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22 Commits

Author SHA1 Message Date
53aea81265 - [NEW] Gota 2026-03-23 08:14:37 +01:00
d5c0dfddeb -[NEW] Rata acabada 2026-03-22 10:24:13 +01:00
c02c086af3 -[NEW] Nemesio acabat 2026-03-22 09:51:41 +01:00
c4da64aa1f - [WIP] Implementant a Nemesio 2026-03-13 13:16:11 +01:00
a987fb330a - [NEW] Sucubo acabat i funcionant 2026-03-13 12:13:04 +01:00
88de5f262b - Reestructuració completa 2026-03-12 21:04:15 +01:00
6c5d7a305a - Primera pasada de reorganització 2026-03-12 17:30:56 +01:00
8f185fa47c -[NEW] Gràfics del súcubo, el guardian i la inevitable gota 2026-03-11 23:09:28 +01:00
eb32f13c66 No se que he tocat del mapa, commite per si de cas 2026-03-11 16:08:31 +01:00
b20420e4eb - [FIX] Habitacions ja existents arreglades al tamany actual.
- [NEW] Més tiles
2026-03-11 14:12:01 +01:00
dd72f182ba - [FIX] Encara que es tinga un item seleccionat, es pot treballar amb els items en pantalla 2026-03-11 12:55:54 +01:00
c1c022abb8 - [FIX] app.push() i app.pop() treballaven sobre mini.update, en compte de sobre app.update
- [FIX] tweening.update() ara es crida a nivell de aplicació
- [NEW] tilepicker i itempicker adequats al nou disseny/sistema
2026-03-11 12:52:35 +01:00
333d05dfac - [FIX] Al canviar d'habitació cap a baix se rallaba
- [FIX] Al pulsar la majoria de botons en el menu, fa la acció i tanca el menú automàticament
- [FIX] Ajustada la posició d'inici de l'heroi
- [FIX] Arreglat bug raro que quan pillaves una moneda algunes momies canviaven de direcció
- [WIP] Reajustant els tiles de les habitacions al nou tamany
2026-03-11 10:59:59 +01:00
40c3dcd6d0 - [FIX] msgbox arreglat i redissenyat
- [FIX] Quan està el menu fora s'inhabiliten els shortcuts en l'editor
- [NEW] Menu nou funcionant
2026-03-11 10:21:21 +01:00
de873a7a25 - [NEW] Redimensionades les habitacions per a ocupar tota la pantalla
- [FIX] Ajustada posició inici segons nou tamany de habitacions
- [FIX] Ajustat nivell de l'aigua segons nou tamany de habitacions
- [WIP] Treballant en el nou menú
2026-03-11 07:42:24 +01:00
9dcaaa0882 - [WIP] draft dels botons de l'editor 2026-03-10 14:04:09 +01:00
f3d85fd8ae - [FIX] Les "formiguetes" en les seleccions no es veïen
- [FIX] El item seleccionat per a posar no es veia
- [NEW] Al arrastrar un item, també te "formiguetes"
2026-03-10 11:19:23 +01:00
8226236f07 - [FIX] Al tornar al editor des del joc, recuperar la paleta normal
- [FIX] Quan no es pinta el fondo, que es veja un quadrejat, com el fondo "transparent" dels editor gràfics
- [FIX] Durant el joc totes les capes han de vores, independentment del marcat en l'editor
2026-03-10 10:33:38 +01:00
d398a03fe8 - [NEW] Més tiles 2026-03-09 14:02:00 +01:00
12b322ab6b - [NEW] Claus i portes funcionant 2026-03-09 13:46:51 +01:00
f2a52570b1 - [NEW] Torxes implementades 2026-03-09 12:15:58 +01:00
aa5f29ee24 - [NEW] Spsrite de foc a meitant fer 2026-03-08 22:29:07 +01:00
65 changed files with 2432 additions and 1731 deletions

View File

@@ -1,16 +0,0 @@
app = {
update = nil,
stack = {},
push = function(func)
table.insert(app.stack, mini.update)
mini.update = func
end,
pop = function()
if #app.stack > 0 then
mini.update = table.remove(app.stack)
end
end,
}

View File

@@ -1,363 +0,0 @@
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)
console.command = ""
end,
update = function()
surf.target(0)
draw.rrectf(0, 92, 160, 108, 4, 1)
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
console.cursor = console.cursor - 1
if console.cursor == 0 then console.cursor = 50 end
if key.press(key.ESCAPE) then
app.pop()
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)
else
console.command = console.command .. string.char(k+93)
end
elseif k == key.N0 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '='
elseif key.down(key.RALT) then
console.command = console.command .. '}'
else
console.command = console.command .. '0'
end
elseif k == key.N1 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '!'
elseif key.down(key.RALT) then
console.command = console.command .. '|'
else
console.command = console.command .. '1'
end
elseif k == key.N2 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '"'
elseif key.down(key.RALT) then
console.command = console.command .. '@'
else
console.command = console.command .. '2'
end
elseif k == key.N3 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '·'
elseif key.down(key.RALT) then
console.command = console.command .. '#'
else
console.command = console.command .. '3'
end
elseif k == key.N4 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '$'
elseif key.down(key.RALT) then
console.command = console.command .. '~'
else
console.command = console.command .. '4'
end
elseif k == key.N5 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '%'
elseif key.down(key.RALT) then
console.command = console.command .. ' '
else
console.command = console.command .. '5'
end
elseif k == key.N6 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '&'
elseif key.down(key.RALT) then
console.command = console.command .. ' '
else
console.command = console.command .. '6'
end
elseif k == key.N7 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '/'
elseif key.down(key.RALT) then
console.command = console.command .. ' '
else
console.command = console.command .. '7'
end
elseif k == key.N8 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '('
elseif key.down(key.RALT) then
console.command = console.command .. ' '
else
console.command = console.command .. '8'
end
elseif k == key.N9 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. ')'
elseif key.down(key.RALT) then
console.command = console.command .. ' '
else
console.command = console.command .. '9'
end
elseif k == key.PERIOD then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. ':'
else
console.command = console.command .. '.'
end
elseif k == key.COMMA then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. ';'
else
console.command = console.command .. ','
end
elseif k == key.GRAVE then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. ' '
elseif key.down(key.RALT) then
console.command = console.command .. '\\'
else
console.command = console.command .. ' '
end
elseif k == key.EQUALS then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '¿'
else
console.command = console.command .. '¡'
end
elseif k == key.SLASH then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '_'
elseif key.down(key.RALT) then
console.command = console.command .. ' '
else
console.command = console.command .. '-'
end
elseif k == key.APOSTROPHE then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '"'
elseif key.down(key.RALT) then
console.command = console.command .. '{'
else
console.command = console.command .. '\''
end
elseif k == key.SEMICOLON then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. 'Ñ'
elseif key.down(key.RALT) then
console.command = console.command .. ' '
else
console.command = console.command .. 'ñ'
end
elseif k == key.BACKSLASH then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. 'Ç'
elseif key.down(key.RALT) then
console.command = console.command .. '}'
else
console.command = console.command .. 'ç'
end
elseif k == key.RIGHTBRACKET then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '*'
elseif key.down(key.RALT) then
console.command = console.command .. ']'
else
console.command = console.command .. '+'
end
elseif k == key.LEFTBRACKET then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '^'
elseif key.down(key.RALT) then
console.command = console.command .. '['
else
console.command = console.command .. '`'
end
elseif k == key.NONUSBACKSLASH then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '>'
elseif key.down(key.RALT) then
console.command = console.command .. ' '
else
console.command = console.command .. '<'
end
elseif k == key.MINUS then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
console.command = console.command .. '?'
else
console.command = console.command .. '\''
end
elseif k == key.SPACE then
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
local f,err = load(console.command)
if not f then
print("Error al compilar:", err)
else
print(f())
app.pop()
end
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,
}

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@@ -1,10 +0,0 @@
items = {
[1] = {
name="mummy",
visual = {x=0,y=24,w=16,h=16}
},
[2] = {
name="coin",
visual = {x=0,y=40,w=8,h=8}
}
}

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@@ -1,17 +1,17 @@
require "app"
require "score"
require "rooms"
require "editor"
require "game"
require "palfade"
require "utils.app"
require "modules.score"
require "modules.rooms"
require "stages.editor"
require "stages.game"
require "utils.palfade"
function reload_textures()
if surf_sprites then surf.free(surf_sprites) end
surf_sprites = surf.load("sprites.gif")
surf_sprites = surf.load("gfx/sprites.gif")
if surf_tiles then surf.free(surf_tiles) end
surf_tiles = surf.load("tiles.gif")
palfade.original = pal.load("tiles.gif")
surf_tiles = surf.load("gfx/tiles.gif")
palfade.original = pal.load("gfx/tiles.gif")
pal.set(palfade.original)
end
@@ -30,6 +30,7 @@ function mini.init()
end
function mini.update()
tweening.update(sys.delta())
app.update()
end

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@@ -1,56 +0,0 @@
require "popup"
menu = {
current_x = 0,
init = function()
end,
draw = function()
view.origin(0,0)
view.clip()
draw.rectf(0,0,160,7,23)
draw.hline(0,7,160,16)
menu.current_x = 1
menu.option("FILE")
popup.create("FILE", 1, 8)
popup.addOption("FILE", "Play", editor.play)
popup.addOption("FILE", "Save", function() rooms.save() editor.modified=false end)
popup.addOption("FILE", "Quit", editor.quit)
menu.option("VIEW")
popup.create("VIEW", 1, 8)
popup.addOption("VIEW", "Background", function() rooms.toggle_visibility(LAYER_BACKGROUND) end)
popup.addOption("VIEW", "Shadows", function() rooms.toggle_visibility(LAYER_SHADOWS) end)
popup.addOption("VIEW", "Foreground", function() rooms.toggle_visibility(LAYER_FOREGROUND) end)
popup.addOption("VIEW", "Sprites", function() rooms.toggle_visibility(LAYER_SPRITES) end)
menu.option("EDIT")
popup.create("EDIT", 1, 8)
popup.addOption("EDIT", "Background", function() editor.layer=LAYER_BACKGROUND end)
popup.addOption("EDIT", "Foreground", function() editor.layer=LAYER_FOREGROUND end)
popup.addOption("EDIT", "Items", function() editor.layer=LAYER_ITEMS end)
--popup.addOption("EDIT", "Sprites", function() rooms.toggle_visibility(LAYER_SPRITES) end)
menu.option("TOOLS")
if editor.modified then
draw.text("*",160-5,1,8)
end
end,
option = function(label)
local next_x = menu.current_x + (#label + 2)*4
local mx, my = mouse.pos()
if my < 8 and mx >= menu.current_x and mx < next_x then
draw.rectf(menu.current_x, 0, next_x-menu.current_x, 7, 21)
if mouse.down(mouse.LEFT) then
mouse.discard()
popup.show(label)
end
end
draw.text(label,menu.current_x+4,1,28)
menu.current_x = next_x
end
}

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@@ -120,4 +120,116 @@ animations = {
{ frame={x=48,y=0,w=8,h=8}, wait=100 },
}
},
["torxa"] = {
cycle = {1,2,3,4},
loop = true,
frames = {
{ frame={x=0,y=0,w=8,h=16}, wait=2 },
{ frame={x=8,y=0,w=8,h=16}, wait=2 },
{ frame={x=16,y=0,w=8,h=16}, wait=2 },
{ frame={x=24,y=0,w=8,h=16}, wait=2 }
}
},
["clau"] = {
cycle = {1},
loop = false,
frames = {
{ frame={x=0,y=0,w=16,h=8}, wait=100 },
}
},
["porta"] = {
cycle = {1},
loop = false,
frames = {
{ frame={x=16,y=0,w=8,h=16}, wait=100 },
}
},
["porta_obrint"] = {
cycle = {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15},
loop = false,
frames = {
{ frame={x=16,y=1,w=8,h=15}, wait=1 },
{ frame={x=16,y=2,w=8,h=14}, wait=1 },
{ frame={x=16,y=3,w=8,h=13}, wait=1 },
{ frame={x=16,y=4,w=8,h=12}, wait=1 },
{ frame={x=16,y=5,w=8,h=11}, wait=1 },
{ frame={x=16,y=6,w=8,h=10}, wait=1 },
{ frame={x=16,y=7,w=8,h=9}, wait=1 },
{ frame={x=16,y=8,w=8,h=8}, wait=1 },
{ frame={x=16,y=9,w=8,h=7}, wait=1 },
{ frame={x=16,y=10,w=8,h=6}, wait=1 },
{ frame={x=16,y=11,w=8,h=5}, wait=1 },
{ frame={x=16,y=12,w=8,h=4}, wait=1 },
{ frame={x=16,y=13,w=8,h=3}, wait=1 },
{ frame={x=16,y=14,w=8,h=2}, wait=1 },
{ frame={x=16,y=15,w=8,h=1}, wait=1 },
}
},
["sucubo_stand"] = {
cycle = {1},
loop = true,
frames = {
{ frame={x=0,y=0,w=16,h=16}, wait=100 },
}
},
["sucubo_fire"] = {
cycle = {1,2},
loop = false,
frames = {
{ frame={x=16,y=0,w=22,h=16}, offset={normal={x=-6,y=0}}, wait=8 },
{ frame={x=38,y=0,w=15,h=16}, offset={normal={x=5,y=0},flipped={x=-4,y=0}}, wait=16 },
}
},
["palo"] = {
cycle = {1},
loop = false,
frames = {
{ frame={x=0,y=9,w=16,h=6}, wait=100 }
}
},
["nemesio"] = {
cycle = {1},
loop = false,
frames = {
{ frame={x=0,y=0,w=16,h=16}, wait=100 }
}
},
["rata"] = {
cycle = {1,2,3,4,2},
loop = true,
frames = {
{ frame={x=0,y=0,w=9,h=8}, wait=2 },
{ frame={x=9,y=0,w=9,h=8}, wait=2 },
{ frame={x=18,y=0,w=9,h=8}, wait=2 },
{ frame={x=27,y=0,w=9,h=8}, wait=2 }
}
},
["gota_generador"] = {
cycle = {1,2,3,4,5,6,7,8},
loop = false,
frames = {
{ frame={x=0,y=0,w=8,h=8}, wait=2 },
{ frame={x=8,y=0,w=8,h=8}, wait=2 },
{ frame={x=16,y=0,w=8,h=8}, wait=2 },
{ frame={x=24,y=0,w=8,h=8}, wait=2 },
{ frame={x=32,y=0,w=8,h=8}, wait=2 },
{ frame={x=40,y=0,w=8,h=8}, wait=2 },
{ frame={x=48,y=0,w=8,h=8}, wait=50 },
{ frame={x=48,y=0,w=8,h=8}, wait=1 }
}
},
["gota"] = {
cycle = {1},
loop = false,
frames = {
{ frame={x=48,y=0,w=8,h=8}, wait=100 }
}
},
["esguit"] = {
cycle = {1},
loop = false,
frames = {
{ frame={x=56,y=0,w=8,h=8}, wait=100 }
}
},
}

14
data/modules/ia/brick.lua Normal file
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function ia.update_brick(spr)
if spr.timeout > 0 then
spr.timeout = spr.timeout - 1
if spr.timeout == 0 then
local tx, ty = spr.pos.x>>3, spr.pos.y>>3
map.tile(tx,ty,0)
end
else
spr.pos.y = spr.pos.y + 2
local tx, ty = (spr.pos.x+2)>>3, (spr.pos.y)>>3
if rooms.is_outside(tx,ty) then sprites.remove(spr) return end
end
end

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function ia.update_bullet(spr)
local tx, ty, ty2 = (spr.pos.x+2)>>3, (spr.pos.y+1)>>3, (spr.pos.y+2)>>3
if rooms.is_outside(tx,ty) then sprites.remove(spr) return end
local x1,y1,w1,h1 = util.aabb(spr)
for i,v in ipairs(sprites.list) do
if v.enemy and v.state ~= templates.DEAD then
local x2,y2,w2,h2 = util.aabb(v)
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
if v.state == templates.ALIVE then v.state = templates.DYING end
sprites.remove(spr)
return
end
end
end
if map.tile(tx,ty) < 16 or map.tile(tx,ty2) < 16 then
if spr.flipped then
spr.pos.x = spr.pos.x - 8
else
spr.pos.x = spr.pos.x + 8
end
else
sprites.remove(spr)
end
end

15
data/modules/ia/clau.lua Normal file
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function ia.update_clau(spr)
if spr.state == templates.ALIVE then
local x1,y1,w1,h1 = util.aabb(spr)
local x2,y2,w2,h2 = util.aabb(sprites.hero)
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
if sprites.hero.give_key(spr.color) then
local tx, ty = (spr.pos.x)>>3, (spr.pos.y)>>3
map.surf(rooms.surf_items)
map.tile(tx,ty,0)
sprites.remove(spr)
end
end
end
end

26
data/modules/ia/coin.lua Normal file
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function ia.update_coin(spr)
if spr.state == templates.ALIVE then
local x1,y1,w1,h1 = util.aabb(spr)
local x2,y2,w2,h2 = util.aabb(sprites.hero)
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
local tx, ty = (spr.pos.x)>>3, (spr.pos.y)>>3
map.surf(rooms.surf_items)
map.tile(tx,ty,0)
spr.state = templates.DYING
sprites.set_animation(spr, "coin_picked")
spr.pos.y=spr.pos.y-16
spr.pos.x=spr.pos.x-4
spr.timer = 0
score.inc(10)
return
end
elseif spr.state == templates.DYING then
spr.pos.y = spr.pos.y - 0.5
spr.timer = spr.timer + 1
if spr.timer == 32 then
sprites.remove(spr)
end
end
end

62
data/modules/ia/gota.lua Normal file
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function ia.update_gota(spr)
if spr.timer > 0 then
spr.invisible = true
spr.timer = spr.timer-1
if spr.timer == 1 then
spr.animation_finished = nil
spr.current_frame = 1
spr.current_wait = 1
end
else
spr.invisible = nil;
if spr.animation_finished then
local gota = templates.create("gota_caiguent", {pos={x=spr.pos.x, y=spr.pos.y}, flipped=spr.flipped})
table.insert(sprites.list, gota)
spr.animation_finished = nil
spr.current_frame = 1
spr.current_wait = 1
end
end
end
function gota_esguita(spr)
sprites.remove(spr)
table.insert(sprites.list, templates.create("gota_esguit", {pos={x=spr.pos.x, y=spr.pos.y}, dir={x= 1,y= math.random(3,5)}, flipped=spr.flipped}))
table.insert(sprites.list, templates.create("gota_esguit", {pos={x=spr.pos.x, y=spr.pos.y}, dir={x=-1,y= math.random(3,5)}, flipped=spr.flipped}))
table.insert(sprites.list, templates.create("gota_esguit", {pos={x=spr.pos.x, y=spr.pos.y}, dir={x=-1,y=-math.random(3,5)}, flipped=spr.flipped}))
table.insert(sprites.list, templates.create("gota_esguit", {pos={x=spr.pos.x, y=spr.pos.y}, dir={x= 1,y=-math.random(3,5)}, flipped=spr.flipped}))
end
function ia.update_gota_caiguent(spr)
local tx, ty = (spr.pos.x+4)>>3, (spr.pos.y+4)>>3
if rooms.is_outside(tx,ty) then sprites.remove(spr) return end
if map.tile(tx,ty) >= 16 then
gota_esguita(spr)
end
if sprites.hero.state == templates.ALIVE then
local x1,y1,w1,h1 = util.aabb(spr) -- El meu aabb
local x2,y2,w2,h2 = util.aabb(sprites.hero) -- el aabb del heroi
-- Si toca al heroi...
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
sprites.hero.hit()
gota_esguita(spr)
end
end
spr.pos.y = spr.pos.y + 1
end
function ia.update_gota_esguit(spr)
local tx, ty = (spr.pos.x+4)>>3, (spr.pos.y+4)>>3
if rooms.is_outside(tx,ty) then sprites.remove(spr) return end
spr.dir.y = spr.dir.y + 1;
spr.pos.y = spr.pos.y + spr.dir.y
spr.pos.x = spr.pos.x + spr.dir.x
end

232
data/modules/ia/hero.lua Normal file
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function ia.update_hero()
if sprites.hero.state == templates.DEAD then
if sprites.hero.cooldown > 0 then
local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y+1)>>3
local tile_under_me1 = map.tile(tx1,ty+2)
local tile_under_me2 = map.tile(tx2,ty+2)
if tile_under_me1 == 0 and tile_under_me2 == 0 then
if rooms.pos.y<84 and ty+2>rooms.pos.y+12 then
game.change_room(0,1)
else
if sprites.hero.cooldown % 4 == 0 then
sprites.hero.pos.y = sprites.hero.pos.y + 1
end
end
end
sprites.hero.cooldown = sprites.hero.cooldown - 1
if sprites.hero.cooldown == 0 then
sprites.lights_out()
end
end
return
end
-- Update hero
local anim = "hero_stand"
local move_anim = "hero_walk"
-- Si estem en cooldown desde l'ultim dispar, decrementem el contador
if sprites.hero.cooldown > 0 then
sprites.hero.cooldown = sprites.hero.cooldown - 1
end
-- Si estem en jump_throttle desde l'ultim bot, decrementem el contador
if sprites.hero.jump_throttle > 0 then
sprites.hero.jump_throttle = sprites.hero.jump_throttle - 1
end
if sprites.hero.state == templates.DYING then
if (sprites.hero.cooldown//5) % 2 == 0 then
sprites.hero.invisible = true
else
sprites.hero.invisible = nil
end
if sprites.hero.cooldown == 0 then
sprites.hero.state = templates.ALIVE
sprites.hero.invisible = nil
end
end
-- si està en l'animació de disparar, no podem fer res i eixim ja
if sprites.hero.shooting then
-- A no ser que siga l'ultim frame, en tal cas tornem a estar de peu i au
if sprites.hero.current_frame==3 then
sprites.hero.shooting = false
sprites.set_animation(sprites.hero, "hero_stand")
else
return
end
end
-- SI ESTÀ BOTANT...
if sprites.hero.jumping > 0 then
anim = "hero_jump"
move_anim = "hero_jump"
local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y)>>3
--draw.rect(tx1<<3,ty<<3,8,8,8)
--draw.rect(tx2<<3,ty<<3,8,8,28)
if map.tile(tx1,ty) == 0 and map.tile(tx2,ty) == 0 then
if ty+1<rooms.pos.y then
game.change_room(0,-1)
else
if sprites.hero.jumping > 1 then sprites.hero.pos.y = sprites.hero.pos.y - 1 end
end
else
sprites.hero.jumping = 0
sprites.hero.jump_throttle = 10
end
sprites.hero.jumping = sprites.hero.jumping - 1
else
-- SI NO ESTÀ BOTANT...
-- SI ESTÀ EN UNES ESCALERES...
local txm, ty = (sprites.hero.pos.x+8)>>3, (sprites.hero.pos.y+8)>>3
if (map.tile(txm,ty) > 0 and map.tile(txm,ty) < 16) or (map.tile(txm,ty+1) > 0 and map.tile(txm,ty+1) < 16) then
anim = "hero_stairs_idle"
move_anim = "hero_stairs"
-- SI PULSA AMUNT...
if key.down(key.UP) or pad.down(pad.UP) then
anim = move_anim
local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y)>>3
if map.tile(tx1,ty) < 16 or map.tile(tx2,ty) < 16 then
if ty+1<rooms.pos.y then
game.change_room(0,-1)
else
sprites.hero.pos.y = sprites.hero.pos.y - 1
end
end
-- SI PULSA AVALL...
elseif key.down(key.DOWN) or pad.down(pad.DOWN) then
anim = move_anim
local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y+1)>>3
if map.tile(tx1,ty+2) < 16 or map.tile(tx2,ty+2) < 16 then
if ty+2>rooms.pos.y+12 then
game.change_room(0,1)
else
sprites.hero.pos.y = sprites.hero.pos.y + 1
end
end
end
else
-- SI NO ESTÀ EN UNES ESCALERES...
local tx1, txm, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+8)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y+1)>>3
-- SI ESTÀ CAIGUENT...
local tile_under_me1 = map.tile(tx1,ty+2)
local tile_under_me2 = map.tile(tx2,ty+2)
if tile_under_me1 == 0 and tile_under_me2 == 0 then
if rooms.pos.y<84 and ty+2>rooms.pos.y+12 then
game.change_room(0,1)
else
if sprites.hero.pos.y >= 808 then
sprites.hero.hit(0)
return
end
sprites.hero.pos.y = sprites.hero.pos.y + 2
end
else
-- SI NO ESTÀ CAIGUENT...
if tile_under_me1==84 then
map.tile(tx1,ty+2,68)
local broken_tile = templates.create("brick", {pos={x=tx1<<3, y=(ty+2)<<3}, flipped=sprites.hero.flipped})
table.insert(sprites.list, broken_tile)
end
if tile_under_me2==84 then
map.tile(tx2,ty+2,68)
local broken_tile = templates.create("brick", {pos={x=tx2<<3, y=(ty+2)<<3}, flipped=sprites.hero.flipped})
table.insert(sprites.list, broken_tile)
end
sprites.hero.pos.y = (ty<<3)-1
anim = "hero_stand"
-- SI ESTÀ SOBRE UNES ESCALERES I POLSA AVALL...
if (map.tile(txm,ty+2) < 16 and map.tile(txm,ty+2) > 0) then
if key.down(key.DOWN) or pad.down(pad.DOWN) then
anim = "hero_stairs"
--local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y+1)>>3
--if map.tile(tx1,ty+2) < 16 or map.tile(tx2,ty+2) < 16 then
sprites.hero.pos.x = (txm << 3)-4
sprites.hero.pos.y = sprites.hero.pos.y + 1
--end
end
end
-- SI POLSA BOTAR...
if ( key.down(key.X) or pad.down(pad.A) ) and sprites.hero.jump_throttle == 0 then
sprites.hero.jumping = 17
-- SI POLSA DISPAR...
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 bullet = templates.create("bullet", {pos={x=sprites.hero.pos.x, y=sprites.hero.pos.y+7}, flipped=sprites.hero.flipped})
table.insert(sprites.list, bullet)
anim = "hero_shoot"
end
end
end
end
-- ESTIGA COM ESTIGA, SI POLSA ESQUERRA O DRETA...
if not sprites.hero.shooting then
if key.down(key.LEFT) or pad.down(pad.LEFT) then
sprites.hero.flipped = true
anim = move_anim
local tx, ty = (sprites.hero.pos.x+3)>>3, (sprites.hero.pos.y+16)>>3
if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 then
if tx<rooms.pos.x then
game.change_room(-1,0)
else
sprites.hero.pos.x = sprites.hero.pos.x - 1
end
end
elseif key.down(key.RIGHT) or pad.down(pad.RIGHT) then
sprites.hero.flipped = false
anim = move_anim
local tx, ty = (sprites.hero.pos.x+12)>>3, (sprites.hero.pos.y+16)>>3
if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 then
if tx>rooms.pos.x+19 then
game.change_room(1,0)
else
sprites.hero.pos.x = sprites.hero.pos.x + 1
end
end
end
end
sprites.set_animation(sprites.hero, anim)
end
function ia.hero_hit(live)
live = live or sprites.hero.lives-1
local light_table = {[0]=20, 30, 50, 80, 100}
local red_table = {[0]=0, 0.25, 0.5, 0.75, 1}
if live==4 then
tweening.add(1,0,0.25,easing.linear,function(value,n,finished)palfade.fade_white(value)end)
else
tweening.add(1,0,0.25,easing.linear,function(value,n,finished)palfade.fade_red(value)end)
end
local start_light = light_table[sprites.hero.lives]
local start_red = red_table[sprites.hero.lives]
local end_light = light_table[live]
local end_red = red_table[live]
sprites.hero.lives = live
tweening.add(start_light,end_light,1,easing.linear,function(value,n,finished)sprites.hero.light = value end)
tweening.add(start_red,end_red,1,easing.linear,function(value,n,finished)palfade.fade_reddish(value)end)
if sprites.hero.lives == 0 then
sprites.hero.state = templates.DEAD
sprites.hero.surf = surf.load("gfx/mummy.gif")
sprites.set_animation(sprites.hero, "mummy_dying")
sprites.hero.jumping = 0
sprites.hero.cooldown = 120
elseif sprites.hero.lives < 4 then
sprites.hero.state = templates.DYING
sprites.hero.cooldown = 60
end
end
function ia.hero_give_key(color)
if sprites.hero.keys[color] then return false end
sprites.hero.keys[color] = true
tweening.add(1,0,0.25,easing.linear,function(value,n,finished)palfade.fade_white(value)end)
return true
end

49
data/modules/ia/mummy.lua Normal file
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function ia.update_mummy(spr)
map.surf(rooms.surf_foreground)
if spr.state == templates.ALIVE then
if sprites.hero.state == templates.ALIVE then
local x1,y1,w1,h1 = util.aabb(spr) -- El meu aabb
local x2,y2,w2,h2 = util.aabb(sprites.hero) -- el aabb del heroi
-- Si toca al heroi...
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
sprites.hero.hit()
end
end
if spr.flipped then
local tx, ty = (spr.pos.x+3)>>3, (spr.pos.y+15)>>3
if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 and map.tile(tx,ty+1) > 0 then
spr.pos.x = spr.pos.x - 1
else
spr.flipped = not spr.flipped
end
else
local tx, ty = (spr.pos.x+12)>>3, (spr.pos.y+15)>>3
if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 and map.tile(tx,ty+1) > 0 then
spr.pos.x = spr.pos.x + 1
else
spr.flipped = not spr.flipped
end
end
elseif spr.state == templates.DYING then
if spr.animation ~= "mummy_dying" then
sprites.set_animation(spr, "mummy_dying")
else
if spr.current_frame == 8 then
sprites.set_animation(spr, "mummy_dead")
spr.state = templates.DEAD
end
end
elseif spr.state == templates.DEAD then
if spr.current_wait == 1 then
sprites.set_animation(spr, "mummy_undying")
spr.state = templates.RESURRECTING
end
elseif spr.state == templates.RESURRECTING then
if spr.current_frame == 13 then
sprites.set_animation(spr, "mummy_walk")
spr.state = templates.ALIVE
end
end
end

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require ":utils.util"
nemesio = { STATIC = 1, FLOATING = 2 }
function ia.update_nemesio(spr)
spr.timer = spr.timer + 1
local target = {x=sprites.hero.pos.x-spr.pos.x, y=sprites.hero.pos.y-spr.pos.y}
if target.x > 0 then
spr.flipped = false
else
spr.flipped = true
end
if spr.substate == nemesio.STATIC then
spr.mode = draw.NORMAL
if spr.timer==100 then
spr.timer=0
spr.substate = nemesio.FLOATING
spr.advance = {x=0,y=0}
if math.abs(target.x) > math.abs(target.y) then
spr.advance.x = math.sign(target.x)
else
spr.advance.y = math.sign(target.y)
end
end
if sprites.hero.state == templates.ALIVE then
local x1,y1,w1,h1 = util.aabb(spr) -- El meu aabb
local x2,y2,w2,h2 = util.aabb(sprites.hero) -- el aabb del heroi
-- Si toca al heroi...
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
sprites.hero.hit()
end
end
elseif spr.substate == nemesio.FLOATING then
spr.mode = draw.PATTERN
spr.pattern = 0xa5a5
spr.pos.x = spr.pos.x + spr.advance.x
spr.pos.y = spr.pos.y + spr.advance.y
if spr.timer == 32 then
spr.timer = 0
spr.substate = nemesio.STATIC
end
end
end

24
data/modules/ia/palo.lua Normal file
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function ia.update_palo(spr)
local tx, ty, ty2 = (spr.pos.x+2)>>3, (spr.pos.y+1)>>3, (spr.pos.y+2)>>3
if rooms.is_outside(tx,ty) then sprites.remove(spr) return end
if sprites.hero.state == templates.ALIVE then
local x1,y1,w1,h1 = util.aabb(spr) -- El meu aabb
local x2,y2,w2,h2 = util.aabb(sprites.hero) -- el aabb del heroi
-- Si toca al heroi...
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
sprites.hero.hit()
end
end
spr.dy = spr.dy + spr.ay;
spr.pos.y = spr.pos.y + spr.dy
if spr.flipped then
spr.pos.x = spr.pos.x - 6
else
spr.pos.x = spr.pos.x + 6
end
end

24
data/modules/ia/porta.lua Normal file
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function ia.update_porta(spr)
if spr.state == templates.ALIVE then
local x1,y1,w1,h1 = util.aabb(spr)
local x2,y2,w2,h2 = util.aabb(sprites.hero)
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
if sprites.hero.keys[spr.color] then
sprites.hero.keys[spr.color] = nil
sprites.set_animation(spr, "porta_obrint")
spr.state = templates.DYING
end
end
elseif spr.state == templates.DYING then
if spr.current_frame == 15 then
local tx, ty = (spr.pos.x)>>3, (spr.pos.y)>>3
map.surf(rooms.surf_items)
map.tile(tx,ty,0)
map.surf(rooms.surf_foreground)
map.tile(tx,ty,0)
map.tile(tx,ty+1,0)
sprites.remove(spr)
end
end
end

28
data/modules/ia/rata.lua Normal file
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function ia.update_rata(spr)
map.surf(rooms.surf_foreground)
if sprites.hero.state == templates.ALIVE then
local x1,y1,w1,h1 = util.aabb(spr) -- El meu aabb
local x2,y2,w2,h2 = util.aabb(sprites.hero) -- el aabb del heroi
-- Si toca al heroi...
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
sprites.hero.hit()
end
end
if spr.flipped then
local tx, ty = (spr.pos.x-1)>>3, (spr.pos.y+7)>>3
if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 and map.tile(tx,ty+1) > 0 then
spr.pos.x = spr.pos.x - 1
else
spr.flipped = not spr.flipped
end
else
local tx, ty = (spr.pos.x+9)>>3, (spr.pos.y+7)>>3
if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 and map.tile(tx,ty+1) > 0 then
spr.pos.x = spr.pos.x + 1
else
spr.flipped = not spr.flipped
end
end
end

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function ia.update_sucubo(spr)
map.surf(rooms.surf_foreground)
if spr.state == templates.ALIVE then
spr.timer = spr.timer + 1
if spr.timer==100 then
sprites.set_animation(spr, "sucubo_fire")
elseif spr.timer > 100 then
if spr.current_frame == 2 then
spr.timer = 0
local palo = templates.create("palo", {pos={x=spr.pos.x, y=spr.pos.y}, flipped=spr.flipped})
table.insert(sprites.list, palo)
end
end
if spr.animation_finished then
spr.animation_finished = nil
sprites.set_animation(spr, "sucubo_stand")
end
if sprites.hero.state == templates.ALIVE then
local x1,y1,w1,h1 = util.aabb(spr) -- El meu aabb
local x2,y2,w2,h2 = util.aabb(sprites.hero) -- el aabb del heroi
-- Si toca al heroi...
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
sprites.hero.hit()
end
end
elseif spr.state == templates.DYING then
if spr.animation ~= "mummy_dying" then
sprites.set_animation(spr, "mummy_dying")
spr.surf = surf.load("gfx/mummy.gif")
else
if spr.current_frame == 8 then
sprites.set_animation(spr, "mummy_dead")
spr.state = templates.DEAD
end
end
elseif spr.state == templates.DEAD then
if spr.current_wait == 1 then
sprites.set_animation(spr, "mummy_undying")
spr.state = templates.RESURRECTING
end
elseif spr.state == templates.RESURRECTING then
if spr.current_frame == 13 then
sprites.set_animation(spr, "sucubo_stand")
spr.surf = surf.load("gfx/sucubo.gif")
spr.state = templates.ALIVE
end
end
end

19
data/modules/ia/torxa.lua Normal file
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function ia.update_torxa(spr)
if spr.state == templates.ALIVE then
if sprites.hero.lives == 4 then return end
local x1,y1,w1,h1 = util.aabb(spr)
local x2,y2,w2,h2 = util.aabb(sprites.hero)
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
sprites.hero.hit(4)
spr.state = templates.DYING
spr.timer = 0
return
end
elseif spr.state == templates.DYING then
spr.timer = spr.timer + 1
if spr.timer == 32 then
spr.state = templates.ALIVE
end
end
end

20
data/modules/items.lua Normal file
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items = {
{ name="mummy", label="momia", visual={x=0, y=24, w=16, h=16} },
{ name="coin", label="moneda", visual={x=0, y=40, w=8, h=8} },
{ name="torxa", label="torxa", visual={x=0, y=48, w=8, h=16} },
{ name="clau verda", label="clau", visual={x=16, y=48, w=16, h=8} },
{ name="clau groga", label="clau", visual={x=16, y=56, w=16, h=8} },
{ name="clau roja", label="clau", visual={x=32, y=48, w=16, h=8} },
{ name="clau blava", label="clau", visual={x=32, y=56, w=16, h=8} },
{ name="porta verda", label="porta", visual={x=48, y=48, w=8, h=16} },
{ name="porta groga", label="porta", visual={x=56, y=48, w=8, h=16} },
{ name="porta roja", label="porta", visual={x=64, y=48, w=8, h=16} },
{ name="porta blava", label="porta", visual={x=72, y=48, w=8, h=16} },
{ name="sucubo 0", label="sucubo00", visual={x=0, y=64, w=16, h=16} },
{ name="sucubo 25", label="sucubo25", visual={x=0, y=64, w=16, h=16} },
{ name="sucubo 50", label="sucubo50", visual={x=0, y=64, w=16, h=16} },
{ name="sucubo 75", label="sucubo75", visual={x=0, y=64, w=16, h=16} },
{ name="nemesio", label="nemesio", visual={x=16, y=80, w=16, h=16} },
{ name="rata", label="rata", visual={x=80, y=48, w=9, h=8} },
{ name="gota", label="gota", visual={x=80, y=56, w=8, h=8} },
}

90
data/modules/menu.lua Normal file
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require "..utils.ui"
menu = {
hidden = true,
pos_y = 0,
selected = 1,
} local me = menu
function me.draw()
actions = {
function() editor.play() me.close() end,
function() rooms.save() editor.modified=false me.close() end,
function() editor.quit() me.close() end,
function() editor.layer=LAYER_FOREGROUND me.close() end,
function() editor.layer=LAYER_BACKGROUND me.close() end,
function() editor.layer=LAYER_ITEMS me.close() end,
function() rooms.toggle_visibility(LAYER_FOREGROUND) end,
function() rooms.toggle_visibility(LAYER_BACKGROUND) end,
function() rooms.toggle_visibility(LAYER_SHADOWS) end,
function() rooms.toggle_visibility(LAYER_ITEMS) end
}
local sel = me.selected
view.origin(0,me.pos_y)
view.clip()
local y = me.pos_y
draw.rrectf(1,0,8,8,1,21)
draw.rrectf(1,-1,8,8,1,6)
draw.hline(3,1,6,21)
draw.hline(3,3,6,21)
draw.hline(3,5,6,21)
if editor.modified then draw.rectf(6,0,2,2,8) end
if y<=0 then return end
view.origin(0,me.pos_y-24)
draw.rectf(0,0,160,24,6)
ui.pushbutton("PLAY",1,3,16,13,10,actions[1], sel==1)
ui.pushbutton("SAVE",22,3,7,22,21,actions[2], sel==2)
if editor.modified then draw.rectf(37,4,2,2,8) end
ui.pushbutton("QUIT",22,12,7,12,5,actions[3], sel==3)
draw.rrect(44,6,29,14,3,21)
draw.rectf(48,6,17,1,6)
draw.text("EDIT",49,3,21)
ui.togglebutton("F",44+3,6+3,7,14,9,15,7,editor.layer==LAYER_FOREGROUND,actions[4], sel==4)
ui.togglebutton("B",52+3,6+3,7,14,9,15,7,editor.layer==LAYER_BACKGROUND,actions[5], sel==5)
ui.togglebutton("I",60+3,6+3,7,14,9,15,7,editor.layer==LAYER_ITEMS,actions[6], sel==6)
draw.rrect(75,6,37,14,3,21)
draw.rectf(79,6,17,1,6)
draw.text("SHOW",80,3,21)
ui.togglebutton("F",75+3,6+3,7,14,9,15,7,rooms.is_visible(LAYER_FOREGROUND),actions[7], sel==7)
ui.togglebutton("B",83+3,6+3,7,14,9,15,7,rooms.is_visible(LAYER_BACKGROUND),actions[8], sel==8)
ui.togglebutton("S",91+3,6+3,7,14,9,15,7,rooms.is_visible(LAYER_SHADOWS),actions[9], sel==9)
ui.togglebutton("I",99+3,6+3,7,14,9,15,7,rooms.is_visible(LAYER_ITEMS),actions[10], sel==10)
local tab = key.press(key.TAB)
if key.press(key.ESCAPE) then
me.toggle()
elseif key.press(key.LEFT) or (tab and key.down(key.LSHIFT)) then
me.selected=me.selected-1
if me.selected < 1 then me.selected = 10 end
elseif key.press(key.RIGHT) or (tab and not key.down(key.LSHIFT)) then
me.selected=me.selected+1
if me.selected > 10 then me.selected = 1 end
elseif key.press(key.RETURN) or key.press(key.SPACE) then
actions[me.selected]()
end
end
function me.toggle()
if me.hidden then
me.hidden = false
me.selected = 1
tweening.add(0,24,0.25,easing.easeOutBounce,function(value,n,finished)me.pos_y=value end)
else
me.hidden = true
tweening.add(24,0,0.25,easing.easeOutBounce,function(value,n,finished)me.pos_y=value end)
end
end
function me.close()
if not me.hidden then
me.hidden = true
tweening.add(24,0,0.25,easing.easeOutBounce,function(value,n,finished)me.pos_y=value end)
end
end

145
data/modules/rooms.lua Normal file
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require "sprites"
LAYER_FOREGROUND = 1
LAYER_BACKGROUND = 2
LAYER_ITEMS = 4
LAYER_SPRITES = 8
LAYER_SHADOWS = 16
LAYER_ALL = 31
ROOM_FILE_EXT = ".gif"
rooms = {
surf_background = nil,
surf_foreground = nil,
surf_items = nil,
surf_original_items = nil,
visibility = LAYER_ALL,
pos = {x=0, y=4*13},
}
function rooms.current()
return (rooms.pos.x//20) + (rooms.pos.y//13) * 8
end
function rooms.convert(src)
local dst = surf.new(20*8,13*8)
surf.source(src)
surf.target(dst)
for ry=0,7 do
for rx=0,7 do
for ty=0,11 do
for tx=0,19 do
surf.pixel(rx*20+tx, ry*13+ty, surf.pixel(rx*20+tx, ry*12+ty))
end
end
end
end
return dst
end
function rooms.reload()
if rooms.surf_background ~= nil then surf.free(rooms.surf_background) end
rooms.surf_background = surf.load("maps/rooms_background"..ROOM_FILE_EXT)
--rooms.surf_background = surf.new(20*8,13*8)
--rooms.surf_background = rooms.convert(surf.load("rooms_background"..ROOM_FILE_EXT))
if rooms.surf_foreground ~= nil then surf.free(rooms.surf_foreground) end
rooms.surf_foreground = surf.load("maps/rooms_foreground"..ROOM_FILE_EXT)
--rooms.surf_foreground = surf.new(20*8,12*8)
--rooms.surf_foreground = rooms.convert(surf.load("rooms_foreground"..ROOM_FILE_EXT))
if rooms.surf_items ~= nil then surf.free(rooms.surf_items) end
rooms.surf_items = surf.load("maps/rooms_items"..ROOM_FILE_EXT)
--rooms.surf_items = surf.new(20*8,12*8)
--rooms.surf_items = rooms.convert(surf.load("rooms_items"..ROOM_FILE_EXT))
end
function rooms.init()
rooms.pos.x, rooms.pos.y = 0,4*13
rooms.reload()
sprites.init()
end
function rooms.save()
local p = {}
for i=0,255 do p[i] = {r=i,g=i,b=i} end
surf.save(rooms.surf_background, "data/maps/rooms_background"..ROOM_FILE_EXT, p)
surf.save(rooms.surf_foreground, "data/maps/rooms_foreground"..ROOM_FILE_EXT, p)
surf.save(rooms.surf_items, "data/maps/rooms_items"..ROOM_FILE_EXT, p)
editor.modified = false
end
function rooms.is_outside(x, y)
return x < rooms.pos.x or y < rooms.pos.y or x > rooms.pos.x + 20 or y > rooms.pos.y + 13
end
function rooms.draw()
-- Retallem la pantalla a la zona de joc
--view.clip(0,8,160,96)
-- Movem la càmara a l'habitació on estem
view.origin(-rooms.pos.x*8,-rooms.pos.y*8)
-- Pintem el background
surf.source(surf_tiles)
map.surf(rooms.surf_background)
if rooms.is_visible(LAYER_BACKGROUND) then
map.draw()
else
draw.rectf(0,0,160,96,1)
end
-- Movem 4x4 pixels la càmara per a pintar les sombres dels sprites i el foreground
view.origin(-rooms.pos.x*8+4,-rooms.pos.y*8+4)
-- Pintem el foreground de negre
map.surf(rooms.surf_foreground)
pal.subpal(0,32,1)
if rooms.is_visible(LAYER_FOREGROUND | LAYER_SHADOWS) then map.draw() end
-- Pintem els sprites de negre
if rooms.is_visible(LAYER_SPRITES | LAYER_SHADOWS) then
sprites.draw(true)
--draw.surf(0, 0, 16, 17, 20, 15, 16, 17)
end
-- Movem la càmara al lloc que toca de nou, i tornem la paleta normal
view.origin(-rooms.pos.x*8,-rooms.pos.y*8)
pal.subpal()
-- Pintem el foreground
surf.source(surf_tiles)
map.surf(rooms.surf_foreground)
if rooms.is_visible(LAYER_FOREGROUND) then map.draw() end
-- Pintem els sprites
if rooms.is_visible(LAYER_SPRITES) then
sprites.draw()
--draw.surf(0, 0, 16, 17, 20, 15, 16, 17)
end
-- Pintem la rejilla
--for y=0,12 do draw.line(0,y*8, 160, y*8, 27) end
--for x=0,20 do draw.line(x*8, 0, x*8, 104, 27) end
end
function rooms.is_visible(layer)
return (app.update==game.update) or (rooms.visibility & layer == layer)
end
function rooms.set_visibility(layer, visibility)
if visibility then
rooms.visibility = rooms.visibility | layer
else
rooms.visibility = rooms.visibility & ~layer
end
end
function rooms.toggle_visibility(layer)
if rooms.visibility & layer == layer then
rooms.visibility = rooms.visibility & ~layer
else
rooms.visibility = rooms.visibility | layer
end
end

26
data/modules/score.lua Normal file
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score = {
points = 0,
color = 28,
zoom = 1,
surf = nil,
} local me = score
function me.init()
me.points = 0
me.surf = surf.load("gfx/sprites.gif")
end
function me.draw()
draw.rectf(0,0,160,8,1)
draw.text(string.format("%03d", me.points),1,1,me.color)
surf.source(me.surf)
if sprites.hero.keys["verda"] then draw.surf(16,48,16,8, 32,-1) end
if sprites.hero.keys["groga"] then draw.surf(16,56,16,8, 32,-1) end
if sprites.hero.keys["roja"] then draw.surf(32,48,16,8, 32,-1) end
if sprites.hero.keys["blava"] then draw.surf(32,56,16,8, 32,-1) end
end
function me.inc(value)
me.points = me.points + value
tweening.add(8, 0, 0.5, easing.linear, function(val,progress,finished) me.color = (math.floor(val)&1) == 0 and 28 or 14 end)
end

222
data/modules/sprites.lua Normal file
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require "animations"
require "templates"
sprites = {
hero = nil,
list = {},
pause_ia = false,
}
function sprites.remove(sprite)
for i,v in ipairs(sprites.list) do
if v == sprite then
table.remove(sprites.list, i)
print("Sprite removed: "..sprite.type)
return
end
end
end
function sprites.remove_out_of_room()
--print("Current room: "..rooms.current())
--for i,v in ipairs(sprites.list) do
-- if v.room ~= rooms.current() then
-- table.remove(sprites.list, i)
-- local room = v.room or 0
-- print("Sprite at room "..room.." removed: "..v.type)
-- end
--end
end
function sprites.add_from_room(rx,ry)
sprites.list = {}
map.surf(rooms.surf_items)
for y = ry, ry+11 do
for x = rx, rx+19 do
if map.tile(x,y) ~= 0 then
local room = (rx//20) + (ry//12) * 8
local item = map.tile(x,y)
local flip = item > 0x7f
item = item & 0x7f
io.write("crear "..items[item].name.." en hab "..room.." ("..x..","..y..")...\n")
table.insert(sprites.list, templates.create(items[item].name, {pos={x=x*8, y=y*8},flipped=flip, room=room}))
end
end
end
end
function sprites.init()
sprites.hero = {
type = "hero",
pos = { x=28, y=4*13*8+79 },
size= { w=16, h=17 },
bbo = { left=3, top=2, right=3, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = false,
surf = surf.load("gfx/morcus.gif"),
animation = "hero_stand",
ia = ia.update_hero,
state = templates.ALIVE,
jumping = 0,
light = 100,
light_ox = 8,
light_oy = 8,
cooldown = 0,
jump_throttle = 0,
lives = 4,
keys = {},
stairs = false,
hit = ia.hero_hit,
give_key = ia.hero_give_key
}
end
function sprites.set_animation(sprite, animation)
if sprite.animation ~= animation then
sprite.animation_finished = nil
sprite.animation = animation
sprite.current_frame = 1
local cycle = animations[sprite.animation].cycle[1]
sprite.current_wait = animations[sprite.animation].frames[cycle].wait
end
end
function sprites.update()
if not sys.beat() then return end
sprites.update_sprite(sprites.hero)
for i,v in ipairs(sprites.list) do
sprites.update_sprite(v)
end
if not sprites.pause_ia then
sprites.hero.ia()
for i,v in ipairs(sprites.list) do
v.ia(v)
end
end
end
function sprites.update_sprite(sprite)
if sprite.animation_finished then return end
sprite.current_wait = sprite.current_wait - 1
if sprite.current_wait == 0 then
if sprite.current_frame < #animations[sprite.animation].cycle then
sprite.current_frame = sprite.current_frame + 1
else
if animations[sprite.animation].loop then
sprite.current_frame = 1
else
sprite.animation_finished = true
end
end
local cycle = animations[sprite.animation].cycle[sprite.current_frame]
sprite.current_wait = animations[sprite.animation].frames[cycle].wait
end
end
function sprites.lights_out()
for i,spr in ipairs(sprites.list) do
if spr.light then
tweening.add(spr.light,0,0.5,easing.linear,
function(value,n,finished)
spr.light = value
if finished then
spr.light = nil
end
end
)
end
end
tweening.add(sprites.hero.light,0,0.5,easing.linear,
function(value,n,finished)
sprites.hero.light = value
if finished then
sprites.hero.light = nil
end
end
)
end
function sprites.draw(ignore_selected)
if app.update ~= editor.update then
surf.target(game.circ_buf)
surf.cls()
surf.target(game.back_buf)
end
editor.item_hovered = nil
local mx,my = mouse.pos()
if (app.update == editor.update) and (editor.layer~=LAYER_ITEMS) then ignore_selected = true end
for i,v in ipairs(sprites.list) do
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
editor.item_hovered = i
if editor.item_dragged == editor.item_hovered then
draw.mode(draw.PATTERN)
draw.pattern(editor.ants)
end
sprites.draw_sprite_selected(v)
draw.mode(draw.NORMAL)
else
if (not ignore_selected) or (not v.no_shadow) or (app.update ~= game.update) then
sprites.draw_sprite(v)
end
end
end
sprites.draw_sprite(sprites.hero)
end
function sprites.draw_sprite(sprite)
local cycle = animations[sprite.animation].cycle[sprite.current_frame]
local frame = animations[sprite.animation].frames[cycle]
local ox, oy = 0, 0
if frame.offset then
if sprite.flipped then
if frame.offset.flipped then ox,oy = frame.offset.flipped.x,frame.offset.flipped.y end
else
if frame.offset.normal then ox,oy = frame.offset.normal.x,frame.offset.normal.y end
end
end
if not frame then
print(sprite.current_frame)
end
local reversed = frame.reversed or false
if not sprite.invisible then
surf.source(sprite.surf)
if sprite.pattern then draw.pattern(sprite.pattern) end
if sprite.mode then draw.mode(sprite.mode) end
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))
draw.pattern(0xffff)
draw.mode(draw.NORMAL)
end
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
end
function sprites.draw_sprite_selected(sprite)
pal.subpal(0,32,28)
local cycle = animations[sprite.animation].cycle[sprite.current_frame]
local frame = animations[sprite.animation].frames[cycle]
local reversed = frame.reversed or false
local x, y, w, h, sx, sy, f = sprite.pos.x, sprite.pos.y, frame.frame.w, frame.frame.h, frame.frame.x, frame.frame.y, (not reversed) ~= (not sprite.flipped)
surf.source(sprite.surf)
draw.surf(sx, sy, w, h, x-1, y-1, w, h, f)
draw.surf(sx, sy, w, h, x, y-1, w, h, f)
draw.surf(sx, sy, w, h, x+1, y-1, w, h, f)
draw.surf(sx, sy, w, h, x-1, y, w, h, f)
draw.surf(sx, sy, w, h, x+1, y, w, h, f)
draw.surf(sx, sy, w, h, x-1, y+1, w, h, f)
draw.surf(sx, sy, w, h, x, y, w, h, f)
draw.surf(sx, sy, w, h, x+1, y+1, w, h, f)
pal.subpal()
draw.mode(draw.NORMAL)
draw.surf(sx, sy, w, h, x, y, w, h, f)
end

251
data/modules/templates.lua Normal file
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ia = {}
require "ia.*"
templates = {
ALIVE = 0,
DYING = 1,
DEAD = 2,
RESURRECTING = 3,
} local me = templates
function me.create(type, options)
local sprite
local key, value = type:match("^(%S+)%s*(.*)$")
if key == "mummy" then
sprite = {
type = key,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=16,h=16 },
bbo = { left=3, top=2, right=3, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("gfx/mummy.gif"),
animation = "mummy_walk",
state = me.ALIVE,
enemy = true,
room = options.room,
ia = ia.update_mummy
}
elseif key == "bullet" then
sprite = {
type = key,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=4,h=3 },
bbo = { left=0, top=0, right=0, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("gfx/morcus.gif"),
animation = "bullet",
ia = ia.update_bullet
}
elseif key == "coin" then
sprite = {
type = key,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=8,h=8 },
bbo = { left=0, top=0, right=0, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("gfx/misc.gif"),
animation = "coin",
state = me.ALIVE,
timer = 0,
light = 15,
light_ox = 4,
light_oy = 4,
ia = ia.update_coin
}
elseif key == "brick" then
sprite = {
type = key,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=8,h=8 },
bbo = { left=0, top=0, right=0, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("gfx/misc.gif"),
animation = "brick",
state = me.ALIVE,
timeout = 10,
ia = ia.update_brick
}
elseif key == "torxa" then
sprite = {
type = key,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=8,h=16 },
bbo = { left=0, top=0, right=0, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("gfx/torxa.gif"),
animation = "torxa",
state = me.ALIVE,
light = 30,
light_ox = 4,
light_oy = 4,
no_shadow = true,
ia = ia.update_torxa
}
elseif key == "clau" then
sprite = {
type = key,
color = value,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=16,h=8 },
bbo = { left=0, top=0, right=0, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("gfx/"..value..".gif"),
animation = "clau",
state = me.ALIVE,
light = 15,
light_ox = 7,
light_oy = 4,
ia = ia.update_clau
}
elseif key == "porta" then
sprite = {
type = key,
color = value,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=8,h=16 },
bbo = { left=0, top=0, right=0, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("gfx/"..value..".gif"),
animation = "porta",
state = me.ALIVE,
ia = ia.update_porta
}
elseif key == "sucubo" then
sprite = {
type = key,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=16,h=16 },
bbo = { left=3, top=2, right=3, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("gfx/sucubo.gif"),
animation = "sucubo_stand",
state = me.ALIVE,
timer = tonumber(value),
enemy = true,
room = options.room,
ia = ia.update_sucubo
}
elseif key == "palo" then
sprite = {
type = key,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=16,h=6 },
bbo = { left=0, top=0, right=0, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("gfx/misc.gif"),
animation = "palo",
dy = -4,
ay = 1,
ia = ia.update_palo
}
elseif key == "nemesio" then
sprite = {
type = key,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=16,h=16 },
bbo = { left=3, top=2, right=3, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("gfx/nemesio.gif"),
animation = "nemesio",
state = me.ALIVE,
substate = nemesio.STATIC,
timer = 0,
enemy = true,
room = options.room,
ia = ia.update_nemesio
}
elseif key == "rata" then
sprite = {
type = key,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=9,h=8 },
bbo = { left=0, top=5, right=0, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("gfx/rata.gif"),
animation = "rata",
state = me.ALIVE,
enemy = true,
room = options.room,
ia = ia.update_rata
}
elseif key == "gota" then
sprite = {
type = key,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=8,h=8 },
bbo = { left=2, top=3, right=3, bottom=1 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("gfx/gota.gif"),
animation = "gota_generador",
state = me.ALIVE,
enemy = true,
timer = 0,
room = options.room,
ia = ia.update_gota
}
elseif key == "gota_caiguent" then
sprite = {
type = key,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=8,h=8 },
bbo = { left=2, top=3, right=3, bottom=1 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("gfx/gota.gif"),
animation = "gota",
state = me.ALIVE,
enemy = true,
room = options.room,
ia = ia.update_gota_caiguent
}
elseif key == "gota_esguit" then
sprite = {
type = key,
pos = options.pos,--{ x=100, y=4*12*8+71 },
dir = options.dir,
size = { w=8,h=8 },
bbo = { left=2, top=3, right=3, bottom=1 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("gfx/gota.gif"),
animation = "esguit",
state = me.ALIVE,
enemy = true,
room = options.room,
ia = ia.update_gota_esguit
}
else
error("Template not recognized")
end
--sprite.room = rooms.current()
print("creat sprite de tipus "..type)
return sprite
end

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@@ -1,73 +0,0 @@
require "ui"
require "util"
msgbox = {
title = "TITOL",
text = { "Este es el missatge.", "Pot estar en varies linies" },
buttons = { {"YES", sys.quit}, {"NO", app.pop} },
selected = 0,
w = 100,
h = 50,
show = function(title, text, buttons, default)
msgbox.selected = default or 1
msgbox.title = title
msgbox.text = text
msgbox.buttons = buttons
msgbox.w = 0
for i,v in ipairs(msgbox.text) do
local width = #v*4+8
if width > msgbox.w then msgbox.w = width end
end
msgbox.h = #msgbox.text*6+35
app.push(msgbox.update)
end,
update = function()
local top = (160-msgbox.w)//2
local left = (104-msgbox.h)//2
view.clip(top, left, msgbox.w, msgbox.h)
view.origin(top, left)
draw.outset(0, 0, msgbox.w, msgbox.h)
draw.rectf(1,1,msgbox.w-2, 7, 21)
draw.text(msgbox.title, 2, 2, 28)
local y = 12
for i,v in ipairs(msgbox.text) do
draw.text(v, 5, y, 1)
y = y + 6
end
local mx, my = mouse.pos()
local x = msgbox.w - 35
y = msgbox.h - 12
for i,v in ipairs(msgbox.buttons) do
local inside = util.inside(mx, my, {x, y, 32, 9})
draw.outset(x, y, 32, 9)
if inside then
draw.rectf(x+1,y+1,30,7,27)
if mouse.down(mouse.LEFT) then draw.inset(x, y, 32, 9) end
end
local offset = (32-#v[1]*4)//2
draw.text(v[1], x+1+offset, y+2, 1)
if (i==msgbox.selected) then
draw.rect(x-1, y-1, 34, 11, 1)
end
if mouse.press(mouse.LEFT) then
if inside then
v[2]()
end
end
x = x - 34
end
if key.press(key.ESCAPE) then
app.pop()
end
end
}

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@@ -1,60 +0,0 @@
palfade = {
original = {},
reddish = {},
init = function ()
for i=1,32 do
palfade.reddish[i] = {r=palfade.original[i].r, g=palfade.original[i].g, b=palfade.original[i].b}
end
end,
luminance = function(r, g, b)
return (0.2126*r + 0.7152*g + 0.0722*b)/255
end,
reddish_limit = function(r, g, b)
local t = palfade.luminance(r, g, b) / 255
local R = 255 * t
local G = g * (1 - t)
local B = b * (1 - t)
return R, G, B
end,
fade_reddish_color = function(r, g, b, f)
--local Rr, Gr, Br = palfade.reddish_limit(r, g, b)
local ff = math.min(1, f+palfade.luminance(r,g,b))
local R = math.floor(r*ff)--math.floor(r + (Rr - r) * f)
local G = math.floor(g*f)--math.floor(g + (Gr - g) * f)
local B = math.floor(b*f)--math.floor(b + (Br - b) * f)
-- local R = math.floor(r + (Rr - r) * f)
-- local G = math.floor(g + (Gr - g) * f)
-- local B = math.floor(b + (Br - b) * f)
return R, G, B
end,
fade_reddish = function(f)
for i=1,32 do
local r, g, b = palfade.fade_reddish_color(palfade.original[i].r, palfade.original[i].g, palfade.original[i].b, f)
palfade.reddish[i].r, palfade.reddish[i].g, palfade.reddish[i].b = r, g, b
pal.color(i-1,r,g,b)
end
end,
fade_red = function(f)
for i=1,32 do
local r = math.floor(palfade.reddish[i].r + (255-palfade.reddish[i].r)*f)
local g = math.floor(palfade.reddish[i].g - (palfade.reddish[i].g)*f)
local b = math.floor(palfade.reddish[i].b - (palfade.reddish[i].b)*f)
pal.color(i-1,r,g,b)
end
end,
restore = function()
pal.set(palfade.original)
end
}

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@@ -1,52 +0,0 @@
popup={
list = {},
old_update = nil,
current = nil,
create = function(label,x,y)
popup.list[label] = {x=x, y=y, width=50, options={}}
end,
addOption = function(parent, label, action)
popup.list[parent].options[#popup.list[parent].options+1] = { label=label, action=action }
local option_width = #label*4+4
if option_width > popup.list[parent].width then
popup.list[parent].width = option_width
end
end,
show = function(label)
popup.current = label
app.push(popup.update)
end,
update = function()
view.origin(0,0)
local mx, my = mouse.pos()
local p = popup.list[popup.current]
draw.outset(p.x, p.y, p.width, #p.options*7+2)
local y = p.y+2
for k,v in ipairs(p.options) do
local inside = util.inside(mx, my, {p.x, y-2, p.width, 7})
if inside then
draw.rectf(p.x+1, y-1, p.width-2, 7, 21)
if mouse.press(mouse.LEFT) then
app.pop()
v.action()
end
end
draw.text(v.label, p.x+2, y, 28)
y = y + 7
end
local inside = util.inside(mx, my, {p.x, p.y, p.width, #p.options*7+2})
if not inside and mouse.down(mouse.LEFT) then
mouse.discard()
app.pop()
end
if key.press(key.ESCAPE) then
app.pop()
end
end
}

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@@ -1,130 +0,0 @@
require "sprites"
LAYER_FOREGROUND = 1
LAYER_BACKGROUND = 2
LAYER_ITEMS = 4
LAYER_SPRITES = 8
LAYER_SHADOWS = 16
LAYER_ALL = 31
ROOM_FILE_EXT = ".gif"
rooms = {
surf_background = nil,
surf_foreground = nil,
surf_items = nil,
surf_original_items = nil,
visibility = LAYER_ALL,
pos = {x=0, y=4*12},
current = function()
return (rooms.pos.x//20) + (rooms.pos.y//12) * 8
end,
reload = function()
if rooms.surf_background ~= nil then surf.free(rooms.surf_background) end
rooms.surf_background = surf.load("rooms_background"..ROOM_FILE_EXT)
--rooms.surf_background = surf.new(20*8,12*8)
if rooms.surf_foreground ~= nil then surf.free(rooms.surf_foreground) end
rooms.surf_foreground = surf.load("rooms_foreground"..ROOM_FILE_EXT)
--rooms.surf_foreground = surf.new(20*8,12*8)
if rooms.surf_items ~= nil then surf.free(rooms.surf_items) end
rooms.surf_items = surf.load("rooms_items"..ROOM_FILE_EXT)
--rooms.surf_items = surf.new(20*8,12*8)
end,
init = function()
rooms.pos.x, rooms.pos.y = 0,4*12
rooms.reload()
sprites.init()
end,
save = function()
local p = {}
for i=0,255 do p[i] = {r=i,g=i,b=i} end
surf.save(rooms.surf_background, "data/rooms_background"..ROOM_FILE_EXT, p)
surf.save(rooms.surf_foreground, "data/rooms_foreground"..ROOM_FILE_EXT, p)
surf.save(rooms.surf_items, "data/rooms_items"..ROOM_FILE_EXT, p)
editor.modified = false
end,
is_outside = function(x, y)
return x < rooms.pos.x or y < rooms.pos.y or x > rooms.pos.x + 20 or y > rooms.pos.y + 12
end,
draw = function()
-- Retallem la pantalla a la zona de joc
view.clip(0,8,160,96)
-- Movem la càmara a l'habitació on estem
view.origin(-rooms.pos.x*8,-rooms.pos.y*8+8)
-- Pintem el background
surf.source(surf_tiles)
map.surf(rooms.surf_background)
if rooms.is_visible(LAYER_BACKGROUND) then
map.draw()
else
draw.rectf(0,0,160,96,1)
end
-- Movem 4x4 pixels la càmara per a pintar les sombres dels sprites i el foreground
view.origin(-rooms.pos.x*8+4,-rooms.pos.y*8+12)
-- Pintem el foreground de negre
map.surf(rooms.surf_foreground)
pal.subpal(0,32,1)
if rooms.is_visible(LAYER_FOREGROUND | LAYER_SHADOWS) then map.draw() end
-- Pintem els sprites de negre
if rooms.is_visible(LAYER_SPRITES | LAYER_SHADOWS) then
sprites.draw(true)
--draw.surf(0, 0, 16, 17, 20, 15, 16, 17)
end
-- Movem la càmara al lloc que toca de nou, i tornem la paleta normal
view.origin(-rooms.pos.x*8,-rooms.pos.y*8+8)
pal.subpal()
-- Pintem el foreground
surf.source(surf_tiles)
map.surf(rooms.surf_foreground)
if rooms.is_visible(LAYER_FOREGROUND) then map.draw() end
-- Pintem els sprites
if rooms.is_visible(LAYER_SPRITES) then
sprites.draw()
--draw.surf(0, 0, 16, 17, 20, 15, 16, 17)
end
-- Pintem la rejilla
--for y=0,12 do draw.line(0,y*8, 160, y*8, 27) end
--for x=0,20 do draw.line(x*8, 0, x*8, 104, 27) end
end,
is_visible = function(layer)
return rooms.visibility & layer == layer
end,
set_visibility = function(layer, visibility)
if visibility then
rooms.visibility = rooms.visibility | layer
else
rooms.visibility = rooms.visibility & ~layer
end
end,
toggle_visibility = function(layer)
if rooms.visibility & layer == layer then
rooms.visibility = rooms.visibility & ~layer
else
rooms.visibility = rooms.visibility | layer
end
end,
peiv = function()
pal.color(1, 1, 1, 1)
return "HOLA OTHER UNIT"
end,
}

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@@ -1,20 +0,0 @@
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,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
}

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@@ -1,569 +0,0 @@
require "animations"
require "templates"
sprites = {
hero = nil,
list = {},
pause_ia = false,
remove = function(sprite)
for i,v in ipairs(sprites.list) do
if v == sprite then
table.remove(sprites.list, i)
print("Sprite removed: "..sprite.type)
return
end
end
end,
remove_out_of_room = function()
--print("Current room: "..rooms.current())
--for i,v in ipairs(sprites.list) do
-- if v.room ~= rooms.current() then
-- table.remove(sprites.list, i)
-- local room = v.room or 0
-- print("Sprite at room "..room.." removed: "..v.type)
-- end
--end
end,
add_from_room = function(rx,ry)
sprites.list = {}
map.surf(rooms.surf_items)
for y = ry, ry+11 do
for x = rx, rx+19 do
if map.tile(x,y) ~= 0 then
local room = (rx//20) + (ry//12) * 8
local item = map.tile(x,y)
local flip = item > 0x7f
item = item & 0x7f
io.write("crear "..items[item].name.." en hab "..room.." ("..x..","..y..")...\n")
table.insert(sprites.list, templates.create(items[item].name, {pos={x=x*8, y=y*8},flipped=flip, room=room}))
end
end
--io.write("\n")
end
end,
init = function()
sprites.hero = {
type = "hero",
pos = { x=28, y=4*12*8+71 },
size= { w=16, h=17 },
bbo = { left=3, top=2, right=3, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = false,
surf = surf.load("morcus.gif"),
animation = "hero_stand",
ia = sprites.update_hero,
state = templates.ALIVE,
jumping = 0,
light = 100,
light_ox = 8,
light_oy = 8,
cooldown = 0,
jump_throttle = 0,
lives = 4,
stairs = false
}
--table.insert(sprites.list, templates.create("mummy", {pos={x=100, y=4*12*8+71},flipped=true}))
--local mummy = {
-- pos = { x=100, y=4*12*8+71 },
-- size = { w=16,h=17 },
-- bbo = { left=3, top=2, right=3, bottom=0 },
-- current_frame = 1,
-- current_wait = 1,
-- flipped = true,
-- animation = "mummy_walk",
-- ia = sprites.update_mummy
--}
--table.insert(sprites.list, mummy)
end,
set_animation=function(sprite, animation)
if sprite.animation ~= animation then
sprite.animation_finished = nil
sprite.animation = animation
sprite.current_frame = 1
local cycle = animations[sprite.animation].cycle[1]
sprite.current_wait = animations[sprite.animation].frames[cycle].wait
end
end,
check_sprite_collision = function()
return false
end,
check_tile_collision = function()
end,
update = function()
if not sys.beat() then return end
sprites.update_sprite(sprites.hero)
for i,v in ipairs(sprites.list) do
sprites.update_sprite(v)
end
if not sprites.pause_ia then
sprites.hero.ia()
for i,v in ipairs(sprites.list) do
v.ia(v)
end
end
end,
update_sprite = function(sprite)
if sprite.animation_finished then return end
sprite.current_wait = sprite.current_wait - 1
if sprite.current_wait == 0 then
if sprite.current_frame < #animations[sprite.animation].cycle then
sprite.current_frame = sprite.current_frame + 1
else
if animations[sprite.animation].loop then
sprite.current_frame = 1
else
sprite.animation_finished = true
end
end
local cycle = animations[sprite.animation].cycle[sprite.current_frame]
sprite.current_wait = animations[sprite.animation].frames[cycle].wait
end
end,
hit_hero = function(live)
live = live or sprites.hero.lives-1
local light_table = {[0]=20, 30, 50, 80, 100}
local red_table = {[0]=0, 0.25, 0.5, 0.75, 1}
tweening.add(1,0,0.25,easing.linear,function(value,n,finished)palfade.fade_red(value)end)
local start_light = light_table[sprites.hero.lives]
local start_red = red_table[sprites.hero.lives]
local end_light = light_table[live]
local end_red = red_table[live]
sprites.hero.lives = live
tweening.add(start_light,end_light,1,easing.linear,function(value,n,finished)sprites.hero.light = value end)
tweening.add(start_red,end_red,1,easing.linear,function(value,n,finished)palfade.fade_reddish(value)end)
if sprites.hero.lives == 0 then
sprites.hero.state = templates.DEAD
sprites.hero.surf = surf.load("mummy.gif")
sprites.set_animation(sprites.hero, "mummy_dying")
sprites.hero.jumping = 0
sprites.hero.cooldown = 120
else
sprites.hero.state = templates.DYING
sprites.hero.cooldown = 60
end
end,
lights_out = function()
for i,spr in ipairs(sprites.list) do
if spr.light then
tweening.add(spr.light,0,0.5,easing.linear,
function(value,n,finished)
spr.light = value
if finished then
spr.light = nil
end
end
)
end
end
tweening.add(sprites.hero.light,0,0.5,easing.linear,
function(value,n,finished)
sprites.hero.light = value
if finished then
sprites.hero.light = nil
end
end
)
end,
update_mummy = function(spr)
if spr.state == templates.ALIVE then
if sprites.hero.state == templates.ALIVE then
local x1,y1,w1,h1 = util.aabb(spr) -- El meu aabb
local x2,y2,w2,h2 = util.aabb(sprites.hero) -- el aabb del heroi
-- Si toca al heroi...
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
sprites.hit_hero()
end
end
if spr.flipped then
local tx, ty = (spr.pos.x+3)>>3, (spr.pos.y+15)>>3
if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 and map.tile(tx,ty+1) > 0 then
spr.pos.x = spr.pos.x - 1
else
spr.flipped = not spr.flipped
end
else
local tx, ty = (spr.pos.x+12)>>3, (spr.pos.y+15)>>3
if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 and map.tile(tx,ty+1) > 0 then
spr.pos.x = spr.pos.x + 1
else
spr.flipped = not spr.flipped
end
end
elseif spr.state == templates.DYING then
if spr.animation ~= "mummy_dying" then
sprites.set_animation(spr, "mummy_dying")
else
if spr.current_frame == 8 then
sprites.set_animation(spr, "mummy_dead")
spr.state = templates.DEAD
end
end
elseif spr.state == templates.DEAD then
if spr.current_wait == 1 then
sprites.set_animation(spr, "mummy_undying")
spr.state = templates.RESURRECTING
end
elseif spr.state == templates.RESURRECTING then
if spr.current_frame == 13 then
sprites.set_animation(spr, "mummy_walk")
spr.state = templates.ALIVE
end
end
end,
update_bullet = function(spr)
local tx, ty, ty2 = (spr.pos.x+2)>>3, (spr.pos.y+1)>>3, (spr.pos.y+2)>>3
if rooms.is_outside(tx,ty) then sprites.remove(spr) return end
local x1,y1,w1,h1 = util.aabb(spr)
for i,v in ipairs(sprites.list) do
if v.enemy and v.state ~= templates.DEAD then
local x2,y2,w2,h2 = util.aabb(v)
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
if v.state == templates.ALIVE then v.state = templates.DYING end
sprites.remove(spr)
return
end
end
end
if map.tile(tx,ty) < 16 or map.tile(tx,ty2) < 16 then
if spr.flipped then
spr.pos.x = spr.pos.x - 8
else
spr.pos.x = spr.pos.x + 8
end
else
sprites.remove(spr)
end
end,
update_coin = function(spr)
if spr.state == templates.ALIVE then
local x1,y1,w1,h1 = util.aabb(spr)
--for i,v in ipairs(sprites.list) do
--if v.type == "hero" then
local x2,y2,w2,h2 = util.aabb(sprites.hero)
if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
local tx, ty = (spr.pos.x)>>3, (spr.pos.y)>>3
map.surf(rooms.surf_items)
map.tile(tx,ty,0)
spr.state = templates.DYING
sprites.set_animation(spr, "coin_picked")
spr.pos.y=spr.pos.y-16
spr.pos.x=spr.pos.x-4
spr.timer = 0
score.inc(10)
return
end
--end
--end
elseif spr.state == templates.DYING then
spr.pos.y = spr.pos.y - 0.5
spr.timer = spr.timer + 1
if spr.timer == 32 then
sprites.remove(spr)
end
end
end,
update_brick = function(spr)
if spr.timeout > 0 then
spr.timeout = spr.timeout - 1
if spr.timeout == 0 then
local tx, ty = spr.pos.x>>3, spr.pos.y>>3
map.tile(tx,ty,0)
end
else
spr.pos.y = spr.pos.y + 2
local tx, ty = (spr.pos.x+2)>>3, (spr.pos.y)>>3
if rooms.is_outside(tx,ty) then sprites.remove(spr) return end
end
end,
update_hero = function()
if sprites.hero.state == templates.DEAD then
if sprites.hero.cooldown > 0 then
local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y+1)>>3
local tile_under_me1 = map.tile(tx1,ty+2)
local tile_under_me2 = map.tile(tx2,ty+2)
if tile_under_me1 == 0 and tile_under_me2 == 0 then
if rooms.pos.y<84 and ty+2>rooms.pos.y+11 then
game.change_room(0,1)
else
if sprites.hero.cooldown % 2 == 0 then
sprites.hero.pos.y = sprites.hero.pos.y + 1
end
end
end
sprites.hero.cooldown = sprites.hero.cooldown - 1
if sprites.hero.cooldown == 0 then
sprites.lights_out()
end
end
return
end
-- Update hero
local anim = "hero_stand"
local move_anim = "hero_walk"
-- Si estem en cooldown desde l'ultim dispar, decrementem el contador
if sprites.hero.cooldown > 0 then
sprites.hero.cooldown = sprites.hero.cooldown - 1
end
-- Si estem en jump_throttle desde l'ultim bot, decrementem el contador
if sprites.hero.jump_throttle > 0 then
sprites.hero.jump_throttle = sprites.hero.jump_throttle - 1
end
if sprites.hero.state == templates.DYING then
if (sprites.hero.cooldown//5) % 2 == 0 then
sprites.hero.invisible = true
else
sprites.hero.invisible = nil
end
if sprites.hero.cooldown == 0 then
sprites.hero.state = templates.ALIVE
sprites.hero.invisible = nil
end
end
-- si està en l'animació de disparar, no podem fer res i eixim ja
if sprites.hero.shooting then
-- A no ser que siga l'ultim frame, en tal cas tornem a estar de peu i au
if sprites.hero.current_frame==3 then
sprites.hero.shooting = false
sprites.set_animation(sprites.hero, "hero_stand")
else
return
end
end
-- SI ESTÀ BOTANT...
if sprites.hero.jumping > 0 then
anim = "hero_jump"
move_anim = "hero_jump"
local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y)>>3
--draw.rect(tx1<<3,ty<<3,8,8,8)
--draw.rect(tx2<<3,ty<<3,8,8,28)
if map.tile(tx1,ty) == 0 and map.tile(tx2,ty) == 0 then
if ty+1<rooms.pos.y then
game.change_room(0,-1)
else
if sprites.hero.jumping > 1 then sprites.hero.pos.y = sprites.hero.pos.y - 1 end
end
else
sprites.hero.jumping = 0
sprites.hero.jump_throttle = 10
end
sprites.hero.jumping = sprites.hero.jumping - 1
else
-- SI NO ESTÀ BOTANT...
-- SI ESTÀ EN UNES ESCALERES...
local txm, ty = (sprites.hero.pos.x+8)>>3, (sprites.hero.pos.y+8)>>3
if (map.tile(txm,ty) > 0 and map.tile(txm,ty) < 16) or (map.tile(txm,ty+1) > 0 and map.tile(txm,ty+1) < 16) then
anim = "hero_stairs_idle"
move_anim = "hero_stairs"
-- SI PULSA AMUNT...
if key.down(key.UP) or pad.down(pad.UP) then
anim = move_anim
local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y)>>3
if map.tile(tx1,ty) < 16 or map.tile(tx2,ty) < 16 then
if ty+1<rooms.pos.y then
game.change_room(0,-1)
else
sprites.hero.pos.y = sprites.hero.pos.y - 1
end
end
-- SI PULSA AVALL...
elseif key.down(key.DOWN) or pad.down(pad.DOWN) then
anim = move_anim
local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y+1)>>3
if map.tile(tx1,ty+2) < 16 or map.tile(tx2,ty+2) < 16 then
if ty+2>rooms.pos.y+11 then
game.change_room(0,1)
else
sprites.hero.pos.y = sprites.hero.pos.y + 1
end
end
end
else
-- SI NO ESTÀ EN UNES ESCALERES...
local tx1, txm, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+8)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y+1)>>3
-- SI ESTÀ CAIGUENT...
local tile_under_me1 = map.tile(tx1,ty+2)
local tile_under_me2 = map.tile(tx2,ty+2)
if tile_under_me1 == 0 and tile_under_me2 == 0 then
if rooms.pos.y<84 and ty+2>rooms.pos.y+11 then
game.change_room(0,1)
else
if sprites.hero.pos.y >= 742 then
sprites.hit_hero(0)
return
end
sprites.hero.pos.y = sprites.hero.pos.y + 2
end
else
-- SI NO ESTÀ CAIGUENT...
if tile_under_me1==84 then
map.tile(tx1,ty+2,68)
local broken_tile = templates.create("brick", {pos={x=tx1<<3, y=(ty+2)<<3}, flipped=sprites.hero.flipped})
table.insert(sprites.list, broken_tile)
end
if tile_under_me2==84 then
map.tile(tx2,ty+2,68)
local broken_tile = templates.create("brick", {pos={x=tx2<<3, y=(ty+2)<<3}, flipped=sprites.hero.flipped})
table.insert(sprites.list, broken_tile)
end
sprites.hero.pos.y = (ty<<3)-1
anim = "hero_stand"
-- SI ESTÀ SOBRE UNES ESCALERES I POLSA AVALL...
if (map.tile(txm,ty+2) < 16 and map.tile(txm,ty+2) > 0) then
if key.down(key.DOWN) or pad.down(pad.DOWN) then
anim = "hero_stairs"
--local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y+1)>>3
--if map.tile(tx1,ty+2) < 16 or map.tile(tx2,ty+2) < 16 then
sprites.hero.pos.x = (txm << 3)-4
sprites.hero.pos.y = sprites.hero.pos.y + 1
--end
end
end
-- SI POLSA BOTAR...
if ( key.down(key.X) or pad.down(pad.A) ) and sprites.hero.jump_throttle == 0 then
sprites.hero.jumping = 17
-- SI POLSA DISPAR...
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 bullet = templates.create("bullet", {pos={x=sprites.hero.pos.x, y=sprites.hero.pos.y+7}, flipped=sprites.hero.flipped})
table.insert(sprites.list, bullet)
anim = "hero_shoot"
end
end
end
end
-- ESTIGA COM ESTIGA, SI POLSA ESQUERRA O DRETA...
if not sprites.hero.shooting then
if key.down(key.LEFT) or pad.down(pad.LEFT) then
sprites.hero.flipped = true
anim = move_anim
local tx, ty = (sprites.hero.pos.x+3)>>3, (sprites.hero.pos.y+16)>>3
if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 then
if tx<rooms.pos.x then
game.change_room(-1,0)
else
sprites.hero.pos.x = sprites.hero.pos.x - 1
end
end
elseif key.down(key.RIGHT) or pad.down(pad.RIGHT) then
sprites.hero.flipped = false
anim = move_anim
local tx, ty = (sprites.hero.pos.x+12)>>3, (sprites.hero.pos.y+16)>>3
if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 then
if tx>rooms.pos.x+19 then
game.change_room(1,0)
else
sprites.hero.pos.x = sprites.hero.pos.x + 1
end
end
end
end
sprites.set_animation(sprites.hero, anim)
end,
draw = function(ignore_selected)
if app.update ~= editor.update then
surf.target(game.circ_buf)
surf.cls()
surf.target(game.back_buf)
end
editor.item_hovered = nil
local mx,my = mouse.pos()
if editor.item_selected or editor.layer~=LAYER_ITEMS then ignore_selected = true end
for i,v in ipairs(sprites.list) do
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
sprites.draw_sprite_selected(v)
editor.item_hovered = i
else
sprites.draw_sprite(v)
end
end
sprites.draw_sprite(sprites.hero)
end,
draw_sprite = function(sprite)
local cycle = animations[sprite.animation].cycle[sprite.current_frame]
local frame = animations[sprite.animation].frames[cycle]
local ox, oy = 0, 0
if frame.offset then
if sprite.flipped then
if frame.offset.flipped then ox,oy = frame.offset.flipped.x,frame.offset.flipped.y end
else
if frame.offset.normal then ox,oy = frame.offset.normal.x,frame.offset.normal.y end
end
end
if not frame then
print(sprite.current_frame)
end
local reversed = frame.reversed or false
if not sprite.invisible then
surf.source(sprite.surf)
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))
end
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
end,
draw_sprite_selected = function(sprite)
pal.subpal(0,32,28)
local cycle = animations[sprite.animation].cycle[sprite.current_frame]
local frame = animations[sprite.animation].frames[cycle]
local reversed = frame.reversed or false
local x, y, w, h, sx, sy, f = sprite.pos.x, sprite.pos.y, frame.frame.w, frame.frame.h, frame.frame.x, frame.frame.y, (not reversed) ~= (not sprite.flipped)
surf.source(sprite.surf)
draw.surf(sx, sy, w, h, x-1, y-1, w, h, f)
draw.surf(sx, sy, w, h, x, y-1, w, h, f)
draw.surf(sx, sy, w, h, x+1, y-1, w, h, f)
draw.surf(sx, sy, w, h, x-1, y, w, h, f)
draw.surf(sx, sy, w, h, x+1, y, w, h, f)
draw.surf(sx, sy, w, h, x-1, y+1, w, h, f)
draw.surf(sx, sy, w, h, x, y, w, h, f)
draw.surf(sx, sy, w, h, x+1, y+1, w, h, f)
pal.subpal()
draw.surf(sx, sy, w, h, x, y, w, h, f)
end
}

View File

@@ -1,6 +1,6 @@
require "menu"
require "msgbox"
require "items"
require ":modules.menu"
require ":utils.msgbox"
require ":modules.items"
editor = {
@@ -17,17 +17,26 @@ editor = {
enable = function()
app.update = editor.update
sys.beat(2)
sys.beat(5)
shader.disable();
pal.set(palfade.original)
end,
update = function()
if sys.beat() then
editor.ants = (editor.ants<<12) | (editor.ants>>4)
end
view.origin(0,0)
surf.target(0)
-- Pintar el menú (el marcador serà en el modul game.lua)
--score.draw()
menu.draw()
-- Pintar fondo quadrejat, per si la capa background està oculta
for y=0,104,8 do
for x=0,160,8 do
local color = (((x+y)//8)%2==0) and 23 or 16
draw.rectf(x, y, 8, 8, color);
end
end
-- Pintar el mapa i sprites
rooms.draw()
@@ -37,18 +46,16 @@ editor = {
local tx, ty = (mx>>3), (my>>3)
mx, my = tx<<3, ty<<3
if my>=0 then
if menu.hidden then
if editor.layer==LAYER_BACKGROUND or editor.layer==LAYER_FOREGROUND then
if editor.selection then
local rx1,ry1,rx2,ry2=editor.selection.x1<<3,editor.selection.y1<<3,editor.selection.x2<<3,editor.selection.y2<<3
if rx1>rx2 then rx1,rx2=rx2,rx1 end
if ry1>ry2 then ry1,ry2=ry2,ry1 end
draw.mode(draw.PATTERN)
draw.pattern(editor.ants)
draw.rect(rx1-1, ry1-1, rx2-rx1+10, ry2-ry1+10, 28)
draw.pattern(0xffff)
if sys.beat() then
editor.ants = (editor.ants<<12) | (editor.ants>>4)
end
draw.mode(draw.NORMAL)
else
draw.rect(mx-1, my-1, editor.brush.w*8+2, editor.brush.h*8+2, 28)
draw.rect(mx, my, editor.brush.w*8, editor.brush.h*8, 1)
@@ -98,7 +105,7 @@ editor = {
editor.modified = true
end
if mouse.press(mouse.LEFT) then
if editor.item_selected then
if not editor.item_hovered and not editor.item_dragged and editor.item_selected then
map.surf(rooms.surf_items)
--print(editor.item_selected)
map.tile(tx,ty,editor.item_selected)
@@ -111,71 +118,77 @@ editor = {
if mouse.press(mouse.RIGHT) then
editor.item_selected = nil
end
if editor.item_selected then
if not editor.item_hovered and not editor.item_dragged and editor.item_selected then
local k = items[editor.item_selected]
surf.source(surf_sprites)
draw.surf(k.visual.x, k.visual.y, k.visual.w, k.visual.h, mx, my, k.visual.w, k.visual.h, editor.flip)
end
end
end
view.origin(0,0)
draw.text(rooms.pos.x//20,1,96,28)
draw.text(rooms.pos.y//12,5,96,28)
if key.press(key.ESCAPE) then
editor.quit()
elseif key.press(key.RIGHT) and rooms.pos.x < 20*7 then
rooms.pos.x = rooms.pos.x + 20
sprites.remove_out_of_room()
sprites.add_from_room(rooms.pos.x, rooms.pos.y)
elseif key.press(key.LEFT) and rooms.pos.x > 0 then
rooms.pos.x = rooms.pos.x - 20
sprites.remove_out_of_room()
sprites.add_from_room(rooms.pos.x, rooms.pos.y)
elseif key.press(key.DOWN) and rooms.pos.y < 12*7 then
rooms.pos.y = rooms.pos.y + 12
sprites.remove_out_of_room()
sprites.add_from_room(rooms.pos.x, rooms.pos.y)
elseif key.press(key.UP) and rooms.pos.y > 0 then
rooms.pos.y = rooms.pos.y - 12
sprites.remove_out_of_room()
sprites.add_from_room(rooms.pos.x, rooms.pos.y)
elseif key.press(key.TAB) or key.press(key.ESCAPE) then
if editor.layer==LAYER_BACKGROUND or editor.layer==LAYER_FOREGROUND then
editor.tilepicker.show()
else
editor.itempicker.show()
if key.press(key.ESCAPE) then
--editor.quit()
menu.toggle()
elseif key.press(key.RIGHT) and rooms.pos.x < 20*7 then
rooms.pos.x = rooms.pos.x + 20
sprites.remove_out_of_room()
sprites.add_from_room(rooms.pos.x, rooms.pos.y)
elseif key.press(key.LEFT) and rooms.pos.x > 0 then
rooms.pos.x = rooms.pos.x - 20
sprites.remove_out_of_room()
sprites.add_from_room(rooms.pos.x, rooms.pos.y)
elseif key.press(key.DOWN) and rooms.pos.y < 13*7 then
rooms.pos.y = rooms.pos.y + 13
sprites.remove_out_of_room()
sprites.add_from_room(rooms.pos.x, rooms.pos.y)
elseif key.press(key.UP) and rooms.pos.y > 0 then
rooms.pos.y = rooms.pos.y - 13
sprites.remove_out_of_room()
sprites.add_from_room(rooms.pos.x, rooms.pos.y)
elseif key.press(key.TAB) or key.press(key.ESCAPE) then
if editor.layer==LAYER_BACKGROUND or editor.layer==LAYER_FOREGROUND then
editor.tilepicker.show()
else
editor.itempicker.show()
end
elseif key.press(key.P) then
sprites.hero.pos.x = tx*8-4
sprites.hero.pos.y = ty*8-9
elseif key.press(key.F9) then
editor.play()
elseif key.press(key.F11) then
reload_textures()
end
elseif key.press(key.P) then
sprites.hero.pos.x = tx*8-4
sprites.hero.pos.y = ty*8-9
elseif key.press(key.F9) then
editor.play()
elseif key.press(key.F11) then
reload_textures()
end
if editor.layer==LAYER_ITEMS then
if key.press(key.F) then
if editor.item_selected then
editor.flip = not editor.flip
elseif editor.item_hovered then
if editor.layer==LAYER_ITEMS then
if key.press(key.F) then
if not editor.item_hovered and editor.item_selected then
editor.flip = not editor.flip
elseif editor.item_hovered then
local sprite = sprites.list[editor.item_hovered]
sprite.flipped = not sprite.flipped
map.surf(rooms.surf_items)
local tile = map.tile(sprite.pos.x//8, sprite.pos.y//8)
if tile > 0x7f then tile = tile & 0x7f else tile = tile | 0x80 end
map.tile(sprite.pos.x//8, sprite.pos.y//8, tile)
editor.modified = true
end
end
if editor.item_hovered and key.press(key.DELETE) then
local sprite = sprites.list[editor.item_hovered]
sprite.flipped = not sprite.flipped
map.surf(rooms.surf_items)
local tile = map.tile(sprite.pos.x//8, sprite.pos.y//8)
if tile > 0x7f then tile = tile & 0x7f else tile = tile | 0x80 end
map.tile(sprite.pos.x//8, sprite.pos.y//8, tile)
editor.modified = true
map.tile(sprite.pos.x//8,sprite.pos.y//8,0)
sprites.remove(sprite)
end
end
if editor.item_hovered and key.press(key.DELETE) then
local sprite = sprites.list[editor.item_hovered]
map.surf(rooms.surf_items)
map.tile(sprite.pos.x//8,sprite.pos.y//8,0)
sprites.remove(sprite)
end
end
view.origin(0,0)
draw.text(rooms.pos.x//20,1,96,28)
draw.text(rooms.pos.y//13,5,96,28)
-- Pintar el menú (el marcador serà en el modul game.lua)
--score.draw()
menu.draw()
end,
create_stamp=function()
@@ -212,7 +225,7 @@ editor = {
for y=1,h do
for x=1,w do
local fx, fy = tx+x-1, ty+y-1
if fx < rooms.pos.x+20 and fy < rooms.pos.y+12 then
if fx < rooms.pos.x+20 and fy < rooms.pos.y+13 then
map.tile(fx,fy,editor.brush.tiles[p])
end
p=p+1
@@ -222,12 +235,12 @@ editor = {
quit=function()
if editor.modified then
msgbox.show("IE MEN!",
{"Hi ha canvis sense guardar.", "Vols guardar-los abans d'eixir?"},
msgbox.show("SAVE CHANGES BEFORE CLOSING?",
{"YOU HAVE UNSAVED CHANGES. IF YOU EXIT", "WITHOUT SAVING, CHANGES WILL BE LOST."},
{
{"Cancel", app.pop},
{"No", sys.quit},
{"Yes", function() rooms.save() sys.quit() end}
{"CANCEL", app.pop},
{" EXIT ", sys.quit},
{" SAVE ", function() rooms.save() sys.quit() end}
} )
else
sys.quit()
@@ -249,16 +262,48 @@ editor = {
end,
tilepicker = {
surf_back = nil,
pos_y = 24,
show = function()
if editor.tilepicker.surf_back == nil then editor.tilepicker.surf_back = surf.new(160,104) end
surf.source(0)
surf.target(editor.tilepicker.surf_back)
view.origin(0,0)
view.clip()
draw.surf(0,0,160,104,0,0)
app.push(editor.tilepicker.update_tiles)
tweening.add(104,24,0.25,easing.easeOutCubic,function(value,n,finished)editor.tilepicker.pos_y=value end)
end,
close = function()
tweening.add(24,104,0.25,easing.easeInCubic,function(value,n,finished)editor.tilepicker.pos_y=value if finished then app.pop() end end)
end,
update_tiles = function()
surf.source(editor.tilepicker.surf_back)
surf.target(0)
view.origin(0,0)
view.clip()
draw.surf(0,0,160,104,0,0)
view.origin(8,editor.tilepicker.pos_y)
draw.rrect(0,-1,144,84,3,17)
draw.rrectf(0,0,144,84,3,20)
draw.text("CHOOSE TILES:",8,2,17)
view.origin(16,editor.tilepicker.pos_y+8)
-- Pintar fondo quadrejat, per si la capa background està oculta
for y=0,56,8 do
for x=0,120,8 do
local color = (((x+y)//8)%2==0) and 23 or 16
draw.rectf(x, y, 8, 8, color);
end
end
surf.source(surf_tiles)
surf.cls(1)
--surf.cls(1)
draw.surf(0,0,128,128,0,0)
local mx, my = mouse.pos()
@@ -275,47 +320,97 @@ editor = {
editor.brush.tiles={}
editor.brush.tiles[1]=ty*16+tx
end
app.pop()
editor.tilepicker.close()
end
if key.press(key.TAB) or key.press(key.ESCAPE) then
app.pop()
editor.tilepicker.close()
end
end
},
itempicker = {
surf_back = nil,
pos_y = 24,
scroll = 0,
show = function()
if editor.itempicker.surf_back == nil then editor.itempicker.surf_back = surf.new(160,104) end
surf.source(0)
surf.target(editor.itempicker.surf_back)
view.origin(0,0)
view.clip()
draw.surf(0,0,160,104,0,0)
app.push(editor.itempicker.update_items)
tweening.add(104,24,0.25,easing.easeOutCubic,function(value,n,finished)editor.itempicker.pos_y=value end)
end,
close = function()
tweening.add(24,104,0.25,easing.easeInCubic,function(value,n,finished)editor.itempicker.pos_y=value if finished then app.pop() end end)
end,
update_items = function()
surf.source(editor.itempicker.surf_back)
surf.target(0)
view.origin(0,0)
view.clip()
draw.surf(0,0,160,104,0,0)
view.origin(8,editor.itempicker.pos_y)
draw.rrect(0,-1,144,84,3,17)
draw.rrectf(0,0,144,84,3,20)
draw.text("CHOOSE ITEM:",8,2,17)
view.origin(16,editor.itempicker.pos_y+8-editor.itempicker.scroll)
view.clip(16,editor.itempicker.pos_y+8,128,64)
surf.source(surf_sprites)
surf.cls(1)
local mx, my = mouse.pos()
local x,y = 0,0
for i,k in pairs(items) do
local w = math.max(k.visual.w, #k.name*4)
local w = math.max(k.visual.w, #k.label*4)
if x+w > 128 then
y=y+32
x=0
end
local ox = (w-k.visual.w)/2
draw.text(k.name, x, y, 15)
draw.text(k.label, x, y, 15)
draw.surf(k.visual.x, k.visual.y, k.visual.w, k.visual.h, x+ox, y+7)
if mx>x and mx<x+w and my>y and my<y+7+k.visual.h then
draw.rect(x+ox, y+7, k.visual.w, k.visual.h, 28)
if mouse.press(mouse.LEFT) then
editor.item_selected = i
app.pop()
editor.itempicker.close()
end
end
x=x+w+4
end
y=y+32
local lift_h = math.floor(4096/y)
local lift_y = math.floor(((64-lift_h)*editor.itempicker.scroll)/(y-64))
view.origin(16,editor.itempicker.pos_y+8)
view.clip()
draw.rrectf(124,0,5,64,1,17)
draw.rrectf(124,lift_y,5,lift_h,1,2)
local mw = mouse.wheel()
editor.itempicker.scroll = editor.itempicker.scroll - mw*8
if key.press(key.TAB) or key.press(key.ESCAPE) then
app.pop()
editor.itempicker.close()
elseif key.press(key.UP) then
editor.itempicker.scroll = editor.itempicker.scroll - 16
elseif key.press(key.DOWN) then
editor.itempicker.scroll = editor.itempicker.scroll + 16
end
if editor.itempicker.scroll < 0 then editor.itempicker.scroll = 0 end
if editor.itempicker.scroll > y-64 then editor.itempicker.scroll = y-64 end
draw.text(tostring(editor.itempicker.scroll),20,20,1)
end
}
}

View File

@@ -1,6 +1,6 @@
require "palfade"
require "console"
require "tweening"
require ":utils.palfade"
require ":utils.console"
require ":utils.tweening"
function test()
tweening.add(40, 100, 1, easing.easeOutCubic, function(value, progress, finished) sprites.hero.light = value end)
@@ -37,7 +37,6 @@ game = {
end,
update = function()
tweening.update(sys.delta())
game.water_counter = game.water_counter + 0.05
if game.fade>0 then
@@ -77,7 +76,7 @@ game = {
game.chg_step = 8*4
sprites.pause_ia = true
-- [TODO] Crear els sprites per als items de l'habitació a la que entrem
sprites.add_from_room(rooms.pos.x+x*20, rooms.pos.y+y*12)
sprites.add_from_room(rooms.pos.x+x*20, rooms.pos.y+y*13)
app.push(game.update_change_room)
--sys.beat(10)
end,
@@ -94,7 +93,7 @@ game = {
-- Pintar el mapa i sprites
rooms.pos.x = rooms.pos.x + (game.chg_adv.x*2.5)
rooms.pos.y = rooms.pos.y + (game.chg_adv.y*1.5)
rooms.pos.y = rooms.pos.y + (game.chg_adv.y*1.625)
sprites.hero.pos.x = sprites.hero.pos.x + game.chg_adv.x
sprites.hero.pos.y = sprites.hero.pos.y + game.chg_adv.y
@@ -124,12 +123,12 @@ game = {
apply_water = function()
view.origin(0,0)
if rooms.pos.y == 84 then
if rooms.pos.y == 91 then
surf.target(game.back_buf)
surf.source(game.back_buf)
for x=0,159 do
local water_level = math.sin(game.water_counter)*2
for y=96+water_level,103 do
for y=88+water_level,103 do
local pixel = surf.pixel(x,y)
surf.pixel(x,y,game.water_pal[pixel+1])
end

View File

@@ -1,77 +0,0 @@
templates = {
ALIVE = 0,
DYING = 1,
DEAD = 2,
RESURRECTING = 3,
create = function(type, options)
local sprite
if type == "mummy" then
sprite = {
type = type,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=16,h=16 },
bbo = { left=3, top=2, right=3, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("mummy.gif"),
animation = "mummy_walk",
state = templates.ALIVE,
enemy = true,
room = options.room,
ia = sprites.update_mummy
}
elseif type == "bullet" then
sprite = {
type = type,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=4,h=3 },
bbo = { left=0, top=0, right=0, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("morcus.gif"),
animation = "bullet",
ia = sprites.update_bullet
}
elseif type == "coin" then
sprite = {
type = type,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=8,h=8 },
bbo = { left=0, top=0, right=0, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("misc.gif"),
animation = "coin",
state = templates.ALIVE,
light = 15,
light_ox = 4,
light_oy = 4,
ia = sprites.update_coin
}
elseif type == "brick" then
sprite = {
type = type,
pos = options.pos,--{ x=100, y=4*12*8+71 },
size = { w=8,h=8 },
bbo = { left=0, top=0, right=0, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = options.flipped,
surf = surf.load("misc.gif"),
animation = "brick",
state = templates.ALIVE,
timeout = 10,
ia = sprites.update_brick
}
else
error("Template not recognized")
end
--sprite.room = rooms.current()
print("creat sprite de tipus "..type)
return sprite
end,
}

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Before

Width:  |  Height:  |  Size: 1.7 KiB

View File

@@ -1,164 +0,0 @@
local pi = math.pi
local sin = math.sin
local cos = math.cos
local abs = math.abs
local function backIn(t, s) s = s or 1.70158; return t * t * ((s + 1) * t - s) end
local function backOut(t, s) s = s or 1.70158; t = t - 1; return 1 + t * t * ((s + 1) * t + s) end
local function backInOut(t, s)
s = s or 1.70158
if t < 0.5 then
local tt = 2 * t
return (tt * tt * ((s * 1.525 + 1) * tt - s * 1.525)) / 2
else
local tt = 2 * t - 2
return (2 + tt * tt * ((s * 1.525 + 1) * tt + s * 1.525)) / 2
end
end
-- Bounce (helper)
local function bounceOut(t)
local n1 = 7.5625
local d1 = 2.75
if t < 1 / d1 then
return n1 * t * t
elseif t < 2 / d1 then
t = t - 1.5 / d1
return n1 * t * t + 0.75
elseif t < 2.5 / d1 then
t = t - 2.25 / d1
return n1 * t * t + 0.9375
else
t = t - 2.625 / d1
return n1 * t * t + 0.984375
end
end
easing = {
linear = function(t) return t end,
-- Sine
easeInSine = function(t) return 1 - cos((t * pi) / 2) end,
easeOutSine = function(t) return sin((t * pi) / 2) end,
easeInOutSine = function(t) return -(cos(pi * t) - 1) / 2 end,
-- Quad
easeInQuad = function(t) return t * t end,
easeOutQuad = function(t) return 1 - (1 - t) * (1 - t) end,
easeInOutQuad = function(t)
if t < 0.5 then return 2 * t * t end
return 1 - ((-2 * t + 2)^2) / 2
end,
-- Cubic
easeInCubic = function(t) return t * t * t end,
easeOutCubic = function(t) return 1 - ((1 - t)^3) end,
easeInOutCubic = function(t)
if t < 0.5 then return 4 * t * t * t end
return 1 - ((-2 * t + 2)^3) / 2
end,
-- Expo
easeInExpo = function(t) return (t == 0) and 0 or (2^(10 * t - 10)) end,
easeOutExpo = function(t) return (t == 1) and 1 or 1 - (2^(-10 * t)) end,
easeInOutExpo = function(t)
if t == 0 then return 0 end
if t == 1 then return 1 end
if t < 0.5 then return (2^(20 * t - 10)) / 2 end
return (2 - (2^(-20 * t + 10))) / 2
end,
-- Back (overshoot)
easeInBack = function(t) return backIn(t) end,
easeOutBack = function(t) return backOut(t) end,
easeInOutBack = function(t) return backInOut(t) end,
-- Elastic
easeInElastic = function(t)
if t == 0 then return 0 end
if t == 1 then return 1 end
local c4 = (2 * pi) / 3
return -(2^(10 * t - 10)) * sin((t * 10 - 10.75) * c4)
end,
easeOutElastic = function(t)
if t == 0 then return 0 end
if t == 1 then return 1 end
local c4 = (2 * pi) / 3
return (2^(-10 * t)) * sin((t * 10 - 0.75) * c4) + 1
end,
easeInOutElastic = function(t)
if t == 0 then return 0 end
if t == 1 then return 1 end
local c5 = (2 * pi) / 4.5
if t < 0.5 then
return -((2^(20 * t - 10)) * sin((20 * t - 11.125) * c5)) / 2
end
return ((2^(-20 * t + 10)) * sin((20 * t - 11.125) * c5)) / 2 + 1
end,
-- Bounce
easeInBounce = function(t) return 1 - bounceOut(1 - t) end,
easeOutBounce = function(t) return bounceOut(t) end,
easeInOutBounce = function(t)
if t < 0.5 then return (1 - bounceOut(1 - 2 * t)) / 2 end
return (1 + bounceOut(2 * t - 1)) / 2
end,
}
tweening = {
list = {},
add = function(from, to, duration, easingFun, callback)
local tween = {
from = from,
to = to,
duration = math.max(0.000001, duration or 0.001),
easing = easingFun,
callback = callback,
t = 0,
}
tweening.list[#tweening.list + 1] = tween
return tween
end,
update = function(dt)
if #tweening.list==0 then return end
-- iterate backwards so we can remove finished tweens safely
for i = #tweening.list, 1, -1 do
local tw = tweening.list[i]
tw.t = tw.t + (dt or 0)
local progress = tw.t / tw.duration
if progress >= 1 then
-- finished: ensure final value, call callback with finished=true, remove
local value = tw.to
if tw.callback then
-- callback(value, normalizedProgress, finished)
tw.callback(value, 1, true)
end
table.remove(tweening.list, i)
else
-- in progress
local alpha = tw.easing(progress)
local value = tw.from + (tw.to - tw.from) * alpha
if tw.callback then tw.callback(value, progress, false) end
end
end
end,
clear = function()
for i = #tweening.list, 1, -1 do table.remove(tweening.list, i) end
end,
-- Optional helper: cancel a specific tween (pass the tween returned by add)
cancel = function(tween)
for i = #tweening.list, 1, -1 do
if tweening.list[i] == tween then
table.remove(tweening.list, i)
return true
end
end
return false
end
}

View File

@@ -1,18 +0,0 @@
function draw.outset(x, y, w, h)
draw.rectf(x, y, w, h, 23)
w,h = w+x,h+y
draw.hline(x, h-1, w-1,16)
draw.vline(w-1, y, h-1,16)
draw.hline(x, y, w-1,28)
draw.vline(x, y, h-1,28)
end
function draw.inset(x, y, w, h)
draw.rectf(x, y, w, h, 23)
w,h = w+x,h+y
draw.hline(x, y, w-1,16)
draw.vline(x, y, h-1,16)
draw.hline(x, h-1, w-1,28)
draw.vline(w-1, y, h-1,28)
end

View File

@@ -1,26 +0,0 @@
util={
inside = function(x, y, rectangle)
if x >= rectangle[1] and
y >= rectangle[2] and
x < rectangle[3]+rectangle[1] and
y < rectangle[4]+rectangle[2] then
return true
else
return false
end
end,
aabb = function(sprite)
local x = sprite.pos.x + sprite.bbo.left
local y = sprite.pos.y + sprite.bbo.top
local w = sprite.size.w - sprite.bbo.right - sprite.bbo.left
local h = sprite.size.h - sprite.bbo.bottom - sprite.bbo.top
return x, y, w, h
end,
check_aabb_collision = function(x1,y1,w1,h1, x2,y2,w2,h2)
return ( x1 < x2 + w2 and x1 + w1 > x2 and y1 < y2 + h2 and y1 + h1 > y2 )
end
}

15
data/utils/app.lua Normal file
View File

@@ -0,0 +1,15 @@
app = {
update = nil,
stack = {},
}
function app.push(func)
table.insert(app.stack, app.update)
app.update = func
end
function app.pop()
if #app.stack > 0 then
app.update = table.remove(app.stack)
end
end

362
data/utils/console.lua Normal file
View File

@@ -0,0 +1,362 @@
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,
} local me = console
function me.enable()
app.push(me.update)
me.command = ""
end
function me.update()
surf.target(0)
draw.rrectf(0, 92, 160, 108, 4, 1)
draw.rrect(0, 92, 160, 108, 4, 13)
draw.text(">", 2, 96, 13)
draw.text(me.command, 6, 96, 13)
if me.autocomplete_list and #me.autocomplete_list>0 then
--local num = math.min(5, #me.autocomplete_list)
--local base_y = 92-num*7
--draw.rectf(3+#me.command*4, base_y, 80, num*7, 1)
--draw.rect(3+#me.command*4, base_y, 80, num*7, 13)
--for i=1,num do
-- draw.text(me.autocomplete_list[i], 6+#me.command*4, base_y+i*7, 13)
--end
local sufix = me.autocomplete_list[me.autocomplete_index]:sub(#me.autocomplete_prefix+1)
draw.text(sufix, 6+#me.command*4, 96, 6)
end
if me.cursor > 24 then
draw.text("_", 6+#me.command*4, 96, 13)
end
me.cursor = me.cursor - 1
if me.cursor == 0 then me.cursor = 50 end
if key.press(key.ESCAPE) then
app.pop()
return
end
local should_update = false
if #me.history>0 then
if key.press(key.UP) and me.history_pos > 1 then
me.history_pos = me.history_pos - 1
me.command = me.history[me.history_pos]
should_update = true
elseif key.press(key.DOWN) and me.history_pos < #me.history then
me.history_pos = me.history_pos + 1
me.command = me.history[me.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
me.command = me.command .. string.char(k+61)
else
me.command = me.command .. string.char(k+93)
end
elseif k == key.N0 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '='
elseif key.down(key.RALT) then
me.command = me.command .. '}'
else
me.command = me.command .. '0'
end
elseif k == key.N1 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '!'
elseif key.down(key.RALT) then
me.command = me.command .. '|'
else
me.command = me.command .. '1'
end
elseif k == key.N2 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '"'
elseif key.down(key.RALT) then
me.command = me.command .. '@'
else
me.command = me.command .. '2'
end
elseif k == key.N3 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '·'
elseif key.down(key.RALT) then
me.command = me.command .. '#'
else
me.command = me.command .. '3'
end
elseif k == key.N4 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '$'
elseif key.down(key.RALT) then
me.command = me.command .. '~'
else
me.command = me.command .. '4'
end
elseif k == key.N5 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '%'
elseif key.down(key.RALT) then
me.command = me.command .. ' '
else
me.command = me.command .. '5'
end
elseif k == key.N6 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '&'
elseif key.down(key.RALT) then
me.command = me.command .. ' '
else
me.command = me.command .. '6'
end
elseif k == key.N7 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '/'
elseif key.down(key.RALT) then
me.command = me.command .. ' '
else
me.command = me.command .. '7'
end
elseif k == key.N8 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '('
elseif key.down(key.RALT) then
me.command = me.command .. ' '
else
me.command = me.command .. '8'
end
elseif k == key.N9 then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. ')'
elseif key.down(key.RALT) then
me.command = me.command .. ' '
else
me.command = me.command .. '9'
end
elseif k == key.PERIOD then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. ':'
else
me.command = me.command .. '.'
end
elseif k == key.COMMA then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. ';'
else
me.command = me.command .. ','
end
elseif k == key.GRAVE then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. ' '
elseif key.down(key.RALT) then
me.command = me.command .. '\\'
else
me.command = me.command .. ' '
end
elseif k == key.EQUALS then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '¿'
else
me.command = me.command .. '¡'
end
elseif k == key.SLASH then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '_'
elseif key.down(key.RALT) then
me.command = me.command .. ' '
else
me.command = me.command .. '-'
end
elseif k == key.APOSTROPHE then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '"'
elseif key.down(key.RALT) then
me.command = me.command .. '{'
else
me.command = me.command .. '\''
end
elseif k == key.SEMICOLON then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. 'Ñ'
elseif key.down(key.RALT) then
me.command = me.command .. ' '
else
me.command = me.command .. 'ñ'
end
elseif k == key.BACKSLASH then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. 'Ç'
elseif key.down(key.RALT) then
me.command = me.command .. '}'
else
me.command = me.command .. 'ç'
end
elseif k == key.RIGHTBRACKET then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '*'
elseif key.down(key.RALT) then
me.command = me.command .. ']'
else
me.command = me.command .. '+'
end
elseif k == key.LEFTBRACKET then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '^'
elseif key.down(key.RALT) then
me.command = me.command .. '['
else
me.command = me.command .. '`'
end
elseif k == key.NONUSBACKSLASH then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '>'
elseif key.down(key.RALT) then
me.command = me.command .. ' '
else
me.command = me.command .. '<'
end
elseif k == key.MINUS then
if key.down(key.LSHIFT) or key.down(key.RSHIFT) then
me.command = me.command .. '?'
else
me.command = me.command .. '\''
end
elseif k == key.SPACE then
me.command = me.command .. ' '
elseif k == key.BACKSPACE then
me.command = me.command:sub(1, #me.command - 1)
elseif k == key.TAB then
local sufix = me.autocomplete_list[me.autocomplete_index]:sub(#me.autocomplete_prefix+1)
me.command = me.command .. sufix
elseif k == key.RETURN then
table.insert(me.history, me.command)
me.history_pos = #me.history+1
local f,err = load(me.command)
if not f then
print("Error al compilar:", err)
else
print(f())
app.pop()
end
end
end
if should_update then
local a, b = split_by_last_separator(me.command)
if b ~= "" then
local ba, bb = split_by_last_dot(b)
me.autocomplete_prefix = bb
if ba ~= "" then
me.autocomplete_list = entries_starting_with(bb, get_by_path(ba))
--print(bb..":"..ba)
--print(#me.autocomplete_list)
else
me.autocomplete_list = entries_starting_with(bb, _G)
--print(bb..":".."golbal")
--print(#me.autocomplete_list)
end
else
me.autocomplete_prefix = ""
me.autocomplete_list = entries_starting_with("", _G)
--print("<buit>"..":".."golbal")
--print(#me.autocomplete_list)
end
end
end

66
data/utils/msgbox.lua Normal file
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require "ui"
require "util"
msgbox = {
title = "TITOL",
text = { "Este es el missatge.", "Pot estar en varies linies" },
buttons = { {"YES", sys.quit}, {"NO", app.pop} },
selected = 0,
w = 100,
h = 50,
} local me = msgbox
function me.show(title, text, buttons, default)
me.selected = default or 1
me.title = title
me.text = text
me.buttons = buttons
me.w = 0
for i,v in ipairs(me.text) do
local width = #v*4+8
if width > me.w then me.w = width end
end
me.h = #me.text*6+35
app.push(me.update)
end
function me.update()
local top = (160-me.w)//2
local left = (104-me.h)//2
view.clip(top, left, me.w, me.h)
view.origin(top, left)
draw.rrectf(0,0,me.w, me.h,4,27)
--draw.rectf(1,1,me.w-2, 7, 21)
draw.text(me.title, 5, 4, 4)
local y = 14
for i,v in ipairs(me.text) do
draw.text(v, 5, y, 21)
y = y + 6
end
local mx, my = mouse.pos()
local x = me.w - 35
y = me.h - 12
for i,v in ipairs(me.buttons) do
ui.pushbutton(v[1],x,y,7,22,21,v[2],me.selected==i)
x = x - 34
end
if key.press(key.ESCAPE) then
app.pop()
elseif key.press(key.RIGHT) then
me.selected=me.selected-1
if me.selected==0 then me.selected = #me.buttons end
elseif key.press(key.LEFT) then
me.selected=me.selected+1
if me.selected>#me.buttons then me.selected = 1 end
elseif key.press(key.RETURN) then
me.buttons[me.selected][2]()
end
end

61
data/utils/palfade.lua Normal file
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require "util"
palfade = {
original = {},
reddish = {},
} local me = palfade
function me.init()
for i=1,32 do
me.reddish[i] = {r=me.original[i].r, g=me.original[i].g, b=me.original[i].b}
end
end
function me.reddish_limit(r, g, b)
local t = util.luminance(r, g, b) / 255
local R = 255 * t
local G = g * (1 - t)
local B = b * (1 - t)
return R, G, B
end
function me.fade_reddish_color(r, g, b, f)
local ff = math.min(1, f+util.luminance(r,g,b))
local R = math.floor(r*ff)
local G = math.floor(g*f)
local B = math.floor(b*f)
return R, G, B
end
function me.fade_reddish(f)
for i=1,32 do
local r, g, b = me.fade_reddish_color(me.original[i].r, me.original[i].g, me.original[i].b, f)
me.reddish[i].r, me.reddish[i].g, me.reddish[i].b = r, g, b
pal.color(i-1,r,g,b)
end
end
function me.fade_red(f)
for i=1,32 do
local r = math.floor(me.reddish[i].r + (255-me.reddish[i].r)*f)
local g = math.floor(me.reddish[i].g - (me.reddish[i].g)*f)
local b = math.floor(me.reddish[i].b - (me.reddish[i].b)*f)
pal.color(i-1,r,g,b)
end
end
function me.fade_white(f)
for i=1,32 do
local r = math.floor(me.reddish[i].r + (255-me.reddish[i].r)*f)
local g = math.floor(me.reddish[i].g + (255-me.reddish[i].g)*f)
local b = math.floor(me.reddish[i].b + (255-me.reddish[i].b)*f)
pal.color(i-1,r,g,b)
end
end
function me.restore()
pal.set(me.original)
end

164
data/utils/tweening.lua Normal file
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local pi = math.pi
local sin = math.sin
local cos = math.cos
local abs = math.abs
local function backIn(t, s) s = s or 1.70158; return t * t * ((s + 1) * t - s) end
local function backOut(t, s) s = s or 1.70158; t = t - 1; return 1 + t * t * ((s + 1) * t + s) end
local function backInOut(t, s)
s = s or 1.70158
if t < 0.5 then
local tt = 2 * t
return (tt * tt * ((s * 1.525 + 1) * tt - s * 1.525)) / 2
else
local tt = 2 * t - 2
return (2 + tt * tt * ((s * 1.525 + 1) * tt + s * 1.525)) / 2
end
end
-- Bounce (helper)
local function bounceOut(t)
local n1 = 7.5625
local d1 = 2.75
if t < 1 / d1 then
return n1 * t * t
elseif t < 2 / d1 then
t = t - 1.5 / d1
return n1 * t * t + 0.75
elseif t < 2.5 / d1 then
t = t - 2.25 / d1
return n1 * t * t + 0.9375
else
t = t - 2.625 / d1
return n1 * t * t + 0.984375
end
end
easing = {} local me = easing
function me.linear(t) return t end
-- Sine
function me.easeInSine(t) return 1 - cos((t * pi) / 2) end
function me.easeOutSine(t) return sin((t * pi) / 2) end
function me.easeInOutSine(t) return -(cos(pi * t) - 1) / 2 end
-- Quad
function me.easeInQuad(t) return t * t end
function me.easeOutQuad(t) return 1 - (1 - t) * (1 - t) end
function me.easeInOutQuad(t)
if t < 0.5 then return 2 * t * t end
return 1 - ((-2 * t + 2)^2) / 2
end
-- Cubic
function me.easeInCubic(t) return t * t * t end
function me.easeOutCubic(t) return 1 - ((1 - t)^3) end
function me.easeInOutCubic(t)
if t < 0.5 then return 4 * t * t * t end
return 1 - ((-2 * t + 2)^3) / 2
end
-- Expo
function me.easeInExpo(t) return (t == 0) and 0 or (2^(10 * t - 10)) end
function me.easeOutExpo(t) return (t == 1) and 1 or 1 - (2^(-10 * t)) end
function me.easeInOutExpo(t)
if t == 0 then return 0 end
if t == 1 then return 1 end
if t < 0.5 then return (2^(20 * t - 10)) / 2 end
return (2 - (2^(-20 * t + 10))) / 2
end
-- Back (overshoot)
function me.easeInBack(t) return backIn(t) end
function me.easeOutBack(t) return backOut(t) end
function me.easeInOutBack(t) return backInOut(t) end
-- Elastic
function me.easeInElastic(t)
if t == 0 then return 0 end
if t == 1 then return 1 end
local c4 = (2 * pi) / 3
return -(2^(10 * t - 10)) * sin((t * 10 - 10.75) * c4)
end
function me.easeOutElastic(t)
if t == 0 then return 0 end
if t == 1 then return 1 end
local c4 = (2 * pi) / 3
return (2^(-10 * t)) * sin((t * 10 - 0.75) * c4) + 1
end
function me.easeInOutElastic(t)
if t == 0 then return 0 end
if t == 1 then return 1 end
local c5 = (2 * pi) / 4.5
if t < 0.5 then
return -((2^(20 * t - 10)) * sin((20 * t - 11.125) * c5)) / 2
end
return ((2^(-20 * t + 10)) * sin((20 * t - 11.125) * c5)) / 2 + 1
end
-- Bounce
function me.easeInBounce(t) return 1 - bounceOut(1 - t) end
function me.easeOutBounce(t) return bounceOut(t) end
function me.easeInOutBounce(t)
if t < 0.5 then return (1 - bounceOut(1 - 2 * t)) / 2 end
return (1 + bounceOut(2 * t - 1)) / 2
end
tweening = {
list = {},
} me = tweening
function me.add(from, to, duration, easingFun, callback)
local tween = {
from = from,
to = to,
duration = math.max(0.000001, duration or 0.001),
easing = easingFun,
callback = callback,
t = 0,
}
me.list[#me.list + 1] = tween
return tween
end
function me.update(dt)
if #me.list==0 then return end
-- iterate backwards so we can remove finished tweens safely
for i = #me.list, 1, -1 do
local tw = me.list[i]
tw.t = tw.t + (dt or 0)
local progress = tw.t / tw.duration
if progress >= 1 then
-- finished: ensure final value, call callback with finished=true, remove
local value = tw.to
if tw.callback then
-- callback(value, normalizedProgress, finished)
tw.callback(value, 1, true)
end
table.remove(me.list, i)
else
-- in progress
local alpha = tw.easing(progress)
local value = tw.from + (tw.to - tw.from) * alpha
if tw.callback then tw.callback(value, progress, false) end
end
end
end
function me.clear()
for i = #me.list, 1, -1 do table.remove(me.list, i) end
end
-- Optional helper: cancel a specific tween (pass the tween returned by add)
function me.cancel(tween)
for i = #me.list, 1, -1 do
if me.list[i] == tween then
table.remove(me.list, i)
return true
end
end
return false
end

40
data/utils/ui.lua Normal file
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ui = {}
function ui.pushbutton(label,x,y,h,col1,col2,callback,selected)
local size = (#label*4)-1+4
local text_y = (h-5)//2
local button_h=0
local mx, my = mouse.pos()
if mx>=x and mx<x+size and my>=y and my<y+h then
button_h = mouse.down(mouse.LEFT) and -1 or 1
if mouse.press(mouse.LEFT) then callback() end
end
draw.rrectf(x,y+1,size,h,1,col2)
draw.rrectf(x,y-button_h,size,h,1,col1)
draw.text(label,x+2,y+text_y-button_h,col2)
if selected then
draw.rrect(x-1,y-button_h-1,size+2,h+3+button_h,3,1)
end
end
function ui.togglebutton(label,x,y,h,col1,col2,dis1,dis2,state,callback,selected)
local size = (#label*4)-1+4
local text_y = (h-5)//2
local bh=0
local mx, my = mouse.pos()
if mx>=x and mx<x+size and my>=y and my<y+h then
bh = mouse.down(mouse.LEFT) and -1 or 1
if mouse.press(mouse.LEFT) then callback() end
end
if not state then
col1,col2 = dis1,dis2
else
if bh>-1 then bh=bh-1 end
end
draw.rrectf(x,y+1,size,h,1,col2)
draw.rrectf(x,y-bh,size,h,1,col1)
draw.text(label,x+2,y+text_y-bh,col2)
if selected then
draw.rrect(x-1,y-bh-1,size+2,h+3+bh,3,1)
end
end

44
data/utils/util.lua Normal file
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util={}
function util.inside(x, y, rectangle)
if x >= rectangle[1] and
y >= rectangle[2] and
x < rectangle[3]+rectangle[1] and
y < rectangle[4]+rectangle[2] then
return true
else
return false
end
end
function util.aabb(sprite)
local x = sprite.pos.x + sprite.bbo.left
local y = sprite.pos.y + sprite.bbo.top
local w = sprite.size.w - sprite.bbo.right - sprite.bbo.left
local h = sprite.size.h - sprite.bbo.bottom - sprite.bbo.top
return x, y, w, h
end
function util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2)
return ( x1 < x2 + w2 and x1 + w1 > x2 and y1 < y2 + h2 and y1 + h1 > y2 )
end
function util.luminance(r, g, b)
return (0.2126*r + 0.7152*g + 0.0722*b)/255
end
function util.normalize(v)
local magnitud = math.sqrt(v.x * v.x + v.y * v.y)
if magnitud == 0 then
return {x = 0, y = 0} -- evita división por cero
end
return {x = v.x / magnitud, y = v.y / magnitud}
end
function math.sign(value)
if value > 0 then
return 1
else
return -1
end
end