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May 13, 2018 17:15
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Tiny Dungeon TIC-80 Cartridge & Source
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-- title: Tiny Dungeon | |
-- author: team slime | |
-- desc: a dashing dungeon game | |
-- saveid: td | |
local a={}_mget=mget;_mset=mset;_btn=btn;_btnp=btnp;_sfx=sfx;local b=0;function sfx(...)if game.flags.sound then return _sfx(...)else return false end end;function mget(c,d)return _mget(Camera.x+c,Camera.y+d)end;function btn(...)local e=_btn(...)if e then game.moved=true end;return e end;function btnp(...)local e=_btnp(...)if e then game.moved=true end;return e end;function mset(c,d,f)if b==0 then a[c..","..d]={x=c,y=d,id=mget(c,d)}end;return _mset(Camera.x+c,Camera.y+d,f)end;t=0;lt=0;dt=0;dts={}avg_dt=0;game={qs=0,timer=0,width=240,height=138,roomWidth=30,roomHeight=17,collapse=0,shutter=0,buttons=0,broken=false,drawMap=false,orbs={},flagOrder={{"has_g","has_b","has_m","has_r"},{"sound","music","loaded","opened_final_zone"}},flags={has_r=false,has_b=false,has_g=false,has_m=false,sound=true,music=true,loaded=false,opened_final_zone=false},save=function(self)for g,h in ipairs(self.flagOrder)do local i=""for j,k in pairs(h)do if self.flags[k]then i=i.."1"else i=i.."0"end end;pmem(g,i)end end,load=function(self)for g,h in ipairs(self.flagOrder)do local l=tostring(pmem(g))for j,k in ipairs(h)do if l:sub(j,j)=="1"then trace(string.format("Flag %i:%i (%s): true",g,j,k))self.flags[k]=true else trace(string.format("Flag %i:%i (%s): false",g,j,k))self.flags[k]=false end end end;if not self.flags.loaded then self.flags={has_r=false,has_b=false,has_g=false,has_m=false,sound=true,music=true,loaded=true,opened_final_zone=false}self:save()self:load()end end,start={x=1,y=1},playerSpawn={x=0,y=0},current={x=1,y=1},checkPoint={},score=1000,speed=1,prompts={},scenes={},activeScene="menu",queuedScene=false,setScene=function(self,m)self.queuedScene=m;if self.scenes[m].resetOnLoad then self.scenes[m]=scene(self.scenes[m].init,true)end end,playing=1,queuePlay=1,play=function(self,f)if f~=self.playing then trace(string.format("Playing track %i",f))self:stop()self.queuePlay=f end end,stop=function(self)music()self.playing=false end,getEntities=function(self,n)if n==nil then n=function(entity)return true end end;local o={}for g,entity in pairs(self.scenes[self.activeScene].entities)do if n(entity)then table.insert(o,entity)end end;return o end,add=function(self,...)return self.scenes[self.activeScene]:add(...)end,get=function(self,...)return self.scenes[self.activeScene]:get(...)end,remove=function(self,...)return self.scenes[self.activeScene]:remove(...)end,update=function(self,...)return self.scenes[self.activeScene]:update(...)end,draw=function(self,...)return self.scenes[self.activeScene]:draw(...)end,cleanup=function(self)return self.scenes[self.activeScene]:cleanup()end}seenTiles={}Button={UP=0,DOWN=1,LEFT=2,RIGHT=3,A=4,B=5,X=6,Y=7}Camera={x=0,y=0,w=30,h=17,sx=0,sy=0,transparent=0,scale=1,visible=false,bg=0,offset={x=0,y=0}}GlitchTiles={}function cam()return Camera.x,Camera.y,Camera.w,Camera.h,Camera.sx,Camera.sy,Camera.transparent,Camera.scale,function(t,c,d)local player=game:get("player")if t==190 then if game.flags.controller then return 188 else return 190 end end;if t==191 then if game.flags.controller then return 189 else return 191 end end;if t==206 then if game.flags.controller then return 204 else return 206 end end;if t==207 then if game.flags.controller then return 205 else return 207 end end;if t==115 then return 0 end;if t==67 then if game.broken then if GlitchTiles[c..','..d]then return GlitchTiles[c..','..d]else GlitchTiles[c..','..d]=math.random(1,256)return GlitchTiles[c..','..d]end else return 1 end end;if t==68 then return game.flags.has_g and 69 or 68 end;if t==84 then return game.flags.has_b and 85 or 84 end;if t==100 then return game.flags.has_m and 101 or 100 end;if t==116 then return game.flags.has_r and 117 or 116 end;if t==70 then return not game.flags.has_g and 70 or 86 end;if t==71 then return not game.flags.has_b and 71 or 87 end;if t==72 then return not game.flags.has_m and 72 or 88 end;if t==73 then return not game.flags.has_r and 73 or 89 end;if game.collapse>0 then if math.random(1,math.max(1,math.floor(100-game.collapse)*100))==1 then return math.random(1,512)end end;if t==45 then if game.shutter>0 then if 0==game.lastShutter then local p=mtp(c-Camera.x,d-Camera.y)game:add(particle(p.x,p.y))end;return 13 else if game.shutter~=game.lastShutter then local p=mtp(c-Camera.x,d-Camera.y)game:add(particle(p.x,p.y))end;return 45 end end;if t==2 then return 0 end;if t==3 then local q=ptm(player.x,player.y)if math.dist(q.x,q.y,c-Camera.x,d-Camera.y)<=2.75 then return 1 else return 0 end end;if t==16 or t==18 or t==20 or t==22 then return 15 end;if t==17 or t==19 or t==21 or t==23 then return 15,2,0 end;if t==33 or t==35 or t==37 or t==39 then return 15,0,1 end;if t==32 or t==34 or t==36 or t==38 then return 15,0,3 end;if t==7 then if game:get("player").state==PlayerState.DASH or btn(Button.A)and game:get("player").state==PlayerState.MOVE then return 7 else return 6 end end;if isPit(t)then local r=mtp(c-Camera.x,d-Camera.y)if math.random(1,500)==1 then game:add(particle(r.x,r.y,0,math.random(5,20),math.random(1,2)==1 and{498}or{499},math.random(1,10)/10))end;return t end;return t end end;function printf(s,c,d,u,v,...)u=u and u or 1;v=v and v or 15;local w={{x=0,y=1},{x=1,y=0},{x=-1,y=0},{x=0,y=-1}}for g,x in pairs(w)do print(s,c+x.x,d+x.y,u,...)end;return print(s,c,d,v,...)end;function math.dist(y,z,A,B)return((A-y)^2+(B-z)^2)^0.5 end;function math.sign(C)return C>0 and 1 or C<0 and-1 or 0 end;function math.lerp(D,E,t)return(1-t)*D+t*E end;function math.cerp(D,E,t)local F=(1-math.cos(t*math.pi))*.5;return D*(1-F)+E*F end;function math.clamp(G,H,I,J)if J==nil then J=false end;assert(G and H and I,"math.clamp called with not enough arguments.")if H>I then H,I=I,H end;if J then if G<H then return I elseif G>I then return H else return G end end;return math.max(H,math.min(I,G))end;function math.multiple(C,K)K=K or 10;return math.round(C/K)*K end;function rotate(c,d,L)local M=math.cos(L)local N=math.sin(L)return{x=c*M-d*N,y=c*N+d*M}end;function math.angle(y,z,A,B)return math.atan2(B-z,A-y)end;function mtp(c,d,O)if O then return c*8,d*8 else return{x=c*8,y=d*8}end end;function ptm(c,d)return{x=math.floor(c-c%8)/8,y=math.floor(d-d%8)/8}end;function scene(init,P)return{queuedToRemove={},entityOrder={},doneInit=false,init=init,resetOnLoad=P,entities={},add=function(self,entity,Q)if entity==nil then return false end;if entity.name==nil then if Q==nil then entity.name=entity.class.."_"..math.random(1000)..time()else entity.name=Q end end;self.entities[entity.name]=entity;table.insert(self.entityOrder,entity.name)end,get=function(self,entity)return self.entities[entity]end,remove=function(self,Q)if type(Q)=="string"then table.insert(self.queuedToRemove,Q)else table.insert(self.queuedToRemove,Q.name)end end,_remove=function(self,Q)local entity=nil;if type(Q)=="string"then entity=self.entities[Q]else for R,S in pairs(self.entities)do if S==Q then Q=R;entity=S end end end;if entity.onRemove then entity:onRemove()end;self.entities[Q]=nil;return entity end,update=function(self,dt,T)if not self.doneInit then self:init()self.doneInit=true end;for Q,entity in pairs(self.entityOrder)do local entity=self:get(entity)if entity~=nil then entity:input(dt,T)entity:update(dt,T)entity:animate(dt,T)end end end,draw=function(self)for Q,entity in pairs(self.entityOrder)do local entity=self:get(entity)if entity~=nil then if entity.visible then entity:draw()end end end end,cleanup=function(self)for g,Q in pairs(self.queuedToRemove)do for g,entity in ipairs(self.entityOrder)do if entity==Q then self:_remove(Q)table.remove(self.entityOrder,g)end end end;self.queuedToRemove={}end}end;function entity(U)local V={id=0,class="entity",x=0,y=0,shutter=0,sprite=0,dir=1,flip=0,rotate=0,w=1,h=1,scale=1,transparent=0,visible=true,alwaysVisible=false,locked=false,isKeyEntity=false,animated=true,frames={},frameRate=0.2,frameLife=0,frameIndex=1,age=0,health=5,maxHealth=5,direction=0,canHitTwice=false,radius=4,input=function(self,dt,T)end,update=function(self,dt,T)self.age=self.age+dt end,animate=function(self,dt,T)dt=dt*T;if self.frameIndex>#self.frames then self.frameIndex=1 end;if self.animated then self.frameLife=self.frameLife+dt end;if self.frameLife>self.frameRate then self.frameIndex=self.frameIndex+1;self.frameLife=0;if self.frameIndex>#self.frames then self.frameIndex=1 end end;self.sprite=self.frames[self.frameIndex]end,draw=function(self,dt)local W=false;local player=game:get("player")W=true;if self.locked then offset=Camera.offset else offset={x=0,y=0}end;if self.alwaysVisible or W then spr(self.sprite,self.x+offset.x,self.y+offset.y,self.transparent,self.scale,self.flip,self.rotate,self.w,self.h)end end,takeHealth=function(self,X)self.health=self.health-X end,checkDamage=function(self,dt,T)local Y=false;local player=game:get("player")if overlap(self,player)and player.state==PlayerState.DASH then if player:hit(self)and not self.canHitTwice then if not self.damaged then Y=true;player.bonus=player.bonus+self.shutter end;self.damaged=true end end;if self.damaged then if self.onTakeDamage then self:onTakeDamage(dt,T,Y)end end;if self.health<=0 then game:remove(self)poof(self.x,self.y)end;return self.damaged end,onRemove=function(self)end}if U~=nil then for Z,_ in pairs(U)do V[Z]=_ end end;return V end;Color={BLACK=0,WHITE=15,YELLOW=14,CYAN=13,MAGENTA=12,RED=11,BLUE=10,GREEN=9}CollidingTiles={1,3,7,13,29,31,47,48,49,64,65,74,75,76,77,78,79,80,81,90,91,92,93,94,95,96,97,103,104,106,107,108,118,119,120,112,113,115,128,129,130,131,132,133,134,135,136,146,147,148,149,150,151,152,162,163,164,165,166,167,168,180,181,182,183,184,185,196,197,198,199,200}ActiveTiles={2,7,14,45,82,83,98,99}PitTiles={8,9,10,11,12,24,25,26,27,28,40,41,42,43,44}Direction={UP=114,DOWN=115,LEFT=130,RIGHT=131}OrbLocations={GREEN={spr=86,x=5,y=6},BLUE={spr=87,x=5,y=7},MAGENTA={spr=88,x=2,y=6},RED={spr=89,x=8,y=4}}DirectionAngles={UP=math.rad(0),DOWN=math.rad(180),LEFT=math.rad(270),RIGHT=math.rad(90)}function isPit(f)local a0=false;for g,a1 in pairs(PitTiles)do if a1==f then a0=true end end;return a0 end;function isActive(f)local a0=false;for g,a1 in pairs(ActiveTiles)do if a1==f then a0=true end end;if f==45 then a0=game.shutter>0 end;return a0 end;function tileCollides(f)local a2=false;for g,a3 in pairs(CollidingTiles)do if a3==f then a2=true end end;local player=game:get("player")if f==7 then a2=player.state~=PlayerState.DASH end;if f==45 then a2=game.shutter>0 end;if f==68 then a2=not game.flags.has_g end;if f==84 then a2=not game.flags.has_b end;if f==100 then a2=not game.flags.has_m end;if f==116 then a2=not game.flags.has_r end;if f==70 then a2=game.flags.has_g end;if f==71 then a2=game.flags.has_b end;if f==72 then a2=game.flags.has_m end;if f==73 then a2=game.flags.has_r end;return a2 end;Score={TINY=50,SMALL=250,MEDIUM=500,LARGE=1000,HUGE=5000,MAXIMUM=10000}PlayerState={MOVE=0,DASH=1,FALL=2,DIE=3}LoadCode={x1y2=function()local E=game:get('button_0')E.shutter=1;E.age=0;E.qs=0;E.text="The end."E._update=E.update;E.update=function(self,dt,T)self:_update(dt,T)if self.active then local player=game:get("player")player.doUpdate=false;self.age=self.age+dt*T;self.qs=self.qs+dt*T;if self.qs>0.25 then self.qs=0;if#player.orbs>0 then table.remove(player.orbs,1)end;local a4=game:getEntities(function(entity)return entity.isTank end)trace(#a4)if#a4>0 then a4[#a4]:setOff()end end;if self.age>1 then self.shutter=0;local t=entity()t.qs=0;t.text="The end."t.age=0;t.update=function(self,dt,T)self.qs=self.qs+dt*T;if self.qs>0.05 then self.qs=0;if self.age<#self.text then sfx(9)end;self.age=self.age+1 end end;t.draw=function(self)print(self.text:sub(1,math.floor(self.age)),15*8,14*8,Color.WHITE)end;game:add(t)end end end;E.onPress=function(self,dt,T)self.active=true end end,x2y8=function()for g,entity in pairs(game:getEntities())do if entity.class=="enemy"then entity.maxHealth=1;entity.health=1;entity.shutter=0 end end end,x8y1=function()game:get('button_0').onPress=function(self,dt,T)game.flags={loaded=true,has_r=false,has_m=false,has_g=false,has_b=false,sound=true,music=true,opened_final_zone=false}game:save()end;game:get('button_1').onPress=function(self,dt,T)game.flags.sound=not game.flags.sound end;game:get('button_2').onPress=function(self,dt,T)game.flags.music=not game.flags.music;if not game.flags.music then game:stop()else game:play(1)end end;game:get('button_3').onPress=function(self,dt,T)game:save()end end}function loadRoom(c,d,a5,a6)local a7=30;local a8=17;if c<=0 then c=8+c end;if d<=0 then d=8+d end;trace("Loading room: "..c..", "..d)for a9,a3 in pairs(a)do mset(a3.x,a3.y,a3.id)end;Camera.x=(c-1)*a7;Camera.y=(d-1)*a8;game.buttons=0;game.collapse=0;b=0;game:play(1)local aa={UP=false,DOWN=false,LEFT=false,RIGHT=false}if a5~=nil then game.current.dir=a5 end;for g,ab in pairs(game.scenes.play.entities)do if not ab.isKeyEntity then game:remove(ab)end end;a={}for ac=0,a7-1 do for ad=0,a8-1 do local t=mget(ac,ad)local D=game.add;if t==50 then mset(ac,ad,2)D(game,button(ac*8,ad*8))elseif t==52 then mset(ac,ad,14)D(game,arrow(ac*8,ad*8,Direction.UP))elseif t==53 then mset(ac,ad,14)D(game,arrow(ac*8,ad*8,Direction.LEFT))elseif t==54 then mset(ac,ad,14)D(game,arrow(ac*8,ad*8,Direction.DOWN))elseif t==55 then mset(ac,ad,14)D(game,arrow(ac*8,ad*8,Direction.RIGHT))elseif t==66 then mset(ac,ad,2)local E=button(ac*8,ad*8)E.name="shutterbutton_"..#game:getEntities()E.onPress=function(self,dt,T)self.shutter=0 end;E.shutter=1;D(game,E)elseif t==91 then mset(ac,ad,2)D(game,proptank(ac*8,ad*8))elseif t==68 then if game.flags.has_g then mset(ac,ad,69)end elseif t==84 then if game.flags.has_b then mset(ac,ad,85)end elseif t==102 then mset(ac,ad,2)D(game,portal(ac*8,ad*8))elseif t==100 then if game.flags.has_r then mset(ac,ad,101)end elseif t==116 then if game.flags.has_m then mset(ac,ad,117)end elseif t==86 then mset(ac,ad,2)D(game,pedestal(ac*8-4,ad*8-4,Color.GREEN,game.flags.has_g))elseif t==87 then mset(ac,ad,2)D(game,pedestal(ac*8-4,ad*8-4,Color.BLUE,game.flags.has_b))elseif t==88 then mset(ac,ad,2)D(game,pedestal(ac*8-4,ad*8-4,Color.MAGENTA,game.flags.has_m))elseif t==89 then mset(ac,ad,2)D(game,pedestal(ac*8-4,ad*8-4,Color.RED,game.flags.has_r))elseif t==156 then D(game,entity{x=ac*8,y=ad*8,w=2,h=2,frames={154},update=function(self,dt,T)self.visible=not game.flags.sound end})elseif t==201 then mset(ac,ad,2)D(game,trash(ac*8,ad*8))elseif t==158 then D(game,entity{x=ac*8,y=ad*8,w=2,h=2,frames={154},update=function(self,dt,T)self.visible=not game.flags.music end})elseif t==211 then mset(ac,ad,2)if game.current.x==1 or not game.flags.has_g then D(game,wizard(ac*8,ad*8))end elseif t==212 then mset(ac,ad,2)if game.current.x==1 or not game.flags.has_r then D(game,pirika(ac*8,ad*8))end elseif t==213 then mset(ac,ad,2)if game.current.x==1 or not game.flags.has_b then D(game,evilOrb(ac*8,ad*8))end elseif t==214 then mset(ac,ad,2)if game.current.x==1 or not game.flags.has_m then D(game,carrion(ac*8,ad*8))end elseif t==233 then mset(ac,ad,2)D(game,ufo(ac*8,ad*8))elseif t==215 then mset(ac,ad,2)D(game,finalBoss(ac*8,ad*8))elseif t==240 then mset(ac,ad,2)if not game:get("player")then D(game,cursor(ac*8,ad*8),"cursor")D(game,player(ac*8,ad*8),"player")D(game,health(1,1),"health")D(game,scorer(1,16),"scorer")game.playerSpawn.x=game:get("player").x;game.playerSpawn.y=game:get("player").y end elseif t==243 then mset(ac,ad,2)D(game,squid(ac*8,ad*8))elseif t==241 then mset(ac,ad,2)D(game,snake(ac*8,ad*8))elseif t==242 then mset(ac,ad,2)D(game,dog(ac*8,ad*8))elseif t==208 then mset(ac,ad,0)D(game,coin(ac*8,ad*8))elseif t==209 then mset(ac,ad,2)D(game,heart(ac*8,ad*8))elseif t==224 then mset(ac,ad,2)D(game,spawner(ac*8,ad*8))elseif t==225 then mset(ac,ad,2)D(game,fly(ac*8,ad*8))elseif t==226 then mset(ac,ad,2)D(game,skull(ac*8,ad*8))elseif t==227 then mset(ac,ad,2)D(game,hat(ac*8-8,ad*8-8))elseif t==228 then mset(ac,ad,2)D(game,rubra(ac*8,ad*8))elseif t==229 then mset(ac,ad,2)D(game,beamboy(ac*8,ad*8))elseif t==230 then mset(ac,ad,2)D(game,plant(ac*8,ad*8))elseif t==231 then mset(ac,ad,2)D(game,leaper(ac*8,ad*8))elseif t==232 then mset(ac,ad,2)D(game,ghost(ac*8,ad*8))elseif t==114 then mset(ac,ad,2)D(game,tank((ac-1)*8,(ad-1)*8))elseif t==144 then mset(ac,ad,2)D(game,bulletBoy(ac*8,ad*8,DirectionAngles.RIGHT))elseif t==145 then mset(ac,ad,2)D(game,bulletBoy(ac*8,ad*8,DirectionAngles.DOWN))elseif t==160 then mset(ac,ad,2)D(game,bulletBoy(ac*8,ad*8,DirectionAngles.LEFT))elseif t==161 then mset(ac,ad,2)D(game,bulletBoy(ac*8,ad*8,DirectionAngles.UP))elseif t==18 then aa.UP={x=ac,y=ad}elseif t==19 then aa.DOWN={x=ac,y=ad}elseif t==34 then aa.LEFT={x=ac,y=ad}elseif t==35 then aa.RIGHT={x=ac,y=ad}elseif t==22 and a6 then aa.UP={x=ac,y=ad}elseif t==23 and a6 then aa.DOWN={x=ac,y=ad}elseif t==38 and a6 then aa.LEFT={x=ac,y=ad}elseif t==39 and a6 then aa.RIGHT={x=ac,y=ad}end end end;if a5~=nil then local ae='UP'if a5==Direction.UP then ae='DOWN'elseif a5==Direction.DOWN then ae='UP'elseif a5==Direction.LEFT then ae='RIGHT'elseif a5==Direction.RIGHT then ae='LEFT'end;if aa[ae]~=false then local af=mtp(aa[ae].x,aa[ae].y)if ae=='UP'then game:get("player").x=af.x;game:get("player").y=af.y+8 elseif ae=='DOWN'then game:get("player").x=af.x;game:get("player").y=af.y-8 elseif ae=='LEFT'then game:get("player").x=af.x+8;game:get("player").y=af.y elseif ae=='RIGHT'then game:get("player").x=af.x-8;game:get("player").y=af.y end else trace("Attempted to enter room with no matching door.")end end;if LoadCode['x'..c..'y'..d]then trace('Checking x: '..c..', y: '..d)LoadCode['x'..c..'y'..d]()end;b=1 end;function ghost(c,d)local ag=enemy(c,d)ag.frames={368,369,370,371}ag.frameRate=1/12;ag.state=0;ag.moveSpeed=20;ag.transparent=Color.GREEN;ag.inhaleTimer=0;ag.update=function(self,dt,T)local player=game:get("player")if self.state==0 then if math.dist(self.x+4,self.y+4,player.x+4,player.y+4)>15 then local ah=self.moveSpeed*dt*T;local offset=rotate(ah,ah,math.angle(self.x,self.y,player.x,player.y))self.x=self.x+offset.x;self.y=self.y+offset.y else self.state=1;self.frames={384,385,386,387}self.frameIndex=1;self.frameRate=1;sfx(3,"C-4",30,3)end elseif self.state==1 then local ah=self.moveSpeed*0.75*dt*T;local offset=rotate(ah,ah,math.angle(self.x,self.y,player.x,player.y)-math.rad(40))self.x=self.x+offset.x;self.y=self.y+offset.y;if self.frameIndex==#self.frames then self.inhaleTimer=3;self.state=2;self.frames={386,387}self.frameRate=1/15 end elseif self.state==2 then local ah=self.moveSpeed*1.25*dt*T;local offset=rotate(ah,ah,math.angle(self.x,self.y,player.x,player.y)-math.rad(40))self.x=self.x+offset.x;self.y=self.y+offset.y;self.inhaleTimer=self.inhaleTimer-dt*T;if self.inhaleTimer<=0 then for c=1,9 do game:add(bullet(self.x,self.y,60*c))end;game:remove(self)end end end;return ag end;function trash(c,d)local t=enemy(c,d)t.frames={185}t.update=function(self,dt,T)self:checkDamage(dt,T)end;t.onTakeDamage=function(self,dt,T,Y)if Y then game:add(heart(self.x,self.y))poof(self.x,self.y)self.frames={169}end end;return t end;function leaper(c,d)local ai=enemy(c,d)ai.frames={345,346,347,346,345}ai.frameRate=1/12;ai.health=3;ai.maxHealth=3;ai.skitter={dir=0,speed=0,age=math.random(1,50)/10,skitters=math.random(1,5)}ai.onTakeDamage=fly().onTakeDamage;ai.update=function(self,dt,T)if not self:checkDamage(dt,T)then self.skitter.age=self.skitter.age+dt*T;if self.speed~=0 then local offset={x=self.speed*dt*T,y=self.speed*dt*T}offset=rotate(offset.x,offset.y,math.rad(self.dir))local aj=ptm(self.x+offset.x+4,self.y+offset.y+4)if tileCollides(mget(aj.x,aj.y))or isPit(mget(aj.x,aj.y))then offset={x=0,y=0}end;self.x=self.x+offset.x;self.y=self.y+offset.y end;if self.skitter.age>0.5 then self.skitter.age=0;self.skitter.skitters=self.skitter.skitters+1;if math.random(1,3)==2 then self.speed=0 else self.speed=15;self.dir=math.random(0,360)end;if self.skitter.skitters>5 then self.skitter.skitters=0;game:add(bullet(self.x,self.y,game:get("player")))sfx(19,"C-4",15,3)end end end;if self.health<=0 then game:remove(self)end end;return ai end;function score(X,c,d)game.score=game.score+Score[X]local ak=tostring(Score[X])local player=game:get("player")local c=c and c or player.x;local d=d and d or player.y;local al=particle(c,d,10,50)al.numbers={}al.draw=function(self,dt)for g,am in ipairs(self.numbers)do spr(am,self.x+g*4,self.y,0)end end;for j=1,#ak do local an=ak:sub(j,j)if an=="5"then table.insert(al.numbers,464)elseif an=="2"then table.insert(al.numbers,465)elseif an=="1"then table.insert(al.numbers,480)else table.insert(al.numbers,481)end end;game:get("scorer").visAge=0;game:add(al)end;function cursor(c,d)return entity{x=c,y=d,angle=0,distance=0,frames={282},frameRate=1/12,alwaysVisible=true,isKeyEntity=true,visible=false,update=function(self,dt)end,_draw=entity().draw,draw=function(self,dt)self:_draw(dt)local player=game:get("player")line(self.x+4,self.y+4,player.x+4,player.y+4,15)end}end;function spawner(c,d)return entity{class="enemy",x=c,frameRate=1/12,health=3,maxHealth=3,y=d,frames={292,293,294,293},direction=0,spawned=false,age=0,speed=0,state=0,spawns={},timeSinceSpawn=0,update=function(self,dt,T)self:checkDamage(dt,T)local ao=dt*T;if not self.damaged then if self.state==0 then self.spawned=false;self.frames={292,293,294,293}self.timeSinceSpawn=self.timeSinceSpawn+dt*T;if math.random(1,250)==1 then self.state=1 end elseif self.state==1 then self.frames={292,293,294,295,296,297}if self.frameIndex==#self.frames and not self.spawned then local ap=fly(self.x,self.y)ap.health=1;ap.maxHealth=1;table.insert(self.spawns,ap)game:add(ap)self.state=0;self.spawned=true;self.timeSinceSpawn=0;sfx(4,"C-4",15,3)end end end end,_draw=entity().draw,draw=enemy().draw,onTakeDamage=function(self,dt,T,Y)if Y then self:takeHealth(1)self.damaged=false;if self.health==0 then for c=1,5 do game:add(particle(self.x,self.y,nil,nil,{500}))end;for g,entity in pairs(self.spawns)do if game:get(entity.name)then entity.health=0 end end;game:remove(self)end end end}end;function enemy(c,d)return entity{shutter=1,class="enemy",x=c,y=d,frames={276,277,278,279,278,277},direction=math.rad(math.random(0,360)),age=0,speed=7,damaged=false,update=function(self,dt,T)self:checkDamage(dt,T)end,_draw=entity().draw,draw=function(self,dt)self:_draw(dt)if self.health~=self.maxHealth then rect(self.x,self.y-3,math.lerp(0,8,self.health/self.maxHealth),2,11)end end}end;function button(c,d,aq)local V=entity{x=c,y=d,name='button_'..game.buttons,pressed=false,onPress=aq,frames={50},update=function(self,dt,T)local player=game:get("player")if overlap(self,player)then if not self.pressed then self.pressed=true;game:add(particle(self.x,self.y,nil,15))sfx(9,"C-4",15,3)self.frames={51}if self.onPress then self:onPress(dt,T)end end else if self.pressed then self.frames={50}sfx(9,"C-4",15,3)self.pressed=false end end end}game.buttons=game.buttons+1;return V end;function bullet(c,d,ar,as)local V=entity{x=c,y=d,onFinish=as,class="bullet",target=ar,frames={504,505,506,507},frameRate=1/20,angle=false,radius=2,collides=false,friendly=false,pierces=false,speed=30,update=function(self,dt,T)if not self:checkDamage(dt,T)then if self.angle==false then if type(self.target)=="number"then self.angle=self.target-math.rad(40)else self.angle=math.angle(self.x,self.y,self.target.x,self.target.y)-math.rad(45)end end;local at=self.speed*dt*T;local offset=self.offset and{x=self.offset.x*dt*T,y=self.offset.y*dt*T}or rotate(at,at,self.angle)local C={x=self.x+offset.x,y=self.y+offset.y}local t=ptm(C.x,C.y)if tileCollides(mget(t.x,t.y))and mget(t.x,t.y)~=7 then if self.onFinish then self:onFinish()end;game:remove(self)end;if type(self.target)~="number"then self.target=math.angle(self.x,self.y,self.target.x,self.target.y)end;if self.friendly then local au=false;for g,entity in pairs(game:getEntities(function(entity)return entity.class=="enemy"end))do if overlap(self,entity)then entity.health=entity.health-1;au=true end end;if au then if self.onFinish then self:onFinish()end;game:remove(self)end else local player=game:get("player")if overlap(self,player)then if player.iframes==0 and player.state==PlayerState.MOVE then if self.onFinish then self:onFinish()end;player:takeHealth(1)game:remove(self)end end end;self.x=C.x;self.y=C.y;if self.onUpdate then self:onUpdate(dt,T)end end end}V.onTakeDamage=function(self,dt,T,Y)if Y then game:remove(self)end end;return V end;function fly(c,d)local F=enemy(c,d)F.frameRate=1/16;F.health=2;F.maxHealth=2;F.radius=4;F.direction=math.rad(math.random(0,360))F.age=0;F.speed=15;F.update=function(self,dt,T)if not self:checkDamage(dt,T)then self.age=self.age+dt*T;if self.age>3 then self.age=0;self.direction=math.rad(math.random(0,360))end;local offset={x=self.speed*dt*T,y=self.speed*dt*T}local av=rotate(offset.x,offset.y,self.direction)local ar={x=self.x+av.x+4,y=self.y+av.y+4}local a3=ptm(ar.x,ar.y)if tileCollides(mget(a3.x,a3.y))then offset={x=0,y=0}self.age=0;self.direction=self.direction+math.rad(180)end;self.x=self.x+av.x;self.y=self.y+av.y;local player=game:get("player")if overlap(self,player)and player.state==PlayerState.MOVE and player.iframes==0 then player:takeHealth(1)end end;if self.health<=0 then for c=1,5 do game:add(particle(self.x,self.y,nil,nil,{500}))end;game:remove(self)end end;F.onTakeDamage=function(self,dt,T,Y)if Y then self:takeHealth(1)self.age=0;self.damaged=false end end;return F end;function bulletBoy(c,d,x)local E=entity{x=c,y=d}E.dir=x;if x==DirectionAngles.UP then E.rotate=3 elseif x==DirectionAngles.LEFT then E.rotate=2 elseif x==DirectionAngles.DOWN then E.rotate=1 elseif x==DirectionAngles.RIGHT then E.rotate=0 end;E.frames={360,361,362,363}E.shotThisFrame=false;E.update=function(self,dt,T)if self.frameIndex==#self.frames then if not self.shotThisFrame then self.shotThisFrame=true;local E=bullet(self.x,self.y,game:get("player"))if self.dir==DirectionAngles.UP then E.offset={x=0,y=-40}elseif self.dir==DirectionAngles.DOWN then E.offset={x=0,y=40}elseif self.dir==DirectionAngles.LEFT then E.offset={x=-40,y=0}elseif self.dir==DirectionAngles.RIGHT then E.offset={x=40,y=0}end;game:add(E)end else self.shotThisFrame=false end end;return E end;function beamboy(c,d)local E=enemy(c,d)E.health=3;E.radius=8;E.maxHealth=3;E.angle=0;E.maxRange=20;E.range=0;E.cooldown=0;E.lastRange=0;E.shotCooldown=0;E.update=function(self,dt,T)self.lastRange=self.range;self.shotCooldown=self.shotCooldown-dt*T;if not self:checkDamage(dt,T)then if self.range<self.maxRange then self.range=self.range+10*dt*T end;local player=game:get("player")self.angle=self.angle+math.rad(100)*dt*T*(1+self.maxHealth-self.health)if self.angle>math.rad(180)then self.angle=self.angle-math.rad(360)end;local aw=math.angle(self.x+4,self.y+4,player.x+4,player.y+4)local ax=math.rad(15)if math.clamp(self.angle,aw-ax,aw+ax)==self.angle then if math.dist(self.x,self.y,player.x,player.y)<self.range*1.5 then if self.shotCooldown<=0 then self.shotCooldown=0.2;game:add(bullet(self.x,self.y,self.angle))end end end end;self.target=rotate(self.range,self.range,self.angle-math.rad(44))end;E.__draw=E.draw;E.draw=function(self,dt)line(self.x+4,self.y+4,self.x+4+self.target.x,self.y+4+self.target.y,11)local ay={x=self.x,y=self.y}self.y=ay.y-1;self:__draw(dt)local az={302,303}self.x=ay.x-6;self.y=ay.y+4;self.sprite=az[self.frameIndex]self:_draw(dt)self.y=self.y-8;self:_draw(dt)self.x=ay.x+6;self.flip=1;self.sprite=az[self.frameIndex]self:_draw(dt)self.y=self.y+8;self:_draw(dt)self.y=self.y-4;self.flip=0;self.frames={301,301}self.x=self.x-7;self.x=ay.x;self.y=ay.y end;E.onTakeDamage=function(self,dt,T,Y)if Y then self.range=0;self.angle=0;self:takeHealth(1)self.cooldown=0 end;self.cooldown=self.cooldown+dt*T;if self.cooldown>0.2 then self.visible=true;self.cooldown=0;self.damaged=false else self.visible=not self.visible end end;return E end;function rubra(c,d)local e=enemy(c,d)e.health=3;e.maxHealth=3;e.frames={298,299,300}e.lastShot=0;e.update=function(self,dt,T)if not self:checkDamage(dt,T)then self.lastShot=self.lastShot+dt*T;self.frameRate=1/math.lerp(0,30,self.lastShot/3)if self.lastShot>3 then self.lastShot=0;for c=1,math.random(3,7)do local player=game:get("player")local L=math.angle(self.x,self.y,player.x,player.y)+math.rad(math.random(-15,15))local E=bullet(self.x,self.y,L)E.speed=math.random(20,50)game:add(E)end end end end;e.onTakeDamage=function(self,dt,T,Y)if Y then self:takeHealth(1)self.lastShot=0;self.damaged=false end end;return e end;function skull(c,d)local aA=enemy(c,d)aA.maxHealth=1;aA.health=1;aA.angle=0;aA.distance=15;aA.transparent=9;aA.frames={280}aA.frameRate=1/20;aA.lastShot=0;aA.speed=2;aA.shutter=0;aA.shaking=false;aA.activated=false;aA.update=function(self,dt,T)local player=game:get("player")if self.activated then if self.shaking then self.shaking=false;poof(self.x,self.y,true)sfx(22,"C-4",15,3)end;self.lastShot=self.lastShot+dt*T;local offset=rotate(self.distance,self.distance,self.angle)self.x=player.x+offset.x;self.y=player.y+offset.y;if self.lastShot>1.5 then self.frames={280,281}else self.angle=self.angle+self.speed*dt*T end;if self.lastShot>2 then self.lastShot=0;self.frames={280}game:add(bullet(self.x,self.y,math.angle(self.x,self.y,player.x,player.y)))end;if game.shutter==0 and game.lastShutter~=0 then poof(self.x,self.y)game:remove(self)end else local aB=math.dist(self.x+4,self.y+4,player.x+4,player.y+4)if aB<self.distance then self.activated=true elseif aB<self.distance*3 then self.shaking=1;if aB<self.distance*2 then self.shaking=2 end else self.shaking=false end;self.angle=math.angle(self.x,self.y,player.x,player.y)-math.rad(40)end end;aA.__draw=aA.draw;aA.draw=function(self)if self.shaking then local aC=math.random(-self.shaking,self.shaking)local aD=math.random(-self.shaking,self.shaking)self.x=self.x+aC;self.y=self.y+aD;self:__draw()self.x=self.x-aC;self.y=self.y-aD else self:__draw()end end;return aA end;function poof(c,d,aE)for j=1,5 do game:add(particle(c,d,nil,nil,aE and{500}or{502}))end end;function pirika(c,d)local aF=enemy(c,d)aF.health=5;aF.maxHealth=5;aF.blinkFrames={432,434,436,438,436,434}aF.countFrames={400,402,404,406}aF.slamFrames={400}aF.state=0;aF.blinks=0;aF.countedBlink=false;aF.w=2;aF.yOffset=0;aF.dir=true;aF.h=2;aF.frameRate=1/12;aF.angle=0;aF.radius=8;aF.transparent=Color.MAGENTA;aF.empowered=game.current.x==1;if aF.empowered then aF.health=8;aF.maxHealth=8;poof(aF.x,aF.y,true)end;aF.update=function(self,dt,T)if not self:checkDamage(dt,T)then if self.state==0 then self.frames=self.blinkFrames;if self.frameIndex==#self.frames then if not self.countedBlink then self.countedBlink=true;self.blinks=self.blinks+1 end else self.countedBlink=false end;if self.blinks>3 then local aG={1,1,1,1,2,2,2}if self.empowered then aG={1,1,2,2,2,3,3,3}end;self.blinks=0;self.state=aG[math.random(1,#aG)]end elseif self.state==1 then self.frames=self.countFrames;if self.frameIndex==#self.frames then if not self.countedBlink then self.countedBlink=true;self.blinks=self.blinks+1;local aH={x=1,y=1}while not isActive(mget(aH.x,aH.y))do aH={x=math.random(1,30),y=math.random(1,17)}end;local C=mtp(aH.x,aH.y)game:add(bomb(self.x,self.y))poof(self.x,self.y,true)self.x=C.x;self.y=C.y;if self.blinks>3 then self.state=0;self.blinks=0 end end else self.countedBlink=false end elseif self.state==2 then self.frames=self.countFrames;local player=game:get("player")self.angle=self.angle+math.rad(90*dt*T)local t=rotate(10,10,self.angle)self.x=player.x+t.x+4;self.y=player.y+t.y+4;if self.frameIndex~=#self.frames then self.countedBlink=false;if self.blinks>3 then self.state=0;self.blinks=0 end else if not self.countedBlink then game:add(bomb(self.x,self.y))self.blinks=self.blinks+1;self.countedBlink=true end end elseif self.state==3 then self.frames=self.slamFrames;self.rotate=3;if self.dir then self.yOffset=self.yOffset-5*dt*T;if self.yOffset<-10 then self.dir=false end else self.yOffset=self.yOffset+20*dt*T;if self.yOffset>0 then self.yOffset=0;self.blinks=-3;self.state=0;self.dir=true;self.rotate=0;for j=1,12 do game:add(star(self.x,self.y,math.rad(j*360/12)))end end end else self.state=0 end end end;aF.__draw=aF.draw;aF.draw=function(self)self.y=self.y+self.yOffset;self:__draw()self.y=self.y-self.yOffset end;aF.onTakeDamage=function(self,dt,T,Y)if Y then self:takeHealth(1)self.damaged=false end end;game:play(2)return aF end;function star(c,d,ar)local aA=bullet(c,d,ar)aA.frames={476,492,508}aA.onFinish=function(self)for j=1,12 do game:add(bullet(self.x,self.y,math.rad(j*360/12)))end end;return aA end;function carrion(c,d)local a2=enemy(c,d)a2.health=4;a2.maxHealth=4;a2.w=2;a2.h=2;a2.radius=8;a2.frames={374}a2.angle=0;a2.sc=0;a2.transparent=Color.MAGENTA;a2.targetting=0;a2.spawns=0;game:play(2)a2.empowered=game.current.x==1;if a2.empowered then poof(a2.x,a2.y,true)a2.health=6;a2.maxHealth=6 end;a2.update=function(self,dt,T)local player=game:get("player")if not self:checkDamage(dt,T)then self.angle=self.angle+dt*T;if self.angle>math.pi then self.angle=self.angle-math.pi*2 end;for c=1,4 do local aI=math.angle(self.x,self.y,player.x,player.y)if math.clamp(aI,self.angle-math.rad(3)+math.rad(90*c),self.angle+math.rad(3)+math.rad(90*c))==aI then if math.dist(self.x,self.y,player.x,player.y)<25 then self.targetting=0 end end end;if self.targetting<1 then self.targetting=self.targetting+dt*T;self.sc=self.sc+dt*T;self.angle=math.angle(self.x,self.y,player.x,player.y)if self.sc>0.1 then game:add(bullet(self.x+8,self.y+8,game:get("player")))self.sc=0 end;if self.targetting>1 then if self.empowered then for c=1,4 do local t=rotate(25,25,self.angle+math.rad(90*c)-math.rad(45))local e=rubra(self.x+t.x,self.y+t.y)e.health=1;e.maxHealth=1;game:add(e)poof(self.x+t.x,self.y+t.y)end end end else self.sc=0 end end end;a2.onTakeDamage=function(self,dt,T,Y)if Y then self:takeHealth(1)self.damaged=false end end;a2.__draw=a2.draw;a2.sdraw=entity().draw;a2.draw=function(self)for c=1,4 do local t=rotate(25,25,self.angle+math.rad(90*c)-math.rad(45))line(self.x+8,self.y+8,self.x+t.x+8,self.y+t.y+8,Color.RED)spr(460,self.x+4+t.x,self.y+4+t.y,Color.BLACK)end;self:__draw()end;game:play(2)return a2 end;function finalBoss(c,d)local E=enemy(c,d)E.health=3;E.maxHealth=3;E.name="finalboss"E.w=2;E.h=2;E.frames={364}E.missingOrb=false;E.transparent=Color.MAGENTA;E.time=0;E.orbs={392,393,394,395}E.angle=0;E.state=0;E.shots=0;E.os=0;E.center={x=E.x,y=E.y}E.selfDestructing=false;E.spawns={}E.update=function(self,dt,T)game.collapse=1+#self.orbs*3*#self.orbs;game.broken=#self.orbs>0;game:play(6)if not self.selfDestructing then if not self:checkDamage(dt,T)then local player=game:get("player")self.angle=self.angle+2*dt*T;if self.angle>math.pi then self.angle=self.angle-math.pi*2 end;if#game.orbs>0 and not self.missingOrb then self.start={x=self.x,y=self.y}self.chaseOrb=game.orbs[1]self.os=0;self.missingOrb=true end;if self.missingOrb then self.os=self.os+dt*T/4;self.center.x=self.x+4;self.center.y=self.y+4;self.x=math.lerp(self.start.x,self.chaseOrb.x,self.os)self.y=math.lerp(self.start.y,self.chaseOrb.y,self.os)elseif#self.orbs==4 then if#self.spawns>0 then for g,aJ in pairs(self.spawns)do aJ.health=0 end;self.spawns={}end;self.os=self.os+dt*T/2;self.center.x=math.cerp(self.x,player.x,self.os)self.center.y=math.cerp(self.y,player.y,self.os)if self.os>1 then self.os=0;for c=1,#self.orbs do local t=rotate(12,12,math.rad(360/#self.orbs*c)+self.angle)local E=bullet(self.center.x+t.x,self.center.y+t.y,game:get("player"))E.speed=5;game:add(E)end end elseif#self.orbs==3 then self.os=self.os+dt*T;if self.os>0.5 then self.os=0;if game.shutter<16 then local F=hat(self.x+4,self.y+4)F.health=1;F.maxHealth=1;game:add(F)table.insert(self.spawns,F)end end elseif#self.orbs==2 then self.os=self.os+dt*T;if self.os>0.5 then self.os=0;if#self.spawns>0 then local F=self.spawns[1]table.remove(self.spawns,1)F.health=0;game:add(star(F.x,F.y,game:get("player")))else game:add(star(self.x+4,self.y+4,game:get("player")))end end elseif#self.orbs==1 then self.os=self.os+dt*T;if self.os>0.3 then game:add(star(self.x+4,self.y+4,math.rad(math.random(1,360))))self.os=0 end end end else self.os=self.os+dt*T;if self.os>0.3 then for c=1,12 do game:add(bullet(self.x,self.y,math.rad(360/12*c)+self.angle))end;self.os=0 end;self.y=self.y-10*dt*T;local a3=ptm(self.x,self.y)local t=mget(a3.x,a3.y)if tileCollides(t)and t~=115 then mset(a3.x,a3.y,16)mset(a3.x+1,a3.y,18)mset(a3.x+2,a3.y,16)mset(a3.x+0,a3.y+1,2)mset(a3.x+1,a3.y+1,2)mset(a3.x+2,a3.y+1,2)poof(self.x,self.y,true)game:remove(self)end end end;E.__draw=E.draw;E.draw=function(self)for c=1,#self.orbs do local t=rotate(12,12,math.rad(360/#self.orbs*c)+self.angle)spr(self.orbs[c],self.center.x+t.x,self.center.y+t.y,Color.CYAN)end;spr(460,self.center.x,self.center.y,Color.BLACK)local aK=math.random(-2,2)local aL=math.random(-2,2)if#self.orbs==3 and not self.missingOrb then self.x=self.x+aK;self.y=self.y+aL end;self:__draw()if#self.orbs==3 and not self.missingOrb then self.x=self.x-aK;self.y=self.y-aL end end;E.onTakeDamage=function(self,dt,T,Y)self.os=0;if Y then if self.health>1 then self:takeHealth(1)else if#self.orbs>0 and not self.missingOrb then game:add(sphere(self.orbs[#self.orbs]))table.remove(self.orbs,#self.orbs)self.health=3 else if#self.orbs==0 and#game.orbs==0 and self.health==1 then self.selfDestructing=true end end end end;self.damaged=false end;game:play(5)return E end;function proptank(c,d)local aF=entity{x=c,y=d}aF.isTank=true;aF.frames={91}aF.setOff=function(self)b=0;local a3=ptm(self.x,self.y)mset(a3.x,a3.y,91)for c=-1,1 do for d=-1,1 do if d==-1 then mset(a3.x+c,a3.y+d,0)else mset(a3.x+c,a3.y+d,mget(a3.x+c,a3.y+d)-13)end end end;poof(self.x,self.y)self.frames={78}mset(a3.x,a3.y,78)game:remove(self)b=1 end;return aF end;function sphere(aM)local aN=game:get("finalboss")local player=game:get("player")local V=entity{x=math.random(2,27)*8,y=math.random(2,14)*8,frames={aM},transparent=Color.CYAN,update=function(self,dt,T)local aN=game:get("finalboss")local player=game:get("player")local aO=false;if overlap(self,player)then aO=true;table.insert(player.orbs,self.frames[1])end;if aN then if overlap(self,aN)then aO=true;table.insert(aN.orbs,self.frames[1])aN.health=3 end end;if aO then for g,aP in ipairs(game.orbs)do if self==aP then table.remove(game.orbs,g)end end;poof(self.x,self.y)if aN then aN.missingOrb=false end;game:remove(self)end end}table.insert(game.orbs,V)return V end;function plant(c,d)local aF=enemy(c,d)aF.shutter=0;aF.health=2;aF.class="plant"aF.maxHealth=2;aF.state=0;aF.frames={344}aF.frameRate=1;aF.range=30;aF.bubble=0;aF.update=function(self,dt,T)if not self:checkDamage(dt,T)then if self.state==0 then self.frames={344}self.bubble=self.bubble+dt*T;if self.bubble>3 then self.bubble=0;sfx(19,"G-3",15,3)for g,entity in pairs(game:getEntities(function(entity)return entity.class=="enemy"end))do if math.dist(self.x,self.y,entity.x,entity.y)<self.range then entity.health=entity.health+1;if entity.health>entity.maxHealth then entity.health=entity.maxHealth end;for c=1,3 do game:add(particle(entity.x,entity.y,math.random(-10,10),15,{502}))end end end end else self.frames={372,373,388,389,344}if self.frames[self.frameIndex]==344 then self.state=0;self.bubble=0;sfx(11,"C-4",-1,3)end end end end;aF.onTakeDamage=function(self,dt,T)if self.state==0 then self.state=1;self.damaged=false else game:remove(self)end end;aF.__draw=aF.draw;aF.draw=function(self,dt,T)self:__draw(dt,T)if self.state==0 then circb(self.x+4,self.y+4,math.lerp(0,self.range,self.bubble/3),9)end end;return aF end;function wizard(c,d)local a7=enemy(c,d)a7.w=2;a7.h=2;a7.radius=8;a7.frames={336,342,336,338,340}a7.frameRate=1/12;a7.blockAge=0;a7.health=5;a7.transparent=Color.MAGENTA;a7.maxHealth=5;a7.empowered=game.current.x==1;a7.state=0;a7.stars=0;a7.maxStars=10;a7.angle=0;a7.cooldown=0;a7.update=function(self,dt,T)if not self:checkDamage(dt,T)then self.sep=360/self.maxStars;self.angle=self.angle+math.rad(self.sep+self.sep*(self.maxHealth-self.health))*dt*T;if self.state==0 then if self.angle>math.rad(self.sep)then self.angle=0;self.stars=self.stars+1 end;if self.stars==self.maxStars then if self.empowered then self.state=math.random(1,3)else self.state=math.random(1,2)end end elseif self.state==1 then self.cooldown=self.cooldown+dt*T;if self.cooldown>1/self.maxStars then game:add(star(self.x,self.y,game:get("player")))self.stars=self.stars-1;self.cooldown=0 end;if self.stars==0 then self.state=0 end elseif self.state==2 then self.cooldown=self.cooldown+dt*T;if self.cooldown>1/self.maxStars then game:add(star(self.x,self.y,math.rad(360/self.maxStars*(self.maxStars-self.stars))))self.stars=self.stars-1;self.cooldown=0 end;if self.stars==0 then self.state=0 end elseif self.state==3 then for c=1,math.floor(self.stars/2)do local ar=rotate(8,8,c*math.rad(self.sep*2))local a8=fly(self.x+ar.x,self.y+ar.y)a8.health=1;a8.maxHealth=1;game:add(a8)end;self.state=0;self.stars=0 else self.state=0 end end end;a7.__draw=a7.draw;a7.draw=function(self)self:__draw()for j=1,self.stars do local e=rotate(8,8,j*math.rad(self.sep)+self.angle)if self.state==1 then e=rotate(8-self.cooldown*8,8-self.cooldown*8,j*math.rad(self.sep)+self.angle)end;spr(508,self.x+e.x+4,self.y+e.y+4,0)end end;a7.onTakeDamage=function(self,dt,T,Y)if Y then self:takeHealth(1)self.state=2;self.damaged=false end end;game:play(2)return a7 end;function hat(c,d)local V=enemy(c,d)V.frames={424,425,426,427}V.health=2;V.maxHealth=2;V.frameRate=1/12;V.shotWatch=3.5;V.shotCooldown=0;V.transparent=Color.MAGENTA;V.shouldFlit=0;V.update=function(self,dt,T)if not self:checkDamage(dt,T)then self.shotCooldown=self.shotCooldown+dt*T;self.shouldFlit=self.shouldFlit+dt*T;self.frameRate=1/(12+self.shotCooldown*10)if self.shotCooldown>self.shotWatch then self.shotCooldown=0;local E=bullet(self.x,self.y,game:get("player"))E.onFinish=function(self)for j=1,10 do game:add(bullet(self.x,self.y,j*math.rad(36)))end end;E.frames={476,492,508}game:add(E)end;if self.shouldFlit>1 then self.shouldFlit=0;local ar=rotate(15,15,math.rad(math.random(360)))local t=ptm(self.x+ar.x,self.y+ar.y)while not isActive(mget(t.x,t.y))or tileCollides(mget(t.x,t.y))do ar=rotate(15,15,math.rad(math.random(360)))t=ptm(self.x+ar.x,self.y+ar.y)end;poof(self.x,self.y,true)self.x=self.x+ar.x;self.y=self.y+ar.y end end end;V.onTakeDamage=function(self,dt,T,Y)if Y then self:takeHealth(1)self.damaged=false end end;return V end;function pedestal(c,d,aQ,aR)local V=entity{x=c,y=d,color=aQ,cleared=aR,visualOffset=0,w=2,h=2,frames={176},radius=8,yOffset=math.random(0,40)/10,dir=1,update=function(self,dt,T)self.yOffset=self.yOffset+12*dt*T*self.dir;if self.yOffset>4 or self.yOffset<0 then self.dir=-self.dir end;self.yOffset=math.clamp(self.yOffset,0,4)local player=game:get("player")if overlap(self,player)and not self.cleared then self.cleared=true;player.health=player.maxHealth;if self.color==Color.GREEN then game.flags.has_g=true elseif self.color==Color.BLUE then game.flags.has_b=true elseif self.color==Color.MAGENTA then game.flags.has_m=true elseif self.color==Color.RED then game.flags.has_r=true end;game:save()end end}V._draw=entity().draw;V.draw=function(self,dt,T)self.w=2;self.h=2;self.transparent=Color.BLACK;self.sprite=176;self:_draw()self.w=1;self.h=1;self.x=self.x+4;self.y=self.y+math.floor(self.yOffset)self.transparent=Color.CYAN;if self.color==Color.GREEN then self.sprite=392 elseif self.color==Color.BLUE then self.sprite=393 elseif self.color==Color.MAGENTA then self.sprite=394 elseif self.color==Color.RED then self.sprite=395 end;if self.cleared then self.sprite=self.sprite-16 end;self:_draw()self.x=self.x-4;self.y=self.y-math.floor(self.yOffset)end;game:play(4)return V end;function portal(c,d)local aF=entity{x=c,y=d,radius=4,w=2,h=2,frameRate=1/6,frames={324,325,326,327},t=3}aF.update=function(self,dt,T)local player=game:get("player")if overlap(self,player)then self.t=self.t-dt*T;if self.t<0 then game.current.x=1;game.current.y=0;game.current.dir=Direction.UP;loadRoom(1,0,Direction.UP)poof(player.x,player.y)end else self.t=1.5 end end;aF._draw=aF.draw;aF.draw=function(self)self.w=2;self.h=2;self.sprite=178;self.x=self.x-4;self.y=self.y-4;self:_draw()self.w=1;self.h=1;self.x=self.x+4;self.y=self.y+4;self:animate(dt,game.speed)self:_draw()if self.t~=1.5 then circb(self.x+4,self.y+4,math.lerp(0,15,self.t/1.5),Color.MAGENTA)end end;return aF end;function player(c,d)local aF=entity{x=c,y=d,sprite=48,frames={256,257,258,259,256},frameRate=1/12,transparent=Color.MAGENTA}aF.maxHealth=4;aF.health=4;aF.state=PlayerState.MOVE;aF.dashTime=0;aF.dashSpeed=150;aF.radius=3;aF.dashLength=1;aF.move=36;aF.bonus=0;aF.lastHit=0;aF.orbAngle=0;aF.isKeyEntity=true;aF.chargeCooldown=0;aF.orbs={}aF.takeHealth=function(self,X)self.iframes=1;if#self.orbs>0 then game:add(sphere(self.orbs[#self.orbs]))table.remove(self.orbs,#self.orbs)else self.health=self.health-X end end;aF.collide=function(self,dt,T)local aS={{x=0,y=0}}for g,aT in pairs(aS)do local a2=ptm(self.x+3+aT.x,self.y+3+aT.y)local aU=mtp(a2.x,a2.y)local aV=false;local aW=false;if tileCollides(mget(a2.x,a2.y))then if self.x<aU.x then aV=true end;if self.y<aU.y then aW=true end;local t=ptm(aU.x,aU.y)if aW then self.y=self.y-1 else self.y=self.y+1 end;if aV then self.x=self.x-1 else self.x=self.x+1 end end end end;aF.input=function(self,dt,T)self:collide(dt,T)local cursor=game:get("cursor")if self.state==PlayerState.MOVE then if self.chargeCooldown>0 then self.chargeCooldown=self.chargeCooldown-dt*T;if self.chargeCooldown<0 then self.chargeCooldown=0;cursor.x=self.x;cursor.y=self.y end end;if btn(Button.A)and self.chargeCooldown<=0 then cursor.visible=true;game.speed=0.5;if btnp(Button.A)then cursor.distance=30;cursor.x=self.x;cursor.y=self.y end;local offset={x=0,y=0}if btn(Button.UP)then offset.y=offset.y-150*dt end;if btn(Button.DOWN)then offset.y=offset.y+150*dt end;if btn(Button.LEFT)then offset.x=offset.x-150*dt end;if btn(Button.RIGHT)then offset.x=offset.x+150*dt end;if math.dist(cursor.x+offset.x,cursor.y+offset.y,self.x,self.y)>50 then offset={x=0,y=0}end;cursor.x=cursor.x+offset.x;cursor.y=cursor.y+offset.y else if cursor.visible then game.speed=1;self.target=math.angle(self.x,self.y,cursor.x,cursor.y)-math.rad(45)self.state=PlayerState.DASH;self.dashTime=0;self.dashLength=math.lerp(0,0.225,math.dist(self.x,self.y,cursor.x,cursor.y)/50)cursor.visible=false;sfx(10,"C-5",30,1)end;local offset={x=0,y=0}local aX=false;if btn(Button.UP)then offset.y=-(self.move*dt*T)self.frames={260,261,262,263,264,265,266,267,268,269,270}self.flip=0;aX=true;cursor.angle=math.rad(90)end;if btn(Button.DOWN)then offset.y=self.move*dt*T;self.frames={260,261,262,263,264,265,266,267,268,269,270}self.flip=0;aX=true;cursor.angle=math.rad(270)end;if btn(Button.LEFT)then offset.x=-(self.move*dt*T)self.frames={260,261,262,263,264,265,266,267,268,269,270}self.flip=0;aX=true;cursor.angle=math.rad(0)end;if btn(Button.RIGHT)then offset.x=self.move*dt*T;self.frames={260,261,262,263,264,265,266,267,268,269,270}self.flip=1;aX=true;cursor.angle=math.rad(180)end;local a3=ptm(self.x+offset.x+4,self.y+4)if tileCollides(mget(a3.x,a3.y))then offset.x=0 end;if isPit(mget(a3.x,a3.y))then sfx(12,"C-4")self.state=PlayerState.FALL;self.health=self.health-1 end;if not aX then self.frames={256,257,258,259,260}end;local a3=ptm(self.x+offset.x+4,self.y+offset.y+4)if tileCollides(mget(a3.x,a3.y))then offset.y=0 end;if isPit(mget(a3.x,a3.y))then sfx(12,"C-4")self.state=PlayerState.FALL;self.health=self.health-1 end;if not aX then self.frames={256,257,258,259,260}end;self.x=self.x+offset.x;self.y=self.y+offset.y;local a3=ptm(self.x+4,self.y+4)a3=mget(a3.x,a3.y)if a3==16 or a3==18 then game.current.y=game.current.y-1;loadRoom(game.current.x,game.current.y,Direction.UP)sfx(8,"C-4",15,3)end;if a3==17 or a3==19 then game.current.y=game.current.y+1;loadRoom(game.current.x,game.current.y,Direction.DOWN)sfx(8,"C-4",15,3)end;if a3==32 or a3==34 then game.current.x=game.current.x-1;loadRoom(game.current.x,game.current.y,Direction.LEFT)sfx(8,"C-4",15,3)end;if a3==33 or a3==35 then game.current.x=game.current.x+1;loadRoom(game.current.x,game.current.y,Direction.RIGHT)sfx(8,"C-4",15,3)end;if a3==120 then game.current.y=game.current.y-1;loadRoom(game.current.x,game.current.y,Direction.UP,true)sfx(8,"C-4",15,3)end;if a3==121 then game.current.y=game.current.y+1;loadRoom(game.current.x,game.current.y,Direction.DOWN,true)sfx(8,"C-4",15,3)end;if a3==136 then game.current.x=game.current.x-1;loadRoom(game.current.x,game.current.y,Direction.LEFT,true)sfx(8,"C-4",15,3)end;if a3==137 then game.current.x=game.current.x+1;loadRoom(game.current.x,game.current.y,Direction.RIGHT,true)sfx(8,"C-4",15,3)end end elseif self.state==PlayerState.FALL then self.fallTime=self.fallTime and self.fallTime+dt or 0.001;self.frames={271}self.rotate=self.rotate+1;if self.fallTime>0.5 then loadRoom(game.current.x,game.current.y,game.current.dir)self.state=PlayerState.MOVE;self.rotate=0;self.fallTime=0 end elseif self.state==PlayerState.DASH then local aY=ptm(self.x+4,self.y+4)if mget(aY.x,aY.y)~=14 then self.dashTime=self.dashTime+dt else game:add(particle(self.x,self.y,nil,nil,{501},0.2))end;local dts=self.dashSpeed*dt*T;local aZ=rotate(dts,dts,self.target)local a3=ptm(self.x+aZ.x+4,self.y+aZ.y+4,true)if tileCollides(mget(a3.x,a3.y))then for c=1,5 do game:add(particle(self.x,self.y,math.random(-30,30),30,{499},0.5))end;self.target=-self.target;self.dashTime=self.dashLength end;self.rotate=self.rotate+1;self.radius=4+math.clamp(math.floor(self.bonus/6),0,8)if self.rotate>3 then self.rotate=0 end;if self.dashTime>=self.dashLength then self.state=PlayerState.MOVE;self.chargeCooldown=1-math.min(1,self.bonus*0.1)self.hitEntities={}self.radius=3;self.start=nil;self.rotate=0;self.target=nil;for j=1,10 do game:add(particle(self.x,self.y,nil,nil,{501},0.5))end end;self.x=self.x+aZ.x;self.y=self.y+aZ.y end end;aF.hitEntities={}aF.hit=function(self,entity)local a_=false;for g,V in pairs(self.hitEntities)do if V==entity then a_=true;return false end end;if not a_ then self.lastHit=0;table.insert(self.hitEntities,entity)end;return not a_ end;aF.iframes=0;aF.update=function(self,dt,T)local a3=ptm(self.x+4,self.y+4)self.orbAngle=self.orbAngle+5*dt*T;if isActive(mget(a3.x,a3.y))then game.shutter=0;for g,entity in pairs(game:getEntities(function(V)return V.shutter end))do game.shutter=game.shutter+entity.shutter end;if game.shutter~=game.lastShutter then sfx(15,"C-4",15,3)end else game.shutter=0 end;self.lastHit=self.lastHit+dt*T;if self.bonus>0 then if self.lastHit>5 then self.bonus=self.bonus-1;self.lastHit=2 end end;if self.iframes>0 then self.visible=not self.visible;self.iframes=self.iframes-dt*T else self.visible=true;self.iframes=0 end;if self.bonus<0 then self.bonus=0 end end;aF.coinsCollected=0;aF._draw=aF.draw;aF.draw=function(self,dt)self:_draw(dt)if self.state==PlayerState.MOVE then if self.chargeCooldown>0 then rect(self.x,self.y-3,math.lerp(0,8,1-self.chargeCooldown),2,13)end;if game:get("cursor").visible and self.chargeCooldown<=0 then circb(self.x+4,self.y+4,50,13)end end;if self.bonus>0 then local b0=print(self.bonus,0,-20)printf(self.bonus,self.x+2-math.floor(b0/4),self.y-8,9,0)end;if self.radius>4 then circb(self.x+4,self.y+4,self.radius,11)end;for c=1,#self.orbs do local t=rotate(6,6,math.rad(360/#self.orbs*c)+self.orbAngle)spr(self.orbs[c],self.x+t.x,self.y+t.y,Color.CYAN)end end;return aF end;function arrow(c,d,x)local V=entity{x=c,y=d,dir=x,radius=4,frames={408,409,410,411}}if x==Direction.LEFT then V.rotate=1 elseif x==Direction.DOWN then V.rotate=2 elseif x==Direction.RIGHT then V.rotate=3 end;V.update=function(self,dt,T)self:checkDamage(dt,T)end;V.onTakeDamage=function(self,dt,T,Y)local player=game:get("player")if Y then self.hold=0;if self.dir==Direction.UP then player.target=math.angle(0,0,0,-1)elseif self.dir==Direction.DOWN then player.target=math.angle(0,0,0,1)elseif self.dir==Direction.LEFT then player.target=math.angle(0,0,1,0)elseif self.dir==Direction.RIGHT then player.target=math.angle(1,0,0,0)end;game:add(particle(player.x,player.y,nil,nil,{501}))player.target=player.target-math.rad(45)end;if self.hold<0.1 then player.x=self.x;player.y=self.y;self.hold=self.hold+dt*T else self.damaged=false end end;return V end;function evilOrb(c,d)local aP=enemy(c,d)aP.health=4;aP.maxHealth=4;aP.transparent=Color.MAGENTA;aP.bounceFrames={440,441,442,443,456}aP.walkFrames={456,457,458,459,472,473,474,475,488,489,490,491}aP.frames=aP.bounceFrames;aP.frameRate=1/12;aP.angle=0;aP.charge=0;aP.state=0;aP.dashTime=0;aP.chargesDone=0;aP.hold={}aP.vel=15;aP.empowered=game.current.x==1;if aP.empowered then aP.health=6;aP.maxHealth=6;poof(aP.x,aP.y,true)end;aP.update=function(self,dt,T)if self.health<=0 then game:remove(self)poof(self.x,self.y)end;if not self:checkDamage(self,dt,T)then local player=game:get("player")if self.state==0 then self.charge=self.charge+dt*T;if self.charge>1 then local aG={1,2,2,2,2,2,3,3,3,3,3,5,5,5}if not self.empowered then aG={2,2,2,2,3,3}end;self.state=aG[math.random(1,#aG)]self.charge=0;self.vel=15 end elseif self.state==1 then self.vel=self.vel-5*dt*T;if#self.hold<8 then while#self.hold<8 do local E=bomb(self.x,self.y)E.angle=#self.hold*40;table.insert(self.hold,E)game:add(E)end else for g,b1 in ipairs(self.hold)do local b2=rotate(self.vel,self.vel,b1.angle)b1.x=b1.x+b2.x*dt*T;b1.y=b1.y+b2.y*dt*T;if game:get(b1.name)==nil or b1.class=="coin"then table.remove(self.hold,g)end end end;if self.vel<0 then self.state=0;self.hold={}end elseif self.state==2 then self.charge=self.charge+dt*T;self.angle=math.angle(self.x+4,self.y+4,player.x+4,player.y+4)-math.rad(45)if self.chargesDone>2 then self.state=0;self.chargesDone=0 end;if self.charge>1 then self.state=4;poof(self.x,self.y,true)end elseif self.state==3 then self.angle=math.angle(self.x+4,self.y+4,player.x+4,player.y+4)-math.rad(45)self.dashTime=self.dashTime+dt*T;if self.dashTime>0.25 then self.chargesDone=self.chargesDone+1;game:add(star(self.x,self.y,game:get("player")))self.dashTime=0 end;if self.chargesDone>2 then self.chargesDone=0;self.dashTime=0;self.state=0 end elseif self.state==4 then local ar=rotate(150,150,self.angle)ar={x=ar.x*dt*T,y=ar.y*dt*T}self.dashTime=self.dashTime+dt*T;if self.dashTime>0 then self.rotate=self.rotate+1;if self.rotate>3 then self.rotate=0 end;local a3=ptm(self.x+ar.x+4,self.y+ar.y+4)local a1=mget(a3.x,a3.y)if tileCollides(a1)then self.state=0;self:takeHealth(1)else self.x=self.x+ar.x;self.y=self.y+ar.y;if overlap(self,player)then if player.iframes==0 and player.state==PlayerState.MOVE then player:takeHealth(1)end end end end;if self.dashTime>0.2 then self.angle=math.angle(self.x,self.y,player.x,player.y)-math.rad(45)self.state=2;self.chargesDone=self.chargesDone+1;if self.chargesDone>2 then self.state=0;self.dashTime=0;self.chargesDone=0;self.rotate=0 end end elseif self.state==5 then self.dashTime=self.dashTime+dt*T;if self.dashTime>0.1 then self.dashTime=0;self.chargesDone=self.chargesDone+1;game:add(bullet(self.x,self.y,20*self.chargesDone))end;if self.chargesDone>18 then self.state=0 end end end end;aP.onTakeDamage=function(self,dt,T,Y)if Y then poof(self.x,self.y)self:takeHealth(1)self.damaged=false end end;aP.__draw=aP.draw;aP.draw=function(self)self:__draw()if self.state==2 then local ar=rotate(math.lerp(0,30,self.charge),math.lerp(0,30,self.charge),self.angle)line(self.x+4,self.y+4,self.x+ar.x+4,self.y+ar.y+4,Color.RED)spr(460,self.x+ar.x,self.y+ar.y,Color.BLACK)end end;game:play(2)return aP end;function health(c,d)return entity{visAge=0,lastHealth=game:get("player").maxHealth,isKeyEntity=true,update=function(self,dt,T)local player=game:get("player")player.health=math.clamp(player.health,0,player.maxHealth)if self.lastHealth~=player.health then if self.lastHealth>player.health then self.visAge=0;player.iframes=1;self.lastHealth=player.health;sfx(13,"C-4",15,3)if player.bonus>0 then player.bonus=0;for c=1,5 do game:add(particle(player.x+4,player.y-8,nil,math.random(-30,0),{502},0.3))end;sfx(5,"C-4",15,3)end;for c=1,math.random(1,5)do game:add(particle(4+math.lerp(0,41,player.health/player.maxHealth),4,math.random(-15,15),-math.random(15,25),{500}))end else self.visAge=0 end;if self.lastHealth<=0 then self.lastHealth=player.health;game.current.x=game.start.x;game.current.y=game.start.y;loadRoom(game.start.x,game.start.y)player.health=player.maxHealth;player.x=game.playerSpawn.x;player.y=game.playerSpawn.y end end;if player.health==player.maxHealth then self.visible=self.visAge<2;self.visAge=self.visAge+dt else self.visible=true end end,draw=function(self,dt)local player=game:get("player")spr(466,1,1,Color.MAGENTA)spr(482,1,5,Color.MAGENTA)spr(467,9,1,Color.MAGENTA)spr(483,9,5,Color.MAGENTA)spr(467,16,1,Color.MAGENTA)spr(483,16,5,Color.MAGENTA)spr(467,24,1,Color.MAGENTA)spr(483,24,5,Color.MAGENTA)spr(467,32,1,Color.MAGENTA)spr(483,32,5,Color.MAGENTA)spr(468,40,1,Color.MAGENTA)spr(484,40,5,Color.MAGENTA)rect(4,4,math.lerp(0,41,player.health/player.maxHealth),7,11)printf(string.format("%i / %i",player.health,player.maxHealth),12,5,0,15)end}end;function scorer(c,d)return entity{frames={310},isKeyEntity=true,w=1,h=1,x=c,y=d,transparent=1,visAge=0,update=function(self,dt,T)self.visAge=self.visAge+dt;self.visible=self.visAge<1 end,_draw=entity().draw,draw=function(self,dt)self:_draw(dt)printf(game.score,self.x+10,self.y+1,15,0)end}end;function overlap(D,E)local b3=math.dist(D.x+4*D.w,D.y+4*D.h,E.x+4*E.w,E.y+4*E.h)return b3<D.radius+E.radius end;function snake(c,d)return entity{frameRate=1/12,frames={288,289,290,291,290,289},x=c,y=d}end;function coin(c,d,b4)local b5={310,310,310,310,310,304,305,306,307,308,309}if b4==nil then b4=true else b4=false end;if not b4 then b5={324,325,326,327}end;return entity{isValid=b4,frames=b5,x=c,class="coin",y=d,collected=false,collectAge=-0.1,update=function(self,dt,T)dt=dt*T;if not self.collected then local player=game:get("player")if overlap(self,player)then if self.isValid then self.frames={310,311,312,311}else self.frames={328,329,330,331}end;self.collected=true;sfx(1,"G-4",-1,3)for c=1,5 do game:add(particle(self.x,self.y,math.random(-15,15),30,self.isValid and{498}or{502}))end;if player.state==PlayerState.DASH then if self.isValid then if player.bonus<3 then score("TINY",self.x,self.y)elseif player.bonus<6 then score("SMALL",self.x,self.y)elseif player.bonus<10 then score("MEDIUM",self.x,self.y)end end else if self.isValid then score("TINY",self.x,self.y)end end end else self.collectAge=self.collectAge+dt;if self.isValid then self.y=self.y-75*dt*math.sign(self.collectAge)end;if self.collectAge>1 then game:remove(self)end end end}end;function heart(c,d)return entity{frames={313,314,315,316,317,318,319},x=c,y=d,update=function(self,dt,T)local player=game:get("player")if overlap(self,player)then if player.health+1<=player.maxHealth then player.health=player.health+1;game:remove(self)for c=1,5 do game:add(particle(self.x,self.y,nil,nil,{502}))end;sfx(14,"C-4",15,3)end end end}end;function squid(c,d)return entity{frameRate=1/12,frames={272,273,274,275,274,273},x=c,y=d}end;function dog(c,d)return entity{frameRate=1/12,frames={320,321,322,323},x=c,y=d}end;function bomb(c,d,b6)local bomb=entity{x=c,y=d,frames=b6 and{333,334,335}or{349,350,351},frameRate=1/6,radius=3,class="bullet",age=0,friendly=b6 and b6 or false,fuse=3,lastPart=0,update=function(self,dt,T)self.frameRate=1/math.lerp(1,60,self.age/self.fuse)if self.lastPart>0.25 then game:add(particle(self.x,self.y,math.random(-15,15),50,{499}))self.lastPart=0 else self.lastPart=self.lastPart+dt*T end;self.age=self.age+dt*T;if self.age>self.fuse then for c=1,9 do local b7=bullet(self.x,self.y,math.rad(c*40))b7.friendly=self.friendly;game:add(b7)end;sfx(19,"C-4",15,3)game:remove(self)end end}return bomb end;function ufo(c,d)local b8=enemy(c,d)b8.frames={328,329,330,331,332,333,334}b8.transparent=Color.MAGENTA;b8.health=2;b8.maxHealth=2;b8.frameRate=1/12;b8.shotWatch=3.5;b8.shotCooldownX=0;b8.shotsFired=0;b8.shotCooldown=0;b8.transparent=Color.MAGENTA;b8.shouldFlit=0;b8.update=function(self,dt,T)if not self:checkDamage(dt,T)then self.shotCooldown=self.shotCooldown+dt*T;self.shouldFlit=self.shouldFlit+dt*T;self.frameRate=1/(12+self.shotCooldown*10)if self.shotCooldown>self.shotWatch then self.shotCooldownX=self.shotCooldownX+dt*T;if self.shotCooldownX>0.2 then self.shotCooldownX=0;self.shotsFired=self.shotsFired+1;for j=-1,1 do local player=game:get("player")local D=math.angle(self.x,self.y,player.x,player.y)game:add(bullet(self.x,self.y,D+j*math.rad(15)))end;if self.shotsFired>2 then self.shotCooldown=0;self.shotCooldownX=0;self.shotsFired=0 end end end;if self.shouldFlit>1 then self.shouldFlit=0;local ar=rotate(15,15,math.rad(math.random(360)))local t=ptm(self.x+ar.x,self.y+ar.y)while not isActive(mget(t.x,t.y))or tileCollides(mget(t.x,t.y))do ar=rotate(15,15,math.rad(math.random(360)))t=ptm(self.x+ar.x,self.y+ar.y)end;poof(self.x,self.y,true)self.x=self.x+ar.x;self.y=self.y+ar.y end end end;b8.onTakeDamage=function(self,dt,T,Y)if Y then self:takeHealth(1)self.damaged=false end end;return b8 end;function tank(c,d)local tank=entity{frames={477},x=c,y=d,w=3,h=3,transparent=12,dir=1,offset=4,doingZone=false,state=0,steal=0,orbLocs={{10,7},{10,9},{18,7},{18,9}},orbs={},collectedOrbs=0}game.collapse=50;tank.angle=0;tank.update=function(self,dt,T)game.collapse=1;local b9=0;for g,k in pairs({'has_r','has_g','has_b','has_m'})do if game.flags[k]then b9=b9+1 end end;if not game.flags.opened_final_zone then if game.flags.has_r and game.flags.has_g and game.flags.has_m and game.flags.has_b and not self.doingZone then for g,a9 in pairs(self.orbLocs)do local aP=entity{a9[1]*8,a9[2]*8}aP.startX=a9[1]*8;aP.startY=a9[2]*8;aP.frames={mget(a9[1],a9[2])+16}mset(a9[1],a9[2],2)table.insert(self.orbs,aP)game:add(aP)end;self.doingZone=true;game:play(5)self.shutter=1 end else self.state=3;self.frames={429}game:play(3)end;if self.doingZone then game:play(5)if self.state==0 then self.steal=self.steal+dt*T;for g,aP in pairs(self.orbs)do aP.x=math.lerp(aP.startX,self.x+8,self.steal)aP.y=math.lerp(aP.startY,self.y+8,self.steal)if math.random(1,100)==1 then game:add(particle(aP.x,aP.y))end end;if self.steal>1 then self.state=1;for g,aP in pairs(self.orbs)do aP.visible=false end end elseif self.state==1 then self.frames={429}sfx(24,"C-4",-1,3)self.state=2;game.broken=true;for c=1,10 do local aF=particle(self.x+8,self.y+8)aF.transparent=Color.MAGENTA;if math.random(1,2)==1 then aF.frames={444}else aF.frames={428}end;game:add(aF)end elseif self.state==2 then self.offset=self.offset-10*dt*T;self.angle=self.angle+3*dt*T;for g,aP in ipairs(self.orbs)do local ar=rotate(10,10,self.angle+g*math.rad(90))aP.visible=true;aP.x=self.x+8+ar.x;aP.y=self.y+8+ar.y+self.offset end;local a3=ptm(self.x,self.y+math.floor(self.offset))local t=mget(a3.x,a3.y)if tileCollides(t)and t~=115 then mset(a3.x,a3.y,16)mset(a3.x+1,a3.y,18)mset(a3.x+2,a3.y,16)mset(a3.x+0,a3.y+1,40)mset(a3.x+1,a3.y+1,40)mset(a3.x+2,a3.y+1,40)poof(self.x,self.y+self.offset,true)self.state=3;for g,aP in pairs(self.orbs)do game:remove(aP)end;game.flags.opened_final_zone=true end end end end;tank.onRemove=function(self)game.collapse=0 end;tank._draw=tank.draw;tank.draw=function(self)if self.doingZone then if self.state~=3 then self.x=self.x+4;self.y=self.y+math.floor(self.offset)if self.state==0 then self.sprite=366 else self.sprite=364 end;self.w=2;self.h=2;self:_draw()self.x=self.x-4;self.y=self.y-math.floor(self.offset)end end;if not self.doingZone and not game.flags.opened_final_zone then self.x=self.x+4;self.y=self.y+math.floor(self.offset)if self.collectedOrbs<=2 then self.sprite=398 else self.sprite=366 end;self.w=2;self.h=2;self:_draw()self.x=self.x-4;self.y=self.y-math.floor(self.offset)end;self.sprite=self.frames[self.frameIndex]self.w=3;self.h=3;self:_draw()end;game:play(3)return tank end;function particle(c,d,ba,bb,b5,bc,bd)local be=entity{x=c,transparent=0,y=d,alwaysVisible=true,frames=b5 and b5 or{499},velX=ba and ba or math.random(-50,50),velY=bb and bb or math.random(-50,50),age=bc and bc or 1,animated=true}be._update=bd;be.update=function(self,dt,T)self.age=self.age-dt;if self._update then self:_update(dt,T)end;self.y=self.y-self.velY*dt;self.x=self.x+self.velX*dt;if self.age<=0 then game:remove(self)end end;return be end;function TIC()lt=t;t=time()dt=(t-lt)/1000;table.insert(dts,dt)if#dts>60 then while#dts>60 do table.remove(dts,1)end end;local bf=0;for g,bg in pairs(dts)do bf=bf+bg end;avg_dt=bf/#dts;if game.queuePlay and game.flags.music then game.playing=game.queuePlay;music(game.playing)game.queuePlay=false end;game.lastShutter=game.shutter;game.timer=game.timer+dt;if game.timer>1 then while game.timer>1 do game.timer=game.timer-1 end end;game.qs=game.qs+dt;if game.qs>0.25 then GlitchTiles={}game.qs=0 end;game:update(dt,game.speed)cls(Camera.bg)map(cam())game:draw()game:cleanup()end;function init()game.scenes.play=scene(function()loadRoom(game.start.x,game.start.y)end)game:load()game.activeScene="play"end;function exit()mset=_mset;mget=_mget;btn=_btn;btnp=_btnp end;function scanline(g)local bh="00000044283430346d4e4a4e854c30346524d04648617165597dce00ff000000ffff0000fa00ff00fafffffa00ffffff"if game.broken then bh="140c1c44243430346d4e4a4e854c30346524d04648757161597dced27d2c8595a16daa2cd2aa996dc2cadad45edeeed6"end;for j=1,#bh,2 do poke(0x3FC0+j//6*3+j//2%3,tonumber(bh:sub(j,j+1),16))end end;init() | |
-- <TILES> | |
-- 001:0ffffff0f0ffffffffffffffffffffffffffff0ffffff0ffffff0f0f0ffffff0 | |
-- 002:000000000f0000f0000000000000000000000000000000000f0000f000000000 | |
-- 003:0ff00ff0f000000ff000000f0000000000000000f000000ff000000f0ff00ff0 | |
-- 004:0ffffff0ffffffffffffffffffffff0fffffffffffffff0ffff0f0ff0ffffff0 | |
-- 005:0ffffff0f000000ff000000ff000000ff000000ff000000ff000000f0ffffff0 | |
-- 006:0dddddd0dfdfddddddfddddddfdddddddddddd0dddddd0dddddd0d0d0dddddd0 | |
-- 007:0dd00dd0d000000dd000000d0000000000000000d000000dd000000d0dd00dd0 | |
-- 008:00ffff0f0f0000f0f0ffff0fffbbbbfbfbbbbbbbfbbbbbbb0fbbbbbbfbbbbbbb | |
-- 009:f0ffff000f0000f0f0ffff0fbfbbbbffbbbbbbbfbbbbbbbfbbbbbbf0bbbbbbbf | |
-- 010:f0ffff0f000000000f0000f0fbffffbfbbbbbbbbbbbbbbbbbfbbbbfbf0ffff0f | |
-- 011:00ffff0f0f0000f0f0000000f0ffff0fffbbbbfbfbbbbbbb0fbbbbbffbbbbbf0 | |
-- 012:f0ffff000f0000f00000000ff0ffff0fbfbbbbffbbbbbbbffbbbbbf00fbbbbbf | |
-- 013:0eeeeee0efefeeeeeefeeeeeefeeeeeeeeeeee0eeeeee0eeeeee0e0e0eeeeee0 | |
-- 014:000000000d000000000000d00000d0000000000000d0000000000d0000000000 | |
-- 015:efefefeffefefefe0f0f0f0fe0e0e0e00e0e0e0e0000000000e000e0e000e000 | |
-- 016:0ffbbff0ffbbbbfffbbbbbbffffbbffffffbbffffffbbffffffbbfff0ffffff0 | |
-- 017:0ffffff0fffbbffffffbbffffffbbffffffbbffffbbbbbbfffbbbbff0ffbbff0 | |
-- 018:0ff99ff0ff9999fff999999ffff99ffffff99ffffff99ffffff99fff0ffffff0 | |
-- 019:0ffffff0fff99ffffff99ffffff99ffffff99ffff999999fff9999ff0ff99ff0 | |
-- 020:0ffccff0ffccccfffccccccffffccffffffccffffffccffffffccfff0ffffff0 | |
-- 021:0ffffff0fffccffffffccffffffccffffffccffffccccccfffccccff0ffccff0 | |
-- 022:0ffaaff0ffaaaafffaaaaaaffffaaffffffaaffffffaaffffffaafff0ffffff0 | |
-- 023:0ffffff0fffaaffffffaaffffffaaffffffaaffffaaaaaafffaaaaff0ffaaff0 | |
-- 024:fbbbbbbb0fbbbbbbfbbbbbbbfbbbbbbbfbbbbbbbfbbbbbbb0fbbbbfb00ffff0f | |
-- 025:bbbbbbbfbbbbbbf0bbbbbbbfbbbbbbbfbbbbbbbfbbbbbbbfbfbbbbf0f0ffff00 | |
-- 026:fbbbbbbf0fbbbbf0fbbbbbbffbbbbbbffbbbbbbffbbbbbbf0fbbbbf0fbbbbbbf | |
-- 027:fbbbbbf00fbbbbbffbbbbbf0fbbbbbbffbbbbbbbfbbbbbbb0fbbbbfb00ffff0f | |
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-- </TILES1> | |
-- <SPRITES> | |
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-- </SPRITES> | |
-- <MAP> | |
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-- </SFX> | |
-- <PATTERNS> | |
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-- </PATTERNS> | |
-- <TRACKS> | |
-- 000:1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000008d0020 | |
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-- </TRACKS> | |
-- <PALETTE> | |
-- 000:00000044283430346d4e4a4e854c30346524d04648717171597dce00ff000000ffff0000fa00ff00fafffffa00ffffff | |
-- </PALETTE> | |
-- <COVER> | |
-- 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| |
-- </COVER> | |
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-- title: TinyDungeon | |
-- author: vriska | |
-- desc: a dungeon-crawling, dashing game | |
-- saveid: TinyDungeon | |
-- script: lua | |
local changedTiles = {} | |
_mget = mget | |
_mset = mset | |
_btn = btn | |
_btnp = btnp | |
_sfx = sfx | |
--[[ | |
hello hacker fucker | |
this is vriska serket | |
here's the deal. | |
if you hack this game | |
i will find you | |
where ever you are | |
and 8r8k your legs | |
and thats a promise | |
]] | |
-- | |
-- | |
-- | |
local editMode = 0 | |
function sfx(...) | |
if game.flags.sound then | |
return _sfx(...) | |
else | |
return false | |
end | |
end | |
function mget(x, y) | |
return _mget(Camera.x + x, Camera.y + y) | |
end | |
function btn(...) | |
local r = _btn(...) | |
if r then | |
game.moved = true | |
end | |
return r | |
end | |
function btnp(...) | |
local r = _btnp(...) | |
if r then | |
game.moved = true | |
end | |
return r | |
end | |
function mset(x, y, id) | |
if editMode == 0 then | |
changedTiles[x .. "," .. y] = { | |
x = x, | |
y = y, | |
id = mget(x, y) | |
} | |
end | |
return _mset(Camera.x + x, Camera.y + y, id) | |
end | |
t = 0 | |
lt = 0 | |
dt = 0 | |
dts = {} | |
avg_dt = 0 | |
game = { | |
qs = 0, | |
timer = 0, | |
width = 240, | |
height = 138, | |
roomWidth = 30, | |
roomHeight = 17, | |
collapse = 0, | |
shutter = 0, | |
buttons = 0, | |
broken = false, | |
drawMap = false, | |
orbs = {}, | |
flagOrder = { | |
{"has_g", "has_b", "has_m", "has_r"}, | |
{"sound", "music", "loaded", "opened_final_zone"} | |
}, | |
flags = { | |
has_r = false, | |
has_b = false, | |
has_g = false, | |
has_m = false, | |
sound = true, | |
music = true, | |
loaded = false, | |
opened_final_zone = false | |
}, | |
save = function(self) | |
for index, set in ipairs(self.flagOrder) do | |
local ss = "" | |
for i, flag in pairs(set) do | |
if self.flags[flag] then | |
ss = ss .. "1" | |
else | |
ss = ss .. "0" | |
end | |
end | |
pmem(index, ss) | |
end | |
end, | |
load = function(self) | |
for index, set in ipairs(self.flagOrder) do | |
local sd = tostring(pmem(index)) | |
for i, flag in ipairs(set) do | |
if sd:sub(i, i) == "1" then | |
trace(string.format("Flag %i:%i (%s): true", index, i, flag)) | |
self.flags[flag] = true | |
else | |
trace(string.format("Flag %i:%i (%s): false", index, i, flag)) | |
self.flags[flag] = false | |
end | |
end | |
end | |
if not self.flags.loaded then | |
self.flags = { | |
has_r = false, | |
has_b = false, | |
has_g = false, | |
has_m = false, | |
sound = true, | |
music = true, | |
loaded = true, | |
opened_final_zone = false | |
} | |
self:save() | |
self:load() | |
end | |
end, | |
start = { | |
x = 1, | |
y = 1 | |
}, | |
playerSpawn = { | |
x = 0, | |
y = 0, | |
}, | |
current = { | |
x = 1, | |
y = 1, | |
}, | |
checkPoint = { | |
}, | |
score = 1000, | |
speed = 1, | |
prompts = {}, | |
scenes = {}, | |
activeScene = "menu", | |
queuedScene = false, | |
setScene = function(self, _scene) | |
self.queuedScene = _scene | |
if self.scenes[_scene].resetOnLoad then | |
self.scenes[_scene] = scene(self.scenes[_scene].init, true) | |
end | |
end, | |
playing = 1, | |
queuePlay = 1, | |
play = function(self, id) | |
if id ~= self.playing then | |
trace(string.format("Playing track %i", id)) | |
self:stop() | |
self.queuePlay = id | |
end | |
end, | |
stop = function(self) | |
music() | |
self.playing = false | |
end, | |
getEntities = function(self, callback) | |
if callback == nil then | |
callback = function(entity) return true end | |
end | |
local list = {} | |
for index, entity in pairs(self.scenes[self.activeScene].entities) do | |
if callback(entity) then | |
table.insert(list, entity) | |
end | |
end | |
return list | |
end, | |
add = function(self, ...) | |
return self.scenes[self.activeScene]:add(...) | |
end, | |
get = function(self, ...) | |
return self.scenes[self.activeScene]:get(...) | |
end, | |
remove = function(self, ...) | |
return self.scenes[self.activeScene]:remove(...) | |
end, | |
update = function(self, ...) | |
return self.scenes[self.activeScene]:update(...) | |
end, | |
draw = function(self, ...) | |
return self.scenes[self.activeScene]:draw(...) | |
end, | |
cleanup = function(self) | |
return self.scenes[self.activeScene]:cleanup() | |
end | |
} | |
seenTiles = {} | |
Button = { | |
UP = 0, | |
DOWN = 1, | |
LEFT = 2, | |
RIGHT = 3, | |
A = 4, | |
B = 5, | |
X = 6, | |
Y = 7 | |
} | |
Camera = { | |
x = 0, | |
y = 0, | |
w = 30, | |
h = 17, | |
sx = 0, | |
sy = 0, | |
transparent = 0, | |
scale = 1, | |
visible = false, | |
bg = 0, | |
offset = { | |
x = 0, | |
y = 0 | |
} | |
} | |
GlitchTiles = {} | |
function cam() | |
return Camera.x, Camera.y, | |
Camera.w, Camera.h, | |
Camera.sx, Camera.sy, | |
Camera.transparent, | |
Camera.scale, function(t, x, y) | |
local player = game:get("player") | |
if t == 190 then | |
if game.flags.controller then | |
return 188 | |
else | |
return 190 | |
end | |
end | |
if t == 191 then | |
if game.flags.controller then | |
return 189 | |
else | |
return 191 | |
end | |
end | |
if t == 206 then | |
if game.flags.controller then | |
return 204 | |
else | |
return 206 | |
end | |
end | |
if t == 207 then | |
if game.flags.controller then | |
return 205 | |
else | |
return 207 | |
end | |
end | |
if t == 115 then | |
return 0 | |
end | |
if t == 67 then | |
if game.broken then | |
if GlitchTiles[x .. ',' .. y] then | |
return GlitchTiles[x .. ',' .. y] | |
else | |
GlitchTiles[x .. ',' .. y] = math.random(1, 256) | |
return GlitchTiles[x .. ',' .. y] | |
end | |
else | |
return 1 | |
end | |
end | |
if t == 68 then | |
return game.flags.has_g and 69 or 68 | |
end | |
if t == 84 then | |
return game.flags.has_b and 85 or 84 | |
end | |
if t == 100 then | |
return game.flags.has_m and 101 or 100 | |
end | |
if t == 116 then | |
return game.flags.has_r and 117 or 116 | |
end | |
if t == 70 then | |
return not game.flags.has_g and 70 or 86 | |
end | |
if t == 71 then | |
return not game.flags.has_b and 71 or 87 | |
end | |
if t == 72 then | |
return not game.flags.has_m and 72 or 88 | |
end | |
if t == 73 then | |
return not game.flags.has_r and 73 or 89 | |
end | |
if game.collapse > 0 then | |
if math.random(1, math.max(1, math.floor(100 - game.collapse) * 100)) == 1 then | |
return math.random(1, 512) | |
end | |
end | |
if t == 45 then | |
if game.shutter > 0 then | |
if 0 == game.lastShutter then | |
local particleArea = mtp(x - Camera.x, y - Camera.y) | |
game:add(particle(particleArea.x, particleArea.y)) | |
end | |
return 13 | |
else | |
if game.shutter ~= game.lastShutter then | |
local particleArea = mtp(x - Camera.x, y - Camera.y) | |
game:add(particle(particleArea.x, particleArea.y)) | |
end | |
return 45 | |
end | |
end | |
if t == 2 then | |
return 0 | |
end | |
if t == 3 then | |
local playerTile = ptm(player.x, player.y) | |
if math.dist(playerTile.x, playerTile.y, x - Camera.x, y - Camera.y) <= 2.75 then | |
return 1 | |
else | |
return 0 | |
end | |
end | |
if t == 16 or t == 18 or t == 20 or t == 22 then | |
return 15 | |
end | |
if t == 17 or t == 19 or t == 21 or t == 23 then | |
return 15, 2, 0 | |
end | |
if t == 33 or t == 35 or t == 37 or t == 39 then | |
return 15, 0, 1 | |
end | |
if t == 32 or t == 34 or t == 36 or t == 38 then | |
return 15, 0, 3 | |
end | |
if t == 7 then | |
if game:get("player").state == PlayerState.DASH | |
or (btn(Button.A) and game:get("player").state == PlayerState.MOVE) | |
then | |
return 7 | |
else | |
return 6 | |
end | |
end | |
if isPit(t) then | |
local tileloc = mtp(x - Camera.x, y - Camera.y) | |
if math.random(1, 500) == 1 then | |
game:add(particle(tileloc.x, tileloc.y, 0, math.random(5, 20), math.random(1, 2) == 1 and {498} or {499}, math.random(1, 10) / 10)) | |
end | |
return t | |
end | |
return t | |
end | |
end | |
function printf(text, x, y, bg, fg, ...) | |
bg = bg and bg or 1 | |
fg = fg and fg or 15 | |
local dirs = { | |
{x = 0, y = 1}, | |
{x = 1, y = 0}, | |
{x = -1, y = 0}, | |
{x = 0, y = -1}, | |
} | |
for index, dir in pairs(dirs) do | |
print(text, x + dir.x, y + dir.y, bg, ...) | |
end | |
return print(text, x, y, fg, ...) | |
end | |
function math.dist(x1,y1, x2,y2) return ((x2-x1)^2+(y2-y1)^2)^0.5 end | |
function math.sign(n) return n>0 and 1 or n<0 and -1 or 0 end | |
function math.lerp(a,b,t) return (1-t)*a + t*b end | |
function math.cerp(a,b,t) local f=(1-math.cos(t*math.pi))*.5 return a*(1-f)+b*f end | |
function math.clamp(val, lower, upper, loop) | |
if(loop == nil) then | |
loop = false | |
end | |
assert(val and lower and upper, "math.clamp called with not enough arguments.") | |
if lower > upper then lower, upper = upper, lower end -- swap if boundaries supplied the wrong way | |
if(loop) then | |
if(val < lower) then | |
return upper | |
elseif(val > upper) then | |
return lower | |
else | |
return val | |
end | |
end | |
return math.max(lower, math.min(upper, val)) | |
end | |
function math.multiple(n, size) size = size or 10 return math.round(n/size)*size end | |
function rotate(x, y, angle) | |
local cs = math.cos(angle) | |
local sn = math.sin(angle) | |
return { | |
x = x * cs - y * sn, | |
y = x * sn + y * cs | |
} | |
end | |
function math.angle(x1,y1, x2,y2) | |
return math.atan2(y2-y1, x2-x1) | |
end | |
function mtp(x, y, arg) | |
if arg then | |
return x * 8, y * 8 | |
else | |
return {x = x * 8, y = y * 8} | |
end | |
end | |
function ptm(x, y) | |
return { | |
x = math.floor(x - (x % 8)) / 8, | |
y = math.floor(y - (y % 8)) / 8 | |
} | |
end | |
function scene(init, resetOnLoad) | |
return { | |
queuedToRemove = {}, | |
entityOrder = {}, | |
doneInit = false, | |
init = init, | |
resetOnLoad = resetOnLoad, | |
entities = {}, | |
add = function(self, entity, name) | |
if entity == nil then | |
return false | |
end | |
if entity.name == nil then | |
if name == nil then | |
entity.name = entity.class .. "_" .. math.random(1000) .. time() | |
else | |
entity.name = name | |
end | |
end | |
self.entities[entity.name] = entity | |
table.insert(self.entityOrder, entity.name) | |
end, | |
get = function(self, entity) | |
return self.entities[entity] | |
end, | |
remove = function(self, name) | |
if type(name) == "string" then | |
table.insert(self.queuedToRemove, name) | |
else | |
table.insert(self.queuedToRemove, name.name) | |
end | |
end, | |
_remove = function(self, name) | |
local entity = nil | |
if type(name) == "string" then | |
entity = self.entities[name] | |
else | |
for _name, _e in pairs(self.entities) do | |
if _e == name then | |
name = _name | |
entity = _e | |
end | |
end | |
end | |
if entity.onRemove then | |
entity:onRemove() | |
end | |
self.entities[name] = nil | |
return entity | |
end, | |
update = function(self, dt, speed) | |
if not self.doneInit then | |
self:init() | |
self.doneInit = true | |
end | |
for name, entity in pairs(self.entityOrder) do | |
local entity = self:get(entity) | |
if entity ~= nil then | |
entity:input(dt, speed) | |
entity:update(dt, speed) | |
entity:animate(dt, speed) | |
end | |
end | |
end, | |
draw = function(self) | |
for name, entity in pairs(self.entityOrder) do | |
local entity = self:get(entity) | |
if entity ~= nil then | |
if entity.visible then | |
entity:draw() | |
end | |
end | |
end | |
end, | |
cleanup = function(self) | |
for index, name in pairs(self.queuedToRemove) do | |
for index, entity in ipairs(self.entityOrder) do | |
if entity == name then | |
self:_remove(name) | |
table.remove(self.entityOrder, index) | |
end | |
end | |
end | |
self.queuedToRemove = {} | |
end | |
} | |
end | |
function entity(options) | |
local e = { | |
id = 0, | |
class = "entity", | |
x = 0, | |
y = 0, | |
shutter = 0, | |
-- sprite stuff | |
sprite = 0, | |
dir = 1, | |
flip = 0, | |
rotate = 0, | |
w = 1, | |
h = 1, | |
scale = 1, | |
transparent = 0, | |
visible = true, | |
alwaysVisible = false, | |
locked = false, | |
isKeyEntity = false, | |
-- animation code | |
animated = true, | |
frames = {}, | |
frameRate = 0.2, | |
frameLife = 0, | |
frameIndex = 1, | |
age = 0, | |
-- stats | |
health = 5, | |
maxHealth = 5, | |
direction = 0, | |
canHitTwice = false, | |
radius = 4, | |
-- update code | |
input = function(self, dt, speed) | |
end, | |
update = function(self, dt, speed) | |
self.age = self.age + dt | |
end, | |
animate = function(self, dt, speed) | |
dt = dt * speed | |
if self.frameIndex > #self.frames then | |
self.frameIndex = 1 | |
end | |
if(self.animated) then | |
self.frameLife = self.frameLife + dt | |
end | |
if(self.frameLife > self.frameRate) then | |
self.frameIndex = self.frameIndex + 1 | |
self.frameLife = 0 | |
if(self.frameIndex > #self.frames) then | |
self.frameIndex = 1 | |
end | |
end | |
self.sprite = self.frames[self.frameIndex] | |
end, | |
draw = function(self, dt) | |
local visible = false | |
local player = game:get("player") | |
visible = true | |
if self.locked then | |
offset = Camera.offset | |
else | |
offset = { | |
x = 0, y = 0 | |
} | |
end | |
if self.alwaysVisible or visible then | |
spr(self.sprite, self.x + offset.x, self.y + offset.y, self.transparent, self.scale, self.flip, self.rotate, self.w, self.h) | |
end | |
end, | |
takeHealth = function(self, amount) | |
self.health = self.health - amount | |
end, | |
checkDamage = function(self, dt, speed) | |
local fresh = false | |
local player = game:get("player") | |
if (overlap(self, player) and player.state == PlayerState.DASH) then | |
if player:hit(self) and not self.canHitTwice then | |
if not self.damaged then | |
fresh = true | |
player.bonus = player.bonus + self.shutter | |
end | |
self.damaged = true | |
end | |
end | |
if self.damaged then | |
if self.onTakeDamage then | |
self:onTakeDamage(dt, speed, fresh) | |
end | |
end | |
if self.health <= 0 then | |
game:remove(self) | |
--score(self.shutter, self.x, self.y) | |
poof(self.x, self.y) | |
end | |
return self.damaged | |
end, | |
onRemove = function(self) | |
end | |
} | |
if options ~= nil then | |
for key, value in pairs(options) do | |
e[key] = value | |
end | |
end | |
return e | |
end | |
-- | |
-- | |
-- GAME DATA | |
-- | |
-- | |
Color = { | |
BLACK = 0, | |
WHITE = 15, | |
YELLOW = 14, | |
CYAN = 13, | |
MAGENTA = 12, | |
RED = 11, | |
BLUE = 10, | |
GREEN = 9 | |
} | |
CollidingTiles = { | |
1, 3, 7, 13, | |
29, 31, 47, | |
48, 49, 64, 65, | |
74, 75, 76, 77, 78, 79, | |
80, 81, | |
90, 91, 92, 93, 94, 95, 96, 97, | |
103, 104, 106, 107, 108, 118, 119, 120, | |
112, 113, 115, 128, 129, | |
130, 131, 132, 133, 134, 135, 136, | |
146, 147, 148, 149, 150, 151, 152, | |
162, 163, 164, 165, 166, 167, 168, | |
180, 181, 182, 183, 184, 185, | |
196, 197, 198, 199, 200, | |
} | |
ActiveTiles = { | |
2, 7, 14, 45, 82, 83, 98, 99 | |
} | |
PitTiles = { | |
8, 9, 10, 11, 12, | |
24, 25, 26, 27, 28, | |
40, 41, 42, 43, 44 | |
} | |
Direction = { | |
UP = 114, | |
DOWN = 115, | |
LEFT = 130, | |
RIGHT = 131 | |
} | |
OrbLocations = { | |
GREEN = { | |
spr = 86, | |
x = 5, | |
y = 6, | |
}, | |
BLUE = { | |
spr = 87, | |
x = 5, | |
y = 7, | |
}, | |
MAGENTA = { | |
spr = 88, | |
x = 2, | |
y = 6, | |
}, | |
RED = { | |
spr = 89, | |
x = 8, | |
y = 4, | |
}, | |
} | |
DirectionAngles = { | |
UP = math.rad(0), | |
DOWN = math.rad(180), | |
LEFT = math.rad(270), | |
RIGHT = math.rad(90) | |
} | |
function isPit(id) | |
local pit = false | |
for index, tileID in pairs(PitTiles) do | |
if tileID == id then | |
pit = true | |
end | |
end | |
return pit | |
end | |
function isActive(id) | |
local pit = false | |
for index, tileID in pairs(ActiveTiles) do | |
if tileID == id then | |
pit = true | |
end | |
end | |
if id == 45 then | |
pit = (game.shutter > 0) | |
end | |
return pit | |
end | |
function tileCollides(id) | |
local c = false | |
for index, tile in pairs(CollidingTiles) do | |
if tile == id then | |
c = true | |
end | |
end | |
local player = game:get("player") | |
if id == 7 then | |
c = (player.state ~= PlayerState.DASH) | |
end | |
if id == 45 then | |
c = (game.shutter > 0) | |
end | |
if id == 68 then | |
c = not game.flags.has_g | |
end | |
if id == 84 then | |
c = not game.flags.has_b | |
end | |
if id == 100 then | |
c = not game.flags.has_m | |
end | |
if id == 116 then | |
c = not game.flags.has_r | |
end | |
if id == 70 then | |
c = game.flags.has_g | |
end | |
if id == 71 then | |
c = game.flags.has_b | |
end | |
if id == 72 then | |
c = game.flags.has_m | |
end | |
if id == 73 then | |
c = game.flags.has_r | |
end | |
return c | |
end | |
Score = { | |
TINY = 50, | |
SMALL = 250, | |
MEDIUM = 500, | |
LARGE = 1000, | |
HUGE = 5000, | |
MAXIMUM = 10000 | |
} | |
PlayerState = { | |
MOVE = 0, | |
DASH = 1, | |
FALL = 2, | |
DIE = 3, | |
} | |
LoadCode = { | |
-- tank room | |
x1y2 = function() | |
local b = game:get('button_0') | |
b.shutter = 1 | |
b.age = 0 | |
b.qs = 0 | |
b.text = "The end." | |
b._update = b.update | |
b.update = function(self, dt, speed) | |
self:_update(dt, speed) | |
if self.active then | |
local player = game:get("player") | |
player.doUpdate = false | |
self.age = self.age + (dt * speed) | |
self.qs = self.qs + (dt * speed) | |
if self.qs > 0.25 then | |
self.qs = 0 | |
if #player.orbs > 0 then | |
table.remove(player.orbs, 1) | |
end | |
local tanks = game:getEntities(function(entity) | |
return entity.isTank | |
end) | |
trace(#tanks) | |
if #tanks > 0 then | |
tanks[#tanks]:setOff() | |
end | |
end | |
if self.age > 1 then | |
self.shutter = 0 | |
local t = entity() | |
t.qs = 0 | |
t.text = "The end." | |
t.age = 0 | |
t.update = function(self, dt, speed) | |
self.qs = self.qs + (dt * speed) | |
if self.qs > 0.05 then | |
self.qs = 0 | |
if self.age < #self.text then | |
sfx(9) | |
end | |
self.age = self.age + 1 | |
end | |
end | |
t.draw = function(self) | |
print(self.text:sub(1, math.floor(self.age)), 15 * 8, 14 * 8, Color.WHITE) | |
end | |
game:add(t) | |
end | |
end | |
end | |
b.onPress = function(self, dt, speed) | |
self.active = true | |
end | |
end, | |
-- tutorial room | |
x2y8 = function() | |
for index, entity in pairs(game:getEntities()) do | |
if entity.class == "enemy" then | |
entity.maxHealth = 1 | |
entity.health = 1 | |
entity.shutter = 0 | |
end | |
end | |
end, | |
-- settings room | |
x8y1 = function() | |
game:get('button_0').onPress = function(self, dt, speed) | |
game.flags = { | |
loaded = true, | |
has_r = false, | |
has_m = false, | |
has_g = false, | |
has_b = false, | |
sound = true, | |
music = true, | |
opened_final_zone = false | |
} | |
game:save() | |
end | |
game:get('button_1').onPress = function(self, dt, speed) | |
game.flags.sound = not game.flags.sound | |
end | |
game:get('button_2').onPress = function(self, dt, speed) | |
game.flags.music = not game.flags.music | |
if not game.flags.music then | |
game:stop() | |
else | |
game:play(1) | |
end | |
end | |
game:get('button_3').onPress = function(self, dt, speed) | |
game:save() | |
end | |
end | |
} | |
-- | |
-- | |
-- GAME CONTENT | |
-- | |
-- | |
function loadRoom(x, y, entryDir, isSecret) | |
local w = 30 | |
local h = 17 | |
if x <= 0 then | |
x = 8 + x | |
end | |
if y <= 0 then | |
y = 8 + y | |
end | |
trace("Loading room: " .. x .. ", " .. y) | |
for loc, tile in pairs(changedTiles) do | |
mset(tile.x, tile.y, tile.id) | |
end | |
Camera.x = (x - 1) * w | |
Camera.y = (y - 1) * h | |
game.buttons = 0 | |
game.collapse = 0 | |
editMode = 0 | |
game:play(1) | |
local entrances = { | |
UP = false, | |
DOWN = false, | |
LEFT = false, | |
RIGHT = false | |
} | |
if entryDir ~= nil then | |
game.current.dir = entryDir | |
end | |
for index, _entity in pairs(game.scenes.play.entities) do | |
if not _entity.isKeyEntity then | |
game:remove(_entity) | |
end | |
end | |
changedTiles = {} | |
for _x = 0, (w - 1) do | |
for _y = 0, (h - 1) do | |
local t = mget(_x, _y) | |
local a = game.add | |
if t == 50 then | |
mset(_x, _y, 2) | |
a(game, button(_x * 8, _y * 8)) | |
elseif t == 52 then | |
mset(_x, _y, 14) | |
a(game, arrow(_x * 8, _y * 8, Direction.UP)) | |
elseif t == 53 then | |
mset(_x, _y, 14) | |
a(game, arrow(_x * 8, _y * 8, Direction.LEFT)) | |
elseif t == 54 then | |
mset(_x, _y, 14) | |
a(game, arrow(_x * 8, _y * 8, Direction.DOWN)) | |
elseif t == 55 then | |
mset(_x, _y, 14) | |
a(game, arrow(_x * 8, _y * 8, Direction.RIGHT)) | |
elseif t == 66 then | |
mset(_x, _y, 2) | |
local b = button(_x * 8, _y * 8) | |
b.name = "shutterbutton_" .. #game:getEntities() | |
b.onPress = function(self, dt, speed) | |
self.shutter = 0 | |
end | |
b.shutter = 1 | |
a(game, b) | |
elseif t == 91 then | |
mset(_x, _y, 2) | |
a(game, proptank(_x * 8, _y * 8)) | |
elseif t == 68 then | |
if game.flags.has_g then | |
mset(_x, _y, 69) | |
end | |
elseif t == 84 then | |
if game.flags.has_b then | |
mset(_x, _y, 85) | |
end | |
elseif t == 102 then | |
mset(_x, _y, 2) | |
a(game, portal(_x * 8, _y * 8)) | |
elseif t == 100 then | |
if game.flags.has_r then | |
mset(_x, _y, 101) | |
end | |
elseif t == 116 then | |
if game.flags.has_m then | |
mset(_x, _y, 117) | |
end | |
elseif t == 86 then | |
mset(_x, _y, 2) | |
a(game, pedestal((_x * 8) - 4, (_y * 8) - 4, Color.GREEN, game.flags.has_g)) | |
elseif t == 87 then | |
mset(_x, _y, 2) | |
a(game, pedestal((_x * 8) - 4, (_y * 8) - 4, Color.BLUE, game.flags.has_b)) | |
elseif t == 88 then | |
mset(_x, _y, 2) | |
a(game, pedestal((_x * 8) - 4, (_y * 8) - 4, Color.MAGENTA, game.flags.has_m)) | |
elseif t == 89 then | |
mset(_x, _y, 2) | |
a(game, pedestal((_x * 8) - 4, (_y * 8) - 4, Color.RED, game.flags.has_r)) | |
elseif t == 156 then | |
a(game, entity{ | |
x = _x * 8, | |
y = _y * 8, | |
w = 2, | |
h = 2, | |
frames = {154}, | |
update = function(self, dt, speed) | |
self.visible = not game.flags.sound | |
end | |
}) | |
elseif t == 201 then | |
mset(_x, _y, 2) | |
a(game, trash(_x * 8, _y * 8)) | |
elseif t == 158 then | |
a(game, entity{ | |
x = _x * 8, | |
y = _y * 8, | |
w = 2, | |
h = 2, | |
frames = {154}, | |
update = function(self, dt, speed) | |
self.visible = not game.flags.music | |
end | |
}) | |
elseif t == 211 then | |
mset(_x, _y, 2) | |
if game.current.x == 1 or not game.flags.has_g then | |
a(game, wizard(_x * 8, _y * 8)) | |
end | |
elseif t == 212 then | |
mset(_x, _y, 2) | |
if game.current.x == 1 or not game.flags.has_r then | |
a(game, pirika(_x * 8, _y * 8)) | |
end | |
elseif t == 213 then | |
mset(_x, _y, 2) | |
if game.current.x == 1 or not game.flags.has_b then | |
a(game, evilOrb(_x * 8, _y * 8)) | |
end | |
elseif t == 214 then | |
mset(_x, _y, 2) | |
if game.current.x == 1 or not game.flags.has_m then | |
a(game, carrion(_x * 8, _y * 8)) | |
end | |
elseif t == 233 then | |
mset(_x, _y, 2) | |
a(game, ufo(_x * 8, _y * 8)) | |
elseif t == 215 then | |
mset(_x, _y, 2) | |
a(game, finalBoss(_x * 8, _y * 8)) | |
elseif t == 240 then | |
mset(_x, _y, 2) | |
if not game:get("player") then | |
a(game, cursor(_x * 8, _y * 8), "cursor") | |
a(game, player(_x * 8, _y * 8), "player") | |
a(game, health(1, 1), "health") | |
a(game, scorer(1, 16), "scorer") | |
game.playerSpawn.x = game:get("player").x | |
game.playerSpawn.y = game:get("player").y | |
end | |
elseif t == 243 then | |
mset(_x, _y, 2) | |
a(game, squid(_x * 8, _y * 8)) | |
elseif t == 241 then | |
mset(_x, _y, 2) | |
a(game, snake(_x * 8, _y * 8)) | |
elseif t == 242 then | |
mset(_x, _y, 2) | |
a(game, dog(_x * 8, _y * 8)) | |
elseif t == 208 then | |
mset(_x, _y, 0) | |
a(game, coin(_x * 8, _y * 8)) | |
elseif t == 209 then | |
mset(_x, _y, 2) | |
a(game, heart(_x * 8, _y * 8)) | |
elseif t == 224 then | |
mset(_x, _y, 2) | |
a(game, spawner(_x * 8, _y * 8)) | |
elseif t == 225 then | |
mset(_x, _y, 2) | |
a(game, fly(_x * 8, _y * 8)) | |
elseif t == 226 then | |
mset(_x, _y, 2) | |
a(game, skull(_x * 8, _y * 8)) | |
elseif t == 227 then | |
mset(_x, _y, 2) | |
a(game, hat(_x * 8 - 8, _y * 8 - 8)) | |
elseif t == 228 then | |
mset(_x, _y, 2) | |
a(game, rubra(_x * 8, _y * 8)) | |
elseif t == 229 then | |
mset(_x, _y, 2) | |
a(game, beamboy(_x * 8, _y * 8)) | |
elseif t == 230 then | |
mset(_x, _y, 2) | |
a(game, plant(_x * 8, _y * 8)) | |
elseif t == 231 then | |
mset(_x, _y, 2) | |
a(game, leaper(_x * 8, _y * 8)) | |
elseif t == 232 then | |
mset(_x, _y, 2) | |
a(game, ghost(_x * 8, _y * 8)) | |
elseif t == 114 then | |
mset(_x, _y, 2) | |
a(game, tank((_x - 1) * 8, (_y - 1) * 8)) | |
elseif t == 144 then | |
mset(_x, _y, 2) | |
a(game, bulletBoy(_x * 8, _y * 8, DirectionAngles.RIGHT)) | |
elseif t == 145 then | |
mset(_x, _y, 2) | |
a(game, bulletBoy(_x * 8, _y * 8, DirectionAngles.DOWN)) | |
elseif t == 160 then | |
mset(_x, _y, 2) | |
a(game, bulletBoy(_x * 8, _y * 8, DirectionAngles.LEFT)) | |
elseif t == 161 then | |
mset(_x, _y, 2) | |
a(game, bulletBoy(_x * 8, _y * 8, DirectionAngles.UP)) | |
elseif t == 18 then | |
entrances.UP = {x = _x, y = _y} | |
elseif t == 19 then | |
entrances.DOWN = {x = _x, y = _y} | |
elseif t == 34 then | |
entrances.LEFT = {x = _x, y = _y} | |
elseif t == 35 then | |
entrances.RIGHT = {x = _x, y = _y} | |
elseif t == 22 and isSecret then | |
entrances.UP = {x = _x, y = _y} | |
elseif t == 23 and isSecret then | |
entrances.DOWN = {x = _x, y = _y} | |
elseif t == 38 and isSecret then | |
entrances.LEFT = {x = _x, y = _y} | |
elseif t == 39 and isSecret then | |
entrances.RIGHT = {x = _x, y = _y} | |
end | |
end | |
end | |
if entryDir ~= nil then | |
local entranceDir = 'UP' | |
if entryDir == Direction.UP then | |
entranceDir = 'DOWN' | |
elseif entryDir == Direction.DOWN then | |
entranceDir = 'UP' | |
elseif entryDir == Direction.LEFT then | |
entranceDir = 'RIGHT' | |
elseif entryDir == Direction.RIGHT then | |
entranceDir = 'LEFT' | |
end | |
if entrances[entranceDir] ~= false then | |
local playerEntrance = mtp( | |
entrances[entranceDir] | |
.x, | |
entrances[entranceDir] | |
.y | |
) | |
if entranceDir == 'UP' then | |
game:get("player").x = playerEntrance.x | |
game:get("player").y = playerEntrance.y + 8 | |
elseif entranceDir == 'DOWN' then | |
game:get("player").x = playerEntrance.x | |
game:get("player").y = playerEntrance.y - 8 | |
elseif entranceDir == 'LEFT' then | |
game:get("player").x = playerEntrance.x + 8 | |
game:get("player").y = playerEntrance.y | |
elseif entranceDir == 'RIGHT' then | |
game:get("player").x = playerEntrance.x - 8 | |
game:get("player").y = playerEntrance.y | |
end | |
else | |
trace("Attempted to enter room with no matching door.") | |
end | |
end | |
if LoadCode['x' .. x .. 'y' .. y] then | |
trace('Checking x: ' .. x .. ', y: ' .. y) | |
LoadCode['x' .. x .. 'y' .. y]() | |
end | |
editMode = 1 | |
end | |
function ghost(x, y) | |
local g = enemy(x, y) | |
g.frames = {368, 369, 370, 371} | |
g.frameRate = 1 / 12 | |
g.state = 0 | |
g.moveSpeed = 20 | |
g.transparent = Color.GREEN | |
g.inhaleTimer = 0 | |
-- 0 - neutral | |
-- 1 - breath in | |
-- 2 - | |
g.update = function(self, dt, speed) | |
local player = game:get("player") | |
if self.state == 0 then | |
if math.dist(self.x + 4, self.y + 4, player.x + 4, player.y + 4) > 15 then | |
local dtspeed = self.moveSpeed * (dt * speed) | |
local offset = rotate(dtspeed, dtspeed, math.angle(self.x, self.y, player.x, player.y)) | |
self.x = self.x + offset.x | |
self.y = self.y + offset.y | |
else | |
self.state = 1 | |
self.frames = {384, 385, 386, 387} | |
self.frameIndex = 1 | |
self.frameRate = 1 | |
sfx(3, "C-4", 30, 3) | |
end | |
elseif self.state == 1 then | |
local dtspeed = (self.moveSpeed * 0.75) * (dt * speed) | |
local offset = rotate(dtspeed, dtspeed, math.angle(self.x, self.y, player.x, player.y) - math.rad(40)) | |
self.x = self.x + offset.x | |
self.y = self.y + offset.y | |
if self.frameIndex == #self.frames then | |
self.inhaleTimer = 3 | |
self.state = 2 | |
self.frames = {386, 387} | |
self.frameRate = 1 / 15 | |
end | |
elseif self.state == 2 then | |
local dtspeed = (self.moveSpeed * 1.25) * (dt * speed) | |
local offset = rotate(dtspeed, dtspeed, math.angle(self.x, self.y, player.x, player.y) - math.rad(40)) | |
self.x = self.x + offset.x | |
self.y = self.y + offset.y | |
self.inhaleTimer = self.inhaleTimer - (dt * speed) | |
if self.inhaleTimer <= 0 then | |
for x = 1, 9 do | |
game:add(bullet(self.x, self.y, 60 * x)) | |
end | |
game:remove(self) | |
end | |
end | |
end | |
return g | |
end | |
function trash(x, y) | |
local t = enemy(x, y) | |
t.frames = {185} | |
t.update = function(self, dt, speed) | |
self:checkDamage(dt, speed) | |
end | |
t.onTakeDamage = function(self, dt, speed, fresh) | |
if fresh then | |
game:add(heart(self.x, self.y)) | |
poof(self.x, self.y) | |
self.frames = {169} | |
end | |
end | |
return t | |
end | |
function leaper(x, y) | |
local l = enemy(x, y) | |
l.frames = {345, 346, 347, 346, 345} | |
l.frameRate = 1 / 12 | |
l.health = 3 | |
l.maxHealth = 3 | |
l.skitter = { | |
dir = 0, | |
speed = 0, | |
age = math.random(1, 50) / 10, | |
skitters = math.random(1, 5), | |
} | |
l.onTakeDamage = fly().onTakeDamage | |
l.update = function(self, dt, speed) | |
if not self:checkDamage(dt, speed) then | |
self.skitter.age = self.skitter.age + (dt * speed) | |
if self.speed ~= 0 then | |
local offset = { | |
x = (self.speed * (dt * speed)), | |
y = (self.speed * (dt * speed)) | |
} | |
offset = rotate(offset.x, offset.y, math.rad(self.dir)) | |
local targetTile = ptm(self.x + offset.x + 4, self.y + offset.y + 4) | |
if tileCollides(mget(targetTile.x, targetTile.y)) or | |
isPit(mget(targetTile.x, targetTile.y)) then | |
offset = { x = 0, y = 0 } | |
end | |
self.x = self.x + offset.x | |
self.y = self.y + offset.y | |
end | |
if self.skitter.age > 0.5 then | |
self.skitter.age = 0 | |
self.skitter.skitters = self.skitter.skitters + 1 | |
if math.random(1, 3) == 2 then | |
self.speed = 0 | |
else | |
self.speed = 15 | |
self.dir = math.random(0, 360) | |
end | |
if self.skitter.skitters > 5 then | |
self.skitter.skitters = 0 | |
game:add(bullet(self.x, self.y, game:get("player"))) | |
sfx(19, "C-4", 15, 3) | |
end | |
end | |
end | |
if self.health <= 0 then | |
game:remove(self) | |
end | |
end | |
return l | |
end | |
function score(amount, x, y) | |
game.score = game.score + Score[amount] | |
local txt = tostring(Score[amount]) | |
local player = game:get("player") | |
local x = x and x or player.x | |
local y = y and y or player.y | |
local sp = particle(x, y, 10, 50) | |
sp.numbers = {} | |
sp.draw = function(self, dt) | |
for index, number in ipairs(self.numbers) do | |
spr(number, self.x + (index * 4), self.y, 0) | |
end | |
end | |
for i = 1, #txt do | |
local letter = txt:sub(i, i) | |
if letter == "5" then | |
table.insert(sp.numbers, 464) | |
elseif letter == "2" then | |
table.insert(sp.numbers, 465) | |
elseif letter == "1" then | |
table.insert(sp.numbers, 480) | |
else | |
table.insert(sp.numbers, 481) | |
end | |
end | |
game:get("scorer").visAge = 0 | |
game:add(sp) | |
end | |
function cursor(x, y) | |
return entity{ | |
x = x, y = y, | |
angle = 0, distance = 0, | |
frames = {282}, | |
frameRate = 1 / 12, | |
alwaysVisible = true, | |
isKeyEntity = true, | |
visible = false, | |
update = function(self, dt) | |
end, | |
_draw = entity().draw, | |
draw = function(self, dt) | |
self:_draw(dt) | |
local player = game:get("player") | |
line(self.x + 4, self.y + 4, player.x + 4, player.y + 4, 15) | |
end | |
} | |
end | |
function spawner(x, y) | |
return entity{ | |
class = "enemy", | |
x = x, | |
frameRate = 1 / 12, | |
health = 3, | |
maxHealth = 3, | |
y = y, | |
frames = {292, 293, 294, 293}, | |
direction = 0, | |
spawned = false, | |
age = 0, speed = 0, state = 0, | |
spawns = {}, | |
timeSinceSpawn = 0, | |
-- 0 - wandering | |
-- 1 - spawning | |
-- 2 - waiting | |
update = function(self, dt, speed) | |
self:checkDamage(dt, speed) | |
local dtm = dt * speed | |
if not self.damaged then | |
if self.state == 0 then | |
self.spawned = false | |
self.frames = {292, 293, 294, 293} | |
self.timeSinceSpawn = self.timeSinceSpawn + (dt * speed) | |
if math.random(1, 250) == 1 then | |
self.state = 1 | |
end | |
elseif self.state == 1 then | |
self.frames = {292, 293, 294, 295, 296, 297} | |
if self.frameIndex == #self.frames and not self.spawned then | |
local flySpawn = fly(self.x, self.y) | |
flySpawn.health = 1 | |
flySpawn.maxHealth = 1 | |
table.insert(self.spawns, flySpawn) | |
game:add(flySpawn) | |
self.state = 0 | |
self.spawned = true | |
self.timeSinceSpawn = 0 | |
sfx(4, "C-4", 15, 3) | |
--local shot = game:add(bullet(self.x, self.y, game:get("player"))) | |
end | |
end | |
end | |
end, | |
_draw = entity().draw, | |
draw = enemy().draw, | |
onTakeDamage = function(self, dt, speed, fresh) | |
if fresh then | |
self:takeHealth(1) | |
self.damaged = false | |
if self.health == 0 then | |
for x = 1, 5 do | |
game:add(particle(self.x, self.y, nil, nil, {500})) | |
end | |
for index, entity in pairs(self.spawns) do | |
if game:get(entity.name) then | |
entity.health = 0 | |
end | |
end | |
game:remove(self) | |
end | |
end | |
end | |
} | |
end | |
function enemy(x, y) | |
return entity{ | |
shutter = 1, | |
class = "enemy", | |
x = x, y = y, frames = {276, 277, 278, 279, 278, 277}, | |
direction = math.rad(math.random(0, 360)), age = 0, speed = 7, damaged = false, | |
update = function(self, dt, speed) | |
self:checkDamage(dt, speed) | |
end, | |
_draw = entity().draw, | |
draw = function(self, dt) | |
self:_draw(dt) | |
if self.health ~= self.maxHealth then | |
rect(self.x, self.y - 3, math.lerp(0, 8, (self.health / self.maxHealth)), 2, 11) | |
end | |
end | |
} | |
end | |
function button(x, y, onPress) | |
local e = entity{ | |
x = x, y = y, | |
name = 'button_' .. game.buttons, | |
pressed = false, | |
onPress = onPress, | |
frames = {50}, | |
update = function(self, dt, speed) | |
local player = game:get("player") | |
if overlap(self, player) then | |
if not self.pressed then | |
self.pressed = true | |
game:add(particle(self.x, self.y, nil, 15)) | |
sfx(9, "C-4", 15, 3) | |
self.frames = {51} | |
if self.onPress then | |
self:onPress(dt, speed) | |
end | |
end | |
else | |
if self.pressed then | |
self.frames = {50} | |
sfx(9, "C-4", 15, 3) | |
self.pressed = false | |
end | |
end | |
end | |
} | |
game.buttons = game.buttons + 1 | |
return e | |
end | |
function bullet(x, y, target, onFinish) | |
local e = entity{ | |
x = x, y = y, | |
onFinish = onFinish, | |
class = "bullet", | |
target = target, | |
frames = {504, 505, 506, 507}, | |
frameRate = 1 / 20, | |
angle = false, | |
radius = 2, | |
collides = false, | |
friendly = false, | |
pierces = false, | |
speed = 30, | |
update = function(self, dt, speed) | |
if not self:checkDamage(dt, speed) then | |
if self.angle == false then | |
if type(self.target) == "number" then | |
self.angle = self.target - math.rad(40) | |
else | |
self.angle = math.angle(self.x, self.y, self.target.x, self.target.y) - math.rad(45) | |
end | |
end | |
local fs = self.speed * (dt * speed) | |
local offset = self.offset and { | |
x = self.offset.x * (dt * speed), | |
y = self.offset.y * (dt * speed) | |
} or rotate(fs, fs, self.angle) | |
local n = { | |
x = self.x + offset.x, | |
y = self.y + offset.y | |
} | |
local t = ptm(n.x, n.y) | |
if tileCollides(mget(t.x, t.y)) and mget(t.x, t.y) ~= 7 then | |
if self.onFinish then | |
self:onFinish() | |
end | |
game:remove(self) | |
end | |
if type(self.target) ~= "number" then | |
self.target = math.angle(self.x, self.y, self.target.x, self.target.y) | |
end | |
if self.friendly then | |
local hitTarget = false | |
for index, entity in pairs(game:getEntities(function(entity) return entity.class == "enemy" end)) do | |
if overlap(self, entity) then | |
entity.health = entity.health - 1 | |
hitTarget = true | |
end | |
end | |
if hitTarget then | |
if self.onFinish then | |
self:onFinish() | |
end | |
game:remove(self) | |
end | |
else | |
local player = game:get("player") | |
if overlap(self, player) then | |
if player.iframes == 0 and player.state == PlayerState.MOVE then | |
if self.onFinish then | |
self:onFinish() | |
end | |
player:takeHealth(1) | |
game:remove(self) | |
end | |
end | |
end | |
self.x = n.x | |
self.y = n.y | |
if self.onUpdate then | |
self:onUpdate(dt, speed) | |
end | |
end | |
end | |
} | |
e.onTakeDamage = function(self, dt, speed, fresh) | |
if fresh then | |
game:remove(self) | |
end | |
end | |
return e | |
end | |
function fly(x, y) | |
local f = enemy(x, y) | |
f.frameRate = 1/16 | |
f.health = 2 | |
f.maxHealth = 2 | |
f.radius = 4 | |
f.direction = math.rad(math.random(0, 360)) | |
f.age = 0 | |
f.speed = 15 | |
f.update = function(self, dt, speed) | |
if not self:checkDamage(dt, speed) then | |
self.age = self.age + (dt * speed) | |
if self.age > 3 then | |
self.age = 0 | |
self.direction = math.rad(math.random(0, 360)) | |
end | |
local offset = { | |
x = self.speed * (dt * speed), | |
y = self.speed * (dt * speed), | |
} | |
local rotated = rotate(offset.x, offset.y, self.direction) | |
local target = { | |
x = self.x + rotated.x + 4, | |
y = self.y + rotated.y + 4 | |
} | |
local tile = ptm(target.x, target.y) | |
if tileCollides(mget(tile.x, tile.y)) then | |
offset = {x = 0, y = 0} | |
self.age = 0 | |
self.direction = self.direction + math.rad(180) | |
end | |
self.x = self.x + rotated.x | |
self.y = self.y + rotated.y | |
local player = game:get("player") | |
if overlap(self, player) and player.state == PlayerState.MOVE and player.iframes == 0 then | |
player:takeHealth(1) | |
end | |
end | |
if self.health <= 0 then | |
for x = 1, 5 do | |
game:add(particle(self.x, self.y, nil, nil, {500})) | |
end | |
game:remove(self) | |
end | |
end | |
f.onTakeDamage = function(self, dt, speed, fresh) | |
if fresh then | |
self:takeHealth(1) | |
self.age = 0 | |
self.damaged = false | |
end | |
end | |
return f | |
end | |
function bulletBoy(x, y, dir) | |
local b = entity{x = x, y = y} | |
b.dir = dir | |
if dir == DirectionAngles.UP then | |
b.rotate = 3 | |
elseif dir == DirectionAngles.LEFT then | |
b.rotate = 2 | |
elseif dir == DirectionAngles.DOWN then | |
b.rotate = 1 | |
elseif dir == DirectionAngles.RIGHT then | |
b.rotate = 0 | |
end | |
b.frames = {360, 361, 362, 363} | |
b.shotThisFrame = false | |
b.update = function(self, dt, speed) | |
if self.frameIndex == #self.frames then | |
if not self.shotThisFrame then | |
self.shotThisFrame = true | |
local b = bullet(self.x, self.y, game:get("player")) | |
if self.dir == DirectionAngles.UP then | |
b.offset = { | |
x = 0, | |
y = -40 | |
} | |
elseif self.dir == DirectionAngles.DOWN then | |
b.offset = { | |
x = 0, | |
y = 40 | |
} | |
elseif self.dir == DirectionAngles.LEFT then | |
b.offset = { | |
x = -40, | |
y = 0 | |
} | |
elseif self.dir == DirectionAngles.RIGHT then | |
b.offset = { | |
x = 40, | |
y = 0 | |
} | |
end | |
game:add(b) | |
end | |
else | |
self.shotThisFrame = false | |
end | |
end | |
return b | |
end | |
function beamboy(x, y) | |
local b = enemy(x, y) | |
b.health = 3 | |
b.radius = 8 | |
b.maxHealth = 3 | |
b.angle = 0 | |
b.maxRange = 20 | |
b.range = 0 | |
b.cooldown = 0 | |
b.lastRange = 0 | |
b.shotCooldown = 0 | |
b.update = function(self, dt, speed) | |
self.lastRange = self.range | |
self.shotCooldown = self.shotCooldown - (dt * speed) | |
if not self:checkDamage(dt, speed) then | |
if self.range < self.maxRange then | |
self.range = self.range + (10 * (dt * speed)) | |
end | |
local player = game:get("player") | |
self.angle = self.angle + ((math.rad(100) * (dt * speed)) * (1 + self.maxHealth - self.health)) | |
if self.angle > math.rad(180) then | |
self.angle = self.angle - math.rad(360) | |
end | |
local pa = math.angle(self.x + 4, self.y + 4, player.x + 4, player.y + 4) | |
-- angle close | |
local onedeg = math.rad(15) | |
if math.clamp(self.angle, pa - onedeg, pa + onedeg) == self.angle then | |
if math.dist(self.x, self.y, player.x, player.y) < (self.range * 1.5) then | |
if self.shotCooldown <= 0 then | |
self.shotCooldown = 0.2 | |
game:add(bullet(self.x, self.y, self.angle)) | |
end | |
end | |
end | |
end | |
self.target = rotate(self.range, self.range, self.angle - math.rad(44)) | |
end | |
b.__draw = b.draw | |
b.draw = function(self, dt) | |
line(self.x + 4, self.y + 4, self.x + 4 + self.target.x, self.y + 4 + self.target.y, 11) | |
local start = { | |
x = self.x, y = self.y | |
} | |
self.y = start.y - 1 | |
self:__draw(dt) | |
local legFrames = {302, 303} | |
self.x = start.x - 6 | |
self.y = start.y + 4 | |
self.sprite = legFrames[self.frameIndex] | |
self:_draw(dt) | |
self.y = self.y - 8 | |
self:_draw(dt) | |
self.x = start.x + 6 | |
self.flip = 1 | |
self.sprite = legFrames[self.frameIndex] | |
self:_draw(dt) | |
self.y = self.y + 8 | |
self:_draw(dt) | |
self.y = self.y - 4 | |
self.flip = 0 | |
self.frames = {301, 301} | |
self.x = self.x - 7 | |
self.x = start.x | |
self.y = start.y | |
--printf(math.deg(self.angle), self.x - 10, self.y - 10) | |
--printf(math.deg(math.angle(self.x + 4, self.y + 4, player.x + 4, player.y + 4)), self.x - 10, self.y - 20) | |
end | |
b.onTakeDamage = function(self, dt, speed, fresh) | |
if fresh then | |
self.range = 0 | |
self.angle = 0 | |
self:takeHealth(1) | |
self.cooldown = 0 | |
end | |
self.cooldown = self.cooldown + (dt * speed) | |
if self.cooldown > 0.2 then | |
self.visible = true | |
self.cooldown = 0 | |
self.damaged = false | |
else | |
self.visible = not self.visible | |
end | |
end | |
return b | |
end | |
function rubra(x, y) | |
local r = enemy(x, y) | |
r.health = 3 | |
r.maxHealth = 3 | |
r.frames = {298, 299, 300} | |
r.lastShot = 0 | |
r.update = function(self, dt, speed) | |
if not self:checkDamage(dt, speed) then | |
self.lastShot = self.lastShot + (dt * speed) | |
self.frameRate = 1 / math.lerp(0, 30, self.lastShot / 3) | |
if self.lastShot > 3 then | |
self.lastShot = 0 | |
for x = 1, math.random(3, 7) do | |
local player = game:get("player") | |
local angle = math.angle(self.x, self.y, player.x, player.y) + math.rad(math.random(-15, 15)) | |
local b = bullet(self.x, self.y, angle) | |
b.speed = math.random(20, 50) | |
game:add(b) | |
end | |
end | |
end | |
end | |
r.onTakeDamage = function(self, dt, speed, fresh) | |
if fresh then | |
self:takeHealth(1) | |
self.lastShot = 0 | |
self.damaged = false | |
end | |
end | |
return r | |
end | |
function skull(x, y) | |
local s = enemy(x, y) | |
s.maxHealth = 1 | |
s.health = 1 | |
s.angle = 0 | |
s.distance = 15 | |
s.transparent = 9 | |
s.frames = {280} | |
s.frameRate = 1 / 20 | |
s.lastShot = 0 | |
s.speed = 2 | |
s.shutter = 0 | |
s.shaking = false | |
s.activated = false | |
s.update = function(self, dt, speed) | |
local player = game:get("player") | |
if self.activated then | |
if self.shaking then | |
self.shaking = false | |
poof(self.x, self.y, true) | |
sfx(22, "C-4", 15, 3) | |
end | |
self.lastShot = self.lastShot + (dt * speed) | |
local offset = rotate(self.distance, self.distance, self.angle) | |
self.x = player.x + offset.x | |
self.y = player.y + offset.y | |
if self.lastShot > 1.5 then | |
self.frames = {280, 281} | |
else | |
self.angle = self.angle + (self.speed * (dt * speed)) | |
end | |
if self.lastShot > 2 then | |
self.lastShot = 0 | |
self.frames = {280} | |
game:add(bullet(self.x, self.y, math.angle(self.x, self.y, player.x, player.y))) | |
end | |
if game.shutter == 0 and game.lastShutter ~= 0 then | |
poof(self.x, self.y) | |
game:remove(self) | |
end | |
else | |
local distance = math.dist(self.x + 4, self.y + 4, player.x + 4, player.y + 4) | |
if distance < self.distance then | |
self.activated = true | |
elseif distance < self.distance * 3 then | |
self.shaking = 1 | |
if distance < self.distance * 2 then | |
self.shaking = 2 | |
end | |
else | |
self.shaking = false | |
end | |
self.angle = math.angle(self.x, self.y, player.x, player.y) - math.rad(40) | |
end | |
end | |
s.__draw = s.draw | |
s.draw = function(self) | |
if self.shaking then | |
local offsetX = math.random(-self.shaking, self.shaking) | |
local offsetY = math.random(-self.shaking, self.shaking) | |
self.x = self.x + offsetX | |
self.y = self.y + offsetY | |
self:__draw() | |
self.x = self.x - offsetX | |
self.y = self.y - offsetY | |
else | |
self:__draw() | |
end | |
end | |
return s | |
end | |
function poof(x, y, invalid) | |
for i = 1, 5 do | |
game:add(particle(x, y, nil, nil, invalid and {500} or {502})) | |
end | |
end | |
function pirika(x, y) | |
local p = enemy(x, y) | |
p.health = 5 | |
p.maxHealth = 5 | |
p.blinkFrames = {432, 434, 436, 438, 436, 434} | |
p.countFrames = {400, 402, 404, 406} | |
p.slamFrames = {400} | |
p.state = 0 | |
p.blinks = 0 | |
p.countedBlink = false | |
p.w = 2 | |
p.yOffset = 0 | |
p.dir = true | |
p.h = 2 | |
p.frameRate = 1 / 12 | |
p.angle = 0 | |
p.radius = 8 | |
p.transparent = Color.MAGENTA | |
p.empowered = (game.current.x == 1) | |
if p.empowered then | |
p.health = 8 | |
p.maxHealth = 8 | |
poof(p.x, p.y, true) | |
end | |
p.update = function(self, dt, speed) | |
if not self:checkDamage(dt, speed) then | |
if self.state == 0 then | |
self.frames = self.blinkFrames | |
if self.frameIndex == #self.frames then | |
if not self.countedBlink then | |
self.countedBlink = true | |
self.blinks = self.blinks + 1 | |
end | |
else | |
self.countedBlink = false | |
end | |
if self.blinks > 3 then | |
--[[ | |
0 - idle | |
1 - spam 3/5 bombs | |
2 - plant bombs | |
3 - fist slam | |
4 - star storm | |
]] | |
local weight = {1, 1, 1, 1, 2, 2, 2} | |
if self.empowered then | |
weight = {1, 1, 2, 2, 2, 3, 3, 3} | |
end | |
self.blinks = 0 | |
self.state = weight[math.random(1, #weight)] | |
end | |
elseif self.state == 1 then | |
self.frames = self.countFrames | |
if self.frameIndex == #self.frames then | |
if not self.countedBlink then | |
self.countedBlink = true | |
self.blinks = self.blinks + 1 | |
local nextTarget = {x = 1, y = 1} | |
while not isActive(mget(nextTarget.x, nextTarget.y)) do | |
nextTarget = { | |
x = math.random(1, 30), | |
y = math.random(1, 17) | |
} | |
end | |
local n = mtp(nextTarget.x, nextTarget.y) | |
game:add(bomb(self.x, self.y)) | |
poof(self.x, self.y, true) | |
self.x = n.x | |
self.y = n.y | |
if self.blinks > 3 then | |
self.state = 0 | |
self.blinks = 0 | |
end | |
end | |
else | |
self.countedBlink = false | |
end | |
elseif self.state == 2 then | |
self.frames = self.countFrames | |
local player = game:get("player") | |
self.angle = self.angle + math.rad(90 * (dt * speed)) | |
local t = rotate(10, 10, self.angle) | |
self.x = player.x + t.x + 4 | |
self.y = player.y + t.y + 4 | |
if self.frameIndex ~= #self.frames then | |
self.countedBlink = false | |
if self.blinks > 3 then | |
self.state = 0 | |
self.blinks = 0 | |
end | |
else | |
if not self.countedBlink then | |
game:add(bomb(self.x, self.y)) | |
self.blinks = self.blinks + 1 | |
self.countedBlink = true | |
end | |
end | |
elseif self.state == 3 then | |
self.frames = self.slamFrames | |
self.rotate = 3 | |
if self.dir then | |
self.yOffset = self.yOffset - (5 * (dt * speed)) | |
if self.yOffset < -10 then | |
self.dir = false | |
end | |
else | |
self.yOffset = self.yOffset + (20 * (dt * speed)) | |
if self.yOffset > 0 then | |
self.yOffset = 0 | |
self.blinks = -3 | |
self.state = 0 | |
self.dir = true | |
self.rotate = 0 | |
for i = 1, 12 do | |
game:add(star(self.x, self.y, math.rad(i * (360 / 12)))) | |
end | |
end | |
end | |
else | |
self.state = 0 | |
end | |
end | |
end | |
p.__draw = p.draw | |
p.draw = function(self) | |
self.y = self.y + self.yOffset | |
self:__draw() | |
self.y = self.y - self.yOffset | |
end | |
p.onTakeDamage = function(self, dt, speed, fresh) | |
if fresh then | |
self:takeHealth(1) | |
self.damaged = false | |
end | |
end | |
game:play(2) | |
return p | |
end | |
function star(x, y, target) | |
local s = bullet(x, y, target) | |
s.frames = {476, 492, 508} | |
s.onFinish = function(self) | |
for i = 1, 12 do | |
game:add(bullet(self.x, self.y, math.rad(i * (360 / 12)))) | |
end | |
end | |
return s | |
end | |
function carrion(x, y) | |
local c = enemy(x, y) | |
c.health = 4 | |
c.maxHealth = 4 | |
c.w = 2 | |
c.h = 2 | |
c.radius = 8 | |
c.frames = {374} | |
c.angle = 0 | |
c.sc = 0 | |
c.transparent = Color.MAGENTA | |
c.targetting = 0 | |
c.spawns = 0 | |
game:play(2) | |
c.empowered = (game.current.x == 1) | |
if c.empowered then | |
poof(c.x, c.y, true) | |
c.health = 6 | |
c.maxHealth = 6 | |
end | |
c.update = function(self, dt, speed) | |
local player = game:get("player") | |
if not self:checkDamage(dt, speed) then | |
self.angle = self.angle + (dt * speed) | |
if self.angle > math.pi then | |
self.angle = self.angle - (math.pi * 2) | |
end | |
for x = 1, 4 do | |
local angleTo = math.angle(self.x, self.y, player.x, player.y) | |
if math.clamp(angleTo, self.angle - math.rad(3) + math.rad(90 * x), self.angle + math.rad(3) + math.rad(90 * x)) == angleTo then | |
if math.dist(self.x, self.y, player.x, player.y) < 25 then | |
self.targetting = 0 | |
end | |
end | |
end | |
if self.targetting < 1 then | |
self.targetting = self.targetting + (dt * speed) | |
self.sc = self.sc + (dt * speed) | |
self.angle = math.angle(self.x, self.y, player.x, player.y) | |
if self.sc > 0.1 then | |
game:add(bullet(self.x + 8, self.y + 8, game:get("player"))) | |
self.sc = 0 | |
end | |
if self.targetting > 1 then | |
if self.empowered then | |
for x = 1, 4 do | |
local t = rotate(25, 25, self.angle + math.rad(90 * x) - math.rad(45)) | |
local r = rubra(self.x + t.x, self.y + t.y) | |
r.health = 1 | |
r.maxHealth = 1 | |
game:add(r) | |
poof(self.x + t.x, self.y + t.y) | |
end | |
end | |
end | |
else | |
self.sc = 0 | |
end | |
end | |
end | |
c.onTakeDamage = function(self, dt, speed, fresh) | |
if fresh then | |
self:takeHealth(1) | |
self.damaged = false | |
end | |
end | |
c.__draw = c.draw | |
c.sdraw = entity().draw | |
c.draw = function(self) | |
for x = 1, 4 do | |
local t = rotate(25, 25, self.angle + math.rad(90 * x) - math.rad(45)) | |
line(self.x + 8, self.y + 8, self.x + t.x + 8, self.y + t.y + 8, Color.RED) | |
spr(460, self.x + 4 + t.x, self.y + 4 + t.y, Color.BLACK) | |
end | |
self:__draw() | |
end | |
game:play(2) | |
return c | |
end | |
function finalBoss(x, y) | |
local b = enemy(x, y) | |
b.health = 3 | |
b.maxHealth = 3 | |
b.name = "finalboss" | |
b.w = 2 | |
b.h = 2 | |
b.frames = {364} | |
b.missingOrb = false | |
b.transparent = Color.MAGENTA | |
b.time = 0 | |
b.orbs = {392, 393, 394, 395} | |
b.angle = 0 | |
b.state = 0 | |
b.shots = 0 | |
b.os = 0 | |
b.center = {x = b.x, y = b.y} | |
b.selfDestructing = false | |
b.spawns = {} | |
b.update = function(self, dt, speed) | |
game.collapse = 1 + ((#self.orbs * 3) * #self.orbs) | |
game.broken = (#self.orbs > 0) | |
game:play(6) | |
if not self.selfDestructing then | |
if not self:checkDamage(dt, speed) then | |
local player = game:get("player") | |
self.angle = self.angle + (2 * (dt * speed)) | |
if self.angle > math.pi then | |
self.angle = self.angle - (math.pi * 2) | |
end | |
if #game.orbs > 0 and not self.missingOrb then | |
self.start = { | |
x = self.x, | |
y = self.y | |
} | |
self.chaseOrb = game.orbs[1] | |
self.os = 0 | |
self.missingOrb = true | |
end | |
if self.missingOrb then | |
self.os = self.os + ((dt * speed) / 4) | |
self.center.x = self.x + 4 | |
self.center.y = self.y + 4 | |
self.x = math.lerp(self.start.x, self.chaseOrb.x, self.os) | |
self.y = math.lerp(self.start.y, self.chaseOrb.y, self.os) | |
elseif #self.orbs == 4 then | |
if #self.spawns > 0 then | |
for index, spawn in pairs(self.spawns) do | |
spawn.health = 0 | |
end | |
self.spawns = {} | |
end | |
self.os = self.os + ((dt * speed) / 2) | |
self.center.x = math.cerp(self.x, player.x, self.os) | |
self.center.y = math.cerp(self.y, player.y, self.os) | |
if self.os > 1 then | |
self.os = 0 | |
for x = 1, #self.orbs do | |
local t = rotate(12, 12, math.rad((360 / #self.orbs) * x) + self.angle) | |
local b = bullet(self.center.x + t.x, self.center.y + t.y, game:get("player")) | |
b.speed = 5 | |
game:add(b) | |
end | |
end | |
elseif #self.orbs == 3 then | |
self.os = self.os + (dt * speed) | |
if self.os > 0.5 then | |
self.os = 0 | |
if game.shutter < 16 then | |
local f = hat(self.x + 4, self.y + 4) | |
f.health = 1 | |
f.maxHealth = 1 | |
game:add(f) | |
table.insert(self.spawns, f) | |
end | |
end | |
elseif #self.orbs == 2 then | |
self.os = self.os + (dt * speed) | |
if self.os > 0.5 then | |
self.os = 0 | |
if #self.spawns > 0 then | |
local f = self.spawns[1] | |
table.remove(self.spawns, 1) | |
f.health = 0 | |
game:add(star(f.x, f.y, game:get("player"))) | |
else | |
game:add(star(self.x + 4, self.y + 4, game:get("player"))) | |
end | |
end | |
elseif #self.orbs == 1 then | |
self.os = self.os + (dt * speed) | |
if self.os > 0.3 then | |
game:add(star(self.x + 4, self.y + 4, math.rad(math.random(1, 360)))) | |
self.os = 0 | |
end | |
end | |
end | |
else | |
self.os = self.os + (dt * speed) | |
if self.os > 0.3 then | |
for x = 1, 12 do | |
game:add(bullet(self.x, self.y, math.rad((360 / 12) * x) + self.angle)) | |
end | |
self.os = 0 | |
end | |
--self.x = self.x + (10 * (dt * speed)) | |
self.y = self.y - (10 * (dt * speed)) | |
local tile = ptm(self.x, self.y) | |
local t = mget(tile.x, tile.y) | |
if tileCollides(t) and t ~= 115 then | |
mset(tile.x, tile.y, 16) | |
mset(tile.x + 1, tile.y, 18) | |
mset(tile.x + 2, tile.y, 16) | |
mset(tile.x + 0, tile.y + 1, 2) | |
mset(tile.x + 1, tile.y + 1, 2) | |
mset(tile.x + 2, tile.y + 1, 2) | |
poof(self.x, self.y, true) | |
game:remove(self) | |
end | |
end | |
end | |
b.__draw = b.draw | |
b.draw = function(self) | |
for x = 1, #self.orbs do | |
local t = rotate(12, 12, math.rad((360 / #self.orbs) * x) + self.angle) | |
spr(self.orbs[x], self.center.x + t.x, self.center.y + t.y, Color.CYAN) | |
end | |
spr(460, self.center.x, self.center.y, Color.BLACK) | |
local offsetx = math.random(-2, 2) | |
local offsety = math.random(-2, 2) | |
if #self.orbs == 3 and not self.missingOrb then | |
self.x = self.x + offsetx | |
self.y = self.y + offsety | |
end | |
self:__draw() | |
if #self.orbs == 3 and not self.missingOrb then | |
self.x = self.x - offsetx | |
self.y = self.y - offsety | |
end | |
end | |
b.onTakeDamage = function(self, dt, speed, fresh) | |
self.os = 0 | |
if fresh then | |
if self.health > 1 then | |
self:takeHealth(1) | |
else | |
if #self.orbs > 0 and not self.missingOrb then | |
game:add(sphere(self.orbs[#self.orbs])) | |
table.remove(self.orbs, #self.orbs) | |
self.health = 3 | |
else | |
if #self.orbs == 0 and #game.orbs == 0 and self.health == 1 then | |
self.selfDestructing = true | |
end | |
end | |
end | |
end | |
self.damaged = false | |
end | |
game:play(5) | |
return b | |
end | |
function proptank(x, y) | |
local p = entity{x = x, y = y} | |
p.isTank = true | |
p.frames = {91} | |
p.setOff = function(self) | |
editMode = 0 | |
local tile = ptm(self.x, self.y) | |
mset(tile.x, tile.y, 91) | |
for x = -1, 1 do | |
for y = -1, 1 do | |
if y == -1 then | |
mset(tile.x + x, tile.y + y, 0) | |
else | |
mset(tile.x + x, tile.y + y, mget(tile.x + x, tile.y + y) - 13) | |
end | |
end | |
end | |
poof(self.x, self.y) | |
self.frames = {78} | |
mset(tile.x, tile.y, 78) | |
game:remove(self) | |
editMode = 1 | |
end | |
return p | |
end | |
function sphere(frame) | |
local boss = game:get("finalboss") | |
local player = game:get("player") | |
local e = entity{ | |
x = math.random(2, 27) * 8, | |
y = math.random(2, 14) * 8, | |
frames = {frame}, | |
transparent = Color.CYAN, | |
update = function(self, dt, speed) | |
local boss = game:get("finalboss") | |
local player = game:get("player") | |
local taken = false | |
if overlap(self, player) then | |
taken = true | |
table.insert(player.orbs, self.frames[1]) | |
end | |
if boss then | |
if overlap(self, boss) then | |
taken = true | |
table.insert(boss.orbs, self.frames[1]) | |
boss.health = 3 | |
end | |
end | |
if taken then | |
for index, orb in ipairs(game.orbs) do | |
if self == orb then | |
table.remove(game.orbs, index) | |
end | |
end | |
poof(self.x, self.y) | |
if boss then | |
boss.missingOrb = false | |
end | |
game:remove(self) | |
end | |
end | |
} | |
table.insert(game.orbs, e) | |
return e | |
end | |
function plant(x, y) | |
local p = enemy(x, y) | |
p.shutter = 0 | |
p.health = 2 | |
p.class = "plant" | |
p.maxHealth = 2 | |
p.state = 0 | |
p.frames = {344} | |
p.frameRate = 1 | |
p.range = 30 | |
p.bubble = 0 | |
p.update = function(self, dt, speed) | |
if not self:checkDamage(dt, speed) then | |
if self.state == 0 then | |
self.frames = {344} | |
self.bubble = self.bubble + (dt * speed) | |
if self.bubble > 3 then | |
self.bubble = 0 | |
sfx(19, "G-3", 15, 3) | |
for index, entity in pairs(game:getEntities(function(entity) return entity.class == "enemy" end)) do | |
if math.dist(self.x, self.y, entity.x, entity.y) < self.range then | |
entity.health = entity.health + 1 | |
if entity.health > entity.maxHealth then | |
entity.health = entity.maxHealth | |
end | |
for x = 1, 3 do | |
game:add(particle(entity.x, entity.y, math.random(-10, 10), 15, {502})) | |
end | |
end | |
end | |
end | |
else | |
self.frames = {372, 373, 388, 389, 344} | |
if self.frames[self.frameIndex] == 344 then | |
self.state = 0 | |
self.bubble = 0 | |
sfx(11, "C-4", -1, 3) | |
end | |
end | |
end | |
end | |
p.onTakeDamage = function(self, dt, speed) | |
if self.state == 0 then | |
self.state = 1 | |
self.damaged = false | |
else | |
game:remove(self) | |
end | |
end | |
p.__draw = p.draw | |
p.draw = function(self, dt, speed) | |
self:__draw(dt, speed) | |
if self.state == 0 then | |
circb(self.x + 4, self.y + 4, math.lerp(0, self.range, self.bubble / 3), 9) | |
end | |
end | |
return p | |
end | |
function wizard(x, y) | |
local w = enemy(x, y) | |
w.w = 2 | |
w.h = 2 | |
w.radius = 8 | |
w.frames = {336, 342, 336, 338, 340,} | |
w.frameRate = 1/12 | |
w.blockAge = 0 | |
w.health = 5 | |
w.transparent = Color.MAGENTA | |
w.maxHealth = 5 | |
w.empowered = (game.current.x == 1) | |
w.state = 0 | |
w.stars = 0 | |
w.maxStars = 10 | |
w.angle = 0 | |
w.cooldown = 0 | |
w.update = function(self, dt, speed) | |
if not self:checkDamage(dt, speed) then | |
self.sep = 360 / self.maxStars | |
-- 0 - idle | |
-- 1 - shooting stars | |
-- 2 - shooting off all stars | |
-- 3 - spawning hats | |
self.angle = self.angle + (math.rad(self.sep + (self.sep * (self.maxHealth - self.health))) * (dt * speed)) | |
if self.state == 0 then | |
if self.angle > math.rad(self.sep) then | |
self.angle = 0 | |
self.stars = self.stars + 1 | |
end | |
if self.stars == self.maxStars then | |
if self.empowered then | |
self.state = math.random(1, 3) | |
else | |
self.state = math.random(1, 2) | |
end | |
end | |
elseif self.state == 1 then | |
self.cooldown = self.cooldown + (dt * speed) | |
if self.cooldown > (1 / self.maxStars) then | |
game:add(star(self.x, self.y, game:get("player"))) | |
self.stars = self.stars - 1 | |
self.cooldown = 0 | |
end | |
if self.stars == 0 then | |
self.state = 0 | |
end | |
elseif self.state == 2 then | |
self.cooldown = self.cooldown + (dt * speed) | |
if self.cooldown > (1 / self.maxStars) then | |
game:add(star(self.x, self.y, math.rad((360 / self.maxStars) * (self.maxStars - self.stars)))) | |
self.stars = self.stars - 1 | |
self.cooldown = 0 | |
end | |
if self.stars == 0 then | |
self.state = 0 | |
end | |
elseif self.state == 3 then | |
for x = 1, math.floor(self.stars / 2) do | |
local target = rotate(8, 8, x * (math.rad(self.sep * 2))) | |
local h = fly(self.x + target.x, self.y + target.y) | |
h.health = 1 | |
h.maxHealth = 1 | |
game:add(h) | |
end | |
self.state = 0 | |
self.stars = 0 | |
else | |
self.state = 0 | |
end | |
end | |
end | |
w.__draw = w.draw | |
w.draw = function(self) | |
self:__draw() | |
for i = 1, self.stars do | |
local r = rotate(8, 8, i * math.rad(self.sep) + self.angle) | |
if self.state == 1 then | |
r = rotate(8 - (self.cooldown * 8), 8 - (self.cooldown * 8), i * math.rad(self.sep) + self.angle) | |
end | |
spr(508, self.x + r.x + 4, self.y + r.y + 4, 0) | |
end | |
end | |
w.onTakeDamage = function(self, dt, speed, fresh) | |
if fresh then | |
self:takeHealth(1) | |
self.state = 2 | |
self.damaged = false | |
end | |
end | |
game:play(2) | |
return w | |
end | |
function hat(x, y) | |
local e = enemy(x, y) | |
e.frames = {424, 425, 426, 427} | |
e.health = 2 | |
e.maxHealth = 2 | |
e.frameRate = 1 / 12 | |
e.shotWatch = 3.5 | |
e.shotCooldown = 0 | |
e.transparent = Color.MAGENTA | |
e.shouldFlit = 0 | |
e.update = function(self, dt, speed) | |
if not self:checkDamage(dt, speed) then | |
self.shotCooldown = self.shotCooldown + (dt * speed) | |
self.shouldFlit = self.shouldFlit + (dt * speed) | |
self.frameRate = 1 / (12 + (self.shotCooldown * 10)) | |
if self.shotCooldown > self.shotWatch then | |
self.shotCooldown = 0 | |
local b = bullet(self.x, self.y, game:get("player")) | |
b.onFinish = function(self) | |
for i = 1, 10 do | |
game:add(bullet(self.x, self.y, i * math.rad(36))) | |
end | |
end | |
b.frames = {476, 492, 508} | |
game:add(b) | |
end | |
if self.shouldFlit > 1 then | |
self.shouldFlit = 0 | |
local target = rotate(15, 15, math.rad(math.random(360))) | |
local t = ptm(self.x + target.x, self.y + target.y) | |
while not isActive(mget(t.x, t.y)) or tileCollides(mget(t.x, t.y)) do | |
target = rotate(15, 15, math.rad(math.random(360))) | |
t = ptm(self.x + target.x, self.y + target.y) | |
end | |
poof(self.x, self.y, true) | |
self.x = self.x + target.x | |
self.y = self.y + target.y | |
end | |
end | |
end | |
e.onTakeDamage = function(self, dt, speed, fresh) | |
if fresh then | |
self:takeHealth(1) | |
self.damaged = false | |
end | |
end | |
return e | |
end | |
function pedestal(x, y, color, cleared) | |
local e = entity{ | |
x = x, y = y, | |
color = color, | |
cleared = cleared, | |
visualOffset = 0, | |
w = 2, h = 2, | |
frames = {176}, | |
radius = 8, | |
yOffset = math.random(0, 40) / 10, | |
dir = 1, | |
update = function(self, dt, speed) | |
self.yOffset = self.yOffset + (12 * ((dt * speed) * self.dir)) | |
if self.yOffset > 4 or self.yOffset < 0 then | |
self.dir = -self.dir | |
end | |
self.yOffset = math.clamp(self.yOffset, 0, 4) | |
local player = game:get("player") | |
if overlap(self, player) and not self.cleared then | |
self.cleared = true | |
player.health = player.maxHealth | |
if self.color == Color.GREEN then | |
game.flags.has_g = true | |
elseif self.color == Color.BLUE then | |
game.flags.has_b = true | |
elseif self.color == Color.MAGENTA then | |
game.flags.has_m = true | |
elseif self.color == Color.RED then | |
game.flags.has_r = true | |
end | |
game:save() | |
end | |
end | |
} | |
e._draw = entity().draw | |
e.draw = function(self, dt, speed) | |
self.w = 2 | |
self.h = 2 | |
self.transparent = Color.BLACK | |
self.sprite = 176 | |
self:_draw() | |
self.w = 1 | |
self.h = 1 | |
self.x = self.x + 4 | |
self.y = self.y + math.floor(self.yOffset) | |
self.transparent = Color.CYAN | |
if self.color == Color.GREEN then | |
self.sprite = 392 | |
elseif self.color == Color.BLUE then | |
self.sprite = 393 | |
elseif self.color == Color.MAGENTA then | |
self.sprite = 394 | |
elseif self.color == Color.RED then | |
self.sprite = 395 | |
end | |
if self.cleared then | |
self.sprite = self.sprite - 16 | |
end | |
self:_draw() | |
self.x = self.x - 4 | |
self.y = self.y - math.floor(self.yOffset) | |
end | |
game:play(4) | |
return e | |
end | |
function portal(x, y) | |
local p = entity{ | |
x = x, | |
y = y, | |
radius = 4, | |
w = 2, | |
h = 2, | |
frameRate = 1 / 6, | |
frames = {324, 325, 326, 327}, | |
t = 3, | |
} | |
p.update = function(self, dt, speed) | |
local player = game:get("player") | |
if overlap(self, player) then | |
self.t = self.t - (dt * speed) | |
if self.t < 0 then | |
game.current.x = 1 | |
game.current.y = 0 | |
game.current.dir = Direction.UP | |
loadRoom(1, 0, Direction.UP) | |
poof(player.x, player.y) | |
end | |
else | |
self.t = 1.5 | |
end | |
end | |
p._draw = p.draw | |
p.draw = function(self) | |
self.w = 2 | |
self.h = 2 | |
self.sprite = 178 | |
self.x = self.x - 4 | |
self.y = self.y - 4 | |
self:_draw() | |
self.w = 1 | |
self.h = 1 | |
self.x = self.x + 4 | |
self.y = self.y + 4 | |
self:animate(dt, game.speed) | |
self:_draw() | |
if self.t ~= 1.5 then | |
circb(self.x + 4, self.y + 4, math.lerp(0, 15, self.t / 1.5), Color.MAGENTA) | |
end | |
end | |
return p | |
end | |
function player(x, y) | |
local p = entity{ | |
x = x, y = y, sprite = 48, frames = {256, 257, 258, 259, 256}, frameRate = 1 / 12, transparent = Color.MAGENTA | |
} | |
p.maxHealth = 4 | |
p.health = 4 | |
p.state = PlayerState.MOVE | |
p.dashTime = 0 | |
p.dashSpeed = 150 | |
p.radius = 3 | |
p.dashLength = 1 | |
p.move = 36 | |
p.bonus = 0 | |
p.lastHit = 0 | |
p.orbAngle = 0 | |
p.isKeyEntity = true | |
p.chargeCooldown = 0 | |
p.orbs = {} | |
p.takeHealth = function(self, amount) | |
self.iframes = 1 | |
if #self.orbs > 0 then | |
game:add(sphere(self.orbs[#self.orbs])) | |
table.remove(self.orbs, #self.orbs) | |
else | |
self.health = self.health - amount | |
end | |
end | |
p.collide = function(self, dt, speed) | |
local square = { | |
{x = 0, y = 0} | |
} | |
for index, pos in pairs(square) do | |
local c = ptm(self.x + 3 + pos.x, self.y + 3 + pos.y) | |
local tpx = mtp(c.x, c.y) | |
local ml = false | |
local mu = false | |
if tileCollides(mget(c.x, c.y)) then | |
if self.x < tpx.x then | |
ml = true | |
end | |
if self.y < tpx.y then | |
mu = true | |
end | |
local t = ptm(tpx.x, tpx.y) | |
if mu then | |
self.y = self.y - 1 | |
else | |
self.y = self.y + 1 | |
end | |
if ml then | |
self.x = self.x - 1 | |
else | |
self.x = self.x + 1 | |
end | |
end | |
end | |
end | |
p.input = function(self, dt, speed) | |
self:collide(dt, speed) | |
local cursor = game:get("cursor") | |
if self.state == PlayerState.MOVE then | |
if self.chargeCooldown > 0 then | |
self.chargeCooldown = self.chargeCooldown - (dt * speed) | |
if self.chargeCooldown < 0 then | |
self.chargeCooldown = 0 | |
cursor.x = self.x | |
cursor.y = self.y | |
end | |
end | |
if btn(Button.A) and self.chargeCooldown <= 0 then | |
cursor.visible = true | |
game.speed = 0.5 | |
if btnp(Button.A) then | |
cursor.distance = 30 | |
cursor.x = self.x | |
cursor.y = self.y | |
end | |
local offset = { | |
x = 0, | |
y = 0 | |
} | |
if btn(Button.UP) then | |
offset.y = offset.y - (150 * dt) | |
end | |
if btn(Button.DOWN) then | |
offset.y = offset.y + (150 * dt) | |
end | |
if btn(Button.LEFT) then | |
offset.x = offset.x - (150 * dt) | |
end | |
if btn(Button.RIGHT) then | |
offset.x = offset.x + (150 * dt) | |
end | |
if math.dist(cursor.x + offset.x, cursor.y + offset.y, self.x, self.y) > 50 then | |
offset = {x = 0, y = 0} | |
end | |
cursor.x = cursor.x + offset.x | |
cursor.y = cursor.y + offset.y | |
else | |
if cursor.visible then | |
game.speed = 1 | |
self.target = math.angle(self.x, self.y, cursor.x, cursor.y) - math.rad(45) | |
self.state = PlayerState.DASH | |
self.dashTime = 0 | |
self.dashLength = math.lerp(0, 0.225, math.dist(self.x, self.y, cursor.x, cursor.y) / 50) | |
cursor.visible = false | |
sfx(10, "C-5", 30, 1) | |
end | |
local offset = { | |
x = 0, | |
y = 0 | |
} | |
local direction = false | |
if btn(Button.UP) then | |
offset.y = -(self.move * (dt * speed)) | |
self.frames = {260, 261, 262, 263, 264, 265, 266, 267, 268, 269, 270} | |
self.flip = 0 | |
direction = true | |
cursor.angle = math.rad(90) | |
end | |
if btn(Button.DOWN) then | |
offset.y = (self.move * (dt * speed)) | |
self.frames = {260, 261, 262, 263, 264, 265, 266, 267, 268, 269, 270} | |
self.flip = 0 | |
direction = true | |
cursor.angle = math.rad(270) | |
end | |
if btn(Button.LEFT) then | |
offset.x = -(self.move * (dt * speed)) | |
self.frames = {260, 261, 262, 263, 264, 265, 266, 267, 268, 269, 270} | |
self.flip = 0 | |
direction = true | |
cursor.angle = math.rad(0) | |
end | |
if btn(Button.RIGHT) then | |
offset.x = (self.move * (dt * speed)) | |
self.frames = {260, 261, 262, 263, 264, 265, 266, 267, 268, 269, 270} | |
self.flip = 1 | |
direction = true | |
cursor.angle = math.rad(180) | |
end | |
local tile = ptm(self.x + offset.x + 4, self.y + 4) | |
if tileCollides(mget(tile.x, tile.y)) then | |
offset.x = 0 | |
end | |
if isPit(mget(tile.x, tile.y)) then | |
sfx(12, "C-4") | |
self.state = PlayerState.FALL | |
self.health = self.health - 1 | |
end | |
if not direction then | |
self.frames = {256, 257, 258, 259, 260} | |
end | |
local tile = ptm(self.x + offset.x + 4, self.y + offset.y + 4) | |
if tileCollides(mget(tile.x, tile.y)) then | |
offset.y = 0 | |
end | |
if isPit(mget(tile.x, tile.y)) then | |
sfx(12, "C-4") | |
self.state = PlayerState.FALL | |
self.health = self.health - 1 | |
end | |
if not direction then | |
self.frames = {256, 257, 258, 259, 260} | |
end | |
self.x = self.x + offset.x | |
self.y = self.y + offset.y | |
local tile = ptm(self.x + 4, self.y + 4) | |
tile = mget(tile.x, tile.y) | |
if tile == 16 or tile == 18 then | |
game.current.y = game.current.y - 1 | |
loadRoom(game.current.x, game.current.y, Direction.UP) | |
sfx(8, "C-4", 15, 3) | |
end | |
if tile == 17 or tile == 19 then | |
game.current.y = game.current.y + 1 | |
loadRoom(game.current.x, game.current.y, Direction.DOWN) | |
sfx(8, "C-4", 15, 3) | |
end | |
if tile == 32 or tile == 34 then | |
game.current.x = game.current.x - 1 | |
loadRoom(game.current.x, game.current.y, Direction.LEFT) | |
sfx(8, "C-4", 15, 3) | |
end | |
if tile == 33 or tile == 35 then | |
game.current.x = game.current.x + 1 | |
loadRoom(game.current.x, game.current.y, Direction.RIGHT) | |
sfx(8, "C-4", 15, 3) | |
end | |
if tile == 120 then | |
game.current.y = game.current.y - 1 | |
loadRoom(game.current.x, game.current.y, Direction.UP, true) | |
sfx(8, "C-4", 15, 3) | |
end | |
if tile == 121 then | |
game.current.y = game.current.y + 1 | |
loadRoom(game.current.x, game.current.y, Direction.DOWN, true) | |
sfx(8, "C-4", 15, 3) | |
end | |
if tile == 136 then | |
game.current.x = game.current.x - 1 | |
loadRoom(game.current.x, game.current.y, Direction.LEFT, true) | |
sfx(8, "C-4", 15, 3) | |
end | |
if tile == 137 then | |
game.current.x = game.current.x + 1 | |
loadRoom(game.current.x, game.current.y, Direction.RIGHT, true) | |
sfx(8, "C-4", 15, 3) | |
end | |
end | |
elseif self.state == PlayerState.FALL then | |
self.fallTime = self.fallTime and self.fallTime + dt or 0.001 | |
self.frames = {271} | |
self.rotate = self.rotate + 1 | |
if self.fallTime > 0.5 then | |
loadRoom(game.current.x, game.current.y, game.current.dir) | |
self.state = PlayerState.MOVE | |
self.rotate = 0 | |
self.fallTime = 0 | |
end | |
elseif self.state == PlayerState.DASH then | |
local tile_ = ptm(self.x + 4, self.y + 4) | |
if mget(tile_.x, tile_.y) ~= 14 then | |
self.dashTime = self.dashTime + dt | |
else | |
game:add(particle(self.x, self.y, nil, nil, {501}, 0.2)) | |
end | |
local dts = self.dashSpeed * (dt * speed) | |
local next = rotate(dts, dts, self.target) | |
local tile = ptm(self.x + next.x + 4, self.y + next.y + 4, true) | |
if tileCollides(mget(tile.x, tile.y)) then | |
for x = 1, 5 do | |
game:add(particle(self.x, self.y, math.random(-30, 30), 30, {499}, 0.5)) | |
end | |
self.target = -self.target | |
self.dashTime = self.dashLength | |
end | |
self.rotate = self.rotate + 1 | |
self.radius = 4 + math.clamp(math.floor(self.bonus / 6), 0, 8) | |
if self.rotate > 3 then | |
self.rotate = 0 | |
end | |
if self.dashTime >= self.dashLength then | |
self.state = PlayerState.MOVE | |
self.chargeCooldown = 1 - math.min(1, self.bonus * 0.1) | |
self.hitEntities = {} | |
self.radius = 3 | |
self.start = nil | |
self.rotate = 0 | |
self.target = nil | |
for i = 1, 10 do | |
game:add(particle(self.x, self.y, nil, nil, {501}, 0.5)) | |
end | |
end | |
self.x = self.x + next.x | |
self.y = self.y + next.y | |
end | |
end | |
p.hitEntities = {} | |
p.hit = function(self, entity) | |
local confirmed = false | |
for index, e in pairs(self.hitEntities) do | |
if e == entity then | |
confirmed = true | |
return false | |
end | |
end | |
if not confirmed then | |
self.lastHit = 0 | |
table.insert(self.hitEntities, entity) | |
end | |
return not confirmed | |
end | |
p.iframes = 0 | |
p.update = function(self, dt, speed) | |
local tile = ptm(self.x + 4, self.y + 4) | |
self.orbAngle = self.orbAngle + (5 * (dt * speed)) | |
if isActive(mget(tile.x, tile.y)) then | |
game.shutter = 0 | |
for index, entity in pairs(game:getEntities(function (e) return e.shutter end)) do | |
game.shutter = game.shutter + entity.shutter | |
end | |
if game.shutter ~= game.lastShutter then | |
sfx(15, "C-4", 15, 3) | |
end | |
else | |
game.shutter = 0 | |
end | |
self.lastHit = self.lastHit + (dt * speed) | |
if self.bonus > 0 then | |
if self.lastHit > 5 then | |
self.bonus = self.bonus - 1 | |
self.lastHit = 2 | |
end | |
end | |
if self.iframes > 0 then | |
self.visible = not self.visible | |
self.iframes = self.iframes - (dt * speed) | |
else | |
self.visible = true | |
self.iframes = 0 | |
end | |
if self.bonus < 0 then | |
self.bonus = 0 | |
end | |
end | |
p.coinsCollected = 0 | |
p._draw = p.draw | |
p.draw = function(self, dt) | |
self:_draw(dt) | |
if self.state == PlayerState.MOVE then | |
if self.chargeCooldown > 0 then | |
rect(self.x, self.y - 3, math.lerp(0, 8, 1 - self.chargeCooldown), 2, 13) | |
end | |
if game:get("cursor").visible and self.chargeCooldown <= 0 then | |
circb(self.x + 4, self.y + 4, 50, 13) | |
end | |
end | |
if self.bonus > 0 then | |
local tw = print(self.bonus, 0, -20) | |
printf(self.bonus, self.x + 2 - math.floor(tw / 4), self.y - 8, 9, 0) | |
end | |
if self.radius > 4 then | |
circb(self.x + 4, self.y + 4, self.radius, 11) | |
end | |
for x = 1, #self.orbs do | |
local t = rotate(6, 6, math.rad((360 / #self.orbs) * x) + self.orbAngle) | |
spr(self.orbs[x], self.x + t.x, self.y + t.y, Color.CYAN) | |
end | |
end | |
return p | |
end | |
function arrow(x, y, dir) | |
local e = entity{ | |
x = x, y = y, dir = dir, radius = 4, | |
frames = {408, 409, 410, 411} | |
} | |
if dir == Direction.LEFT then | |
e.rotate = 1 | |
elseif dir == Direction.DOWN then | |
e.rotate = 2 | |
elseif dir == Direction.RIGHT then | |
e.rotate = 3 | |
end | |
e.update = function(self, dt, speed) | |
self:checkDamage(dt, speed) | |
end | |
e.onTakeDamage = function(self, dt, speed, fresh) | |
local player = game:get("player") | |
if fresh then | |
self.hold = 0 | |
if self.dir == Direction.UP then | |
player.target = math.angle(0, 0, 0, -1) | |
elseif self.dir == Direction.DOWN then | |
player.target = math.angle(0, 0, 0, 1) | |
elseif self.dir == Direction.LEFT then | |
player.target = math.angle(0, 0, 1, 0) | |
elseif self.dir == Direction.RIGHT then | |
player.target = math.angle(1, 0, 0, 0) | |
end | |
game:add(particle(player.x, player.y, nil, nil, {501})) | |
player.target = player.target - math.rad(45) | |
end | |
if self.hold < 0.1 then | |
player.x = self.x | |
player.y = self.y | |
self.hold = self.hold + (dt * speed) | |
else | |
self.damaged = false | |
end | |
end | |
return e | |
end | |
function evilOrb(x, y) | |
local orb = enemy(x, y) | |
orb.health = 4 | |
orb.maxHealth = 4 | |
orb.transparent = Color.MAGENTA | |
orb.bounceFrames = {440, 441, 442, 443, 456} | |
orb.walkFrames = {456, 457, 458, 459, 472, 473, 474, 475, 488, 489, 490, 491} | |
orb.frames = orb.bounceFrames | |
orb.frameRate = 1 / 12 | |
orb.angle = 0 | |
orb.charge = 0 | |
orb.state = 0 | |
orb.dashTime = 0 | |
orb.chargesDone = 0 | |
orb.hold = {} | |
orb.vel = 15 | |
orb.empowered = (game.current.x == 1) | |
if orb.empowered then | |
orb.health = 6 | |
orb.maxHealth = 6 | |
poof(orb.x, orb.y, true) | |
end | |
orb.update = function(self, dt, speed) | |
if self.health <= 0 then | |
game:remove(self) | |
poof(self.x, self.y) | |
end | |
if not self:checkDamage(self, dt, speed) then | |
local player = game:get("player") | |
if self.state == 0 then | |
self.charge = self.charge + (dt * speed) | |
if self.charge > 1 then | |
local weight = {1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 5, 5, 5} | |
if not self.empowered then | |
weight = {2, 2, 2, 2, 3, 3} | |
end | |
self.state = weight[math.random(1, #weight)] | |
self.charge = 0 | |
self.vel = 15 | |
end | |
elseif self.state == 1 then | |
self.vel = self.vel - (5 * (dt * speed)) | |
if #self.hold < 8 then | |
while #self.hold < 8 do | |
local b = bomb(self.x, self.y) | |
b.angle = #self.hold * 40 | |
table.insert(self.hold, b) | |
game:add(b) | |
end | |
else | |
for index, held in ipairs(self.hold) do | |
local vel = rotate(self.vel, self.vel, held.angle) | |
held.x = held.x + (vel.x * (dt * speed)) | |
held.y = held.y + (vel.y * (dt * speed)) | |
if game:get(held.name) == nil or held.class == "coin" then | |
table.remove(self.hold, index) | |
end | |
end | |
end | |
if self.vel < 0 then | |
self.state = 0 | |
self.hold = {} | |
end | |
elseif self.state == 2 then | |
self.charge = self.charge + (dt * speed) | |
self.angle = math.angle(self.x + 4, self.y + 4, player.x + 4, player.y + 4) - math.rad(45) | |
if self.chargesDone > 2 then | |
self.state = 0 | |
self.chargesDone = 0 | |
end | |
if self.charge > 1 then | |
self.state = 4 | |
poof(self.x, self.y, true) | |
end | |
elseif self.state == 3 then | |
self.angle = math.angle(self.x + 4, self.y + 4, player.x + 4, player.y + 4) - math.rad(45) | |
self.dashTime = self.dashTime + (dt * speed) | |
if self.dashTime > 0.25 then | |
self.chargesDone = self.chargesDone + 1 | |
game:add(star(self.x, self.y, game:get("player"))) | |
self.dashTime = 0 | |
end | |
if self.chargesDone > 2 then | |
self.chargesDone = 0 | |
self.dashTime = 0 | |
self.state = 0 | |
end | |
elseif self.state == 4 then | |
local target = rotate(150, 150, self.angle) | |
target = { | |
x = target.x * (dt * speed), | |
y = target.y * (dt * speed) | |
} | |
self.dashTime = self.dashTime + (dt * speed) | |
if self.dashTime > 0 then | |
self.rotate = self.rotate + 1 | |
if self.rotate > 3 then | |
self.rotate = 0 | |
end | |
local tile = ptm(self.x + target.x + 4, self.y + target.y + 4) | |
local tileID = mget(tile.x, tile.y) | |
if tileCollides(tileID) then | |
self.state = 0 | |
self:takeHealth(1) | |
else | |
self.x = self.x + target.x | |
self.y = self.y + target.y | |
if overlap(self, player) then | |
if player.iframes == 0 and player.state == PlayerState.MOVE then | |
player:takeHealth(1) | |
end | |
end | |
end | |
end | |
if self.dashTime > 0.2 then | |
self.angle = math.angle(self.x, self.y, player.x, player.y) - math.rad(45) | |
self.state = 2 | |
self.chargesDone = self.chargesDone + 1 | |
if self.chargesDone > 2 then | |
self.state = 0 | |
self.dashTime = 0 | |
self.chargesDone = 0 | |
self.rotate = 0 | |
end | |
end | |
elseif self.state == 5 then | |
self.dashTime = self.dashTime + (dt * speed) | |
if self.dashTime > 0.1 then | |
self.dashTime = 0 | |
self.chargesDone = self.chargesDone + 1 | |
game:add(bullet(self.x, self.y, 20 * self.chargesDone)) | |
end | |
if self.chargesDone > 18 then | |
self.state = 0 | |
end | |
end | |
end | |
end | |
orb.onTakeDamage = function(self, dt, speed, fresh) | |
if fresh then | |
poof(self.x, self.y) | |
self:takeHealth(1) | |
self.damaged = false | |
end | |
end | |
orb.__draw = orb.draw | |
orb.draw = function(self) | |
self:__draw() | |
if self.state == 2 then | |
local target = rotate(math.lerp(0, 30, self.charge), math.lerp(0, 30, self.charge), self.angle) | |
line(self.x + 4, self.y + 4, self.x + target.x + 4, self.y + target.y + 4, Color.RED) | |
spr(460, self.x + target.x, self.y + target.y, Color.BLACK) | |
end | |
end | |
game:play(2) | |
return orb | |
end | |
function health(x, y) | |
return entity{ | |
visAge = 0, | |
lastHealth = game:get("player").maxHealth, | |
isKeyEntity = true, | |
update = function(self, dt, speed) | |
local player = game:get("player") | |
player.health = math.clamp(player.health, 0, player.maxHealth) | |
if self.lastHealth ~= player.health then | |
if self.lastHealth > player.health then | |
self.visAge = 0 | |
player.iframes = 1 | |
self.lastHealth = player.health | |
sfx(13, "C-4", 15, 3) | |
if player.bonus > 0 then | |
player.bonus = 0 | |
for x = 1, 5 do | |
game:add(particle(player.x + 4, player.y - 8, nil, math.random(-30, 0), {502}, 0.3)) | |
end | |
sfx(5, "C-4", 15, 3) | |
end | |
for x = 1, math.random(1, 5) do | |
game:add( | |
particle(4 + math.lerp(0, 41, player.health / player.maxHealth), 4, | |
math.random(-15, 15), | |
-(math.random(15, 25)), | |
{500}) | |
) | |
end | |
else | |
self.visAge = 0 | |
end | |
if self.lastHealth <= 0 then | |
self.lastHealth = player.health | |
game.current.x = game.start.x | |
game.current.y = game.start.y | |
loadRoom(game.start.x, game.start.y) | |
player.health = player.maxHealth | |
player.x = game.playerSpawn.x | |
player.y = game.playerSpawn.y | |
end | |
end | |
if player.health == player.maxHealth then | |
self.visible = (self.visAge < 2) | |
self.visAge = self.visAge + dt | |
else | |
self.visible = true | |
end | |
end, | |
draw = function(self, dt) | |
local player = game:get("player") | |
spr(466, 1, 1, Color.MAGENTA) | |
spr(482, 1, 5, Color.MAGENTA) | |
spr(467, 9, 1, Color.MAGENTA) | |
spr(483, 9, 5, Color.MAGENTA) | |
spr(467, 16, 1, Color.MAGENTA) | |
spr(483, 16, 5, Color.MAGENTA) | |
spr(467, 24, 1, Color.MAGENTA) | |
spr(483, 24, 5, Color.MAGENTA) | |
spr(467, 32, 1, Color.MAGENTA) | |
spr(483, 32, 5, Color.MAGENTA) | |
spr(468, 40, 1, Color.MAGENTA) | |
spr(484, 40, 5, Color.MAGENTA) | |
rect(4, 4, math.lerp(0, 41, player.health / player.maxHealth), 7, 11) | |
printf(string.format("%i / %i", player.health, player.maxHealth), 12, 5, 0, 15) | |
end | |
} | |
end | |
function scorer(x, y) | |
return entity{ | |
frames = {310}, | |
isKeyEntity = true, | |
w = 1, h = 1, | |
x = x, y = y, | |
transparent = 1, | |
visAge = 0, | |
update = function(self, dt, speed) | |
self.visAge = self.visAge + dt | |
self.visible = (self.visAge < 1) | |
end, | |
_draw = entity().draw, | |
draw = function(self, dt) | |
self:_draw(dt) | |
printf(game.score, self.x + 10, self.y + 1, 15, 0) | |
end | |
} | |
end | |
function overlap(a, b) | |
local dist = math.dist(a.x + (4 * a.w), a.y + (4 * a.h), b.x + (4 * b.w), b.y + (4 * b.h)) | |
return (dist < (a.radius + b.radius)) | |
end | |
function snake(x, y) | |
return entity{ | |
frameRate = 1 / 12, | |
frames = {288, 289, 290, 291, 290, 289}, | |
x = x, | |
y = y | |
} | |
end | |
function coin(x, y, isValid) | |
local frames = {310, 310, 310, 310, 310, 304, 305, 306, 307, 308, 309} | |
if isValid == nil then | |
isValid = true | |
else | |
isValid = false | |
end | |
if not isValid then | |
frames = {324, 325, 326, 327} | |
end | |
return entity{ | |
isValid = isValid, | |
frames = frames, | |
x = x, | |
class = "coin", | |
y = y, | |
collected = false, | |
collectAge = -0.1, | |
update = function(self, dt, speed) | |
dt = dt * speed | |
if not self.collected then | |
local player = game:get("player") | |
if overlap(self, player) then | |
if self.isValid then | |
self.frames = {310, 311, 312, 311} | |
else | |
self.frames = {328, 329, 330, 331} | |
end | |
self.collected = true | |
sfx(1, "G-4", -1, 3) | |
for x = 1, 5 do | |
game:add(particle(self.x, self.y, math.random(-15, 15), 30, self.isValid and {498} or {502} )) | |
end | |
if player.state == PlayerState.DASH then | |
if self.isValid then | |
if player.bonus < 3 then | |
score("TINY", self.x, self.y) | |
elseif player.bonus < 6 then | |
score("SMALL", self.x, self.y) | |
elseif player.bonus < 10 then | |
score("MEDIUM", self.x, self.y) | |
end | |
end | |
else | |
if self.isValid then | |
score("TINY", self.x, self.y) | |
end | |
end | |
end | |
else | |
self.collectAge = self.collectAge + dt | |
if self.isValid then | |
self.y = self.y - ((75 * dt) * math.sign(self.collectAge)) | |
end | |
if self.collectAge > 1 then | |
game:remove(self) | |
end | |
end | |
end | |
} | |
end | |
function heart(x, y) | |
return entity{ | |
frames = {313, 314, 315, 316, 317, 318, 319}, | |
x = x, | |
y = y, | |
update = function(self, dt, speed) | |
local player = game:get("player") | |
if overlap(self, player) then | |
if player.health + 1 <= player.maxHealth then | |
player.health = player.health + 1 | |
game:remove(self) | |
for x = 1, 5 do | |
game:add(particle(self.x, self.y, nil, nil, {502})) | |
end | |
sfx(14, "C-4", 15, 3) | |
end | |
end | |
end | |
} | |
end | |
function squid(x, y) | |
return entity{ | |
frameRate = 1 / 12, | |
frames = {272, 273, 274, 275, 274, 273}, | |
x = x, | |
y = y | |
} | |
end | |
function dog(x, y) | |
return entity{ | |
frameRate = 1 / 12, | |
frames = {320, 321, 322, 323}, | |
x = x, | |
y = y | |
} | |
end | |
function bomb(x, y, friendly) | |
local bomb = entity{ | |
x = x, y = y, | |
frames = friendly and {333, 334, 335} or {349, 350, 351}, | |
frameRate = 1 / 6, | |
radius = 3, | |
class = "bullet", | |
age = 0, | |
friendly = friendly and friendly or false, | |
fuse = 3, | |
lastPart = 0, | |
update = function(self, dt, speed) | |
self.frameRate = 1 / math.lerp(1, 60, self.age / self.fuse) | |
if self.lastPart > 0.25 then | |
game:add(particle(self.x, self.y, math.random(-15, 15), 50, {499})) | |
self.lastPart = 0 | |
else | |
self.lastPart = self.lastPart + (dt * speed) | |
end | |
self.age = self.age + (dt * speed) | |
if self.age > self.fuse then | |
for x = 1, 9 do | |
local shot = bullet(self.x, self.y, math.rad(x * 40)) | |
shot.friendly = self.friendly | |
game:add(shot) | |
end | |
sfx(19, "C-4", 15, 3) | |
game:remove(self) | |
end | |
end | |
} | |
return bomb | |
end | |
function ufo(x, y) | |
local u = enemy(x, y) | |
u.frames = {328, 329, 330, 331, 332, 333, 334} | |
u.transparent = Color.MAGENTA | |
u.health = 2 | |
u.maxHealth = 2 | |
u.frameRate = 1 / 12 | |
u.shotWatch = 3.5 | |
u.shotCooldownX = 0 | |
u.shotsFired = 0 | |
u.shotCooldown = 0 | |
u.transparent = Color.MAGENTA | |
u.shouldFlit = 0 | |
u.update = function(self, dt, speed) | |
if not self:checkDamage(dt, speed) then | |
self.shotCooldown = self.shotCooldown + (dt * speed) | |
self.shouldFlit = self.shouldFlit + (dt * speed) | |
self.frameRate = 1 / (12 + (self.shotCooldown * 10)) | |
if self.shotCooldown > self.shotWatch then | |
self.shotCooldownX = self.shotCooldownX + (dt * speed) | |
if self.shotCooldownX > 0.2 then | |
self.shotCooldownX = 0 | |
self.shotsFired = self.shotsFired + 1 | |
for i = -1, 1 do | |
local player = game:get("player") | |
local a = math.angle(self.x, self.y, player.x, player.y) | |
game:add(bullet(self.x, self.y, a + (i * math.rad(15)))) | |
end | |
if self.shotsFired > 2 then | |
self.shotCooldown = 0 | |
self.shotCooldownX = 0 | |
self.shotsFired = 0 | |
end | |
end | |
end | |
if self.shouldFlit > 1 then | |
self.shouldFlit = 0 | |
local target = rotate(15, 15, math.rad(math.random(360))) | |
local t = ptm(self.x + target.x, self.y + target.y) | |
while not isActive(mget(t.x, t.y)) or tileCollides(mget(t.x, t.y)) do | |
target = rotate(15, 15, math.rad(math.random(360))) | |
t = ptm(self.x + target.x, self.y + target.y) | |
end | |
poof(self.x, self.y, true) | |
self.x = self.x + target.x | |
self.y = self.y + target.y | |
end | |
end | |
end | |
u.onTakeDamage = function(self, dt, speed, fresh) | |
if fresh then | |
self:takeHealth(1) | |
self.damaged = false | |
end | |
end | |
return u | |
end | |
function tank(x, y) | |
local tank = entity{ | |
frames = {477}, | |
x = x, y = y, | |
w = 3, h = 3, | |
transparent = 12, | |
dir = 1, | |
offset = 4, | |
doingZone = false, | |
state = 0, | |
steal = 0, | |
orbLocs = { | |
{10, 7}, | |
{10, 9}, | |
{18, 7}, | |
{18, 9} | |
}, | |
orbs = {}, | |
collectedOrbs = 0, | |
} | |
game.collapse = 50 | |
tank.angle = 0 | |
tank.update = function(self, dt, speed) | |
game.collapse = 1 | |
local collectedOrbs = 0 | |
for index, flag in pairs({'has_r', 'has_g', 'has_b', 'has_m'}) do | |
if game.flags[flag] then | |
collectedOrbs = collectedOrbs + 1 | |
end | |
end | |
if not game.flags.opened_final_zone then | |
if game.flags.has_r and | |
game.flags.has_g and | |
game.flags.has_m and | |
game.flags.has_b and | |
not self.doingZone then | |
for index, loc in pairs(self.orbLocs) do | |
local orb = entity{loc[1] * 8, loc[2] * 8} | |
orb.startX = loc[1] * 8 | |
orb.startY = loc[2] * 8 | |
orb.frames = {(mget(loc[1], loc[2]) + 16)} | |
mset(loc[1], loc[2], 2) | |
table.insert(self.orbs, orb) | |
game:add(orb) | |
end | |
self.doingZone = true | |
game:play(5) | |
self.shutter = 1 | |
end | |
else | |
self.state = 3 | |
self.frames = {429} | |
game:play(3) | |
end | |
if self.doingZone then | |
game:play(5) | |
if self.state == 0 then | |
self.steal = self.steal + (dt * speed) | |
for index, orb in pairs(self.orbs) do | |
orb.x = math.lerp(orb.startX, self.x + 8, self.steal) | |
orb.y = math.lerp(orb.startY, self.y + 8, self.steal) | |
if math.random(1, 100) == 1 then | |
game:add(particle(orb.x, orb.y)) | |
end | |
end | |
if self.steal > 1 then | |
self.state = 1 | |
for index, orb in pairs(self.orbs) do | |
orb.visible = false | |
end | |
end | |
elseif self.state == 1 then | |
self.frames = {429} | |
sfx(24, "C-4", -1, 3) | |
self.state = 2 | |
game.broken = true | |
for x = 1, 10 do | |
local p = particle(self.x + 8, self.y + 8) | |
p.transparent = Color.MAGENTA | |
if math.random(1, 2) == 1 then | |
p.frames = {444} | |
else | |
p.frames = {428} | |
end | |
game:add(p) | |
end | |
elseif self.state == 2 then | |
self.offset = self.offset - (10 * (dt * speed)) | |
self.angle = self.angle + (3 * (dt * speed)) | |
for index, orb in ipairs(self.orbs) do | |
local target = rotate(10, 10, self.angle + (index * math.rad(90))) | |
orb.visible = true | |
orb.x = self.x + 8 + target.x | |
orb.y = self.y + 8 + target.y + self.offset | |
end | |
local tile = ptm(self.x, self.y + math.floor(self.offset)) | |
local t = mget(tile.x, tile.y) | |
if tileCollides(t) and t ~= 115 then | |
mset(tile.x, tile.y, 16) | |
mset(tile.x + 1, tile.y, 18) | |
mset(tile.x + 2, tile.y, 16) | |
mset(tile.x + 0, tile.y + 1, 40) | |
mset(tile.x + 1, tile.y + 1, 40) | |
mset(tile.x + 2, tile.y + 1, 40) | |
poof(self.x, self.y + self.offset, true) | |
self.state = 3 | |
for index, orb in pairs(self.orbs) do | |
game:remove(orb) | |
end | |
game.flags.opened_final_zone = true | |
--game:stop() | |
end | |
end | |
end | |
end | |
tank.onRemove = function(self) | |
game.collapse = 0 | |
end | |
tank._draw = tank.draw | |
tank.draw = function(self) | |
if self.doingZone then | |
if self.state ~= 3 then | |
self.x = self.x + 4 | |
self.y = self.y + math.floor(self.offset) | |
if self.state == 0 then | |
self.sprite = 366 | |
else | |
self.sprite = 364 | |
end | |
self.w = 2 | |
self.h = 2 | |
self:_draw() | |
self.x = self.x - 4 | |
self.y = self.y - math.floor(self.offset) | |
end | |
end | |
if not self.doingZone and not game.flags.opened_final_zone then | |
self.x = self.x + 4 | |
self.y = self.y + math.floor(self.offset) | |
if self.collectedOrbs <= 2 then | |
self.sprite = 398 | |
else | |
self.sprite = 366 | |
end | |
self.w = 2 | |
self.h = 2 | |
self:_draw() | |
self.x = self.x - 4 | |
self.y = self.y - math.floor(self.offset) | |
end | |
self.sprite = self.frames[self.frameIndex] | |
self.w = 3 | |
self.h = 3 | |
self:_draw() | |
end | |
game:play(3) | |
return tank | |
end | |
function particle(x, y, velX, velY, frames, age, update) | |
local cloud = entity{ | |
x = x, | |
transparent = 0, | |
y = y, | |
alwaysVisible = true, | |
frames = frames and frames or {499}, | |
velX = velX and velX or math.random(-50, 50), | |
velY = velY and velY or math.random(-50, 50), | |
age = age and age or 1, | |
animated = true, | |
} | |
cloud._update = update | |
cloud.update = function(self, dt, speed) | |
self.age = self.age - dt | |
if self._update then | |
self:_update(dt, speed) | |
end | |
self.y = self.y - (self.velY * dt) | |
self.x = self.x + (self.velX * dt) | |
if self.age <= 0 then | |
game:remove(self) | |
end | |
end | |
return cloud | |
end | |
-- | |
-- | |
-- GAME LOOP | |
-- | |
-- | |
function TIC() | |
lt = t | |
t = time() | |
dt = (t - lt) / 1000 | |
table.insert(dts, dt) | |
if #dts > 60 then | |
while #dts > 60 do | |
table.remove(dts, 1) | |
end | |
end | |
local totalDT = 0 | |
for index, timer in pairs(dts) do | |
totalDT = totalDT + timer | |
end | |
avg_dt = totalDT / #dts | |
if game.queuePlay and game.flags.music then | |
game.playing = game.queuePlay | |
music(game.playing) | |
game.queuePlay = false | |
end | |
game.lastShutter = game.shutter | |
game.timer = game.timer + dt | |
if game.timer > 1 then | |
while game.timer > 1 do | |
game.timer = game.timer - 1 | |
end | |
end | |
game.qs = game.qs + dt | |
if game.qs > 0.25 then | |
GlitchTiles = {} | |
game.qs = 0 | |
end | |
game:update(dt, game.speed) | |
cls(Camera.bg) | |
map(cam()) | |
game:draw() | |
game:cleanup() | |
end | |
function init() | |
game.scenes.play = scene(function () | |
loadRoom(game.start.x, game.start.y) | |
end) | |
game:load() | |
game.activeScene = "play" | |
end | |
function exit() | |
mset = _mset | |
mget = _mget | |
btn = _btn | |
btnp = _btnp | |
end | |
function scanline(index) | |
local pal = "00000044283430346d4e4a4e854c30346524d04648617165597dce00ff000000ffff0000fa00ff00fafffffa00ffffff" | |
if game.broken then | |
pal = "140c1c44243430346d4e4a4e854c30346524d04648757161597dced27d2c8595a16daa2cd2aa996dc2cadad45edeeed6" | |
end | |
for i=1,#pal,2 do | |
poke(0x3FC0 +i//6*3+i//2%3,tonumber(pal:sub(i,i+1),16)) | |
end | |
end | |
init() |
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