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flipblock.lua
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flipblock.lua
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flipblock = class:new()
local switchblockswitched = {false,false,false,false} --should only activate once per frame
function flipblock:init(x, y, t, r)
--PHYSICS STUFF
self.cox = x
self.coy = y
self.x = x-1
self.y = y-1
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
--fliptime = 7
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}
--IMAGE STUFF
self.drawable = true
self.graphic = flipblockimage
self.quad = flipblockquad[spriteset][1]
self.offsetX = 8
self.offsetY = 0
self.quadcenterX = 8
self.quadcenterY = 8
self.quadi = 1
self.t = t or "flipblock"
if self.t == "actionblock" then
self.on = false
self.graphic = actionblockimg
self.quad = goombaquad[spriteset][1]
self.outtable = {}
elseif self.t == "switchblock" then
self.on = true
self.graphic = switchblockimg
self.color = r or 1
self.animtimer = 0
self.quadi = 1
self.quad = flipblockquad[self.color][1]
elseif self.t == "propellerbox" then
self.graphic = helmetpropellerimg
self.quad = helmetpropellerquad[1]
self.animtimer = 0
self.quadi = 1
self.quadcenterY = 16
self.helmetable = "propellerbox"
elseif self.t == "cannonbox" then
self.graphic = helmetcannonimg
self.quad = helmetcannonquad.box
self.helmetable = "cannonbox"
else
self.rotatetimer = 0
self.flippable = true
self.checktable = deepcopy(enemies)
table.insert(self.checktable, "player")
table.insert(self.checktable, "enemy")
end
self.flip = false
self.timer = 0
self.blockbouncetimer = blockbouncetime
end
function flipblock:update(dt)
--delete
if self.delete then
return true
end
if self.blockbouncetimer < blockbouncetime then
self.blockbouncetimer = self.blockbouncetimer + dt
if self.blockbouncetimer > blockbouncetime then
self.blockbouncetimer = blockbouncetime
end
end
if self.blockbouncetimer < blockbouncetime/2 then
self.offsetY = self.blockbouncetimer / (blockbouncetime/2) * blockbounceheight * 16
else
self.offsetY = (2 - self.blockbouncetimer / (blockbouncetime/2)) * blockbounceheight * 16
end
if self.t == "switchblock" then
switchblockswitched[self.color] = false
self.animtimer = self.animtimer + dt
while self.animtimer > goombaanimationspeed do
if self.quadi == 2 then
self.quadi = 1
else
self.quadi = 2
end
if self.on then
self.quad = flipblockquad[self.color][self.quadi]
else
self.quad = flipblockquad[self.color][self.quadi+2]
end
self.animtimer = self.animtimer - goombaanimationspeed
end
elseif self.t == "propellerbox" then
self.animtimer = self.animtimer + dt
while self.animtimer > 0.08 do
self.quadi = self.quadi + 1
if self.quadi > 4 then
self.quadi = 1
end
self.quad = helmetpropellerquad[self.quadi]
self.animtimer = self.animtimer - 0.08
end
end
if self.flippable then
if self.flip then
self.active = false
self.rotatetimer = self.rotatetimer + dt
if self.rotatetimer > 6.6 and self.quadi == 1 and #checkrect(self.x, self.y, self.width, self.height, self.checktable) == 0 then --how long the rotation lasts
self.quad = flipblockquad[spriteset][1]
self.rotatetimer = 0
self.flip = false
else
self.timer = self.timer + dt
while self.timer > 0.3 do
self.quadi = self.quadi + 1
if self.quadi == 5 then
self.quadi = 1
end
self.quad = flipblockquad[spriteset][self.quadi]
self.timer = self.timer - 0.3
end
end
else
self.active = true
end
if self.flip then
self.timer = self.timer + dt
if self.portalable == false then
while self.timer > 0.3 do
self.quadi = self.quadi + 1
if self.quadi == 5 then
self.quadi = 1
end
self.quad = flipblockquad[spriteset][self.quadi]
self.timer = self.timer - 0.3
end
end
end
end
end
function flipblock:leftcollide(a, b)
if (a == "thwomp" and b.t == "right") or ((a == "koopa" or b.shellanimal) and b.small) or (a == "bigkoopa" and b.small) or a == "shell" or a == "spikeball" then
self:hit()
end
end
function flipblock:rightcollide(a, b)
if (a == "thwomp" and b.t == "left") or ((a == "koopa" or b.shellanimal) and b.small) or (a == "bigkoopa" and b.small) or a == "shell" or a == "spikeball" then
self:hit()
end
end
function flipblock:ceilcollide(a, b)
if (a == "thwomp" and b.t == "down") or a == "skewer" or a == "icicle" or a == "spikeball" then
self:hit()
end
end
function flipblock:globalcollide(a, b)
end
function flipblock:hit()
self.blockbouncetimer = 0
if self.flippable then
self.flip = true
end
if self.t == "actionblock" then
playsound(blockhitsound)
self.on = not self.on
if self.on then
self:out("on")
self.quad = goombaquad[spriteset][2]
else
self:out("off")
self.quad = goombaquad[spriteset][1]
end
elseif self.t == "switchblock" then
if not switchblockswitched[self.color] then --only switch once if many were hit at the same time
self.on = not self.on
if self.on then
self.quad = flipblockquad[self.color][self.quadi]
else
self.quad = flipblockquad[self.color][self.quadi+2]
end
playsound(switchsound)
changeswitchstate(self.color, false)
for j, w in pairs(objects["flipblock"]) do
if w.t == "switchblock" and w.color == self.color and not (w.cox == self.cox and w.coy == self.coy) then
w.on = self.on
if self.on then
w.quad = flipblockquad[self.color][w.quadi]
else
w.quad = flipblockquad[self.color][w.quadi+2]
end
end
end
end
switchblockswitched[self.color] = true
else
playsound(blockhitsound)
end
--kill enemies on top
hitontop(self.cox, self.coy)
end
function flipblock:floorcollide(a, b)
if a == "player" or a == "spikeball" then
self:hit()
end
end
function flipblock:addoutput(a, t)
table.insert(self.outtable, {a, t})
end
function flipblock:out(out)
for i = 1, #self.outtable do
if self.outtable[i][1].input then
self.outtable[i][1]:input(out or "toggle", self.outtable[i][2])
end
end
end
function flipblock:destroy()
if self.t ~= "flipblock" then
return false
end
playsound(blockbreaksound)
local debris = rgbaToInt(252, 152, 56, 255)
if blockdebrisquads[debris] then
table.insert(blockdebristable, blockdebris:new(self.cox-.5, self.coy-.5, 3.5, -23, blockdebrisimage, blockdebrisquads[debris][spriteset]))
table.insert(blockdebristable, blockdebris:new(self.cox-.5, self.coy-.5, -3.5, -23, blockdebrisimage, blockdebrisquads[debris][spriteset]))
table.insert(blockdebristable, blockdebris:new(self.cox-.5, self.coy-.5, 3.5, -14, blockdebrisimage, blockdebrisquads[debris][spriteset]))
table.insert(blockdebristable, blockdebris:new(self.cox-.5, self.coy-.5, -3.5, -14, blockdebrisimage, blockdebrisquads[debris][spriteset]))
end
self.delete = true
self.drawable = false
objects["flipblock"][tilemap(self.cox, self.coy)] = nil
end
function flipblock:helmeted()
self.delete = true
self.drawable = false
objects["flipblock"][tilemap(self.cox, self.coy)] = nil
end