- [NEW] Torxes implementades
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@@ -138,7 +138,11 @@ sprites = {
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live = live or sprites.hero.lives-1
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local light_table = {[0]=20, 30, 50, 80, 100}
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local red_table = {[0]=0, 0.25, 0.5, 0.75, 1}
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tweening.add(1,0,0.25,easing.linear,function(value,n,finished)palfade.fade_red(value)end)
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if live==4 then
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tweening.add(1,0,0.25,easing.linear,function(value,n,finished)palfade.fade_white(value)end)
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else
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tweening.add(1,0,0.25,easing.linear,function(value,n,finished)palfade.fade_red(value)end)
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end
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local start_light = light_table[sprites.hero.lives]
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local start_red = red_table[sprites.hero.lives]
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local end_light = light_table[live]
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@@ -154,7 +158,7 @@ sprites = {
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sprites.set_animation(sprites.hero, "mummy_dying")
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sprites.hero.jumping = 0
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sprites.hero.cooldown = 120
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else
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elseif sprites.hero.lives < 4 then
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sprites.hero.state = templates.DYING
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sprites.hero.cooldown = 60
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end
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@@ -289,6 +293,25 @@ sprites = {
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end
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end,
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update_torxa = function(spr)
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if spr.state == templates.ALIVE then
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if sprites.hero.lives == 4 then return end
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local x1,y1,w1,h1 = util.aabb(spr)
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local x2,y2,w2,h2 = util.aabb(sprites.hero)
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if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
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sprites.hit_hero(4)
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spr.state = templates.DYING
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spr.timer = 0
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return
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end
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elseif spr.state == templates.DYING then
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spr.timer = spr.timer + 1
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if spr.timer == 32 then
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spr.state = templates.DYING
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end
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end
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end,
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update_brick = function(spr)
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if spr.timeout > 0 then
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spr.timeout = spr.timeout - 1
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@@ -506,13 +529,15 @@ sprites = {
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editor.item_hovered = nil
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local mx,my = mouse.pos()
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if editor.item_selected or editor.layer~=LAYER_ITEMS then ignore_selected = true end
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if (app.update == editor.update) and (editor.item_selected or editor.layer~=LAYER_ITEMS) then ignore_selected = true end
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for i,v in ipairs(sprites.list) do
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if not ignore_selected and app.update == editor.update and mx>=v.pos.x and mx<=v.pos.x+v.size.w and my>=v.pos.y and my<=v.pos.y+v.size.h then
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sprites.draw_sprite_selected(v)
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editor.item_hovered = i
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else
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sprites.draw_sprite(v)
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if (not ignore_selected) or (not v.no_shadow) or (app.update ~= game.update) then
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sprites.draw_sprite(v)
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end
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end
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end
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sprites.draw_sprite(sprites.hero)
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