- [CHG] Intercanviats botons de botar i disparar

- [NEW] cheats.showaabb
- [CHG] retocs en score
- [NEW] Autocompletar en la consola
This commit is contained in:
2026-02-24 22:17:46 +01:00
parent 7ba7fc04d6
commit a7fb3d5c22
4 changed files with 140 additions and 6 deletions

View File

@@ -1,8 +1,78 @@
local separators = " ()[],-+*/=<>"
local function split_by_last_separator(s)
for i = #s, 1, -1 do
local c = s:sub(i, i)
if separators:find(c, 1, true) then
if i == #s then
-- Separador al final
return s, ""
end
-- Separador en medio
return s:sub(1, i), s:sub(i + 1)
end
end
-- Sin separadores
return "", s
end
local function split_by_last_dot(s)
local last = s:match(".*()%.") -- devuelve la posición DESPUÉS del último punto
if not last then
-- No hay puntos: primera parte = cadena completa, segunda = ""
return "", s
end
-- Si el punto está al final, la segunda parte es ""
if last > #s then
return s, ""
end
-- Primera parte incluye el punto
local first = s:sub(1, last - 1)
local second = s:sub(last+1)
return first, second
end
function get_by_path(path)
local current = _G
for segment in path:gmatch("[^%.]+") do
if type(current) ~= "table" then
return nil
end
current = current[segment]
if current == nil then
--print("get_by_path: " ..segment.." es nil")
return nil
end
end
--print("get_by_path: ok")
return current
end
function entries_starting_with(s, t)
if not t then return nil end
local result = {}
for k, v in pairs(t) do
if type(k) == "string" and k:sub(1, #s) == s then
result[#result+1] = k
end
end
return result
end
console = {
command = "",
history = {},
history_pos = 0,
cursor = 50,
autocomplete_list = {},
autocomplete_prefix = "",
autocomplete_index = 1,
enable = function()
app.push(console.update)
@@ -15,6 +85,20 @@ console = {
draw.rrect(0, 92, 160, 108, 4, 13)
draw.text(">", 2, 96, 13)
draw.text(console.command, 6, 96, 13)
if console.autocomplete_list and #console.autocomplete_list>0 then
--local num = math.min(5, #console.autocomplete_list)
--local base_y = 92-num*7
--draw.rectf(3+#console.command*4, base_y, 80, num*7, 1)
--draw.rect(3+#console.command*4, base_y, 80, num*7, 13)
--for i=1,num do
-- draw.text(console.autocomplete_list[i], 6+#console.command*4, base_y+i*7, 13)
--end
local sufix = console.autocomplete_list[console.autocomplete_index]:sub(#console.autocomplete_prefix+1)
draw.text(sufix, 6+#console.command*4, 96, 6)
end
if console.cursor > 24 then
draw.text("_", 6+#console.command*4, 96, 13)
end
@@ -26,18 +110,23 @@ console = {
return
end
local should_update = false
if #console.history>0 then
if key.press(key.UP) and console.history_pos > 1 then
console.history_pos = console.history_pos - 1
console.command = console.history[console.history_pos]
should_update = true
elseif key.press(key.DOWN) and console.history_pos < #console.history then
console.history_pos = console.history_pos + 1
console.command = console.history[console.history_pos]
should_update = true
end
end
local k = key.press()
if k ~= key.UNKNOWN then
should_update = true
if k >= key.A and k <= key.Z then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. string.char(k+61)
@@ -229,6 +318,11 @@ console = {
console.command = console.command .. ' '
elseif k == key.BACKSPACE then
console.command = console.command:sub(1, #console.command - 1)
elseif k == key.TAB then
local sufix = console.autocomplete_list[console.autocomplete_index]:sub(#console.autocomplete_prefix+1)
console.command = console.command .. sufix
elseif k == key.RETURN then
table.insert(console.history, console.command)
console.history_pos = #console.history+1
@@ -242,6 +336,28 @@ console = {
end
end
if should_update then
local a, b = split_by_last_separator(console.command)
if b ~= "" then
local ba, bb = split_by_last_dot(b)
console.autocomplete_prefix = bb
if ba ~= "" then
console.autocomplete_list = entries_starting_with(bb, get_by_path(ba))
--print(bb..":"..ba)
--print(#console.autocomplete_list)
else
console.autocomplete_list = entries_starting_with(bb, _G)
--print(bb..":".."golbal")
--print(#console.autocomplete_list)
end
else
console.autocomplete_prefix = ""
console.autocomplete_list = entries_starting_with("", _G)
--print("<buit>"..":".."golbal")
--print(#console.autocomplete_list)
end
end
end,
}

View File

@@ -7,6 +7,8 @@ function test()
tweening.add(0, 1, 1, easing.easeOutCubic, function(value, progress, finished) palfade.fade_reddish(value) end)
end
cheats = {}
game = {
chg_adv = {x=0, y=0},
chg_step = 0,
@@ -29,6 +31,7 @@ game = {
app.update = game.update
sys.beat(2)
palfade.init()
score.init()
--palfade.fade_reddish(0.5)
--shader.enable();
end,

View File

@@ -1,7 +1,20 @@
score = {
points = 0,
color = 28,
zoom = 1,
init = function()
score.points = 0
end,
draw = function()
draw.rectf(0,0,160,8,1)
draw.text(string.format("%03d", score.points),0,0,28)
draw.text(string.format("%03d", score.points),0,0,score.color)
end,
inc = function(value)
print("score.inc()")
score.points = score.points + value
tweening.add(8, 0, 0.5, easing.linear, function(val,progress,finished) score.color = (math.floor(val)&1) == 0 and 28 or 14 end)
end
}

View File

@@ -207,7 +207,7 @@ sprites = {
spr.pos.y=spr.pos.y-16
spr.pos.x=spr.pos.x-4
spr.timer = 0
score.points = score.points + 10
score.inc(10)
return
end
--end
@@ -316,11 +316,11 @@ sprites = {
end
end
-- SI POLSA BOTAR...
if key.down(key.Z) or pad.down(pad.A) then
if key.down(key.X) or pad.down(pad.A) then
sprites.hero.jumping = 17
-- SI POLSA DISPAR...
elseif (sprites.hero.cooldown==0) and (key.down(key.X) or pad.down(pad.B)) then
elseif (sprites.hero.cooldown==0) and (key.down(key.Z) or pad.down(pad.B)) then
sprites.hero.shooting = true
sprites.hero.cooldown = 20
local x = sprites.hero.flipped and sprites.hero.pos.x+8 or sprites.hero.pos.x-8
@@ -391,8 +391,10 @@ sprites = {
local reversed = frame.reversed or false
surf.source(sprite.surf)
draw.surf(frame.frame.x, frame.frame.y, frame.frame.w, frame.frame.h, sprite.pos.x, sprite.pos.y, frame.frame.w, frame.frame.h, (not reversed) ~= (not sprite.flipped))
--local x,y,w,h = util.aabb(sprite)
--draw.rect(x,y,w,h,8)
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