toff = arcade_config.tiles_offset tw = arcade_config.tiles_width th = arcade_config.tiles_height -- posició en el gif des de l'offset de tiles bol_gif_col = 14 bol_gif_row = 3 -- bol={hab=39,x=28,y=25,w=32,h=16,bb={x=0,y=0,w=16,h=8}} bol={ hab=39, x=4, y=3, w=32,h=16, bb={x=0,y=0,w=16,h=8}, furtat = false, scene_trobat = false, } function bol.init() local world_x, world_y = coords.room_to_world(bol.hab,bol.x,bol.y) bol.x=world_x-8 bol.y=world_y+2 bol.update=bol.update bol.draw=bol.draw end function bol.draw() -- draw.surf(112,88,16,8,bol.x,bol.y,16,8) -- local x = bol_gif_col*tw -- local y = toff+bol_gif_row*th -- draw.surf(x,y,tw*2,th,bol.x*o2aX,bol.y*o2aX,tw*2,th) local x = bol_gif_col*tw local y = toff+bol_gif_row*th local scr_x, scr_y = viewp:screen_coords( bol.x, bol.y ) if bol.furtat then pal.trans(0) pal.subpal(1,0) pal.subpal(2,0) pal.subpal(5,0) pal.subpal(6,2) pal.subpal(16,2) end draw.surf(x,y,bol.w,bol.h,scr_x,scr_y,bol.w,bol.h) pal.subpal(1) pal.subpal(2) pal.subpal(5) pal.subpal(6) pal.subpal(16) end function bol.update() -- if bol.hab==abad.hab then -- if aabb(abad,bol) then -- abad.objects.bol=true -- start_scene(scenes.bol_trobat) -- remove_actor(bol) -- end -- end local ah,ax,ay = coords.world_to_tile(abad.x, abad.y) local bh,bx,by = coords.world_to_tile(bol.x, bol.y) if bh ==ah then if ay==by and not bol.scene_trobat then -- abad.objects.bol=true start_scene(scenes.bol_trobat) bol.scene_trobat = true -- remove_actor(bol) -- crear el trigger per a disparar el final de fase table.insert( actors, trigger.new(8,4,3,triggers.escena_stage1_ending,"stage1 ending","TR09") ) end end end