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scaffold.lua
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scaffold.lua
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scaffold = class("scaffold")
function scaffold:init(x, y, r)
--Input list
self.r = {unpack(r)}
table.remove(self.r, 1)
table.remove(self.r, 1)
--DIRECTION
if #self.r > 0 then
self.dir = self.r[1]
table.remove(self.r, 1)
end
--POWER
if #self.r > 0 then
self.power = self.r[1] == "false"
table.remove(self.r, 1)
end
--SIZE
if #self.r > 0 then
self.size = tonumber(self.r[1])
table.remove(self.r, 1)
end
--Distance
if #self.r > 0 then
self.distance = tonumber(self.r[1])
table.remove(self.r, 1)
end
--SPEED
if #self.r > 0 then
self.speed = tonumber(self.r[1])
table.remove(self.r, 1)
end
--Time1
if #self.r > 0 then
self.time1 = tonumber(self.r[1])
table.remove(self.r, 1)
end
--Time2
if #self.r > 0 then
self.time2 = tonumber(self.r[1])
table.remove(self.r, 1)
end
--PHYSICS STUFF
if (self.size ~= math.floor(self.size)) then
self.x = x-0.25
else
self.x = x-1
end
self.y = y-15/16
self.startx = self.x
self.starty = self.y+15/16
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
if self.dir == "down" or self.dir == "up" then
self.starty = self.starty-1
end
--IMAGE STUFF
self.drawable = false
self.rotation = 0
self.timer = 0
self.state = "start"
self.input1state = "off"
end
function scaffold: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 scaffold: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.input1state = t
end
end
function scaffold:update(dt)
if not self.power then
return false
end
if self.state == "start" then
self.timer = self.timer + dt
if self.timer > self.time1 then
if self.dir == "right" then
self.speedx = self.speed
elseif self.dir == "left" then
self.speedx = -self.speed
elseif self.dir == "down" then
self.speedy = self.speed
elseif self.dir == "up" then
self.speedy = -self.speed
end
self.state = "movingforth"
self.timer = 0
end
elseif self.state == "end" then
self.timer = self.timer + dt
if self.timer > self.time2 then
if self.dir == "right" then
self.speedx = -self.speed
elseif self.dir == "left" then
self.speedx = self.speed
elseif self.dir == "down" then
self.speedy = -self.speed
elseif self.dir == "up" then
self.speedy = self.speed
end
self.state = "movingback"
self.timer = 0
end
elseif self.state == "movingforth" or self.state == "movingback" then
--moving part!
local checktable = {"player", "enemy", "box"}
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
end
end
end
self.x = nextx
self.y = nexty
if self.dir == "right" or self.dir == "left" then
--check if end or start
if self.state == "movingforth" then
if self.dir == "right" then
if self.x > self.startx + self.distance then
self.state = "end"
self.x = self.startx + self.distance
end
else
if self.x < self.startx - self.distance then
self.state = "end"
self.x = self.startx - self.distance
end
end
else
if self.dir == "left" then
if self.x > self.startx then
self.state = "start"
self.x = self.startx
end
else
if self.x < self.startx then
self.state = "start"
self.x = self.startx
end
end
end
else
--check if end or start
if self.state == "movingforth" then
if self.dir == "down" then
if self.y > self.starty + self.distance then
self.state = "end"
self.y = self.starty + self.distance
end
else
if self.y < self.starty - self.distance then
self.state = "end"
self.y = self.starty - self.distance
end
end
else
if self.dir == "up" then
if self.y > self.starty then
self.state = "start"
self.y = self.starty
end
else
if self.y < self.starty then
self.state = "start"
self.y = self.starty
end
end
end
end
end
return false
end
function scaffold:draw()
for i = 1, self.size do
if self.dir ~= "justright" then
love.graphics.draw(scaffoldimg, 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(scaffoldimg, 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 scaffold:rightcollide(a, b)
return false
end
function scaffold:leftcollide(a, b)
return false
end
function scaffold:ceilcollide(a, b)
if self.dir == "justright" then
self.speedx = platformbonusspeed
end
return false
end
function scaffold:floorcollide(a, b)
return false
end
function scaffold:passivecollide(a, b)
return false
end