- [NEW] Brymode
- [FIX] El switches no es resetejaven al eixir de una habitació - [NEW] [EDITOR] Es mostra el tile sobre el que està el cursor - [NEW] [EDITOR]: Es mostra el nom de l'actor sobre el que està el cursor - [FIX] Durant una escena es repinta abans de seguir al seguent punt de l'script - [NEW] [EDITOR] Es mostra la posició dels switches parpadejant
This commit is contained in:
@@ -2,6 +2,7 @@ actors={
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list={},
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updating=false,
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main={},
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under_cursor="",
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init=function()
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actors.list={}
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@@ -45,11 +46,20 @@ actors={
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end,
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draw=function()
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actors.under_cursor=""
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for i,v in ipairs(actors.list) do
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local frame=((v.dx+v.dy)%2)*16
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local x,y = v.x, v.y
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if v.ox then x = x + v.ox end
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if v.oy then y = y + v.oy end
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local mx = math.floor((mousex()-game.cam.x)/8)
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local my = math.floor((mousey()-game.cam.y)/8)
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if (mx==x or mx==x+1) and (my==y or my==y-1) then
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actors.under_cursor=v.name
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subpal(1,16,8)
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end
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if v.o=='u' then
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sspr(v.gfx.x+frame,v.gfx.y+16,16,16,x*8+v.dx*2,y*8-12+v.dy*2,16,16,v.dy>1)
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elseif v.o=='d' then
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@@ -59,6 +69,8 @@ actors={
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elseif v.o=='r' then
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sspr(v.gfx.x+frame,v.gfx.y+32,16,16,x*8+v.dx*2,y*8-12+v.dy*2,16,16,true)
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end
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if not btn(KEY_LSHIFT) then subpal() end
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end
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end,
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34
data/brymode.lua
Normal file
34
data/brymode.lua
Normal file
@@ -0,0 +1,34 @@
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brymode = {
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old_update=nil,
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return_function=nil,
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show=function(retfun)
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brymode.old_update=update
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update=brymode.update
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brymode.return_function=retfun
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cls(0)
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prnt("#include <stdio.h>",1,1,8)
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prnt("int main(int argc, char *argv[])",1,1+6*2,8)
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prnt("{",1,1+6*3,8)
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prnt("SDL_Init(SDL_INIT_EVERYTHING);",21,1+6*4,8)
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prnt("SDL_Window *win=",21,1+6*6,8)
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prnt("SDL_CreateWindow('Title',320,240);",29,1+6*7,8)
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prnt("SDL_Renderer *ren =",21,1+6*9,8)
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prnt("SDL_CreateRenderer(win,-1,0);",29,1+6*10,8)
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prnt("SDL_Quit();",21,1+6*12,8)
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prnt("return 0;",21,1+6*13,8)
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prnt("}",1,1+6*14,8)
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end,
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update=function()
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--cls(0)
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if btnp(KEY_ESCAPE) then
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if brymode.return_function then
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update=brymode.old_update
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brymode.return_function()
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end
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end
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end
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}
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@@ -3,4 +3,4 @@ config=ja2
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width=160
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height=144
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zoom=4
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files=fade.lua,objects.lua,wait.lua,switches.lua,scene.lua,balloon.lua,actors.lua,game.lua,mapa.lua,editor.lua,textbox.lua,menu.lua,m_arq.lua,m_prac3.lua,m_prac2.lua,m_prac1.lua,m_jail1.lua,main.lua
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files=brymode.lua,fade.lua,objects.lua,wait.lua,switches.lua,scene.lua,balloon.lua,actors.lua,game.lua,mapa.lua,editor.lua,textbox.lua,menu.lua,m_arq.lua,m_prac3.lua,m_prac2.lua,m_prac1.lua,m_jail1.lua,main.lua
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@@ -4,6 +4,7 @@ require "objects"
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require "scene"
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require "wait"
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require "switches"
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require "brymode"
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levels={}
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@@ -19,8 +20,8 @@ game={
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restart=function()
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flags={}
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objects.list={}
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actors.main={name="jailer",x=9,y=14,o="u",gfx={x=32,y=0},level="repro"}
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game.init("repro")
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actors.main={name="jailer",x=8,y=5,o="u",gfx={x=32,y=0},level="prac2"}
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game.init("prac2")
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end,
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init=function(levelname,f,objs)
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@@ -30,6 +31,7 @@ game={
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game.level=levelname
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actors.init()
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switches.reset()
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if actors.main.level==levelname then
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actors.add({name=actors.main.name,x=actors.main.x,y=actors.main.y,o=actors.main.o,gfx=actors.main.gfx})
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end
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@@ -47,10 +49,11 @@ game={
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show_menu=function()
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game.pause()
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menu.show({ {"GUARDAR PARTIDA", game.save},
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{"CARREGAR PARTIDA", game.load},
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{"EIXIR", main_init},
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}, game.resume)
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brymode.show(game.resume)
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--menu.show({ {"GUARDAR PARTIDA", game.save},
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-- {"CARREGAR PARTIDA", game.load},
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-- {"EIXIR", main_init},
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-- }, game.resume)
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end,
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save=function()
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@@ -111,6 +114,29 @@ game={
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game.init(level_name,new_flags,new_objects)
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end,
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draw=function()
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cls(6)
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camera(game.cam.x, game.cam.y)
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setsource(tiles)
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setmap(mapa.surface)
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map(0,0,0,0,mapa.w, mapa.h)
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switches.draw();
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setsource(sprites)
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if btn(KEY_LSHIFT) then subpal(1,16,8) end
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actors.draw()
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subpal()
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if actors.under_cursor~="" then
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text(actors.under_cursor,mousex()+8,mousey()+8,9)
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end
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if mapa.front_layer then
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setsource(tiles)
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setmap(mapa.front_layer)
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map(0,0,0,0,mapa.w, mapa.h)
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end
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setmap(mapa.surface)
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camera(0,0)
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end,
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update=function()
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if game.paused then return end
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@@ -123,20 +149,12 @@ game={
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if game.cam.y+144 > mapa.h*8 then game.cam.y = mapa.h*8-144 end
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if game.cam.y < 0 then game.cam.y=0 end
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end
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cls(6)
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camera(game.cam.x, game.cam.y)
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setsource(tiles)
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setmap(mapa.surface)
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map(0,0,0,0,mapa.w, mapa.h)
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setsource(sprites)
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actors.draw()
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if mapa.front_layer then
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setsource(tiles)
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setmap(mapa.front_layer)
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map(0,0,0,0,mapa.w, mapa.h)
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end
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setmap(mapa.surface)
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camera(0,0)
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game.draw()
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local mx = math.floor((mousex()-game.cam.x)/8)
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local my = math.floor((mousey()-game.cam.y)/8)
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text(mx..","..my,1,19,8)
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text(game.cam.x..","..game.cam.y,1,1,8)
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if hero then
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@@ -35,7 +35,7 @@ function text(txt,x,y,col)
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end
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function main_init()
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set_update(menu_update)
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--set_update(menu_update)
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second_menu = {{"PEIV", function() end},{"TORNAR",show_main_menu}}
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main_menu = { {"JUGAR", game.restart}, {"EDITOR", editor.init}, {"EIXIR", quit}, {"TEST", function() menu.show(second_menu) end } }
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show_main_menu()
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@@ -9,6 +9,7 @@ scene={
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end,
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cont=function()
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game.draw()
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if scene.script==nil then return end
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scene.pos=scene.pos+1
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if scene.script[scene.pos]==nil then
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@@ -1,5 +1,10 @@
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switches={
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list={},
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col=0,
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reset=function()
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switches.list={}
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end,
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add=function(switch)
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if not switch.w then switch.w=1 end
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@@ -15,4 +20,14 @@ switches={
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end
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return nil
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end,
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draw=function()
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text(#switches.list,1,25,8)
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if switches.col<16 then
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for i,v in ipairs(switches.list) do
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rect(v.x*8, v.y*8, (v.x+v.w+1)*8-1, (v.y+v.h)*8-1, 8);
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end
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end
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switches.col=(switches.col+1)%32
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end,
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}
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