diff --git a/data/stage1.lua b/data/stage1.lua index 5265aea..a3e1427 100644 --- a/data/stage1.lua +++ b/data/stage1.lua @@ -127,6 +127,7 @@ function stages.stage1_init() -- table.insert( actors, trigger.new(55,1,3,triggers.escena_lluita_imp,"lluita imp")) + -- La definició de les portes en en inici 1, la del trigger en inici 0 table.insert( actors, trigger.new(10,8,1,triggers.open_door,"","primera porta","switch",{11, 57,45}) ) table.insert( actors, trigger.new(34,1,1,triggers.open_door,"","dos portes casa abad","switch",{32, 50,38,26,53,41,29},{"TR03","TR04"}) ) table.insert( actors, trigger.new(52,1,1,triggers.open_door,"","porta casa abad","switch",{72, 42,30},{"TR05"}) ) @@ -135,6 +136,9 @@ function stages.stage1_init() table.insert( actors, trigger.new(75,9,1,triggers.open_door,"","acces inf casa batman","switch",{57, 53,41},{"TR07"}) ) table.insert( actors, trigger.new(79,5,1,triggers.open_door,"","sotan casa batman","switch",{36, 56,44}) ) table.insert( actors, trigger.new(38,2,2,triggers.open_door,"","","switch",{39, 62,63}) ) + table.insert( actors, trigger.new(35,1,3,triggers.open_door,"","batman a casa abad (1/2)","invisible",{36, 12,24 }) ) + table.insert( actors, trigger.new(35,1,3,triggers.open_door,"","batman a casa abad (2/2)","invisible",{35, 23,35 }) ) + -- table.insert( actors, trigger.new(1, 1,1,triggers.open_door,"","acces cacaus","switch",{20, 53,41},{"TR08"})) -- table.insert(actors,trigger.new(14,40,32,triggers.teleport_a)) @@ -174,6 +178,10 @@ function stages.stage1_init() tiles_layer2.new(13,11,3,144,144,16,16) tiles_layer2.new(13,11,4,144,144,16,16) + tiles_layer2.new(34,11,1,128,144,16,16) + tiles_layer2.new(34,11,2,128,144,16,16) + tiles_layer2.new(35, 0,1,128,144,16,16) + tiles_layer2.new(35, 0,2,128,144,16,16) tiles_layer2.new(69,4,2,160,144,16,16) tiles_layer2.new(69,5,2,176,144,16,16) tiles_layer2.new(69,4,3,160,144,16,16) diff --git a/data/trigger.lua b/data/trigger.lua index 16cabd3..4264c4e 100644 --- a/data/trigger.lua +++ b/data/trigger.lua @@ -1,11 +1,12 @@ trigger={} -function trigger.new(_hab,_x,_y,_action,_escena,_id,_type,_doors,_linked_id) +function trigger.new(_hab,_x,_y,_action,_escena,_id,_type,_doors,_linked_id,_remote_view) local world_x, world_y = coords.room_to_world(_hab,_x,_y) _bb={x=0,y=0,w=16,h=16} --default -- if _type=="switch" then _bb={x=0,y=0,w=16,h=17} end -- if _id then print("NEW => ".._id) end _type = _type or "invisible" + if _remote_view==nil then _remote_view=true end return { name="trigger", type=_type, @@ -18,6 +19,7 @@ function trigger.new(_hab,_x,_y,_action,_escena,_id,_type,_doors,_linked_id) h=16, fun=_action, doors=_doors, + remote_view=_remote_view, update=trigger.update, draw=trigger.draw, linked_id=_linked_id, @@ -76,7 +78,7 @@ triggers={} function triggers:open_door() local hab= self.doors[1]-1 - if hab~=abad.hab then + if hab~=abad.hab and self.remote_view then remote_view(hab) end for i=2,#self.doors do