- [NEW] Agafar monedes augmenta el marcador - [NEW] Marcador bàsic visible - [NEW] Al cambiar d'habitació es manté el efecte d'iluminació. A més, va un poc més lento - [NEW] Al agafar moneda, no torna al eixir i entrar. Al tornar al editor se recupera. - [NEW] Gestió de l'iluminació fora dels update i dins dels draw - [NEW] Afegides més habitacions
138 lines
3.8 KiB
Lua
138 lines
3.8 KiB
Lua
game = {
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chg_adv = {x=0, y=0},
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chg_step = 0,
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back_buf = 0,
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circ_buf = 0,
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water_pal = {6,6,21,21,6,21,6,22,22,22,22,22,22,22,22,21,21,22,22,22,22,21,22,22,21,22,22,22,22,6,6,6},
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fade_pal = {1,1,3,1,1,3,29,29,3,3,3,3,3,6,6,29,29,3,3,3,3,29,6,29,29,6,29,6,6,1,1,1},
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light_strobe_value = 0,
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light_strobe_dir = 1,
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water_counter = 0,
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enable = function()
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if game.back_buf == 0 then
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game.back_buf = surf.new(160,104)
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game.circ_buf = surf.new(160,104)
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end
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app.update = game.update
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sys.beat(2)
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--shader.enable();
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end,
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update = function()
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game.water_counter = game.water_counter + 0.05
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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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score.draw()
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surf.target(game.back_buf)
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-- Pintar el mapa i sprites
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rooms.draw()
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sprites.update()
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game.apply_water()
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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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editor.enable()
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end
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end,
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change_room = function(x,y)
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game.chg_adv.x = x*0.25
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game.chg_adv.y = y*0.25
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game.chg_step = 8*4
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sprites.pause_ia = true
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-- [TODO] Crear els sprites per als items de l'habitació a la que entrem
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sprites.add_from_room(rooms.pos.x+x*20, rooms.pos.y+y*12)
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app.push(game.update_change_room)
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--sys.beat(10)
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end,
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update_change_room = function()
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--if not sys.beat() then return 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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score.draw()
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surf.target(game.back_buf)
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--view.clip()
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-- Pintar el mapa i sprites
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rooms.pos.x = rooms.pos.x + (game.chg_adv.x*2.5)
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rooms.pos.y = rooms.pos.y + (game.chg_adv.y*1.5)
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sprites.hero.pos.x = sprites.hero.pos.x + game.chg_adv.x
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sprites.hero.pos.y = sprites.hero.pos.y + game.chg_adv.y
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rooms.draw()
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sprites.update()
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game.apply_water()
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game.apply_light()
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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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sprites.pause_ia = false
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app.pop()
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--sys.beat(2)
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end
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end,
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draw_light = function(x,y,size)
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surf.target(game.circ_buf)
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local s = size+(game.light_strobe_value/2)
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draw.mode(draw.OR)
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draw.circf(x,y,s,1)
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draw.circf(x,y,2*(s/3),2)
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draw.mode(draw.NORMAL)
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surf.target(game.back_buf)
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end,
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apply_water = function()
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view.origin(0,0)
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if rooms.pos.y == 84 then
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surf.target(game.back_buf)
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surf.source(game.back_buf)
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for x=0,159 do
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local water_level = math.sin(game.water_counter)*2
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for y=96+water_level,103 do
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local pixel = surf.pixel(x,y)
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surf.pixel(x,y,game.water_pal[pixel+1])
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end
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end
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end
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end,
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apply_light = function()
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game.light_strobe_value = game.light_strobe_value + game.light_strobe_dir
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if math.abs(game.light_strobe_value)==2 then
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game.light_strobe_dir = -game.light_strobe_dir
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end
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surf.target(0)
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for y=0,103 do
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for x=0,159 do
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surf.source(game.back_buf)
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local pixel = surf.pixel(x,y)
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surf.source(game.circ_buf)
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local light = surf.pixel(x,y)
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if light==0 then
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surf.pixel(x,y,1)
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elseif (light&2)==2 then
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surf.pixel(x,y,pixel)
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else
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surf.pixel(x,y,game.fade_pal[pixel+1])
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end
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end
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end
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end
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} |