Files
cacaus-arcade/data/zombie.lua
JailGamer 7faf7049fd [NEW] Zombies amb mes d'1 de vida
[NEW] Afegits nous 'monstruitos' en la casa de Batman
2026-05-03 00:26:24 +02:00

168 lines
4.6 KiB
Lua

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, _energy)
_energy = _energy or 1
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,
energy=_energy,
max_energy = _energy,
hit=zombie.hit,
update=zombie.update_normal,
draw=zombie.draw,
jumpfwd=false,
anim={16,17,16,18},
bb={x=4,y=1,w=26,h=30},
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.energy==2 then
pal.subpal(10,14)
elseif self.energy>2 then
pal.subpal(10,9)
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
pal.subpal(10)
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)<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
self.hab = coords.world_to_room(self.x, self.y)
-- 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 zombie:update_hit()
if not self.enabled then return end
self.wait=self.wait+1
if self.wait>=6 then
self.wait=0
self.step=self.step+1
if self.can_warp then
actor_warp_update(self)
else
-- Continuar si encara te vida
if self.energy>0 then
self.update=zombie.update_normal
return
end
-- Parpadejar
if self.step<self.death_time then
if self.step%2==0 then
self.frame=self.anim[#self.anim]
else
self.frame=-1
end
elseif self.step>=self.death_time then
self.frame=self.anim[0]
self.step=0
self.wait=0
self.update=zombie.update_normal
self.dying = false
end
end
end
end
function zombie:hit()
if not self.enabled then return end
self.energy = self.energy-1
if self.energy>0 then
self.can_warp = false
else
self.can_warp = true
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
self.update=zombie.update_hit
end