- [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:
2024-02-13 13:59:39 +01:00
parent db2f988de7
commit 05ebc097d6
7 changed files with 102 additions and 22 deletions

View File

@@ -2,6 +2,7 @@ actors={
list={}, list={},
updating=false, updating=false,
main={}, main={},
under_cursor="",
init=function() init=function()
actors.list={} actors.list={}
@@ -45,11 +46,20 @@ actors={
end, end,
draw=function() draw=function()
actors.under_cursor=""
for i,v in ipairs(actors.list) do for i,v in ipairs(actors.list) do
local frame=((v.dx+v.dy)%2)*16 local frame=((v.dx+v.dy)%2)*16
local x,y = v.x, v.y local x,y = v.x, v.y
if v.ox then x = x + v.ox end if v.ox then x = x + v.ox end
if v.oy then y = y + v.oy end if v.oy then y = y + v.oy end
local mx = math.floor((mousex()-game.cam.x)/8)
local my = math.floor((mousey()-game.cam.y)/8)
if (mx==x or mx==x+1) and (my==y or my==y-1) then
actors.under_cursor=v.name
subpal(1,16,8)
end
if v.o=='u' then if v.o=='u' then
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) 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)
elseif v.o=='d' then elseif v.o=='d' then
@@ -59,6 +69,8 @@ actors={
elseif v.o=='r' then elseif v.o=='r' then
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) 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)
end end
if not btn(KEY_LSHIFT) then subpal() end
end end
end, end,

34
data/brymode.lua Normal file
View File

@@ -0,0 +1,34 @@
brymode = {
old_update=nil,
return_function=nil,
show=function(retfun)
brymode.old_update=update
update=brymode.update
brymode.return_function=retfun
cls(0)
prnt("#include <stdio.h>",1,1,8)
prnt("int main(int argc, char *argv[])",1,1+6*2,8)
prnt("{",1,1+6*3,8)
prnt("SDL_Init(SDL_INIT_EVERYTHING);",21,1+6*4,8)
prnt("SDL_Window *win=",21,1+6*6,8)
prnt("SDL_CreateWindow('Title',320,240);",29,1+6*7,8)
prnt("SDL_Renderer *ren =",21,1+6*9,8)
prnt("SDL_CreateRenderer(win,-1,0);",29,1+6*10,8)
prnt("SDL_Quit();",21,1+6*12,8)
prnt("return 0;",21,1+6*13,8)
prnt("}",1,1+6*14,8)
end,
update=function()
--cls(0)
if btnp(KEY_ESCAPE) then
if brymode.return_function then
update=brymode.old_update
brymode.return_function()
end
end
end
}

View File

@@ -3,4 +3,4 @@ config=ja2
width=160 width=160
height=144 height=144
zoom=4 zoom=4
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 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

View File

@@ -4,6 +4,7 @@ require "objects"
require "scene" require "scene"
require "wait" require "wait"
require "switches" require "switches"
require "brymode"
levels={} levels={}
@@ -19,8 +20,8 @@ game={
restart=function() restart=function()
flags={} flags={}
objects.list={} objects.list={}
actors.main={name="jailer",x=9,y=14,o="u",gfx={x=32,y=0},level="repro"} actors.main={name="jailer",x=8,y=5,o="u",gfx={x=32,y=0},level="prac2"}
game.init("repro") game.init("prac2")
end, end,
init=function(levelname,f,objs) init=function(levelname,f,objs)
@@ -30,6 +31,7 @@ game={
game.level=levelname game.level=levelname
actors.init() actors.init()
switches.reset()
if actors.main.level==levelname then if actors.main.level==levelname then
actors.add({name=actors.main.name,x=actors.main.x,y=actors.main.y,o=actors.main.o,gfx=actors.main.gfx}) actors.add({name=actors.main.name,x=actors.main.x,y=actors.main.y,o=actors.main.o,gfx=actors.main.gfx})
end end
@@ -47,10 +49,11 @@ game={
show_menu=function() show_menu=function()
game.pause() game.pause()
menu.show({ {"GUARDAR PARTIDA", game.save}, brymode.show(game.resume)
{"CARREGAR PARTIDA", game.load}, --menu.show({ {"GUARDAR PARTIDA", game.save},
{"EIXIR", main_init}, -- {"CARREGAR PARTIDA", game.load},
}, game.resume) -- {"EIXIR", main_init},
-- }, game.resume)
end, end,
save=function() save=function()
@@ -111,6 +114,29 @@ game={
game.init(level_name,new_flags,new_objects) game.init(level_name,new_flags,new_objects)
end, end,
draw=function()
cls(6)
camera(game.cam.x, game.cam.y)
setsource(tiles)
setmap(mapa.surface)
map(0,0,0,0,mapa.w, mapa.h)
switches.draw();
setsource(sprites)
if btn(KEY_LSHIFT) then subpal(1,16,8) end
actors.draw()
subpal()
if actors.under_cursor~="" then
text(actors.under_cursor,mousex()+8,mousey()+8,9)
end
if mapa.front_layer then
setsource(tiles)
setmap(mapa.front_layer)
map(0,0,0,0,mapa.w, mapa.h)
end
setmap(mapa.surface)
camera(0,0)
end,
update=function() update=function()
if game.paused then return end if game.paused then return end
@@ -123,20 +149,12 @@ game={
if game.cam.y+144 > mapa.h*8 then game.cam.y = mapa.h*8-144 end if game.cam.y+144 > mapa.h*8 then game.cam.y = mapa.h*8-144 end
if game.cam.y < 0 then game.cam.y=0 end if game.cam.y < 0 then game.cam.y=0 end
end end
cls(6)
camera(game.cam.x, game.cam.y) game.draw()
setsource(tiles)
setmap(mapa.surface) local mx = math.floor((mousex()-game.cam.x)/8)
map(0,0,0,0,mapa.w, mapa.h) local my = math.floor((mousey()-game.cam.y)/8)
setsource(sprites) text(mx..","..my,1,19,8)
actors.draw()
if mapa.front_layer then
setsource(tiles)
setmap(mapa.front_layer)
map(0,0,0,0,mapa.w, mapa.h)
end
setmap(mapa.surface)
camera(0,0)
text(game.cam.x..","..game.cam.y,1,1,8) text(game.cam.x..","..game.cam.y,1,1,8)
if hero then if hero then

View File

@@ -35,7 +35,7 @@ function text(txt,x,y,col)
end end
function main_init() function main_init()
set_update(menu_update) --set_update(menu_update)
second_menu = {{"PEIV", function() end},{"TORNAR",show_main_menu}} second_menu = {{"PEIV", function() end},{"TORNAR",show_main_menu}}
main_menu = { {"JUGAR", game.restart}, {"EDITOR", editor.init}, {"EIXIR", quit}, {"TEST", function() menu.show(second_menu) end } } main_menu = { {"JUGAR", game.restart}, {"EDITOR", editor.init}, {"EIXIR", quit}, {"TEST", function() menu.show(second_menu) end } }
show_main_menu() show_main_menu()

View File

@@ -9,6 +9,7 @@ scene={
end, end,
cont=function() cont=function()
game.draw()
if scene.script==nil then return end if scene.script==nil then return end
scene.pos=scene.pos+1 scene.pos=scene.pos+1
if scene.script[scene.pos]==nil then if scene.script[scene.pos]==nil then

View File

@@ -1,5 +1,10 @@
switches={ switches={
list={}, list={},
col=0,
reset=function()
switches.list={}
end,
add=function(switch) add=function(switch)
if not switch.w then switch.w=1 end if not switch.w then switch.w=1 end
@@ -15,4 +20,14 @@ switches={
end end
return nil return nil
end, end,
draw=function()
text(#switches.list,1,25,8)
if switches.col<16 then
for i,v in ipairs(switches.list) do
rect(v.x*8, v.y*8, (v.x+v.w+1)*8-1, (v.y+v.h)*8-1, 8);
end
end
switches.col=(switches.col+1)%32
end,
} }