cleanup before next section

main
RageCage64 3 years ago
parent d82b3afeb1
commit 2418f8beb7

@ -1,17 +1,12 @@
require("pokemon.lua")
require("textbox.lua")
require("game.lua")
function _init()
cls(0)
states = {}
states["start_menu"] = start_menu()
states["pick_player"] = pick_state(false, "pick_player", "pick_enemy")
states["pick_enemy"] = pick_state(true, "pick_enemy", "appear_enemy")
states["appear_enemy"] = appear_enemy()
states["appear_player"] = appear_player()
-- states["player_turn"] = new_state("player_turn")
gm = new_game("start_menu")
states[gm.state].init(gm)

@ -1,7 +1,9 @@
-- Constructor
-- Constants
cursor_spr = 207
-- Constructor
function new_menu(x, y, w, h, options)
return {
x = x,

@ -1,16 +1,11 @@
-- Constructor
function new_pokemon(name, enemy, front_sprite, back_sprite, cry)
enemy_x = 78
enemy_y = 8
player_x = 12
player_y = 56
p_x = player_x
p_y = player_y
p_x = 12
p_y = 56
if enemy then
p_x = enemy_x
p_y = enemy_y
p_x = 78
p_y = 8
end
return {
@ -19,7 +14,6 @@ function new_pokemon(name, enemy, front_sprite, back_sprite, cry)
front_sprite = front_sprite,
back_sprite = back_sprite,
cry = cry,
-- moves = moves,
x = p_x,
y = p_y,
@ -38,6 +32,10 @@ function appear(p)
p.appeared = true
end
function cry(p)
sfx(p.cry)
end
function draw_p(p)
if p.enemy then
draw_front(p)
@ -54,8 +52,16 @@ function draw_back(p)
draw_p_spr(p.back_sprite, p.x, p.y)
end
function cry(p)
sfx(p.cry)
function draw_p_spr(start, x, y)
for i=0,3 do
tile_row = 16 * i
spr_row = 8 * i
for k=0,3 do
spr_column = 8 * k
tile = start + tile_row + k
spr(tile, x+spr_column, y+spr_row)
end
end
end
--Pokemon
@ -76,17 +82,3 @@ function axoleafel(enemy)
-- {}
)
end
-- Functions
function draw_p_spr(start, x, y)
for i=0,3 do
tile_row = 16 * i
spr_row = 8 * i
for k=0,3 do
spr_column = 8 * k
tile = start + tile_row + k
spr(tile, x+spr_column, y+spr_row)
end
end
end

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