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enemytool.lua
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enemytool.lua
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enemytool = class:new()
function enemytool:init(x, y, r, e)
self.cox = x
self.coy = y
self.x = x-1
self.y = y-1
self.r = r
self.customenemy = true
self.animation = false
self.spawnonlyonscreen = false
if e:find("|") then
local v = convertr(e, {"string", "num", "num", "bool", "string", "bool"}, true)
self.enemy = v[1]
self.xvel = v[2]
self.yvel = v[3]
if v[4] == nil then
self.legacy = true
if tablecontains(customenemies, self.enemy) then
self.customenemy = true
else
self.customenemy = false
end
else
self.customenemy = v[4]
end
if v[5] and v[5] ~= "none" then
self.animation = v[5]
end
if v[6] ~= nil then
self.spawnonlyonscreen = v[6]
end
else
self.enemy = e or "goomba"
self.legacy = true
self.xvel = 0
self.yvel = 0
end
self:translateenemy()
self.drawable = false
self.linked = false
self.pass = false
self.outtable = {}
self.timer = 0
if self.animation == "cannon" then
self.time = math.random(bulletbilltimemin*10, bulletbilltimemax*10)/10
elseif self.animation == "pipeup" or self.animation == "pipedown" or self.animation == "pipeleft" or self.animation == "piperight" then
self.pipe = true
self.spawned = {}
self.spawnmax = math.huge
self.timer = pipespawndelay/2
end
--is it supersized?
if ismaptile(x, y) and map[x][y]["argument"] then
if map[x][y]["argument"] == "b" then --supersized
self:dosupersize()
self.supersized = 2
end
end
end
function enemytool:update(dt)
if (not self.linked) and onscreen(self.x-2, self.y-2, 4, 4) then
--automatic spawning
if self.pipe then
local cx, cy, cw, ch = self.x, self.y, 2, 1
if self.animation == "pipeleft" or self.animation == "piperight" then
cx, cy, cw, ch = self.x, self.y-1, 1, 2
end
if #self.spawned > 0 then
--only have one object spawned
local delete = {}
for i, v in pairs(self.spawned) do
if v.delete then
table.insert(delete, i)
end
end
table.sort(delete, function(a,b) return a>b end)
for i, v in pairs(delete) do
table.remove(self.spawned, v) --remove
end
end
if #self.spawned < self.spawnmax then
local col = checkrect(cx, cy, cw, ch, {"player"}, nil)
if #col == 0 then
self.timer = self.timer + dt
while self.timer > pipespawndelay do
self:spawn()
self.timer = self.timer - pipespawndelay
end
end
end
elseif self.animation == "cannon" then
local cx, cy, cw, ch = self.x-1, self.y-6, 3, 12
local col = checkrect(cx, cy, cw, ch, {"player"}, nil)
if #col == 0 then
self.timer = self.timer + dt
while self.timer > self.time do
self:spawn()
self.timer = self.timer - pipespawndelay
self.time = math.random(bulletbilltimemin*10, bulletbilltimemax*10)/10
end
end
end
end
end
function enemytool:link()
if #self.r > 3 then
for j, w in pairs(outputs) do
for i, v in pairs(objects[w]) do
if tonumber(self.r[5]) == v.cox and tonumber(self.r[6]) == v.coy then
v:addoutput(self)
self.linked = true
end
end
end
end
end
function enemytool:input(t)
if t == "on" then
if not self.pass then
self:spawn()
self.pass = true
end
elseif t == "off" then
self.pass = false
elseif t == "toggle" then
self:spawn()
end
end
function enemytool:spawn()
local i = self.enemy
local x = self.cox
local y = self.coy
local dir = "left"
if self.xvel > 0 then
dir = "right"
end
--if objects["player"][1].x < self.cox then
-- dir = "left"
--end
if i == nil then
return false
end
if self.spawnonlyonscreen and not onscreen(self.x-2, self.y-2, 4, 4) then
return false
end
--backwards compatibility fuck
if (not self.customenemy) and self.legacy then
if i == "red koopa" then
i = "koopared"
elseif i == "buzzy beetle" then
i = "beetle"
elseif i == "flying koopa" then
i = "koopaflying"
elseif i == "cheep cheep" then
i = "cheepred"
elseif i == "white cheep" then
i = "cheepwhite"
elseif i == "spiny" then
i = "spikey"
elseif i == "spiny shell" then
i = "spikeyshell"
elseif i == "lakitu" then
i = "lakito"
elseif i == "blooper" then
i = "squid"
elseif i == "crab" then
i = "sidestepper"
elseif i == "bigicicle" then
i = "iciclebig"
elseif i == "angry sun" or i == "sun" then
i = "angrysun"
elseif i == "pumpkin" then
i = "splunkin"
elseif i == "big goomba" then
i = "biggoomba"
elseif i == "big spikey" then
i = "bigspikey"
elseif i == "big koopa" then
i = "bigkoopa"
elseif i == "dry bones" then
i = "drybones"
elseif i == "big beetle" then
i = "bigbeetle"
elseif i == "dry goomba" then
i = "drygoomba"
elseif i == "bob omb" then
i = "bomb"
elseif i == "boom boom" then
i = "boomboom"
elseif i == "? ball" then
i = "levelball"
elseif i == "blue koopa" then
i = "koopablue"
elseif i == "flying koopa 2" then
i = "koopaflying2"
elseif i == "pink squid" then
i = "pinksquid"
elseif i == "rip van fish" then
i = "sleepfish"
elseif i == "shy guy" then
i = "shyguy"
elseif i == "hammer bro" then
i = "hammerbro"
elseif i == "boomerang bro" then
i = "boomerangbro"
elseif i == "fire bro" then
i = "firebro"
elseif i == "down plant" then
i = "downplant"
elseif i == "venus firetrap" then
i = "fireplant"
elseif i == "torpedo ted" then
i = "torpedolauncher"
elseif i == "podoboo" then
i = "upfire"
elseif i == "dk hammer" then
i = "dkhammer"
elseif i == "bony beetle" then
i = "drybeetle"
elseif i == "beetle shell" then
i = "beetleshell"
elseif i == "smb3 bowser" then
i = "bowser3"
end
end
--actually spawn the enemy
local obj, wasenemy, objtable
if self.customenemy and tablecontains(customenemies, i) then
obj = enemy:new(x, y, i)
--turn in the right direction
if obj and self.animation == "piperight" and (not obj.dontmirror) then
obj.animationdirection = "left"
elseif obj and self.animation == "pipeleft" and (not obj.dontmirror) then
obj.animationdirection = "right"
end
table.insert(objects["enemy"], obj)
elseif i == "groundmole" or i == "ground mole" then
obj = mole:new(x-0.5, y-1/16)
table.insert(objects["mole"], obj)
elseif i == "mole" or i == "monty mole" then
obj = mole:new(x-0.5, y-1/16)
table.insert(objects["mole"], obj)
obj.width = 12/16
obj.height = 12/16
obj.quad = molequad[spriteset][3]
obj.gravity = yacceleration
obj.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}
obj.inground = false
elseif i == "bowser" then
obj = bowser:new(x-4, y-1/16)
table.insert(objects["bowser"], obj)
elseif i == "bowserfire" then
obj = fire:new(x,y)
table.insert(objects["fire"], obj)
elseif i == "bulletbillsingle" or i == "bulletbill" or i == "bullet bill" then
obj = bulletbill:new(x, y, dir)
table.insert(objects["bulletbill"], obj)
elseif i == "bulletbill right" then
table.insert(objects["bulletbill"], bulletbill:new(x, y, "right"))
elseif i == "bulletbill left" then
table.insert(objects["bulletbill"], bulletbill:new(x, y, "left"))
elseif i == "bigbillsingle" or i == "bigbill" or i == "banzai bill" then
obj = bigbill:new(x, y, dir)
table.insert(objects["bigbill"], obj)
elseif i == "banzai bill left" or i == "bigbillleft" or i == "big bill left" or i == "bigbill left" then
table.insert(objects["bigbill"], bigbill:new(x, y, "left"))
elseif i == "bigbillright" or i == "bigbill right" or i == "banzai bill right" or i == "big bill right" then
table.insert(objects["bigbill"], bigbill:new(x, y, "right"))
elseif i == "kingbill" or i == "king bill" then
table.insert(objects["kingbill"], kingbill:new(xscroll-200/16, y))
elseif i == "cannonballsingle" or i == "cannonball" or i == "cannon ball" then
table.insert(objects["cannonball"], cannonball:new(x, y, "left"))
elseif i == "hammer" then
if dir == "left" then
obj = hammer:new(x-1-5/16, y, "left")
else
obj = hammer:new(x, y, "right")
end
table.insert(objects["hammer"], obj)
elseif i == "brofireball" then
obj = brofireball:new(x-1, y-1, dir)
table.insert(objects["brofireball"], obj)
elseif i == "broboomerang" then
obj = boomerang:new(x-1, y-1, dir)
table.insert(objects["boomerang"], obj)
elseif i == "broiceball" then
obj = brofireball:new(x-1, y-1, dir, "ice")
table.insert(objects["brofireball"], obj)
elseif i == "flyingfish" or i == "jumping fish" then
obj = flyingfish:new()
table.insert(objects["flyingfish"], obj)
elseif i == "meteor" then
obj = meteor:new()
table.insert(objects["meteor"], obj)
elseif i == "turretleft" or i == "turret left" then
table.insert(objects["turret"], turret:new(x, y, "left"))
elseif i == "turretright" or i == "turret" or i == "turret right" then
table.insert(objects["turret"], turret:new(x, y, "right"))
elseif i == "turret2left" or i == "defective turret left" then
table.insert(objects["turret"], turret:new(x, y, "left", "turret2"))
elseif i == "turret2right" or i == "defective turret" then
table.insert(objects["turret"], turret:new(x, y, "right", "turret2"))
elseif i == "spring" then
table.insert(objects["spring"], spring:new(x, y, nil))
elseif i == "moving spring" then
table.insert(objects["spring"], spring:new(x, y, nil, true))
elseif i == "greenspring" or i == "green spring" then
table.insert(objects["spring"], spring:new(x, y, "green"))
elseif i == "moving greenspring" or i == "moving green spring" then
table.insert(objects["spring"], spring:new(x, y, "green", true))
elseif i == "spike snow" then
obj = spike:new(x-0.5, y-1/16, "snow")
table.insert(objects["spike"], obj)
elseif i == "snowball" then
obj = spikeball:new(x-0.5, y, "snow", "left", true)
table.insert(objects["spikeball"], obj)
elseif i == "koopaling" then
table.insert(objects["koopaling"], koopaling:new(x-0.5, y-1/16, 1))
elseif i == "koopaling2" then
table.insert(objects["koopaling"], koopaling:new(x-0.5, y-1/16, 2))
elseif i == "koopaling3" then
table.insert(objects["koopaling"], koopaling:new(x-0.5, y-1/16, 3))
elseif i == "koopaling4" then
table.insert(objects["koopaling"], koopaling:new(x-0.5, y-1/16, 4))
elseif i == "koopaling5" then
table.insert(objects["koopaling"], koopaling:new(x-0.5, y-1/16, 5))
elseif i == "koopaling6" then
table.insert(objects["koopaling"], koopaling:new(x-0.5, y-1/16, 6))
elseif i == "koopaling7" then
table.insert(objects["koopaling"], koopaling:new(x-0.5, y-1/16, 7))
elseif i == "box" then --change to enemy? (be wary of region triggers)
obj = box:new(x, y)
table.insert(objects["box"], obj)
elseif i == "box2" then
obj = box:new(x, y, "box2")
table.insert(objects["box"], obj)
elseif i == "edgelessbox" then
obj = box:new(x, y, "edgeless")
table.insert(objects["box"], obj)
elseif i == "coin" then
if self.animation then
obj = tilemoving:new(x, y, 116)
table.insert(objects["tilemoving"], obj)
else
objects["coin"][tilemap(x, y)] = coin:new(x, y)
end
elseif i == "spikeyfall" then
obj = goomba:new(self.x+6/16, self.y, "spikeyfall")
table.insert(objects["goomba"], obj)
elseif i == "gel1" then
obj = gel:new(self.x+1, self.y+1, 1)
table.insert(objects["gel"], obj)
elseif i == "gel2" then
obj = gel:new(self.x+1, self.y+1, 2)
table.insert(objects["gel"], obj)
elseif i == "gel3" then
obj = gel:new(self.x+1, self.y+1, 3)
table.insert(objects["gel"], obj)
elseif i == "gel4" then
obj = gel:new(self.x+1, self.y+1, 4)
table.insert(objects["gel"], obj)
elseif i == "gelcleanse" then
obj = gel:new(self.x+1, self.y+1, 5)
table.insert(objects["gel"], obj)
else
obj, wasenemy, objtable = spawnenemy(i, x, y, false, "spawner")
--turn in the right direction
if obj and dir == "right" and obj.animationdirection then
if obj.animationdirection == "right" then
obj.animationdirection = "left"
else
obj.animationdirection = "right"
end
end
end
if obj then
if self.supersized and (not self.customenemy) then
for n, t in pairs(entitylist) do
if i == t.t and t.supersize then --is the enemy supersizable?
supersizeentity(obj)
end
end
end
if obj.speedx then
if self.animation == "cannon" and self.xvel == 0 then
--default cannon
local pl = 1
for i = 2, players do
if math.abs(objects["player"][i].x+objects["player"][i].width/2 - (self.cox-.5))
< math.abs(objects["player"][pl].x+objects["player"][pl].width/2 - (self.cox-.5)) then
pl = i
end
end
if objects["player"][pl].x+objects["player"][pl].width/2 > (self.cox-.5) then
obj.speedx = obj.speedx+bulletbillspeed
else
obj.speedx = obj.speedx-bulletbillspeed
end
obj.speedy = obj.speedy+self.yvel
else
obj.speedx = obj.speedx+self.xvel
obj.speedy = obj.speedy+self.yvel
end
end
if self.pipe and obj.pipespawnmax then
self.spawnmax = obj.pipespawnmax
table.insert(self.spawned, obj)
end
if self.animation == "poof" then
makepoof(obj.x+obj.width/2, obj.y+obj.height/2, "powpoof")
elseif self.animation then
if obj.width and obj.height and (not obj.children) and (not obj.child) and not (obj.nospawnanimation) then
table.insert(spawnanimations, spawnanimation:new(self.cox, self.coy, self.animation, obj))
end
else
--track
if objtable and obj.width and obj.height then
trackobject(self.cox, self.coy, obj, objtable)
end
end
end
end
function enemytool:translateenemy()
local t = self.enemy
if t == "? ball" then
self.enemy = "levelball"
end
end
function enemytool:dosupersize()
end