Files
cacaus-arcade/data/imp.lua

507 lines
14 KiB
Lua

cxr2 = arcade_config.character_per_row_base2
-- 4, 3
-- imp={hab=75,
-- x=24,
-- y=24,
-- w=32,
-- h=32,
-- flip=true,
-- enabled=false,
-- counter=500,
-- frame=28,
-- wait=0,
-- step=0,
-- anim={28,29,28,30},
-- bb={x=4,y=0,w=16,h=32},
-- scene_intro=false,
-- scene_object=false,
-- fight_modes={"chase","away","super","shot"},
-- mode="stop",
-- mode_cooldown=100}
imp = {}
function imp.reset()
imp.hit=imp.hit
imp.update=imp.update
imp.draw=imp.draw
imp.hab=abad.hab
imp.enabled=false
imp.counter=500
end
function imp.new(_hab, _x, _y)
local world_x, world_y = coords.room_to_world(_hab,_x,_y)
_fight_modes={"chase","away","super","shot"}
for i,v in ipairs(_fight_modes) do _fight_modes[v] = i end
return { name="imp",
hab=_hab,
x=world_x, y=world_y,
w=32, h=32,
flip=true,
frame=28,
wait=0,
vides=1,
energia=6,
max_energia=6,
falling=0,
step=0,
hurting=0,
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,
shot_power=1,
shot_num_shots=1,
shoot_cooldown=25,
anim={28,29,28,30},
bb={x=8,y=0,w=16,h=32},
scene_intro=false,
scene_object=false,
fight_modes=_fight_modes,
mode="stop",
mode_cooldown=100,
super_cooldown=2000,
shot_cooldown=500,
action="",
fight=imp.fight,
draw=imp.draw,
hit=imp.hit,
direccio=imp.direccio,
do_jump=imp.do_jump,
jump=imp.jump,
state_jumping=imp.state_jumping,
chase=imp.chase,
away=imp.away,
move=imp.move,
super=imp.super,
shot=imp.shot,
do_flip=imp.do_flip,
update=imp.state_normal,
land=imp.land,
mode_controller=imp.mode_controller,
movement=imp.movement,
advance=imp.advance,
reduce_cooldown=imp.reduce_cooldown,
-- imp.enabled=false
-- imp.counter=500
}
end
function imp:fight()
print("FIGHTING MODE")
self.mode="away"
end
function imp:draw()
local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
draw.surf((self.frame&7)*self.w, (self.frame>>cxr2)*self.h, self.w, self.h, scr_x, scr_y, self.w, self.h, self.flip)
draw.rect(scr_x+self.bb.x,scr_y+self.bb.y,self.bb.w,self.bb.h,3)
end
function imp:hit()
--
end
function imp:direccio( actor )
msg_print(0,0,"direccio",true)
local check_side = "L"
-- definir el punts per a comprobar en el mapa
if self.fight_modes[self.mode]=="away" then
if actor.x>self.x then
-- caminar cap "enrere", check costat esq
check_side = "L"
else
-- caminar cap "endavant", check costat dret
check_side = "R"
end
elseif self.fight_modes[self.mode]=="chase" then
if actor.x>self.x then
-- caminar cap "endavant", check costat dret
check_side = "R"
else
-- caminar cap "enrere", check costat esq
check_side = "L"
end
end
local step = 1
if check_side=="L" then step = -step end
return step
end
function imp:do_jump ( jumpfwd )
msg_print(0,0,"do_jump",true)
-- Inicialització de fer el salt
jumpfwd = jumpfwd or false
self.jump_height = 0
self.update=imp.state_jumping
self.step=0
self.jumpfwd=jumpfwd
end
function imp:state_jumping()
msg_print(0,0,"state_jumping",true)
self:reduce_cooldown()
-- ??
self.wait=self.wait+1
self.wait=0
-- Pujar o caure
if self.jump_height<self.max_jump_height then
-- Comprovar que pasa en l'aire
self:jump()
else
-- Canviar a mode caure
self.update=imp.state_falling
end
self.step=self.step+1
-- cap endavant?
if self.jumpfwd then self:advance() end
end
function imp:jump()
msg_print(0,0,"jump",true)
local vspace = self.vmove_space
-- Els dos punts de dalt del personatge
local x1_check = self.x+self.bb.x
local x2_check = self.x+self.bb.x+self.bb.w
local y_check = self.y-vspace; -- posicio de dalt
-- 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
-- Fer l'acció que correspon
if not_block_tile then
-- Ascendir
self.y=self.y-vspace
else
-- Si es un bloc permetre gastar l'espai no pintat
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(map_to_editor_tile(tile1_hit))
local half_block2 = mapa_is_half_block_tile(map_to_editor_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
-- 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 self.jump_in_half_block==0 and not self.jump_in_half_block_used then
self.jump_in_half_block = arcade_config.tiles_height / 2
end
if self.jump_in_half_block>0 then
self.y=self.y-vspace
self.jump_in_half_block = self.jump_in_half_block-1
self.jump_in_half_block_used = true
end
end
end
-- Registrar el desplaçament
self.jump_height = self.jump_height+1
end
function imp:state_walking()
msg_print(0,0,"state_walking",true)
self:reduce_cooldown()
-- Limitar la velocitat de moviment
self.wait=self.wait+1
-- representació del moviment
-- if self.wait==6 then
-- self.wait=0
-- self.step=(self.step+1)%2
-- self.frame=self.anim[self.step+1]
-- end
-- Selecció de frame
if self.wait==6 then
self.wait=0
self.step=(self.step+1)%4
self.frame=self.anim[self.step+1]
end
-- Comprovar dos punts de contacte del personatge en el piso a vore si cau
local x1_check = self.x+self.bb.x
local x2_check = x1_check+self.bb.w
local y_check = self.y+self.bb.h; -- base del personatge
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
-- si no hi ha piso, caure
self.update=imp.state_falling
return
end
self:advance()
self:move()
end
function imp:state_falling()
msg_print(0,0,"state_falling",true)
self:reduce_cooldown()
-- print("state_falling")
self.frame=30
self.wait=self.wait+1
-- Si toca terra canviar el mode
if self:land() then
self.update=imp.state_normal
return
end
-- Seguir caiguent
self.y=self.y+1
self.jump_height = self.jump_height-1
self.falling=self.falling+1
-- Caiguent cap endavant?
if self.jumpfwd then self:advance() end
end
function imp:land ()
msg_print(0,0,"land",true)
-- Els dos punts de baix de l'abad
local x1_check = self.x+self.bb.x
local x2_check = self.x+self.bb.x+self.bb.w
local y_check = self.y+self.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
self.jump_in_half_block_used = false
self.jump_height = 0
end
return can_land
end
function imp:advance()
msg_print(0,0,"advance",true)
local step_length=self.step_length; --lo que avança l'abad cada pas
local limit=tiletype.block
if self.update~=imp.state_walking then limit=tiletype.half end
local x_check = self.x+self.bb.x+self.bb.w+step_length
-- if self.flip then
-- step_length = -step_length
-- x_check = self.x+self.bb.x+step_length
-- end
-- self.action=="right"
if self.action=="left" then
step_length = -step_length
x_check = self.x+self.bb.x+step_length
end
local y_check = self.y+self.bb.h-4
if arc_check_tile(x_check, y_check)<limit then
self.x=self.x+step_length
end
local hab,xx, yy = coords.world_to_tile(self.x, self.y)
self.hab = hab
end
-- Controlador principal del personatge
function imp:state_normal()
msg_print(0,0,"state_normal",true)
self:reduce_cooldown()
self.frame=28
self.wait=0
self.step=0
self.jumpfwd=false
self.jump_height = 0
self:move()
end
function imp:chase()
self.mode = self.fight_modes["chase"]
self.mode_cooldown = 150+math.random(50)-1
end
function imp:away()
self.mode = self.fight_modes["away"]
self.mode_cooldown = 150+math.random(50)-1
end
function imp:super()
self.mode = self.fight_modes["super"]
self.mode_cooldown=1
print("SUPER POWER")
self.super_cooldown=2000
end
function imp:shot(actor)
self.mode = self.fight_modes["shot"]
self.mode_cooldown=1
print("FIREBALL!!")
self.shot_cooldown = 500
end
function imp:do_flip(actor)
if actor.x<self.x then self.flip=true else self.flip=false end
end
function imp:move(abad)
msg_print(0,0,"move",true)
self:mode_controller()
self.action = self:movement(abad)
-- print(action)
if self.action == "right" or self.action == "left" then
self.update=imp.state_walking
-- abad.flip=false
elseif self.action == "jump" then
self:do_jump()
elseif self.action == "jumpfwd" then
self:do_jump(true)
elseif self.action == "shot" then
-- abad_shot_cacau()
self:shot()
elseif self.action == "super" then
self:super()
end
end
function imp:movement( actor )
local action = "stay"
if self.mode=="stop" then return action end
if self.fight_modes[self.mode]=="away" or self.fight_modes[self.mode]=="chase" then
if self.y>abad.y
and arc_check_tile(self.x+(self.bb.x+(self.bb.w/2)),(self.y+(self.h/2)))~=tiletype.void then
action = "jump"
elseif self.y==abad.y and math.abs(self.x-abad.x)<=8 then
action = "jumpfwd"
else
if self.fight_modes[self.mode]=="away" then
if abad.x<self.x then
action="right"
else
action="left"
end
elseif self.fight_modes[self.mode]=="chase" then
if abad.x>self.x then
action="right"
else
action="left"
end
end
end
elseif self.fight_modes[self.mode]=="super" then
action="super"
elseif self.fight_modes[self.mode]=="shot" then
action="shot"
end
return action
end
function imp:reduce_cooldown()
if self.mode=="stop" then return end
self.mode_cooldown = self.mode_cooldown -1
self.super_cooldown = self.super_cooldown -1
self.shoot_cooldown = self.shoot_cooldown -1
end
function imp:mode_controller()
if self.mode=="stop" then return end
if self.mode_cooldown <= 0 then
-- seleccionar mode d'acció
local last_mode=self.mode
self.mode_cooldown = 150+math.random(50)-1
self.mode=math.random(#self.fight_modes)
if self.mode==self.fight_modes["super"] and self.super_cooldown>0 then self.mode=self.fight_modes["shot"] end
if self.mode==self.fight_modes["shot"] and self.shot_cooldown>0 then self.mode=self.fight_modes["chase"] end
print("cambiar modo => "..self.fight_modes[self.mode])
end
-- -- if self.mode==last_mode then self.mode=((last_mode+1)%#self.fight_modes)+1 end
-- elseif self.mode_cooldown == 0 then
-- if self.shot_cooldown<=0 then self.mode=self.fight_modes["shot"] end;
-- end
self:do_flip(abad)
-- self:movement(abad)
-- comprovar colisio en l'abad
if viewp:inside(self.x, self.y, self.w, self.h) then
if collision(abad,self) then
abad_hurt(1)
end
end
--if imp.wait==6 then
-- imp.wait=0
-- if not imp.enabled then
-- imp.counter=imp.counter-1
-- local r = math.random(0,imp.counter-1)
-- --print(r)
-- if imp.counter==1 or r==1 then
-- imp.init()
-- end
-- return
-- end
--
-- imp.step=(imp.step+1)%4
-- imp.frame=imp.anim[imp.step+1]
--
-- if imp.flip then
-- imp.x=imp.x-2
-- if imp.x==78 then
-- fireball.init(imp.hab,imp.x+8,imp.y+4,imp.flip)
-- sound.play(audio_hit)
-- imp.flip=not imp.flip
-- elseif imp.x==-12 then
-- imp.reset()
-- end
-- else
-- imp.x=imp.x+2
-- if imp.x==4 then
-- fireball.init(imp.hab,imp.x+8,imp.y+4,imp.flip)
-- sound.play(audio_hit)
-- imp.flip=not imp.flip
-- elseif imp.x==92 then
-- imp.reset()
-- end
-- end
--
--end
end