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August 24, 2015 01:41
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| pico-8 cartridge // http://www.pico-8.com | |
| version 4 | |
| __lua__ | |
| -- heroic journey | |
| -- by dethe | |
| -- globals are evil and so am i | |
| frame = 0 | |
| debug1 = '' | |
| debug2 = '' | |
| player_thought = "" | |
| goblin_thought = "" | |
| creatures_per_screen = 20 | |
| creatures = {} | |
| max_speed = 6 | |
| location = {} | |
| chest = {} | |
| player = {} | |
| -- constant variables, don't judge me | |
| left = 0 | |
| right = 1 | |
| up = 2 | |
| down = 3 | |
| btn_a = 4 | |
| btn_b = 5 | |
| map_w = 16 | |
| map_h = 13 | |
| max_w = 128 | |
| max_h = 52 | |
| function gather_gold() | |
| if (chest.is_open) return | |
| if (chest.x < (player.x - 8)) return | |
| if (chest.x > (player.x + 8)) return | |
| if (chest.y < (player.y - 8)) return | |
| if (chest.y > (player.y + 8)) return | |
| chest.offset = 9 | |
| chest.frame = 9 | |
| chest.is_open = true | |
| player.gold += randint(200) | |
| end | |
| function hit(sprite1, sprite2) | |
| if (not sprite1.weap_frame) return | |
| if (sprite2.is_dead) return; | |
| if (sprite1.is_dead) return; | |
| if (not sprite1.is_attacking and sprite1.type == 'player') return | |
| if (sprite2.y < (sprite1.y - 7)) return | |
| if (sprite2.y > (sprite1.y + 7)) return | |
| if (sprite1.facing) then | |
| if (sprite2.x < sprite1.x - (sprite1.reach + 8)) return | |
| if (sprite2.x > sprite1.x) return | |
| else | |
| if (sprite2.x > sprite1.x + (sprite1.reach + 8)) return | |
| if (sprite2.x < sprite1.x) return | |
| end | |
| if sprite1.type == 'player' then | |
| -- sprite dies, collect points | |
| -- debug2 = sprite2.type | |
| sprite1[sprite2.type] += 1 | |
| sprite1.points += sprite2.points | |
| sprite2.offset = 35 | |
| sprite2.no_frames = 1 | |
| sprite2.horiz_acc = 0 | |
| sprite2.is_attacking = false | |
| sprite2.is_jumping = false | |
| sprite2.is_dead = true | |
| else | |
| if sprite1.type == 'defender' then | |
| sprite1.is_attacking = false | |
| end | |
| sprite2.hp -= 1 | |
| if sprite2.hp < 1 then | |
| sprite2.is_dead = true | |
| end | |
| end | |
| end | |
| function fight(sprite) | |
| hit(player, sprite) | |
| hit(sprite, player) | |
| end | |
| function get_sprite(x,y,offset,no_frames) | |
| local sprite = {} | |
| sprite.x = x | |
| sprite.y = y | |
| sprite.speed = 1 | |
| sprite.is_jumping = false | |
| sprite.vert_acc = 1 | |
| sprite.horiz_acc = 0 | |
| sprite.frame = offset | |
| sprite.offset = offset | |
| sprite.no_frames = no_frames | |
| sprite.is_attacking = false | |
| sprite.facing = false -- true is left, false is right | |
| return sprite | |
| end | |
| function init_player() | |
| player = get_sprite(31,15,16,8) | |
| player.weap_off = 48 | |
| player.weap_no = 8 | |
| player.weap_frame = 48 | |
| player.reach = 6 | |
| player.defender = 0 | |
| player.unarmed = 0 | |
| player.child = 0 | |
| player.hp = 3 | |
| player.points = 0 | |
| player.gold = 0 | |
| player.type = 'player' | |
| end | |
| function init_location(dx, dy) | |
| location.left = dx | |
| location.top = dy | |
| location.right = dx + map_w | |
| location.bottom = dy + map_h | |
| init_creatures() | |
| init_chest() | |
| end | |
| function p2m(x) | |
| -- pixel location to map | |
| -- location | |
| return flr(x / 8) | |
| end | |
| function constrain_location() | |
| if (location.right > max_w) then | |
| location.left = 0 | |
| location.right = map_w | |
| end | |
| if (location.left < 0) then | |
| location.right = max_w - 1 | |
| location.left = max_ - (map_w + 1) | |
| end | |
| if (location.bottom > max_h) then | |
| location.top = 0 | |
| location.bottom = map_h | |
| end | |
| if (location.top < 0) then | |
| location.top = max_h - (map_h + 1) | |
| location.bottom = map_h - 1 | |
| end | |
| end | |
| function update_location() | |
| local update_loc = false | |
| if p2m(player.x + 1) > (location.right - 1) then | |
| location.right += map_w | |
| location.left += map_w | |
| update_loc = true | |
| end | |
| if p2m(player.x + 7) < location.left then | |
| location.right -= map_w | |
| location.left -= map_w | |
| update_loc = true | |
| end | |
| if p2m(player.y + 1) > (location.bottom - 1) then | |
| location.top += map_h | |
| location.bottom += map_h | |
| update_loc = true | |
| end | |
| if p2m(player.y + 7) < location.top then | |
| location.top -= map_h | |
| location.bottom -= map_h | |
| update_loc = true | |
| end | |
| if update_loc then | |
| -- debug1 = 'location '..location.left..','..location.top | |
| constrain_location() | |
| init_creatures() | |
| init_chest() | |
| end | |
| end | |
| function get_random_loc() | |
| local x = flr(rnd(16)) + location.left | |
| local y = flr(rnd(16)) + location.top | |
| while fget(mget(x,y), 0) do | |
| x = flr(rnd(16)) + location.left | |
| y = flr(rnd(16)) + location.right | |
| end | |
| local result = {} | |
| result.x = x * 8 | |
| result.y = y * 8 | |
| return result | |
| end | |
| function get_random_sprite(x,y) | |
| local val = rnd(1) | |
| local result = false | |
| -- off -> offset for sprites | |
| -- no -> number of sprites | |
| if (val < .2) then | |
| -- defender goblin | |
| result = get_sprite(x,y,4,4) | |
| result.speed = .7 | |
| result.weap_off = 36 | |
| result.weap_no = 4 | |
| result.weap_frame = 36 | |
| result.type = 'defender' | |
| result.is_attacking = true | |
| result.points = 2 | |
| result.reach = 4 | |
| end | |
| if (val >= .2 and val <= .5) then | |
| -- unarmed goblin | |
| result = get_sprite(x,y,2,2) | |
| result.speed = .9 | |
| result.type = 'unarmed' | |
| result.points = 3 | |
| end | |
| if (val > .5) then | |
| -- child goblin | |
| result = get_sprite(x,y,24,2) | |
| result.speed = .5 | |
| result.type = 'child' | |
| result.points = 5 | |
| end | |
| if rnd(1) < .5 then | |
| result.horiz_acc = -result.speed | |
| result.facing = true | |
| else | |
| result.horiz_acc = result.speed | |
| result.facing = false | |
| end | |
| return result | |
| end | |
| function init_creatures() | |
| for i=1,creatures_per_screen do | |
| local loc = get_random_loc() | |
| creatures[i] = get_random_sprite(loc.x, loc.y) | |
| end | |
| end | |
| function init_chest() | |
| local loc = get_random_loc() | |
| chest = get_sprite(loc.x, loc.y, 8, 1) | |
| chest.is_open = false | |
| end | |
| function jump(sprite) | |
| if sprite.is_jumping then | |
| return | |
| end | |
| sprite.is_jumping = true | |
| sprite.vert_acc = - (6 * sprite.speed) | |
| end | |
| function flag_at_point(x, y, flag) | |
| local sx = flr(x / 8) % max_w | |
| local sy = flr(y / 8) % max_h | |
| return fget(mget(sx,sy), flag) | |
| end | |
| -- how far can we move before colliding? | |
| function collide_right(sprite, max_x) | |
| if (max_x < 0) then | |
| return collide_left(sprite, -max_x) | |
| end | |
| local sx = sprite.x + 9 | |
| local sy = sprite.y | |
| local result = {} | |
| result.collision = false | |
| result.move = max_x | |
| for x=0,max_x do | |
| if flag_at_point(sx+x, sy+1, 0) or flag_at_point(sx+x, sy+6, 0) then | |
| result.collision = true | |
| result.move = x | |
| return result | |
| end | |
| end | |
| return result | |
| end | |
| function collide_left(sprite, max_x) | |
| if (max_x < 0) then | |
| return collide_right(sprite, -max_x) | |
| end | |
| local sx = sprite.x - 1 | |
| local sy = sprite.y | |
| local result = {} | |
| result.collision = false | |
| result.move = -max_x | |
| for x=0,max_x do | |
| if flag_at_point(sx-x, sy+1, 0) or flag_at_point(sx-x, sy+6, 0) then | |
| result.collision = true | |
| result.move = -x | |
| return result | |
| end | |
| end | |
| return result | |
| end | |
| function collide_down(sprite, max_y) | |
| local sx = sprite.x | |
| local sy = sprite.y + 9 | |
| local result = {} | |
| result.collision = false | |
| result.move = max_y | |
| -- always move max when jumping up | |
| if max_y < 0 then | |
| return result | |
| end | |
| -- always fall if you're *in* a block | |
| if flag_at_point(sx+1, sy-2, 0) or flag_at_point(sx+6, sy-2, 0) then | |
| return result | |
| end | |
| for y = 0,max_y do | |
| if flag_at_point(sx+1, sy+y, 0) or flag_at_point(sx+6,sy+y,0) then | |
| result.collision = true | |
| result.move = y | |
| return result | |
| end | |
| end | |
| return result | |
| end | |
| function move(sprite) | |
| -- vertical: jumping and falling | |
| col = collide_down(sprite, sprite.vert_acc) | |
| sprite.y += col.move | |
| if col.collision then | |
| sprite.vert_acc = 1 -- always have some vert_acc so we fall | |
| sprite.is_jumping = false | |
| else | |
| sprite.vert_acc = min(sprite.vert_acc + 1, max_speed) | |
| end | |
| -- horizontal | |
| col = collide_right(sprite, sprite.horiz_acc) | |
| sprite.x += col.move | |
| sprite.x = sprite.x % (max_w * 8) | |
| sprite.y = sprite.y % (max_h * 8) | |
| end | |
| function get_input() | |
| if btn(right) then | |
| player.horiz_acc = 1 | |
| player.facing = false | |
| else | |
| if btn(left) then | |
| player.horiz_acc = -1 | |
| player.facing = true | |
| else | |
| player.horiz_acc = 0 | |
| end | |
| end | |
| if btn(up) then | |
| jump(player) | |
| else | |
| if btn(down) then | |
| -- duck? | |
| end | |
| end | |
| if btn(btn_b) then | |
| player.is_attacking = true | |
| end | |
| end | |
| _player_thoughts = { | |
| "gotta kill these vermin", | |
| "can't let them spread", | |
| "dead goblins are good goblins", | |
| "disgusting creatures", | |
| "this filth threatens us all", | |
| "only humanity is pure", | |
| "must kill these impure beasts", | |
| "god is on my side, scum", | |
| "i'm so proud of my country", | |
| "die goblin scum!", | |
| "theres no escape!", | |
| "the righteous shall preval", | |
| "gold for a sharper sword!", | |
| "you're all monsters", | |
| "killing you is my holy duty", | |
| "let goblin blood be a river", | |
| } | |
| _goblin_thoughts = { | |
| "another of the crazy humans, run!", | |
| "save the children!", | |
| "he's after the orphan fund", | |
| "someone help us!", | |
| "noo, not my baby!", | |
| "he killed billy!", | |
| "our money for a new well!", | |
| "help!", | |
| "tell my kids i love them", | |
| "run, warn the others!", | |
| "i'll slow him down, run!", | |
| "protect the children", | |
| "why? we've done nothing!", | |
| "all we want is peace", | |
| "he took the hospital savings", | |
| "how can you do this to us?", | |
| } | |
| function randint(x) | |
| -- returns random number between | |
| -- 1 and x, inclusive | |
| return flr(rnd(x-1)) + 1 | |
| end | |
| function choose(t) | |
| -- returns a random item from | |
| -- a list table | |
| return t[randint(count(t))] | |
| end | |
| function think() | |
| if ((frame % 60) == 0) then | |
| goblin_thought = choose(_goblin_thoughts) | |
| end | |
| if (((frame + 30) % 60) == 0) then | |
| player_thought = choose(_player_thoughts) | |
| end | |
| end | |
| function animate(sprite) | |
| sprite.frame = sprite.offset + (flr(frame / 3) % sprite.no_frames) | |
| if sprite.is_attacking then | |
| if (frame % 3) == 0 then | |
| sprite.weap_frame += 1 | |
| if sprite.weap_frame >= (sprite.weap_off + sprite.weap_no) then | |
| sprite.weap_frame = sprite.weap_off | |
| sprite.is_attacking = false | |
| end | |
| end | |
| end | |
| end | |
| function draw(sprite) | |
| local x = sprite.x - (location.left * 8) | |
| local y = sprite.y - (location.top * 8) + 16 -- offset to match map | |
| spr(sprite.frame, x, y, 1,1, sprite.facing) | |
| if sprite.weap_frame then | |
| spr(sprite.weap_frame, x, y, 1,1, sprite.facing) | |
| end | |
| end | |
| function show_thoughts() | |
| if #debug1 > 0 then | |
| print(debug1, 0, 0, 10) | |
| else | |
| print(player_thought, 0, 0, 10) | |
| end | |
| if #debug2 > 0 then | |
| print(debug2, 0, 120, 11) | |
| else | |
| print(goblin_thought, 0, 120, 11) | |
| end | |
| end | |
| function _init() | |
| init_location(0,0) | |
| init_player() | |
| end | |
| function _update() | |
| frame += 1 | |
| get_input() | |
| for i=1,creatures_per_screen do | |
| local c = creatures[i] | |
| move(c) | |
| if not c.is_dead then | |
| if (collide_right(c, c.horiz_acc).collision) then | |
| if rnd(1) < .5 and not c.is_jumping then | |
| c.horiz_acc = -c.horiz_acc | |
| c.facing = not c.facing | |
| else | |
| jump(c) | |
| end | |
| end | |
| end | |
| animate(c) | |
| end | |
| move(chest) | |
| move(player) | |
| update_location() | |
| gather_gold() | |
| animate(player) | |
| think() | |
| foreach(creatures, fight) | |
| -- debug2 = 'player: '..p2m(player.x)..','..p2m(player.y) | |
| end | |
| function show_points() | |
| for heart=0,player.hp-1 do | |
| spr(34, heart * 8, 8) | |
| end | |
| print(player.points..' points', 32, 8, 9) | |
| print(player.gold..' gold', 78, 8, 8) | |
| end | |
| function draw_frame() | |
| map(location.left, location.top, 0,16, map_w,map_h) | |
| draw(chest) | |
| for i=1,creatures_per_screen do | |
| draw(creatures[i]) | |
| end | |
| draw(player) | |
| show_thoughts() | |
| show_points() | |
| end | |
| function draw_death_screen() | |
| print('game over') | |
| print('') | |
| print('you died for god and country with') | |
| print(''..player.gold..' gold') | |
| print(''..player.points..' points') | |
| print('') | |
| print('you killed '..player.defender..' defender goblins') | |
| print('you killed '..player.unarmed..' unarmed goblins') | |
| print('you killed '..player.child..' child goblins') | |
| print('') | |
| print('your mother must be so proud') | |
| end | |
| function _draw() | |
| cls() | |
| if (player.is_dead) then | |
| draw_death_screen() | |
| else | |
| draw_frame() | |
| end | |
| end | |
| __gfx__ | |
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