- [NEW] Proves de particles de pols... no me convenç
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@@ -109,7 +109,7 @@ function ia.update_hero()
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sprites.hero.jumping = 0
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sprites.hero.jump_throttle = 10
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end
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sprites.hero.jumping = sprites.hero.jumping - 1
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sprites.hero.jumping = sprites.hero.jumping - 1 --0.47
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else
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-- SI NO ESTÀ BOTANT...
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-- SI ESTÀ EN UNES ESCALERES...
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@@ -161,16 +161,16 @@ function ia.update_hero()
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-- SI NO ESTÀ CAIGUENT...
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if tile_under_me1==84 then
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map.tile(tx1,ty+2,68)
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local broken_tile = templates.create("brick", {pos={x=tx1<<3, y=(ty+2)<<3}, flipped=sprites.hero.flipped})
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local broken_tile = templates.create("brick", {pos={x=sprites.tile_to_pixel(tx1), y=sprites.tile_to_pixel(ty+2)}, flipped=sprites.hero.flipped})
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table.insert(sprites.list, broken_tile)
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end
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if tile_under_me2==84 then
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map.tile(tx2,ty+2,68)
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local broken_tile = templates.create("brick", {pos={x=tx2<<3, y=(ty+2)<<3}, flipped=sprites.hero.flipped})
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local broken_tile = templates.create("brick", {pos={x=sprites.tile_to_pixel(tx2), y=sprites.tile_to_pixel(ty+2)}, flipped=sprites.hero.flipped})
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table.insert(sprites.list, broken_tile)
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end
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if tile_under_me1>=16 or tile_under_me1>=16 then
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sprites.hero.pos.y = (ty<<3)-1
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sprites.hero.pos.y = sprites.tile_to_pixel(ty)-1
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end
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anim = "hero_stand"
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if sprites.hero.state == templates.ALIVE then sprites.save_safe_pos() end
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@@ -188,6 +188,10 @@ function ia.update_hero()
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-- SI POLSA BOTAR...
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if ( key.down(key.X) or pad.down(pad.A) ) and sprites.hero.jump_throttle == 0 then
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sprites.hero.jumping = 17
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table.insert(sprites.list, templates.create("polseta", {pos={x=sprites.hero.pos.x+6, y=sprites.hero.pos.y+16}, dir={x=-0.7,y=-0.3}, flipped=sprites.hero.flipped}))
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table.insert(sprites.list, templates.create("polseta", {pos={x=sprites.hero.pos.x+8, y=sprites.hero.pos.y+15}, dir={x=-0.5,y=-0.1}, flipped=sprites.hero.flipped}))
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table.insert(sprites.list, templates.create("polseta", {pos={x=sprites.hero.pos.x+10, y=sprites.hero.pos.y+16}, dir={x=0.7,y=-0.3}, flipped=sprites.hero.flipped}))
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table.insert(sprites.list, templates.create("polseta", {pos={x=sprites.hero.pos.x+12, y=sprites.hero.pos.y+15}, dir={x=0.5,y=-0.1}, flipped=sprites.hero.flipped}))
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-- SI POLSA DISPAR...
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elseif (sprites.hero.gun_cooldown==0) and (key.down(key.Z) or pad.down(pad.B)) then
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