224 lines
6.8 KiB
Lua
224 lines
6.8 KiB
Lua
arcade_config = require("arcade_config")
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require "fps"
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require "mapa"
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require "abad"
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require "cacau"
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local viewport= require("viewport")
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local tile_w = arcade_config.tiles_width
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local tile_h = arcade_config.tiles_height
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local res_w = arcade_config.resolucion.width
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local res_h = arcade_config.resolucion.height
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local view_tile_id = false
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local view_checking_tile = false
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viewp = viewport.new()
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viewp:position(0,0)
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actors={}
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function game_init(menu)
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abad_init()
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table.insert(actors,abad)
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local abad_x, abad_y = arc_mapa_get_coords ( 10, 4, 3 )
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print(abad_x..", "..abad_y)
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abad:move(abad_x, abad_y)
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local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y)
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game_update=update_game
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end
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function render_map( sf_map, sf_tiles, x, y )
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map.surf(sf_map)
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map.cell(16, 16)
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surf.source(sf_tiles)
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surf.target(0)
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view.origin(-x,-y)
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map.draw()
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view.origin(0,0)
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end
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function update_game()
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surf.target(0)
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surf.cls(16)
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-- surf.target(logo)
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-- surf.cls(16)
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-- draw.text("UPDATE_GAME",0,0,15)
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-- surf.source(logo)
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-- draw.surf(0,0,36,5,56,70,arcade_config.logo_sf.width,arcade_config.logo_sf.height)
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--- if abad.hurting == 0 then
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--- draw_hab(abad.hab,0,0)
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--- --text(abad.hab,1,1,2)
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--- draw_hab(cameras[current_camera].hab,0,48)
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--- -- text(camera_names[current_camera],2*o2aX,49*o2aX,8)
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--- arc_textB(camera_names[current_camera],2*o2aX,49*o2aX,8)
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---
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--- score.draw()
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--- surf.source(tiles)
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--- -- draw.text("x"..abad.vides,114*o2aX,13*o2aX,2)
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--- arc_text("x"..abad.vides,114*o2aX,13*o2aX,2)
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--- draw.rectf((102+(abad.energia>>1))*o2aX,30*o2aX,(21-(abad.energia>>1))*o2aX,8*o2aX,16)
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--- else
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--- draw.surf(0,0,16*o2aX,9*o2aX,50*o2aX,40*o2aX,16*o2aX,9*o2aX,true)
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--- if abad.hurting > 40 then
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--- -- draw.text("x"..abad.vides+1,63*o2aX,43*o2aX,3)
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--- arc_text("x"..abad.vides+1,63*o2aX,43*o2aX,3)
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--- elseif abad.hurting < 20 then
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--- -- draw.text("x"..abad.vides,63*o2aX,43*o2aX,2)
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--- arc_text("x"..abad.vides,63*o2aX,43*o2aX,2)
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--- end
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--- end
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---
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--- mapa_update(abad.hab,cameras[current_camera].hab)
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--local vp_x, vp_y = viewp:position()
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--if key.down(keyRight) then
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-- if vp_x+1<=(tile_w*mapa_room_cols*(mapa_rooms_per_piso))-(res_w) then vp_x = vp_x+1 end
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--elseif key.down(keyLeft) then
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-- if vp_x>0 then vp_x = vp_x-1 end
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--elseif key.down(keyUp) then
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-- if vp_y>0 then vp_y = vp_y -1 end
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--elseif key.down(keyDown) then
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-- if vp_y+1<=(tile_h*mapa_room_rows*mapa_pisos)-(res_h) then vp_y = vp_y+1 end
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--end
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if key.press(key.N1) then
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local hab = math.random(0, 79)
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local hab_x = math.random(0, mapa_room_cols-1)
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local hab_y = math.random(0, mapa_room_rows-1)
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local abad_x, abad_y = arc_mapa_get_coords ( hab, hab_x, hab_y)
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print(abad_x..", "..abad_y)
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abad:move(abad_x, abad_y)
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local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y)
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end
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if key.press(key.N0) then
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local abad_x, abad_y = arc_mapa_get_coords ( 24, 1, 3 )
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print(abad_x..", "..abad_y)
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abad:move(abad_x, abad_y)
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local scr_ax, scr_ay = viewp:screen_coords(abad_x, abad_y)
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end
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for key,actor in pairs(actors) do
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actor:update()
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--if actor.hab==cacau.hab and actor~=abad then
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-- if aabb(actor,cacau) then
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-- if actor.hit~=nil then
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-- actor:hit()
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-- cacau.hab=-1
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-- end
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-- end
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--end
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end
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local vp_x = viewp.x
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local vp_y = viewp.y
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--viewp:position(vp_x, vp_y)
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local vp_center_offset_x = (viewp.width >> 1)
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local vp_center_offset_y = (viewp.height >> 1)
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vp_x = abad.x - vp_center_offset_x
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if vp_x < 0 then vp_x = 0 end
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vp_y = abad.y - vp_center_offset_y
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if vp_y < 0 then vp_y = 0 end
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viewp:position(vp_x, vp_y)
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render_map(sf_mapa, tiles, vp_x, vp_y)
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for key,actor in pairs(actors) do
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-- if actor.hab==hab then
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if true then
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actor:draw()
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end
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end
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fps_print()
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viewp:print()
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msg_print(0,14,"ABAD= "..abad.x..", "..abad.y, true)
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msg_print(0,21,"VIEW= "..vp_x..", "..vp_y, true)
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local hab, xx, yy = arc_mapa_get_map_coords(abad.x, abad.y)
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msg_print(0,28,hab.." ( "..xx..", "..yy.." )", true)
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-- msg_print(0,35,hab.." ( "..xx..", "..yy.." )", true)
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msg_print(0,42," JH= "..abad.jump_height,true)
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-- view_coord(abad.x+8, abad.y+0, 16, 32, 6)
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-- view_coord(abad.x+abad.bb.x, abad.y+abad.bb.h, 2, 2, 4)
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-- view_coord(abad.x+abad.bb.x+abad.bb.w, abad.y+abad.bb.h, 2, 2, 2)
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-- view_coord(abad.x, abad.y, 2, 2, 3)
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if key.press(key.T) then
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view_tile_id = not view_tile_id
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view_checking_tile = false
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end
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if key.press(key.C) then
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view_checking_tile = not view_checking_tile
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view_tile_id = false
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end
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if view_tile_id then
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write_tile(abad.x, abad.y, 0, true, "R")
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write_tile(abad.x, abad.y+16, 0, true, "R")
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write_tile(abad.x, abad.y+32, 0, true, "R")
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write_tile(abad.x+16, abad.y+32, 0, true, "C")
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write_tile(abad.x+32, abad.y, 0, true, "L")
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write_tile(abad.x+32, abad.y+16, 0, true, "L")
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write_tile(abad.x+32, abad.y+32, 0, true, "L")
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end
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if view_checking_tile then
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local msg = "FLIP= true"
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if not abad.flip then
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msg ="FLIP= false"
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view_coord(abad.x+abad.bb.w+abad.bb.x-1, abad.y+abad.bb.h-4, 2, 2, 2)
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else
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view_coord(abad.x+abad.bb.x-1, abad.y+abad.bb.h-4, 2, 2, 2)
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end
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msg_print(abad.x, abad.y-8,msg)
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end
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end
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function msg_print(x, y, msg, direct_print )
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local scr_x, scr_y
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direct_print = direct_print or false
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if direct_print then
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scr_x = x
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scr_y = y
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else
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scr_x, scr_y = viewp:screen_coords(x, y)
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end
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draw.rectf(scr_x,scr_y,45,7,16)
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draw.text(msg,scr_x+1,scr_y+1,2)
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end
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function view_coord(x, y, w, h, color)
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local scr_x, scr_y = viewp:screen_coords(x, y)
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draw.rect(scr_x, scr_y, w, h, color)
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end
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function write_tile(x, y, yplus, print_type, align )
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local scr_x, scr_y = viewp:screen_coords(x, y)
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local hab, xx, yy = arc_mapa_get_map_coords(x, y)
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yplus = yplus or 0
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print_type = print_type or false
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align = align or "R"
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local txt_offset = -7
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if align=="R" then txt_offset = -14
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elseif align=="L" then txt_offset = 0
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end
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draw.rectf(scr_x+txt_offset,scr_y+yplus,14,7,16)
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local msg = mapa_get_tile(hab,xx,yy)
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if print_type then
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msg = msg.." "..arc_check_tile(x, y)
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end
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draw.text(msg,scr_x+txt_offset+1,scr_y+1+yplus,2)
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end |