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No files matched your search
@@ -1,4 +1,5 @@
|
||||
build/
|
||||
dist/
|
||||
*.o
|
||||
*.obj
|
||||
*.a
|
||||
@@ -7,8 +8,8 @@ build/
|
||||
*.dylib
|
||||
*.dll
|
||||
*.exe
|
||||
aee_2026
|
||||
_aee_2026
|
||||
aee_arcade
|
||||
_aee_arcade
|
||||
.vscode/
|
||||
.idea/
|
||||
.cache/
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
cmake_minimum_required(VERSION 3.16)
|
||||
project(aee_2026 VERSION 0.1.0 LANGUAGES CXX)
|
||||
project(aee_arcade VERSION 0.1.0 LANGUAGES CXX)
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
@@ -50,7 +50,9 @@ set(ENTITY_SOURCES_BASE
|
||||
source/game/entities/concrete/rolling_rock.cpp
|
||||
source/game/entities/concrete/wall_trap.cpp
|
||||
source/game/entities/concrete/floor_trap.cpp
|
||||
source/game/entities/concrete/hole.cpp
|
||||
source/game/entities/concrete/dust.cpp
|
||||
source/game/entities/concrete/solid_props.cpp
|
||||
)
|
||||
|
||||
# Entitats que criden directament símbols de Player (com WhipAttack via
|
||||
@@ -74,9 +76,12 @@ set(APP_SOURCES
|
||||
source/core/input/global_inputs.cpp
|
||||
source/core/input/input_state.cpp
|
||||
source/core/input/gamepad_manager.cpp
|
||||
source/core/input/gamepad_bindings.cpp
|
||||
source/core/input/define_buttons.cpp
|
||||
source/core/input/mouse.cpp
|
||||
source/core/rendering/screen.cpp
|
||||
source/core/rendering/canvas.cpp
|
||||
source/core/rendering/lighting.cpp
|
||||
source/core/rendering/notifier.cpp
|
||||
source/core/rendering/render_info.cpp
|
||||
source/core/rendering/gif.cpp
|
||||
@@ -88,6 +93,12 @@ set(APP_SOURCES
|
||||
source/core/rendering/sprite/sprite.cpp
|
||||
source/core/rendering/sprite/moving_sprite.cpp
|
||||
source/core/rendering/sprite/animated_sprite.cpp
|
||||
source/core/rendering/sprite/animated_sprite_parser.cpp
|
||||
source/core/rendering/effects/heat_haze.cpp
|
||||
source/core/rendering/effects/scan_reveal.cpp
|
||||
source/core/rendering/effects/shadow.cpp
|
||||
source/core/rendering/transitions/mosaic.cpp
|
||||
source/core/rendering/transitions/fade_to_black.cpp
|
||||
source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp
|
||||
source/core/rendering/sdl3gpu/viewport.cpp
|
||||
source/core/rendering/sdl3gpu/pipelines/crtpi_pipeline.cpp
|
||||
@@ -96,28 +107,39 @@ set(APP_SOURCES
|
||||
source/core/resources/resource_pack.cpp
|
||||
source/core/resources/palette_loader.cpp
|
||||
source/utils/easing.cpp
|
||||
source/utils/log.cpp
|
||||
source/utils/utils.cpp
|
||||
source/game/debug_config.cpp
|
||||
source/game/gameplay_config.cpp
|
||||
source/game/options.cpp
|
||||
source/game/options_apply.cpp
|
||||
source/game/ui/service_menu.cpp
|
||||
source/game/ui/hud.cpp
|
||||
source/game/scenes/placeholder_input.cpp
|
||||
source/game/scenes/start_input.cpp
|
||||
source/game/scenes/logo_scene.cpp
|
||||
source/game/scenes/title_scene.cpp
|
||||
source/game/scenes/intro_scene.cpp
|
||||
source/game/scenes/game_scene.cpp
|
||||
source/game/scenes/room_fsm.cpp
|
||||
source/game/scenes/game_over_fsm.cpp
|
||||
source/game/entities/player.cpp
|
||||
source/game/map/map.cpp
|
||||
source/game/map/tilemap.cpp
|
||||
source/game/map/tilemap_writer.cpp
|
||||
# Writer surgical de claus dins de `geometry:` (door_col), paral·lel
|
||||
# al TilemapWriter. Només Debug.
|
||||
source/game/map/map_writer.cpp
|
||||
source/game/map/paint_layer.cpp
|
||||
source/game/levels/level_manager.cpp
|
||||
# Mòdul editor (només activa contingut en Debug via `#ifdef _DEBUG`).
|
||||
# En Release el fitxer compila a un object buit i l'enllaçador no
|
||||
# En Release els fitxers compilen a object buit i l'enllaçador no
|
||||
# arrossega cap símbol del joc final.
|
||||
source/game/editor/editor.cpp
|
||||
source/game/editor/editor_config.cpp
|
||||
# Writer del bloc `entities:` del YAML del nivell, paral·lel al
|
||||
# TilemapWriter pero per a la persistència de l'editor d'entitats.
|
||||
source/game/entities/entity_writer.cpp
|
||||
${ENTITY_SOURCES}
|
||||
# Fitxer només del binari principal: `loadFromLevel` depèn de
|
||||
# Resource::Cache (→ Surface → GIF → àudio). Separat per no arrossegar
|
||||
@@ -203,8 +225,10 @@ target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
|
||||
add_executable(pack_resources EXCLUDE_FROM_ALL
|
||||
tools/pack_resources/pack_resources.cpp
|
||||
source/core/resources/resource_pack.cpp
|
||||
source/utils/log.cpp
|
||||
)
|
||||
target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source")
|
||||
target_link_libraries(pack_resources PRIVATE SDL3::SDL3)
|
||||
target_compile_options(pack_resources PRIVATE -Wall -Wextra -Wpedantic)
|
||||
|
||||
# --- REGENERACIÓ AUTOMÀTICA DE build/resources.pack ---
|
||||
@@ -345,9 +369,12 @@ option(BUILD_TESTS "Build smoke tests" ON)
|
||||
if(BUILD_TESTS)
|
||||
add_executable(test_entities_smoke
|
||||
tests/test_entities_smoke.cpp
|
||||
tests/hole_player_stubs.cpp
|
||||
tests/audio_cache_stubs.cpp
|
||||
source/core/resources/resource_helper.cpp
|
||||
source/core/resources/resource_pack.cpp
|
||||
source/game/map/map.cpp
|
||||
source/utils/log.cpp
|
||||
${ENTITY_SOURCES_BASE}
|
||||
)
|
||||
target_include_directories(test_entities_smoke PRIVATE
|
||||
@@ -356,6 +383,10 @@ if(BUILD_TESTS)
|
||||
)
|
||||
target_link_libraries(test_entities_smoke PRIVATE SDL3::SDL3)
|
||||
target_compile_options(test_entities_smoke PRIVATE -Wall -Wextra -Wpedantic)
|
||||
# GCC 14 + -O3 + fkyaml header-only inlinia profundament std::map::clear i
|
||||
# dispara fals positius -Warray-bounds dins <bits/stl_tree.h>. El warning és
|
||||
# del codi de tercers (libstdc++ vist a través de fkyaml), no del test.
|
||||
target_compile_options(test_entities_smoke PRIVATE -Wno-array-bounds)
|
||||
enable_testing()
|
||||
add_test(NAME entities_smoke
|
||||
COMMAND test_entities_smoke
|
||||
@@ -368,9 +399,13 @@ if(BUILD_TESTS)
|
||||
add_executable(test_whip_attack
|
||||
tests/test_whip_attack.cpp
|
||||
tests/whip_attack_player_stubs.cpp
|
||||
tests/hole_player_stubs.cpp
|
||||
tests/audio_cache_stubs.cpp
|
||||
source/core/resources/resource_helper.cpp
|
||||
source/core/resources/resource_pack.cpp
|
||||
source/game/gameplay_config.cpp
|
||||
source/game/map/map.cpp
|
||||
source/utils/log.cpp
|
||||
${ENTITY_SOURCES_BASE}
|
||||
source/game/entities/concrete/whip_attack.cpp
|
||||
)
|
||||
@@ -395,6 +430,7 @@ if(BUILD_TESTS)
|
||||
source/core/input/key_config.cpp
|
||||
source/core/resources/resource_helper.cpp
|
||||
source/core/resources/resource_pack.cpp
|
||||
source/utils/log.cpp
|
||||
)
|
||||
target_include_directories(test_scene_flow PRIVATE
|
||||
"${CMAKE_SOURCE_DIR}/source"
|
||||
@@ -434,6 +470,7 @@ if(BUILD_TESTS)
|
||||
source/core/resources/resource_helper.cpp
|
||||
source/core/resources/resource_pack.cpp
|
||||
source/utils/easing.cpp
|
||||
source/utils/log.cpp
|
||||
)
|
||||
target_include_directories(test_game_fsm PRIVATE
|
||||
"${CMAKE_SOURCE_DIR}/source"
|
||||
@@ -444,4 +481,21 @@ if(BUILD_TESTS)
|
||||
add_test(NAME game_fsm
|
||||
COMMAND test_game_fsm
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR})
|
||||
|
||||
# Smoke del parser d'animacions amb suport de flip H/V. Stand-alone:
|
||||
# només enllaça `animated_sprite_parser.cpp`, que és la part del motor
|
||||
# que NO depèn de Resource::Cache ni de Surface — el parser és pure
|
||||
# YAML-in / dades-out, així que no cal arrossegar tot l'stack.
|
||||
add_executable(test_animated_sprite_flip
|
||||
tests/test_animated_sprite_flip.cpp
|
||||
source/core/rendering/sprite/animated_sprite_parser.cpp
|
||||
)
|
||||
target_include_directories(test_animated_sprite_flip PRIVATE
|
||||
"${CMAKE_SOURCE_DIR}/source"
|
||||
)
|
||||
target_link_libraries(test_animated_sprite_flip PRIVATE SDL3::SDL3)
|
||||
target_compile_options(test_animated_sprite_flip PRIVATE -Wall -Wextra -Wpedantic)
|
||||
add_test(NAME animated_sprite_flip
|
||||
COMMAND test_animated_sprite_flip
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR})
|
||||
endif()
|
||||
@@ -0,0 +1,21 @@
|
||||
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
|
||||
|
||||
Copyright (c) 2026 Aventures en Egipte ARCADE - JailDesigner
|
||||
|
||||
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
|
||||
|
||||
You are free to:
|
||||
- Share — copy and redistribute the material in any medium or format
|
||||
- Adapt — remix, transform, and build upon the material
|
||||
|
||||
Under the following terms:
|
||||
- Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
|
||||
- NonCommercial — You may not use the material for commercial purposes.
|
||||
- ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.
|
||||
|
||||
No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
|
||||
|
||||
To view a copy of this license, visit:
|
||||
https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
@@ -1,4 +1,4 @@
|
||||
PROJECT := aee_2026
|
||||
PROJECT := aee_arcade
|
||||
BUILDDIR := build
|
||||
|
||||
# Detecció de plataforma. En Windows CMake defaulteja a "NMake Makefiles"
|
||||
@@ -44,7 +44,47 @@ endif
|
||||
|
||||
CMAKE_DEFS := -DGIT_HASH=$(GIT_HASH)
|
||||
|
||||
.PHONY: all debug release run run-debug clean rebuild show-version pack controllerdb format format-check tidy tidy-fix cppcheck hooks-install help
|
||||
# ==============================================================================
|
||||
# RELEASE — variables d'empaquetat per distribució
|
||||
# ==============================================================================
|
||||
APP_NAME := Aventures en Egipte ARCADE
|
||||
DIST_DIR := dist
|
||||
RELEASE_FOLDER := $(DIST_DIR)/_tmp
|
||||
TARGET_FILE := $(BUILDDIR)/$(PROJECT)
|
||||
RELEASE_FILE := $(RELEASE_FOLDER)/$(PROJECT)
|
||||
|
||||
# Noms dels artefactes finals (amb VERSION i PROJECT)
|
||||
WINDOWS_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-win32-x64.zip
|
||||
MACOS_INTEL_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-macos-intel.dmg
|
||||
MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-macos-apple-silicon.dmg
|
||||
LINUX_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-linux.tar.gz
|
||||
|
||||
# Variables específiques de Windows (PowerShell). El subst escapa apòstrofs
|
||||
# (' → '') perquè APP_NAMEs amb apòstrof no trenquen el parser de PowerShell.
|
||||
ifeq ($(OS),Windows_NT)
|
||||
WIN_TARGET_FILE := $(BUILDDIR)/$(APP_NAME)
|
||||
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
|
||||
WIN_RELEASE_FILE_PS := $(subst ','',$(WIN_RELEASE_FILE))
|
||||
UNAME_S :=
|
||||
else
|
||||
WIN_TARGET_FILE := $(TARGET_FILE)
|
||||
WIN_RELEASE_FILE := $(RELEASE_FILE)
|
||||
WIN_RELEASE_FILE_PS := $(WIN_RELEASE_FILE)
|
||||
UNAME_S := $(shell uname -s)
|
||||
endif
|
||||
|
||||
# Helpers cross-platform per crear/esborrar directoris als sub-targets release.
|
||||
ifeq ($(OS),Windows_NT)
|
||||
RMFILE := del /Q
|
||||
RMDIR := rmdir /S /Q
|
||||
MKDIR := mkdir
|
||||
else
|
||||
RMFILE := rm -f
|
||||
RMDIR := rm -rdf
|
||||
MKDIR := mkdir -p
|
||||
endif
|
||||
|
||||
.PHONY: all debug release _windows_release _macos_release _linux_release run run-debug clean rebuild show-version pack controllerdb format format-check tidy tidy-fix cppcheck hooks-install help
|
||||
|
||||
# ==============================================================================
|
||||
# COMPILACIÓ
|
||||
@@ -52,7 +92,7 @@ CMAKE_DEFS := -DGIT_HASH=$(GIT_HASH)
|
||||
# Convenció alineada amb ../aee i ../projecte_2026:
|
||||
# make → Release (binari d'ús normal)
|
||||
# make debug → Debug (flux complet + `debug.yaml` per triar escena inicial)
|
||||
# make release → Release + empaquetat per a distribució (TODO, pendent)
|
||||
# make release → Release + empaquetat per a distribució (zip/dmg/tar.gz segons SO)
|
||||
# ==============================================================================
|
||||
|
||||
all:
|
||||
@@ -69,11 +109,178 @@ run: all
|
||||
run-debug: debug
|
||||
@./$(BUILDDIR)/$(PROJECT)
|
||||
|
||||
# Release + empaquetat per distribució (zip/dmg/tar.gz). De moment només
|
||||
# compila amb CMAKE_BUILD_TYPE=Release; l'empaquetat OS-specific està
|
||||
# pendent (veure Makefile de ../aee com a referència).
|
||||
release: all
|
||||
@echo "TODO: empaquetat per a distribució (zip/dmg/tar.gz) — pendent"
|
||||
# Release + empaquetat per a distribució: detecta el SO i delega al
|
||||
# sub-target corresponent. Cada sub-target compila Release, copia
|
||||
# resources.pack + binari + assets al RELEASE_FOLDER, i empaqueta el
|
||||
# resultat a $(DIST_DIR)/.
|
||||
release:
|
||||
ifeq ($(OS),Windows_NT)
|
||||
@"$(MAKE)" _windows_release
|
||||
else
|
||||
ifeq ($(UNAME_S),Darwin)
|
||||
@$(MAKE) _macos_release
|
||||
else
|
||||
@$(MAKE) _linux_release
|
||||
endif
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
# RELEASE — Linux (.tar.gz)
|
||||
# ==============================================================================
|
||||
_linux_release:
|
||||
@echo "Creando release para Linux - Version: $(VERSION)"
|
||||
|
||||
# Compila Release (genera shaders, resources.pack i binari)
|
||||
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
|
||||
@cmake --build $(BUILDDIR) -j$(JOBS)
|
||||
|
||||
# Recrea la carpeta temporal (i $(DIST_DIR) si no existeix)
|
||||
@$(MKDIR) "$(DIST_DIR)" 2>/dev/null || true
|
||||
@$(RMDIR) "$(RELEASE_FOLDER)" 2>/dev/null || true
|
||||
$(MKDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Còpia de fitxers (LICENSE condicional — encara no existeix al repo)
|
||||
cp $(BUILDDIR)/resources.pack "$(RELEASE_FOLDER)"
|
||||
cp README.md "$(RELEASE_FOLDER)"
|
||||
cp gamecontrollerdb.txt "$(RELEASE_FOLDER)"
|
||||
@[ -f LICENSE ] && cp LICENSE "$(RELEASE_FOLDER)" || true
|
||||
cp "$(TARGET_FILE)" "$(RELEASE_FILE)"
|
||||
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
|
||||
|
||||
# Empaqueta a .tar.gz
|
||||
$(RMFILE) "$(LINUX_RELEASE)"
|
||||
tar -czvf "$(LINUX_RELEASE)" -C "$(RELEASE_FOLDER)" .
|
||||
@echo "Release creado: $(LINUX_RELEASE)"
|
||||
|
||||
# Neteja la carpeta temporal
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# ==============================================================================
|
||||
# RELEASE — Windows (.zip)
|
||||
# ==============================================================================
|
||||
_windows_release:
|
||||
@echo off
|
||||
@echo Creando release para Windows - Version: $(VERSION)
|
||||
|
||||
# Compila Release
|
||||
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
|
||||
@cmake --build $(BUILDDIR) -j$(JOBS)
|
||||
|
||||
# Crea $(DIST_DIR) i recrea la carpeta temporal
|
||||
@powershell -Command "if (-not (Test-Path '$(DIST_DIR)')) {New-Item '$(DIST_DIR)' -ItemType Directory}"
|
||||
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
|
||||
@powershell -Command "if (-not (Test-Path '$(RELEASE_FOLDER)')) {New-Item '$(RELEASE_FOLDER)' -ItemType Directory}"
|
||||
|
||||
# Còpia de fitxers (LICENSE condicional)
|
||||
@powershell -Command "Copy-Item -Path '$(BUILDDIR)/resources.pack' -Destination '$(RELEASE_FOLDER)'"
|
||||
@powershell -Command "if (Test-Path 'LICENSE') { Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)' }"
|
||||
@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
|
||||
@powershell -Command "Copy-Item 'gamecontrollerdb.txt' -Destination '$(RELEASE_FOLDER)'"
|
||||
@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
|
||||
@powershell -Command "Copy-Item -Path '$(TARGET_FILE).exe' -Destination '$(WIN_RELEASE_FILE_PS).exe'"
|
||||
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
|
||||
|
||||
# Empaqueta a .zip
|
||||
@powershell -Command "if (Test-Path '$(WINDOWS_RELEASE)') {Remove-Item '$(WINDOWS_RELEASE)'}"
|
||||
@powershell -Command "Compress-Archive -Path '$(RELEASE_FOLDER)/*' -DestinationPath '$(WINDOWS_RELEASE)'"
|
||||
@echo Release creado: $(WINDOWS_RELEASE)
|
||||
|
||||
# Neteja la carpeta temporal
|
||||
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
|
||||
|
||||
# ==============================================================================
|
||||
# RELEASE — macOS (.dmg per Intel + Apple Silicon)
|
||||
# ==============================================================================
|
||||
_macos_release:
|
||||
@echo "Creando release para macOS - Version: $(VERSION)"
|
||||
|
||||
# Verificar/instal·lar create-dmg si cal
|
||||
@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
|
||||
|
||||
# Compila la versió Intel (genera shaders, resources.pack i binari)
|
||||
@cmake -S . -B $(BUILDDIR)/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON $(CMAKE_DEFS)
|
||||
@cmake --build $(BUILDDIR)/intel -j$(JOBS)
|
||||
|
||||
# Neteja artefactes anteriors
|
||||
$(RMDIR) "$(RELEASE_FOLDER)" 2>/dev/null || true
|
||||
$(RMFILE) tmp.dmg
|
||||
$(RMFILE) "$(DIST_DIR)"/rw.* 2>/dev/null || true
|
||||
$(RMFILE) "$(MACOS_INTEL_RELEASE)"
|
||||
$(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)"
|
||||
|
||||
# Crea l'estructura del bundle .app
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
|
||||
# Còpia de recursos i metadades del bundle
|
||||
cp $(BUILDDIR)/intel/resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
cp gamecontrollerdb.txt "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
|
||||
cp release/icons/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
cp release/macos/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
|
||||
@[ -f LICENSE ] && cp LICENSE "$(RELEASE_FOLDER)" || true
|
||||
cp README.md "$(RELEASE_FOLDER)"
|
||||
|
||||
# Sobreescriu CFBundleShortVersionString i CFBundleVersion al Info.plist amb la VERSION actual
|
||||
@echo "Actualizando Info.plist con versión $(VERSION)..."
|
||||
@RAW_VERSION=$$(echo "$(VERSION)" | sed 's/^v//'); \
|
||||
sed -i '' '/<key>CFBundleShortVersionString<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
|
||||
sed -i '' '/<key>CFBundleVersion<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
|
||||
|
||||
# Còpia del binari Intel al bundle
|
||||
cp "$(BUILDDIR)/intel/$(PROJECT)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(PROJECT)"
|
||||
|
||||
# Firma ad-hoc del bundle Intel
|
||||
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
|
||||
|
||||
# Empaqueta el .dmg Intel
|
||||
@echo "Creando DMG Intel con iconos de 96x96..."
|
||||
create-dmg \
|
||||
--volname "$(APP_NAME)" \
|
||||
--window-pos 200 120 \
|
||||
--window-size 720 300 \
|
||||
--icon-size 96 \
|
||||
--text-size 12 \
|
||||
--icon "$(APP_NAME).app" 278 102 \
|
||||
--icon "LICENSE" 441 102 \
|
||||
--icon "README.md" 604 102 \
|
||||
--app-drop-link 115 102 \
|
||||
--hide-extension "$(APP_NAME).app" \
|
||||
"$(MACOS_INTEL_RELEASE)" \
|
||||
"$(RELEASE_FOLDER)" || true
|
||||
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
|
||||
|
||||
# Compila la versió Apple Silicon i la posa al mateix bundle
|
||||
@cmake -S . -B $(BUILDDIR)/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON $(CMAKE_DEFS)
|
||||
@cmake --build $(BUILDDIR)/arm -j$(JOBS)
|
||||
cp "$(BUILDDIR)/arm/$(PROJECT)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(PROJECT)"
|
||||
|
||||
# Re-firma amb el binari arm64
|
||||
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
|
||||
|
||||
# Empaqueta el .dmg Apple Silicon
|
||||
@echo "Creando DMG Apple Silicon con iconos de 96x96..."
|
||||
create-dmg \
|
||||
--volname "$(APP_NAME)" \
|
||||
--window-pos 200 120 \
|
||||
--window-size 720 300 \
|
||||
--icon-size 96 \
|
||||
--text-size 12 \
|
||||
--icon "$(APP_NAME).app" 278 102 \
|
||||
--icon "LICENSE" 441 102 \
|
||||
--icon "README.md" 604 102 \
|
||||
--app-drop-link 115 102 \
|
||||
--hide-extension "$(APP_NAME).app" \
|
||||
"$(MACOS_APPLE_SILICON_RELEASE)" \
|
||||
"$(RELEASE_FOLDER)" || true
|
||||
@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
|
||||
|
||||
# Neteja temporals
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
$(RMDIR) $(BUILDDIR)/intel
|
||||
$(RMDIR) $(BUILDDIR)/arm
|
||||
$(RMFILE) "$(DIST_DIR)"/rw.* 2>/dev/null || true
|
||||
|
||||
show-version:
|
||||
@echo "$(PROJECT) $(VERSION) ($(GIT_HASH))"
|
||||
@@ -86,8 +293,14 @@ rebuild: clean all
|
||||
# Empaqueta data/ a $(BUILDDIR)/resources.pack (format AE26). Força un rebuild
|
||||
# del pack encara que res no hagi canviat dins data/. L'empaquetat també es fa
|
||||
# automàticament a cada `make`/`make debug` via el target CMake `resource_pack`.
|
||||
#
|
||||
# NO passem `-DCMAKE_BUILD_TYPE`: així respectem el tipus ja configurat al
|
||||
# `CMakeCache.txt` (Debug si vens de `make debug`, Release si vens de
|
||||
# `make release`). Si forcéssim Release ací, el següent build de debug
|
||||
# invalidaria la cache i recompilaria-ho tot. El binari `pack_resources`
|
||||
# és una utilitat petita on el build type és irrellevant.
|
||||
pack:
|
||||
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
|
||||
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) $(CMAKE_DEFS)
|
||||
@cmake --build $(BUILDDIR) --target pack_resources
|
||||
@./$(BUILDDIR)/pack_resources data $(BUILDDIR)/resources.pack
|
||||
|
||||
@@ -145,7 +358,7 @@ help:
|
||||
@echo " make run-debug - Compilar (Debug) i executar"
|
||||
@echo ""
|
||||
@echo " Release:"
|
||||
@echo " make release - Release + empaquetat (TODO pendent)"
|
||||
@echo " make release - Release + empaquetat (zip/dmg/tar.gz segons SO)"
|
||||
@echo ""
|
||||
@echo " Recursos:"
|
||||
@echo " make pack - Empaquetar data/ a $(BUILDDIR)/resources.pack (format AE26)"
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
# Tema visual de l'editor de tilemap (només Debug). Carregat per
|
||||
# EditorConfig a l'arrencada; les claus absents cauen als valors compilats
|
||||
# a Defaults::Editor (veure source/utils/defaults.hpp).
|
||||
|
||||
picker:
|
||||
margin: 8 # px entre canvas i caixa del picker
|
||||
spacing: 1 # px de separació entre tiles dins del picker
|
||||
|
||||
# Colors ARGB en hex. Accepta enter (0xFF2244FF) o cadena ("#FF2244FF").
|
||||
colors:
|
||||
border: "0xFF6A86C8" # vora 1 px que envolta canvas i picker (blau suau)
|
||||
picker_bg: "0xFFC8C0D8" # fons del picker (lavanda clara)
|
||||
picker_hover: "0xFFFFFFFF" # vora 1 px del tile sota el cursor
|
||||
@@ -1,4 +1,4 @@
|
||||
# AEE 2026 — Tecles d'UI (Global Inputs)
|
||||
# AEE ARCADE — Tecles d'UI (Global Inputs)
|
||||
#
|
||||
# Mapeig id → codi SDL (el que reconeix SDL_GetScancodeFromName). Les tecles
|
||||
# de moviment del jugador viuen a part (Defaults::KeysGame); ací només hi ha
|
||||
@@ -35,18 +35,24 @@ keys:
|
||||
- id: toggle_render_info
|
||||
code: "F10"
|
||||
desc: "Cicle de l'overlay de debug: apagat / dalt / baix"
|
||||
- id: pause
|
||||
code: "F11"
|
||||
desc: "Pausa el joc (o botó START del mando)"
|
||||
- id: menu_toggle
|
||||
code: "F12"
|
||||
desc: "Obri / tanca el menú de servei"
|
||||
- id: editor_toggle
|
||||
code: "9"
|
||||
desc: "Entra/surt del mode editor (només Debug)"
|
||||
- id: editor_picker
|
||||
- id: editor_tile_picker
|
||||
code: "T"
|
||||
desc: "Obri/tanca el tilepicker dins de l'editor"
|
||||
- id: editor_entity_picker
|
||||
code: "E"
|
||||
desc: "Obri/tanca l'entity picker dins de l'editor"
|
||||
- id: editor_hand
|
||||
code: "H"
|
||||
desc: "Activa el mode mà de l'editor (selecciona/mou/borra entitats)"
|
||||
- id: editor_delete
|
||||
code: "Delete"
|
||||
desc: "Esborra l'entitat seleccionada en mode mà"
|
||||
- id: prev_room
|
||||
code: "["
|
||||
desc: "Salta a la sala anterior del levels.yaml (només Debug)"
|
||||
@@ -0,0 +1,36 @@
|
||||
# Configuració global del sistema d'il·luminació.
|
||||
#
|
||||
# Cada llum emissora (player, torxa, mòmia, ...) té un únic paràmetre
|
||||
# propi: el radi en píxels. La forma de la llum dins d'aquest radi
|
||||
# (els tres anells del gradient) viu en aquest fitxer perquè és una
|
||||
# decisió de "feel" comuna a totes les entitats — així pots tocar la
|
||||
# corba aquí sense haver de modificar 10 YAMLs.
|
||||
#
|
||||
# Forma del gradient (centre → vora):
|
||||
# 0..inner_ratio del radi → inner_intensity (zona totalment il·luminada)
|
||||
# inner_ratio..mid_ratio → mid_intensity (anell mig)
|
||||
# mid_ratio..1.0 → outer_intensity (anell exterior)
|
||||
# fora del radi → light_level de la sala
|
||||
#
|
||||
# Les intensitats són factors 0..1 que es multipliquen sobre el píxel
|
||||
# final del canvas. inner=1.0 vol dir "píxel sense alterar".
|
||||
gradient:
|
||||
inner_ratio: 0.5
|
||||
mid_ratio: 0.85
|
||||
inner_intensity: 1.0
|
||||
mid_intensity: 0.8
|
||||
outer_intensity: 0.6
|
||||
|
||||
# Modulació del radi quan una entitat declara `flicker: true` al seu
|
||||
# bloc `light:`. El radi efectiu per frame és:
|
||||
# r_eff = r_base + A1·sin(2π·f1·t + φ1) + A2·sin(2π·f2·t + φ2)
|
||||
# on (φ1, φ2) es deriven de la posició de l'emissor per a que cada
|
||||
# antorxa balancegi en una fase diferent (sense estat per emissor).
|
||||
# Combinant dues sinusoides amb freqüències incommensurables s'obté
|
||||
# un patró "fluid" que el ull llegeix com a foc; pujar `noise_*`
|
||||
# aporta més inquietud, baixar-ho fa la flama més serena.
|
||||
flicker:
|
||||
wave_amplitude_px: 2
|
||||
wave_frequency_hz: 3.0
|
||||
noise_amplitude_px: 1
|
||||
noise_frequency_hz: 7.0
|
||||
@@ -0,0 +1,128 @@
|
||||
# Tema de la UI: índexs de paleta, timings, fonts i flags visuals. Tota
|
||||
# clau absent cau al valor compilat a Defaults::UI (veure defaults.hpp).
|
||||
|
||||
colors:
|
||||
render_info_text: 58
|
||||
render_info_shadow: 16
|
||||
canvas_bg: 72
|
||||
notification_text: 232
|
||||
notification_bg: 64
|
||||
exit_text: 71
|
||||
exit_bg: 2
|
||||
menu_bg: 2
|
||||
menu_border: 232
|
||||
menu_title: 237
|
||||
menu_label: 58
|
||||
menu_value: 232
|
||||
menu_cursor: 71
|
||||
menu_disabled: 16
|
||||
hud_bg: 9
|
||||
hud_flash: 63
|
||||
# Rètol de transició de sala (ROOM_INTRO i ROOM_OUTRO). Independents
|
||||
# de notification_* perquè la fase i les notificacions són dos canals
|
||||
# visuals distints: ací pots canviar el color del rètol sense tocar
|
||||
# els missatges del HUD. Comparteix la família del CENTER del HUD
|
||||
# (or sobre marró) perquè "Piràmide N / Sala N" sigui sempre daurat
|
||||
# arreu del joc.
|
||||
room_text: 55 # or brillant (#FFDA00, = hud_center.value)
|
||||
room_text_outline: 10 # marró cremat (#482400, = hud_center.shadow)
|
||||
|
||||
timings:
|
||||
notification_ms: 4000
|
||||
exit_ms: 4000
|
||||
|
||||
fonts:
|
||||
hud:
|
||||
name: "8bithud"
|
||||
gif: "data/fonts/8bithud.gif"
|
||||
fnt: "data/fonts/8bithud.fnt"
|
||||
kerning: 1
|
||||
placeholder:
|
||||
name: "ari-w9500-condensed-display"
|
||||
gif: "data/fonts/ari-w9500-condensed-display.gif"
|
||||
fnt: "data/fonts/ari-w9500-condensed-display.fnt"
|
||||
kerning: 1
|
||||
# Font del rètol de transició de sala (ROOM_INTRO i ROOM_OUTRO).
|
||||
room_text:
|
||||
name: "CaesarDressing-Regular"
|
||||
gif: "data/fonts/CaesarDressing-Regular.gif"
|
||||
fnt: "data/fonts/CaesarDressing-Regular.fnt"
|
||||
kerning: 1
|
||||
menu_title:
|
||||
name: "ari-w9500-display"
|
||||
gif: "data/fonts/ari-w9500-display.gif"
|
||||
fnt: "data/fonts/ari-w9500-display.fnt"
|
||||
kerning: 0
|
||||
menu_items:
|
||||
name: "ari-w9500-condensed-display"
|
||||
gif: "data/fonts/ari-w9500-condensed-display.gif"
|
||||
fnt: "data/fonts/ari-w9500-condensed-display.fnt"
|
||||
kerning: 0
|
||||
# Copyright de la TITLE: pixel-art estricte (Tiny5-Regular size 5,
|
||||
# caixa 3×6 px) generat amb font-gen. Diferenciada de la `placeholder`
|
||||
# que pinta el "press start" — així la jerarquia tipogràfica del peu
|
||||
# queda neta.
|
||||
copyright:
|
||||
name: "Tiny5-Regular"
|
||||
gif: "data/fonts/Tiny5-Regular.gif"
|
||||
fnt: "data/fonts/Tiny5-Regular.fnt"
|
||||
kerning: 1
|
||||
|
||||
hud:
|
||||
bg_enabled: false
|
||||
entry_ms: 800 # durada de l'animació d'entrada dels tres blocs
|
||||
flash_ms: 250 # durada del flash quan un jugador rep un hit
|
||||
shake_ms: 300 # durada del shake que acompanya el flash
|
||||
# Parpadeig dels prompts inactius ("Polsa start..." / "Espera..."). Un
|
||||
# únic temporitzador global al Hud sincronitza P1 i P2 i no es reinicia
|
||||
# quan el text canvia entre CAN_JOIN i WAIT. cycle<=0 o ratio>=1 →
|
||||
# sempre visible (disable trivial).
|
||||
blink_cycle_ms: 1000 # durada del cicle complet
|
||||
blink_visible_ratio: 0.8 # proporció del cicle visible (0..1)
|
||||
|
||||
# Famílies de color del HUD per bloc. Cada bloc té `label` (to apagat
|
||||
# per etiquetes), `value` (to viu per a la xifra) i `shadow` (to fosc
|
||||
# del mateix matís — efecte embossing 1 px a baix-dreta). Si manca un
|
||||
# camp, cau al default compilat a `Defaults::UI`. El `colors.hud_flash`
|
||||
# és comú a totes tres famílies.
|
||||
hud_p1:
|
||||
label: 7 # vermell pur
|
||||
value: 183 # crema-préssec
|
||||
shadow: 2 # vermell fosc
|
||||
hud_center:
|
||||
label: 29 # ambre cremat
|
||||
value: 55 # or brillant
|
||||
shadow: 10 # marró cremat
|
||||
hud_p2:
|
||||
label: 248 # cian pur
|
||||
value: 253 # blau pàl·lid
|
||||
shadow: 64 # blau marí
|
||||
|
||||
# Geometria del popup superior (Notifier). En píxels del canvas, llevat de
|
||||
# slide_ms (durada en ms de l'animació d'entrada i d'eixida; constant
|
||||
# independentment de la mida de la caixa). El padding vertical és asimètric a
|
||||
# propòsit: padding_top > padding_bottom puja una mica el text dins la caixa.
|
||||
# Corbes disponibles: linear, outQuad, inQuad, inOutQuad, outCubic, inCubic.
|
||||
notifier:
|
||||
padding_h: 6
|
||||
padding_top: 4
|
||||
padding_bottom: 3
|
||||
line_gap: 1
|
||||
margin_top: 3
|
||||
border_px: 1
|
||||
slide_ms: 300
|
||||
slide_in_curve: outCubic
|
||||
slide_out_curve: inCubic
|
||||
|
||||
# Sons del menú de servei. Els fitxers viuen a data/audio/sounds/. SELECT
|
||||
# acompanya navegació (amunt/avall) i back; ACCEPT acompanya modificació
|
||||
# d'opció (esquerra/dreta/retorn) o entrada a un submenú.
|
||||
sounds:
|
||||
menu_select: "menu_select.wav"
|
||||
menu_accept: "menu_accept.wav"
|
||||
# Disparat quan un jugador prem START a la TITLE (primera pulsació o
|
||||
# la del segon jugador dins de la finestra de STARTING).
|
||||
player_start: "player_start.wav"
|
||||
# Soroll/scratch sincronitzat amb la fase SCAN de LogoScene (scanline
|
||||
# reveal). Es dispara al constructor de l'escena.
|
||||
logo_glitch: "glitch.wav"
|
||||
@@ -0,0 +1,22 @@
|
||||
name: column
|
||||
type: decoration
|
||||
editable: true
|
||||
# Sub-picker de frames a l'editor: 6 variants (atlas 2×3 de sub-sprites 16×32).
|
||||
editable_variants: true
|
||||
sprite:
|
||||
path: ../debris/column.gif
|
||||
size: [16, 32]
|
||||
# Ancoratge "feet": el tile [col, row] del spawn és la base de la columna.
|
||||
# El sprite de 16×32 sobresurt 16 px cap amunt sense afectar col·lisió ni
|
||||
# z-order (la caixa lògica és el tile inferior).
|
||||
anchor: feet
|
||||
tile_size: [1, 1]
|
||||
collision:
|
||||
size: [16, 16]
|
||||
# Mur infranquejable al salt: el jugador no pot passar pel damunt.
|
||||
height: 999
|
||||
flags:
|
||||
collides: true
|
||||
interactable: false
|
||||
animations:
|
||||
default: { frames: [0], fps: 1, loop: false }
|
||||
|
After Width: | Height: | Size: 805 B |
|
After Width: | Height: | Size: 1.3 KiB |
@@ -1,5 +1,6 @@
|
||||
name: door
|
||||
type: interactable
|
||||
editable: true
|
||||
sprite:
|
||||
path: door.gif
|
||||
size: [48, 32]
|
||||
|
||||
|
Before Width: | Height: | Size: 306 B After Width: | Height: | Size: 303 B |
|
After Width: | Height: | Size: 182 B |
@@ -0,0 +1,27 @@
|
||||
name: hole
|
||||
type: static_hazard
|
||||
editable: true
|
||||
sprite:
|
||||
path: hole.gif
|
||||
size: [16, 16]
|
||||
tile_size: [1, 1]
|
||||
collision:
|
||||
# Forat: ocupa el tile sencer (16×16). `height: 0` deixa que un salt
|
||||
# AIRBORNE el creui sense disparar el contacte (el filtre d'altura de
|
||||
# `checkPlayerCollisions` el descarta quan `jump_z_ > height`). El
|
||||
# bucle de contacte admet l'entitat per `flags.triggers_on_overlap`,
|
||||
# encara que `flags.collides` sigui false.
|
||||
size: [16, 16]
|
||||
height: 0
|
||||
flags:
|
||||
collides: false
|
||||
interactable: false
|
||||
# Avui el loader no llig el bloc `flags:` (és declaratiu); el flag
|
||||
# real es fixa al constructor C++ de `Hole`. Mantenim el camp per
|
||||
# coherència amb la resta de plantilles i per quan es cablege la
|
||||
# lectura genèrica de flags.
|
||||
triggers_on_overlap: true
|
||||
animations:
|
||||
idle: { frames: [0], fps: 1, loop: true }
|
||||
stats:
|
||||
damage: 0
|
||||
|
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.9 KiB |
@@ -1,5 +1,6 @@
|
||||
name: mummy
|
||||
type: dynamic_hazard
|
||||
editable: true
|
||||
sprite:
|
||||
path: mummy.gif
|
||||
size: [16, 32]
|
||||
@@ -18,26 +19,42 @@ collision:
|
||||
# jugador amb jump_z > height no col·lisiona amb la momia (la salta
|
||||
# per damunt). Amb impulse=240 + gravity=600 el pic ronda els 48 px,
|
||||
# així que 24 deixa marge per esquivar amb un salt no perfecte.
|
||||
height: 24
|
||||
height: 12
|
||||
flags:
|
||||
collides: true
|
||||
interactable: false
|
||||
# Strip de 12 frames en graella 4×3 (mateix esquema que el jugador):
|
||||
# 0..3 → walk_down (cara avall)
|
||||
# 4..7 → walk_up (cara amunt)
|
||||
# 8..11 → walk (lateral; flip horitzontal segons el sentit)
|
||||
# 0..3 → walk_south (cara avall)
|
||||
# 4..7 → walk_north (cara amunt)
|
||||
# 8..11 → walk_east (lateral cap a l'est)
|
||||
# La variant `walk_west` reaprofita els frames de l'est amb `flip_h: true`:
|
||||
# el motor d'animació aplica el flip al sprite, així el codi de la mòmia
|
||||
# no decideix flip per direcció (només selecciona quina animació mostrar).
|
||||
# La momia no té variants `stand_*` perquè mai no para.
|
||||
animations:
|
||||
walk_down: { frames: [0, 1, 2, 3], fps: 8, loop: true }
|
||||
walk_up: { frames: [4, 5, 6, 7], fps: 8, loop: true }
|
||||
walk: { frames: [8, 9, 10, 11], fps: 8, loop: true }
|
||||
walk_south: { frames: [0, 1, 2, 3], fps: 8, loop: true }
|
||||
walk_north: { frames: [4, 5, 6, 7], fps: 8, loop: true }
|
||||
walk_east: { frames: [8, 9, 10, 11], fps: 8, loop: true }
|
||||
walk_west: { frames: [8, 9, 10, 11], fps: 8, loop: true, flip_h: true }
|
||||
raise: { frames: [12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27], fps: 8 , loop: false }
|
||||
ai:
|
||||
type: corridor_wanderer
|
||||
direction_choice: random
|
||||
initial_direction: right
|
||||
initial_direction: east
|
||||
|
||||
# Estat SPAWN: la mòmia s'instancia al pixel_rect_ inicial quan
|
||||
# GameScene crida `spawnPendingActors()` (subfase text-exit de
|
||||
# ROOM_INTRO, fase 4) amb l'animació `raise` activa. La duració del
|
||||
# SPAWN la marca la pròpia animació (no-loop): al `completed()`,
|
||||
# transita a ROAMING i comença a deambular.
|
||||
stats:
|
||||
speed: 30
|
||||
damage: 1
|
||||
# Quan true, el contacte amb el jugador no aplica `hurt` ni knockback:
|
||||
# mata d'un sol toc i dispara el cicle DYING → respawn. El path `hurt`
|
||||
# del jugador segueix funcionant per a futurs hazards no-letals (avui
|
||||
# no n'hi ha cap que el dispari).
|
||||
kills_outright: true
|
||||
|
||||
# Estat HURT: post-fuetada, fugint en línia recta. Si la direcció
|
||||
# preferida (la del whip) està bloquejada, prova perpendiculars; si totes
|
||||
@@ -48,3 +65,13 @@ hurt:
|
||||
duration_ms: 600
|
||||
speed: 60
|
||||
whippable: true
|
||||
# So opcional: basename del fitxer dins `data/audio/sounds/`. Es dispara
|
||||
# un sol cop per fuetada quan la mòmia entra a HURT. Si manca, no sona.
|
||||
sound: mummy_hurt.wav
|
||||
|
||||
# Halo tènue al voltant de la mòmia. Radi més curt que el del jugador
|
||||
# perquè el rastre lumínic delati la seva posició sense "il·luminar
|
||||
# la sala" — vol ser una pista visual a la foscor.
|
||||
light:
|
||||
radius: 24
|
||||
flicker: true
|
||||
|
After Width: | Height: | Size: 3.2 KiB |
@@ -0,0 +1,150 @@
|
||||
sprite:
|
||||
path: morcus.gif
|
||||
size: [16, 32]
|
||||
|
||||
# Geometria de col·lisió. `size` és la caixa contra murs/sarcs;
|
||||
# `hit_size`, la caixa contra altres actors (més petita); `height`,
|
||||
# l'alçada que un salt ha de superar per passar per damunt.
|
||||
collision:
|
||||
size: 16
|
||||
base_size: 16
|
||||
hit_size: 8
|
||||
height: 12
|
||||
|
||||
animations:
|
||||
# Les variants `*_west` reaprofiten els frames de l'est i declaren
|
||||
# `flip_h: true` perquè el motor d'animació apliqui el flip al sprite —
|
||||
# el codi del joc no toca mai `flip_` directament.
|
||||
stand_south: { frames: [0] }
|
||||
stand_north: { frames: [4] }
|
||||
stand_east: { frames: [8] }
|
||||
stand_west: { frames: [8], flip_h: true }
|
||||
|
||||
jump_south: { frames: [12] }
|
||||
jump_north: { frames: [13] }
|
||||
jump_east: { frames: [14] }
|
||||
jump_west: { frames: [14], flip_h: true }
|
||||
|
||||
stun_south: { frames: [16] }
|
||||
stun_north: { frames: [17] }
|
||||
stun_east: { frames: [18] }
|
||||
stun_west: { frames: [18], flip_h: true }
|
||||
|
||||
walk_south: { frames: [1, 2, 3, 0], frame_ms: 100 }
|
||||
walk_north: { frames: [5, 6, 7, 4], frame_ms: 100 }
|
||||
walk_east: { frames: [9, 10, 11, 8], frame_ms: 100 }
|
||||
walk_west: { frames: [9, 10, 11, 8], frame_ms: 100, flip_h: true }
|
||||
|
||||
hurt_south: { frames: [0, 1, 2, 3], frame_ms: 100 }
|
||||
hurt_north: { frames: [4, 5, 6, 7], frame_ms: 100 }
|
||||
hurt_east: { frames: [8, 9, 10, 11], frame_ms: 100 }
|
||||
hurt_west: { frames: [8, 9, 10, 11], frame_ms: 100, flip_h: true }
|
||||
|
||||
attack_south: { frames: [20, 21, 22, 23], frame_ms: 80 }
|
||||
attack_north: { frames: [24, 25, 26, 27], frame_ms: 80 }
|
||||
attack_east: { frames: [28, 29, 30, 31], frame_ms: 80 }
|
||||
attack_west: { frames: [28, 29, 30, 31], frame_ms: 80, flip_h: true }
|
||||
|
||||
recover_south: { frames: [23] }
|
||||
recover_north: { frames: [27] }
|
||||
recover_east: { frames: [31] }
|
||||
recover_west: { frames: [31], flip_h: true }
|
||||
|
||||
# Animació de mort: 3 voltes horàries començant pel sud (south →
|
||||
# west → north → east, repetit 3×). Reaprofita els frames stand_*; el
|
||||
# west és l'east amb `flip_h: true` declarat per-frame (mapping form,
|
||||
# no hereta del nivell d'anim). `frame_ms` per-frame creix linealment
|
||||
# per donar la sensació de desaccelerar fins a aturar-se. `loop: false`
|
||||
# → es queda al darrer frame i marca completed.
|
||||
death_spinning:
|
||||
frames:
|
||||
- 0
|
||||
- { index: 8, flip_h: true }
|
||||
- 4
|
||||
- 8
|
||||
- 0
|
||||
- { index: 8, flip_h: true }
|
||||
- 4
|
||||
- 8
|
||||
- 0
|
||||
- { index: 8, flip_h: true }
|
||||
- 4
|
||||
- 8
|
||||
frame_ms: [60, 80, 100, 120, 140, 160, 180, 200, 220, 240, 260, 280]
|
||||
loop: false
|
||||
|
||||
# Mort per caiguda a un agujero (DeathCause::HOLE). `loop: false` perquè
|
||||
# `animationIsCompleted()` dispari el respawn timer determinísticament.
|
||||
death_hole:
|
||||
frames: [15]
|
||||
frame_ms: 60
|
||||
loop: false
|
||||
|
||||
# Inèrcia de frenada en soltar la direcció. `threshold_ms` filtra
|
||||
# tocs curts (passets d'un tile sense rellisquera).
|
||||
inertia:
|
||||
brake_time_ms: 150
|
||||
threshold_ms: 300
|
||||
|
||||
# Gir de 180°: durant `duration_ms` el facing es fixa a la direcció
|
||||
# intermèdia indicada (purament visual).
|
||||
turn:
|
||||
duration_ms: 80
|
||||
transitions:
|
||||
west_to_east: south
|
||||
east_to_west: north
|
||||
north_to_south: east
|
||||
south_to_north: west
|
||||
|
||||
# Salt vertical (px de z, no toca la posició al món).
|
||||
jump:
|
||||
impulse: 200
|
||||
gravity: 600
|
||||
landing_stun_ms: 400
|
||||
sound: jump.wav
|
||||
land_sound: land.wav
|
||||
|
||||
# Projecció post-impacte: surt cap a la direcció amb més recorregut
|
||||
# lliure i frena fins a 0 en `brake_time_ms`.
|
||||
hurt:
|
||||
speed: 120
|
||||
brake_time_ms: 500
|
||||
sound: hurt.wav
|
||||
|
||||
# Atac amb làtigo. `range_tiles` és la longitud abans de retallar
|
||||
# contra murs/sarcs; `cooldown_ms` allarga ATTACKING amb una
|
||||
# recuperació en què la hitbox ja no fa dany.
|
||||
whip:
|
||||
range_tiles: 3
|
||||
swing_ms: 320
|
||||
cooldown_ms: 200
|
||||
damage: 1
|
||||
sound: whip.wav
|
||||
|
||||
# Mort + respawn. `respawn_delay_ms` és la pausa entre la fi de
|
||||
# `death_spinning` i la reaparició al spawn. `lives` és el comptador
|
||||
# inicial d'intents (estil Mario): cada respawn el decrementa en 1, pot
|
||||
# anar a negatius (no hi ha game over).
|
||||
death:
|
||||
respawn_delay_ms: 500
|
||||
lives: 3
|
||||
|
||||
# Immunitat post-spawn: durant `duration_ms` ms, els hazards no
|
||||
# poden ferir ni matar el jugador (els forats sí que el maten — la
|
||||
# caiguda no és dany convencional). Visualment es manifesta amb un
|
||||
# parpadeig que alterna la paleta normal del sprite amb la paleta
|
||||
# `palette` (basename de `data/entities/player/<name>.pal`) cada
|
||||
# `blink_period_ms` ms. Si `duration_ms` és 0 (o el bloc manca), la
|
||||
# mecànica queda desactivada i el comportament és l'antic.
|
||||
immunity:
|
||||
duration_ms: 3000
|
||||
blink_period_ms: 100
|
||||
palette: morcus_wash
|
||||
|
||||
# Llum emesa pel jugador. `radius` és el radi del cercle de llum
|
||||
# en píxels del canvas; el gradient (3 anells: 1.0 / 0.9 / 0.8) viu
|
||||
# a data/config/lighting.yaml i és compartit per tots els emissors.
|
||||
# Omet el bloc per desactivar la llum d'aquest personatge.
|
||||
light:
|
||||
radius: 64
|
||||
flicker: true
|
||||
@@ -0,0 +1,19 @@
|
||||
JASC-PAL
|
||||
0100
|
||||
16
|
||||
0 0 0 255
|
||||
150 133 88 255
|
||||
253 233 185 255
|
||||
237 215 165 255
|
||||
214 193 145 255
|
||||
255 252 208 255
|
||||
252 234 189 255
|
||||
239 222 176 255
|
||||
175 190 128 255
|
||||
173 175 115 255
|
||||
159 159 104 255
|
||||
246 211 157 255
|
||||
229 192 139 255
|
||||
213 177 127 255
|
||||
243 226 184 255
|
||||
0 0 0 255
|
||||
@@ -0,0 +1,19 @@
|
||||
JASC-PAL
|
||||
0100
|
||||
16
|
||||
0 0 0 255
|
||||
102 118 132 255
|
||||
226 238 247 255
|
||||
206 216 222 255
|
||||
179 190 198 255
|
||||
245 255 255 255
|
||||
223 239 253 255
|
||||
208 224 238 255
|
||||
124 190 178 255
|
||||
125 170 162 255
|
||||
109 151 150 255
|
||||
221 210 210 255
|
||||
200 187 189 255
|
||||
181 169 175 255
|
||||
213 229 247 255
|
||||
0 0 0 255
|
||||
@@ -0,0 +1,19 @@
|
||||
JASC-PAL
|
||||
0100
|
||||
16
|
||||
0 0 0 255
|
||||
190 190 190 255
|
||||
255 255 255 255
|
||||
255 248 239 255
|
||||
239 233 226 255
|
||||
255 255 255 255
|
||||
255 255 255 255
|
||||
254 254 254 255
|
||||
184 244 213 255
|
||||
193 229 202 255
|
||||
184 216 198 255
|
||||
255 242 225 255
|
||||
255 228 213 255
|
||||
251 216 207 255
|
||||
255 255 255 255
|
||||
0 0 0 255
|
||||
|
After Width: | Height: | Size: 3.2 KiB |
@@ -0,0 +1,150 @@
|
||||
sprite:
|
||||
path: sam.gif
|
||||
size: [16, 32]
|
||||
|
||||
# Geometria de col·lisió. `size` és la caixa contra murs/sarcs;
|
||||
# `hit_size`, la caixa contra altres actors (més petita); `height`,
|
||||
# l'alçada que un salt ha de superar per passar per damunt.
|
||||
collision:
|
||||
size: 16
|
||||
base_size: 16
|
||||
hit_size: 8
|
||||
height: 12
|
||||
|
||||
animations:
|
||||
# Les variants `*_west` reaprofiten els frames de l'est i declaren
|
||||
# `flip_h: true` perquè el motor d'animació apliqui el flip al sprite —
|
||||
# el codi del joc no toca mai `flip_` directament.
|
||||
stand_south: { frames: [0] }
|
||||
stand_north: { frames: [4] }
|
||||
stand_east: { frames: [8] }
|
||||
stand_west: { frames: [8], flip_h: true }
|
||||
|
||||
jump_south: { frames: [12] }
|
||||
jump_north: { frames: [13] }
|
||||
jump_east: { frames: [14] }
|
||||
jump_west: { frames: [14], flip_h: true }
|
||||
|
||||
stun_south: { frames: [16] }
|
||||
stun_north: { frames: [17] }
|
||||
stun_east: { frames: [18] }
|
||||
stun_west: { frames: [18], flip_h: true }
|
||||
|
||||
walk_south: { frames: [1, 2, 3, 0], frame_ms: 100 }
|
||||
walk_north: { frames: [5, 6, 7, 4], frame_ms: 100 }
|
||||
walk_east: { frames: [9, 10, 11, 8], frame_ms: 100 }
|
||||
walk_west: { frames: [9, 10, 11, 8], frame_ms: 100, flip_h: true }
|
||||
|
||||
hurt_south: { frames: [0, 1, 2, 3], frame_ms: 100 }
|
||||
hurt_north: { frames: [4, 5, 6, 7], frame_ms: 100 }
|
||||
hurt_east: { frames: [8, 9, 10, 11], frame_ms: 100 }
|
||||
hurt_west: { frames: [8, 9, 10, 11], frame_ms: 100, flip_h: true }
|
||||
|
||||
attack_south: { frames: [20, 21, 22, 23], frame_ms: 80 }
|
||||
attack_north: { frames: [24, 25, 26, 27], frame_ms: 80 }
|
||||
attack_east: { frames: [28, 29, 30, 31], frame_ms: 80 }
|
||||
attack_west: { frames: [28, 29, 30, 31], frame_ms: 80, flip_h: true }
|
||||
|
||||
recover_south: { frames: [23] }
|
||||
recover_north: { frames: [27] }
|
||||
recover_east: { frames: [31] }
|
||||
recover_west: { frames: [31], flip_h: true }
|
||||
|
||||
# Animació de mort: 3 voltes horàries començant pel sud (south →
|
||||
# west → north → east, repetit 3×). Reaprofita els frames stand_*; el
|
||||
# west és l'east amb `flip_h: true` declarat per-frame (mapping form,
|
||||
# no hereta del nivell d'anim). `frame_ms` per-frame creix linealment
|
||||
# per donar la sensació de desaccelerar fins a aturar-se. `loop: false`
|
||||
# → es queda al darrer frame i marca completed.
|
||||
death_spinning:
|
||||
frames:
|
||||
- 0
|
||||
- { index: 8, flip_h: true }
|
||||
- 4
|
||||
- 8
|
||||
- 0
|
||||
- { index: 8, flip_h: true }
|
||||
- 4
|
||||
- 8
|
||||
- 0
|
||||
- { index: 8, flip_h: true }
|
||||
- 4
|
||||
- 8
|
||||
frame_ms: [60, 80, 100, 120, 140, 160, 180, 200, 220, 240, 260, 280]
|
||||
loop: false
|
||||
|
||||
# Mort per caiguda a un agujero (DeathCause::HOLE). `loop: false` perquè
|
||||
# `animationIsCompleted()` dispari el respawn timer determinísticament.
|
||||
death_hole:
|
||||
frames: [15]
|
||||
frame_ms: 60
|
||||
loop: false
|
||||
|
||||
# Inèrcia de frenada en soltar la direcció. `threshold_ms` filtra
|
||||
# tocs curts (passets d'un tile sense rellisquera).
|
||||
inertia:
|
||||
brake_time_ms: 150
|
||||
threshold_ms: 300
|
||||
|
||||
# Gir de 180°: durant `duration_ms` el facing es fixa a la direcció
|
||||
# intermèdia indicada (purament visual).
|
||||
turn:
|
||||
duration_ms: 80
|
||||
transitions:
|
||||
west_to_east: south
|
||||
east_to_west: north
|
||||
north_to_south: east
|
||||
south_to_north: west
|
||||
|
||||
# Salt vertical (px de z, no toca la posició al món).
|
||||
jump:
|
||||
impulse: 200
|
||||
gravity: 600
|
||||
landing_stun_ms: 400
|
||||
sound: jump.wav
|
||||
land_sound: land.wav
|
||||
|
||||
# Projecció post-impacte: surt cap a la direcció amb més recorregut
|
||||
# lliure i frena fins a 0 en `brake_time_ms`.
|
||||
hurt:
|
||||
speed: 120
|
||||
brake_time_ms: 500
|
||||
sound: hurt.wav
|
||||
|
||||
# Atac amb làtigo. `range_tiles` és la longitud abans de retallar
|
||||
# contra murs/sarcs; `cooldown_ms` allarga ATTACKING amb una
|
||||
# recuperació en què la hitbox ja no fa dany.
|
||||
whip:
|
||||
range_tiles: 3
|
||||
swing_ms: 320
|
||||
cooldown_ms: 200
|
||||
damage: 1
|
||||
sound: whip.wav
|
||||
|
||||
# Mort + respawn. `respawn_delay_ms` és la pausa entre la fi de
|
||||
# `death_spinning` i la reaparició al spawn. `lives` és el comptador
|
||||
# inicial d'intents (estil Mario): cada respawn el decrementa en 1, pot
|
||||
# anar a negatius (no hi ha game over).
|
||||
death:
|
||||
respawn_delay_ms: 500
|
||||
lives: 3
|
||||
|
||||
# Immunitat post-spawn: durant `duration_ms` ms, els hazards no
|
||||
# poden ferir ni matar el jugador (els forats sí que el maten — la
|
||||
# caiguda no és dany convencional). Visualment es manifesta amb un
|
||||
# parpadeig que alterna la paleta normal del sprite amb la paleta
|
||||
# `palette` (basename de `data/entities/player/<name>.pal`) cada
|
||||
# `blink_period_ms` ms. Si `duration_ms` és 0 (o el bloc manca), la
|
||||
# mecànica queda desactivada i el comportament és l'antic.
|
||||
immunity:
|
||||
duration_ms: 3000
|
||||
blink_period_ms: 100
|
||||
palette: sam_wash
|
||||
|
||||
# Llum emesa pel jugador. `radius` és el radi del cercle de llum
|
||||
# en píxels del canvas; el gradient (3 anells: 1.0 / 0.9 / 0.8) viu
|
||||
# a data/config/lighting.yaml i és compartit per tots els emissors.
|
||||
# Omet el bloc per desactivar la llum d'aquest personatge.
|
||||
light:
|
||||
radius: 64
|
||||
flicker: true
|
||||
@@ -0,0 +1,19 @@
|
||||
JASC-PAL
|
||||
0100
|
||||
16
|
||||
0 0 0 255
|
||||
150 133 88 255
|
||||
202 176 123 255
|
||||
191 165 112 255
|
||||
181 156 103 255
|
||||
217 158 115 255
|
||||
194 142 101 255
|
||||
188 143 98 255
|
||||
214 193 145 255
|
||||
196 176 128 255
|
||||
181 161 115 255
|
||||
246 211 157 255
|
||||
229 192 139 255
|
||||
213 177 127 255
|
||||
243 226 184 255
|
||||
0 0 0 255
|
||||
@@ -0,0 +1,19 @@
|
||||
JASC-PAL
|
||||
0100
|
||||
16
|
||||
0 0 0 255
|
||||
102 118 132 255
|
||||
166 169 171 255
|
||||
152 156 158 255
|
||||
140 144 147 255
|
||||
191 144 160 255
|
||||
161 125 146 255
|
||||
152 127 142 255
|
||||
179 190 198 255
|
||||
157 168 179 255
|
||||
139 151 164 255
|
||||
221 210 210 255
|
||||
200 187 189 255
|
||||
181 169 175 255
|
||||
213 229 247 255
|
||||
0 0 0 255
|
||||
@@ -0,0 +1,19 @@
|
||||
JASC-PAL
|
||||
0100
|
||||
16
|
||||
0 0 0 255
|
||||
190 190 190 255
|
||||
235 220 205 255
|
||||
226 212 197 255
|
||||
219 205 191 255
|
||||
255 194 197 255
|
||||
248 184 193 255
|
||||
238 188 189 255
|
||||
239 233 226 255
|
||||
226 220 216 255
|
||||
214 210 208 255
|
||||
255 242 225 255
|
||||
255 228 213 255
|
||||
251 216 207 255
|
||||
255 255 255 255
|
||||
0 0 0 255
|
||||
|
Before Width: | Height: | Size: 848 B After Width: | Height: | Size: 1.6 KiB |
@@ -1,5 +1,6 @@
|
||||
name: sarcophagus
|
||||
type: interactable
|
||||
editable: true
|
||||
sprite:
|
||||
path: sarcophagus.gif
|
||||
size: [48, 32]
|
||||
@@ -19,11 +20,29 @@ flags:
|
||||
interactable: true
|
||||
animations:
|
||||
closed: { frames: [0], fps: 1, loop: true }
|
||||
opening: { frames: [0], fps: 6, loop: false }
|
||||
open: { frames: [0], fps: 1, loop: true }
|
||||
opening: { frames: [1, 2], fps: 6, loop: false }
|
||||
open: { frames: [3], fps: 1, loop: true }
|
||||
behaviour:
|
||||
states: [CLOSED, OPENING, OPEN]
|
||||
initial_state: CLOSED
|
||||
on_perimeter_complete: OPENING
|
||||
on_opening_end: OPEN
|
||||
emits_event_on_open: sarcophagus_opened
|
||||
# Sons opcionals. `opening` es dispara un sol cop en la transició
|
||||
# CLOSED → OPENING (quan el jugador completa el perímetre). Si la clau
|
||||
# manca, no sona res. El basename val tant de clau al Resource::Cache
|
||||
# com de path (`Defaults::Paths::AUDIO_SOUNDS_DIR + key`).
|
||||
#
|
||||
# `opening_pitch_spread`: variació uniforme del ratio de reproducció
|
||||
# centrada a 1.0. Amb 0.05 cada obertura sona entre 0.95× i 1.05× la
|
||||
# velocitat normal (puja/baixa també el to, efecte arcade clàssic).
|
||||
# 0 ⇒ sempre 1.0 (sense variació).
|
||||
sound:
|
||||
opening: open_sarc.wav
|
||||
opening_pitch_spread: 0.5
|
||||
# Recompensa que rep el jugador que pinta el tile que tanca el perímetre
|
||||
# (el GameScene la reparteix consumint `sarcophagus_opened`). Si es lleva
|
||||
# aquest bloc o un dels camps, el camp absent val 0 i no s'aplica.
|
||||
reward:
|
||||
points: 100
|
||||
treasures: 1
|
||||
|
After Width: | Height: | Size: 98 B |
@@ -0,0 +1,22 @@
|
||||
name: stone
|
||||
type: decoration
|
||||
editable: true
|
||||
# Sub-picker de frames a l'editor: ofereix una graella amb les 24 variants
|
||||
# del atlas (6×4 sub-sprites 16×16) per escollir quina representa cada
|
||||
# instància col·locada.
|
||||
editable_variants: true
|
||||
sprite:
|
||||
path: ../debris/stone.gif
|
||||
size: [16, 16]
|
||||
tile_size: [1, 1]
|
||||
collision:
|
||||
size: [16, 16]
|
||||
# Mur infranquejable al salt: el jugador no la pot saltar per damunt.
|
||||
height: 999
|
||||
flags:
|
||||
collides: true
|
||||
interactable: false
|
||||
# Animació "default" amb un sol frame: el spawn YAML pot sobreescriure-la
|
||||
# via `frame: N` per fixar la variant escollida al editor.
|
||||
animations:
|
||||
default: { frames: [0], fps: 1, loop: false }
|
||||
@@ -1,5 +1,6 @@
|
||||
name: torch
|
||||
type: decoration
|
||||
editable: true
|
||||
sprite:
|
||||
path: torch.gif
|
||||
size: [16, 16]
|
||||
@@ -15,3 +16,14 @@ flags:
|
||||
# El render clipa cada frame per `anim.currentFrame()` × 16 píxels en Y.
|
||||
animations:
|
||||
idle: { frames: [0, 1, 2, 3], fps: 8, loop: true }
|
||||
|
||||
# Cercle de llum centrat a l'antorxa. El radi és en píxels del canvas;
|
||||
# el gradient global (data/config/lighting.yaml) hi posa la forma (3
|
||||
# anells). Amb `flicker: true` el radi efectiu oscil·la per frame
|
||||
# (suma de dues sinusoides amb fase derivada de la posició) per a
|
||||
# que el cercle "respiri" com una flama; els paràmetres del flicker
|
||||
# també viuen al config global. Omet el bloc per fer una antorxa
|
||||
# "apagada".
|
||||
light:
|
||||
radius: 40
|
||||
flicker: true
|
||||
@@ -25,7 +25,7 @@ sprites:
|
||||
# Animació compartida entre les 4 direccions: la seqüència de frames i les
|
||||
# durades són idèntiques; només canvia quina surface/mida es clipa.
|
||||
# - `frames` : índex de tile dins l'spritesheet (graella deduïda).
|
||||
# - `frame_ms` : durada uniforme per frame; 50 ms × 4 ≈ 200 ms swing.
|
||||
# - `frame_ms` : durada uniforme per frame; 80 ms × 4 = 320 ms swing.
|
||||
# - `loop: false` : el látigo viu una animació i mor (`markDead`).
|
||||
# - `active_frames` : valors dins de `frames` durant els quals la
|
||||
# hitbox aplica dany. Wind-up (0) i recovery (3) no
|
||||
@@ -33,6 +33,6 @@ sprites:
|
||||
animations:
|
||||
swing:
|
||||
frames: [0, 1, 2, 3]
|
||||
frame_ms: 50
|
||||
frame_ms: 80
|
||||
loop: false
|
||||
active_frames: [1, 2]
|
||||
|
Before Width: | Height: | Size: 313 B After Width: | Height: | Size: 311 B |
|
Before Width: | Height: | Size: 378 B After Width: | Height: | Size: 363 B |
|
Before Width: | Height: | Size: 369 B After Width: | Height: | Size: 348 B |
|
Before Width: | Height: | Size: 313 B After Width: | Height: | Size: 327 B |
@@ -0,0 +1,133 @@
|
||||
# Font: Tiny5-Regular — generado desde Tiny5-Regular.ttf size 8
|
||||
# Generado con font_gen.py
|
||||
|
||||
box_width 6
|
||||
box_height 9
|
||||
columns 15
|
||||
|
||||
# codepoint_decimal ancho_visual
|
||||
32 2 # U+0020
|
||||
33 1 # !
|
||||
34 3 # "
|
||||
35 5 # #
|
||||
36 3 # $
|
||||
37 4 # %
|
||||
38 4 # &
|
||||
39 1 # '
|
||||
40 2 # (
|
||||
41 2 # )
|
||||
42 3 # *
|
||||
43 3 # +
|
||||
44 2 # ,
|
||||
45 3 # -
|
||||
46 1 # .
|
||||
47 2 # /
|
||||
48 3 # 0
|
||||
49 2 # 1
|
||||
50 3 # 2
|
||||
51 3 # 3
|
||||
52 3 # 4
|
||||
53 3 # 5
|
||||
54 3 # 6
|
||||
55 3 # 7
|
||||
56 3 # 8
|
||||
57 3 # 9
|
||||
58 1 # :
|
||||
59 2 # ;
|
||||
60 3 # <
|
||||
61 3 # =
|
||||
62 3 # >
|
||||
63 3 # ?
|
||||
64 4 # @
|
||||
65 4 # A
|
||||
66 4 # B
|
||||
67 4 # C
|
||||
68 4 # D
|
||||
69 4 # E
|
||||
70 4 # F
|
||||
71 4 # G
|
||||
72 4 # H
|
||||
73 1 # I
|
||||
74 3 # J
|
||||
75 4 # K
|
||||
76 3 # L
|
||||
77 5 # M
|
||||
78 4 # N
|
||||
79 4 # O
|
||||
80 4 # P
|
||||
81 4 # Q
|
||||
82 4 # R
|
||||
83 4 # S
|
||||
84 3 # T
|
||||
85 4 # U
|
||||
86 3 # V
|
||||
87 5 # W
|
||||
88 3 # X
|
||||
89 3 # Y
|
||||
90 3 # Z
|
||||
91 2 # [
|
||||
92 2 # \
|
||||
93 2 # ]
|
||||
94 3 # ^
|
||||
95 3 # _
|
||||
96 2 # `
|
||||
97 3 # a
|
||||
98 3 # b
|
||||
99 3 # c
|
||||
100 3 # d
|
||||
101 3 # e
|
||||
102 2 # f
|
||||
103 3 # g
|
||||
104 3 # h
|
||||
105 1 # i
|
||||
106 1 # j
|
||||
107 3 # k
|
||||
108 1 # l
|
||||
109 5 # m
|
||||
110 3 # n
|
||||
111 3 # o
|
||||
112 3 # p
|
||||
113 3 # q
|
||||
114 2 # r
|
||||
115 3 # s
|
||||
116 2 # t
|
||||
117 3 # u
|
||||
118 3 # v
|
||||
119 5 # w
|
||||
120 3 # x
|
||||
121 3 # y
|
||||
122 3 # z
|
||||
123 3 # {
|
||||
124 1 # |
|
||||
125 3 # }
|
||||
126 2 # ~
|
||||
192 4 # À
|
||||
193 4 # Á
|
||||
200 4 # È
|
||||
201 4 # É
|
||||
204 2 # Ì
|
||||
205 2 # Í
|
||||
210 4 # Ò
|
||||
211 4 # Ó
|
||||
217 4 # Ù
|
||||
218 4 # Ú
|
||||
209 4 # Ñ
|
||||
199 4 # Ç
|
||||
224 3 # à
|
||||
225 3 # á
|
||||
232 3 # è
|
||||
233 3 # é
|
||||
236 2 # ì
|
||||
237 2 # í
|
||||
242 3 # ò
|
||||
243 3 # ó
|
||||
249 3 # ù
|
||||
250 3 # ú
|
||||
241 3 # ñ
|
||||
231 3 # ç
|
||||
161 1 # ¡
|
||||
191 3 # ¿
|
||||
171 5 # «
|
||||
187 5 # »
|
||||
183 1 # ·
|
||||
169 3 # ©
|
||||
|
After Width: | Height: | Size: 1.4 KiB |
@@ -1,8 +1,8 @@
|
||||
# Font: ari-w9500-condensed-display — generado desde ari-w9500-condensed-display.ttf size 11
|
||||
# Generado con tools/font_gen/font_gen.py
|
||||
# Generado con font_gen.py
|
||||
|
||||
box_width 12
|
||||
box_height 11
|
||||
box_height 13
|
||||
columns 15
|
||||
|
||||
# codepoint_decimal ancho_visual
|
||||
@@ -117,7 +117,7 @@ columns 15
|
||||
225 7 # á
|
||||
232 7 # è
|
||||
233 7 # é
|
||||
236 4 # ì
|
||||
236 3 # ì
|
||||
237 3 # í
|
||||
242 7 # ò
|
||||
243 7 # ó
|
||||
@@ -127,6 +127,7 @@ columns 15
|
||||
231 7 # ç
|
||||
161 3 # ¡
|
||||
191 7 # ¿
|
||||
171 10 # «
|
||||
187 10 # »
|
||||
171 7 # «
|
||||
187 7 # »
|
||||
183 3 # ·
|
||||
169 10 # ©
|
||||
|
Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 2.3 KiB |
@@ -1,8 +1,8 @@
|
||||
# Font: ari-w9500-display — generado desde ari-w9500-display.ttf size 11
|
||||
# Generado con tools/font_gen/font_gen.py
|
||||
# Generado con font_gen.py
|
||||
|
||||
box_width 12
|
||||
box_height 11
|
||||
box_height 13
|
||||
columns 15
|
||||
|
||||
# codepoint_decimal ancho_visual
|
||||
@@ -117,7 +117,7 @@ columns 15
|
||||
225 8 # á
|
||||
232 8 # è
|
||||
233 8 # é
|
||||
236 4 # ì
|
||||
236 3 # ì
|
||||
237 3 # í
|
||||
242 8 # ò
|
||||
243 8 # ó
|
||||
@@ -127,6 +127,7 @@ columns 15
|
||||
231 8 # ç
|
||||
161 3 # ¡
|
||||
191 8 # ¿
|
||||
171 10 # «
|
||||
187 10 # »
|
||||
171 7 # «
|
||||
187 7 # »
|
||||
183 3 # ·
|
||||
169 10 # ©
|
||||
|
Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 2.4 KiB |
@@ -1,4 +1,4 @@
|
||||
# AEE 2026 — Català
|
||||
# AEE ARCADE — Català
|
||||
# lang: ca
|
||||
|
||||
notification:
|
||||
@@ -14,7 +14,7 @@ input:
|
||||
shader_off: "Shaders desactivats"
|
||||
vsync_on: "VSync activat"
|
||||
vsync_off: "VSync desactivat"
|
||||
screenshot: "Captura"
|
||||
screenshot: "Imatge {} guardada a {}"
|
||||
shader: "Shader"
|
||||
preset: "Preset"
|
||||
scaling_disabled: "Escalat sense"
|
||||
@@ -23,10 +23,12 @@ input:
|
||||
scaling_overscan: "Escalat overscan"
|
||||
scaling_integer: "Escalat enter"
|
||||
press_again_exit: "Prem una altra volta per eixir"
|
||||
paused: "Pausa"
|
||||
editor_on: "Editor ON"
|
||||
editor_off: "Editor OFF"
|
||||
editor_save_error: "Editor: error guardant el mapa"
|
||||
editor_keep_door: "Editor: cal almenys una porta"
|
||||
editor_keep_sarc: "Editor: cal almenys un sarcòfag"
|
||||
editor_invalid_level: "Editor: nivell incomplet (porta i sarcs)"
|
||||
|
||||
hud:
|
||||
p1: "P1"
|
||||
@@ -35,6 +37,17 @@ hud:
|
||||
treasures: "Tres"
|
||||
pyramid: "Piramide"
|
||||
room: "Sala"
|
||||
# Prompts mostrats al bloc d'un slot inactiu (en lloc dels zeros)
|
||||
# quan un jugador encara no ha pulsat START o ha esgotat vides.
|
||||
# Dues línies per fer-los caber al bloc lateral (~106 px).
|
||||
join_prompt_can_join_l1: "Polsa start"
|
||||
join_prompt_can_join_l2: "per jugar"
|
||||
join_prompt_wait_l1: "Espera"
|
||||
join_prompt_wait_l2: "per jugar"
|
||||
|
||||
# Textos de l'escena TITLE.
|
||||
title:
|
||||
press_start: "Polsa START per a començar"
|
||||
|
||||
# Textos de la transició d'entrada/sortida de sala (FSM de GameScene).
|
||||
# Tant l'INTRO com l'OUTRO es renderitzen com a dues línies separades
|
||||
@@ -46,6 +59,12 @@ game:
|
||||
room_intro_room: "Sala {r}"
|
||||
room_complete_line1: "Fase"
|
||||
room_complete_line2: "Completada"
|
||||
# Rètol del game over (sub-FSM de la GameScene). El countdown es
|
||||
# pinta com a segona línia (un enter) durant la fase 1 de
|
||||
# CONTINUE_PROMPT — només cal traduir el rètol superior.
|
||||
continue_prompt: "Continuar?"
|
||||
game_over_line1: "Fi del"
|
||||
game_over_line2: "Joc"
|
||||
|
||||
menu:
|
||||
titles:
|
||||
@@ -55,6 +74,7 @@ menu:
|
||||
controls: "Controls"
|
||||
keyboard: "Teclat"
|
||||
gamepad: "Comandament"
|
||||
tweaks: "Jugabilitat"
|
||||
system: "Sistema"
|
||||
labels:
|
||||
player_1: "Jugador 1"
|
||||
@@ -66,13 +86,20 @@ menu:
|
||||
controls_submenu: "Controls"
|
||||
keyboard_submenu: "Teclat"
|
||||
gamepad_submenu: "Comandament"
|
||||
tweaks_submenu: "Jugabilitat"
|
||||
system_submenu: "Sistema"
|
||||
move_up: "Amunt"
|
||||
move_down: "Avall"
|
||||
move_left: "Esquerra"
|
||||
move_right: "Dreta"
|
||||
jump: "Saltar"
|
||||
attack: "Atacar"
|
||||
start: "Start"
|
||||
service: "Opcions"
|
||||
gamepad_p1: "Comandament P1"
|
||||
gamepad_p2: "Comandament P2"
|
||||
define_buttons_p1: "Definir botons P1"
|
||||
define_buttons_p2: "Definir botons P2"
|
||||
zoom: "Zoom"
|
||||
screen: "Pantalla completa"
|
||||
vsync: "VSync"
|
||||
@@ -88,6 +115,9 @@ menu:
|
||||
music_volume: "Volum música"
|
||||
sounds: "Sons"
|
||||
sounds_volume: "Volum sons"
|
||||
whip_pierces_walls: "Látec travessa sarcs"
|
||||
friendly_fire: "Foc amic"
|
||||
players_collide: "Col·lisió entre jugadors"
|
||||
restart: "Reiniciar"
|
||||
exit_game: "Eixir del joc"
|
||||
values:
|
||||
@@ -104,3 +134,7 @@ menu:
|
||||
render_info_bottom: "Baix"
|
||||
gamepad_none: "Cap"
|
||||
gamepad_disconnected: "Desconnectat"
|
||||
press_key: "Polsa una tecla"
|
||||
press_button: "Polsa un botó"
|
||||
define_buttons_complete: "Configuració completa"
|
||||
define_buttons_no_pad: "Cap mando assignat"
|
||||
@@ -1,4 +1,4 @@
|
||||
# AEE 2026 — English
|
||||
# AEE ARCADE — English
|
||||
# lang: en
|
||||
|
||||
notification:
|
||||
@@ -14,7 +14,7 @@ input:
|
||||
shader_off: "Shaders off"
|
||||
vsync_on: "VSync on"
|
||||
vsync_off: "VSync off"
|
||||
screenshot: "Screenshot"
|
||||
screenshot: "Image {} saved at {}"
|
||||
shader: "Shader"
|
||||
preset: "Preset"
|
||||
scaling_disabled: "Scaling off"
|
||||
@@ -23,10 +23,12 @@ input:
|
||||
scaling_overscan: "Scaling overscan"
|
||||
scaling_integer: "Scaling integer"
|
||||
press_again_exit: "Press again to exit"
|
||||
paused: "Paused"
|
||||
editor_on: "Editor ON"
|
||||
editor_off: "Editor OFF"
|
||||
editor_save_error: "Editor: map save failed"
|
||||
editor_keep_door: "Editor: at least one door required"
|
||||
editor_keep_sarc: "Editor: at least one sarcophagus required"
|
||||
editor_invalid_level: "Editor: level incomplete (door and sarcs)"
|
||||
|
||||
hud:
|
||||
p1: "P1"
|
||||
@@ -35,6 +37,17 @@ hud:
|
||||
treasures: "Tre"
|
||||
pyramid: "Pyramid"
|
||||
room: "Room"
|
||||
# Prompts shown in an inactive slot's block (instead of zeros) while
|
||||
# a player hasn't pressed START yet or has run out of lives. Two
|
||||
# short lines so they fit in the side block (~106 px wide).
|
||||
join_prompt_can_join_l1: "Press start"
|
||||
join_prompt_can_join_l2: "to play"
|
||||
join_prompt_wait_l1: "Please"
|
||||
join_prompt_wait_l2: "wait"
|
||||
|
||||
# Texts of the TITLE scene.
|
||||
title:
|
||||
press_start: "Press START to begin"
|
||||
|
||||
# Room transition texts (GameScene FSM intro/outro). Both INTRO and
|
||||
# OUTRO render as two independent lines with their own animation.
|
||||
@@ -45,6 +58,12 @@ game:
|
||||
room_intro_room: "Room {r}"
|
||||
room_complete_line1: "Stage"
|
||||
room_complete_line2: "Complete"
|
||||
# Game over labels (sub-FSM in GameScene). The countdown is drawn as
|
||||
# a numeric second line during CONTINUE_PROMPT phase 1, so only the
|
||||
# top label needs translation.
|
||||
continue_prompt: "Continue?"
|
||||
game_over_line1: "Game"
|
||||
game_over_line2: "Over"
|
||||
|
||||
menu:
|
||||
titles:
|
||||
@@ -54,9 +73,11 @@ menu:
|
||||
controls: "Controls"
|
||||
keyboard: "Keyboard"
|
||||
gamepad: "Gamepad"
|
||||
tweaks: "Gameplay"
|
||||
system: "System"
|
||||
labels:
|
||||
player_1: "Player 1"
|
||||
player_2: "Player 2"
|
||||
gamepad_unavailable: "Not available"
|
||||
items:
|
||||
video_submenu: "Video"
|
||||
@@ -64,11 +85,20 @@ menu:
|
||||
controls_submenu: "Controls"
|
||||
keyboard_submenu: "Keyboard"
|
||||
gamepad_submenu: "Gamepad"
|
||||
tweaks_submenu: "Gameplay"
|
||||
system_submenu: "System"
|
||||
move_up: "Up"
|
||||
move_down: "Down"
|
||||
move_left: "Left"
|
||||
move_right: "Right"
|
||||
jump: "Jump"
|
||||
attack: "Attack"
|
||||
start: "Start"
|
||||
service: "Options"
|
||||
gamepad_p1: "Gamepad P1"
|
||||
gamepad_p2: "Gamepad P2"
|
||||
define_buttons_p1: "Define buttons P1"
|
||||
define_buttons_p2: "Define buttons P2"
|
||||
zoom: "Zoom"
|
||||
screen: "Fullscreen"
|
||||
vsync: "VSync"
|
||||
@@ -84,6 +114,9 @@ menu:
|
||||
music_volume: "Music volume"
|
||||
sounds: "Sounds"
|
||||
sounds_volume: "Sound volume"
|
||||
whip_pierces_walls: "Whip pierces sarcs"
|
||||
friendly_fire: "Friendly fire"
|
||||
players_collide: "Player collision"
|
||||
restart: "Restart"
|
||||
exit_game: "Exit game"
|
||||
values:
|
||||
@@ -98,3 +131,9 @@ menu:
|
||||
render_info_off: "Off"
|
||||
render_info_top: "Top"
|
||||
render_info_bottom: "Bottom"
|
||||
gamepad_none: "None"
|
||||
gamepad_disconnected: "Disconnected"
|
||||
press_key: "Press a key"
|
||||
press_button: "Press a button"
|
||||
define_buttons_complete: "Configuration complete"
|
||||
define_buttons_no_pad: "No gamepad assigned"
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_1.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,17 +11,23 @@
|
||||
|
||||
pyramid: 1
|
||||
room: 1
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_1.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
# Il·luminació base de la sala (0..1). 1.0 = sala totalment il·luminada
|
||||
# (com hui, sense efecte visual); 0.0 = completament negra fora del radi
|
||||
# d'un emissor. El gradient dels cercles d'emissor viu a
|
||||
# data/config/lighting.yaml. Omet aquesta clau per deixar la sala neta.
|
||||
light_level: 0.25
|
||||
|
||||
# Índex de tile amb què cada jugador deixa rastre en trepitjar un sòl
|
||||
# pintable. Un índex per jugador perquè a multijugador local el recorregut
|
||||
# es distingeix a simple vista. Provisional fins que l'art del pintat
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +58,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
@@ -82,16 +88,12 @@ data:
|
||||
# d'obertura (262/263). La momia al corredor central. L'antorxa al costat
|
||||
# superior esquerre per verificar render d'una entitat decorativa.
|
||||
entities:
|
||||
- type: torch
|
||||
position: [4, 2]
|
||||
- type: torch
|
||||
position: [8, 2]
|
||||
- type: torch
|
||||
position: [12, 2]
|
||||
- type: torch
|
||||
position: [16, 2]
|
||||
- type: sarcophagus
|
||||
sarc_position: [0, 0]
|
||||
- type: sarcophagus
|
||||
sarc_position: [1, 0]
|
||||
- type: sarcophagus
|
||||
@@ -118,8 +120,6 @@ entities:
|
||||
sarc_position: [0, 3]
|
||||
- type: sarcophagus
|
||||
sarc_position: [1, 3]
|
||||
- type: sarcophagus
|
||||
sarc_position: [2, 3]
|
||||
- type: sarcophagus
|
||||
sarc_position: [3, 3]
|
||||
- type: sarcophagus
|
||||
@@ -130,11 +130,33 @@ entities:
|
||||
sarc_position: [2, 4]
|
||||
- type: sarcophagus
|
||||
sarc_position: [3, 4]
|
||||
- type: torch
|
||||
position: [4, 2]
|
||||
- type: door
|
||||
# Sense `position`: la porta sempre viu al mur trasser. La columna
|
||||
# transitable la dicta `geometry.door_col`; el render i la caixa
|
||||
# de col·lisió es deriven d'aquesta dada al loadFromLevel.
|
||||
- type: column
|
||||
position: [3, 4]
|
||||
frame: 2
|
||||
- type: stone
|
||||
position: [5, 4]
|
||||
frame: 16
|
||||
- type: stone
|
||||
position: [4, 4]
|
||||
frame: 19
|
||||
- type: column
|
||||
position: [13, 10]
|
||||
frame: 4
|
||||
- type: stone
|
||||
position: [12, 10]
|
||||
frame: 13
|
||||
- type: stone
|
||||
position: [11, 10]
|
||||
frame: 23
|
||||
- type: hole
|
||||
position: [5, 9]
|
||||
- type: hole
|
||||
position: [9, 11]
|
||||
- type: stone
|
||||
position: [10, 10]
|
||||
frame: 18
|
||||
- type: mummy
|
||||
position: [10, 7]
|
||||
- type: mummy
|
||||
position: [7, 9]
|
||||
position: [10, 13]
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_1.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 1
|
||||
room: 2
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_1.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
@@ -131,9 +131,6 @@ entities:
|
||||
- type: sarcophagus
|
||||
sarc_position: [3, 4]
|
||||
- type: door
|
||||
# Sense `position`: la porta sempre viu al mur trasser. La columna
|
||||
# transitable la dicta `geometry.door_col`; el render i la caixa
|
||||
# de col·lisió es deriven d'aquesta dada al loadFromLevel.
|
||||
- type: mummy
|
||||
position: [10, 7]
|
||||
- type: mummy
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_1.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 1
|
||||
room: 3
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_1.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_1.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 1
|
||||
room: 4
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_1.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_1.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 1
|
||||
room: 5
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_1.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_1.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 1
|
||||
room: 6
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_1.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_2.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 2
|
||||
room: 1
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_2.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_2.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 2
|
||||
room: 2
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_2.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_2.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 2
|
||||
room: 3
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_2.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_2.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 2
|
||||
room: 4
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_2.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_2.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 2
|
||||
room: 5
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_2.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_2.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 2
|
||||
room: 6
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_2.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_3.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 3
|
||||
room: 1
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_3.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_3.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 3
|
||||
room: 2
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_3.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_3.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 3
|
||||
room: 3
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_3.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_3.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 3
|
||||
room: 4
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_3.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_3.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 3
|
||||
room: 5
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_3.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_3.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 3
|
||||
room: 6
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_3.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_4.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 4
|
||||
room: 1
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_4.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_4.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 4
|
||||
room: 2
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_4.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_4.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 4
|
||||
room: 3
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_4.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_4.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 4
|
||||
room: 4
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_4.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_4.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 4
|
||||
room: 5
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_4.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_4.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 4
|
||||
room: 6
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_4.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_5.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 5
|
||||
room: 1
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_5.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_5.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 5
|
||||
room: 2
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_5.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_5.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 5
|
||||
room: 3
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_5.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_5.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 5
|
||||
room: 4
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_5.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_5.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 5
|
||||
room: 5
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_5.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
|
||||
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_5.gif.
|
||||
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
|
||||
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
|
||||
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
pyramid: 5
|
||||
room: 6
|
||||
tileset: data/tilesets/tomb.gif
|
||||
tileset: data/tilesets/pyramid_5.gif
|
||||
tile_size: 16
|
||||
origin: [-8, 0]
|
||||
|
||||
@@ -21,7 +21,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
@@ -52,21 +52,21 @@ geometry:
|
||||
door_col: 10
|
||||
|
||||
data:
|
||||
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
|
||||
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
|
||||
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
|
||||
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
|
||||
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
|
||||
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
|
||||
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
|
||||
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
|
||||
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
|
||||
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
|
||||
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
|
||||
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
|
||||
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
|
||||
|
||||
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
|
||||
# EntityManager::loadFromLevel al GameScene. Convencions:
|
||||
|
||||
@@ -19,7 +19,7 @@ origin: [-8, 0]
|
||||
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
|
||||
# per desactivar el pintat per a aquest jugador.
|
||||
player1_paint_tile: 0
|
||||
player2_paint_tile: 4
|
||||
player2_paint_tile: 1
|
||||
|
||||
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
|
||||
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
|
||||
|
||||
|
Before Width: | Height: | Size: 2.1 KiB |
@@ -1,167 +0,0 @@
|
||||
# player animation
|
||||
sprite:
|
||||
path: morcus.gif
|
||||
size: [16, 32]
|
||||
|
||||
# Geometria de col·lisió del jugador (independent de l'animació):
|
||||
# size → costat del quadrat de col·lisió (16×16)
|
||||
# base_size → costat del quadrat visual inferior del sprite (els "peus");
|
||||
# s'usa per centrar la caixa de col·lisió sobre ell.
|
||||
collision:
|
||||
size: 16
|
||||
base_size: 16
|
||||
# Caixa de contacte actor-actor (jugador↔jugador, jugador↔momia/trampa).
|
||||
# Més petita que `size` perquè els contactes d'acció siguin precisos;
|
||||
# `size` es reserva per a la col·lisió amb murs/sarcòfags i per enfilar
|
||||
# els passadissos. Centrada en el mateix punt que la caixa base.
|
||||
hit_size: 8
|
||||
# Alçada del cos en píxels. Funció DOBLE segons amb què col·lisione:
|
||||
# · Contra entitats (mummy, rolling_rock, sarc): si `jump_z > height`
|
||||
# d'aquella entitat, no hi ha col·lisió. Igual que als YAMLs
|
||||
# d'entitats.
|
||||
# · Contra altres jugadors: la col·lisió és binària per estat aeri.
|
||||
# Si un està en l'aire i l'altre no → cap col·lisió. Si tots dos
|
||||
# estan en l'aire, llavors `body_height` decideix si els rangs
|
||||
# verticals solapen i s'aplica el rebot mid-aire. `0` = sense cos
|
||||
# (ni rebot quan tots dos volen).
|
||||
height: 12
|
||||
|
||||
# Animacions en mapa (clau = nom). Camps per animació:
|
||||
# frames → llista d'índexs dins de l'spritesheet.
|
||||
# frame_ms → durada de cada frame en ms. Escalar = uniforme; llista =
|
||||
# per-frame (mateixa mida que `frames`).
|
||||
# loop → true per defecte. `loop: false` = un sol tret (es queda al
|
||||
# darrer frame i `animationIsCompleted()` passa a true).
|
||||
# loop_from → rebota a aquest índex en passar del final (implica loop).
|
||||
animations:
|
||||
stand_down: { frames: [0] }
|
||||
stand_up: { frames: [4] }
|
||||
stand: { frames: [8] }
|
||||
jump_down: { frames: [12] }
|
||||
jump_up: { frames: [13] }
|
||||
jump: { frames: [14] }
|
||||
stun_down: { frames: [16] }
|
||||
stun_up: { frames: [17] }
|
||||
stun: { frames: [18] }
|
||||
|
||||
walk_down:
|
||||
frames: [0, 1, 2, 3]
|
||||
frame_ms: 100
|
||||
|
||||
walk_up:
|
||||
frames: [4, 5, 6, 7]
|
||||
frame_ms: 100
|
||||
|
||||
walk:
|
||||
frames: [8, 9, 10, 11]
|
||||
frame_ms: 100
|
||||
|
||||
hurt_down:
|
||||
frames: [0, 1, 2, 3]
|
||||
frame_ms: 100
|
||||
|
||||
hurt_up:
|
||||
frames: [4, 5, 6, 7]
|
||||
frame_ms: 100
|
||||
|
||||
hurt:
|
||||
frames: [8, 9, 10, 11]
|
||||
frame_ms: 100
|
||||
|
||||
# Placeholder mentre no arribe l'art real (el GIF de morcus encara no té
|
||||
# frames d'atac específics — reaprofitem `walk_*`). El bloc està declarat
|
||||
# perquè `Player::animationName` el busque sense fallback i la mecànica
|
||||
# de l'atac estiga lligada amb morcus tan bon punt s'afegisquen els
|
||||
# frames; ara mateix visualment el sprite caminarà mentre llança el
|
||||
# látigo (acceptat per al placeholder).
|
||||
attack_down:
|
||||
frames: [0, 1, 2, 3]
|
||||
frame_ms: 50
|
||||
|
||||
attack_up:
|
||||
frames: [4, 5, 6, 7]
|
||||
frame_ms: 50
|
||||
|
||||
attack:
|
||||
frames: [8, 9, 10, 11]
|
||||
frame_ms: 50
|
||||
|
||||
# Cooldown post-swing (recovery): igual que a sam.yaml, placeholder als
|
||||
# frames de `stand_*`. Quan arriben els frames reals només cal canviar
|
||||
# els índexs ací.
|
||||
recover_down:
|
||||
frames: [0]
|
||||
|
||||
recover_up:
|
||||
frames: [4]
|
||||
|
||||
recover:
|
||||
frames: [8]
|
||||
|
||||
# Inèrcia només de frenada. L'acceleració és sempre instantània (soltar
|
||||
# el teclat + prémer una direcció = velocitat plena); en canvi, quan es
|
||||
# solta la direcció el jugador decau linealment a 0 en `brake_time_ms`.
|
||||
# El `threshold_ms` filtra els tocs curts: si el temps acumulat de
|
||||
# moviment continu no ha arribat al llindar, la parada és instantània
|
||||
# (permet "passets" d'un tile sense rellisquera). L'acumulador es
|
||||
# reseteja només quan no hi ha ni input ni velocitat residual, així
|
||||
# els canvis de direcció enmig del coast no rearmen el llindar.
|
||||
# `brake_time_ms: 0` o absència del bloc = inèrcia desactivada.
|
||||
inertia:
|
||||
brake_time_ms: 150
|
||||
threshold_ms: 300
|
||||
|
||||
# Gir de 180°: mentre dura, el facing queda fixat a la direcció
|
||||
# intermèdia (efecte purament visual; el moviment continua sense
|
||||
# alterar-se). Els girs de 90° no passen per cap intermedi.
|
||||
turn:
|
||||
duration_ms: 80
|
||||
# Direcció intermèdia per a cada gir de 180° (sentit horari).
|
||||
transitions:
|
||||
west_to_east: down # passa per baix (stand_down)
|
||||
east_to_west: up # passa per dalt (stand_up)
|
||||
north_to_south: east # passa per la dreta (stand, sense flip)
|
||||
south_to_north: west # passa per l'esquerra (stand, amb flip)
|
||||
|
||||
# Salt vertical (px verticals "visuals", no afecta la posició al món).
|
||||
# impulse → velocitat vertical inicial (px/s) en deixar el sòl.
|
||||
# gravity → acceleració descendent constant (px/s²).
|
||||
# landing_stun_ms → temps en què el jugador queda paralitzat en aterrar
|
||||
# (no es pot moure ni tornar a saltar).
|
||||
# shadow_y_offset → desplaçament vertical de la sombra (px, positiu =
|
||||
# puja). Compensa la franja transparent que els
|
||||
# sprites del jugador tenen sota els peus reals
|
||||
# perquè camine "pel mig del passadís" (3 px aquí).
|
||||
# sound → fitxer .wav reproduït al despegue (relatiu a
|
||||
# data/sounds/). Buit o absent = sense so.
|
||||
# land_sound → fitxer .wav reproduït en aterrar.
|
||||
# L'alçada del cos viu al bloc `collision:` (`height`), igual que la resta
|
||||
# d'entitats: és una propietat de col·lisió, no de la física del salt.
|
||||
# Amb impulse=240 i gravity=600: pic ≈ 48 px, temps total en l'aire ≈ 0.8 s.
|
||||
jump:
|
||||
impulse: 200
|
||||
gravity: 600
|
||||
landing_stun_ms: 400
|
||||
shadow_y_offset: 3
|
||||
sound: jump.wav
|
||||
land_sound: land.wav
|
||||
|
||||
# Estat HURT: el jugador queda projectat sense control per un impacte
|
||||
# (algú que cau al damunt; en el futur també fuetada de l'altre jugador).
|
||||
# `enterHurt` tria automàticament la direcció amb més recorregut lliure
|
||||
# entre els 4 cardinals, posa la velocitat inicial a `speed` i la fa
|
||||
# decaure linealment fins a 0 en `brake_time_ms`. Si pel camí xoca amb
|
||||
# un mur, para en sec. En tornar a velocitat 0, recupera l'estat
|
||||
# GROUNDED i el control. Mentre dura, no col·lisiona amb altres jugadors.
|
||||
# Amb speed=120 i brake_time=500ms ⇒ recorregut ≈ 30 px (≈2 tiles).
|
||||
hurt:
|
||||
speed: 120
|
||||
brake_time_ms: 500
|
||||
|
||||
# Configuració del látigo. Mateixos valors que Sam de moment;
|
||||
# diferenciar quan equilibrem cada personatge.
|
||||
whip:
|
||||
range_tiles: 3
|
||||
swing_ms: 200
|
||||
cooldown_ms: 200
|
||||
damage: 1
|
||||
|
Before Width: | Height: | Size: 3.2 KiB |
@@ -1,172 +0,0 @@
|
||||
# player animation
|
||||
sprite:
|
||||
path: sam.gif
|
||||
size: [16, 32]
|
||||
|
||||
# Geometria de col·lisió del jugador (independent de l'animació):
|
||||
# size → costat del quadrat de col·lisió (16×16)
|
||||
# base_size → costat del quadrat visual inferior del sprite (els "peus");
|
||||
# s'usa per centrar la caixa de col·lisió sobre ell.
|
||||
collision:
|
||||
size: 16
|
||||
base_size: 16
|
||||
# Caixa de contacte actor-actor (jugador↔jugador, jugador↔momia/trampa).
|
||||
# Més petita que `size` perquè els contactes d'acció siguin precisos;
|
||||
# `size` es reserva per a la col·lisió amb murs/sarcòfags i per enfilar
|
||||
# els passadissos. Centrada en el mateix punt que la caixa base.
|
||||
hit_size: 8
|
||||
# Alçada del cos en píxels. Funció DOBLE segons amb què col·lisione:
|
||||
# · Contra entitats (mummy, rolling_rock, sarc): si `jump_z > height`
|
||||
# d'aquella entitat, no hi ha col·lisió. Igual que als YAMLs
|
||||
# d'entitats.
|
||||
# · Contra altres jugadors: la col·lisió és binària per estat aeri.
|
||||
# Si un està en l'aire i l'altre no → cap col·lisió. Si tots dos
|
||||
# estan en l'aire, llavors `body_height` decideix si els rangs
|
||||
# verticals solapen i s'aplica el rebot mid-aire. `0` = sense cos
|
||||
# (ni rebot quan tots dos volen).
|
||||
height: 12
|
||||
|
||||
# Animacions en mapa (clau = nom). Camps per animació:
|
||||
# frames → llista d'índexs dins de l'spritesheet.
|
||||
# frame_ms → durada de cada frame en ms. Escalar = uniforme; llista =
|
||||
# per-frame (mateixa mida que `frames`).
|
||||
# loop → true per defecte. `loop: false` = un sol tret (es queda al
|
||||
# darrer frame i `animationIsCompleted()` passa a true).
|
||||
# loop_from → rebota a aquest índex en passar del final (implica loop).
|
||||
animations:
|
||||
stand_down: { frames: [1] }
|
||||
stand_up: { frames: [5] }
|
||||
stand: { frames: [9] }
|
||||
jump_down: { frames: [12] }
|
||||
jump_up: { frames: [13] }
|
||||
jump: { frames: [14] }
|
||||
stun_down: { frames: [16] }
|
||||
stun_up: { frames: [17] }
|
||||
stun: { frames: [18] }
|
||||
|
||||
walk_down:
|
||||
frames: [0, 1, 2, 3]
|
||||
frame_ms: 100
|
||||
|
||||
walk_up:
|
||||
frames: [4, 5, 6, 7]
|
||||
frame_ms: 100
|
||||
|
||||
walk:
|
||||
frames: [8, 9, 10, 11]
|
||||
frame_ms: 100
|
||||
|
||||
hurt_down:
|
||||
frames: [0, 1, 2, 3]
|
||||
frame_ms: 100
|
||||
|
||||
hurt_up:
|
||||
frames: [4, 5, 6, 7]
|
||||
frame_ms: 100
|
||||
|
||||
hurt:
|
||||
frames: [8, 9, 10, 11]
|
||||
frame_ms: 100
|
||||
|
||||
# Animacions del braç llançant el látigo. Placeholder: reaprofiten els
|
||||
# frames de `walk_*` perquè els sprites reals encara no existeixen
|
||||
# (TODO: dibuixar-ne d'específics quan arribe l'art). El sprite del
|
||||
# látigo viu al `WhipAttack` i es renderitza superposat per z-order.
|
||||
attack_down:
|
||||
frames: [28, 29, 30, 31]
|
||||
frame_ms: 50
|
||||
|
||||
attack_up:
|
||||
frames: [24, 25, 26, 27]
|
||||
frame_ms: 50
|
||||
|
||||
attack:
|
||||
frames: [20, 21, 22, 23]
|
||||
frame_ms: 50
|
||||
|
||||
# Animacions de cooldown post-swing (recovery): mentre dura
|
||||
# `whip_cooldown_ms` el jugador continua bloquejat però l'animació ja
|
||||
# no és la d'atac. Placeholder: reaprofiten els frames de `stand_*`
|
||||
# (la silueta no canvia respecte d'ells); quan arriben els frames
|
||||
# reals només cal canviar els índexs ací, sense tocar el codi.
|
||||
recover_down:
|
||||
frames: [1]
|
||||
|
||||
recover_up:
|
||||
frames: [5]
|
||||
|
||||
recover:
|
||||
frames: [9]
|
||||
|
||||
# Inèrcia només de frenada. L'acceleració és sempre instantània (soltar
|
||||
# el teclat + prémer una direcció = velocitat plena); en canvi, quan es
|
||||
# solta la direcció el jugador decau linealment a 0 en `brake_time_ms`.
|
||||
# El `threshold_ms` filtra els tocs curts: si el temps acumulat de
|
||||
# moviment continu no ha arribat al llindar, la parada és instantània
|
||||
# (permet "passets" d'un tile sense rellisquera). L'acumulador es
|
||||
# reseteja només quan no hi ha ni input ni velocitat residual, així
|
||||
# els canvis de direcció enmig del coast no rearmen el llindar.
|
||||
# `brake_time_ms: 0` o absència del bloc = inèrcia desactivada.
|
||||
inertia:
|
||||
brake_time_ms: 150
|
||||
threshold_ms: 300
|
||||
|
||||
# Gir de 180°: mentre dura, el facing queda fixat a la direcció
|
||||
# intermèdia (efecte purament visual; el moviment continua sense
|
||||
# alterar-se). Els girs de 90° no passen per cap intermedi.
|
||||
turn:
|
||||
duration_ms: 80
|
||||
# Direcció intermèdia per a cada gir de 180° (sentit horari).
|
||||
transitions:
|
||||
west_to_east: down # passa per baix (stand_down)
|
||||
east_to_west: up # passa per dalt (stand_up)
|
||||
north_to_south: east # passa per la dreta (stand, sense flip)
|
||||
south_to_north: west # passa per l'esquerra (stand, amb flip)
|
||||
|
||||
# Salt vertical (px verticals "visuals", no afecta la posició al món).
|
||||
# impulse → velocitat vertical inicial (px/s) en deixar el sòl.
|
||||
# gravity → acceleració descendent constant (px/s²).
|
||||
# landing_stun_ms → temps en què el jugador queda paralitzat en aterrar
|
||||
# (no es pot moure ni tornar a saltar).
|
||||
# shadow_y_offset → desplaçament vertical de la sombra (px, positiu =
|
||||
# puja). Compensa la franja transparent que els
|
||||
# sprites del jugador tenen sota els peus reals
|
||||
# perquè camine "pel mig del passadís" (3 px aquí).
|
||||
# sound → fitxer .wav reproduït al despegue (relatiu a
|
||||
# data/sounds/). Buit o absent = sense so.
|
||||
# land_sound → fitxer .wav reproduït en aterrar.
|
||||
# L'alçada del cos viu al bloc `collision:` (`height`), igual que la resta
|
||||
# d'entitats: és una propietat de col·lisió, no de la física del salt.
|
||||
# Amb impulse=240 i gravity=600: pic ≈ 48 px, temps total en l'aire ≈ 0.8 s.
|
||||
jump:
|
||||
impulse: 200
|
||||
gravity: 600
|
||||
landing_stun_ms: 400
|
||||
shadow_y_offset: 3
|
||||
sound: jump.wav
|
||||
land_sound: land.wav
|
||||
|
||||
# Estat HURT: el jugador queda projectat sense control per un impacte
|
||||
# (algú que cau al damunt; en el futur també fuetada de l'altre jugador).
|
||||
# `enterHurt` tria automàticament la direcció amb més recorregut lliure
|
||||
# entre els 4 cardinals, posa la velocitat inicial a `speed` i la fa
|
||||
# decaure linealment fins a 0 en `brake_time_ms`. Si pel camí xoca amb
|
||||
# un mur, para en sec. En tornar a velocitat 0, recupera l'estat
|
||||
# GROUNDED i el control. Mentre dura, no col·lisiona amb altres jugadors.
|
||||
# Amb speed=120 i brake_time=500ms ⇒ recorregut ≈ 30 px (≈2 tiles).
|
||||
hurt:
|
||||
speed: 120
|
||||
brake_time_ms: 500
|
||||
|
||||
# Configuració del látigo. `range_tiles` és la longitud de la hitbox
|
||||
# abans de retallar contra murs/sarcs (3 tiles ≈ 48 px). `swing_ms` és
|
||||
# la durada de l'animació de l'atac, durant la qual la hitbox del whip
|
||||
# està viva. `cooldown_ms` allarga ATTACKING amb una recuperació en què
|
||||
# el jugador segueix bloquejat però la hitbox ja ha desaparegut: castiga
|
||||
# l'ús abusiu del látigo. `damage` queda llegit per a futur (els
|
||||
# objectius reben `enterHurt` directament; cap entitat té HP encara).
|
||||
whip:
|
||||
range_tiles: 3
|
||||
swing_ms: 200
|
||||
cooldown_ms: 200
|
||||
damage: 1
|
||||
@@ -1,49 +0,0 @@
|
||||
# Configuració de la GameScene: timings i corbes de la FSM de sala
|
||||
# (ROOM_INTRO i ROOM_OUTRO). Tots els valors són ms i tota la geometria
|
||||
# i font del text es reutilitzen del tema UI (data/ui.yaml > pause +
|
||||
# notification). Si manca el fitxer o alguna clau, GameScene cau als
|
||||
# fallbacks compilats; veure `readSceneConfig` a game_scene.cpp.
|
||||
|
||||
room_intro:
|
||||
fade_in_ms: 500 # negre opac → món visible
|
||||
text_delay_ms: 500 # espera amb el món net abans de sortir el text
|
||||
text_enter_ms: 400 # text esquerra → centre
|
||||
text_hold_ms: 2000 # text quiet al centre
|
||||
text_exit_ms: 400 # text centre → fora per l'esquerra
|
||||
line_gap_px: -4 # px extra entre les dues línies (piràmide / sala)
|
||||
player_spawn_delay_ms: 2400 # ms des de l'inici d'INTRO al spawn aeri.
|
||||
player2_spawn_delay_ms: 2700 # només mode BOTH. Trenca la simultaneïtat.
|
||||
# Preset de reverb (catàleg a `data/sounds.yaml`) aplicat al primer
|
||||
# LAND de cada jugador durant la cinemàtica d'entrada. La sala dona
|
||||
# "més detall" sonor a l'INTRO; els salts del joc i els respawns
|
||||
# post-mort cauen al so sec. Buit o absent = sense reverb.
|
||||
land_reverb: stone_hall
|
||||
# So puntual disparat quan apareix el text d'INTRO (phase 2,
|
||||
# text_enter). Es resol contra `data/sounds/<text_sound>`. Buit o
|
||||
# absent = sense so. Es preloda al ctor de GameScene perquè el
|
||||
# primer dispar no faça disc.
|
||||
text_sound: intro_room.wav
|
||||
|
||||
room_outro:
|
||||
text_enter_ms: 400
|
||||
text_hold_ms: 2000
|
||||
text_exit_ms: 400
|
||||
fade_out_ms: 500 # món visible → negre opac
|
||||
line_gap_px: -4 # px extra entre les dues línies (fase / completada)
|
||||
black_hold_ms: 500 # pausa en negre abans d'entrar a la pròxima sala
|
||||
|
||||
text:
|
||||
# Noms d'easing tal com els resol UiConfig::curveByName (vegeu
|
||||
# `data/ui.yaml`). El text entra suau i surt accelerant.
|
||||
enter_curve: outCubic
|
||||
exit_curve: inCubic
|
||||
|
||||
# Panel translúcid pintat sota el rètol de transició (INTRO i OUTRO).
|
||||
# Va centrat verticalment al centre del playfield i ocupa tota
|
||||
# l'amplada del canvas. Creix d'altura amb la mateixa enter_curve del
|
||||
# text i decreix amb l'exit_curve. `color` són tres canals RGB (0..255);
|
||||
# `alpha` és la transparència del blend (0 = invisible, 255 = opac).
|
||||
text_panel:
|
||||
color: [36, 182, 170]
|
||||
alpha: 128
|
||||
height_px: 32
|
||||
@@ -0,0 +1,96 @@
|
||||
# Configuració de la GameScene: timings i corbes de la FSM de sala
|
||||
# (ROOM_INTRO i ROOM_OUTRO). Tots els valors són ms i tota la geometria
|
||||
# i font del text es reutilitzen del tema UI (data/config/ui.yaml >
|
||||
# notification). Si manca el fitxer o alguna clau, GameScene cau als
|
||||
# fallbacks compilats; veure `readSceneConfig` a game_scene.cpp.
|
||||
|
||||
room_intro:
|
||||
fade_in_ms: 500 # negre opac → món visible
|
||||
text_delay_ms: 500 # espera amb el món net abans de sortir el text
|
||||
text_enter_ms: 400 # text esquerra → centre
|
||||
text_hold_ms: 2000 # text quiet al centre
|
||||
text_exit_ms: 400 # text centre → fora per l'esquerra
|
||||
line_gap_px: -4 # px extra entre les dues línies (piràmide / sala)
|
||||
# Delays d'spawn aeri **mesurats des de la fi de la música d'INTRO**
|
||||
# (callback `Audio::setOnMusicEnded`). 0 = cau al moment exacte que
|
||||
# `room_intro.ogg` acaba; valors > 0 escalonen els jugadors. En mode
|
||||
# single-player s'usa només `player_spawn_delay_ms`.
|
||||
player_spawn_delay_ms: 0
|
||||
player2_spawn_delay_ms: 300
|
||||
# Preset de reverb (catàleg a `data/config/sounds.yaml`) aplicat al primer
|
||||
# LAND de cada jugador durant la cinemàtica d'entrada. La sala dona
|
||||
# "més detall" sonor a l'INTRO; els salts del joc i els respawns
|
||||
# post-mort cauen al so sec. Buit o absent = sense reverb.
|
||||
land_reverb: stone_hall
|
||||
|
||||
room_outro:
|
||||
text_enter_ms: 400
|
||||
text_hold_ms: 2000
|
||||
text_exit_ms: 400
|
||||
fade_out_ms: 500 # món visible → negre opac
|
||||
line_gap_px: -4 # px extra entre les dues línies (fase / completada)
|
||||
black_hold_ms: 500 # pausa en negre abans d'entrar a la pròxima sala
|
||||
|
||||
text:
|
||||
# Noms d'easing tal com els resol UiConfig::curveByName (vegeu
|
||||
# `data/config/ui.yaml`). El text entra suau i surt accelerant.
|
||||
enter_curve: outCubic
|
||||
exit_curve: inCubic
|
||||
|
||||
# Panel translúcid pintat sota el rètol de transició (INTRO i OUTRO).
|
||||
# Va centrat verticalment al centre del playfield i ocupa tota
|
||||
# l'amplada del canvas. Creix d'altura amb la mateixa enter_curve del
|
||||
# text i decreix amb l'exit_curve. `color` són tres canals RGB (0..255);
|
||||
# `alpha` és la transparència del blend (0 = invisible, 255 = opac).
|
||||
text_panel:
|
||||
# Violeta cerimonial: contrasta amb l'or del text (room_text), no
|
||||
# compite amb el blau del bloc P2 del HUD, i deixa la sorra de les
|
||||
# sales respirar al darrere.
|
||||
color: [72, 36, 85]
|
||||
alpha: 160
|
||||
height_px: 32
|
||||
|
||||
# Sub-FSM de game over: dispara CONTINUE? quan tots els jugadors
|
||||
# queden fora de partida durant PLAYING, fa countdown, i si ningú
|
||||
# pulsa START acaba en GAME OVER + fade-to-black + transició a LOGO.
|
||||
# Tots els valors són ms (excepte `continue_count_steps`, que és el
|
||||
# nombre de tics visibles del countdown). Si manca el fitxer o alguna
|
||||
# clau, GameScene cau als fallbacks compilats (vegeu `GameOverFsm::Config`).
|
||||
game_over:
|
||||
# CONTINUE? — animació d'entrada i sortida idèntica al room text.
|
||||
continue_text_enter_ms: 400
|
||||
# Hold del countdown: 10 s = (continue_count_start + 1) graons d'1 s.
|
||||
# La sèrie visible és [continue_count_start, ..., 1, 0]; el "0" es
|
||||
# manté l'últim segon abans del salt a GAME OVER.
|
||||
continue_text_hold_ms: 10000
|
||||
continue_text_exit_ms: 400
|
||||
continue_count_start: 9
|
||||
# GAME OVER — apareix sense enter anim (panel ja amunt del CONTINUE?),
|
||||
# es manté un temps i marxa amb la mateixa exit anim del room text.
|
||||
game_over_text_hold_ms: 1500
|
||||
game_over_text_exit_ms: 400
|
||||
game_over_wait_ms: 400
|
||||
# Fade final cap a LOGO. `black_hold_ms` és la pausa en negre opac
|
||||
# abans que el GameScene demani la transició d'escena.
|
||||
fade_out_ms: 500
|
||||
black_hold_ms: 500
|
||||
# Velocitat (frequency ratio) de la música mentre dura el countdown
|
||||
# de CONTINUE_PROMPT. 1.0 = sense canvi, 1.5 = un 50% més ràpid (i
|
||||
# amb el to més agut: efecte arcade clàssic). Es restableix a 1.0 al
|
||||
# sortir del prompt — tant si el jugador reviu com si entra GAME OVER.
|
||||
continue_music_speed: 1.05
|
||||
# Pista de música que sona durant l'estat GAME_OVER (sense loop).
|
||||
# La fase de hold del text es sincronitza amb la durada real de la
|
||||
# pista, així que el rètol "Fi del Joc" es manté visible mentre dura
|
||||
# la música; després ve l'exit anim, el wait i el fade a LOGO.
|
||||
game_over_music_track: "game_over.ogg"
|
||||
# So que sona cada vegada que apareix un nou número del countdown
|
||||
# (al primer cop que es mostra `continue_count_start`, a cada canvi,
|
||||
# i quan apareix el 0 — però NO al saltar a GAME OVER). Buit = silenci.
|
||||
countdown_sound_key: "countdown.wav"
|
||||
# Llindar a partir del qual qualsevol botó de salt o atac de
|
||||
# qualsevol jugador avança al següent número del countdown.
|
||||
# 7 → skip habilitat mentre el número visible és 7..1 (no a 0).
|
||||
# -1 = mai. Útil per accelerar la decisió un cop la urgència ja
|
||||
# és evident al jugador.
|
||||
skip_below_or_equal: 7
|
||||