-
Notifications
You must be signed in to change notification settings - Fork 69
/
magmahulk.lua
220 lines (198 loc) · 6.04 KB
/
magmahulk.lua
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
MagmaHulk = { MAX_HEALTH = 12, GRAVITY = 350, JUMP_POWER = 200, MAX_JUMP = 128,
TRANSITION_TIME = 2, SCORE = 5000 }
MagmaHulk.__index = MagmaHulk
setmetatable(MagmaHulk, Boss)
function MagmaHulk.create(x,y)
local self = setmetatable({}, MagmaHulk)
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.angry = false
self.hitGround = false
self.shockwaveActive = false
self.shockwaveFrame = 0
self.shockwaveX = 0
self.anims = {}
self.anims[BS_JUMP] = newAnimation(img.magmahulk_jump, 58, 64, 0.14, 5,
function()
self:setState(BS_FLY)
self.yspeed = -self.JUMP_POWER
self.xspeed = 0.93*cap(cap(player.x,194,464) - self.x, -self.MAX_JUMP, self.MAX_JUMP)
self.hitGround = false
playSound("bossjump")
end
)
self.anims[BS_LAND] = newAnimation(img.magmahulk_land, 58, 64, 0.14, 7,
function()
if self.state ~= BS_TRANSITION then
self:setState(BS_JUMP)
end
end
)
self:setState(BS_IDLE)
return self
end
function MagmaHulk: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_JUMP)
end
elseif self.state == BS_FLY then
self.yspeed = self.yspeed + self.GRAVITY*dt
self.x = self.x + self.xspeed*dt
self.y = self.y + self.yspeed*dt
if self.yspeed > 0 and self.y > MAPH-48 then
self:setState(BS_LAND)
end
elseif self.state == BS_LAND then
self.yspeed = self.yspeed + self.GRAVITY*dt
self.y = self.y + self.yspeed*dt
if self.y > MAPH-16 then
self.y = MAPH-16
self.yspeed = 0
if self.hitGround == false then
-- Add fire
map:addFire(math.floor((self.x-8)/16), math.floor((self.y-5)/16))
map:addFire(math.floor((self.x+8)/16), math.floor((self.y-5)/16))
self.hitGround = true
-- Set shake
ingame.shake = 0.4
-- Play sound
playSound("crash")
-- Add shockwave
if self.angry == true then
self.shockwaveX = math.floor(self.x)
self.shockwaveFrame = 0
self.shockwaveActive = true
end
end
else
self.x = self.x + self.xspeed*dt
end
elseif self.state == BS_JUMP then
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)
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_LAND)
self.hitGround = true
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, 464)
-- Update shockwave if active
if self.shockwaveActive == true then
self.shockwaveFrame = self.shockwaveFrame + dt*24
if self.shockwaveFrame >= 10 then
self.shockwaveFrame = 0
self.shockwaveActive = false
end
end
self.health = cap(self.health, 0, self.MAX_HEALTH)
end
function MagmaHulk:draw()
self.flx = math.floor(self.x)
self.fly = math.floor(self.y)
-- Draw shockwave
if self.shockwaveActive == true then
local frame = math.floor(self.shockwaveFrame)
lg.draw(img.shockwave, quad.shockwave[frame], self.shockwaveX, 240, 0, 1,1, 82, 32)
lg.draw(img.shockwave, quad.shockwave[frame], self.shockwaveX, 240, 0,-1,1, 82, 32)
end
-- Draw boss
if self.state == BS_TRANSITION or self.state == BS_DEAD then
self.anims[BS_LAND]:draw(self.flx, self.fly, 0, self.dir, 1, 27, 64, 1,
(self.time*16) % 2 < 1 and img.magmahulk_rage_land)
elseif self.hit == false then
if self.state == BS_IDLE then
self.anims[BS_JUMP]:draw(self.flx, self.fly, 0, self.dir, 1, 27, 64, 1,
self.angry == true and img.magmahulk_rage_jump)
elseif self.state == BS_FLY then
self.anims[BS_LAND]:draw(self.flx, self.fly, 0, self.dir, 1, 27, 64, 1,
self.angry == true and img.magmahulk_rage_land)
elseif self.state == BS_JUMP then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 27, 64, nil,
self.angry == true and img.magmahulk_rage_jump)
elseif self.state == BS_LAND then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 27, 64, nil,
self.angry == true and img.magmahulk_rage_land)
end
else
if self.state == BS_IDLE then
self.anims[BS_JUMP]:draw(self.flx, self.fly, 0, self.dir, 1, 27, 64, 1, img.magmahulk_jump_hit)
elseif self.state == BS_FLY then
self.anims[BS_LAND]:draw(self.flx, self.fly, 0, self.dir, 1, 27, 64, 1, img.magmahulk_land_hit)
elseif self.state == BS_JUMP then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 27, 64, nil, img.magmahulk_jump_hit)
elseif self.state == BS_LAND then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 27, 64, nil, img.magmahulk_land_hit)
end
end
end
function MagmaHulk:collideBox(bbox)
if self.x-11 > bbox.x+bbox.w or self.x+11 < bbox.x
or self.y-33 > bbox.y+bbox.h or self.y-7 < bbox.y then
return false
else
return true
end
end
function MagmaHulk:getBBox()
return {x = self.x-11, y = self.y-33, w = 22, h = 26}
end
function MagmaHulk:getShockwaveBBox()
local swwidth = self.shockwaveFrame*6.08
return {x = self.x-swwidth, y = 235, w = 2*swwidth, h = 5}
end
function MagmaHulk:setState(state)
self.state = state
self.anim = self.anims[state]
if self.anim then
self.anim:reset()
end
end
function MagmaHulk:shot(dt,dir)
if self.state ~= BS_TRANSITION and self.state ~= BS_DEAD then
self.health = self.health - dt
self.hit = true
end
end
function MagmaHulk:getPortraitImage()
return img.magmahulk_portrait
end