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Copy pathobj.enemy.lua
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468 lines (410 loc) · 15.8 KB
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gEnemiesType1 = { }
gEnemiesType2 = { }
gEnemiesType3 = { }
gEnemiesType4 = { }
kEnemyMove = 1
kEnemyDie = 2
gImgEnemy1 = nil
gImgEnemy2 = nil
gImgEnemy3 = nil
gImgEnemy4 = nil
kEnemyAnimationDelay = {0.04, 0.04}
-- maximum number of frames for each enemy type
kEnemy1NumberAnimations = {32, 24}
kEnemy2NumberAnimations = {32, 24}
kEnemy3NumberAnimations = {32, 24}
kEnemy4NumberAnimations = {32, 24}
gEnemyDyingAnimations = { }
gEnemy1Animations = { }
gEnemy2Animations = { }
gEnemy3Animations = { }
gEnemy4Animations = { }
gEnemiesListType1 = { }
gEnemiesListType2 = { }
gEnemiesListType3 = { }
gEnemiesListType4 = { }
gEnemiesKillParticleSystems = { }
gEnemiesKillParticlePosition = { }
gEnemiesKillParticleSystemTimeLeft = { }
gEnemiesPSCur = 1
kWalkSpeed = 1.0
kWalkSpeedDiag = 0,707 * kWalkSpeed
kSpawnDistance = 4
function loadEnemies()
gEnemiesListType1 = TiledMap_ListAllOfTypeOnLayer(kMapLayer_Meta,kTileType_Enemy_Type1)
gEnemiesListType2 = TiledMap_ListAllOfTypeOnLayer(kMapLayer_Meta,kTileType_Enemy_Type2)
gEnemiesListType3 = TiledMap_ListAllOfTypeOnLayer(kMapLayer_Meta,kTileType_Enemy_Type3)
gEnemiesListType4 = TiledMap_ListAllOfTypeOnLayer(kMapLayer_Meta,kTileType_Enemy_Type4)
temp = TiledMap_ListAllOfTypeOnLayer(kMapLayer_Main,kTileType_Enemy_Type1)
for i,v in pairs(temp) do
gEnemiesListType1[#gEnemiesListType1 + 1] = v
end
temp = TiledMap_ListAllOfTypeOnLayer(kMapLayer_Main,kTileType_Enemy_Type2)
for i,v in pairs(temp) do
gEnemiesListType2[#gEnemiesListType2 + 1] = v
end
temp = TiledMap_ListAllOfTypeOnLayer(kMapLayer_Main,kTileType_Enemy_Type3)
for i,v in pairs(temp) do
gEnemiesListType3[#gEnemiesListType3 + 1] = v
end
temp = TiledMap_ListAllOfTypeOnLayer(kMapLayer_Main,kTileType_Enemy_Type4)
for i,v in pairs(temp) do
gEnemiesListType4[#gEnemiesListType4 + 1] = v
end
function comp(w1,w2)
if w1.x > w2.x then
return true
end
end
table.sort(gEnemiesListType1, comp)
table.sort(gEnemiesListType2, comp)
table.sort(gEnemiesListType3, comp)
table.sort(gEnemiesListType4, comp)
end
function EnemiesSpawnAtStart()
gEnemiesListType1 = { }
gEnemiesListType2 = { }
gEnemiesListType3 = { }
gEnemiesListType4 = { }
gEnemiesType1 = { }
gEnemiesType2 = { }
gEnemiesType3 = { }
gEnemiesType4 = { }
loadEnemies()
EnemiesRespawn(0)
createEnemyParticleSystems()
end
function EnemiesRespawn(runCount)
EnemiesRespawnTable(gEnemiesListType1, gEnemiesType1, runCount + 1)
EnemiesRespawnTable(gEnemiesListType2, gEnemiesType2, runCount + 1)
EnemiesRespawnTable(gEnemiesListType3, gEnemiesType3, runCount + 1)
EnemiesRespawnTable(gEnemiesListType4, gEnemiesType4, runCount + 1)
end
function EnemiesRespawnTable(inArray, outArray, distance)
local index = min(distance, #inArray)
for i,v in pairs(inArray) do
if i%kSpawnDistance == index then
local insertIndex = #outArray + 1
outArray[insertIndex] = {x = v.x *kTileSize}
outArray[insertIndex].y = v.y *kTileSize
outArray[insertIndex].walkDir = 1
outArray[insertIndex].dX = 0
outArray[insertIndex].dY = 0
outArray[insertIndex].dying = false
local speed_var = 0.1
outArray[insertIndex].walk_speed_factor = rand2(1-speed_var,1+speed_var)
end
end
end
function EnemyInit()
gImgEnemy1 = getCachedPaddedImage("data/enemy_floater.png")
gImgEnemy2 = getCachedPaddedImage("data/enemy_floater.png")
gImgEnemy3 = getCachedPaddedImage("data/enemy_floater.png")
gImgEnemy4 = getCachedPaddedImage("data/enemy_floater.png")
local animationStartIndex = 1
for k, v in pairs(kEnemy1NumberAnimations) do
gEnemy1Animations[k] = newAnimation(gImgEnemy1, 64, 64, kEnemyAnimationDelay[k], 0, animationStartIndex, animationStartIndex + kEnemy1NumberAnimations[k] -1)
animationStartIndex = animationStartIndex + kEnemy1NumberAnimations[k]
end
animationStartIndex = 1
for k, v in pairs(kEnemy2NumberAnimations) do
gEnemy2Animations[k] = newAnimation(gImgEnemy2, 64, 64,kEnemyAnimationDelay[k], 0, animationStartIndex, animationStartIndex + kEnemy2NumberAnimations[k] -1)
animationStartIndex = animationStartIndex + kEnemy2NumberAnimations[k]
end
animationStartIndex = 1
for k, v in pairs(kEnemy3NumberAnimations) do
gEnemy3Animations[k] = newAnimation(gImgEnemy3, 64, 64, kEnemyAnimationDelay[k], 0, animationStartIndex, animationStartIndex + kEnemy3NumberAnimations[k] -1)
animationStartIndex = animationStartIndex + kEnemy3NumberAnimations[k]
end
animationStartIndex = 1
for k, v in pairs(kEnemy4NumberAnimations) do
gEnemy4Animations[k] = newAnimation(gImgEnemy4, 64, 64, kEnemyAnimationDelay[k], 0, animationStartIndex, animationStartIndex + kEnemy4NumberAnimations[k] -1)
animationStartIndex = animationStartIndex + kEnemy4NumberAnimations[k]
end
end
function EnemyUpdate(dt)
EnemyGroupUpdate(dt, gEnemiesType1)
EnemyGroupUpdate(dt, gEnemiesType2)
EnemyGroupUpdate(dt, gEnemiesType3)
EnemyGroupUpdate(dt, gEnemiesType4)
for k, v in pairs(kEnemy1NumberAnimations) do
gEnemy1Animations[k]:update(dt)
end
for k, v in pairs(kEnemy2NumberAnimations) do
gEnemy2Animations[k]:update(dt)
end
for k, v in pairs(kEnemy3NumberAnimations) do
gEnemy3Animations[k]:update(dt)
end
for k, v in pairs(kEnemy4NumberAnimations) do
gEnemy4Animations[k]:update(dt)
end
for k, v in pairs(gEnemyDyingAnimations) do
k:update(dt)
end
for psId = 1, 5 do
if(gEnemiesKillParticleSystemTimeLeft[psId] > 0) then
gEnemiesKillParticleSystems[psId]:update(dt)
gEnemiesKillParticleSystemTimeLeft[psId] = gEnemiesKillParticleSystemTimeLeft[psId] - dt
end
end
end
function EnemyGroupUpdate(dt, group)
for i,v in pairs(group) do
if (v.dying == false) then
local myspeed = kWalkSpeed * (v.walk_speed_factor or 1.0)
-- local diffX = v.x/kTileSize - floor(v.x/kTileSize + 0.5);
-- local diffY = v.y/kTileSize - floor(v.y/kTileSize + 0.5);
-- if(v.lastTiletype == 47 or tiletype == 71 or tiletype == 79) then -- left
-- diffX = -diffX;
-- end
-- if(v.lastTiletype == 31 or tiletype == 55 or tiletype == 71) then --top
-- diffY = -diffY;
-- end
local mr = kTileSize/2
local mx = v.x + mr -- v.x,v.y = top left corner
local my = v.y + mr -- v.x,v.y = top left corner
local bThink = true
if (v.target_x) then
if (v.dX < 0 and mx > v.target_x) then bThink = false end
if (v.dX > 0 and mx < v.target_x) then bThink = false end
end
if (v.target_y) then
if (v.dY < 0 and my > v.target_y) then bThink = false end
if (v.dY > 0 and my < v.target_y) then bThink = false end
end
if (bThink) then
local tx = floor((mx)/kTileSize)
local ty = floor((my)/kTileSize)
--~ CollisionDrawDebug_Add(gImgDot,mx,my)
--~ CollisionDrawDebug_Add(gImgMarkTile_red,tx*kTileSize,ty*kTileSize)
local tiletype = TiledMap_GetMapTile(tx,ty,kMapLayer_AI)
--~ local tiletype = TiledMap_GetMapTile(floor(v.x/kTileSize + 0.05 * v.dX + 0.5),floor(v.y/kTileSize + 0.05 * v.dY + 0.5),kMapLayer_AI)
--~ local tiletype = TiledMap_GetMapTile(floor((v.x + kTileSize/2)/kTileSize + 0.5)*kTileSize,floor((v.y + kTileSize/2)/kTileSize)*kTileSize,kMapLayer_AI)
-- if(diffX ~= 0 and diffY ~= 0) then
-- print("diffX " .. diffX .. " diffY " .. diffY);
-- end
-- local dist = sqrt(diffX * diffX + diffY * diffY);
if(tiletype == 23) then --up
v.dX = 0
v.dY = - myspeed * v.walkDir * kTileSize * dt
elseif(tiletype == 31) then --right
v.dX = myspeed * v.walkDir * kTileSize * dt
v.dY = 0
elseif(tiletype == 39) then --down
v.dX = 0
v.dY = myspeed * v.walkDir * kTileSize * dt
elseif(tiletype == 47) then --left
v.dX = - myspeed * v.walkDir * kTileSize * dt
v.dY = 0
elseif(tiletype == 55) then --upright
v.dX = kWalkSpeedDiag * v.walkDir * kTileSize * dt
v.dY = - kWalkSpeedDiag * v.walkDir * kTileSize * dt
elseif(tiletype == 63) then --downright
v.dX = kWalkSpeedDiag * v.walkDir * kTileSize * dt
v.dY = kWalkSpeedDiag * v.walkDir * kTileSize * dt
elseif(tiletype == 71) then --upleft
v.dX = - kWalkSpeedDiag * v.walkDir * kTileSize * dt
v.dY = - kWalkSpeedDiag * v.walkDir * kTileSize * dt
elseif(tiletype == 79) then --downleft
v.dX = - kWalkSpeedDiag * v.walkDir * kTileSize * dt
v.dY = kWalkSpeedDiag * v.walkDir * kTileSize * dt
elseif(tiletype == 87 and vWalkDir ~= 1) then --normal mode
v.walkDir = 1;
v.dX = -v.dX;
v.dY = -v.dY;
elseif(tiletype == 95 and vWalkDir ~= -1) then --invert mode
v.walkDir = -1;
v.dX = -v.dX;
v.dY = -v.dY;
end
local tx = floor((mx)/kTileSize)
local ty = floor((my)/kTileSize)
v.target_x = nil
v.target_y = nil
if (v.dX < 0) then v.target_x = (tx - 1) * kTileSize + kTileSize/2 end
if (v.dX > 0) then v.target_x = (tx + 1) * kTileSize + kTileSize/2 end
if (v.dY < 0) then v.target_y = (ty - 1) * kTileSize + kTileSize/2 end
if (v.dY > 0) then v.target_y = (ty + 1) * kTileSize + kTileSize/2 end
end
v.x = v.x + v.dX
v.y = v.y + v.dY
end
end
end
function EnemyDraw()
for i,v in pairs(gEnemiesType1) do
MyEnemyDrawDebug(v,1)
if (not gEnemiesType1[i].dying == true) then
gEnemy1Animations[1]:draw(v.x+gCamAddX, v.y+gCamAddY)
else
for key, value in pairs (gEnemyDyingAnimations) do
if (key.groupNumber == 1 and key.enemyNumber==i) then
key:draw(v.x+gCamAddX, v.y+gCamAddY)
end
end
end
--love.graphics.draw(gImgEnemy1, v.x+gCamAddX, v.y+gCamAddY )
-- love.graphics.draw(gImgDot, floor(v.x/kTileSize + 0.5)*kTileSize+gCamAddX, floor(v.y/kTileSize + 0.5)*kTileSize+gCamAddY )
-- love.graphics.draw(gImgDot, v.x + kTileSize/2+gCamAddX, v.y + kTileSize/2+gCamAddY )
--~ love.graphics.draw(gImgDot, floor(v.x/kTileSize + 0.05 * v.dX + 0.5)*kTileSize +gCamAddX, floor(v.y/kTileSize + 0.05 * v.dY + 0.5)*kTileSize +gCamAddY )
end
for i,v in pairs(gEnemiesType2) do
MyEnemyDrawDebug(v,2)
if (gEnemiesType2[i].dying == true) then
gEnemy2Animations[2]:draw(v.x+gCamAddX, v.y+gCamAddY)
else
gEnemy2Animations[1]:draw(v.x+gCamAddX, v.y+gCamAddY)
end
end
for i,v in pairs(gEnemiesType3) do
MyEnemyDrawDebug(v,3)
if (gEnemiesType3[i].dying == true) then
gEnemy3Animations[2]:draw(v.x+gCamAddX, v.y+gCamAddY)
else
gEnemy3Animations[1]:draw(v.x+gCamAddX, v.y+gCamAddY)
end
end
for i,v in pairs(gEnemiesType4) do
MyEnemyDrawDebug(v,4)
if (gEnemiesType4[i].dying == true) then
gEnemy4Animations[2]:draw(v.x+gCamAddX, v.y+gCamAddY)
else
gEnemy4Animations[1]:draw(v.x+gCamAddX, v.y+gCamAddY)
end
end
for psId = 1, 5 do
if gEnemiesKillParticleSystemTimeLeft[psId] > 0 then
love.graphics.draw(gEnemiesKillParticleSystems[psId], gEnemiesKillParticlePosition[psId].x + gCamAddX, gEnemiesKillParticlePosition[psId].y + gCamAddY)
end
end
end
function CheckEnemyCollision(player)
local died = CheckEnemyGroupCollision(player, gEnemiesType1, gImgEnemy1, kEnemy1NumberAnimations[1], 1)
died = died or CheckEnemyGroupCollision(player, gEnemiesType2, gImgEnemy2, kEnemy2NumberAnimations[1], 2)
died = died or CheckEnemyGroupCollision(player, gEnemiesType3, gImgEnemy3, kEnemy3NumberAnimations[1], 3)
died = died or CheckEnemyGroupCollision(player, gEnemiesType4, gImgEnemy4, kEnemy4NumberAnimations[1], 4)
return died
end
function animationEnded(animation)
print("function callback - Animation has ended")
local group = nil
if (animation.groupNumber == 1) then
group = gEnemiesType1
elseif (animation.groupNumber == 2) then
group = gEnemiesType2
elseif (animation.groupNumber == 3) then
group = gEnemiesType3
elseif (animation.groupNumber == 4) then
group = gEnemiesType4
end
table.remove(group, animation.enemyNumber)
gEnemyDyingAnimations[animation] = nil
end
function MyEnemyDrawDebug (o,groupid)
--~ local x,y = o.x,o.y
--~ love.graphics.draw(gImgDot,x+gCamAddX,y+gCamAddY)
end
function TestBBoxOverlap (x1,y1,w1,h1, x2,y2,w2,h2)
if (x1+w1 < x2 ) then return end -- 1 left of 2
if (x1 > x2+w2) then return end -- 1 right of 2
if (y1+h1 < y2 ) then return end -- 1 top of 2
if (y1 > y2+h2) then return end -- 1 bottom of 2
return true
end
function CheckEnemyGroupCollision(player, group, imgEnemy, animationStartIndex, groupNumber)
local died = false
for i,v in pairs(group) do
-- only check for collision if enemy is not dying
if ((not v.dying) and (not gPlayer.bDead)) then
local x,y,rx,ry = gPlayer.x,gPlayer.y,gPlayer.rx,gPlayer.ry
local mr = kTileSize/2
local mx = v.x + mr -- v.x,v.y = top left corner
local my = v.y + mr -- v.x,v.y = top left corner
local mbot = my + mr
local playerbottom = player.y
local bBBoxOverlap = TestBBoxOverlap(x-rx,y-ry,rx*2,ry*2, mx-mr,my-mr,mr*2,mr*2)
if bBBoxOverlap then
if my >= player.y and player.vy > 0 then
group[i].dying = true
local enemyDyingAnimation = newAnimation(imgEnemy, 64, 64, kEnemyAnimationDelay[2], 0, animationStartIndex, animationStartIndex + kEnemy1NumberAnimations[2] - 1, animationEnded)
enemyDyingAnimation:setMode("once")
enemyDyingAnimation.groupNumber = groupNumber
enemyDyingAnimation.enemyNumber = i
gEnemyDyingAnimations[enemyDyingAnimation] = true
gJumpEnemyKill = true
gEnemiesKillParticleSystems[gEnemiesPSCur]:reset()
gEnemiesKillParticleSystems[gEnemiesPSCur]:start()
gEnemiesKillParticlePosition[gEnemiesPSCur].x = v.x + kTileSize / 2
gEnemiesKillParticlePosition[gEnemiesPSCur].y = v.y + kTileSize / 2
gEnemiesKillParticleSystemTimeLeft[gEnemiesPSCur] = 1.0
gEnemiesPSCur = gEnemiesPSCur + 1
if gEnemiesPSCur == 6 then gEnemiesPSCur = 1 end
kPointsPlayer = kPointsPlayer + 7500
playSFX(gRandomSound)
else
love.audio.play(gElectricShockSound)
died = true
end
end
end
end
return died;
end
function CheatTestEnemyDieParticleOnPlayer (x,y)
gEnemiesKillParticleSystems[gEnemiesPSCur]:reset()
gEnemiesKillParticleSystems[gEnemiesPSCur]:start()
gEnemiesKillParticlePosition[gEnemiesPSCur].x = (x or gPlayer and gPlayer.x or 0) + kTileSize / 2
gEnemiesKillParticlePosition[gEnemiesPSCur].y = (y or gPlayer and gPlayer.y or 0) + kTileSize / 2 - 100
gEnemiesKillParticleSystemTimeLeft[gEnemiesPSCur] = 1.0
gEnemiesPSCur = gEnemiesPSCur + 1
if gEnemiesPSCur == 6 then gEnemiesPSCur = 1 end
end
function CheatTestEnemyDieParticleOnPlayer_Update (dt)
for psId = 1, 5 do
if(gEnemiesKillParticleSystemTimeLeft[psId] > 0) then
gEnemiesKillParticleSystems[psId]:update(dt)
gEnemiesKillParticleSystemTimeLeft[psId] = gEnemiesKillParticleSystemTimeLeft[psId] - dt
end
end
end
function CheatTestEnemyDieParticleOnPlayer_Draw ()
for psId = 1, 5 do
if gEnemiesKillParticleSystemTimeLeft[psId] > 0 then
love.graphics.draw(gEnemiesKillParticleSystems[psId], gEnemiesKillParticlePosition[psId].x + (gCamAddX or 0), gEnemiesKillParticlePosition[psId].y + (gCamAddY or 0))
end
end
end
function createEnemyParticleSystems()
for psId = 1, 5 do
id = love.image.newImageData(32, 32)
for x = 0, 31 do
for y = 0, 31 do
local gradient = 1 - ((x-15)^2+(y-15)^2)/40
id:setPixel(x, y, 255, 255, 255, 255*(gradient<0 and 0 or gradient))
end
end
i = love.graphics.newImage(id)
p = love.graphics.newParticleSystem(i, 256)
p:setEmissionRate (75*2 )
p:setLifetime (0.2)
p:setParticleLife (0.4, 0.65)
p:setPosition (0, 0)
p:setDirection (1.57)
p:setSpread (3.14)
p:setSpeed (45, 75*4)
p:setGravity (90)
p:setRadialAcceleration (10)
p:setTangentialAcceleration(0)
p:setSizes (0.5*2)
p:setSizeVariation (0.15)
p:setRotation (0)
p:setSpin (0)
p:setSpinVariation (0)
p:setColors (255, 50, 50, 192, 128, 256, 50, 10)
p:stop();
gEnemiesKillParticleSystems[psId] = p
gEnemiesKillParticlePosition[psId] = { x = -500, y = -500 }
gEnemiesKillParticleSystemTimeLeft[psId] = 0
end
end