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-- -----------------------------------------------------------------
-- This script contains script_update() function,
-- which is called every game cycle from the game.
--
-- NOTE: this script contains code structures to support
-- original level design (e.g. afaze, X, Y, dir)
-- -----------------------------------------------------------------
file_include("script/share/borejokes.lua")
file_include("script/share/blackjokes.lua")
file_include("script/share/bubles.lua")
file_include("script/share/bordershout.lua")
-- -----------------------------------------------------------------
-- Init function
-- -----------------------------------------------------------------
function initModels()
-- Set starting values for all models
-- Run this function in you init
local models = getModelsTable()
for key, model in pairs(models) do
model.afaze = 0
model.X, model.Y = model:getLoc()
model.XStart, model.YStart = model:getLoc()
model.dir = dir_no
model.updateAnim = function(self)
self:setAnim("default", self.afaze)
end
model.anim = ""
resetanim(model)
end
borderShoutLoad()
stdBoreJokeLoad()
stdBlackJokeLoad()
stdBublesLoad()
loadFonts()
end
-- -----------------------------------------------------------------
-- Run functions
-- -----------------------------------------------------------------
local function updateModels()
-- update .X, .Y for all models
local models = getModelsTable()
for key, model in pairs(models) do
model.X, model.Y = model:getLoc()
local action = model:getAction()
if "move_up" == action then
model.dir = dir_up
elseif "move_down" == action then
model.dir = dir_down
elseif "move_left" == action then
model.dir = dir_left
elseif "move_right" == action then
model.dir = dir_right
else
model.dir = dir_no
end
end
end
-- -----------------------------------------------------------------
function script_update()
-- this function is called after every game cycle
animateUnits()
borderShout()
updateModels()
prog_update()
stdBubles()
stdBoreJoke()
stdBlackJoke()
end
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