2 Commits

Author SHA1 Message Date
3e83fcdaa8 - [NEW] Ja funcionen els skills
- Treballant en les parts
2024-07-02 19:01:49 +02:00
af6c5f43ef - [NEW] Esquemes de colors 2024-07-02 18:20:16 +02:00
7 changed files with 150 additions and 59 deletions

View File

@@ -20,6 +20,18 @@ actor{
movement: CW
}
actor{
name: TAULA01
bmp: caixes.gif
bmp-rect: 128 32 32 32
bmp-offset: 0 32
pos: 8 24 0
size: 8 8 8
orient: YP
flags: ORIENTABLE
movement: CW
}
actor{
name: TAULETA
bmp: caixes.gif
@@ -30,6 +42,19 @@ actor{
movement: CW
}
actor{
name: S-SHOES
bmp: objectes.gif
bmp-rect: 162 0 28 22
bmp-offset: -3 24
pos: 48 8 0
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{
name: ARMARI02
bmp: caixes.gif
@@ -62,18 +87,6 @@ actor{
movement: CW
}
actor{
name: TAULA01
bmp: caixes.gif
bmp-rect: 128 32 32 32
bmp-offset: 0 32
pos: 8 24 0
size: 8 8 8
orient: YP
flags: ORIENTABLE
movement: CW
}
actor{
name: TAULA02
bmp: caixes.gif

View File

@@ -66,3 +66,16 @@ actor{
flags: ANIMATED SPECIAL
movement: CW
}
actor{
name: S-SHOES
bmp: objectes.gif
bmp-rect: 162 0 28 22
bmp-offset: -3 24
pos: 48 8 0
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}

View File

@@ -422,22 +422,30 @@ namespace actor
}
}
uint8_t push(actor_t *act, uint8_t push)
uint8_t push(actor_t *source, actor_t *act, uint8_t push)
{
uint8_t result = 0;
if (act->flags & FLAG_PUSHABLE) act->push |= push;
if ( (act->flags & FLAG_PUSHABLE) && ( !(source->flags&FLAG_HERO) || (hero::getSkills()&SKILL_GLOVES) ) ) act->push |= push;
if ( (act->flags & FLAG_REACTIVE) && (act->react_mask & push) ) result = act->react_push;
if (act->flags & FLAG_DEADLY) result |= PUSH_KILL;
if (act->flags & FLAG_SPECIAL)
if (source->flags&FLAG_HERO)
{
if (act->name[0]=='B') // Es un booster
if (act->flags & FLAG_SPECIAL)
{
hero::collectBooster(act->name[1]-48, (act->name[3]-48)*10+(act->name[4]-48));
actor::remove(act);
// [TODO 02/07/2024] Fer que faça un fumet o algo al desapareixer les coses
if (act->name[0]=='B') { // Es un booster
hero::collectBooster(act->name[1]-48, (act->name[3]-48)*10+(act->name[4]-48));
actor::remove(act);
} else if (act->name[0]=='S') { // Es un skill
hero::giveSkill(&act->name[2]);
actor::remove(act);
} else if ( (act->name[0]=='P') && (hero::getSkills()&SKILL_BAG) ) { // Es una part
hero::pickPart(&act->name[2]);
actor::remove(act);
}
}
}
return result;
}
@@ -519,7 +527,7 @@ namespace actor
act->push |= PUSH_YP;
}
}
if (input::keyPressed(SDL_SCANCODE_RETURN))
if (input::keyPressed(SDL_SCANCODE_RETURN) && (hero::getSkills()&SKILL_PANTS))
{
if (picked)
{
@@ -547,7 +555,7 @@ namespace actor
if (!input::keyDown(SDL_SCANCODE_SPACE)) act->pos.z -= height;
}
}
if ( input::keyDown(SDL_SCANCODE_SPACE) && (act->pos.y+act->size.y)<=max.y && act->pos.y>=min.y && (act->pos.x+act->size.x)<=max.x && act->pos.x>=min.x && act->react_mask==0 && (act->pos.z==0 || act->below))
if ( input::keyDown(SDL_SCANCODE_SPACE) && (hero::getSkills()&SKILL_SHOES) && (act->pos.y+act->size.y)<=max.y && act->pos.y>=min.y && (act->pos.x+act->size.x)<=max.x && act->pos.x>=min.x && act->react_mask==0 && (act->pos.z==0 || act->below))
{
// [RZC 14/05/2024] hack usant react_mask i react_push del heroi. Llegir més avall.
act->react_mask=hero::getBoostJump()>0 ? 2 : 1; // =1 estic botant (anant cap amunt)
@@ -710,7 +718,7 @@ namespace actor
actor::actor_t *other = actor::get_collision(act);
if (other || ( act->pos.x<min.x && ( !(room::getDoors()&DOOR_XN) || (act->pos.y!=28) || (act->pos.z!=room::getDoor(XN)*4) || !(act->flags&FLAG_HERO) ) ))
{
if (other) act->push |= push(other, PUSH_XN);
if (other) act->push |= push(act, other, PUSH_XN);
act->pos.x+=vel;
if (act->flags & FLAG_MOVING) changeMoving(act);
}
@@ -718,7 +726,7 @@ namespace actor
{
// Si tenim a algú damunt, el movem també
if (act->above && act->above->flags & FLAG_PUSHABLE) {
push(act->above, PUSH_XN);
push(act, act->above, PUSH_XN);
}
// Si ja havem atravesat la porta, ens movem a la porta de l'altra costat
@@ -739,14 +747,14 @@ namespace actor
actor::actor_t *other = actor::get_collision(act);
if (other || ((act->pos.x+act->size.x)>max.x && ( !(room::getDoors()&DOOR_XP) || (act->pos.y!=28) || !(act->flags&FLAG_HERO) ) ))
{
if (other) act->push |= push(other, PUSH_XP);
if (other) act->push |= push(act, other, PUSH_XP);
act->pos.x-=vel;
if (act->flags & FLAG_MOVING) changeMoving(act);
}
else
{
if (act->above && act->above->flags & FLAG_PUSHABLE) {
push(act->above, PUSH_XP);
push(act, act->above, PUSH_XP);
}
if ((act->pos.x+act->size.x)>max.x+4) {
@@ -766,14 +774,14 @@ namespace actor
actor::actor_t *other = actor::get_collision(act);
if (other || ( act->pos.y<min.y && ( !(room::getDoors()&DOOR_YN) || (act->pos.x!=28) || (act->pos.z!=room::getDoor(YN)*4) || !(act->flags&FLAG_HERO) ) ))
{
if (other) act->push |= push(other, PUSH_YN);
if (other) act->push |= push(act, other, PUSH_YN);
act->pos.y+=vel;
if (act->flags & FLAG_MOVING) changeMoving(act);
}
else
{
if (act->above && act->above->flags & FLAG_PUSHABLE) {
push(act->above, PUSH_YN);
push(act, act->above, PUSH_YN);
}
if (act->pos.y<min.y-4) {
@@ -793,14 +801,14 @@ namespace actor
actor::actor_t *other = actor::get_collision(act);
if (other || ( (act->pos.y+act->size.y)>max.y && ( !(room::getDoors()&DOOR_YP) || (act->pos.x!=28) || !(act->flags&FLAG_HERO) ) ))
{
if (other) act->push |= push(other, PUSH_YP);
if (other) act->push |= push(act, other, PUSH_YP);
act->pos.y-=vel;
if (act->flags & FLAG_MOVING) changeMoving(act);
}
else
{
if (act->above && act->above->flags & FLAG_PUSHABLE) {
push(act->above, PUSH_YP);
push(act, act->above, PUSH_YP);
}
if ((act->pos.y+act->size.y)>max.y+4) {
@@ -836,7 +844,7 @@ namespace actor
// ...i encara està baix...
if (is_above(act, act->below)) {
// ...li pase a ell el push, neteje el meu flag, canvie direcció si pertoca i me ane
act->push |= push(act->below, PUSH_ZN);
act->push |= push(act, act->below, PUSH_ZN);
act->push &= ~PUSH_ZN;
if ( (act->flags & FLAG_MOVING) && (act->movement==MOV_Z) ) changeMoving(act);
return;
@@ -856,7 +864,7 @@ namespace actor
act->below = below;
below->above = act;
// ... i li passem el push, netejem el meu flag i gonnem
act->push |= push(act->below, PUSH_ZN);
act->push |= push(act, act->below, PUSH_ZN);
act->push &= ~PUSH_ZN;
if ( (act->flags & FLAG_MOVING) && (act->movement==MOV_Z) ) changeMoving(act);
return;
@@ -974,9 +982,9 @@ namespace actor
draw::pushSource();
draw::setSource(act->surface);
if (editor::isEditing() && (act==selected)) draw::swapcol(1, room::getColor()==9?11:9); // Si està seleccionat, que canvie de color
if (editor::isEditing() && (act==selected)) draw::swapcol(1, room::getColor(1)); // Si està seleccionat, que canvie de color
draw::draw(x, y, act->bmp_rect.w, act->bmp_rect.h, act->bmp_rect.x+ao, act->bmp_rect.y+oo, flip);
draw::swapcol(1, room::getColor()); // Tornem al color per defecte
draw::swapcol(1, room::getColor(0)); // Tornem al color per defecte
draw::popSource();
//print(x+5,y,act->pos.x);
//print(x+5,y+6,act->pos.y);
@@ -1299,9 +1307,27 @@ namespace actor
}
void giveSkill(int skill)
const int getSkillFromString(char *skill)
{
skills |= skill;
static const char *skillset_name[4] = {"SHOES", "GLOBES", "PANTS", "BAG"};
for (int i=0;i<4;++i)
{
if (strcmp(skill, skillset_name[i])==0)
{
return 1<<i;
}
}
return 0;
}
void giveSkill(char *skill)
{
skills |= getSkillFromString(skill);
}
bool wasSkillCollected(char *skill)
{
return skills & getSkillFromString(skill);
}
int getSkills()
@@ -1309,9 +1335,27 @@ namespace actor
return skills;
}
void pickPart(int part)
const int getPartFromString(char *part)
{
parts |= part;
static const char *partset_name[6] = {"FILTER", "PUMP", "TIMER", "SALT", "PIPE", "ELBOW"};
for (int i=0;i<4;++i)
{
if (strcmp(part, partset_name[i])==0)
{
return 1<<i;
}
}
return PART_NONE;
}
void pickPart(char *part)
{
parts |= getPartFromString(part);
}
bool wasPartCollected(char *part)
{
return parts & getPartFromString(part);
}
int getParts()

View File

@@ -130,7 +130,7 @@ namespace actor
void reorder();
uint8_t push(actor_t *act, uint8_t push);
uint8_t push(actor_t *source, actor_t *act, uint8_t push);
void update(actor_t *act, const bool update_all=true);
void updateEditor(actor_t *act, const bool update_all=true);
@@ -176,10 +176,12 @@ namespace actor
void useBoostRun();
void useBoostJump();
void giveSkill(int skill);
void giveSkill(char *skill);
bool wasSkillCollected(char *skill);
int getSkills();
void pickPart(int part);
void pickPart(char *part);
bool wasPartCollected(char *part);
int getParts();
}
}

View File

@@ -373,9 +373,9 @@ bool game::loop()
draw::swapcol(1, WHITE+LIGHT);
actor::draw(actor::getPicked(), false);
const int col1 = 7+(room::getColor()-6)%5;
const int col2 = 7+(room::getColor()-5)%5;
const int col3 = 7+(room::getColor()-4)%5;
const int col1 = room::getColor(1);
const int col2 = room::getColor(2);
const int col3 = room::getColor(3);
draw::print2("a", 4, 26, col1, FONT_ZOOM_NONE);
draw::print2("b", 7, 26, col2, FONT_ZOOM_NONE);
draw::print2("c", 10, 26, col3, FONT_ZOOM_NONE);
@@ -385,13 +385,13 @@ bool game::loop()
draw::print2(actor::hero::getBoostRun()/2, 2, 9, 27, col2, FONT_ZOOM_NONE);
draw::setSource(draw::getSurface("objectes.gif"));
draw::swapcol(1, actor::hero::getSkills()&SKILL_SHOES ? WHITE : BLUE);
draw::swapcol(1, actor::hero::getSkills()&SKILL_SHOES ? col1 : col3);
draw::draw(276,166, 28, 22, 162, 0);
draw::swapcol(1, actor::hero::getSkills()&SKILL_PANTS ? WHITE : BLUE);
draw::swapcol(1, actor::hero::getSkills()&SKILL_PANTS ? col1 : col3);
draw::draw(250,183, 18, 23, 167, 22);
draw::swapcol(1, actor::hero::getSkills()&SKILL_GLOVES ? WHITE : BLUE);
draw::swapcol(1, actor::hero::getSkills()&SKILL_GLOVES ? col1 : col3);
draw::draw(222,200, 21, 22, 165, 45);
draw::swapcol(1, actor::hero::getSkills()&SKILL_BAG ? WHITE : BLUE);
draw::swapcol(1, actor::hero::getSkills()&SKILL_BAG ? col1 : col3);
draw::draw(279,200, 20, 25, 145, 41);
/*
print(0,0,input::mouseX());
@@ -586,7 +586,7 @@ switch (section)
ui::label("TEXTURES", 2, line, 96, 11, GRAY); line+=10;
changed |= btn_opt("COLOR", 2, line, room::editor::refColor(), {7, 8, 9, 10, 11}, {"PURPLE", "GREEN", "CYAN", "YELLOW", "WHITE"}, 47); //ui::label("COLOR", 2, line, 64, 11);
changed |= btn_opt("COLOR", 2, line, room::editor::refColor(), {0, 1, 2, 3, 4}, {"PURPLE", "GREEN", "CYAN", "YELLOW", "WHITE"}, 47); //ui::label("COLOR", 2, line, 64, 11);
//changed |= btn_small(64, line, room::editor::refColor(), 5, 11);
line += 10;
ui::label("FLOOR", 2, line, 48, 11);

View File

@@ -20,8 +20,8 @@ namespace room
static int doors = NO_DOOR; // Portes obertes
static int door_height[4]; // Altura de cada porta
static int exits[6]; // Habitació destí a la que du cada porta (piso i sostre inclosos)
static int color = 5; // Color de l'habitació
static int exits[6]; // Habitació destí a la que du cada porta (piso i sostre inclosos)
static int color = 0; // Esquema de color de l'habitació
static int floor_type = 0; // Tile per al piso
static int walls_type = 0; // Tile per a les pareds
@@ -36,6 +36,14 @@ namespace room
static draw::surface *doors_surf = nullptr;
static draw::surface *aux_surf = nullptr;
static uint8_t color_schemes[5][4] = {
{7, 11, 10, 9},
{8, 11, 9, 7},
{9, 11, 10, 8},
{10, 11, 8, 7},
{11, 10, 9, 8},
};
void init()
{
actor::clear();
@@ -141,7 +149,7 @@ namespace room
door_height[YN] = SDL_clamp(val, -1, 5);
} else if (util::strcomp(key, "color:")) {
color = util::stringToInt(file::readString(&buffer), {"purple", "green", "cyan", "yellow", "white"}, {7, 8, 9, 10, 11});
color = util::stringToInt(file::readString(&buffer), {"purple", "green", "cyan", "yellow", "white"}, {0, 1, 2, 3, 4});
} else if (util::strcomp(key, "floor-texture:")) {
floor_type = file::readInt(&buffer);
@@ -176,13 +184,24 @@ namespace room
if (!::editor::isEditing() && act->flags & FLAG_SPECIAL)
{
if (act->name[0]=='B') // Es un booster
{
if (act->name[0]=='B') { // Es un booster
if (actor::hero::wasBoosterCollected((act->name[3]-48)*10+(act->name[4]-48)))
{
actor::remove(act);
act = nullptr;
}
} else if (act->name[0]=='S') { // Es un skill
if (actor::hero::wasSkillCollected(&act->name[2]))
{
actor::remove(act);
act = nullptr;
}
} else if (act->name[0]=='P') { // Es una part
if (actor::hero::wasPartCollected(&act->name[2]))
{
actor::remove(act);
act = nullptr;
}
}
}
if (act) actor::setDirty(act, true);
@@ -209,7 +228,7 @@ namespace room
void draw()
{
draw::pushSource();
draw::swapcol(1, color);
draw::swapcol(1, color_schemes[color][0]);
const int floor_row_tiles = int(floor_surf->w/32);
const int floor_x = (floor_type%floor_row_tiles)*32;
@@ -306,7 +325,7 @@ namespace room
void draw2()
{
draw::pushSource();
draw::swapcol(1, color);
draw::swapcol(1, color_schemes[color][0]);
const int doors_row_tiles = int(doors_surf->w/40);
const int doors_x = (doors_type%doors_row_tiles)*40;
@@ -383,9 +402,9 @@ namespace room
return exits[d];
}
int getColor()
int getColor(int which)
{
return color;
return color_schemes[color][which];
}
int getFloorCount()
@@ -440,7 +459,7 @@ namespace room
const char *numToColor(uint8_t value)
{
const char* colors[5] = {"PURPLE", "GREEN", "CYAN", "YELLOW", "WHITE"};
return colors[value-7];
return colors[value];
}
void modify() { modified = true; }

View File

@@ -30,7 +30,7 @@ namespace room
int getDoors();
int getDoor(const int d);
int getExit(const int d);
int getColor();
int getColor(int which);
int getFloorCount();
int getDoorCount();