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