Files
paku/data/sprites.lua
2025-06-23 19:20:41 +02:00

221 lines
8.3 KiB
Lua

require "animations"
sprites = {
hero = nil,
list = {},
pause_ia = false,
init = function()
sprites.hero = {
pos = { x=28, y=4*12*8+71 },
size= { w=16, h=17 },
bbo = { left=0, top=0, right=0, bottom=0 },
current_frame = 1,
current_wait = 1,
flipped = false,
animation = "hero_stand",
ia = sprites.update_hero,
jumping = 0,
stairs = false
}
local mummy = {
pos = { x=100, y=4*12*8+71 },
size = { w=16,h=17 },
bbo = { left=0, top=0, right=0, 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
sprite.current_wait = 1
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.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
end,
update_hero = function()
-- Update hero
local anim = "hero_stand"
local move_anim = "hero_walk"
-- 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
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) 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) 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
--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) 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 SPACE...
if key.down(key.SPACE) then
sprites.hero.jumping = 17
end
end
end
end
-- ESTIGA COM ESTIGA, SI POLSA ESQUERRA O DRETA...
if key.down(key.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) 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
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]
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, sprite.size.w, sprite.size.h, (not reversed) ~= (not sprite.flipped))
end
}