[WIP] Lluita contra jefes
This commit is contained in:
@@ -86,6 +86,18 @@ function coords.room_to_coord ( room, center )
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return x, y
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return x, y
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end
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end
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function coords.room_to_mini_tile( room, x, y )
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-- room=room-1
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x=x-1
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y=y-1
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local tx = room % coords.ROOMS_PER_FLOOR -- columna de l'habitació
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tx = tx * coords.ROOM_COLS+x
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local ty = math.floor(room / coords.ROOMS_PER_FLOOR) -- fila de l'habitació
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ty = ty * coords.ROOM_ROWS+y
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return tx, ty
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end
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-- local TILE_W = arcade_config.tiles_width
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-- local TILE_W = arcade_config.tiles_width
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-- local TILE_H = arcade_config.tiles_height
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-- local TILE_H = arcade_config.tiles_height
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-- local ROOM_COLS = mapa_room_cols
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-- local ROOM_COLS = mapa_room_cols
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101
data/game.lua
101
data/game.lua
@@ -18,6 +18,8 @@ require "imp"
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require "stage1"
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require "stage1"
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local DEBUG = true
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local tile_w = arcade_config.tiles_width
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local tile_w = arcade_config.tiles_width
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local tile_h = arcade_config.tiles_height
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local tile_h = arcade_config.tiles_height
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local res_w = arcade_config.resolucion.width
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local res_w = arcade_config.resolucion.width
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@@ -103,95 +105,7 @@ function game_init(menu)
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abad_init()
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abad_init()
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table.insert(actors,abad)
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table.insert(actors,abad)
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llibre.init()
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table.insert(actors,llibre)
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gorro.init()
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table.insert(actors,gorro)
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peu.init()
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table.insert(actors,peu)
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premiere.init()
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table.insert(actors,premiere)
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elalien.init()
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table.insert(actors,elalien)
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imp.init()
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table.insert(actors,imp)
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--batman
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bol.init()
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table.insert(actors,bol)
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table.insert( actors, gota.new(70,5,1,20) )
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table.insert( actors, gota.new(70,9,1,30) )
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table.insert( actors, gota.new(63,5,1,25,2,-7) )
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table.insert( actors, gota.new(63,9,1,20,0,-8) )
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table.insert( actors, gota.new(64,3,1,10,0,-6) )
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table.insert( actors, gota.new(64,6,1,25,-1,-5) )
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table.insert( actors, gota.new(65,7,1,10,0,-7) )
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table.insert( actors, gota.new(65,8,1,25,0,-7) )
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table.insert( actors, gota.new(66,3,1,10,0,-7) )
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table.insert( actors, gota.new(66,4,1,15,0,-7) )
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table.insert( actors, gota.new(77,2,1,30,-5,-7) )
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table.insert( actors, gota.new(77,9,1,25,-5,-7) )
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-- FOC?
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table.insert(actors,invisible.new(77,5,4))
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table.insert(actors,invisible.new(77,6,4))
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table.insert(actors,invisible.new(58,2,4))
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table.insert(actors,invisible.new(58,3,4))
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table.insert( actors, caco.new(13,3,2,true ) )
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table.insert( actors, caco.new(17,3,2,false) )
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table.insert( actors, caco.new(20,3,2,false) )
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table.insert( actors, caco.new(26,3,2,false) )
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table.insert( actors, caco.new(37,3,2,false) )
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table.insert( actors, caco.new(41,3,2,false) )
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table.insert( actors, caco.new(50,3,2,false) )
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table.insert( actors, caco.new(57,3,2,false) )
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table.insert( actors, caco.new(61,3,2,false) )
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table.insert( actors, zombie.new(2, 3, 3,false) )
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table.insert( actors, zombie.new(28, 3, 3,false) )
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table.insert( actors, zombie.new(32, 3, 3,false) )
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table.insert( actors, zombie.new(44, 3, 3,false) )
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table.insert( actors, zombie.new(46, 3, 3,false) )
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table.insert( actors, zombie.new(54, 3, 3,false) )
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table.insert( actors, zombie.new(68, 3, 3,false) )
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table.insert( actors, zombie.new(73, 3, 3,false) )
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-- TRIGGERS
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-- if not menu then table.insert(actors,trigger.new(10,57,32,triggers.escena_abad_inici)) end
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table.insert( actors, trigger.new(10,7,3,triggers.escena_abad_inici,"inici"))
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table.insert( actors, trigger.new(11,2,3,triggers.escena_abad_corfes,"corfes"))
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table.insert( actors, trigger.new(31,1,3,triggers.escena_abad_portes,"portes"))
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table.insert( actors, trigger.new(31,6,3,triggers.escena_abad_portes,"portes"))
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table.insert( actors, trigger.new(71,7,3,triggers.escena_abad_portes,"portes"))
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table.insert( actors, trigger.new(53,5,3,triggers.escena_abad_porta_casa,"porta casa"))
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table.insert( actors, trigger.new(56,4,3,triggers.escena_abad_porta_batman,"porta batman"))
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table.insert( actors, trigger.new(19,32,32,triggers.escena_habitacio_batman,"habitacio batman"))
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--
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table.insert( actors, trigger.new(55,1,3,triggers.escena_lluita_imp,"lluita imp"))
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-- table.insert(actors,trigger.new(14,40,32,triggers.teleport_a))
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-- table.insert(actors,trigger.new(67,8,32,triggers.teleport_b))
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-- table.insert(actors,trigger.new(29,40,32,triggers.teleport_c))
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-- table.insert(actors,trigger.new(61,8,32,triggers.teleport_d))
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score.create()
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score.create()
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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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abad:move(abad_x, abad_y)
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abad_make_safe( true )
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local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y)
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-- game_update=update_game
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-- game_update=update_game
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flow:next()
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flow:next()
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@@ -219,6 +133,7 @@ function load_stage()
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end
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end
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function viewport_update()
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function viewport_update()
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-- Moure el viewport
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local vp_x = viewp.x
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local vp_x = viewp.x
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local vp_y = viewp.y
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local vp_y = viewp.y
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@@ -288,19 +203,19 @@ function update_game()
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surf.target(0)
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surf.target(0)
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surf.cls(16)
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surf.cls(16)
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-- special_keys()
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world_update()
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world_update()
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-- Moure el viewport
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viewport_update()
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viewport_update()
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world_draw()
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world_draw()
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score.draw()
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score.draw()
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-- debug_info()
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if DEBUG then
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special_keys()
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debug_info()
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end
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end
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end
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function pause()
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function pause()
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@@ -397,7 +312,7 @@ function special_keys()
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end
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end
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if key.press(key.N0) then
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if key.press(key.N0) then
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-- abad go to room
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-- abad go to room
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local abad_x, abad_y = coords.room_to_world ( 70, 6, 3 )
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local abad_x, abad_y = coords.room_to_world ( 54, 6, 3 )
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print(abad_x..", "..abad_y)
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print(abad_x..", "..abad_y)
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abad:move(abad_x, abad_y)
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abad:move(abad_x, abad_y)
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local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y)
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local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y)
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@@ -124,31 +124,63 @@ function map_to_editor_tile(map_tile)
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return result
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return result
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end
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end
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function load_tilemap( sf_mapa )
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function load_tilemap( sf_mapa, replace_map )
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local mapa_tw, mapa_th = surf.size(sf_mapa)
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local mapa_tw, mapa_th = surf.size(sf_mapa)
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local nrooms = mapa_rooms_per_piso*mapa_pisos
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local nrooms = mapa_rooms_per_piso*mapa_pisos
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local x = 0
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local x = 0
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local y = 0
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local y = 0
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local yroom = 0
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local yroom = 0
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local xroom = 0
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local xroom = 0
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map.surf(sf_mapa)
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map.surf(sf_mapa)
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for ty=0,mapa_th-1 do
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if replace_map==nil then
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if y == mapa_room_rows then
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for ty=0,mapa_th-1 do
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yroom = yroom + mapa_rooms_per_piso
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if y == mapa_room_rows then
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y = 0
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yroom = yroom + mapa_rooms_per_piso
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end
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y = 0
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xroom = yroom
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for tx=0,mapa_tw-1 do
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local tile=editor_to_map_tile(mapa[1+xroom][1+x+y*mapa_room_cols])
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map.tile(tx, ty, tile)
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x = x + 1
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if x == mapa_room_cols then
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x = 0
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xroom = xroom + 1
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end
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end
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xroom = yroom
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for tx=0,mapa_tw-1 do
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local tile=editor_to_map_tile(mapa[1+xroom][1+x+y*mapa_room_cols])
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map.tile(tx, ty, tile)
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x = x + 1
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if x == mapa_room_cols then
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x = 0
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xroom = xroom + 1
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end
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end
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y = y +1
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end
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else
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local mapa_x0, mapa_y0 = coords.room_to_mini_tile( replace_map.r0.r, replace_map.r0.x, replace_map.r0.y )
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local mapa_x1, mapa_y1 = coords.room_to_mini_tile( replace_map.r1.r, replace_map.r1.x, replace_map.r1.y )
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local replace_rooms_per_piso = ((replace_map.r1.r-replace_map.r0.r)+1)%mapa_rooms_per_piso
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-- print(mapa_x0..", "..mapa_y0)
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-- print(mapa_x1..", "..mapa_y1)
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-- print(mapa_x1-mapa_x0..", "..mapa_y1-mapa_y0)
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print(replace_rooms_per_piso)
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y = 0
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for ty=mapa_y0,mapa_y1 do --24 -> 41 = 17 (18)
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if y == mapa_room_rows then
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yroom = yroom + replace_rooms_per_piso
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y = 0
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end
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xroom = yroom
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for tx=mapa_x0, mapa_x1 do -- 36 -> 59 = 23 (24)
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print("ROOM= "..xroom.." ( "..x..", "..y.." ) <= "..(1+xroom)..", "..(1+x+y*mapa_room_cols))
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-- print(replace_map.map[1+xroom][1+x+y*mapa_room_cols])
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local tile=editor_to_map_tile(replace_map.map[1+xroom][1+x+y*mapa_room_cols])
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map.tile(tx, ty, tile)
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x = x + 1
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if x == mapa_room_cols then
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x = 0
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xroom = xroom + 1
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end
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end
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y = y +1
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end
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end
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y = y +1
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end
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end
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end
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end
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@@ -87,7 +87,7 @@ function mini.init()
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surf.target(0)
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surf.target(0)
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surf.cls(16)
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surf.cls(16)
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flow:executar("logo")
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flow:executar("game")
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end
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end
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function mini.update()
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function mini.update()
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137
data/stage1.lua
137
data/stage1.lua
@@ -6,12 +6,104 @@ function stages.stage1_init()
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mapa.wait=0
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mapa.wait=0
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mapa.step=0
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mapa.step=0
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load_tilemap( sf_mapa )
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load_tilemap( sf_mapa )
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llibre.init()
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table.insert(actors,llibre)
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gorro.init()
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table.insert(actors,gorro)
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peu.init()
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table.insert(actors,peu)
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premiere.init()
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table.insert(actors,premiere)
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elalien.init()
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table.insert(actors,elalien)
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imp.init()
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table.insert(actors,imp)
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--batman
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bol.init()
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table.insert(actors,bol)
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table.insert( actors, gota.new(70,5,1,20) )
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table.insert( actors, gota.new(70,9,1,30) )
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table.insert( actors, gota.new(63,5,1,25,2,-7) )
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table.insert( actors, gota.new(63,9,1,20,0,-8) )
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table.insert( actors, gota.new(64,3,1,10,0,-6) )
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table.insert( actors, gota.new(64,6,1,25,-1,-5) )
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table.insert( actors, gota.new(65,7,1,10,0,-7) )
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table.insert( actors, gota.new(65,8,1,25,0,-7) )
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table.insert( actors, gota.new(66,3,1,10,0,-7) )
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table.insert( actors, gota.new(66,4,1,15,0,-7) )
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table.insert( actors, gota.new(77,2,1,30,-5,-7) )
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table.insert( actors, gota.new(77,9,1,25,-5,-7) )
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-- FOC?
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table.insert(actors,invisible.new(77,5,4))
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table.insert(actors,invisible.new(77,6,4))
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table.insert(actors,invisible.new(58,2,4))
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table.insert(actors,invisible.new(58,3,4))
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table.insert( actors, caco.new(13,3,2,true ) )
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table.insert( actors, caco.new(17,3,2,false) )
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table.insert( actors, caco.new(20,3,2,false) )
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table.insert( actors, caco.new(26,3,2,false) )
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table.insert( actors, caco.new(37,3,2,false) )
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table.insert( actors, caco.new(41,3,2,false) )
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table.insert( actors, caco.new(50,3,2,false) )
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table.insert( actors, caco.new(57,3,2,false) )
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table.insert( actors, caco.new(61,3,2,false) )
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table.insert( actors, zombie.new(2, 3, 3,false) )
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table.insert( actors, zombie.new(28, 3, 3,false) )
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table.insert( actors, zombie.new(32, 3, 3,false) )
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table.insert( actors, zombie.new(44, 3, 3,false) )
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table.insert( actors, zombie.new(46, 3, 3,false) )
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table.insert( actors, zombie.new(54, 3, 3,false) )
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table.insert( actors, zombie.new(68, 3, 3,false) )
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table.insert( actors, zombie.new(73, 3, 3,false) )
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-- TRIGGERS
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-- if not menu then table.insert(actors,trigger.new(10,57,32,triggers.escena_abad_inici)) end
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||||||
|
table.insert( actors, trigger.new(10,7,3,triggers.escena_abad_inici,"inici"))
|
||||||
|
table.insert( actors, trigger.new(11,2,3,triggers.escena_abad_corfes,"corfes"))
|
||||||
|
|
||||||
|
table.insert( actors, trigger.new(31,1,3,triggers.escena_abad_portes,"portes"))
|
||||||
|
table.insert( actors, trigger.new(31,6,3,triggers.escena_abad_portes,"portes"))
|
||||||
|
table.insert( actors, trigger.new(71,7,3,triggers.escena_abad_portes,"portes"))
|
||||||
|
|
||||||
|
table.insert( actors, trigger.new(53,5,3,triggers.escena_abad_porta_casa,"porta casa"))
|
||||||
|
table.insert( actors, trigger.new(56,4,3,triggers.escena_abad_porta_batman,"porta batman"))
|
||||||
|
|
||||||
|
table.insert( actors, trigger.new(19,32,32,triggers.escena_habitacio_batman,"habitacio batman"))
|
||||||
|
--
|
||||||
|
table.insert( actors, trigger.new(55,1,3,triggers.escena_lluita_imp,"lluita imp"))
|
||||||
|
-- table.insert(actors,trigger.new(14,40,32,triggers.teleport_a))
|
||||||
|
-- table.insert(actors,trigger.new(67,8,32,triggers.teleport_b))
|
||||||
|
-- table.insert(actors,trigger.new(29,40,32,triggers.teleport_c))
|
||||||
|
-- table.insert(actors,trigger.new(61,8,32,triggers.teleport_d))
|
||||||
|
|
||||||
|
local abad_x, abad_y = coords.room_to_world ( 10, 4, 3 )
|
||||||
|
-- local abad_x, abad_y = coords.room_to_world ( 54, 8, 3 )
|
||||||
|
abad:move(abad_x, abad_y)
|
||||||
|
abad_make_safe( true )
|
||||||
|
|
||||||
|
local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y)
|
||||||
end
|
end
|
||||||
|
|
||||||
function stages.stage2_init()
|
function stages.stage2_init()
|
||||||
print("stage 2 init")
|
print("stage 2 init")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function stage1_boss()
|
||||||
|
load_tilemap( sf_mapa, stage1_boss_mapa )
|
||||||
|
end
|
||||||
|
|
||||||
stage1_mapa={
|
stage1_mapa={
|
||||||
-- 1
|
-- 1
|
||||||
{
|
{
|
||||||
@@ -841,3 +933,48 @@ stage1_mapa={
|
|||||||
|
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
|
stage1_boss_mapa = {
|
||||||
|
map = {
|
||||||
|
-- 44
|
||||||
|
{
|
||||||
|
256,256,256, 17,256,256,256,256,256,256,256,256,
|
||||||
|
256,256,256, 17,256,256,256,256,256,256,256,256,
|
||||||
|
256,256,256, 17,256,256,256,256,256,256,256,256,
|
||||||
|
256,256,256, 17,256,256,256,256,256,256,256,256,
|
||||||
|
256,256,256, 17,256,256,256,256,256,256,256,256,
|
||||||
|
256,256,256, 17,256,256,256,256,256,256,256,256,
|
||||||
|
},
|
||||||
|
-- 45
|
||||||
|
{
|
||||||
|
256,256,256,256,256,256,256,256,256,256, 17,256,
|
||||||
|
256,256,256,256,256,256,256,256,256,256, 17,256,
|
||||||
|
256,256,256,256,256,256,256,256,256,256, 17,256,
|
||||||
|
256,256,256,256,256,256,256,256,256,256, 17,256,
|
||||||
|
256,256,256,256,256,256,256,256,256,256, 17,256,
|
||||||
|
256,256,256,256,256,256,256,256,256,256, 17,256,
|
||||||
|
},
|
||||||
|
-- 54
|
||||||
|
{
|
||||||
|
256,256,256, 17,256,256,256,256,256,256,256,256,
|
||||||
|
256,256,256, 17,256,256,256,256,256,256,256,256,
|
||||||
|
256,256,256, 17,256,256,256,256,256,256,256,256,
|
||||||
|
256,256,256, 17,256,256,256,256,256,256,256,256,
|
||||||
|
256,256,256, 17,256,256,256,256,256,256,256,256,
|
||||||
|
20, 21, 20, 21, 54, 55, 54, 55, 54, 55, 54, 56,
|
||||||
|
|
||||||
|
},
|
||||||
|
-- 55
|
||||||
|
{
|
||||||
|
256,256,256,256,256,256,256,256,256,256,17,256,
|
||||||
|
256,256,256,256,256,256,256,256,256,256,17,256,
|
||||||
|
256,256,256,256,256,256,256,256,256,256,17,256,
|
||||||
|
256,256,256,256,256,256,256,256,256,256,17,256,
|
||||||
|
256,256,256,256,256,256,256,256,256,256,17,256,
|
||||||
|
54, 55, 54, 56, 56, 55, 54, 56, 54, 56,55, 54,
|
||||||
|
|
||||||
|
}
|
||||||
|
},
|
||||||
|
r0 = {r=44, x=1, y=1},
|
||||||
|
r1 = {r=55, x=12, y=6}
|
||||||
|
}
|
||||||
@@ -18,8 +18,8 @@ end
|
|||||||
|
|
||||||
function trigger:draw()
|
function trigger:draw()
|
||||||
-- do nothing
|
-- do nothing
|
||||||
-- local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
|
local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
|
||||||
-- draw.rect(scr_x,scr_y,self.w,self.h,3)
|
draw.rect(scr_x,scr_y,self.w,self.h,3)
|
||||||
end
|
end
|
||||||
|
|
||||||
function trigger:update()
|
function trigger:update()
|
||||||
@@ -89,6 +89,7 @@ function triggers:escena_habitacio_batman()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function triggers:escena_lluita_imp()
|
function triggers:escena_lluita_imp()
|
||||||
|
stage1_boss()
|
||||||
start_scene(scenes.lluita_imp)
|
start_scene(scenes.lluita_imp)
|
||||||
remove_actor(self)
|
remove_actor(self)
|
||||||
end
|
end
|
||||||
|
|||||||
Reference in New Issue
Block a user