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Charcoal = { MAX_HEALTH = 10, GRAVITY = 350, ROLL_SPEED = 100, DAZED_TIME = 3,
TRANSITION_TIME = 2, SHOT_TIME = 1, SCORE = 5000 }
Charcoal.__index = Charcoal
setmetatable(Charcoal, Boss)
Charcoal.bbox_dazed = {x = -12, y = -26, w = 24, h = 25}
function Charcoal.create(x,y)
local self = setmetatable({}, Charcoal)
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.shockwaveAction = false
self.angry = false
self.anims = {}
self.anims[BS_IDLE] = newAnimation(img.charcoal_idle, 64, 64, 1, 1)
self.anims[BS_TRANSFORM] = newAnimation(img.charcoal_transform, 40, 64, 0.14, 19,
function()
self:setState(BS_ROLL)
self.nextShot = 0
end)
self.anims[BS_TRANSITION] = newAnimation(img.charcoal_transition, 40, 64, 0.14, 2)
self.anims[BS_DEAD] = self.anims[BS_TRANSITION]
self.anims[BS_ROLL] = newAnimation(img.charcoal_roll, 32, 32, 0.034, 19)
self.anims[BS_DAZED] = newAnimation(img.charcoal_daze, 40, 64, 0.14, 4)
self:setState(BS_IDLE)
return self
end
function Charcoal:update(dt)
if self.anim then
self.anim:update(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_TRANSFORM)
self.time = self.TRANSITION_TIME
playSound("transform")
end
elseif self.state == BS_TRANSITION then
self.time = self.time - dt
if self.time <= 0 then
self.angry = true
self:setState(BS_TRANSFORM)
playSound("transform")
end
elseif self.state == BS_ROLL then
self.x = self.x + self.dir * self.ROLL_SPEED * dt
if self.angry == true then
ingame.shake = 0.1
self.nextShot = self.nextShot - dt
if self.nextShot <= 0 then
table.insert(map.enemies, CoalBall.create(player.x, 0))
self.nextShot = self.SHOT_TIME
end
end
if self.x < 190 or self.x > 466 then
self.y = MAPH-16
self.yspeed = -100
self.dir = -self.dir
self.xspeed = self.dir*40
ingame.shake = 0.4
playSound("crash")
self:setState(BS_DAZED)
self.time = self.DAZED_TIME
local ballcount = self.angry == true and 10 or 6
for i=1,ballcount do
local ball = CoalBall.create(168+(320/(ballcount-1))*(i-1), math.random(-100,0))
table.insert(map.enemies, ball)
end
end
elseif self.state == BS_DAZED then
self.time = self.time - dt
self.yspeed = self.yspeed + self.GRAVITY*dt
self.x = self.x + self.xspeed*dt
self.y = self.y + self.yspeed*dt
if self.y > MAPH-16 then
self.xspeed = 0
self.yspeed = 0
self.y = MAPH-16
end
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.time <= 0 then
self.y = MAPH-16
self:setState(BS_TRANSFORM)
elseif self.angry == false and self.health < self.MAX_HEALTH*0.75 then
self:setState(BS_TRANSITION)
self.time = self.TRANSITION_TIME
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(0,32)))
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, 190, 466)
self.health = cap(self.health, 0, self.MAX_HEALTH)
end
function Charcoal:draw()
self.flx = math.floor(self.x)
self.fly = math.floor(self.y)
if self.state == BS_IDLE then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 32, 64)
elseif self.state == BS_DAZED then
if self.hit == true then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 20, 64, nil, img.charcoal_daze_hit)
else
self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 20, 64, nil,
self.angry == true and img.charcoal_daze_rage)
end
elseif self.state == BS_TRANSFORM then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 20, 64, nil,
self.angry == true and img.charcoal_transform_rage)
elseif self.state == BS_ROLL then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 16, 32, nil,
self.angry == true and img.charcoal_roll_rage)
elseif self.state == BS_TRANSITION or self.state == BS_DEAD then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 20, 64)
end
end
function Charcoal:collideBox(bbox)
if self.state == BS_ROLL then
if self.x-12 > bbox.x+bbox.w or self.x+12 < bbox.x
or self.y-22 > bbox.y+bbox.h or self.y < bbox.y then
return false
else
return true
end
else
if self.x-12 > bbox.x+bbox.w or self.x+12 < bbox.x
or self.y-34 > bbox.y+bbox.h or self.y < bbox.y then
return false
else
return true
end
end
return false
end
function Charcoal:getBBox()
return {x = self.x-12, y = self.y-22, w = 24, h = 22}
end
function Charcoal:setState(state)
self.state = state
self.anim = self.anims[state]
if self.anim then
self.anim:reset()
end
end
function Charcoal:shot(dt,dir)
if self.state == BS_DAZED then
self.hit = true
self.health = self.health - dt
end
end
function Charcoal:getPortraitImage()
return img.charcoal_portrait
end
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