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miniblaster stuff

pixelbath 1 year ago
parent
commit
ca0b806c03

BIN
miniblast/example-destructivator-01.png


+ 361 - 0
miniblast/miniblaster.lua

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+-- title:   miniblaster
+-- author:  pixelbath
+-- desc:    short description
+-- site:    website link
+-- license: MIT License (change this to your license of choice)
+-- version: 0.1
+-- script:  lua
+
+t=0
+x=96
+y=24
+
+entities={}
+
+walls={
+	[1]=true,
+	[2]=true,
+	[16]=true
+}
+
+config={
+	coyote_time=3,
+	jump_spd=2.2,
+	walk_spd=1.0,
+	slide_spd=2.0,
+}
+
+player={
+	x=96, y=24,
+	vx=0, vy=0,
+	gx=0, gy=0,
+	is_jmp=false,
+	flip=0,
+	spr=256,
+	w_spr={257,258,256},
+	j_spr=259,
+	w_spr_idx=0,
+	w_timer=0,
+	is_wlk=0,
+	dir=0, -- 0=horizontal, 1=diagonal, 2=vertical
+	slide_timer=-1,
+	bullets={},
+	coyote_timer=-1,
+}
+
+debug={
+	pline=0,
+	px=2, py=2,
+}
+
+function solid(x, y)
+	return walls[mget((x)//8,(y)//8)]
+end
+
+
+function debug:print(msg)
+	rect(self.px, self.py + (self.pline * 7), #msg * 4, 0, 1)
+	print(msg, self.px, self.py + (self.pline * 7), 4, true, 1, true)
+	self.pline = self.pline + 1
+end
+
+function debug:draw()
+	self.pline = 0
+	-- draw player shoot direction
+	if false then
+		local dx, dy = player.x+4, player.y+4
+		local dist = 100
+		if player.flip == 1 then dist = -100 end
+		if player.dir == 0 then
+			dx = player.x + dist
+		elseif player.dir == 1 then
+			dx = player.x + dist
+			dy = player.y - 100
+		elseif player.dir == 2 then
+			dy = player.y - 100
+		end
+		line(player.x+4, player.y+4, dx, dy, 1)
+	end
+	
+
+	local mapx = player.x // 8
+	local mapy = player.y // 8
+	debug:print("player: "..player.x..", "..player.y)
+	debug:print("map: "..mapx..", "..mapy..": "..mget(mapx, mapy))
+
+	-- controller
+	local cont_x, cont_y = 2, 110
+	rect(cont_x, cont_y, 10, 5, 0)
+	line(cont_x+1, cont_y+2, cont_x+3, cont_y+2, 8)
+	line(cont_x+2, cont_y+1, cont_x+2, cont_y+3, 8)
+	pix(cont_x+6, cont_y+3, 8)	
+	pix(cont_x+8, cont_y+3, 8)
+	pix(cont_x+6, cont_y+1, 8)	
+	pix(cont_x+8, cont_y+1, 8)	
+	if btn(0) then pix(cont_x+2, cont_y+1, 10) end
+	if btn(1) then pix(cont_x+2, cont_y+3, 10) end
+	if btn(2) then pix(cont_x+1, cont_y+2, 10) end
+	if btn(3) then pix(cont_x+3, cont_y+2, 10) end
+	if btn(4) then pix(cont_x+6, cont_y+3, 10) end
+	if btn(5) then pix(cont_x+8, cont_y+3, 10) end
+	if btn(6) then pix(cont_x+6, cont_y+1, 10) end
+	if btn(7) then pix(cont_x+8, cont_y+1, 10) end
+end
+
+function player:update()
+	local dir_held = false
+	local up_held = false
+	if btn(0) then
+		player.dir = 2
+		up_held = true
+	end
+	-- left
+	if btn(2) then
+		player.vx = -config.walk_spd
+		player.flip = 1
+		dir_held = true
+		if up_held then
+			player.dir = 1
+		else
+			player.dir = 0
+		end
+	end
+	-- right
+	if btn(3) then
+		player.vx = config.walk_spd
+		player.flip = 0
+		dir_held = true
+		if up_held then
+			player.dir = 1
+		else
+			player.dir = 0
+		end
+	end
+
+	-- down + jump to do a slide
+	if btn(1) then
+		-- slide
+		if btnp(4) then
+			if player.vy == 0 and player.slide_timer == -1 then
+				player.slide_timer = 10
+				player.vx = config.slide_spd
+				if player.flip == 1 then player.vx = -config.slide_spd end
+				player.is_wlk = false
+			end
+		end
+	else
+		-- jump
+		if btn(4) then
+			if (player.coyote_timer > 0 or player.vy==0) and not player.is_jmp then
+				player.vy = -config.jump_spd
+				player.is_wlk = 0
+				player.is_jmp = true
+			end
+		else
+			if player.is_jmp and player.vy <= 0 then
+				player.vy = 0
+				player.is_jmp = false
+			end
+		end
+	end
+
+	if btnp(5) then
+		player:spawnBullet()
+	end
+
+	if player.slide_timer == -1 then
+		player.vx = math.max(-1.5, math.min(1.5, player.vx))
+	end
+
+
+	-- set flag if walking, clamp if not
+	if math.abs(player.vx) < 0.01 then
+		player.vx = 0
+		player.is_wlk = 0
+	else
+		player.is_wlk = 1
+	end
+
+	if	solid(player.x+player.vx,player.y+player.vy) or
+		solid(player.x+4+player.vx,player.y+player.vy) or
+		solid(player.x+player.vx,player.y+4+player.vy) or
+		solid(player.x+4+player.vx,player.y+4+player.vy) then
+        player.vx = 0
+    end
+
+    if	solid(player.x,player.y+8+player.vy) or
+		solid(player.x+7,player.y+8+player.vy) then
+        player.vy = 0
+    else
+		-- gravity, terminal velocity
+		player.vy = math.min(6.0, player.vy + 0.12)
+		player.spr = player.j_spr
+		if not player.is_jmp and player.coyote_timer == -1 then
+			player.coyote_timer = config.coyote_time
+		elseif player.coyote_timer == 0 then
+			-- do nothing
+		else
+			player.coyote_timer = player.coyote_timer - 1
+		end
+    end
+
+
+	player.x = player.x + player.vx
+	player.y = player.y + player.vy
+
+
+	if not dir_held and player.slide_timer == -1 then
+		player.vx = player.vx * 0.8
+	end
+
+	-- ground fx
+	if player.vy == 0 then
+		-- do slidey stuff, otherwise walk
+		if player.slide_timer > 0 then
+			player.slide_timer = player.slide_timer - 1
+		elseif player.slide_timer == 0 then
+			player.vx = 0
+			player.slide_timer = -1
+		else
+			if player.is_wlk == 1 then
+				player.w_timer = player.w_timer + 1
+				if player.w_timer > 5 then
+					player.w_spr_idx = (player.w_spr_idx + 1) % 3 + 1
+					player.spr = player.w_spr[player.w_spr_idx]
+					player.w_timer = 0
+				end
+			else
+				player.spr = 256
+			end
+		end
+		player.coyote_timer = -1
+	end
+
+	-- bulletsch
+	for key, bullet in ipairs(player.bullets) do
+		if bullet.x < -8 or bullet.x > 248 then
+			table.remove(player.bullets, key)
+			goto bullet_dead
+		end
+		if bullet.y < -8 or bullet.y > 144 then
+			table.remove(player.bullets, key)
+			goto bullet_dead
+		end
+		bullet.x = bullet.x + bullet.vx
+		bullet.y = bullet.y + bullet.vy
+		::bullet_dead::
+	end
+end
+
+function player:spawnBullet()
+	local testspd = 5
+	local bx, by = self.x + 4, self.y + 4
+	local lvx, lvy, dist = 0, 0, testspd
+
+	if self.flip == 1 then dist = -testspd end
+	if self.dir == 0 then
+		lvx = dist
+	elseif self.dir == 1 then
+		lvx = dist
+		lvy = -math.abs(dist)
+	elseif self.dir == 2 then
+		lvy = -math.abs(dist)
+	end
+
+	-- correct diagonal movements
+	if lvx * lvy ~= 0 then
+		lvx = lvx * 0.707
+		lvy = lvy * 0.707
+	end
+
+	table.insert(self.bullets, {
+		x=bx, y=by, vx=lvx, vy=lvy,
+	})
+end
+
+function player:draw()
+	spr(player.spr, player.x, player.y, 0,1, player.flip,0,1,1)
+
+	for key, bullet in ipairs(player.bullets) do
+		circ(bullet.x, bullet.y, 1, 4)
+	end
+end
+
+function TIC()
+
+	cls(13)
+	map()
+	player:update()
+	player:draw()
+	debug:draw()
+	t=t+1
+end
+
+-- <TILES>
+-- 001:ccccccccddddddddeeeeeeeeffffffff88e99e888e9889e8e988889e88888888
+-- 002:dce88edcdc9e8edcdc89eedcdc889edcdc88eedcdc8e9edcdce98edcdc988edc
+-- 004:00000000f00f0f0f00f000ff00000000000000000000000f000000000000000f
+-- 005:00000000e000ddeefe0deeffff0eef0fff0eff0f0f0ef0f0fe0ef0f00e0f0f00
+-- 006:00000000f0fff0fe0f000fff0000000f0000000f000000f00000000f000000f0
+-- 007:00000000000ddeefe0deeff0f0eef0f0f0eff0f0f0ef0f00e0ef0f00e0f0f000
+-- 008:e0000000ef000000e0f00000ff000000f0000000fff00000feff00000fefffff
+-- 009:000000f000000ff000000fe00000f0f0000f0f00f000f0f0000f0f00fff0ff00
+-- 010:0000000008089189800000080000000880000009000809088000000800000008
+-- 011:000000000000000000000000000000000000000000000088000800f000000080
+-- 016:dceeeccdedeeeedced88899ced888ffded88888ded88888dfe88888efffffffe
+-- 020:000000000000000000000000000000f0000f000f000000f00f0fff0f00000000
+-- 021:ff0ef000fe0e0f00ff0ff000f00f00000f0fff00f00feff0f000feff00000000
+-- 022:0000000f0000000f0000000f00000f0f00f000f000000f0ffffff0ff00000000
+-- 023:f0ef0000e0e0f000f0ff000000f00000f0fff00000feff00000fefff00000000
+-- 024:000000000ddeeff0deeff00feef0f000eff0f000ef0f0000ef0f0000f0f00000
+-- 025:00000000fff0fe00000fffe000000ff000000ff00000f0f000000fe00000f0e0
+-- 026:0000010980000008000800080000000800000000000000080000000000000000
+-- 027:f888881000000080000000000008808000000000000000800000000000000080
+-- 032:2232232233333333132321211021121102102101101010100100000000000000
+-- 033:2232222323233332322123121012112101010210001001001000000000000000
+-- 034:0423433331121022312301112301301023102120213211003110102102220202
+-- 035:3223443321221022001000111020201020102020100000002100102102220202
+-- 036:3332243322121210110000002010202010101010100010000222022220012020
+-- 037:3334234022011114111123030103013202131022001132121201011320202220
+-- 048:01111111142244441c44cccc1322333314334444132233331211222201111111
+-- 049:1111111144444444cccccccc3333333344444444333333332222222211111111
+-- 050:1111111044442241cccc44c13333223144443341333322312222112111111110
+-- 051:13c332211444443113c332211444443113c332211444443113c3322114444431
+-- </TILES>
+
+-- <SPRITES>
+-- 000:008558000085580008aaa80008aaaa8008a88a8008a80a8008aa8aa808880880
+-- 001:008558000085580008aaa80008aaaa8008a88a808a800a808aa80aa888800880
+-- 002:0085580000855800008aa80008aaa80008a8880008a8a80008aa8a8008888800
+-- 003:008558000085580008aaa80008aaaa8008a88a8008aa8aa80888088000000000
+-- </SPRITES>
+
+-- <MAP>
+-- 005:000000200000000000000000000000000000000000000000000020000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
+-- 006:000000200000000010101000000000001010000000000000000020000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
+-- 007:000000200000000000000000000000000000000000000000000020000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
+-- 008:000000200000000000000000000000000000000000101010809020000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
+-- 009:000000200000000000000000000000000010000000000000819120000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
+-- 010:000000200040000000000000001010000000003040506070809020000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
+-- 011:000000203141000000100000000000000000003141516171819120000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
+-- 012:000000011010101010101010101010101010101010101010101001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
+-- </MAP>
+
+-- <WAVES>
+-- 000:00000000ffffffff00000000ffffffff
+-- 001:0123456789abcdeffedcba9876543210
+-- 002:0123456789abcdef0123456789abcdef
+-- </WAVES>
+
+-- <SFX>
+-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
+-- </SFX>
+
+-- <TRACKS>
+-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
+-- </TRACKS>
+
+-- <PALETTE>
+-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
+-- </PALETTE>
+

BIN
miniblast/tilesnsprites.aseprite