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