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geldispenser.lua
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geldispenser.lua
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geldispenser = class("geldispenser")
function geldispenser:init(x, y, r)
--PHYSICS STUFF
self.cox = x
self.coy = y
self.x = x-1
self.y = y-1
self.r = r
self.speedy = 0
self.speedx = 0
self.width = 2
self.height = 2
self.static = true
self.active = true
self.category = 7
self.mask = {true, false, false, false, false, false}
self.dir = "down"
self.id = 1
self.timer = 0
self.input1state = "off"
self.dropping = true
--Input list
self.r = {unpack(r)}
table.remove(self.r, 1)
table.remove(self.r, 1)
--DIR
if #self.r > 0 then
self.dir = self.r[1]
table.remove(self.r, 1)
end
--ID
if #self.r > 0 then
self.id = tonumber(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.dropping = false
end
table.remove(self.r, 1)
end
self:link()
end
function geldispenser: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 geldispenser:update(dt)
if self.dropping then
self.timer = self.timer + dt
while self.timer > geldispensespeed do
self.timer = self.timer - geldispensespeed
if self.dir == "down" then
table.insert(objects["gel"], gel:new(self.x+1.5 + (math.random()-0.5)*1, self.y+12/16, self.id))
objects["gel"][#objects["gel"]].speedy = 10
elseif self.dir == "right" then
table.insert(objects["gel"], gel:new(self.x+14/16, self.y+1.5 + (math.random()-0.5)*1, self.id))
objects["gel"][#objects["gel"]].speedx = 20
objects["gel"][#objects["gel"]].speedy = -4
elseif self.dir == "left" then
table.insert(objects["gel"], gel:new(self.x+30/16, self.y+1.5 + (math.random()-0.5)*1, self.id))
objects["gel"][#objects["gel"]].speedx = -20
objects["gel"][#objects["gel"]].speedy = -4
elseif self.dir == "up" then
table.insert(objects["gel"], gel:new(self.x+1.5 + (math.random()-0.5)*1, self.y+12/16, self.id))
objects["gel"][#objects["gel"]].speedy = -30
end
end
end
return false
end
function geldispenser:draw()
if self.dir == "down" then
love.graphics.draw(geldispenserimg, math.floor((self.cox-xscroll-1)*16*scale), (self.coy-yscroll-1.5)*16*scale, 0, scale, scale, 0, 0)
elseif self.dir == "right" then
love.graphics.draw(geldispenserimg, math.floor((self.cox-xscroll-1)*16*scale), (self.coy-yscroll+.5)*16*scale, math.pi*1.5, scale, scale, 0, 0)
elseif self.dir == "left" then
love.graphics.draw(geldispenserimg, math.floor((self.cox-xscroll+1)*16*scale), (self.coy-yscroll-1.5)*16*scale, math.pi*0.5, scale, scale, 0, 0)
elseif self.dir == "up" then
love.graphics.draw(geldispenserimg, math.floor((self.cox-xscroll+1)*16*scale), (self.coy-yscroll+.5)*16*scale, math.pi, scale, scale, 0, 0)
end
end
function geldispenser:input(t, input)
if input == "power" then
if t == "on" and self.input1state == "off" then
self.dropping = not self.dropping
elseif t == "off" and self.input1state == "on" then
self.dropping = not self.dropping
elseif t == "toggle" then
self.dropping = not self.dropping
end
self.input1state = t
end
end