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 = coords.room_to_world(_hab,_x,_y) return {name="zombie", 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}, can_warp=true, warping=false, shrink=1, d_shrink=1, angle=0, d_angle=15, dying=false, death_time=40, enabled=true, disable_reason=""} end function zombie: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.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.warping then 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 zombie:update_normal() if not self.enabled then return end 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)=6 then self.wait=0 self.step=self.step+1 if self.can_warp then actor_warp_update(self) else if self.step=self.death_time then self.frame=self.anim[0] self.step=0 self.wait=0 self.update=caco.update_normal self.dying = false end end end end function zombie:hit() if not self.enabled then return end self.update=zombie.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