stages = {} stages.actors={} stages.boss_loaded = false stages.boss_ready = false stages.boss_finished = false boss = nil function stages.stage2_init() stages.actors={} actors={} mapa = stage2_mapa tiletype={void=0,nonpc=1,stair=2,switch=3,half=4,block=5} mapa.wait=0 mapa.step=0 surf.free(sf_mapa) sf_mapa=surf.new(s2_mapa_room_cols*s2_mapa_rooms_per_piso,s2_mapa_room_rows*s2_mapa_pisos) load_tilemap( sf_mapa ) batvio.init() table.insert(actors,batvio) local abad_x, abad_y = coords.room_to_world ( 1, 4, 3 ) abad:move(abad_x, abad_y) abad_make_safe( true ) local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y) remote_view_init() viewp:free_move() stages.boss_ready = false stages.boss_loaded = false end function stages.stage2_update() for key,actor in pairs(stages.actors) do if viewp:inside(actor.x, actor.y, actor.w, actor.h) and actor~=abad then actor:update() end end end function stages.stage2_draw_back() for key,actor in pairs(stages.actors) do if viewp:inside(actor.x, actor.y, actor.w, actor.h) and actor~=abad then actor:draw() end end end function stages.stage2_draw_middle() end function stages.stage2_draw_front() end require "stage2_world_map" require "stage2_boss_map" require "stage2_boss" require "stage2_ending"