require "fps" require "mapa" require "abad" local viewport= require("viewport") local arcade_config = require("arcade_config") local tile_w = arcade_config.tiles_width local tile_h = arcade_config.tiles_height local res_w = arcade_config.resolucion.width local res_h = arcade_config.resolucion.height viewp = viewport.new() viewp:position(0,0) actors={} function game_init(menu) abad_init() table.insert(actors,abad) local abad_x, abad_y = arc_mapa_get_coords ( 10, 4, 3 ) print(abad_x..", "..abad_y) abad:move(abad_x, abad_y) local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y) game_update=update_game end function render_map( sf_map, sf_tiles, x, y ) map.surf(sf_map) map.cell(16, 16) surf.source(sf_tiles) surf.target(0) view.origin(-x,-y) map.draw() view.origin(0,0) end function update_game() surf.target(0) surf.cls(16) -- surf.target(logo) -- surf.cls(16) -- draw.text("UPDATE_GAME",0,0,15) -- surf.source(logo) -- draw.surf(0,0,36,5,56,70,arcade_config.logo_sf.width,arcade_config.logo_sf.height) --- if abad.hurting == 0 then --- draw_hab(abad.hab,0,0) --- --text(abad.hab,1,1,2) --- draw_hab(cameras[current_camera].hab,0,48) --- -- text(camera_names[current_camera],2*o2aX,49*o2aX,8) --- arc_textB(camera_names[current_camera],2*o2aX,49*o2aX,8) --- --- score.draw() --- surf.source(tiles) --- -- draw.text("x"..abad.vides,114*o2aX,13*o2aX,2) --- arc_text("x"..abad.vides,114*o2aX,13*o2aX,2) --- draw.rectf((102+(abad.energia>>1))*o2aX,30*o2aX,(21-(abad.energia>>1))*o2aX,8*o2aX,16) --- else --- draw.surf(0,0,16*o2aX,9*o2aX,50*o2aX,40*o2aX,16*o2aX,9*o2aX,true) --- if abad.hurting > 40 then --- -- draw.text("x"..abad.vides+1,63*o2aX,43*o2aX,3) --- arc_text("x"..abad.vides+1,63*o2aX,43*o2aX,3) --- elseif abad.hurting < 20 then --- -- draw.text("x"..abad.vides,63*o2aX,43*o2aX,2) --- arc_text("x"..abad.vides,63*o2aX,43*o2aX,2) --- end --- end --- --- mapa_update(abad.hab,cameras[current_camera].hab) --local vp_x, vp_y = viewp:position() --if key.down(keyRight) then -- if vp_x+1<=(tile_w*mapa_room_cols*(mapa_rooms_per_piso))-(res_w) then vp_x = vp_x+1 end --elseif key.down(keyLeft) then -- if vp_x>0 then vp_x = vp_x-1 end --elseif key.down(keyUp) then -- if vp_y>0 then vp_y = vp_y -1 end --elseif key.down(keyDown) then -- if vp_y+1<=(tile_h*mapa_room_rows*mapa_pisos)-(res_h) then vp_y = vp_y+1 end --end if key.press(key.N1) then local hab = math.random(0, 79) local abad_x, abad_y = arc_mapa_get_coords ( hab, 4, 3 ) print(abad_x..", "..abad_y) abad:move(abad_x, abad_y) local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y) end if key.press(key.N0) then local abad_x, abad_y = arc_mapa_get_coords ( 10, 4, 3 ) print(abad_x..", "..abad_y) abad:move(abad_x, abad_y) local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y) end for key,actor in pairs(actors) do actor:update() --if actor.hab==cacau.hab and actor~=abad then -- if aabb(actor,cacau) then -- if actor.hit~=nil then -- actor:hit() -- cacau.hab=-1 -- end -- end --end end local vp_x = viewp.x local vp_y = viewp.y --viewp:position(vp_x, vp_y) local vp_center_offset_x = (viewp.width >> 1) local vp_center_offset_y = (viewp.height >> 1) vp_x = abad.x - vp_center_offset_x if vp_x < 0 then vp_x = 0 end vp_y = abad.y - vp_center_offset_y if vp_y < 0 then vp_y = 0 end viewp:position(vp_x, vp_y) render_map(sf_mapa, tiles, vp_x, vp_y) for key,actor in pairs(actors) do -- if actor.hab==hab then if true then actor:draw() end end fps_print() viewp:print() msg_print(0,14,"ABAD= "..abad.x..", "..abad.y) msg_print(0,21,"VIEW= "..vp_x..", "..vp_y) end function msg_print(x, y, msg ) draw.rectf(x,y,45,14,16) draw.text(msg,x+1,y+1,2) end