- Reestructuració completa

This commit is contained in:
2026-03-12 21:04:15 +01:00
parent 6c5d7a305a
commit 88de5f262b
27 changed files with 696 additions and 707 deletions

218
data/modules/sprites.lua Normal file
View File

@@ -0,0 +1,218 @@
require "animations"
require "templates"
sprites = {
hero = nil,
list = {},
pause_ia = false,
}
function sprites.remove(sprite)
for i,v in ipairs(sprites.list) do
if v == sprite then
table.remove(sprites.list, i)
print("Sprite removed: "..sprite.type)
return
end
end
end
function sprites.remove_out_of_room()
--print("Current room: "..rooms.current())
--for i,v in ipairs(sprites.list) do
-- if v.room ~= rooms.current() then
-- table.remove(sprites.list, i)
-- local room = v.room or 0
-- print("Sprite at room "..room.." removed: "..v.type)
-- end
--end
end
function sprites.add_from_room(rx,ry)
sprites.list = {}
map.surf(rooms.surf_items)
for y = ry, ry+11 do
for x = rx, rx+19 do
if map.tile(x,y) ~= 0 then
local room = (rx//20) + (ry//12) * 8
local item = map.tile(x,y)
local flip = item > 0x7f
item = item & 0x7f
io.write("crear "..items[item].name.." en hab "..room.." ("..x..","..y..")...\n")
table.insert(sprites.list, templates.create(items[item].name, {pos={x=x*8, y=y*8},flipped=flip, room=room}))
end
end
end
end
function sprites.init()
sprites.hero = {
type = "hero",
pos = { x=28, y=4*13*8+79 },
size= { w=16, h=17 },
bbo = { left=3, top=2, right=3, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = false,
surf = surf.load("gfx/morcus.gif"),
animation = "hero_stand",
ia = ia.update_hero,
state = templates.ALIVE,
jumping = 0,
light = 100,
light_ox = 8,
light_oy = 8,
cooldown = 0,
jump_throttle = 0,
lives = 4,
keys = {},
stairs = false,
hit = ia.hero_hit,
give_key = ia.hero_give_key
}
end
function sprites.set_animation(sprite, animation)
if sprite.animation ~= animation then
sprite.animation_finished = nil
sprite.animation = animation
sprite.current_frame = 1
local cycle = animations[sprite.animation].cycle[1]
sprite.current_wait = animations[sprite.animation].frames[cycle].wait
end
end
function sprites.update()
if not sys.beat() then return end
sprites.update_sprite(sprites.hero)
for i,v in ipairs(sprites.list) do
sprites.update_sprite(v)
end
if not sprites.pause_ia then
sprites.hero.ia()
for i,v in ipairs(sprites.list) do
v.ia(v)
end
end
end
function sprites.update_sprite(sprite)
if sprite.animation_finished then return end
sprite.current_wait = sprite.current_wait - 1
if sprite.current_wait == 0 then
if sprite.current_frame < #animations[sprite.animation].cycle then
sprite.current_frame = sprite.current_frame + 1
else
if animations[sprite.animation].loop then
sprite.current_frame = 1
else
sprite.animation_finished = true
end
end
local cycle = animations[sprite.animation].cycle[sprite.current_frame]
sprite.current_wait = animations[sprite.animation].frames[cycle].wait
end
end
function sprites.lights_out()
for i,spr in ipairs(sprites.list) do
if spr.light then
tweening.add(spr.light,0,0.5,easing.linear,
function(value,n,finished)
spr.light = value
if finished then
spr.light = nil
end
end
)
end
end
tweening.add(sprites.hero.light,0,0.5,easing.linear,
function(value,n,finished)
sprites.hero.light = value
if finished then
sprites.hero.light = nil
end
end
)
end
function sprites.draw(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 (app.update == editor.update) and (editor.layer~=LAYER_ITEMS) then ignore_selected = true end
for i,v in ipairs(sprites.list) do
if not ignore_selected and app.update == editor.update and mx>=v.pos.x and mx<=v.pos.x+v.size.w and my>=v.pos.y and my<=v.pos.y+v.size.h then
editor.item_hovered = i
if editor.item_dragged == editor.item_hovered then
draw.mode(draw.PATTERN)
draw.pattern(editor.ants)
end
sprites.draw_sprite_selected(v)
draw.mode(draw.NORMAL)
else
if (not ignore_selected) or (not v.no_shadow) or (app.update ~= game.update) then
sprites.draw_sprite(v)
end
end
end
sprites.draw_sprite(sprites.hero)
end
function sprites.draw_sprite(sprite)
local cycle = animations[sprite.animation].cycle[sprite.current_frame]
local frame = animations[sprite.animation].frames[cycle]
local ox, oy = 0, 0
if frame.offset then
if sprite.flipped then
if frame.offset.flipped then ox,oy = frame.offset.flipped.x,frame.offset.flipped.y end
else
if frame.offset.normal then ox,oy = frame.offset.normal.x,frame.offset.normal.y end
end
end
if not frame then
print(sprite.current_frame)
end
local reversed = frame.reversed or false
if not sprite.invisible then
surf.source(sprite.surf)
draw.surf(frame.frame.x, frame.frame.y, frame.frame.w, frame.frame.h, sprite.pos.x+ox, sprite.pos.y+oy, frame.frame.w, frame.frame.h, (not reversed) ~= (not sprite.flipped))
end
if cheats.showaabb then
local x,y,w,h = util.aabb(sprite)
draw.rect(x,y,w,h,8)
end
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
function sprites.draw_sprite_selected(sprite)
pal.subpal(0,32,28)
local cycle = animations[sprite.animation].cycle[sprite.current_frame]
local frame = animations[sprite.animation].frames[cycle]
local reversed = frame.reversed or false
local x, y, w, h, sx, sy, f = sprite.pos.x, sprite.pos.y, frame.frame.w, frame.frame.h, frame.frame.x, frame.frame.y, (not reversed) ~= (not sprite.flipped)
surf.source(sprite.surf)
draw.surf(sx, sy, w, h, x-1, y-1, w, h, f)
draw.surf(sx, sy, w, h, x, y-1, w, h, f)
draw.surf(sx, sy, w, h, x+1, y-1, w, h, f)
draw.surf(sx, sy, w, h, x-1, y, w, h, f)
draw.surf(sx, sy, w, h, x+1, y, w, h, f)
draw.surf(sx, sy, w, h, x-1, y+1, w, h, f)
draw.surf(sx, sy, w, h, x, y, w, h, f)
draw.surf(sx, sy, w, h, x+1, y+1, w, h, f)
pal.subpal()
draw.mode(draw.NORMAL)
draw.surf(sx, sy, w, h, x, y, w, h, f)
end