[WIP] Afegit un grapaet mes de monstruacos per a donar-li interes a la cosa

This commit is contained in:
2026-04-19 16:15:23 +02:00
parent 5622392f41
commit a4f989eb02
3 changed files with 19 additions and 7 deletions

View File

@@ -133,7 +133,7 @@ end
function abad_hurt(howmuch)
howmuch = 0
-- howmuch = 0
if abad.hurting == 0 and abad.respawning==0 then
sound.play(audio_abad_hit)
abad.energia=abad.energia-howmuch

View File

@@ -272,8 +272,8 @@ function update_game()
score.draw()
special_keys()
if DEBUG then
special_keys()
debug_info()
end
end
@@ -446,14 +446,14 @@ function special_keys()
end
function debug_info()
if true then return end
-- if true then return end
font.current(font_default)
viewp:print()
msg_print(0,14,"ABAD= "..abad.x..", "..abad.y, true)
msg_print(0,21,"VIEW= "..viewp.x..", "..viewp.y, true)
-- viewp:print()
-- msg_print(0,14,"ABAD= "..abad.x..", "..abad.y, true)
-- msg_print(0,21,"VIEW= "..viewp.x..", "..viewp.y, true)
local hab, xx, yy = coords.world_to_tile(abad.x, abad.y)
msg_print(0,28,hab.." ( "..xx..", "..yy.." )", true)
msg_print(0,35,hab.." ( "..xx..", "..yy.." )", true)
-- msg_print(0,35,hab.." ( "..xx..", "..yy.." )", true)
-- msg_print(0,42," JH= "..abad.jump_height,true)
-- view_coord(abad.x+8, abad.y+0, 16, 32, 6)

View File

@@ -59,23 +59,35 @@ function stages.stage1_init()
table.insert( actors, caco.new(17,3,2,false) )
table.insert( actors, caco.new(20,3,2,false) )
table.insert( actors, caco.new(26,3,2,false) )
table.insert( actors, caco.new(30,4,2,false) )
table.insert( actors, caco.new(37,3,2,false) )
table.insert( actors, caco.new(41,3,2,false) )
table.insert( actors, caco.new(40,3,2,false) )
table.insert( actors, caco.new(50,3,2,false) )
table.insert( actors, caco.new(57,3,2,false) )
table.insert( actors, caco.new(61,3,2,false) )
table.insert( actors, caco.new(74,3,2,false) )
table.insert( actors, caco.new(75,3,2,false) )
table.insert( actors, zombie.new(2, 3, 3,false) )
table.insert( actors, zombie.new(2, 4, 3,true) )
table.insert( actors, zombie.new(2, 5, 3,false) )
table.insert( actors, zombie.new(3, 3, 3,true) )
table.insert( actors, zombie.new(23, 0, 3,false) )
table.insert( actors, zombie.new(23, 9, 3,true) )
table.insert( actors, zombie.new(24, 6, 3,true) )
table.insert( actors, zombie.new(28, 3, 3,false) )
table.insert( actors, zombie.new(32, 3, 3,false) )
table.insert( actors, zombie.new(42, 7, 3,true) )
table.insert( actors, zombie.new(43, 3, 3,true) )
table.insert( actors, zombie.new(44, 3, 3,false) )
table.insert( actors, zombie.new(46, 3, 3,false) )
table.insert( actors, zombie.new(54, 3, 3,false) )
table.insert( actors, zombie.new(68, 3, 3,false) )
table.insert( actors, zombie.new(73, 3, 3,false) )
table.insert( actors, zombie.new(73, 5, 3,false) )
table.insert( actors, zombie.new(73, 7, 3,false) )
table.insert( actors, zombie.new(75, 3, 3,true) )
-- TRIGGERS
-- if not menu then table.insert(actors,trigger.new(10,57,32,triggers.escena_abad_inici)) end