- [NEW] Animació de caminar i d'estar quet de Morcus activades
- [NEW] Es pot pasar quan es vullga del joc al editor i viceversa - [NEW] Els shaders s'activen en el joc i se desactiven en l'editor
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@@ -1,11 +1,17 @@
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animations = {
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["hero_stand"] = {
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cycle = {1},
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frames = {
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{ frame={x=0,y=0,w=16,h=17}, wait=2 },
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}
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},
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["hero_walk"] = {
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cycle = {1,2,1,3},
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frames = {
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{ frame={x=0,y=0,w=16,h=17}, wait=4 },
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{ frame={x=16,y=0,w=16,h=17}, wait=4 },
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{ frame={x=32,y=0,w=16,h=17}, wait=4 }
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{ frame={x=0,y=0,w=16,h=17}, wait=2 },
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{ frame={x=16,y=0,w=16,h=17}, wait=2 },
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{ frame={x=32,y=0,w=16,h=17}, wait=2 }
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}
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}
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}
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@@ -12,6 +12,7 @@ editor = {
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enable = function()
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app.update = editor.update
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sys.beat(2)
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shader.disable();
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end,
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update = function()
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@@ -141,6 +142,20 @@ editor = {
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end
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end,
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play=function()
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if editor.modified then
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msgbox.show("IE MEN!",
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{"Hi ha canvis sense guardar.", "Vols guardar-los abans de jugar?"},
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{
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{"Cancel", app.pop},
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{"No", function() app.pop() game.enable() end},
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{"Yes", function() app.pop() rooms.save() game.enable() end}
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} )
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else
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game.enable()
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end
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end,
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picker = {
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show = function()
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@@ -2,17 +2,23 @@ game = {
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enable = function()
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app.update = game.update
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sys.beat(20)
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sys.beat(2)
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shader.enable();
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end,
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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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view.clip()
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score.draw()
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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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if key.down(key.ESCAPE) then
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editor.enable()
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end
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end
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}
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@@ -2,6 +2,7 @@ require "app"
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require "score"
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require "rooms"
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require "editor"
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require "game"
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function mini.init()
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surf_sprites = surf.load("sprites.gif")
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@@ -10,6 +11,7 @@ function mini.init()
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pal.trans(0)
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rooms.init()
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shader.init("lynx.glsl")
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editor.enable()
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end
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@@ -15,6 +15,7 @@ menu = {
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menu.option("FILE")
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popup.create("FILE", 1, 8)
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popup.addOption("FILE", "Play", editor.play)
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popup.addOption("FILE", "Save", function() rooms.save() editor.modified=false end)
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popup.addOption("FILE", "Quit", editor.quit)
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@@ -47,9 +47,6 @@ rooms = {
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--surf.save(rooms.surf_background, "data/rooms_background.bin")
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--surf.save(rooms.surf_foreground, "data/rooms_foreground.bin")
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--surf.save(rooms.surf_items, "data/rooms_items.bin")
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--shader.init("lynx.glsl")
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--shader.enable();
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end,
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save = function()
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@@ -104,7 +101,6 @@ rooms = {
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--draw.surf(0, 0, 16, 17, 20, 15, 16, 17)
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end
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sprites.update()
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-- Pintem la rejilla
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--for y=0,12 do draw.line(0,y*8, 160, y*8, 27) end
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--for x=0,20 do draw.line(x*8, 0, x*8, 104, 27) end
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Binary file not shown.
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Before Width: | Height: | Size: 272 B After Width: | Height: | Size: 274 B |
@@ -1,6 +1,6 @@
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score = {
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draw = function()
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draw.rectf(0,0,160,7,1)
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draw.rectf(0,0,160,8,1)
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end
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}
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BIN
data/sprites.gif
BIN
data/sprites.gif
Binary file not shown.
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Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
@@ -9,14 +9,35 @@ sprites = {
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pos = { x=24, y=15 },
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size= { w=16, h=17 },
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bbo = { left=0, top=0, right=0, bottom=0 },
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animation = "hero_walk",
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flipped = false,
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animation = "hero_stand",
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current_frame = 1,
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current_wait = 1
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}
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end,
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set_animation=function(sprite, animation)
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if sprite.animation ~= animation then
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sprite.animation = animation
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sprite.current_frame = 1
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sprite.current_wait = 1
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end
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end,
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update = function()
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sprites.update_sprite(sprites.hero)
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if key.down(key.LEFT) then
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sprites.hero.flipped = true
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sprites.set_animation(sprites.hero, "hero_walk")
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sprites.hero.pos.x = sprites.hero.pos.x - 1
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elseif key.down(key.RIGHT) then
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sprites.hero.flipped = false
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sprites.set_animation(sprites.hero, "hero_walk")
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sprites.hero.pos.x = sprites.hero.pos.x + 1
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else
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sprites.set_animation(sprites.hero, "hero_stand")
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end
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end,
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update_sprite = function(sprite)
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@@ -43,6 +64,6 @@ sprites = {
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draw_sprite = function(sprite)
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local cycle = animations[sprite.animation].cycle[sprite.current_frame]
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local frame = animations[sprite.animation].frames[cycle]
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draw.surf(frame.frame.x, frame.frame.y, frame.frame.w, frame.frame.h, sprite.pos.x, sprite.pos.y, sprite.size.w, sprite.size.h)
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draw.surf(frame.frame.x, frame.frame.y, frame.frame.w, frame.frame.h, sprite.pos.x, sprite.pos.y, sprite.size.w, sprite.size.h, sprite.flipped)
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end
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}
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