- [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:
@@ -94,4 +94,10 @@ animations = {
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{ frame={x=24,y=0,w=8,h=8}, wait=2 }
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}
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},
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["coin_picked"] = {
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cycle = {1},
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frames = {
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{ frame={x=32,y=0,w=13,h=7}, wait=100 },
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}
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},
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}
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133
data/game.lua
133
data/game.lua
@@ -23,35 +23,100 @@ game = {
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update = function()
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game.water_counter = game.water_counter + 0.05
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local counter = game.water_counter
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view.origin(0,0)
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surf.target(game.back_buf)
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surf.target(0)
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view.clip()
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score.draw()
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surf.target(game.back_buf)
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-- Pintar el mapa i sprites
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rooms.draw()
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sprites.update()
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--sprites.update_hero()
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game.apply_water()
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game.apply_light()
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if key.press(key.ESCAPE) or key.press(key.F9) then
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rooms.retrieve_original_items()
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editor.enable()
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end
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end,
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change_room = function(x,y)
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game.chg_adv.x = x*0.25
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game.chg_adv.y = y*0.25
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game.chg_step = 8*4
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sprites.pause_ia = true
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-- [TODO] Crear els sprites per als items de l'habitació a la que entrem
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sprites.add_from_room(rooms.pos.x+x*20, rooms.pos.y+y*12)
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app.push(game.update_change_room)
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--sys.beat(10)
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end,
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update_change_room = function()
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--if not sys.beat() then return end
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view.origin(0,0)
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surf.target(0)
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view.clip()
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score.draw()
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surf.target(game.back_buf)
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--view.clip()
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-- Pintar el mapa i sprites
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rooms.pos.x = rooms.pos.x + (game.chg_adv.x*2.5)
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rooms.pos.y = rooms.pos.y + (game.chg_adv.y*1.5)
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sprites.hero.pos.x = sprites.hero.pos.x + game.chg_adv.x
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sprites.hero.pos.y = sprites.hero.pos.y + game.chg_adv.y
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rooms.draw()
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sprites.update()
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game.apply_water()
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game.apply_light()
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game.chg_step = game.chg_step - 1
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if game.chg_step == 0 then
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sprites.remove_out_of_room()
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sprites.pause_ia = false
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app.pop()
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--sys.beat(2)
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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/2)
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draw.mode(draw.OR)
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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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draw.mode(draw.NORMAL)
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surf.target(game.back_buf)
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end,
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apply_water = function()
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view.origin(0,0)
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if rooms.pos.y == 84 then
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surf.target(game.back_buf)
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surf.source(game.back_buf)
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for x=0,159 do
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local water_level = math.sin(counter)*2
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local water_level = math.sin(game.water_counter)*2
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for y=96+water_level,103 do
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local pixel = surf.pixel(x,y)
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surf.pixel(x,y,game.water_pal[pixel+1])
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end
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end
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end
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end,
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apply_light = function()
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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)==2 then
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game.light_strobe_dir = -game.light_strobe_dir
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end
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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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@@ -60,60 +125,14 @@ game = {
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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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elseif (light&2)==2 then
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surf.pixel(x,y,pixel)
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else
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surf.pixel(x,y,game.fade_pal[pixel+1])
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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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end,
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change_room = function(x,y)
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game.chg_adv.x = x
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game.chg_adv.y = y
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game.chg_step = 8
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sprites.pause_ia = true
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-- [TODO] Crear els sprites per als items de l'habitació a la que entrem
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sprites.add_from_room(rooms.pos.x+x*20, rooms.pos.y+y*12)
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app.push(game.update_change_room)
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end,
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update_change_room = function()
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view.origin(0,0)
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surf.target(0)
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view.clip()
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score.draw()
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-- Pintar el mapa i sprites
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rooms.pos.x = rooms.pos.x + game.chg_adv.x*2.5
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rooms.pos.y = rooms.pos.y + game.chg_adv.y*1.5
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sprites.hero.pos.x = sprites.hero.pos.x + game.chg_adv.x
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sprites.hero.pos.y = sprites.hero.pos.y + game.chg_adv.y
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rooms.draw()
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sprites.update()
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game.chg_step = game.chg_step - 1
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if game.chg_step == 0 then
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sprites.remove_out_of_room()
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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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BIN
data/misc.gif
BIN
data/misc.gif
Binary file not shown.
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Before Width: | Height: | Size: 671 B After Width: | Height: | Size: 697 B |
@@ -35,9 +35,10 @@ rooms = {
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--rooms.surf_items = surf.new(20*8,12*8)
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rooms.surf_original_items = surf.new(20*8,12*8)
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surf.source(rooms.surf_items)
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surf.target(rooms.surf_original_items)
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draw.surf(0,0,160,96,0,0)
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rooms.update_original_items()
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--surf.source(rooms.surf_items)
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--surf.target(rooms.surf_original_items)
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--draw.surf(0,0,160,96,0,0)
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sprites.init()
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@@ -141,5 +142,17 @@ rooms = {
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peiv = function()
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pal.color(1, 1, 1, 1)
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return "HOLA OTHER UNIT"
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end,
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retrieve_original_items = function()
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surf.source(rooms.surf_original_items)
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surf.target(rooms.surf_items)
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draw.surf(0,0,160,96,0,0)
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end,
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update_original_items = function()
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surf.source(rooms.surf_items)
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surf.target(rooms.surf_original_items)
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draw.surf(0,0,160,96,0,0)
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end
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}
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Binary file not shown.
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Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 2.0 KiB |
Binary file not shown.
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Before Width: | Height: | Size: 1.0 KiB After Width: | Height: | Size: 1.0 KiB |
@@ -1,6 +1,7 @@
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score = {
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points = 0,
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draw = function()
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draw.rectf(0,0,160,8,1)
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draw.text(string.format("%03d", score.points),0,0,28)
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end
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}
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@@ -58,6 +58,9 @@ sprites = {
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animation = "hero_stand",
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ia = sprites.update_hero,
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jumping = 0,
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light = 100,
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light_ox = 0,
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light_oy = 0,
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stairs = false
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}
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--table.insert(sprites.list, templates.create("mummy", {pos={x=100, y=4*12*8+71},flipped=true}))
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@@ -95,9 +98,6 @@ 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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@@ -191,23 +191,37 @@ sprites = {
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end,
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update_coin = function(spr)
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local tx, ty = (spr.pos.x)>>3, (spr.pos.y)>>3
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if spr.state == templates.ALIVE then
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local x1,y1,w1,h1 = util.aabb(spr)
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--for i,v in ipairs(sprites.list) do
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--if v.type == "hero" then
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local x2,y2,w2,h2 = util.aabb(sprites.hero)
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if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
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local tx, ty = (spr.pos.x)>>3, (spr.pos.y)>>3
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map.surf(rooms.surf_items)
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map.tile(tx,ty,0)
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local x1,y1,w1,h1 = util.aabb(spr)
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for i,v in ipairs(sprites.list) do
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if v.enemy and v.state ~= templates.DEAD then
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local x2,y2,w2,h2 = util.aabb(v)
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if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
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if v.state == templates.ALIVE then v.state = templates.DYING end
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sprites.remove(spr)
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return
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end
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spr.state = templates.DYING
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sprites.set_animation(spr, "coin_picked")
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spr.pos.y=spr.pos.y-16
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spr.pos.x=spr.pos.x-4
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spr.timer = 0
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score.points = score.points + 10
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return
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end
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--end
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--end
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elseif spr.state == templates.DYING then
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spr.pos.y = spr.pos.y - 0.5
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spr.timer = spr.timer + 1
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if spr.timer == 32 then
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sprites.remove(spr)
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end
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end
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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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--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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@@ -342,6 +356,12 @@ sprites = {
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end,
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draw = function(ignore_selected)
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if app.update ~= editor.update then
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surf.target(game.circ_buf)
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surf.cls()
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surf.target(game.back_buf)
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end
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editor.item_hovered = nil
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local mx,my = mouse.pos()
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if editor.item_selected or editor.layer~=LAYER_ITEMS then ignore_selected = true end
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@@ -365,8 +385,11 @@ sprites = {
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local reversed = frame.reversed or false
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surf.source(sprite.surf)
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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))
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local x,y,w,h = util.aabb(sprite)
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--local x,y,w,h = util.aabb(sprite)
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--draw.rect(x,y,w,h,8)
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if (app.update ~= editor.update) and (sprite.light) then
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game.draw_light(sprite.pos.x+sprite.light_ox, sprite.pos.y+sprite.light_oy,sprite.light)
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end
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end,
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draw_sprite_selected = function(sprite)
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@@ -46,6 +46,10 @@ templates = {
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flipped = options.flipped,
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surf = surf.load("misc.gif"),
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animation = "coin",
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state = templates.ALIVE,
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light = 15,
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light_ox = 4,
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light_oy = 4,
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ia = sprites.update_coin
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}
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else
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Reference in New Issue
Block a user