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boss1.lua
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boss1.lua
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boss1 = {}
-- this function is for OOP
function newObject(o, class)
class.__index = class
return setmetatable(o, class)
end
function boss1.new (originPointX,originPointY)
underAttackBGM_boss1 = love.audio.newSource("audio/bossHit.wav","static")
waveBGM = love.audio.newSource("audio/bossWave2.wav", "static")
thunderballBGM = love.audio.newSource("audio/thunderBall.wav", "static")
dieBGM_boss1 = love.audio.newSource("audio/bossDie.wav", "static")
local guardMode = 1
local attackMode = 2
local boss1AnimaLength = 4
boss1_dialogState = 1
boss1_dialogLock = true
local obj = {
thunder_ball_img = love.graphics.newImage("img/thunderBall.png"),
thunder_ball_quads = {},
thunder_ball_index = 1,
thunder_ball_timer = 0,
thunder_ball_x = 1000,
thunder_ball_y = 700,
thunder_ball_dmg_taken = false,
isThunderBallAttack = false,
wave_img = love.graphics.newImage("img/bossWave.png"),
wave_quads = {},
wave_index = 1,
wave_timer = 0,
wave_dmg_taken = false,
startAttack = false,
isWaveAttack = false,
attacking = false,
thunder_ball_cool_down = 1,
wave_cool_down = 1,
attacking_cool_down=0,
alive = false,
hp = 50,
underAttacking = false,
slimeImgFile = love.graphics.newImage("img/boss1.png"),
-- boss1MoveSound = love.audio.newSource("audio/boss11.ogg", "static"),
slimeQuads = {},
moveIndex = 1,
animationIndex = 1,
alertRange = 2,
moveMode = guardMode,
moveStep = {},
nowX = originPointX,
nowY = originPointY,
pastX = originPointX,
pastY = originPointY,
keyPointX = originPointX,
keyPointY = originPointY,
healthPoint = 10,
moveSpeed = (math.random(25,30))*0.01,
lastMoveStep=0, --this var is for when guardMode change to attackMode, save the movenode
timeTick = 0
}
for i=1,16 do
obj.moveStep[i] = math.random(4)
end
for i=1,boss1AnimaLength do
obj.slimeQuads[i] = {}
for j=1,boss1AnimaLength do
obj.slimeQuads[i][j] = love.graphics.newQuad( (200*j)-200, (200*i)-200, 200, 200, 800, 800)
end
end
for i=1, 10 do
obj.thunder_ball_quads[i] = love.graphics.newQuad(0, 0, 100, 100, 500, 100)
end
for i=11, 14 do
obj.thunder_ball_quads[i] = love.graphics.newQuad(100*(i-10), 0, 100, 100, 500, 100)
end
for i = 1, 8 do
obj.wave_quads[i] = {}
for j = 1, 10 do
obj.wave_quads[i][j] = love.graphics.newQuad(100, 100, 100, 100, 900, 300)
end
end
for i = 1, 3 do
for j = 11, 13 do
obj.wave_quads[i][j] = love.graphics.newQuad(100*(i-1)+300*(j-11), 0, 100, 100, 900, 300)
end
end
for j = 11, 13 do
obj.wave_quads[4][j] = love.graphics.newQuad(300*(j-11), 100, 100, 100, 900, 300)
end
for j = 11, 13 do
obj.wave_quads[5][j] = love.graphics.newQuad(200+300*(j-11), 100, 100, 100, 900, 300)
end
for i = 6, 8 do
for j = 11, 13 do
obj.wave_quads[i][j] = love.graphics.newQuad(100*(i-6)+300*(j-11), 200, 100, 100, 900, 300)
end
end
obj = newObject(obj, boss1)
return obj
end
function boss1:update(dt,charX,charY)
self.timeTick = self.timeTick + dt
if self.attacking == true then
self.attacking_cool_down = self.attacking_cool_down + dt
else
if self:attack_check(charX,charY,self.nowX,self.nowY) then
self.attacking =true
end
end
self.thunder_ball_cool_down = self.thunder_ball_cool_down + dt
self.thunder_ball_timer = self.thunder_ball_timer + dt
self.wave_cool_down = self.wave_cool_down + dt
self.wave_timer = self.wave_timer + dt
if self.isThunderBallAttack then
if self.thunder_ball_timer > 0.05 then
self.thunder_ball_timer = 0
self.thunder_ball_index = self.thunder_ball_index + 1
if self.thunder_ball_index >= 11 and not self.thunder_ball_dmg_taken then
if charX == self.thunder_ball_x and charY == self.thunder_ball_y then
hpDecline(5)
self.thunder_ball_dmg_taken = true
end
end
end
if self.thunder_ball_index > 14 then
self.isThunderBallAttack = false
self.thunder_ball_dmg_taken = false
self.thunder_ball_index = 1
end
end
if self.isWaveAttack then
if self.wave_timer > 0.1 then
self.wave_timer = 0
self.wave_index = self.wave_index + 1
if self.wave_index >= 11 and not self.wave_dmg_taken then
if charX >= self.nowX - 100 and charX <= self.nowX + 200 and charY >= self.nowY - 100 and charY <= self.nowY + 200 then
hpDecline(3)
self.wave_dmg_taken = true
end
end
end
if self.wave_index > 13 then
self.isWaveAttack = false
self.wave_dmg_taken = false
self.wave_index = 1
end
end
if self.alive == true then
if self.timeTick > 0.7 then
self.underAttacking = false
self.animationIndex = self.animationIndex + 1
if self.animationIndex > 4 then
self.animationIndex = 1
end
self.timeTick = 0
end
end
if self.alive == true and self.startAttack then
if self.thunder_ball_cool_down > 2.5 then
self:changeAtkXY(charX, charY)
self.isThunderBallAttack = true
self.thunder_ball_cool_down = 0
end
if self.attacking_cool_down >1 then
self.attacking = false
self.attacking_cool_down = 0
end
if self.wave_cool_down > 5 then
self.isWaveAttack = true
self.wave_cool_down = 0
end
end
end
function boss1:getPositionX()
return self.nowX
end
function boss1:getPositionY()
return self.nowY
end
function boss1:underAttack(faceDir,damageBlood)
underAttackBGM_boss1:setVolume(getVol())
underAttackBGM_boss1:play()
self.underAttacking = true
self.hp = self.hp - damageBlood
if self.hp <= 0 then
self.alive = flase
dieBGM_boss1:setVolume(getVol())
dieBGM_boss1:play()
end
self.timeTick = 0
-- if faceDir == "up" then
-- self.pastY = self.nowY
-- self.nowY = self.nowY - 100
-- elseif faceDir == "down" then
-- self.pastY = self.nowY
-- self.nowY = self.nowY + 100
-- elseif faceDir == "left" then
-- self.pastX = self.nowX
-- self.nowX = self.nowX - 100
-- elseif faceDir == "right" then
-- self.pastX = self.nowX
-- self.nowX = self.nowX + 100
-- end
end
function boss1:thunder_ball_attack()
thunderballBGM:setVolume(getVol())
thunderballBGM:play()
love.graphics.draw(self.thunder_ball_img, self.thunder_ball_quads[self.thunder_ball_index], self.thunder_ball_x-world.x, self.thunder_ball_y-world.y)
end
function boss1:wave_attack()
waveBGM:setVolume(getVol())
waveBGM:play()
love.graphics.draw(self.wave_img, self.wave_quads[1][self.wave_index], self.nowX-world.x-100, self.nowY-world.y-100)
love.graphics.draw(self.wave_img, self.wave_quads[2][self.wave_index], self.nowX-world.x, self.nowY-world.y-100)
love.graphics.draw(self.wave_img, self.wave_quads[2][self.wave_index], self.nowX-world.x+100, self.nowY-world.y-100)
love.graphics.draw(self.wave_img, self.wave_quads[3][self.wave_index], self.nowX-world.x+200, self.nowY-world.y-100)
love.graphics.draw(self.wave_img, self.wave_quads[4][self.wave_index], self.nowX-world.x-100, self.nowY-world.y)
love.graphics.draw(self.wave_img, self.wave_quads[5][self.wave_index], self.nowX-world.x+200, self.nowY-world.y)
love.graphics.draw(self.wave_img, self.wave_quads[4][self.wave_index], self.nowX-world.x-100, self.nowY-world.y+100)
love.graphics.draw(self.wave_img, self.wave_quads[5][self.wave_index], self.nowX-world.x+200, self.nowY-world.y+100)
love.graphics.draw(self.wave_img, self.wave_quads[6][self.wave_index], self.nowX-world.x-100, self.nowY-world.y+200)
love.graphics.draw(self.wave_img, self.wave_quads[7][self.wave_index], self.nowX-world.x, self.nowY-world.y+200)
love.graphics.draw(self.wave_img, self.wave_quads[7][self.wave_index], self.nowX-world.x+100, self.nowY-world.y+200)
love.graphics.draw(self.wave_img, self.wave_quads[8][self.wave_index], self.nowX-world.x+200, self.nowY-world.y+200)
end
function boss1:attack_check(charX,charY,boss1X,boss1Y)
if boss1X <= charX and charX <= boss1X + 100 and boss1Y <= charY and charY <= boss1Y + 100 and self.alive then
x = hpDecline(1)
return true
else
return false
end
end
function boss1:changeAtkXY(x, y)
self.thunder_ball_x = x
self.thunder_ball_y = y
end
function boss1:summon()
self.alive = true
boss1_dialogLock = false
love_newDialog()
end