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andgate.lua
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andgate.lua
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andgate = class:new()
function andgate:init(x, y, r)
self.x = x
self.y = y
self.cox = x
self.coy = y
self.visible = false
self.r = {unpack(r)}
table.remove(self.r, 1)
table.remove(self.r, 1)
--VISIBLE
if #self.r > 0 and self.r[1] ~= "link" then
self.visible = (self.r[1] == "true")
table.remove(self.r, 1)
end
self.outtable = {}
self.inputstate = {}
self.outputstate = "off"
end
function andgate: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[2]) == v.cox and tonumber(self.r[3]) == v.coy then
v:addoutput(self, self.r[4])
self.inputstate[tonumber(self.r[4]) or 1] = "off"
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 andgate:addoutput(a, t)
table.insert(self.outtable, {a, t})
end
function andgate:update(dt)
if self.initial then
self.initial = false
end
end
function andgate:draw()
if self.visible then
love.graphics.setColor(255, 255, 255)
love.graphics.draw(gateimg, gatequad[9], math.floor((self.x-1-xscroll)*16*scale), ((self.y-1-yscroll)*16-8)*scale, 0, scale, scale)
--love.graphics.draw(andgateimg, math.floor((self.x-1-xscroll)*16*scale), ((self.y-yscroll-1)*16-8)*scale, 0, scale, scale)
end
end
function andgate:out(t)
for i = 1, #self.outtable do
if self.outtable[i][1].input then
self.outtable[i][1]:input(t, self.outtable[i][2])
end
end
end
function andgate:input(t, input)
if tonumber(input) then
if t == "toggle" then
if self.inputstate[tonumber(input)] == "on" then
self.inputstate[tonumber(input)] = "off"
else
self.inputstate[tonumber(input)] = "on"
end
else
self.inputstate[tonumber(input)] = t
end
local pass = "on"
for i, v in ipairs(self.inputstate) do
if v ~= "on" then
pass = "off"
end
end
if self.outputstate ~= pass then
self:out(pass)
self.outputstate = pass
end
end
end