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enemies.lua
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enemies.lua
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function enemies_load()
defaultvalues = {quadcount=1, quadno=1}
enemiesdata = {}
customenemies = {}
--HATS (for custom powerups)
if love.filesystem.getInfo(mappackfolder .. "/" .. mappack .. "/hats/") then
local files = love.filesystem.getDirectoryItems(mappackfolder .. "/" .. mappack .. "/hats/")
for i, v in pairs(files) do
if string.sub(v, -5, -1) == ".json" then
loadhat(mappackfolder .. "/" .. mappack .. "/hats/" .. v, mappackfolder .. "/" .. mappack)
end
end
end
--ENEMIIIIEEES
loaddelayed = {}
local enemiesexist = love.filesystem.getInfo(mappackfolder .. "/" .. mappack .. "/enemies/")
if (not enemiesexist) and (not editormode) then
for i = 1, #mariocharacter do
if mariocharacter[i] and love.filesystem.getInfo("alesans_entities/characters/" .. mariocharacter[i] .. "/enemies/") then
enemiesexist = true
break
end
end
end
local fl = {}
if enemiesexist then --only load defaults if custom enemies are used
fl = love.filesystem.getDirectoryItems("customenemies/")
end
local fl2 = love.filesystem.getDirectoryItems(mappackfolder .. "/" .. mappack .. "/enemies/")
local realfl = {}
for i = 1, #fl do
table.insert(realfl, "customenemies/" .. fl[i]) --STANDARD ENEMIES
end
for i = 1, #fl2 do
local mpepath = mappackfolder .. "/" .. mappack .. "/enemies/" .. fl2[i]
if love.filesystem.getInfo(mpepath, "directory") then
--load enemies from folder
local fl3 = love.filesystem.getDirectoryItems(mpepath)
for i2 = 1, #fl3 do
table.insert(realfl, mpepath .. "/" .. fl3[i2])
end
else
table.insert(realfl, mpepath) --MAPPACK ENEMIES
end
end
--load enemies for custom characters
local characterenemiesloaded = {} --don't load the same enemy multiple times
for i = 1, #mariocharacter do
if mariocharacter[i] and (not characterenemiesloaded[mariocharacter[i]]) and love.filesystem.getInfo("alesans_entities/characters/" .. mariocharacter[i] .. "/enemies/") then
local fl3 = love.filesystem.getDirectoryItems("alesans_entities/characters/" .. mariocharacter[i] .. "/enemies/")
for i2 = 1, #fl3 do
local cepath = "alesans_entities/characters/" .. mariocharacter[i] .. "/enemies/" .. fl3[i2]
if love.filesystem.getInfo(cepath, "directory") then
--load enemies from folder
local fl4 = love.filesystem.getDirectoryItems(cepath)
for i3 = 1, #fl4 do
table.insert(realfl, cepath .. "/" .. fl4[i3])
end
else
table.insert(realfl, cepath) --CHARACTER ENEMIES
end
end
characterenemiesloaded[mariocharacter[i]] = true
end
end
JSONcrashgame = false
for i = 1, #realfl do
if string.sub(realfl[i], -4) == "json" then
loadenemy(realfl[i])
end
end
JSONcrashgame = true
--ADD CUSTOM ENEMIES TO ENTITY LIST
for i = #entitiesform[#entitiesform], 1, -1 do
entitiesform[#entitiesform][i] = nil
end
local defaultenemies = {} --check for replaced default enemies
for _, filename in pairs(fl) do
if string.sub(filename, -4) == "json" then
defaultenemies[string.sub(filename, 1, -6)] = 0
end
end
for j, w in pairs(customenemies) do
if (not enemiesdata[w].hidden) and ((not defaultenemies[w]) or defaultenemies[w] == 0) then
table.insert(entitiesform[#entitiesform], w)
if defaultenemies[w] then
defaultenemies[w] = defaultenemies[w] + 1
end
end
end
if not entitiesform[#entitiesform].hidden then
entitiesform[#entitiesform].h = 17*(math.ceil(#entitiesform[#entitiesform]/22))
end
for i = 1, #customenemies do
entityquads[customenemies[i]] = entityquads[2]
end
end
function loadenemy(filename)
local ss = filename:split("/")
local folder = ""
for i = 1, #ss-1 do
folder = folder .. ss[i] .. "/"
end
local s = string.sub(ss[#ss], 1, -6):lower()
--CHECK FOR - , ; * AND WHATEVER ELSE WOULD BREAK MAPS
local skip = false
local badlist = {",", ";", "-", "*", "~"} --badlist sounds like a movie
for i = 1, #badlist do
if s:find(badlist[i]) then
skip = true
end
end
if not skip then --bad letter
local data = love.filesystem.read(filename)
if not data then
print("COULD NOT READ FILE " .. filename)
return
end
data = data:gsub("\r", "")
if string.sub(data, 1, 4) == "base" then
local split = data:split("\n")
local base = string.sub(split[1], 6)
if enemiesdata[base] then
local newdata = string.sub(data, #base+6, #data)
enemiesdata[s] = usebase(enemiesdata[base])
local temp
local suc, err = pcall(function() return JSON:decode(newdata) end)
if suc then
temp = err
else
jsonerrorwindow:open("JSON ERROR! (" .. s .. ".json)", JSONerror[2], function() enemies_load() end)
return false
end
if temp then
for i, v in pairs(temp) do
enemiesdata[s][i] = v
end
end
else
--Put enemy for later loading because base hasn't been loaded yet
if not loaddelayed[base] then
loaddelayed[base] = {}
end
table.insert(loaddelayed[base], filename)
--print("DON'T HAVE BASE " .. base .. " FOR " .. s)
if editormode then
--notice.new("don't have base " .. base .. " for " .. s)
end
return
end
else
local suc, err = pcall(function() return JSON:decode(data) end)
if suc then
enemiesdata[s] = err
else
jsonerrorwindow:open("JSON ERROR! (" .. s .. ".json)", JSONerror[2], function() enemies_load() end)
return false
end
end
if type(enemiesdata[s]) == "string" then
--I have no idea why this happens
print("ENEMY DATA FOR " .. s .. " IS CORRUPT:", enemiesdata[s])
notice.new("enemy data for " .. s .. "\nis corrupted\n" .. enemiesdata[s], notice.red, 5)
return false
end
--CASE INSENSITVE THING
local offsetchangetable = {}
for i, v in pairs(enemiesdata[s]) do
local a = i:lower()
if a == "offsetx" then
offsetchangetable["offsetX"] = v
elseif a == "offsety" then
offsetchangetable["offsetY"] = v
elseif a == "quadcenterx" then
offsetchangetable["quadcenterX"] = v
elseif a == "quadcentery" then
offsetchangetable["quadcenterY"] = v
else
if type(v) == "string" then
enemiesdata[s][a] = v:lower()
else
enemiesdata[s][a] = v
end
end
end
for i, v in pairs(offsetchangetable) do
--doing it up there messed up the order or something
enemiesdata[s][i] = v
end
if enemiesdata[s].fireenemy then
for i, v in pairs(enemiesdata[s].fireenemy) do
local a = i:lower()
if type(v) == "string" then
enemiesdata[s].fireenemy[a] = v:lower()
else
enemiesdata[s].fireenemy[a] = v
end
end
end
for i, v in pairs(defaultvalues) do
if enemiesdata[s][i] == nil then
enemiesdata[s][i] = v
end
end
--Load graphics if it exists
if love.filesystem.getInfo(folder .. s .. ".png") then
enemiesdata[s].graphic = love.graphics.newImage(folder .. s .. ".png")
elseif love.filesystem.getInfo(folder .. s .. ".PNG") then --case sensitivity FTW
enemiesdata[s].graphic = love.graphics.newImage(folder .. s .. ".PNG")
if editormode then
notice.new("graphic for " .. s .. " needs\na lowercase file extension!", notice.red, 4)
end
end
--Load icon if it exists
if love.filesystem.getInfo(folder .. s .. "-icon.png") then
enemiesdata[s].icongraphic = love.graphics.newImage(folder .. s .. "-icon.png")
end
--Load tooltop if it exists
if love.filesystem.getInfo(folder .. s .. "-tooltip.png") then
enemiesdata[s].tooltipgraphic = love.graphics.newImage(folder .. s .. "-tooltip.png")
end
--Load sound if it exists
if love.filesystem.getInfo(folder .. s .. ".ogg") then
enemiesdata[s].sound = love.audio.newSource(folder .. s .. ".ogg", "static")
end
--Set up quads if given
if enemiesdata[s].graphic and enemiesdata[s].quadcount then
local imgwidth, imgheight = enemiesdata[s].graphic:getWidth(), enemiesdata[s].graphic:getHeight()
local quadwidth = imgwidth/enemiesdata[s].quadcount
local quadheight = imgheight/4
if math.floor(quadwidth) == quadwidth and (math.floor(quadheight) == quadheight or enemiesdata[s].nospritesets) then
if enemiesdata[s].nospritesets then
quadheight = quadheight*4
end
enemiesdata[s].quadbase = {}
for y = 1, 4 do
enemiesdata[s].quadbase[y] = {}
for x = 1, enemiesdata[s].quadcount do
local realy = (y-1)*quadheight
if enemiesdata[s].nospritesets then
realy = 0
end
enemiesdata[s].quadbase[y][x] = love.graphics.newQuad((x-1)*quadwidth, realy, quadwidth, quadheight, imgwidth, imgheight)
end
end
elseif math.floor(quadwidth) ~= quadwidth then
print("IMAGE FOR " .. s .. " NOT DIVISIBLE BY QUADCOUNT")
notice.new("image width for " .. s .. "\nnot divisible by quadcount", notice.red, 5)
elseif math.floor(quadheight) ~= quadheight then
print("IMAGE FOR " .. s .. " NOT DIVISIBLE BY 4")
notice.new("image height for " .. s .. "\nnot divisible by 4 spritesets", notice.red, 5)
end
end
--fix offsetY
if enemiesdata[s].offsetyadjust then
--automatically shifts sprite up 8 pixels and un-reverses offset number
local fixtable = {"offsetY", "upsidedownoffsety", "upsidedownwiggleoffsety", "smalloffsety"}
for i, v in pairs(fixtable) do
if enemiesdata[s][v] then
enemiesdata[s][v] = (-enemiesdata[s][v])+8
end
end
end
--check if graphic for enemy exists
loadenemyquad(s)
table.insert(customenemies, s)
if loaddelayed[s] and #loaddelayed[s] > 0 then
for ji, jv in ipairs(loaddelayed[s]) do
loadenemy(jv)
end
loaddelayed[s] = nil
end
else
--Bad.
end
end
function usebase(t)
local r = {}
for i, v in pairs(t) do
r[i] = v
end
return r
end
function loadenemyquad(s, no_notices)
--make sure enemy is using the up-to-date spriteset
--check if graphic for enemy exists
if enemiesdata[s].quadbase and enemiesdata[s].graphic then
enemiesdata[s].drawable = true
enemiesdata[s].quadgroup = enemiesdata[s].quadbase[spriteset]
if enemiesdata[s].animationtype == "frames" or enemiesdata[s].animationtype == "character" then
if not no_notices then
if not enemiesdata[s].animationstart then
print(s .. " IS MISSING ANIMATIONSTART")
notice.new(s .. " is missing\nanimationstart frame", notice.red, 5)
end
end
enemiesdata[s].quad = enemiesdata[s].quadbase[spriteset][enemiesdata[s].animationstart]
else
enemiesdata[s].quad = enemiesdata[s].quadbase[spriteset][enemiesdata[s].quadno]
end
end
end