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