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.
This commit is contained in:
2026-05-01 17:43:39 +02:00
parent ca9edf5f0c
commit 1b6eb9152c
35 changed files with 1747 additions and 4 deletions

View File

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local actor, super = Class(Actor, "dummy")
function actor:init()
super.init(self)
-- Display name (optional)
self.name = "Dummy"
-- Width and height for this actor, used to determine its center
self.width = 27
self.height = 45
-- Hitbox for this actor in the overworld (optional, uses width and height by default)
self.hitbox = { 0, 25, 19, 14 }
-- Color for this actor used in outline areas (optional, defaults to red)
self.color = { 1, 0, 0 }
-- Whether this actor flips horizontally (optional, values are "right" or "left", indicating the flip direction)
self.flip = nil
-- Path to this actor's sprites (defaults to "")
self.path = "enemies/dummy"
-- This actor's default sprite or animation, relative to the path (defaults to "")
self.default = "idle"
-- Sound to play when this actor speaks (optional)
self.voice = nil
-- Path to this actor's portrait for dialogue (optional)
self.portrait_path = nil
-- Offset position for this actor's portrait (optional)
self.portrait_offset = nil
-- Whether this actor as a follower will blush when close to the player
self.can_blush = false
-- Table of talk sprites and their talk speeds (default 0.25)
self.talk_sprites = {}
-- Table of sprite animations
self.animations = {
-- Looping animation with 0.25 seconds between each frame
-- (even though there's only 1 idle frame)
["idle"] = { "idle", 0.25, true },
}
-- Table of sprite offsets (indexed by sprite name)
self.offsets = {
-- Since the width and height is the idle sprite size, the offset is 0,0
["idle"] = { 0, 0 },
}
end
return actor