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- -- title: drop
- -- author: pixelbath
- -- desc: 99 balls / wallsmash
- -- script: lua
- t=0
- x=96
- y=24
- num_rows=10
- num_cols=10
- rows_start=4
- balls={}
- lasers=0
- blocks={}
- blockWidth = 24
- blockHeight = 13
- previewDotCount = 31
- -- starting player stuff
- playerBalls = 1
- playerLasers = 0
- launchBalls = 0
- xpos=120
- ypos=130
- angle=-90
- initialAngleSpeed=1
- angleMin = -170
- angleMax = -10
- ballVel = 2.5
- laserJitter = 2 -- degrees
- -- launch control
- ballGapTime = 50
- laserGapTime = 20 -- todo: random delay?
- launchMode = false
- launchBallTimer = 0
- launchLaserTimer = 0
- launchBalls = playerBalls
- launchLasers = playerLasers
- function generate_grid()
- for row=0,num_rows-1 do
- blocks[row] = {}
- for col=0,num_cols-1 do
- if row < 5 and math.random() > 0.5 then
- blocks[row][col] = 5
- else
- blocks[row][col] = 0
- end
- end
- end
- end
- function launch_ball()
- theta=math.pi * angle / 180
- table.insert(balls, {
- x = xpos,
- y = ypos,
- vx = ballVel * math.cos(theta),
- vy = ballVel * math.sin(theta),
- })
- launchBalls = launchBalls - 1
- end
- function draw_preview()
- theta=math.pi * angle / 180
- xtarget=xpos + (160 * math.cos(theta))
- ytarget=ypos + (160 * math.sin(theta))
- dotGapX = (xtarget - xpos) / previewDotCount
- dotGapY = (ytarget - ypos) / previewDotCount
- -- line(xpos, ypos, xtarget, ytarget, 8)
- dotx=xpos
- doty=ypos
- for i=0,previewDotCount do
- pix(dotx, doty, 5)
- dotx = dotx + dotGapX
- doty = doty + dotGapY
- end
- print(playerBalls, xpos-8, 130, 12, false, 1, true)
- print(playerLasers, xpos+5, 130, 10, false, 1, true)
- end
- function draw_balls_and_lasers()
- for k,ball in pairs(balls) do
- circ(ball.x, ball.y, 1, 12)
- ball.x = ball.x + ball.vx
- ball.y = ball.y + ball.vy
- check_ball_collisions(ball)
- -- wall bounce
- if ball.x <= 0 or ball.x >= 240 then
- ball.vx = ball.vx * -1
- end
- if ball.y <= 0 then
- ball.vy = ball.vy * -1
- end
- -- prune the fallen boyz
- if ball.y >= ypos + 2 then
- table.remove(balls, k)
- end
- end
- end
- function check_ball_collisions(ball)
- for row=0,num_rows-1 do
- for col=0,num_cols-1 do
- blockVal = blocks[row][col]
- if blockVal > 0 then
- if ball.x >= col * blockWidth and ball.x <= col * blockWidth + blockWidth then
- if ball.y >= row * blockHeight and ball.y <= row * blockHeight + blockHeight then
- if row * blockHeight - ball.y <= 1 or row * blockHeight + blockHeight - ball.y <= 1 then
- ball.vy = ball.vy * -1
- blocks[row][col] = blockVal - 1
- else
- ball.vx = ball.vx * -1
- blocks[row][col] = blockVal - 1
- end
- end
- end
- end
- end
- end
- end
- function draw_blocks()
- for row=0,num_rows-1 do
- for col=0,num_cols-1 do
- blockVal = blocks[row][col]
- colorCursor = 1
- printPos = col * blockWidth + 8
- if blockVal > 0 then
- if blockVal < 18 then
- colorCursor = colorCursor + 1
- end
- if blockVal < 14 then
- colorCursor = colorCursor + 1
- end
- if blockVal < 9 then
- colorCursor = colorCursor + 1
- printPos = col * blockWidth + 10
- end
- rect(col * blockWidth, row * blockHeight, blockWidth, blockHeight, colorCursor)
- print(blockVal, printPos, row * blockHeight + 4, 0, false, 1, true)
- end
- end
- end
- end
- function draw_debug()
- print(angle, 2, 130, 5, false, 1, true)
- print(playerBalls, 18, 130, 5, false, 1, true)
- print(#balls, 24, 130, 5, false, 1, true)
- print(launchMode, 34, 130, 5, false, 1, true)
- print(launchBallTimer, 64, 130, 5, false, 1, true)
- end
- -- P1 starts at 0; for players up to P4 add 8 to the ID value
- -- U D L R, A B X Y -> 0 1 2 3, 4 5 6 7
- function handle_input()
- -- move faster
- if btn(5) then
- angleSpeed=initialAngleSpeed + initialAngleSpeed * 0.5
- else
- angleSpeed=initialAngleSpeed
- end
- -- move slower
- if btn(6) then
- angleSpeed=initialAngleSpeed * 0.3
- else
- angleSpeed=initialAngleSpeed
- end
- if btnp(4) then
- launchMode = true
- end
- if btn(2) then
- angle=angle-angleSpeed
- end
- if btn(3) then
- angle=angle+angleSpeed
- end
- -- clamp angle values
- if angle < angleMin then
- angle=angleMin-angleSpeed
- end
- if angle > angleMax then
- angle=angleMax
- end
- end
- -- run this stuff for init
- generate_grid()
- function TIC()
- cls(0)
- if launchMode then
- if launchBalls > 0 then
- if launchBallTimer == 0 then
- launchBallTimer = ballGapTime
- launch_ball()
- end
- launchBallTimer = launchBallTimer - 1
- end
- if launchLasers > 0 then
- if launchBallTimer == 0 then
- launchLaserTimer = ballGapTime
- launch_laser()
- end
- launchLaserTimer = launchLaserTimer - 1
- end
- draw_balls_and_lasers()
- -- if we're outta balls, turn off launchMode
- if #balls == 0 then
- launchMode = false
- launchBallTimer = 0
- launchLaserTimer = 0
- -- temp
- launchBalls = playerBalls
- end
- else
- handle_input()
- draw_preview()
- end
- draw_blocks()
- draw_debug()
- t=t+1
- end
- -- <TILES>
- -- 001:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
- -- 002:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
- -- 003:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
- -- 004:0000000000ccc0000ccccc000ccccc000ccccc0000ccc0000000000000000000
- -- </TILES>
- -- <WAVES>
- -- 000:00000000ffffffff00000000ffffffff
- -- 001:0123456789abcdeffedcba9876543210
- -- 002:0123456789abcdef0123456789abcdef
- -- </WAVES>
- -- <SFX>
- -- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
- -- </SFX>
- -- <PALETTE>
- -- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
- -- </PALETTE>
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