File: gasleak.lua

package info (click to toggle)
mrrescue 1.02e-1
  • links: PTS, VCS
  • area: main
  • in suites: buster
  • size: 13,228 kB
  • sloc: makefile: 9; sh: 1
file content (215 lines) | stat: -rw-r--r-- 6,293 bytes parent folder | download | duplicates (2)
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
GasLeak = { MAX_HEALTH = 12, WALK_SPEED = 40, PUSHED_COOLDOWN = 0.2,
		    PUSHED_SPEED = 40, DEAD_TIME = 5, DEAD_SMOKE_INTERVAL = 0.5,
			GHOST_DELAY = 2.5, GHOST_DELAY_ANGRY = 1.5, HAS_SHOT_TIME = 0.4, SCORE = 5000 }
GasLeak.__index = GasLeak
setmetatable(GasLeak, Boss)

function GasLeak.create(x,y)
	local self = setmetatable({}, GasLeak)
	self.alive = true
	self.hit = false
	self.x, self.y = x,y
	self.xspeed, self.yspeed = 0, 0
	self.time = self.IDLE_TIME
	self.dir = -1
	self.health = self.MAX_HEALTH
	self.shockwaveActive = false
	self.angry = false
	self.nextGhost = self.GHOST_DELAY
	self.hasShot = 0

	self.anims = {}
	self.anims[BS_IDLE] = newAnimation(img.gasleak_idle, 40, 128, 1, 1)
	self.anims[BS_WALK] = newAnimation(img.gasleak_walk, 40, 128, 0.14, 8)
	self.anims[BS_PUSHED] = newAnimation(img.gasleak_hit, 40, 64, 0.1, 2)
	self.anims[BS_TRANSITION] = newAnimation(img.gasleak_transition, 40, 128, 0.17, 10,
		function()
			self.angry = true
			self:setState(BS_WALK)
		end
	)
	self.anims[BS_DEAD] = newAnimation(img.gasleak_transition, 40, 128, 0.17, 2)

	self:setState(BS_IDLE)

	return self
end

function GasLeak:update(dt)
	if self.anim then
		self.anim:update(dt)
	end

	if self.hasShot > 0 then self.hasShot = self.hasShot - dt end

	map.boss.hit = false

	if self.state == BS_IDLE then
		self.time = self.time - dt
		if self.time <= 0 then
			self:setState(BS_WALK)
		end
	elseif self.state == BS_WALK then
		self.x = self.x + self.dir*self.WALK_SPEED*dt
		self.nextGhost = self.nextGhost - dt
		if self.nextGhost < 0 then
			if self.angry == false then
				self.nextGhost = self.GHOST_DELAY
				table.insert(map.enemies, GasGhost.create(self.x+self.dir*14, self.y-46, self.dir))
			else
				local rand = math.random(1,5)
				if rand >= 4 then
					table.insert(map.enemies, GasGhost.create(self.x+self.dir*14, self.y-46, self.dir))
				elseif rand >= 2 then
					table.insert(map.enemies, GasGhost.create(self.x+self.dir*14, self.y-46, self.dir, 1.67))
				else
					table.insert(map.enemies, GasGhost.create(self.x+self.dir*14, self.y-46, self.dir))
					table.insert(map.enemies, GasGhost.create(self.x+self.dir*14, self.y-46, self.dir, 1.67))
				end
				self.nextGhost = self.GHOST_DELAY_ANGRY
			end
			self.hasShot = self.HAS_SHOT_TIME
			playSound("shoot")
		end

		-- Move towards player
		local dist = player.x - self.x
		if math.abs(dist) > 32 then
			self.dir = math.sign(dist)
		end

		-- Check if dead or ready to get angry
		if self.health <= 0 then
			self.time = self.DEAD_TIME
			self.yspeed = self.DEAD_SMOKE_INTERVAL
			ingame.shake = self.DEAD_TIME
			self:setState(BS_DEAD)
			map:clearFire()
			map:clearEnemies()
			score = score + self.SCORE
			stopMusic()
		elseif self.angry == false and self.health < self.MAX_HEALTH*0.75 then
			self:setState(BS_TRANSITION)
			playSound("transform")
		end
	elseif self.state == BS_PUSHED then
		self.hit = true
		self.time = self.time - dt
		self.x = self.x - self.dir*self.PUSHED_SPEED*dt
		if self.time <= 0 then
			self:setState(BS_WALK)
		end

		-- Check if dead or ready to get angry
		if self.health <= 0 then
			self.time = self.DEAD_TIME
			self.yspeed = self.DEAD_SMOKE_INTERVAL
			ingame.shake = self.DEAD_TIME
			self:setState(BS_DEAD)
			map:clearFire()
			map:clearEnemies()
			score = score + self.SCORE
			stopMusic()
		elseif self.angry == false and self.health < self.MAX_HEALTH*0.75 then
			self:setState(BS_TRANSITION)
			playSound("transform")
		end
	elseif self.state == BS_DEAD then
		self.time = self.time - dt
		self.yspeed = self.yspeed + dt
		if self.yspeed > self.DEAD_SMOKE_INTERVAL then
			self.yspeed = 0
			if ingame_state ~= INGAME_WON then
				map:addParticle(BlackSmoke.create(self.x+math.random(-16,16),self.y-math.random(0,40)))
				playSound("endexplosion")
			end
		end
		if self.time <= 0 and ingame_state ~= INGAME_WON then
			ingame_state = INGAME_WON
			playMusic("victory", false)
		end
	end

	self.x = cap(self.x, 194, 462)
	self.health = cap(self.health, 0, self.MAX_HEALTH)
end

function GasLeak:draw()
	self.flx = math.floor(self.x)
	self.fly = math.floor(self.y)

	if self.state == BS_WALK then
		if self.angry == false then
			if self.x <= 194 or self.x >= 462 then
				if self.hasShot > 0 then
					self.anims[BS_IDLE]:draw(self.flx, self.fly, 0, self.dir, 1, 20, 128, nil, img.gasleak_idle_shot)
				else
					self.anims[BS_IDLE]:draw(self.flx, self.fly, 0, self.dir, 1, 20, 128)
				end
			else
				if self.hasShot > 0 then
					self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 20, 128, nil, img.gasleak_shot_walk)
				else
					self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 20, 128)
				end
			end
		else
			if self.x <= 194 or self.x >= 462 then
				if self.hasShot > 0 then
					self.anims[BS_IDLE]:draw(self.flx, self.fly, 0, self.dir, 1, 20, 128, nil, img.gasleak_rage_idle_shot)
				else
					self.anims[BS_IDLE]:draw(self.flx, self.fly, 0, self.dir, 1, 20, 128, nil, img.gasleak_rage_idle)
				end
			else
				if self.hasShot > 0 then
					self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 20, 128, nil, img.gasleak_rage_shot_walk)
				else
					self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 20, 128, nil, img.gasleak_rage_walk)
				end
			end
		end
	elseif self.state == BS_IDLE then
		self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 20, 128)
	elseif self.state == BS_PUSHED then
		self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 20, 64)
	elseif self.state == BS_TRANSITION or self.state == BS_DEAD then
		self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 20, 128)
	end
end

function GasLeak:collideBox(bbox)
	if self.x-10 > bbox.x+bbox.w or self.x+10 < bbox.x
	or self.y-60 > bbox.y+bbox.h or self.y < bbox.y then
		return false
	else
		return true
	end
end

function GasLeak:getBBox()
	return {x = self.x-10, y = self.y-60, w = 20, h = 60}
end

function GasLeak:setState(state)
	self.state = state
	self.anim = self.anims[state]
	if self.anim then
		self.anim:reset()
	end
end

function GasLeak:shot(dt,dir)
	if self.state ~= BS_TRANSITION and self.state ~= BS_DEAD then
		self.health = self.health - dt
		self.hit = true
		self.dir = -dir
		self.time = self.PUSHED_COOLDOWN
		if self.state ~= BS_PUSHED then
			self:setState(BS_PUSHED)
		end
	end
end

function GasLeak:getPortraitImage()
	return img.gasleak_portrait
end