Files
pepe-runner-ascii/skins/pintor.lua
T

46 lines
2.8 KiB
Lua

-- Skin "pintor" — bitmaps i colors creats per a la versio DX.
-- Format del fitxer:
-- elements = id_logic_string → { cp = code_point, bitmap = {8 bytes}|nil, color = COLOR_X }
-- state_colors = nom_estat → COLOR_X (ambient i estats del joc, no lligats a un element)
--
-- Constants de color disponibles (paleta CGA/EGA de 16, vore ASCII_API.md §3):
-- COLOR_BLACK=0 COLOR_DARK_GRAY=8
-- COLOR_BLUE=1 COLOR_LIGHT_BLUE=9
-- COLOR_GREEN=2 COLOR_LIGHT_GREEN=10
-- COLOR_CYAN=3 COLOR_LIGHT_CYAN=11
-- COLOR_RED=4 COLOR_LIGHT_RED=12
-- COLOR_MAGENTA=5 COLOR_LIGHT_MAGENTA=13
-- COLOR_BROWN=6 COLOR_YELLOW=14
-- COLOR_LIGHT_GRAY=7 COLOR_WHITE=15
return {
elements = {
diners = { cp = 36, bitmap = {0x18,0x3E,0x60,0x3C,0x06,0x7C,0x18,0x00}, color = COLOR_YELLOW },
pedra = { cp = 219, bitmap = {0xFF,0xF6,0xBF,0xFE,0xF7,0xBE,0xFF,0xAA}, color = COLOR_BROWN },
escala = { cp = 205, bitmap = {0xC3,0xFF,0xFF,0xC3,0xC3,0xFF,0xFF,0xC3}, color = COLOR_LIGHT_GRAY },
corda = { cp = 196, bitmap = {0x00,0x00,0x00,0xFF,0xFF,0x00,0x00,0x00}, color = COLOR_LIGHT_GRAY },
-- Bloc 1/2/3: la pedra es cava decrescut en altura, pero mantenint
-- la textura de la pedra (les files inferiors de pedra) per a que es
-- veja com si la pedra real es va desfent des de dalt.
bloc1 = { cp = 176, bitmap = {0x00,0x00,0x00,0x00,0x00,0x00,0xFF,0xAA}, color = COLOR_BROWN },
bloc2 = { cp = 177, bitmap = {0x00,0x00,0x00,0x00,0xF7,0xBE,0xFF,0xAA}, color = COLOR_BROWN },
bloc3 = { cp = 178, bitmap = {0x00,0x00,0xBF,0xFE,0xF7,0xBE,0xFF,0xAA}, color = COLOR_BROWN },
pepe = { cp = 2, bitmap = {0x7E,0xFF,0xDB,0xDB,0xFF,0xC3,0xE7,0x7E}, color = COLOR_YELLOW },
pepe_mort_a = { cp = 226, bitmap = {0x7E,0xFF,0x93,0xFF,0xFF,0xAB,0xD7,0x7E}, color = COLOR_LIGHT_RED },
pepe_mort_b = { cp = 227, bitmap = {0x7E,0xFF,0xC9,0xFF,0xFF,0xD5,0xEB,0x7E}, color = COLOR_LIGHT_MAGENTA },
malo1 = { cp = 247, bitmap = {0xC3,0x3C,0x7E,0x72,0x7E,0x72,0x3C,0xC3}, color = COLOR_LIGHT_RED },
malo2 = { cp = 248, bitmap = {0xD8,0x33,0x7C,0xFC,0xFC,0x7C,0x33,0xD8}, color = COLOR_LIGHT_RED },
malo3 = { cp = 249, bitmap = {0x07,0xEB,0x38,0x38,0x38,0x38,0xEB,0x07}, color = COLOR_LIGHT_RED },
},
state_colors = {
bg = COLOR_BLUE,
border = COLOR_BLUE,
hud_text = COLOR_WHITE,
hud_bg = COLOR_LIGHT_BLUE,
title = COLOR_LIGHT_RED,
pepe_invuln = COLOR_LIGHT_GREEN,
malo_carrega = COLOR_LIGHT_MAGENTA,
malo_atrapat = COLOR_BROWN,
score_flash = COLOR_YELLOW,
},
}