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cacaus-arcade/data/game.lua

512 lines
14 KiB
Lua

viewport= require("viewport")
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"
local DEBUG = false
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
local stage= 1
local stage_loaded = 0
stage_update = foo
stage_draw_back = foo
stage_draw_middle = foo
stage_draw_front = foo
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
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()
-- game_update=update_game
flow: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 load_stage()
local stage_init = stages["stage"..stage.."_init"]
if stage_init then
stage_init()
stage_loaded = stage
print("Stage "..stage.." loaded")
else
print("No se ha cargado la fase "..stage)
end
end
function load_boss_stage()
local stage_boss = stages["stage"..stage.."_boss"]
if stage_boss and not scene_running and not stages.loaded_boss then
stage_update = stages["stage"..stage.."_update"]
stage_draw_back = stages["stage"..stage.."_draw_back"]
stage_draw_middle = stages["stage"..stage.."_draw_middle"]
stage_draw_front = stages["stage"..stage.."_draw_front"]
stage_boss_end = stages["stage"..stage.."_boss_end"]
stage_boss()
print("Stage "..stage.." Boss loaded")
else
print("No se ha cargado la fase "..stage)
end
end
function viewport_update()
-- Moure el viewport
local vp_x = viewp.x
local vp_y = viewp.y
local vp_center_offset_x = (viewp.width >> 1)
local vp_center_offset_y = (viewp.height >> 1)
vp_x = abad.x - 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()
-- 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.boss_loaded then
stage_update()
else
-- print("NO BOSS")
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)
if stages.boss_loaded then 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) then
actor:draw()
end
end
dialeg.draw()
if stages.boss_loaded then stage_draw_middle() end
cacau:draw()
if stages.boss_loaded then stage_draw_front() end
remote_view_draw()
end
function update_game()
if stage~=stage_loaded then load_stage() end
if stages.boss_ready and not stages.boss_loaded then
load_boss_stage()
end
if stages.boss_ready and stages.boss_finished then
stage_boss_end()
stage_update = nil
stage_draw_back = nil
stage_draw_middle = nil
stage_draw_front = nil
stage_boss_end = nil
end
surf.target(0)
surf.cls(16)
world_update()
viewport_update()
world_draw()
score.draw()
special_keys()
debug_info()
if DEBUG then
end
end
function pause()
print("pause()")
-- surf.source(0)
-- surf.target(back)
-- draw.surf(0,0,128,96,0,0)
-- surf.target(0)
-- surf.source(tiles)
-- pausa_option=1
-- pause_old_update=game_update
-- game_update=update_pause
end
function update_pause()
draw.rectf(16,16,97,65,16)
draw.rect(16,16,97,65,15)
draw.text("PAUSA",54,20,15)
menu_count=menu_count+1
local parpadeig=false
if menu_count>=20 then
parpadeig=true
if menu_count>40 then menu_count=0 end
end
draw.rect(28,33+(10*(pausa_option-1)),73,9,14)
if (not parpadeig) then draw.rect(28,33+(10*(pausa_option-1)),73,9,13) end
--draw.rect(28,33+(10*(pausa_option-1)),73,9,13)
draw.text("CONTINUAR",30,35,14)
draw.text("MUSICA:",30,45,14)
if music.enabled() then
draw.text("SI",91,45,15)
else
draw.text("NO",91,45,15)
end
draw.text("SÓ:",30,55,14)
if sound.enabled() then
draw.text("SI",91,55,15)
else
draw.text("NO",91,55,15)
end
draw.text("EIXIR",30,65,14)
if key.press(key.ESCAPE) then
surf.source(back)
draw.surf(0,0,128,96,0,0)
surf.source(tiles)
game_update = pause_old_update
elseif key.press(keyDown) or pad.press(btnDown) then
pausa_option = pausa_option + 1
if pausa_option == 5 then pausa_option = 1 end
elseif key.press(keyUp) or pad.press(btnUp) then
pausa_option = pausa_option - 1
if pausa_option == 0 then pausa_option = 4 end
elseif key.press(keyShoot) or pad.press(btnShoot) then
if pausa_option==1 then
surf.source(back)
draw.surf(0,0,128,96,0,0)
surf.source(tiles)
game_update = pause_old_update
elseif pausa_option==2 then
music.enabled(not music.enabled())
elseif pausa_option==3 then
sound.enabled(not sound.enabled())
else
game_exit()
game_init(true)
end
end
end
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()
-- 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
flow:registrar("game", {game_init, update_game} )