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platform.lua
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platform.lua
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platform = class("platform")
function platform:init(x, y, r, diroverride)
self.size = 2
self.dir = diroverride or "normal" --(normal, Justup, Justdown, justright(bonus stage), fall)
self.speed = platformjustspeed
self.xdistance = 0
self.ydistance = 0
--Input list
self.r = {unpack(r)}
table.remove(self.r, 1)
table.remove(self.r, 1)
--SIZE
if #self.r > 0 then
self.size = tonumber(self.r[1])
table.remove(self.r, 1)
end
--X Distance
if #self.r > 0 then
if string.sub(self.r[1], 1, 1) == "m" then
self.xdistance = -tonumber(string.sub(self.r[1], 2))
else
self.xdistance = tonumber(self.r[1])
end
table.remove(self.r, 1)
end
--X Distance
if #self.r > 0 then
if string.sub(self.r[1], 1, 1) == "m" then
self.ydistance = -tonumber(string.sub(self.r[1], 2))
else
self.ydistance = tonumber(self.r[1])
end
table.remove(self.r, 1)
end
--Time
if #self.r > 0 then
self.time = tonumber(self.r[1])
table.remove(self.r, 1)
end
--PHYSICS STUFF
if (self.size ~= math.floor(self.size)) then
self.x = x-1.25
else
self.x = x-1
end
self.y = y-15/16
self.startx = self.x
self.starty = self.y
self.speedx = 0 --!
self.speedy = 0
self.width = self.size
self.height = 8/16
self.static = true
self.active = true
self.category = 15
self.mask = {true}
self.gravity = 0
--IMAGE STUFF
self.drawable = false
self.rotation = 0
self.timer = 0
if self.dir == "justup" then
self.speedy = -self.speed
elseif self.dir == "justdown" then
self.speedy = self.speed
end
end
function platform:func(i) --0-1 in please
return (-math.cos(i*math.pi*2)+1)/2
end
function platform:update(dt)
if dt > 0 then --Debug fix when dividing by dt
if self.dir == "normal" then
self.timer = self.timer + dt
while self.timer > self.time do
self.timer = self.timer - self.time
end
local newx = (self.startx) + self:func(self.timer/self.time)*self.xdistance
local newy = (self.starty) + self:func(self.timer/self.time)*self.ydistance
self.speedx = (newx-self.x)/dt
self.speedy = (newy-self.y)/dt
elseif self.dir == "justup" and self.y < -1 then
return true
elseif (self.dir == "justdown" or self.dir == "fall") and self.y > mapheight then
return true
end
end
local checktable = {"player", "enemy", "box"}
local numberofobjects = 0
--GET FALL SPEED
if self.dir == "fall" then
for i, v in pairs(checktable) do
for j, w in pairs(objects[v]) do
if inrange(w.x, self.x-w.width, self.x+self.width) and inrange(w.y + w.height, self.y - 0.1, self.y + 0.1) then
numberofobjects = numberofobjects + 1
end
end
end
self.speedy = numberofobjects*4
end
local nextx, nexty = self.x + self.speedx*dt, self.y + self.speedy*dt
for i, v in pairs(checktable) do
for j, w in pairs(objects[v]) do
if inrange(w.x, self.x-w.width, self.x+self.width) and inrange(w.y + w.height, self.y - 0.1, self.y + 0.1) then
local newx = w.x + self.speedx*dt
local newy = nexty - w.height
if #checkrect(newx, newy, w.width, w.height, {"exclude", w, self}, true) == 0 then
w.x = newx
w.y = newy
blay = newy+w.height
end
numberofobjects = numberofobjects + 1
end
end
end
self.x = nextx
self.y = nexty
return false
end
function platform:draw()
for i = 1, self.size do
if self.dir ~= "justright" then
love.graphics.draw(platformimg, math.floor((self.x+i-1-xscroll)*16*scale), math.floor((self.y-yscroll-8/16)*16*scale), 0, scale, scale)
else
love.graphics.draw(platformbonusimg, math.floor((self.x+i-1-xscroll)*16*scale), math.floor((self.y-yscroll-8/16)*16*scale), 0, scale, scale)
end
end
if math.ceil(self.size) ~= self.size then --draw 1 more on the rightest
love.graphics.draw(platformimg, math.floor((self.x+self.size-1-xscroll)*16*scale), math.floor((self.y-yscroll-8/16)*16*scale), 0, scale, scale)
end
end
function platform:rightcollide(a, b)
return false
end
function platform:leftcollide(a, b)
return false
end
function platform:ceilcollide(a, b)
if self.dir == "justright" then
self.speedx = platformbonusspeed
end
return false
end
function platform:floorcollide(a, b)
return false
end
function platform:passivecollide(a, b)
return false
end