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cubedispenser.lua
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cubedispenser.lua
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cubedispenser = class("cubedispenser")
function cubedispenser:init(x, y, r)
--PHYSICS STUFF
self.cox = x
self.coy = y
self.x = x-1
self.y = y-1
self.speedy = 0
self.speedx = 0
self.width = 2
self.height = 2
self.static = true
self.active = true
self.category = 7
self.mask = {true, false, false, false, false, false, false, false, true}
self.timer = cubedispensertime
self.t = "box"
--Input list
self.input1state = "off"
self.r = {unpack(r)}
table.remove(self.r, 1)
table.remove(self.r, 1)
--DROP ON LOAD
if #self.r > 0 and self.r[1] ~= "link" then
if self.r[1] == "true" then
self.timer = 0
end
table.remove(self.r, 1)
end
--DROP ON LOAD
if #self.r > 0 and self.r[1] ~= "link" then
self.spawnondestroy = self.r[1] == "true"
table.remove(self.r, 1)
end
--TYPE
if #self.r > 0 and self.r[1] ~= "link" then
self.t = self.r[1]
table.remove(self.r, 1)
end
self.inputactive = false
self.boxexists = false
self.box = nil
end
function cubedispenser:input(t, input)
if input == "drop" or input == "drop_enemy_triggered" then
if (t == "on" and self.input1state == "off") or (t == "toggle" ) then
if self.boxexists then
self.boxexists = false
if input == "drop" then
self:removebox()
end
end
self.timer = 0
end
end
end
function cubedispenser:link()
while #self.r > 3 do
for j, w in pairs(outputs) do
for i, v in pairs(objects[w]) do
if tonumber(self.r[3]) == v.cox and tonumber(self.r[4]) == v.coy then
v:addoutput(self, self.r[2])
end
end
end
table.remove(self.r, 1)
table.remove(self.r, 1)
table.remove(self.r, 1)
table.remove(self.r, 1)
end
end
function cubedispenser:update(dt)
if self.timer < cubedispensertime then
self.timer = self.timer + dt
if self.timer > 0.6 and self.boxexists == false then
local temp
if self.t == "box" then
temp = box:new(self.cox+.5, self.coy)
temp:addoutput(self, "drop")
table.insert(objects["box"], temp)
elseif tablecontains(enemies, self.t) then
temp = enemy:new(self.cox, self.coy+2-enemiesdata[self.t].height, self.t)
if self.spawnondestroy then
temp:addoutput(self, "drop_enemy_triggered")
end
temp.mask[7] = true
table.insert(objects["enemy"], temp)
end
self.box = temp
self.boxexists = true
elseif self.timer > 1 then
self.timer = 1
end
end
return false
end
function cubedispenser:draw()
love.graphics.draw(cubedispenserimg, math.floor((self.cox-xscroll-1)*16*scale), (self.coy-yscroll-1.5)*16*scale, 0, scale, scale, 0, 0)
end
function cubedispenser:removebox()
if self.box then
self.box:emancipate()
end
end