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belt.lua
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belt.lua
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belt = class:new()
local speedfast = 6
local speedslow = 3
function belt:init(x, y, r, t)
--PHYSICS STUFF
self.cox = x
self.coy = y
self.x = x-1
self.y = y-1
self.height = 1
self.static = true
self.active = true
self.speedx = 0
self.speedy = 0
self.activestatic = true
self.category = 2
self.mask = { true,
false, false, false, false, false,
false, false, false, true, false,
false, false, true, false, false,
true, true, false, false, false,
false, true, true, false, false,
true, false, true, true, true,
false, true}
self.gravity = 0
self.portalable = false
self.t = t or false
self.r = {unpack(r)}
table.remove(self.r, 1)
table.remove(self.r, 1)
self.speed = speedslow
self.width = 3
self.on = true
if #self.r > 0 and self.r[1] ~= "link" and self.r[1]:find("|") then
local vars = r[3]:split("|")
local s = vars[1]:gsub("n", "-")
if vars[1] and tonumber(s) then
self.speed = tonumber(s)
elseif vars[1] == "right slow" then
self.speed = speedslow
elseif vars[1] == "right fast" then
self.speed = speedfast
elseif vars[1] == "left slow" then
self.speed = -speedslow
elseif vars[1] == "left fast" then
self.speed = -speedfast
end
self.width = math.min(99, math.max(2, math.floor(tonumber(vars[2]) or 3)))
if self.t == "switch" and vars[3] then
self.color = tonumber(vars[3])
end
table.remove(self.r, 1)
end
if self.t == "switch" then
self.switchon = false
if solidblockperma[self.color] then
self:change()
end
end
--IMAGE STUFF
self.drawable = false
self.animtimer = 0
self.frame = 1
self.outtable = {}
self.gels = {}
self.geloffset = 0
self.gelsurface = self.width*2+2
for i = 1, self.gelsurface do
self.gels[i] = false
end
--block portals along length
for i = 1, self.width do
blockedportaltiles[tilemap(x+i-1, y)] = true
end
--move things
self.checktable = {"player", "box", "smallspring", "turret", "mushroom", "oneup", "powblock", "ice", "enemy", "core", "pbutton"}
for i, v in pairs(enemies) do
if objects[v] and underwater == false then
table.insert(self.checktable, v)
end
end
end
function belt:update(dt)
if self.on then
local speed = self.speed
--animation
self.animtimer = math.fmod(self.animtimer - speed*2*dt, 1)
while self.animtimer < 0 do
self.animtimer = self.animtimer + 1
end
self.frame = math.max(1, math.ceil(self.animtimer*8))
for i, v in pairs(self.checktable) do
for j, w in pairs(objects[v]) do
if w.width and (not w.ignoreplatform) and w.active and inrange(w.x, self.x-w.width, self.x+self.width) and (not w.vine) and (not w.fence) then
if w.y == self.y - w.height then
if #checkrect(w.x+speed*dt, w.y, w.width, w.height, {"exclude", w}, true) == 0 then
w.oldxplatform = w.x
w.x = w.x + speed*dt
end
elseif v == "player" and w.gravitydir == "up" and w.y == self.y+self.height then
if #checkrect(w.x-speed*dt, w.y, w.width, w.height, {"exclude", w}, true) == 0 then
w.oldxplatform = w.x
w.x = w.x - speed*dt
end
end
end
end
end
--gel
self.geloffset = (self.geloffset + speed*dt)%(self.gelsurface)
while self.geloffset < 0 do
self.geloffset = self.geloffset + (self.gelsurface)
end
end
end
function belt:draw()
--vertically on screen
if self.y < yscroll and self.y > yscroll+height then
return
end
local img = beltimg
local row = spriteset
if self.t == "switch" then
if self.switchon then
img = beltoffimg
else
img = beltonimg
end
row = self.color
end
love.graphics.draw(img, beltquad[row][self.frame*3-2], math.floor((self.x-xscroll)*16*scale), math.floor((self.y-yscroll-.5)*16*scale), 0, scale, scale)
for i = 1, self.width-2 do
if self.x+i+1 > xscroll and self.x < xscroll+width then --horizontally on screen
love.graphics.draw(img, beltquad[row][self.frame*3-1], math.floor((self.x+i-xscroll)*16*scale), math.floor((self.y-yscroll-.5)*16*scale), 0, scale, scale)
end
end
love.graphics.draw(img, beltquad[row][self.frame*3], math.floor((self.x+self.width-xscroll-1)*16*scale), math.floor((self.y-yscroll-.5)*16*scale), 0, scale, scale)
--gel
for i = 1, self.gelsurface do
local l = i - math.floor(self.geloffset)
if l < 1 then
l = l + self.gelsurface
end
if self.gels[l] then
local id = self.gels[l]
local x, y, copies, r = self.x+i +(self.geloffset%1), self.y+1, 1, 0
if i == self.width+1 then
x = self.x+self.width
r = math.pi/2
elseif i == self.gelsurface then
x = self.x+1
r = math.pi*1.5
elseif i > self.width then
x = self.x+self.width-(i-self.width) -(self.geloffset%1) +3
r = math.pi
if i == self.width+2 or i == self.gelsurface-1 then
copies = 2
end
else
if i == 1 or i == self.width then
copies = 2
end
end
if copies ~= 1 then
love.graphics.setScissor(math.floor(((self.x-xscroll)*16)*scale), ((y-1-yscroll)*16-8)*scale, self.width*16*scale, 16*scale)
end
for x2 = 1, copies do
if x2 == 2 then
x = x - 1
end
if id == 1 then
love.graphics.draw(gel1ground, math.floor(((x-xscroll)*16-8)*scale), ((y-yscroll)*16-16)*scale, r, scale, scale, 8, 8)
elseif id == 2 then
love.graphics.draw(gel2ground, math.floor(((x-xscroll)*16-8)*scale), ((y-yscroll)*16-16)*scale, r, scale, scale, 8, 8)
elseif id == 3 then
love.graphics.draw(gel3ground, math.floor(((x-xscroll)*16-8)*scale), ((y-yscroll)*16-16)*scale, r, scale, scale, 8, 8)
elseif id == 4 then
love.graphics.draw(gel4ground, math.floor(((x-xscroll)*16-8)*scale), ((y-yscroll)*16-16)*scale, r, scale, scale, 8, 8)
end
end
if copies ~= 1 then
love.graphics.setScissor()
end
end
end
end
function drawbelt(x, y, length, i, color) --for editor
local img = beltimg
local row = spriteset
if i == "beltswitch" then
img = beltonimg
row = tonumber(color) or 1
end
x, y = x-1, y-1
length = math.min(99, math.max(2, math.floor(tonumber(length or 3))))
love.graphics.setColor(255, 255, 255)
love.graphics.draw(img, beltquad[row][1], math.floor((x-xscroll)*16*scale), math.floor((y-yscroll-.5)*16*scale), 0, scale, scale)
for i = 1, length-2 do
love.graphics.draw(img, beltquad[row][2], math.floor((x+i-xscroll)*16*scale), math.floor((y-yscroll-.5)*16*scale), 0, scale, scale)
end
love.graphics.draw(img, beltquad[row][3], math.floor((x+length-xscroll-1)*16*scale), math.floor((y-yscroll-.5)*16*scale), 0, scale, scale)
end
function belt:link()
while #self.r >= 3 do
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
if self.r[4] == "reverse" then
else
self.power = false
end
v:addoutput(self, self.r[4] or "power")
end
end
end
table.remove(self.r, 1)
table.remove(self.r, 1)
table.remove(self.r, 1)
table.remove(self.r, 1)
end
end
function belt:input(t, input)
if input == "reverse" then
self.speed = -self.speed
else--if input == "power" then
if t == "on" then
self.on = true
elseif t == "off" then
self.on = false
else
self.on = not self.on
end
end
end
function belt:change(on)
self.switchon = not self.switchon
self.speed = -self.speed
end
function belt:getgel(x)
local l = math.max(1, math.min(self.width, x-math.floor(self.x))) - math.floor(self.geloffset)
if l < 1 then
l = l + self.gelsurface
end
return self.gels[l]
end
function belt:leftcollide(a, b)
end
function belt:rightcollide(a, b)
end
function belt:ceilcollide(a, b)
if a == "gel" then
local testx = math.floor((b.x+b.width/2)-self.x - self.geloffset)+1
if testx < 1 then
testx = testx + self.gelsurface
end
local x = math.min(self.gelsurface, math.max(1, testx) )
if b.id == 5 then
self.gels[x] = nil
else
self.gels[x] = b.id
end
end
return true
end
function belt:globalcollide(a, b)
end
function belt:floorcollide(a, b)
end
function belt:passivecollide(a, b)
end