123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361 |
- -- 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={
- coyote_time=3,
- 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={},
- coyote_timer=-1,
- }
- 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
-
- local mapx = player.x // 8
- local mapy = player.y // 8
- debug:print("player: "..player.x..", "..player.y)
- debug:print("map: "..mapx..", "..mapy..": "..mget(mapx, mapy))
- -- 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.coyote_timer > 0 or 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
- if not player.is_jmp and player.coyote_timer == -1 then
- player.coyote_timer = config.coyote_time
- elseif player.coyote_timer == 0 then
- -- do nothing
- else
- player.coyote_timer = player.coyote_timer - 1
- end
- 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
- player.coyote_timer = -1
- 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
- -- <TILES>
- -- 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
- -- </TILES>
- -- <SPRITES>
- -- 000:008558000085580008aaa80008aaaa8008a88a8008a80a8008aa8aa808880880
- -- 001:008558000085580008aaa80008aaaa8008a88a808a800a808aa80aa888800880
- -- 002:0085580000855800008aa80008aaa80008a8880008a8a80008aa8a8008888800
- -- 003:008558000085580008aaa80008aaaa8008a88a8008aa8aa80888088000000000
- -- </SPRITES>
- -- <MAP>
- -- 005:000000200000000000000000000000000000000000000000000020000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
- -- 006:000000200000000010101000000000001010000000000000000020000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
- -- 007:000000200000000000000000000000000000000000000000000020000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
- -- 008:000000200000000000000000000000000000000000101010809020000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
- -- 009:000000200000000000000000000000000010000000000000819120000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
- -- 010:000000200040000000000000001010000000003040506070809020000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
- -- 011:000000203141000000100000000000000000003141516171819120000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
- -- 012:000000011010101010101010101010101010101010101010101001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
- -- </MAP>
- -- <WAVES>
- -- 000:00000000ffffffff00000000ffffffff
- -- 001:0123456789abcdeffedcba9876543210
- -- 002:0123456789abcdef0123456789abcdef
- -- </WAVES>
- -- <SFX>
- -- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
- -- </SFX>
- -- <TRACKS>
- -- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
- -- </TRACKS>
- -- <PALETTE>
- -- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
- -- </PALETTE>
|