84124d7f7b
[FIX] Corregida col·lisió en la fireball [CHG] Mogut debug a game_debug [NEW] Stage manager per a gestió de nivells
255 lines
6.3 KiB
Lua
255 lines
6.3 KiB
Lua
viewport= require("viewport")
|
|
require "stage_mgr"
|
|
require "abad"
|
|
require "cacau"
|
|
require "llibre"
|
|
require "gorro"
|
|
require "peu"
|
|
require "premiere"
|
|
require "elalien"
|
|
require "bol"
|
|
require "gota"
|
|
require "invisible"
|
|
require "caco"
|
|
require "zombie"
|
|
require "score"
|
|
-- require "switches"
|
|
require "trigger"
|
|
require "imp3"
|
|
require "fireball"
|
|
require "bar_meter"
|
|
|
|
require "stage1"
|
|
require "remote_view"
|
|
require "dialeg"
|
|
require "trigger_event"
|
|
|
|
require "batman"
|
|
require "health_potion"
|
|
require "tiles_layer2"
|
|
require "batvio"
|
|
-- require "live_scene"
|
|
require "copter"
|
|
require "sign"
|
|
|
|
local tile_w = arcade_config.tiles_width
|
|
local tile_h = arcade_config.tiles_height
|
|
local res_w = arcade_config.resolucion.width
|
|
local res_h = arcade_config.resolucion.height
|
|
|
|
local view_tile_id = false
|
|
local view_checking_tile = false
|
|
|
|
viewp = viewport.new(arcade_config.resolucion.width, arcade_config.resolucion.height)
|
|
viewp:position(0,0)
|
|
|
|
function foo()
|
|
print("foo")
|
|
end
|
|
|
|
function actor_warp_draw(actor)
|
|
local shrink_w = actor.w*actor.shrink
|
|
local shrink_h = actor.h*actor.shrink
|
|
local offset_x = math.floor((actor.w-shrink_w)/2)
|
|
local offset_y = math.floor((actor.h-shrink_h)/2)
|
|
local scr_x, scr_y = viewp:screen_coords( actor.x+offset_x, actor.y+offset_y )
|
|
shrink_w = math.floor(shrink_w)
|
|
shrink_h = math.floor(shrink_h)
|
|
|
|
if shrink_w>0 and shrink_h>0 then
|
|
draw.surfrot((actor.frame&7)*cw, (actor.frame>>cxr2)*ch,
|
|
cw, ch,
|
|
scr_x, scr_y,
|
|
actor.angle,
|
|
shrink_w, shrink_h,
|
|
actor.flip)
|
|
end
|
|
end
|
|
|
|
function actor_warp_update(actor)
|
|
-- warp, wait, respawn
|
|
if actor.warping then
|
|
if actor.step<actor.death_time then
|
|
actor.shrink=actor.shrink-actor.d_shrink
|
|
actor.angle=actor.angle+actor.d_angle
|
|
if actor.angle>=360 then actor.angle = actor.angle % 360 end
|
|
if actor.shrink<=0 then
|
|
actor.shrink=1
|
|
actor.d_shrink=1
|
|
actor.angle=0
|
|
actor.d_angle=1
|
|
actor.warping = false
|
|
actor.frame = -1
|
|
actor.step = 0
|
|
if actor.energy~=nil then
|
|
actor.energy = actor.max_energy
|
|
end
|
|
end
|
|
end
|
|
elseif actor.step<actor.death_time/2 then
|
|
actor.frame = -1
|
|
elseif actor.step<actor.death_time then
|
|
if actor.step%2==0 then
|
|
actor.frame=actor.anim[#actor.anim]
|
|
else
|
|
actor.frame=-1
|
|
end
|
|
elseif actor.step>=actor.death_time then
|
|
actor.frame=actor.anim[1]
|
|
actor.step=0
|
|
actor.wait=0
|
|
if actor.name=="caco" then
|
|
actor.update=caco.update_normal
|
|
elseif actor.name=="zombie" then
|
|
actor.update=zombie.update_normal
|
|
end
|
|
actor.dying = false
|
|
end
|
|
end
|
|
|
|
actors={}
|
|
|
|
function game_exit()
|
|
-- mapa_restore_backup()
|
|
actors={}
|
|
-- cameras={}
|
|
end
|
|
|
|
function game_init(menu)
|
|
-- print("GAME INIT")
|
|
actors={}
|
|
|
|
abad_init()
|
|
table.insert(actors,abad)
|
|
|
|
score.create()
|
|
|
|
stages.load_stage(true)
|
|
states:next()
|
|
end
|
|
|
|
function render_map( sf_map, sf_tiles, x, y, target )
|
|
target = target or 0
|
|
map.surf(sf_map)
|
|
map.cell(16, 16)
|
|
surf.source(sf_tiles)
|
|
surf.target(target)
|
|
view.origin(-x,-y)
|
|
map.draw()
|
|
view.origin(0,0)
|
|
end
|
|
|
|
function viewport_update()
|
|
-- Moure el viewport
|
|
local vp_x = viewp.x
|
|
local vp_y = viewp.y
|
|
|
|
local vp_center_offset_x = (viewp.width // 2)
|
|
local vp_center_offset_y = (viewp.height // 2)
|
|
|
|
vp_x = abad.x+(abad.w/2) - vp_center_offset_x
|
|
if vp_x < 0 then vp_x = 0 end
|
|
|
|
vp_y = abad.y - vp_center_offset_y
|
|
if vp_y < 0 then vp_y = 0 end
|
|
|
|
viewp:position(vp_x, vp_y)
|
|
end
|
|
|
|
function world_update()
|
|
-- Actualitzar moviment del mapa (ex: tiles animats)
|
|
arc_mapa_update()
|
|
tiles_layer2.update()
|
|
|
|
-- Moure a tots
|
|
for key,actor in pairs(actors) do
|
|
actor:update()
|
|
|
|
-- Comprovar dispars contra "monstres"
|
|
if viewp:inside(actor.x, actor.y, actor.w, actor.h) and actor~=abad then
|
|
for _, cacau_shot in pairs(cacau.shots()) do
|
|
-- if collision(actor,cacau_shot) then print("COLLISION") end
|
|
-- if actor.enabled then print(actor.name) else print("NOT "..actor.name) end
|
|
-- if cacau_shot.alive then print("CACAU") end
|
|
if actor.enabled and cacau_shot.alive and collision(actor,cacau_shot) then
|
|
if actor.hit ~= nil and not actor.dying then
|
|
actor:hit()
|
|
if actor.can_warp then warp.open(actor) end
|
|
cacau:kill(cacau_shot)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
if stages.stage_update then stages.stage_update() end
|
|
|
|
-- Actualizar el que queda
|
|
cacau.update()
|
|
|
|
-- switches.update()
|
|
warp.update_all()
|
|
|
|
trigger_event.update()
|
|
end
|
|
|
|
function world_draw()
|
|
-- Pintar la finestra del mon
|
|
render_map(sf_mapa, tiles, viewp.x, viewp.y)
|
|
tiles_layer2.draw()
|
|
|
|
-- if stage_draw_back then stage_draw_back() end
|
|
if stages.stage_draw_back then stages.stage_draw_back() end
|
|
|
|
-- pintar warps
|
|
for key,warp in pairs(warp.warp_list) do
|
|
if viewp:inside(warp.x, warp.y, warp.w, warp.h) then
|
|
warp:draw()
|
|
end
|
|
end
|
|
|
|
--pintar actors
|
|
for key,actor in pairs(actors) do
|
|
if viewp:inside(actor.x, actor.y, actor.w, actor.h) and actor~=abad then
|
|
actor:draw()
|
|
end
|
|
end
|
|
abad:draw(); -- per a que estiga davant de tots
|
|
|
|
dialeg.draw()
|
|
|
|
-- if stage_draw_middle then stage_draw_middle() end
|
|
if stages.stage_draw_middle then stages.stage_draw_middle() end
|
|
|
|
cacau:draw()
|
|
if stages.stage_draw_front then stages.stage_draw_front() end
|
|
|
|
remote_view_draw()
|
|
end
|
|
|
|
function update_game()
|
|
surf.target(0)
|
|
surf.cls(16)
|
|
|
|
world_update()
|
|
|
|
viewport_update()
|
|
|
|
world_draw()
|
|
|
|
score.draw()
|
|
|
|
if controller:check("ESC") then
|
|
states:executar("pause", true)
|
|
end
|
|
|
|
if DEBUG then
|
|
special_keys()
|
|
debug_info()
|
|
end
|
|
end
|
|
|
|
states:registrar("game", {game_init, update_game} )
|
|
|
|
require "game_debug" |