[WIP] Enviant als cacos a altra dimensió

[NEW] Tile per a warping
This commit is contained in:
2026-03-30 21:46:30 +02:00
parent 9e9a60b733
commit c9a4313e04
5 changed files with 229 additions and 33 deletions

View File

@@ -18,6 +18,11 @@ function caco.new(_hab,_x,_y,_flip)
frame=19,
wait=0,
step=0,
warping=false,
shrink=1,
d_shrink=0.1,
angle=0,
d_angle=5,
hit=caco.hit,
update=caco.update_normal,
draw=caco.draw,
@@ -30,9 +35,24 @@ function caco:draw()
-- if self.frame>0 then draw.surf((self.frame&7)*16,(self.frame>>3)*16,16,16,self.x,self.y,16,16,self.flip) end
-- if self.frame>0 then draw.surf((self.frame&7)*cw,(self.frame>>cxr2)*ch,cw,ch,self.x*o2aX,self.y*o2aX,cw,ch,self.flip) end
if self.frame>0 then
local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
draw.surf((self.frame&7)*cw, (self.frame>>cxr2)*ch, cw, ch, scr_x, scr_y, cw, ch, self.flip)
if self.warping then
local shrink_w = self.w*self.shrink
local shrink_h = self.h*self.shrink
local offset_x = (self.w-shrink_w)/2
local offset_y = (self.h-shrink_h)/2
local scr_x, scr_y = viewp:screen_coords( self.x+offset_x, self.y+offset_y )
draw.surfrot((self.frame&7)*cw, (self.frame>>cxr2)*ch,
cw, ch,
scr_x, scr_y,
self.angle,
shrink_w, shrink_h,
self.flip)
else
if self.frame>0 then
local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
draw.surf((self.frame&7)*cw, (self.frame>>cxr2)*ch, cw, ch, scr_x, scr_y, cw, ch, self.flip)
end
end
end
@@ -96,21 +116,44 @@ function caco:update_hit()
if self.wait>=6 then
self.wait=0
self.step=self.step+1
if self.step<40 then
if self.step%2==0 then
self.frame=21
else
self.frame=-1
if self.warping then
if self.step<40 then
self.shrink=self.shrink-self.d_shrink
if self.shrink<0 then self.shrink=0 end
self.angle=self.angle+self.d_angle
if self.angle>=360 then
self.angle = 0
end
elseif self.step>=40 then
self.shrink=1
self.angle=0
self.frame=19
self.step=0
self.wait=0
self.warping = false
self.update=caco.update_normal
end
else
if self.step<40 then
if self.step%2==0 then
self.frame=21
else
self.frame=-1
end
elseif self.step>=40 then
self.frame=19
self.step=0
self.wait=0
self.update=caco.update_normal
end
elseif self.step>=40 then
self.frame=19
self.step=0
self.wait=0
self.update=caco.update_normal
end
end
end
function caco:hit()
self.update=caco.update_hit
self.warping=true
self.shrink=1
self.angle=0
end

View File

@@ -23,8 +23,6 @@ local view_checking_tile = false
viewp = viewport.new(arcade_config.resolucion.width, arcade_config.resolucion.height)
viewp:position(0,0)
local warp_rot = 0
actors={}
function game_init(menu)
@@ -89,7 +87,7 @@ function game_init(menu)
abad_make_safe( true )
local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y)
game_update=update_game
end
@@ -187,6 +185,7 @@ function update_game()
if cacau_shot.alive and collision(actor,cacau_shot) then
if actor.hit ~= nil then
actor:hit()
warp.open(actor.x, actor.y)
cacau:kill(cacau_shot)
end
end
@@ -196,6 +195,7 @@ function update_game()
cacau.update()
switches.update()
warp.update_all()
-- Moure el viewport
local vp_x = viewp.x
@@ -216,22 +216,22 @@ function update_game()
-- Pintar la finestra del mon
render_map(sf_mapa, tiles, vp_x, vp_y)
for key,warp in pairs(warp.warp_list) do
if viewp:inside(warp.x, warp.y, warp.w, warp.h) then
warp:draw()
end
end
for key,actor in pairs(actors) do
if viewp:inside(actor.x, actor.y, actor.w, actor.h) then
actor:draw()
end
end
cacau:draw()
score.draw()
-- Proves de warp
surf.source(warp)
-- draw.surf(0,0,32,32,0,0)
draw.surfrot(0,0,32,32,0,0,warp_rot)
warp_rot=warp_rot+5
if warp_rot>=360 then warp_rot=0 end
fps_print()
-- viewp:print()
-- msg_print(0,14,"ABAD= "..abad.x..", "..abad.y, true)

View File

@@ -11,6 +11,7 @@ require "logo"
require "intro"
require "game"
require "switches"
require "warp"
-- require "scenes"
coords.set_config({
@@ -68,14 +69,7 @@ function mini.init()
pal.set(paleta)
-- Crear el warp
warp=surf.new(32,32)
surf.source(tiles)
surf.target(warp)
draw.surfrot(11*16,15*16,16,16,0,0,0)
draw.surfrot(11*16,15*16,16,16,15,0,90)
draw.surfrot(11*16,15*16,16,16,0,15,270)
draw.surfrot(11*16,15*16,16,16,15,15,180)
warp.init()
logo=surf.new(arcade_config.logo_sf.width,arcade_config.logo_sf.height)
back=surf.new(arcade_config.surface.width,arcade_config.surface.height)

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159
data/warp.lua Normal file
View File

@@ -0,0 +1,159 @@
warp={
max_warps=50,
warp_list={},
update=update_all,
}
function warp.init()
warp_sf=surf.new(32,32)
surf.source(tiles)
surf.target(warp_sf)
local sprite_x = 11*16
local sprite_y = 15*16
draw.surfrot(sprite_x, sprite_y, 16, 16, 0, 0, 0)
draw.surfrot(sprite_x, sprite_y, 16, 16, 15, 0, 90)
draw.surfrot(sprite_x, sprite_y, 16, 16, 15, 15, 180)
draw.surfrot(sprite_x, sprite_y, 16, 16, 0, 15, 270)
end
function warp.new(world_x, world_y)
-- local world_x, world_y = coords.room_to_world(_hab,_x,_y)
return {name="warp",
hab=_hab,
x=world_x,
y=world_y,
w=arcade_config.sprite_size.w,
h=arcade_config.sprite_size.h,
frame=0,
wait=0,
step=0,
angle=0,
d_angle=5,
update=warp.update,
draw=warp.draw,
alive=true}
end
function warp:draw()
if not self.alive then return end
local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
local curr_sf=surf.source()
surf.source(warp_sf)
draw.surfrot(0,0,32,32,scr_x,scr_y,self.angle)
surf.source(curr_sf)
end
function warp:update()
if not self.alive then return end
self.wait=self.wait+1
self.angle=self.angle+self.d_angle
if self.wait==10 then
self.d_angle=self.d_angle+1
self.wait = 0
end
if self.d_angle==20 then
self.d_angle=5
self.alive = false
end
if self.angle>=360 then self.angle=self.angle % 360 end
end
function warp.open(world_x,world_y)
for _, w in ipairs(warp.warp_list) do
if not w.alive then
w.alive = true
w.x = world_x
w.y = world_y
return e; -- reutilitzar
end
end
table.insert(warp.warp_list, warp.new(world_x, world_y) )
end
function warp.update_all()
for _, w in ipairs(warp.warp_list) do
if w.alive then
w:update()
end
end
end
-- function warp:draw()
-- if self.frame>0 then
-- local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
-- draw.surf((self.frame&7)*cw, (self.frame>>cxr2)*ch, cw, ch, scr_x, scr_y, cw, ch, self.flip)
-- end
-- end
-- function warp:update_normal()
-- self.wait=self.wait+1
--
-- if self.wait==18 then
-- self.wait=0
-- self.step=(self.step+1)%4
-- self.frame=self.anim[self.step+1]
-- end
--
-- local step = 1
-- if self.flip then step = -step end
-- local inc = 0
-- if self.flip then inc = self.bb.w end
--
-- local check_x = self.x+self.bb.x+step
-- local check_ywall = self.y+self.h-2
-- local check_yhole = self.y+self.h+1
-- if not self.flip then
-- check_x = self.x+self.bb.w+self.bb.x+step
-- end
--
-- local check_no_wall= arc_check_tile(check_x,check_ywall)<tiletype.block
-- local check_no_hole= arc_check_tile(check_x,check_yhole)~=tiletype.void
-- if check_no_wall and check_no_hole then
-- self.x=self.x+step
-- else
-- self.flip=not self.flip
-- end
--
-- if viewp:inside(self.x, self.y, self.w, self.h) then
-- if collision(abad,self) then
-- abad_hurt(1)
-- end
-- end
--
-- -- if self.hab==abad.hab then
-- -- if aabb(abad,self) then
-- -- abad_hurt(1)
-- -- end
-- -- end
--
-- --if check_tile(self.hab,self.x+4,self.y+16)==tiletype.void and ((self.x+4)&7==0 or check_tile(self.hab,self.x+12,self.y+16)==tiletype.void) then
-- -- self.flip=not self.flip
-- --end
-- end
--
-- function warp:update_hit()
-- self.wait=self.wait+1
--
-- if self.wait>=6 then
-- self.wait=0
-- self.step=self.step+1
-- if self.step<40 then
-- if self.step%2==0 then
-- self.frame=16
-- else
-- self.frame=-1
-- end
-- elseif self.step>=40 then
-- self.step=0
-- self.wait=0
-- self.update=warp.update_normal
-- end
-- end
-- end
--
-- function warp:hit()
-- self.update=warp.update_hit
-- end