8-bit panda: Difference between revisions
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Find the cheat code ! | Find the cheat code ! | ||
At line 683 you find (finally) the TIC function (main entry point of the program). Notice that the first line is a call to CheckDbgMenu (line 693). The careful observer will be able to decode the "cheat code" for a "debug mode" of the game. TIP: Refer to the [https://github.com/nesbox/TIC-80/wiki/key-map key-map]. | |||
<source lang="lua" line> | <source lang="lua" line> | ||
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function Cos(a) return math.cos(a) end | function Cos(a) return math.cos(a) end | ||
</source> | </source> | ||
[[Category:TIC80]] |
Latest revision as of 20:24, 6 February 2021
TIC-80 game by Bruno Oliveira
- https://tic80.com/play?cart=188
- https://btco.itch.io/8-bit-panda
- https://github.com/btco/panda project on github
- https://medium.com/@btco_code/writing-a-platformer-for-the-tic-80-virtual-console-6fa737abe476
Find the cheat code !
At line 683 you find (finally) the TIC function (main entry point of the program). Notice that the first line is a call to CheckDbgMenu (line 693). The careful observer will be able to decode the "cheat code" for a "debug mode" of the game. TIP: Refer to the key-map.
-- title: 8 Bit Panda
-- author: Bruno Oliveira
-- desc: A panda platformer
-- script: lua
-- saveid: eightbitpanda
--
-- WARNING: this file must be kept under
-- 64kB (TIC-80 limit)!
NAME="8-BIT PANDA"
C=8
ROWS=17
COLS=30
SCRW=240
SCRH=136
-- jump sequence (delta y at each frame)
JUMP_DY={-3,-3,-3,-3,-2,-2,-2,-2,
-1,-1,0,0,0,0,0}
-- swimming seq (implemented as a "jump")
SWIM_JUMP_DY={-2,-2,-1,-1,-1,-1,0,0,0,0,0}
RESURF_DY={-3,-3,-2,-2,-1,-1,0,0,0,0,0}
-- attack sequence (1=preparing,
-- 2=attack,3=recovery)
ATK_SEQ={1,1,1,1,2,3,3,3}
-- die sequence (dx,dy)
DIE_SEQ={{-1,-1},{-2,-2},{-3,-3},{-4,-4},
{-5,-5},{-6,-5},{-7,-4},{-8,-3},{-8,-2},
{-8,1},{-8,3},{-8,5},{-8,9},{-8,13},
{-8,17},{-8,21},{-8,26},{-8,32},{-8,39}
}
-- display x coords in which
-- to keep the player (for scrolling)
SX_MIN=50
SX_MAX=70
-- entity/tile solidity
SOL={
NOT=0, -- not solid
HALF=1, -- only when going down,
-- allows movement upward.
FULL=2, -- fully solid
}
FIRE={
-- duration of fire powerup
DUR=1000,
-- time between successive fires.
INTERVAL=20,
-- offset from player pos
OFFY=2,OFFX=7,OFFX_FLIP=-2,
OFFX_PLANE=14,OFFY_PLANE=8,
-- projectile collision rect
COLL={x=0,y=0,w=3,h=3},
}
-- Tiles
-- 0: empty
-- 1-79: static solid blocks
-- 80-127: decorative
-- 128-239: entities
-- 240-255: special markers
T={
EMPTY=0,
-- platform that's only solid when
-- going down, but allows upward move
HPLAF=4,
SURF=16,
WATER=32,
WFALL=48,
TARMAC=52, -- (where plane can land).
-- sprite id above which tiles are
-- non-solid decorative elements
FIRST_DECO=80,
-- level-end gate components
GATE_L=110,GATE_R=111,
GATE_L2=142,GATE_R=143,
-- tile id above which tiles are
-- representative of entities, not bg
FIRST_ENT=128,
-- tile id above which tiles have special
-- meanings
FIRST_META=240,
-- number markers (used for level
-- packing and annotations).
META_NUM_0=240,
-- followed by nums 1-9.
-- A/B markers (entity-specific meaning)
META_A=254,
META_B=255
}
-- Autocomplete of tiles patterns.
-- Auto filled when top left map tile
-- is present.
TPAT={
[85]={w=2,h=2},
[87]={w=2,h=2},
[94]={w=2,h=2},
[89]={w=2,h=2},
}
-- solidity of tiles (overrides)
TSOL={
[T.EMPTY]=SOL.NOT,
[T.HPLAF]=SOL.HALF,
[T.SURF]=SOL.NOT,
[T.WATER]=SOL.NOT,
[T.WFALL]=SOL.NOT,
}
-- animated tiles
TANIM={
[T.SURF]={T.SURF,332},
[T.WFALL]={T.WFALL,333,334,335},
}
-- sprites
S={
PLR={ -- player sprites
STAND=257,
WALK1=258,
WALK2=259,
JUMP=273,
SWING=276,
SWING_C=260,
HIT=277,
HIT_C=278,
DIE=274,
SWIM1=267,SWIM2=268,
-- overlays for fire powerup
FIRE_BAMBOO=262, -- bamboo powerup
FIRE_F=265, -- suit, front
FIRE_P=266, -- suit, profile
FIRE_S=284, -- suit, swimming
-- overlays for super panda powerup
SUPER_F=281, -- suit, front
SUPER_P=282, -- suit, profile
SUPER_S=283, -- suit, swimming
},
EN={ -- enemy sprites
A=176,
B=177,
DEMON=178,
DEMON_THROW=293,
SLIME=180,
BAT=181,
HSLIME=182, -- hidden slime
DASHER=183,
VBAT=184,
SDEMON=185, -- snow demon
SDEMON_THROW=300,
PDEMON=188, -- plasma demon
PDEMON_THROW=317,
FISH=189,
FISH2=190,
},
-- crumbling block
CRUMBLE=193,CRUMBLE_2=304,CRUMBLE_3=305,
FIREBALL=179,
FIRE_1=263,FIRE_2=264,
LIFT=192,
PFIRE=263, -- player fire (bamboo)
FIRE_PWUP=129,
-- background mountains
BGMNT={DIAG=496,FULL=497},
SCRIM=498, -- also 499,500
SPIKE=194,
CHEST=195,CHEST_OPEN=311,
-- timed platform (opens and closes)
TPLAF=196,TPLAF_HALF=312,TPLAF_OFF=313,
SUPER_PWUP=130,
SIGN=197,
SNOWBALL=186,
FLAG=198,
FLAG_T=326, -- flag after taken
ICICLE=187, -- icicle while hanging
ICICLE_F=303, -- icicle falling
PLANE=132, -- plane (item)
AVIATOR=336, -- aviator sprite (3x2)
AVIATOR_PROP_1=339, -- propeller anim
AVIATOR_PROP_2=340, -- propeller anim
PLASMA=279, -- plasma ball
SICICLE=199, -- stone-themed icicle,
-- while hanging
SICICLE_F=319, -- stone-themed icicle,
-- while falling
FUEL=200, -- fuel item
IC_FUEL=332, -- icon for HUD
TINY_NUM_00=480, -- "00" sprite
TINY_NUM_50=481, -- "50" sprite
TINY_NUM_R1=482, -- 1-10, right aligned
-- food items
FOOD={LEAF=128,A=133,B=134,C=135,D=136},
SURF1=332,SURF2=333, -- water surface fx
-- world map tiles
WLD={
-- tiles that player can walk on
ROADS={13,14,15,30,31,46,47},
-- level tiles
LVL1=61,LVL2=62,LVL3=63,
LVLF=79, -- finale level
-- "cleared level" tile
LVLC=463,
},
-- Special EIDs that don't correspond to
-- sprites. ID must be > 512
POP=600, -- entity that dies immediately
-- with a particle effect
}
-- Sprite numbers also function as entity
-- IDs. For readability we write S.FOO
-- when it's a sprite but EID.FOO when
-- it identifies an entity type.
EID=S
-- anims for each entity ID
ANIM={
[EID.EN.A]={S.EN.A,290},
[EID.EN.B]={S.EN.B,291},
[EID.EN.DEMON]={S.EN.DEMON,292},
[EID.EN.SLIME]={S.EN.SLIME,295},
[EID.EN.BAT]={S.EN.BAT,296},
[EID.FIREBALL]={S.FIREBALL,294},
[EID.FOOD.LEAF]={S.FOOD.LEAF,288,289},
[EID.PFIRE]={S.PFIRE,264},
[EID.FIRE_PWUP]={S.FIRE_PWUP,306,307},
[EID.EN.HSLIME]={S.EN.HSLIME,297},
[EID.SPIKE]={S.SPIKE,308},
[EID.CHEST]={S.CHEST,309,310},
[EID.EN.DASHER]={S.EN.DASHER,314},
[EID.EN.VBAT]={S.EN.VBAT,298},
[EID.SUPER_PWUP]={S.SUPER_PWUP,320,321},
[EID.EN.SDEMON]={S.EN.SDEMON,299},
[EID.SNOWBALL]={S.SNOWBALL,301},
[EID.FOOD.D]={S.FOOD.D,322,323,324},
[EID.FLAG]={S.FLAG,325},
[EID.ICICLE]={S.ICICLE,302},
[EID.SICICLE]={S.SICICLE,318},
[EID.PLANE]={S.PLANE,327,328,329},
[EID.EN.PDEMON]={S.EN.PDEMON,316},
[EID.PLASMA]={S.PLASMA,280},
[EID.FUEL]={S.FUEL,330,331},
[EID.EN.FISH]={S.EN.FISH,368},
[EID.EN.FISH2]={S.EN.FISH2,369},
}
PLANE={
START_FUEL=2000,
MAX_FUEL=4000,
FUEL_INC=1000,
FUEL_BAR_W=50
}
-- modes
M={
BOOT=0,
TITLE=1, -- title screen
TUT=2, -- instructions
RESTORE=3, -- prompting to restore game
WLD=4, -- world map
PREROLL=5, -- "LEVEL X-Y" banner
PLAY=6,
DYING=7, -- die anim
EOL=8, -- end of level
GAMEOVER=9,
WIN=10, -- beat entire game
}
-- collider rects
CR={
PLR={x=2,y=0,w=4,h=8},
AVIATOR={x=-6,y=2,w=18,h=10},
-- default
DFLT={x=2,y=0,w=4,h=8},
FULL={x=0,y=0,w=8,h=8},
-- small projectiles
BALL={x=2,y=2,w=3,h=3},
-- just top rows
TOP={x=0,y=0,w=8,h=2},
-- player attack
ATK={x=6,y=0,w=7,h=8},
-- what value to use for x instead if
-- player is flipped (facing left)
ATK_FLIP_X=-5,
FOOD={x=1,y=1,w=6,h=6},
}
-- max dist entity to update it
ENT_MAX_DIST=220
-- EIDs to always update regardless of
-- distance.
ALWAYS_UPDATED_EIDS={
-- lifts need to always be updated for
-- position determinism.
[EID.LIFT]=true
}
-- player damage types
DMG={
MELEE=0, -- melee attack
FIRE=1, -- fire from fire powerup
PLANE_FIRE=2, -- fire from plane
}
-- default palette
PAL={
[0]=0x000000, [1]=0x402434,
[2]=0x30346d, [3]=0x4a4a4a,
[4]=0x854c30, [5]=0x346524,
[6]=0xd04648, [7]=0x757161,
[8]=0x34446d, [9]=0xd27d2c,
[10]=0x8595a1, [11]=0x6daa2c,
[12]=0x1ce68d, [13]=0x6dc2ca,
[14]=0xdad45e, [15]=0xdeeed6,
}
-- music tracks
BGM={A=0,B=1,EOL=2,C=3,WLD=4,TITLE=5,
FINAL=6,WIN=7}
-- bgm for each mode (except M.PLAY, which
-- is special)
BGMM={
[M.TITLE]=BGM.TITLE,
[M.WLD]=BGM.WLD,
[M.EOL]=BGM.EOL,
[M.WIN]=BGM.WIN,
}
-- map data is organized in pages.
-- Each page is 30x17. TIC80 has 64 map
-- pages laid out as an 8x8 grid. We
-- number them in reading order, so 0
-- is top left, 63 is bottom right.
-- Level info.
-- Levels in the cart are packed
-- (RLE compressed). When a level is loaded,
-- it gets unpacked to the top 8 map pages
-- (0,0-239,16).
-- palor: palette overrides
-- pkstart: map page where packed
-- level starts.
-- pklen: length of level. Entire level
-- must be on same page row, can't
-- span multiple page rows.
LVL={
{
name="1-1",bg=2,
palor={},
pkstart=8,pklen=3,
mus=BGM.A,
},
{
name="1-2",bg=0,
palor={[8]=0x102428},
pkstart=11,pklen=2,
mus=BGM.B,
},
{
name="1-3",bg=2,
pkstart=13,pklen=3,
mus=BGM.C,
save=true,
},
{
name="2-1",bg=1,
palor={[8]=0x553838},
pkstart=16,pklen=3,
mus=BGM.A,
},
{
name="2-2",bg=0,
palor={[8]=0x553838},
pkstart=19,pklen=2,
snow={clr=2},
mus=BGM.B,
},
{
name="2-3",bg=1,
palor={[8]=0x553838},
pkstart=21,pklen=3,
mus=BGM.C,
save=true,
},
{
name="3-1",bg=2,
palor={[8]=0x7171ae},
pkstart=24,pklen=3,
snow={clr=10},
mus=BGM.A,
},
{
name="3-2",bg=0,
palor={[8]=0x3c3c50},
pkstart=27,pklen=2,
snow={clr=10},
mus=BGM.B,
},
{
name="3-3",bg=2,
palor={[8]=0x7171ae},
pkstart=29,pklen=3,
mus=BGM.C,
save=true,
},
{
name="4-1",bg=2,
palor={[2]=0x443c14,[8]=0x504410},
pkstart=32,pklen=3,
mus=BGM.A,
},
{
name="4-2",bg=2,
palor={[2]=0x443c14,[8]=0x504410},
pkstart=35,pklen=2,
mus=BGM.B,
},
{
name="4-3",bg=2,
palor={[2]=0x443c14,[8]=0x504410},
pkstart=37,pklen=3,
mus=BGM.C,
save=true,
},
{
name="5-1",bg=1,
palor={[8]=0x553838},
pkstart=40,pklen=3,
mus=BGM.A,
},
{
name="5-2",bg=1,
palor={[8]=0x553838},
pkstart=43,pklen=2,
mus=BGM.B,
},
{
name="5-3",bg=1,
palor={[8]=0x553838},
pkstart=45,pklen=3,
mus=BGM.C,
save=true,
},
{
name="6-1",bg=0,
palor={[8]=0x303030},
pkstart=48,pklen=3,
mus=BGM.FINAL,
snow={clr=8},
},
{
name="6-2",bg=0,
palor={[8]=0x303030},
pkstart=51,pklen=5,
mus=BGM.FINAL,
snow={clr=8},
},
}
-- length of unpacked level, in cols
-- 240 means the top 8 map pages
LVL_LEN=240
-- sound specs
SND={
KILL={sfxid=62,note=30,dur=5},
JUMP={sfxid=61,note=30,dur=4},
SWIM={sfxid=61,note=50,dur=3},
ATTACK={sfxid=62,note=40,dur=4},
POINT={sfxid=60,note=60,dur=5,speed=3},
DIE={sfxid=63,note=18,dur=20,speed=-1},
HURT={sfxid=63,note="C-4",dur=4},
PWUP={sfxid=60,note=45,dur=15,speed=-2},
ONEUP={sfxid=60,note=40,dur=60,speed=-3},
PLANE={sfxid=59,note="C-4",dur=70,speed=-3},
OPEN={sfxid=62,note="C-3",dur=4,speed=-2},
}
-- world map consts
WLD={
-- foreground tile page
FPAGE=61,
-- background tile page
BPAGE=62,
}
-- WLD point of interest types
POI={
LVL=0,
}
-- settings
Sett={
snd=true,
mus=true
}
-- game state
Game={
-- mode
m=M.BOOT,
-- ticks since mode start
t=0,
-- current level# we're playing
lvlNo=0,
lvl=nil, -- shortcut to LVL[lvlNo]
-- scroll offset in current level
scr=0,
-- auto-generated background mountains
bgmnt=nil,
-- snow flakes (x,y pairs). These don't
-- change, we just shift when rendering.
snow=nil,
-- highest level cleared by player,
-- -1 if no level cleared
topLvl=-1,
}
-- world map state
Wld={
-- points of interest (levels, etc)
pois={},
-- savegame start pos (maps start level
-- to col,row)
spos={},
plr={
-- start pos
x0=-1,y0=-1,
-- player pos, in pixels not row/col
x=0,y=0,
-- player move dir, if moving. Will move
-- until plr arrives at next cell
dx=0,dy=0,
-- last move dir
ldx=0,ldy=0,
-- true iff player facing left
flipped=false,
}
}
-- player
Plr={} -- deep-copied from PLR_INIT_STATE
PLR_INIT_STATE={
lives=3,
x=0,y=0, -- current pos
dx=0,dy=0, -- last movement
flipped=false, -- if true, is facing left
jmp=0, -- 0=not jumping, otherwise
-- it's the cur jump frame
jmpSeq=JUMP_DY, -- set during jump
grounded=false,
swim=false,
-- true if plr is near surface of water
surf=false,
-- attack state. 0=not attacking,
-- >0 indexes into ATK_SEQ
atk=0,
-- die animation frame, 0=not dying
-- indexes into DIE_SEQ
dying=0,
-- nudge (movement resulting from
-- collisions)
nudgeX=0,nudgeY=0,
-- if >0, has fire bamboo powerup
-- and this is the countdown to end
firePwup=0,
-- if >0 player has fired bamboo.
-- This is ticks until player can fire
-- again.
fireCd=0,
-- if >0, is invulnerable for this
-- many ticks, 0 if not invulnerable
invuln=0,
-- if true, has the super panda powerup
super=false,
-- if != 0, player is being dragged
-- horizontally (forced to move in that
-- direction -- >0 is right, <0 is left)
-- The abs value is how many frames
-- this lasts for.
drag=0,
-- the sign message (index) the player
-- is currently reading.
signMsg=0,
-- sign cycle counter: 1 when just
-- starting to read sign, increases.
-- when player stops reading sign,
-- decreases back to 0.
signC=0,
-- respawn pos, 0,0 if unset
respX=-1,respY=-1,
-- if >0, the player is on the plane
-- and this is the fuel left (ticks).
plane=0,
-- current score
score=0,
-- for performance, we keep the
-- stringified score ready for display
scoreDisp={text=nil,value=-1},
-- time (Game.t) when score last changed
scoreMt=-999,
-- if >0, player is blocked from moving
-- for that many frames.
locked=0,
}
-- max cycle counter for signs
SIGN_C_MAX=10
-- sign texts.
SIGN_MSGS={
[0]={
l1="Green bamboo protects",
l2="against one enemy attack.",
},
[1]={
l1="Yellow bamboo allows you to throw",
l2="bamboo shoots (limited time).",
},
[2]={
l1="Pick up leaves and food to get",
l2="points. 10,000 = extra life.",
},
[4]={
l1="Bon voyage!",
l2="Don't run out of fuel.",
},
}
-- entities
Ents={}
-- particles
Parts={}
-- score toasts
Toasts={}
-- animated tiles, for quick lookup
-- indexed by COLUMN.
-- Tanims[c] is a list of integers
-- indicating rows of animated tiles.
Tanims={}
function SetMode(m)
Game.m=m
Game.t=0
if m~=M.PLAY and m~=M.DYING and
m~=M.EOL then
ResetPal()
end
UpdateMus()
end
function UpdateMus()
if Game.m==M.PLAY then
PlayMus(Game.lvl.mus)
else
PlayMus(BGMM[Game.m] or -1)
end
end
function TIC()
CheckDbgMenu()
if Plr.dbg then
DbgTic()
return
end
Game.t=Game.t+1
TICF[Game.m]()
end
function CheckDbgMenu()
if not btn(6) then
Game.dbgkc=0
return
end
if btnp(0) then
Game.dbgkc=10+(Game.dbgkc or 0)
end
if btnp(1) then
Game.dbgkc=1+(Game.dbgkc or 0)
end
if Game.dbgkc==42 then Plr.dbg=true end
end
function Boot()
ResetPal()
WldInit()
SetMode(M.TITLE)
end
-- restores default palette with
-- the given overrides.
function ResetPal(palor)
for c=0,15 do
local clr=PAL[c]
if palor and palor[c] then
clr=palor[c]
end
poke(0x3fc0+c*3+0,(clr>>16)&255)
poke(0x3fc0+c*3+1,(clr>>8)&255)
poke(0x3fc0+c*3+2,clr&255)
end
end
function TitleTic()
ResetPal()
cls(2)
local m=MapPageStart(63)
map(m.c,m.r,30,17,0,0,0)
spr(S.PLR.WALK1+(time()//128)%2,16,104,0)
rect(0,0,240,24,5)
print(NAME,88,10)
rect(0,24,240,1,15)
rect(0,26,240,1,5)
rect(0,SCRH-8,SCRW,8,0)
print("github.com/btco/panda",60,SCRH-7,7)
if (time()//512)%2>0 then
print("- PRESS 'Z' TO START -",65,84,15)
end
RendSpotFx(COLS//2,ROWS//2,Game.t)
if btnp(4) then
SetMode(M.RESTORE)
end
end
function RestoreTic()
local saveLvl=pmem(0) or 0
if saveLvl<1 then
StartGame(1)
return
end
Game.restoreSel=Game.restoreSel or 0
cls(0)
local X=40
local Y1=30
local Y2=60
print("CONTINUE (LEVEL "..
LVL[saveLvl].name ..")",X,Y1)
print("START NEW GAME",X,Y2)
spr(S.PLR.STAND,X-20,
Iif(Game.restoreSel>0,Y2,Y1))
if btnp(0) or btnp(1) then
Game.restoreSel=
Iif(Game.restoreSel>0,0,1)
elseif btnp(4) then
StartGame(Game.restoreSel>0 and
1 or saveLvl)
end
end
function TutTic()
cls(0)
if Game.tutdone then
StartLvl(1)
return
end
local p=MapPageStart(56)
map(p.c,p.r,COLS,ROWS)
print("CONTROLS",100,10)
print("JUMP",56,55);
print("ATTACK",72,90);
print("MOVE",160,50);
print("10,000 PTS = EXTRA LIFE",60,110,3);
if Game.t>150 and 0==((Game.t//16)%2) then
print("- Press Z to continue -",60,130)
end
if Game.t>150 and btnp(4) then
Game.tutdone=true
StartLvl(1)
end
end
function WldTic()
WldUpdate()
WldRend()
end
function PrerollTic()
cls(0)
print("LEVEL "..Game.lvl.name,100,40)
spr(S.PLR.STAND,105,60)
print("X " .. Plr.lives,125,60)
if Game.t>60 then
SetMode(M.PLAY)
end
end
function PlayTic()
if Plr.dbgFly then
UpdateDbgFly()
else
UpdatePlr()
UpdateEnts()
UpdateParts()
DetectColl()
ApplyNudge()
CheckEndLvl()
end
AdjustScroll()
Rend()
if Game.m==M.PLAY then
RendSpotFx((Plr.x-Game.scr)//C,
Plr.y//C,Game.t)
end
end
function EolTic()
if Game.t>160 then
AdvanceLvl()
return
end
Rend()
print("LEVEL CLEAR",85,20)
end
function DyingTic()
Plr.dying=Plr.dying+1
if Game.t>100 then
if Plr.lives>1 then
Plr.lives=Plr.lives-1
SetMode(M.WLD)
else
SetMode(M.GAMEOVER)
end
else
Rend()
end
end
function GameOverTic()
cls(0)
print("GAME OVER!",92,50)
if Game.t>150 then
SetMode(M.TITLE)
end
end
function WinTic()
cls(0)
Game.scr=0
local m=MapPageStart(57)
map(m.c,m.r,
math.min(30,(Game.t-300)//8),17,0,0,0)
print("THE END!",100,
math.max(20,SCRH-Game.t//2))
print("Thanks for playing!",70,
math.max(30,120+SCRH-Game.t//2))
if Game.t%100==0 then
SpawnParts(PFX.FW,Rnd(40,SCRW-40),
Rnd(40,SCRH-40),Rnd(2,15))
end
UpdateParts()
RendParts()
if Game.t>1200 and btnp(4) then
SetMode(M.TITLE)
end
end
TICF={
[M.BOOT]=Boot,
[M.TITLE]=TitleTic,
[M.TUT]=TutTic,
[M.RESTORE]=RestoreTic,
[M.WLD]=WldTic,
[M.PREROLL]=PrerollTic,
[M.PLAY]=PlayTic,
[M.DYING]=DyingTic,
[M.GAMEOVER]=GameOverTic,
[M.EOL]=EolTic,
[M.WIN]=WinTic,
}
function StartGame(startLvlNo)
Game.topLvl=startLvlNo-1
Plr=DeepCopy(PLR_INIT_STATE)
-- put player at the right start pos
local sp=Wld.spos[startLvlNo] or
{x=Wld.plr.x0,y=Wld.plr.y0}
Wld.plr.x=sp.x
Wld.plr.y=sp.y
SetMode(M.WLD)
end
function StartLvl(lvlNo)
local oldLvlNo=Game.lvlNo
Game.lvlNo=lvlNo
Game.lvl=LVL[lvlNo]
Game.scr=0
local old=Plr
Plr=DeepCopy(PLR_INIT_STATE)
-- preserve lives, score
Plr.lives=old.lives
Plr.score=old.score
Plr.super=old.super
if oldLvlNo==lvlNo then
Plr.respX=old.respX
Plr.respY=old.respY
end
SetMode(M.PREROLL)
Ents={}
Parts={}
Toasts={}
Tanims={}
UnpackLvl(lvlNo,UMODE.GAME)
GenBgMnt()
GenSnow()
ResetPal(Game.lvl.palor)
AdjustRespawnPos()
end
function AdjustRespawnPos()
if Plr.respX<0 then return end
for i=1,#Ents do
local e=Ents[i]
if e.eid==EID.FLAG and e.x<Plr.respX then
EntRepl(e,EID.FLAG_T)
end
end
Plr.x=Plr.respX
Plr.y=Plr.respY
end
-- generates background mountains.
function GenBgMnt()
local MAX_Y=12
local MIN_Y=2
-- min/max countdown to change direction:
local MIN_CD=2
local MAX_CD=6
Game.bgmnt={}
RndSeed(Game.lvlNo)
local y=Rnd(MIN_Y,MAX_Y)
local dy=1
local cd=Rnd(MIN_CD,MAX_CD)
for i=1,LVL_LEN do
Ins(Game.bgmnt,{y=y,dy=dy})
cd=cd-1
if cd<=0 or y+dy<MIN_Y or y+dy>MAX_Y then
-- keep same y but change direction
cd=Rnd(MIN_CD,MAX_CD)
dy=-dy
else
y=y+dy
end
end
RndSeed(time())
end
function GenSnow()
if not Game.lvl.snow then
Game.snow=nil
return
end
Game.snow={}
for r=0,ROWS-1,2 do
for c=0,COLS-1,2 do
Ins(Game.snow,{
x=c*C+Rnd(-8,8),
y=r*C+Rnd(-8,8)
})
end
end
end
-- Whether player is on solid ground.
function IsOnGround()
return not CanMove(Plr.x,Plr.y+1)
end
-- Get level tile at given point
function LvlTileAtPt(x,y)
return LvlTile(x//C,y//C)
end
-- Get level tile.
function LvlTile(c,r)
if c<0 or c>=LVL_LEN then return 0 end
if r<0 then return 0 end
-- bottom-most tile repeats infinitely
-- below (to allow player to swim
-- when bottom tile is water).
if r>=ROWS then r=ROWS-1 end
return mget(c,r)
end
function SetLvlTile(c,r,t)
if c<0 or c>=LVL_LEN then return false end
if r<0 or r>=ROWS then return false end
mset(c,r,t)
end
function UpdatePlr()
local oldx=Plr.x
local oldy=Plr.y
Plr.plane=Max(Plr.plane-1,0)
Plr.fireCd=Max(Plr.fireCd-1,0)
Plr.firePwup=Max(Plr.firePwup-1,0)
Plr.invuln=Max(Plr.invuln-1,0)
Plr.drag=Iif2(Plr.drag>0,Plr.drag-1,
Plr.drag<0,Plr.drag+1,0)
Plr.signC=Max(Plr.signC-1,0)
Plr.locked=Max(Plr.locked-1,0)
UpdateSwimState()
local swimmod=Plr.swim and Game.t%2 or 0
if (Plr.plane==0 and Plr.jmp==0 and
not IsOnGround()) then
-- fall
Plr.y=Plr.y+1-swimmod
end
-- check if player fell into pit
if Plr.y>SCRH+8 then
StartDying()
return
end
-- horizontal movement
local dx=0
local dy=0
local wantLeft=Plr.locked==0 and
Iif(Plr.drag==0,btn(2),Plr.drag<0)
local wantRight=Plr.locked==0 and
Iif(Plr.drag==0,btn(3),Plr.drag>0)
local wantJmp=Plr.locked==0 and
Plr.plane==0 and btnp(4) and Plr.drag==0
local wantAtk=Plr.locked==0 and
btnp(5) and Plr.drag==0
if wantLeft then
dx=-1+swimmod
-- plane doesn't flip
Plr.flipped=true
elseif wantRight then
dx=1-swimmod
Plr.flipped=false
end
-- vertical movement (plane only)
dy=dy+Iif2(Plr.plane>0 and btn(0) and
Plr.y>8,-1,
Plr.plane>0 and btn(1) and
Plr.y<SCRH-16,1,0)
-- is player flipped (facing left?)
Plr.flipped=Iif3(
Plr.plane>0,false,btn(2),true,
btn(3),false,Plr.flipped)
TryMoveBy(dx,dy)
Plr.grounded=Plr.plane==0 and IsOnGround()
local canJmp=Plr.grounded or Plr.swim
-- jump
if wantJmp and canJmp then
Plr.jmp=1
Plr.jmpSeq=Plr.surf and
RESURF_DY or
(Plr.swim and SWIM_JUMP_DY or
JUMP_DY)
Snd(Plr.surf and SND.JUMP or
Plr.swim and SND.SWIM or SND.JUMP)
-- TODO play swim snd if swim
end
if Plr.jmp>#Plr.jmpSeq then
-- end jump
Plr.jmp=0
elseif Plr.jmp>0 then
local ok=TryMoveBy(
0,Plr.jmpSeq[Plr.jmp])
-- if blocked, cancel jump
Plr.jmp=ok and Plr.jmp+1 or 0
end
-- attack
if Plr.atk==0 then
if wantAtk then
-- start attack sequence
if Plr.plane==0 then Plr.atk=1 end
Snd(SND.ATTACK)
TryFire()
end
elseif Plr.atk>#ATK_SEQ then
-- end of attack sequence
Plr.atk=0
else
-- advance attack sequence
Plr.atk=Plr.atk+1
end
-- check plane landing
if Plr.plane>0 then CheckTarmac() end
Plr.dx=Plr.x-oldx
Plr.dy=Plr.y-oldy
end
function IsWater(t)
return t==T.WATER or t==T.SURF or
t==T.WFALL
end
function UpdateSwimState()
local wtop=IsWater(
LvlTileAtPt(Plr.x+4,Plr.y+1))
local wbottom=IsWater(
LvlTileAtPt(Plr.x+4,Plr.y+7))
local wtop2=IsWater(
LvlTileAtPt(Plr.x+4,Plr.y-8))
Plr.swim=wtop and wbottom
-- is plr near surface?
Plr.surf=wbottom and not wtop2
end
function UpdateDbgFly()
local d=Iif(btn(4),5,1)
if btn(0) then Plr.y=Plr.y-d end
if btn(1) then Plr.y=Plr.y+d end
if btn(2) then Plr.x=Plr.x-d end
if btn(3) then Plr.x=Plr.x+d end
if btn(5) then Plr.dbgFly=false end
end
function TryFire()
if Plr.firePwup<1 and Plr.plane==0 then
return
end
if Plr.fireCd>0 then return end
Plr.fireCd=FIRE.INTERVAL
local x=Plr.x
if Plr.plane==0 then
x=x+(Plr.flipped and
FIRE.OFFX_FLIP or FIRE.OFFX)
else
-- end of plane
x=x+FIRE.OFFX_PLANE
end
local y=Plr.y+Iif(Plr.plane>0,
FIRE.OFFY_PLANE,FIRE.OFFY)
local e=EntAdd(EID.PFIRE,x,y)
e.moveDx=Plr.plane>0 and 2 or
(Plr.flipped and -1 or 1)
e.ttl=Plr.plane>0 and e.ttl//2 or e.ttl
end
function ApplyNudge()
Plr.y=Plr.y+Plr.nudgeY
Plr.x=Plr.x+Plr.nudgeX
Plr.nudgeX=0
Plr.nudgeY=0
end
function TryMoveBy(dx,dy)
if CanMove(Plr.x+dx,Plr.y+dy) then
Plr.x=Plr.x+dx
Plr.y=Plr.y+dy
return true
end
return false
end
function GetPlrCr()
return Iif(Plr.plane>0,CR.AVIATOR,CR.PLR)
end
-- Check if plr can move to given pos.
function CanMove(x,y)
local dy=y-Plr.y
local pcr=GetPlrCr()
local r=CanMoveEx(x,y,pcr,dy)
if not r then return false end
-- check if would bump into solid ent
local pr=RectXLate(pcr,x,y)
for i=1,#Ents do
local e=Ents[i]
local effSolid=(e.sol==SOL.FULL) or
(e.sol==SOL.HALF and dy>0 and
Plr.y+5<e.y) -- (HACK)
if effSolid then
local er=RectXLate(e.coll,e.x,e.y)
if RectIsct(pr,er) then
return false
end
end
end
return true
end
function EntCanMove(e,x,y)
return CanMoveEx(x,y,e.coll,y-e.y)
end
function GetTileSol(t)
local s=TSOL[t]
-- see if an override is present.
if s~=nil then return s end
-- default:
return Iif(t>=T.FIRST_DECO,SOL.NOT,SOL.FULL)
end
-- x,y: candidate pos; cr: collision rect
-- dy: y direction of movement
function CanMoveEx(x,y,cr,dy)
local x1=x+cr.x
local y1=y+cr.y
local x2=x1+cr.w-1
local y2=y1+cr.h-1
-- check all tiles touched by the rect
local startC=x1//C
local endC=x2//C
local startR=y1//C
local endR=y2//C
for c=startC,endC do
for r=startR,endR do
local sol=GetTileSol(LvlTile(c,r))
if sol==SOL.FULL then return false end
end
end
-- special case: check for half-solidity
-- tiles. Only solid when standing on
-- top of them (y2%C==0) and going
-- down (dy>0).
local sA=GetTileSol(LvlTileAtPt(x1,y2))
local sB=GetTileSol(LvlTileAtPt(x2,y2))
if dy>0 and (sA==SOL.HALF or
sB==SOL.HALF) and
y2%C==0 then return false end
return true
end
function EntWouldFall(e,x)
return EntCanMove(e,x,e.y+1)
end
-- check if player landed plane on tarmac
function CheckTarmac()
local pr=RectXLate(
CR.AVIATOR,Plr.x,Plr.y)
local bottom=pr.y+pr.h+1
local t1=LvlTileAtPt(pr.x,bottom)
local t2=LvlTileAtPt(pr.x+pr.w,bottom)
if t1==T.TARMAC and t2==T.TARMAC then
-- landed
Plr.plane=0
SpawnParts(PFX.POP,Plr.x+4,Plr.y,14)
-- TODO: more vfx, sfx
end
end
function AdjustScroll()
local dispx=Plr.x-Game.scr
if dispx>SX_MAX then
Game.scr=Plr.x-SX_MAX
elseif dispx<SX_MIN then
Game.scr=Plr.x-SX_MIN
end
end
function AddToast(points,x,y)
local rem=points%100
if points>1000 or (rem~=50 and rem~=0) then
return
end
local sp2=rem==50 and S.TINY_NUM_50 or
S.TINY_NUM_00
local sp1=points>=100 and
(S.TINY_NUM_R1-1+points//100) or 0
Ins(Toasts,{
x=Iif(points>=100,x-8,x-12),
y=y,ttl=40,sp1=sp1,sp2=sp2})
end
-- tx,ty: position where to show toast
-- (optional)
function AddScore(points,tx,ty)
local old=Plr.score
Plr.score=Plr.score+points
Plr.scoreMt=Game.t
if (old//10000)<(Plr.score//10000) then
Snd(SND.ONEUP)
Plr.lives=Plr.lives+1
-- TODO: vfx
else
Snd(SND.POINT)
end
if tx and ty then
AddToast(points,tx,ty)
end
end
function StartDying()
SetMode(M.DYING)
Snd(SND.DIE)
Plr.dying=1 -- start die anim
Plr.super=false
Plr.firePwup=0
Plr.plane=0
end
function EntAdd(newEid,newX,newY)
local e={
eid=newEid,
x=newX,
y=newY
}
Ins(Ents,e)
EntInit(e)
return e
end
function EntInit(e)
-- check if we have an animation for it
if ANIM[e.eid] then
e.anim=ANIM[e.eid]
e.sprite=e.anim[1]
else
-- default to static sprite image
e.sprite=e.eid
end
-- whether ent sprite is flipped
e.flipped=false
-- collider rect
e.coll=CR.DFLT
-- solidity (defaults to not solid)
e.sol=SOL.NOT
-- EBT entry
local ebte=EBT[e.eid]
-- behaviors
e.beh=ebte and ebte.beh or {}
-- copy initial behavior data to entity
for _,b in pairs(e.beh) do
ShallowMerge(e,b.data)
end
-- overlay the entity-defined data.
if ebte and ebte.data then
ShallowMerge(e,ebte.data)
end
-- call the entity init funcs
for _,b in pairs(e.beh) do
if b.init then b.init(e) end
end
end
function EntRepl(e,eid,data)
e.dead=true
local newE=EntAdd(eid,e.x,e.y)
if data then
ShallowMerge(newE,data)
end
end
function EntHasBeh(e,soughtBeh)
for _,b in pairs(e.beh) do
if b==soughtBeh then return true end
end
return false
end
function EntAddBeh(e,beh)
if EntHasBeh(e,beh) then return end
-- note: can't mutate the original
-- e.beh because it's a shared ref.
e.beh=DeepCopy(e.beh)
ShallowMerge(e,beh.data,true)
Ins(e.beh,beh)
end
function UpdateEnts()
-- iterate backwards so we can delete
for i=#Ents,1,-1 do
local e=Ents[i]
UpdateEnt(e)
if e.dead then
-- delete
Rem(Ents,i)
end
end
end
function UpdateEnt(e)
if not ALWAYS_UPDATED_EIDS[e.eid] and
Abs(e.x-Plr.x)>ENT_MAX_DIST then
-- too far, don't update
return
end
-- update anim frame
if e.anim then
e.sprite=e.anim[1+(time()//128)%#e.anim]
end
-- run update behaviors
for _,b in pairs(e.beh) do
if b.update then b.update(e) end
end
end
function GetEntAt(x,y)
for i=1,#Ents do
local e=Ents[i]
if e.x==x and e.y==y then return e end
end
return nil
end
-- detect collisions
function DetectColl()
-- player rect
local pr=RectXLate(GetPlrCr(),
Plr.x,Plr.y)
-- attack rect
local ar=nil
if ATK_SEQ[Plr.atk]==2 then
-- player is attacking, so check if
-- entity was hit by attack
ar=RectXLate(CR.ATK,Plr.x,Plr.y)
if Plr.flipped then
ar.x=Plr.x+CR.ATK_FLIP_X
end
end
for i=1,#Ents do
local e=Ents[i]
local er=RectXLate(e.coll,e.x,e.y)
if RectIsct(pr,er) then
-- collision between player and ent
HandlePlrColl(e)
elseif ar and RectIsct(ar,er) then
-- ent hit by player attack
HandleDamage(e,DMG.MELEE)
end
end
end
function CheckEndLvl()
local t=LvlTileAtPt(
Plr.x+C//2,Plr.y+C//2)
if t==T.GATE_L or t==T.GATE_R or
t==T.GATE_L2 or t==T.GATE_R2 then
EndLvl()
end
end
function EndLvl()
Game.topLvl=Max(
Game.topLvl,Game.lvlNo)
SetMode(M.EOL)
end
function AdvanceLvl()
-- save game if we should
if Game.lvl.save then
pmem(0,Max(pmem(0) or 0,
Game.lvlNo+1))
end
if Game.lvlNo>=#LVL then
-- end of game.
SetMode(M.WIN)
else
-- go back to map.
SetMode(M.WLD)
end
end
-- handle collision w/ given ent
function HandlePlrColl(e)
for _,b in pairs(e.beh) do
if b.coll then b.coll(e) end
if e.dead then break end
end
end
function HandleDamage(e,dtype)
for _,b in pairs(e.beh) do
if b.dmg then b.dmg(e,dtype) end
if e.dead then
SpawnParts(PFX.POP,e.x+4,e.y+4,e.clr)
Snd(SND.KILL)
break
end
end
end
function HandlePlrHurt()
if Plr.invuln>0 then return end
if Plr.plane==0 and Plr.super then
Snd(SND.HURT)
Plr.super=false
Plr.invuln=100
Plr.drag=Iif(Plr.dx>=0,-10,10)
Plr.jmp=0
else
StartDying()
end
end
function Snd(spec)
if not Sett.snd then return end
sfx(spec.sfxid,spec.note,spec.dur,
0,spec.vol or 15,spec.speed or 0)
end
function PlayMus(musid)
if Sett.mus or musid==-1 then
music(musid)
end
end
---------------------------------------
-- PARTICLES
---------------------------------------
-- possible effects
PFX={
POP={
rad=4,
count=15,
speed=4,
fall=true,
ttl=15
},
FW={ -- fireworks
rad=3,
count=40,
speed=1,
fall=false,
ttl=100
}
}
-- fx=one of the effects in PFX
-- cx,cy=center, clr=the color
function SpawnParts(fx,cx,cy,clr)
for i=1,fx.count do
local r=Rnd01()*fx.rad
local phi=Rnd01()*math.pi*2
local part={
x=cx+r*Cos(phi),
y=cy+r*Sin(phi),
vx=fx.speed*Cos(phi),
vy=fx.speed*Sin(phi),
fall=fx.fall,
ttl=fx.ttl,
age=0,
clr=clr
}
Ins(Parts,part)
end
end
function UpdateParts()
-- iterate backwards so we can delete
for i=#Parts,1,-1 do
local p=Parts[i]
p.age=p.age+1
if p.age>=p.ttl then
-- delete
Rem(Parts,i)
else
p.x=p.x+p.vx
p.y=p.y+p.vy+(p.fall and p.age//2 or 0)
end
end
end
function RendParts()
for i,p in pairs(Parts) do
pix(p.x-Game.scr,p.y,p.clr)
end
end
---------------------------------------
-- WLD MAP
---------------------------------------
-- convert "World W-L" into index
function Wl(w,l) return (w-1)*3+l end
-- Init world (runs once at start of app).
function WldInit()
for r=0,ROWS-1 do
for c=0,COLS-1 do
local t=WldFgTile(c,r)
local lval=WldLvlVal(t)
if t==T.META_A then
-- player start pos
Wld.plr.x0=c*C
Wld.plr.y0=(r-1)*C
elseif t==T.META_B then
local mv=WldGetTag(c,r)
-- savegame start pos
Wld.spos[Wl(mv,1)]={
x=c*C,y=(r-1)*C}
elseif lval>0 then
local mv=WldGetTag(c,r)
-- It's a level tile.
local poi={c=c,r=r,
t=POI.LVL,lvl=Wl(mv,lval)}
Ins(Wld.pois,poi)
end
end
end
end
-- Looks around tc,tr for a numeric tag.
function WldGetTag(tc,tr)
for r=tr-1,tr+1 do
for c=tc-1,tc+1 do
local mv=MetaVal(WldFgTile(c,r),0)
if mv>0 then
return mv
end
end
end
trace("No WLD tag @"..tc..","..tr)
return 0
end
-- Returns the value (1, 2, 3) of a WLD
-- level tile.
function WldLvlVal(t)
return Iif4(t==S.WLD.LVLF,1,
t==S.WLD.LVL1,1,
t==S.WLD.LVL2,2,
t==S.WLD.LVL3,3,0)
end
function WldFgTile(c,r)
return MapPageTile(WLD.FPAGE,c,r)
end
function WldBgTile(c,r)
return MapPageTile(WLD.BPAGE,c,r)
end
function WldPoiAt(c,r)
for i=1,#Wld.pois do
local poi=Wld.pois[i]
if poi.c==c and poi.r==r then
return poi
end
end
return nil
end
function WldHasRoadAt(c,r)
local t=WldFgTile(c,r)
for i=1,#S.WLD.ROADS do
if S.WLD.ROADS[i]==t then
return true
end
end
return false
end
function WldUpdate()
local p=Wld.plr -- shorthand
if p.dx~=0 or p.dy~=0 then
-- Just move.
p.x=p.x+p.dx
p.y=p.y+p.dy
if p.x%C==0 and p.y%C==0 then
-- reached destination.
p.ldx=p.dx
p.ldy=p.dy
p.dx=0
p.dy=0
end
return
end
if btn(0) then WldTryMove(0,-1) end
if btn(1) then WldTryMove(0,1) end
if btn(2) then WldTryMove(-1,0) end
if btn(3) then WldTryMove(1,0) end
Wld.plr.flipped=Iif(
Iif(Wld.plr.flipped,btn(3),btn(2)),
not Wld.plr.flipped,
Wld.plr.flipped) -- wtf
if btnp(4) then
local poi=WldPoiAt(p.x//C,p.y//C)
if poi and poi.lvl>Game.topLvl then
if poi.lvl==1 then
SetMode(M.TUT)
else
StartLvl(poi.lvl)
end
end
end
end
function WldTryMove(dx,dy)
local p=Wld.plr -- shorthand
-- if we are in locked POI, we can only
-- come back the way we came.
local poi=WldPoiAt(p.x//C,p.y//C)
if not Plr.dbgFly and poi and
poi.lvl>Game.topLvl and
(dx ~= -p.ldx or dy ~= -p.ldy) then
return
end
-- target row,col
local tc=p.x//C+dx
local tr=p.y//C+dy
if WldHasRoadAt(tc,tr) or
WldPoiAt(tc,tr) then
-- Destination is a road or level.
-- Move is valid.
p.dx=dx
p.dy=dy
return
end
end
function WldFgRemapFunc(t)
return t<T.FIRST_META and t or 0
end
function WldRend()
if Game.m~=M.WLD then return end
cls(2)
rect(0,SCRH-8,SCRW,8,0)
local fp=MapPageStart(WLD.FPAGE)
local bp=MapPageStart(WLD.BPAGE)
-- render map bg
map(bp.c,bp.r,COLS,ROWS,0,0,0,1)
-- render map fg, excluding markers
map(fp.c,fp.r,COLS,ROWS,0,0,0,1,
WldFgRemapFunc)
-- render the "off" version of level
-- tiles on top of cleared levels.
for _,poi in pairs(Wld.pois) do
if poi.lvl<=Game.topLvl then
spr(S.WLD.LVLC,poi.c*C,poi.r*C,0)
end
end
print("SELECT LEVEL TO PLAY",
70,10)
print("= MOVE",34,SCRH-6)
print("= ENTER LEVEL",98,SCRH-6)
RendSpotFx(Wld.plr.x//C,
Wld.plr.y//C,Game.t)
if 0==(Game.t//16)%2 then
rectb(Wld.plr.x-3,Wld.plr.y-3,13,13,15)
end
spr(S.PLR.STAND,Wld.plr.x,Wld.plr.y,0,
1,Wld.plr.flipped and 1 or 0)
RendHud()
end
---------------------------------------
-- LEVEL UNPACKING
---------------------------------------
-- unpack modes
UMODE={
GAME=0, -- unpack for gameplay
EDIT=1, -- unpack for editing
}
function MapPageStart(pageNo)
return {c=(pageNo%8)*30,r=(pageNo//8)*17}
end
function MapPageTile(pageNo,c,r,newVal)
local pstart=MapPageStart(pageNo)
if newVal then
mset(c+pstart.c,r+pstart.r,newVal)
end
return mget(c+pstart.c,r+pstart.r)
end
-- Unpacked level is written to top 8
-- map pages (cells 0,0-239,16).
function UnpackLvl(lvlNo,mode)
local lvl=LVL[lvlNo]
local start=MapPageStart(lvl.pkstart)
local offc=start.c
local offr=start.r
local len=lvl.pklen*30
local endc=FindLvlEndCol(offc,offr,len)
MapClear(0,0,LVL_LEN,ROWS)
-- next output col
local outc=0
-- for each col in packed map
for c=offc,endc do
local cmd=mget(c,offr)
local copies=MetaVal(cmd,1)
-- create that many copies of this col
for i=1,copies do
CreateCol(c,outc,offr,mode==UMODE.GAME)
-- advance output col
outc=outc+1
if outc>=LVL_LEN then
trace("ERROR: level too long: "..lvlNo)
return
end
end
end
-- if in gameplay, expand patterns and
-- remove special markers
-- (first META_A is player start pos)
if mode==UMODE.GAME then
for c=0,LVL_LEN-1 do
for r=0,ROWS-1 do
local t=mget(c,r)
local tpat=TPAT[t]
if tpat then ExpandTpat(tpat,c,r) end
if Plr.x==0 and Plr.y==0 and
t==T.META_A then
-- player start position.
Plr.x=c*C
Plr.y=r*C
end
if t>=T.FIRST_META then
mset(c,r,0)
end
end
end
if Plr.x==0 and Plr.y==0 then
trace("*** start pos UNSET L"..lvlNo)
end
FillWater()
SetUpTanims()
end
end
-- expand tile pattern at c,r
function ExpandTpat(tpat,c,r)
local s=mget(c,r)
for i=0,tpat.w-1 do
for j=0,tpat.h-1 do
mset(c+i,r+j,s+j*16+i)
end
end
end
-- Sets up tile animations.
function SetUpTanims()
for c=0,LVL_LEN-1 do
for r=0,ROWS-1 do
local t=mget(c,r)
if TANIM[t] then
TanimAdd(c,r)
end
end
end
end
function FindLvlEndCol(c0,r0,len)
-- iterate backwards until we find a
-- non-empty col.
for c=c0+len-1,c0,-1 do
for r=r0,r0+ROWS-1 do
if mget(c,r)>0 then
-- rightmost non empty col
return c
end
end
end
return c0
end
function FillWater()
-- We fill downward from surface tiles,
-- Downward AND upward from water tiles.
local surfs={} -- surface tiles
local waters={} -- water tiles
for c=LVL_LEN-1,0,-1 do
for r=ROWS-1,0,-1 do
if mget(c,r)==T.SURF then
Ins(surfs,{c=c,r=r})
elseif mget(c,r)==T.WATER then
Ins(waters,{c=c,r=r})
end
end
end
for i=1,#surfs do
local s=surfs[i]
-- fill water below this tile
FillWaterAt(s.c,s.r,1)
end
for i=1,#waters do
local s=waters[i]
-- fill water above AND below this tile
FillWaterAt(s.c,s.r,-1)
FillWaterAt(s.c,s.r,1)
end
end
-- Fill water starting (but not including)
-- given tile, in the given direction
-- (1:down, -1:up)
function FillWaterAt(c,r0,dir)
local from=r0+dir
local to=Iif(dir>0,ROWS-1,0)
for r=from,to,dir do
if mget(c,r)==T.EMPTY then
mset(c,r,T.WATER)
else
return
end
end
end
function TanimAdd(c,r)
if Tanims[c] then
Ins(Tanims[c],r)
else
Tanims[c]={r}
end
end
-- pack lvl from 0,0-239,16 to the packed
-- level area of the indicated level
function PackLvl(lvlNo)
local lvl=LVL[lvlNo]
local start=MapPageStart(lvl.pkstart)
local outc=start.c
local outr=start.r
local len=lvl.pklen*30
local endc=FindLvlEndCol(0,0,LVL_LEN)
-- pack
local reps=0
MapClear(outc,outr,len,ROWS)
for c=0,endc do
if c>0 and MapColsEqual(c,c-1,0) and
reps<12 then
-- increment repeat marker on prev col
local m=mget(outc-1,outr)
m=Iif(m==0,T.META_NUM_0+2,m+1)
mset(outc-1,outr,m)
reps=reps+1
else
reps=1
-- copy col to packed level
MapCopy(c,0,outc,outr,1,ROWS)
outc=outc+1
if outc>=start.c+len then
trace("Capacity exceeded.")
return false
end
end
end
trace("packed "..(endc+1).." -> "..
(outc+1-start.c))
return true
end
-- Create map col (dstc,0)-(dstc,ROWS-1)
-- from source col located at
-- (srcc,offr)-(srcc,offr+ROWS-1).
-- if ie, instantiates entities.
function CreateCol(srcc,dstc,offr,ie)
-- copy entire column first
MapCopy(srcc,offr,dstc,0,1,ROWS)
mset(dstc,0,T.EMPTY) -- top cell is empty
if not ie then return end
-- instantiate entities
for r=1,ROWS-1 do
local t=mget(dstc,r)
if t>=T.FIRST_ENT and EBT[t] then
-- entity tile: create entity
mset(dstc,r,T.EMPTY)
EntAdd(t,dstc*C,r*C)
end
end
end
---------------------------------------
-- RENDERING
---------------------------------------
function Rend()
RendBg()
if Game.snow then RendSnow() end
RendMap()
RendTanims()
RendEnts()
RendToasts()
if Game.m==M.EOL then RendScrim() end
RendPlr()
RendParts()
RendHud()
RendSign()
end
function RendBg()
local END_R=ROWS
cls(Game.lvl.bg)
local offset=Game.scr//2+50
-- If i is a col# of mountains (starting
-- at index 1), then its screen pos
-- sx=(i-1)*C-off
-- Solving for i, i=1+(sx+off)/C
-- so at the left of screen, sx=0, we
-- have i=1+off/C
local startI=Max(1,1+offset//C)
local endI=Min(
startI+COLS,#Game.bgmnt)
for i=startI,endI do
local sx=(i-1)*C-offset
local part=Game.bgmnt[i]
for r=part.y,END_R do
local spid=Iif(r==part.y,
S.BGMNT.DIAG,S.BGMNT.FULL)
spr(spid,(i-1)*C-offset,r*C,0,1,
Iif(part.dy>0,1,0))
end
end
end
function RendSnow()
local dx=-Game.scr
local dy=Game.t//2
for _,p in pairs(Game.snow) do
local sx=((p.x+dx)%SCRW+SCRW)%SCRW
local sy=((p.y+dy)%SCRH+SCRH)%SCRH
pix(sx,sy,Game.lvl.snow.clr)
end
end
function RendToasts()
for i=#Toasts,1,-1 do
local t=Toasts[i]
t.ttl=t.ttl-1
if t.ttl<=0 then
Toasts[i]=Toasts[#Toasts]
Rem(Toasts)
else
t.y=t.y-1
spr(t.sp1,t.x-Game.scr,t.y,0)
spr(t.sp2,t.x-Game.scr+C,t.y,0)
end
end
end
function RendMap()
-- col c is rendered at
-- sx=-Game.scr+c*C
-- Setting sx=0 and solving for c
-- c=Game.scr//C
local c=Game.scr//C
local sx=-Game.scr+c*C
local w=Min(COLS+1,LVL_LEN-c)
if c<0 then
sx=sx+C*(-c)
c=0
end
map(
-- col,row,w,h
c,0,w,ROWS,
-- sx,sy,colorkey,scale
sx,0,0,1)
end
function RendPlr()
local spid
local walking=false
if Plr.plane>0 then
RendPlane()
return
end
if Plr.dying>0 then
spid=S.PLR.DIE
elseif Plr.atk>0 then
spid=
ATK_SEQ[Plr.atk]==1 and S.PLR.SWING
or S.PLR.HIT
elseif Plr.grounded then
if btn(2) or btn(3) then
spid=S.PLR.WALK1+time()%2
walking=true
else
spid=S.PLR.STAND
end
elseif Plr.swim then
spid=S.PLR.SWIM1+(Game.t//4)%2
else
spid=S.PLR.JUMP
end
local sx=Plr.x-Game.scr
local sy=Plr.y
local flip=Plr.flipped and 1 or 0
-- apply dying animation
if spid==S.PLR.DIE then
if Plr.dying<=#DIE_SEQ then
sx=sx+DIE_SEQ[Plr.dying][1]
sy=sy+DIE_SEQ[Plr.dying][2]
else
sx=-1000
sy=-1000
end
end
-- if invulnerable, blink
if Plr.invuln>0 and
0==(Game.t//4)%2 then return end
spr(spid,sx,sy,0,1,flip)
-- extra sprite for attack states
if spid==S.PLR.SWING then
spr(S.PLR.SWING_C,sx,sy-C,0,1,flip)
elseif spid==S.PLR.HIT then
spr(S.PLR.HIT_C,
sx+(Plr.flipped and -C or C),
sy,0,1,flip)
end
-- draw super panda overlay if player
-- has the super panda powerup
if Plr.super then
local osp=Iif3(Plr.atk>0,S.PLR.SUPER_F,
Plr.swim and not Plr.grounded,
S.PLR.SUPER_S,
walking,S.PLR.SUPER_P,S.PLR.SUPER_F)
spr(osp,sx,Plr.y,0,1,flip)
end
-- draw overlays (blinking bamboo and
-- yellow body) if powerup
if spid~=S.PLR.SWING and Plr.firePwup>0
and (time()//128)%2==0 then
spr(S.PLR.FIRE_BAMBOO,sx,Plr.y,0,1,flip)
end
if Plr.firePwup>100 or
1==(Plr.firePwup//16)%2 then
local osp=Iif3(Plr.atk>0,S.PLR.FIRE_F,
Plr.swim and not Plr.grounded,
S.PLR.FIRE_S,
walking,S.PLR.FIRE_P,S.PLR.FIRE_F)
spr(osp,sx,Plr.y,0,1,flip)
end
-- if just respawned, highlight player
if Game.m==M.PLAY and Plr.dying==0 and
Plr.respX>=0 and Game.t<100 and
(Game.t//8)%2==0 then
rectb(Plr.x-Game.scr-2,Plr.y-2,
C+4,C+4,15)
end
end
function RendPlane()
local ybias=(Game.t//8)%2==0 and 1 or 0
local sx=Plr.x-Game.scr
spr(S.AVIATOR,
sx-C,Plr.y+ybias,0,1,0,0,3,2)
local spid=(Game.t//4)%2==0 and
S.AVIATOR_PROP_1 or S.AVIATOR_PROP_2
spr(spid,sx+C,
Plr.y+ybias+4,0)
end
function RendHud()
rect(0,0,SCRW,C,3)
if Plr.scoreDisp.value~=Plr.score then
Plr.scoreDisp.value=Plr.score
Plr.scoreDisp.text=Lpad(Plr.score,6)
end
local clr=15
print(Plr.scoreDisp.text,192,1,clr,true)
print((Game.m==M.WLD and
"WORLD MAP" or
("LEVEL "..Game.lvl.name)),95,1,7)
spr(S.PLR.STAND,5,0,0)
print("x "..Plr.lives,16,1)
if Plr.plane>0 then
local barw=PLANE.FUEL_BAR_W
local lx=120-barw//2
local y=8
local clr=(Plr.plane<800 and
(Game.t//16)%2==0) and 6 or 14
local clrLo=(clr==14 and 4 or clr)
print("E",lx-7,y,clr)
print("F",lx+barw+1,y,14)
rectb(lx,y,barw,6,clrLo)
local bw=Plr.plane*
(PLANE.FUEL_BAR_W-2)//PLANE.MAX_FUEL
rect(lx+1,y+1,Max(bw,1),4,clr)
pix(lx+barw//4,y+4,clrLo)
pix(lx+barw//2,y+4,clrLo)
pix(lx+barw//2,y+3,clrLo)
pix(lx+3*barw//4,y+4,clrLo)
end
end
function RendEnts()
for i=1,#Ents do
local e=Ents[i]
local sx=e.x-Game.scr
if sx>-C and sx<SCRW then
spr(e.sprite,sx,e.y,0,1,
e.flipped and 1 or 0)
end
end
end
function RendScrim(sp)
sp=sp or Iif3(Game.t>45,0,
Game.t>30,S.SCRIM+2,
Game.t>15,S.SCRIM+1,
S.SCRIM)
for r=0,ROWS-1 do
for c=0,COLS-1 do
spr(sp,c*C,r*C,15)
end
end
end
-- Render spotlight effect.
-- fc,fr: cell at center of effect
-- t: clock (ticks)
function RendSpotFx(fc,fr,t)
local rad=Max(0,t//2-2) -- radius
if rad>COLS then return end
for r=0,ROWS-1 do
for c=0,COLS-1 do
local d=Max(Abs(fc-c),
Abs(fr-r))
local sa=d-rad -- scrim amount
local spid=Iif2(sa<=0,-1,sa<=3,
S.SCRIM+sa-1,0)
if spid>=0 then
spr(spid,c*C,r*C,15)
end
end
end
end
function RendSign()
if 0==Plr.signC then return end
local w=Plr.signC*20
local h=Plr.signC*3
local x=SCRW//2-w//2
local y=SCRH//2-h//2-20
local s=SIGN_MSGS[Plr.signMsg]
rect(x,y,w,h,15)
if Plr.signC==SIGN_C_MAX then
print(s.l1,x+6,y+8,0)
print(s.l2,x+6,y+8+C,0)
end
end
-- Rend tile animations
function RendTanims()
local c0=Max(0,Game.scr//C)
local cf=c0+COLS
for c=c0,cf do
local anims=Tanims[c]
if anims then
for i=1,#anims do
local r=anims[i]
local tanim=TANIM[mget(c,r)]
if tanim then
local spid=tanim[
1+(Game.t//16)%#tanim]
spr(spid,c*C-Game.scr,r*C)
end
end
end
end
end
--------------------------------------
-- ENTITY BEHAVIORS
---------------------------------------
-- move hit modes: what happens when
-- entity hits something solid.
MOVE_HIT={
NONE=0,
STOP=1,
BOUNCE=2,
DIE=3,
}
-- aim mode
AIM={
NONE=0, -- just shoot in natural
-- direction of projectile
HORIZ=1, -- adjust horizontal vel to
-- go towards player
VERT=2, -- adjust vertical vel to go
-- towards player
FULL=3, -- adjust horiz/vert to aim
-- at player
}
-- moves horizontally
-- moveDen: every how many ticks to move
-- moveDx: how much to move
-- moveHitMode: what to do on wall hit
-- noFall: if true, flip instead of falling
function BehMove(e)
if e.moveT>0 then e.moveT=e.moveT-1 end
if e.moveT==0 then return end
if e.moveWaitPlr>0 then
if Abs(Plr.x-e.x)>e.moveWaitPlr then
return
else e.moveWaitPlr=0 end
end
e.moveNum=e.moveNum+1
if e.moveNum<e.moveDen then return end
e.moveNum=0
if e.noFall and
EntWouldFall(e,e.x+e.moveDx) then
-- flip rather than fall
e.moveDx=-e.moveDx
e.flipped=e.moveDx>0
elseif e.moveHitMode==MOVE_HIT.NONE or
EntCanMove(e,e.x+e.moveDx,e.y) then
e.x=e.x+(e.moveDx or 0)
e.y=e.y+(e.moveDy or 0)
elseif e.moveHitMode==MOVE_HIT.BOUNCE
then
e.moveDx=-(e.moveDx or 0)
e.flipped=e.moveDx>0
elseif e.moveHitMode==MOVE_HIT.DIE then
e.dead=true
end
end
-- Moves up/down.
-- e.yamp: amplitude
function BehUpDownInit(e)
e.maxy=e.y
e.miny=e.maxy-e.yamp
end
function BehUpDown(e)
e.ynum=e.ynum+1
if e.ynum<e.yden then return end
e.ynum=0
e.y=e.y+e.dy
if e.y<=e.miny then e.dy=1 end
if e.y>=e.maxy then e.dy=-1 end
end
function BehFacePlr(e)
e.flipped=Plr.x>e.x
if e.moveDx then
e.moveDx=Abs(e.moveDx)*
(e.flipped and 1 or -1)
end
end
-- automatically flips movement
-- flipDen: every how many ticks to flip
function BehFlip(e)
e.flipNum=e.flipNum+1
if e.flipNum<e.flipDen then return end
e.flipNum=0
e.flipped=not e.flipped
e.moveDx=(e.moveDx and -e.moveDx or 0)
end
function BehJump(e)
if e.jmp==0 then
e.jmpNum=e.jmpNum+1
if e.jmpNum<e.jmpDen or
not e.grounded then return end
e.jmpNum=0
e.jmp=1
else
-- continue jump
e.jmp=e.jmp+1
if e.jmp>#JUMP_DY then
-- end jump
e.jmp=0
else
local dy=JUMP_DY[e.jmp]
if EntCanMove(e,e.x,e.y+dy) then
e.y=e.y+dy
else
e.jmp=0
end
end
end
end
function BehFall(e)
e.grounded=not EntCanMove(e,e.x,e.y+1)
if not e.grounded and e.jmp==0 then
e.y=e.y+1
end
end
function BehTakeDmg(e,dtype)
if not ArrayContains(e.dtypes,dtype) then
return
end
e.hp=e.hp-1
if e.hp>0 then return end
e.dead=true
-- drop loot?
local roll=Rnd(0,99)
-- give bonus probability to starting
-- levels (decrease roll value)
roll=Max(Iif2(Game.lvlNo<2,roll-50,
Game.lvlNo<4,roll-25,roll),0)
if roll<e.lootp then
local i=Rnd(1,#e.loot)
i=Min(Max(i,1),#e.loot)
local l=EntAdd(e.loot[i],e.x,e.y-4)
EntAddBeh(l,BE.MOVE)
ShallowMerge(l,{moveDy=-1,moveDx=0,
moveDen=1,moveT=8})
end
end
function BehPoints(e)
e.dead=true
AddScore(e.value or 50,e.x+4,e.y-4)
end
function BehHurt(e)
HandlePlrHurt()
end
function BehLiftInit(e)
-- lift top and bottom y:
local a=C*FetchTile(
T.META_A,e.x//C)
local b=C*FetchTile(
T.META_B,e.x//C)
if a>b then
e.boty=a
e.topy=b
e.dir=1
else
e.topy=a
e.boty=b
e.dir=-1
end
e.coll=CR.FULL
end
function BehLift(e)
e.liftNum=e.liftNum+1
if e.liftNum<e.liftDen then return end
e.liftNum=0
e.y=e.y+e.dir
if e.dir>0 and e.y>e.boty or
e.dir<0 and e.y<e.topy then
e.dir=-e.dir
end
end
function BehLiftColl(e)
-- Lift hit player. Just nudge the player
Plr.nudgeY=Iif(e.y>Plr.y,-1,1)
end
function BehShootInit(e)
e.shootNum=Rnd(0,e.shootDen-1)
end
function BehShoot(e)
e.shootNum=e.shootNum+1
if e.shootNum<30 then
e.sprite=e.shootSpr or e.sprite
end
if e.shootNum<e.shootDen then return end
e.shootNum=0
local shot=EntAdd(
e.shootEid or EID.FIREBALL,e.x,e.y)
e.sprite=e.shootSpr or e.sprite
shot.moveDx=
Iif(shot.moveDx==nil,0,shot.moveDx)
shot.moveDy=
Iif(shot.moveDy==nil,0,shot.moveDy)
if e.aim==AIM.HORIZ then
shot.moveDx=(Plr.x>e.x and 1 or -1)*
Abs(shot.moveDx)
elseif e.aim==AIM.VERT then
shot.moveDy=(Plr.y>e.y and 1 or -1)*
Abs(shot.moveDy)
elseif e.aim==AIM.FULL then
local tx=Plr.x-shot.x
local ty=Plr.y-shot.y
local mag=math.sqrt(tx*tx+ty*ty)
local spd=math.sqrt(
shot.moveDx*shot.moveDx+
shot.moveDy*shot.moveDy)
shot.moveDx=math.floor(0.5+tx*spd/mag)
shot.moveDy=math.floor(0.5+ty*spd/mag)
if shot.moveDx==0 and shot.moveDy==0 then
shot.moveDx=-1
end
end
end
function BehCrumble(e)
if not e.crumbling then
-- check if player on tile
if Plr.x<e.x-8 then return end
if Plr.x>e.x+8 then return end
-- check if player is standing on it
local pr=RectXLate(
GetPlrCr(),Plr.x,Plr.y)
local er=RectXLate(e.coll,e.x,e.y-1)
e.crumbling=RectIsct(pr,er)
end
if e.crumbling then
-- count down to destruction
e.cd=e.cd-1
e.sprite=Iif(e.cd>66,S.CRUMBLE,
Iif(e.cd>33,S.CRUMBLE_2,S.CRUMBLE_3))
if e.cd<0 then e.dead=true end
end
end
function BehTtl(e)
e.ttl=e.ttl-1
if e.ttl <= 0 then e.dead = true end
end
function BehDmgEnemy(e)
local fr=RectXLate(FIRE.COLL,e.x,e.y)
for i=1,#Ents do
local ent=Ents[i]
local er=RectXLate(ent.coll,ent.x,ent.y)
if e~=ent and RectIsct(fr,er) and
EntHasBeh(ent,BE.VULN) then
-- ent hit by player fire
HandleDamage(ent,Plr.plane>0 and
DMG.PLANE_FIRE or DMG.FIRE)
e.dead=true
end
end
end
function BehGrantFirePwupColl(e)
Plr.firePwup=FIRE.DUR
e.dead=true
Snd(SND.PWUP)
end
function BehGrantSuperPwupColl(e)
Plr.super=true
e.dead=true
Snd(SND.PWUP)
end
function BehReplace(e)
local d=Abs(e.x-Plr.x)
if d<e.replDist then
EntRepl(e,e.replEid,e.replData)
end
end
function BehChestInit(e)
-- ent on top of chest is the contents
local etop=GetEntAt(e.x,e.y-C)
if etop then
e.cont=etop.eid
etop.dead=true
else
e.cont=S.FOOD.LEAF
end
-- check multiplier
e.mul=MetaVal(
mget(e.x//C,e.y//C-2),1)
e.open=false
end
function BehChestDmg(e)
if e.open then return end
SpawnParts(PFX.POP,e.x+4,e.y+4,14)
Snd(SND.OPEN);
e.anim=nil
e.sprite=S.CHEST_OPEN
e.open=true
local by=e.y-C
local ty=e.y-2*C
local lx=e.x-C
local cx=e.x
local rx=e.x+C
local c=e.cont
EntAdd(c,cx,by)
if e.mul>1 then EntAdd(c,cx,ty) end
if e.mul>2 then EntAdd(c,lx,by) end
if e.mul>3 then EntAdd(c,rx,by) end
if e.mul>4 then EntAdd(c,lx,ty) end
if e.mul>5 then EntAdd(c,rx,ty) end
end
function BehTplafInit(e)
e.phase=MetaVal(FetchEntTag(e),0)
end
function BehTplaf(e)
local UNIT=40 -- in ticks
local PHASE_LEN=3 -- in units
local uclk=e.phase+Game.t//UNIT
local open=((uclk//PHASE_LEN)%2==0)
local tclk=e.phase*UNIT+Game.t
e.sprite=Iif2(
(tclk%(UNIT*PHASE_LEN)<=6),
S.TPLAF_HALF,open,S.TPLAF,S.TPLAF_OFF)
e.sol=Iif(open,SOL.HALF,SOL.NOT)
end
function BehDashInit(e)
assert(EntHasBeh(e,BE.MOVE))
e.origAnim=e.anim
e.origMoveDen=e.moveDen
end
function BehDash(e)
local dashing=e.cdd<e.ddur
e.cdd=(e.cdd+1)%e.cdur
if dashing then
e.anim=e.dashAnim or e.origAnim
e.moveDen=e.origMoveDen
else
e.anim=e.origAnim
e.moveDen=99999 -- don't move
end
end
function BehSignInit(e)
e.msg=MetaVal(FetchEntTag(e),0)
end
function BehSignColl(e)
Plr.signMsg=e.msg
-- if starting to read sign, lock player
-- for a short while
if Plr.signC==0 then
Plr.locked=100
end
-- increase cycle counter by 2 because
-- it gets decreased by 1 every frame
Plr.signC=Min(Plr.signC+2,
SIGN_C_MAX)
end
function BehOneUp(e)
e.dead=true
Plr.lives=Plr.lives+1
Snd(SND.ONEUP)
end
function BehFlag(e)
local rx=e.x+C
if Plr.respX<rx then
Plr.respX=rx
Plr.respY=e.y
end
Snd(SND.PWUP)
EntRepl(e,EID.FLAG_T)
end
function BehReplOnGnd(e)
if e.grounded then
EntRepl(e,e.replEid,e.replData)
end
end
function BehPop(e)
e.dead=true
SpawnParts(PFX.POP,e.x+4,e.y+4,e.clr)
end
function BehBoardPlane(e)
e.dead=true
Plr.plane=PLANE.START_FUEL
Plr.y=e.y-3*C
Snd(SND.PLANE)
end
function BehFuel(e)
e.dead=true
Plr.plane=Plr.plane+PLANE.FUEL_INC
Snd(SND.PWUP)
end
---------------------------------------
-- ENTITY BEHAVIORS
---------------------------------------
BE={
MOVE={
data={
-- move denominator (moves every
-- this many frames)
moveDen=5,
moveNum=0, -- numerator, counts up
-- 1=moving right, -1=moving left
moveDx=-1,
moveDy=0,
moveHitMode=MOVE_HIT.BOUNCE,
-- if >0, waits until player is less
-- than this dist away to start motion
moveWaitPlr=0,
-- if >=0, how many ticks to move
-- for (after that, stop).
moveT=-1,
},
update=BehMove,
},
FALL={
data={grounded=false,jmp=0},
update=BehFall,
},
FLIP={
data={flipNum=0,flipDen=20},
update=BehFlip,
},
FACEPLR={update=BehFacePlr},
JUMP={
data={jmp=0,jmpNum=0,jmpDen=50},
update=BehJump,
},
VULN={ -- can be damaged by player
data={hp=1,
-- damage types that can hurt this.
dtypes={DMG.MELEE,DMG.FIRE,DMG.PLANE_FIRE},
-- loot drop probability (0-100)
lootp=0,
-- possible loot to drop (EIDs)
loot={EID.FOOD.A},
},
dmg=BehTakeDmg,
},
SHOOT={
data={shootNum=0,shootDen=100,
aim=AIM.NONE},
init=BehShootInit,
update=BehShoot,
},
UPDOWN={
-- yamp is amplitude of y movement
data={yamp=16,dy=-1,yden=3,ynum=0},
init=BehUpDownInit,
update=BehUpDown,
},
POINTS={
data={value=50},
coll=BehPoints,
},
HURT={ -- can hurt player
coll=BehHurt
},
LIFT={
data={liftNum=0,liftDen=3},
init=BehLiftInit,
update=BehLift,
coll=BehLiftColl,
},
CRUMBLE={
-- cd: countdown to crumble
data={cd=50,coll=CR.FULL,crumbling=false},
update=BehCrumble,
},
TTL={ -- time to live (auto destroy)
data={ttl=150},
update=BehTtl,
},
DMG_ENEMY={ -- damage enemies
update=BehDmgEnemy,
},
GRANT_FIRE={
coll=BehGrantFirePwupColl,
},
REPLACE={
-- replaces by another ent when plr near
-- replDist: distance from player
-- replEid: EID to replace by
data={replDist=50,replEid=EID.LEAF},
update=BehReplace,
},
CHEST={
init=BehChestInit,
dmg=BehChestDmg,
},
TPLAF={
init=BehTplafInit,
update=BehTplaf,
},
DASH={
data={
ddur=20, -- dash duration
cdur=60, -- full cycle duration
cdd=0, -- cycle counter
},
init=BehDashInit,
update=BehDash,
},
GRANT_SUPER={
coll=BehGrantSuperPwupColl,
},
SIGN={
init=BehSignInit,
coll=BehSignColl
},
ONEUP={coll=BehOneUp},
FLAG={coll=BehFlag},
REPL_ON_GND={
-- replace EID when grounded
-- replData -- extra data to add to
data={replEid=EID.LEAF},
update=BehReplOnGnd
},
POP={update=BehPop},
PLANE={coll=BehBoardPlane},
FUEL={coll=BehFuel},
}
---------------------------------------
-- ENTITY BEHAVIOR TABLE
---------------------------------------
EBT={
[EID.EN.SLIME]={
data={
hp=1,moveDen=3,clr=11,noFall=true,
lootp=20,loot={EID.FOOD.A},
},
beh={BE.MOVE,BE.FALL,BE.VULN,BE.HURT},
},
[EID.EN.HSLIME]={
data={replDist=50,replEid=EID.EN.SLIME},
beh={BE.REPLACE},
},
[EID.EN.A]={
data={
hp=1,moveDen=5,clr=14,flipDen=120,
lootp=30,
loot={EID.FOOD.A,EID.FOOD.B},
},
beh={BE.MOVE,BE.JUMP,BE.FALL,BE.VULN,
BE.HURT,BE.FLIP},
},
[EID.EN.B]={
data={
hp=1,moveDen=5,clr=13,
lootp=30,
loot={EID.FOOD.A,EID.FOOD.B,
EID.FOOD.C},
},
beh={BE.JUMP,BE.FALL,BE.VULN,BE.HURT,
BE.FACEPLR},
},
[EID.EN.DEMON]={
data={hp=1,moveDen=5,clr=7,
aim=AIM.HORIZ,
shootEid=EID.FIREBALL,
shootSpr=S.EN.DEMON_THROW,
lootp=60,
loot={EID.FOOD.C,EID.FOOD.D}},
beh={BE.JUMP,BE.FALL,BE.SHOOT,
BE.HURT,BE.FACEPLR,BE.VULN},
},
[EID.EN.SDEMON]={
data={hp=1,moveDen=5,clr=7,
flipDen=50,
shootEid=EID.SNOWBALL,
shootSpr=S.EN.SDEMON_THROW,
aim=AIM.HORIZ,
lootp=75,
loot={EID.FOOD.C,EID.FOOD.D}},
beh={BE.JUMP,BE.FALL,BE.SHOOT,
BE.MOVE,BE.FLIP,BE.VULN,BE.HURT},
},
[EID.EN.PDEMON]={
data={hp=1,clr=11,flipDen=50,
shootEid=EID.PLASMA,
shootSpr=S.EN.PDEMON_THROW,
aim=AIM.FULL,
lootp=80,
loot={EID.FOOD.D}},
beh={BE.JUMP,BE.FALL,BE.SHOOT,
BE.FLIP,BE.VULN,BE.HURT},
},
[EID.EN.BAT]={
data={hp=1,moveDen=2,clr=9,flipDen=60,
lootp=40,
loot={EID.FOOD.A,EID.FOOD.B}},
beh={BE.MOVE,BE.FLIP,BE.VULN,BE.HURT},
},
[EID.EN.FISH]={
data={
hp=1,moveDen=3,clr=9,flipDen=120,
lootp=40,
loot={EID.FOOD.A,EID.FOOD.B},
},
beh={BE.MOVE,BE.FLIP,BE.VULN,
BE.HURT},
},
[EID.EN.FISH2]={
data={hp=1,clr=12,moveDen=1,
lootp=60,
loot={EID.FOOD.B,EID.FOOD.C}},
beh={BE.MOVE,BE.DASH,BE.VULN,BE.HURT},
},
[EID.FIREBALL]={
data={hp=1,moveDen=2,clr=7,
coll=CR.BALL,
moveHitMode=MOVE_HIT.DIE},
beh={BE.MOVE,BE.HURT,BE.TTL},
},
[EID.PLASMA]={
data={hp=1,moveDen=2,clr=7,
moveDx=2,
coll=CR.BALL,
moveHitMode=MOVE_HIT.NONE},
beh={BE.MOVE,BE.HURT,BE.TTL},
},
[EID.SNOWBALL]={
data={hp=1,moveDen=1,clr=15,
coll=CR.BALL,
moveHitMode=MOVE_HIT.DIE},
beh={BE.MOVE,BE.FALL,BE.VULN,BE.HURT},
},
[EID.LIFT]={
data={sol=SOL.FULL},
beh={BE.LIFT},
},
[EID.CRUMBLE]={
data={
sol=SOL.FULL,clr=14,
-- only take melee and plane fire dmg
dtypes={DMG.MELEE,DMG.PLANE_FIRE},
},
beh={BE.CRUMBLE,BE.VULN},
},
[EID.PFIRE]={
data={
moveDx=1,moveDen=1,ttl=80,
moveHitMode=MOVE_HIT.DIE,
coll=FIRE.COLL,
},
beh={BE.MOVE,BE.TTL,BE.DMG_ENEMY},
},
[EID.FIRE_PWUP]={
beh={BE.GRANT_FIRE},
},
[EID.SPIKE]={
data={coll=CR.FULL},
beh={BE.HURT},
},
[EID.CHEST]={
data={coll=CR.FULL,
sol=SOL.FULL},
beh={BE.CHEST},
},
[EID.TPLAF]={
data={sol=SOL.HALF,
coll=CR.TOP},
beh={BE.TPLAF},
},
[EID.EN.DASHER]={
data={hp=1,clr=12,moveDen=1,noFall=true,
dashAnim={S.EN.DASHER,315},
lootp=60,
loot={EID.FOOD.B,EID.FOOD.C}},
beh={BE.MOVE,BE.DASH,BE.VULN,BE.HURT},
},
[EID.EN.VBAT]={
data={hp=1,clr=14,yden=2,
lootp=40,
loot={EID.FOOD.B,EID.FOOD.C}},
beh={BE.UPDOWN,BE.VULN,BE.HURT},
},
[EID.SUPER_PWUP]={beh={BE.GRANT_SUPER}},
[EID.SIGN]={beh={BE.SIGN}},
[EID.FLAG]={beh={BE.FLAG}},
[EID.ICICLE]={
data={replEid=EID.ICICLE_F,replDist=8},
beh={BE.REPLACE},
},
[EID.ICICLE_F]={
data={replEid=EID.POP,replData={clr=15}},
beh={BE.FALL,BE.HURT,BE.REPL_ON_GND}
},
[EID.SICICLE]={
data={replEid=EID.SICICLE_F,replDist=8},
beh={BE.REPLACE},
},
[EID.SICICLE_F]={
data={replEid=EID.POP,replData={clr=14}},
beh={BE.FALL,BE.HURT,BE.REPL_ON_GND}
},
[EID.POP]={beh={BE.POP}},
[EID.PLANE]={beh={BE.PLANE}},
[EID.FUEL]={beh={BE.FUEL}},
[EID.FOOD.LEAF]={
data={value=50,coll=CR.FOOD},
beh={BE.POINTS}},
[EID.FOOD.A]={
data={value=100,coll=CR.FOOD},
beh={BE.POINTS}},
[EID.FOOD.B]={
data={value=200,coll=CR.FOOD},
beh={BE.POINTS}},
[EID.FOOD.C]={
data={value=500,coll=CR.FOOD},
beh={BE.POINTS}},
[EID.FOOD.D]={
data={value=1000,coll=CR.FOOD},
beh={BE.POINTS}},
}
---------------------------------------
-- DEBUG MENU
---------------------------------------
function DbgTic()
if Plr.dbgResp then
cls(1)
print(Plr.dbgResp)
if btnp(4) then
Plr.dbgResp=nil
end
return
end
Game.dbglvl=Game.dbglvl or 1
if btnp(3) then
Game.dbglvl=Iif(Game.dbglvl+1>#LVL,1,Game.dbglvl+1)
elseif btnp(2) then
Game.dbglvl=Iif(Game.dbglvl>1,Game.dbglvl-1,#LVL)
end
local menu={
{t="(Close)",f=DbgClose},
{t="Warp to test lvl",f=DbgWarpTest},
{t="Warp to L"..Game.dbglvl,f=DbgWarp},
{t="End lvl",f=DbgEndLvl},
{t="Grant super pwup",f=DbgSuper},
{t="Fly mode "..
Iif(Plr.dbgFly,"OFF","ON"),f=DbgFly},
{t="Invuln mode "..
Iif(Plr.invuln and Plr.invuln>0,
"OFF","ON"),
f=DbgInvuln},
{t="Unpack L"..Game.dbglvl,f=DbgUnpack},
{t="Pack L"..Game.dbglvl,f=DbgPack},
{t="Clear PMEM",f=DbgPmem},
{t="Win the game",f=DbgWin},
{t="Lose the game",f=DbgLose},
}
cls(5)
print("DEBUG")
rect(110,0,140,16,11)
print("DBG LVL:",120,4,3)
print(LVL[Game.dbglvl].name,170,4)
Plr.dbgSel=Plr.dbgSel or 1
for i=1,#menu do
print(menu[i].t,10,10+i*10,
Plr.dbgSel==i and 15 or 0)
end
if btnp(0) then
Plr.dbgSel=Iif(Plr.dbgSel>1,
Plr.dbgSel-1,#menu)
elseif btnp(1) then
Plr.dbgSel=Iif(Plr.dbgSel<#menu,
Plr.dbgSel+1,1)
elseif btnp(4) then
(menu[Plr.dbgSel].f)()
end
end
function DbgClose() Plr.dbg=false end
function DbgSuper() Plr.super=true end
function DbgEndLvl()
EndLvl()
Plr.dbg=false
end
function DbgPmem() pmem(0,0) end
function DbgWarp()
StartLvl(Game.dbglvl)
end
function DbgWarpNext()
StartLvl(Game.lvlNo+1)
end
function DbgWarpTest()
StartLvl(#LVL)
end
function DbgUnpack()
UnpackLvl(Game.dbglvl,UMODE.EDIT)
sync()
Plr.dbgResp="Unpacked & synced L"..Game.dbglvl
end
function DbgPack()
local succ=PackLvl(Game.dbglvl)
--MapClear(0,0,LVL_LEN,ROWS)
sync()
Plr.dbgResp=Iif(succ,
"Packed & synced L"..Game.dbglvl,
"** ERROR packing L"..Game.dbglvl)
end
function DbgFly()
Plr.dbgFly=not Plr.dbgFly
Plr.dbgResp="Fly mode "..Iif(Plr.dbgFly,
"ON","OFF")
end
function DbgInvuln()
Plr.invuln=Iif(Plr.invuln>0,0,9999999)
Plr.dbgResp="Invuln mode "..Iif(
Plr.invuln>0,"ON","OFF")
end
function DbgWin()
SetMode(M.WIN)
Plr.dbg=false
end
function DbgLose()
SetMode(M.GAMEOVER)
Plr.dbg=false
end
---------------------------------------
-- UTILITIES
---------------------------------------
function Iif(cond,t,f)
if cond then return t else return f end
end
function Iif2(cond,t,cond2,t2,f2)
if cond then return t end
return Iif(cond2,t2,f2)
end
function Iif3(cond,t,cond2,t2,cond3,t3,f3)
if cond then return t end
return Iif2(cond2,t2,cond3,t3,f3)
end
function Iif4(cond,t,cond2,t2,cond3,t3,
cond4,t4,f4)
if cond then return t end
return Iif3(cond2,t2,cond3,t3,cond4,t4,f4)
end
function ArrayContains(a,val)
for i=1,#a do
if a[i]==val then return true end
end
return false
end
function Lpad(value, width)
local s=value..""
while string.len(s) < width do
s="0"..s
end
return s
end
function RectXLate(r,dx,dy)
return {x=r.x+dx,y=r.y+dy,w=r.w,h=r.h}
end
-- rects have x,y,w,h
function RectIsct(r1,r2)
return
r1.x+r1.w>r2.x and r2.x+r2.w>r1.x and
r1.y+r1.h>r2.y and r2.y+r2.h>r1.y
end
function DeepCopy(t)
if type(t)~="table" then return t end
local r={}
for k,v in pairs(t) do
if type(v)=="table" then
r[k]=DeepCopy(v)
else
r[k]=v
end
end
return r
end
-- if preserve, fields that already exist
-- in the target won't be overwritten
function ShallowMerge(target,src,
preserve)
if not src then return end
for k,v in pairs(src) do
if not preserve or not target[k] then
target[k]=DeepCopy(src[k])
end
end
end
function MapCopy(sc,sr,dc,dr,w,h)
for r=0,h-1 do
for c=0,w-1 do
mset(dc+c,dr+r,mget(sc+c,sr+r))
end
end
end
function MapClear(dc,dr,w,h)
for r=0,h-1 do
for c=0,w-1 do
mset(dc+c,dr+r,0)
end
end
end
function MapColsEqual(c1,c2,r)
for i=0,ROWS-1 do
if mget(c1,r+i)~=mget(c2,r+i) then
return false
end
end
return true
end
function MetaVal(t,deflt)
return Iif(
t>=T.META_NUM_0 and t<=T.META_NUM_0+12,
t-T.META_NUM_0,deflt)
end
-- finds marker m on column c of level
-- return row of marker, -1 if not found
function FetchTile(m,c,nowarn)
for r=0,ROWS-1 do
if LvlTile(c,r)==m then
if erase then SetLvlTile(c,r,0) end
return r
end
end
if not nowarn then
trace("Marker not found "..m.." @"..c)
end
return -1
end
-- Gets the entity's "tag marker",
-- that is the marker tile that's sitting
-- just above it. Also erases it.
-- If no marker found, returns 0
function FetchEntTag(e)
local t=mget(e.x//C,e.y//C-1)
if t>=T.FIRST_META then
mset(e.x//C,e.y//C-1,0)
return t
else
return 0
end
end
function Max(x,y) return math.max(x,y) end
function Min(x,y) return math.min(x,y) end
function Abs(x,y) return math.abs(x,y) end
function Rnd(lo,hi) return math.random(lo,hi) end
function Rnd01() return math.random() end
function RndSeed(s) return math.randomseed(s) end
function Ins(tbl,e) return table.insert(tbl,e) end
function Rem(tbl,e) return table.remove(tbl,e) end
function Sin(a) return math.sin(a) end
function Cos(a) return math.cos(a) end