stage1_ending ={ time = 0, batvio_vx = 1, update = function(self) stage1_ending:update_scene() end } function stage1_ending.update_scene(self) print("UPDATING "..self.time) if self.time==0 then start_scene(scenes.stage1_ending, nil, false) -- segona escena - batman escapa elseif self.time<70 then batvio.x = batvio.x - self.batvio_vx if self.time % 6 == 0 then self.batvio_vx= self.batvio_vx+1 end batvio.update() elseif self.time==70 then batvio.enabled = false premiere.stage1_ending_init() elalien.stage1_ending_init() elseif self.time<200 then -- tercera escena - Aparició de elalien i premiere -- elalien 9,1,3 -> 8,6,3 -- premiere 7,6,3 -> 8,1,3 premiere.update() elalien.update() elseif self.time==200 then music.stop() -- quarta escena - dialeg entre els 3 start_scene(scenes.stage1_ending_2, nil, false) elseif self.time==201 then premiere.stage1_ending_init2() elseif self.time<400 then -- quinta escena - premiere se'n va (vore dialegs draw) premiere.update() elseif self.time==400 then premiere.stage1_ending_init3() copter.hab=premiere.hab copter.x=premiere.x copter.y=premiere.y -- copter.init() copter.y=copter.y-16 table.insert( actors, copter) music.play(audio_song_copter) elseif self.time<720 then -- sisena escena - premiere copter premiere.update() copter.x = premiere.x-32 copter.y = premiere.y-48 copter.update() elseif self.time==720 then start_scene(scenes.stage1_ending_3, nil, false) elseif self.time==721 then fade.fadeoutin() end surf.target(0) surf.cls(16) world_draw() -- dialegs draw if self.time>201 and self.time<300 then -- bocadillo quinta escena (1) dialeg.run(premiere.x, premiere.y, premiere.w, false, "Volare uoh oh...", true) elseif self.time>=300 and self.time<400 then -- bocadillo quinta escena (2) dialeg.run(premiere.x, premiere.y, premiere.w, false, "Cantare uoh oh oh oh...", true) end score.draw() self.time = self.time + 1 -- Acabar ending if self.time>=800 then states:next() end end function stage1_ending.end_scene() print("END") states:finish() end states:registrar("stage1_ending",{ stage1_ending.update, stage1_ending.end_scene })