- [NEW] Animació de moneda agafada

- [NEW] Agafar monedes augmenta el marcador
- [NEW] Marcador bàsic visible
- [NEW] Al cambiar d'habitació es manté el efecte d'iluminació. A més, va un poc més lento
- [NEW] Al agafar moneda, no torna al eixir i entrar. Al tornar al editor se recupera.
- [NEW] Gestió de l'iluminació fora dels update i dins dels draw
- [NEW] Afegides més habitacions
This commit is contained in:
2026-02-24 13:23:16 +01:00
parent c5dd0344c0
commit 12673f1dc4
9 changed files with 143 additions and 77 deletions

View File

@@ -94,4 +94,10 @@ animations = {
{ frame={x=24,y=0,w=8,h=8}, wait=2 }
}
},
["coin_picked"] = {
cycle = {1},
frames = {
{ frame={x=32,y=0,w=13,h=7}, wait=100 },
}
},
}

View File

@@ -23,35 +23,100 @@ game = {
update = function()
game.water_counter = game.water_counter + 0.05
local counter = game.water_counter
view.origin(0,0)
surf.target(game.back_buf)
surf.target(0)
view.clip()
score.draw()
surf.target(game.back_buf)
-- Pintar el mapa i sprites
rooms.draw()
sprites.update()
--sprites.update_hero()
game.apply_water()
game.apply_light()
if key.press(key.ESCAPE) or key.press(key.F9) then
rooms.retrieve_original_items()
editor.enable()
end
end,
change_room = function(x,y)
game.chg_adv.x = x*0.25
game.chg_adv.y = y*0.25
game.chg_step = 8*4
sprites.pause_ia = true
-- [TODO] Crear els sprites per als items de l'habitació a la que entrem
sprites.add_from_room(rooms.pos.x+x*20, rooms.pos.y+y*12)
app.push(game.update_change_room)
--sys.beat(10)
end,
update_change_room = function()
--if not sys.beat() then return end
view.origin(0,0)
surf.target(0)
view.clip()
score.draw()
surf.target(game.back_buf)
--view.clip()
-- Pintar el mapa i sprites
rooms.pos.x = rooms.pos.x + (game.chg_adv.x*2.5)
rooms.pos.y = rooms.pos.y + (game.chg_adv.y*1.5)
sprites.hero.pos.x = sprites.hero.pos.x + game.chg_adv.x
sprites.hero.pos.y = sprites.hero.pos.y + game.chg_adv.y
rooms.draw()
sprites.update()
game.apply_water()
game.apply_light()
game.chg_step = game.chg_step - 1
if game.chg_step == 0 then
sprites.remove_out_of_room()
sprites.pause_ia = false
app.pop()
--sys.beat(2)
end
end,
draw_light = function(x,y,size)
surf.target(game.circ_buf)
local s = size+(game.light_strobe_value/2)
draw.mode(draw.OR)
draw.circf(x,y,s,1)
draw.circf(x,y,2*(s/3),2)
draw.mode(draw.NORMAL)
surf.target(game.back_buf)
end,
apply_water = function()
view.origin(0,0)
if rooms.pos.y == 84 then
surf.target(game.back_buf)
surf.source(game.back_buf)
for x=0,159 do
local water_level = math.sin(counter)*2
local water_level = math.sin(game.water_counter)*2
for y=96+water_level,103 do
local pixel = surf.pixel(x,y)
surf.pixel(x,y,game.water_pal[pixel+1])
end
end
end
end,
apply_light = function()
game.light_strobe_value = game.light_strobe_value + game.light_strobe_dir
if math.abs(game.light_strobe_value)==2 then
game.light_strobe_dir = -game.light_strobe_dir
end
surf.target(0)
--surf.source(game.back_buf)
--draw.surf(0,0,160,104,0,0,160,104)
for y=0,103 do
for x=0,159 do
surf.source(game.back_buf)
@@ -60,60 +125,14 @@ game = {
local light = surf.pixel(x,y)
if light==0 then
surf.pixel(x,y,1)
elseif light==1 then
surf.pixel(x,y,game.fade_pal[pixel+1])
else
elseif (light&2)==2 then
surf.pixel(x,y,pixel)
else
surf.pixel(x,y,game.fade_pal[pixel+1])
end
end
end
if key.press(key.ESCAPE) or key.press(key.F9) then
editor.enable()
end
end,
change_room = function(x,y)
game.chg_adv.x = x
game.chg_adv.y = y
game.chg_step = 8
sprites.pause_ia = true
-- [TODO] Crear els sprites per als items de l'habitació a la que entrem
sprites.add_from_room(rooms.pos.x+x*20, rooms.pos.y+y*12)
app.push(game.update_change_room)
end,
update_change_room = function()
view.origin(0,0)
surf.target(0)
view.clip()
score.draw()
-- Pintar el mapa i sprites
rooms.pos.x = rooms.pos.x + game.chg_adv.x*2.5
rooms.pos.y = rooms.pos.y + game.chg_adv.y*1.5
sprites.hero.pos.x = sprites.hero.pos.x + game.chg_adv.x
sprites.hero.pos.y = sprites.hero.pos.y + game.chg_adv.y
rooms.draw()
sprites.update()
game.chg_step = game.chg_step - 1
if game.chg_step == 0 then
sprites.remove_out_of_room()
sprites.pause_ia = false
app.pop()
end
end,
draw_light = function(x,y,size)
surf.target(game.circ_buf)
local s = size+game.light_strobe_value
draw.circf(x,y,s,1)
draw.circf(x,y,2*(s/3),2)
game.light_strobe_value = game.light_strobe_value + game.light_strobe_dir
if math.abs(game.light_strobe_value)==1 then
game.light_strobe_dir = -game.light_strobe_dir
end
--surf.target(game.circ_buf)
end
}

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@@ -35,9 +35,10 @@ rooms = {
--rooms.surf_items = surf.new(20*8,12*8)
rooms.surf_original_items = surf.new(20*8,12*8)
surf.source(rooms.surf_items)
surf.target(rooms.surf_original_items)
draw.surf(0,0,160,96,0,0)
rooms.update_original_items()
--surf.source(rooms.surf_items)
--surf.target(rooms.surf_original_items)
--draw.surf(0,0,160,96,0,0)
sprites.init()
@@ -141,5 +142,17 @@ rooms = {
peiv = function()
pal.color(1, 1, 1, 1)
return "HOLA OTHER UNIT"
end,
retrieve_original_items = function()
surf.source(rooms.surf_original_items)
surf.target(rooms.surf_items)
draw.surf(0,0,160,96,0,0)
end,
update_original_items = function()
surf.source(rooms.surf_items)
surf.target(rooms.surf_original_items)
draw.surf(0,0,160,96,0,0)
end
}

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@@ -1,6 +1,7 @@
score = {
points = 0,
draw = function()
draw.rectf(0,0,160,8,1)
draw.text(string.format("%03d", score.points),0,0,28)
end
}

View File

@@ -58,6 +58,9 @@ sprites = {
animation = "hero_stand",
ia = sprites.update_hero,
jumping = 0,
light = 100,
light_ox = 0,
light_oy = 0,
stairs = false
}
--table.insert(sprites.list, templates.create("mummy", {pos={x=100, y=4*12*8+71},flipped=true}))
@@ -95,9 +98,6 @@ sprites = {
update = function()
if not sys.beat() then return end
surf.target(game.circ_buf)
surf.cls()
sprites.update_sprite(sprites.hero)
for i,v in ipairs(sprites.list) do
sprites.update_sprite(v)
@@ -191,23 +191,37 @@ sprites = {
end,
update_coin = function(spr)
local tx, ty = (spr.pos.x)>>3, (spr.pos.y)>>3
local x1,y1,w1,h1 = util.aabb(spr)
for i,v in ipairs(sprites.list) do
if v.enemy and v.state ~= templates.DEAD then
local x2,y2,w2,h2 = util.aabb(v)
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
if v.state == templates.ALIVE then v.state = templates.DYING end
sprites.remove(spr)
return
end
if spr.state == templates.ALIVE then
local x1,y1,w1,h1 = util.aabb(spr)
--for i,v in ipairs(sprites.list) do
--if v.type == "hero" then
local x2,y2,w2,h2 = util.aabb(sprites.hero)
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
local tx, ty = (spr.pos.x)>>3, (spr.pos.y)>>3
map.surf(rooms.surf_items)
map.tile(tx,ty,0)
spr.state = templates.DYING
sprites.set_animation(spr, "coin_picked")
spr.pos.y=spr.pos.y-16
spr.pos.x=spr.pos.x-4
spr.timer = 0
score.points = score.points + 10
return
end
--end
--end
elseif spr.state == templates.DYING then
spr.pos.y = spr.pos.y - 0.5
spr.timer = spr.timer + 1
if spr.timer == 32 then
sprites.remove(spr)
end
end
end,
update_hero = function()
game.draw_light(sprites.hero.pos.x, sprites.hero.pos.y,100)
--game.draw_light(sprites.hero.pos.x, sprites.hero.pos.y,100)
-- Update hero
local anim = "hero_stand"
@@ -342,6 +356,12 @@ sprites = {
end,
draw = function(ignore_selected)
if app.update ~= editor.update then
surf.target(game.circ_buf)
surf.cls()
surf.target(game.back_buf)
end
editor.item_hovered = nil
local mx,my = mouse.pos()
if editor.item_selected or editor.layer~=LAYER_ITEMS then ignore_selected = true end
@@ -365,8 +385,11 @@ sprites = {
local reversed = frame.reversed or false
surf.source(sprite.surf)
draw.surf(frame.frame.x, frame.frame.y, frame.frame.w, frame.frame.h, sprite.pos.x, sprite.pos.y, frame.frame.w, frame.frame.h, (not reversed) ~= (not sprite.flipped))
local x,y,w,h = util.aabb(sprite)
--local x,y,w,h = util.aabb(sprite)
--draw.rect(x,y,w,h,8)
if (app.update ~= editor.update) and (sprite.light) then
game.draw_light(sprite.pos.x+sprite.light_ox, sprite.pos.y+sprite.light_oy,sprite.light)
end
end,
draw_sprite_selected = function(sprite)

View File

@@ -46,6 +46,10 @@ templates = {
flipped = options.flipped,
surf = surf.load("misc.gif"),
animation = "coin",
state = templates.ALIVE,
light = 15,
light_ox = 4,
light_oy = 4,
ia = sprites.update_coin
}
else