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collision.lua
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collision.lua
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--------------------------------
-- collision.lua
-- check and respond to collision.
--------------------------------
function objtocorner(x, y, direction) --returns four corner of rect.
if direction == "leftup" or direction == 0 then
return x, y
elseif direction == "leftdown" or direction == 1 then
return x, y + CHARSIZE - 1
elseif direction == "rightup" or direction == 2 then
return x + CHARSIZE - 1, y
elseif direction == "rightdown" or direction == 3 then
return x + CHARSIZE - 1, y + CHARSIZE - 1
end
end
function postotile(x, y) --change pixel coordinate to tile coordinate.
local tx, ty
tx = math.floor(x / TILESIZE) + 1
ty = math.floor(y / TILESIZE) + 1
return tx, ty
end
function charmove(direction, speed) --move player.
local fakex
local fakey
local tx1
local ty1
local tx2
local ty2
local a
local colltile
fakex = player["x"]
fakey = player["y"]
if direction == "up" then
fakey = fakey - speed
tx1, ty1 = postotile(objtocorner(fakex, fakey, 0))
tx2, ty2 = postotile(objtocorner(fakex, fakey, 2))
if map[tx1][ty1] == 1 or map[tx2][ty2] == 1 then
fakey = ty1 * TILESIZE
player["jump"] = false
end
for a = 1, #tbldebris do
if tbldebris[a]["enabled"] == true then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbldebris[a]["x"], tbldebris[a]["y"], CHARSIZE, CHARSIZE) == true then
--fakey = tbldebris[a]["y"] + CHARSIZE
debmove(direction, player["y"] - fakey, a)
fakey = tbldebris[a]["y"] + CHARSIZE
player["jump"] = false
end
end
end
for a = 1, #tbllava do --lava
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbllava[a]["x"], tbllava[a]["y"], TILESIZE, TILESIZE) == true then
-- effect: player explode
neweffect(player["x"], player["y"], 1)
player["x"] = startx * 48
player["y"] = starty * 48
player["blink"] = true
player["blinktime"] = 5
return
end
end
player["y"] = fakey
elseif direction == "down" then
fakey = fakey + speed
tx1, ty1 = postotile(objtocorner(fakex, fakey, 1))
tx2, ty2 = postotile(objtocorner(fakex, fakey, 3))
if map[tx1][ty1] == 1 or map[tx2][ty2] == 1 then
fakey = (ty1 * TILESIZE) - TILESIZE - CHARSIZE
end
for a = 1, #tbldebris do
if tbldebris[a]["enabled"] == true then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbldebris[a]["x"], tbldebris[a]["y"], CHARSIZE, CHARSIZE) == true then
-- fakey = tbldebris[a]["y"] - CHARSIZE
debmove(direction, fakey - player["y"] , a)
fakey = tbldebris[a]["y"] - CHARSIZE
end
end
end
for a = 1, #tbllava do --lava
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbllava[a]["x"], tbllava[a]["y"], TILESIZE, TILESIZE) == true then
-- effect: player explode
neweffect(player["x"], player["y"], 1)
player["x"] = startx * 48
player["y"] = starty * 48
player["blink"] = true
player["blinktime"] = 5
return
end
end
player["y"] = fakey
elseif direction == "left" then
fakex = fakex - speed
tx1, ty1 = postotile(objtocorner(fakex, fakey, 0))
tx2, ty2 = postotile(objtocorner(fakex, fakey, 1))
if map[tx1][ty1] == 1 or map[tx2][ty2] == 1 then
fakex = tx1 * TILESIZE
end
for a = 1, #tbldebris do
if tbldebris[a]["enabled"] == true then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbldebris[a]["x"], tbldebris[a]["y"], CHARSIZE, CHARSIZE) == true then
--fakex = tbldebris[a]["x"] + CHARSIZE
debmove(direction, player["x"] - fakex, a)
fakex = tbldebris[a]["x"] + CHARSIZE
end
end
end
for a = 1, #tbllava do --lava
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbllava[a]["x"], tbllava[a]["y"], TILESIZE, TILESIZE) == true then
-- effect: player explode
neweffect(player["x"], player["y"], 1)
player["x"] = startx * 48
player["y"] = starty * 48
player["blink"] = true
player["blinktime"] = 5
return
end
end
player["x"] = fakex
elseif direction == "right" then
fakex = fakex + speed
tx1, ty1 = postotile(objtocorner(fakex, fakey, 2))
tx2, ty2 = postotile(objtocorner(fakex, fakey, 3))
if map[tx1][ty1] == 1 or map[tx2][ty2] == 1 then
fakex = (tx1 * TILESIZE) - TILESIZE - CHARSIZE
end
for a = 1, #tbldebris do
if tbldebris[a]["enabled"] == true then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbldebris[a]["x"], tbldebris[a]["y"], CHARSIZE, CHARSIZE) == true then
--fakex = tbldebris[a]["x"] - CHARSIZE
debmove(direction, fakex - player["x"], a)
fakex = tbldebris[a]["x"] - CHARSIZE
end
end
end
for a = 1, #tbllava do --lava
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbllava[a]["x"], tbllava[a]["y"], TILESIZE, TILESIZE) == true then
-- effect: player explode
neweffect(player["x"], player["y"], 1)
player["x"] = startx * 48
player["y"] = starty * 48
player["blink"] = true
player["blinktime"] = 5
return
end
end
player["x"] = fakex
end
-- collision with boss
if currentstage == 25 then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, 48 * 11, 48 * 7, 144, 96) == true then
-- effect: player explode
neweffect(player["x"], player["y"], 1)
corecorruption = corecorruption + 5
if corecorruption >= 100 then
bossdefeated = true
love.audio.stop()
end
player["x"] = startx * 48
player["y"] = starty * 48
player["blink"] = true
player["blinktime"] = 5
return
end
end
end
function collcheck(pic1x, pic1y, pic1width, pic1height, pic2x, pic2y, pic2width, pic2height)
-- check pix1 and pix2 are collide
-- usage: collcheck(blabla~) => true|false
if (pic1x + pic1width) > pic2x and pic1x < (pic2x + pic2width) then
if (pic1y + pic1height) > pic2y and pic1y < (pic2y + pic2height) then
return true
end
end
return false
end
function debmove(direction, speed, index) -- move debris.
local fakex
local fakey
local tx1
local ty1
local tx2
local ty2
local a
local colltile
fakex = tbldebris[index]["x"]
fakey = tbldebris[index]["y"]
if direction == "up" then
fakey = fakey - speed
tx1, ty1 = postotile(objtocorner(fakex, fakey, 0))
tx2, ty2 = postotile(objtocorner(fakex, fakey, 2))
if map[tx1][ty1] == 1 or map[tx2][ty2] == 1 then
fakey = ty1 * TILESIZE
end
for a = 1, #tbldebris do
if tbldebris[a]["enabled"] == true and not (a == index) then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbldebris[a]["x"], tbldebris[a]["y"], CHARSIZE, CHARSIZE) == true then
fakey = tbldebris[a]["y"] + CHARSIZE
end
end
end
--[[
-- no collision with traps
for a = 1, #tbltrap do
if tbltrap[a]["enabled"] == true then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbltrap[a]["x"], tbltrap[a]["y"], CHARSIZE, CHARSIZE) == true then
if tbltrap[a]["kind"] == 0 then --get damage with only static traps
tbldebris[index]["damage"] = tbldebris[index]["damage"] + 1
if tbldebris[index]["damage"] == 3 then
tbldebris[index]["enabled"] = false
-- effect: explode debris
neweffect(tbldebris[index]["x"], tbldebris[index]["y"], 1)
end
end
trapcollide(a)
fakey = tbltrap[a]["y"] + CHARSIZE
end
end
end
]]--
-- no collision with doors
if collcheck(tbldebris[index]["x"], tbldebris[index]["y"], CHARSIZE, CHARSIZE, startx, starty, TILESIZE, TILESIZE) == true then
fakey = starty * 48 + CHARSIZE
elseif collcheck(tbldebris[index]["x"], tbldebris[index]["y"], CHARSIZE, CHARSIZE, endx, endy, TILESIZE, TILESIZE) == true then
fakey = endy * 48 + CHARSIZE
end
for a = 1, #tbllava do --lava
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbllava[a]["x"], tbllava[a]["y"], TILESIZE, TILESIZE) == true then
tbldebris[index]["enabled"] = false
-- maybe eff..
-- effect: explode debris
neweffect(tbldebris[index]["x"], tbldebris[index]["y"], 1)
return
end
end
tbldebris[index]["y"] = fakey
elseif direction == "down" then
fakey = fakey + speed
tx1, ty1 = postotile(objtocorner(fakex, fakey, 1))
tx2, ty2 = postotile(objtocorner(fakex, fakey, 3))
if map[tx1][ty1] == 1 or map[tx2][ty2] == 1 then
fakey = (ty1 * TILESIZE) - TILESIZE - CHARSIZE
end
for a = 1, #tbldebris do
if tbldebris[a]["enabled"] == true and not (a == index) then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbldebris[a]["x"], tbldebris[a]["y"], CHARSIZE, CHARSIZE) == true then
fakey = tbldebris[a]["y"] - CHARSIZE
end
end
end
--[[
-- no collision with traps
for a = 1, #tbltrap do
if tbltrap[a]["enabled"] == true then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbltrap[a]["x"], tbltrap[a]["y"], CHARSIZE, CHARSIZE) == true then
if tbltrap[a]["kind"] == 0 then --get damage with only static traps
tbldebris[index]["damage"] = tbldebris[index]["damage"] + 1
if tbldebris[index]["damage"] == 3 then
tbldebris[index]["enabled"] = false
-- effect: explode debris
neweffect(tbldebris[index]["x"], tbldebris[index]["y"], 1)
end
end
trapcollide(a)
fakey = tbltrap[a]["y"] - CHARSIZE
end
end
end
]]--
-- no collision with doors
if collcheck(tbldebris[index]["x"], tbldebris[index]["y"], CHARSIZE, CHARSIZE, startx, starty, TILESIZE, TILESIZE) == true then
fakey = starty * 48 - CHARSIZE
elseif collcheck(tbldebris[index]["x"], tbldebris[index]["y"], CHARSIZE, CHARSIZE, endx, endy, TILESIZE, TILESIZE) == true then
fakey = endy * 48 - CHARSIZE
end
for a = 1, #tbllava do --lava
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbllava[a]["x"], tbllava[a]["y"], TILESIZE, TILESIZE) == true then
tbldebris[index]["enabled"] = false
-- effect: explode debris
neweffect(tbldebris[index]["x"], tbldebris[index]["y"], 1)
return
end
end
tbldebris[index]["y"] = fakey
elseif direction == "left" then
fakex = fakex - speed
tx1, ty1 = postotile(objtocorner(fakex, fakey, 0))
tx2, ty2 = postotile(objtocorner(fakex, fakey, 1))
if map[tx1][ty1] == 1 or map[tx2][ty2] == 1 then
fakex = tx1 * TILESIZE
end
for a = 1, #tbldebris do
if tbldebris[a]["enabled"] == true and not (a == index) then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbldebris[a]["x"], tbldebris[a]["y"], CHARSIZE, CHARSIZE) == true then
fakex = tbldebris[a]["x"] + CHARSIZE
end
end
end
--[[
-- no collision with traps
for a = 1, #tbltrap do
if tbltrap[a]["enabled"] == true then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbltrap[a]["x"], tbltrap[a]["y"], CHARSIZE, CHARSIZE) == true then
if tbltrap[a]["kind"] == 0 then --get damage with only static traps
tbldebris[index]["damage"] = tbldebris[index]["damage"] + 1
if tbldebris[index]["damage"] == 3 then
tbldebris[index]["enabled"] = false
-- effect: explode debris
neweffect(tbldebris[index]["x"], tbldebris[index]["y"], 1)
end
end
trapcollide(a)
fakex = tbltrap[a]["x"] + CHARSIZE
end
end
end
]]--
-- no collision with doors
if collcheck(tbldebris[index]["x"], tbldebris[index]["y"], CHARSIZE, CHARSIZE, startx, starty, TILESIZE, TILESIZE) == true then
fakex = startx * 48 + CHARSIZE
elseif collcheck(tbldebris[index]["x"], tbldebris[index]["y"], CHARSIZE, CHARSIZE, endx, endy, TILESIZE, TILESIZE) == true then
fakex = endx * 48 + CHARSIZE
end
for a = 1, #tbllava do --lava
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbllava[a]["x"], tbllava[a]["y"], TILESIZE, TILESIZE) == true then
tbldebris[index]["enabled"] = false
-- effect: explode debris
neweffect(tbldebris[index]["x"], tbldebris[index]["y"], 1)
return
end
end
tbldebris[index]["x"] = fakex
elseif direction == "right" then
fakex = fakex + speed
tx1, ty1 = postotile(objtocorner(fakex, fakey, 2))
tx2, ty2 = postotile(objtocorner(fakex, fakey, 3))
if map[tx1][ty1] == 1 or map[tx2][ty2] == 1 then
fakex = (tx1 * TILESIZE) - TILESIZE - CHARSIZE
end
for a = 1, #tbldebris do
if tbldebris[a]["enabled"] == true and not (a == index) then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbldebris[a]["x"], tbldebris[a]["y"], CHARSIZE, CHARSIZE) == true then
fakex = tbldebris[a]["x"] - CHARSIZE
end
end
end
--[[
-- no collision with traps
for a = 1, #tbltrap do
if tbltrap[a]["enabled"] == true then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbltrap[a]["x"], tbltrap[a]["y"], CHARSIZE, CHARSIZE) == true then
if tbltrap[a]["kind"] == 0 then --get damage with only static traps
tbldebris[index]["damage"] = tbldebris[index]["damage"] + 1
if tbldebris[index]["damage"] == 3 then
tbldebris[index]["enabled"] = false
-- effect: explode debris
neweffect(tbldebris[index]["x"], tbldebris[index]["y"], 1)
end
end
trapcollide(a)
fakex = tbltrap[a]["x"] - CHARSIZE
end
end
end
]]--
-- no collision with doors
if collcheck(tbldebris[index]["x"], tbldebris[index]["y"], CHARSIZE, CHARSIZE, startx, starty, TILESIZE, TILESIZE) == true then
fakex = startx * 48 - CHARSIZE
elseif collcheck(tbldebris[index]["x"], tbldebris[index]["y"], CHARSIZE, CHARSIZE, endx, endy, TILESIZE, TILESIZE) == true then
fakex = endx * 48 - CHARSIZE
end
for a = 1, #tbllava do --lava
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbllava[a]["x"], tbllava[a]["y"], TILESIZE, TILESIZE) == true then
tbldebris[index]["enabled"] = false
-- effect: explode debris
neweffect(tbldebris[index]["x"], tbldebris[index]["y"], 1)
return
end
end
tbldebris[index]["x"] = fakex
end
-- with boss
if currentstage == 25 then
if bossdefeated == false then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, 48 * 11, 48 * 7, 144, 96) == true then
corecorruption = corecorruption + 20
tbldebris[index]["enabled"] = false
-- effect: explode debris
neweffect(tbldebris[index]["x"], tbldebris[index]["y"], 1)
if corecorruption >= 100 then
bossdefeated = true
love.audio.stop()
end
return
end
end
end
end
function debcollplayer(direction, index)
if direction == 0 then --to right
if collcheck(tbldebris[index]["x"], tbldebris[index]["y"], CHARSIZE, CHARSIZE, player["x"], player["y"], CHARSIZE, CHARSIZE) == true then
tbldebris[index]["x"] = player["x"] - CHARSIZE
end
elseif direction == 1 then -- to left
if collcheck(tbldebris[index]["x"], tbldebris[index]["y"], CHARSIZE, CHARSIZE, player["x"], player["y"], CHARSIZE, CHARSIZE) == true then
tbldebris[index]["x"] = player["x"] + CHARSIZE
end
elseif direction ==3 then -- to down
if collcheck(tbldebris[index]["x"], tbldebris[index]["y"], CHARSIZE, CHARSIZE, player["x"], player["y"], CHARSIZE, CHARSIZE) == true then
tbldebris[index]["y"] = player["y"] - CHARSIZE
end
end
end
function trapcollide(index) -- when trap collide with tile/player/debris
if tbltrap[index]["kind"] == 0 then -- fire
tbltrap[index]["enabled"] = false
-- smoke effect
neweffect(tbltrap[index]["x"], tbltrap[index]["y"], 0)
elseif tbltrap[index]["kind"] == 1 then -- proto-cog
tbltrap[index]["enabled"] = false
-- explosion effect
neweffect(tbltrap[index]["x"], tbltrap[index]["y"], 1)
elseif tbltrap[index]["kind"] == 2 then -- cog
-- switch direction
if tbltrap[index]["direction"] == 0 then -- right
tbltrap[index]["direction"] = 1
elseif tbltrap[index]["direction"] == 1 then -- left
tbltrap[index]["direction"] = 0
elseif tbltrap[index]["direction"] == 2 then -- up
tbltrap[index]["direction"] = 3
elseif tbltrap[index]["direction"] == 3 then -- down
tbltrap[index]["direction"] = 2
end
end
end
function trapmove(direction, speed, index) --move trap.
local fakex
local fakey
local tx1
local ty1
local tx2
local ty2
local a
local colltile
fakex = tbltrap[index]["x"]
fakey = tbltrap[index]["y"]
if tbltrap[index]["kind"] == 0 then --fire can't move!
speed = 0
end
if direction == "up" then
fakey = fakey - speed
tx1, ty1 = postotile(objtocorner(fakex, fakey, 0))
tx2, ty2 = postotile(objtocorner(fakex, fakey, 2))
if map[tx1][ty1] == 1 or map[tx2][ty2] == 1 then
fakey = ty1 * TILESIZE
-- collide with wall
trapcollide(index)
end
for a = 1, #tbldebris do
if tbldebris[a]["enabled"] == true then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbldebris[a]["x"], tbldebris[a]["y"], CHARSIZE, CHARSIZE) == true then
-- collide with debris
print("debris got damage by trap "..a..". "..direction..".")
tbldebris[a]["damage"] = tbldebris[a]["damage"] + 1
if tbldebris[a]["damage"] == 3 then
tbldebris[a]["enabled"] = false
-- maybe eff..
-- effect: explode debris
neweffect(tbldebris[a]["x"], tbldebris[a]["y"], 1)
end
fakey = tbldebris[a]["y"] + CHARSIZE
trapcollide(index)
return
end
end
end
-- collide with player..
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, player["x"], player["y"], CHARSIZE, CHARSIZE) == true then
fakey = player["y"] + CHARSIZE
if collcheck(startx * TILESIZE, starty * TILESIZE, TILESIZE, TILESIZE, player["x"], player["y"], CHARSIZE, CHARSIZE) == false then
-- effect: player become debris
neweffect(player["x"], player["y"], 0)
newdebris(player["x"], player["y"], player["direction"])
player["x"] = startx * 48
player["y"] = starty * 48
player["blink"] = true
player["blinktime"] = 5
print("player become debris, "..direction)
end
trapcollide(index)
end
tbltrap[index]["y"] = fakey
elseif direction == "down" then
fakey = fakey + speed
tx1, ty1 = postotile(objtocorner(fakex, fakey, 1))
tx2, ty2 = postotile(objtocorner(fakex, fakey, 3))
if map[tx1][ty1] == 1 or map[tx2][ty2] == 1 then -- with wall
fakey = (ty1 * TILESIZE) - TILESIZE - CHARSIZE
trapcollide(index)
end
for a = 1, #tbldebris do
if tbldebris[a]["enabled"] == true then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbldebris[a]["x"], tbldebris[a]["y"], CHARSIZE, CHARSIZE) == true then
-- with debris
print("debris got damage by trap "..a..". "..direction..".")
tbldebris[a]["damage"] = tbldebris[a]["damage"] + 1
if tbldebris[a]["damage"] == 3 then
tbldebris[a]["enabled"] = false
-- effect: explode debris
neweffect(tbldebris[a]["x"], tbldebris[a]["y"], 1)
print("debris "..a.." disabled")
end
fakey = tbldebris[a]["y"] - CHARSIZE
trapcollide(index)
return
end
end
end
-- with player
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, player["x"], player["y"], CHARSIZE, CHARSIZE) == true then
fakey = player["y"] - CHARSIZE
if collcheck(startx * TILESIZE, starty * TILESIZE, TILESIZE, TILESIZE, player["x"], player["y"], CHARSIZE, CHARSIZE) == false then
-- effect: player become debris
neweffect(player["x"], player["y"], 0)
newdebris(player["x"], player["y"], player["direction"])
player["x"] = startx * 48
player["y"] = starty * 48
player["blink"] = true
player["blinktime"] = 5
print("player become debris, "..direction)
end
trapcollide(index)
end
tbltrap[index]["y"] = fakey
elseif direction == "left" then
fakex = fakex - speed
tx1, ty1 = postotile(objtocorner(fakex, fakey, 0))
tx2, ty2 = postotile(objtocorner(fakex, fakey, 1))
if map[tx1][ty1] == 1 or map[tx2][ty2] == 1 then
fakex = tx1 * TILESIZE
-- with wall
trapcollide(index)
end
for a = 1, #tbldebris do
if tbldebris[a]["enabled"] == true then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbldebris[a]["x"], tbldebris[a]["y"], CHARSIZE, CHARSIZE) == true then
-- with debris
print("debris got damage by trap "..a..". "..direction..".")
tbldebris[a]["damage"] = tbldebris[a]["damage"] + 1
if tbldebris[a]["damage"] == 3 then
tbldebris[a]["enabled"] = false
-- effect: explode debris
neweffect(tbldebris[a]["x"], tbldebris[a]["y"], 1)
print("debris "..a.." disabled")
end
fakex = tbldebris[a]["x"] + CHARSIZE
trapcollide(index)
return
end
end
end
-- with player
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, player["x"], player["y"], CHARSIZE, CHARSIZE) == true then
fakex = player["x"] + CHARSIZE
if collcheck(startx * TILESIZE, starty * TILESIZE, TILESIZE, TILESIZE, player["x"], player["y"], CHARSIZE, CHARSIZE) == false then
-- effect: player become debris
neweffect(player["x"], player["y"], 0)
newdebris(player["x"], player["y"], player["direction"])
player["x"] = startx * 48
player["y"] = starty * 48
player["blink"] = true
player["blinktime"] = 5
print("player become debris, "..direction)
end
trapcollide(index)
end
tbltrap[index]["x"] = fakex
elseif direction == "right" then
fakex = fakex + speed
tx1, ty1 = postotile(objtocorner(fakex, fakey, 2))
tx2, ty2 = postotile(objtocorner(fakex, fakey, 3))
if map[tx1][ty1] == 1 or map[tx2][ty2] == 1 then
fakex = (tx1 * TILESIZE) - TILESIZE - CHARSIZE
-- with wall
trapcollide(index)
end
for a = 1, #tbldebris do
if tbldebris[a]["enabled"] == true then
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, tbldebris[a]["x"], tbldebris[a]["y"], CHARSIZE, CHARSIZE) == true then
-- with debris
print("debris got damage by trap "..a..". "..direction..".")
tbldebris[a]["damage"] = tbldebris[a]["damage"] + 1
if tbldebris[a]["damage"] == 3 then
tbldebris[a]["enabled"] = false
-- effect: explode debris
neweffect(tbldebris[a]["x"], tbldebris[a]["y"], 1)
print("debris "..a.." disabled")
end
fakex = tbldebris[a]["x"] - CHARSIZE
trapcollide(index)
return
end
end
end
-- with player
if collcheck(fakex, fakey, CHARSIZE, CHARSIZE, player["x"], player["y"], CHARSIZE, CHARSIZE) == true then
fakex = player["x"] - CHARSIZE
if collcheck(startx * TILESIZE, starty * TILESIZE, TILESIZE, TILESIZE, player["x"], player["y"], CHARSIZE, CHARSIZE) == false then
-- effect: player become debris
neweffect(player["x"], player["y"], 0)
newdebris(player["x"], player["y"], player["direction"])
player["x"] = startx * 48
player["y"] = starty * 48
player["blink"] = true
player["blinktime"] = 5
end
trapcollide(index)
end
tbltrap[index]["x"] = fakex
end
end