[NEW] Implementada pausa
[FIX] Corregit un segon arranc de partida [NEW] Afegida controller:keypressed
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@@ -59,6 +59,8 @@ function controller:check(action)
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elseif action=="jump" then
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result = key.down(keyJump) or pad.down(btnJump)
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elseif action=="shoot" then
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-- No gaste key.press perque no vull "metralleta"
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-- s'obliga a alçar la pulsació
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result = key.down(keyShoot) or pad.down(btnShoot)
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if result then
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if self.keysdown[keyShoot] then
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@@ -92,4 +94,90 @@ function controller:key_release(keyid)
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return true
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end
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return false
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end
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function controller:onKeyUp(action)
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local resultKey = false
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local resultPad = false
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local keyDown = false
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local buttDown = false
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local keyid = nil
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local buttid = nil
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action = string.upper(action)
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if action=="UP" then
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keyid = keyUp
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buttid = btnUp
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elseif action=="DOWN" then
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keyid = keyDown
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buttid = btnDown
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elseif action=="LEFT" then
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keyid = keyLeft
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buttid = btnLeft
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elseif action=="RIGHT" then
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keyid = keyRight
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buttid = btnRight
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elseif action=="JUMP" then
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keyid = keyJump
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buttid = btnJump
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elseif action=="SHOOT" then
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keyid = keyShoot
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buttid = btnShoot
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elseif action=="ESC" then
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keyid = key
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buttid = btn
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end
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if keyid~=nil then resultKey = key.down(keyid) end
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if buttid~=nil then resultButt = pad.down(buttid) end
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result = resultKey or resultPad
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if result then
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if keyid~=nil then keyDown = self.keysdown[keyid] end
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if buttid~=nil then buttDown = self.keysdown[buttid] end
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result = true
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if keyDown or buttDown then result = false end
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-- self.keysdown[keyid] = true
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if keyid~=nil then self.keysdown[keyid]=true end
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if buttid~=nil then self.keysdown[buttid]=true end
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else
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-- self.keysdown[keyid] = false
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if keyid~=nil then self.keysdown[keyid]=false end
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if buttid~=nil then self.keysdown[buttid]=false end
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end
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return result
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end
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function controller:keypressed(action)
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action = string.upper(action)
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if action=="UP" then
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keyid = keyUp
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buttid = btnUp
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elseif action=="DOWN" then
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keyid = keyDown
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buttid = btnDown
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elseif action=="LEFT" then
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keyid = keyLeft
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buttid = btnLeft
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elseif action=="RIGHT" then
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keyid = keyRight
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buttid = btnRight
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elseif action=="JUMP" then
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keyid = keyJump
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buttid = btnJump
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elseif action=="SHOOT" then
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keyid = keyShoot
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buttid = btnShoot
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elseif action=="ESC" then
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keyid = key.ESCAPE
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buttid = btnPause
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end
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return key.press(keyid) or pad.press(buttid)
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end
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@@ -122,6 +122,8 @@ function game_exit()
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end
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function game_init(menu)
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stage= 1
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stage_loaded = 0
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-- print("GAME INIT")
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actors={}
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@@ -282,6 +284,10 @@ function update_game()
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score.draw()
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if controller:check("ESC") then
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states:executar("pause", true)
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end
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if DEBUG then
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special_keys()
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debug_info()
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@@ -17,6 +17,7 @@ require "game"
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require "opcions"
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require "opcions_input"
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require "point"
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require "pause"
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require "fps"
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--require "menu"
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@@ -77,7 +77,7 @@ function opcions_input_update()
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if input_type==controller.input.kb then
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local k = key.press()
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if k ~= 0 and k~=key.ESCAPE then
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print(k..", "..curr_key.name..", "..curr_key.code)
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-- print(k..", "..curr_key.name..", "..curr_key.code)
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config_key(curr_key, k)
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menu_opt = menu_opt+1
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end
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@@ -0,0 +1,76 @@
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local menu_count = 0
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local pausa_option= 1
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function pause_init()
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-- surf.target(0)
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-- surf.cls(16)
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menu_count = 1
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states:next()
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end
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function pause_draw()
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draw.rectf(32,32,194,130,16)
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draw.rect(32,32,194,130,15)
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draw.text("PAUSA",108,40,15)
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menu_count=menu_count+1
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local parpadeig=false
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if menu_count>=20 then
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parpadeig=true
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if menu_count>40 then menu_count=0 end
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end
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draw.rect(56,66+(20*(pausa_option-1)),146,18,14)
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if (not parpadeig) then draw.rect(56,66+(20*(pausa_option-1)),146,18,13) end
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draw.text("CONTINUAR",60,70,14)
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draw.text("MUSICA:",60,90,14)
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if music.enabled() then
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draw.text("SI",182,90,15)
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else
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draw.text("NO",182,90,15)
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end
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draw.text("SÓ:",60,110,14)
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if sound.enabled() then
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draw.text("SI",182,110,15)
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else
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draw.text("NO",182,110,15)
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end
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draw.text("EIXIR",60,130,14)
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end
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function pause_update_logic()
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if controller:keypressed("down") then
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pausa_option = pausa_option + 1
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if pausa_option == 5 then pausa_option = 1 end
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elseif controller:keypressed("up") then
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pausa_option = pausa_option - 1
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if pausa_option == 0 then pausa_option = 4 end
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elseif controller:keypressed("shoot") then
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if pausa_option==1 then
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states:next()
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elseif pausa_option==2 then
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music.enabled(not music.enabled())
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elseif pausa_option==3 then
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sound.enabled(not sound.enabled())
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else
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states:executar("title", false)
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end
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end
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end
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function pause_update()
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if key.press(key.ESCAPE) then
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states:next()
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return
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end
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pause_update_logic()
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pause_draw()
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end
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function pause_end()
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states:finish()
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end
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states:registrar("pause", { pause_init, pause_update, pause_end } )
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