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blocktogglebutton.lua
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blocktogglebutton.lua
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blocktogglebutton = class:new()
function blocktogglebutton:init(x, y, color, t)
--PHYSICS STUFF
self.t = t or "small"
self.cox = x
self.coy = y
self.x = x-8/16
if self.t == "big" then
self.width = 2
self.height = 2
self.y = y-31/16
else
self.width = 1
self.height = 1
self.y = y-15/16
end
self.static = true
self.active = true
self.speedx = 0
self.speedy = 0
if self.t == "p" and map[self.x+1] and map[self.x+1][self.y+1] and tilequads[map[self.x+1][self.y+1][1]].collision then
self.inblock = true
self.static = true
end
self.dir = "down"
if self.t == "p" then
self.color = 1
if color then
local v = convertr(color, {"string"}, true)
self.dir = v[1] or "down"
end
else
self.color = color or 1
end
self.category = 2
self.mask = { true,
false, false, false, false, true,
false, true, false, true, false,
false, false, true, false, false,
true, true, false, false, false,
false, true, true, false, false,
true, false, true, true, true,
false, true}
self.autodelete = false
self.extremeautodelete = true
--IMAGE STUFF
self.drawable = not self.inblock
if self.t == "big" then
self.graphic = bigblocktogglebuttonimage
self.quad = bigblockquad[self.color][1]
elseif self.t == "p" then
self.graphic = pbuttonimg
self.quad = flipblockquad[spriteset][1]
self.quadi = 1
if not self.inblock then
self.static = false
end
else
self.graphic = blocktogglebuttonimage
self.quad = flipblockquad[self.color][1]
self.quadi = 1
end
self.offsetX = 8
self.offsetY = 0
self.quadcenterX = 8
self.quadcenterY = 8
self.rotation = 0
if self.dir ~= "down" then
self.static = true
self.activestatic = true
if self.dir == "up" then
self.rotation = math.pi
elseif self.dir == "left" then
self.rotation = math.pi*.5
elseif self.dir == "right" then
self.rotation = math.pi*1.5
end
end
self.falling = false
self.pushed = false
self.time = 4
if self.t == "p" then
self.time = pbuttontime
end
self.timer = 0
self.timer2 = 0
self.animtimer = 0
self.uptimer = 0
self.light = 3
self.pipespawnmax = 1
end
function blocktogglebutton:update(dt)
if self.dir == "down" then
self.rotation = math.fmod(self.rotation, math.pi*2)
if self.rotation > 0 then
self.rotation = self.rotation - portalrotationalignmentspeed*dt
if self.rotation < 0 then
self.rotation = 0
end
elseif self.rotation < 0 then
self.rotation = self.rotation + portalrotationalignmentspeed*dt
if self.rotation > 0 then
self.rotation = 0
end
end
end
if self.pushed then
self.active = false
if not self.noti then
self.timer = self.timer + dt
end
if self.timer > self.time and self.t ~= "big" then
if self.t == "p" then
self.timer = 0
self.noti = true
local yespls = true
for j, w in pairs(objects["pbutton"]) do
if w.pushed and not w.noti then
yespls = false
end
end
if yespls then
self:changeblocks(true)
pbuttonsound:stop()
if (not music:playingmusic()) and (not lowtimesound:isPlaying()) and (not levelfinished) then
playmusic()
end
end
else
self.quad = flipblockquad[self.color][self.quadi]
self.active = true
self.pushed = false
self.timer = 0
end
end
if self.t == "p" and self.timer < 8 and not self.noti then
self.timer2 = self.timer2 + dt
end
else--if self.t == "p" then
self.animtimer = self.animtimer + dt
while self.animtimer > goombaanimationspeed do
if self.quadi == 2 then
self.quadi = 1
else
self.quadi = 2
end
if self.t == "p" then
self.quad = flipblockquad[spriteset][self.quadi]
elseif self.t == "big" then
self.quad = bigblockquad[self.color][self.quadi]
else
self.quad = flipblockquad[self.color][self.quadi]
end
self.animtimer = self.animtimer - goombaanimationspeed
end
end
if self.inblock then
if self.uptimer < mushroomtime then
self.uptimer = self.uptimer + dt
self.y = self.y - dt*(1/mushroomtime)
else
if not self.drawable then
self.static = false
self.active = true
self.drawable = true
self.y = self.coy-15/16-1
end
end
end
end
function blocktogglebutton:draw()
if not self.drawable then
love.graphics.setColor(255, 255, 255)
love.graphics.draw(self.graphic, self.quad, math.floor(((self.x-xscroll)*16+self.offsetX)*scale), math.floor(((self.y-yscroll)*16-self.offsetY)*scale), self.rotation, scale, scale, self.quadcenterX, self.quadcenterY)
end
end
function blocktogglebutton:changeblocks(b)
if self.t == "p" then
local bricki = 7
if spriteset == 2 then
bricki = 49
elseif spriteset == 3 then
bricki = 122
end
for x = 1, mapwidth do
for y = 1, mapheight do
local t = map[x][y][1]
if b then
if map[x][y].oldtile then
if b and (t == bricki or t == 116) then
map[x][y][1] = map[x][y].oldtile or map[x][y][1]
if tilequads[map[x][y][1]].collision then
objects["tile"][tilemap(x, y)] = tile:new(x-1, y-1, 1, 1, true)
else
objects["tile"][tilemap(x, y)] = nil
checkportalremove(x, y)
objects["tile"][tilemap(x, y)] = nil
end
map[x][y].oldtile = nil
if map[x][y].oldentitycoin then
objects["coin"][tilemap(x, y)] = coin:new(x, y)
map[x][y][2] = 187
map[x][y].oldentitycoin = nil
end
end
end
if objects["frozencoin"][tilemap(x, y)] and objects["frozencoin"][tilemap(x, y)].brick then
objects["frozencoin"][tilemap(x, y)].brick = false
end
elseif not b then
if tilequads[t].breakable then
map[x][y][1] = 116
map[x][y].oldtile = t
objects["tile"][tilemap(x, y)] = nil
checkportalremove(x, y)
objects["tile"][tilemap(x, y)] = nil
elseif tilequads[t].coin then
map[x][y][1] = bricki
map[x][y].oldtile = t
objects["tile"][tilemap(x, y)] = tile:new(x-1, y-1, 1, 1, true)
elseif objects["coin"][tilemap(x, y)] then
objects["coin"][tilemap(x, y)] = nil
map[x][y][1] = bricki
map[x][y][2] = nil
map[x][y].oldtile = t
map[x][y].oldentitycoin = true
objects["tile"][tilemap(x, y)] = tile:new(x-1, y-1, 1, 1, true)
end
if objects["frozencoin"][tilemap(x, y)] then
objects["frozencoin"][tilemap(x, y)].brick = true
end
end
end
end
generatespritebatch()
--switch pblocks
for j, w in pairs(objects["buttonblock"]) do
if w.color == self.t then
w:change()
end
end
--open pdoors
local dolock = true --dont close doors if other p-switches are active
if b then
for j, w in pairs(objects["pbutton"]) do
if w.timer > 0 then
dolock = false
end
end
end
if dolock then
for j, w in pairs(objects["doorsprite"]) do
if w.i == "pdoor" then
w:lock(b)
end
end
for j, w in pairs(objects["belt"]) do
w.on = b
end
--trigger animations while you're at it
for i = 1, #animationswitchtriggerfuncs do
local t = animationswitchtriggerfuncs[i]
if (not b) and t[2] == "pswitch-on" then
t[1]:trigger()
elseif b and t[2] == "pswitch-off" then
t[1]:trigger()
end
end
end
else
changeswitchstate(self.color, (self.t == "big"), true)
end
end
function blocktogglebutton:leftcollide(a, b)
if self:globalcollide(a, b) then
return false
end
end
function blocktogglebutton:rightcollide(a, b)
if self:globalcollide(a, b) then
return false
end
end
function blocktogglebutton:ceilcollide(a, b)
if self.dir == "down" and self:press(a, b) then
return false
end
end
function blocktogglebutton:press(a, b)
if a == "player" or a == "thwomp" or a == "skewer" or (a == "fireball" and b.t == "superball") or a == "icicle" or a == "spikeball" or a == "muncher" or (a == "enemy" and (b.activateswitches or b.small)) or (a == "koopa" and b.small) then
if self.t == "big" then
self.quad = bigblockquad[self.color][3]
elseif self.t == "p" then
self.quad = flipblockquad[spriteset][3]
else
self.quad = flipblockquad[self.color][3]
end
local yespls = true
if self.t == "p" then
for j, w in pairs(objects["pbutton"]) do
if w.pushed and not w.noti then
yespls = false
end
end
end
if yespls then
self:changeblocks()
end
self.pushed = true
playsound(bulletbillsound)
if self.t == "p" then
stopmusic()
if lowtimesound:isPlaying() then
pbuttonsound:setVolume(0)
else
pbuttonsound:setVolume(1)
end
playsound(pbuttonsound)
--playsound(pbuttonpushsound) i didn't find a sound :(
else
playsound(switchsound)
end
return true
end
return false
end
function blocktogglebutton:globalcollide(a, b)
if a == "thwomp" then
return true
end
end
function blocktogglebutton:floorcollide(a, b)
if self:globalcollide(a, b) then
return false
end
if self.dir == "down" then
if a == "player" and b.gravitydir == "down" and b.speedy < 0 then
playsound(blockhitsound)
end
elseif self.dir == "up" then
if self:press(a, b) then
return false
end
end
end
function blocktogglebutton:passivecollide(a, b)
return false
end
--------------------------------------------------------------------------------------
buttonblock = class:new()
function buttonblock:init(x, y, color, solid)
--PHYSICS STUFF
self.cox = x
self.coy = y
self.x = x-1
self.y = y-1
self.width = 1
self.height = 1
self.color = color or 1
self.solid = true
self.static = true
self.active = true
self.category = 2
self.mask = {true}
self.gravity = 0
self.portalable = false
if solid then
if self.color == "p" then
self.quadon = spikeyquad[1]
self.quadoff = spikeyquad[2]
else
self.quadon = flipblockquad[self.color][1]
self.quadoff = flipblockquad[self.color][2]
end
self.quad = self.quadon
else
if self.color == "p" then
self.quadon = spikeyquad[3]
self.quadoff = spikeyquad[4]
else
self.quadon = flipblockquad[self.color][3]
self.quadoff = flipblockquad[self.color][4]
end
self.quad = self.quadoff
self:change()
end
if solidblockperma[self.color] then
self:change()
end
self.autodelete = false
--IMAGE STUFF
self.drawable = false
if self.color == "p" then
self.graphic = pblockimg
else
self.graphic = buttonblockimage
end
self.offsetX = 8
self.offsetY = 0
self.quadcenterX = 8
self.quadcenterY = 8
end
function buttonblock:draw()
--love.graphics.setColor(255, 255, 255)
love.graphics.draw(self.graphic, self.quad, math.floor(((self.x-xscroll)*16+self.offsetX)*scale), math.floor(((self.y-yscroll)*16-self.offsetY)*scale), 0, scale, scale, self.quadcenterX, self.quadcenterY)
end
function buttonblock:change()
self.solid = not self.solid
if not self.solid then
self.quad = self.quadoff
self.active = false
else
self.quad = self.quadon
self.active = true
end
end
function buttonblock:leftcollide(a, b)
end
function buttonblock:rightcollide(a, b)
end
function buttonblock:ceilcollide(a, b)
end
function buttonblock:globalcollide(a, b)
end
function buttonblock:floorcollide(a, b)
end