DEBUG = false -- DEBUG --------------------------------------------------- function print_analisis_field ( field ) local field_state=" " if boss.analisis[field] then field_state="X" end print(" [ "..field_state.." ] "..field) end function print_analisis() print("--------------------------------------------") print_analisis_field("can_chase_abad") print_analisis_field("can_climb") print_analisis_field("can_shot") print_analisis_field("can_super") print_analisis_field("can_go_altar") print_analisis_field("falling") print_analisis_field("going_to_fall") print_analisis_field("target_reached") print("X= "..boss.x..", OX= "..boss.x_old) print(" ") end function special_keys() if key.press(key.A) then boss.x_old = boss.x boss.x = boss.x-1 print_analisis() end if key.press(key.S) then boss.y_old = boss.y boss.y = boss.y+1 print_analisis() end if key.press(key.D) then -- boss.x_old = boss.x -- boss.x = boss.x+1 -- print_analisis() dialeg.new( "Hola mundo!", abad ) end if key.press(key.F) then -- boss.x_old = boss.x -- boss.x = boss.x+1 -- print_analisis() dialeg.new( "Ma cuando arribo a casa", premiere ) end if key.press(key.W) then boss.y_old = boss.y boss.y = boss.y-1 print_analisis() end if key.press(key.W) then boss.y_old = boss.y boss.y = boss.y-1 print_analisis() end if key.press(key.F) then boss._pause = not boss._pause end if key.press(key.N1) then -- abad prev room local hab = abad.hab-1 if hab<0 then hab=0 end local hab_x = 4 local hab_y = 3 local abad_x, abad_y = coords.room_to_world ( hab, hab_x, hab_y) abad:move(abad_x, abad_y) local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y) end if key.press(key.N2) then -- abad next room local hab = abad.hab+1 if hab<0 then hab=0 end local hab_x = 4 local hab_y = 3 local abad_x, abad_y = coords.room_to_world ( hab, hab_x, hab_y) abad:move(abad_x, abad_y) local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y) end if key.press(key.N8) then -- local abad_x, abad_y = coords.room_to_world ( 31, 8, 3 ) -- print(abad_x..", "..abad_y) -- abad:move(abad_x, abad_y) -- local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y) imp.mode="away" imp.mode_cooldown = 60000 print("away") end if key.press(key.N9) then -- mapa_restore_backup() -- set_actors_enabled_by_room(true, "boss", 44, 55) -- viewp:free_move() imp.mode="chase" imp.mode_cooldown = 60000 print("chase") end if key.press(key.N0) then -- abad go to room -- local abad_x, abad_y = coords.room_to_world ( 34, 3, 3 ) -- print(abad_x..", "..abad_y) -- abad:move(abad_x, abad_y) -- local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y) imp.init() end end function debug_info() -- fps_print() -- if true then return end font.current(font_default) -- viewp:print() -- msg_print(0,14,"ABAD= "..abad.x..", "..abad.y, true) -- msg_print(0,21,"VIEW= "..viewp.x..", "..viewp.y, true) local hab, xx, yy = coords.world_to_tile(abad.x, abad.y) msg_print(0,28,hab.." ( "..xx..", "..yy.." )", true) -- msg_print(0,35,hab.." ( "..xx..", "..yy.." )", true) -- msg_print(0,42," JH= "..abad.jump_height,true) -- view_coord(abad.x+8, abad.y+0, 16, 32, 6) -- view_coord(abad.x+abad.bb.x, abad.y+abad.bb.h, 2, 2, 4) -- view_coord(abad.x+abad.bb.x+abad.bb.w, abad.y+abad.bb.h, 2, 2, 2) -- view_coord(abad.x, abad.y, 2, 2, 3) -- if key.press(key.T) then -- view_tile_id = not view_tile_id -- view_checking_tile = false -- end -- if key.press(key.C) then -- view_checking_tile = not view_checking_tile -- view_tile_id = false -- end -- -- if view_tile_id then -- write_tile(abad.x, abad.y, 0, true, "R") -- write_tile(abad.x, abad.y+16, 0, true, "R") -- write_tile(abad.x, abad.y+32, 0, true, "R") -- -- write_tile(abad.x+16, abad.y+32, 0, true, "C") -- -- write_tile(abad.x+32, abad.y, 0, true, "L") -- write_tile(abad.x+32, abad.y+16, 0, true, "L") -- write_tile(abad.x+32, abad.y+32, 0, true, "L") -- end -- -- if view_checking_tile then -- local msg = "FLIP= true" -- if not abad.flip then -- msg ="FLIP= false" -- view_coord(abad.x+abad.bb.w+abad.bb.x-1, abad.y+abad.bb.h-4, 2, 2, 2) -- else -- view_coord(abad.x+abad.bb.x-1, abad.y+abad.bb.h-4, 2, 2, 2) -- end -- msg_print(abad.x, abad.y-8,msg) -- end font.current(font_sf) end