Files
cacaus-arcade/data/warp.lua

162 lines
4.2 KiB
Lua

warp={
max_warps=50,
warp_list={},
update=update_all,
}
function warp.init()
warp_sf=surf.new(32,32)
surf.source(tiles)
surf.target(warp_sf)
local sprite_x = 11*16
local sprite_y = 15*16
draw.surfrot(sprite_x, sprite_y, 16, 16, 0, 0, 0)
draw.surfrot(sprite_x, sprite_y, 16, 16, 15, 0, 90)
draw.surfrot(sprite_x, sprite_y, 16, 16, 15, 15, 180)
draw.surfrot(sprite_x, sprite_y, 16, 16, 0, 15, 270)
end
function warp.new(_actor)
-- local world_x, world_y = coords.room_to_world(_hab,_x,_y)
return {name="warp",
hab=_hab,
x=_actor.x,
y=_actor.y,
w=arcade_config.sprite_size.w,
h=arcade_config.sprite_size.h,
frame=0,
wait=0,
step=0,
angle=0,
d_angle=5,
update=warp.update,
draw=warp.draw,
alive=true,
actor=_actor}
end
function warp:draw()
if not self.alive then return end
local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
local curr_sf=surf.source()
surf.source(warp_sf)
draw.surfrot(0,0,32,32,scr_x,scr_y,self.angle)
surf.source(curr_sf)
end
function warp:update()
if not self.actor.warping then self.alive=false end
if not self.alive then return end
self.wait=self.wait+1
self.angle=self.angle+self.d_angle
if self.wait==10 then
self.d_angle=self.d_angle+1
self.wait = 0
end
if self.d_angle==20 then
self.d_angle=5
self.alive = false
end
if self.angle>=360 then self.angle=self.angle % 360 end
end
function warp.open(actor)
for _, w in ipairs(warp.warp_list) do
if not w.alive then
w.alive = true
w.x = actor.x
w.y = actor.y
w.actor = actor
return e; -- reutilitzar
end
end
table.insert(warp.warp_list, warp.new(actor) )
end
function warp.update_all()
for _, w in ipairs(warp.warp_list) do
if w.alive then
w:update()
end
end
end
-- function warp:draw()
-- 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
-- function warp:update_normal()
-- 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)<tiletype.block
-- local check_no_hole= arc_check_tile(check_x,check_yhole)~=tiletype.void
-- if check_no_wall and check_no_hole 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 warp:update_hit()
-- self.wait=self.wait+1
--
-- if self.wait>=6 then
-- self.wait=0
-- self.step=self.step+1
-- if self.step<40 then
-- if self.step%2==0 then
-- self.frame=16
-- else
-- self.frame=-1
-- end
-- elseif self.step>=40 then
-- self.step=0
-- self.wait=0
-- self.update=warp.update_normal
-- end
-- end
-- end
--
-- function warp:hit()
-- self.update=warp.update_hit
-- end