- [WIP] Llum de antorxa
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@@ -1,8 +1,20 @@
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game = {
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chg_adv = {x=0, y=0},
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chg_step = 0,
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back_buf = 0,
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circ_buf = 0,
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water_pal = {6,6,21,21,6,21,6,22,22,22,22,22,22,22,22,21,21,22,22,22,22,21,22,22,21,22,22,22,22,6,6,6},
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fade_pal = {1,1,3,1,1,3,29,29,3,3,3,3,3,6,6,29,29,3,3,3,3,29,6,29,29,6,29,6,6,1,1,1},
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light_strobe_value = 0,
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light_strobe_dir = 1,
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enable = function()
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if game.back_buf == 0 then
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game.back_buf = surf.new(160,104)
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game.circ_buf = surf.new(160,104)
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end
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app.update = game.update
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sys.beat(2)
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--shader.enable();
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@@ -10,7 +22,7 @@ game = {
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update = function()
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view.origin(0,0)
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surf.target(0)
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surf.target(game.back_buf)
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view.clip()
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score.draw()
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@@ -20,6 +32,26 @@ game = {
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sprites.update()
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--sprites.update_hero()
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view.origin(0,0)
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surf.target(0)
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--surf.source(game.back_buf)
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--draw.surf(0,0,160,104,0,0,160,104)
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for y=0,103 do
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for x=0,159 do
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surf.source(game.back_buf)
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local pixel = surf.pixel(x,y)
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surf.source(game.circ_buf)
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local light = surf.pixel(x,y)
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if light==0 then
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surf.pixel(x,y,1)
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elseif light==1 then
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surf.pixel(x,y,game.fade_pal[pixel+1])
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else
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surf.pixel(x,y,pixel)
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end
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end
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end
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if key.press(key.ESCAPE) or key.press(key.F9) then
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editor.enable()
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end
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@@ -55,5 +87,17 @@ game = {
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sprites.pause_ia = false
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app.pop()
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end
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end,
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draw_light = function(x,y,size)
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surf.target(game.circ_buf)
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local s = size+game.light_strobe_value
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draw.circf(x,y,s,1)
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draw.circf(x,y,2*(s/3),2)
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game.light_strobe_value = game.light_strobe_value + game.light_strobe_dir
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if math.abs(game.light_strobe_value)==1 then
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game.light_strobe_dir = -game.light_strobe_dir
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end
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--surf.target(game.circ_buf)
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end
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}
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Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
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Before Width: | Height: | Size: 1.7 KiB After Width: | Height: | Size: 1.6 KiB |
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Before Width: | Height: | Size: 1004 B After Width: | Height: | Size: 1.0 KiB |
@@ -94,6 +94,10 @@ sprites = {
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update = function()
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if not sys.beat() then return end
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surf.target(game.circ_buf)
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surf.cls()
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sprites.update_sprite(sprites.hero)
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for i,v in ipairs(sprites.list) do
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sprites.update_sprite(v)
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@@ -203,6 +207,8 @@ sprites = {
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end,
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update_hero = function()
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game.draw_light(sprites.hero.pos.x, sprites.hero.pos.y,100)
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-- Update hero
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local anim = "hero_stand"
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local move_anim = "hero_walk"
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