Zombies arounding i caco upgradat

This commit is contained in:
2026-03-25 21:20:54 +01:00
parent ef18447712
commit e410b3c55f
3 changed files with 141 additions and 12 deletions

View File

@@ -22,7 +22,7 @@ function caco.new(_hab,_x,_y,_flip)
draw=caco.draw,
jumpfwd=false,
anim={19,19,20,21},
bb={x=2,y=4,w=12,h=8} }
bb={x=4,y=4,w=24,h=16} }
end
function caco:draw()
@@ -36,25 +36,43 @@ function caco:draw()
end
function caco:update_normal()
self.wait=0
self.step=self.step+1
if self.step<50 then
self.frame=19
elseif self.step==70 then
self.frame=20
elseif self.step==80 then
self.frame=21
elseif self.step==90 then
self.step=0
self.wait=self.wait+1
if self.wait==6 then
self.wait=0
self.step=self.step+1
if self.step<8 then
self.frame=19
elseif self.step==12 then
self.frame=20
elseif self.step==13 then
self.frame=21
elseif self.step==15 then
self.step=0
end
end
local step = 1
if self.flip then step = -step end
if arc_check_tile(self.x+step,self.y+self.h)<tiletype.block then
local inc = 0
if self.flip then inc = self.bb.w end
local check_x = self.x+self.bb.x+step
local check_ywall1 = self.y+self.bb.y
local check_ywall2 = self.y+self.h-2
if not self.flip then
check_x = self.x+self.bb.w+self.bb.x+step
end
local check_no_wall1= arc_check_tile(check_x,check_ywall1)<tiletype.block
local check_no_wall2= arc_check_tile(check_x,check_ywall2)<tiletype.block
if check_no_wall1 and check_no_wall2 then
self.x=self.x+step
else
self.flip=not self.flip
end
-- if self.hab==abad.hab then
-- if aabb(abad,self) then
-- abad_hurt(1)

View File

@@ -6,6 +6,7 @@ require "mapa"
require "abad"
require "cacau"
require "caco"
require "zombie"
local tile_w = arcade_config.tiles_width
local tile_h = arcade_config.tiles_height
@@ -34,6 +35,16 @@ function game_init(menu)
table.insert( actors, caco.new(57,3,2,false) )
table.insert( actors, caco.new(61,3,2,false) )
table.insert( actors, zombie.new(11, 3, 3,true) )
-- table.insert( actors, zombie.new(2, 3, 3,false) )
-- table.insert( actors, zombie.new(28, 3, 3,false) )
-- table.insert( actors, zombie.new(32, 3, 3,false) )
-- table.insert( actors, zombie.new(44, 3, 3,false) )
-- table.insert( actors, zombie.new(46, 3, 3,false) )
-- table.insert( actors, zombie.new(54, 3, 3,false) )
-- table.insert( actors, zombie.new(68, 3, 3,false) )
-- table.insert( actors, zombie.new(73, 3, 3,false) )
local abad_x, abad_y = arc_mapa_get_coords ( 10, 4, 3 )
abad:move(abad_x, abad_y)

100
data/zombie.lua Normal file
View File

@@ -0,0 +1,100 @@
local arcade_config = require("arcade_config")
o2aX = arcade_config.org2arc_escala
cxr = arcade_config.character_per_row-1
cxr2 = arcade_config.character_per_row_base2
cw = arcade_config.character_width
ch = arcade_config.character_height
zombie={}
function zombie.new(_hab,_x,_y,_flip)
local world_x, world_y = arc_mapa_get_coords(_hab,_x,_y)
return {hab=_hab,
x=world_x,
y=world_y,
w=arcade_config.sprite_size.w,
h=arcade_config.sprite_size.h,
flip=_flip,
frame=0,
wait=0,
step=0,
hit=zombie.hit,
update=zombie.update_normal,
draw=zombie.draw,
jumpfwd=false,
anim={16,17,16,18},
bb={x=4,y=0,w=26,h=32}}
end
function zombie:draw()
-- if self.frame>0 then draw.surf((self.frame&7)*16,(self.frame>>3)*16,16,16,self.x,self.y,16,16,self.flip) end
-- if self.frame>0 then draw.surf((self.frame&7)*cw,(self.frame>>cxr2)*ch,cw,ch,self.x*o2aX,self.y*o2aX,cw,ch,self.flip) end
if self.frame>0 and viewp:inside(self.x, self.y, self.w, self.h) then
local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
draw.surf((self.frame&7)*cw, (self.frame>>cxr2)*ch, cw, ch, scr_x, scr_y, cw, ch, self.flip)
end
end
function zombie:update_normal()
self.wait=self.wait+1
if self.wait==18 then
self.wait=0
self.step=(self.step+1)%4
self.frame=self.anim[self.step+1]
end
local step = 1
if self.flip then step = -step end
local inc = 0
if self.flip then inc = self.bb.w end
local check_x = self.x+self.bb.x+step
local check_ywall = self.y+self.h-2
local check_yhole = self.y+self.h+1
if not self.flip then
check_x = self.x+self.bb.w+self.bb.x+step
end
local check_no_wall= arc_check_tile(check_x,check_ywall)<tiletype.block
local check_no_hole= arc_check_tile(check_x,check_yhole)~=tiletype.void
if check_no_wall and check_no_hole then
self.x=self.x+step
else
self.flip=not self.flip
end
-- if self.hab==abad.hab then
-- if aabb(abad,self) then
-- abad_hurt(1)
-- end
-- end
--if check_tile(self.hab,self.x+4,self.y+16)==tiletype.void and ((self.x+4)&7==0 or check_tile(self.hab,self.x+12,self.y+16)==tiletype.void) then
-- self.flip=not self.flip
--end
end
function zombie:update_hit()
self.wait=self.wait+1
if self.wait==6 then
self.wait=0
self.step=self.step+1
if self.step<40 then
if self.step%2==0 then
self.frame=16
else
self.frame=-1
end
elseif self.step>=40 then
self.step=0
self.wait=0
self.update=zombie.update_normal
end
end
end
function zombie:hit()
self.update=zombie.update_hit
end