- [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:
2025-06-20 18:32:46 +02:00
parent ddebcfa47a
commit 9a6bceec91
9 changed files with 96 additions and 21 deletions

11
data/animations.lua Normal file
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@@ -0,0 +1,11 @@
animations = {
["hero_walk"] = {
cycle = {1,2,1,3},
frames = {
{ frame={x=0,y=0,w=16,h=17}, wait=4 },
{ frame={x=16,y=0,w=16,h=17}, wait=4 },
{ frame={x=32,y=0,w=16,h=17}, wait=4 }
}
}
}

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@@ -10,7 +10,6 @@ editor = {
modified = false,
enable = function()
menu.show()
app.update = editor.update
sys.beat(2)
end,
@@ -109,6 +108,12 @@ editor = {
end,
stamp=function(tx,ty)
if editor.layer == LAYER_FOREGROUND then
map.surf(rooms.surf_foreground)
elseif editor.layer == LAYER_BACKGROUND then
map.surf(rooms.surf_background)
end
local w,h=editor.brush.w,editor.brush.h
local p=1
for y=1,h do
@@ -145,7 +150,7 @@ editor = {
update_tiles = function()
view.origin(0,0)
view.clip()
surf.source(tiles)
surf.source(surf_tiles)
surf.cls(1)
draw.surf(0,0,128,128,0,0)

18
data/game.lua Normal file
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@@ -0,0 +1,18 @@
game = {
enable = function()
app.update = game.update
sys.beat(20)
end,
update = function()
view.origin(0,0)
surf.target(0)
score.draw()
-- Pintar el mapa i sprites
rooms.draw()
end
}

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@@ -4,8 +4,8 @@ require "rooms"
require "editor"
function mini.init()
sprites = surf.load("sprites.gif")
tiles = surf.load("tiles.gif")
surf_sprites = surf.load("sprites.gif")
surf_tiles = surf.load("tiles.gif")
pal.set(pal.load("tiles.gif"))
pal.trans(0)

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@@ -1,20 +1,11 @@
require "popup"
menu = {
visible = false,
current_x = 0,
init = function()
end,
show = function()
menu.visible = true
end,
hide = function()
menu.visible = false
end,
draw = function()
view.origin(0,0)
view.clip()

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@@ -1,3 +1,5 @@
require "sprites"
LAYER_FOREGROUND = 1
LAYER_BACKGROUND = 2
LAYER_ITEMS = 4
@@ -32,6 +34,7 @@ rooms = {
surf.target(rooms.surf_original_items)
draw.surf(0,0,160,96,0,0)
sprites.init()
--map.surf(rooms.surf_background)
--for y=0,12*8 do
-- for x=0,20*8 do
@@ -64,7 +67,7 @@ rooms = {
view.origin(-rooms.pos.x*8,-rooms.pos.y*8+8)
-- Pintem el background
surf.source(tiles)
surf.source(surf_tiles)
map.surf(rooms.surf_background)
if rooms.is_visible(LAYER_BACKGROUND) then
map.draw()
@@ -81,10 +84,9 @@ rooms = {
if rooms.is_visible(LAYER_FOREGROUND | LAYER_SHADOWS) then map.draw() end
-- Pintem els sprites de negre
-- [TODO]
surf.source(sprites)
if rooms.is_visible(LAYER_SPRITES | LAYER_SHADOWS) then
draw.surf(0, 0, 16, 17, 10, 10, 16, 17)
sprites.draw()
--draw.surf(0, 0, 16, 17, 20, 15, 16, 17)
end
-- Movem la càmara al lloc que toca de nou, i tornem la paleta normal
@@ -92,17 +94,17 @@ rooms = {
pal.subpal()
-- Pintem el foreground
surf.source(tiles)
surf.source(surf_tiles)
map.surf(rooms.surf_foreground)
if rooms.is_visible(LAYER_FOREGROUND) then map.draw() end
-- Pintem els sprites
-- [TODO]
surf.source(sprites)
if rooms.is_visible(LAYER_SPRITES) then
draw.surf(0, 0, 16, 17, 10, 10, 16, 17)
sprites.draw()
--draw.surf(0, 0, 16, 17, 20, 15, 16, 17)
end
sprites.update()
-- Pintem la rejilla
--for y=0,12 do draw.line(0,y*8, 160, y*8, 27) end
--for x=0,20 do draw.line(x*8, 0, x*8, 104, 27) end

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48
data/sprites.lua Normal file
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@@ -0,0 +1,48 @@
require "animations"
sprites = {
hero = nil,
list = {},
init = function()
sprites.hero = {
pos = { x=24, y=15 },
size= { w=16, h=17 },
bbo = { left=0, top=0, right=0, bottom=0 },
animation = "hero_walk",
current_frame = 1,
current_wait = 1
}
end,
update = function()
sprites.update_sprite(sprites.hero)
end,
update_sprite = function(sprite)
if sys.beat() then
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
sprite.current_frame = 1
end
local cycle = animations[sprite.animation].cycle[sprite.current_frame]
sprite.current_wait = animations[sprite.animation].frames[cycle].wait
end
end
end,
draw = function()
surf.source(surf_sprites)
sprites.draw_sprite(sprites.hero)
end,
draw_sprite = function(sprite)
local cycle = animations[sprite.animation].cycle[sprite.current_frame]
local frame = animations[sprite.animation].frames[cycle]
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)
end
}

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