Files
cacaus-arcade/data/caco.lua

195 lines
5.9 KiB
Lua

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} }
end
function caco: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.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()
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)<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 viewp:inside(self.x, self.y, self.w, self.h) then
if collision(abad,self) then
abad_hurt(1)
end
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 caco:update_hit()
local step_time = self.death_time
if self.can_warp then
step_time = self.death_time/3; -- warp, wait, appear
end
self.wait=self.wait+1
if self.wait>=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<self.death_time then
-- self.shrink=self.shrink-self.d_shrink
-- self.angle=self.angle+self.d_angle
-- if self.angle>=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/2 then
-- self.frame = -1
-- elseif self.step<self.death_time then
-- if self.step%2==0 then
-- self.frame=21
-- else
-- self.frame=-1
-- 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
if self.step%2==0 then
-- self.frame=21
self.frame=self.anim[4]
else
self.frame=-1
end
elseif 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()
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