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checkpoint.lua
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checkpoint.lua
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checkpoint = class("checkpoint")
function checkpoint:init(x, y, r)
self.x = x
self.y = y
self.cox = x
self.coy = y
self.r = {unpack(r)}
self.all = true
self.p = {false, false, false, false}
self.rest = false
self.visible = false
table.remove(self.r, 1)
table.remove(self.r, 1)
--Check all
if #self.r > 0 and self.r[1] ~= "link" then
self.all = self.r[1] == "true"
table.remove(self.r, 1)
end
--p1-4
for i = 1, 4 do
if #self.r > 0 and self.r[1] ~= "link" then
self.p[i] = self.r[1] == "true"
table.remove(self.r, 1)
end
end
--rest
if #self.r > 0 and self.r[1] ~= "link" then
self.rest = self.r[1] == "true"
table.remove(self.r, 1)
end
--visible
if #self.r > 0 and self.r[1] ~= "link" then
self.visible = self.r[1] == "true"
table.remove(self.r, 1)
end
--REGION
if #self.r > 0 then
local s = self.r[1]:split(":")
self.regionX, self.regionY, self.regionwidth, self.regionheight = s[2], s[3], tonumber(s[4]), tonumber(s[5])
if string.sub(self.regionX, 1, 1) == "m" then
self.regionX = -tonumber(string.sub(self.regionX, 2))
end
if string.sub(self.regionY, 1, 1) == "m" then
self.regionY = -tonumber(string.sub(self.regionY, 2))
end
self.regionX = tonumber(self.regionX) + self.x - 1
self.regionY = tonumber(self.regionY) + self.y - 1
table.remove(self.r, 1)
end
self.input1state = "off"
end
function checkpoint:update()
local col = checkrect(self.regionX, self.regionY, self.regionwidth, self.regionheight, {"player"})
if #col > 0 then
self:trigger()
end
end
function checkpoint: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[3]) == v.cox and tonumber(self.r[4]) == v.coy then
v:addoutput(self, self.r[2])
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 checkpoint:input(t, input)
if input == "trigger" then
if t == "on" and self.input1state == "off" then
self:trigger()
elseif t == "toggle" then
self:trigger()
end
self.input1state = t
end
end
function checkpoint:trigger()
local modtable = {}
if self.all then
table.insert(modtable, 1)
table.insert(modtable, 2)
table.insert(modtable, 3)
table.insert(modtable, 4)
table.insert(modtable, 5)
else
for i = 1, 4 do
if self.p[i] then
table.insert(modtable, i)
end
end
if self.rest then
table.insert(modtable, 5)
end
end
for i, v in pairs(modtable) do
checkpointx[v] = self.x
checkpointy[v] = self.y
end
checkpointsub = mariosublevel
end