Skip to content

Commit

Permalink
adding stuff for room 2
Browse files Browse the repository at this point in the history
  • Loading branch information
ericoporto committed Jan 27, 2019
1 parent 5924ec2 commit 85ce7b8
Show file tree
Hide file tree
Showing 19 changed files with 197 additions and 27 deletions.
138 changes: 129 additions & 9 deletions Game.agf
Original file line number Diff line number Diff line change
Expand Up @@ -1108,9 +1108,9 @@
<IdleView>0</IdleView>
<ThinkingView>0</ThinkingView>
<BlinkingView>0</BlinkingView>
<StartingRoom>1</StartingRoom>
<StartX>151</StartX>
<StartY>93</StartY>
<StartingRoom>2</StartingRoom>
<StartX>158</StartX>
<StartY>219</StartY>
<UniformMovementSpeed>True</UniformMovementSpeed>
<MovementSpeed>3</MovementSpeed>
<MovementSpeedX>0</MovementSpeedX>
Expand Down Expand Up @@ -1148,9 +1148,9 @@
<IdleView>0</IdleView>
<ThinkingView>0</ThinkingView>
<BlinkingView>0</BlinkingView>
<StartingRoom>-1</StartingRoom>
<StartX>160</StartX>
<StartY>120</StartY>
<StartingRoom>2</StartingRoom>
<StartX>150</StartX>
<StartY>92</StartY>
<UniformMovementSpeed>True</UniformMovementSpeed>
<MovementSpeed>3</MovementSpeed>
<MovementSpeedX>0</MovementSpeedX>
Expand Down Expand Up @@ -1194,8 +1194,8 @@
<ThinkingView>0</ThinkingView>
<BlinkingView>0</BlinkingView>
<StartingRoom>2</StartingRoom>
<StartX>117</StartX>
<StartY>222</StartY>
<StartX>128</StartX>
<StartY>156</StartY>
<UniformMovementSpeed>True</UniformMovementSpeed>
<MovementSpeed>3</MovementSpeed>
<MovementSpeedX>0</MovementSpeedX>
Expand Down Expand Up @@ -1669,6 +1669,86 @@
<Event Index="7" />
</Interactions>
</Character>
<Character>
<ID>19</ID>
<ScriptName>cLetter9</ScriptName>
<RealName>Letter9</RealName>
<NormalView>10</NormalView>
<SpeechView>0</SpeechView>
<IdleView>0</IdleView>
<ThinkingView>0</ThinkingView>
<BlinkingView>0</BlinkingView>
<StartingRoom>-1</StartingRoom>
<StartX>160</StartX>
<StartY>120</StartY>
<UniformMovementSpeed>True</UniformMovementSpeed>
<MovementSpeed>3</MovementSpeed>
<MovementSpeedX>0</MovementSpeedX>
<MovementSpeedY>0</MovementSpeedY>
<AnimationDelay>4</AnimationDelay>
<SpeechAnimationDelay>5</SpeechAnimationDelay>
<SpeechColor>12</SpeechColor>
<Solid>True</Solid>
<Clickable>True</Clickable>
<UseRoomAreaScaling>True</UseRoomAreaScaling>
<UseRoomAreaLighting>True</UseRoomAreaLighting>
<TurnBeforeWalking>True</TurnBeforeWalking>
<DiagonalLoops>True</DiagonalLoops>
<AdjustSpeedWithScaling>False</AdjustSpeedWithScaling>
<AdjustVolumeWithScaling>False</AdjustVolumeWithScaling>
<MovementLinkedToAnimation>True</MovementLinkedToAnimation>
<Properties />
<Interactions>
<Event Index="0" />
<Event Index="1" />
<Event Index="2" />
<Event Index="3" />
<Event Index="4" />
<Event Index="5" />
<Event Index="6" />
<Event Index="7" />
</Interactions>
</Character>
<Character>
<ID>20</ID>
<ScriptName>cLetter10</ScriptName>
<RealName>Letter10</RealName>
<NormalView>10</NormalView>
<SpeechView>0</SpeechView>
<IdleView>0</IdleView>
<ThinkingView>0</ThinkingView>
<BlinkingView>0</BlinkingView>
<StartingRoom>-1</StartingRoom>
<StartX>160</StartX>
<StartY>120</StartY>
<UniformMovementSpeed>True</UniformMovementSpeed>
<MovementSpeed>3</MovementSpeed>
<MovementSpeedX>0</MovementSpeedX>
<MovementSpeedY>0</MovementSpeedY>
<AnimationDelay>4</AnimationDelay>
<SpeechAnimationDelay>5</SpeechAnimationDelay>
<SpeechColor>12</SpeechColor>
<Solid>True</Solid>
<Clickable>True</Clickable>
<UseRoomAreaScaling>True</UseRoomAreaScaling>
<UseRoomAreaLighting>True</UseRoomAreaLighting>
<TurnBeforeWalking>True</TurnBeforeWalking>
<DiagonalLoops>True</DiagonalLoops>
<AdjustSpeedWithScaling>False</AdjustSpeedWithScaling>
<AdjustVolumeWithScaling>False</AdjustVolumeWithScaling>
<MovementLinkedToAnimation>True</MovementLinkedToAnimation>
<Properties />
<Interactions>
<Event Index="0" />
<Event Index="1" />
<Event Index="2" />
<Event Index="3" />
<Event Index="4" />
<Event Index="5" />
<Event Index="6" />
<Event Index="7" />
</Interactions>
</Character>
</Characters>
</CharacterFolder>
<CharacterFolder Name="Bones">
Expand Down Expand Up @@ -1727,7 +1807,7 @@
<IdleView>2</IdleView>
<ThinkingView>0</ThinkingView>
<BlinkingView>0</BlinkingView>
<StartingRoom>2</StartingRoom>
<StartingRoom>1</StartingRoom>
<StartX>38</StartX>
<StartY>286</StartY>
<UniformMovementSpeed>True</UniformMovementSpeed>
Expand Down Expand Up @@ -2628,6 +2708,46 @@
</Sprite>
</Sprites>
</SpriteFolder>
<SpriteFolder Name="Level2">
<SubFolders />
<Sprites>
<Sprite Slot="111" Width="224" Height="320" ColorDepth="32" Resolution="LowRes" AlphaChannel="True">
<Source>
<FileName>img/level2/lights.png</FileName>
</Source>
</Sprite>
</Sprites>
</SpriteFolder>
<SpriteFolder Name="Level3">
<SubFolders />
<Sprites>
<Sprite Slot="112" Width="224" Height="320" ColorDepth="32" Resolution="LowRes" AlphaChannel="True">
<Source>
<FileName>img/level3/lights.png</FileName>
</Source>
</Sprite>
</Sprites>
</SpriteFolder>
<SpriteFolder Name="Level4">
<SubFolders />
<Sprites>
<Sprite Slot="113" Width="224" Height="320" ColorDepth="32" Resolution="LowRes" AlphaChannel="True">
<Source>
<FileName>img/level4/lights.png</FileName>
</Source>
</Sprite>
</Sprites>
</SpriteFolder>
<SpriteFolder Name="Level5">
<SubFolders />
<Sprites>
<Sprite Slot="114" Width="224" Height="320" ColorDepth="32" Resolution="LowRes" AlphaChannel="True">
<Source>
<FileName>img/level5/lights.png</FileName>
</Source>
</Sprite>
</Sprites>
</SpriteFolder>
</SubFolders>
<Sprites />
</SpriteFolder>
Expand Down
4 changes: 2 additions & 2 deletions Gameatic.asc
Original file line number Diff line number Diff line change
Expand Up @@ -268,7 +268,7 @@ void dealWithEnemy2(Character * enemy2){
if(t_enemy2_whenToStartThrow[enemy2.ID] != null && t_enemy2_whenToStartThrow[enemy2.ID].EvtExpired){
t_enemy2_whenToStartThrow[enemy2.ID] = null;

t_enemy2[enemy2.ID] = Timer.StartRT(3.0, eOnce);
t_enemy2[enemy2.ID] = Timer.StartRT(1.8, eOnce);
}


Expand Down Expand Up @@ -296,7 +296,7 @@ void dealWithEnemy2(Character * enemy2){

} else {
if(t_enemy2_whenToStartThrow[enemy2.ID] == null ){
t_enemy2_whenToStartThrow[enemy2.ID] = Timer.StartRT(3.0, eOnce);
t_enemy2_whenToStartThrow[enemy2.ID] = Timer.StartRT(2.0, eOnce);
}


Expand Down
70 changes: 60 additions & 10 deletions LetterController.asc
Original file line number Diff line number Diff line change
@@ -1,10 +1,13 @@
// new module script
#define NLETTERS 8
#define NLETTERS 10
Timer * doFallLetter[NLETTERS];
Direction FallLetter_dir[NLETTERS];

int k;
Character * ar_letter[NLETTERS];

void shouldLetterBeTrashed(Character * cALetter){
if(cALetter.Room == player.Room && (cALetter.x < 0 || cALetter.x > GAMEW || cALetter.y < 0 || cALetter.y > GAMEH)){
if(cALetter.Room == player.Room && (cALetter.x < 1 || cALetter.x > GAMEW-1 || cALetter.y < 1 || cALetter.y > GAMEH-1)){
cALetter.ChangeRoom(TRASH);
}
}
Expand All @@ -18,6 +21,9 @@ void game_start(){
ar_letter[5] = cLetter6;
ar_letter[6] = cLetter7;
ar_letter[7] = cLetter8;
ar_letter[8] = cLetter9;
ar_letter[9] = cLetter10;

}

void ThrowLetter(int x, int y, CharacterDirection direction){
Expand All @@ -37,27 +43,71 @@ void ThrowLetter(int x, int y, CharacterDirection direction){
i++;
}

if(LetterChar == null){
return;
}

LetterChar.Animate(0, 2, eRepeat, eNoBlock, eForwards);
if(direction == eDirectionLeft){
LetterChar.TweenX(1.2, x-GAMEW, eEaseLinearTween, eNoBlockTween);
LetterChar.TweenY(0.3, y-40, eEaseOutExpoTween, eNoBlockTween);
LetterChar.TweenY(0.7, y+40, eEaseLinearTween, eNoBlockTween, 0.3);
LetterChar.TweenPosition(0.4, x-40, y-40, eEaseOutExpoTween, eNoBlockTween);
doFallLetter[i] = Timer.StartRT(0.41);
FallLetter_dir[i] = eDirectionLeft;
//LetterChar.TweenPosition(0.8, x-GAMEW, y+35, eEaseLinearTween, eNoBlockTween, 0.47);

//LetterChar.TweenX(1.2, x-GAMEW, eEaseLinearTween, eNoBlockTween);
//LetterChar.TweenY(0.4, y-40, eEaseOutExpoTween, eNoBlockTween);
// LetterChar.TweenY(0.8, y+35, eEaseLinearTween, eNoBlockTween, 0.47);
} else {
// must be right
LetterChar.TweenX(1.2, x+GAMEW, eEaseLinearTween, eNoBlockTween);
LetterChar.TweenY(0.3, y-40, eEaseOutExpoTween, eNoBlockTween);
LetterChar.TweenY(0.7, y+40, eEaseLinearTween, eNoBlockTween, 0.3);
//LetterChar.TweenX(1.2, x+GAMEW, eEaseLinearTween, eNoBlockTween);
// LetterChar.TweenY(0.4, y-40, eEaseOutExpoTween, eNoBlockTween);
// LetterChar.TweenY(0.8, y+35, eEaseLinearTween, eNoBlockTween, 0.47);
LetterChar.TweenPosition(0.4, x+40, y-40, eEaseOutExpoTween, eNoBlockTween);
doFallLetter[i] = Timer.StartRT(0.41);
FallLetter_dir[i] = eDirectionRight;
//LetterChar.TweenPosition(0.8, x+GAMEW, y+35, eEaseLinearTween, eNoBlockTween, 0.47);
}

}

void TrashLetters(){
int i=0;
while(i<NLETTERS){
shouldLetterBeTrashed(ar_letter[i]);
i++;
}
}

Character * whichLetterCollided(){
int i=0;
while(i<NLETTERS){
if(ar_letter[i].IsCollidingWithChar(cDog)){
return ar_letter[i];
}
i++;
}

return null;
}

void repeatedly_execute_always(){
int i=0;
while(i<NLETTERS){
shouldLetterBeTrashed(ar_letter[i]);
if(doFallLetter[i] != null && doFallLetter[i].EvtExpired){
if(FallLetter_dir[i] == eDirectionLeft){
ar_letter[i].TweenPosition(0.8, ar_letter[i].x-GAMEW+40, ar_letter[i].y+100, eEaseLinearTween, eNoBlockTween);
} else {
ar_letter[i].TweenPosition(0.8, ar_letter[i].x+GAMEW-40, ar_letter[i].y+100, eEaseLinearTween, eNoBlockTween);
}
doFallLetter[i] = null;
}
i++;
}

k++;
if(k>120){
k=0;

TrashLetters();
}

}
Binary file modified acsprset.spr
Binary file not shown.
Binary file modified img/level1/lights.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added img/level2/lights.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added img/level3/lights.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file modified img/level4/bg.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added img/level4/lights.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file modified img/level5/bg.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added img/level5/lights.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
4 changes: 2 additions & 2 deletions room1.asc
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ function room_RepExec()
{
dealWithEnemy1(cEnemy1_0);
dealWithEnemy1(cEnemy1_1);
dealWithEnemy1(cEnemy1_2);
// dealWithEnemy1(cEnemy1_3);
checkBonePileRepExe();

}
Expand All @@ -30,7 +30,7 @@ function room_AfterFadeIn()
{
init_enemy1(cEnemy1_0);
init_enemy1(cEnemy1_1);
init_enemy1(cEnemy1_2);
// init_enemy1(cEnemy1_2);
FakeScreen.Enable();
}

Expand Down
Binary file modified room1.crm
Binary file not shown.
8 changes: 4 additions & 4 deletions room2.asc
Original file line number Diff line number Diff line change
Expand Up @@ -20,19 +20,19 @@ function room_LeaveTop()

function room_RepExec()
{
dealWithEnemy1(cEnemy1_2);
dealWithEnemy2(cEnemy2_0);
// dealWithEnemy1(cEnemy1_1);
// dealWithEnemy1(cEnemy1_2);
dealWithEnemy1(cEnemy1_3);
checkBonePileRepExe();

}


function room_AfterFadeIn()
{
init_enemy1(cEnemy1_2);
init_enemy2(cEnemy2_0);
//init_enemy1(cEnemy1_1);
// init_enemy1(cEnemy1_2);
init_enemy1(cEnemy1_3);
FakeScreen.Enable();
}

Expand Down
Binary file modified room2.crm
Binary file not shown.
Binary file modified room3.crm
Binary file not shown.
Binary file modified room4.crm
Binary file not shown.
Binary file modified room5.crm
Binary file not shown.
Binary file modified sprindex.dat
Binary file not shown.

0 comments on commit 85ce7b8

Please sign in to comment.