-- 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={
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={},
}
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
debug:print("player: "..player.x..", "..player.y)
debug:print("vy: "..tostring(player.vy))
-- 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.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
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
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
--
-- 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
--
--
-- 000:008558000085580008aaa80008aaaa8008a88a8008a80a8008aa8aa808880880
-- 001:008558000085580008aaa80008aaaa8008a88a808a800a808aa80aa888800880
-- 002:0085580000855800008aa80008aaa80008a8880008a8a80008aa8a8008888800
-- 003:008558000085580008aaa80008aaaa8008a88a8008aa8aa80888088000000000
--
--
--
-- 000:00000000ffffffff00000000ffffffff
-- 001:0123456789abcdeffedcba9876543210
-- 002:0123456789abcdef0123456789abcdef
--
--
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
--
--
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
--
--
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
--