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