File: code.lua

package info (click to toggle)
fillets-ng-data 1.0.1-2
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid, trixie
  • size: 180,924 kB
  • sloc: makefile: 2
file content (324 lines) | stat: -rw-r--r-- 9,218 bytes parent folder | download | duplicates (6)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324

-- -----------------------------------------------------------------
-- 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