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animatedbooltimer.lua
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animatedbooltimer.lua
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animatedbooltimer = class("animatedbooltimer")
animatedbooltimerlist = {}
function animatedbooltimer:init(x, y, tileno)
self.x = x
self.y = y
self.quadi = 1
self.timer = 0
self.quadobj = tilequads[tileno]
self.boolcheck = self.quadobj.boolid
self.delays = self.quadobj.delays
self.frametimes = {}
self.length = 0
for i = 1, #self.delays do
self.length = self.length + self.delays[i]
self.frametimes[i] = self.length
end
self.dir = 0
self.oldbool = false
table.insert(animatedbooltimerlist, self)
end
function animatedbooltimer:update(dt)
local oldi = self:geti()
self.timer = self.timer + dt*self.dir
if self.timer > self.length then
self.timer = self.length
self.dir = 0
elseif self.timer < 0 then
self.timer = 0
self.dir = 0
end
local newbool = globoolSH(self.boolcheck, "check")
if newbool ~= self.oldbool then
self.oldbool = newbool
self:input(newbool)
end
local newi = self:geti()
if oldi ~= newi then
local oldcol = self.quadobj.properties[oldi].collision
local oldportalable = self.quadobj.properties[oldi].portalable
local props = self.quadobj.properties[newi]
if oldcol ~= props.collision then
if props.collision then
objects["tile"][self.x .. "-" .. self.y] = tile:new(self.x-1, self.y-1)
else
objects["tile"][self.x .. "-" .. self.y] = nil
checkportalremove(self.x, self.y)
end
end
if oldportalable ~= props.portalable then
if not props.portalable then
checkportalremove(self.x, self.y)
end
end
end
end
function animatedbooltimer:input(t)
if t == true then
self.dir = 1
elseif t == false then
self.dir = -1
elseif t == "toggle" then
self.dir = -self.dir
if self.dir == 0 then
if self.timer == 0 then
self.dir = 1
else
self.dir = -1
end
end
end
end
function animatedbooltimer:geti()
for i = 2, #self.frametimes do
if self.timer > self.frametimes[i-1] and self.timer <= self.frametimes[i] then
return i
end
end
return 1
end