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ldd-CC/ccbn.lua

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2019-03-09 21:09:52 +00:00
-- slowly, I'll get rid of NFTE as a dependency by copying over specific functions from it
-- local nfte = dofile("nfte.lua")
local scr_x, scr_y = term.getSize()
local keysDown, miceDown = {}, {}
local players = {}
local projectiles = {}
local you = 1
local FRAME = 0
local stage = {
panels = {},
panelWidth = 6,
panelHeight = 2,
scrollX = 0,
scrollY = 6
}
-- ripped from NFTE
local makeRectangle = function(width, height, char, text, back)
local output = {{},{},{}}
for y = 1, height do
output[1][y] = (char or " "):rep(width)
output[2][y] = (text or " "):rep(width)
output[3][y] = (back or " "):rep(width)
end
return output
end
local stretchImage = function(_image, sx, sy, noRepeat)
assert(checkValid(_image), "Invalid image.")
local output = {{},{},{}}
local image = deepCopy(_image)
if sx < 0 then image = flipX(image) end
if sy < 0 then image = flipY(image) end
sx, sy = math.abs(sx), math.abs(sy)
local imageX, imageY = getSize(image)
local tx, ty
if sx == 0 or sy == 0 then
for y = 1, math.max(sy, 1) do
output[1][y] = ""
output[2][y] = ""
output[3][y] = ""
end
return output
else
for y = 1, sy do
for x = 1, sx do
tx = round((x / sx) * imageX)
ty = math.ceil((y / sy) * imageY)
if not noRepeat then
output[1][y] = (output[1][y] or "")..image[1][ty]:sub(tx,tx)
else
output[1][y] = (output[1][y] or "").." "
end
output[2][y] = (output[2][y] or "")..image[2][ty]:sub(tx,tx)
output[3][y] = (output[3][y] or "")..image[3][ty]:sub(tx,tx)
end
end
if noRepeat then
for y = 1, imageY do
for x = 1, imageX do
if image[1][y]:sub(x,x) ~= " " then
tx = round(((x / imageX) * sx) - ((0.5 / imageX) * sx))
ty = round(((y / imageY) * sy) - ((0.5 / imageY) * sx))
output[1][ty] = stringWrite(output[1][ty], tx, image[1][y]:sub(x,x))
end
end
end
end
return output
end
end
local merge = function(...)
local images = {...}
local output = {{},{},{}}
local imageX, imageY = 0, 0
local imSX, imSY
for i = 1, #images do
imageY = math.max(
imageY,
#images[i][1][1] + (images[i][3] == true and 0 or (images[i][3] - 1))
)
for y = 1, #images[i][1][1] do
imageX = math.max(
imageX,
#images[i][1][1][y] + (images[i][2] == true and 0 or (images[i][2] - 1))
)
end
end
-- if either coordinate is true, center it
for i = 1, #images do
imSX, imSY = getSize(images[i][1])
if images[i][2] == true then
images[i][2] = round(1 + (imageX / 2) - (imSX / 2))
end
if images[i][3] == true then
images[i][3] = round(1 + (imageY / 2) - (imSY / 2))
end
end
-- will later add code to adjust X/Y positions if negative values are given
local image, xadj, yadj
local tx, ty
for y = 1, imageY do
output[1][y] = {}
output[2][y] = {}
output[3][y] = {}
for x = 1, imageX do
for i = #images, 1, -1 do
image, xadj, yadj = images[i][1], images[i][2], images[i][3]
tx, ty = x-(xadj-1), y-(yadj-1)
output[1][y][x] = output[1][y][x] or " "
output[2][y][x] = output[2][y][x] or " "
output[3][y][x] = output[3][y][x] or " "
if image[1][ty] then
if (image[1][ty]:sub(tx,tx) ~= "") and (tx >= 1) then
output[1][y][x] = (image[1][ty]:sub(tx,tx) == " " and output[1][y][x] or image[1][ty]:sub(tx,tx))
output[2][y][x] = (image[2][ty]:sub(tx,tx) == " " and output[2][y][x] or image[2][ty]:sub(tx,tx))
output[3][y][x] = (image[3][ty]:sub(tx,tx) == " " and output[3][y][x] or image[3][ty]:sub(tx,tx))
end
end
end
end
output[1][y] = table.concat(output[1][y])
output[2][y] = table.concat(output[2][y])
output[3][y] = table.concat(output[3][y])
end
return output
end
local pixelateImage = function(image, amntX, amntY)
local imageX, imageY = getSize(image)
return stretchImage(stretchImage(image,imageX/math.max(amntX,1), imageY/math.max(amntY,1)), imageX, imageY)
end
local drawImage = function(image, x, y, terminal)
terminal = terminal or term.current()
local cx, cy = terminal.getCursorPos()
for iy = 1, #image[1] do
terminal.setCursorPos(x, y + (iy - 1))
terminal.blit(image[1][iy], image[2][iy], image[3][iy])
end
terminal.setCursorPos(cx,cy)
end
local images = {
panel = {
normal = {{"—ƒƒƒƒ”","•€€‚•","€€€€€€"},{"eeeee7","e78877","eeeeee"},{"77777e","78888e","eeeeee"}},
-- cracked = ,
-- broken = ,
-- ice = ,
-- sand = ,
},
player = {{"‡Ÿ‹","€ ƒ","€ž‹","€ €","‹‚‡"},{"fbff","b b","bbff","b b","bffb"},{"bfbb","b f","bfbb","b b"," bbf"}},
cannon = {{"‡‹","‹‡"},{"ff","77"},{"77"," ",}},
}
local act = {stage = {}, player = {}, projectile = {}}
act.stage.newPanel = function(x, y, panelType, owner)
stage.panels[y] = stage.panels[y] or {}
stage.panels[y][x] = {
panelType = panelType,
reserved = false,
crackedLevel = 0, -- 0 is okay, 1 is cracked, 2 is broken
owner = owner or (x > 3 and 2 or 1),
damage = {},
cooldown = {
owner = 0,
broken = 0,
}
}
end
act.stage.checkExist = function(x, y)
if stage.panels[y] then
if stage.panels[y][x] then
return true
end
end
return false
end
act.stage.setDamage = function(x, y, damage, owner, time)
if act.stage.checkExist(x, y) then
stage.panels[y][x].damage[owner] = {
owner = owner,
time = time,
damage = damage,
}
end
end
act.stage.getDamage = function(x, y, owner)
if act.stage.checkExist(x, y) then
local totalDamage = 0
for k,v in pairs(stage.panels[y][x].damage) do
if k ~= owner then
totalDamage = totalDamage + v.damage
end
end
return totalDamage
else
return 0
end
end
act.player.newPlayer = function(x, y, owner)
players[#players + 1] = {
x = x,
y = y,
owner = owner,
direction = 1,
health = 1000,
maxHealth = 1000,
cooldown = {
move = 0,
shoot = 0,
iframe = 0
},
control = {
moveUp = false,
moveDown = false,
moveLeft = false,
moveRight = false,
buster = false,
chip = false,
custom = false
}
}
end
act.projectile.newProjectile = function(x, y, owner)
projectiles[#projectiles + 1] = {
x = x,
y = y,
owner = owner,
speed = 0.25,
direction = 1,
penetrating = false,
time = 50,
damage = 40,
damageTime = 2
}
end
for y = 1, 3 do
for x = 1, 6 do
act.stage.newPanel(x, y, "normal")
end
end
act.player.newPlayer(2, 2, 1)
act.player.newPlayer(5, 2, 2)
local render = function()
--term.clear()
local buffer, im = {}
local sx, sy
for k,v in pairs(projectiles) do
sx = math.floor((v.x - 1) * stage.panelWidth + 4 + stage.scrollX)
sy = math.floor((v.y - 1) * stage.panelHeight + 1 + stage.scrollY)
if sx >= -1 and sx <= scr_x then
buffer[#buffer + 1] = {
colorSwap(images.cannon, {["f"] = " "}),
sx,
sy
}
end
end
for i = 1, #players do
if players[i].cooldown.iframe == 0 or (FRAME % 2 == 0) then
sx = (players[i].x - 1) * stage.panelWidth + 3 + stage.scrollX
sy = (players[i].y - 1) * stage.panelHeight - 1 + stage.scrollY
buffer[#buffer + 1] = {
colorSwap(images.player, {["f"] = " "}),
sx,
sy
}
end
end
for y = #stage.panels, 1, -1 do
for x = 1, #stage.panels[y] do
im = images.panel[stage.panels[y][x].panelType]
if stage.panels[y][x].owner == 2 then
im = colorSwap(im, {e = "b"})
end
if act.stage.getDamage(x, y) > 0 then
im = colorSwap(im, {["7"] = "4", ["8"] = "4"})
end
buffer[#buffer + 1] = {
im,
(x - 1) * stage.panelWidth + 2 + stage.scrollX,
(y - 1) * stage.panelHeight + 2 + stage.scrollY
}
end
end
buffer[#buffer + 1] = {makeRectangle(scr_x, scr_y, "f", "f", "f"), 1, 1}
drawImage(colorSwap(merge(table.unpack(buffer)), {[" "] = "f"}), 1, 1)
term.setCursorPos(1,1)
term.write(players[you].health)
term.setCursorPos(scr_x - 3,1)
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if players[2] then
term.write(players[2].health)
end
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end
local control = {
moveUp = keys.up,
moveDown = keys.down,
moveLeft = keys.left,
moveRight = keys.right,
buster = keys.z,
chip = keys.x,
custom = keys.c
}
local getControls = function()
for k,v in pairs(control) do
players[you].control[k] = keysDown[v] or false
end
end
local checkIfWalkable = function(x, y, p)
if stage.panels[y] then
if stage.panels[y][x] then
if stage.panels[y][x].crackedLevel < 2 then
if (not stage.panels[y][x].reserved) or stage.panels[y][x].reserved == p then
if stage.panels[y][x].owner == p or stage.panels[y][x].owner == 0 then
return true
end
end
end
end
end
return false
end
local movePlayers = function()
local xmove, ymove, p
for i = 1, #players do
xmove, ymove = 0, 0
p = players[i]
if p.cooldown.move == 0 then
if p.control.moveUp then
ymove = -1
elseif p.control.moveDown then
ymove = 1
elseif p.control.moveRight then
xmove = 1
elseif p.control.moveLeft then
xmove = -1
end
if (xmove ~= 0 or ymove ~= 0) and checkIfWalkable(p.x + xmove, p.y + ymove, p.owner) then
p.x = p.x + xmove
p.y = p.y + ymove
p.cooldown.move = 4
end
end
end
end
local reduceCooldowns = function()
for i = 1, #players do
for k,v in pairs(players[i].cooldown) do
players[i].cooldown[k] = math.max(0, v - 1)
end
end
for y = 1, #stage.panels do
for x = 1, #stage.panels[y] do
for owner, damageData in pairs(stage.panels[y][x].damage) do
stage.panels[y][x].damage[owner].time = math.max(0, damageData.time - 1)
if damageData.time == 0 then
stage.panels[y][x].damage[owner] = nil
end
end
end
end
end
local getInput = function()
local evt
while true do
evt = {os.pullEvent()}
if evt[1] == "key" then
keysDown[evt[2]] = true
elseif evt[1] == "key_up" then
keysDown[evt[2]] = nil
elseif evt[1] == "mouse_click" or evt[1] == "mouse_drag" then
miceDown[evt[2]] = {evt[3], evt[4]}
elseif evt[1] == "mouse_up" then
miceDown[evt[2]] = nil
end
end
end
local round = function(num)
return math.floor(0.5 + num)
end
local checkPlayerAtPos = function(x, y, ignoreThisOne)
for i = 1, #players do
if i ~= ignoreThisOne then
if players[i].x == x and players[i].y == y then
return i
end
end
end
end
local runGame = function()
while true do
FRAME = FRAME + 1
getControls()
for id, proj in pairs(projectiles) do
proj.x = proj.x + proj.speed * proj.direction
proj.time = math.max(0, proj.time - 1)
if proj.time == 0 then
projectiles[id] = nil
else
local projX, projY = round(proj.x), round(proj.y)
act.stage.setDamage(
projX,
projY,
proj.damage,
proj.owner,
proj.damageTime
)
local cPlayer = checkPlayerAtPos(projX, projY, proj.owner)
if (not proj.penetrating) and cPlayer then
if players[cPlayer].cooldown.iframe == 0 then
projectiles[id] = nil
end
end
end
end
for y = 1, #stage.panels do
for x = 1, #stage.panels[y] do
stage.panels[y][x].reserved = false
end
end
for id, player in pairs(players) do
stage.panels[player.y][player.x].reserved = id
local dmg = act.stage.getDamage(player.x, player.y, player.owner)
if player.cooldown.iframe == 0 and dmg > 0 then
player.health = player.health - dmg
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if player.health <= 0 then
table.remove(players, id)
else
player.cooldown.iframe = 16
player.cooldown.move = 8
player.cooldown.shoot = 4
end
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elseif player.control.buster and player.cooldown.shoot == 0 then
act.projectile.newProjectile(player.x, player.y, player.owner)
player.cooldown.shoot = 8
player.cooldown.move = 5
end
end
reduceCooldowns()
movePlayers()
render()
sleep(0.05)
end
end
parallel.waitForAny(getInput, runGame)