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donut.lua
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donut.lua
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donut = class:new() --it took a long time, but now you can eat donuts in Mari0. BEST MOD 10/10. "Totally Mind blowing" -Maurice
function donut:init(x, y, t, respawn, r)
--PHYSICS STUFF
self.x = x-1
self.y = y-1
self.cox = x
self.coy = y
self.speedy = 0
self.speedx = 0
self.width = 1
self.height = 1
self.static = true
self.active = true
self.category = 2
self.gravity = 0
self.portalable = false
self.mask = {true}
self.emancipatecheck = false
self.autodelete = true
self.PLATFORM = true
--IMAGE STUFF
self.drawable = true
self.graphic = donutimage
self.quadi = 2
self.quad = starquad[spriteset][self.quadi+1]
self.offsetX = 8
self.offsetY = 0
self.quadcenterX = 8
self.quadcenterY = 8
self.rotation = 0 --for portals
self.direction = "left"
self.animationtimer = 0
self.t = t or "donut"
if self.t == "donutlast" then
self.last = true
self.quadi = 0
self.quad = starquad[spriteset][self.quadi+1]
end
self.falling = false
self.falling = false
self.fallingtimer = 0
self.shaketimer = 0
self.respawn = respawn or false
if self.respawn then
self.drawable = false
self.active = false
if self.t == "donutlast" then
self.respawntimer = 4
else
self.respawntimer = 10
end
self.autodelete = false
end
self.dorespawn = true --should it even respawn at all?
if r then
self.r = r
local v = convertr(r, {"bool"}, true)
if v[1] ~= nil then
self.dorespawn = v[1]
end
end
self.trackplatform = true
self.checktable = {}
for i, v in pairs(enemies) do
if objects[v] and underwater == false then
table.insert(self.checktable, v)
end
end
table.insert(self.checktable, "player")
end
function donut:update(dt)
if self.respawn then
self.respawntimer = self.respawntimer - dt
if self.respawntimer < 0 and onscreen(self.x, self.y) then
self:appear()
else
return false
end
end
if self.falling then
if self.fallingtimer > goombadeathtime then
self.speedy = 8
local x, y, y2 = self.cox, math.floor(self.y+17/16), math.floor(self.y+16/16)
if (not inmap(x, y)) or (not tilequads[map[x][y][1]].collision and inmap(x, y2) and not tilequads[map[x][y2][1]].collision) then --stop players from falling through ground
for i, v in pairs(self.checktable) do --Make mario stay on donut when donut is falling (makes mario fall through ground)
for j, w in pairs(objects[v]) do
if ((not w.gravity) or w.gravity ~= 0) and (not w.jumping) and inrange(w.x, self.x-w.width, self.x+self.width) then
if inrange(w.y, self.y - w.height - 0.1, self.y - w.height + 0.1) then
local x1, y1 = math.ceil(w.x+0.001), math.ceil(self.y+self.height-.5)
local x2, y2 = math.ceil(w.x+w.width-0.001), math.ceil(self.y+self.height-.5)
local maxy, col = math.huge, false
if (inmap(x1, y1) and tilequads[map[x1][y1][1]]:getproperty("collision", x1, y1) and not tilequads[map[x1][y1][1]]:getproperty("invisible", x1, y1)) then
maxy = y1-1-w.height
elseif (inmap(x2, y2) and tilequads[map[x2][y2][1]]:getproperty("collision", x2, y2) and not tilequads[map[x2][y2][1]]:getproperty("invisible", x2, y2)) then
maxy = y2-1-w.height
end
if #checkrect(w.x, self.y - (12/16) + self.speedy*dt, w.width, 12/16, {"donut"}, nil, "donut") >= 3 then
maxy = y2-1-w.height
end
w.y = math.min(maxy, self.y - w.height + self.speedy*dt)
end
end
end
end
end
self.offsetX = 8
self.trackable = false
elseif self.last then
local on = false --on top
for j, w in pairs(objects["player"]) do
if (not w.jumping and inrange(w.x, self.x-w.width, self.x+self.width)) then
on = true
break
end
end
if on then
self.fallingtimer = self.fallingtimer + dt
self.quad = starquad[spriteset][self.quadi+2]
self.shaketimer = (self.shaketimer + 8*dt)%1
self.offsetX = 7+math.floor(math.abs(self.shaketimer-.5)*4+.5)
else
self.falling = false
self.fallingtimer = 0
self.quad = starquad[spriteset][self.quadi+1]
self.offsetX = 8
self.shaketimer = 0
end
else
self.fallingtimer = self.fallingtimer + dt
self.quad = starquad[spriteset][self.quadi+2]
self.shaketimer = (self.shaketimer + 8*dt)%1
self.offsetX = 7+math.floor(math.abs(self.shaketimer-.5)*4+.5)
end
return false
end
end
function donut:leftcollide(a, b)
if self:globalcollide(a, b) then
return false
end
return false
end
function donut:rightcollide(a, b)
if self:globalcollide(a, b) then
return false
end
return false
end
function donut:ceilcollide(a, b)
if self:globalcollide(a, b) then
return false
end
if a == "player" then
if b.size ~= -1 then
self.falling = true
self.static = false
end
elseif a == "thwomp" or a == "skewer" then
self.falling = true
self.last = false
self.static = false
end
return true
end
function donut:globalcollide(a, b)
end
function donut:floorcollide(a, b)
if self:globalcollide(a, b) then
return false
end
return false
end
function donut:passivecollide(a, b)
self:leftcollide(a, b)
return false
end
function donut:autodeleted()
--respawn
if not self.dorespawn then
return
end
if self.t == "donutlast" or self.t == "donut" then
local obj = donut:new(self.cox, self.coy, self.t, true)
if self.trackdonut then
obj.trackable = true
obj.trackspeed = 0
local succ = trackobject(self.cox, self.coy, obj, "donut")
end
table.insert(objects["donut"], obj)
end
end
function donut:appear()
self.drawable = true
self.active = true
self.respawn = false
self.autodelete = true
self.trackspeed = nil
makepoof(self.x+self.width/2, self.y+self.height/2, "makerpoof")
end
function donut:dotrack(track)
if track then
self.trackdonut = true
end
end