1
0
mirror of https://github.com/LDDestroier/CC/ synced 2024-12-12 11:10:28 +00:00

Added chip selector, win/lose, vulcan flinch

What an update, like damn
This commit is contained in:
LDDestroier 2019-03-13 13:56:51 -04:00 committed by GitHub
parent 23aa819c24
commit f4d7b3f893
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
55 changed files with 686 additions and 133 deletions

View File

@ -34,4 +34,4 @@ return {
return true, {{images.cannon, info.x, info.y}}
end
end
}
}

View File

@ -34,4 +34,4 @@ return {
return true, {{images.cannon, info.x, info.y}}
end
end
}
}

View File

@ -34,4 +34,4 @@ return {
return true, {{images.cannon, info.x, info.y}}
end
end
}
}

View File

@ -40,4 +40,4 @@ return {
return false
end
}
}

View File

@ -24,4 +24,4 @@ return {
end
return true, {{images.cannon, info.x, info.y - parabola}}
end
}
}

View File

@ -51,4 +51,4 @@ return {
act.stage.setDamage(info.x, info.y, 60, info.owner, 2, false, {}, info.safeObjects)
return true, {{images.cannon, info.x, info.y}}
end
}
}

View File

@ -21,4 +21,4 @@ return {
return true, {{images.buster, info.x, info.y}}
end
end
}
}

View File

@ -14,4 +14,4 @@ return {
return false
end
}
}

View File

@ -21,4 +21,4 @@ return {
return true, {{images.cannon, info.x, info.y}}
end
end
}
}

View File

@ -14,4 +14,4 @@ return {
return false
end
}
}

View File

@ -24,4 +24,4 @@ return {
end
return true, {{images.cannon, info.x, info.y - parabola}}
end
}
}

View File

@ -28,4 +28,4 @@ return {
return true, {{images.cannon, info.x, info.y}}
end
end
}
}

View File

@ -33,4 +33,4 @@ return {
return true
end
end
}
}

View File

@ -15,4 +15,4 @@ return {
return false
end
}
}

View File

@ -16,4 +16,4 @@ return {
return false
end
}
}

View File

@ -16,4 +16,4 @@ return {
return false
end
}
}

View File

@ -18,4 +18,4 @@ return {
return false
end
}
}

View File

@ -18,4 +18,4 @@ return {
return false
end
}
}

View File

@ -21,4 +21,4 @@ return {
return true, {{images.cannon, info.x, info.y}}
end
end
}
}

View File

@ -12,4 +12,4 @@ return {
info.player.cooldown.iframe = 50
return false
end
}
}

View File

@ -19,4 +19,4 @@ return {
return false
end
}
}

View File

@ -22,4 +22,4 @@ return {
end
return true, {{images.cannon, info.x, info.y - parabola}}
end
}
}

View File

@ -15,4 +15,4 @@ return {
return false
end
}
}

View File

@ -21,4 +21,4 @@ return {
return true, {{images.cannon, info.x, info.y}}
end
end
}
}

View File

@ -20,4 +20,4 @@ return {
end
return true, {{images.cannon, info.x, info.y - parabola}}
end
}
}

View File

@ -14,4 +14,4 @@ return {
return false
end
}
}

View File

@ -34,4 +34,4 @@ return {
return false
end
}
}

View File

@ -31,4 +31,4 @@ return {
return true, {{images.cannon, info.x, info.y - info.yadj}}
end
}
}

View File

@ -20,4 +20,4 @@ return {
return false
end
}
}

View File

@ -32,4 +32,4 @@ return {
end
return {{images.panel[info.panelType], info.x, info.y}}
end
}
}

View File

@ -12,4 +12,4 @@ return {
info.player.health = math.min(info.player.health + 10, info.player.maxHealth)
return false
end,
}
}

View File

@ -12,4 +12,4 @@ return {
info.player.health = math.min(info.player.health + 120, info.player.maxHealth)
return false
end,
}
}

View File

@ -12,4 +12,4 @@ return {
info.player.health = math.min(info.player.health + 150, info.player.maxHealth)
return false
end,
}
}

View File

@ -12,4 +12,4 @@ return {
info.player.health = math.min(info.player.health + 200, info.player.maxHealth)
return false
end,
}
}

View File

@ -12,4 +12,4 @@ return {
info.player.health = math.min(info.player.health + 30, info.player.maxHealth)
return false
end,
}
}

View File

@ -12,4 +12,4 @@ return {
info.player.health = math.min(info.player.health + 300, info.player.maxHealth)
return false
end,
}
}

View File

@ -12,4 +12,4 @@ return {
info.player.health = math.min(info.player.health + 50, info.player.maxHealth)
return false
end,
}
}

View File

@ -12,4 +12,4 @@ return {
info.player.health = math.min(info.player.health + 80, info.player.maxHealth)
return false
end,
}
}

View File

@ -14,4 +14,4 @@ return {
end
return false
end
}
}

View File

@ -27,4 +27,4 @@ return {
return true
end
end
}
}

View File

@ -25,4 +25,4 @@ return {
return true, {{images.cannon, info.x, info.y}}
end
end
}
}

View File

@ -26,4 +26,4 @@ return {
return true, {{images.cannon, info.x, info.y}}
end
end
}
}

View File

@ -28,4 +28,4 @@ return {
return true, {{images.cannon, info.x, info.y}}
end
end
}
}

View File

@ -20,7 +20,7 @@ return {
info.player.cooldown.shoot = 4
return false
elseif info.frame % 2 == 0 then
act.projectile.newProjectile(info.x, info.y, info.player, "vulcan_internal")
act.projectile.newProjectile(info.x, info.y, info.player, "vulcan_internal", frame < 12 * 2)
end
end
return true

View File

@ -14,4 +14,4 @@ return {
return false
end
}
}

View File

@ -16,4 +16,4 @@ return {
return false
end
}
}

View File

@ -17,4 +17,4 @@ return {
return false
end
}
}

View File

@ -26,4 +26,4 @@ return {
return true, {{images.cannon, info.x, info.y}}
end
end
}
}

View File

@ -20,7 +20,7 @@ return {
info.player.cooldown.shoot = 4
return false
elseif info.frame % 2 == 0 then
act.projectile.newProjectile(info.x, info.y, info.player, "vulcan_internal")
act.projectile.newProjectile(info.x, info.y, info.player, "vulcan_internal", info.frame < 3 * 2)
end
end
return true

View File

@ -20,7 +20,7 @@ return {
info.player.cooldown.shoot = 4
return false
elseif info.frame % 2 == 0 then
act.projectile.newProjectile(info.x, info.y, info.player, "vulcan_internal")
act.projectile.newProjectile(info.x, info.y, info.player, "vulcan_internal", info.frame < 5 * 2)
end
end
return true

View File

@ -20,7 +20,7 @@ return {
info.player.cooldown.shoot = 4
return false
elseif info.frame % 2 == 0 then
act.projectile.newProjectile(info.x, info.y, info.player, "vulcan_internal")
act.projectile.newProjectile(info.x, info.y, info.player, "vulcan_internal", info.frame < 7 * 2)
end
end
return true

View File

@ -11,12 +11,12 @@ return {
logic = function(info)
info.x = info.x + (3 / stage.panelWidth) * info.direction
act.stage.setDamage(info.x, info.y, 10, info.owner, 1, true)
act.stage.setDamage(info.x, info.y, 10, info.owner, 1, info.noFlinch)
local struckPlayer, struckObject = act.projectile.checkProjectileCollisions(info)
if info.frame > 50 or struckPlayer or struckObject then
act.stage.setDamage(info.x + info.direction, info.y, 10, info.owner, 1, true)
act.stage.setDamage(info.x + info.direction, info.y, 10, info.owner, 1, info.noFlinch)
return false
else
return true, {{images.cannon, info.x, info.y}}

View File

@ -16,4 +16,4 @@ return {
return false
end
}
}

View File

@ -10,4 +10,4 @@ return {
delayedFunc = function() -- will run every delayedTime frames
-- rockcubes do what rock cubes do
end,
}
}

View File

@ -12,9 +12,22 @@ config.objectDir = fs.combine(config.mainDir, "objectdata")
local players = {}
local objects = {}
local projectiles = {}
local game = {
custom = 0,
customMax = 200,
customSpeed = 1,
inChipSelect = true,
paused = false
}
local you = 1
local yourID = os.getComputerID()
local revKeys = {}
for k,v in pairs(keys) do
revKeys[v] = k
end
-- recommended at 0.1 for netplay, which you'll be doing all the time so yeah
local gameDelayInit = 0.05
@ -82,6 +95,8 @@ local stage = {
scrollY = 6
}
stage.scrollX = -1 + (scr_x - (6 * stage.panelWidth)) / 2
local stageChanged = true
local round = function(num)
@ -308,8 +323,93 @@ local receive = function()
end
local images = {
win = {{"€• €•‡€€€‚€• €• €• €•€€€€€•€Š €•—€‚","‚‡€…€— ‚€•€• €• €• •€ €• €• €€‚ €••€€"," ‹€Ÿ €• €•€• €• €• €€• €• €• €•‹€‹€•Š€Ÿ"," €• €Š Ÿ€•€• €• •€•€•€•€ €• €• ‚€• ‹"," €• ‹€€€Ÿ‹€€€Ÿ €€• €€• €€€€€•€• €• €•"},{"dd ddfdddfddd dd dd dddddddddf ddfdf","ffdfdddd ddddd dd dd fd dd dd ddfd ddfdd"," dddd dd dddd dd dd ddd dd dd ddddfddddd"," dd df fdddd dd fdfdfdfd dd dd dfdd dd"," dd dddddddddddd ddd ddd dddddddd dd dd"},{"df dfdddddfdf df df dfdddddfdd dfddd","ddfddfdf fdfdf df df dd df df dddf dfddd"," fdff df dfdf df df ddf df df dffdddffdf"," df dd ddfdf df dddddddd df df fddf ff"," df fdddfffdddff ddf ddf dddddfdf df df"}},
lose = {{"€€€‚‹ €€€€€•€• €€€€€•€€€€€•€€€€€•€€€‚‹ ","€• ‚€•€• €• €• €• €• €• ‚€•","€• €•€Ÿ… €• €Ÿ… €• €Ÿ… €• €•","€• Ÿ€•€• €• €• €• €• €• Ÿ€•","€€€Ÿ‡ €€€€€•€€€€€•€€€€€• €• €€€€€•€€€Ÿ‡ "},{"eeeff eeeeeeee eeeeeeeeeeeeeeeeeeeeeff ","ee eeeee ee ee ee ee ee eee","ee eeeeeee ee eeeee ee eeeee ee ee","ee feeee ee ee ee ee ee fee","eeeee eeeeeeeeeeeeeeeeee ee eeeeeeeeeee "},{"eeeee eeeeefef eeeeefeeeeefeeeeefeeeee","ef fefef ef ef ef ef ef fef","ef efeffff ef effff ef effff ef ef","ef eefef ef ef ef ef ef eef","eeeff eeeeefeeeeefeeeeef ef eeeeefeeeff "}},
logo = {
{
" ‡’——””€” •€ƒ‚••••ƒ€ƒ•—ƒ•—””‡’•—””ƒ‚•—ƒƒ€ƒ ",
" € Ÿ••••€‹ž”•€ƒ•••• € •—•—””€ Ÿ•—””€ƒ€•—ƒ € ",
" ‹‡‚Ž Š… ‚Ž  ŠŒŠ…Š…‹‡Š…Š…€Š…  ",
" —œŒ‹ŸœŒ‹ˆŒƒŒ„Œ“œŒ—”€€ƒŒŒ„€€‡ƒƒƒƒƒƒƒ ",
" •ŠŸ•Š€€€€€€€••€••€€€€—€€€€€€€€€€‹€",
" ••€€••€€€€€€€€••€••€€€€€€€€€€€€€˜†€€€”‚",
" Ÿ•ŠŸ••€€€€€€€€••€•Š€€€€€€˜†€€€€€•€",
"—ƒ€€—”ƒŒŒ„Œ“œŒ—”€€€€€—”‡œƒƒŒ“ƒ€‡„€€€˜†€€€€€€€…Ÿ",
"•€’••€€€••€€Ÿ€ŸŸ€€€••€……€€”€€€€€€€€€€‡€ ",
"•€€‹•€€€€€••€€‚‚ƒ‚€€€••€€••€‚‚€€ƒ€€€Ÿ‡‡ ",
"Š€€Š…ŒŒ„€Š…€€€Š…€Š…€€‹€Š…€Š…‡ƒ‹‡ƒ ",
},
{
" f3ff3f333 f333ff3f3333f33f3f3f3ff3f3f3ff333333 ",
" b ffbfbbbbfbbbbfbfb b fbbfbfbb ffbfbbbbfbb b ",
" bbbbbbbb bbb bbbb b bbbbbbbbbbbbbbbfbbb b ",
" a11aa11a11a111a11a1aaa111aaaaaaaaaa3fa ",
" aaa1aaa1aa1aaaa1aa1aa1aaaaeeeeeeee33aaa",
" a1a1a1a1aa1aaaa1aa1aa1aaaeeeeeee00eeeef",
" faaa1a1a1aa1aaaa1aaaa11aa1eeeee00eeeeeea",
"faaaa1a1111a11a1aaaaaa1a1a1a1a1aaa1eee00eeeeeeeea",
"f1a1a11aaaaa1aaa1a11a1a1aa11aa11a1aa33eeeeeeeeea ",
"f1a1a11aaaaa1aa1aa1aa1a1aa11aa111aaa33aeeeeeeea ",
"a1aa111111a11aaa11a11aa11111a111a11aaaaaaaaaa ",
},
{
" 3f33f3f3f 3f3f33f3ff3f3ff3f3f3f33f3f3f33ffff3f ",
" b bbfbfbffbfbffbfbf b bffbfbfb bbfbfbfbbff b ",
" ffffffff fff ffff f fffffffffffffffffff f ",
" 1aa11aa1aa1aaa1aa1aaa1aaaaaeeeeeee3aaf ",
" 111a1111aa1aaa1aa1aaa111aeeeeeeeee333af",
" 1aa11aa1aa1aaa1aa1aaa1aaaeeeeeeeeeeeeaa",
" a111a1aa1aa1aaa1aa111a111aeeeeeeeeeeeeaa",
"a1aa1a1aaaa1aa1aaaaaa1a1a1a1a1a1a1aeeeeeeeeeeeeaf",
"a11a1a111aa1aaa1a11a1aa1a1a111a11aa333eeeeeeeeaa ",
"a1aa1a1aaaa1aaaa11a11aa1a1a1a1a1a1aaaaeeeeaaaaf ",
" aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaffffffffff ",
},
},
win = {
{
"€• €•‡€€€‚€• €• €• €•€€€€€•€Š €•—€‚",
"‚‡€…€— ‚€•€• €• €• •€ €• €• €€‚ €••€€",
" ‹€Ÿ €• €•€• €• €• €€• €• €• €•‹€‹€•Š€Ÿ",
" €• €Š Ÿ€•€• €• •€•€•€•€ €• €• ‚€• ‹",
" €• ‹€€€Ÿ‹€€€Ÿ €€•€€€• €€€€€•€• €• €•",
},
{
"55 55f555f555 55 55 555555555f 55f5f",
"ff5f5555 55555 55 55 f5 55 55 55f5 55f55",
" 5555 55 5555 55 55 555 55 55 5555f55555",
" 55 5f f5555 55 f5f5f5f5 55 55 5f55 55",
" 55 555555555555 555f555 55555555 55 55",
},
{
"5f 5f55555f5f 5f 5f 5f55555f55 5f555",
"55f55f5f f5f5f 5f 5f 55 5f 5f 555f 5f555",
" f5ff 5f 5f5f 5f 5f 55f 5f 5f 5ff555ff5f",
" 5f 55 55f5f 5f 55555555 5f 5f f55f ff",
" 5f f555fff555ff 55ff55f 55555f5f 5f 5f",
},
},
lose = {
{
"€€€‚‹ €€€€€•€• €€€€€•€€€€€•€€€€€•€€€‚‹ ",
"€• ‹€•€• €• €• €• €• €• ‹€•",
"€• €•€Ÿ… €• €Ÿ… €• €Ÿ… €• €•",
"€• ‡€•€• €• €• €• €• €• ‡€•",
"€€€Ÿ‡ €€€€€•€€€€€•€€€€€• €• €€€€€•€€€Ÿ‡ ",
},
{
"111ff 11111111 111111111111111111111ff ",
"11 11111 11 11 11 11 11 111",
"11 1111111 11 11111 11 11111 11 11",
"11 f1111 11 11 11 11 11 f11",
"11111 111111111111111111 11 11111111111 ",
},
{
"11111 11111f1f 11111f11111f11111f11111 ",
"1f f1f1f 1f 1f 1f 1f 1f f1f",
"1f 1f1ffff 1f 1ffff 1f 1ffff 1f 1f",
"1f 11f1f 1f 1f 1f 1f 1f 11f",
"111ff 11111f11111f11111f 1f 11111f111ff ",
},
},
panel = {
normal = {{"—ƒƒƒƒ”","•€€‚•","€€€€€€"},{"eeeee7","e78877","eeeeee"},{"77777e","78888e","eeeeee"}},
cracked = {{"—››››”","•™™™™•","€€€€€€"},{"eeeee7","e88888","eeeeee"},{"77777e","87777e","eeeeee"}},
@ -324,6 +424,12 @@ local images = {
buster = {{"‘"},{"f4"},{"4f"}}
}
local cwrite = function(text, y)
local cx, cy = term.getCursorPos()
term.setCursorPos(scr_x / 2 - #text / 2, y or (scr_y / 2))
term.write(text)
end
local act = {stage = {}, player = {}, projectile = {}, object = {}}
act.stage.newPanel = function(x, y, panelType, owner)
stage.panels[y] = stage.panels[y] or {}
@ -409,6 +515,105 @@ act.stage.getDamage = function(x, y, pID, oID, pIDsafeCheck, oIDsafeCheck)
return totalDamage, flinching
end
local premadeFolders = {
[1] = { -- BN2 starting folder, modified slightly
{"cannon", "a"},
{"cannon", "a"},
{"hicannon", "b"},
{"hicannon", "b"},
{"shotgun", "b"},
{"shotgun", "b"},
{"vgun", "l"},
{"vgun", "l"},
{"crossgun", "l"},
{"minibomb", "b"},
{"minibomb", "b"},
{"lilbomb", "b"},
{"recov120", "a"},
{"recov120", "a"},
{"recov80", "l"},
{"recov50", "l"},
{"recov50", "l"},
{"sword", "s"},
{"sword", "s"},
{"sword", "s"},
{"panelreturn", "s"},
{"widesword", "s"},
{"widesword", "s"},
{"longsword", "s"},
{"busterup", "s"},
{"crackout", "b"},
{"shockwave", "b"},
{"areagrab", "s"},
{"areagrab", "s"},
{"panelgrab", "s"},
},
[2] = {
{"cannon", "a"},
{"cannon", "a"},
{"hicannon", "a"},
{"hicannon", "a"},
{"mcannon", "a"},
{"mcannon", "a"},
{"airshot1", "a"},
{"airshot1", "a"},
{"airshot2", "a"},
{"vulcan1", "c"},
{"vulcan1", "c"},
{"shockwave", "c"},
{"minibomb", "c"},
{"minibomb", "c"},
{"crossbomb", "c"},
{"panelreturn", "s"},
{"sword", "s"},
{"sword", "s"},
{"longsword", "s"},
{"busterup", "s"},
{"widesword", "s"},
{"rockcube", "a"},
{"areagrab", "s"},
{"areagrab", "s"},
{"panelgrab", "s"},
{"panelshot", "s"},
{"panelshot", "s"},
{"recov50", "l"},
{"recov50", "l"},
{"recov50", "l"},
},
[3] = {
{"cannon", "a"},
{"hicannon", "a"},
{"mcannon", "b"},
{"airshot2", "a"},
{"airshot2", "a"},
{"rockcube", "s"},
{"shockwave", "a"},
{"lilbomb", "l"},
{"lilbomb", "l"},
{"areagrab", "s"},
{"areagrab", "s"},
{"fightersword", "f"},
{"panelreturn", "s"},
{"panelreturn", "s"},
{"panelshot", "f"},
{"panelshot", "f"},
{"doubleshot", "f"},
{"tripleshot", "f"},
{"invis", "l"},
{"recov30", "l"},
{"recov30", "l"},
{"vulcan2", "c"},
{"vulcan1", "c"},
{"vulcan1", "c"},
{"geddon1", "f"},
{"shotgun", "d"},
{"shotgun", "d"},
{"vgun", "d"},
{"vgun", "d"},
{"spreader", "d"},
}
}
act.player.newPlayer = function(x, y, owner, direction, image)
local pID = #players + 1
players[pID] = {
@ -417,11 +622,12 @@ act.player.newPlayer = function(x, y, owner, direction, image)
owner = owner, -- Either 1 or 2, indicates the red/blue alignment
type = "player", -- Used for quickly identifying a player/object/projectile at a glance
direction = direction or 1, -- Either -1 or 1, indicates facing left or right
health = 1000, -- Once it hits 0, your player is deleted
maxHealth = 1000, -- You cannot regen past this value
health = 600, -- Once it hits 0, your player is deleted
maxHealth = 600, -- You cannot heal past this value
image = image, -- Because of CC limitations, I'm just going to have one player sprite
canMove = true, -- If false, pushing the move buttons won't do diddly fuck
canShoot = true, -- If false, pushing the shoot buttons won't do fuckly did
canShoot = true, -- If false, pushing the shoot buttons won't do fuckly didd
isDead = false, -- If true, the current game is over and the opponent wins
busterPower = 2, -- Strength of MegaBuster
cooldown = { -- All cooldown values are decremented every tick
move = 0, -- If above 0, you cannot move
@ -437,11 +643,9 @@ act.player.newPlayer = function(x, y, owner, direction, image)
chip = false,
custom = false
},
chipQueue = {} -- Attacks are used in a queue, which is filled each turn
chipQueue = {}, -- Attacks are used in a queue, which is filled each turn
folder = premadeFolders[math.random(1, 3)]
}
for k,v in pairs(chips) do
players[pID].chipQueue[#players[pID].chipQueue + 1] = k
end
return pID
end
@ -695,12 +899,6 @@ act.projectile.newProjectile = function(x, y, player, chipType, noFlinch, altDam
return id
end
for y = 1, 3 do
for x = 1, 6 do
act.stage.newPanel(x, y, "normal")
end
end
-- loads all chips and objects from file
local loadChips = function(env)
local cList = fs.list(config.chipDir)
@ -734,11 +932,6 @@ local loadChips = function(env)
return cOutput, oOutput
end
chips, objectTypes = loadChips(getfenv())
act.player.newPlayer(2, 2, 1, 1, "6")
act.player.newPlayer(5, 2, 2, -1, "7")
local stageImageStitch
local makeStageImageStitch = function()
@ -762,8 +955,8 @@ local makeStageImageStitch = function()
end
buffer[#buffer + 1] = {
im,
(x - 1) * stage.panelWidth + 2,
(y - 1) * stage.panelHeight + 2
(x - 1) * stage.panelWidth + 1,
(y - 1) * stage.panelHeight + 1
}
end
end
@ -772,7 +965,7 @@ local makeStageImageStitch = function()
return merge(table.unpack(buffer))
end
local render = function()
local render = function(extraImage)
local buffer, im = {}
local sx, sy
if stageChanged or true then
@ -790,20 +983,29 @@ local render = function()
sortedList[#sortedList+1] = v
end
table.sort(sortedList, function(a,b) return a.y >= b.y end)
if extraImage then
buffer[#buffer + 1] = {
colorSwap(extraImage[1], {["f"] = " "}),
extraImage[2],
extraImage[3]
}
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
}
if not v.isDead then
if v.cooldown.iframe == 0 or (FRAME % 2 == 0) then
sx = (v.x - 1) * stage.panelWidth + 2
sy = (v.y - 1) * stage.panelHeight - 2
buffer[#buffer + 1] = {
colorSwap(images.player[v.image], {["f"] = " "}),
sx + stage.scrollX,
sy + stage.scrollY
}
end
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)
sx = math.floor((v.x - 1) * stage.panelWidth + 4)
sy = math.floor((v.y - 1) * stage.panelHeight)
if sx >= -1 and sx <= scr_x and v.imageData then
for kk, imd in pairs(v.imageData) do
@ -816,12 +1018,12 @@ local render = function()
end
elseif v.type == "object" then
sx = (v.x - 1) * stage.panelWidth + 3 + stage.scrollX
sy = (v.y - 1) * stage.panelHeight - 1 + stage.scrollY
sx = (v.x - 1) * stage.panelWidth + 3
sy = (v.y - 1) * stage.panelHeight
buffer[#buffer + 1] = {
colorSwap(v.image, {["f"] = " "}),
math.floor((v.x - 1) * stage.panelWidth + 3 + stage.scrollX),
math.floor((v.y - 1) * stage.panelHeight + 1 + stage.scrollY)
math.floor(sx + stage.scrollX),
math.floor(sy + stage.scrollY)
}
end
end
@ -853,6 +1055,32 @@ local render = function()
term.write(player.health)
end
end
term.setTextColor(colors.white)
term.setBackgroundColor(colors.black)
if game.custom == game.customMax and FRAME % 8 <= 5 then
cwrite("PUSH '" .. revKeys[control.custom]:upper() .. "'!", 2)
end
term.setBackgroundColor(colors.gray)
term.setCursorPos(6, 1)
term.write("[CUSTOM][")
local barLength = scr_x - 20
if game.custom == game.customMax then
term.setBackgroundColor(colors.lime)
else
term.setBackgroundColor(colors.green)
end
for i = 1, barLength do
if (i / barLength) <= (game.custom / game.customMax) then
term.write("=")
else
term.setBackgroundColor(colors.gray)
term.write(" ")
end
end
term.setBackgroundColor(colors.gray)
term.write("]")
if showDebug then
term.setCursorPos(1, scr_y - 1)
term.write("Frame: " .. FRAME .. ", isHost = " .. tostring(isHost) .. ", you = " .. tostring(you))
@ -881,14 +1109,187 @@ local getInput = function()
end
end
local chipSelectScreen = function()
local inQueue = {} -- selected chips in menu, by folder position
local pile = {} -- chips for you to choose from, by folder position
local rPile, r = {}
local player = players[you]
for i = 1, 5 do
repeat
r = math.random(1, #player.folder)
until not rPile[r]
pile[#pile + 1] = r
rPile[r] = true
end
local cursor = 1
local checkIfChoosable = function(c)
local chip, compareChip = player.folder[pile[c]]
local isSameChip = true
local isSameCode = true
for i = 1, #inQueue do
compareChip = player.folder[inQueue[i]]
if compareChip[1] ~= chip[1] then
isSameChip = false
end
if compareChip[2] ~= chip[2] then
isSameCode = false
end
end
return isSameCode or isSameChip
end
local renderMenu = function()
local chip
term.setBackgroundColor(colors.gray)
term.setTextColor(colors.yellow)
for y = 4, scr_y - 2 do
term.setCursorPos(3, y)
term.write((" "):rep(scr_x - 4))
end
cwrite(" Select Chips: ", 3)
term.setTextColor(colors.lightGray)
cwrite(" (Push '" .. revKeys[control.chip]:upper() .. "' to add / '" .. revKeys[control.buster]:upper() .. "' to remove) ", 4)
cwrite(" (Push ENTER to confirm loadout) ", 5)
for y = 1, #pile do
if checkIfChoosable(y) then
if y == cursor then
term.setBackgroundColor(colors.lightGray)
term.setTextColor(colors.white)
else
term.setBackgroundColor(colors.gray)
term.setTextColor(colors.white)
end
else
if y == cursor then
term.setBackgroundColor(colors.lightGray)
term.setTextColor(colors.gray)
else
term.setBackgroundColor(colors.gray)
term.setTextColor(colors.lightGray)
end
end
chip = player.folder[pile[y]]
term.setCursorPos(4, y + 5)
term.write(chips[chip[1]].info.name .. " " .. chip[2]:upper())
end
term.setBackgroundColor(colors.gray)
term.setTextColor(colors.lightBlue)
for y = 1, #inQueue do
chip = player.folder[inQueue[y]]
term.setCursorPos(20, y + 5)
term.write(chips[chip[1]].info.name .. " " .. chip[2]:upper())
end
term.setTextColor(colors.white)
if player.folder[pile[cursor]] then
term.setCursorPos(5, 12)
term.write("Description:")
term.setCursorPos(4, 13)
term.write(chips[player.folder[pile[cursor]][1]].info.description)
end
end
local evt
while true do
-- render()
renderMenu()
evt = {os.pullEvent()}
if evt[1] == "key" then
if evt[2] == keys.up then
cursor = math.max(cursor - 1, 1)
elseif evt[2] == keys.down then
cursor = math.min(cursor + 1, #pile)
elseif evt[2] == control.chip then
if pile[cursor] then
if checkIfChoosable(cursor) then
table.insert(inQueue, pile[cursor])
table.remove(pile, cursor)
end
end
elseif evt[2] == control.buster then
if #inQueue > 0 then
table.insert(pile, inQueue[#inQueue])
table.remove(inQueue, #inQueue)
end
elseif evt[2] == keys.enter then
player.chipQueue = {}
for i = 1, #inQueue do
player.chipQueue[#player.chipQueue + 1] = player.folder[inQueue[i]][1]
end
table.sort(inQueue, function(a,b) return a > b end)
for i = 1, #inQueue do
table.remove(inQueue, i)
end
return
end
cursor = math.min(math.max(cursor, 1), #pile)
end
end
end
local checkDeadPlayers = function()
local deadPlayers, thereIsDead = {}, false
for id, player in pairs(players) do
if player.isDead then
deadPlayers[id] = true
thereIsDead = true
end
end
return thereIsDead, deadPlayers
end
local waitingForClientChipSelection = false
local runGame = function()
local evt, getStateInfo
render()
sleep(0.5)
while true do
FRAME = FRAME + 1
render()
if game.inChipSelect then
chipSelectScreen()
if isHost then
game.inChipSelect = false
game.custom = 0
local msg
cwrite("Waiting...", scr_y - 3)
repeat
sleep(0)
until cliChipSelect
players[cliChipSelect.pID].chipQueue = cliChipSelect.chipQueue
players[cliChipSelect.pID].folder = cliChipSelect.folder
cliChipSelect = false
transmit({
gameID = gameID,
command = "turn_ready",
pID = you,
})
else
transmit({
gameID = gameID,
command = "turn_ready",
pID = you,
chipQueue = players[you].chipQueue,
folder = players[you].folder,
})
cwrite("Waiting...", scr_y - 3)
repeat
msg = receive()
msg = type(msg) == "table" and msg or {}
until (
msg.gameID == gameID and
msg.command == "turn_ready" and
players[msg.pID]
)
end
end
if isHost then
game.custom = math.min(game.customMax, game.custom + 1)
getControls()
for id, proj in pairs(projectiles) do
local success, imageData = chips[proj.chipType].logic(proj)
@ -907,40 +1308,42 @@ local runGame = function()
end
for id, player in pairs(players) do
if player.canMove then
stage.panels[player.y][player.x].reserved = id
end
local dmg, flinching = act.stage.getDamage(player.x, player.y, id)
if player.cooldown.iframe == 0 and dmg > 0 then
player.health = player.health - dmg
if player.health <= 0 then
table.remove(players, id)
elseif flinching then
player.cooldown.iframe = 16
player.cooldown.move = 8
player.cooldown.shoot = 6
if not player.isDead then
if player.canMove then
stage.panels[player.y][player.x].reserved = id
end
elseif player.cooldown.shoot == 0 then
if player.canShoot 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
if false then
table.remove(player.chipQueue, 1)
else
player.chipQueue[#player.chipQueue + 1] = player.chipQueue[1]
table.remove(player.chipQueue, 1)
local dmg, flinching = act.stage.getDamage(player.x, player.y, id)
if player.cooldown.iframe == 0 and dmg > 0 then
player.health = math.max(0, player.health - dmg)
if player.health == 0 then
player.isDead = true
elseif flinching then
player.cooldown.iframe = 16
player.cooldown.move = 8
player.cooldown.shoot = 6
end
elseif player.cooldown.shoot == 0 then
if player.canShoot 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
if true then
table.remove(player.chipQueue, 1)
else
player.chipQueue[#player.chipQueue + 1] = player.chipQueue[1]
table.remove(player.chipQueue, 1)
end
end
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
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
end
end
@ -978,6 +1381,11 @@ local runGame = function()
end
reduceCooldowns()
movePlayers()
if players[you] then
if players[you].control.custom and game.custom == game.customMax then
game.inChipSelect = true
end
end
sleep(gameDelayInit)
transmit({
gameID = gameID,
@ -985,6 +1393,7 @@ local runGame = function()
players = players,
projectiles = projectiles,
objects = objects,
game = game,
stageDamage = stage.damage,
stagePanels = stage.panels,
id = id
@ -1000,14 +1409,47 @@ local runGame = function()
control = players[you].control
})
end
if players[you] then
if players[you].control.custom and game.custom == game.customMax then
transmit({
gameID = gameID,
command = "chip_select",
id = yourID,
})
end
end
evt, getStateInfo = os.pullEvent("ccbn_get_state")
players = getStateInfo.players
projectiles = getStateInfo.projectiles
objects = getStateInfo.objects
game = getStateInfo.game
stage.damage = getStateInfo.stageDamage
stage.panels = getStateInfo.stagePanels
end
if checkDeadPlayers() then
render()
break
end
end
local thereIsDead, deadPlayers = checkDeadPlayers()
if thereIsDead then
sleep(0.5)
parallel.waitForAny(function()
while true do
if deadPlayers[you] then
render({images.lose, true, 6})
else
render({images.win, true, 6})
end
sleep(1)
render()
sleep(0.5)
end
end, function() os.pullEvent("key") end)
sleep(0.05)
end
end
@ -1030,6 +1472,22 @@ local interpretNetMessage = function(msg)
if players[msg.pID] then
players[msg.pID].control = msg.control
end
elseif msg.command == "chip_select" then
if game.custom == game.customMax then
game.inChipSelect = true
end
elseif msg.command == "turn_ready" then
if (
type(msg.chipQueue) == "table" and
players[msg.pID] and
type(msg.folder) == "table"
) then
cliChipSelect = {
folder = msg.folder,
chipQueue = msg.chipQueue,
pID = msg.pID
}
end
end
else
if msg.command == "get_state" then
@ -1037,6 +1495,7 @@ local interpretNetMessage = function(msg)
players = msg.players,
projectiles = msg.projectiles,
objects = msg.objects,
game = msg.game,
stageDamage = msg.stageDamage,
stagePanels = msg.stagePanels
})
@ -1055,22 +1514,33 @@ local networking = function()
end
end
local cwrite = function(text, y)
local cx, cy = term.getCursorPos()
term.setCursorPos(scr_x / 2 - #text / 2, y or (scr_y / 2))
term.write(text)
end
local startGame = function()
getModem()
local time = os.epoch("utc")
chips, objectTypes = loadChips(getfenv())
stage.panels = {}
stage.damage = {}
players = {}
objects = {}
projectiles = {}
game.custom = 0
game.customSpeed = 1
game.inChipSelect = true
game.paused = false
act.player.newPlayer(2, 2, 1, 1, "6")
act.player.newPlayer(5, 2, 2, -1, "7")
for y = 1, 3 do
for x = 1, 6 do
act.stage.newPanel(x, y, "normal")
end
end
transmit({
gameID = gameID,
command = "find_game",
respond = false,
id = yourID,
time = time,
chips = chips
-- chips = chips
})
local msg
waitingForGame = true
@ -1080,20 +1550,103 @@ local startGame = function()
msg = receive()
until interpretNetMessage(msg)
gameID = isHost and gameID or msg.gameID
chips = isHost and chips or msg.chips
-- chips = isHost and chips or msg.chips
transmit({
gameID = gameID,
command = "find_game",
respond = true,
id = yourID,
time = isHost and math.huge or -math.huge,
chips = isHost and chips
-- chips = isHost and chips
})
waitingForGame = false
parallel.waitForAny(runGame, networking)
end
parallel.waitForAny(startGame, getInput)
local makeMenu = function(x, y, options, _cpos)
local cpos = _cpos or 1
local cursor = "> "
local lastPos = cpos
local rend = function()
for i = 1, #options do
if i == cpos then
term.setCursorPos(x, y + (i - 1))
term.setTextColor(colors.white)
term.write(cursor .. options[i])
else
if i == lastPos then
term.setCursorPos(x, y + (i - 1))
term.write((" "):rep(#cursor))
lastPos = nil
else
term.setCursorPos(x + #cursor, y + (i - 1))
end
term.setTextColor(colors.gray)
term.write(options[i])
end
end
end
local evt
rend()
while true do
evt = {os.pullEvent()}
if evt[1] == "key" then
if evt[2] == keys.up then
lastPos = cpos
cpos = (cpos - 2) % #options + 1
elseif evt[2] == keys.down then
lastPos = cpos
cpos = (cpos % #options) + 1
elseif evt[2] == keys.home then
lastPos = cpos
cpos = 1
elseif evt[2] == keys["end"] then
lastPos = cpos
cpos = #options
elseif evt[2] == keys.enter then
return cpos
end
elseif evt[1] == "mouse_click" then
if evt[4] >= y and evt[4] < y+#options then
if cpos == evt[4] - (y - 1) then
return cpos
else
lastPos = cpos
cpos = evt[4] - (y - 1)
rend()
end
end
end
if lastPos ~= cpos then
rend()
end
end
end
local titleScreen = function()
local menuOptions = {
"Start Game",
"Exit"
}
local choice
while true do
term.setBackgroundColor(colors.black)
term.clear()
drawImage(images.logo, 2, 2)
if useSkynet then
term.setTextColor(colors.lightGray)
cwrite("Skynet Enabled", 2 + #images.logo[1])
end
choice = makeMenu(2, scr_y - #menuOptions, menuOptions)
if choice == 1 then
parallel.waitForAny(startGame, getInput)
elseif choice == 2 then
return
end
end
end
titleScreen()
term.setBackgroundColor(colors.black)
term.clear()