15 Commits
v1.0 ... v1.1.1

Author SHA1 Message Date
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
17 changed files with 368 additions and 117 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>
@@ -41,4 +41,4 @@
<key>SUPublicDSAKeyFile</key>
<string>dsa_pub.pem</string>
</dict>
</plist>
</plist>

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()
@@ -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
@@ -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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@@ -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()
@@ -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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@@ -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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@@ -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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@@ -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
@@ -55,7 +55,7 @@ fade = {
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()
@@ -66,8 +66,8 @@ 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
@@ -91,7 +91,7 @@ fade = {
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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@@ -6,7 +6,7 @@ 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)
@@ -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
@@ -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
@@ -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)
@@ -359,19 +360,171 @@ function update_menu()
cacau.update()
fireball.update()
switches.update()
end
if btnp(KEY_SPACE) then
game_exit()
game_init()
fade.fadeoutin()
elseif btnp(KEY_M) then
mute = not mute
if mute then
stopmusic()
else
playmus(audio_main_song)
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
stopmusic()
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()
@@ -390,24 +543,39 @@ function pause()
sspr(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)
setsource(tiles)
_update = pause_old_update
elseif btnp(KEY_SPACE) then
game_exit()
game_init(true)
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)
sspr(0,0,128,96,0,0)
setsource(tiles)
game_update = pause_old_update
else
game_exit()
game_init(true)
end
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)
@@ -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

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_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
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
@@ -162,7 +163,7 @@ function mapa_create_minimap()
end
end
end
_update=mapa_draw_minimap
game_update=mapa_draw_minimap
end
function mapa_draw_minimap()

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},
@@ -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)
@@ -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
@@ -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