[WIP] Ja se pot scrollar per tot el mapa sense problemes. Ara falta que els tiles de les vores carreguen des del primer pixel i no només quan hi ha espai suficient
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108
data/game.lua
108
data/game.lua
@@ -16,40 +16,89 @@ function game_init(menu)
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game_update=update_game
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end
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function render_view ( hab, x ,y )
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-- function mapa_draw(hab)
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-- for ty=0,5 do
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-- for tx=0,11 do
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-- local tile=mapa[1+hab][1+tx+ty*12]
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-- if tile~=256 and (tile<126 or mapa.step>4) then
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-- -- draw.surf((tile&15)*8,64+(tile>>4)*8,8,8,tx*8,ty*8)
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-- local txr = arcade_config.tiles_per_row-1
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-- local txr2 = arcade_config.tiles_per_row_base2
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-- local toff= arcade_config.tiles_offset
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-- local tw = arcade_config.tiles_width
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-- local th = arcade_config.tiles_height
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-- draw.surf((tile&txr)*tw,toff+(tile>>txr2)*th,tw,th,tx*tw,ty*th)
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-- end
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-- end
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-- end
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-- end
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function render_view ( x, y )
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local curr_ssurf = surf.source()
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local curr_tsurf = surf.target()
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local room_x = hab % mapa_rooms_per_piso
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local room_y = math.floor(hab / mapa_rooms_per_piso)
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local first_x = -1
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local first_y = -1
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local first_x = 0
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local first_y = 0
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if room_x == 0 then first_x = 0 end
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if room_y == 0 then first_y = 0 end
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local nroom, room_x, room_y, tile_offset_x, tile_offset_y = viewp:tile()
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print("COORDS= "..x..", "..y)
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print("ROOM= "..nroom)
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print("RCOORDS= "..room_x..", "..room_y)
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print("TILE_OFF= "..tile_offset_x..", "..tile_offset_y)
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max_tiles_col = (arcade_config.resolucion.width/arcade_config.tiles_width)+1; -- Los que caben en una pantalla y 1 parcial
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max_tiles_row = (arcade_config.resolucion.height/arcade_config.tiles_height)+1; -- Los que caben en una pantalla y 1 parcial
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curr_room = nroom
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curr_room_x = room_x
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curr_room_y = room_y
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surf.target(map_buffer)
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surf.cls(16)
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surf.source(tiles)
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for ry=0,2 do
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for rx=0,2 do
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local buffer_x = rx*mapa_room_cols*tw
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local buffer_y = ry*mapa_room_rows*th
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local room = (room_y+ry+first_y)*mapa_rooms_per_piso+(room_x+rx+first_x)
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draw_hab(room, buffer_x, buffer_y)
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end
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end
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surf.source(tiles)
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surf.source(map_buffer)
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tile_y = room_y
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for ty=0,max_tiles_row-1 do
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tile_x = room_x
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if tile_y>mapa_room_rows-1 then
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nroom = nroom + 10
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tile_y = 0
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end
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curr_room = nroom
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for tx=0,max_tiles_col-1 do
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if tile_x>mapa_room_cols-1 then
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curr_room = curr_room+1
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tile_x = 0
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end
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if curr_room >= 80 then
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break
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end
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local tile=mapa[1+curr_room][1+tile_x+tile_y*mapa_room_cols]
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-- print("R"..curr_room.." ("..tile_x..", "..tile_y..") > "..tile)
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-- print(" TILE= "..tile)
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if tile~=256 and (tile<126 or mapa.step>4) then
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-- draw.surf((tile&15)*8,64+(tile>>4)*8,8,8,tx*8,ty*8)
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local txr = arcade_config.tiles_per_row-1
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local txr2 = arcade_config.tiles_per_row_base2
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local toff= arcade_config.tiles_offset
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local tw = arcade_config.tiles_width
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local th = arcade_config.tiles_height
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draw.surf((tile&txr)*tw,toff+(tile>>txr2)*th,tw,th,tx*tw,ty*th)
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end
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tile_x = tile_x+1
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end
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tile_y = tile_y+1
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end
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surf.source(map_buffer)
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surf.target(0)
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local vrx, vry = viewp:roomXY(hab)
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print(hab.." "..vrx.." "..vry)
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draw.surf(viewp.x-vrx,viewp.y-vry,viewp.width,viewp.height,0,0,viewp.width,viewp.height)
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surf.source(curr_ssurf)
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draw.surf(tile_offset_x,tile_offset_y,viewp.width,viewp.height,0,0,viewp.width,viewp.height)
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surf.source(curr_ssurf)
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surf.source(curr_tsurf)
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end
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@@ -91,17 +140,16 @@ function update_game()
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--- mapa_update(abad.hab,cameras[current_camera].hab)
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local vp_x, vp_y = viewp:position()
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if key.down(keyRight) then
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vp_x = vp_x+1
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if vp_x+1<=(arcade_config.tiles_width*mapa_room_cols*(mapa_rooms_per_piso))-(arcade_config.resolucion.width) then vp_x = vp_x+1 end
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elseif key.down(keyLeft) then
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if vp_x>0 then vp_x = vp_x-1 end
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elseif key.down(keyUp) then
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if vp_y>0 then vp_y = vp_y -1 end
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elseif key.down(keyDown) then
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vp_y = vp_y+1
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if vp_y+1<=(arcade_config.tiles_height*mapa_room_rows*mapa_pisos)-(arcade_config.resolucion.height) then vp_y = vp_y+1 end
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end
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viewp:position(vp_x, vp_y)
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local room = viewp:room()
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render_view(room)
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render_view(vp_x, vp_y)
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fps_print()
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viewp:print()
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end
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