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3 Commits
53aea81265
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edd07509d0
| Author | SHA1 | Date | |
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| edd07509d0 | |||
| 7090a6134f | |||
| abb3e5e048 |
11
data/gfx/score_font.fnt
Normal file
11
data/gfx/score_font.fnt
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@@ -0,0 +1,11 @@
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bitmap=gfx/score_font.gif
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48: 0 0 8 8 0 # 0
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49: 8 0 8 8 0 # 1
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50: 16 0 8 8 0 # 2
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51: 24 0 8 8 0 # 3
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52: 32 0 8 8 0 # 4
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53: 40 0 8 8 0 # 5
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54: 48 0 8 8 0 # 6
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55: 56 0 8 8 0 # 7
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56: 64 0 8 8 0 # 8
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57: 72 0 8 8 0 # 9
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BIN
data/gfx/score_font.gif
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BIN
data/gfx/score_font.gif
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Binary file not shown.
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After Width: | Height: | Size: 133 B |
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Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
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Before Width: | Height: | Size: 1.0 KiB After Width: | Height: | Size: 1.0 KiB |
@@ -206,16 +206,16 @@ animations = {
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},
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["gota_generador"] = {
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cycle = {1,2,3,4,5,6,7,8},
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loop = false,
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loop = true,
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frames = {
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{ frame={x=48,y=0,w=8,h=8}, wait=50 },
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{ frame={x=48,y=0,w=8,h=8}, wait=1 },
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{ frame={x=0,y=0,w=8,h=8}, wait=2 },
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{ frame={x=8,y=0,w=8,h=8}, wait=2 },
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{ frame={x=16,y=0,w=8,h=8}, wait=2 },
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{ frame={x=24,y=0,w=8,h=8}, wait=2 },
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{ frame={x=32,y=0,w=8,h=8}, wait=2 },
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{ frame={x=40,y=0,w=8,h=8}, wait=2 },
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{ frame={x=48,y=0,w=8,h=8}, wait=50 },
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{ frame={x=48,y=0,w=8,h=8}, wait=1 }
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}
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},
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["gota"] = {
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@@ -1,21 +1,16 @@
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function ia.update_gota(spr)
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if spr.timer > 0 then
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spr.invisible = true
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spr.timer = spr.timer-1
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if spr.timer == 1 then
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spr.animation_finished = nil
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spr.current_frame = 1
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spr.current_wait = 1
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end
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return
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else
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spr.invisible = nil;
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if spr.animation_finished then
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if spr.current_frame==2 then
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local gota = templates.create("gota_caiguent", {pos={x=spr.pos.x, y=spr.pos.y}, flipped=spr.flipped})
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table.insert(sprites.list, gota)
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spr.animation_finished = nil
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spr.current_frame = 1
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spr.current_wait = 1
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--spr.animation_finished = nil
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--spr.current_frame = 1
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--spr.current_wait = 1
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end
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end
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end
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@@ -49,6 +49,33 @@ function ia.update_hero()
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end
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end
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-- Si li han pegat...
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if sprites.hero.has_been_hit then
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if sprites.hero.flipped then
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local tx, ty = (sprites.hero.pos.x+3)>>3, (sprites.hero.pos.y+16)>>3
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if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 then
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if tx<rooms.pos.x then
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game.change_room(-1,0)
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else
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sprites.hero.pos.x = sprites.hero.pos.x + 1
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end
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end
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else
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local tx, ty = (sprites.hero.pos.x+12)>>3, (sprites.hero.pos.y+16)>>3
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if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 then
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if tx>rooms.pos.x+19 then
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game.change_room(1,0)
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else
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sprites.hero.pos.x = sprites.hero.pos.x - 1
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end
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end
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end
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sprites.hero.has_been_hit = sprites.hero.has_been_hit - 1
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if sprites.hero.has_been_hit == 0 then
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sprites.hero.has_been_hit = nil;
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end
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end
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-- si està en l'animació de disparar, no podem fer res i eixim ja
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if sprites.hero.shooting then
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-- A no ser que siga l'ultim frame, en tal cas tornem a estar de peu i au
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@@ -165,7 +192,7 @@ function ia.update_hero()
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end
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end
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-- ESTIGA COM ESTIGA, SI POLSA ESQUERRA O DRETA...
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if not sprites.hero.shooting then
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if not sprites.hero.shooting and not sprites.hero.has_been_hit then
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if key.down(key.LEFT) or pad.down(pad.LEFT) then
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sprites.hero.flipped = true
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anim = move_anim
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@@ -221,6 +248,10 @@ function ia.hero_hit(live)
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elseif sprites.hero.lives < 4 then
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sprites.hero.state = templates.DYING
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sprites.hero.cooldown = 60
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sprites.hero.shooting = false
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sprites.set_animation(sprites.hero, "hero_stand")
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sprites.hero.jumping = 8
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sprites.hero.has_been_hit = 16
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end
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end
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@@ -8,6 +8,7 @@ function ia.update_mummy(spr)
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-- Si toca al heroi...
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if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
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sprites.hero.hit()
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spr.flipped = not spr.flipped
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end
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end
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@@ -7,6 +7,7 @@ function ia.update_rata(spr)
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-- Si toca al heroi...
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if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
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sprites.hero.hit()
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spr.flipped = not spr.flipped
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end
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end
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@@ -1,26 +1,65 @@
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score = {
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points = 0,
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color = 28,
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zoom = 1,
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color = 21,
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ypos = 3,
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surf = nil,
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font = nil
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} local me = score
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function me.init()
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me.points = 0
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me.surf = surf.load("gfx/sprites.gif")
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me.font = font.load("gfx/score_font.fnt")
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end
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local function draw_text()
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font.current(me.font)
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font.spacing(0)
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local txt = string.format("%03d", me.points)
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draw.text(txt,2,me.ypos-1,27)
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draw.text(txt,3,me.ypos-1,27)
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draw.text(txt,4,me.ypos-1,27)
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draw.text(txt,2,me.ypos,27)
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draw.text(txt,4,me.ypos,27)
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draw.text(txt,2,me.ypos+1,27)
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draw.text(txt,4,me.ypos+1,27)
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draw.text(txt,2,me.ypos+2,27)
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draw.text(txt,3,me.ypos+2,27)
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draw.text(txt,4,me.ypos+2,27)
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draw.text(txt,3,me.ypos+1,1)
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draw.text(txt,3,me.ypos,me.color)
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font.current(font.DEFAULT)
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font.spacing(1)
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surf.source(me.surf)
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end
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local function draw_key(sx,sy,dx,dy)
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pal.subpal(1,26,27)
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for y=-1,1 do
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for x=-1,1 do
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if x~=0 and y~=0 then draw.surf(sx,sy,16,8, dx+x,dy+y) end
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end
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end
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pal.subpal()
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draw.surf(sx,sy,16,8, dx,dy)
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end
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function me.draw()
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draw.rectf(0,0,160,8,1)
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draw.text(string.format("%03d", me.points),1,1,me.color)
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surf.source(me.surf)
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if sprites.hero.keys["verda"] then draw.surf(16,48,16,8, 32,-1) end
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if sprites.hero.keys["groga"] then draw.surf(16,56,16,8, 32,-1) end
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if sprites.hero.keys["roja"] then draw.surf(32,48,16,8, 32,-1) end
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if sprites.hero.keys["blava"] then draw.surf(32,56,16,8, 32,-1) end
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view.origin(0,0)
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surf.target(0)
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view.clip()
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draw_text()
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local y = 3
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if sprites.hero.keys["verda"] then draw_key(16,48,140,y) y=y+8 end
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if sprites.hero.keys["groga"] then draw_key(16,56,140,y) y=y+8 end
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if sprites.hero.keys["roja"] then draw_key(32,48,140,y) y=y+8 end
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if sprites.hero.keys["blava"] then draw_key(32,56,140,y) y=y+8 end
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end
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function me.inc(value)
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me.points = me.points + value
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tweening.add(8, 0, 0.5, easing.linear, function(val,progress,finished) me.color = (math.floor(val)&1) == 0 and 28 or 14 end)
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tweening.add(8, 0, 0.5, easing.linear, function(val,progress,finished) me.color = (math.floor(val)&1) == 0 and 21 or 14 end)
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tweening.add(5, 3, 0.5, easing.easeOutElastic, function(val,progress,finished) me.ypos = math.floor(val) end)
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end
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@@ -205,7 +205,7 @@ function me.create(type, options)
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animation = "gota_generador",
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state = me.ALIVE,
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enemy = true,
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timer = 0,
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timer = math.random(0,100),
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room = options.room,
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ia = ia.update_gota
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}
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@@ -51,7 +51,6 @@ game = {
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surf.target(0)
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view.clip()
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score.draw()
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surf.target(game.back_buf)
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-- Pintar el mapa i sprites
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@@ -61,6 +60,8 @@ game = {
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game.apply_water()
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game.apply_light()
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score.draw()
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if key.press(key.ESCAPE) or key.press(key.F9) then
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rooms.reload()
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sprites.add_from_room(rooms.pos.x, rooms.pos.y)
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@@ -87,7 +88,6 @@ game = {
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surf.target(0)
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view.clip()
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score.draw()
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surf.target(game.back_buf)
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--view.clip()
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@@ -102,6 +102,8 @@ game = {
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game.apply_water()
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game.apply_light()
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score.draw()
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game.chg_step = game.chg_step - 1
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if game.chg_step == 0 then
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sprites.remove_out_of_room()
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Reference in New Issue
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