- [FIX] Retocs en habitacions
- [FIX] Quan mor, reapareix en l'habitació que toca - [FIX] Després de morir, al agafar una clau es tornava tot roig infern (que por) - [FIX] Si no hi havia objectes amb llum en l'habitació on mories, mai resucitaves - [FIX] Al resucitar, totes les llums s'encenen desde cero, no nomes la teua - [FIX] Quan t'havien pegat, no podies disparar durant el cooldown - [FIX] Menos posibilitats de que la "safe position" estiga en un lloc mortal
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@@ -21,11 +21,14 @@ function sprites.remove(sprite)
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end
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function sprites.save_safe_pos()
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local room = (rooms.pos.x//20) + (rooms.pos.y//12) * 8
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if room ~= sprites.last_safe_room then
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sprites.last_safe_room = room
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sprites.last_safe_pos = {x=sprites.hero.pos.x, y=sprites.hero.pos.y}
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end
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local room = rooms.current()
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--local hero_room = (sprites.hero.pos.x//160)*20 + ((sprites.hero.pos.y//104)*12) * 8
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--if room ~= hero_room then return end
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if room == sprites.last_safe_room then return end
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sprites.last_safe_room = room
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sprites.last_safe_pos = {x=sprites.hero.pos.x, y=sprites.hero.pos.y}
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--print("safepos: " .. sprites.last_safe_pos.x .. ", " .. sprites.last_safe_pos.y)
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end
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function sprites.add_from_room(rx,ry)
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@@ -63,6 +66,7 @@ function sprites.init()
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light_ox = 8,
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light_oy = 8,
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cooldown = 0,
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gun_cooldown = 0,
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jump_throttle = 0,
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lives = 4,
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keys = {},
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@@ -124,9 +128,9 @@ function sprites.lights_out()
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spr.light = value
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if finished then
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spr.light = nil
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if sprites.hero.state == templates.DEAD then
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game.restart()
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end
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--if sprites.hero.state == templates.DEAD then
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-- game.restart()
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--end
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end
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end
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)
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@@ -137,11 +141,32 @@ function sprites.lights_out()
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sprites.hero.light = value
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if finished then
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sprites.hero.light = nil
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game.restart()
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end
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end
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)
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end
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function sprites.lights_in()
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for i,spr in ipairs(sprites.list) do
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if spr.light then
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tweening.add(0,spr.light,0.5,easing.linear,
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function(value,n,finished)
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spr.light = value
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end
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)
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end
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end
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-- tweening.add(sprites.hero.light,0,0.5,easing.linear,
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-- function(value,n,finished)
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-- sprites.hero.light = value
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-- if finished then
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-- sprites.hero.light = nil
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-- end
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-- end
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-- )
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end
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function sprites.draw(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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