13 Commits
v1.0 ... v1.1

Author SHA1 Message Date
5c3e01d3e4 Batman position gets reseted on new game 2023-01-21 17:22:37 +01:00
9a4f41541f - Ignore binaries in folder 2023-01-21 14:32:08 +01:00
3898289f57 - Now Up and Jump can be defined as different keys/buttons. 2023-01-21 14:29:50 +01:00
33af343c80 - version change in Info.plist
- ESC exits from keys or pad redefine state.
2023-01-21 14:06:57 +01:00
dba989ca24 - [FIX] Gamepad redefine was not working correctly
- [FIX] ESC can't be reassigned
- [NEW] cursor keys, space, cursor pad and button A can always be used to move around menus.
2023-01-20 20:08:10 +01:00
f7a5cd8ca4 - [FEAT] Redefine keys
- [FEAT] Redefine gamepad buttons
- [FEAT] Config storage
2023-01-20 19:58:15 +01:00
61a666cbb3 - Git should ignore exes and dlls 2023-01-20 19:27:46 +01:00
77c1da8649 - Reorder code
- [FIX] game_update() not being called
2023-01-20 19:26:57 +01:00
993ddfa88e - Exit from "menu" with ESCAPE 2023-01-20 19:18:03 +01:00
c126ce5f4a - Cursor hidden on fullscreen 2023-01-20 19:16:35 +01:00
db9ce7898b - Icon resource for Windows added
- Zoom and fullscreen controlled from Lua
- Basic gamepad support
2023-01-20 19:14:59 +01:00
0b2f30bac8 - Windows icon added 2023-01-13 19:45:59 +01:00
e11d869dc2 - Ignore release files 2023-01-13 19:43:43 +01:00
17 changed files with 255 additions and 94 deletions

5
.gitignore vendored
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@@ -1 +1,6 @@
.DS_STORE .DS_STORE
release/*
*.exe
*.dll
mini
mini_debug

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@@ -23,11 +23,11 @@
<key>CFBundlePackageType</key> <key>CFBundlePackageType</key>
<string>APPL</string> <string>APPL</string>
<key>CFBundleShortVersionString</key> <key>CFBundleShortVersionString</key>
<string>1.0.8</string> <string>1.1.0</string>
<key>CFBundleSignature</key> <key>CFBundleSignature</key>
<string>????</string> <string>????</string>
<key>CFBundleVersion</key> <key>CFBundleVersion</key>
<string>1.0.8</string> <string>1.1.0</string>
<key>CSResourcesFileMapped</key> <key>CSResourcesFileMapped</key>
<true/> <true/>
<key>LSMinimumSystemVersion</key> <key>LSMinimumSystemVersion</key>

BIN
bin/cacaus.ico Normal file

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After

Width:  |  Height:  |  Size: 100 KiB

1
bin/icon.rc Normal file
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@@ -0,0 +1 @@
id ICON "cacaus.ico"

BIN
bin/icon.res Normal file

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@@ -81,13 +81,13 @@ function abad_state_normal()
end end
abad_make_safe() abad_make_safe()
if btn(KEY_RIGHT) then if btn(keyRight) or pad(btnRight) then
abad.update=abad_state_walking abad.update=abad_state_walking
abad.flip=false abad.flip=false
elseif btn(KEY_LEFT) then elseif btn(keyLeft) or pad(btnLeft) then
abad.update=abad_state_walking abad.update=abad_state_walking
abad.flip=true abad.flip=true
elseif btn(KEY_UP) then elseif btn(keyJump) or pad(btnJump) then
abad.update=abad_state_jumping abad.update=abad_state_jumping
abad.step=0 abad.step=0
abad.jumpfwd=false abad.jumpfwd=false
@@ -96,11 +96,11 @@ function abad_state_normal()
abad.jump=nil abad.jump=nil
end end
playsnd(audio_abad_jump) playsnd(audio_abad_jump)
elseif btn(KEY_DOWN) then elseif btn(keyDown) or pad(btnDown) then
abad.update=abad_state_crouch abad.update=abad_state_crouch
elseif btn(KEY_Z) then --elseif btn(KEY_Z) then
abad.respawning=240 -- abad.respawning=240
elseif btnp(KEY_SPACE) and cacau.hab==-1 then elseif btn(keyShoot) or pad(btnShoot) and cacau.hab==-1 then
playsnd(audio_abad_shot) playsnd(audio_abad_shot)
abad.update=abad_state_fire abad.update=abad_state_fire
abad.wait=0 abad.wait=0
@@ -116,7 +116,7 @@ function abad_state_crouch()
abad.step=0 abad.step=0
abad.jumpfwd=false abad.jumpfwd=false
if not btn(KEY_DOWN) then if not (btn(keyDown) or pad(btnDown)) then
abad.update=abad_state_normal abad.update=abad_state_normal
abad.bb.y=0 abad.bb.y=0
abad.bb.h=16 abad.bb.h=16
@@ -185,7 +185,7 @@ function abad_state_walking()
abad_make_safe() abad_make_safe()
if btn(KEY_UP) then if btn(keyJump) or pad(btnJump) then
abad.update=abad_state_jumping abad.update=abad_state_jumping
abad.step=0 abad.step=0
abad.jumpfwd=true abad.jumpfwd=true
@@ -195,18 +195,18 @@ function abad_state_walking()
end end
playsnd(audio_abad_jump) playsnd(audio_abad_jump)
return return
elseif btn(KEY_DOWN) then elseif btn(keyDown) or pad(btnDown) then
abad.update=abad_state_crouch abad.update=abad_state_crouch
elseif btn(KEY_SPACE) and cacau.hab==-1 then elseif btn(keyShoot) or pad(btnShoot) and cacau.hab==-1 then
playsnd(audio_abad_shot) playsnd(audio_abad_shot)
abad.update=abad_state_fire abad.update=abad_state_fire
abad.wait=0 abad.wait=0
cacau.init(abad.hab,abad.x+8,abad.y+8,abad.flip) cacau.init(abad.hab,abad.x+8,abad.y+8,abad.flip)
end end
if btn(KEY_RIGHT) then if btn(keyRight) or pad(btnRight) then
abad.flip=false abad.flip=false
elseif btn(KEY_LEFT) then elseif btn(keyLeft) or pad(btnLeft) then
abad.flip=true abad.flip=true
elseif abad.wait==0 then elseif abad.wait==0 then
abad.update=abad_state_normal abad.update=abad_state_normal
@@ -297,15 +297,15 @@ function abad_state_stairs()
if abad.wait==6 then if abad.wait==6 then
abad.wait=0 abad.wait=0
if btn(KEY_RIGHT) then if btn(keyRight) or pad(btnRight) then
abad.flip=false abad.flip=false
abad_advance() abad_advance()
playsnd(audio_low) playsnd(audio_low)
elseif btn(KEY_LEFT) then elseif btn(keyLeft) or pad(btnLeft) then
abad.flip=true abad.flip=true
abad_advance() abad_advance()
playsnd(audio_low) playsnd(audio_low)
elseif btn(KEY_UP) then elseif btn(keyUp) or pad(btnUp) then
if abad.y>0 then if abad.y>0 then
if check_tile(abad.hab,abad.x+4,abad.y+8)==tiletype.stair or (abad.x+4)&7~=0 and check_tile(abad.hab,abad.x+12,abad.y+8)==tiletype.stair then if check_tile(abad.hab,abad.x+4,abad.y+8)==tiletype.stair or (abad.x+4)&7~=0 and check_tile(abad.hab,abad.x+12,abad.y+8)==tiletype.stair then
abad.y=abad.y-2 abad.y=abad.y-2
@@ -316,7 +316,7 @@ function abad_state_stairs()
imp.reset() imp.reset()
abad.y=32 abad.y=32
end end
elseif btn(KEY_DOWN) then elseif btn(keyDown) or pad(btnDown) then
if abad.y<32 then if abad.y<32 then
if check_tile(abad.hab,abad.x+4,abad.y+16)==tiletype.stair or (abad.x+4)&7~=0 and check_tile(abad.hab,abad.x+12,abad.y+16)==tiletype.stair then if check_tile(abad.hab,abad.x+4,abad.y+16)==tiletype.stair or (abad.x+4)&7~=0 and check_tile(abad.hab,abad.x+12,abad.y+16)==tiletype.stair then
abad.y=abad.y+2 abad.y=abad.y+2

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@@ -6,6 +6,8 @@ function batman.init()
batman.draw=batman.draw batman.draw=batman.draw
local habs={5,9,46,36,18} local habs={5,9,46,36,18}
batman.hab=habs[1+rnd(#habs)] batman.hab=habs[1+rnd(#habs)]
batman.x=24
batman.y=24
end end
function batman.draw() function batman.draw()
@@ -213,12 +215,6 @@ function batman.update_stairs()
if batman.wait>=6 then if batman.wait>=6 then
batman.wait=0 batman.wait=0
--if btn(KEY_RIGHT) then
-- batman.flip=false
-- batman_advance()
--elseif btn(KEY_LEFT) then
-- batman.flip=true
-- batman_advance()
if batman.goup then if batman.goup then
if batman.y>0 then if batman.y>0 then
if check_tile(batman.hab,batman.x+4,batman.y+8)==tiletype.stair or (batman.x+4)&7~=0 and check_tile(batman.hab,batman.x+12,batman.y+8)==tiletype.stair then if check_tile(batman.hab,batman.x+4,batman.y+8)==tiletype.stair or (batman.x+4)&7~=0 and check_tile(batman.hab,batman.x+12,batman.y+8)==tiletype.stair then

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@@ -8,7 +8,7 @@ function dead.start()
dead.pos[i]=0 dead.pos[i]=0
dead.vel[i]=(200+rnd(400))/400 dead.vel[i]=(200+rnd(400))/400
end end
_update=dead.update game_update=dead.update
end end
function dead.update() function dead.update()
@@ -39,10 +39,8 @@ function dead.update()
end end
end end
if (dead.count>250 and btnp(KEY_SPACE)) or dead.count>500 then if (dead.count>250 and (btnp(keyShoot) or padp(btnShoot))) or dead.count>500 then
game_exit() game_exit()
game_init(true) game_init(true)
--_init()
--_update=update_game
end end
end end

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@@ -223,12 +223,6 @@ function elalien.update_stairs()
if elalien.wait>=6 then if elalien.wait>=6 then
elalien.wait=0 elalien.wait=0
--if btn(KEY_RIGHT) then
-- elalien.flip=false
-- elalien_advance()
--elseif btn(KEY_LEFT) then
-- elalien.flip=true
-- elalien_advance()
if elalien.goup then if elalien.goup then
if elalien.y>0 then if elalien.y>0 then
if check_tile(elalien.hab,elalien.x+4,elalien.y+8)==tiletype.stair or (elalien.x+4)&7~=0 and check_tile(elalien.hab,elalien.x+12,elalien.y+8)==tiletype.stair then if check_tile(elalien.hab,elalien.x+4,elalien.y+8)==tiletype.stair or (elalien.x+4)&7~=0 and check_tile(elalien.hab,elalien.x+12,elalien.y+8)==tiletype.stair then

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@@ -24,16 +24,16 @@ fade = {
fadeout = function() fadeout = function()
--print("fading out") --print("fading out")
fade.old_update=_update fade.old_update=game_update
_update=fade.update_fadeout game_update=fade.update_fadeout
fade.wait=0 fade.wait=0
fade.step=0 fade.step=0
end, end,
fadeoutin = function() fadeoutin = function()
--print("fading outin") --print("fading outin")
fade.old_update=_update fade.old_update=game_update
_update=fade.update_fadeout game_update=fade.update_fadeout
fade.wait=0 fade.wait=0
fade.step=0 fade.step=0
fade.outin=true fade.outin=true
@@ -55,7 +55,7 @@ fade = {
end end
fade.step=fade.step+1 fade.step=fade.step+1
if fade.step==7 then if fade.step==7 then
_update = fade.old_update game_update = fade.old_update
if fade.outin then if fade.outin then
fade.outin=false; fade.outin=false;
fade.fadein() fade.fadein()
@@ -66,8 +66,8 @@ fade = {
fadein = function() fadein = function()
--print("fading in") --print("fading in")
fade.old_update=_update fade.old_update=game_update
_update=fade.update_fadein game_update=fade.update_fadein
fade.wait=0 fade.wait=0
fade.step=6 fade.step=6
for i=1,15 do setcolor(i,0,0,0) end for i=1,15 do setcolor(i,0,0,0) end
@@ -91,7 +91,7 @@ fade = {
end end
fade.step=fade.step-1 fade.step=fade.step-1
if fade.step<0 then if fade.step<0 then
_update = fade.old_update game_update = fade.old_update
end end
end end
end end

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@@ -6,7 +6,7 @@ function final_init()
current_actor=1 current_actor=1
abad.update = abad_nop abad.update = abad_nop
_update=update_final game_update=update_final
next_actor() next_actor()
playmus(audio_final) playmus(audio_final)
local r,g,b=getcolor(15) local r,g,b=getcolor(15)
@@ -128,7 +128,7 @@ function next_actor()
init_actor("EL ABAD",true,16,16,{0,1,0,2}) init_actor("EL ABAD",true,16,16,{0,1,0,2})
elseif current_actor==14 then elseif current_actor==14 then
final_count=0 final_count=0
_update=update_final2 game_update=update_final2
fade.fadeoutin() fade.fadeoutin()
end end
final_room=final_rooms[current_actor] final_room=final_rooms[current_actor]
@@ -150,7 +150,7 @@ function update_final2()
end end
end end
final_count=final_count+1 final_count=final_count+1
if final_count==200 or btnp(KEY_SPACE) or btnp(KEY_RETURN) then if final_count==200 or (btnp(keyShoot) or padp(btnShoot)) or btnp(KEY_RETURN) then
game_exit() game_exit()
game_init(true) game_init(true)
fade.fadeoutin() fade.fadeoutin()

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@@ -1,4 +1,5 @@
title=Cacaus title=Cacaus
config=cacaus
width=128 width=128
height=96 height=96
zoom=5 zoom=5

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@@ -132,14 +132,16 @@ function game_init(menu)
mapa_do_backup() mapa_do_backup()
if menu then if menu then
menu_sel=0
menu_state=0
abad.update = abad_nop abad.update = abad_nop
_update=update_menu game_update=update_menu
menu_count=0 menu_count=0
menu_change_room=300 menu_change_room=300
menu_room=rnd(60) menu_room=rnd(60)
playmus(audio_main_song) playmus(audio_main_song)
else else
_update=update_game game_update=update_game
stopmusic() stopmusic()
end end
--fade.fadein() --fade.fadein()
@@ -185,10 +187,10 @@ function update_dialog()
text("(Y)es (N)o",25,40,2) text("(Y)es (N)o",25,40,2)
if btnp(KEY_N) then if btnp(KEY_N) then
_update=update_game game_update=update_game
elseif btnp(KEY_Y) then elseif btnp(KEY_Y) then
mapa_save() mapa_save()
_update=update_game game_update=update_game
end end
end end
@@ -220,7 +222,7 @@ function update_game()
elseif btnp(KEY_RETURN) then elseif btnp(KEY_RETURN) then
mode=modes.playing mode=modes.playing
elseif btnp(KEY_S) and (btn(KEY_LCTRL) or btn(KEY_LGUI)) then elseif btnp(KEY_S) and (btn(KEY_LCTRL) or btn(KEY_LGUI)) then
_update=update_dialog game_update=update_dialog
elseif btnp(KEY_C) then elseif btnp(KEY_C) then
mapa_cycle_colors(abad.hab) mapa_cycle_colors(abad.hab)
elseif btnp(KEY_M) then elseif btnp(KEY_M) then
@@ -328,23 +330,7 @@ function update_game()
end end
end end
function redraw_menu_hab()
function update_menu()
menu_count=menu_count+1
menu_change_room=menu_change_room-1
if menu_change_room==0 then
menu_room = rnd(60)
menu_change_room=300
end
cls(16)
text("C A C A U S", 42, 12, 15)
if menu_count<20 then
text("Pulsa SPACE", 42, 28, 13)
else
text("Pulsa SPACE", 42, 28, 16)
if menu_count>40 then menu_count=0 end
end
draw_hab(menu_room,16,41) draw_hab(menu_room,16,41)
rectfill(0,0,14,96,16) rectfill(0,0,14,96,16)
rectfill(114,0,191,96,16) rectfill(114,0,191,96,16)
@@ -359,19 +345,171 @@ function update_menu()
cacau.update() cacau.update()
fireball.update() fireball.update()
switches.update() switches.update()
end
if btnp(KEY_SPACE) then function update_menu()
game_exit() menu_change_room=menu_change_room-1
game_init() if menu_change_room==0 then
fade.fadeoutin() menu_room = rnd(60)
elseif btnp(KEY_M) then menu_change_room=300
mute = not mute end
if mute then
stopmusic() cls(16)
else text("C A C A U S", 42, 8, 15)
playmus(audio_main_song)
if menu_state == 0 then
menu_count=menu_count+1
local parpadeig=false
if menu_count>=20 then
parpadeig=true
if menu_count>40 then menu_count=0 end
end
if (not parpadeig or menu_sel~=0) then text("JUGAR", 54, 16, 13) end
if (not parpadeig or menu_sel~=1) then text("REDEFINIR TECLAT", 32, 24, 13) end
if (not parpadeig or menu_sel~=2) then text("REDEFINIR GAMEPAD", 30, 32, 13) end
redraw_menu_hab()
if btnp(keyShoot) or btnp(KEY_SPACE) or padp(BTN_A) or padp(btnShoot) then
if menu_sel==0 then
game_exit()
game_init()
fade.fadeoutin()
elseif menu_sel==1 then
menu_count=0
menu_state=1
else
menu_count=0
menu_state=2
end
elseif btnp(keyDown) or btnp(KEY_DOWN) or padp(BTN_DOWN) or padp(btnDown) then
menu_sel=menu_sel+1
if menu_sel==3 then menu_sel=0 end
elseif btnp(keyUp) or btnp(KEY_UP) or padp(BTN_UP) or padp(btnUp) then
menu_sel=menu_sel-1
if menu_sel==-1 then menu_sel=2 end
elseif btnp(KEY_M) then
mute = not mute
if mute then
stopmusic()
else
playmus(audio_main_song)
end
elseif btnp(KEY_ESCAPE) then
quit()
end
elseif menu_state==1 then
if btnp(KEY_ESCAPE) then
menu_count = 0
menu_state = 0
end
if menu_count==0 then
text("PULSA TECLA PER A AMUNT", 20, 24, 13)
local key = btnp();
if key ~= 0 and key~=KEY_ESCAPE then
menu_count = 1
keyUp=key
setconf("keyup", keyUp)
end
elseif menu_count==1 then
text("PULSA TECLA PER A AVALL", 20, 24, 13)
local key = btnp();
if key ~= 0 and key~=KEY_ESCAPE then
menu_count = 2
keyDown=key
setconf("keydown", keyDown)
end
elseif menu_count==2 then
text("PULSA TECLA PER A ESQUERRA", 14, 24, 13)
local key = btnp();
if key ~= 0 and key~=KEY_ESCAPE then
menu_count = 3
keyLeft=key
setconf("keleft", keyLeft)
end
elseif menu_count==3 then
text("PULSA TECLA PER A DRETA", 20, 24, 13)
local key = btnp();
if key ~= 0 and key~=KEY_ESCAPE then
menu_count = 4
keyRight=key
setconf("keyright", keyRight)
end
elseif menu_count==4 then
text("PULSA TECLA PER A BOTAR", 20, 24, 13)
local key = btnp();
if key ~= 0 and key~=KEY_ESCAPE then
menu_count = 5
keyJump=key
setconf("keyjump", keyJump)
end
elseif menu_count==5 then
text("PULSA TECLA PER A DISPAR", 18, 24, 13)
local key = btnp();
if key ~= 0 and key~=KEY_ESCAPE then
menu_count = 0
menu_state = 0
keyShoot=key
setconf("keyshoot", keyShoot)
end
end
else
if btnp(KEY_ESCAPE) then
menu_count = 0
menu_state = 0
end
if menu_count==0 then
text("PULSA BOTÓ PER A AMUNT", 22, 24, 13)
local btn = padp();
if btn ~= -1 then
menu_count = 1
btnUp=btn
setconf("btnup", btnUp)
end
elseif menu_count==1 then
text("PULSA BOTÓ PER A AVALL", 22, 24, 13)
local btn = padp();
if btn ~= -1 then
menu_count = 2
btnDown=btn
setconf("btndown", btnDown)
end
elseif menu_count==2 then
text("PULSA BOTÓ PER A ESQUERRA", 16, 24, 13)
local btn = padp();
if btn ~= -1 then
menu_count = 3
btnLeft=btn
setconf("keleft", btnLeft)
end
elseif menu_count==3 then
text("PULSA BOTÓ PER A DRETA", 22, 24, 13)
local btn = padp();
if btn ~= -1 then
menu_count = 4
btnRight=btn
setconf("btnright", btnRight)
end
elseif menu_count==4 then
text("PULSA BOTÓ PER A BOTAR", 22, 24, 13)
local btn = padp();
if btn ~= -1 then
menu_count = 5
btnJump=btn
setconf("btnjump", btnJump)
end
elseif menu_count==5 then
text("PULSA BOTÓ PER A DISPAR", 20, 24, 13)
local btn = padp();
if btn ~= -1 then
menu_count = 0
menu_state = 0
btnShoot=btn
setconf("btnshoot", btnShoot)
end
end end
end end
end end
function game_exit() function game_exit()
@@ -390,8 +528,8 @@ function pause()
sspr(0,0,128,96,0,0) sspr(0,0,128,96,0,0)
setdest(0) setdest(0)
setsource(tiles) setsource(tiles)
pause_old_update=_update pause_old_update=game_update
_update=update_pause game_update=update_pause
end end
function update_pause() function update_pause()
@@ -405,8 +543,8 @@ function update_pause()
setsource(back) setsource(back)
sspr(0,0,128,96,0,0) sspr(0,0,128,96,0,0)
setsource(tiles) setsource(tiles)
_update = pause_old_update game_update = pause_old_update
elseif btnp(KEY_SPACE) then elseif btnp(keyShoot) or padp(btnShoot) then
game_exit() game_exit()
game_init(true) game_init(true)
end end

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@@ -2,7 +2,7 @@ intro_wait=40
intro_step=0 intro_step=0
function intro_init() function intro_init()
_update = intro_intro game_update = intro_intro
intro_wait=400 intro_wait=400
cls(16) cls(16)
setdest(logo) setdest(logo)
@@ -19,9 +19,9 @@ function intro_intro()
--text("JAILGAMES",40,30,15) --text("JAILGAMES",40,30,15)
text("presenta",48,50,14) text("presenta",48,50,14)
intro_wait=intro_wait-1 intro_wait=intro_wait-1
if intro_wait==0 or btnp(KEY_ESCAPE) or btnp(KEY_SPACE) then if intro_wait==0 or btnp(KEY_ESCAPE) or btnp(keyShoot) or padp(btnShoot) then
intro_wait=1 intro_wait=1
_update = intro_update game_update = intro_update
fade.fadeoutin() fade.fadeoutin()
end end
if btnp(KEY_M) then if btnp(KEY_M) then

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@@ -1,3 +1,4 @@
function _init() function _init()
tiles=loadsurf("tiles.gif") tiles=loadsurf("tiles.gif")
setsource(tiles) setsource(tiles)
@@ -24,9 +25,35 @@ function _init()
audio_hit = loadsound(audio_hit) audio_hit = loadsound(audio_hit)
audio_low = loadsound(audio_low) audio_low = loadsound(audio_low)
keyUp = tonumber(getconf("keyup")) or KEY_UP
keyDown = tonumber(getconf("keydown")) or KEY_DOWN
keyLeft = tonumber(getconf("keyleft")) or KEY_LEFT
keyRight = tonumber(getconf("keyright")) or KEY_RIGHT
keyJump = tonumber(getconf("keyjump")) or KEY_UP
keyShoot = tonumber(getconf("keyshoot")) or KEY_SPACE
btnUp = tonumber(getconf("btnup")) or BTN_UP
btnDown = tonumber(getconf("btndown")) or BTN_DOWN
btnLeft = tonumber(getconf("btnleft")) or BTN_LEFT
btnRight = tonumber(getconf("btnright")) or BTN_RIGHT
btnJump = tonumber(getconf("btnjump")) or BTN_UP
btnShoot = tonumber(getconf("btnshoot")) or BTN_A
--game_init() --game_init()
intro_init() intro_init()
--final_init() --final_init()
end end
function _update() end function _update()
if btnp(KEY_F2) then
local val = zoom() + 2
if val >= 10 then val = 2 end
zoom(val)
elseif btnp(KEY_F3) then
local fs = fullscreen()
fullscreen(not fs)
cursor(fs)
end
if (game_update) then game_update() end
end

View File

@@ -162,7 +162,7 @@ function mapa_create_minimap()
end end
end end
end end
_update=mapa_draw_minimap game_update=mapa_draw_minimap
end end
function mapa_draw_minimap() function mapa_draw_minimap()

View File

@@ -144,8 +144,8 @@ function start_scene(scene,offset)
playmus(scenes.current_scene[scenes.dnum].musica) playmus(scenes.current_scene[scenes.dnum].musica)
end end
if offset then scenes.offset=offset end if offset then scenes.offset=offset end
old_update=_update old_update=game_update
_update=update_scene game_update=update_scene
end end
function playtext(snd) function playtext(snd)
@@ -254,7 +254,7 @@ function update_scene()
final_init() final_init()
fade.fadeoutin() fade.fadeoutin()
else else
_update=old_update game_update=old_update
end end
else else
scenes.dnum=scenes.dnum+1 scenes.dnum=scenes.dnum+1
@@ -283,21 +283,22 @@ function update_scene()
end end
if scenes.step>8 then if scenes.step>8 then
if btnp(KEY_SPACE) or btnp(KEY_DOWN) or btnp(KEY_UP) or btnp(KEY_LEFT) or btnp(KEY_RIGHT) or btnp(KEY_RETURN) then if btnp(keyShoot) or btnp(keyDown) or btnp(keyUp) or btnp(keyLeft) or btnp(keyRight) or btnp(KEY_RETURN) or
padp(btnShoot) or padp(btnDown) or padp(btnUp) or padp(btnLeft) or padp(btnRight) then
if scenes.dnum==#scenes.current_scene then if scenes.dnum==#scenes.current_scene then
stopmusic() stopmusic()
if batman.endgame then if batman.endgame then
final_init() final_init()
fade.fadeoutin() fade.fadeoutin()
else else
_update=old_update game_update=old_update
end end
else else
scenes.dnum=scenes.dnum+1 scenes.dnum=scenes.dnum+1
scenes.step=2 scenes.step=2
end end
end end
elseif btnp(KEY_SPACE) then elseif btnp(keyShoot) or padp(btnShoot) then
scenes.step=8 scenes.step=8
end end
end end