[FIX] Canviat el nom de flow a states que es mes precis
[FIX] Ajustada posició del peu en habitació 27 [FIX] Modificat trigger_event per a que es disparen en una habitació concreta i també segons distancia sense haver de colisionar [FIX] Ending stage 1 [FIX] ELiminades llunes duplicades [NEW] Dialeg per a l'abad
This commit is contained in:
+5
-2
@@ -26,9 +26,8 @@ batvio={
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d_angle=15,
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dying=false,
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death_time=40,
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enabled=true,
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enabled=false,
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disable_reason="",
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enabled=true,
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}
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function batvio.init()
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@@ -38,6 +37,8 @@ function batvio.init()
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end
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function batvio.draw()
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if not batvio.enabled then return end
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local curr_sf = surf.source()
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surf.source(tiles2)
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local scr_x, scr_y = viewp:screen_coords( batvio.x, batvio.y )
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@@ -66,5 +67,7 @@ function batvio.hit()
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end
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function batvio.update()
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if not batvio.enabled then return end
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batvio.step = batvio.step +1
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end
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@@ -67,6 +67,7 @@ function bol.update()
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remove_actor(bol)
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-- crear el trigger per a disparar el final de fase
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table.insert( actors, trigger.new(8,4,3,triggers.escena_stage1_ending,"stage1 ending","TR09") )
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batvio.enabled = true
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end
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end
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end
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+2
-2
@@ -130,7 +130,7 @@ function game_init(menu)
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score.create()
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-- game_update=update_game
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flow:next()
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states:next()
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end
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@@ -521,4 +521,4 @@ function debug_info()
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font.current(font_sf)
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end
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flow:registrar("game", {game_init, update_game} )
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states:registrar("game", {game_init, update_game} )
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+4
-4
@@ -47,13 +47,13 @@ print("INTRO_INIT")
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fade.fadein()
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font.current(font_sf)
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-- flow:add_path({intro_intro, intro_update})
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flow:next()
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states:next()
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end
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function intro_intro()
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intro_wait=1
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-- game_update = intro_update
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flow:next()
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states:next()
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fade.fadeoutin()
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end
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@@ -135,7 +135,7 @@ end
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function intro_end()
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print("intro_end")
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fade.fadeoutin()
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flow:executar("title")
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states:executar("title")
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end
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flow:registrar("intro", {intro_init, intro_intro, intro_update})
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states:registrar("intro", {intro_init, intro_intro, intro_update})
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+4
-4
@@ -49,7 +49,7 @@ function logo_init()
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-- Següent bucle
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-- game_update = logo_intro
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local modul, pas=flow:next()
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local modul, pas=states:next()
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print("LOGO_INIT= "..modul..", "..pas)
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end
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@@ -175,7 +175,7 @@ function logo_end()
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-- print("LOGO_END")
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-- game_update = intro_init
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print("logo_end")
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flow:executar("intro")
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states:executar("intro")
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-- surf.free(logo_sf)
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end
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@@ -185,7 +185,7 @@ function logo_animate()
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-- Següent bucle
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if logo_step==7 or controller:check("ESC") or controller:check("shoot") then
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local modul, pas=flow:next()
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local modul, pas=states:next()
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-- print("LOGO_ANIMATE 1= "..modul..", "..pas)
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end
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@@ -193,4 +193,4 @@ function logo_animate()
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logo_update()
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end
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flow:registrar("logo",{logo_init, logo_animate, logo_end})
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states:registrar("logo",{logo_init, logo_animate, logo_end})
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+2
-2
@@ -2,7 +2,7 @@ arcade_config = require("arcade_config")
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coords = require "coords"
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require "helpers"
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require "controller"
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require "flow"
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require "states"
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require "map"
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require "mapa"
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@@ -88,7 +88,7 @@ function mini.init()
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logo_config(font_sf)
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surf.target(0)
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surf.cls(16)
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flow:executar("game")
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states:executar("logo")
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end
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function mini.update()
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+7
-7
@@ -2,7 +2,7 @@ local menu_sel = 0
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function opcions_init()
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-- flow:add_path({opcions_show, opcions_end})
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flow:next()
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states:next()
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end
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function opcions_draw()
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@@ -27,14 +27,14 @@ function opcions_update()
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elseif menu_sel==2 then
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-- menu_count=0
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-- menu_state=update_redefine_keys_menu
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flow:executar("opcions_teclat", true)
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states:executar("opcions_teclat", true)
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elseif menu_sel==3 then
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-- menu_count=0
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-- menu_state=update_redefine_pad_menu
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flow:executar("opcions_gamepad", true)
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states:executar("opcions_gamepad", true)
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else
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-- Tornar
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flow:next()
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states:next()
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end
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elseif key.press(keyDown) or key.press(key.DOWN) or pad.press(pad.DOWN) or pad.press(btnDown) then
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menu_sel=menu_sel+1
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@@ -44,7 +44,7 @@ function opcions_update()
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if menu_sel==-1 then menu_sel=4 end
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elseif key.press(key.ESCAPE) or pad.press(btnPause) then
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-- Tornar desde qualsevol lloc
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flow:next()
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states:next()
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end
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end
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@@ -56,7 +56,7 @@ end
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function opcions_end()
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print("opcions_end")
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-- flow:restore()
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flow:finish()
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states:finish()
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end
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flow:registrar("opcions",{opcions_init, opcions_show, opcions_end})
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states:registrar("opcions",{opcions_init, opcions_show, opcions_end})
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@@ -20,7 +20,7 @@ function opcions_input_init()
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surf.target(0)
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surf.cls(16)
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menu_opt = 1
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flow:next()
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states:next()
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end
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function opcions_input_draw()
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@@ -70,7 +70,7 @@ function opcions_input_update()
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local curr_key = input_keys[menu_opt]
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if key.press(key.ESCAPE) then
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flow:next()
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states:next()
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return
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end
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@@ -99,7 +99,7 @@ end
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function opcions_input_end()
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menu_opt = 0
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flow:finish()
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states:finish()
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end
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function config_key(def_key, k)
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@@ -120,8 +120,8 @@ function config_key(def_key, k)
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print("ERROR AL DEFINIR")
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end
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if end_setup then flow:next() end
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if end_setup then states:next() end
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end
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flow:registrar("opcions_teclat", { opcions_teclat_init, opcions_input_show, opcions_input_end } )
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flow:registrar("opcions_gamepad", { opcions_gamepad_init, opcions_input_show, opcions_input_end } )
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states:registrar("opcions_teclat", { opcions_teclat_init, opcions_input_show, opcions_input_end } )
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states:registrar("opcions_gamepad", { opcions_gamepad_init, opcions_input_show, opcions_input_end } )
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+1
-1
@@ -11,7 +11,7 @@ peu={name="peu",hab=5,x=6,y=3,w=32,h=32,bb={x=0,y=0,w=16,h=16}}
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function peu.init()
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-- local habs={{18,8},{16,2},{16,7},{15,5},{27,1},{27,10},{29,2},{38,8},{69,2},{79,3}}
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local habs={{69,0},{78,6},{59,8},{27,8},{16,0},{18,8}}
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local habs={{69,0},{78,6},{59,8},{27,9},{16,0},{18,8}}
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local r=1+math.random(0,#habs-1)
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peu.hab=habs[r][1]
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-- peu.x=habs[r][2]*8
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+6
-6
@@ -214,7 +214,7 @@ function start_scene(_scene, offset, stop_music)
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scene.running = true
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if not stop_music then scene.stop_music = false end
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print("SCENE START")
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flow:executar("scene", true); -- guardar l'estat anterior i executar
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states:executar("scene", true); -- guardar l'estat anterior i executar
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end
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function playtext(snd)
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@@ -399,7 +399,7 @@ function update_scene()
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-- else
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-- game_update=old_update
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-- flow:restore()
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flow:next()
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states:next()
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-- end
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else
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next_scene()
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@@ -420,7 +420,7 @@ function update_scene()
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-- game_init(true)
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-- flow:next()
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-- game_update = menu_init
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flow:executar("title")
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states:executar("title")
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else
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pause()
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end
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@@ -437,7 +437,7 @@ function update_scene()
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-- fade.fadeoutin()
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-- else
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-- game_update=old_update
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flow:next()
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states:next()
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-- end
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else
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-- scenes.dnum=scenes.dnum+1
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@@ -452,7 +452,7 @@ end
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function end_scene()
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scene.running = false
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flow:finish()
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states:finish()
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end
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flow:registrar("scene",{update_scene, end_scene})
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states:registrar("scene",{update_scene, end_scene})
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+20
-10
@@ -141,25 +141,31 @@ function stages.stage1_init()
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trigger_ev.dialeg_trigger,
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trigger_ev.dialeg_init,
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nil,
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premiere, abad, 150, "Ma que cosa fare", 150)
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premiere, abad, 150, "Ma que cosa fare", 150, 0, true)
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trigger_event.new("Zombie 1 dialeg",
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trigger_ev.dialeg_trigger,
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trigger_ev.dialeg_init,
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nil,
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zombie1, abad, 150, "Sereeeeebrooooosssss", 250)
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zombie1, abad, 150, "Sereeeeebrooooosssss", 250, nil, true)
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trigger_event.new("Zombie 2 dialeg",
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trigger_ev.dialeg_trigger,
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trigger_ev.dialeg_init,
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nil,
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zombie2, abad, 150, "Aaaaaargh... per ell!", 250)
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zombie2, abad, 150, "Aaaaaargh... per ell!", 250, nil, true)
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trigger_event.new("Elalien dialeg",
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trigger_ev.dialeg_trigger,
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trigger_ev.dialeg_init,
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nil,
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elalien, abad, 150, "I les tisores de podar?", 250)
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elalien, abad, 150, "I les tisores de podar?", 250, nil, true)
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trigger_event.new("Abad dialeg",
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trigger_ev.dialeg_trigger,
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trigger_ev.dialeg_init,
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nil,
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abad, bol, 150, "Mmmm fa olor a cacaus...", 80, 49, false)
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tiles_layer2.new(13,11,3,144,144,16,16)
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tiles_layer2.new(13,11,4,144,144,16,16)
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@@ -169,8 +175,8 @@ function stages.stage1_init()
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local abad_x, abad_y = coords.room_to_world ( 10, 4, 3 )
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-- local abad_x, abad_y = coords.room_to_world ( 54, 8, 3 )
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table.insert( actors, trigger.new(8,4,3,triggers.escena_stage1_ending,"stage1 ending","TR09") )
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local abad_x, abad_y = coords.room_to_world ( 8, 9, 3 )
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-- table.insert( actors, trigger.new(8,4,3,triggers.escena_stage1_ending,"stage1 ending","TR09") )
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-- local abad_x, abad_y = coords.room_to_world ( 8, 9, 3 )
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abad:move(abad_x, abad_y)
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abad_make_safe( true )
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@@ -253,7 +259,8 @@ stage1_mapa={
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-- 1
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{
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256,256,256,18,19,21,20,21,20,21,20,21,
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64,68,256,16,72,256,256,256,256,256,256,256,
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-- 64,68,256,16,72,256,256,256,256,256,256,256,
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64,256,256,16,72,256,256,256,256,256,256,256,
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256,256,66,256,88,256,256,70,71,256,256,256,
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256,66,256,16,256,112,256,86,87,256,114,256,
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66,256,256,16,256,256,256,256,256,256,256,256,
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@@ -313,7 +320,8 @@ stage1_mapa={
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-- 7
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{
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42,43,256,256,256,256,65,256,256,256,256,64,
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256,41,256,67,256,256,256,256,68,256,256,256,
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-- 256,41,256,67,256,256,256,256,68,256,256,256,
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256,41,256,67,256,256,256,256,256,256,256,256,
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256,41,256,256,256,66,256,256,256,256,256,256,
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256,256,256,64,256,256,65,256,67,256,67,256,
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256,256,256,256,256,256,256,256,256,256,256,256,
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@@ -810,7 +818,8 @@ stage1_mapa={
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-- 54
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{
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20,21,20,21,21,17,18,19,67,256,256,256,
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256,256,256,256,256,17,18,19,256,65,68,64,
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-- 256,256,256,256,256,17,18,19,256,65,68,64,
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256,256,256,256,256,17,18,19,256,65,256,64,
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256,256,256,256,256,256,18,19,256,256,256,256,
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256,256,256,256,256,256,38,256,67,256,64,256,
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256,256,256,256,256,256,38,256,256,256,256,256,
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@@ -830,7 +839,8 @@ stage1_mapa={
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-- 56
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{
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65,256,256,256,67,256,67,256,256,256,256,64,
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256,256,64,256,256,256,256,65,68,64,256,256,
|
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-- 256,256,64,256,256,256,256,65,68,64,256,256,
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256,256,64,256,256,256,256,65,256,64,256,256,
|
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256,256,256,256,256,64,256,256,256,256,67,256,
|
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256,65,67,256,256,64,256,256,64,256,256,256,
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256,256,256,256,256,256,256,256,256,256,256,256,
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@@ -47,12 +47,15 @@ function stage1_ending.update_scene(self)
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table.insert( actors, copter)
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music.play(audio_song_copter)
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elseif self.time<720 then
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-- sisena escena - premiere copter
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premiere.update()
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copter.x = premiere.x-32
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copter.y = premiere.y-48
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copter.update()
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elseif self.time==720 then
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start_scene(scenes.stage1_ending_3, nil, false)
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start_scene(scenes.stage1_ending_3, nil, false)
|
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elseif self.time==721 then
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fade.fadeoutin()
|
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end
|
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|
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surf.target(0)
|
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@@ -76,16 +79,16 @@ function stage1_ending.update_scene(self)
|
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|
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-- Acabar ending
|
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if self.time>=800 then
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flow:next()
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states:next()
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end
|
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end
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function stage1_ending.end_scene()
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print("END")
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flow:finish()
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||||
states:finish()
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end
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||||
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flow:registrar("stage1_ending",{
|
||||
states:registrar("stage1_ending",{
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stage1_ending.update,
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stage1_ending.end_scene
|
||||
})
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@@ -21,7 +21,7 @@
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-- print("")
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-- end
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||||
|
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flow={
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states={
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registre={}, -- {nom {ptr (a l'estat actual), path (llista de funcions ordenada)} ...}
|
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actiu = "", -- nom del registre actiu
|
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stack = {}, -- guarda els canvis de registre per a poder tornar a l'estat anterior
|
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@@ -30,31 +30,31 @@ flow={
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}
|
||||
|
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|
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function flow:safe()
|
||||
if not flow.safe_show then
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print("[FLOW] No hi ha res en la pila")
|
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flow.safe_show = true
|
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function states:safe()
|
||||
if not states.safe_show then
|
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print("[STATES] No hi ha res en la pila")
|
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states.safe_show = true
|
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end
|
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end
|
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|
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function flow:registrar(nom, _path)
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print("[FLOW] REGISTRAR => "..nom)
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||||
function states:registrar(nom, _path)
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||||
print("[STATES] REGISTRAR => "..nom)
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self.registre[nom]= {ptr=0, path=_path}
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print(self.registre[nom].ptr)
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||||
end
|
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|
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function flow:borrar(nom)
|
||||
function states:borrar(nom)
|
||||
self.registre[nom].ptr=0
|
||||
self.registre[nom].path=nil
|
||||
end
|
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|
||||
function flow:add(nom)
|
||||
print("[FLOW] add "..nom)
|
||||
function states:add(nom)
|
||||
print("[STATES] add "..nom)
|
||||
self.add_stack[#self.add_stack+1] = nom
|
||||
end
|
||||
|
||||
function flow:executar(nom, stacking)
|
||||
print("[FLOW] EXEC "..nom)
|
||||
function states:executar(nom, stacking)
|
||||
print("[STATES] EXEC "..nom)
|
||||
if stacking then
|
||||
-- table.insert(self.stack, self.actiu)
|
||||
self.stack[#self.stack+1] = self.actiu
|
||||
@@ -71,11 +71,11 @@ function flow:executar(nom, stacking)
|
||||
self:next()
|
||||
end
|
||||
|
||||
function flow:next()
|
||||
print("[FLOW] NEXT "..self.actiu);
|
||||
function states:next()
|
||||
print("[STATES] NEXT "..self.actiu);
|
||||
local ptr = self.registre[self.actiu].ptr
|
||||
local steps = #self.registre[self.actiu].path
|
||||
-- print("FLOW_NEXT= "..self.actiu..", "..ptr..", "..steps)
|
||||
-- print("STATES_NEXT= "..self.actiu..", "..ptr..", "..steps)
|
||||
if ptr+1>steps then
|
||||
self:finish()
|
||||
else
|
||||
@@ -86,13 +86,13 @@ function flow:next()
|
||||
return self.actiu, self.registre[self.actiu].ptr
|
||||
end
|
||||
|
||||
function flow:finish()
|
||||
print("[FLOW] FINISH "..self.actiu);
|
||||
function states:finish()
|
||||
print("[STATES] FINISH "..self.actiu);
|
||||
self.actiu = table.remove(self.stack)
|
||||
print("[FLOW] ACTIU "..self.actiu);
|
||||
print("[STATES] ACTIU "..self.actiu);
|
||||
if self.actiu==nil then
|
||||
-- no queda res en la pila
|
||||
self.actiu="flow"
|
||||
self.actiu="states"
|
||||
self.registre[self.actiu].ptr = 1
|
||||
else
|
||||
-- ultim element afegit a la pila
|
||||
@@ -104,9 +104,9 @@ function flow:finish()
|
||||
self.registre[self.actiu].ptr = 1
|
||||
end
|
||||
end
|
||||
local curr_flow = self.registre[self.actiu]
|
||||
local curr_states = self.registre[self.actiu]
|
||||
local ptr = self.registre[self.actiu].ptr
|
||||
game_update = self.registre[self.actiu].path[self.registre[self.actiu].ptr]
|
||||
end
|
||||
|
||||
flow:registrar("flow",{flow.safe})
|
||||
states:registrar("states",{states.safe})
|
||||
+4
-4
@@ -33,7 +33,7 @@ function title_init()
|
||||
title_sf=surf.load("title_tiles.gif")
|
||||
surf.source(title_sf)
|
||||
music.play(audio_main_song)
|
||||
flow:next()
|
||||
states:next()
|
||||
end
|
||||
|
||||
function title_draw_frame ()
|
||||
@@ -164,12 +164,12 @@ end
|
||||
function to_game()
|
||||
print("to game")
|
||||
fade.fadeoutin()
|
||||
flow:executar("game")
|
||||
states:executar("game")
|
||||
end
|
||||
|
||||
function to_options()
|
||||
print("to options")
|
||||
flow:executar("opcions", true)
|
||||
states:executar("opcions", true)
|
||||
end
|
||||
|
||||
flow:registrar("title", {title_init, title_show, title_end})
|
||||
states:registrar("title", {title_init, title_show, title_end})
|
||||
|
||||
+3
-3
@@ -124,8 +124,8 @@ function triggers:escena_abad_porta_batman()
|
||||
end
|
||||
|
||||
function triggers:escena_habitacio_batman()
|
||||
if abad.objects.clau_premiere==nil and
|
||||
abad.objects.clau_elalien==nil
|
||||
if abad.objects.clau_premiere~=nil and
|
||||
abad.objects.clau_elalien~=nil
|
||||
then
|
||||
-- switches.start(0,0)
|
||||
local trigger_porta = trigger.new(abad.hab,1,1,triggers.open_door,"switch","porta acces cacaus","",{20, 53,41})
|
||||
@@ -146,7 +146,7 @@ function triggers:escena_stage1_ending()
|
||||
print("STAGE 1 ENDING")
|
||||
-- abad.update = abad_nop
|
||||
remove_actor(self)
|
||||
flow:executar("stage1_ending", true)
|
||||
states:executar("stage1_ending", true)
|
||||
-- live_scene.start("stage1_ending", "add")
|
||||
-- start_scene(scenes.stage1_ending, nil, false)
|
||||
end
|
||||
|
||||
+12
-4
@@ -4,7 +4,7 @@ trigger_event = {
|
||||
|
||||
trigger_ev = {}
|
||||
|
||||
function trigger_event.new ( _name, _tr_func, _tr_init, _tr_update, _a, _b, _time, _text, _distancia )
|
||||
function trigger_event.new ( _name, _tr_func, _tr_init, _tr_update, _a, _b, _time, _text, _distancia, _hab, _collision_req )
|
||||
table.insert( trigger_event.list, {
|
||||
name = _name,
|
||||
trigger = _tr_func,
|
||||
@@ -14,8 +14,10 @@ function trigger_event.new ( _name, _tr_func, _tr_init, _tr_update, _a, _b, _tim
|
||||
actor_b = _b,
|
||||
time = _time,
|
||||
text = _text,
|
||||
hab = _hab,
|
||||
distancia = _distancia,
|
||||
enabled = true,
|
||||
collision_req = _collision_req,
|
||||
running = false,
|
||||
})
|
||||
end
|
||||
@@ -125,9 +127,15 @@ end
|
||||
|
||||
-- DIALEG GENERAL
|
||||
function trigger_ev:dialeg_trigger ()
|
||||
if h_collision( self.actor, self.actor_b ) and
|
||||
distancia ( self.actor, self.actor_b )<=self.distancia
|
||||
then
|
||||
local in_hab = false
|
||||
if (self.hab~=nil and self.hab==self.actor.hab) or self.hab==nil then in_hab=true end
|
||||
|
||||
local is_collision = true
|
||||
if self.collision_req then
|
||||
is_collision = h_collision( self.actor, self.actor_b )
|
||||
end
|
||||
|
||||
if in_hab and is_collision and distancia ( self.actor, self.actor_b )<=self.distancia then
|
||||
self:init()
|
||||
return true
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user