Add new maps and tileset for the game world
- Created room1.tmx and room1.lua for the first room in the game, including tiles, collision objects, and NPCs. - Added room2.tmx and room2.lua for the second room, featuring tiles, collision objects, and an enemy. - Introduced a world template to manage map transitions and layout. - Implemented a new tileset (castle.tsx and castle.lua) for the castle theme, including tile properties and image references.
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38
scripts/battle/waves/movingarena.lua
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38
scripts/battle/waves/movingarena.lua
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local MovingArena, super = Class(Wave)
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function MovingArena:init()
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super.init(self)
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-- Initialize timer
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self.siner = 0
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end
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function MovingArena:onStart()
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-- Get the arena object
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local arena = Game.battle.arena
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-- Spawn spikes on top of arena
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self:spawnBulletTo(Game.battle.arena, "arenahazard", arena.width / 2, 0, math.rad(0))
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-- Spawn spikes on bottom of arena (rotated 180 degrees)
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self:spawnBulletTo(Game.battle.arena, "arenahazard", arena.width / 2, arena.height, math.rad(180))
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-- Store starting arena position
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self.arena_start_x = arena.x
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self.arena_start_y = arena.y
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end
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function MovingArena:update()
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-- Increment timer for arena movement
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self.siner = self.siner + DT
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-- Calculate the arena Y offset
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local offset = math.sin(self.siner * 1.5) * 60
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-- Move the arena
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Game.battle.arena:setPosition(self.arena_start_x, self.arena_start_y + offset)
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super.update(self)
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end
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return MovingArena
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