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https://gitlab.com/MaddoScientisto/cirnofarm.git
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Refactored code
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parent
cd9ec6cc01
commit
4407ce108b
8 changed files with 128 additions and 95 deletions
24
src/actor2.lua
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24
src/actor2.lua
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@ -0,0 +1,24 @@
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--M = {}
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actor = {}
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actor.__index = actor
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function actor:new(x,y)
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local o = setmetatable({}, actor)
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o.x=x
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o.y=y
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o.life=100
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o.spriteIndex=0
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return o
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end
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function actor:update()
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end
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function actor:draw()
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spr(self.spriteIndex,self.x,self.y)
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end
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--M.actor = actor
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return actor
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33
src/barrel.lua
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33
src/barrel.lua
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@ -0,0 +1,33 @@
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--local actor = require("actor2")
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-- barrel = setmetatable({}, {__index = actor})
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-- function barrel:new(actor)
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-- local instance = setmetatable({
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-- x = 0,
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-- })
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-- end
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-- return barrel
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barrel = {}
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barrel.__index = barrel
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function barrel:new(x,y)
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local o = setmetatable({}, barrel)
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o.x=x
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o.y=y
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o.life=100
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o.spriteIndex=0
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return o
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end
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function barrel:update()
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end
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function barrel:draw()
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spr(self.spriteIndex,self.x,self.y)
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end
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--M.actor = actor
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return barrel
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@ -11,52 +11,6 @@ h=300
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asdf = {top=0, side=1}
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LAYERS_COUNT=4
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LAYERS = {
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{index=4, name="background", render=true, render_objects=false, spawn_objects=false},
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{index=3, name="solid", render=true, render_objects=true, spawn_objects=false},
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{index=2, name="foreground", render=true, render_objects=false, spawn_objects=false},
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{index=1, name="objects", render=false, render_objects=false, spawn_objects=true}
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}
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-- function create_bullet(new_x, new_y, dir_x, dir_y)
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-- -- Calculate the length of the direction vector
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-- local length = sqrt(dir_x^2 + dir_y^2)
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-- -- Normalize the direction vector
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-- local normalized_dir_x = dir_x / length
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-- local normalized_dir_y = dir_y / length
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-- add(bullets, {
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-- x=new_x,
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-- y=new_y,
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-- dx=normalized_dir_x * 2,
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-- dy=normalized_dir_y * 2,
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-- spriteIndex=80,
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-- destroy_sprite_index=66,
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-- life=100,
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-- draw=function(self)
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-- --pset(self.x,self.y,8)
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-- spr(self.spriteIndex,self.x,self.y)
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-- end,
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-- update=function(self)
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-- self.x+=self.dx
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-- self.y+=self.dy
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-- self.life-=1
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-- if self.life<0 then
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-- del(bullets,self)
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-- -- TODO: Create particle
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-- end
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-- self.check_collision(self)
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-- end,
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-- check_collision=function(self)
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-- -- If Collide with wall destroy self and create particle
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-- end
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-- })
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-- end
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function draw_crosshair(self)
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local radius = 20 -- Adjust the radius of the crosshair as needed
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@ -146,52 +100,26 @@ function cirno_init()
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end
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function cirno_draw()
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cls(0)
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--cls(0)
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--camera(x - 240, y - 135)
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foreach(LAYERS, render_layer)
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--drawMap()
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--debug_mouse()
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for p in all(player) do
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p:draw()
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end
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print(string.format("%.4f %dfps",stat(1),stat(7)),2,16,5)
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weapons_manager.debug_draw()
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end
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function render_layer(layer)
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if (layer.render) then
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map(fetch"map/0.map"[layer.index].bmp)
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end
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if (layer.render_objects) then
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-- Render all objects here
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for p in all(player) do
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p:draw()
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end
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weapons_manager.draw()
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-- for b in all(bullets) do
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-- b:draw()
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-- end
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end
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end
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function drawMap()
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for i=LAYERS_COUNT,1,-1 do
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map(fetch"map/0.map"[i].bmp)
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end
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end
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function cirno_update()
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for p in all(player) do
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p:update()
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end
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weapons_manager.update()
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end
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function check_collision(x,y,w,h)
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36
src/game.lua
36
src/game.lua
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@ -53,6 +53,8 @@ end
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local cirno = require(make_path("cirno"))
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local mouse_debug = require(make_path("mouse_debug"))
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local map_manager = require(make_path("map"))
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local weapons_manager = require(make_path("weapons"))
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tile_width = 16
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tile_height = 16
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@ -63,9 +65,41 @@ end
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function _update()
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cirno.update()
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weapons_manager.update()
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end
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LAYERS = {
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{index=4, name="background", render=true, render_objects=false, spawn_objects=false},
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{index=3, name="solid", render=true, render_objects=true, spawn_objects=false},
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{index=2, name="foreground", render=true, render_objects=false, spawn_objects=false},
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{index=1, name="objects", render=false, render_objects=false, spawn_objects=true}
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}
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function _draw()
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cirno.draw()
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cls(0)
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foreach(LAYERS, render_layer)
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mouse_debug.draw(4, tile_width, tile_height)
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weapons_manager.debug_draw()
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end
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function render_layer(layer)
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if (layer.render) then
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-- todo move function in map manager
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map(fetch("map/".. map_manager.get_current_map() .. ".map")[layer.index].bmp)
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end
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if (layer.render_objects) then
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-- Render all objects here
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cirno.draw()
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weapons_manager.draw()
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-- for b in all(bullets) do
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-- b:draw()
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-- end
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end
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end
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10
src/map.lua
10
src/map.lua
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@ -1,3 +1,5 @@
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--local player = require(make_path("cirno"))
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M = {}
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local tile_width = 16
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@ -28,6 +30,14 @@ function M.is_tile_shoot_solid(x,y)
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return (tile_flags & 2) ~= 0
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end
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function M.get_current_map()
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return current_map
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end
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function M.get_layer_tile(x,y,layer)
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return get_layer_tile(x,y,layer)
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end
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-- function M.can_move(x,y)
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-- return is_tile(0,x,y)
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-- end
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@ -1,4 +1,5 @@
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--[[pod_format="raw",created="2024-04-22 19:55:03",modified="2024-04-22 20:14:14",revision=9]]
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local map_manager = require(make_path("map"))
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M = {}
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function debug_mouse(layers_count, tile_width, tile_height)
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@ -28,7 +29,7 @@ function debug_mouse(layers_count, tile_width, tile_height)
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print(string.format("%d (%d)",tile_y,my),mx+x_offset,my+y_offset+8,9)
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for i=layers_count,1,-1 do
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local sprite = get_layer_tile(tile_x,tile_y,i)
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local sprite = map_manager.get_layer_tile(tile_x,tile_y,i)
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local flag = fget(sprite)
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print(sprite,mx+x_offset+(i*16),my+y_offset+8*2,10)
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print(flag,mx+x_offset+(i*16),my+y_offset+8+8*2,10)
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@ -1,5 +1,6 @@
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--[[pod_format="raw",created="2024-04-24 07:17:14",modified="2024-04-24 20:33:05",revision=11]]
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local map_manager = require(make_path("map"))
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--local actor = require("actor2")
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M = {}
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