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- -- title: einhander
- -- author: pixelbath
- -- desc: one-handed
- -- script: lua
- -- TODO:
- -- configurable controls
- -- cannon: more animation when firing
- -- gun transition sprites
- -- enemy collisions
- -- ammo counting
- seed=12345
- player={
- x=20, y=50,
- inv=0,
- show=1,
- fire=0,
- gun_down=0,
- gun_anim=0,
- gun_held=0,
- is_firing=0,
- big_gun_cooldown=0,
- }
- gunsprites={
- 292, -- vulcan
- 294, -- cannon
- 296, -- spreader
- 298, -- wasp
- 300, -- grenade
- 302, -- hedgehog
- }
- gunnames={
- {324, "V", "ULCAN"},
- {325, "C", "ANNON"},
- {326, "S", "PREADER"},
- {327, "W", "ASP"},
- {328, "G", "RENADE"},
- {329, "H", "EDGEHOG"},
- }
- vulcanMuzzleSprites={
- 264, 266, 280
- }
- shellParticles={}
- -- particles are just white pixels by default
- for i=1,15 do
- table.insert(shellParticles, {x=0,y=0,vx=0,vy=0,age=0,dieAt=0,color=12,idx=0,isPixel=true})
- end
- particlePointer=1 -- points at the next particle to be spawned
- weaponBgSize=16--12
- weaponBgTimer=0
- weaponAmmo=3000
- p_bullets = {}
- p_big_bullets = {}
- multiplier = 12
- multiplier_sub = 0
- multiplier_tick = 0
- score = 25000
- active_enemies={}
- t=0
- math.randomseed(seed)
- function drawParallelogram(x, y, w, h, skewpx, color)
- tri(x+skewpx, y, x+w, y+h, x, y+h, color)
- tri(x+skewpx, y, x+w, y+h, x+w+skewpx, y, color)
- end
- function spawnPixelParticle(x, y, vx, vy, age, dieAt, color)
- local p = shellParticles[particlePointer]
- p.x = x
- p.y = y
- p.vx = vx
- p.vy = vy
- p.age = age
- p.dieAt = dieAt
- p.color = color
- p.isPixel = true
- particlePointer = particlePointer + 1
- if particlePointer > 15 then particlePointer = 1 end
- end
- function spawnSpriteParticle(x, y, vx, vy, age, dieAt, index)
- local p = shellParticles[particlePointer]
- p.x = x
- p.y = y
- p.vx = vx
- p.vy = vy
- p.age = age
- p.dieAt = dieAt
- p.idx = index
- p.isPixel = false
- particlePointer = particlePointer + 1
- if particlePointer > 15 then particlePointer = 1 end
- end
- function spawnEnemySprite(x, y, age, type)
- local e = {}
- e.hp = 0
- e.hp_shield = 0
- e.x = x
- e.y = y
- e.age = age
- e.type = type
- if type == 1 then
- e.hp = 100
- e.hp_shield = 50
- end
- table.insert(active_enemies, e)
- end
- spawnEnemySprite(150, 50, 0, 1)
- function updateEnemies()
- for i=1,#active_enemies do
- local e = active_enemies[i]
-
- -- car - medium
- if e.type == 1 then
- end
- e.age = e.age + 1
- end
- end
- function drawEnemies()
- for i=1,#active_enemies do
- local e = active_enemies[i]
-
- -- car - medium
- if e.type == 1 then
- -- shield
- spr(352, e.x, e.y, 0, 1, 0, 0, 2, 1)
- -- body
- spr(354, e.x + 6, e.y, 0, 1, 0, 0, 3, 1)
- end
- end
- end
- function drawPlayer()
- if (player.show) then
- -- arm
- if player.gun_anim > 0 then
- --spr(260, player.x+12, player.y+11, 0, 1, 0, 3, 2, 1)
- else
- if player.gun_down then
- spr(260, player.x+12, player.y+11, 0, 1, 0, 0, 2, 1)
- else
- spr(260, player.x+12, player.y-2, 0, 1, 2, 0, 2, 1)
- end
- end
- -- ship
- spr(256, player.x, player.y, 0, 1, 0, 0, 4, 2)
- end
- -- draw regular bullets
- for key,val in ipairs(p_bullets) do
- spr(262, val.x, val.y, 0)
- end
- -- draw big bullets
- for key,val in ipairs(p_big_bullets) do
- local spritenum = 0
- if val.type == 2 then spritenum = 282 end
- if val.type == 3 then spritenum = 267 end
- spr(spritenum, val.x, val.y, 0)
- end
- -- custom routines depending on gun held
- if player.gun_held > 0 then
- local gunsprite = gunsprites[player.gun_held]
- local gunpos = player.y - 2
- if player.gun_down then
- gunsprite = gunsprite + 16
- gunpos = gunpos + 14
- end
- if player.gun_anim > 0 then
- spr(gunsprite, player.x+3, gunpos, 0, 1, 0, 3, 2, 1)
- else
- spr(gunsprite, player.x+12, gunpos, 0, 1, 0, 0, 2, 1)
- end
-
- -- vulcan
- if player.gun_held == 1 then
- local flipfire = 0
- local muzzleIdx = math.random(0,3)
- if math.random(1, 2) == 2 then
- flipfire = 2
- end
- if player.fire == 0 then
- player.fire = 2
- else
- player.fire = player.fire - 1
- end
- -- not tracking individual bullets with vulcan
- -- begin dakka
- if player.is_firing > 0 then
- if muzzleIdx > 0 then
- if player.gun_down then
- spr(vulcanMuzzleSprites[muzzleIdx], player.x + 27, player.y + 14, 0, 1, flipfire, 0, 2, 1)
- else
- spr(vulcanMuzzleSprites[muzzleIdx], player.x + 28, player.y - 2, 0, 1, flipfire, 0, 2, 1)
- end
- end
- if t % 10 == 0 then
- local randFactor = math.random(10,100)
- local spawnOffsetY = 1
- local lineStart = math.random(player.x+20, 260)
- if player.gun_down then
- spawnOffsetY = 18
- -- vulcan tilts downward so we get to do trig! yay!
- lineStart = lineStart - player.x
- local angle = 8
- local radius2 = lineStart+38
- local c = math.cos(angle * math.pi / 180)
- local s = math.sin(angle * math.pi / 180)
- line(c * lineStart + player.x + 18, s * lineStart + player.y + 17, c * radius2 + player.x + 18, s * radius2 + player.y + 17, 14)
- else
- line(lineStart, player.y+1, lineStart+40, player.y+1, 14)
- end
- -- shells
- spawnPixelParticle(player.x+14, player.y+spawnOffsetY, -0.2, -0.6 + (randFactor / 100), 0, 50, 15)
- end
- end
- -- update shells with light gravity
- for i=1,#shellParticles do
- local p = shellParticles[i]
- p.vy = p.vy + 0.1
- end
- end
- -- cannon
- if player.gun_held == 2 then
- if player.fire == 0 then
- player.fire = 30
- else
- player.fire = player.fire - 1
- end
- -- todo: move to update()
- for i=1, #p_big_bullets do
- if p_big_bullets[i].x < 250 then
- p_big_bullets[i].x = p_big_bullets[i].x + 10
- end
- end
- end
- end
- for i=1,#shellParticles do
- local p = shellParticles[i]
- if p.age < p.dieAt then
- if p.isPixel then
- pix(p.x, p.y, p.color)
- else
- spr(p.idx, p.x, p.y)
- end
- end
- end
- if player.gun_anim > 0 then player.gun_anim = player.gun_anim - 1 end
- end
- function drawUI()
- -- weapon bg
- -- spr(322, 4, 114, 0, 1, 0, 0, 1, 2)
- -- rect(12, 114, 8, 16, 6)
- -- spr(323, 20, 114, 0, 1, 0, 0, 1, 2)
- drawParallelogram(6, 115, weaponBgSize, 12, 6, 6)
- -- selected weapon
- if player.gun_held > 0 then
- local lettersprite = gunnames[player.gun_held][1]
- local guntext = gunnames[player.gun_held][3]
- spr(lettersprite, 14, 118, 0, 1)
- print(guntext, 24, 122, 12, true, 1, true)
- print(weaponAmmo, 12, 129, 12, true, 1, true)
- end
- -- multiplier
- -- TODO: need to do multipliers over 10, so the X needs to move left when that happens
- spr(340, 164, 114, 0)
- --spr(340 + multiplier, 172, 113, 0)
- spr(330, 180, 114, 0, 1, 0, 0, 4, 1)
- spr(331, 212, 114, 0, 1, 0, 0, 3, 1)
- spr(334, 236, 114, 0, 1)
- if multiplier_sub > 0 then
- for i = 1, multiplier_sub do
- spr(335, 177 + (i * 6), 114, 0)
- end
- end
-
- -- score
- local scorestring = tostring(score)
- for i = 1, #scorestring do
- local char = scorestring:sub(i, i)
- local numsprite = 340 + tonumber(char)
- -- this is a hack because I ordered the numbers weirdly
- if char == "0" then numsprite = 350 end
- spr(numsprite, (230 - (8 * #scorestring)) + (i * 8), 123, 0)
- end
- end
- function drawWater(waterHeight)
- -- TODO: ripples, distortion
- for i=0,waterHeight-1 do
- local row = (135 - i - waterHeight) * 120
- local rowDest = (135 + i - waterHeight + 1) * 120
- memcpy(rowDest, row, 120)
- end
- end
- -- shiftValue 1, 0, -1, -2 From brightest to darkest, respectively. 0 is no change
- function filterColor(inputColor, shiftValue)
- if shiftValue == 0 then return end
- end
- function drawDebug()
- -- print("p.gdown: " .. tostring(player.gun_down), 5, 5, 12, true, 1, true)
- -- print("spr: " .. tostring(vulcanMuzzleSprites[player.fire + 1]), 5, 13, 12, true, 1, true)
- end
- function update()
- if btn(0) then
- if player.y > 0 then
- player.y=player.y-2
- end
- end
- if btn(1) then
- if player.y < 120 then
- player.y=player.y+2
- end
- end
- if btn(2) then
- if player.x > 1 then
- player.x=player.x-2
- end
- end
- if btn(3) then
- if player.x < 216 then
- player.x=player.x+2
- end
- end
- -- A: fire main gun
- if btn(4) then
- if player.fire == 0 then
- player.fire = 5
- table.insert(p_bullets, {x=player.x+10, y=player.y+2})
- else
- player.fire = player.fire - 1
- end
- end
- -- B: fire accessory gun
- if btn(5) then
- if player.gun_held == 1 then
- player.is_firing = 1
- end
- if player.gun_held == 2 then
- -- controlled by cooldown (or semi-auto)
- if player.is_firing == 1 then player.is_firing = 0 end
- if player.big_gun_cooldown == 0 then
- player.big_gun_cooldown = 30
- player.is_firing = 1
- else
- player.big_gun_cooldown = player.big_gun_cooldown - 1
- player.is_firing = 0
- end
- if player.is_firing == 1 then
- table.insert(p_big_bullets, {x=player.x+12, y=player.y+6, type=player.gun_held})
- end
- end
- else
- player.big_gun_cooldown = 0
- player.is_firing = 0
- end
- -- X: switch arm
- if btnp(6) then
- player.gun_down = not player.gun_down
- player.gun_anim = 1
- end
- -- Y: swap weapon (debug)
- if btnp(7) then
- player.gun_held = player.gun_held + 1
- if player.gun_held > 6 then player.gun_held = 0 end
- end
- for key,val in ipairs(p_bullets) do
- p_bullets[key].x = p_bullets[key].x + 8
- if val.x > 240 then
- table.remove(p_bullets, key)
- end
- end
- for key,val in ipairs(p_big_bullets) do
- p_big_bullets[key].x = p_big_bullets[key].x + 8
- if val.x > 240 then
- table.remove(p_big_bullets, key)
- end
- end
- for i=1,#shellParticles do
- local p = shellParticles[i]
- p.x = p.x + p.vx
- p.y = p.y + p.vy
- p.age = p.age + 1
- end
- t=t+1
- end
- function TIC()
- update()
- cls(0)
- drawPlayer()
- drawEnemies()
- -- drawWater(10)
- drawUI()
- drawDebug()
- end
- -- <TILES>
- -- 000:00ffffff00ffffff00ffffff00ffffff00ffffff00ffffff00ffffff00ffffff
- -- 001:ffffffeeffffffeeffffffeeffffffeeffffffeeffffffeeffffffeeffffffee
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- -- 007:eee00000e0e00000efe00000f0f0fff0f0f0f0f000f000000000000000000000
- -- 016:ffffffffffffffffffffffffffbbbffbffbbbffbffffffffffffffffffffffff
- -- 017:ffffffffffffffffffffffffbbffffffbbffffffffffffffffffffffffffffff
- -- 020:0000000000000000000000000099008800aa0088009a00880088000000000000
- -- 021:000000000000000000000000009a00aa00aa00aa009900990088008800000000
- -- 022:0000000000000000000000000099009900aa00a900aa00aa0088008800000000
- -- 023:000000000000000000000000009a009a00aa009a009900990088008800000000
- -- 033:ffffffffffffffffffffffffbbf888ffbbf888fbffffffffffffffffffffffff
- -- </TILES>
- -- <SPRITES>
- -- 000:04488a844488aaaa4889999a00000d99000000d90000000d0000000000000000
- -- 001:48000000889aa000aa889aa09aaa899a99aaa884999aa8430d99a43f00d999ff
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- -- 060:0000000000000000000dd000006665dd006ed6ee007ee600007eff0000000000
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- -- 069:00ccccc00cc000c00c0000000c0000000c0000000c0000000cc000c000ccccc0
- -- 070:00ccccc00cc000000c0000000ccccc0000000cc0000000c000000cc00ccccc00
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- -- 084:000000000c000c0000c0c000000c000000c0c0000c000c000000000000000000
- -- 085:00000000000ccc000000cc000000cc000000cc000000cc000000cc000000cc00
- -- 086:00000000000ccc0000c00cc000000cc00000cc00000cc00000cc000000ccccc0
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- -- 088:00000000000ccc0000cccc0000c0cc000cc0cc000c00cc000cccccc00000cc00
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- -- 099:00000000000000cc00000bdbddd0bddeeeeddddfee9999998811222200000222
- -- 100:0000000000000000000ddb00fffee000bfcfa000999999003333334022222224
- -- </SPRITES>
- -- <MAP>
- -- 006:000000000112010110000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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- -- 016:000000000101120110000000714161410000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
- -- </MAP>
- -- <WAVES>
- -- 000:00000000ffffffff00000000ffffffff
- -- 001:012345678acdeeffffeedca876543210
- -- 002:0123456789abcdef0123456789abcdef
- -- 003:ff000000000000000ff0000000000000
- -- 004:01234000000000000000000000000000
- -- </WAVES>
- -- <SFX>
- -- 000:01000101010201020101010f010e010e010f0101010201020101010f010e010e010f0101010201020101010f010e010e010f0101010201020101010f6020000000f9
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- -- </SFX>
- -- <PATTERNS>
- -- 000:40002200000000003000000050003a00000000003000000040002200000000003000000050003a000000000030000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
- -- </PATTERNS>
- -- <TRACKS>
- -- 000:1800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000002e0000
- -- </TRACKS>
- -- <PALETTE>
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- -- </PALETTE>
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