-- title: Diamond Mine -- author: pixelbath -- desc: Unlike any match-3 game that ever existed! At least, I'm pretty sure... -- script: lua -- modes: -- - diamond mine (ofc) -- - poker? -- - classic local gems = { { spr=258 }, { spr=260 }, { spr=262 }, { spr=264 }, { spr=266 }, { spr=268 }, { spr=270 }, } player = { x = 1, y = 1, cycle_t = 0, cycle_clr = 1, cycle_pal = { 1, 2, 3, 4, 5, 6, 7, 9, 10, 11, 13, 15, 14 }, sel_x = 1, sel_y = 1, is_selected = false, } local board_w, board_h = 8, 8 local board = {} local gem_sprites = {} local board_x, board_y = 50, 4 function prt(text, x, y, color) print(text, x, y, color, true, 1, true) end function generate_gem(exclude_idx) -- exclude_idx = exclude_idx or 0 local out_gem = math.random(1, #gems) if exclude_idx == out_gem then if out_gem + 1 > #gems then out_gem = 1 else outgem = out_gem + 1 end end return out_gem end function generate_gem_sprite(idx, xpos, ypos) return { spr = gems[idx].spr, x = xpos, y = ypos, dx = xpos, dy = ypos, t = 0, } end -- build the global board table from scratch function generate_board(allow_matches) allow_matches = allow_matches or 1 for y = 1, board_h do board[y], gem_sprites[y] = {}, {} for x = 1, board_w do local gem_idx = generate_gem() board[y][x] = gem_idx gem_sprites[y][x] = generate_gem_sprite(gem_idx, (x-1)*16, (y-1)*16) end end end function swap_gems(src_x, src_y, dest_x, dest_y) -- local xdiff, ydiff = math.abs(dest_x-src_x), math.abs(dest_y-src_y) -- if xdiff ~= 1 or ydiff ~= 1 then return end -- if xdiff == 1 and ydiff == 1 then return end local src_gem = board[src_y][src_x] local dest_gem = board[dest_y][dest_x] board[src_y][src_x] = dest_gem board[dest_y][dest_x] = src_gem -- set the new destination for swap if src_x ~= dest_x then gem_sprites[src_y][src_x].dx = (dest_x - 1) * 16 gem_sprites[dest_y][dest_x].dx = (src_x - 1) * 16 elseif src_y ~= dest_y then gem_sprites[src_y][src_x].dy = (dest_y - 1) * 16 gem_sprites[dest_y][dest_x].dy = (src_y - 1) * 16 end end -- return: table of x,y pair tables, or nil function find_matches() local matches = {} -- brute force horizontal for y_test = 1, board_h do -- seed first gem local last_gem_x = board[y_test][1] local consecutive_x = 1 for x_test = 2, board_w do local gem_idx = board[y_test][x_test] if last_gem_x == gem_idx then consecutive_x = consecutive_x + 1 -- check once on the last column if x_test == board_w and consecutive_x >= 3 then for i = x_test - consecutive_x + 1, x_test do table.insert(matches, { i, y_test }) end end else if consecutive_x >= 3 then for i = x_test - consecutive_x, x_test - 1 do table.insert(matches, { i, y_test }) end end consecutive_x = 1 end last_gem_x = gem_idx end end -- brute force vertical for x_test = 1, board_w do -- seed first gem local last_gem_y = board[1][x_test] local consecutive_y = 1 for y_test = 2, board_h do local gem_idx = board[y_test][x_test] if last_gem_y == gem_idx then consecutive_y = consecutive_y + 1 -- check once on the last row if y_test == board_h and consecutive_y >= 3 then for i = y_test - consecutive_y + 1, y_test do table.insert(matches, { x_test, i }) end end else if consecutive_y >= 3 then for i = y_test - consecutive_y, y_test - 1 do table.insert(matches, { x_test, i }) end end consecutive_y = 1 end last_gem_y = gem_idx end end if #matches == 0 then return nil end return matches end function check_clear_matches() local matches = find_matches() if not matches then return end for i, gem in pairs(matches) do end end function board_draw() for y = 1, board_h do for x = 1, board_w do local sprite = gem_sprites[y][x] spr(sprite.spr, sprite.x + board_x, sprite.y + board_y, 0, 1, 0, 0, 2, 2) if math.abs(sprite.dx - sprite.x) < .01 then sprite.x = sprite.dx else sprite.x = sprite.x + (sprite.dx - sprite.x) / 2 end if math.abs(sprite.dy - sprite.y) < .01 then sprite.y = sprite.dy else sprite.y = sprite.y + (sprite.dy - sprite.y) / 2 end end end end function player_update() -- color cycle player.cycle_t = player.cycle_t + 1 if player.cycle_t % 4 == 0 then player.cycle_clr = player.cycle_clr + 1 end if player.cycle_clr > #player.cycle_pal then player.cycle_clr = 1 end if btnp(0) then if player.y > 1 then player.y = player.y - 1 end end if btnp(1) then if player.y < board_h then player.y = player.y + 1 end end if btnp(2) then if player.x > 1 then player.x = player.x - 1 end end if btnp(3) then if player.x < board_w then player.x = player.x + 1 end end if btnp(4) then if not player.is_selected then player.is_selected = true player.sel_x = player.x player.sel_y = player.y else local x_mv = math.abs(player.x - player.sel_x) == 1 local y_mv = math.abs(player.y - player.sel_y) == 1 -- only move vertically and horizontally if (x_mv or y_mv) and not (x_mv and y_mv) then swap_gems(player.x, player.y, player.sel_x, player.sel_y) end player.is_selected = false end end end function player_draw() rectb((player.x-1)*16 + board_x, (player.y-1)*16 + board_y, 16, 16, player.cycle_pal[player.cycle_clr]) if player.is_selected then rectb((player.sel_x-1)*16 + board_x, (player.sel_y-1)*16 + board_y, 16, 16, 12) end end function debug_match_draw() local matches = find_matches() if not matches then return end for i,_ in pairs(matches) do rectb((matches[i][1]-1)*16 + board_x, (matches[i][2]-1)*16 + board_y, 16, 16, 6) -- prt(matches[i][1] .. ', ' .. matches[i][2], 200, 7*i, 6) end end generate_board() function TIC() player_update() cls() board_draw() debug_match_draw() player_draw() end -- <SPRITES> -- 002:00000000000000ee0000e9ad000ebdbd00ebdbdb009dbccc08dbcccc0edccccc -- 003:00000000e8000000dae80000bdae8000dcd9e800bdcd9800cbcbe980cccded80 -- 004:00000000000222220023cccc0334444401311121013111120131212201311212 -- 005:0000000022222000cccc32004444411021222120123221102322212032222120 -- 006:00000000000000010000001c000001cb00001cce0001cc3f001cc3ff01cc3fff -- 007:0000000010000000f1000000ff100000f4f10000eeff1000f3eef100abbeee10 -- 008:0000000000000678000065670007567700766655076665550766555507775555 -- 009:00000000876000007556000077557000556787005557867055c67670ccc57670 -- 010:00000000000000010000011c00011e3c011e2244013224440133244401334444 -- 011:0000000010000000c1100000cc311000cc3331104cc33c1044c34410444c4410 -- 012:00000000000088880008a9ab0089a9bb08aaaabb008888990088889900088889 -- 013:0000000088880000b9fe8000bb9f9800ccb999809baaa80099a9980099888000 -- 014:0000000000000001000000010000001c000000c10000014300000c130000143f -- 015:0000000000000000100000001000000031000000410000003410000034100000 -- 018:0edccccc08edcdcd008edcd90088ee9d00089ddd0000889b0000008800000000 -- 019:ccdb9c80cdcadb80dcdcd800abcdb800bddb8000cc8800008800000000000000 -- 020:0131212301311232013123220131322201221111002211110000000000000000 -- 021:2222212022222120222221202222222011111210111121000000000000000000 -- 022:01eeeffa001eeeab0001feeb00001ff2000001ff0000001f0000000100000000 -- 023:bbfbdc10bfbdc100fbdc1000bdd10000dd100000d10000001000000000000000 -- 024:076677770777666607776555007775550007565600007c660000077700000000 -- 025:7777887066667670555765705557c700657c700066c700007770000000000000 -- 026:0133444401343333014443330114443300011443000001130000000100000000 -- 027:4442441033323410333224103322e11033e11000311000001000000000000000 -- 028:000088890000888a000008890000088a0000008a000000980000000900000000 -- 029:9989000098880000a890000098800000a9000000a80000008000000000000000 -- 030:000041f300014f2e000412e20014fe2e004fffff01f18e8e0eeeeeee00000000 -- 031:f34100002f310000e29310002e231000ffff2e008e8e8fe0eeeeee1000000000 -- </SPRITES> -- <PALETTE> -- 000:1a1c2c5d275db13e55ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2612caace3ca1 -- </PALETTE>