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chicagoObstacleObjects.lua
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executable file
·419 lines (363 loc) · 14.7 KB
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----------------------------------
-- THE BIG 3 VIDEO GAME ---
-- andrew@langleycreations.com ---
----------------------------------
-- Script controls properties of all objects lying in the street that need to be knocked over
-- for the Chicago endless runner level
local mainScene = nil
local prevTime = system.getTimer()
local spawnTime = system.getTimer()
local obstacleObjects = {
activeObstacleGroups = {}
}
-- Discard objects if they've moved off screen or have been knocked over too long
local function objectDiscard(obj)
if( mainScene.obstacles.collidedObjects ) then
for i, collided in ipairs( mainScene.obstacles.collidedObjects ) do
if( obj == collided ) then
table.remove( mainScene.obstacles.collidedObjects, i )
end
end
end
if( obj.dispose ) then
obj.dispose = nil
end
if( obj.onInitialImpact ) then
obj.onInitialImpact = nil
end
if( obj.onGroundImpact ) then
obj:removeEventListener( "postCollision", obj.onGroundImpact )
obj.onGroundImpact = nil
end
if( obj.applyLinearImpulse ) then
physics.removeBody( obj )
end
if( obj.removeSelf ) then
obj:removeSelf()
end
obj = nil
end
local function spawn(self,obj)
-- Determine what gets spawned
if( not obj ) then
local num = math.random(6)
if( num==1 ) then
table.insert(self.activeObstacleGroups, mainScene.obstacles.portaPotties:spawn(mainScene))
elseif( num == 2 ) then
table.insert(self.activeObstacleGroups, mainScene.obstacles.tableObject:spawn(mainScene))
elseif( num == 3 ) then
table.insert(self.activeObstacleGroups, mainScene.obstacles.dumpster:spawn(mainScene))
elseif( num == 4 ) then
if ( math.random( 2 ) == 1 ) then
table.insert(self.activeObstacleGroups, mainScene.obstacles.elvis:spawn(mainScene))
else
table.insert(self.activeObstacleGroups, mainScene.obstacles.portaPotties:spawn(mainScene))
end
elseif( num == 6 ) then
table.insert(self.activeObstacleGroups, mainScene.obstacles.crates:spawn(mainScene))
else
table.insert(self.activeObstacleGroups, mainScene.obstacles.trophy:spawn(mainScene))
end
else
table.insert(self.activeObstacleGroups, obj:spawn(mainScene))
end
mainScene.groundSpawnTime = system.getTimer()
local offsetX = 0
local debugName = ""
for i=1,table.getn( mainScene.obstacles.activeObstacleGroups ) do
for q=1, table.getn( mainScene.obstacles.activeObstacleGroups[i].bodies ) do
obj = mainScene.obstacles.activeObstacleGroups[i].bodies[q]
if( obj.x ) then
mainScene.city:setGroundSpawnCoordinate( obj.x + ( obj.width/2 ) + 30 )
end
end
end
end
local function checkForDiscardedObject(self,obj,scene)
if( not obj ) then
return
end
-- Don't evluate this too soon after the objects have been collided with.
if( obj.bCollidedWithPlayer and obj.timeOfCollision ) then
if( system.getTimer() - obj.timeOfCollision < 2000 ) then
return false
end
end
-- See if the object has moved off screen. If it has, flag it to be discarded.
local bDiscard = false
if( obj.contentBounds ) then
if( obj.contentBounds.xMax <= mainScene.leftEdge - 10 or ( obj.bCollidedWithPlayer and obj.contentBounds.xMin > mainScene.rightEdge ) ) then
bDiscard = true
end
if( not bDiscard ) then
if( obj.contentBounds.yMax < mainScene.topEdge or obj.contentBounds.yMin > mainScene.bottomEdge ) then
bDiscard = true
end
end
end
-- If this object has been flagged to discard, remove it from the table and destroy the object.
if( bDiscard or obj.forceDiscard or not obj.contentBounds ) then
objectDiscard(obj)
for i=1,table.getn( self.activeObstacleGroups ) do
if( self.activeObstacleGroups[i] ) then
for q=1, table.getn( self.activeObstacleGroups[i].bodies ) do
if ( obj == self.activeObstacleGroups[i].bodies[q] ) then
table.remove( self.activeObstacleGroups[i].bodies, q )
end
end
if( table.getn( self.activeObstacleGroups[i].bodies ) == 0 ) then
self.activeObstacleGroups[i].bodies = nil
self.activeObstacleGroups[i] = nil
table.remove( self.activeObstacleGroups, i )
end
end
end
for i=1,table.getn( self.miscObstacles ) do
if( obj == self.miscObstacles[i] ) then
table.remove( self.miscObstacles, i )
end
end
obj = nil
else
-- Evaluate if the object, after collision, has been settled for too long or is getting too close to the player.
-- If so, remove it. Via magic.
if( not obj.timeOfCollision ) then
obj.timeOfCollision = -100
end
local bTooClose = false
if( obj.timeOfCollision > 0 ) then
if( system.getTimer() - obj.timeOfCollision > 500 ) then
bTooClose = math.abs( obj.x - scene.player.avatar.x ) < 150
end
end
if( bTooClose or ( system.getTimer() - obj.timeOfCollision > 1000 and obj.angularVelocity ) ) then
-- See if the item has settled.
if( bTooClose or ( math.abs( obj.angularVelocity ) <= 2 and obj.bCollidedWithPlayer ) ) then
if( not obj.timeSettled ) then
-- Remember at what time the object was flagged as having been settled.
obj.timeSettled = system.getTimer()
else
-- If the object has been settled for too long or is getting too close, remove it.
if( bTooClose or system.getTimer() - obj.timeSettled > 2200 ) then
obj.forceDiscard = true
if ( not obj.explosionScale ) then
obj.explosionScale = 1
end
scene:doExplosion(obj,obj.explosionScale)
end
end
end
end
end
end
function obstacleObjects:addMisc(obj,bCollided)
if( bCollided ) then
obj.bCollidedWithPlayer = true;
obj.timeOfCollision = system.getTimer()
end
table.insert( self.miscObstacles, obj )
end
-- Get all active objects.
-- bAlive means the object is ready for collisions (not already colliding with player, etc)
-- Otherwise, ALL objects are returned
function obstacleObjects:getActive(bAlive)
local active = {}
for i=1,table.getn( mainScene.obstacles.activeObstacleGroups ) do
for q=1, table.getn( mainScene.obstacles.activeObstacleGroups[i].bodies ) do
obj = mainScene.obstacles.activeObstacleGroups[i].bodies[q]
if( bAlive ) then
if( not obj.bCollidedWithPlayer and obj.bTestForCollision ) then
table.insert( active, obj )
obj.group = mainScene.obstacles.activeObstacleGroups[i]
end
else
table.insert( active, obj )
obj.group = mainScene.obstacles.activeObstacleGroups[i]
end
end
end
return active
end
function obstacleObjects:doCollision(group)
local obj = nil;
mainScene:setPhysics( true )
for i=1, table.getn( group.bodies ) do
obj = group.bodies[i]
if( not obj.bCollidedWithPlayer ) then
if( obj.onInitialImpact and not group.bDidInitialImpact ) then
group.bDidInitialImpact = true
mainScene:addPoints(200)
obj:onInitialImpact()
end
obj.bCollidedWithPlayer = true;
obj.timeOfCollision = system.getTimer()
if( not mainScene.obstacles.collidedObjects ) then
mainScene.obstacles.collidedObjects = {}
end
table.insert( mainScene.obstacles.collidedObjects, obj )
local linearX = nil
local angle = nil
if( not obj.linearX ) then
linearX = math.random(3)+7
else
linearX = obj.linearX
end
if( not obj.angle ) then
angle = math.random(40)+100
else
angle = obj.angle
end
if( obj.applyLinearImpulse ) then
obj:applyLinearImpulse( linearX,3, obj.x, obj.y )
obj:applyAngularImpulse( angle )
end
if( obj.xChoke and obj.yChoke ) then
obj.xChoke = -10
obj.yChoke = -10
end
if( obj.collisionDistance ) then
obj.collisionDistance = obj.collisionDistance * 1.5
end
if( obj.onGroundImpact ) then
obj:addEventListener( "postCollision", obj.onGroundImpact )
end
end
end
end
-- Return all objects that were knocked over by the player.
function obstacleObjects:getCollided()
if( not mainScene.obstacles.collidedObjects ) then
mainScene.obstacles.collidedObjects = {}
end
return mainScene.obstacles.collidedObjects
end
function obstacleObjects:spawn(obstacle)
if ( mainScene.bSmoggy and math.random(3)==3 ) then
return
end
spawn(self,obstacle)
end
local function collisionCheck(event)
local self = event.source.params.myself
if( mainScene and not mainScene.bGameOver ) then
prevTime = system.getTimer()
-- Only check collisions of player and obstacle if the object is "alive"
local aliveObjects = mainScene.obstacles.getActive(true)
for i=1,table.getn( aliveObjects ) do
if( aliveObjects[i].doObstacleCollisionCheck and mainScene:checkCollision(mainScene.player.avatar, aliveObjects[i] ) ) then
if( mainScene.player.bDashing or mainScene.player.bDashingResidual ) then
local delayFunc = function()
self:doCollision(aliveObjects[i].group)
end
local myTimer = timer.performWithDelay( 50, delayFunc )
elseif( not aliveObjects[i].group.bCollidedWithPlayer and not aliveObjects[i].bCollidedWithPlayer ) then
aliveObjects[i].group.bCollidedWithPlayer = true
mainScene.player:doObstacleCollision( aliveObjects[i].group )
end
--break
end
end
end
end
function obstacleObjects:update()
local obj = nil
-- Check to see if object has moved off screen. If so, destroy it.
for i, obj in ipairs( mainScene.obstacles.getActive(false) ) do
if( obj.update ) then
obj.update()
end
checkForDiscardedObject( self,obj, mainScene)
end
end
local function discardedUpdate(event)
local self = event.source.params.myself
if( not mainScene or mainScene.bGameOver ) then
return
end
local allObjects = mainScene.obstacles.getActive(false)
for i=1,table.getn( mainScene.obstacles.getActive(false) ) do
checkForDiscardedObject( self,allObjects[i], mainScene)
end
for i=1,table.getn( mainScene.obstacles.miscObstacles ) do
checkForDiscardedObject( self,mainScene.obstacles.miscObstacles[i], mainScene)
end
if( mainScene.obstacles.bDisableSpawn or mainScene.specialPowers:checkSpawn() ) then
return
end
if( table.getn( obstacleObjects:getActive(true) ) <= 0 and table.getn( obstacleObjects:getCollided() ) <= 1 ) then
if( not spawnTime ) then
spawnTime = system.getTimer() + math.random( 1500 ) + 2000
end
if( system.getTimer() > spawnTime ) then
spawnTime = nil
local function goObject()
if( mainScene.obstacles.bDisableSpawn ) then
return false
end
spawn(self)
end
local delay = 0
-- If an item is spawning on the ground, build in a potential delay so two items aren't on the ground at the same time.
if( not mainScene.groundSpawnTime ) then
mainScene.groundSpawnTime = 0
end
if( ( system.getTimer() + delay ) <= ( mainScene.groundSpawnTime + 500 ) ) then
delay = delay + 500
end
mainScene.groundSpawnTime = system.getTimer() + delay
timer.performWithDelay( delay, goObject )
end
end
end
function GetActiveObjects()
if( not mainScene ) then
return nil
end
--return table.getn( mainScene.obstacles.activeObstacleGroups )
return table.getn( mainScene.obstacles.getActive(false) )
end
function obstacleObjects:init(scene)
self.activeObstacleGroups = {}
self.miscObstacles = {}
mainScene = scene
mainScene.obstacles.crates = require( "chicagoCrates" )
mainScene.obstacles.portaPotties = require( "chicagoPortaPotties" )
mainScene.obstacles.tableObject = require( "chicagoTable" )
mainScene.obstacles.trophy = require( "chicagoTrophy" )
mainScene.obstacles.dumpster = require( "chicagoDumpster" )
mainScene.obstacles.randyRanch = require( "chicagoRandyRanch" )
mainScene.obstacles.elvis = require( "chicagoElvis" )
mainScene.obstacles.cutlass = require( "chicagoCutlass" )
mainScene.obstacles.bDisableSpawn = true
self.updateTimer = timer.performWithDelay( 45, collisionCheck, -1 )
self.updateTimer.params = { myself = self }
self.discardTimer = timer.performWithDelay( 1000, discardedUpdate, -1 )
self.discardTimer.params = { myself = self }
end
function obstacleObjects:destroy()
timer.cancel( self.updateTimer )
timer.cancel( self.discardTimer )
local allObjects = mainScene.obstacles.getActive(false)
for i=1,table.getn( allObjects ) do
objectDiscard( allObjects[i] )
end
for i=1,table.getn( mainScene.obstacles.miscObstacles ) do
objectDiscard( mainScene.obstacles.miscObstacles[i] )
end
for i=1,table.getn( mainScene.obstacles.activeObstacleGroups ) do
if ( mainScene.obstacles.activeObstacleGroups[i].dispose ) then
mainScene.obstacles.activeObstacleGroups[i].dispose:dispose()
end
for q=1, table.getn( mainScene.obstacles.activeObstacleGroups[i].bodies ) do
obj = mainScene.obstacles.activeObstacleGroups[i].bodies[q]
objectDiscard( obj )
end
end
mainScene.obstacles.collidedObjects = nil
spawnTime = nil
mainScene.obstacles.activeObstacleGroups = {}
mainScene.obstacles.miscObstacles = nil
mainScene.obstacles = nil
mainScene = nil
end
return obstacleObjects;