forked from JailDoctor/cacaus
Corregit bol, adaptat final, modificat Batman. Joc completament jugable. Falten 2 de Premiere i el Imp
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@@ -1,3 +1,10 @@
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local arcade_config = require("arcade_config")
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o2aX = arcade_config.org2arc_escala
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cxr = arcade_config.character_per_row-1
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cxr2 = arcade_config.character_per_row_base2
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cw = arcade_config.character_width
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ch = arcade_config.character_height
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final_rooms = {2,6,60,21,49,23,66,32,4,46,39,55,74}
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function final_init()
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@@ -19,17 +26,19 @@ go_next_actor=false
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function update_final()
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surf.cls(16)
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view.origin(16,41)
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view.origin(16*o2aX,41*o2aX)
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mapa_draw(final_room)
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draw_actor()
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view.origin(0,0)
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draw.rectf(0,0,15,97,16)
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draw.rectf(114,0,78,97,16)
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draw.rect(15,40,99,50,2)
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draw.rectf(0,0,15*o2aX,97*o2aX,16)
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draw.rectf(114*o2aX,0,78*o2aX,97*o2aX,16)
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draw.rect(15*o2aX,40*o2aX,99*o2aX,50*o2aX,2)
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text("C A C A U S", 42, 12, 17)
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text(actor.name, 64-(#actor.name*2), 28, 11)
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-- text("C A C A U S", 42, 12, 17)
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arc_textB("C A C A U S", 42*o2aX, 12*o2aX, 17)
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-- text(actor.name, 64-(#actor.name*2), 28, 11)
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arc_textB(actor.name, (64-(#actor.name*2))*o2aX, 28*o2aX, 11)
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mapa_update(abad.hab,final_room)
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@@ -83,7 +92,8 @@ function draw_actor()
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end
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end
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local tpl=128/actor.w
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draw.surf((actor.frame%tpl)*actor.w,math.floor(actor.frame/tpl)*actor.h,actor.w,actor.h,actor.x,actor.y,actor.w,actor.h,actor.flip)
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-- draw.surf((actor.frame%tpl)*actor.w,math.floor(actor.frame/tpl)*actor.h,actor.w,actor.h,actor.x,actor.y,actor.w,actor.h,actor.flip)
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draw.surf((actor.frame%tpl)*actor.w*o2aX, math.floor(actor.frame/tpl)*actor.h*o2aX ,actor.w*o2aX, actor.h*o2aX, actor.x*o2aX ,actor.y*o2aX ,actor.w*o2aX ,actor.h*o2aX, actor.flip)
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end
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function next_actor()
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@@ -129,8 +139,10 @@ end
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function update_final2()
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surf.cls(16)
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text("C A C A U S", 42, 12, 17)
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text("GRACIES PER JUGAR", 30, 48, 10)
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-- text("C A C A U S", 42, 12, 17)
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arc_textB("C A C A U S", 42*o2aX, 12*o2aX, 17)
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-- text("GRACIES PER JUGAR", 30, 48, 10)
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arc_text("GRACIES PER JUGAR", 30*o2aX, 48*o2aX, 10)
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final_count=final_count+1
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if final_count==200 or (key.press(keyShoot) or pad.press(btnShoot)) or key.press(key.RETURN) then
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