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