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portal.lua
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portal.lua
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portal = class("portal")
function portal:init(number, c1, c2)
self.number = number
self.portal1color = c1 or {60, 188, 252}
self.portal2color = c2 or {232, 130, 30}
self.animationtimer = 0
self.portalframe = 1
self.openscale = {0, 0}
self.x1, self.y1, self.facing1, self.x2, self.y2, self.facing2 = false, false, false, false, false, false
end
function portal:createportal(i, cox, coy, side, tendency)
if cox and tendency then
local otheri = 1
if i == 1 then
otheri = 2
end
moveoutportal(i)
--remove the portal temporarily so that it doesn't obstruct itself
local oldx, oldy, oldfacing
if i == 1 then
oldx, oldy, oldfacing = self.x1, self.y1, self.facing1
self.x1, self.y1 = false, false
else
oldx, oldy, oldfacing = self.x2, self.y2, self.facing2
self.x2, self.y2 = false, false
end
local newx, newy = getportalposition(i, cox, coy, side, tendency)
if newx and (newx ~= oldx or newy ~= oldy or side ~= oldfacing) then
if i == 1 then
self.x1 = newx
self.y1 = newy
self.facing1 = side
else
self.x2 = newx
self.y2 = newy
self.facing2 = side
end
--physics
--Recreate old hole
if oldfacing == "up" then
modifyportaltiles(oldx, oldy, 1, 0, self, i, "add")
elseif oldfacing == "down" then
modifyportaltiles(oldx, oldy, -1, 0, self, i, "add")
elseif oldfacing == "left" then
modifyportaltiles(oldx, oldy, 0, -1, self, i, "add")
elseif oldfacing == "right" then
modifyportaltiles(oldx, oldy, 0, 1, self, i, "add")
end
local otheri = 1
if i == 1 then
otheri = 2
end
if oldx == false then --Remove blocks from other portal
local x, y, side
if otheri == 1 then
side = self.facing1
x, y = self.x1, self.y1
else
side = self.facing2
x, y = self.x2, self.y2
end
if side == "up" then
modifyportaltiles(x, y, 1, 0, self, otheri, "remove")
elseif side == "down" then
modifyportaltiles(x, y, -1, 0, self, otheri, "remove")
elseif side == "left" then
modifyportaltiles(x, y, 0, -1, self, otheri, "remove")
elseif side == "right" then
modifyportaltiles(x, y, 0, 1, self, otheri, "remove")
end
end
if i == 1 then
playsound("portal1open")
else
playsound("portal2open")
end
modifyportalwalls()
updateranges()
self.openscale[i] = 0
else
--recreate the temporarily removed portal
self["x" .. i], self["y" .. i] = oldx, oldy
end
end
end
function portal:removeportal(i)
if self["x" .. i] then
moveoutportal(i)
local otheri = 1
if i == 1 then
otheri = 2
end
if self["facing" .. i] == "up" then
modifyportaltiles(self["x" .. i], self["y" .. i], 1, 0, self, i, "add")
elseif self["facing" .. i] == "down" then
modifyportaltiles(self["x" .. i], self["y" .. i], -1, 0, self, i, "add")
elseif self["facing" .. i] == "left" then
modifyportaltiles(self["x" .. i], self["y" .. i], 0, -1, self, i, "add")
elseif self["facing" .. i] == "right" then
modifyportaltiles(self["x" .. i], self["y" .. i], 0, 1, self, i, "add")
end
if self["x" .. otheri] then
if self["facing" .. otheri] == "up" then
modifyportaltiles(self["x" .. otheri], self["y" .. otheri], 1, 0, self, otheri, "add")
elseif self["facing" .. otheri] == "down" then
modifyportaltiles(self["x" .. otheri], self["y" .. otheri], -1, 0, self, otheri, "add")
elseif self["facing" .. otheri] == "left" then
modifyportaltiles(self["x" .. otheri], self["y" .. otheri], 0, -1, self, otheri, "add")
elseif self["facing" .. otheri] == "right" then
modifyportaltiles(self["x" .. otheri], self["y" .. otheri], 0, 1, self, otheri, "add")
end
end
self["x" .. i] = false
self["y" .. i] = false
self["facing" .. i] = false
modifyportalwalls()
for j = 1, 6 do
objects["portalwall"][self.number .. "-" .. i .. "-" .. j] = nil
end
updateranges()
end
end
function portal:update(dt)
self.animationtimer = self.animationtimer + dt
while self.animationtimer > portalanimationdelay do
self.animationtimer = 0
self.portalframe = self.portalframe + 1
if self.portalframe > portalanimationcount then
self.portalframe = 1
end
end
for i = 1, 2 do
self.openscale[i] = math.min(1, self.openscale[i]+dt*15)
end
end
function portal:draw()
for i = 1, 2 do
if self["x" .. i] ~= false then
--Standard values "up"
local rotation = 0
local offsetx, offsety = 16, -3
if self["facing" .. i] == "right" then
rotation = math.pi/2
offsetx, offsety = 11, 8
elseif self["facing" .. i] == "down" then
rotation = math.pi
offsetx, offsety = 0, 3
elseif self["facing" .. i] == "left" then
rotation = math.pi*1.5
offsetx, offsety = 5, -8
end
local glowalpha = 100
if self.x2 and self.x1 then
--portal glow
love.graphics.setColor(255, 255, 255, 80 - math.abs(self.portalframe-3)*10)
love.graphics.draw(portalglowimg, math.floor(((self["x" .. i]-1-xscroll)*16+offsetx)*scale), math.floor(((self["y" .. i]-yscroll-1)*16+offsety)*scale), rotation, scale*self.openscale[i], scale, 16, 20)
love.graphics.setColor(255, 255, 255, 255)
end
love.graphics.setColor(unpack(self["portal" .. i .. "color"]))
love.graphics.drawq(portalimg, portalquad[self.portalframe], math.floor(((self["x" .. i]-1-xscroll)*16+offsetx)*scale), math.floor(((self["y" .. i]-yscroll-1)*16+offsety)*scale), rotation, scale*self.openscale[i], scale, 16, 8)
end
end
end