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Added hardcoded battlechips!

Along with that, I added a sprite for the buster, three dummy enemies, updated sprites for you and the enemies, and a proper Y-sorting system.
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LDDestroier 2019-03-10 21:15:22 -04:00 committed by GitHub
parent f8dec59229
commit 6afa80071f
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509
ccbn.lua
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@ -16,7 +16,23 @@ local stage = {
scrollY = 6
}
local round = function(num)
return math.floor(0.5 + num)
end
-- ripped from NFTE
local deepCopy
deepCopy = function(tbl)
local output = {}
for k,v in pairs(tbl) do
if type(v) == "table" then
output[k] = deepCopy(v)
else
output[k] = v
end
end
return output
end
local getSize = function(image)
local x, y = 0, #image[1]
for y = 1, #image[1] do
@ -158,13 +174,13 @@ 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"}},
player = {
["6"] = {{"‡Ÿ‹","€ ƒ","€ž‹","€ €","‹‚‡"},{"f5ff","4 4","66ff","2 2","affa"},{"5f55","4 f","6f66","2 2"," aaf"}},
["7"] = {{"€€"," ‡Ÿ","…ˆ","ƒ”—ƒ"," •• "},{"5555"," f4","ffff","2f22"," fa "},{"5ff5"," 4f","6666"," 2ff"," af "}},
},
cannon = {{"‡‹","‹‡"},{"ff","77"},{"77"," ",}},
buster = {{"‘"},{"f4"},{"4f"}}
}
local act = {stage = {}, player = {}, projectile = {}}
@ -189,37 +205,44 @@ act.stage.checkExist = function(x, y)
end
return false
end
act.stage.setDamage = function(x, y, damage, owner, time)
act.stage.setDamage = function(x, y, damage, owner, time, noFlinch)
x, y = round(x), round(y)
stage.damage[y] = stage.damage[y] or {}
stage.damage[y][x] = stage.damage[y][x] or {}
stage.damage[y][x][owner] = {
owner = owner,
time = time,
damage = damage,
flinching = not noFlinch
}
end
act.stage.getDamage = function(x, y, owner)
local totalDamage = 0
local flinching = false
x, y = round(x), round(y)
if stage.damage[y] then
if stage.damage[y][x] then
for k,v in pairs(stage.damage[y][x]) do
if k ~= owner then
for k, v in pairs(stage.damage[y][x]) do
if k ~= owner and v.damage then
totalDamage = totalDamage + v.damage
flinching = flinching or v.flinching
end
end
end
end
return totalDamage
return totalDamage, flinching
end
act.player.newPlayer = function(x, y, owner)
act.player.newPlayer = function(x, y, owner, image)
players[#players + 1] = {
x = x,
y = y,
owner = owner,
type = "player",
direction = 1,
health = 1000,
maxHealth = 1000,
image = image,
cooldown = {
move = 0,
shoot = 0,
@ -233,21 +256,291 @@ act.player.newPlayer = function(x, y, owner)
buster = false,
chip = false,
custom = false
},
chipQueue = {
"minibomb",
"lilbomb",
"crossbomb",
"boomer",
"cannon",
"sword",
"widesword",
"longsword",
"lifesword"
}
}
end
act.projectile.newProjectile = function(x, y, owner)
projectiles[#projectiles + 1] = {
local checkPlayerAtPos = function(x, y, ignoreThisOne)
x, y = round(x), round(y)
for id, player in pairs(players) do
if id ~= ignoreThisOne then
if player.x == x and player.y == y then
return id
end
end
end
end
local chips = {
buster = {
info = {
name = "MegaBuster",
description = "Fires a weak shot forwards!",
cooldown = {
shoot = 4,
move = 2
}
},
logic = function(info)
info.x = info.x + (2 / stage.panelWidth) * info.direction
info.y = info.y
act.stage.setDamage(info.x, info.y, 1, info.owner, 1, true)
-- delete projectile if collide with player
local hasStruck = false
local cPlayer = checkPlayerAtPos(info.x, info.y, info.owner)
if cPlayer then
if players[cPlayer].cooldown.iframe == 0 then
hasStruck = cPlayer
end
end
if info.frame > 50 or hasStruck then
return false
else
return true, {{images.buster, info.x, info.y}}
end
end
},
cannon = {
info = {
name = "Cannon",
description = "Fires a shot forwards!",
cooldown = {
shoot = 10,
move = 5
}
},
logic = function(info)
info.x = info.x + (2 / stage.panelWidth) * info.direction
info.y = info.y
act.stage.setDamage(info.x, info.y, 40, info.owner, 2)
-- delete projectile if collide with player
local hasStruck = false
local cPlayer = checkPlayerAtPos(info.x, info.y, info.owner)
if cPlayer then
if players[cPlayer].cooldown.iframe == 0 then
hasStruck = cPlayer
end
end
if info.frame > 50 or hasStruck then
return false
else
return true, {{images.cannon, info.x, info.y}}
end
end
},
sword = {
info = {
name = "Sword",
description = "Slash forwards 1 panel!",
cooldown = {
shoot = 8,
move = 5
}
},
logic = function(info)
act.stage.setDamage(info.x + 1, info.y, 80, info.owner, 4)
return false
end
},
longsword = {
info = {
name = "LongSword",
description = "Slash forwards 2 panels!",
cooldown = {
shoot = 8,
move = 5
}
},
logic = function(info)
act.stage.setDamage(info.x + 1, info.y, 80, info.owner, 4)
act.stage.setDamage(info.x + 2, info.y, 80, info.owner, 4)
return false
end
},
widesword = {
info = {
name = "WideSword",
description = "Slash column in front!",
cooldown = {
shoot = 8,
move = 5
}
},
logic = function(info)
act.stage.setDamage(info.x + 1, info.y - 1, 80, info.owner, 4)
act.stage.setDamage(info.x + 1, info.y, 80, info.owner, 4)
act.stage.setDamage(info.x + 1, info.y + 1, 80, info.owner, 4)
return false
end
},
lifesword = {
info = {
name = "LifeSword",
description = "Slash 2x3 area with devastating power!",
cooldown = {
shoot = 10,
move = 5
}
},
logic = function(info)
act.stage.setDamage(info.x + 1, info.y - 1, 400, info.owner, 4)
act.stage.setDamage(info.x + 2, info.y - 1, 400, info.owner, 4)
act.stage.setDamage(info.x + 1, info.y, 400, info.owner, 4)
act.stage.setDamage(info.x + 2, info.y, 400, info.owner, 4)
act.stage.setDamage(info.x + 1, info.y + 1, 400, info.owner, 4)
act.stage.setDamage(info.x + 2, info.y + 1, 400, info.owner, 4)
return false
end
},
boomer = {
info = {
name = "Boomer",
description = "Boomerang that orbits stage!",
cooldown = {
shoot = 10,
move = 5
}
},
logic = function(info)
if info.frame == 0 then
info.x = 0
info.y = 3
end
if info.y > 1 then
if info.x < 6 then
info.x = info.x + (2 / stage.panelWidth)
else
info.y = info.y - (2 / stage.panelHeight)
end
elseif info.x > 0 then
info.x = info.x - (2 / stage.panelWidth)
else
return false
end
act.stage.setDamage(info.x, info.y, 60, info.owner, 2, false)
return true, {{images.cannon, info.x, info.y}}
end
},
minibomb = {
info = {
name = "MiniBomb",
description = "Lob a small bomb 2 panels forward!",
cooldown = {
shoot = 10,
move = 5
}
},
logic = function(info)
local maxDist = 3
local maxFrames = 10
local parabola = math.sin((math.pi / maxFrames) * info.frame) * 2
if parabola < 0.1 and info.frame > 3 then
act.stage.setDamage(info.x, info.y, 50, info.owner, 2, false)
return false
else
info.x = info.x + maxDist / maxFrames
end
return true, {{images.cannon, info.x, info.y - parabola}}
end
},
lilbomb = {
info = {
name = "LilBomb",
description = "Lob a little bomb 2 panels forward!",
cooldown = {
shoot = 10,
move = 5
}
},
logic = function(info)
local maxDist = 3
local maxFrames = 10
local parabola = math.sin((math.pi / maxFrames) * info.frame) * 2
if parabola < 0.1 and info.frame > 3 then
act.stage.setDamage(info.x, info.y - 1, 50, info.owner, 2, false)
act.stage.setDamage(info.x, info.y, 50, info.owner, 2, false)
act.stage.setDamage(info.x, info.y + 1, 50, info.owner, 2, false)
return false
else
info.x = info.x + maxDist / maxFrames
end
return true, {{images.cannon, info.x, info.y - parabola}}
end
},
crossbomb = {
info = {
name = "CrossBomb",
description = "Lob a cross-shaped bomb 2 panels forward!",
cooldown = {
shoot = 10,
move = 5
}
},
logic = function(info)
local maxDist = 3
local maxFrames = 10
local parabola = math.sin((math.pi / maxFrames) * info.frame) * 2
if parabola < 0.1 and info.frame > 3 then
act.stage.setDamage(info.x, info.y - 1, 50, info.owner, 2, false)
act.stage.setDamage(info.x, info.y, 50, info.owner, 2, false)
act.stage.setDamage(info.x, info.y + 1, 50, info.owner, 2, false)
act.stage.setDamage(info.x - 1, info.y, 50, info.owner, 2, false)
act.stage.setDamage(info.x + 1, info.y, 50, info.owner, 2, false)
return false
else
info.x = info.x + maxDist / maxFrames
end
return true, {{images.cannon, info.x, info.y - parabola}}
end
}
}
act.projectile.newProjectile = function(x, y, player, chipType)
local id = #projectiles + 1
projectiles[id] = {
x = x,
y = y,
owner = owner,
speed = 0.25,
type = "projectile",
initX = x,
initY = y,
id = id,
owner = player.owner,
player = player,
direction = 1,
penetrating = false,
time = 50,
damage = 40,
damageTime = 2
frame = 0,
chipType = chipType
}
end
@ -256,33 +549,80 @@ for y = 1, 3 do
act.stage.newPanel(x, y, "normal")
end
end
act.player.newPlayer(2, 2, 1)
act.player.newPlayer(5, 2, 2)
act.player.newPlayer(2, 2, 1, "6")
act.player.newPlayer(4, 1, 2, "7")
act.player.newPlayer(5, 2, 2, "7")
act.player.newPlayer(4, 3, 2, "7")
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
}
local sortedList = {}
if false then
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 and v.imageData then
for kk, imd in pairs(v.imageData) do
buffer[#buffer + 1] = {
colorSwap(imd[1], {["f"] = " "}),
math.floor((imd[2] - 1) * stage.panelWidth + 4 + stage.scrollX),
math.floor((imd[3] - 1) * stage.panelHeight + 1 + stage.scrollY)
}
end
end
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
}
local pList = deepCopy(players)
table.sort(pList, function(a,b) return a.y > b.y end)
for i = 1, #pList do
if pList[i].cooldown.iframe == 0 or (FRAME % 2 == 0) then
sx = (pList[i].x - 1) * stage.panelWidth + 3 + stage.scrollX
sy = (pList[i].y - 1) * stage.panelHeight - 1 + stage.scrollY
buffer[#buffer + 1] = {
colorSwap(images.player[pList[i].image], {["f"] = " "}),
sx,
sy
}
end
end
else
for k,v in pairs(projectiles) do
sortedList[#sortedList+1] = v
end
for k,v in pairs(players) do
sortedList[#sortedList+1] = v
end
table.sort(sortedList, function(a,b) return a.y > b.y end)
for k,v in pairs(sortedList) do
if v.type == "player" then
if v.cooldown.iframe == 0 or (FRAME % 2 == 0) then
sx = (v.x - 1) * stage.panelWidth + 3 + stage.scrollX
sy = (v.y - 1) * stage.panelHeight - 1 + stage.scrollY
buffer[#buffer + 1] = {
colorSwap(images.player[v.image], {["f"] = " "}),
sx,
sy
}
end
elseif v.type == "projectile" then
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 and v.imageData then
for kk, imd in pairs(v.imageData) do
buffer[#buffer + 1] = {
colorSwap(imd[1], {["f"] = " "}),
math.floor((imd[2] - 1) * stage.panelWidth + 4 + stage.scrollX),
math.floor((imd[3] - 1) * stage.panelHeight + 1 + stage.scrollY)
}
end
end
end
end
end
for y = #stage.panels, 1, -1 do
@ -303,12 +643,27 @@ local render = function()
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)
if players[2] then
term.write(players[2].health)
if chips[players[you].chipQueue[1]] then
term.setCursorPos(1, scr_y)
term.write(chips[players[you].chipQueue[1]].info.name)
end
local HPs = {{},{}}
for id, player in pairs(players) do
HPs[player.owner] = HPs[player.owner] or {}
HPs[player.owner][#HPs[player.owner] + 1] = player.health
if player.owner == 1 then
term.setCursorPos(1, #HPs[player.owner])
term.write(player.health)
else
term.setCursorPos(scr_x - 3, #HPs[player.owner])
term.write(player.health)
end
end
term.setCursorPos(1, 2)
term.write("Frame: " .. FRAME)
end
local control = {
@ -400,45 +755,18 @@ local getInput = function()
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
local success, imageData = chips[proj.chipType].logic(proj)
if success then
projectiles[id].imageData = imageData
projectiles[id].frame = proj.frame + 1
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
projectiles[id] = nil
end
end
@ -450,20 +778,33 @@ local runGame = function()
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)
local dmg, flinching = act.stage.getDamage(player.x, player.y, player.owner)
if player.cooldown.iframe == 0 and dmg > 0 then
player.health = player.health - dmg
if player.health <= 0 then
table.remove(players, id)
else
elseif flinching then
player.cooldown.iframe = 16
player.cooldown.move = 8
player.cooldown.shoot = 4
player.cooldown.shoot = 6
end
elseif player.cooldown.shoot == 0 then
if player.control.chip then
if player.chipQueue[1] then
if chips[player.chipQueue[1]] then
act.projectile.newProjectile(player.x, player.y, player, player.chipQueue[1])
for k,v in pairs(chips[player.chipQueue[1]].info.cooldown or {}) do
player.cooldown[k] = v
end
table.remove(player.chipQueue, 1)
end
end
elseif player.control.buster then
act.projectile.newProjectile(player.x, player.y, player, "buster")
for k,v in pairs(chips.buster.info.cooldown or {}) do
player.cooldown[k] = v
end
end
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