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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,
- vx=0, vy=0,
- speed=1.5,
- 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)
- -- create a mapping for darkening palette colors
- -- note: this is for the default sweetie16 palette
- drk={[0]=0,0,1,2,3,6,7,15,0,8,9,10,13,14,15,0}
- 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//1+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)
- tm=time()/200
- for x=0,239 do
- for y=waterHeight,135 do
- -- introduce some wobble
- ox=x+2*math.sin(tm+y)
- oy=waterHeight-(y-waterHeight)-1
- oc=pix(ox,oy)
- -- darken reflected pixel
- pix(x,y,drk[oc])
- end
- 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()
- player.vx = 0
- player.vy = 0
- if btn(0) then
- player.vy=-player.speed
- end
- if btn(1) then
- player.vy=player.speed
- end
- if btn(2) then
- player.vx=-player.speed
- end
- if btn(3) then
- player.vx=player.speed
- end
- -- slow down diagonal movements
- if player.vx * player.vy ~= 0 then
- player.vx = player.vx * 0.707
- player.vy = player.vy * 0.707
- end
- player.x = player.x + player.vx
- player.y = player.y + player.vy
- if player.x < 5 then player.x = 5 end
- if player.x > 220 then player.x = 220 end
- if player.y < 5 then player.y = 5 end
- if player.y > 128 then player.y = 128 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(120)
- drawUI()
- drawDebug()
- end
- -- <TILES>
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- -- </TILES>
- -- <SPRITES>
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- -- </SPRITES>
- -- <MAP>
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- -- </MAP>
- -- <WAVES>
- -- 000:00000000ffffffff00000000ffffffff
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- -- </WAVES>
- -- <SFX>
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- -- </SFX>
- -- <PATTERNS>
- -- 000:40002200000000003000000050003a00000000003000000040002200000000003000000050003a000000000030000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
- -- </PATTERNS>
- -- <TRACKS>
- -- 000:1800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000002e0000
- -- </TRACKS>
- -- <PALETTE>
- -- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
- -- </PALETTE>
|