cxr2 = arcade_config.character_per_row_base2 cw = arcade_config.character_width ch = arcade_config.character_height caco={} function caco.new(_hab,_x,_y,_flip) local world_x, world_y = coords.room_to_world(_hab,_x,_y) return {name="caco", hab=_hab, x=world_x, y=world_y, w=arcade_config.sprite_size.w, h=arcade_config.sprite_size.h, flip=_flip, frame=19, wait=0, step=0, can_warp=true, warping=false, shrink=1, d_shrink=1, angle=0, d_angle=15, hit=caco.hit, update=caco.update_normal, draw=caco.draw, jumpfwd=false, dying=false, death_time=40, anim={19,19,20,21}, bb={x=4,y=4,w=24,h=16}, enabled= true, disable_reason="" } end function caco:draw() if not self.enabled then return end -- 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.warping then -- local shrink_w = self.w*self.shrink -- local shrink_h = self.h*self.shrink -- local offset_x = math.floor((self.w-shrink_w)/2) -- local offset_y = math.floor((self.h-shrink_h)/2) -- local scr_x, scr_y = viewp:screen_coords( self.x+offset_x, self.y+offset_y ) -- shrink_w = math.floor(shrink_w) -- shrink_h = math.floor(shrink_h) -- -- if shrink_w>0 and shrink_h>0 then -- draw.surfrot((self.frame&7)*cw, (self.frame>>cxr2)*ch, -- cw, ch, -- scr_x, scr_y, -- self.angle, -- shrink_w, shrink_h, -- self.flip) -- end actor_warp_draw(self) else if self.frame>0 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 end function caco:update_normal() if not self.enabled then return end 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 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)=6 then self.wait=0 self.step=self.step+1 if self.can_warp then -- -- warp, wait, respawn -- if self.warping then -- if self.step=360 then self.angle = self.angle % 360 end -- if self.shrink<=0 then -- self.shrink=1 -- self.d_shrink=1 -- self.angle=0 -- self.d_angle=1 -- self.warping = false -- self.frame = -1 -- self.step = 0 -- end -- end -- elseif self.step=self.death_time then -- self.frame=19 -- self.step=0 -- self.wait=0 -- self.update=caco.update_normal -- self.dying = false -- end actor_warp_update(self) else if 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 function caco:hit() if not self.enabled then return end self.update=caco.update_hit 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