cxr2 = arcade_config.character_per_row_base2 -- 4, 3 -- imp={hab=75, -- x=24, -- y=24, -- w=32, -- h=32, -- flip=true, -- enabled=false, -- counter=500, -- frame=28, -- wait=0, -- step=0, -- anim={28,29,28,30}, -- bb={x=4,y=0,w=16,h=32}, -- scene_intro=false, -- scene_object=false, -- fight_modes={"chase","away","super","shot"}, -- mode="stop", -- mode_cooldown=100} imp = {} 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","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=6, max_energia=6, falling=0, step=0, hurting=0, jumpfwd=false, step_length=0.7, 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, fight_modes=_fight_modes, mode="stop", mode_cooldown=100, super_cooldown=2000, shot_cooldown=500, action="", enabled=true, disable_reason="", can_warp=false, fight=imp.fight, draw=imp.draw, hit=imp.hit, -- direccio=imp.direccio, do_jump=imp.do_jump, jump=imp.jump, state_jumping=imp.state_jumping, chase=imp.chase, away=imp.away, move=imp.move, super=imp.super, shot=imp.shot, do_flip=imp.do_flip, update=imp.state_normal, land=imp.land, mode_controller=imp.mode_controller, movement=imp.movement, advance=imp.advance, reduce_cooldown=imp.reduce_cooldown, -- imp.enabled=false -- imp.counter=500 } end function imp:fight() print("FIGHTING MODE") self.mode="away" end function imp:draw() local scr_x, scr_y = viewp:screen_coords( self.x, self.y ) 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) draw.rect(scr_x+self.bb.x,scr_y+self.bb.y,self.bb.w,self.bb.h,3) end function imp:hit() print("HIT!") end function imp:do_jump ( jumpfwd ) -- msg_print(0,0,"do_jump",true) -- Inicialització de fer el salt jumpfwd = jumpfwd or false self.jump_height = 0 self.update=imp.state_jumping self.step=0 self.jumpfwd=jumpfwd end function imp:state_jumping() -- msg_print(0,0,"state_jumping",true) self:reduce_cooldown() -- ?? self.wait=self.wait+1 self.wait=0 -- Pujar o caure if self.jump_height0 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() -- msg_print(0,0,"state_walking",true) self:reduce_cooldown() -- Limitar la velocitat de moviment self.wait=self.wait+1 -- representació del moviment -- 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 -- 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.update=imp.state_falling return end self:advance() self:set_fight_mode() self.think() self:controller_input() end function imp:state_falling() -- msg_print(0,0,"state_falling",true) self:reduce_cooldown() self.frame=30 self.wait=self.wait+1 -- Si toca terra canviar el mode if self:land() then self.update=imp.state_normal return end -- 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 self:set_fight_mode() self.think() self:controller_input() end function imp:land () -- msg_print(0,0,"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 end return can_land end function imp:advance() -- msg_print(0,0,"advance",true) local step_length=self.step_length; --lo que avança l'abad cada pas local limit=tiletype.block if self.update~=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 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)abad.y and arc_check_tile(self.x+(self.bb.x+(self.bb.w/2)),(self.y+(self.h/2)))~=tiletype.void then action = "jump" elseif self.y==abad.y and math.abs(self.x-abad.x)<=8 then action = "jumpfwd" else if self.fight_modes[self.mode]=="away" then if abad.xself.x then action="right" else action="left" end end end elseif self.fight_modes[self.mode]=="super" then action="super" elseif self.fight_modes[self.mode]=="shot" then action="shot" end self.action = action return action end function imp:reduce_cooldown() if self.mode=="stop" then return end self.mode_cooldown = self.mode_cooldown -1 self.super_cooldown = self.super_cooldown -1 self.shoot_cooldown = self.shoot_cooldown -1 end ------------------------------- -- imp.set_fight_mode() -- -- Cridar en cada iteració per -- a canviar el mode de lluita ------------------------------- function imp:set_fight_mode() if self.mode=="stop" then return end if self.mode_cooldown <= 0 then -- seleccionar mode d'acció local last_mode=self.mode self.mode_cooldown = 150+math.random(50)-1 self.mode=math.random(#self.fight_modes) if self.mode==self.fight_modes["super"] and self.super_cooldown>0 then self.mode=self.fight_modes["shot"] end if self.mode==self.fight_modes["shot"] and self.shot_cooldown>0 then self.mode=self.fight_modes["chase"] end print("cambiar modo => "..self.fight_modes[self.mode]) end -- -- if self.mode==last_mode then self.mode=((last_mode+1)%#self.fight_modes)+1 end -- elseif self.mode_cooldown == 0 then -- if self.shot_cooldown<=0 then self.mode=self.fight_modes["shot"] end; -- end self:do_flip(abad) -- self:movement(abad) --if imp.wait==6 then -- imp.wait=0 -- if not imp.enabled then -- imp.counter=imp.counter-1 -- local r = math.random(0,imp.counter-1) -- --print(r) -- if imp.counter==1 or r==1 then -- imp.init() -- end -- return -- end -- -- imp.step=(imp.step+1)%4 -- imp.frame=imp.anim[imp.step+1] -- -- if imp.flip then -- imp.x=imp.x-2 -- if imp.x==78 then -- fireball.init(imp.hab,imp.x+8,imp.y+4,imp.flip) -- sound.play(audio_hit) -- imp.flip=not imp.flip -- elseif imp.x==-12 then -- imp.reset() -- end -- else -- imp.x=imp.x+2 -- if imp.x==4 then -- fireball.init(imp.hab,imp.x+8,imp.y+4,imp.flip) -- sound.play(audio_hit) -- imp.flip=not imp.flip -- elseif imp.x==92 then -- imp.reset() -- end -- end -- --end end function imp:collision() -- comprovar colisio en l'abad if viewp:inside(self.x, self.y, self.w, self.h) then if collision(abad,self) then abad_hurt(1) end end end -- function imp:direccio( actor ) -- -- msg_print(0,0,"direccio",true) -- local check_side = "L" -- -- definir el punts per a comprobar en el mapa -- if self.fight_modes[self.mode]=="away" then -- if actor.x>self.x then -- -- caminar cap "enrere", check costat esq -- check_side = "L" -- else -- -- caminar cap "endavant", check costat dret -- check_side = "R" -- end -- elseif self.fight_modes[self.mode]=="chase" then -- if actor.x>self.x then -- -- caminar cap "endavant", check costat dret -- check_side = "R" -- else -- -- caminar cap "enrere", check costat esq -- check_side = "L" -- end -- end -- -- local step = 1 -- if check_side=="L" then step = -step end -- -- return step -- end