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human.lua
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human.lua
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Human = { corners = {-5, 5, -16, -0.5} }
Human.__index = Human
local MOVE_SPEED = 50
local RUN_SPEED = 100
local THROW_SPEED = 250
local PUSH_SPEED = 100
local NUM_HUMANS = 4
local GRAVITY = 350
local PANIC_RADIUS = 29
local MAX_HEALTH = 5
local SCORE = 250
local IDLE_TIME = 2
local WALK_TIME = 3
HS_WALK, HS_CARRIED, HS_FLY, HS_BURN, HS_IDLE, HS_PANIC = 0,1,2,3,4,5
function Human.create(x,y,id)
local self = setmetatable({}, Human)
self.alive = true
self.x, self.y = x,y
self.xspeed, self.yspeed = 0,0
self.dir = 1
self.id = id or math.random(1, NUM_HUMANS)
self.health = MAX_HEALTH
self.anims = {}
self.anims[HS_WALK] = newAnimation(img.human_run[self.id], 20,32, 0.22, 4)
self.anims[HS_FLY] = newAnimation(img.human_fly[self.id], 20, 32, 0, 4)
self.anims[HS_BURN] = newAnimation(img.human_burn[self.id], 20, 32, 0.10, 4)
self.anims[HS_IDLE] = self.anims[HS_WALK]
self.anims[HS_PANIC] = newAnimation(img.human_panic[self.id], 20, 32, 0.10, 6)
self:setState(HS_IDLE)
self.time = math.random()*4
return self
end
function Human:update(dt)
-- Idle state
if self.state == HS_IDLE then
self.time = self.time - dt
-- Go to walk state if idle time is over
if self.time <= 0 then
self:setState(HS_WALK)
end
self:collideFire()
self:collideEnemies()
-- Walking state
elseif self.state == HS_WALK then
self.xspeed = self.dir*MOVE_SPEED
self.yspeed = self.yspeed + GRAVITY*dt
self.x = self.x + self.xspeed*dt
if collideX(self) == true then
self.dir = self.dir*-1
end
self.y = self.y + self.yspeed*dt
if collideY(self) == true then
self.yspeed = 0
end
-- Avoid walking into fire
local isTrapped, fire_left, fire_right = self:isTrapped()
if isTrapped == true then
self:setState(HS_PANIC)
elseif fire_left == true then
self.dir = 1
elseif fire_right == true then
self.dir = -1
end
self.time = self.time - dt
-- Go to idle state if walk time if over
if self.time <= 0 then
self:setState(HS_IDLE)
end
self:collideFire()
self:collideEnemies()
-- Panic state
elseif self.state == HS_PANIC then
self:collideFire()
self:collideEnemies()
-- Check if it is safe to continue
if self:isTrapped() == false then
self:setState(HS_IDLE)
end
-- Burning panic state
elseif self.state == HS_BURN then
self.xspeed = self.dir*RUN_SPEED
self.yspeed = self.yspeed + GRAVITY*dt
self.x = self.x + self.xspeed*dt
if collideX(self) == true then
self.dir = self.dir*-1
end
self.y = self.y + self.yspeed*dt
if collideY(self) == true then
self.yspeed = 0
end
self.health = self.health - dt
if self.health <= 0 then
self.alive = false
casualties = casualties + 1
map:addParticle(Ashes.create(self.x, self.y))
end
-- Flying state
elseif self.state == HS_FLY then
if self.xspeed < 0 then
self.xspeed = self.xspeed + dt*150
elseif self.xspeed > 0 then
self.xspeed = self.xspeed - dt*150
end
self.yspeed = self.yspeed + GRAVITY*dt
self.x = self.x + self.xspeed*dt
self:collideWindows()
local col, last = collideX(self)
if col == true then
self.xspeed = self.xspeed*-0.6
if last then
last:shot(0.16, self.dir)
if last.health >= 0 then
playSound("door")
end
end
end
self.y = self.y + self.yspeed*dt
if collideY(self) == true then
self.buttHit = self.buttHit + 1
self.yspeed = self.yspeed*-0.6
end
if self.buttHit >= 3 then
self:setState(HS_WALK)
end
end
-- Check if thrown out of window
if self.x < -16 or self.x > MAPW+16 or self.y > MAPH+64 then
saved = saved + 1
self.alive = false
last_rescue = 0
combo = combo + 1
if combo < 3 then
map:addParticle(PopupText.create("rescue"))
score = score + SCORE
elseif combo >= 3 and combo <= 5 then
map:addParticle(PopupText.create(combo.."combo"))
score = score + (combo-1)*SCORE
elseif combo > 5 then
score = score + (combo-1)*SCORE
map:addParticle(PopupText.create("megacombo"))
end
playSound("rescue")
stats[4] = stats[4] + 1
end
-- Update animation
if self.anim then
self.anim:update(dt)
end
end
function Human:collideFire()
-- Check collision with fire
for j,w in pairs(map.fire) do
for i,v in pairs(w) do
if self:collideBox(v:getBBox()) == true then
self:setState(HS_BURN)
return
end
end
end
end
function Human:collideEnemies()
for i,v in ipairs(map.enemies) do
if self:collideBox(v:getBBox()) == true then
self:setState(HS_BURN)
return
end
end
end
function Human:isTrapped()
local lx = math.floor((self.x-PANIC_RADIUS)/16)
local rx = math.floor((self.x+PANIC_RADIUS)/16)
local cy = math.floor((self.y-8)/16)
local fire_left = map:hasFire(lx, cy)
local fire_right = map:hasFire(rx, cy)
if fire_left == true then
if fire_right == true or map:collideCell(rx,cy) then
return true, fire_left, fire_right
end
elseif fire_right == true then
if fire_left == true or map:collideCell(lx,cy) then
return true, fire_left, fire_right
end
end
return false, fire_left, fire_right
end
function Human:setState(state)
self.state = state
self.anim = self.anims[self.state]
if self.anim then
self.anim:reset()
end
if state == HS_IDLE then
self.time = IDLE_TIME
elseif self.state == HS_WALK then
self.time = WALK_TIME
end
end
function Human:shot(dt,dir)
if self.state == HS_BURN then
self:setState(HS_WALK)
end
if self.state == HS_IDLE or self.state == HS_PANIC
or self.state == HS_BURN or self.state == HS_WALK then
self:push(self.x, self.y, dir)
end
end
function Human:collideWindows()
for i=1,2 do
local tile = map:getPoint(self.x+self.corners[i], self.y+self.corners[4])
if tile == 38 or tile == 39 then
local cx = math.floor((self.x+self.corners[i])/16)
local cy = math.floor((self.y+self.corners[4])/16)
map:hitCell(cx,cy,math.sign(self.xspeed))
end
end
end
function Human:throw(x,y,dir)
self:setState(HS_FLY)
self.x = x
self.y = y
self.xspeed = THROW_SPEED*dir
self.yspeed = -130
self.dir = dir
self.buttHit = 0
playSound("throw")
end
function Human:push(x,y,dir,intensity)
self:setState(HS_FLY)
self.x = x
self.y = y
self.xspeed = PUSH_SPEED*dir
self.yspeed = -50
self.buttHit = 0
end
function Human:canGrab()
return self.state ~= HS_BURN
end
function Human:grab()
self:setState(HS_CARRIED)
end
function Human:draw()
self.flx = math.floor(self.x)
self.fly = math.floor(self.y)
if self.state == HS_WALK or self.state == HS_BURN or self.state == HS_PANIC then
self.anim:draw(self.flx, self.fly, 0,self.dir,1, 10, 32)
elseif self.state == HS_IDLE then
self.anim:draw(self.flx, self.fly, 0,self.dir,1, 10, 32, 1)
elseif self.state == HS_FLY then
if self.buttHit < 2 then
if self.yspeed > -20 then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1,10,32, 1)
else
self.anim:draw(self.flx, self.fly, 0, self.dir, 1,10,32, 2)
end
else
self.anim:draw(self.flx, self.fly, 0, self.dir, 1,10,32, 3)
end
end
end
function Human:collideBox(bbox)
if self.x-5 > bbox.x+bbox.w or self.x+5 < bbox.x
or self.y-16 > bbox.y+bbox.h or self.y < bbox.y then
return false
else
return true
end
end
function Human:getBBox()
return {x = self.x-5, y = self.y-16, w = 10, h = 16}
end