require "fps" require "mapa" local viewport= require("viewport") local arcade_config = require("arcade_config") o2aX = arcade_config.org2arc_escala local txr = arcade_config.tiles_per_row-1 local txr2 = arcade_config.tiles_per_row_base2 local toff= arcade_config.tiles_offset local tw = arcade_config.tiles_width local th = arcade_config.tiles_height local viewp = viewport.new() function game_init(menu) game_update=update_game end function render_view ( hab, x ,y ) local curr_ssurf = surf.source() local curr_tsurf = surf.target() local room_x = hab % mapa_rooms_per_piso local room_y = math.floor(hab / mapa_rooms_per_piso) local first_x = -1 local first_y = -1 local first_x = 0 local first_y = 0 if room_x == 0 then first_x = 0 end if room_y == 0 then first_y = 0 end surf.target(map_buffer) surf.cls(16) surf.source(tiles) for ry=0,2 do for rx=0,2 do local buffer_x = rx*mapa_room_cols*tw local buffer_y = ry*mapa_room_rows*th local room = (room_y+ry+first_y)*mapa_rooms_per_piso+(room_x+rx+first_x) draw_hab(room, buffer_x, buffer_y) end end surf.source(map_buffer) surf.target(0) print(hab) viewp.roomXY(hab) draw.surf(viewp.x,viewp.y,viewp.width,viewp.height,0,0,viewp.width,viewp.height) surf.source(curr_ssurf) surf.source(curr_tsurf) 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) -- render_view(10) --- 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 vp_x = vp_x+1 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 vp_y = vp_y+1 end viewp:position(vp_x, vp_y) local room = viewp:room() render_view(room) fps_print() viewp:print() end function draw_hab(hab,x,y,editing) -- print(hab.." "..x.." "..y) view.origin(x,y) mapa_draw(hab) -- if not editing then -- for key,actor in pairs(actors) do -- if actor.hab==hab then -- actor:draw() -- end -- end -- if imp.hab==hab then imp.draw() end -- if bambolla.hab==hab then bambolla.draw() end -- if cacau.hab==hab then cacau:draw() end -- if fireball.hab==hab then fireball:draw() end -- end view.origin(0,0) end