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door.lua
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door.lua
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door = class:new()
function door:init(x, y, r, dir)
self.cox = x
self.coy = y
self.dir = dir
self.open = false
self.forceclose = true
self.timer = 0
self.input1state = "off"
self.r = {unpack(r)}
table.remove(self.r, 1)
table.remove(self.r, 1)
--FORCE CLOSE (for the padawans)
if #self.r > 0 and self.r[1] ~= "link" then
local v = convertr(self.r[1], {"bool", "string", "bool"}, true)
self.forceclose = v[1]
if v[2] ~= nil then
self.dir = v[2]
end
if v[3] ~= nil then
self.open = v[3]
end
table.remove(self.r, 1)
end
--PHYSICS STUFF
if self.dir == "hor" then
self.x = x-1
self.y = y-12/16
self.width = 32/16
self.height = 8/16
else
self.x = x-12/16
self.y = y-2
self.width = 8/16
self.height = 32/16
end
self.category = 25
self.mask = {true}
self.static = true
self.active = true
self.drawable = false
self.firstupdate = true
self:closeopen(self.open)
self.targetopen = self.open
end
function door:link()
while #self.r > 2 do
for j, w in pairs(outputs) do
for i, v in pairs(objects[w]) do
if tonumber(self.r[2]) == v.cox and tonumber(self.r[3]) == v.coy then
v:addoutput(self, "open")
end
end
end
table.remove(self.r, 1)
table.remove(self.r, 1)
table.remove(self.r, 1)
end
end
function door:update(dt)
if self.targetopen ~= self.open then
if self.forceclose then
self:closeopen(self.targetopen)
else
if #checkrect(self.x, self.y, self.width, self.height, {"exclude", self}) == 0 then
self:closeopen(self.targetopen)
end
end
end
if self.open then
if self.timer < 1 then
self.timer = self.timer + doorspeed*dt
if self.timer >= 1 then
self.timer = 1
self.active = false
updateranges()
end
end
else
if self.timer > 0 then
self.timer = self.timer - doorspeed*dt
if self.timer <= 0 then
self.timer = 0
end
end
end
end
function door:draw()
local ymod = 0
local rot = math.pi/2
if self.timer > 0.5 then
ymod = (self.timer - 0.5) * 2
else
rot = self.timer * math.pi
end
if self.dir == "hor" then
love.graphics.draw(doorpieceimg, doorpiecequad[spriteset], math.floor((self.x+1-xscroll-ymod)*16*scale), (self.y-yscroll-4/16)*16*scale, math.pi*.5, scale, scale, 8, 0)
love.graphics.draw(doorpieceimg, doorpiecequad[spriteset], math.floor((self.x+1-xscroll+ymod)*16*scale), (self.y-yscroll-4/16)*16*scale, math.pi*1.5, scale, scale, 8, 0)
love.graphics.draw(doorcenterimg, doorcenterquad[spriteset], math.floor((self.x+16/16-xscroll-ymod)*16*scale), (self.y-yscroll-4/16)*16*scale, math.pi*.5-rot, scale, scale, 4, 2)
love.graphics.draw(doorcenterimg, doorcenterquad[spriteset], math.floor((self.x+16/16-xscroll+ymod)*16*scale), (self.y-yscroll-4/16)*16*scale, math.pi*1.5-rot, scale, scale, 4, 2)
else
love.graphics.draw(doorpieceimg, doorpiecequad[spriteset], math.floor((self.x+0.25-xscroll)*16*scale), (self.y-yscroll+.5-ymod)*16*scale, math.pi, scale, scale, 8, 0)
love.graphics.draw(doorpieceimg, doorpiecequad[spriteset], math.floor((self.x+0.25-xscroll)*16*scale), (self.y-yscroll+.5+ymod)*16*scale, 0, scale, scale, 8, 0)
love.graphics.draw(doorcenterimg, doorcenterquad[spriteset], math.floor((self.x+0.25-xscroll)*16*scale), (self.y-yscroll+8/16-ymod)*16*scale, rot, scale, scale, 4, 2)
love.graphics.draw(doorcenterimg, doorcenterquad[spriteset], math.floor((self.x+0.25-xscroll)*16*scale), (self.y-yscroll+8/16+ymod)*16*scale, math.pi+rot, scale, scale, 4, 2)
end
end
function door:pushstuff()
local col = checkrect(self.x, self.y, self.width, self.height, "all")
for i = 1, #col, 2 do
local v = objects[col[i]][col[i+1]]
if self.dir == "ver" then
if v.speedx >= 0 then
v.x = self.x - v.width
else
v.x = self.x + self.width
end
elseif self.dir == "hor" then
if v.speedy >= 0 then
v.y = self.y - v.height
else
v.y = self.y + self.height
end
end
end
end
function door:input(t, input)
if input == "open" then
if t == "on" and self.input1state == "off" then
self.targetopen = not self.targetopen
elseif t == "off" and self.input1state == "on" then
self.targetopen = not self.targetopen
elseif t == "toggle" then
self.targetopen = not self.targetopen
end
self.input1state = t
end
end
function door:closeopen(open)
local prev = self.open
self.open = open
if self.open then
if self.timer == 1 then
self.active = false
end
else
self.active = true
self:pushstuff()
end
if self.open ~= prev then
updateranges()
end
end