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-- -----------------------------------------------------------------
-- Init
-- -----------------------------------------------------------------
local function prog_init()
initModels()
local pokus = getRestartCount()
local updateCycles = 0
-- -------------------------------------------------------------
local function prog_init_room()
local pom1, pom2, pomb1, pomb2 = 0, 0, false, false
room.hlaskam = 0
room.hlaskav = 0
--TODO: allow to ask for music_volume
local startVolume = optionsGetAsInt("volume_sound")
room.rozbito = 0
return function()
updateCycles = updateCycles + 1
if isReady(small) and isReady(big) and no_dialog() then
if amp1:isTalking() or amp2:isTalking() or amp3:isTalking() then
if room.hlaskam == 0 and random(1000) < 1 then
room.hlaskam = 1
addm(10, "ves-m-krab")
elseif room.hlaskav == 0 and random(1000) < 2 then
room.hlaskav = 1
switch(random(2)){
[0] = function()
addv(10, "ves-v-veci")
end,
[1] = function()
addv(10, "ves-v-vyp")
end,
}
elseif startVolume > optionsGetAsInt("volume_sound") and optionsGetAsInt("volume_sound") < 16 then
startVolume = 0
addm(15, "ves-m-dik")
addv(random(20) + 10, "ves-v-stejne")
end
elseif room.rozbito == 3 then
room.rozbito = room.rozbito + 1
addv(10, "ves-v-pokoj")
elseif room.rozbito == 5 then
addm(3, "ves-m-uz")
room.rozbito = room.rozbito + 1
end
end
end
end
-- -------------------------------------------------------------
local function prog_init_amp1()
local pom1, pom2, pomb1, pomb2 = 0, 0, false, false
amp1.stav = 0
return function()
if amp1.stav == 1 and updateCycles == 2 and not amp1:isTalking() then
amp1:talk("ves-ampliony", VOLUME_LOW, -1)
end
switch(amp1.stav){
[0] = function()
if updateCycles == hlava.zac2 then
amp1.faze = 0
amp1:talk("ves-ampliony", VOLUME_LOW, -1)
amp1.stav = amp1.stav + 1
end
end,
[1] = function()
if amp1.dir == dir_down then
amp1.stav = amp1.stav + 1
amp1.afaze = 7
elseif odd(game_getCycles()) then
local anim_table = {
[0] = function()
amp1.afaze = amp1.afaze + 1
end,
[1] = function()
amp1.afaze = amp1.afaze - 1
end,
[2] = function()
amp1.afaze = amp1.afaze + 2
end,
[8] = function()
amp1.afaze = amp1.afaze - 2
end,
[13] = function()
amp1.faze = -1
amp1.afaze = 0
end,
}
anim_table[3] = anim_table[0]
anim_table[4] = anim_table[0]
anim_table[7] = anim_table[0]
anim_table[12] = anim_table[0]
anim_table[6] = anim_table[1]
anim_table[9] = anim_table[1]
anim_table[10] = anim_table[1]
anim_table[5] = anim_table[2]
anim_table[11] = anim_table[8]
switch(amp1.faze)(anim_table)
amp1.faze = amp1.faze + 1
end
end,
[2] = function()
if amp1.dir ~= dir_down then
amp1:killSound()
room:talk("sp-smrt", VOLUME_FULL)
amp1.afaze = 9
amp1.stav = amp1.stav + 1
room.rozbito = room.rozbito + 1
elseif odd(game_getCycles()) then
amp1.afaze = 15 - amp1.afaze
end
end,
}
amp1:updateAnim()
end
end
-- -------------------------------------------------------------
local function prog_init_amp2()
local pom1, pom2, pomb1, pomb2 = 0, 0, false, false
amp2.stav = 0
amp2.afaze = 3
return function()
if amp2.stav == 1 and updateCycles == 2 + 3 and not amp2:isTalking() then
amp2:talk("ves-ampliony", VOLUME_LOW, -1)
end
switch(amp2.stav){
[0] = function()
if updateCycles == hlava.zac2 + 3 then
amp2.faze = 4
amp2:talk("ves-ampliony", VOLUME_LOW, -1)
amp2.stav = amp2.stav + 1
end
end,
[1] = function()
if amp2.dir == dir_down then
amp2.stav = amp2.stav + 1
amp2.afaze = 7
elseif odd(game_getCycles()) then
local anim_table = {
[0] = function()
amp2.afaze = amp2.afaze + 1
end,
[1] = function()
amp2.afaze = amp2.afaze - 1
end,
[2] = function()
amp2.afaze = amp2.afaze + 2
end,
[8] = function()
amp2.afaze = amp2.afaze - 2
end,
[13] = function()
amp2.faze = -1
amp2.afaze = 0
end,
}
anim_table[3] = anim_table[0]
anim_table[4] = anim_table[0]
anim_table[7] = anim_table[0]
anim_table[12] = anim_table[0]
anim_table[6] = anim_table[1]
anim_table[9] = anim_table[1]
anim_table[10] = anim_table[1]
anim_table[5] = anim_table[2]
anim_table[11] = anim_table[8]
switch(amp2.faze)(anim_table)
amp2.faze = amp2.faze + 1
end
end,
[2] = function()
if amp2.dir ~= dir_down then
amp2:killSound()
room:talk("sp-smrt", VOLUME_FULL)
amp2.afaze = 9
amp2.stav = amp2.stav + 1
room.rozbito = room.rozbito + 1
elseif odd(game_getCycles()) then
amp2.afaze = 15 - amp2.afaze
end
end,
}
amp2:updateAnim()
end
end
-- -------------------------------------------------------------
local function prog_init_amp3()
local pom1, pom2, pomb1, pomb2 = 0, 0, false, false
amp3.stav = 0
amp3.afaze = 6
return function()
if amp3.stav == 1 and updateCycles == 2 + 5 and not amp3:isTalking() then
amp3:talk("ves-ampliony", VOLUME_LOW, -1)
end
switch(amp3.stav){
[0] = function()
if updateCycles == hlava.zac2 + 5 then
amp3.faze = 6
amp3:talk("ves-ampliony", VOLUME_LOW, -1)
amp3.stav = amp3.stav + 1
end
end,
[1] = function()
if amp3.dir == dir_down then
amp3.stav = amp3.stav + 1
amp3.afaze = 7
elseif odd(game_getCycles()) then
local anim_table = {
[0] = function()
amp3.afaze = amp3.afaze + 1
end,
[1] = function()
amp3.afaze = amp3.afaze - 1
end,
[2] = function()
amp3.afaze = amp3.afaze + 2
end,
[8] = function()
amp3.afaze = amp3.afaze - 2
end,
[13] = function()
amp3.faze = -1
amp3.afaze = 0
end,
}
anim_table[3] = anim_table[0]
anim_table[4] = anim_table[0]
anim_table[7] = anim_table[0]
anim_table[12] = anim_table[0]
anim_table[6] = anim_table[1]
anim_table[9] = anim_table[1]
anim_table[10] = anim_table[1]
anim_table[5] = anim_table[2]
anim_table[11] = anim_table[8]
switch(amp3.faze)(anim_table)
amp3.faze = amp3.faze + 1
end
end,
[2] = function()
if amp3.dir ~= dir_down then
amp3:killSound()
room:talk("sp-smrt", VOLUME_FULL)
amp3.afaze = 9
amp3.stav = amp3.stav + 1
room.rozbito = room.rozbito + 1
elseif odd(game_getCycles()) then
amp3.afaze = 15 - amp3.afaze
end
end,
}
amp3:updateAnim()
end
end
-- -------------------------------------------------------------
local function prog_init_hlava()
local pom1, pom2, pomb1, pomb2 = 0, 0, false, false
hlava.stav = 0
hlava.zac1 = 30
hlava.zac2 = 65
return function()
switch(hlava.stav){
[0] = function()
if updateCycles == hlava.zac1 then
hlava.stav = hlava.stav + 1
hlava:talk("ves-hs-hrajeme", VOLUME_FULL)
end
end,
[1] = function()
if hlava:isTalking() then
switch(random(3)){
[0] = function()
hlava.afaze = 0
end,
[1] = function()
hlava.afaze = 17
end,
[2] = function()
hlava.afaze = 14
end,
}
else
hlava.stav = hlava.stav + 1
hlava.afaze = 5
end
end,
[2] = function()
if updateCycles >= hlava.zac2 + 10 then
hlava.stav = hlava.stav + 1
end
end,
[3] = function()
if room.rozbito < 3 then
if odd(math.floor(game_getCycles() / 2)) then
hlava.afaze = 10
else
hlava.afaze = 11
end
else
hlava.afaze = 13
hlava.stav = hlava.stav + 1
end
end,
[51] = function()
hlava:talk("ves-hs-papa")
room.rozbito = room.rozbito + 1
hlava.stav = 100
end,
[100] = function()
if hlava:isTalking() then
if odd(math.floor(game_getCycles() / 2)) then
hlava.afaze = 4
else
hlava.afaze = 18
end
else
room.rozbito = room.rozbito + 1
hlava.afaze = 5
hlava.stav = hlava.stav + 1
end
end,
default = function()
if hlava.stav >= 4 and hlava.stav <= 50 then
hlava.stav = hlava.stav + 1
end
end,
}
hlava:updateAnim()
end
end
-- -------------------------------------------------------------
local function prog_init_krabik()
local pom1, pom2, pomb1, pomb2 = 0, 0, false, false
krabik.afaze = 1
return function()
if amp1:isTalking() or amp2:isTalking() or amp3:isTalking() or hlava:isTalking() then
krabik.afaze = random(5)
if krabik.afaze == 1 then
krabik.afaze = 5
end
elseif random(20) == 0 then
krabik.afaze = 1
end
krabik:updateAnim()
end
end
-- --------------------
local update_table = {}
local subinit
subinit = prog_init_room()
if subinit then
table.insert(update_table, subinit)
end
subinit = prog_init_amp1()
if subinit then
table.insert(update_table, subinit)
end
subinit = prog_init_amp2()
if subinit then
table.insert(update_table, subinit)
end
subinit = prog_init_amp3()
if subinit then
table.insert(update_table, subinit)
end
subinit = prog_init_hlava()
if subinit then
table.insert(update_table, subinit)
end
subinit = prog_init_krabik()
if subinit then
table.insert(update_table, subinit)
end
return update_table
end
local update_table = prog_init()
-- -----------------------------------------------------------------
-- Update
-- -----------------------------------------------------------------
function prog_update()
for key, subupdate in pairs(update_table) do
subupdate()
end
end
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