-- title: untitled shmup
-- author: game developer
-- desc: something like Gradius/Nemesis/Salamander/Life Force
-- script: lua
t=0
local bullet_speed = 6
local bullet_timer = 0
local bullet_timer_start = 10
-- props: x, y, vx, vy, type
local player_bullets = {}
local player = {
x=20,y=60,
vx=0,vy=0,
speed=1.5,
sp=256,
fire_t=0,
fire_held=false,
gun_type=1,
gun_level=1,
gunpods={},
}
local grad_palettes = {
{ 1, 2, 3, 4, 12 },
{ 7, 6, 5, 4, 12 },
{ 8, 9, 10, 11, 12 },
}
local enemies = {}
function add_enemy(en_type, xpos, ypos)
table.insert(enemies, {
x=xpos, y=ypos,
type=en_type,
t=0,
})
end
function mod(a, b)
return math.floor(a-(math.floor(a/b)*b))
end
function draw_gradient(xpos, ypos, width, height, startindex, gradient)
local idx = startindex or 1
local grad = gradient or 1
local band_w = width / 5 --# of colors in each gradient
local cur_band = 0
for i=0,width-1 do
if cur_band >= band_w then
idx = idx + 1
cur_band = 0
end
cur_band = cur_band + 1
if idx > 5 then idx = 1 end
line(xpos + i, ypos, xpos + i - height, ypos + height, grad_palettes[grad][idx])
end
end
-- TODO: various types
function add_bullet()
sfx(0, 'D-6', 10, 0, 11, 4)
table.insert(player_bullets, {
x=player.x + 10,
y=player.y,
vx = 0,
vy = 0,
})
if #player.gunpods > 0 then
for _,pod in ipairs(player.gunpods) do
table.insert(player_bullets, {
x=pod.x + 4,
y=pod.y,
vx = 0,
vy = 0,
})
end
end
end
function add_gunpod()
if #player.gunpods < 5 then
table.insert(player.gunpods, {
x=0,y=0,vx=0,vy=0,
sprs={ 259,260,261,262,263 },
fr=1,t=0,frametime=5,
})
end
end
function draw_player()
local engine_spr = 274
if player.vx > 0 then
engine_spr = 306
elseif player.vx < 0 then
engine_spr = 290
end
if player.vy > 0 then
player.sp = 272
elseif player.vy < 0 then
player.sp = 288
else
player.sp = 256
end
-- draw engine fire then player
spr(engine_spr, player.x-8, player.y+1)
spr(player.sp, player.x, player.y, 0, 1, 0, 0, 2, 1)
-- draw gunpods
if #player.gunpods > 0 then
for key,pod in ipairs(player.gunpods) do
pod.t = pod.t + 1
if mod(pod.t, pod.frametime) == 0 then
pod.fr = pod.fr + 1
if pod.fr > #pod.sprs then pod.fr = 1 end
end
spr(pod.sprs[pod.fr], pod.x, pod.y)
-- TODO: move this into an update
local targx = player.x + 4 - pod.x
local targy = player.y - 10 - pod.y
pod.vx = targx / 3
pod.vy = targy / 3
pod.x = pod.x + pod.vx
pod.y = pod.y + pod.vy
end
end
end
add_gunpod()
function draw_bullets()
for key,val in ipairs(player_bullets) do
spr(258, val.x, val.y, 0)
end
end
-- also handle powerups since they're colliders
function draw_enemies()
end
function handle_input()
player.vx = 0
player.vy = 0
if btn(0) then
player.vy=-player.speed
end
if btn(1) then
player.vy=player.speed
end
if btn(2) then
player.vx=-player.speed
end
if btn(3) then
player.vx=player.speed
end
-- slow down diagonal movements
if player.vx * player.vy ~= 0 then
player.vx = player.vx * 0.707
player.vy = player.vy * 0.707
end
player.x = player.x + player.vx
player.y = player.y + player.vy
if player.x < 5 then player.x = 5 end
if player.x > 220 then player.x = 220 end
if player.y < 5 then player.y = 5 end
if player.y > 128 then player.y = 128 end
player.fire_held = false
if btn(4) then
if player.fire_t <= 0 then
player.fire_t = bullet_timer_start
add_bullet()
else
player.fire_t = player.fire_t - 1
end
player.fire_held = true
else
player.fire_t = 0
end
-- debug
if btnp(5) then
player.gun_type = mod(player.gun_type + 1, 3) + 1
end
end
function TIC()
handle_input()
for key,val in ipairs(player_bullets) do
val.x = val.x + bullet_speed
if val.x > 240 then
table.remove(player_bullets, key)
end
end
cls(0)
draw_player()
draw_bullets()
draw_gradient(10, 40, 10, 5, mod(t/3, 5) + 1, player.gun_type)
dbg("type:"..tostring(player.gun_type), 0)
dbg(tostring(player.fire_held), 1)
dbg(tostring(mod(t/3, 5) + 1), 2)
-- dbg(tostring(player.vy), 3)
t=t+1
end
function dbg(msg, line_no)
print(msg, 5, line_no * 7, 5, true, 1, true)
end
--
-- 000:00000000eccef0000edddefa0fcccc8bcf9deededfb8cddd00db8cdd00008cce
-- 001:000000000000000090000000aa9deecc99eedcddddcccdf0ccf0000000000000
-- 002:0000000000000000000000004040440030303300000000000000000000000000
-- 003:00dd00000eeedddd023eeee02344320023443200023eddd00feefeee00ff0000
-- 004:000000000f1eeddd02331ee023443200234eddd00feefeee00f1000000000000
-- 005:000000000022000002332eef23dd31f0231ddddd0fe1eee00022000000000000
-- 006:000000000022000002dd2000231ddddd23e1eeee02ee20000022000000000000
-- 007:0000000000de00000f1ddddd2341eee02344320002331ee00f1eeddd00000000
-- 016:dccefeed0ddddefa0fcccc8acf9deededfbbcddd0000bcdd00008ccc00000dd0
-- 017:d00000009eedd000aaaaeecc9aa9dccdddcccdf0ccd00000d000000000000000
-- 018:0000000000000880000889ab08899abc000889ab000008800000000000000000
-- 032:ecdf00000edddf0000edddc00bbcfeeddcc99feeee8888880bc99f99000bfeee
-- 033:000000000000000009aa0000cdc99e00eeedddcc88888eef9eeeedd0df000000
-- 034:00000000000000000000089a000089ab0000089a000000000000000000000000
-- 050:00000000000099a000889abb8889accc00889abb000099a00000000000000000
--
--
-- 000:123345667889abbcdeff1fedcba86642
--
--
-- 000:00d050808060c040d020e020f010f010f000f000f000f000f000f000f000f000f000f000f000f000f000f000f000f000f000f000f000f000f000f000502000000000
--
--
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
--