637 lines
25 KiB
Lua
637 lines
25 KiB
Lua
require "animations"
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require "templates"
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sprites = {
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hero = nil,
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list = {},
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pause_ia = false,
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remove = function(sprite)
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for i,v in ipairs(sprites.list) do
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if v == sprite then
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table.remove(sprites.list, i)
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print("Sprite removed: "..sprite.type)
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return
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end
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end
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end,
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remove_out_of_room = function()
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--print("Current room: "..rooms.current())
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--for i,v in ipairs(sprites.list) do
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-- if v.room ~= rooms.current() then
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-- table.remove(sprites.list, i)
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-- local room = v.room or 0
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-- print("Sprite at room "..room.." removed: "..v.type)
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-- end
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--end
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end,
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add_from_room = function(rx,ry)
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sprites.list = {}
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map.surf(rooms.surf_items)
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for y = ry, ry+11 do
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for x = rx, rx+19 do
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if map.tile(x,y) ~= 0 then
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local room = (rx//20) + (ry//12) * 8
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local item = map.tile(x,y)
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local flip = item > 0x7f
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item = item & 0x7f
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io.write("crear "..items[item].name.." en hab "..room.." ("..x..","..y..")...\n")
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table.insert(sprites.list, templates.create(items[item].name, {pos={x=x*8, y=y*8},flipped=flip, room=room}))
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end
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end
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--io.write("\n")
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end
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end,
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init = function()
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sprites.hero = {
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type = "hero",
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pos = { x=28, y=4*12*8+71 },
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size= { w=16, h=17 },
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bbo = { left=3, top=2, right=3, bottom=0 },
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current_frame = 1,
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current_wait = 1,
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flipped = false,
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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 = 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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keys = {},
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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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--local mummy = {
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-- pos = { x=100, y=4*12*8+71 },
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-- size = { w=16,h=17 },
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-- bbo = { left=3, top=2, right=3, bottom=0 },
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-- current_frame = 1,
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-- current_wait = 1,
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-- flipped = true,
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-- animation = "mummy_walk",
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-- ia = sprites.update_mummy
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--}
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--table.insert(sprites.list, mummy)
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end,
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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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sprite.current_wait = animations[sprite.animation].frames[cycle].wait
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end
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end,
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check_sprite_collision = function()
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return false
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end,
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check_tile_collision = function()
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end,
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update = function()
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if not sys.beat() then return end
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sprites.update_sprite(sprites.hero)
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for i,v in ipairs(sprites.list) do
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sprites.update_sprite(v)
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end
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if not sprites.pause_ia then
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sprites.hero.ia()
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for i,v in ipairs(sprites.list) do
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v.ia(v)
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end
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end
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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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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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hero_hit = 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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if live==4 then
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tweening.add(1,0,0.25,easing.linear,function(value,n,finished)palfade.fade_white(value)end)
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else
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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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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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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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end
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end,
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hero_give_key = function(color)
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if sprites.hero.keys[color] then return false end
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sprites.hero.keys[color] = true
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tweening.add(1,0,0.25,easing.linear,function(value,n,finished)palfade.fade_white(value)end)
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return true
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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.hero_hit()
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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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spr.pos.x = spr.pos.x - 1
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else
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spr.flipped = not spr.flipped
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end
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else
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local tx, ty = (spr.pos.x+12)>>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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spr.pos.x = spr.pos.x + 1
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else
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spr.flipped = not spr.flipped
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end
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end
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elseif spr.state == templates.DYING then
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if spr.animation ~= "mummy_dying" then
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sprites.set_animation(spr, "mummy_dying")
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else
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if spr.current_frame == 8 then
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sprites.set_animation(spr, "mummy_dead")
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spr.state = templates.DEAD
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end
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end
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elseif spr.state == templates.DEAD then
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if spr.current_wait == 1 then
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sprites.set_animation(spr, "mummy_undying")
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spr.state = templates.RESURRECTING
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end
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elseif spr.state == templates.RESURRECTING then
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if spr.current_frame == 13 then
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sprites.set_animation(spr, "mummy_walk")
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spr.state = templates.ALIVE
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end
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end
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end,
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update_bullet = function(spr)
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local tx, ty, ty2 = (spr.pos.x+2)>>3, (spr.pos.y+1)>>3, (spr.pos.y+2)>>3
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if rooms.is_outside(tx,ty) then sprites.remove(spr) return end
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local x1,y1,w1,h1 = util.aabb(spr)
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for i,v in ipairs(sprites.list) do
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if v.enemy and v.state ~= templates.DEAD then
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local x2,y2,w2,h2 = util.aabb(v)
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if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
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if v.state == templates.ALIVE then v.state = templates.DYING end
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sprites.remove(spr)
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return
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end
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end
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end
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if map.tile(tx,ty) < 16 or map.tile(tx,ty2) < 16 then
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if spr.flipped then
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spr.pos.x = spr.pos.x - 8
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else
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spr.pos.x = spr.pos.x + 8
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end
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else
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sprites.remove(spr)
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end
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end,
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update_coin = function(spr)
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if spr.state == templates.ALIVE then
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local x1,y1,w1,h1 = util.aabb(spr)
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local x2,y2,w2,h2 = util.aabb(sprites.hero)
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if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
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local tx, ty = (spr.pos.x)>>3, (spr.pos.y)>>3
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map.surf(rooms.surf_items)
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map.tile(tx,ty,0)
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spr.state = templates.DYING
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sprites.set_animation(spr, "coin_picked")
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spr.pos.y=spr.pos.y-16
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spr.pos.x=spr.pos.x-4
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spr.timer = 0
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score.inc(10)
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return
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end
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elseif spr.state == templates.DYING then
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spr.pos.y = spr.pos.y - 0.5
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spr.timer = spr.timer + 1
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if spr.timer == 32 then
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sprites.remove(spr)
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end
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end
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end,
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update_torxa = function(spr)
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if spr.state == templates.ALIVE then
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if sprites.hero.lives == 4 then return end
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local x1,y1,w1,h1 = util.aabb(spr)
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local x2,y2,w2,h2 = util.aabb(sprites.hero)
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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(4)
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spr.state = templates.DYING
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spr.timer = 0
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return
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end
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elseif spr.state == templates.DYING then
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spr.timer = spr.timer + 1
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if spr.timer == 32 then
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spr.state = templates.ALIVE
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end
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end
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end,
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update_clau = function(spr)
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if spr.state == templates.ALIVE then
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local x1,y1,w1,h1 = util.aabb(spr)
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local x2,y2,w2,h2 = util.aabb(sprites.hero)
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if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
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if sprites.hero_give_key(spr.color) then
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local tx, ty = (spr.pos.x)>>3, (spr.pos.y)>>3
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map.surf(rooms.surf_items)
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map.tile(tx,ty,0)
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sprites.remove(spr)
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end
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end
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end
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end,
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update_porta = function(spr)
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if spr.state == templates.ALIVE then
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local x1,y1,w1,h1 = util.aabb(spr)
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local x2,y2,w2,h2 = util.aabb(sprites.hero)
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if util.check_aabb_collision(x1,y1,w1,h1, x2,y2,w2,h2) then
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if sprites.hero.keys[spr.color] then
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sprites.hero.keys[spr.color] = nil
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sprites.set_animation(spr, "porta_obrint")
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spr.state = templates.DYING
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end
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end
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elseif spr.state == templates.DYING then
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if spr.current_frame == 15 then
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local tx, ty = (spr.pos.x)>>3, (spr.pos.y)>>3
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map.surf(rooms.surf_items)
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map.tile(tx,ty,0)
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map.surf(rooms.surf_foreground)
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map.tile(tx,ty,0)
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map.tile(tx,ty+1,0)
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sprites.remove(spr)
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end
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end
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end,
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update_brick = function(spr)
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if spr.timeout > 0 then
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spr.timeout = spr.timeout - 1
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if spr.timeout == 0 then
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local tx, ty = spr.pos.x>>3, spr.pos.y>>3
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map.tile(tx,ty,0)
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end
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else
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spr.pos.y = spr.pos.y + 2
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local tx, ty = (spr.pos.x+2)>>3, (spr.pos.y)>>3
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if rooms.is_outside(tx,ty) then sprites.remove(spr) return end
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end
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end,
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update_hero = function()
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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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-- Si estem en cooldown desde l'ultim dispar, decrementem el contador
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if sprites.hero.cooldown > 0 then
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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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sprites.set_animation(sprites.hero, "hero_stand")
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else
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return
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end
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end
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-- SI ESTÀ BOTANT...
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if sprites.hero.jumping > 0 then
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anim = "hero_jump"
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move_anim = "hero_jump"
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local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y)>>3
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--draw.rect(tx1<<3,ty<<3,8,8,8)
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--draw.rect(tx2<<3,ty<<3,8,8,28)
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if map.tile(tx1,ty) == 0 and map.tile(tx2,ty) == 0 then
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if ty+1<rooms.pos.y then
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game.change_room(0,-1)
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else
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if sprites.hero.jumping > 1 then sprites.hero.pos.y = sprites.hero.pos.y - 1 end
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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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-- SI NO ESTÀ BOTANT...
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-- SI ESTÀ EN UNES ESCALERES...
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local txm, ty = (sprites.hero.pos.x+8)>>3, (sprites.hero.pos.y+8)>>3
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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
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anim = "hero_stairs_idle"
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move_anim = "hero_stairs"
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-- SI PULSA AMUNT...
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if key.down(key.UP) or pad.down(pad.UP) then
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anim = move_anim
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local tx1, tx2, ty = (sprites.hero.pos.x+4)>>3, (sprites.hero.pos.x+11)>>3, (sprites.hero.pos.y)>>3
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if map.tile(tx1,ty) < 16 or map.tile(tx2,ty) < 16 then
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if ty+1<rooms.pos.y then
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game.change_room(0,-1)
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else
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sprites.hero.pos.y = sprites.hero.pos.y - 1
|
|
end
|
|
end
|
|
-- SI PULSA AVALL...
|
|
elseif key.down(key.DOWN) or pad.down(pad.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
|
|
-- SI ESTÀ CAIGUENT...
|
|
local tile_under_me1 = map.tile(tx1,ty+2)
|
|
local tile_under_me2 = map.tile(tx2,ty+2)
|
|
if tile_under_me1 == 0 and tile_under_me2 == 0 then
|
|
if rooms.pos.y<84 and ty+2>rooms.pos.y+11 then
|
|
game.change_room(0,1)
|
|
else
|
|
if sprites.hero.pos.y >= 742 then
|
|
sprites.hero_hit(0)
|
|
return
|
|
end
|
|
sprites.hero.pos.y = sprites.hero.pos.y + 2
|
|
end
|
|
else
|
|
-- SI NO ESTÀ CAIGUENT...
|
|
if tile_under_me1==84 then
|
|
map.tile(tx1,ty+2,68)
|
|
local broken_tile = templates.create("brick", {pos={x=tx1<<3, y=(ty+2)<<3}, flipped=sprites.hero.flipped})
|
|
table.insert(sprites.list, broken_tile)
|
|
end
|
|
if tile_under_me2==84 then
|
|
map.tile(tx2,ty+2,68)
|
|
local broken_tile = templates.create("brick", {pos={x=tx2<<3, y=(ty+2)<<3}, flipped=sprites.hero.flipped})
|
|
table.insert(sprites.list, broken_tile)
|
|
end
|
|
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.X) or pad.down(pad.A) ) and sprites.hero.jump_throttle == 0 then
|
|
sprites.hero.jumping = 17
|
|
|
|
-- SI POLSA DISPAR...
|
|
elseif (sprites.hero.cooldown==0) and (key.down(key.Z) or pad.down(pad.B)) then
|
|
sprites.hero.shooting = true
|
|
sprites.hero.cooldown = 20
|
|
local bullet = templates.create("bullet", {pos={x=sprites.hero.pos.x, y=sprites.hero.pos.y+7}, flipped=sprites.hero.flipped})
|
|
table.insert(sprites.list, bullet)
|
|
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<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) or pad.down(pad.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
|
|
end
|
|
sprites.set_animation(sprites.hero, anim)
|
|
end,
|
|
|
|
draw = function(ignore_selected)
|
|
if app.update ~= editor.update then
|
|
surf.target(game.circ_buf)
|
|
surf.cls()
|
|
surf.target(game.back_buf)
|
|
end
|
|
|
|
editor.item_hovered = nil
|
|
local mx,my = mouse.pos()
|
|
if (app.update == editor.update) and (editor.item_selected or editor.layer~=LAYER_ITEMS) then ignore_selected = true end
|
|
for i,v in ipairs(sprites.list) do
|
|
if not ignore_selected and app.update == editor.update and mx>=v.pos.x and mx<=v.pos.x+v.size.w and my>=v.pos.y and my<=v.pos.y+v.size.h then
|
|
sprites.draw_sprite_selected(v)
|
|
editor.item_hovered = i
|
|
else
|
|
if (not ignore_selected) or (not v.no_shadow) or (app.update ~= game.update) then
|
|
sprites.draw_sprite(v)
|
|
end
|
|
end
|
|
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 ox, oy = 0, 0
|
|
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
|
|
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)
|
|
end
|
|
if (app.update ~= editor.update) and (sprite.light) then
|
|
game.draw_light(sprite.pos.x+sprite.light_ox, sprite.pos.y+sprite.light_oy,sprite.light)
|
|
end
|
|
end,
|
|
|
|
draw_sprite_selected = function(sprite)
|
|
pal.subpal(0,32,28)
|
|
|
|
local cycle = animations[sprite.animation].cycle[sprite.current_frame]
|
|
local frame = animations[sprite.animation].frames[cycle]
|
|
local reversed = frame.reversed or false
|
|
local x, y, w, h, sx, sy, f = sprite.pos.x, sprite.pos.y, frame.frame.w, frame.frame.h, frame.frame.x, frame.frame.y, (not reversed) ~= (not sprite.flipped)
|
|
surf.source(sprite.surf)
|
|
draw.surf(sx, sy, w, h, x-1, y-1, w, h, f)
|
|
draw.surf(sx, sy, w, h, x, y-1, w, h, f)
|
|
draw.surf(sx, sy, w, h, x+1, y-1, w, h, f)
|
|
draw.surf(sx, sy, w, h, x-1, y, w, h, f)
|
|
draw.surf(sx, sy, w, h, x+1, y, w, h, f)
|
|
draw.surf(sx, sy, w, h, x-1, y+1, w, h, f)
|
|
draw.surf(sx, sy, w, h, x, y, w, h, f)
|
|
draw.surf(sx, sy, w, h, x+1, y+1, w, h, f)
|
|
pal.subpal()
|
|
draw.surf(sx, sy, w, h, x, y, w, h, f)
|
|
end
|
|
} |