local scr_x, scr_y = term.getSize() local keysDown, miceDown = {}, {} local players = {} local projectiles = {} local you = 1 local FRAME = 0 local stage = { panels = {}, damage = {}, panelWidth = 6, panelHeight = 2, scrollX = 0, scrollY = 6 } -- ripped from NFTE local getSize = function(image) local x, y = 0, #image[1] for y = 1, #image[1] do x = math.max(x, #image[1][y]) end return x, y end local colorSwap = function(image, text, back) local output = {{},{},{}} for y = 1, #image[1] do output[1][y] = image[1][y] output[2][y] = image[2][y]:gsub(".", text) output[3][y] = image[3][y]:gsub(".", back or text) end return output end 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) local output = {{},{},{}} local image = deepCopy(_image) 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), 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) 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, } end act.stage.getDamage = function(x, y, owner) local totalDamage = 0 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 totalDamage = totalDamage + v.damage end end end end return totalDamage 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) if players[2] then term.write(players[2].health) end 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, row in pairs(stage.damage) do for x, panel in pairs(row) do for owner, damageData in pairs(panel) do stage.damage[y][x][owner].time = math.max(0, damageData.time - 1) if damageData.time == 0 then stage.damage[y][x][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 if player.health <= 0 then table.remove(players, id) else player.cooldown.iframe = 16 player.cooldown.move = 8 player.cooldown.shoot = 4 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 reduceCooldowns() movePlayers() render() sleep(0.05) end end parallel.waitForAny(getInput, runGame)