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lightbridge.lua
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lightbridge.lua
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lightbridge = class:new()
function lightbridge:init(x, y, dir, r)
self.cox = x
self.coy = y
self.dir = dir
self.r = r
self.childtable = {}
self.enabled = true
self:updaterange()
end
function lightbridge:link()
self.outtable = {}
if #self.r > 2 then
for j, w in pairs(outputs) do
for i, v in pairs(objects[w]) do
if tonumber(self.r[4]) == v.cox and tonumber(self.r[5]) == v.coy then
v:addoutput(self)
self.enabled = false
end
end
end
end
end
function lightbridge:input(t)
if t == "on" then
self.enabled = true
self:updaterange()
elseif t == "off" then
self.enabled = false
self:updaterange()
else
self.enabled = not self.enabled
self:updaterange()
end
end
function lightbridge:update(dt)
end
function lightbridge:draw()
local rot = 0
if self.dir == "up" then
rot = math.pi*1.5
elseif self.dir == "down" then
rot = math.pi*0.5
elseif self.dir == "left" then
rot = math.pi
end
love.graphics.draw(lightbridgesideimg, math.floor((self.cox-xscroll-.5)*16*scale), (self.coy-1)*16*scale, rot, scale, scale, 8, 8)
end
function lightbridge:updaterange()
for i, v in pairs(self.childtable) do
v.destroy = true
end
self.childtable = {}
if self.enabled == false then
return
end
local dir = self.dir
local startx, starty = self.cox, self.coy
local x, y = self.cox, self.coy
local firstcheck = true
local quit = false
while x >= 1 and x <= mapwidth and y >= 1 and y <= 15 and tilequads[map[x][y][1]].collision == false and (x ~= startx or y ~= starty or dir ~= self.dir or firstcheck == true) and quit == false do
firstcheck = false
if dir == "right" then
x = x + 1
table.insert(objects["lightbridgebody"], lightbridgebody:new(self, x-1, y, "hor"))
elseif dir == "left" then
x = x - 1
table.insert(objects["lightbridgebody"], lightbridgebody:new(self, x+1, y, "hor"))
elseif dir == "up" then
y = y - 1
table.insert(objects["lightbridgebody"], lightbridgebody:new(self, x, y+1, "ver"))
elseif dir == "down" then
y = y + 1
table.insert(objects["lightbridgebody"], lightbridgebody:new(self, x, y-1, "ver"))
end
--check if current block is a portal
local portalx, portaly, portalfacing, infacing = getPortal(x, y)
if portalx ~= false and ((dir == "left" and infacing == "right") or (dir == "right" and infacing == "left") or (dir == "up" and infacing == "down") or (dir == "down" and infacing == "up")) then
x, y = portalx, portaly
dir = portalfacing
if dir == "right" then
x = x + 1
elseif dir == "left" then
x = x - 1
elseif dir == "up" then
y = y - 1
elseif dir == "down" then
y = y + 1
end
end
--doors
for i, v in pairs(objects["door"]) do
if v.active then
if v.dir == "ver" then
if x == v.cox and (y == v.coy or y == v.coy-1) then
quit = true
end
elseif v.dir == "hor" then
if y == v.coy and (x == v.cox or x == v.cox+1) then
quit = true
end
end
end
end
end
end
function lightbridge:addChild(t)
table.insert(self.childtable, t)
end
------------------------------------
lightbridgebody = class:new()
function lightbridgebody:init(parent, x, y, dir)
parent:addChild(self)
self.cox = x
self.coy = y
self.dir = dir
--PHYSICS STUFF
if dir == "hor" then
self.x = x-1
self.y = y-9/16
self.width = 1
self.height = 1/8
else
self.x = x-9/16
self.y = y-1
self.width= 1/8
self.height = 1
end
self.static = true
self.active = true
self.category = 28
self.mask = {true}
self:pushstuff()
end
function lightbridgebody:pushstuff()
local col = checkrect(self.x, self.y, self.width, self.height, {"box", "player"})
for i = 1, #col, 2 do
local v = objects[col[i]][col[i+1]]
if self.dir == "ver" then
if v.speedx >= 0 then
if #checkrect(self.x + self.width, v.y, v.width, v.height, {"exclude", v}, true) > 0 then
v.x = self.x - v.width
else
v.x = self.x + self.width
end
else
if #checkrect(self.x - v.width, v.y, v.width, v.height, {"exclude", v}, true) > 0 then
v.x = self.x + self.width
else
v.x = self.x - v.width
end
end
elseif self.dir == "hor" then
if v.speedy <= 0 then
if #checkrect(v.x, self.y - v.height, v.width, v.height, {"exclude", v}, true) > 0 then
v.y = self.y + self.height
else
v.y = self.y - v.height
end
else
if #checkrect(v.x, self.y + self.height, v.width, v.height, {"exclude", v}, true) > 0 then
v.y = self.y - v.height
else
v.y = self.y + self.height
end
end
end
end
end
function lightbridgebody:update(dt)
if self.destroy then
return true
else
return false
end
end
function lightbridgebody:draw()
love.graphics.setColor(1, 1, 1)
if self.dir == "hor" then
love.graphics.draw(lightbridgeimg, math.floor((self.cox-xscroll-1)*16*scale), (self.coy-20/16)*16*scale, 0, scale, scale)
else
love.graphics.draw(lightbridgeimg, math.floor((self.cox-xscroll-5/16)*16*scale), (self.coy-1)*16*scale, math.pi/2, scale, scale, 8, 1)
end
end