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-- -----------------------------------------------------------------
-- Init
-- -----------------------------------------------------------------
local function prog_init()
initModels()
sound_playMusic("music/rybky03.ogg")
addHeadAnim(small, "images/fishes/small", "head_dark", "dark_00")
addHeadAnim(small, "images/fishes/small", "head_dark", "dark_01")
addHeadAnim(big, "images/fishes/big", "head_dark", "dark_00")
addHeadAnim(big, "images/fishes/big", "head_dark", "dark_01")
local neztmaveno = true
-- -------------------------------------------------------------
local function ztmavfg()
local i
for key,model in pairs({small, big}) do
if model:isAlive() then
local action = model:getAction()
if action == "turn" or action == "activate" or random(100) < 6 then
model_useSpecialAnim(model.index, "head_dark", 1)
else
model_useSpecialAnim(model.index, "head_dark", 0)
end
end
end
if neztmaveno then
for i = 0,4 do
valecek[i]:setEffect("invisible")
svetelko[i]:setEffect("invisible")
end
tyc:setEffect("invisible")
ocel1:setEffect("invisible")
ocel2:setEffect("invisible")
ocel3:setEffect("invisible")
room:setEffect("invisible")
neztmaveno = false
end
end
local function nastavvalec(index, smer)
local i
for i = 0,4 do
if valecek[i].dir == dir_no and
valecek[i].Y+1 == valecek[index].Y and
valecek[i].X == valecek[index].X then
nastavvalec(i, smer)
end
end
valecek[index].otacsmer = smer
end
local function najdiafazi(i)
switch(valecek[i].rychlost){
[1] = function()
valecek[i].afaze = valecek[i].orifaze
end,
[2] = function()
valecek[i].afaze = valecek[i].orifaze/2+12
end,
[3] = function()
valecek[i].afaze = valecek[i].orifaze/3+18
end,
[4] = function()
valecek[i].afaze = valecek[i].orifaze/4+22
end,
[6] = function()
valecek[i].afaze = valecek[i].orifaze/6+25
end,
[12] = function()
valecek[i].afaze = valecek[i].orifaze/6+27
end,
[-12] = function()
valecek[i].afaze = valecek[i].orifaze/6+29
end,
}
valecek[i].afaze = math.floor(valecek[i].afaze)
end
local function tocvalec(i)
if room.energie == 0 then
valecek[i].afaze = valecek[i].afaze + valecek[i].otacsmer
if valecek[i].afaze == 12 then valecek[i].afaze = 0 end
if valecek[i].afaze == -1 then valecek[i].afaze = 11 end
if valecek[i].otacsmer ~= 0 then valecek[i]:updateAnim() end
else
if valecek[i].otacsmer ~= 0 then
valecek[i].orifaze =
valecek[i].orifaze + valecek[i].otacsmer*room.defrychlost
if valecek[i].orifaze < 0 then
valecek[i].orifaze = valecek[i].orifaze + 12
end
if valecek[i].orifaze > 11 then
valecek[i].orifaze = valecek[i].orifaze - 12
end
if valecek[i].rychlost == room.defrychlost then
valecek[i].afaze = valecek[i].afaze + valecek[i].otacsmer
if valecek[i].afaze == room.maxfaze+1 then
valecek[i].afaze = room.minfaze
end
if valecek[i].afaze == room.minfaze-1 then
valecek[i].afaze = room.maxfaze
end
else
valecek[i].rychlost = room.defrychlost
najdiafazi(i)
end
elseif valecek[i].rychlost ~= 0 then
switch(valecek[i].rychlost){
[1] = function()
valecek[i].rychlost = 0
end,
[2] = function()
valecek[i].rychlost = 1
valecek[i].orifaze = valecek[i].otacsmer + valecek[i].orifaze
end,
[3] = function()
valecek[i].rychlost = 2
valecek[i].orifaze = 2*valecek[i].otacsmer + valecek[i].orifaze
end,
[4] = function()
valecek[i].rychlost = 3
valecek[i].orifaze = 3*valecek[i].otacsmer + valecek[i].orifaze
end,
[6] = function()
valecek[i].rychlost = 4
valecek[i].orifaze = 4*valecek[i].otacsmer + valecek[i].orifaze
end,
[12] = function()
valecek[i].rychlost = 6
valecek[i].orifaze = 6*valecek[i].otacsmer + valecek[i].orifaze
end,
[-12] = function()
valecek[i].rychlost = 12
end,
}
if valecek[i].orifaze > 11 then
valecek[i].orifaze = valecek[i].orifaze-12
end
if valecek[i].orifaze < 0 then
valecek[i].orifaze = valecek[i].orifaze+12
end
najdiafazi(i)
end
end
valecek[i]:updateAnim()
end
local function prog_init_room()
local i
for i = 0,4 do
valecek[i].otacsmer = 0
svetelko[i]:setEffect("invisible")
end
tma:setEffect("invisible")
room.energie=0
room.jevidet = 0
return function()
if neztmaveno and tyc.afaze == 14 and tyc.Y == 10 then
model_setViewShift(tyc.index, -1, 0)
tyc:updateAnim()
end
if room.jevidet == 0 or room.jevidet == 110 then
if tyc.Y == 10 and tyc.afaze ~= 14 then
if tyc.afaze == 0 then
tyc:talk("tyc-pauau", VOLUME_FULL)
tyc.pocitadlo = 49
room.energie = 1
tyc.rychlost = 1
room.defrychlost = 2
room.minfaze = 12
room.maxfaze = 17
for i = 0,4 do
valecek[i].rychlost = 1
valecek[i].orifaze = valecek[i].afaze
end
end
if tyc.pocitadlo == 0 then
if room.energie ~= 6 then room.energie = room.energie+1 end
switch(tyc.rychlost){
[1] = function()
tyc.rychlost = 2
room.minfaze = 18
room.maxfaze = 21
room.defrychlost = 3
end,
[2] = function()
tyc.rychlost = 3
room.minfaze = 22
room.maxfaze = 24
room.defrychlost = 4
end,
[3] = function()
tyc.rychlost = 4
room.minfaze = 25
room.maxfaze = 26
room.defrychlost = 6
end,
[4] = function()
tyc.rychlost = 6
room.minfaze = 27
room.maxfaze = 28
room.defrychlost = 12
end,
[6] = function()
tyc.rychlost = 12
room.minfaze = 29
room.maxfaze = 30
room.defrychlost = -12
end,
[12] = function()
room.jevidet = 1
tma:setEffect("none")
sound_stopMusic()
end,
}
tyc.pocitadlo = 48
end
tyc.pocitadlo = tyc.pocitadlo-1
if tyc.afaze <= 1 then tyc.bliksmer = 1 end
if tyc.afaze == 13 then tyc.bliksmer = -1 end
tyc.afaze = tyc.afaze+tyc.bliksmer*tyc.rychlost
tyc:updateAnim()
end
for i = 0,4 do
valecek[i].otacsmer = 0
svetelko[i]:setEffect("invisible")
end
for i = 0,4 do
if (valecek[i].Y == 9 and valecek[i].dir == dir_no and
(valecek[i].X ~= 6 or tyc.afaze == 14)
and valecek[i].X ~= 8) or
(valecek[i].X == 8 and valecek[i].Y == 11) then
nastavvalec(i, math.mod(valecek[i].X, 2)*2-1)
svetelko[i].afaze = room.energie
model_setViewShift(svetelko[i].index,
valecek[i].X, valecek[i].Y+1)
svetelko[i]:setEffect("none")
svetelko[i]:updateAnim()
else
svetelko[i]:setEffect("invisible")
end
end
for i = 0,4 do
tocvalec(i)
end
elseif room.jevidet == 100 then
room.jevidet = room.jevidet+1
room.energie = 0
for i = 0,4 do
valecek[i].afaze = valecek[i].orifaze
valecek[i]:setEffect("none")
valecek[i]:updateAnim()
end
tyc.afaze = 14
tyc.rychlost = 0
model_setViewShift(tyc.index, -1, 0)
tyc:setEffect("none")
tyc:updateAnim()
ocel1:setEffect("none")
ocel2:setEffect("none")
ocel3:setEffect("none")
room:setEffect("none")
room.jevidet = 101
game_changeBg("images/"..codename.."/tma.png")
elseif room.jevidet < 100 then
room.jevidet = room.jevidet+1
if neztmaveno then
game_changeBg("images/"..codename.."/tma.png")
end
ztmavfg()
elseif room.jevidet < 105 then
room.jevidet = room.jevidet+1
if neztmaveno then
game_changeBg("images/"..codename.."/tma.png")
neztmaveno = false
end
elseif room.jevidet == 105 then
game_changeBg("images/"..codename.."/pozadi.png")
room.jevidet = 106
elseif room.jevidet == 109 then
sound_playMusic("music/rybky03.ogg")
room.jevidet = 110
else room.jevidet = room.jevidet+1
end
if room.jevidet == 2 then
tma:setEffect("invisible")
end
end
end
-- --------------------
local update_table = {}
local subinit
subinit = prog_init_room()
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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