- [FIX] Al canviar d'habitació cap a baix se rallaba
- [FIX] Al pulsar la majoria de botons en el menu, fa la acció i tanca el menú automàticament - [FIX] Ajustada la posició d'inici de l'heroi - [FIX] Arreglat bug raro que quan pillaves una moneda algunes momies canviaven de direcció - [WIP] Reajustant els tiles de les habitacions al nou tamany
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@@ -77,7 +77,7 @@ game = {
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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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sprites.add_from_room(rooms.pos.x+x*20, rooms.pos.y+y*13)
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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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@@ -94,7 +94,7 @@ game = {
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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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rooms.pos.y = rooms.pos.y + (game.chg_adv.y*1.625)
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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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@@ -8,12 +8,12 @@ menu = {
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draw = function()
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actions = {
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editor.play,
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function() rooms.save() editor.modified=false end,
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editor.quit,
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function() editor.layer=LAYER_FOREGROUND end,
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function() editor.layer=LAYER_BACKGROUND end,
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function() editor.layer=LAYER_ITEMS end,
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function() editor.play() menu.close() end,
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function() rooms.save() editor.modified=false menu.close() end,
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function() editor.quit() menu.close() end,
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function() editor.layer=LAYER_FOREGROUND menu.close() end,
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function() editor.layer=LAYER_BACKGROUND menu.close() end,
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function() editor.layer=LAYER_ITEMS menu.close() end,
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function() rooms.toggle_visibility(LAYER_FOREGROUND) end,
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function() rooms.toggle_visibility(LAYER_BACKGROUND) end,
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function() rooms.toggle_visibility(LAYER_SHADOWS) end,
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@@ -82,6 +82,13 @@ menu = {
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end
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end,
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close = function()
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if not menu.hidden then
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menu.hidden = true
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tweening.add(24,0,0.25,easing.easeOutBounce,function(value,n,finished)menu.pos_y=value end)
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end
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end,
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-- current_x = 0,
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--
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-- init = function()
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@@ -20,7 +20,7 @@ score = {
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end,
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inc = function(value)
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print("score.inc()")
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--print("score.inc()")
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score.points = score.points + value
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tweening.add(8, 0, 0.5, easing.linear, function(val,progress,finished) score.color = (math.floor(val)&1) == 0 and 28 or 14 end)
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end
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@@ -48,7 +48,7 @@ sprites = {
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init = function()
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sprites.hero = {
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type = "hero",
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pos = { x=28, y=4*13*8+71 },
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pos = { x=28, y=4*13*8+79 },
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size= { w=16, h=17 },
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bbo = { left=3, top=2, right=3, bottom=0 },
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current_frame = 1,
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@@ -196,6 +196,7 @@ sprites = {
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end,
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update_mummy = function(spr)
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map.surf(rooms.surf_foreground)
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if spr.state == templates.ALIVE then
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if sprites.hero.state == templates.ALIVE then
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local x1,y1,w1,h1 = util.aabb(spr) -- El meu aabb
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@@ -377,7 +378,7 @@ sprites = {
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local tile_under_me1 = map.tile(tx1,ty+2)
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local tile_under_me2 = map.tile(tx2,ty+2)
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if tile_under_me1 == 0 and tile_under_me2 == 0 then
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if rooms.pos.y<84 and ty+2>rooms.pos.y+11 then
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if rooms.pos.y<84 and ty+2>rooms.pos.y+12 then
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game.change_room(0,1)
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else
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if sprites.hero.cooldown % 4 == 0 then
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@@ -471,7 +472,7 @@ sprites = {
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anim = move_anim
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local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y+1)>>3
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if map.tile(tx1,ty+2) < 16 or map.tile(tx2,ty+2) < 16 then
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if ty+2>rooms.pos.y+11 then
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if ty+2>rooms.pos.y+12 then
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game.change_room(0,1)
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else
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sprites.hero.pos.y = sprites.hero.pos.y + 1
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@@ -485,7 +486,7 @@ sprites = {
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local tile_under_me1 = map.tile(tx1,ty+2)
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local tile_under_me2 = map.tile(tx2,ty+2)
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if tile_under_me1 == 0 and tile_under_me2 == 0 then
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if rooms.pos.y<84 and ty+2>rooms.pos.y+11 then
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if rooms.pos.y<84 and ty+2>rooms.pos.y+12 then
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game.change_room(0,1)
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else
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if sprites.hero.pos.y >= 808 then
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@@ -49,6 +49,7 @@ templates = {
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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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timer = 0,
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light = 15,
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light_ox = 4,
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light_oy = 4,
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