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energylauncher.lua
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energylauncher.lua
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energylauncher = class:new()
function energylauncher:init(x, y, dir, r)
--PHYSICS STUFF
self.x = x-1
self.y = y-1
self.width = 8/16
self.height = 16/16
self.static = true
self.active = true
self.category = 4
self.gravity = 0
self.portalable = false
self.dir = dir or "right"
self.defaulton = true
self.green = false
self.r = {unpack(r)}
table.remove(self.r, 1)
table.remove(self.r, 1)
if self.r[1] and self.r[1] ~= "link" then
local v = convertr(self.r[1], {"string", "bool", "bool", "bool"}, true)
--DIR
self.dir = v[1]
--OFFSET?
self.offset = v[2]
if self.offset then
if self.dir == "left" or self.dir == "right" then
self.y = self.y + .5
else
self.x = self.x + .5
end
end
--GREEN
self.green = v[4]
--DEFAULT OFF?
self.defaulton = not v[3]
table.remove(self.r, 1)
end
self.on = self.defaulton
self.rotation = 0
self.mask = {true}
--IMAGE STUFF
self.drawable = true
self.graphic = energylauncherimage
if self.on then
self.quad = energylauncherquad[1][2]
else
self.quad = energylauncherquad[1][1]
end
self.offsetX = 8
self.offsetY = 0
self.quadcenterX = 8
self.quadcenterY = 8
if self.dir == "right" then --multiple directions. This code is so bad I feel bad :(
self.animationdirection = "right"
elseif self.dir == "left" then
self.animationdirection = "left"
self.offsetX = 0
self.x = self.x + 8/16
elseif self.dir == "up" then
self.rotation = -math.pi/2
self.y = self.y + 8/16
self.offsetY = 8
self.width = 16/16
self.height = 8/16
elseif self.dir == "down" then
self.rotation = math.pi/2
self.width = 16/16
self.height = 8/16
end
self.children = 0
self.launchtimer = 0
self.falling = false
end
function energylauncher:update(dt)
if self.finished then
return false
end
if (not self.on) or self.children >= 1 then --Check if there's a energy pellet
--nothing
else
self.launchtimer = self.launchtimer + dt
if self.launchtimer > 0.5 and self.children < 1 then
self:launchenergyball()
end
end
end
function energylauncher:launchenergyball()
local t = "yellow"
if self.green then
t = "green"
end
local obj
if self.dir == "right" then
obj = energyball:new(self.x+8/16, self.y+4/16, self.dir, t, self)
elseif self.dir == "down" then
obj = energyball:new(self.x+4/16, self.y+8/16, self.dir, t, self)
elseif self.dir == "left" then
obj = energyball:new(self.x-8/16, self.y+4/16, self.dir, t, self)
elseif self.dir == "up" then
obj = energyball:new(self.x+4/16, self.y-8/16, self.dir, t, self)
end
self.child = obj
table.insert(objects["energyball"], obj)
self.children = self.children + 1
self.launchtimer = 0
end
function energylauncher:callback(caught)
self.children = self.children - 1
self.child = false
if caught then
self.finished = true
end
end
function energylauncher:leftcollide(a, b)
if self:globalcollide(a, b) then
return false
end
return false
end
function energylauncher:rightcollide(a, b)
if self:globalcollide(a, b) then
return false
end
return false
end
function energylauncher:ceilcollide(a, b)
if self:globalcollide(a, b) then
return false
end
return false
end
function energylauncher:floorcollide(a, b)
if self:globalcollide(a, b) then
return false
end
if a == "player" and b.speedy < 0 then
playsound(blockhitsound) --make sound when hit by mario
end
end
function energylauncher:globalcollide(a, b)
end
function energylauncher:passivecollide(a, b)
return false
end
function energylauncher:input(t)
local quadi = 1
if t == "on" then
self.on = not self.defaulton
elseif t == "off" then
self.on = self.defaulton
elseif t == "toggle" then
self.on = not self.on
end
if self.on then
quadi = 2
if self.green then
self.launchtimer = 0.5
if self.child then
self.child.destroy = true
end
end
end
self.quad = energylauncherquad[1][quadi]
end
function energylauncher:link()
if #self.r > 2 then
for j, w in pairs(outputs) do
for i, v in pairs(objects[w]) do
if tonumber(self.r[2]) == v.cox and tonumber(self.r[3]) == v.coy then
v:addoutput(self)
end
end
end
end
end
-----------------------------------------------ENERGY PELLET---------------------------------------------------
energyball = class:new()
function energyball:init(x, y, dir, t, parent)
--PHYSICS STUFF
self.x = x
self.y = y
self.dir = dir or "right"
if self.dir == "right" then
self.speedx = 3
self.speedy = 0
elseif self.dir == "left" then
self.speedx = -3
self.speedy = 0
elseif self.dir == "up" then
self.speedx = 0
self.speedy = -3
elseif self.dir == "down" then
self.speedx = 0
self.speedy = 3
end
self.width = 8/16
self.height = 8/16
self.static = false
self.active = true
self.category = 4
self.t = t or "yellow"
self.ti = 1
if self.t == "green" then
self.ti = 2
end
self.hp = 3
self.gravity = 0
self.mask = {true, false}
--IMAGE STUFF
self.drawable = true
self.quadi = 1
self.graphic = energyballimage
self.quad = energyballquad[self.ti][self.quadi]
self.offsetX = 4
self.offsetY = 4
self.quadcenterX = 4
self.quadcenterY = 4
self.rotation = 0 --for portals
self.direction = "left"
self.animationtimer = 0
self.falling = false
self.dead = false
self.deathtimer = 0
self.extremeautodelete = true
self.parent = parent
self.shot = false
end
function energyball:update(dt)
if self.hp > 0 or self.t == "green" then
self.animationtimer = self.animationtimer + dt
while self.animationtimer > 0.1 do
self.animationtimer = self.animationtimer - 0.1
self.quadi = self.quadi + 1
if self.quadi == 5 then
self.quadi = 1
end
self.quad = energyballquad[self.ti][self.quadi]
end
end
if self.hp <= 0 or self.destroy or self.y < -5 then
if self.hp <= 0 then
table.insert(emancipateanimations, emancipateanimation:new(self.x, self.y, self.width, self.height, self.graphic, self.quad, self.speedx*0.2, self.speedy*0.2, self.rotation, self.offsetX, self.offsetY, self.quadcenterX, self.quadcenterY))
end
self.parent:callback(self.catched)
return true
end
end
function energyball:hitwall()
if self.t ~= "green" then
self.hp = self.hp - 1
if self.hp < 0 then
self.destroy = true
return true
end
end
end
function energyball:leftcollide(a, b)
if self:globalcollide(a, b) then
return false
end
if a == "energycatcher" then
if b.dir == "right" then
--self.hp = 0
self.destroy = true
self.catched = true
return true
end
end
if onscreen(self.x, self.y, self.width, self.height) then
playsound(energybouncesound)
end
if b.SLOPE and b.dir == "right" then
if b.UPSIDEDOWNSLOPE then --upside down
self.speedy = -self.speedx
self.speedx = 0
else
self.speedy = self.speedx
self.speedx = 0
end
return true
elseif a == "tile" or a == "flipblock" or a == "door" or a == "frozencoin" then
self:hitwall()
end
self.speedx = math.abs(self.speedx)
return false
end
function energyball:rightcollide(a, b)
if self:globalcollide(a, b) then
return false
end
if onscreen(self.x, self.y, self.width, self.height) then
playsound(energybouncesound)
end
if b.SLOPE and b.dir == "left" then
if b.UPSIDEDOWNSLOPE then --upside down
self.speedy = self.speedx
self.speedx = 0
else
self.speedy = -self.speedx
self.speedx = 0
end
return true
elseif a == "tile" or a == "flipblock" or a == "door" or a == "frozencoin" then
self:hitwall()
end
self.speedx = -math.abs(self.speedx)
if a == "energycatcher" then
if b.dir == "left" then
--self.hp = 0
self.destroy = true
self.catched = true
return true
end
end
return false
end
function energyball:ceilcollide(a, b)
if self:globalcollide(a, b) then
return false
end
self.speedy = math.abs(self.speedy)
if onscreen(self.x, self.y, self.width, self.height) then
playsound(energybouncesound)
end
if b.SLOPE and b.UPSIDEDOWNSLOPE then
if self.speedx > 0 then
self.speedy = math.abs(self.speedx)
self.speedx = 0
elseif self.speedx < 0 then
self.speedy = math.abs(self.speedx)
self.speedx = 0
else
if b.dir == "left" then
self.speedx = -self.speedy
self.speedy = 0
else
self.speedx = self.speedy
self.speedy = 0
end
end
return true
elseif a == "tile" or a == "flipblock" or a == "door" or a == "frozencoin" then
self:hitwall()
end
if a == "energycatcher" then
if b.dir == "down" then
--self.hp = 0
self.destroy = true
self.catched = true
return true
end
end
end
function energyball:globalcollide(a, b)
if a == "turret" then
b:dofrenzy()
end
end
function energyball:floorcollide(a, b)
if self:globalcollide(a, b) then
return false
end
if onscreen(self.x, self.y, self.width, self.height) then
playsound(energybouncesound)
end
if b.SLOPE then
if self.speedx > 0 then
self.speedy = -math.abs(self.speedx)
self.speedx = 0
elseif self.speedx < 0 then
self.speedy = -math.abs(self.speedx)
self.speedx = 0
else
if b.dir == "left" then
self.speedx = -self.speedy
self.speedy = 0
else
self.speedx = self.speedy
self.speedy = 0
end
end
return true
elseif a == "tile" or a == "flipblock" or a == "door" or a == "frozencoin" then
self:hitwall()
end
self.speedy = -math.abs(self.speedy)
if a == "energycatcher" then
if b.dir == "up" then
--self.hp = 0
self.destroy = true
self.catched = true
return true
end
end
end
function energyball:passivecollide(a, b)
self:leftcollide(a, b)
return false
end
function energyball:portaled()
self.hp = 3
end
function energyball:emancipate(a)
self.destroy = true
end
function energyball:laser()
self.destroy = true
end
function energyball:autodeleted()
self.destroy = true
self.parent:callback(self.catched)
end