-- 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 --