168 lines
4.6 KiB
Lua
168 lines
4.6 KiB
Lua
cxr2 = arcade_config.character_per_row_base2
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cw = arcade_config.character_width
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ch = arcade_config.character_height
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zombie={}
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function zombie.new(_hab,_x,_y,_flip, _energy)
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_energy = _energy or 1
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local world_x, world_y = coords.room_to_world(_hab,_x,_y)
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return {name="zombie",
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hab=_hab,
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x=world_x,
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y=world_y,
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w=arcade_config.sprite_size.w,
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h=arcade_config.sprite_size.h,
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flip=_flip,
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frame=0,
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wait=0,
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step=0,
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energy=_energy,
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max_energy = _energy,
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hit=zombie.hit,
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update=zombie.update_normal,
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draw=zombie.draw,
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jumpfwd=false,
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anim={16,17,16,18},
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bb={x=4,y=1,w=26,h=30},
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can_warp=true,
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warping=false,
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shrink=1,
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d_shrink=1,
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angle=0,
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d_angle=15,
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dying=false,
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death_time=40,
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enabled=true,
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disable_reason=""}
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end
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function zombie:draw()
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if not self.enabled then return end
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-- 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
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-- 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
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if self.energy==2 then
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pal.subpal(10,14)
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elseif self.energy>2 then
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pal.subpal(10,9)
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end
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if self.warping then
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actor_warp_draw(self)
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else
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if self.frame>0 then
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local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
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draw.surf((self.frame&7)*cw, (self.frame>>cxr2)*ch, cw, ch, scr_x, scr_y, cw, ch, self.flip)
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end
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end
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pal.subpal(10)
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end
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function zombie:update_normal()
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if not self.enabled then return end
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self.wait=self.wait+1
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if self.wait==18 then
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self.wait=0
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self.step=(self.step+1)%4
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self.frame=self.anim[self.step+1]
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end
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local step = 1
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if self.flip then step = -step end
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local inc = 0
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if self.flip then inc = self.bb.w end
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local check_x = self.x+self.bb.x+step
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local check_ywall = self.y+self.h-2
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local check_yhole = self.y+self.h+1
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if not self.flip then
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check_x = self.x+self.bb.w+self.bb.x+step
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end
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local check_no_wall= arc_check_tile(check_x,check_ywall)<tiletype.block
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local check_no_hole= arc_check_tile(check_x,check_yhole)~=tiletype.void
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if check_no_wall and check_no_hole then
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self.x=self.x+step
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else
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self.flip=not self.flip
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end
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if viewp:inside(self.x, self.y, self.w, self.h) then
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if collision(abad,self) then
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abad_hurt(1)
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end
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end
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self.hab = coords.world_to_room(self.x, self.y)
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-- if self.hab==abad.hab then
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-- if aabb(abad,self) then
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-- abad_hurt(1)
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-- end
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-- end
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--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
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-- self.flip=not self.flip
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--end
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end
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function zombie:update_hit()
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if not self.enabled then return end
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self.wait=self.wait+1
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if self.wait>=6 then
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self.wait=0
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self.step=self.step+1
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if self.can_warp then
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actor_warp_update(self)
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else
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-- Continuar si encara te vida
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if self.energy>0 then
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self.update=zombie.update_normal
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return
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end
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-- Parpadejar
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if self.step<self.death_time then
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if self.step%2==0 then
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self.frame=self.anim[#self.anim]
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else
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self.frame=-1
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end
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elseif self.step>=self.death_time then
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self.frame=self.anim[0]
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self.step=0
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self.wait=0
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self.update=zombie.update_normal
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self.dying = false
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end
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end
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end
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end
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function zombie:hit()
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if not self.enabled then return end
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self.energy = self.energy-1
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if self.energy>0 then
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self.can_warp = false
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else
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self.can_warp = true
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if self.can_warp then self.warping=true end
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self.shrink=1
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self.angle=0
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self.dying=true
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-- calcular velocitat per al warp
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local warp_time = self.death_time/3
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self.d_angle = 720 / warp_time; -- 720 = 2 voltes
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self.d_shrink = self.shrink / warp_time
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end
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self.update=zombie.update_hit
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end
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