function world_draw()
-- Pintar la finestra del mon -- Pintar la finestra del mon
render_map(sf_mapa, tiles, viewp.x, viewp.y) render_map(sf_mapa, tiles, viewp.x, viewp.y)
if stages.boss_loaded then stage_draw_back() end if stages.boss_loaded then stage_draw_back() end
-- pintar warps -- pintar warps
for key,warp in pairs(warp.warp_list) do for key,warp in pairs(warp.warp_list) do
if viewp:inside(warp.x, warp.y, warp.w, warp.h) then if viewp:inside(warp.x, warp.y, warp.w, warp.h) then
@@ -244,7 +247,19 @@ end
function update_game() function update_game()
if stage~=stage_loaded then load_stage() end if stage~=stage_loaded then load_stage() end
if stages.boss_ready and not stages.boss_loaded then load_boss_stage() end
if stages.boss_ready and not stages.boss_loaded then
load_boss_stage()
end
if stages.boss_ready and stages.boss_finished then
stage_boss_end()
stage_update = nil
stage_draw_back = nil
stage_draw_middle = nil
stage_draw_front = nil
stage_boss_end = nil
end
surf.target(0) surf.target(0)
surf.cls(16) surf.cls(16)

View File

@@ -59,8 +59,8 @@ function remove_actor(actor)
end end
function set_actors_enabled_by_room(_enabled, _reason, room0, room1) function set_actors_enabled_by_room(_enabled, _reason, room0, room1)
print("set_actors_enabled_by_room") -- print("set_actors_enabled_by_room")
print(" hab_list") -- print(" hab_list")
room1 = room1 or room0 room1 = room1 or room0
local rw=(room1-room0)%mapa_rooms_per_piso local rw=(room1-room0)%mapa_rooms_per_piso
local hab_list = {} local hab_list = {}
@@ -68,25 +68,25 @@ print(" hab_list")
while y<=room1 do while y<=room1 do
for x=y, y+rw do for x=y, y+rw do
hab_list[x]=true hab_list[x]=true
print(" "..x) -- print(" "..x)
end end
y = y+mapa_rooms_per_piso y = y+mapa_rooms_per_piso
end end
for index, actor in pairs(actors) do for index, actor in pairs(actors) do
if hab_list[actor.hab] and actor~=abad then if hab_list[actor.hab] and actor~=abad then
if actor.name then print(" "..actor.name) end -- if actor.name then print(" "..actor.name) end
if actor.disable_reason then print(" "..actor.disable_reason) end -- if actor.disable_reason then print(" "..actor.disable_reason) end
if actor.enabled then print("ENABLED") end -- if actor.enabled then print("ENABLED") end
if not _enabled then if not _enabled then
print("DISABLE ACTORS") -- print("DISABLE ACTORS")
-- disable -- disable
if actor.enabled then if actor.enabled then
-- Si el actor està actiu -> deshabilitar amb motiu -- Si el actor està actiu -> deshabilitar amb motiu
actor.enabled=_enabled actor.enabled=_enabled
actor.disable_reason = _reason actor.disable_reason = _reason
print("-> ".._reason) -- print("-> ".._reason)
end end
else else
-- enable -- enable

File diff suppressed because it is too large Load Diff

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@@ -1,683 +0,0 @@
require "pattern"
imp = {}
local DEBUG_FN_NAME = false
function imp.reset()
imp.hit=imp.hit
imp.update=imp.update
imp.draw=imp.draw
imp.hab=abad.hab
imp.enabled=false
imp.counter=500
end
-- function imp.new(_hab, _x, _y)
-- local world_x, world_y = coords.room_to_world(_hab,_x,_y)
-- _fight_modes={"chase","away","super","end_super","shot"}
-- for i,v in ipairs(_fight_modes) do _fight_modes[v] = i end
--
-- return { name="imp",
-- hab=_hab,
-- x=world_x, y=world_y,
-- w=32, h=32,
-- flip=true,
-- frame=28,
-- wait=0,
-- vides=1,
-- energia=21,
-- max_energia=21,
-- falling=0,
-- step=0,
-- hurting=0,
-- jumpfwd=false,
-- step_length=1,
-- vmove_space=1,
-- max_jump_height=24,
-- jump_height=0,
-- jump_in_half_block=0,
-- jump_in_half_block_used = false,
-- -- max_shoot_cooldown=24,
-- shot_power=1,
-- shot_num_shots=1,
-- shoot_cooldown=25,
-- anim={28,29,28,30},
-- bb={x=8,y=0,w=16,h=32},
-- -- scene_intro=false,
-- -- scene_object=false,
-- enabled=true,
-- disable_reason="",
-- can_warp=false,
-- -- Atributs de jefe
-- movement_type="", -- Mode de moviment {pattern, free}
-- action="", -- Acció a realitzar en el "pad"
-- movement="", -- Cap on es mou independentment de si està "flipat"
-- fight_modes=_fight_modes, -- mode de lluita (Llevar?)
-- fight_mode="stop", -- mode de lluita actiu
-- fight_mode_cooldown=1500, -- cicles fins al canvi de mode
-- -- super_cooldown=2000, -- cicles fins a Super actiu
-- super_cooldown=200, -- cicles fins a Super actiu
-- shot_cooldown=100, -- cicles fina a poder disparar
-- hot_points={}, -- llista de punts del mapa on anar
-- target={}, -- següent punt on anar
-- old_target={}, -- target anterior
-- paths={}, -- Llista de "camins" a fer des d'un hot_point
-- path={}, -- Cami actiu
-- path_curr_action=1, -- Index d'acció dins del cami actiu
-- action_event="", -- Event d'acció que ha passat
-- analisis={}, -- Resultat de la informació extreta de l'entorn
-- old_action="-",
-- invencible=false,
-- invencible_time=50,
-- flip_wait=100, -- Temps per a forçar un flip
-- super_wait=200,
-- zoom=1,
-- super_pal={[13]=13,[14]=14,[15]=15},
-- super_fired = false,
-- -- direccio=imp.direccio,
-- draw=imp.draw,
-- hit=imp.hit,
-- do_jump=imp.do_jump,
-- jump=imp.jump,
-- state_jumping=imp.state_jumping,
-- update=imp.state_normal,
-- land=imp.land,
-- advance=imp.advance,
-- -- Funcions de jefe
-- fight=imp.fight, -- Inicialització per al combat. Crea el punts, carrega els paths, etc.
-- -- chase=imp.chase,
-- -- away=imp.away,
-- move=imp.move, -- Determina el següent moviment a fer (dreta, esq, bot, etc...)
-- super=imp.super, -- Activa el mode super poder
-- state_super=imp.state_super, -- Entra en estat super poder
-- shot=imp.shot, -- Dispara
-- do_flip=imp.do_flip, -- Orienta a l'imp cap a l'actor
-- -- mode_controller=imp.mode_controller,
-- reduce_cooldown=imp.reduce_cooldown, -- Decrementa els cooldown
-- 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)
-- controller_input=imp.controller_input, -- Traduir l'accio en moviment
-- actualitzar_comportament=imp.actualitzar_comportament, -- "Pensar" que fer
-- analyze_env=imp.analyze_env, -- Analitza l'entorn a vore que està pasant
--
-- path_reset=imp.path_reset, -- Elimina el path actiu
-- path_next_action=imp.path_next_action, -- Següent acció del path actiu
-- path_action=imp.path_action, -- Acció actual del path actiu
--
-- pattern_movement=imp.pattern_movement, -- Pasar a mode de moviment per patró
-- pattern_next_action=imp.pattern_next_action, -- Següent acció en mode pattern
-- pattern_next_target=imp.pattern_next_target, -- Següent target en mode pattern
-- pattern_recovery=imp.pattern_recovery, -- Si per algun motiu perd el mode pattern recuperar-lo
--
-- -- Al afegir pattern_recovery el moviment lliure no te sentit (ni es gasta en este moment), se queda ara per si de cas
-- free_movement=imp.free_movement, -- Pasar a mode de moviment lliure
-- free_next_action=imp.free_next_action, -- Següent acció en mode lliure
-- free_next_target=imp.free_next_target, -- Següent target en mode free
--
-- super_ready=imp.super_ready,
-- super_movement=imp.super_movement,
-- super_next_action=imp.super_next_action,
-- super_next_target=imp.super_next_target,
--
-- next_action=imp.next_action, -- Següent acció en qualsevol mode de moviment
-- next_target=imp.next_target, -- Següent target en qualsevol mode de moviment
--
-- -- imp.enabled=false
-- -- imp.counter=500
-- }
-- end
--
function imp.new(_hab,_x,_y)
local world_x, world_y = coords.room_to_world(_hab,_x,_y)
return {
-- Venia de caco
name="imp",
hab=_hab,
x=world_x, y=world_y,
w=32, h=32,
flip=true,
frame=28,
wait=0,
step=0,
can_warp=true,
warping=false,
shrink=1,
d_shrink=1,
angle=0,
d_angle=15,
hit=imp.hit,
update=imp.update_normal,
draw=imp.draw,
jumpfwd=false,
dying=false,
death_time=40,
anim={28,29,28,30}, -- seqüencia de frames
bb={x=8,y=0,w=16,h=32},
enabled= true,
disable_reason="",
-- Ve de imp1
energia=21,
max_energia=21,
actions={no_action=0, up=1, down=2, left=4, right=8, jump=16, shot=32, super=64},
moods={stop=0, chase=1, avoid=2, neutral=4},
mood=0, --anterior fight_mode
timers={mood=150,target=250, shot=2500, super=20000, flip_wait=50}, --anterior *_cooldown
move_types={free=0, pattern=1, super=2},
move_type=1, -- anterior movement_type
-- hot_points={}, -- llista de punts del mapa on anar
-- paths={}, -- Llista de "camins" a fer des d'un hot_point
-- -- paths_active = 0, -- Número de path seleccionat
-- pattern={}, -- Instruccions per a moviment per patró, anterior path
-- pattern_point=1, -- anterior path_curr_action
-- target={}, -- Punt al que anar
shot_target=nil, -- a qui disparar
analisis = {}, -- memoria per a guardar el resultat de l'analisis
step_length=1,
falling = 0,
action_event="", -- Event d'acció que ha passat
jump_height=0,
max_jump_height=24,
pattern= pattern.new(),
vmove_space = 1,
-- funcions
next_frame = imp.staying_next_frame, -- funcio de seleccio del frame
choose_mood = imp.choose_mood,
analyze_env = imp.analyze_env,
choose_target = imp.choose_target,
choose_action = imp.choose_action,
do_flip = imp.do_flip,
colisions = imp.colisions,
fight = imp.fight,
create_hot_points = imp.create_hot_points,
load_pattern_paths= imp.load_pattern_paths,
free_movement = imp.free_movement,
pattern_movement = imp.pattern_movement,
next_action = imp.next_action,
pattern_next_action = imp.pattern_next_action,
pattern_action = imp.pattern_action,
moure = imp.state_normal,
controller_input = imp.controller_input,
reduce_timers = imp.reduce_timers,
reset_mood_timer = imp.reset_mood_timer,
path_reset = imp.path_reset,
next_target = imp.next_target,
free_next_target = imp.free_next_target,
pattern_next_target = imp.pattern_next_target,
super_next_target = imp.super_next_target,
pattern_recovery = imp.pattern_recovery,
pattern_get_next_path = imp.pattern_get_next_path,
do_jump = imp.do_jump,
land = imp.land,
shot = imp.shot,
advance=imp.advance,
jump=imp.jump,
reset_target_timer=imp.reset_target_timer,
_moure=imp._moure, -- temporal debug
}
end
function imp:draw() --OK
local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
-- Modo super
if self.moure==self.state_super then
-- rotar paleta
for col=13,15 do
local newc = self.super_pal[col]
if self.super_wait%6 == 0 then
newc = newc+1
if newc>15 then newc=13 end
end
pal.subpal(col,newc)
self.super_pal[col]=newc
end
-- pintar
draw.surf(96, 32, self.w, self.h,
scr_x, scr_y-self.h*(self.zoom-1),
self.w*self.zoom, self.h*self.zoom,
self.flip)
-- restaurar paleta
for col=13,15 do pal.subpal(col) end
else
-- Modo normal
if self.invencible then
pal.subpal(5,1)
end
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)
pal.subpal(5)
end
end
function imp:hit() -- OK
if DEBUG_FN_NAME then print("hit") end
if not self.invencible then
self.energia = self.energia -1
if distancia(self, abad)<50 and self.invencible_time<=0 then
self.invencible = true
self.invencible_time = 50
end
end
if self.energia==1 then self.can_warp=true end
if self.energia <= 0 then
self.energia = 0
-- self.enabled = false
print("END BOSS")
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
function imp:update_hit()
if not self.enabled then return end
-- Que pasa quan "mor"
end
function imp:update_normal()
print("-------------------------------------------------")
print("")
if self.mood~=self.moods.stop then print("TARGET= "..self.pattern:target()) end
if self.mood~=self.moods.stop then print("ACTIONS= "..#self.pattern:actions()) end
print("TARGET TIMER= "..self.timers.target)
self:reduce_timers()
-- Ajustar mood (emocions)
-- self:choose_mood()
-- self:choose_target()
-- analisis
self:analyze_env()
-- decisio
self:choose_action()
-- moviment
self:controller_input()
self:moure()
-- Logica per a selecció de frame
-- self:next_frame()
-- colisions en personatges
-- self:colisions()
end
-- imp.next_frame()
function imp:walking_next_frame()
-- Selecció de frame
if self.wait==6 then
self.wait=0
self.step=(self.step+1)%4
self.frame=self.anim[self.step+1]
end
-- Orientar
self:do_flip()
-- Aguantar el flip
if self.timers.flip_wait<=0 then
if self.mood==self.moods.chase then
self:do_flip(abad)
else
self:do_flip(self.target)
end
end
end
function imp:jumping_next_frame()
self.frame=30
end
function imp:falling_next_frame()
self.frame=30
end
function imp:staying_next_frame()
self.frame=28
end
function imp:super_next_frame()
self.frame=11
end
-- /imp.next_frame()
-- imp.move()
function walking_move()
-- comprovar colsions en l'entorn en cas de moure
-- moure el personatge
end
function jumping_move()
end
function falling_move()
end
function staying_move()
end
function super_move()
end
-- /imp.move()
function imp:do_flip( actor )
actor = actor or self.target
-- enllaçat a actor
if actor.x<self.x then self.flip=true else self.flip=false end
end
function imp:colisions()
if empty_table(self.target) then return end
if collision(self, self.target) then
end
end
function imp:analyze_env() --OK
if self.mood==self.moods.stop then return end
if DEBUG_FN_NAME then print("analyze_env") end
-- Distancia fins a l'abad
local r = distancia(self,abad)
-- msg_print(10,20,r,true)
self.analisis.can_chase_abad = false
if r<=100 then
self.analisis.can_chase_abad=true
end
-- Els dos punts de cintura per a saber si es pot escalar
local x1_check = self.x+self.bb.x
local x2_check = self.x+self.bb.x+self.bb.w
local y_check = self.y+self.bb.h-4
local tile_type1, tile_code1= arc_check_tile(x1_check,y_check)
local tile_type2, tile_code2= arc_check_tile(x2_check,y_check)
self.analisis.can_climb = false
if tile_type1~=tiletype.void or tile_type2~=tiletype.void then
self.analisis.can_climb = true
end
-- Abad a tir
self.analisis.can_shot = false
if h_collision(self,abad) then self.analisis.can_shot=true end
-- Super preparat
self.analisis.can_super = false
if self.timers.super<=0 then self.analisis.can_super=true end
-- Acces a la zona central (només si el super està preparat)
x1_check = self.x+self.bb.x
x2_check = self.x+self.bb.x+self.bb.w
y_check = self.y+self.bb.h
self.analisis.can_go_altar = false
local hab1, tx1, ty1 = coords.world_to_tile(x1_check, y_check)
local hab2, tx2, ty2 = coords.world_to_tile(x2_check, y_check)
if (hab1==44 and tx1==6 and ty1==4) or (hab2==44 and tx2==7 and ty2==4)
or (hab1==45 and tx1==7 and ty1==3) or (hab2==45 and tx2==8 and ty2==3)then
if self.analisis.can_super then self.analisis.can_go_altar = true end
end
-- Cau al següent moviment?
self.analisis.going_to_fall = false
local step_length = self.step_length
if self.movement==self.actions.left then step_length = -step_length end
local tile_type1, tile_code1= arc_check_tile(x1_check+self.step_length,y_check)
local tile_type2, tile_code2= arc_check_tile(x2_check+self.step_length,y_check)
if tile_type1==tiletype.void and tile_type2==tiletype.void then
self.analisis.going_to_fall = true
end
-- Ha arribat a destí
self.analisis.target_reached = false
print("TARGET= "..self.pattern:target())
if not empty_table(self.pattern:target_node()) then
-- Target reached
if self.pattern:in_target(self) then self.analisis.target_reached=true end
-- if collision(self, self.pattern:target_node()) then self.analisis.target_reached=true end
end
end
-- ///////////////////////////////////////////////////////////
function imp:path_reset() --OK
if DEBUG_FN_NAME then print("path_reset") end
self.path={}
self.path_point=0;
end
function imp:reset_target_timer( value ) -- OK
if DEBUG_FN_NAME then print("reset_target_timer") end
value = value or 250
self.timers.target = value
return value
end
function imp:pattern_get_next_path()
if not 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.pattern.target])
self.pattern = self.paths[self.pattern.target][next_path_idx]
self.pattern_point = 1
end
function imp:create_hot_points() --OK
self.pattern.node[1] = point.new(44, 5, 1, 0, 8,"P1")
self.pattern.node[2] = point.new(45, 8, 1, 0, 8,"P2")
self.pattern.node[3] = point.new(44,12, 5, 8, 0,"P3")
self.pattern.node[4] = point.new(54, 5, 4, -8, 0,"P4")
self.pattern.node[5] = point.new(54,12, 4, 8, 0,"P5")
self.pattern.node[6] = point.new(55, 8, 4, 8, 0,"P6")
self.pattern.node[7] = point.new(55, 8, 0, 0, 0,"P7")
self.pattern.node[8] = point.new(54, 5, 0, 0, 0,"P8")
self.pattern.node[9] = point.new(54, 9, 1, 0, 0,"P9")
self.pattern.node[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.pattern.path[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.pattern.path[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.pattern.path[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.pattern.path[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.pattern.path[5] = {
{target=4, actions={{action="left" , event="target"}}},
{target=6, actions={{action="right", event="target"}}}
}
self.pattern.path[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.pattern.path[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.pattern.path[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.pattern.path[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.pattern.path[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.pattern.path[11] = {
{target=4, actions={{action="left", event="target"}}}
}
self.pattern.path[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.pattern.manual_target = self.pattern.node[6]
self.pattern.manual_path = {target=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"

View File

@@ -560,7 +560,8 @@ if DEBUG_FN_NAME then print_dbg("") end
-- Inicialització de fer el salt -- Inicialització de fer el salt
jumpfwd = jumpfwd or false jumpfwd = jumpfwd or false
self.jump_height = 0 self.jump_height = 0
self.step=0 -- self.step=0
self:_step(0,"jump")
self.jumpfwd=jumpfwd self.jumpfwd=jumpfwd
self.moure = imp.state_jumping self.moure = imp.state_jumping
end end
@@ -568,7 +569,6 @@ end
function imp:state_jumping() function imp:state_jumping()
if self.mood==self.moods.stop then return self.mood end if self.mood==self.moods.stop then return self.mood end
if DEBUG_FN_NAME then print_dbg("state_jumping") end if DEBUG_FN_NAME then print_dbg("state_jumping") end
-- print_dbg(">>>>>>>>>> state_jumping")
-- ?? -- ??
self.wait=self.wait+1 self.wait=self.wait+1
self.wait=0 self.wait=0
@@ -581,7 +581,8 @@ if DEBUG_FN_NAME then print_dbg("state_jumping") end
-- Canviar a mode caure -- Canviar a mode caure
self.moure = imp.state_falling self.moure = imp.state_falling
end end
self.step=self.step+1 -- self.step=self.step+1
self:_step(self.step+1,"state_jumping")
-- cap endavant? -- cap endavant?
if self.jumpfwd then self:advance() end if self.jumpfwd then self:advance() end
@@ -680,7 +681,6 @@ end
function imp:state_falling() function imp:state_falling()
if DEBUG_FN_NAME then print_dbg("state_falling") end if DEBUG_FN_NAME then print_dbg("state_falling") end
-- print_dbg(">>>>>>>>>> state_falling")
-- self.frame=30 -- self.frame=30
self.wait=self.wait+1 self.wait=self.wait+1
self.next_frame=imp.falling_next_frame self.next_frame=imp.falling_next_frame
@@ -731,7 +731,6 @@ end
function imp:state_walking() function imp:state_walking()
if self.mood==self.moods.stop then return end if self.mood==self.moods.stop then return end
if DEBUG_FN_NAME then print("state_walking") end if DEBUG_FN_NAME then print("state_walking") end
-- print_dbg(">>>>>>>>>> state_walking")
-- Limitar la velocitat de moviment -- Limitar la velocitat de moviment
self.wait=self.wait+1 self.wait=self.wait+1
@@ -756,10 +755,10 @@ end
function imp:state_normal() function imp:state_normal()
if DEBUG_FN_NAME then print_dbg("state_normal") end if DEBUG_FN_NAME then print_dbg("state_normal") end
-- print_dbg(">>>>>>>>>> state_normal")
self.frame=28 self.frame=28
self.wait=0 self.wait=0
self.step=0 -- self.step=0
self:_step(0,"state_normal")
self.jumpfwd=false self.jumpfwd=false
self.jump_height = 0 self.jump_height = 0
self.next_frame=imp.staying_next_frame self.next_frame=imp.staying_next_frame
@@ -770,7 +769,8 @@ function imp:walking_next_frame()
-- Selecció de frame -- Selecció de frame
if self.wait>=6 then if self.wait>=6 then
self.wait=0 self.wait=0
self.step=(self.step+1)%4 -- self.step=(self.step+1)%4
self:_step((self.step+1)%4,"walking_next_frame")
self.frame=self.anim[self.step+1] self.frame=self.anim[self.step+1]
end end

View File

@@ -57,7 +57,8 @@ function imp.new(_hab,_x,_y)
super_fired = false, super_fired = false,
can_warp = false, can_warp = false,
invencible_time = 0, invencible_time = 0,
death_time=40, disappear_time=40,
disappearing = false,
-- --
moure = noop, moure = noop,
draw=imp.draw, draw=imp.draw,
@@ -86,18 +87,22 @@ function imp.new(_hab,_x,_y)
super = imp.super, super = imp.super,
super_movement = imp.super_movement, super_movement = imp.super_movement,
hit = imp.hit, hit = imp.hit,
warp_update = imp.warp_update,
-- debug -- debug
_moure = imp._moure, _moure = imp._moure,
_pause = false, _pause = false,
_step = imp._step,
} }
end end
function imp:draw() --OK function imp:draw() --OK
self.pattern:draw() self.pattern:draw()
local scr_x, scr_y = viewp:screen_coords( self.x, self.y ) local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
-- Modo super if self.warping then
if self.moure==imp.state_super then actor_warp_draw(self)
elseif self.moure==imp.state_super then
-- Modo super
-- rotar paleta -- rotar paleta
for col=13,15 do for col=13,15 do
local newc = self.super_pal[col] local newc = self.super_pal[col]
@@ -124,17 +129,18 @@ function imp:draw() --OK
pal.subpal(5) pal.subpal(5)
end end
draw.rect(scr_x+self.bb.x,scr_y+self.bb.h, self.bb.w, 8,2) -- draw.rect(scr_x+self.bb.x,scr_y+self.bb.h, self.bb.w, 8,2)
local wtx, wty = coords.room_to_world(hab1, tx1, ty1) -- local wtx, wty = coords.room_to_world(hab1, tx1, ty1)
local scr_x, scr_y = viewp:screen_coords( wtx, wty ) -- local scr_x, scr_y = viewp:screen_coords( wtx, wty )
draw.rect(scr_x, scr_y, 16, 16, 15) -- draw.rect(scr_x, scr_y, 16, 16, 15)
local wtx, wty = coords.room_to_world(hab2, tx2, ty2) -- local wtx, wty = coords.room_to_world(hab2, tx2, ty2)
local scr_x, scr_y = viewp:screen_coords( wtx, wty ) -- local scr_x, scr_y = viewp:screen_coords( wtx, wty )
draw.rect(scr_x, scr_y, 16, 16, 13) -- draw.rect(scr_x, scr_y, 16, 16, 13)
end end
function imp:hit() -- OK function imp:hit() -- OK
if not DEBUG_FN_NAME then print_dbg("hit") end if self.energia <= 0 then return end
if DEBUG_FN_NAME then print_dbg("hit") end
if not self.invencible then if not self.invencible then
self.energia = self.energia -1 self.energia = self.energia -1
if distancia(self, abad)<50 and self.invencible_time<=0 then if distancia(self, abad)<50 and self.invencible_time<=0 then
@@ -148,53 +154,77 @@ if not DEBUG_FN_NAME then print_dbg("hit") end
if self.energia <= 0 then if self.energia <= 0 then
self.energia = 0 self.energia = 0
-- self.enabled = false -- self.enabled = false
print("END BOSS")
self.update=imp.update_hit
if self.can_warp then self.warping=true end 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.disappearing=true
-- calcular velocitat per al warp -- calcular velocitat per al warp
local warp_time = self.death_time/3 local warp_time = self.disappear_time/3
self.d_angle = 720 / warp_time; -- 720 = 2 voltes self.d_angle = 720 / warp_time; -- 720 = 2 voltes
self.d_shrink = self.shrink / warp_time self.d_shrink = self.shrink / warp_time
self.update=imp.update_disappearing
end end
end end
function imp:update_hit() function imp:_step( value, foo )
foo = foo or "anonymous"
-- print_dbg(foo)
self.step = value
end
function imp:warp_update()
-- warp, wait, respawn
if self.warping then
if self.step<self.disappear_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
-- Ha desaparegut
self.shrink=1
self.d_shrink=1
self.angle=0
self.d_angle=1
self.warping = false
self.frame = -1
-- self.can_warp = false
-- self.step = 0
end
end
else
self.can_warp = false
end
end
function imp:update_disappearing()
-- print_dbg(">>>>>>>>>> update_hit")
if not self.enabled then return end if not self.enabled then return end
-- Que pasa quan "mor" -- Que pasa quan "mor"
local step_time = self.death_time local step_time = self.disappear_time
if self.can_warp then if self.can_warp then
step_time = self.death_time/3; -- warp, wait, appear step_time = self.disappear_time/2; -- warp, wait
end end
self.wait=self.wait+1 self.wait=self.wait+1
-- print(self.step)
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
self:_step(self.step+1,"update_hit")
if self.can_warp then if self.can_warp then
actor_warp_update(self) self:warp_update()
self.moure = self.noop
else else
if self.step<self.death_time then self.enabled = false
if self.step%2==0 then print("END BOSS")
-- self.frame=21 stages.stage1_boss_finished()
self.frame=self.anim[#self.anim]
else
self.frame=-1
end
elseif self.step>=self.death_time then
-- self.frame=19
self.frame=self.anim[1]
self.step=0
self.wait=0
self.update=caco.update_normal
self.dying = false
end
end end
end end
end end
function imp:update_normal() function imp:update_normal()
-- print("") -- print("")
-- print("TARGET TIMER= "..self.timers.target) -- print("TARGET TIMER= "..self.timers.target)

View File

@@ -1,193 +0,0 @@
function imp:choose_action() -- antic imp:move
if self.mood==self.moods.stop then return self.mood end
if DEBUG_FN_NAME then print("choose_action "..self.mood) end
local next_action = self.actions.no_action
-- Si no te ganes de fer res, no moure
if self.mood==self.moods.stop then return self.actions.no_action end
if self.analisis.going_to_fall then self.action_event="prefall" end
if self.analisis.target_reached then self.action_event="target" end
if self.analisis.can_go_altar then self:super_ready() end
-- if self.fight_mode == self.fight_modes["super"] then self.action_event="super" end
-- if self.fight_mode == self.fight_modes["end_super"] then self.action_event="end_super" end
next_action = self:next_action()
if self.analisis.target_reached and next_action=="super" then
-- print("Super READY!")
self.action_event = "super_ready"
-- next_action = self:next_action()
self:super()
end
if self.old_action~=next_action then
self.old_action=next_action
-- print(self.old_action)
end
self.action = next_action
return next_action
end
function imp:next_action()
local next_action = self.actions.no_action
-- Si el blanc està a tir
if self.timers.shot<=0 then
if h_collision(self, self.shot_target) then
next_action = self.actions.shot
end
end
print("next_action= "..next_action.." == "..self.actions.no_action)
if next_action==self.actions.no_action then
if self.move_type==self.move_types.free then
-- msg_print(10,20,"FREE",true)
next_action = self:free_next_action()
elseif self.move_type==self.move_types.pattern then
-- msg_print(10,20,"PATTERN "..self.action_event,true)
print("imp_action.lua -> next_action -> pattern")
next_action=self.pattern:next_action()
print("imp_action.lua -> next_action -> pattern => "..next_action)
elseif self.move_type==self.move_types.super then
-- msg_print(10,20,"SUPER "..self.action_event,true)
end
end
return next_action
end
function imp:free_next_action()
if DEBUG_FN_NAME then print("free_next_action") end
-- Moviment horitzontal
if self.target.x+self.target.bb.x>=self.x+self.bb.x then
action="right"
elseif self.target.x+self.target.bb.x<self.x+self.bb.x then
action="left"
end
-- Els dos punts de baix pero un poc mes alt que el piso
local x1_check = self.x+self.bb.x
local x2_check = self.x+self.bb.x+self.bb.w
local y_check = self.y+self.bb.h-4
-- Tiles on esta
local tile_type1, tile_code1= arc_check_tile(x1_check,y_check)
local tile_type2, tile_code2= arc_check_tile(x2_check,y_check)
-- debug
local scr_x1, scr_y = viewp:screen_coords( x1_check, y_check )
local scr_x2, scr_y = viewp:screen_coords( x2_check, y_check )
draw.rect(scr_x1,scr_y,scr_x2-scr_x1,8,2)
-- /debug
--Comprovar si está en target
if collision(self, self.target) then
self:reset_mood_timer()
-- Buscar quin es el target
local idx = 1
for i=1,#self.hot_points do
if self.target==self.hot_points[i] then
idx= i
-- print("TARGET ID= "..self.target.id.." HOT POINT IDX= "..i.." Reached")
end
end
-- Canviar a moviment per patro
self.path={next=idx, actions={}}
action = self:path_next_action()
-- elseif half_collision(self, self.target)
-- and tile_type1==tiletype.void
-- and tile_type2==tiletype.void then -- and (self.y>self.target.y or self.y<self.target.y) ) then -- afegir que no hi haja tile per a escalar
-- -- print("Next Target 2 "..tile_type1.." "..tile_code1)
-- elseif tile_type1~=tiletype.void
-- or tile_type2~=tiletype.void then
-- action="jump"
end
return action
end
-- function imp:pattern_next_action()
-- if DEBUG_FN_NAME then print("pattern_next_action") end
-- print("self.pattern_point= ".. self.pattern_point)
-- local pattern_event = self.pattern.actions[self.pattern_point].event
-- print("imp_action.lua -> pattern_next_action -> "..self.action_event.."~="..pattern_event)
-- -- Si no s'ha donat l'event mantindre el moviment
-- if self.action_event~=pattern_event then
-- action = self.actions[self.pattern.actions[self.pattern_point].action]
-- else
-- -- Si s'ha donat l'event avançar el punter del path
-- -- En el path
-- self.pattern_point = self.pattern_point + 1
-- -- Si no queden accions carregar el següent path
-- print(self.pattern_point..">#"..#self.pattern.actions)
-- if self.pattern_point>#self.pattern.actions then
-- self:pattern_get_next_path()
-- end
-- print("-self.pattern_point= ".. self.pattern_point)
-- action = self:pattern_action()
-- end
-- self.action_event = ""; -- Action_event processat
-- return action
-- end
function imp:pattern_next_action()
if DEBUG_FN_NAME then print("pattern_next_action") end
local pattern_event = self.pattern:event()
print("imp_action.lua -> pattern_next_action -> "..self.action_event.."~="..self.pattern:event())
-- Si no s'ha donat l'event mantindre el moviment
if self.action_event~=self.pattern:event() then
action = self.pattern:action()
else
-- Següent acció
local target0 = self.pattern:target()
action = self.pattern:next_action()
-- Comprovar si ha canviat el target al avançar d'acció
if target0~=self.pattern:target() then
self:reset_target_timer()
end
end
self.action_event = ""; -- Action_event processat
return self.actions[action]
end
function imp:pattern_action()
if not DEBUG_FN_NAME then print("pattern_action") end
local idx = self.pattern_point
print(idx)
local pattern_action = self.pattern.actions[idx]
local curr_action = pattern_action.action
local next_action = self.actions[curr_action]
return next_action
end
function imp:_moure( foo, name )
name = name or "anonymous"
print("_moure= "..name)
if not foo then print(name.." not found") end
self.moure = foo
end
-- function imp:path_next_action()
-- if not DEBUG_FN_NAME then print("path_next_action "..from) end
-- if #self.paths[self.path.target]>0 then
-- -- self:pattern_movement()
-- self:reset_target_timer()
-- self:next_target()
-- action = self:path_action()
-- else
-- action = self:pattern_recovery()
-- print("PNA Recovery "..action)
-- end
-- return action
-- end

View File

@@ -1,14 +0,0 @@
function imp:choose_mood()
if self.mood==self.moods.stop then return end
if self.timers.mood<=0 then
self.mood=self.moods[math.random(2)+1] -- chase o avoid
self:reset_mood_timer()
end
end
function imp:reset_mood_timer( value ) -- OK
if DEBUG_FN_NAME then print("reset_mood_timer") end
value = value or 150
self.timers.mood = value
return value
end

View File

@@ -1,92 +0,0 @@
-------------------------------------------------------------------
-- // FREE MOVEMENT
function imp:free_movement() --OK
if DEBUG_FN_NAME then print("free_movement") end
self.move_type = self.move_types.free
print("Free")
end
-------------------------------------------------------------------
-- // PATTERN MOVEMENT
function imp:pattern_movement() --OK
if DEBUG_FN_NAME then print("pattern_movement") end
self.movement_type = "pattern"
-- print("Pattern")
end
function imp:pattern_recovery() -- OK
-- print("Pattern recovery")
self:pattern_movement() -- Canviar a moviment per patró
self:path_reset() -- Borrar les instruccions pendents
-- Situar-se en el mapa respecte als punts de recuperació (els tres punts del pis)
local x_after_4 = false
local x_after_5 = false
local x_after_6 = false
local y_upper_4 = false
local y_upper_5 = false
local y_upper_6 = false
if self.hot_points[4].x<self.x then x_after_4 = true end
if self.hot_points[5].x<self.x then x_after_5 = true end
if self.hot_points[6].x<self.x then x_after_6 = true end
-- Comparar en el punt dels peus
if self.hot_points[4].y>self.y+self.h then y_upper_4 = true end
if self.hot_points[5].y>self.y+self.h then y_upper_5 = true end
if self.hot_points[6].y>self.y+self.h then y_upper_6 = true end
-- Seleccionar les instruccions segons la posicio
if not y_upper_5 then
-- target 5
self.target = self.hot_points[5]
if not x_after_5 then
-- right target
self.path = {next=5, actions={{action="right",event="target"}}}
else
-- left target
self.path = {next=5, actions={{action="left",event="target"}}}
end
else
if x_after_5 then
--target 4
self.target = self.hot_points[4]
-- left target
self.path = {next=4, actions={{action="left",event="target"}}}
else
--target 6
self.target = self.hot_points[6]
-- right target
self.path = {next=6, actions={{action="right",event="target"}}}
end
end
-- Tornar l'acció a fer
return self.actions[self.path.actions[1].action]
end
-------------------------------
-- imp.controller_input()
--
-- Traduir a una entrada de pad
-------------------------------
function imp:controller_input()
if DEBUG_FN_NAME then print("controller_input") end
--To Do: JumpFWD
if self.action == self.actions.right or self.action == self.actions.left then
self.movement = self.action
-- self.moure=imp.state_walking
self:_moure(imp.state_walking, "state_walking (movement)")
elseif self.action == self.actions.jump then
self:do_jump()
elseif self.action == "jumpfwd" then
self:do_jump(true)
elseif self.action == self.actions.shot then
self:shot()
elseif self.action == self.actions.super then
self.moure=imp.state_super
end
self.action = self.actions.no_action
end

View File

@@ -1,203 +0,0 @@
function imp:do_jump ( jumpfwd )
if DEBUG_FN_NAME then print("do_jump") end
-- msg_print(0,0,"do_jump",true)
-- Inicialització de fer el salt
jumpfwd = jumpfwd or false
self.jump_height = 0
-- self.moure=imp.state_jumping
self:_moure(imp.state_jumping,"state_jumping (states)")
self.step=0
self.jumpfwd=jumpfwd
self.action=""
end
function imp:state_jumping()
if self.mood==self.moods.stop then return self.mood end
if DEBUG_FN_NAME then print("state_jumping") end
-- msg_print(0,0,"state_jumping",true)
-- ??
self.wait=self.wait+1
self.wait=0
-- Pujar o caure
if self.jump_height<self.max_jump_height then
-- Comprovar que pasa en l'aire
self:jump()
else
-- Canviar a mode caure
-- self.moure=imp.state_falling
self:_moure(imp.state_falling,"state_falling (states)")
end
self.step=self.step+1
-- cap endavant?
if self.jumpfwd then self:advance() end
end
function imp:jump()
if DEBUG_FN_NAME then print("jump") end
-- msg_print(0,0,"jump",true)
local vspace = self.vmove_space
-- Els dos punts de dalt del personatge
local x1_check = self.x+self.bb.x
local x2_check = self.x+self.bb.x+self.bb.w
local y_check = self.y-vspace; -- posicio de dalt
-- Comprovar on està pegant
local tile1_hit_type= arc_check_tile(x1_check, y_check )
local tile2_hit_type= arc_check_tile(x2_check, y_check)
local not_block_tile = tile1_hit_type ~= tiletype.block and tile2_hit_type ~= tiletype.block
-- Fer l'acció que correspon
if not_block_tile then
-- Ascendir
self.y=self.y-vspace
else
-- Si es un bloc permetre gastar l'espai no pintat
local tile1_hit = arc_get_tile(x1_check, y_check )
local tile2_hit = arc_get_tile(x2_check, y_check)
local half_block1 = mapa_is_half_block_tile(map_to_editor_tile(tile1_hit))
local half_block2 = mapa_is_half_block_tile(map_to_editor_tile(tile2_hit))
local full_block1 = tile1_hit_type == tiletype.block and not half_block1
local full_block2 = tile2_hit_type == tiletype.block and not half_block2
local full_block = full_block1 and full_block2
local half_block = half_block1 or half_block2
-- Si ninguno dels tiles tocats es un block complet
-- i almenys un dels tiles tocats es mig tile
-- permetre continuar en el salt
if not full_block and half_block then
if self.jump_in_half_block==0 and not self.jump_in_half_block_used then
self.jump_in_half_block = arcade_config.tiles_height / 2
end
if self.jump_in_half_block>0 then
self.y=self.y-vspace
self.jump_in_half_block = self.jump_in_half_block-1
self.jump_in_half_block_used = true
end
end
end
-- Registrar el desplaçament
self.jump_height = self.jump_height+1
end
function imp:state_walking()
if self.mood==self.moods.stop then return end
if not DEBUG_FN_NAME then print("state_walking") end
-- msg_print(16,48,"state_walking",true)
-- Limitar la velocitat de moviment
self.wait=self.wait+1
-- Funció de selecció de frame
self.next_frame = imp.walking_next_frame
-- Comprovar dos punts de contacte del personatge en el piso a vore si cau
local x1_check = self.x+self.bb.x
local x2_check = x1_check+self.bb.w
local y_check = self.y+self.bb.h; -- base del personatge
local tile1 = arc_check_tile(x1_check,y_check)
local tile2 = arc_check_tile(x2_check,y_check)
if tile1==tiletype.void and tile2==tiletype.void then
-- si no hi ha piso, caure
self.moure=imp.state_falling
self:_moure(imp.state_falling, "state_falling (states-walking)")
return
end
self:advance()
end
function imp:state_falling()
if DEBUG_FN_NAME then print("state_falling") end
-- msg_print(16,16,"state_falling",true)
self.frame=30
self.wait=self.wait+1
-- Si toca terra canviar el mode
if self:land() then
-- self.moure=imp.state_normal
self:_moure(imp.state_normal,"state_normal (states)")
return
end
print("FALLING!")
-- Seguir caiguent
self.y=self.y+1
self.jump_height = self.jump_height-1
self.falling=self.falling+1
-- Caiguent cap endavant?
if self.jumpfwd then self:advance() end
end
function imp:land ()
if DEBUG_FN_NAME then print("land") end
-- msg_print(16,32,"land",true)
-- Els dos punts de baix de l'abad
local x1_check = self.x+self.bb.x
local x2_check = self.x+self.bb.x+self.bb.w
local y_check = self.y+self.bb.h
-- Comprovar on està aterrant
local tile1_hit= arc_check_tile(x1_check, y_check )
local tile2_hit= arc_check_tile(x2_check, y_check)
local floor_tile = tile1_hit>=tiletype.half or tile2_hit>=tiletype.half
-- Encara que siga un tile de piso s'ha de comprovar que
-- la y es un múltiple de l'alt dels tiles
local over_tile = (y_check & 0xF) == 0
local can_land = floor_tile and over_tile
if can_land then
self.jump_in_half_block_used = false
self.jump_height = 0
self.action_event = "land"
end
return can_land
end
function imp:advance()
if DEBUG_FN_NAME then print("advance") end
-- msg_print(10,20,"advance",true)
local step_length=self.step_length; --lo que avança el imp cada pas
local limit=tiletype.block
if self.moure~=imp.state_walking then limit=tiletype.half end
local x_check = self.x+self.bb.x+self.bb.w+step_length
-- if self.flip then
-- step_length = -step_length
-- x_check = self.x+self.bb.x+step_length
-- end
-- self.action=="right"
-- if self.action=="left" then
-- print("ADVANCE => "..self.movement)
if self.movement==self.actions.left then
step_length = -step_length
x_check = self.x+self.bb.x+step_length
end
local y_check = self.y+self.bb.h-4
if arc_check_tile(x_check, y_check)<limit then
self.x=self.x+step_length
end
local hab,xx, yy = coords.world_to_tile(self.x, self.y)
self.hab = hab
-- self.movement = ""
end
-- Controlador principal del personatge
function imp:state_normal()
if DEBUG_FN_NAME then print("state_normal") end
self.frame=28
self.wait=0
self.step=0
self.jumpfwd=false
self.jump_height = 0
end

View File

@@ -1,74 +0,0 @@
function imp:super_ready()
if not DEBUG_FN_NAME then print("super_ready()") end
if self.x<self.hot_points[3].x then
self.target = self.hot_points[3]
self.path = {next=3, actions= {{action="jumpfwd", event="land"},
{action="right" , event="target"},
{action="super" , event="super_ready"}}}
end
--if self.x<self.hot_points[3].x then
-- self.target = self.hot_points[11]
-- self.path = {next=11, actions= {{action="jumpfwd", event="land"},
-- {action="right" , event="target"},
-- {action="super" , event="super_ready"}}}
--else
-- self.target = self.hot_points[12]
-- self.path = {next=12, actions= {{action="jumpfwd", event="land"},
-- {action="left" , event="target"},
-- {action="super" , event="super_ready"}}}
--end
end
function imp:super()
if not DEBUG_FN_NAME then print("super()") end
self:super_movement()
-- self.fight_mode = self.fight_modes["super"]
self.invencible = true
self.update=self.state_super
end
function imp:state_super()
if DEBUG_FN_NAME then print("state_super") end
self.super_wait = self.super_wait -1
if self.zoom<1.75 and self.super_wait>100 then
if self.super_wait%4==0 then self.zoom=self.zoom+0.1 end
elseif not self.super_fired and self.zoom>=1.75 and self.super_wait>100 then
local x_ini = self.x+self.bb.x+self.bb.w+4
local hab, tx, ty, off_x, off_y = coords.world_to_tile(x_ini,self.y+(self.h/2))
fireball.init(hab, tx, ty, false, off_x, off_y, 2)
self.super_fired = true
elseif self.zoom>1 and self.super_wait<=100 then
if self.super_wait%4==0 then self.zoom=self.zoom-0.1 end
end
if self.super_wait == 0 then
self.update=imp.super_end
end
end
function imp:super_end()
print("super_end()")
self.zoom = 1
self.super_wait = 200
-- self.super_cooldown=2000
self.super_cooldown=200
self:reset_fight_mode_cooldown()
self.invencible = false
self.super_fired = false
self:free_movement()
self.update=imp.state_normal
end
function imp:super_movement()
if DEBUG_FN_NAME then print("super_movement") end
self.movement_type = "super"
print("Super")
end
function imp:super_next_action()
print("Super Next Action")
end
function imp:super_next_target()
print("Super Next Target")
end

View File

@@ -1,51 +0,0 @@
function imp:choose_target()
-- Si no te ganes de fer res, no moure
if self.mood==self.moods.stop then return end
-- S'ha acabat el temps per a arribar a un target
if self.timers.target <= 0 then
-- Canviar a moviment lliure
self:free_movement()
-- Reinicialitzar el patró de moviment i el cooldown
self:reset_mood_timer()
self:path_reset()
-- Seleccionar el següent target
self:next_target()
end
end
function imp:next_target()
if self.move_type==self.move_types.free then
self:free_next_target()
elseif self.move_type==self.move_types.pattern then
self:pattern_next_target()
elseif self.move_type==self.move_types.super then
self:super_next_target()
end
self:reset_target_timer()
end
function imp:free_next_target() --OK
if DEBUG_FN_NAME then print("free_next_target") end
---- Abans se seleccionava un target aleatoriament ...
-- local new_point = math.random(#self.hot_points)
-- if self.target == self.hot_points[new_point] then
-- new_point = ((new_point+1)%#self.hot_points)+1
-- end
-- self.old_target = self.target
-- self.target=self.hot_points[new_point]
---- ... ara s'intenta tornar al moviment per patró
self:pattern_recovery()
end
function imp:pattern_next_target()
if not DEBUG_FN_NAME then print("pattern_next_target") end
local next_target = self.hot_points[self.pattern.target]
print(next_target.id)
self.target = next_target
end

View File

@@ -89,7 +89,7 @@ function mini.init()
surf.cls(16) surf.cls(16)
local a = 1 | 2 local a = 1 | 2
print(a) print(a)
flow:executar("game") flow:executar("logo")
end end
function mini.update() function mini.update()

View File

@@ -36,6 +36,7 @@ function pattern:noop()
end end
function pattern:draw() function pattern:draw()
if true then return end
local scr_x = 0 local scr_x = 0
local scr_y = 0 local scr_y = 0
local target = self:target() local target = self:target()

View File

@@ -1,8 +1,8 @@
stages = {} stages = {}
stages.boss_ready = false stages.boss_ready = false
stages.boss_finished = false
stages.boss_loaded = false stages.boss_loaded = false
stages.boss_hot_points = {}
boss = nil boss = nil
function stages.stage1_init() function stages.stage1_init()
@@ -105,7 +105,7 @@ function stages.stage1_init()
-- table.insert(actors,trigger.new(61,8,32,triggers.teleport_d)) -- table.insert(actors,trigger.new(61,8,32,triggers.teleport_d))
local abad_x, abad_y = coords.room_to_world ( 10, 4, 3 ) local abad_x, abad_y = coords.room_to_world ( 10, 4, 3 )
local abad_x, abad_y = coords.room_to_world ( 54, 8, 3 ) -- local abad_x, abad_y = coords.room_to_world ( 54, 8, 3 )
abad:move(abad_x, abad_y) abad:move(abad_x, abad_y)
abad_make_safe( true ) abad_make_safe( true )
@@ -144,6 +144,7 @@ end
function stages.stage1_boss_ready() function stages.stage1_boss_ready()
stages.boss_ready = true stages.boss_ready = true
stages.boss_finished = false
end end
function stages.stage1_boss() function stages.stage1_boss()
@@ -159,6 +160,21 @@ function stages.stage1_boss()
end end
end end
function stages.stage1_boss_finished()
stages.boss_ready = true
stages.boss_finished = true
end
function stages.stage1_boss_end()
mapa_restore_backup()
set_actors_enabled_by_room(true, "boss", stage1_boss_mapa.r0.r, stage1_boss_mapa.r1.r)
remove_actor(boss)
stages.boss_ready = false
stages.boss_finished = false
stages.boss_loaded = false
viewp:free_move()
end
stage1_mapa={ stage1_mapa={
-- 1 -- 1
{ {

View File

@@ -133,7 +133,7 @@ end
function triggers:escena_lluita_imp() function triggers:escena_lluita_imp()
set_actors_enabled_by_room(false, "boss", stage1_boss_mapa.r0.r, stage1_boss_mapa.r1.r) set_actors_enabled_by_room(false, "boss", stage1_boss_mapa.r0.r, stage1_boss_mapa.r1.r)
viewp:fixed({l=8,r=44,u=0,d=0}, viewp.x, viewp.y-48) viewp:fixed({l=8,r=44,u=0,d=0}, viewp.x, viewp.y-48)
-- start_scene(scenes.lluita_imp, nil, false) start_scene(scenes.lluita_imp, nil, false)
remove_actor(self) remove_actor(self)
stages.stage1_boss_ready() stages.stage1_boss_ready()
end end

View File

@@ -33,6 +33,7 @@ end
function viewport:free_move() function viewport:free_move()
self.range = nil self.range = nil
if self.fixed_coord~=nil then print ("FIXED COORD= "..self.fixed_coord.x..", "..self.fixed_coord.y) end
self.smooth_adjust = self.fixed_coord self.smooth_adjust = self.fixed_coord
self.fixed_coord = nil self.fixed_coord = nil
end end
@@ -75,33 +76,35 @@ function viewport:position(x, y)
self.y = ny self.y = ny
else else
-- viewport lliure després de fixar-lo -> Ajustar suau -- viewport lliure després de fixar-lo -> Ajustar suau
local speed_x = self.adjust_speed
local speed_y = self.adjust_speed
local sm_x = self.smooth_adjust.x
local sm_y = self.smooth_adjust.y
self.x = nx self.x = nx
if self.smooth_adjust.x~=nil then if sm_x~=nil then
if nx<self.smooth_adjust.x-self.adjust_speed then if math.abs(nx-sm_x)<speed_x then
self.x=self.smooth_adjust.x-self.adjust_speed sm_x = nil
self.smooth_adjust.x=self.smooth_adjust.x-self.adjust_speed else
elseif nx>self.smooth_adjust.x+self.adjust_speed then if nx<sm_x-speed_x then speed_x = -speed_x end
self.x=self.smooth_adjust.x+self.adjust_speed self.x=sm_x+speed_x
self.smooth_adjust.x=self.smooth_adjust.x+self.adjust_speed sm_x =sm_x+speed_x
elseif math.abs(nx-self.smooth_adjust.x)<self.adjust_speed then
self.smooth_adjust.x = nil
end end
self.smooth_adjust.x = sm_x
end end
self.y = ny self.y = ny
if self.smooth_adjust.y~=nil then if sm_y~=nil then
if ny<self.smooth_adjust.y-self.adjust_speed then if math.abs(ny-sm_y)<speed_y then
self.y=self.smooth_adjust.y-self.adjust_speed sm_y = nil
self.smooth_adjust.y=self.smooth_adjust.y-self.adjust_speed else
elseif ny>self.smooth_adjust.y+self.adjust_speed then if ny<sm_y-speed_y then speed_y = -speed_y end
self.y=self.smooth_adjust.y+self.adjust_speed self.y=sm_y+speed_y
self.smooth_adjust.y=self.smooth_adjust.y-self.adjust_speed sm_y =sm_y+speed_y
elseif math.abs(ny-self.smooth_adjust.y)<self.adjust_speed then
self.smooth_adjust.y = nil
end end
self.smooth_adjust.y = sm_y
end end
if self.smooth_adjust.x == nil and self.smooth_adjust.y == nil then if sm_x == nil and sm_y == nil then
self.smooth_adjust = nil self.smooth_adjust = nil
end end
end end