- [FIX] Si hi ha que ficar un offset en algun frame de animació, es fà des de la propia animació, no canviant la posició del personatge
- [NEW] rooms.reload() - [FIX] Al tornar al editor, se recarrega tot de nou - [NEW] Si se juga des de un mini de debug comença en l'editor. Si se juga des del mini normal comença en el joc.
This commit is contained in:
@@ -36,9 +36,9 @@ animations = {
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["hero_shoot"] = {
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["hero_shoot"] = {
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cycle = {1,2,3},
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cycle = {1,2,3},
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frames = {
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frames = {
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{ frame={x=64,y=0,w=24,h=17}, wait=4 },
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{ frame={x=64,y=0,w=24,h=17}, offset={flipped={x=-8,y=0}}, wait=4 },
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{ frame={x=88,y=0,w=24,h=17}, wait=2 },
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{ frame={x=88,y=0,w=24,h=17}, offset={flipped={x=-8,y=0}}, wait=2 },
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{ frame={x=88,y=0,w=24,h=17}, wait=2 }
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{ frame={x=88,y=0,w=24,h=17}, offset={flipped={x=-8,y=0}}, wait=2 }
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}
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}
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},
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},
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["bullet"] = {
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["bullet"] = {
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@@ -63,7 +63,8 @@ game = {
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game.apply_light()
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game.apply_light()
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if key.press(key.ESCAPE) or key.press(key.F9) then
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if key.press(key.ESCAPE) or key.press(key.F9) then
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rooms.retrieve_original_items()
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rooms.reload()
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sprites.add_from_room(rooms.pos.x, rooms.pos.y)
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editor.enable()
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editor.enable()
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elseif key.press(key.GRAVE) then
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elseif key.press(key.GRAVE) then
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console.enable()
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console.enable()
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@@ -21,7 +21,11 @@ function mini.init()
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rooms.init()
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rooms.init()
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shader.init("lynx.glsl")
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shader.init("lynx.glsl")
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editor.enable()
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if sys.debug() then
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editor.enable()
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else
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game.enable()
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end
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sprites.add_from_room(rooms.pos.x, rooms.pos.y)
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sprites.add_from_room(rooms.pos.x, rooms.pos.y)
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end
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end
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@@ -20,8 +20,7 @@ rooms = {
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return (rooms.pos.x//20) + (rooms.pos.y//12) * 8
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return (rooms.pos.x//20) + (rooms.pos.y//12) * 8
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end,
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end,
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init = function()
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reload = function()
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rooms.pos.x, rooms.pos.y = 0,4*12
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if rooms.surf_background ~= nil then surf.free(rooms.surf_background) end
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if rooms.surf_background ~= nil then surf.free(rooms.surf_background) end
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rooms.surf_background = surf.load("rooms_background"..ROOM_FILE_EXT)
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rooms.surf_background = surf.load("rooms_background"..ROOM_FILE_EXT)
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--rooms.surf_background = surf.new(20*8,12*8)
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--rooms.surf_background = surf.new(20*8,12*8)
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@@ -33,27 +32,12 @@ rooms = {
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if rooms.surf_items ~= nil then surf.free(rooms.surf_items) end
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if rooms.surf_items ~= nil then surf.free(rooms.surf_items) end
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rooms.surf_items = surf.load("rooms_items"..ROOM_FILE_EXT)
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rooms.surf_items = surf.load("rooms_items"..ROOM_FILE_EXT)
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--rooms.surf_items = surf.new(20*8,12*8)
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--rooms.surf_items = surf.new(20*8,12*8)
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end,
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rooms.surf_original_items = surf.new(20*8,12*8)
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init = function()
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rooms.update_original_items()
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rooms.pos.x, rooms.pos.y = 0,4*12
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--surf.source(rooms.surf_items)
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rooms.reload()
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--surf.target(rooms.surf_original_items)
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--draw.surf(0,0,160,96,0,0)
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sprites.init()
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sprites.init()
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--map.surf(rooms.surf_background)
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--for y=0,12*8 do
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-- for x=0,20*8 do
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-- map.tile(x,y,38)
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-- end
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--end
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--map.surf(rooms.surf_foreground)
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--map.tile(10,10,16)
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--surf.save(rooms.surf_background, "data/rooms_background.bin")
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--surf.save(rooms.surf_foreground, "data/rooms_foreground.bin")
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--surf.save(rooms.surf_items, "data/rooms_items.bin")
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end,
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end,
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save = function()
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save = function()
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@@ -143,16 +127,4 @@ rooms = {
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pal.color(1, 1, 1, 1)
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pal.color(1, 1, 1, 1)
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return "HOLA OTHER UNIT"
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return "HOLA OTHER UNIT"
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end,
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end,
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retrieve_original_items = function()
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surf.source(rooms.surf_original_items)
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surf.target(rooms.surf_items)
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draw.surf(0,0,160,96,0,0)
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end,
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update_original_items = function()
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surf.source(rooms.surf_items)
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surf.target(rooms.surf_original_items)
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draw.surf(0,0,160,96,0,0)
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end
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}
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}
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Binary file not shown.
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Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
Binary file not shown.
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Before Width: | Height: | Size: 1.0 KiB After Width: | Height: | Size: 1.0 KiB |
@@ -258,7 +258,6 @@ sprites = {
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-- A no ser que siga l'ultim frame, en tal cas tornem a estar de peu i au
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-- A no ser que siga l'ultim frame, en tal cas tornem a estar de peu i au
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if sprites.hero.current_frame==3 then
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if sprites.hero.current_frame==3 then
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sprites.hero.shooting = false
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sprites.hero.shooting = false
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if sprites.hero.flipped then sprites.hero.pos.x=sprites.hero.pos.x+8 end
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sprites.set_animation(sprites.hero, "hero_stand")
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sprites.set_animation(sprites.hero, "hero_stand")
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else
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else
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return
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return
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@@ -360,10 +359,8 @@ sprites = {
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elseif (sprites.hero.cooldown==0) and (key.down(key.Z) or pad.down(pad.B)) then
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elseif (sprites.hero.cooldown==0) and (key.down(key.Z) or pad.down(pad.B)) then
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sprites.hero.shooting = true
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sprites.hero.shooting = true
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sprites.hero.cooldown = 20
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sprites.hero.cooldown = 20
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local x = sprites.hero.flipped and sprites.hero.pos.x+8 or sprites.hero.pos.x-8
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local bullet = templates.create("bullet", {pos={x=sprites.hero.pos.x, y=sprites.hero.pos.y+7}, flipped=sprites.hero.flipped})
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local bullet = templates.create("bullet", {pos={x=sprites.hero.pos.x, y=sprites.hero.pos.y+7}, flipped=sprites.hero.flipped})
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table.insert(sprites.list, bullet)
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table.insert(sprites.list, bullet)
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if sprites.hero.flipped then sprites.hero.pos.x=sprites.hero.pos.x-8 end
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anim = "hero_shoot"
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anim = "hero_shoot"
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end
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end
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end
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end
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@@ -422,12 +419,21 @@ sprites = {
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draw_sprite = function(sprite)
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draw_sprite = function(sprite)
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local cycle = animations[sprite.animation].cycle[sprite.current_frame]
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local cycle = animations[sprite.animation].cycle[sprite.current_frame]
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local frame = animations[sprite.animation].frames[cycle]
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local frame = animations[sprite.animation].frames[cycle]
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local ox, oy = 0, 0
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if frame.offset then
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if sprite.flipped then
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if frame.offset.flipped then ox,oy = frame.offset.flipped.x,frame.offset.flipped.y end
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else
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if frame.offset.normal then ox,oy = frame.offset.normal.x,frame.offset.normal.y end
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end
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end
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if not frame then
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if not frame then
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print(sprite.current_frame)
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print(sprite.current_frame)
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end
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end
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local reversed = frame.reversed or false
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local reversed = frame.reversed or false
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surf.source(sprite.surf)
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surf.source(sprite.surf)
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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))
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draw.surf(frame.frame.x, frame.frame.y, frame.frame.w, frame.frame.h, sprite.pos.x+ox, sprite.pos.y+oy, frame.frame.w, frame.frame.h, (not reversed) ~= (not sprite.flipped))
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if cheats.showaabb then
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if cheats.showaabb then
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local x,y,w,h = util.aabb(sprite)
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local x,y,w,h = util.aabb(sprite)
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draw.rect(x,y,w,h,8)
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draw.rect(x,y,w,h,8)
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