forked from JailDoctor/cacaus
- Passat a mini v1.3.6
This commit is contained in:
@@ -19,7 +19,7 @@ function abad:draw()
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flip=(((abad.x>>1)+(abad.y>>1))%2)==0
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end
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if (abad.respawning==0) or (math.floor(abad.respawning/15)%2==0) then
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blit(abad.frame*16,0,16,16,abad.x,abad.y,16,16,flip)
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draw.surf(abad.frame*16,0,16,16,abad.x,abad.y,16,16,flip)
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end
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if abad.respawning > 0 then
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@@ -57,10 +57,10 @@ function abad_hurt(howmuch)
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abad.bb.y=0
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abad.bb.h=16
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abad.respawning=240
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cls(3)
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surf.cls(3)
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end
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else
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cls(3)
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surf.cls(3)
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end
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end
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end
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@@ -83,26 +83,26 @@ function abad_state_normal()
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end
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abad_make_safe()
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if btn(keyRight) or pad(btnRight) then
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if key.down(keyRight) or pad.down(btnRight) then
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abad.update=abad_state_walking
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abad.flip=false
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elseif btn(keyLeft) or pad(btnLeft) then
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elseif key.down(keyLeft) or pad.down(btnLeft) then
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abad.update=abad_state_walking
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abad.flip=true
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elseif btn(keyJump) or pad(btnJump) then
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elseif key.down(keyJump) or pad.down(btnJump) then
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abad.update=abad_state_jumping
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abad.step=0
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abad.jumpfwd=false
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if abad.jump then
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stopsound(abad.jump)
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sound.stop(abad.jump)
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abad.jump=nil
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end
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playsnd(audio_abad_jump)
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elseif btn(keyDown) or pad(btnDown) then
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elseif key.down(keyDown) or pad.down(btnDown) then
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abad.update=abad_state_crouch
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--elseif btn(KEY_Z) then
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-- abad.respawning=240
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elseif btn(keyShoot) or pad(btnShoot) and cacau.hab==-1 then
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elseif key.down(keyShoot) or pad.down(btnShoot) and cacau.hab==-1 then
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playsnd(audio_abad_shot)
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abad.update=abad_state_fire
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abad.wait=0
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@@ -118,7 +118,7 @@ function abad_state_crouch()
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abad.step=0
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abad.jumpfwd=false
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if not (btn(keyDown) or pad(btnDown)) then
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if not (key.down(keyDown) or pad.down(btnDown)) then
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abad.update=abad_state_normal
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abad.bb.y=0
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abad.bb.h=16
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@@ -187,28 +187,28 @@ function abad_state_walking()
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abad_make_safe()
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if btn(keyJump) or pad(btnJump) then
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if key.down(keyJump) or pad.down(btnJump) then
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abad.update=abad_state_jumping
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abad.step=0
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abad.jumpfwd=true
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if abad.jump then
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stopsound(abad.jump)
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sound.stop(abad.jump)
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abad.jump=nil
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end
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playsnd(audio_abad_jump)
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return
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elseif btn(keyDown) or pad(btnDown) then
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elseif key.down(keyDown) or pad.down(btnDown) then
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abad.update=abad_state_crouch
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elseif btn(keyShoot) or pad(btnShoot) and cacau.hab==-1 then
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elseif key.down(keyShoot) or pad.down(btnShoot) and cacau.hab==-1 then
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playsnd(audio_abad_shot)
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abad.update=abad_state_fire
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abad.wait=0
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cacau.init(abad.hab,abad.x+8,abad.y+8,abad.flip)
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end
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if btn(keyRight) or pad(btnRight) then
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if key.down(keyRight) or pad.down(btnRight) then
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abad.flip=false
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elseif btn(keyLeft) or pad(btnLeft) then
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elseif key.down(keyLeft) or pad.down(btnLeft) then
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abad.flip=true
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elseif abad.wait==0 then
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abad.update=abad_state_normal
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@@ -299,15 +299,15 @@ function abad_state_stairs()
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if abad.wait==6 then
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abad.wait=0
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if btn(keyRight) or pad(btnRight) then
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if key.down(keyRight) or pad.down(btnRight) then
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abad.flip=false
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abad_advance()
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playsnd(audio_low)
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elseif btn(keyLeft) or pad(btnLeft) then
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elseif key.down(keyLeft) or pad.down(btnLeft) then
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abad.flip=true
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abad_advance()
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playsnd(audio_low)
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elseif btn(keyUp) or pad(btnUp) then
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elseif key.down(keyUp) or pad.down(btnUp) then
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if abad.y>0 then
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if check_tile(abad.hab,abad.x+4,abad.y+8)==tiletype.stair or (abad.x+4)&7~=0 and check_tile(abad.hab,abad.x+12,abad.y+8)==tiletype.stair then
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abad.y=abad.y-2
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@@ -318,7 +318,7 @@ function abad_state_stairs()
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imp.reset()
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abad.y=32
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end
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elseif btn(keyDown) or pad(btnDown) then
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elseif key.down(keyDown) or pad.down(btnDown) then
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if abad.y<32 then
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if check_tile(abad.hab,abad.x+4,abad.y+16)==tiletype.stair or (abad.x+4)&7~=0 and check_tile(abad.hab,abad.x+12,abad.y+16)==tiletype.stair then
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abad.y=abad.y+2
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