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ant.lua
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ant.lua
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-- DEFINES
ANT_HEIGHT = 9
ANT_WIDTH = 16
local JUMP_DEAD = 0
local JUMP_READY = 1
local JUMPING = 2
local JUMP_UP = -4
local JUMP_DOWN = 4
local SHORT_UP = -2
local SHORT_DOWN = 2
local JUMP_HEIGHT = 20
-- Stored in antDeltaX to indicate the map should scroll rather than the ant moving
SCROLL_FLAG = 0xCC
ant = {}
--
function ant.init()
ant.jumpState = JUMP_READY
ant.jumpElevation = 0
ant.x = 0
ant.y = 0
ant.deltaX = 0
ant.deltaY = 0
ant.frame = 1
ant.images = {globalImages.ant1, globalImages.ant2, globalImages.ant3, globalImages.ant4}
ant.health = 1
ant.godMode = false
ant.jumpSound = love.audio.newSource("assets/Jump.wav" , "static")
ant.hurtSound = love.audio.newSource("assets/Hurt.wav" , "static")
ant.deathAnim =
{
{time = 0, sound = ant.hurtSound, image = nil},
{time = 0.25, sound = nil, image = ant.frame},
{time = 0.5, sound = nil, image = nil},
{time = 0.75, sound = nil, image = ant.frame},
{time = 1.0, sound = ant.hurtSound, image = nil},
{time = 1.25, sound = nil, image = ant.frame},
{time = 1.5, sound = nil, image = nil},
{time = 1.75, sound = nil, image = ant.frame},
{time = 2.0, sound = nil, image = nil}
}
-- print_r(ant.deathAnim)
ant.deathTimer = 0
ant.deathAnimIndex = 1
end
-- Normal movement
function ant.move1()
ant.deltaX = 0
ant.fall()
ant.jump()
if love.keyboard.isDown("right") then
ant.goRight()
end
if love.keyboard.isDown("left") then
ant.goLeft()
end
if ant.deltaX ~= SCROLL_FLAG then
ant.x = ant.x + ant.deltaX
end
-- print("antDeltaY = " .. ant.deltaY)
ant.y = ant.y + ant.deltaY
sprites.ant.x = ant.x
sprites.ant.y = ant.y
sprites.ant.image = ant.images[ant.frame]
end
--
function ant.jump()
if love.keyboard.isDown("space") == false then
ant.fallTest()
return
end
if ant.jumpState == JUMP_DEAD then
return
end
if ant.jumpState == JUMP_READY then
--print_r(ant)
love.audio.play(ant.jumpSound)
ant.jumpElevation = ant.y - JUMP_HEIGHT
end
ant.jumpState = JUMPING
ant.deltaY = JUMP_UP
if ant.y == ant.jumpElevation then
ant.jumpState = JUMP_DEAD
ant.deltaY = SHORT_UP
end
end
--
function ant.fallTest()
if ant.jumpState == JUMPING then
ant.jumpState = JUMP_DEAD
ant.deltaY = SHORT_UP
return
end
local elevation = map.getFloor(ant.x).elevation
if ant.y == elevation then
ant.jumpState = JUMP_READY
return
end
elevation = map.getFloor(ant.x + 12).elevation
if ant.y == elevation then
ant.jumpState = JUMP_READY
return
end
end
--
function ant.fall()
if ant.jumpState == JUMPING then
return false
end
local dy = JUMP_DOWN
if ant.deltaY == SHORT_UP then
dy = SHORT_DOWN
end
ant.deltaY = dy
-- Ground chunks are 4 pixels wide and the ant is 16 pixels wide.
-- The ant is always aligned with 4 ground chunks below.
-- The left most chunk begins at ant.x
-- THe right most chunk begins at ant.x + 12
-- Probe ground below left edge of ant
local floor1 = map.getFloor(ant.x)
-- print(floorY.." "..ant.y)
if ant.y == floor1.elevation then
if floor1.code == PIT_FLAG and ant.godMode == false then
-- print("dead")
ant.health = 0
end
ant.deltaY = 0
end
-- Probe ground below right edge of ant
local floor2 = map.getFloor(ant.x + 12)
if ant.y == floor2.elevation then
if floor2.code == PIT_FLAG and ant.godMode == false then
-- print("dead")
ant.health = 0
end
ant.deltaY = 0
end
if ant.deltaY == JUMP_DOWN then
ant.jumpState = JUMP_DEAD
end
return false
end
--
function ant.goRight()
-- print("goRight")
if ant.frame == 1 then
ant.frame = 2
else
ant.frame = 1
end
-- Get the floor elevation to the right of the ant
local floorAhead = map.getFloor(ant.x + 16)
if floorAhead.elevation < ant.y then
-- Hitting a wall, stop the ant
return
end
ant.deltaX = 4
if ant.x == RIGHT_EDGE then
ant.deltaX = SCROLL_FLAG
-- print(ant.deltaX)
end
-- Falling into a right corner. Pop up the ant.
if ant.y == floorAhead.elevation then
local floorRight = map.getFloor(ant.x + 12)
if ant.y < floorRight.elevation then
ant.deltaY = JUMP_UP
end
end
end
--
function ant.goLeft()
if ant.frame == 3 then
ant.frame = 4
else
ant.frame = 3
end
if ant.x == LEFT_EDGE then
return
end
local floorAhead = map.getFloor(ant.x - 4)
if floorAhead.elevation < ant.y then
-- Hitting a wall, stop the ant
return
end
ant.deltaX = -4;
-- Falling into a left corner. Pop up the ant.
if ant.y == floorAhead.elevation then
local floorLeft = map.getFloor(ant.x)
if ant.y < floorLeft.elevation then
ant.deltaY = JUMP_UP
end
end
end
-- Move ant with no world scrolling
function ant.move2()
ant.deltaX = 0
ant.fall()
ant.jump()
if love.keyboard.isDown("right") then
ant.goRight()
end
-- TODO kludge
if ant.deltaX == SCROLL_FLAG then
ant.deltaX = 4
end
if love.keyboard.isDown("left") then
ant.goLeft()
end
ant.x = ant.x + ant.deltaX
ant.y = ant.y + ant.deltaY
sprites.ant.x = ant.x
sprites.ant.y = ant.y
sprites.ant.image = ant.images[ant.frame]
end
-- Slide ant to the left edge of the screen to prepare for a special stage.
function ant.slide()
-- print("slide ant")
-- Beep(1);
ant.x = ant.x - 4
sprites.ant.x = ant.x
return ant.x == 0
end
-- TODO this is the same as Fall() but skips
-- calls to GetFloor since the floor in the ManStage
-- is fixed at F0
function ant.fall2()
if ant.jumpState == JUMPING then
return
end
local dy = JUMP_DOWN
if ant.deltaY == SHORT_UP then
dy = SHORT_DOWN
end
ant.deltaY = dy
if ant.y == F0 then
ant.deltaY = 0
end
if ant.deltaY == JUMP_DOWN then
ant.jumpState = JUMP_DEAD
end
end
-- Simplified for man stage
function ant.fallTest2()
if ant.jumpState == JUMPING then
ant.jumpState = JUMP_DEAD
ant.deltaY = SHORT_UP
return
end
if ant.y == F0 then
ant.jumpState = JUMP_READY
return
end
end
-- TODO same as Jump() except it does not use jump elevation.
-- The floor height is fixed in the man stage.
function ant.jump2()
if love.keyboard.isDown("space") == false then
ant.fallTest2()
return
end
if ant.jumpState == JUMP_DEAD then
return
end
if ant.jumpState == JUMP_READY then
-- Beep(2);
love.audio.play(ant.jumpSound)
end
ant.jumpState = JUMPING
ant.deltaY = JUMP_UP
if ant.y == F0 - 20 then
ant.jumpState = JUMP_DEAD
ant.deltaY = SHORT_UP
end
end
-- Simplified version for man stage
function ant.goRight2()
if ant.frame == 1 then
ant.frame = 2
else
ant.frame = 1
end
ant.deltaX = 4
end
-- Simplified version for man stage
function ant.goLeft2()
if ant.frame == 3 then
ant.frame = 4
else
ant.frame = 3
end
if ant.x == LEFT_EDGE then
return
end
ant.deltaX = -4
end
-- Simplified ant movement for man stage
function ant.move3()
ant.deltaX = 0
ant.fall2()
ant.jump2()
if love.keyboard.isDown("right") then
ant.goRight2()
end
if love.keyboard.isDown("left") then
ant.goLeft2()
end
ant.x = ant.x + ant.deltaX
ant.y = ant.y + ant.deltaY
sprites.ant.x = ant.x
sprites.ant.y = ant.y
sprites.ant.image = ant.images[ant.frame]
end
-- Death animation
function ant.die(dt)
local count = #ant.deathAnim
if ant.deathAnimIndex > count then
return true
end
-- print_r(ant.deathAnim)
ant.deathTimer = ant.deathTimer + dt
local index = ant.deathAnimIndex
local anim = ant.deathAnim[index]
if ant.deathTimer >= anim.time then
if anim.sound ~= nil then
love.audio.play(anim.sound)
end
if anim.image == nil then
sprites.ant = nil
else
sprites.ant = {image = ant.images[ant.frame], x = ant.x, y = ant.y}
end
ant.deathAnimIndex = index + 1
end
return false
end