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, 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, animation = "hero_stand", ia = sprites.update_hero, jumping = 0, 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 = 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) 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 sprite.current_frame = 1 end local cycle = animations[sprite.animation].cycle[sprite.current_frame] sprite.current_wait = animations[sprite.animation].frames[cycle].wait end end, update_mummy = function(spr) if spr.state == templates.ALIVE then if spr.flipped then local tx, ty = (spr.pos.x+3)>>3, (spr.pos.y+16)>>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+16)>>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 = (spr.pos.x+2)>>3, (spr.pos.y+1)>>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 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_hero = function() -- Update hero local anim = "hero_stand" local move_anim = "hero_walk" if sprites.hero.shooting then if sprites.hero.current_frame==3 then sprites.hero.shooting = false if sprites.hero.flipped then sprites.hero.pos.x=sprites.hero.pos.x+8 end 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 1 then sprites.hero.pos.y = sprites.hero.pos.y - 1 end end 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>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 --draw.rect(tx1<<3, (ty+2)<<3,8,8,8) --draw.rect(tx2<<3, (ty+2)<<3,8,8,28) -- SI ESTÀ CAIGUENT... if map.tile(tx1,ty+2) == 0 and map.tile(tx2,ty+2) == 0 then if ty+2>rooms.pos.y+11 then game.change_room(0,1) else sprites.hero.pos.y = sprites.hero.pos.y + 2 end else -- SI NO ESTÀ CAIGUENT... 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.Z) or pad.down(pad.A) then sprites.hero.jumping = 17 -- SI POLSA DISPAR... elseif key.down(key.X) or pad.down(pad.B) then sprites.hero.shooting = true local x = sprites.hero.flipped and sprites.hero.pos.x+8 or sprites.hero.pos.x-8 local bullet = templates.create("bullet", {pos={x=sprites.hero.pos.x, y=sprites.hero.pos.y+8}, flipped=sprites.hero.flipped}) table.insert(sprites.list, bullet) if sprites.hero.flipped then sprites.hero.pos.x=sprites.hero.pos.x-8 end 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>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() surf.source(surf_sprites) for i,v in ipairs(sprites.list) do sprites.draw_sprite(v) 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] if not frame then print(sprite.current_frame) end local reversed = frame.reversed or false 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)) local x,y,w,h = util.aabb(sprite) --draw.rect(x,y,w,h,8) end }