Files
cacaus/data/game.lua

647 lines
20 KiB
Lua

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
mode=modes.playing
seltile = 0
actors={}
cameras={}
camera_names={[0]="GPS","Gorro","Peu de Paco","Premiere","EL_ALIEN","BatMan"}
current_camera=0
function remove_actor(actor)
for index, value in pairs(actors) do
if value == actor then
table.remove(actors,index)
end
end
end
function game_init(menu)
actors={}
cameras={}
camera_names={[0]="GPS","Gorro","Peu de Paco","Premiere","EL_ALIEN","BatMan"}
current_camera=0
-- ACTORS PRINCIPALS
abad_init()
table.insert(actors,abad)
gps.init()
table.insert(actors,gps)
gorro.init()
table.insert(actors,gorro)
peu.init()
table.insert(actors,peu)
premiere.init()
table.insert(actors,premiere)
elalien.init()
table.insert(actors,elalien)
batman.init()
table.insert(actors,batman)
bol.init()
table.insert(actors,bol)
-- MALOTES PERSISTENTS
table.insert(actors,gota.new(70,40,8,20))
table.insert(actors,gota.new(70,72,8,30))
table.insert(actors,gota.new(63,40,4,25))
table.insert(actors,gota.new(63,72,4,20))
table.insert(actors,gota.new(64,24,4,10))
table.insert(actors,gota.new(64,48,4,25))
table.insert(actors,gota.new(65,56,4,10))
table.insert(actors,gota.new(65,63,4,25))
table.insert(actors,gota.new(66,24,4,10))
table.insert(actors,gota.new(66,32,4,15))
table.insert(actors,gota.new(77,16,4,30))
table.insert(actors,gota.new(77,72,4,25))
table.insert(actors,invisible.new(77,40,32))
table.insert(actors,invisible.new(77,48,32))
table.insert(actors,invisible.new(58,16,32))
table.insert(actors,invisible.new(58,16,32))
table.insert(actors,zombie.new(2,24,24,false))
table.insert(actors,caco.new(13,24,16,true))
table.insert(actors,caco.new(20,24,16,false))
table.insert(actors,zombie.new(32,24,24,false))
table.insert(actors,caco.new(41,24,16,false))
table.insert(actors,zombie.new(44,24,24,false))
table.insert(actors,caco.new(50,24,16,false))
table.insert(actors,caco.new(61,24,16,false))
table.insert(actors,zombie.new(73,24,24,false))
table.insert(actors,zombie.new(54,24,24,false))
table.insert(actors,zombie.new(68,24,24,false))
table.insert(actors,caco.new(57,24,16,false))
table.insert(actors,zombie.new(46,24,24,false))
table.insert(actors,caco.new(37,24,16,false))
table.insert(actors,caco.new(26,24,16,false))
table.insert(actors,zombie.new(28,24,24,false))
table.insert(actors,caco.new(17,24,16,false))
-- TRIGGERS
if not menu then table.insert(actors,trigger.new(10,57,32,triggers.escena_abad_inici)) end
table.insert(actors,trigger.new(11,16,32,triggers.escena_abad_corfes))
table.insert(actors,trigger.new(31,12,32,triggers.escena_abad_portes))
table.insert(actors,trigger.new(31,48,32,triggers.escena_abad_portes))
table.insert(actors,trigger.new(71,56,24,triggers.escena_abad_portes))
table.insert(actors,trigger.new(53,40,32,triggers.escena_abad_porta_casa))
table.insert(actors,trigger.new(56,32,32,triggers.escena_abad_porta_batman))
table.insert(actors,trigger.new(19,32,32,triggers.escena_habitacio_batman))
table.insert(actors,trigger.new(14,40,32,triggers.teleport_a))
table.insert(actors,trigger.new(67,8,32,triggers.teleport_b))
table.insert(actors,trigger.new(29,40,32,triggers.teleport_c))
table.insert(actors,trigger.new(61,8,32,triggers.teleport_d))
score.create()
cameras[0]=gps
table.insert(cameras,gorro)
table.insert(cameras,peu)
table.insert(cameras,premiere)
table.insert(cameras,elalien)
table.insert(cameras,batman)
mapa_do_backup()
if menu then
menu_sel=0
menu_state=update_main_menu;
abad.update = abad_nop
game_update=update_menu
menu_count=0
menu_change_room=300
menu_room=math.random(0,59)
music.play(audio_main_song)
else
game_update=update_game
music.stop()
end
--fade.fadein()
end
function draw_hab(hab,x,y,editing)
view.origin(x,y)
mapa_draw(hab)
if not editing then
for key,actor in pairs(actors) do
if actor.hab==hab then
actor:draw()
end
end
if imp.hab==hab then imp.draw() end
if bambolla.hab==hab then bambolla.draw() end
if cacau.hab==hab then cacau:draw() end
if fireball.hab==hab then fireball:draw() end
end
view.origin(0,0)
end
function update_dialog()
draw.rectf(16,16,97,35,12)
draw.rect(15,15,99,37,16)
text("Save the map?",20,20,2)
text("This cannot be undone",20,27,2)
text("(Y)es (N)o",25,40,2)
if key.press(key.N) then
game_update=update_game
elseif key.press(key.Y) then
mapa_save()
game_update=update_game
end
end
scroll=0
function update_game()
surf.cls(16)
if mode==modes.editing then
draw_hab(abad.hab,0,0,true)
text(abad.hab,120,1,2)
draw.surf(0,64+scroll*8,128,48,0,48)
local xx=(seltile&15)*8
local yy=48+(seltile>>4)*8
draw.rect(xx,yy,9,9, 3)
text("EDIT",100,1,3)
local hx = abad.hab%10
local hy = math.floor(abad.hab/10)
scroll=0
if key.press(key.RIGHT) and hx<9 then
abad.hab=abad.hab+1
elseif key.press(key.LEFT) and hx>0 then
abad.hab=abad.hab-1
elseif key.press(key.DOWN) and hy<7 then
abad.hab=abad.hab+10
elseif key.press(key.UP) and hy>0 then
abad.hab=abad.hab-10
elseif key.press(key.RETURN) then
mode=modes.playing
elseif key.press(key.S) and (key.down(key.LCTRL) or key.down(key.LGUI)) then
game_update=update_dialog
elseif key.press(key.C) then
mapa_cycle_colors(abad.hab)
elseif key.press(key.M) then
mapa_create_minimap()
return
end
if key.down(key.TAB) then
scroll=2
end
local mx,my=mouse.pos()
if mx>>3 < 12 and my>>3 < 6 then
text(mx>>3,100,10,2)
text(my>>3,111,10,2)
text((mx>>3)+(my>>3)*12,118,10,2)
end
if mouse.down(mouse.LEFT) then
if my>=48 then
seltile=(mx>>3)+((my-48+(scroll*8))>>3)*16
elseif mx<96 then
mapa_set_tile(abad.hab,mx>>3,my>>3,seltile)
end
elseif mouse.down(mouse.RIGHT) then
if my<48 and mx<96 then
mapa_set_tile(abad.hab,mx>>3,my>>3,256)
end
end
if mx>>3 < 12 and my>>3 < 6 then
local tx,ty=(mx>>3)<<3,(my>>3)<<3
draw.rect(tx,ty,9,9,3)
end
else
if abad.hurting == 0 then
draw_hab(abad.hab,0,0)
--text(abad.hab,1,1,2)
draw_hab(cameras[current_camera].hab,0,48)
text(camera_names[current_camera],2,49,8)
score.draw()
surf.source(tiles)
draw.text("x"..abad.vides,114,13,2)
draw.rectf(102+(abad.energia>>1),30,21-(abad.energia>>1),8,16)
else
draw.surf(0,0,16,9,50,40,16,9,true)
if abad.hurting > 40 then
draw.text("x"..abad.vides+1,63,43,3)
elseif abad.hurting < 20 then
draw.text("x"..abad.vides,63,43,2)
end
end
mapa_update(abad.hab,cameras[current_camera].hab)
for key,actor in pairs(actors) do
actor:update()
if actor.hab==cacau.hab and actor~=abad then
if aabb(actor,cacau) then
if actor.hit~=nil then
actor:hit()
cacau.hab=-1
end
end
end
end
imp.update()
bambolla.update()
cacau.update()
fireball.update()
switches.update()
if key.press(key.ESCAPE) or pad.press(btnPause) then
pause()
end
if abad.objects.gps~=nil then
if key.press(key.N1) then
if abad.objects.gorro==nil and abad.objects.clau_premiere==nil then current_camera=1 end
elseif key.press(key.N2) then
if abad.objects.peu==nil and abad.objects.clau_elalien==nil then current_camera=2 end
elseif key.press(key.N3) then
current_camera=3
elseif key.press(key.N4) then
current_camera=4
elseif key.press(key.N5) then
current_camera=5
end
if pad.press(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 pad.press(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 redraw_menu_hab()
draw_hab(menu_room,16,41)
draw.rectf(0,0,15,97,16)
draw.rectf(114,0,78,97,16)
draw.rect(15,40,99,50,2)
mapa_update(abad.hab,menu_room)
for key,actor in pairs(actors) do
actor:update()
end
imp.update()
bambolla.update()
cacau.update()
fireball.update()
switches.update()
end
function update_menu()
menu_change_room=menu_change_room-1
if menu_change_room==0 then
menu_room = math.random(0,59)
menu_change_room=300
end
surf.cls(16)
text("C A C A U S", 42, 8, 15)
menu_state()
end
function update_options_menu()
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
draw.rect(28,28+(10*menu_sel),73,9,14)
if (not parpadeig) then draw.rect(28,28+(10*menu_sel),73,9,13) end
draw.text("MÚSICA", 30, 30, 14); draw.text(music.enabled() and "SI" or "NO",91,30,15)
draw.text("", 30, 40, 14); draw.text(sound.enabled() and "SI" or "NO",91,40,15)
draw.text("REDEFINIR TECLAT", 30, 50, 14)
draw.text("REDEFINIR GAMEPAD", 30, 60, 14)
draw.text("TORNAR", 30, 70, 14)
if key.press(keyShoot) or key.press(key.SPACE) or pad.press(pad.A) or pad.press(btnShoot) then
if menu_sel==0 then
music.enabled(not music.enabled())
if music.enabled() then music.play(audio_main_song) end
elseif menu_sel==1 then
sound.enabled(not sound.enabled())
elseif menu_sel==2 then
menu_count=0
menu_state=update_redefine_keys_menu
elseif menu_sel==3 then
menu_count=0
menu_state=update_redefine_pad_menu
else
menu_count=0
menu_sel=0
menu_state=update_main_menu
end
elseif key.press(keyDown) or key.press(key.DOWN) or pad.press(pad.DOWN) or pad.press(btnDown) then
menu_sel=menu_sel+1
if menu_sel==5 then menu_sel=0 end
elseif key.press(keyUp) or key.press(key.UP) or pad.press(pad.UP) or pad.press(btnUp) then
menu_sel=menu_sel-1
if menu_sel==-1 then menu_sel=4 end
elseif key.press(key.ESCAPE) or pad.press(btnPause) then
menu_count=0
menu_sel=0
menu_state=update_main_menu
end
end
function update_main_menu()
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
draw.rect(28,18+(10*menu_sel),73,9,14)
if (not parpadeig) then draw.rect(28,18+(10*menu_sel),73,9,13) end
text("JUGAR", 54, 20, 14)
text("OPCIONS", 50, 30, 14)
--if (not parpadeig or menu_sel~=2) then text("REDEFINIR GAMEPAD", 30, 32, 13) end
redraw_menu_hab()
if key.press(keyShoot) or key.press(key.SPACE) or pad.press(pad.A) or pad.press(btnShoot) then
if menu_sel==0 then
game_exit()
game_init()
fade.fadeoutin()
elseif menu_sel==1 then
menu_count=0
menu_sel=0
menu_state=update_options_menu--update_redefine_keys_menu;
else
menu_count=0
menu_state=update_redefine_pad_menu
end
elseif key.press(keyDown) or key.press(key.DOWN) or pad.press(pad.DOWN) or pad.press(btnDown) then
menu_sel=menu_sel+1
if menu_sel==2 then menu_sel=0 end
elseif key.press(keyUp) or key.press(key.UP) or pad.press(pad.UP) or pad.press(btnUp) then
menu_sel=menu_sel-1
if menu_sel==-1 then menu_sel=1 end
elseif key.press(key.ESCAPE) or pad.press(btnPause) then
sys.quit()
end
end
function update_redefine_keys_menu()
if key.press(key.ESCAPE) then
menu_count = 0
menu_state = update_options_menu;
end
if menu_count==0 then
text("PULSA TECLA PER A AMUNT", 20, 24, 13)
local k = key.press();
if k ~= 0 and k~=key.ESCAPE then
menu_count = 1
keyUp=k
config.key("keyup", keyUp)
end
elseif menu_count==1 then
text("PULSA TECLA PER A AVALL", 20, 24, 13)
local k = key.press();
if k ~= 0 and k~=key.ESCAPE then
menu_count = 2
keyDown=k
config.key("keydown", keyDown)
end
elseif menu_count==2 then
text("PULSA TECLA PER A ESQUERRA", 14, 24, 13)
local k = key.press();
if k ~= 0 and k~=key.ESCAPE then
menu_count = 3
keyLeft=k
config.key("keleft", keyLeft)
end
elseif menu_count==3 then
text("PULSA TECLA PER A DRETA", 20, 24, 13)
local k = key.press();
if k ~= 0 and k~=key.ESCAPE then
menu_count = 4
keyRight=k
config.key("keyright", keyRight)
end
elseif menu_count==4 then
text("PULSA TECLA PER A BOTAR", 20, 24, 13)
local k = key.press();
if k ~= 0 and k~=key.ESCAPE then
menu_count = 5
keyJump=k
config.key("keyjump", keyJump)
end
elseif menu_count==5 then
text("PULSA TECLA PER A DISPAR", 18, 24, 13)
local k = key.press();
if k ~= 0 and k~=key.ESCAPE then
menu_count = 0
menu_state = update_options_menu;
keyShoot=k
config.key("keyshoot", keyShoot)
end
end
end
function update_redefine_pad_menu()
if key.press(key.ESCAPE) then
menu_count = 0
menu_state = update_options_menu;
end
if menu_count==0 then
text("PULSA BOTÓ PER A AMUNT", 22, 24, 13)
local btn = pad.press();
if btn ~= -1 then
menu_count = 1
btnUp=btn
config.key("btnup", btnUp)
end
elseif menu_count==1 then
text("PULSA BOTÓ PER A AVALL", 22, 24, 13)
local btn = pad.press();
if btn ~= -1 then
menu_count = 2
btnDown=btn
config.key("btndown", btnDown)
end
elseif menu_count==2 then
text("PULSA BOTÓ PER A ESQUERRA", 16, 24, 13)
local btn = pad.press();
if btn ~= -1 then
menu_count = 3
btnLeft=btn
config.key("keleft", btnLeft)
end
elseif menu_count==3 then
text("PULSA BOTÓ PER A DRETA", 22, 24, 13)
local btn = pad.press();
if btn ~= -1 then
menu_count = 4
btnRight=btn
config.key("btnright", btnRight)
end
elseif menu_count==4 then
text("PULSA BOTÓ PER A BOTAR", 22, 24, 13)
local btn = pad.press();
if btn ~= -1 then
menu_count = 5
btnJump=btn
config.key("btnjump", btnJump)
end
elseif menu_count==5 then
text("PULSA BOTÓ PER A DISPAR", 20, 24, 13)
local btn = pad.press();
if btn ~= -1 then
menu_count = 6
btnShoot=btn
config.key("btnshoot", btnShoot)
end
elseif menu_count==6 then
text("PULSA BOTÓ PER A GPS ARRERE", 14, 24, 13)
local btn = pad.press();
if btn ~= -1 then
menu_count = 7
btnCycle1=btn
config.key("btncycle1", btnCycle1)
end
elseif menu_count==7 then
text("PULSA BOTÓ PER A GPS AVANT", 14, 24, 13)
local btn = pad.press();
if btn ~= -1 then
menu_count = 8
btnCycle2=btn
config.key("btncycle2", btnCycle2)
end
elseif menu_count==8 then
text("PULSA BOTÓ PER A PAUSA", 22, 24, 13)
local btn = pad.press();
if btn ~= -1 then
menu_count = 0
menu_state = update_options_menu;
btnPause=btn
config.key("btnpause", btnPause)
end
end
end
function game_exit()
mapa_restore_backup()
actors={}
cameras={}
end
function aabb(a, b)
return (a.x+a.bb.x+a.bb.w >= b.x+b.bb.x) and (a.x+a.bb.x <= b.x+b.bb.x+b.bb.w) and (a.y+a.bb.y+a.bb.h >= b.y+b.bb.y) and (a.y+a.bb.y <= b.y+b.bb.y+b.bb.h)
end
function pause()
surf.source(0)
surf.target(back)
draw.surf(0,0,128,96,0,0)
surf.target(0)
surf.source(tiles)
pausa_option=1
pause_old_update=game_update
game_update=update_pause
end
function update_pause()
draw.rectf(16,16,97,65,16)
draw.rect(16,16,97,65,15)
draw.text("PAUSA",54,20,15)
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
draw.rect(28,33+(10*(pausa_option-1)),73,9,14)
if (not parpadeig) then draw.rect(28,33+(10*(pausa_option-1)),73,9,13) end
--draw.rect(28,33+(10*(pausa_option-1)),73,9,13)
draw.text("CONTINUAR",30,35,14)
draw.text("MUSICA:",30,45,14)
if music.enabled() then
draw.text("SI",91,45,15)
else
draw.text("NO",91,45,15)
end
draw.text("SÓ:",30,55,14)
if sound.enabled() then
draw.text("SI",91,55,15)
else
draw.text("NO",91,55,15)
end
draw.text("EIXIR",30,65,14)
if key.press(key.ESCAPE) then
surf.source(back)
draw.surf(0,0,128,96,0,0)
surf.source(tiles)
game_update = pause_old_update
elseif key.press(keyDown) or pad.press(btnDown) then
pausa_option = pausa_option + 1
if pausa_option == 5 then pausa_option = 1 end
elseif key.press(keyUp) or pad.press(btnUp) then
pausa_option = pausa_option - 1
if pausa_option == 0 then pausa_option = 4 end
elseif key.press(keyShoot) or pad.press(btnShoot) then
if pausa_option==1 then
surf.source(back)
draw.surf(0,0,128,96,0,0)
surf.source(tiles)
game_update = pause_old_update
elseif pausa_option==2 then
music.enabled(not music.enabled())
elseif pausa_option==3 then
sound.enabled(not sound.enabled())
else
game_exit()
game_init(true)
end
end
end