- [NEW] Batman es pinta en el layer que toca cada vegada
- [WIP] Grappling hook implementat
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@@ -1,6 +1,6 @@
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batman = {
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states = {IDLE=1, WALK=2, JUMP=3, FALL=4, FALLTHROUGH=5, STAIRS_IDLE=6, STAIRS_MOVING=7},
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states = {IDLE=1, WALK=2, JUMP=3, FALL=4, STAIRS=5, GRAPPLING=6, PROPELLED=7},
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x = 7*8,
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y = 14*8,
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surface = nil,
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@@ -10,6 +10,8 @@ batman = {
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state = 1,
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jump_counter = 0,
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ignore_first_tile = 0,
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layer = 1,
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grappling_length = 0,
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init = function()
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batman.surface = surf.load("batman.gif")
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@@ -20,9 +22,13 @@ batman = {
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surf.source(batman.surface)
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local f = batman.frames[batman.frame]
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draw.surf((f%8)*16,(f//8)*16,16,16,batman.x,batman.y,16,16,batman.flip)
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local tx1, tx2, ty = ((batman.x+4)//8), ((batman.x+10)//8), ((batman.y+16)//8)
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draw.rect((tx1)*8,ty*8,8,8, 4)
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draw.rect((tx2)*8,ty*8,8,8, 4)
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if batman.grappling_length>0 then
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draw.rect(batman.x+3, batman.y+7-batman.grappling_length*4, 1, batman.grappling_length*4, 64)
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draw.rect(batman.x+2, batman.y+7-batman.grappling_length*4, 3, batman.grappling_length*4, 66)
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end
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--local tx1, tx2, ty = ((batman.x+4)//8), ((batman.x+10)//8), ((batman.y+16)//8)
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--draw.rect((tx1)*8,ty*8,8,8, 4)
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--draw.rect((tx2)*8,ty*8,8,8, 4)
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end,
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update = function()
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@@ -43,7 +49,7 @@ batman = {
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elseif key.down(key.DOWN) then
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local tx, ty = ((batman.x+4)//8), ((batman.y+8)//8)
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if (mapa.isStairs(tx,ty)) then
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batman.state = batman.states.STAIRS_IDLE
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batman.state = batman.states.STAIRS
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batman.frames = {10}
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batman.frame = 1
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batman.x = ((batman.x+4)//8)*8
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@@ -55,19 +61,23 @@ batman = {
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if (not mapa.isSolid(tx,ty)) then
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batman.state = batman.states.FALL
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batman.ignore_first_tile = 4
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batman.layer = 2
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end
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end
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elseif key.down(key.UP) then
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local tx, ty = ((batman.x+4)//8), ((batman.y)//8)
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if (mapa.isStairs(tx,ty)) then
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batman.state = batman.states.STAIRS_IDLE
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batman.state = batman.states.STAIRS
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batman.frames = {10}
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batman.frame = 1
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--batman.x = (batman.x//8)*8
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batman.x = ((batman.x+4)//8)*8
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if (mapa.isStairs(tx-1,ty)) then
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batman.x = batman.x - 8
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end
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elseif key.down(key.Z) then
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batman.state = batman.states.GRAPPLING
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batman.frames = {6}
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batman.frame = 1
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end
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end
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-- Mirem si ha de caure
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@@ -145,7 +155,11 @@ batman = {
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local tx1, tx2, ty = ((batman.x+4)//8), ((batman.x+10)//8), ((batman.y+16)//8)
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if (batman.ignore_first_tile>0) or ((not mapa.isSolid(tx1,ty)) and (not mapa.isSolid(tx2,ty))) then
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if batman.ignore_first_tile>0 then batman.ignore_first_tile = batman.ignore_first_tile - 1 end
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if batman.ignore_first_tile>0 then
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batman.ignore_first_tile = batman.ignore_first_tile - 1
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else
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batman.layer = 1
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end
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batman.state = batman.states.FALL
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batman.frames = {4}
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batman.frame = 1
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@@ -158,7 +172,7 @@ batman = {
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end
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end
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if batman.state == batman.states.STAIRS_IDLE then
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if batman.state == batman.states.STAIRS then
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local moving = false
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if key.down(key.DOWN) then
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moving = true
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@@ -198,6 +212,32 @@ batman = {
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batman.frame = 1
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end
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end
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if batman.state == batman.states.GRAPPLING then
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batman.grappling_length = batman.grappling_length + 1
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local tx, ty = ((batman.x+2)//8), ((batman.y+7-batman.grappling_length*4)//8)
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if mapa.isSolid(tx, ty) then
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if mapa.isBlock(tx,ty) then
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batman.grappling_length = 0
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batman.state = batman.states.IDLE
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batman.frames = {0}
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batman.frame = 1
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else
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batman.layer = 2
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batman.state = batman.states.PROPELLED
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end
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end
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end
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if batman.state == batman.states.PROPELLED then
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batman.grappling_length = batman.grappling_length - 1
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batman.y = batman.y - 4
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if batman.grappling_length == 0 then
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batman.state = batman.states.JUMP
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batman.jump_counter = 0
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end
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end
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end,
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}
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