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enemyspawner.lua
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enemyspawner.lua
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enemyspawner = class("enemyspawner")
function enemyspawner:init(x, y, r)
self.x = x
self.y = y
self.cox = x
self.coy = y
self.r = {unpack(r)}
self.xspeed = 0
self.yspeed = 0
self.enemytospawn = "goomba"
table.remove(self.r, 1)
table.remove(self.r, 1)
--ENEMY NAME
if #self.r > 0 and self.r[1] ~= "link" then
self.enemytospawn = self.r[1]
table.remove(self.r, 1)
end
--Xspeed
if #self.r > 0 then
if string.sub(self.r[1], 1, 1) == "m" then
self.xspeed = -tonumber(string.sub(self.r[1], 2))
else
self.xspeed = tonumber(self.r[1])
end
table.remove(self.r, 1)
end
--Yspeed
if #self.r > 0 then
if string.sub(self.r[1], 1, 1) == "m" then
self.yspeed = -tonumber(string.sub(self.r[1], 2))
else
self.yspeed = tonumber(self.r[1])
end
table.remove(self.r, 1)
end
end
function enemyspawner: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 enemyspawner:input(t, input)
if t ~= "off" then
if enemiesdata[self.enemytospawn] then
local temp = enemy:new(self.cox, self.coy, self.enemytospawn, {map[self.cox][self.coy][1], self.enemytospawn})
table.insert(objects["enemy"], temp)
temp.speedx = self.xspeed
temp.speedy = self.yspeed
end
end
end