diff --git a/data/batarang.lua b/data/batarang.lua index 91c0e64..055b393 100644 --- a/data/batarang.lua +++ b/data/batarang.lua @@ -3,36 +3,46 @@ require "mapa" batarang = { items = {}, cooldown = 0, - dx = 8, + frame_time = 0.0, + dx = 160, draw = function() surf.source(batman.surface) for i, k in pairs(batarang.items) do + k.blink = not k.blink local flip_h, flip_v = false, false if k.s==1 or k.s==2 then flip_v = true end if k.s==2 or k.s==3 then flip_h = true end + if k.blink then pal.subpal(65,22) end draw.surf(123,27,5,5,k.x,k.y,5,5, flip_h, flip_v) + if k.blink then pal.subpal(65) end end end, update = function() + local d = sys.delta() + if batarang.cooldown > 0 then batarang.cooldown = batarang.cooldown - 1 end for i, k in pairs(batarang.items) do local tx, ty = ((k.x+2)//8), ((k.y+2)//8) if (mapa.isSolid(tx,ty)) then batarang.items[i] = nil else - k.x = k.x + k.dx - k.s = k.s + 1 - if (k.s==4) then k.s = 0 end + k.x = k.x + k.dx*d + batarang.frame_time = batarang.frame_time + d + if batarang.frame_time >= 0.06 then + batarang.frame_time = 0.0 + k.s = k.s + 1 + if (k.s==4) then k.s = 0 end + end end end end, new = function(x,y,flip) --if batarang.cooldown == 0 then - table.insert(batarang.items, {x=x, y=y, s=0, dx=flip and -8 or 8}) - -- batarang.cooldown = 5 + table.insert(batarang.items, {x=x, y=y, s=0, dx=flip and -160 or 160, blink=false}) + batarang.cooldown = 10 --end end, diff --git a/data/batman.lua b/data/batman.lua index 8f0a360..a136b94 100644 --- a/data/batman.lua +++ b/data/batman.lua @@ -2,16 +2,19 @@ require "batarang" batman = { - states = {IDLE=1, WALK=2, JUMP=3, FALL=4, STAIRS=5, GRAPPLING=6, PROPELLED=7, SHOOT=8}, - x = 7*8, - y = 14*8, + states = {IDLE=1, WALK=2, JUMP=3, FALL=4, STAIRS=5, GRAPPLING=6, PROPELLED=7, SHOOT=8, ROPE=9}, + x = 104*8, + y = 6*8, surface = nil, flip = false, frames = {0}, frame = 1, + frame_time = 0.0, state = 1, + dy = 0.0, jump_counter = 0, ignore_first_tile = 0, + ignore_rope = 0, layer = 1, grappling_length = 0, @@ -25,8 +28,8 @@ batman = { local f = batman.frames[batman.frame] draw.surf((f%8)*16,(f//8)*16,16,16,batman.x,batman.y,16,16,batman.flip) if batman.grappling_length>0 then - draw.rect(batman.x+3, batman.y+7-batman.grappling_length*4, 1, batman.grappling_length*4, 64) - draw.rect(batman.x+2, batman.y+7-batman.grappling_length*4, 3, batman.grappling_length*4, 66) + draw.rect(batman.x+3, batman.y+7-batman.grappling_length*4, 1, batman.grappling_length*4, 8) + --draw.rect(batman.x+2, batman.y+7-batman.grappling_length*4, 3, batman.grappling_length*4, 66) end --local tx1, tx2, ty = ((batman.x+4)//8), ((batman.x+10)//8), ((batman.y+16)//8) --draw.rect((tx1)*8,ty*8,8,8, 4) @@ -34,18 +37,30 @@ batman = { end, update = function() - batman.frame = batman.frame + 1 - if batman.frame > #batman.frames then batman.frame = 1 end + local d = sys.delta() + + batman.frame_time = batman.frame_time + d + if batman.frame_time >= 0.06 then + batman.frame_time = 0.0 + batman.frame = batman.frame + 1 + if batman.frame > #batman.frames then batman.frame = 1 end + end + + if (batman.ignore_rope>0) then + batman.ignore_rope = batman.ignore_rope - 40*d + if batman.ignore_rope<0 then batman.ignore_rope=0 end + end if batman.state == batman.states.SHOOT then if batman.frame == 3 then - batarang.new(batman.x+8, batman.y+8, batman.flip) + if batarang.cooldown == 0 then batarang.new(batman.x+8, batman.y+8, batman.flip) end elseif batman.frame == 5 then batman.state = batman.states.IDLE batman.frames = {0} batman.frame = 1 end end + -- Si està IDLE if batman.state == batman.states.IDLE then -- Mirem si comença a caminar @@ -71,7 +86,7 @@ batman = { local tx, ty = ((batman.x+4)//8), ((batman.y+24)//8) if (not mapa.isSolid(tx,ty)) then batman.state = batman.states.FALL - batman.ignore_first_tile = 4 + batman.ignore_first_tile = 32 batman.layer = 2 end end @@ -91,11 +106,11 @@ batman = { batman.frame = 1 end elseif key.down(key.Z) then - --if batarang.cooldown==0 then + if batarang.cooldown==0 then batman.state = batman.states.SHOOT batman.frames = {5,6,7,7,7} batman.frame = 1 - --end + end end -- Mirem si ha de caure local tx1, tx2, ty = ((batman.x+4)//8), ((batman.x+10)//8), ((batman.y+16)//8) @@ -105,7 +120,8 @@ batman = { -- Mirem si comença a botar if (batman.state ~= batman.states.FALL) and (key.down(key.X)) then batman.state = batman.states.JUMP - batman.jump_counter = 0 + batman.dy = -90 + --batman.jump_counter = 0 end end @@ -115,12 +131,12 @@ batman = { batman.state = batman.states.WALK batman.flip=false local tx, ty = ((batman.x+12)//8), ((batman.y+8)//8) - if not mapa.isSolid(tx,ty) then batman.x = batman.x + 2 end + if not mapa.isSolid(tx,ty) then batman.x = batman.x + 40*d end elseif key.down(key.LEFT) then batman.state = batman.states.WALK batman.flip=true local tx, ty = ((batman.x+3)//8), ((batman.y+8)//8) - if not mapa.isSolid(tx,ty) then batman.x = batman.x - 2 end + if not mapa.isSolid(tx,ty) then batman.x = batman.x - 40*d end else -- Ha parat de caminar batman.state = batman.states.IDLE @@ -135,21 +151,26 @@ batman = { -- Mirem si comença a botar if key.down(key.X) then batman.state = batman.states.JUMP - batman.jump_counter = 0 + batman.dy = -90 + --batman.jump_counter = 0 elseif key.down(key.Z) then - --if batarang.cooldown==0 then + if batarang.cooldown==0 then batman.state = batman.states.SHOOT batman.frames = {5,6,7,7,7} batman.frame = 1 - -- end + end end end if batman.state == batman.states.JUMP then - batman.y = batman.y - 4 - batman.jump_counter = batman.jump_counter + 1 - if batman.jump_counter == 5 then - batman.jump_counter = 0 + batman.y = batman.y + batman.dy*d + batman.dy = batman.dy + 4 + batman.frames = {4} + batman.frame = 1 + --batman.jump_counter = batman.jump_counter + 1 + --if batman.jump_counter == 5 then + if batman.dy >= 0 then + --batman.jump_counter = 0 batman.state = batman.states.FALL batman.frames = {4} batman.frame = 1 @@ -157,11 +178,19 @@ batman = { if key.down(key.RIGHT) then batman.flip=false local tx, ty = ((batman.x+12)//8), ((batman.y+8)//8) - if not mapa.isBlock(tx,ty) then batman.x = batman.x + 2 end + if not mapa.isBlock(tx,ty) then batman.x = batman.x + 40*d end elseif key.down(key.LEFT) then batman.flip=true local tx, ty = ((batman.x+3)//8), ((batman.y+8)//8) - if not mapa.isBlock(tx,ty) then batman.x = batman.x - 2 end + if not mapa.isBlock(tx,ty) then batman.x = batman.x - 40*d end + end + local tx, ty = ((batman.x+4)//8), ((batman.y+8)//8) + if mapa.isRope(tx,ty) and batman.ignore_rope==0 then + batman.state = batman.states.ROPE + batman.ignore_rope=10 + batman.frames = {10} + batman.frame = 1 + batman.x = (((batman.x+4)//8)*8)-4 end end @@ -169,15 +198,15 @@ batman = { if key.down(key.RIGHT) then batman.flip=false local tx, ty = ((batman.x+12)//8), ((batman.y+8)//8) - if not mapa.isSolid(tx,ty) then batman.x = batman.x + 2 end + if not mapa.isSolid(tx,ty) then batman.x = batman.x + 40*d end elseif key.down(key.LEFT) then batman.flip=true local tx, ty = ((batman.x+3)//8), ((batman.y+8)//8) - if not mapa.isSolid(tx,ty) then batman.x = batman.x - 2 end + if not mapa.isSolid(tx,ty) then batman.x = batman.x - 40*d end end - local tx1, tx2, ty = ((batman.x+4)//8), ((batman.x+10)//8), ((batman.y+16)//8) - if (batman.ignore_first_tile>0) or ((not mapa.isSolid(tx1,ty)) and (not mapa.isSolid(tx2,ty))) then + + if (batman.ignore_first_tile>0) or ((not mapa.isPlatform(tx1,ty)) and (not mapa.isPlatform(tx2,ty))) then if batman.ignore_first_tile>0 then batman.ignore_first_tile = batman.ignore_first_tile - 1 else @@ -186,13 +215,27 @@ batman = { batman.state = batman.states.FALL batman.frames = {4} batman.frame = 1 - batman.y = batman.y + 4 + + batman.dy = batman.dy + 4 + if batman.dy > 80 then batman.dy=80 end + batman.y = batman.y + batman.dy*d + --batman.y = batman.y + 80*d else batman.y = (batman.y//8)*8 + batman.dy = 0 batman.state = batman.states.IDLE batman.frames = {0} batman.frame = 1 end + + local ty2 = ((batman.y+8)//8) + if mapa.isRope(tx1,ty2) and batman.ignore_rope==0 then + batman.state = batman.states.ROPE + batman.ignore_rope=10 + batman.frames = {10} + batman.frame = 1 + batman.x = (((batman.x+4)//8)*8)-4 + end end if batman.state == batman.states.STAIRS then @@ -205,7 +248,7 @@ batman = { batman.frames = {8,10,9,10} batman.frame = 1 end - batman.y = batman.y + 2; + batman.y = batman.y + 40*d; else batman.state = batman.states.IDLE batman.frames = {0} @@ -219,7 +262,7 @@ batman = { batman.frames = {8,10,9,10} batman.frame = 1 end - batman.y = batman.y - 2; + batman.y = batman.y - 40*d; else batman.state = batman.states.IDLE batman.frames = {0} @@ -236,28 +279,72 @@ batman = { end end + if batman.state == batman.states.ROPE then + local moving = false + if key.down(key.DOWN) then + moving = true + local tx, ty = ((batman.x+4)//8), ((batman.y+8)//8) + if (mapa.isRope(tx,ty)) then + if #batman.frames==1 then + batman.frames = {8,10,9,10} + batman.frame = 1 + end + batman.y = batman.y + 40*d; + end + elseif key.down(key.UP) then + moving = true + local tx, ty = ((batman.x+4)//8), ((batman.y-1)//8) + if (mapa.isRope(tx,ty)) then + if #batman.frames==1 then + batman.frames = {8,10,9,10} + batman.frame = 1 + end + batman.y = batman.y - 40*d; + end + elseif key.down(key.X) and batman.ignore_rope==0 then + if key.down(key.LEFT) then batman.flip = true end + if key.down(key.RIGHT) then batman.flip = false end + batman.state = batman.states.JUMP + batman.ignore_rope=10 + batman.dy = -100 + end + if not moving then + batman.frames = {10} + batman.frame = 1 + end + end + if batman.state == batman.states.GRAPPLING then - batman.grappling_length = batman.grappling_length + 1 - local tx, ty = ((batman.x+2)//8), ((batman.y+7-batman.grappling_length*4)//8) - if mapa.isSolid(tx, ty) then - if mapa.isBlock(tx,ty) then - batman.grappling_length = 0 - batman.state = batman.states.IDLE - batman.frames = {0} - batman.frame = 1 - else - batman.layer = 2 - batman.state = batman.states.PROPELLED + batman.grappling_length = batman.grappling_length + 40*d + if batman.grappling_length >= 12 then + batman.grappling_length = 0 + batman.state = batman.states.IDLE + batman.frames = {0} + batman.frame = 1 + else + local tx, ty = ((batman.x+2)//8), ((batman.y+7-batman.grappling_length*4)//8) + if mapa.isSolid(tx, ty) then + if mapa.isBlock(tx,ty) then + batman.grappling_length = 0 + batman.state = batman.states.IDLE + batman.frames = {0} + batman.frame = 1 + else + batman.layer = 2 + batman.state = batman.states.PROPELLED + end end end end if batman.state == batman.states.PROPELLED then - batman.grappling_length = batman.grappling_length - 1 - batman.y = batman.y - 4 - if batman.grappling_length == 0 then + batman.grappling_length = batman.grappling_length - 40*d + batman.y = batman.y - 160*d + if batman.grappling_length <= 0 then + batman.grappling_length = 0 batman.state = batman.states.JUMP - batman.jump_counter = 0 + --batman.jump_counter = 0 + batman.dy = -100 end end diff --git a/data/game.lua b/data/game.lua index 6d2b7b2..7ba0948 100644 --- a/data/game.lua +++ b/data/game.lua @@ -26,10 +26,10 @@ game = { mapa.draw(2) if batman.layer==2 then batman.draw() end - if sys.beat() then + --if sys.beat() then batman.update() batarang.update() - end + --end --view.origin(0,0) --draw.text(tostring(mx//8)..","..tostring(my//8),50,0,22) diff --git a/data/level1.lev b/data/level1.lev index 72dfba0..e64310a 100644 --- a/data/level1.lev +++ b/data/level1.lev @@ -1,2 +1,2 @@ -start-x=-984 -start-y=8 +start-x=-808 +start-y=-32 diff --git a/data/level1_1.gif b/data/level1_1.gif index b6d496f..cb62c58 100644 Binary files a/data/level1_1.gif and b/data/level1_1.gif differ diff --git a/data/level1_2.gif b/data/level1_2.gif index 40b3e58..0ad6cfa 100644 Binary files a/data/level1_2.gif and b/data/level1_2.gif differ diff --git a/data/mapa.lua b/data/mapa.lua index 4e53292..e9ca770 100644 --- a/data/mapa.lua +++ b/data/mapa.lua @@ -77,7 +77,7 @@ mapa = { isSolid = function(x, y) local tile = map.tile(x, y) - return (tile == 32) or (tile == 33) or (tile==36) or (tile==37) + return (tile == 32) or (tile == 33) or (tile==36) or (tile==37) or (tile==42) or (tile==44) or (tile==45) or (tile==47) end, isBlock = function(x, y) @@ -85,9 +85,19 @@ mapa = { return (tile == 32) end, + isPlatform = function(x, y) + local tile = map.tile(x, y) + return (tile == 33) or (tile==36) or (tile==37) + end, + isStairs = function(x, y) local tile = map.tile(x, y) return (tile>33) and (tile<40) end, + isRope = function(x, y) + local tile = map.tile(x, y) + return (tile==40) or (tile==41) + end, + } \ No newline at end of file diff --git a/data/tiles01.gif b/data/tiles01.gif index 2493eb5..2353d42 100644 Binary files a/data/tiles01.gif and b/data/tiles01.gif differ