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slime.lua
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slime.lua
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slime = {}
-- this function is for OOP
function newObject(o, class)
class.__index = class
return setmetatable(o, class)
end
function slime.new (originPointX,originPointY)
underAttackBGM = love.audio.newSource("audio/slimeHit.ogg", "static")
local guardMode = 1
local attackMode = 2
local slimeAnimaLength = 6
local obj = {
alive = true,
dying = false,
hp = 10,
face = "left",
underAttacking = false,
attacking = false,
attacking_cool_down = 0,
slimeImgFile = love.graphics.newImage("img/slime.png"),
slimeMoveSound = love.audio.newSource("audio/slime1.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,slimeAnimaLength do
obj.slimeQuads[i] = {}
for j=1,slimeAnimaLength do
obj.slimeQuads[i][j] = love.graphics.newQuad( (100*j)-100, (100*i)-100, 100, 100, 600, 400)
end
end
obj = newObject(obj, slime)
return obj
end
function slime:update(dt,charX,charY,dt)
self.timeTick = self.timeTick + dt
if self.dying == false then
if self.attacking == true then
self.attacking_cool_down = self.attacking_cool_down + dt
else
if slimeAttackCheck(charX,charY,self.nowX,self.nowY,self.face,dt) then
self.attacking =true
end
end
if self.attacking_cool_down > 1 then
self.attacking = false
self.attacking_cool_down = 0
end
if self.timeTick > self.moveSpeed then
self.underAttacking = false
self.timeTick = 0
self.animationIndex = self.animationIndex + 1
if self.animationIndex > 4 then
self.distance = math.sqrt(math.pow((charX-self.keyPointX), 2)+ math.pow((charY-self.keyPointY), 2))
self.guardRange = self.alertRange*100*math.sqrt(2)
if self.distance > self.guardRange and self.moveMode == 2 then
self.moveStep[self.moveIndex] = self.lastMoveStep
self.moveMode = 1 --one is for guardMode
elseif self.distance <= self.guardRange then
self.moveMode = 2 --two is for attackMode
else
self.moveMode = 1
end
if self.moveMode == 1 then
if self.moveStep[self.moveIndex] == 1 and (self.nowY-self.keyPointY<(100*self.alertRange)) then
self.pastY = self.nowY
self.nowY = self.nowY + 100
self.face = "down"
end
if self.moveStep[self.moveIndex] == 2 and (self.keyPointY-self.nowY<(100*self.alertRange)) then
self.pastY = self.nowY
self.nowY = self.nowY - 100
self.face = "up"
end
if self.moveStep[self.moveIndex] == 3 and (self.keyPointX-self.nowX<(100*self.alertRange))then
self.pastX = self.nowX
self.nowX = self.nowX - 100
self.face = "left"
end
if self.moveStep[self.moveIndex] == 4 and (self.nowX-self.keyPointX<(100*self.alertRange))then
self.pastX = self.nowX
self.nowX = self.nowX + 100
self.face = "right"
end
self.moveIndex = self.moveIndex + 1
else
self.lastMoveStep = self.moveStep[self.moveIndex]
if charX > self.nowX then
self.moveStep[self.moveIndex] = 1
self.pastX = self.nowX
self.nowX = self.nowX + 100
self.face = "right"
elseif charX < self.nowX then
self.moveStep[self.moveIndex] = 2
self.pastX = self.nowX
self.nowX = self.nowX - 100
self.face = "left"
elseif charY > self.nowY then
self.moveStep[self.moveIndex] = 3
self.pastY = self.nowY
self.nowY = self.nowY + 100
self.face = "down"
elseif charY < self.nowY then
self.moveStep[self.moveIndex] = 4
self.pastY = self.nowY
self.nowY = self.nowY - 100
self.face = "up"
end
end
if self.moveIndex > table.getn(self.moveStep) then
self.moveIndex = 1
end
-- self.slimeMoveSound:play()
self.animationIndex = 1
end
end
else
if self.timeTick > 0.5 then
self.alive = false
end
end
end
function slime:getPositionX()
return self.nowX
end
function slime:getPositionY()
return self.nowY
end
function slime:underAttack(faceDir,damageBlood)
underAttackBGM:setVolume(getVol())
underAttackBGM:play()
self.underAttacking = true
self.animationIndex = 5
self.hp = self.hp - damageBlood
if self.hp <= 0 then
if math.random(0, 11) < 4 then
character.water = true
end
self:die()
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 slime:die()
self.dying = true
self.animationIndex = 6
end
function slimeAttackCheck(charX,charY,slimeX,slimeY,slimeFace,dt)
if slimeX +100> charX and slimeX-100 <charX and slimeY+100> charY and slimeY-100<charY then
--if math.abs<100 and math.abs<100 then
--if slimeX == charX and slimeY == charY then
hpDecline(5)
if character.x ~= character.nx or world.x ~= world.nx then
if character.faceDir=="right" then
charaMoveBack("left",dt)
elseif character.faceDir=="left" then
charaMoveBack("right",dt)
end
elseif character.y ~=character.ny or world.y ~= world.ny then
if character.faceDir=="up" then
charaMoveBack("down",dt)
elseif character.faceDir=="down" then
charaMoveBack("up",dt)
end
else
charaMoveBack(slimeFace,dt)
end
q1_dialog_state = 1
q2_dialog_stateKey = 1
q2_dialog_stateLine = 1
q3_dialog_state = 1
q1_dialogLock = true
q2_dialogLockKey = true
q2_dialogLockLine = true
q3_dialogLock = true
npc_dialogLock = true
question = false
showKey = false
showQ3Answer = false
conversation = false
return true
else
return false
end
end