316 lines
8.7 KiB
Lua
316 lines
8.7 KiB
Lua
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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}}
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function abad_nop()
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end
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function abad_init()
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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,draw=abad.draw,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}}
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abad.update=abad_state_normal
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abad.objects={}
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end
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function abad:draw()
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local flip=abad.flip
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if abad.update==abad_state_stairs then
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flip=(((abad.x>>1)+(abad.y>>1))%2)==0
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end
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if (abad.respawning==0) or (flr(abad.respawning/15)%2==0) then
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sspr(abad.frame*16,0,16,16,abad.x,abad.y,16,16,flip)
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end
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if abad.respawning > 0 then
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abad.respawning=abad.respawning-1
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end
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end
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function abad_make_safe()
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if abad.safe.hab~=abad.hab then
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abad.safe.hab=abad.hab
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abad.safe.x=abad.x
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abad.safe.y=abad.y
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--cls(4)
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end
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end
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function abad_hurt(howmuch)
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if abad.hurting == 0 and abad.respawning==0 then
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play(audio_abad_hit)
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abad.energia=abad.energia-howmuch
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if abad.energia<=0 then
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abad.vides=abad.vides-1
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if abad.vides==0 then
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--final de la partida
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dead.start()
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play(audio_game_over, true)
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else
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play(audio_life_lost, true)
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abad.energia=40
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abad.hab=abad.safe.hab
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abad.x=abad.safe.x
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abad.y=abad.safe.y
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abad.hurting=60
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abad.respawning=240
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cls(3)
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end
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else
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cls(3)
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end
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end
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end
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function abad_state_normal()
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abad.frame=0
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abad.wait=0
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abad.step=0
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abad.jumpfwd=false
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if abad.hurting > 0 then
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abad.hurting=abad.hurting-1
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return
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end
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if abad.falling>0 then
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if abad.falling>12 then
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abad_hurt(abad.falling-12)
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end
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abad.falling=0
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end
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abad_make_safe()
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if btn(KEY_RIGHT) then
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abad.update=abad_state_walking
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abad.flip=false
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elseif btn(KEY_LEFT) then
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abad.update=abad_state_walking
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abad.flip=true
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elseif btn(KEY_UP) then
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abad.update=abad_state_jumping
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abad.step=0
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abad.jumpfwd=false
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play(audio_abad_jump)
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elseif btn(KEY_DOWN) then
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abad.update=abad_state_crouch
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elseif btn(KEY_Z) then
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abad.respawning=240
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elseif btnp(KEY_SPACE) and cacau.hab==-1 then
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play(audio_abad_shot)
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abad.update=abad_state_fire
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abad.wait=0
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cacau.init(abad.hab,abad.x+8,abad.y+8,abad.flip)
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end
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end
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function abad_state_crouch()
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abad.bb.y=8
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abad.bb.h=8
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abad.frame=5
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abad.wait=0
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abad.step=0
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abad.jumpfwd=false
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if not btn(KEY_DOWN) then
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abad.update=abad_state_normal
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abad.bb.y=0
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abad.bb.h=16
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end
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end
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function abad_state_fire()
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abad.frame=6
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abad.wait=abad.wait+1
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if abad.wait==6 then
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abad.wait=0
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abad.update=abad_state_normal
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end
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end
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function abad_advance()
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local inc=12 if abad.flip then inc=2 end
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local limit=tiletype.block
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if abad.update~=abad_state_walking then limit=tiletype.half end
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if not abad.flip and abad.x==84 then
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abad.hab=abad.hab+1
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imp.reset()
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abad.x=-4
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elseif check_tile(abad.hab,abad.x+inc,abad.y+14)<limit then
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if abad.flip then
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abad.x=abad.x-2
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else
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abad.x=abad.x+2
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end
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if abad.x<-4 then
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abad.hab=abad.hab-1
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imp.reset()
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abad.x=84
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end
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end
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if check_tile(abad.hab,abad.x+6,abad.y+8)==tiletype.stair then
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abad.update=abad_state_stairs
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elseif abad.update==abad_state_stairs then
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abad.update=abad_state_normal
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abad.frame=0
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end
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end
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function abad_state_walking()
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abad.wait=abad.wait+1
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if abad.wait==6 then
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abad.wait=0
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abad.step=(abad.step+1)%2
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if abad.step==0 then
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play(audio_abad_step[abad.mustep])
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abad.mustep = abad.mustep + 1
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if abad.mustep == 5 then abad.mustep=1 end
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end
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abad.frame=abad.anim[abad.step+1]
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abad_advance()
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if check_tile(abad.hab,abad.x+4,abad.y+16)==tiletype.void and ((abad.x+4)&7==0 or check_tile(abad.hab,abad.x+12,abad.y+16)==tiletype.void) then
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abad.update=abad_state_falling
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return
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end
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end
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abad_make_safe()
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if btn(KEY_UP) then
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abad.update=abad_state_jumping
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abad.step=0
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abad.jumpfwd=true
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play(audio_abad_jump)
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return
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elseif btn(KEY_DOWN) then
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abad.update=abad_state_crouch
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elseif btn(KEY_SPACE) and cacau.hab==-1 then
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abad.update=abad_state_fire
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abad.wait=0
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cacau.init(abad.hab,abad.x+8,abad.y+8,abad.flip)
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end
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if btn(KEY_RIGHT) then
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abad.flip=false
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elseif btn(KEY_LEFT) then
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abad.flip=true
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elseif abad.wait==0 then
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abad.update=abad_state_normal
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end
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end
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function abad_state_jumping()
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abad.frame=3
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abad.wait=abad.wait+1
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--print(abad.x,1,50)
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--print(abad.y,10,50)
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if abad.wait==6 then
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abad.wait=0
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if abad.jumpfwd then abad_advance() end
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--local xx=flr((abad.x+4)/8)
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--local yy=flr(abad.y/8)
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--rect(xx*8,yy*8, (xx+2)*8,(yy+1)*8)
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if abad.step<6 then
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if abad.y>0 then
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if check_tile(abad.hab,abad.x+4,abad.y-2)~=tiletype.block then
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if (abad.x+4)&7==0 or check_tile(abad.hab,abad.x+12,abad.y-2)~=tiletype.block then
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if check_tile(abad.hab,abad.x+4,abad.y-2)==tiletype.switch then
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-- Executar el switch
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local xx=min(11,max(0,flr((abad.x+4)/8)))
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local yy=min(5,max(0,flr((abad.y-2)/8)))
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switches.start(abad.hab,1+xx+yy*12)
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--cls(4)
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elseif (abad.x+4)&7~=0 and check_tile(abad.hab,abad.x+12,abad.y-2)==tiletype.switch then
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-- Executar el switch
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local xx=min(11,max(0,flr((abad.x+12)/8)))
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local yy=min(5,max(0,flr((abad.y-2)/8)))
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switches.start(abad.hab,1+xx+yy*12)
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--cls(4)
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else
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abad.y=abad.y-2
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end
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end
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end
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else
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abad.hab=abad.hab-10
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imp.reset()
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abad.y=32
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end
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elseif abad.step>6 then
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abad.update=abad_state_falling
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play(audio_abad_fall)
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end
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abad.step=abad.step+1
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end
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end
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function abad_state_falling()
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abad.frame=3
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abad.wait=abad.wait+1
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if abad.wait==6 then
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abad.wait=0
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if abad.jumpfwd then abad_advance() end
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local xx=flr((abad.x+4)/8)
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local yy=flr((abad.y+16)/8)
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if abad.y<32 then
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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
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abad.update=abad_state_normal
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return
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end
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abad.y=abad.y+2
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abad.falling=abad.falling+1
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else
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abad.hab=abad.hab+10
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imp.reset()
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abad.y=0
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end
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end
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end
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function abad_state_stairs()
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abad.frame=4
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abad.wait=abad.wait+1
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if abad.wait==6 then
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abad.wait=0
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if btn(KEY_RIGHT) then
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abad.flip=false
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abad_advance()
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elseif btn(KEY_LEFT) then
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abad.flip=true
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abad_advance()
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elseif btn(KEY_UP) then
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if abad.y>0 then
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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
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abad.y=abad.y-2
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end
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else
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abad.hab=abad.hab-10
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imp.reset()
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abad.y=32
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end
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elseif btn(KEY_DOWN) then
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if abad.y<32 then
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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
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abad.y=abad.y+2
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end
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else
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abad.hab=abad.hab+10
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imp.reset()
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abad.y=0
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end
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end
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end
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end |