2019-03-09 21:09:52 +00:00
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-- slowly, I'll get rid of NFTE as a dependency by copying over specific functions from it
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-- local nfte = dofile("nfte.lua")
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local scr_x, scr_y = term.getSize()
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local keysDown, miceDown = {}, {}
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local players = {}
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local projectiles = {}
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local you = 1
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local FRAME = 0
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local stage = {
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panels = {},
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panelWidth = 6,
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panelHeight = 2,
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scrollX = 0,
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scrollY = 6
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}
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-- ripped from NFTE
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2019-03-09 22:20:14 +00:00
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colorSwap = function(image, text, back)
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local output = {{},{},{}}
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for y = 1, #image[1] do
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output[1][y] = image[1][y]
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output[2][y] = image[2][y]:gsub(".", text)
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output[3][y] = image[3][y]:gsub(".", back or text)
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end
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return output
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end
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2019-03-09 21:09:52 +00:00
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local makeRectangle = function(width, height, char, text, back)
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local output = {{},{},{}}
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for y = 1, height do
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output[1][y] = (char or " "):rep(width)
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output[2][y] = (text or " "):rep(width)
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output[3][y] = (back or " "):rep(width)
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end
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return output
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end
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local stretchImage = function(_image, sx, sy, noRepeat)
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assert(checkValid(_image), "Invalid image.")
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local output = {{},{},{}}
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local image = deepCopy(_image)
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if sx < 0 then image = flipX(image) end
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if sy < 0 then image = flipY(image) end
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sx, sy = math.abs(sx), math.abs(sy)
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local imageX, imageY = getSize(image)
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local tx, ty
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if sx == 0 or sy == 0 then
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for y = 1, math.max(sy, 1) do
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output[1][y] = ""
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output[2][y] = ""
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output[3][y] = ""
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end
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return output
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else
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for y = 1, sy do
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for x = 1, sx do
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tx = round((x / sx) * imageX)
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ty = math.ceil((y / sy) * imageY)
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if not noRepeat then
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output[1][y] = (output[1][y] or "")..image[1][ty]:sub(tx,tx)
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else
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output[1][y] = (output[1][y] or "").." "
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end
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output[2][y] = (output[2][y] or "")..image[2][ty]:sub(tx,tx)
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output[3][y] = (output[3][y] or "")..image[3][ty]:sub(tx,tx)
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end
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end
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if noRepeat then
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for y = 1, imageY do
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for x = 1, imageX do
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if image[1][y]:sub(x,x) ~= " " then
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tx = round(((x / imageX) * sx) - ((0.5 / imageX) * sx))
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ty = round(((y / imageY) * sy) - ((0.5 / imageY) * sx))
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output[1][ty] = stringWrite(output[1][ty], tx, image[1][y]:sub(x,x))
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end
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end
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end
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end
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return output
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end
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end
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local merge = function(...)
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local images = {...}
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local output = {{},{},{}}
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local imageX, imageY = 0, 0
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local imSX, imSY
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for i = 1, #images do
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imageY = math.max(
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imageY,
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#images[i][1][1] + (images[i][3] == true and 0 or (images[i][3] - 1))
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)
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for y = 1, #images[i][1][1] do
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imageX = math.max(
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imageX,
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#images[i][1][1][y] + (images[i][2] == true and 0 or (images[i][2] - 1))
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)
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end
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end
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-- if either coordinate is true, center it
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for i = 1, #images do
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imSX, imSY = getSize(images[i][1])
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if images[i][2] == true then
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images[i][2] = round(1 + (imageX / 2) - (imSX / 2))
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end
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if images[i][3] == true then
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images[i][3] = round(1 + (imageY / 2) - (imSY / 2))
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end
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end
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-- will later add code to adjust X/Y positions if negative values are given
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local image, xadj, yadj
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local tx, ty
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for y = 1, imageY do
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output[1][y] = {}
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output[2][y] = {}
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output[3][y] = {}
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for x = 1, imageX do
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for i = #images, 1, -1 do
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image, xadj, yadj = images[i][1], images[i][2], images[i][3]
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tx, ty = x-(xadj-1), y-(yadj-1)
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output[1][y][x] = output[1][y][x] or " "
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output[2][y][x] = output[2][y][x] or " "
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output[3][y][x] = output[3][y][x] or " "
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if image[1][ty] then
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if (image[1][ty]:sub(tx,tx) ~= "") and (tx >= 1) then
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output[1][y][x] = (image[1][ty]:sub(tx,tx) == " " and output[1][y][x] or image[1][ty]:sub(tx,tx))
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output[2][y][x] = (image[2][ty]:sub(tx,tx) == " " and output[2][y][x] or image[2][ty]:sub(tx,tx))
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output[3][y][x] = (image[3][ty]:sub(tx,tx) == " " and output[3][y][x] or image[3][ty]:sub(tx,tx))
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end
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end
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end
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end
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output[1][y] = table.concat(output[1][y])
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output[2][y] = table.concat(output[2][y])
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output[3][y] = table.concat(output[3][y])
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end
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return output
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end
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local pixelateImage = function(image, amntX, amntY)
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local imageX, imageY = getSize(image)
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return stretchImage(stretchImage(image,imageX/math.max(amntX,1), imageY/math.max(amntY,1)), imageX, imageY)
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end
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local drawImage = function(image, x, y, terminal)
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terminal = terminal or term.current()
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local cx, cy = terminal.getCursorPos()
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for iy = 1, #image[1] do
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terminal.setCursorPos(x, y + (iy - 1))
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terminal.blit(image[1][iy], image[2][iy], image[3][iy])
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end
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terminal.setCursorPos(cx,cy)
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end
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local images = {
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panel = {
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normal = {{"","",""},{"eeeee7","e78877","eeeeee"},{"77777e","78888e","eeeeee"}},
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-- cracked = ,
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-- broken = ,
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-- ice = ,
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-- sand = ,
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},
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player = {{""," ",""," ",""},{"fbff","b b","bbff","b b","bffb"},{"bfbb","b f","bfbb","b b"," bbf"}},
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cannon = {{"",""},{"ff","77"},{"77"," ",}},
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}
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local act = {stage = {}, player = {}, projectile = {}}
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act.stage.newPanel = function(x, y, panelType, owner)
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stage.panels[y] = stage.panels[y] or {}
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stage.panels[y][x] = {
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panelType = panelType,
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reserved = false,
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crackedLevel = 0, -- 0 is okay, 1 is cracked, 2 is broken
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owner = owner or (x > 3 and 2 or 1),
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damage = {},
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cooldown = {
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owner = 0,
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broken = 0,
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}
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}
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end
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act.stage.checkExist = function(x, y)
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if stage.panels[y] then
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if stage.panels[y][x] then
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return true
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end
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end
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return false
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end
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act.stage.setDamage = function(x, y, damage, owner, time)
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if act.stage.checkExist(x, y) then
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stage.panels[y][x].damage[owner] = {
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owner = owner,
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time = time,
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damage = damage,
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}
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end
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end
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act.stage.getDamage = function(x, y, owner)
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if act.stage.checkExist(x, y) then
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local totalDamage = 0
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for k,v in pairs(stage.panels[y][x].damage) do
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if k ~= owner then
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totalDamage = totalDamage + v.damage
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end
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end
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return totalDamage
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else
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return 0
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end
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end
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act.player.newPlayer = function(x, y, owner)
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players[#players + 1] = {
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x = x,
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y = y,
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owner = owner,
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direction = 1,
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health = 1000,
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maxHealth = 1000,
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cooldown = {
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move = 0,
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shoot = 0,
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iframe = 0
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},
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control = {
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moveUp = false,
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moveDown = false,
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moveLeft = false,
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moveRight = false,
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buster = false,
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chip = false,
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custom = false
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}
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}
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end
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act.projectile.newProjectile = function(x, y, owner)
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projectiles[#projectiles + 1] = {
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x = x,
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y = y,
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owner = owner,
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speed = 0.25,
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direction = 1,
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penetrating = false,
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time = 50,
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damage = 40,
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damageTime = 2
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}
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end
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for y = 1, 3 do
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for x = 1, 6 do
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act.stage.newPanel(x, y, "normal")
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end
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end
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act.player.newPlayer(2, 2, 1)
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act.player.newPlayer(5, 2, 2)
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local render = function()
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--term.clear()
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local buffer, im = {}
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local sx, sy
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for k,v in pairs(projectiles) do
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sx = math.floor((v.x - 1) * stage.panelWidth + 4 + stage.scrollX)
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sy = math.floor((v.y - 1) * stage.panelHeight + 1 + stage.scrollY)
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if sx >= -1 and sx <= scr_x then
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buffer[#buffer + 1] = {
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colorSwap(images.cannon, {["f"] = " "}),
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sx,
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sy
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}
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end
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end
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for i = 1, #players do
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if players[i].cooldown.iframe == 0 or (FRAME % 2 == 0) then
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sx = (players[i].x - 1) * stage.panelWidth + 3 + stage.scrollX
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sy = (players[i].y - 1) * stage.panelHeight - 1 + stage.scrollY
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buffer[#buffer + 1] = {
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colorSwap(images.player, {["f"] = " "}),
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sx,
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sy
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}
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end
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end
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for y = #stage.panels, 1, -1 do
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for x = 1, #stage.panels[y] do
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im = images.panel[stage.panels[y][x].panelType]
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if stage.panels[y][x].owner == 2 then
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im = colorSwap(im, {e = "b"})
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end
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if act.stage.getDamage(x, y) > 0 then
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im = colorSwap(im, {["7"] = "4", ["8"] = "4"})
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end
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buffer[#buffer + 1] = {
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im,
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(x - 1) * stage.panelWidth + 2 + stage.scrollX,
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(y - 1) * stage.panelHeight + 2 + stage.scrollY
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}
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end
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end
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buffer[#buffer + 1] = {makeRectangle(scr_x, scr_y, "f", "f", "f"), 1, 1}
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drawImage(colorSwap(merge(table.unpack(buffer)), {[" "] = "f"}), 1, 1)
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term.setCursorPos(1,1)
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term.write(players[you].health)
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term.setCursorPos(scr_x - 3,1)
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2019-03-09 21:16:36 +00:00
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if players[2] then
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term.write(players[2].health)
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end
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2019-03-09 21:09:52 +00:00
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end
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local control = {
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moveUp = keys.up,
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moveDown = keys.down,
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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
|
2019-03-09 21:16:36 +00:00
|
|
|
|
if player.health <= 0 then
|
|
|
|
|
table.remove(players, id)
|
|
|
|
|
else
|
|
|
|
|
player.cooldown.iframe = 16
|
|
|
|
|
player.cooldown.move = 8
|
|
|
|
|
player.cooldown.shoot = 4
|
|
|
|
|
end
|
2019-03-09 21:09:52 +00:00
|
|
|
|
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)
|