- [FIX] Ajustats alguns "edge cases" de algunes habitacions
- [FIX] Ajustada la diferència de cadència entre gotes - [FIX] Ajustat el nivell de l'aigua, que fallaba l'ultima linia
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@@ -2,6 +2,9 @@
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function ia.update_gota(spr)
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function ia.update_gota(spr)
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if spr.timer > 0 then
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if spr.timer > 0 then
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spr.timer = spr.timer-1
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spr.timer = spr.timer-1
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if spr.timer == 0 then
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sprites.set_animation(spr, "gota_generador")
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end
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return
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return
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else
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else
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spr.invisible = nil;
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spr.invisible = nil;
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@@ -2,6 +2,8 @@ ia = {}
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require "ia.*"
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require "ia.*"
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local gota_wait = 1
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templates = {
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templates = {
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ALIVE = 0,
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ALIVE = 0,
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DYING = 1,
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DYING = 1,
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@@ -202,13 +204,15 @@ function me.create(type, options)
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current_wait = 1,
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current_wait = 1,
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flipped = options.flipped,
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flipped = options.flipped,
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surf = surf.load("gfx/gota.gif"),
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surf = surf.load("gfx/gota.gif"),
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animation = "gota_generador",
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animation = "gota",
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state = me.ALIVE,
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state = me.ALIVE,
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enemy = true,
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enemy = true,
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timer = math.random(0,100),
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timer = gota_wait,
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room = options.room,
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room = options.room,
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ia = ia.update_gota
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ia = ia.update_gota
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}
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}
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gota_wait = gota_wait + 10
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if gota_wait > 40 then gota_wait = 1 end
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elseif key == "gota_caiguent" then
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elseif key == "gota_caiguent" then
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sprite = {
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sprite = {
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type = key,
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type = key,
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@@ -130,7 +130,7 @@ game = {
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surf.source(game.back_buf)
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surf.source(game.back_buf)
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for x=0,159 do
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for x=0,159 do
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local water_level = math.sin(game.water_counter)*2
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local water_level = math.sin(game.water_counter)*2
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for y=88+water_level,103 do
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for y=88+water_level,104 do
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local pixel = surf.pixel(x,y)
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local pixel = surf.pixel(x,y)
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surf.pixel(x,y,game.water_pal[pixel+1])
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surf.pixel(x,y,game.water_pal[pixel+1])
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end
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end
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