Added game file
This commit is contained in:
+637
@@ -0,0 +1,637 @@
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pico-8 cartridge // http://www.pico-8.com
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version 43
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__lua__
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-- global
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function _init()
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frame_time = 0.01666666666
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state_menu = "menu"
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state_play = "play"
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set_state(state_menu)
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end
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function _update60()
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if state == state_menu then
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menu_update()
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elseif state == state_play then
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map_update()
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player_update()
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enemies_update()
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ufo_update()
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end
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end
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function _draw()
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cls(1)
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if state == state_menu then
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menu_draw()
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elseif state == state_play then
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map_draw()
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player_draw()
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enemies_draw()
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ufo_draw()
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end
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end
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function set_state(st)
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state = st
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music(-1, 100)
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if state == state_menu then
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menu_init()
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elseif state == state_play then
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map_init()
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player_init()
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enemies_init()
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ufo_init()
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end
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end
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function sp2m(sp)
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return (sp+4)/8
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end
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function is_collide(e1,e2)
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return e2.x+e2.sx > e1.x and
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e1.x+e1.sx > e2.x and
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e2.y+e2.sy > e1.y and
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e1.y+e1.sy > e2.y
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end
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-->8
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-- player
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function player_init()
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pl = {
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x = 0,
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y = 0,
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sx = 8,
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sy = 8,
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sp = 0x1,
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lives = 3,
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speed = 0,
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m_speed = 1.0,
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accel = 0.25,
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sp_speed = 0.25,
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at_tm = 0.0,
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at_delay = 0.5,
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proj_speed = 2,
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projs = {},
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score = 0,
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can_shoot = false,
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}
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pl_reset_pos()
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end
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function player_update()
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if btn(⬅️) then
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pl.speed -= pl.accel
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pl.sp -= pl.sp_speed
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elseif btn(➡️) then
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pl.speed += pl.accel
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pl.sp += pl.sp_speed
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else
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if pl.speed < 0 then
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pl.speed += pl.accel
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elseif pl.speed > 0 then
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pl.speed -= pl.accel
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end
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end
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local m_speed = btn(🅾️) and
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pl.m_speed*2 or pl.m_speed
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pl.speed = mid(-m_speed,
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pl.speed, m_speed)
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pl.x += pl.speed
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pl.x = mid(0, pl.x, 120)
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if pl.sp < 1 then
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pl.sp += 2
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elseif pl.sp >= 3.0 then
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pl.sp -= 2
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end
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if btn(❎) then
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if pl.can_shoot and
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pl.at_tm <= 0 then
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pl_attack()
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end
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else
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pl.can_shoot = true
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end
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if pl.at_tm > 0 then
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pl.at_tm -= frame_time
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end
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for proj in all(pl.projs) do
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pl_proj_update(proj)
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end
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end
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function player_draw()
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for proj in all(pl.projs) do
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spr(proj.sp, proj.x, proj.y)
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end
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spr(pl.sp, pl.x, pl.y)
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if pl.at_tm <= 0 then
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spr(0x3, pl.x, pl.y)
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end
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rectfill(0, 0, 128, 7, 6)
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for i = 1,pl.lives do
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spr(0x1, 9*i - 8, -1)
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end
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print(
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sub("000000"..pl.score, -6),
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103, 1, 13)
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end
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function pl_attack()
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pl.at_tm = pl.at_delay
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local proj = {
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sp = 0x4,
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x = flr(pl.x)+3,
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y = flr(pl.y),
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sx = 2,
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sy = 2,
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}
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add(pl.projs, proj)
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sfx(0)
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end
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function pl_proj_update(proj)
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proj.y -= pl.proj_speed
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if proj.y < -8 or
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map_damage(proj) or
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en_damage(proj) or
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ufo_damage(proj) then
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del(pl.projs, proj)
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end
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end
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function pl_damage(proj)
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if is_collide(proj, pl) then
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pl.lives -= 1
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if pl.lives > 0 then
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pl_reset_pos()
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sfx(4)
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else
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set_state(state_menu)
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sfx(5)
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end
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return true
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end
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return false
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end
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function pl_reset_pos()
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pl.x = 60
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pl.y = 119
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end
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-->8
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-- map
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function map_init()
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map_c = 6
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map_areas = {}
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foreach(get_shelter(19, 107),
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function(v)
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add(map_areas, v) end)
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foreach(get_shelter(49, 107),
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function(v)
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add(map_areas, v) end)
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foreach(get_shelter(79, 107),
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function(v)
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add(map_areas, v) end)
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foreach(get_shelter(109, 107),
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function(v)
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add(map_areas, v) end)
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end
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function map_update()
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end
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function map_draw()
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map()
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--rectfill(0, 104, 128, 127, 12)
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--rectfill(0, 127, 128, 128, 5)
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for a in all(map_areas) do
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for i = 0, 15 do
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if a.v & (1 << i) != 0 then
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local x = a.x+i%4
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local y = a.y+i\4
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pset(x, y, map_c)
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end
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end
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end
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end
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function map_damage(proj)
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local is_collided = false
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for a in all(map_areas) do
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if is_collide(a, proj) and
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a.v != 0 then
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for i = 0, 15 do
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if a.v & (1 << i) != 0 then
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local p = {
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x = a.x+i%4,
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y = a.y+i\4,
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sx = 1,
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sy = 1,
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}
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if is_collide(p,proj) then
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a.v &= ~(1 << i)
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is_collided = true
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end
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end
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end
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end
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end
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return is_collided
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end
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function get_area(ax, ay, av)
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return {
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x = ax,
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y = ay,
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sx = 4,
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sy = 4,
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v = av,
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}
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end
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function get_shelter(x, y)
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return {
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get_area(x-10, y, 0xec80),
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get_area(x-6, y, 0xfffe),
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get_area(x-2, y, 0xffff),
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get_area(x+2, y, 0xfff7),
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get_area(x+6, y, 0x7310),
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get_area(x-10, y+4, 0xffff),
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get_area(x-6, y+4, 0xffff),
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get_area(x-2, y+4, 0xffff),
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get_area(x+2, y+4, 0xffff),
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get_area(x+6, y+4, 0xffff),
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get_area(x-10, y+8, 0xffff),
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get_area(x-6, y+8, 0x0013),
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get_area(x+2, y+8, 0x008c),
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get_area(x+6, y+8, 0xffff),
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}
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end
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-->8
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-- enemies
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function enemies_init()
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en = {
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mv_left = true,
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mv_speed = 0.025,
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mv_speed_inc = 0.01,
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mv_speed_inc_inc = 0.0005,
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descent_speed = 1.0,
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descent_speed_inc = 0.03,
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at_tm = 1.0,
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at_delay = 1.5,
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at_delay_dec = -0.01,
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proj_speed = 1,
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projs = {},
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}
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enemies = {}
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local row = 1
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for ly = 9, 60, 9 do
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local en_row = {}
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for lx = 17, 102, 8 do
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local enemy = {
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x = lx,
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y = ly,
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sx = 8,
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sx = (ly<21) and 8
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or (ly<38) and 6 or 4,
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sy = 8,
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sp = (ly<21) and 0x22
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or (ly<38) and 0x21
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or 0x20,
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}
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add(en_row, enemy)
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end
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enemies[row] = en_row
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row += 1
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end
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end
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function enemies_update()
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if en.at_tm > 0 then
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en.at_tm -= frame_time
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end
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en_move()
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if en.at_tm <= 0 then
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en.at_tm = en.at_delay
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en_attack()
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end
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for proj in all(en.projs) do
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en_proj_update(proj)
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end
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end
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function enemies_draw()
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for proj in all(en.projs) do
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spr(proj.sp, proj.x, proj.y)
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end
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for row in all(enemies) do
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for e in all(row) do
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spr(e.sp, e.x, e.y)
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end
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end
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end
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function en_move()
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if en.mv_left then
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if en_can_mv_side(true) then
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en_mv_side(-en.mv_speed)
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else
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en_mv_down()
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en.mv_left = false
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end
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else
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if en_can_mv_side(false) then
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en_mv_side(en.mv_speed)
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else
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en_mv_down()
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en.mv_left = true
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end
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end
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end
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function en_attack()
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local e = en_random()
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if e == nil then
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sfx(6)
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set_state(state_menu)
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return
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end
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sfx(2)
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local proj = {
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sp = 0x24,
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x = flr(e.x)+3,
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y = flr(e.y),
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sx = 2,
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sy = 2,
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}
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add(en.projs, proj)
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end
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function en_mv_side(speed)
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for i = 1,#enemies do
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for e in all(enemies[i]) do
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e.x += speed
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end
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end
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end
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function en_mv_down()
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sfx(3)
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for i = 1,#enemies do
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for e in all(enemies[i]) do
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e.y += flr(en.descent_speed)
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if e.y > 101 then
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sfx(8)
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set_state(state_menu)
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elseif e.y > 96 then
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sfx(9)
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end
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end
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end
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end
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function en_can_mv_side(left)
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for row in all(enemies) do
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if #row != 0 then
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if (left and
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row[1].x <= 0) or
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(not left and
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row[#row].x >= 120) then
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return false
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end
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end
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end
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return true
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end
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function en_proj_update(proj)
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proj.y += en.proj_speed
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if proj.y > 128 or
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map_damage(proj) or
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pl_damage(proj) then
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del(en.projs, proj)
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end
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end
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function en_random()
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local rows = {}
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for row in all(enemies) do
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if #row != 0 then
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add(rows, row)
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end
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end
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if #rows == 0 then
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return nil
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end
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return rnd(rnd(rows))
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end
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function en_damage(proj)
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for row in all(enemies) do
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for e in all(row) do
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if is_collide(proj, e) then
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en.mv_speed +=
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en.mv_speed_inc
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en.mv_speed_inc +=
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en.mv_speed_inc_inc
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en.at_delay +=
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en.at_delay_dec
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en.descent_speed +=
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en.descent_speed_inc
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pl.score +=
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e.sp==0x20 and 25 or
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e.sp==0x21 and 100 or 250
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del(row, e)
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sfx(1)
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return true
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end
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end
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end
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return false
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end
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-->8
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-- menu
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function menu_init()
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menu_text = "press ❎ to play"
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can_select = false
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end
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function menu_update()
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if btn(❎) then
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if can_select then
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set_state(state_play)
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end
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else
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can_select = true
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end
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end
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function menu_draw()
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print(menu_text, 32, 60, 6)
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end
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-->8
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-- ufo
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function ufo_init()
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ufo = {
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exists = false,
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x = 60,
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y = 7,
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sx = 8,
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sy = 4,
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dir = 1,
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speed = 0.25,
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speed_inc = 0.1,
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tm = 15.0,
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delay = 10.0,
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delay_dec = -1.0,
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score = 2500,
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score_inc = 1000,
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}
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end
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function ufo_update()
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if ufo.exists then
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ufo.x += ufo.speed * ufo.dir
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if ufo.x < -16 or
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ufo.x > 136 then
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uf_remove()
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end
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elseif ufo.tm > 0 then
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ufo.tm -= frame_time
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if ufo.tm <= 0 then
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ufo.tm = ufo.delay
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ufo.delay += ufo.delay_dec
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uf_spawn()
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end
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end
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end
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function ufo_draw()
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if ufo.exists then
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spr(0x1f, ufo.x, ufo.y)
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end
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end
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function uf_spawn()
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ufo.exists = true
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if rnd(1) < 0.5 then
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ufo.x = -16
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ufo.dir = 1
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else
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ufo.x = 136
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ufo.dir = -1
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end
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music(0)
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end
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function ufo_damage(proj)
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if ufo.exists and
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is_collide(proj, ufo) then
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uf_remove()
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pl.score += ufo.score
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ufo.speed += ufo.speed_inc
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ufo.score += ufo.score_inc
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sfx(7)
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return true
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end
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return false
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end
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||||
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||||
function uf_remove()
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ufo.exists = false
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music(-1, 100)
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end
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__gfx__
|
||||
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__music__
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||||
03 0a424344
|
||||
|
||||
Reference in New Issue
Block a user