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3 Commits
5bf2a5391a
...
4575ca1316
| Author | SHA1 | Date | |
|---|---|---|---|
| 4575ca1316 | |||
| f6b99d7924 | |||
| 8e5599506e |
@@ -2,18 +2,21 @@
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||||
animations = {
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["hero_stand"] = {
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cycle = {1},
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loop = false,
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frames = {
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{ frame={x=0,y=0,w=16,h=17}, wait=4 },
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}
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},
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["hero_jump"] = {
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cycle = {1},
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loop = false,
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frames = {
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{ frame={x=32,y=0,w=16,h=17}, wait=4 },
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}
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},
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["hero_walk"] = {
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cycle = {1,2,1,3},
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loop = true,
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frames = {
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{ frame={x=0,y=0,w=16,h=17}, wait=4 },
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{ frame={x=16,y=0,w=16,h=17}, wait=4 },
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@@ -22,12 +25,14 @@ animations = {
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},
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["hero_stairs_idle"] = {
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cycle = {1},
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loop = false,
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frames = {
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{ frame={x=48,y=0,w=16,h=17}, wait=4 }
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}
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},
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["hero_stairs"] = {
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cycle = {1,2},
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loop = true,
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frames = {
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{ frame={x=48,y=0,w=16,h=17}, wait=4 },
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{ frame={x=48,y=0,w=16,h=17}, wait=4, reversed=true }
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@@ -35,20 +40,23 @@ animations = {
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},
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["hero_shoot"] = {
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cycle = {1,2,3},
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loop = false,
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frames = {
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{ frame={x=64,y=0,w=24,h=17}, wait=4 },
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{ frame={x=88,y=0,w=24,h=17}, wait=2 },
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{ frame={x=88,y=0,w=24,h=17}, wait=2 }
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{ frame={x=64,y=0,w=24,h=17}, offset={flipped={x=-8,y=0}}, wait=4 },
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{ frame={x=88,y=0,w=24,h=17}, offset={flipped={x=-8,y=0}}, wait=2 },
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{ frame={x=88,y=0,w=24,h=17}, offset={flipped={x=-8,y=0}}, wait=2 }
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}
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},
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["bullet"] = {
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cycle = {1},
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loop = false,
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frames = {
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{ frame={x=156,y=0,w=4,h=3}, wait=4 }
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}
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},
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["mummy_walk"] = {
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cycle = {1,2,1,3},
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loop = true,
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frames = {
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{ frame={x=0,y=0,w=16,h=16}, wait=4 },
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{ frame={x=16,y=0,w=16,h=16}, wait=4 },
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@@ -57,6 +65,7 @@ animations = {
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},
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["mummy_dying"] = {
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cycle = {1,2,3,4,5,6,7,6},
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loop = false,
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frames = {
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{ frame={x=48,y=0,w=16,h=16}, wait=2 },
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{ frame={x=64,y=0,w=16,h=16}, wait=2 },
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@@ -69,12 +78,14 @@ animations = {
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},
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["mummy_dead"] = {
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cycle = {1},
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loop = false,
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frames = {
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{ frame={x=128,y=0,w=16,h=16}, wait=100 },
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}
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},
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["mummy_undying"] = {
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cycle = {7,6,7,6,7,6,7,6,5,4,3,2,1},
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loop = false,
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frames = {
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{ frame={x=48,y=0,w=16,h=16}, wait=2 },
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{ frame={x=64,y=0,w=16,h=16}, wait=2 },
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@@ -87,6 +98,7 @@ animations = {
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},
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["coin"] = {
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cycle = {1,2,3,4,3,2},
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loop = true,
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frames = {
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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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@@ -96,12 +108,14 @@ animations = {
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},
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["coin_picked"] = {
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cycle = {1},
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loop = false,
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frames = {
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{ frame={x=32,y=0,w=13,h=7}, wait=100 },
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}
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},
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["brick"] = {
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cycle = {1},
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loop = false,
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frames = {
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{ frame={x=48,y=0,w=8,h=8}, wait=100 },
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}
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@@ -63,7 +63,8 @@ game = {
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game.apply_light()
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if key.press(key.ESCAPE) or key.press(key.F9) then
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rooms.retrieve_original_items()
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rooms.reload()
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sprites.add_from_room(rooms.pos.x, rooms.pos.y)
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editor.enable()
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elseif key.press(key.GRAVE) then
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console.enable()
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@@ -21,7 +21,11 @@ function mini.init()
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rooms.init()
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shader.init("lynx.glsl")
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editor.enable()
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if sys.debug() then
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editor.enable()
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else
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game.enable()
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end
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sprites.add_from_room(rooms.pos.x, rooms.pos.y)
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end
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@@ -20,8 +20,7 @@ rooms = {
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return (rooms.pos.x//20) + (rooms.pos.y//12) * 8
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end,
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init = function()
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rooms.pos.x, rooms.pos.y = 0,4*12
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reload = function()
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if rooms.surf_background ~= nil then surf.free(rooms.surf_background) end
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rooms.surf_background = surf.load("rooms_background"..ROOM_FILE_EXT)
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--rooms.surf_background = surf.new(20*8,12*8)
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@@ -33,27 +32,12 @@ rooms = {
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if rooms.surf_items ~= nil then surf.free(rooms.surf_items) end
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rooms.surf_items = surf.load("rooms_items"..ROOM_FILE_EXT)
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--rooms.surf_items = surf.new(20*8,12*8)
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rooms.surf_original_items = surf.new(20*8,12*8)
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rooms.update_original_items()
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--surf.source(rooms.surf_items)
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--surf.target(rooms.surf_original_items)
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--draw.surf(0,0,160,96,0,0)
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end,
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init = function()
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rooms.pos.x, rooms.pos.y = 0,4*12
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rooms.reload()
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sprites.init()
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--map.surf(rooms.surf_background)
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--for y=0,12*8 do
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-- for x=0,20*8 do
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-- map.tile(x,y,38)
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-- end
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--end
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--map.surf(rooms.surf_foreground)
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--map.tile(10,10,16)
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--surf.save(rooms.surf_background, "data/rooms_background.bin")
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--surf.save(rooms.surf_foreground, "data/rooms_foreground.bin")
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--surf.save(rooms.surf_items, "data/rooms_items.bin")
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end,
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save = function()
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@@ -143,16 +127,4 @@ rooms = {
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pal.color(1, 1, 1, 1)
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return "HOLA OTHER UNIT"
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end,
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retrieve_original_items = function()
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surf.source(rooms.surf_original_items)
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surf.target(rooms.surf_items)
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draw.surf(0,0,160,96,0,0)
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end,
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update_original_items = function()
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surf.source(rooms.surf_items)
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surf.target(rooms.surf_original_items)
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draw.surf(0,0,160,96,0,0)
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end
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}
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Binary file not shown.
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Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
Binary file not shown.
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Before Width: | Height: | Size: 1.0 KiB After Width: | Height: | Size: 1.0 KiB |
145
data/sprites.lua
145
data/sprites.lua
@@ -57,11 +57,14 @@ sprites = {
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surf = surf.load("morcus.gif"),
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animation = "hero_stand",
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ia = sprites.update_hero,
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state = templates.ALIVE,
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jumping = 0,
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light = 100,
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light_ox = 0,
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light_oy = 0,
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light_ox = 8,
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light_oy = 8,
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cooldown = 0,
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jump_throttle = 0,
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lives = 4,
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stairs = false
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}
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--table.insert(sprites.list, templates.create("mummy", {pos={x=100, y=4*12*8+71},flipped=true}))
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@@ -81,6 +84,7 @@ sprites = {
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set_animation=function(sprite, animation)
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if sprite.animation ~= animation then
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sprite.animation_finished = nil
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sprite.animation = animation
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sprite.current_frame = 1
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local cycle = animations[sprite.animation].cycle[1]
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@@ -112,20 +116,84 @@ sprites = {
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end,
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update_sprite = function(sprite)
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if sprite.animation_finished then return end
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sprite.current_wait = sprite.current_wait - 1
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if sprite.current_wait == 0 then
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if sprite.current_frame < #animations[sprite.animation].cycle then
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sprite.current_frame = sprite.current_frame + 1
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else
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sprite.current_frame = 1
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if animations[sprite.animation].loop then
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sprite.current_frame = 1
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else
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sprite.animation_finished = true
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end
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end
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local cycle = animations[sprite.animation].cycle[sprite.current_frame]
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sprite.current_wait = animations[sprite.animation].frames[cycle].wait
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end
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end,
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hit_hero = function(live)
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live = live or sprites.hero.lives-1
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local light_table = {[0]=20, 30, 50, 80, 100}
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local red_table = {[0]=0, 0.25, 0.5, 0.75, 1}
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tweening.add(1,0,0.25,easing.linear,function(value,n,finished)palfade.fade_red(value)end)
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local start_light = light_table[sprites.hero.lives]
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local start_red = red_table[sprites.hero.lives]
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local end_light = light_table[live]
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local end_red = red_table[live]
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sprites.hero.lives = live
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tweening.add(start_light,end_light,1,easing.linear,function(value,n,finished)sprites.hero.light = value end)
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tweening.add(start_red,end_red,1,easing.linear,function(value,n,finished)palfade.fade_reddish(value)end)
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if sprites.hero.lives == 0 then
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sprites.hero.state = templates.DEAD
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sprites.hero.surf = surf.load("mummy.gif")
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sprites.set_animation(sprites.hero, "mummy_dying")
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sprites.hero.jumping = 0
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sprites.hero.cooldown = 120
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else
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sprites.hero.state = templates.DYING
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sprites.hero.cooldown = 60
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end
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end,
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lights_out = function()
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for i,spr in ipairs(sprites.list) do
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if spr.light then
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tweening.add(spr.light,0,0.5,easing.linear,
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function(value,n,finished)
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spr.light = value
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if finished then
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spr.light = nil
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end
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end
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)
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end
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end
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tweening.add(sprites.hero.light,0,0.5,easing.linear,
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function(value,n,finished)
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sprites.hero.light = value
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if finished then
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sprites.hero.light = nil
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end
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end
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)
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end,
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update_mummy = function(spr)
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if spr.state == templates.ALIVE then
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if sprites.hero.state == templates.ALIVE then
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local x1,y1,w1,h1 = util.aabb(spr) -- El meu aabb
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local x2,y2,w2,h2 = util.aabb(sprites.hero) -- el aabb del heroi
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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.hit_hero()
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end
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end
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if spr.flipped then
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local tx, ty = (spr.pos.x+3)>>3, (spr.pos.y+15)>>3
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if map.tile(tx,ty) < 16 and map.tile(tx,ty-1) < 16 and map.tile(tx,ty+1) > 0 then
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@@ -236,8 +304,29 @@ sprites = {
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end,
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update_hero = function()
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--game.draw_light(sprites.hero.pos.x, sprites.hero.pos.y,100)
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if sprites.hero.state == templates.DEAD then
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if sprites.hero.cooldown > 0 then
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local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y+1)>>3
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local tile_under_me1 = map.tile(tx1,ty+2)
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local tile_under_me2 = map.tile(tx2,ty+2)
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if tile_under_me1 == 0 and tile_under_me2 == 0 then
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if rooms.pos.y<84 and ty+2>rooms.pos.y+11 then
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game.change_room(0,1)
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else
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if sprites.hero.cooldown % 2 == 0 then
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sprites.hero.pos.y = sprites.hero.pos.y + 1
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end
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end
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end
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sprites.hero.cooldown = sprites.hero.cooldown - 1
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if sprites.hero.cooldown == 0 then
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sprites.lights_out()
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end
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end
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return
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end
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-- Update hero
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local anim = "hero_stand"
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local move_anim = "hero_walk"
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@@ -247,12 +336,28 @@ sprites = {
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sprites.hero.cooldown = sprites.hero.cooldown - 1
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end
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-- Si estem en jump_throttle desde l'ultim bot, decrementem el contador
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if sprites.hero.jump_throttle > 0 then
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sprites.hero.jump_throttle = sprites.hero.jump_throttle - 1
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end
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if sprites.hero.state == templates.DYING then
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if (sprites.hero.cooldown//5) % 2 == 0 then
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sprites.hero.invisible = true
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else
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sprites.hero.invisible = nil
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end
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if sprites.hero.cooldown == 0 then
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sprites.hero.state = templates.ALIVE
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sprites.hero.invisible = 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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if sprites.hero.current_frame==3 then
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sprites.hero.shooting = false
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if sprites.hero.flipped then sprites.hero.pos.x=sprites.hero.pos.x+8 end
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sprites.set_animation(sprites.hero, "hero_stand")
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else
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return
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@@ -274,6 +379,7 @@ sprites = {
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end
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else
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sprites.hero.jumping = 0
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sprites.hero.jump_throttle = 10
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end
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sprites.hero.jumping = sprites.hero.jumping - 1
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else
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@@ -309,15 +415,17 @@ sprites = {
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else
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-- SI NO ESTÀ EN UNES ESCALERES...
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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
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--draw.rect(tx1<<3, (ty+2)<<3,8,8,8)
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--draw.rect(tx2<<3, (ty+2)<<3,8,8,28)
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-- SI ESTÀ CAIGUENT...
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local tile_under_me1 = map.tile(tx1,ty+2)
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local tile_under_me2 = map.tile(tx2,ty+2)
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if tile_under_me1 == 0 and tile_under_me2 == 0 then
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if ty+2>rooms.pos.y+11 then
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if rooms.pos.y<84 and ty+2>rooms.pos.y+11 then
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game.change_room(0,1)
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else
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if sprites.hero.pos.y >= 742 then
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sprites.hit_hero(0)
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return
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end
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sprites.hero.pos.y = sprites.hero.pos.y + 2
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end
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else
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@@ -346,17 +454,15 @@ sprites = {
|
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end
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||||
end
|
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-- SI POLSA BOTAR...
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if key.down(key.X) or pad.down(pad.A) then
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if ( key.down(key.X) or pad.down(pad.A) ) and sprites.hero.jump_throttle == 0 then
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sprites.hero.jumping = 17
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-- SI POLSA DISPAR...
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elseif (sprites.hero.cooldown==0) and (key.down(key.Z) or pad.down(pad.B)) then
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sprites.hero.shooting = true
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sprites.hero.cooldown = 20
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local x = sprites.hero.flipped and sprites.hero.pos.x+8 or sprites.hero.pos.x-8
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local bullet = templates.create("bullet", {pos={x=sprites.hero.pos.x, y=sprites.hero.pos.y+7}, flipped=sprites.hero.flipped})
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table.insert(sprites.list, bullet)
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if sprites.hero.flipped then sprites.hero.pos.x=sprites.hero.pos.x-8 end
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anim = "hero_shoot"
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end
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||||
end
|
||||
@@ -415,12 +521,23 @@ sprites = {
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draw_sprite = function(sprite)
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local cycle = animations[sprite.animation].cycle[sprite.current_frame]
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local frame = animations[sprite.animation].frames[cycle]
|
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local ox, oy = 0, 0
|
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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
|
||||
surf.source(sprite.surf)
|
||||
draw.surf(frame.frame.x, frame.frame.y, frame.frame.w, frame.frame.h, sprite.pos.x, sprite.pos.y, frame.frame.w, frame.frame.h, (not reversed) ~= (not sprite.flipped))
|
||||
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)
|
||||
|
||||
Reference in New Issue
Block a user