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cacaus-arcade/data/abad.lua

460 lines
13 KiB
Lua

-- TO DO: Afegir un contador per a saber quan de temps está parat el abad per a traure al Imp
-- local arcade_config = require("arcade_config")
cw = arcade_config.character_width
ch = arcade_config.character_height
require "dead"
-- abad={ x=40, y=24,
-- flip=false,
-- frame=1,
-- wait=0,
-- respawning=0,
-- hab=10,
-- vides=3,
-- energia=40,
-- falling=0,
-- step=0,
-- mustep=1,
-- hurting=0,
-- update=nil,
-- jumpfwd=false,
-- anim={0,1,0,2},
-- bb={x=8,y=0,w=16,h=32},
-- safe={hab=10,x=40,y=24} }
abad={}
function abad_nop()
end
function abad_init()
abad={ x=40, y=24,
flip=false,
frame=1,
wait=0,
respawning=0,
hab=10,
vides=3,
energia=40,
falling=0,
step=0,
mustep=1,
stairs_flip=false,
draw=abad.draw,
hurting=0,
update=nil,
jumpfwd=false,
step_length=1,
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,
shoot_cooldown=25,
anim={0,1,0,2},
bb={x=8,y=0,w=16,h=32},
safe={hab=10,x=40,y=24},
move=abad.move }
abad.update=abad_state_normal
abad.objects={}
end
function abad:move( x, y )
self.x = x
self.y = y
end
function abad:draw()
local flip = abad.flip
if abad.update==abad_state_stairs then
flip=abad.stairs_flip
-- flip=(((abad.x>>1)+(abad.y>>1))%2)==0
if ((abad.x+abad.y)%12)==0 then abad.stairs_flip=not abad.stairs_flip end
local msg = "-- "..abad.x.." "..abad.y
if flip then msg = "FLIP"..abad.x.." "..abad.y end
msg_print(0,35,msg,true)
end
if (abad.respawning==0) or (math.floor(abad.respawning/15)%2==0) then
local x, y = viewp:screen_coords(self.x, self.y)
draw.surf(abad.frame*cw,0,cw,ch,x,y,cw,ch,flip)
end
if abad.respawning > 0 then
abad.respawning=abad.respawning-1
end
end
function abad_make_safe()
if abad.safe.hab~=abad.hab then
abad.safe.hab=abad.hab
abad.safe.x=abad.x
abad.safe.y=abad.y
end
end
function abad_hurt(howmuch)
if abad.hurting == 0 and abad.respawning==0 then
sound.play(audio_abad_hit)
abad.energia=abad.energia-howmuch
-- abad.energia=abad.energia
if abad.energia<=0 then
abad.vides=abad.vides-1
if abad.vides==0 then
--final de la partida
dead.start()
music.play(audio_game_over,0)
else
music.play(audio_life_lost,0)
abad.energia=40
abad.hab=abad.safe.hab
abad.x=abad.safe.x
abad.y=abad.safe.y
abad.hurting=60
abad.update=abad_state_normal
abad.bb.y=0
abad.bb.h=16
abad.respawning=240
surf.cls(3)
end
else
surf.cls(3)
end
end
end
function abad_do_jump ( jumpfwd )
jumpfwd = jumpfwd or false
abad.jump_height = 0
abad.update=abad_state_jumping
abad.step=0
abad.jumpfwd=jumpfwd
if abad.jump then
sound.stop(abad.jump)
abad.jump=nil
end
sound.play(audio_abad_jump)
end
function abad_shot_cacau ()
sound.play(audio_abad_shot)
abad.update=abad_state_fire
abad.wait=0
cacau.init(abad.hab,abad.x+8,abad.y+8,abad.flip)
end
function abad_jump()
local vspace = abad.vmove_space
-- Els dos punts de dalt de l'abad
local x1_check = abad.x+abad.bb.x
local x2_check = abad.x+abad.bb.x+abad.bb.w
local y_check = abad.y-vspace
-- Comprovar on està pegant
local tile1_hit_type= arc_check_tile(x1_check, y_check )
local tile2_hit_type= arc_check_tile(x2_check, y_check)
local not_block_tile = tile1_hit_type ~= tiletype.block and tile2_hit_type ~= tiletype.block
local switch_tile = tile1_hit_type == tiletype.switch or tile2_hit_type == tiletype.switch
-- print("JUMP > "..x1_check..", "..x2_check..", "..y_check)
-- print("T1= "..tile1_hit_type.." / T2= "..tile2_hit_type)
-- local msg = "BLOCK TILE HITTED"
-- if not_block_tile then msg="not block" end
-- print(msg)
-- Fer l'acció que correspon
if not_block_tile then
if switch_tile then
-- Executar el switch
switches.start(abad.hab,1+xx+yy*12)
else
abad.y=abad.y-vspace
end
else
local tile1_hit = arc_get_tile(x1_check, y_check )
local tile2_hit = arc_get_tile(x2_check, y_check)
local half_block1 = mapa_is_half_block_tile(tile1_hit)
local half_block2 = mapa_is_half_block_tile(tile2_hit)
local full_block1 = tile1_hit_type == tiletype.block and not half_block1
local full_block2 = tile2_hit_type == tiletype.block and not half_block2
local full_block = full_block1 and full_block2
local half_block = half_block1 or half_block2
-- print("BLOCK TILE")
-- msg = tile1_hit.." "..tile2_hit.." >> "
-- if half_block1 then msg= msg.."half_block1 " end
-- if half_block2 then msg= msg.."half_block2 " end
-- if full_block1 then msg= msg.."full_block1 " end
-- if full_block2 then msg= msg.."full_block2 " end
-- if full_block then msg= msg.."full_block " end
-- if half_block then msg= msg.."half_block " end
-- if abad.jump_in_half_block_used then msg= msg.."jump_in_half_block_used " end
-- print(msg)
-- Si ninguno dels tiles tocats es un block complet
-- i almenys un dels tiles tocats es mig tile
-- permetre continuar en el salt
if not full_block and half_block then
if abad.jump_in_half_block==0 and not abad.jump_in_half_block_used then
abad.jump_in_half_block = arcade_config.tiles_height>>1
end
if abad.jump_in_half_block>0 then
abad.y=abad.y-vspace
abad.jump_in_half_block = abad.jump_in_half_block-1
end
end
end
abad.jump_height = abad.jump_height+1
abad.jump_in_half_block_used = true
end
function abad_land ()
-- Els dos punts de baix de l'abad
local x1_check = abad.x+abad.bb.x
local x2_check = abad.x+abad.bb.x+abad.bb.w
local y_check = abad.y+abad.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
abad.jump_in_half_block_used = false
abad.jump_height = 0
end
return can_land
end
function abad_advance()
local step_length=abad.step_length; --lo que avança l'abad cada pas
local limit=tiletype.block
if abad.update~=abad_state_walking then limit=tiletype.half end
local x_check = abad.x+abad.bb.x+abad.bb.w+step_length
if abad.flip then
step_length = -step_length
x_check = abad.x+abad.bb.x+step_length
end
local y_check = abad.y+abad.bb.h-4
if arc_check_tile(x_check, y_check)<limit then
abad.x=abad.x+step_length
end
if arc_check_tile(abad.x+abad.bb.x,abad.y+abad.bb.h)==tiletype.stair then
abad.update=abad_state_stairs
elseif abad.update==abad_state_stairs then
abad.update=abad_state_normal
abad.frame=0
end
end
-- Controlador principal de l'abad
function abad_state_normal()
abad.frame=0
abad.wait=0
abad.step=0
abad.shoot_cooldown = abad.shoot_cooldown + 1
abad.jumpfwd=false
abad.jump_height = 0
if abad.hurting > 0 then
abad.hurting=abad.hurting-1
return
end
if abad.falling>0 then
if abad.falling>(abad.max_jump_height<<1) then
abad_hurt(abad.falling-(abad.max_jump_height>>1))
end
abad.falling=0
end
abad_make_safe()
if key.down(keyRight) or pad.down(btnRight) then
abad.update=abad_state_walking
abad.flip=false
elseif key.down(keyLeft) or pad.down(btnLeft) then
abad.update=abad_state_walking
abad.flip=true
elseif key.down(keyJump) or pad.down(btnJump) then
abad_do_jump()
elseif key.down(keyDown) or pad.down(btnDown) then
abad.update=abad_state_crouch
--elseif btn(KEY_Z) then
-- abad.respawning=240
elseif key.down(keyShoot) or pad.down(btnShoot) and cacau.hab==-1 then
abad_shot_cacau()
end
end
function abad_state_crouch()
abad.bb.y=8
abad.bb.h=24
abad.frame=5
abad.wait=0
abad.step=0
abad.jumpfwd=false
abad.jump_height=0
if not (key.down(keyDown) or pad.down(btnDown)) then
abad.update=abad_state_normal
abad.bb.y=0
abad.bb.h=32
end
end
function abad_state_fire()
abad.frame=6
abad.wait=abad.wait+1
if abad.wait==6 then
abad.wait=0
abad.update=abad_state_normal
end
end
function abad_state_walking()
-- Limitar la velocitat de moviment
abad.wait=abad.wait+1
-- representació del moviment
if abad.wait==6 then
abad.wait=0
abad.step=(abad.step+1)%2
if abad.step==0 then
sound.play(audio_abad_step[abad.mustep],32)
abad.mustep = abad.mustep + 1
if abad.mustep == 5 then abad.mustep=1 end
end
abad.frame=abad.anim[abad.step+1]
end
-- Comprovar dos punts de contacte de l'abad en el piso a vore si cau
local x1_check = abad.x+abad.bb.x
local x2_check = x1_check+abad.bb.w
local y_check = abad.y+abad.bb.h; -- base de l'abad
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
abad.update=abad_state_falling
return
end
abad_advance()
-- guardar punt segur
abad_make_safe()
-- Gestionar accions mentre es camina
if key.down(keyJump) or pad.down(btnJump) then
abad_do_jump(true); -- jumping forward
return
elseif key.down(keyDown) or pad.down(btnDown) then
abad.update=abad_state_crouch
elseif key.down(keyShoot) or pad.down(btnShoot) and cacau.hab==-1 then
abad_shot_cacau()
end
-- "Flipar" a l'Abad
if key.down(keyRight) or pad.down(btnRight) then
abad.flip=false
elseif key.down(keyLeft) or pad.down(btnLeft) then
abad.flip=true
elseif abad.wait==0 then
abad.update=abad_state_normal
end
end
function abad_state_jumping()
local step_length = abad.step_length
abad.frame=3
abad.wait=abad.wait+1
abad.wait=0
if abad.jump_height<abad.max_jump_height then
abad_jump()
else
-- Canviar a mode caure
abad.update=abad_state_falling
abad.jump=sound.play(audio_abad_fall)
end
abad.step=abad.step+1
if abad.jumpfwd then abad_advance() end
end
function abad_state_falling()
abad.frame=3
abad.wait=abad.wait+1
if abad.wait==6 then
abad.wait=0
-- if abad.y<32 then
-- if (abad.y+16)&7==0 and
-- (arc_check_tile(abad.x+4,abad.y+16)>=tiletype.half or
-- ((abad.x+4)&7~=0 and
-- arc_check_tile(abad.x+12,abad.y+16)>=tiletype.half)
-- ) then
-- abad.update=abad_state_normal
-- return
-- end
-- abad.y=abad.y+2
-- abad.falling=abad.falling+1
-- else
-- abad.hab=abad.hab+10
-- -- imp.reset()
-- abad.y=0
-- end
end
if abad_land() then
abad.update=abad_state_normal
return
end
abad.y=abad.y+1
abad.jump_height = abad.jump_height-1
abad.falling=abad.falling+1
if abad.jumpfwd then abad_advance() end
end
function abad_state_stairs()
abad.frame=4
abad.wait=abad.wait+1
if key.down(keyRight) or pad.down(btnRight) then
abad.flip=false
abad_advance()
if abad.wait==6 then sound.play(audio_low) end
elseif key.down(keyLeft) or pad.down(btnLeft) then
abad.flip=true
abad_advance()
if abad.wait==6 then sound.play(audio_low) end
elseif key.down(keyUp) or pad.down(btnUp) then
if arc_check_tile(abad.x+4,abad.y+8)==tiletype.stair and
arc_check_tile(abad.x+12,abad.y+8)==tiletype.stair then
abad.y=abad.y-1
if abad.wait==6 then sound.play(audio_low) end
end
elseif key.down(keyDown) or pad.down(btnDown) then
if arc_check_tile(abad.x+4,abad.y+abad.bb.h)==tiletype.stair and
arc_check_tile(abad.x+12,abad.y+abad.bb.h)==tiletype.stair then
abad.y=abad.y+1
if abad.wait==6 then sound.play(audio_low) end
end
end
if abad.wait==6 then abad.wait=0 end
end