- [NEW] logica de game.restart() i game.startfromeditor() concretada
- [NEW] game.startfromeditor() ara també especifica la orientació - [FIX] Previndre acces al menu durant els fades - [FIX] Al carregar partida, abortar sequencia si hi havia una en execució - [FIX] Els flags es carregaven com a strings en compte de números - [FIX] Al carregar partida no se movia al heroi al nivell que tocaba - [NEW] Acabada seqüència del bocata de sobrasada pata - [NEW] Gràfics i objecte del bocata de sobrasada pata
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@@ -22,26 +22,23 @@ game={
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cam={x=0,y=0},
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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=43,y=25,o="u",gfx={x=32,y=0},level="vella"}
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--game.init("vella")
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actors.main={name="jailer",x=12,y=12,o="r",jailmoji="AHDJONAAAAFAACFBBO",level="arq"}
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game.init("arq")
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--flags={}
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--objects.list={}
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--actors.main={name="jailer",x=12,y=12,o="r",jailmoji="AHDJONAAAAFAACFBBO",level="arq"}
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--game.init("arq")
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game.startfromeditor("arq",12,12,"r")
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end,
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startfromeditor=function(s_level, s_x, s_y)
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startfromeditor=function(s_level, s_x, s_y, s_o)
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print("Playing level: "..s_level.." at pos "..s_x..","..s_y)
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flags={}
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objects.list={}
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actors.main={name="jailer",x=s_x,y=s_y,o="d",jailmoji="AHDJONAAAAFAACFBBO",level=s_level}
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actors.main={name="jailer",x=s_x,y=s_y,o=s_o,jailmoji="AHDJONAAAAFAACFBBO",level=s_level}
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game.init(s_level)
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--actors.main={name="jailer",x=8,y=12,o="l",gfx={x=32,y=0},level="arq"}
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--game.init("arq")
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end,
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init=function(levelname,f,objs)
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scene.abort()
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if f then flags=f end
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if objs then objects.list=objs end
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@@ -125,7 +122,7 @@ game={
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local line = io.read()
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while line ~= "[OBJECTS]" do
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local k,v=getkeyval(line)
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new_flags[k]=v
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new_flags[k]=tonumber(v)
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line = io.read()
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end
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line = io.read()
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@@ -134,6 +131,7 @@ game={
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line = io.read()
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end
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io.close(file)
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actors.main.level=level_name
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end
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fade.fadeout()
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--game.resume()
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@@ -210,7 +208,7 @@ game={
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actors.interact(hero.x,hero.y,hero.o)
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end
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end
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if key.press(key.ESCAPE) then
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if key.press(key.ESCAPE) and update==game.update then
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game.show_menu()
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elseif key.press(key.TAB) then
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game.show_debug_menu()
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