17 Commits
v1.0 ... v1.2

Author SHA1 Message Date
9afc51f9a0 - Ja funciona en la ultima versió de mini (v0.9.95d) 2024-11-24 20:21:14 +01:00
75a1fb95d9 - [NEW] F1 reduix el zoom de la finestra fins a 1x.
- [NEW] F2 augmenta el zoom de la finestra fins al màxim que cap a la pantalla.
2023-10-09 11:44:23 +02:00
17654b2c82 - Modificat per a funcionar en l'ultima versió de mini (v0.9.80) 2023-08-31 23:43:56 +02:00
a3ca7bec86 - Ara es pot usar el gamepad per a tot 2023-02-10 19:06:26 +01:00
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
28 changed files with 448 additions and 197 deletions

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

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

Binary file not shown.

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@@ -1,4 +1,6 @@
require "dead"
abad={x=40,y=24,flip=false,frame=1,wait=0,respawning=0,hab=10,vides=3,energia=40,falling=0,step=0, mustep=1,hurting=0,update=nil,jumpfwd=false,anim={0,1,0,2},bb={x=4,y=0,w=8,h=16},safe={hab=10,x=40,y=24}}
function abad_nop()
@@ -16,8 +18,8 @@ function abad:draw()
if abad.update==abad_state_stairs then
flip=(((abad.x>>1)+(abad.y>>1))%2)==0
end
if (abad.respawning==0) or (flr(abad.respawning/15)%2==0) then
sspr(abad.frame*16,0,16,16,abad.x,abad.y,16,16,flip)
if (abad.respawning==0) or (math.floor(abad.respawning/15)%2==0) then
blit(abad.frame*16,0,16,16,abad.x,abad.y,16,16,flip)
end
if abad.respawning > 0 then
@@ -81,13 +83,13 @@ function abad_state_normal()
end
abad_make_safe()
if btn(KEY_RIGHT) then
if btn(keyRight) or pad(btnRight) then
abad.update=abad_state_walking
abad.flip=false
elseif btn(KEY_LEFT) then
elseif btn(keyLeft) or pad(btnLeft) then
abad.update=abad_state_walking
abad.flip=true
elseif btn(KEY_UP) then
elseif btn(keyJump) or pad(btnJump) then
abad.update=abad_state_jumping
abad.step=0
abad.jumpfwd=false
@@ -96,11 +98,11 @@ function abad_state_normal()
abad.jump=nil
end
playsnd(audio_abad_jump)
elseif btn(KEY_DOWN) then
elseif btn(keyDown) or pad(btnDown) then
abad.update=abad_state_crouch
elseif btn(KEY_Z) then
abad.respawning=240
elseif btnp(KEY_SPACE) and cacau.hab==-1 then
--elseif btn(KEY_Z) then
-- abad.respawning=240
elseif btn(keyShoot) or pad(btnShoot) and cacau.hab==-1 then
playsnd(audio_abad_shot)
abad.update=abad_state_fire
abad.wait=0
@@ -116,7 +118,7 @@ function abad_state_crouch()
abad.step=0
abad.jumpfwd=false
if not btn(KEY_DOWN) then
if not (btn(keyDown) or pad(btnDown)) then
abad.update=abad_state_normal
abad.bb.y=0
abad.bb.h=16
@@ -185,7 +187,7 @@ function abad_state_walking()
abad_make_safe()
if btn(KEY_UP) then
if btn(keyJump) or pad(btnJump) then
abad.update=abad_state_jumping
abad.step=0
abad.jumpfwd=true
@@ -195,18 +197,18 @@ function abad_state_walking()
end
playsnd(audio_abad_jump)
return
elseif btn(KEY_DOWN) then
elseif btn(keyDown) or pad(btnDown) then
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)
abad.update=abad_state_fire
abad.wait=0
cacau.init(abad.hab,abad.x+8,abad.y+8,abad.flip)
end
if btn(KEY_RIGHT) then
if btn(keyRight) or pad(btnRight) then
abad.flip=false
elseif btn(KEY_LEFT) then
elseif btn(keyLeft) or pad(btnLeft) then
abad.flip=true
elseif abad.wait==0 then
abad.update=abad_state_normal
@@ -224,8 +226,8 @@ function abad_state_jumping()
if abad.jumpfwd then abad_advance() end
--local xx=flr((abad.x+4)/8)
--local yy=flr(abad.y/8)
--local xx=math.floor((abad.x+4)/8)
--local yy=math.floor(abad.y/8)
--rect(xx*8,yy*8, (xx+2)*8,(yy+1)*8)
if abad.step<6 then
if abad.y>0 then
@@ -234,14 +236,14 @@ function abad_state_jumping()
if check_tile(abad.hab,abad.x+4,abad.y-2)==tiletype.switch then
-- Executar el switch
local xx=min(11,max(0,flr((abad.x+4)/8)))
local yy=min(5,max(0,flr((abad.y-2)/8)))
local xx=math.min(11,math.max(0,math.floor((abad.x+4)/8)))
local yy=math.min(5,math.max(0,math.floor((abad.y-2)/8)))
switches.start(abad.hab,1+xx+yy*12)
--cls(4)
elseif (abad.x+4)&7~=0 and check_tile(abad.hab,abad.x+12,abad.y-2)==tiletype.switch then
-- Executar el switch
local xx=min(11,max(0,flr((abad.x+12)/8)))
local yy=min(5,max(0,flr((abad.y-2)/8)))
local xx=math.min(11,math.max(0,math.floor((abad.x+12)/8)))
local yy=math.min(5,math.max(0,math.floor((abad.y-2)/8)))
switches.start(abad.hab,1+xx+yy*12)
--cls(4)
else
@@ -272,8 +274,8 @@ function abad_state_falling()
if abad.jumpfwd then abad_advance() end
local xx=flr((abad.x+4)/8)
local yy=flr((abad.y+16)/8)
local xx=math.floor((abad.x+4)/8)
local yy=math.floor((abad.y+16)/8)
if abad.y<32 then
if (abad.y+16)&7==0 and (check_tile(abad.hab,abad.x+4,abad.y+16)>=tiletype.half or ((abad.x+4)&7~=0 and check_tile(abad.hab,abad.x+12,abad.y+16)>=tiletype.half)) then
@@ -297,15 +299,15 @@ function abad_state_stairs()
if abad.wait==6 then
abad.wait=0
if btn(KEY_RIGHT) then
if btn(keyRight) or pad(btnRight) then
abad.flip=false
abad_advance()
playsnd(audio_low)
elseif btn(KEY_LEFT) then
elseif btn(keyLeft) or pad(btnLeft) then
abad.flip=true
abad_advance()
playsnd(audio_low)
elseif btn(KEY_UP) then
elseif btn(keyUp) or pad(btnUp) 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
abad.y=abad.y-2
@@ -316,7 +318,7 @@ function abad_state_stairs()
imp.reset()
abad.y=32
end
elseif btn(KEY_DOWN) then
elseif btn(keyDown) or pad(btnDown) 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
abad.y=abad.y+2

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@@ -44,7 +44,7 @@ end
function bambolla.draw_normal()
if bambolla.enabled then
sspr(112,16,16,16,bambolla.x,bambolla.y,16,16)
blit(112,16,16,16,bambolla.x,bambolla.y,16,16)
end
end
@@ -77,7 +77,7 @@ function bambolla.update_normal()
bambolla.reset()
end
end
bambolla.y=28-abs(sin(bambolla.x*0.1))*24
bambolla.y=28-math.abs(math.sin(bambolla.x*0.1))*24
if bambolla.hab==abad.hab and bambolla.y>25.2 then
playsnd(audio_low)
end

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@@ -6,6 +6,8 @@ function batman.init()
batman.draw=batman.draw
local habs={5,9,46,36,18}
batman.hab=habs[1+rnd(#habs)]
batman.x=24
batman.y=24
end
function batman.draw()
@@ -13,7 +15,7 @@ function batman.draw()
if batman.update==batman.update_stairs then
flip=(((batman.x>>1)+(batman.y>>1))%2)==0
end
sspr((batman.frame&7)*16,(batman.frame>>3)*16,16,16,batman.x,batman.y,16,16,flip)
blit((batman.frame&7)*16,(batman.frame>>3)*16,16,16,batman.x,batman.y,16,16,flip)
end
function batman.hit()
@@ -213,12 +215,6 @@ function batman.update_stairs()
if batman.wait>=6 then
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.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

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@@ -6,7 +6,7 @@ function bol.init()
end
function bol.draw()
sspr(112,88,16,8,bol.x,bol.y,16,8)
blit(112,88,16,8,bol.x,bol.y,16,8)
end
function bol.update()

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@@ -5,7 +5,7 @@ function caco.new(_hab,_x,_y,_flip)
end
function caco:draw()
if self.frame>0 then sspr((self.frame&7)*16,(self.frame>>3)*16,16,16,self.x,self.y,16,16,self.flip) end
if self.frame>0 then blit((self.frame&7)*16,(self.frame>>3)*16,16,16,self.x,self.y,16,16,self.flip) end
end
function caco:update_normal()

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@@ -8,7 +8,7 @@ function dead.start()
dead.pos[i]=0
dead.vel[i]=(200+rnd(400))/400
end
_update=dead.update
game_update=dead.update
end
function dead.update()
@@ -39,10 +39,8 @@ function dead.update()
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_init(true)
--_init()
--_update=update_game
end
end

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@@ -19,7 +19,7 @@ function elalien.draw()
if elalien.update==elalien.update_stairs then
flip=(((elalien.x>>1)+(elalien.y>>1))%2)==0
end
sspr((elalien.frame&7)*16,(elalien.frame>>3)*16,16,16,elalien.x,elalien.y,16,16,flip)
blit((elalien.frame&7)*16,(elalien.frame>>3)*16,16,16,elalien.x,elalien.y,16,16,flip)
end
function elalien.hit()
@@ -223,12 +223,6 @@ function elalien.update_stairs()
if elalien.wait>=6 then
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.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

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@@ -8,7 +8,7 @@ fade = {
init = function()
for i=1,15 do
local r,g,b=getcolor(i)
local r,g,b=palcolor(i)
fade.pal[i]={r,g,b}
end
end,
@@ -24,16 +24,16 @@ fade = {
fadeout = function()
--print("fading out")
fade.old_update=_update
_update=fade.update_fadeout
fade.old_update=game_update
game_update=fade.update_fadeout
fade.wait=0
fade.step=0
end,
fadeoutin = function()
--print("fading outin")
fade.old_update=_update
_update=fade.update_fadeout
fade.old_update=game_update
game_update=fade.update_fadeout
fade.wait=0
fade.step=0
fade.outin=true
@@ -48,14 +48,14 @@ fade = {
local v=fade.getstep(i,fade.step)
--print(v)
if v==16 then
setcolor(i,0,0,0)
palcolor(i,0,0,0)
else
setcolor(i,fade.pal[v][1],fade.pal[v][2],fade.pal[v][3])
palcolor(i,fade.pal[v][1],fade.pal[v][2],fade.pal[v][3])
end
end
fade.step=fade.step+1
if fade.step==7 then
_update = fade.old_update
game_update = fade.old_update
if fade.outin then
fade.outin=false;
fade.fadein()
@@ -66,11 +66,11 @@ fade = {
fadein = function()
--print("fading in")
fade.old_update=_update
_update=fade.update_fadein
fade.old_update=game_update
game_update=fade.update_fadein
fade.wait=0
fade.step=6
for i=1,15 do setcolor(i,0,0,0) end
for i=1,15 do palcolor(i,0,0,0) end
end,
update_fadein=function()
@@ -84,14 +84,14 @@ fade = {
local v=fade.getstep(i,fade.step)
--print(v)
if v==16 then
setcolor(i,0,0,0)
palcolor(i,0,0,0)
else
setcolor(i,fade.pal[v][1],fade.pal[v][2],fade.pal[v][3])
palcolor(i,fade.pal[v][1],fade.pal[v][2],fade.pal[v][3])
end
end
fade.step=fade.step-1
if fade.step<0 then
_update = fade.old_update
game_update = fade.old_update
end
end
end

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@@ -6,11 +6,11 @@ function final_init()
current_actor=1
abad.update = abad_nop
_update=update_final
game_update=update_final
next_actor()
playmus(audio_final)
local r,g,b=getcolor(15)
setcolor(17,r,g,b)
local r,g,b=palcolor(15)
palcolor(17,r,g,b)
--fade.fadein()
end
@@ -81,7 +81,7 @@ function draw_actor()
end
end
if current_actor==7 then
actor.y=28-abs(sin(actor.x*0.1))*24
actor.y=28-math.abs(math.sin(actor.x*0.1))*24
end
if actor.x>96 or actor.x<-actor.w or (#actor.anim==1 and actor.center_count==0) then
@@ -92,7 +92,7 @@ function draw_actor()
end
end
local tpl=128/actor.w
sspr((actor.frame%tpl)*actor.w,flr(actor.frame/tpl)*actor.h,actor.w,actor.h,actor.x,actor.y,actor.w,actor.h,actor.flip)
blit((actor.frame%tpl)*actor.w,math.floor(actor.frame/tpl)*actor.h,actor.w,actor.h,actor.x,actor.y,actor.w,actor.h,actor.flip)
end
function next_actor()
@@ -128,7 +128,7 @@ function next_actor()
init_actor("EL ABAD",true,16,16,{0,1,0,2})
elseif current_actor==14 then
final_count=0
_update=update_final2
game_update=update_final2
fade.fadeoutin()
end
final_room=final_rooms[current_actor]
@@ -150,7 +150,7 @@ function update_final2()
end
end
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_init(true)
fade.fadeoutin()

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

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@@ -1,4 +1,22 @@
--hab=0
require "abad"
require "gps"
require "gorro"
require "peu"
require "premiere"
require "elalien"
require "batman"
require "bol"
require "gota"
require "invisibl"
require "zombie"
require "caco"
require "trigger"
require "score"
require "imp"
require "bambolla"
require "cacau"
require "fireball"
require "switches"
modes={playing=0,editing=1}
--mode=modes.editing
@@ -132,33 +150,21 @@ function game_init(menu)
mapa_do_backup()
if menu then
menu_sel=0
menu_state=0
abad.update = abad_nop
_update=update_menu
game_update=update_menu
menu_count=0
menu_change_room=300
menu_room=rnd(60)
playmus(audio_main_song)
else
_update=update_game
game_update=update_game
stopmusic()
end
--fade.fadein()
end
function text(str,x,y,col)
color(16)
prnt(str,x-1,y-1)
prnt(str,x,y-1)
prnt(str,x+1,y-1)
prnt(str,x-1,y)
prnt(str,x+1,y)
prnt(str,x-1,y+1)
prnt(str,x,y+1)
prnt(str,x+1,y+1)
prnt(str,x,y,col)
end
function draw_hab(hab,x,y,editing)
camera(-x,-y)
mapa_draw(hab)
@@ -185,10 +191,10 @@ function update_dialog()
text("(Y)es (N)o",25,40,2)
if btnp(KEY_N) then
_update=update_game
game_update=update_game
elseif btnp(KEY_Y) then
mapa_save()
_update=update_game
game_update=update_game
end
end
@@ -200,14 +206,14 @@ function update_game()
draw_hab(abad.hab,0,0,true)
text(abad.hab,120,1,2)
sspr(0,64+scroll*8,128,48,0,48)
blit(0,64+scroll*8,128,48,0,48)
color(3)
local xx=(seltile&15)*8
local yy=48+(seltile>>4)*8
rect(xx,yy,xx+8,yy+8)
text("EDIT",100,1,3)
local hx = abad.hab%10
local hy = flr(abad.hab/10)
local hy = math.floor(abad.hab/10)
scroll=0
if btnp(KEY_RIGHT) and hx<9 then
abad.hab=abad.hab+1
@@ -220,7 +226,7 @@ function update_game()
elseif btnp(KEY_RETURN) then
mode=modes.playing
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
mapa_cycle_colors(abad.hab)
elseif btnp(KEY_M) then
@@ -264,7 +270,7 @@ function update_game()
prnt("x"..abad.vides,114,13,2)
rectfill(102+(abad.energia>>1),30,122,37,16)
else
sspr(0,0,16,9,50,40,16,9,true)
blit(0,0,16,9,50,40,16,9,true)
if abad.hurting > 40 then
prnt("x"..abad.vides+1,63,43,3)
elseif abad.hurting < 20 then
@@ -292,7 +298,7 @@ function update_game()
switches.update()
--local hx = abad.hab%10
--local hy = flr(abad.hab/10)
--local hy = math.floor(abad.hab/10)
--if btnp(KEY_RETURN) then
-- mode=modes.editing
-- mapa_restore_backup()
@@ -309,7 +315,7 @@ function update_game()
--elseif btnp(KEY_ESCAPE) then
-- pause()
--end
if btnp(KEY_ESCAPE) then
if btnp(KEY_ESCAPE) or padp(btnPause) then
pause()
end
if abad.objects.gps~=nil then
@@ -324,27 +330,22 @@ function update_game()
elseif btnp(KEY_5) then
current_camera=5
end
if padp(btnCycle1) then
current_camera=current_camera+1
if current_camera==6 then current_camera=1 end
if current_camera==1 and (abad.objects.gorro or abad.objects.clau_premiere) then current_camera=2 end
if current_camera==2 and (abad.objects.peu or abad.objects.clau_elalien) then current_camera=3 end
elseif padp(btnCycle2) then
current_camera=current_camera-1
if current_camera==0 then current_camera=5 end
if current_camera==2 and (abad.objects.peu or abad.objects.clau_elalien) then current_camera=1 end
if current_camera==1 and (abad.objects.gorro or abad.objects.clau_premiere) then current_camera=5 end
end
end
end
end
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
function redraw_menu_hab()
draw_hab(menu_room,16,41)
rectfill(0,0,14,96,16)
rectfill(114,0,191,96,16)
@@ -359,11 +360,49 @@ function update_menu()
cacau.update()
fireball.update()
switches.update()
end
if btnp(KEY_SPACE) then
function update_menu()
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, 8, 15)
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
@@ -371,7 +410,121 @@ function update_menu()
else
playmus(audio_main_song)
end
elseif btnp(KEY_ESCAPE) or padp(btnPause) 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
function game_exit()
@@ -387,27 +540,42 @@ end
function pause()
setsource(0)
setdest(back)
sspr(0,0,128,96,0,0)
blit(0,0,128,96,0,0)
setdest(0)
setsource(tiles)
pause_old_update=_update
_update=update_pause
pausa_option=1
pause_old_update=game_update
game_update=update_pause
end
function update_pause()
rectfill(16,16,112,80,16)
rect(16,16,112,80,15)
prnt("PAUSA",54,30,15)
prnt("ESC torna al joc",30,50,14)
prnt("SPACE eixir",30,60,14)
if pausa_option==1 then
rect(28,48,100,56,13)
else
rect(28,58,100,66,13)
end
prnt("CONTINUAR",30,50,14)
prnt("EIXIR",30,60,14)
if btnp(KEY_ESCAPE) then
setsource(back)
sspr(0,0,128,96,0,0)
blit(0,0,128,96,0,0)
setsource(tiles)
_update = pause_old_update
elseif btnp(KEY_SPACE) then
game_update = pause_old_update
elseif btnp(keyDown) or btnp(keyUp) or padp(btnDown) or padp(btnUp) then
if pausa_option==1 then pausa_option=2 else pausa_option=1 end
elseif btnp(keyShoot) or padp(btnShoot) then
if pausa_option==1 then
setsource(back)
blit(0,0,128,96,0,0)
setsource(tiles)
game_update = pause_old_update
else
game_exit()
game_init(true)
end
end
end

View File

@@ -10,7 +10,7 @@ function gorro.init()
end
function gorro.draw()
sspr(96,32,16,16,gorro.x,gorro.y,16,16)
blit(96,32,16,16,gorro.x,gorro.y,16,16)
end
function gorro.update()

View File

@@ -5,7 +5,7 @@ function gota.new(_hab,_x,_y,_freq)
end
function gota:draw_normal()
sspr(112,0,8,8,self.x,self.y)
blit(112,0,8,8,self.x,self.y)
end
function gota:update_normal()

View File

@@ -10,7 +10,7 @@ function gps.init()
end
function gps.draw()
sspr(112,48,16,16,gps.x,gps.y,16,16)
blit(112,48,16,16,gps.x,gps.y,16,16)
end
function gps.update()

View File

@@ -44,7 +44,7 @@ end
function imp.draw()
if imp.enabled then
sspr((imp.frame&7)*16,(imp.frame>>3)*16,16,16,imp.x,imp.y,16,16,imp.flip)
blit((imp.frame&7)*16,(imp.frame>>3)*16,16,16,imp.x,imp.y,16,16,imp.flip)
end
end

View File

@@ -1,8 +1,13 @@
require "fade"
require "game"
require "mapa"
require "scenes"
intro_wait=40
intro_step=0
function intro_init()
_update = intro_intro
game_update = intro_intro
intro_wait=400
cls(16)
setdest(logo)
@@ -10,7 +15,7 @@ function intro_init()
prnt("JAILGAMES",0,0,15)
setdest(0)
setsource(logo)
sspr(0,0,36,5,28,35,72,10)
blit(0,0,36,5,28,35,72,10)
setsource(tiles)
fade.fadein()
end
@@ -19,9 +24,9 @@ function intro_intro()
--text("JAILGAMES",40,30,15)
text("presenta",48,50,14)
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) or padp(btnPause) then
intro_wait=1
_update = intro_update
game_update = intro_update
fade.fadeoutin()
end
if btnp(KEY_M) then
@@ -30,7 +35,7 @@ function intro_intro()
end
function intro_update()
if btnp(KEY_ESCAPE) then
if btnp(KEY_ESCAPE) or padp(btnPause) then
game_init(true)
fade.fadeoutin()
elseif btnp(KEY_SPACE) then
@@ -47,7 +52,7 @@ function intro_update()
camera(-16,-4)
mapa_draw(10)
rectfill(73,24,79,39,16)
sspr(0,0,16,16,44,24,16,16,true)
blit(0,0,16,16,44,24,16,16,true)
camera(0,0)
intro_step=intro_step+1
elseif intro_step==1 then
@@ -59,7 +64,7 @@ function intro_update()
camera(-16,-4)
mapa_draw(10)
rectfill(73,24,79,39,16)
sspr(0,0,16,16,44,24,16,16,false)
blit(0,0,16,16,44,24,16,16,false)
camera(0,0)
intro_step=intro_step+1
elseif intro_step==3 then
@@ -71,9 +76,9 @@ function intro_update()
camera(-16,-4)
mapa_draw(10)
rectfill(73,24,79,39,16)
sspr(0,0,16,16,44,24,16,16,false)
sspr(112,88,16,8,76,32,16,8,true)
sspr(0,48,16,16,82,24,16,16,true)
blit(0,0,16,16,44,24,16,16,false)
blit(112,88,16,8,76,32,16,8,true)
blit(0,48,16,16,82,24,16,16,true)
camera(0,0)
intro_step=intro_step+1
elseif intro_step==5 then
@@ -85,7 +90,7 @@ function intro_update()
camera(-16,-4)
mapa_draw(10)
rectfill(73,24,79,39,16)
sspr(0,0,16,16,44,24,16,16,false)
blit(0,0,16,16,44,24,16,16,false)
camera(0,0)
intro_step=intro_step+1
elseif intro_step==7 then

View File

@@ -1,3 +1,36 @@
require "final"
require "fade"
require "audio"
require "dead"
require "scenes"
require "trigger"
require "score"
require "switches"
require "map"
require "mapa"
require "bol"
require "invisibl"
require "gota"
require "fireball"
require "cacau"
require "bambolla"
require "imp"
require "gps"
require "peu"
require "gorro"
require "batman"
require "elalien"
require "premiere"
require "caco"
require "zombie"
require "abad"
require "intro"
require "game"
--require "fade"
--require "audio"
--require "intro"
function _init()
tiles=loadsurf("tiles.gif")
setsource(tiles)
@@ -24,9 +57,52 @@ function _init()
audio_hit = loadsound(audio_hit)
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_B
btnShoot = tonumber(getconf("btnshoot")) or BTN_A
btnCycle1 = tonumber(getconf("btnCycle1")) or BTN_RIGHTSHOULDER
btnCycle2 = tonumber(getconf("btnCycle2")) or BTN_LEFTSHOULDER
btnPause = tonumber(getconf("btnPause")) or BTN_START
--game_init()
intro_init()
--final_init()
end
function _update() end
function _update()
if btnp(KEY_F1) then
zoom(zoom()-1)
elseif btnp(KEY_F2) then
zoom(zoom()+1)
elseif btnp(KEY_F3) then
local fs = fullscreen()
fullscreen(not fs)
cursor(fs)
end
if (game_update) then game_update() end
end
function text(str,x,y,col)
color(16)
prnt(str,x-1,y-1)
prnt(str,x,y-1)
prnt(str,x+1,y-1)
prnt(str,x-1,y)
prnt(str,x+1,y)
prnt(str,x-1,y+1)
prnt(str,x,y+1)
prnt(str,x+1,y+1)
prnt(str,x,y,col)
end

View File

@@ -1,4 +1,5 @@
--mapa={}
require "map"
tiletype={void=0,nonpc=1,stair=2,switch=3,half=4,block=5}
mapa.wait=0
mapa.step=0
@@ -92,7 +93,7 @@ function mapa_draw(hab)
for tx=0,11 do
local tile=mapa[1+hab][1+tx+ty*12]
if tile~=256 and (tile<126 or mapa.step>4) then
sspr((tile&15)*8,64+(tile>>4)*8,8,8,tx*8,ty*8)
blit((tile&15)*8,64+(tile>>4)*8,8,8,tx*8,ty*8)
end
end
end
@@ -124,8 +125,8 @@ function mapa_cycle_colors(hab)
end
function check_tile(hab,x,y)
local xx=min(11,max(0,flr(x/8)))
local yy=min(5,max(0,flr(y/8)))
local xx=math.min(11,math.max(0,math.floor(x/8)))
local yy=math.min(5,math.max(0,math.floor(y/8)))
--rect(xx*8,yy*8,xx*8+8,yy*8+8,3)
local tile=mapa_get_tile(hab,xx,yy)
@@ -157,12 +158,12 @@ function mapa_create_minimap()
print(x..","..y.."="..tile)
end
if tile<64 then
pset(x+(h%10)*12,y+flr(h/10)*6,pix[1+tile])
pset(x+(h%10)*12,y+math.floor(h/10)*6,pix[1+tile])
end
end
end
end
_update=mapa_draw_minimap
game_update=mapa_draw_minimap
end
function mapa_draw_minimap()
@@ -170,5 +171,5 @@ function mapa_draw_minimap()
setsource(minimap)
setdest(0)
cls(16)
sspr(0,0,128,96,0,0)
blit(0,0,128,96,0,0)
end

View File

@@ -10,7 +10,7 @@ function peu.init()
end
function peu.draw()
sspr(112,32,16,16,peu.x,peu.y,16,16)
blit(112,32,16,16,peu.x,peu.y,16,16)
end
function peu.update()

View File

@@ -14,7 +14,7 @@ function premiere.init()
end
function premiere.draw()
sspr((premiere.frame&7)*16,(premiere.frame>>3)*16,16,16,premiere.x,premiere.y,16,16,premiere.flip)
blit((premiere.frame&7)*16,(premiere.frame>>3)*16,16,16,premiere.x,premiere.y,16,16,premiere.flip)
end
function premiere.hit()
@@ -145,8 +145,8 @@ function premiere.update_falling()
end
end
local xx=flr((premiere.x+4)/8)
local yy=flr((premiere.y+16)/8)
local xx=math.floor((premiere.x+4)/8)
local yy=math.floor((premiere.y+16)/8)
if premiere.y<32 then
if (premiere.y+16)&7==0 and (check_tile(premiere.hab,premiere.x+4,premiere.y+16)>=tiletype.half or ((premiere.x+4)&7~=0 and check_tile(premiere.hab,premiere.x+12,premiere.y+16)>=tiletype.half)) then

View File

@@ -1,3 +1,6 @@
require "final"
require "audio"
scenes={
intro_01= {
{x=3,y=0,flip=false,audio="abad",text={"Ah!, què bo!","Nit de Netflix amb","un bon bol de cacaus!"},die=20},
@@ -129,7 +132,7 @@ function start_scene(scene,offset)
--bkg=newsurf(128,96)
--setdest(bkg)
--setsource(0)
--sspr(0,0,128,96,0,0)
--blit(0,0,128,96,0,0)
--setsource(tiles)
--setdest(0)
scenes.current_scene=scene
@@ -144,8 +147,8 @@ function start_scene(scene,offset)
playmus(scenes.current_scene[scenes.dnum].musica)
end
if offset then scenes.offset=offset end
old_update=_update
_update=update_scene
old_update=game_update
game_update=update_scene
end
function playtext(snd)
@@ -178,18 +181,18 @@ function draw_scene()
elseif scenes.step==3 then
if not scenes.current_scene[scenes.dnum].flip then
rectfill(8,12,31,23,16)
sspr(scenes.current_scene[scenes.dnum].x,scenes.current_scene[scenes.dnum].y,10,10,9,13,20,10)
blit(scenes.current_scene[scenes.dnum].x,scenes.current_scene[scenes.dnum].y,10,10,9,13,20,10)
else
rectfill(97,12,120,23,16)
sspr(scenes.current_scene[scenes.dnum].x,scenes.current_scene[scenes.dnum].y,10,10,98,13,20,10,true)
blit(scenes.current_scene[scenes.dnum].x,scenes.current_scene[scenes.dnum].y,10,10,98,13,20,10,true)
end
elseif scenes.step==4 then
if not scenes.current_scene[scenes.dnum].flip then
rectfill(8,7,31,28,16)
sspr(scenes.current_scene[scenes.dnum].x,scenes.current_scene[scenes.dnum].y,10,10,9,8,20,20)
blit(scenes.current_scene[scenes.dnum].x,scenes.current_scene[scenes.dnum].y,10,10,9,8,20,20)
else
rectfill(97,7,120,28,16)
sspr(scenes.current_scene[scenes.dnum].x,scenes.current_scene[scenes.dnum].y,10,10,98,8,20,20,true)
blit(scenes.current_scene[scenes.dnum].x,scenes.current_scene[scenes.dnum].y,10,10,98,8,20,20,true)
end
elseif scenes.step==5 then
text(string.sub(scenes.current_scene[scenes.dnum].text[1],1,scenes.char),txt_x,7,2)
@@ -224,10 +227,10 @@ function draw_scene()
line(0,34,128,34,16)
if not scenes.current_scene[scenes.dnum].flip then
rectfill(8,7,31,28,16)
sspr(scenes.current_scene[scenes.dnum].x,scenes.current_scene[scenes.dnum].y,10,10,9,8,20,20)
blit(scenes.current_scene[scenes.dnum].x,scenes.current_scene[scenes.dnum].y,10,10,9,8,20,20)
else
rectfill(97,7,120,28,16)
sspr(scenes.current_scene[scenes.dnum].x,scenes.current_scene[scenes.dnum].y,10,10,98,8,20,20,true)
blit(scenes.current_scene[scenes.dnum].x,scenes.current_scene[scenes.dnum].y,10,10,98,8,20,20,true)
end
text(scenes.current_scene[scenes.dnum].text[1],txt_x,7,2)
text(scenes.current_scene[scenes.dnum].text[2],txt_x,15,2)
@@ -254,7 +257,7 @@ function update_scene()
final_init()
fade.fadeoutin()
else
_update=old_update
game_update=old_update
end
else
scenes.dnum=scenes.dnum+1
@@ -263,8 +266,8 @@ function update_scene()
end
end
else
if flr(time()*2)%2==0 then
sspr(104,88,7,5,118,56)
if math.floor(time()*2)%2==0 then
blit(104,88,7,5,118,56)
else
rectfill(118,56,125,61,12)
end
@@ -272,7 +275,7 @@ function update_scene()
end
end
if btnp(KEY_ESCAPE) and (scenes.current_scene~=scenes.final) then
if (btnp(KEY_ESCAPE) or padp(btnPause)) and (scenes.current_scene~=scenes.final) then
if scenes.current_scene[scenes.dnum].die then
game_init(true)
else
@@ -283,21 +286,22 @@ function update_scene()
end
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
stopmusic()
if batman.endgame then
final_init()
fade.fadeoutin()
else
_update=old_update
game_update=old_update
end
else
scenes.dnum=scenes.dnum+1
scenes.step=2
end
end
elseif btnp(KEY_SPACE) then
elseif btnp(keyShoot) or padp(btnShoot) then
scenes.step=8
end
end

View File

@@ -4,19 +4,19 @@ function score.create()
score.surf=newsurf(32,96)
setdest(score.surf)
cls(16)
sspr(0,0,16,9,5,9,16,9,true)
spr(132,0,0,1,1) spr(150,8,0,1,1) spr(150,16,0,1,1) spr(133,24,0,1,1)
spr(134,0,8,1,1) spr(135,24,8,1,1) spr(134,0,16,1,1) spr(135,24,16,1,1)
spr(132,0,24,1,1) spr(150,8,24,1,1) spr(150,16,24,1,1) spr(133,24,24,1,1)
spr(134,0,32,1,1) spr(135,24,32,1,1)
spr(132,0,40,1,1) spr(150,8,40,1,1) spr(150,16,40,1,1) spr(133,24,40,1,1)
blit(0,0,16,9,5,9,16,9,true)
blit(32,64,8,8,0,0) blit(48,72,8,8,8,0) blit(48,72,8,8,16,0) blit(40,64,8,8,24,0)
blit(48,64,8,8,0,8) blit(56,64,8,8,24,8) blit(48,64,8,8,0,16) blit(56,64,8,8,24,16)
blit(32,64,8,8,0,24) blit(48,72,8,8,8,24) blit(48,72,8,8,16,24) blit(40,64,8,8,24,24)
blit(48,64,8,8,0,32) blit(56,64,8,8,24,32)
blit(32,64,8,8,0,40) blit(48,72,8,8,8,40) blit(48,72,8,8,16,40) blit(40,64,8,8,24,40)
spr(134,0,48,1,1) spr(135,24,48,1,1) spr(134,0,56,1,1) spr(135,24,56,1,1)
spr(134,0,64,1,1) spr(135,24,64,1,1) --spr(134,0,72,1,1) spr(135,24,72,1,1)
spr(132,0,72,1,1) spr(150,8,72,1,1) spr(150,16,72,1,1) spr(133,24,72,1,1)
spr(134,0,80,1,1) spr(135,24,80,1,1) spr(134,0,88,1,1) spr(135,24,88,1,1)
blit(48,64,8,8,0,48) blit(56,64,8,8,24,48) blit(48,64,8,8,0,56) blit(56,64,8,8,24,56)
blit(48,64,8,8,0,64) blit(56,64,8,8,24,64) --blit(48,64,8,8,0,72) blit(56,64,8,8,24,72)
blit(32,64,8,8,0,72) blit(48,72,8,8,8,72) blit(48,72,8,8,16,72) blit(40,64,8,8,24,72)
blit(48,64,8,8,0,80) blit(56,64,8,8,24,80) blit(48,64,8,8,0,88) blit(56,64,8,8,24,88)
prnt("jail",6,77,2)
prnt("games",8,82,2)
prnt("games",8, 82,2)
prnt("2023",9,89,1)
rectfill(06,30,07,37,03)
rectfill(09,30,10,37,08)
@@ -30,14 +30,14 @@ end
function score.draw()
setsource(score.surf)
sspr(0,0,32,96,96,0)
blit(0,0,32,96,96,0)
setsource(tiles)
if abad.objects.gorro~=nil then sspr(96,32,16,16,99,44) end
if abad.objects.peu~=nil then sspr(112,32,16,16,109,44) end
if abad.objects.gps~=nil then sspr(112,48,16,16,100,55) end
if abad.objects.gorro~=nil then blit(96,32,16,16,99,44) end
if abad.objects.peu~=nil then blit(112,32,16,16,109,44) end
if abad.objects.gps~=nil then blit(112,48,16,16,100,55) end
if abad.objects.clau_premiere~=nil then sspr(112,8,8,8,104,48) end
if abad.objects.clau_elalien~=nil then sspr(120,8,8,8,112,48) end
if abad.objects.clau_premiere~=nil then blit(112,8,8,8,104,48) end
if abad.objects.clau_elalien~=nil then blit(120,8,8,8,112,48) end
if abad.objects.bol~=nil then sspr(112,88,16,8,104,46) end
if abad.objects.bol~=nil then blit(112,88,16,8,104,46) end
end

View File

@@ -5,7 +5,7 @@ function zombie.new(_hab,_x,_y,_flip)
end
function zombie:draw()
if self.frame>0 then sspr((self.frame&7)*16,(self.frame>>3)*16,16,16,self.x,self.y,16,16,self.flip) end
if self.frame>0 then blit((self.frame&7)*16,(self.frame>>3)*16,16,16,self.x,self.y,16,16,self.flip) end
end
function zombie:update_normal()