require "actors" require "menu" require "objects" require "scene" require "wait" require "switches" require "brymode" levels={} require "m_arq" require "m_jail1" require "m_prac1" require "m_prac2" require "m_prac3" require "m_repro" require "m_vella" require "m_exterior" require "m_eui" game={ cam={x=0,y=0}, restart=function() flags={} objects.list={} --actors.main={name="jailer",x=43,y=25,o="u",gfx={x=32,y=0},level="vella"} --game.init("vella") actors.main={name="jailer",x=12,y=12,o="r",jailmoji="AHDJONAAAAFAACFBBO",level="arq"} game.init("arq") end, startfromeditor=function(s_level, s_x, s_y) flags={} objects.list={} actors.main={name="jailer",x=s_x,y=s_y,o="d",jailmoji="AHDJONAAAAFAACFBBO",level=s_level} game.init(s_level) --actors.main={name="jailer",x=8,y=12,o="l",gfx={x=32,y=0},level="arq"} --game.init("arq") end, init=function(levelname,f,objs) if f then flags=f end if objs then objects.list=objs end game.level=levelname actors.init() switches.reset() if actors.main.level==levelname then actors.add({name=actors.main.name,x=actors.main.x,y=actors.main.y,o=actors.main.o,jailmoji=actors.main.jailmoji}) end levels[game.level].load() if not game.paused then update=game.update end game.resume() actors.sort() if levels[game.level].init_scene then if not flags.escena_inicial then game.update() levels[game.level].init_scene() end end fade.fadein() end, show_menu=function() game.pause() --brymode.show(game.resume) menu.show({ {"GUARDAR PARTIDA", game.save}, {"CARREGAR PARTIDA", game.load}, {"EIXIR", main_init}, }, game.resume) end, show_debug_menu=function() game.pause() menu.show({ {"EDIT FROM HERE", editor.editfrom}, {"CARREGAR PARTIDA", game.load}, {"EIXIR", main_init}, }, game.resume) end, save=function() local i=1 file = io.open(config.folder().."slot"..i..".txt", "w") if file then io.output(file) io.write("level="..game.level.."\n") local hero = actors.search(actors.main.name) io.write("x="..hero.x.."\n") io.write("y="..hero.y.."\n") io.write("o="..hero.o.."\n") io.write("[FLAGS]\n") for k,v in pairs(flags) do io.write(k.."="..v.."\n") end io.write("[OBJECTS]\n") for i,v in ipairs(objects.list) do io.write(v.."\n") end io.close(file) end game.resume() end, load=function() local i=1 file = io.open(config.folder().."slot"..i..".txt", "r") local level_name = "" local new_flags={} local new_objects={} if file then io.input(file) local k,v=getkeyval(io.read()) level_name=v local k,v=getkeyval(io.read()) actors.main.x=tonumber(v) local k,v=getkeyval(io.read()) actors.main.y=tonumber(v) local k,v=getkeyval(io.read()) actors.main.o=v local ignore = io.read() -- ignore "[FLAGS]" line local line = io.read() while line ~= "[OBJECTS]" do local k,v=getkeyval(line) new_flags[k]=v line = io.read() end line = io.read() while line do table.insert(new_objects, line) line = io.read() end io.close(file) end fade.fadeout() --game.resume() --actors.main.x=10 --actors.main.y=8 game.init(level_name,new_flags,new_objects) end, draw=function() surf.cls(6) view.origin(-game.cam.x, -game.cam.y) surf.source(tiles) map.surf(mapa.surface) map.draw()--map(0,0,0,0,mapa.w, mapa.h) switches.draw(); surf.source(sprites) if key.down(key.LSHIFT) then pal.subpal(1,16,8) end actors.display() pal.subpal() local mx,my=mouse.pos() if actors.under_cursor~="" then if (mx<=80) then text(actors.under_cursor,mx+game.cam.x+4,my+game.cam.y+4,9) else local size = #actors.under_cursor text(actors.under_cursor,mx+game.cam.x-size*4,my+game.cam.y+4,9) end end if mapa.front_layer then surf.source(tiles) map.surf(mapa.front_layer) map.draw() -- map(0,0,0,0,mapa.w, mapa.h) end map.surf(mapa.surface) view.origin(0,0) for i=0,15 do draw.rectf(20+i*4,0,4,4,i) end end, update=function() if game.paused then return end local hero = actors.search("jailer") if hero then game.cam.x = hero.x*8 + hero.dx*2 - 80 if game.cam.x+160 > mapa.w*8 then game.cam.x = mapa.w*8-160 end if game.cam.x < 0 then game.cam.x=0 end game.cam.y = hero.y*8 + hero.dy*2 - 72 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 end game.draw() local mx,my=mouse.pos() text(math.floor((mx+game.cam.x)/8)..","..math.floor((my+game.cam.y)/8),1,19,8) text(game.cam.x..","..game.cam.y,1,1,8) if hero then text(hero.x..","..hero.y,1,7,8) end text(game.level,1,13,8) if not scene.script and hero and not hero.path and hero.dx+hero.dy==0 then if key.down(key.DOWN) then hero.path={pos=0,route='d',keys=true} elseif key.down(key.UP) then hero.path={pos=0,route='u',keys=true} elseif key.down(key.LEFT) then hero.path={pos=0,route='l',keys=true} elseif key.down(key.RIGHT) then hero.path={pos=0,route='r',keys=true} elseif key.press(key.SPACE) then actors.interact(hero.x,hero.y,hero.o) end end if key.press(key.ESCAPE) then game.show_menu() elseif key.press(key.TAB) then game.show_debug_menu() end if sys.beat() then actors.update() end end, pause=function() game.paused = true draw.rectf(9,84, 141, 44,6) draw.rect(9,84, 141, 44,8) draw.rect(8,83, 143, 46,6) text("OBJECTES:",14,82,8) surf.source(objectes) local x,y=15,90 for i,name in ipairs(objects.list) do local obj = object[name] draw.surf(obj.x,obj.y,16,16,x,y) x=x+19 if x==148 then x,y=15,y+19 end end end, resume=function() game.paused = nil end }