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bulletbill.lua
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bulletbill.lua
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rocketlauncher = class("rocketlauncher")
function rocketlauncher:init(x, y)
self.x = x
self.y = y
self.id = id
self:randomtime()
self.timer = self.time-0.5
self.autodelete = true
end
function rocketlauncher:update(dt)
self.timer = self.timer + dt
if self.timer > self.time and self.x > xscroll and self.x < xscroll+width+2 then
if self:fire() then
self.timer = 0
self:randomtime()
--remove on non solids
if not tilequads[map[self.x][self.y][1]]:getproperty("collision", self.x, self.y) then
return true
else
return false
end
end
end
end
function rocketlauncher:fire()
--count all bullet bills
local count = 0
for i, v in pairs(objects["enemy"]) do
if v.t == "bulletbill" then
count = count + 1
end
end
if count >= maximumbulletbills then
return false
end
--get nearest player
local pl = 1
for i = 2, players do
if math.abs(objects["player"][i].x + 14/16 - self.x) < math.abs(objects["player"][pl].x + 14/16 - self.x) then
pl = i
end
end
if objects["player"][pl].x + 14/16 > self.x + bulletbillrange then
table.insert(objects["enemy"], enemy:new(self.x, self.y, "bulletbill"))
return true
elseif objects["player"][pl].x + 14/16 < self.x - bulletbillrange then
table.insert(objects["enemy"], enemy:new(self.x, self.y, "bulletbill"))
return true
end
end
function rocketlauncher:randomtime()
local rand = math.random(bulletbilltimemin*10, bulletbilltimemax*10)/10
self.time = rand
end
----------------------
--[[
bulletbill = class("bulletbill")
function bulletbill:init(x, y, dir)
self.startx = x-14/16
--PHYSICS STUFF
self.x = self.startx
self.y = y-14/16
self.speedy = 0
if dir == "left" then
self.speedx = -bulletbillspeed
self.customscissor = {self.x-18/16, self.y-2/16, 1, 1}
else
self.speedx = bulletbillspeed
self.customscissor = {self.x+14/16, self.y-2/16, 1, 1}
end
self.width = 12/16
self.height = 12/16
self.static = false
self.active = true
self.gravity = 0
self.rotation = 0
self.autodelete = true
self.timer = 0
--IMAGE STUFF
self.drawable = true
self.quad = bulletbillquad[spriteset]
self.offsetX = 6
self.offsetY = 2
self.quadcenterX = 8
self.quadcenterY = 8
self.graphic = bulletbillimg
self.category = 11
self.animationdirection = dir
self.mask = { true,
true, false, false, false, true,
true, true, true, true, true,
true, false, true, true, true,
true, true, true, true, true,
true, true, true, true, true,
true, true, true, true, true}
self.shot = false
playsound("bulletbill")
end
function bulletbill:update(dt)
if self.x < self.startx - 1 or self.x > self.startx + 1 then
self.customscissor = nil
end
if self.shot then
self.speedy = self.speedy + shotgravity*dt
self.x = self.x+self.speedx*dt
self.y = self.y+self.speedy*dt
--check if goomba offscreen
if self.y > 18 then
return true
else
return false
end
else
self.timer = self.timer + dt
if self.timer >= bulletbilllifetime then
return true
end
if self.rotation ~= 0 then
if math.abs(math.abs(self.rotation)-math.pi/2) < 0.1 then
self.rotation = -math.pi/2
else
self.rotation = 0
end
end
if self.speedx < 0 then
self.animationdirection = "left"
elseif self.speedx > 0 then
self.animationdirection = "right"
elseif self.speedy < 0 then
self.animationdirection = "right"
elseif self.speedy > 0 then
self.animationdirection = "left"
end
end
end
function bulletbill:stomp(dir) --fireball, star, turtle
self.shot = true
self.speedy = 0
self.direction = dir or "right"
self.active = false
self.gravity = shotgravity
if self.direction == "left" then
self.speedx = -shotspeedx
else
self.speedx = shotspeedx
end
end
function bulletbill:shotted(dir)
self:stomp(dir)
end
function bulletbill:rightcollide(a, b)
self:globalcollide(a, b)
return false
end
function bulletbill:leftcollide(a, b)
self:globalcollide(a, b)
return false
end
function bulletbill:ceilcollide(a, b)
self:globalcollide(a, b)
if a == "player" or a == "box" then
self:stomp()
end
return false
end
function bulletbill:floorcollide(a, b)
self:globalcollide(a, b)
return false
end
function bulletbill:globalcollide(a, b)
if self.killstuff then
if a == "goomba" or a == "koopa" then
b:shotted("left")
return true
end
else
return true
end
end
function bulletbill:portaled()
self.killstuff = true
end--]]