- [NEW] 'animations' module
- [NEW] 'game' module - [NEW] 'sprites' module - [NEW] more tiles - [NEW] Can choose which tile layer to edit from the editor menu
This commit is contained in:
11
data/animations.lua
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11
data/animations.lua
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@@ -0,0 +1,11 @@
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animations = {
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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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}
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}
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}
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@@ -10,7 +10,6 @@ editor = {
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modified = false,
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enable = function()
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menu.show()
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app.update = editor.update
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sys.beat(2)
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end,
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@@ -109,6 +108,12 @@ editor = {
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end,
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stamp=function(tx,ty)
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if editor.layer == LAYER_FOREGROUND then
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map.surf(rooms.surf_foreground)
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elseif editor.layer == LAYER_BACKGROUND then
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map.surf(rooms.surf_background)
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end
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local w,h=editor.brush.w,editor.brush.h
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local p=1
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for y=1,h do
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@@ -145,7 +150,7 @@ editor = {
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update_tiles = function()
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view.origin(0,0)
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view.clip()
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surf.source(tiles)
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surf.source(surf_tiles)
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surf.cls(1)
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draw.surf(0,0,128,128,0,0)
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18
data/game.lua
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18
data/game.lua
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@@ -0,0 +1,18 @@
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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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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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score.draw()
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-- Pintar el mapa i sprites
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rooms.draw()
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end
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}
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@@ -4,8 +4,8 @@ require "rooms"
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require "editor"
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function mini.init()
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sprites = surf.load("sprites.gif")
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tiles = surf.load("tiles.gif")
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surf_sprites = surf.load("sprites.gif")
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surf_tiles = surf.load("tiles.gif")
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pal.set(pal.load("tiles.gif"))
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pal.trans(0)
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@@ -1,20 +1,11 @@
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require "popup"
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menu = {
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visible = false,
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current_x = 0,
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init = function()
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end,
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show = function()
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menu.visible = true
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end,
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hide = function()
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menu.visible = false
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end,
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draw = function()
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view.origin(0,0)
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view.clip()
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@@ -1,3 +1,5 @@
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require "sprites"
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LAYER_FOREGROUND = 1
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LAYER_BACKGROUND = 2
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LAYER_ITEMS = 4
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@@ -32,6 +34,7 @@ rooms = {
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surf.target(rooms.surf_original_items)
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draw.surf(0,0,160,96,0,0)
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sprites.init()
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--map.surf(rooms.surf_background)
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--for y=0,12*8 do
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-- for x=0,20*8 do
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@@ -64,7 +67,7 @@ rooms = {
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view.origin(-rooms.pos.x*8,-rooms.pos.y*8+8)
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-- Pintem el background
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surf.source(tiles)
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surf.source(surf_tiles)
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map.surf(rooms.surf_background)
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if rooms.is_visible(LAYER_BACKGROUND) then
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map.draw()
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@@ -81,10 +84,9 @@ rooms = {
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if rooms.is_visible(LAYER_FOREGROUND | LAYER_SHADOWS) then map.draw() end
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-- Pintem els sprites de negre
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-- [TODO]
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surf.source(sprites)
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if rooms.is_visible(LAYER_SPRITES | LAYER_SHADOWS) then
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draw.surf(0, 0, 16, 17, 10, 10, 16, 17)
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sprites.draw()
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--draw.surf(0, 0, 16, 17, 20, 15, 16, 17)
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end
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-- Movem la càmara al lloc que toca de nou, i tornem la paleta normal
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@@ -92,17 +94,17 @@ rooms = {
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pal.subpal()
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-- Pintem el foreground
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surf.source(tiles)
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surf.source(surf_tiles)
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map.surf(rooms.surf_foreground)
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if rooms.is_visible(LAYER_FOREGROUND) then map.draw() end
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-- Pintem els sprites
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-- [TODO]
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surf.source(sprites)
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if rooms.is_visible(LAYER_SPRITES) then
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draw.surf(0, 0, 16, 17, 10, 10, 16, 17)
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sprites.draw()
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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: 263 B After Width: | Height: | Size: 272 B |
48
data/sprites.lua
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48
data/sprites.lua
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@@ -0,0 +1,48 @@
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require "animations"
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sprites = {
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hero = nil,
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list = {},
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init = function()
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sprites.hero = {
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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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current_frame = 1,
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current_wait = 1
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}
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end,
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update = function()
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sprites.update_sprite(sprites.hero)
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end,
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update_sprite = function(sprite)
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if sys.beat() then
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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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sprite.current_frame = 1
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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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end,
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draw = function()
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surf.source(surf_sprites)
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sprites.draw_sprite(sprites.hero)
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end,
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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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end
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}
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BIN
data/tiles.gif
BIN
data/tiles.gif
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Before Width: | Height: | Size: 897 B After Width: | Height: | Size: 952 B |
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