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lightbridge.lua
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lightbridge.lua
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lightbridge = class("lightbridge")
function lightbridge:init(x, y, r)
self.cox = x
self.coy = y
self.dir = "right"
self.r = {unpack(r)}
self.childtable = {}
self.power = true
self.glowa = 1
self.glowtimer = 0
self.input1state = "off"
self.children = 0
self.dir = "right"
--Input list
table.remove(self.r, 1)
table.remove(self.r, 1)
--DIRECTION
if #self.r > 0 and self.r[1] ~= "link" then
self.dir = self.r[1]
table.remove(self.r, 1)
end
--POWER
if #self.r > 0 and self.r[1] ~= "link" then
if self.r[1] == "true" then
self.power = false
end
table.remove(self.r, 1)
end
self:updaterange()
end
function lightbridge: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 lightbridge:input(t, input)
if input == "power" then
if t == "on" and self.input1state == "off" then
self.power = not self.power
elseif t == "off" and self.input1state == "on" then
self.power = not self.power
elseif t == "toggle" then
self.power = not self.power
end
self:updaterange()
self.input1state = t
end
end
function lightbridge:update(dt)
self.glowtimer = self.glowtimer + dt*2
end
function lightbridge:getglowa(offset)
return math.sin(self.glowtimer-offset*0.5)*.25+.75
end
function lightbridge:draw()
local rot = 0
if self.dir == "up" then
rot = math.pi*1.5
elseif self.dir == "down" then
rot = math.pi*0.5
elseif self.dir == "left" then
rot = math.pi
end
love.graphics.draw(lightbridgesideimg, math.floor((self.cox-xscroll-.5)*16*scale), (self.coy-yscroll-1)*16*scale, rot, scale, scale, 8, 8)
end
function lightbridge:updaterange()
--save old gel values
local gels = {}
for i, v in pairs(self.childtable) do
if v.gels.top then
table.insert(gels, {x=v.cox, y=v.coy, dir="top", i=v.gels.top})
elseif v.gels.left then
table.insert(gels, {x=v.cox, y=v.coy, dir="left", i=v.gels.left})
elseif v.gels.right then
table.insert(gels, {x=v.cox, y=v.coy, dir="right", i=v.gels.right})
elseif v.gels.bottom then
table.insert(gels, {x=v.cox, y=v.coy, dir="bottom", i=v.gels.bottom})
end
end
for i, v in pairs(self.childtable) do
v.destroy = true
end
self.childtable = {}
if self.power == false then
return
end
local dir = self.dir
local startx, starty = self.cox, self.coy
local x, y = self.cox, self.coy
self.children = 0
local firstcheck = true
local quit = false
while x >= 1 and x <= mapwidth and y >= 1 and y <= mapheight and (tilequads[map[x][y][1]]:getproperty("collision", x, y) == false or tilequads[map[x][y][1]]:getproperty("grate", x, y)) and (x ~= startx or y ~= starty or dir ~= self.dir or firstcheck == true) and quit == false do
firstcheck = false
self.children = self.children + 1
if dir == "right" then
x = x + 1
table.insert(objects["lightbridgebody"], lightbridgebody:new(self, x-1, y, "hor", self.children))
elseif dir == "left" then
x = x - 1
table.insert(objects["lightbridgebody"], lightbridgebody:new(self, x+1, y, "hor", self.children))
elseif dir == "up" then
y = y - 1
table.insert(objects["lightbridgebody"], lightbridgebody:new(self, x, y+1, "ver", self.children))
elseif dir == "down" then
y = y + 1
table.insert(objects["lightbridgebody"], lightbridgebody:new(self, x, y-1, "ver", self.children))
end
--check if current block is a portal
local opp = "left"
if dir == "left" then
opp = "right"
elseif dir == "up" then
opp = "down"
elseif dir == "down" then
opp = "up"
end
local portalx, portaly, portalfacing, infacing = getPortal(x, y, opp)
if portalx ~= false and ((dir == "left" and infacing == "right") or (dir == "right" and infacing == "left") or (dir == "up" and infacing == "down") or (dir == "down" and infacing == "up")) then
x, y = portalx, portaly
dir = portalfacing
if dir == "right" then
x = x + 1
elseif dir == "left" then
x = x - 1
elseif dir == "up" then
y = y - 1
elseif dir == "down" then
y = y + 1
end
end
--doors
for i, v in pairs(objects["door"]) do
if v.active then
if v.dir == "ver" then
if x == v.cox and (y == v.coy or y == v.coy-1) then
quit = true
end
elseif v.dir == "hor" then
if y == v.coy and (x == v.cox or x == v.cox+1) then
quit = true
end
end
end
end
end
--Restore gels! yay!
--crosscheck childtable with gels to see any matching shit
for j, w in pairs(self.childtable) do
for i, v in pairs(gels) do
if v.x == w.cox and v.y == w.coy then
if v.dir == "left" or v.dir == "right" then
if w.dir == "ver" then
w.gels[v.dir] = v.i
end
else
if w.dir == "hor" then
w.gels[v.dir] = v.i
end
end
end
end
end
end
function lightbridge:addChild(t)
table.insert(self.childtable, t)
end
------------------------------------
lightbridgebody = class("lightbridgebody")
function lightbridgebody:init(parent, x, y, dir, i)
parent:addChild(self)
self.i = i
self.cox = x
self.coy = y
self.dir = dir
self.parent = parent
--PHYSICS STUFF
if dir == "hor" then
self.x = x-1
self.y = y-9/16
self.width = 1
self.height = 1/8
else
self.x = x-9/16
self.y = y-1
self.width= 1/8
self.height = 1
end
self.static = true
self.active = true
self.category = 28
self.mask = {true}
self.gels = {}
self:pushstuff()
end
function lightbridgebody:pushstuff()
local col = checkrect(self.x, self.y, self.width, self.height, {"box", "player"})
for i = 1, #col, 2 do
local v = objects[col[i]][col[i+1]]
if self.dir == "ver" then
if v.speedx >= 0 then
if #checkrect(self.x + self.width, v.y, v.width, v.height, {"exclude", v}, true) > 0 then
v.x = self.x - v.width
else
v.x = self.x + self.width
end
else
if #checkrect(self.x - v.width, v.y, v.width, v.height, {"exclude", v}, true) > 0 then
v.x = self.x + self.width
else
v.x = self.x - v.width
end
end
elseif self.dir == "hor" then
if v.speedy <= 0 then
if #checkrect(v.x, self.y - v.height, v.width, v.height, {"exclude", v}, true) > 0 then
v.y = self.y + self.height
else
v.y = self.y - v.height
end
else
if #checkrect(v.x, self.y + self.height, v.width, v.height, {"exclude", v}, true) > 0 then
v.y = self.y - v.height
else
v.y = self.y + self.height
end
end
end
end
end
function lightbridgebody:update(dt)
if self.destroy then
return true
else
return false
end
end
function lightbridgebody:draw()
love.graphics.setColor(1, 1, 1)
local glowa = self.parent:getglowa(self.i)
if self.dir == "hor" then
love.graphics.draw(lightbridgeimg, math.floor((self.cox-xscroll-1)*16*scale), (self.coy-yscroll-1.5)*16*scale, 0, scale, scale)
love.graphics.setColor(1, 1, 1, glowa)
love.graphics.draw(lightbridgeglowimg, math.floor((self.cox-xscroll-1)*16*scale), (self.coy-yscroll-1.5)*16*scale, 0, scale, scale)
else
love.graphics.draw(lightbridgeimg, math.floor((self.cox-xscroll-1/16)*16*scale), (self.coy-yscroll-1)*16*scale, math.pi/2, scale, scale, 8, 1)
love.graphics.setColor(1, 1, 1, glowa)
love.graphics.draw(lightbridgeglowimg, math.floor((self.cox-xscroll-1/16)*16*scale), (self.coy-yscroll-1)*16*scale, math.pi/2, scale, scale, 8, 1)
end
love.graphics.setColor(1, 1, 1)
--gel
for i = 1, 4 do
local dir = "top"
local r = 0
if i == 2 then
dir = "right"
r = math.pi/2
elseif i == 3 then
dir = "bottom"
r = math.pi
elseif i == 4 then
dir = "left"
r = math.pi*1.5
end
for i = 1, 4 do
if self.gels[dir] == i then
if i == 1 then
img = gel1groundimg
elseif i == 2 then
img = gel2groundimg
elseif i == 3 then
img = gel3groundimg
elseif i == 4 then
img = gel4groundimg
end
love.graphics.draw(img, math.floor((self.cox-.5-xscroll)*16*scale), math.floor((self.coy-1-yscroll)*16*scale), r, scale, scale, 8, 2)
end
end
end
end