mirror of
https://github.com/LDDestroier/CC/
synced 2024-11-18 07:44:53 +00:00
532 lines
13 KiB
Lua
532 lines
13 KiB
Lua
local game = {}
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game.path = fs.combine(fs.getDir(shell.getRunningProgram()),"data")
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game.apiPath = fs.combine(game.path, "api")
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game.spritePath = fs.combine(game.path, "sprites")
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game.mapPath = fs.combine(game.path, "maps")
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game.imagePath = fs.combine(game.path, "image")
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game.configPath = fs.combine(game.path, "config.cfg")
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local scr_x, scr_y = term.getSize()
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local mapname = "testmap"
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local scrollX = 0
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local scrollY = 0
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local killY = 100
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local keysDown = {}
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local tsv = function(visible)
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if term.current().setVisible then
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term.current().setVisible(visible)
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end
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end
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local getAPI = function(apiName, apiPath, apiURL, doDoFile)
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apiPath = fs.combine(game.apiPath, apiPath)
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if not fs.exists(apiPath) then
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write("Getting " .. apiName .. "...")
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local prog = http.get(apiURL)
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if prog then
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print("success!")
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local file = fs.open(apiPath, "w")
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file.write(prog.readAll())
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file.close()
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else
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error("fail!")
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end
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end
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if doDoFile then
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_ENV[fs.getName(apiPath)] = dofile(apiPath)
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else
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os.loadAPI(apiPath)
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end
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end
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getAPI("NFT Extra", "nfte", "https://github.com/LDDestroier/NFT-Extra/raw/master/nfte", false)
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-- load sprites from sprite folder
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-- sprites are separated into "sets", but the only one here is "megaman" so whatever
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local sprites, maps = {}, {}
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for k, set in pairs(fs.list(game.spritePath)) do
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sprites[set] = {}
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for num, name in pairs(fs.list(fs.combine(game.spritePath, set))) do
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sprites[set][name:gsub(".nft", "")] = nfte.loadImage(fs.combine(game.spritePath, set .. "/" .. name))
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print("Loaded sprite " .. name:gsub(".nft",""))
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end
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end
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for num, name in pairs(fs.list(game.mapPath)) do
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maps[name:gsub(".nft", "")] = nfte.loadImage(fs.combine(game.mapPath, name))
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print("Loaded map " .. name:gsub(".nft",""))
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end
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local projectiles = {}
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local players = {}
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local newPlayer = function(name, spriteset, x, y)
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return {
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name = name, -- player name
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spriteset = spriteset, -- set of sprites to use
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sprite = "stand", -- current sprite
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direction = 1, -- 1 is right, -1 is left
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xsize = 10, -- hitbox x size
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ysize = 8, -- hitbox y size
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x = x, -- x position
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y = y, -- y position
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xadj = 0, -- adjust x for good looks
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yadj = 0, -- adjust y for good looks
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xvel = 0, -- x velocity
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yvel = 0, -- y velocity
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maxVelocity = 8, -- highest posible speed in any direction
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jumpHeight = 2, -- height of jump
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jumpAssist = 0.5, -- assists jump while in air
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moveSpeed = 2, -- speed of walking
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gravity = 0.75, -- force of gravity
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slideSpeed = 4, -- speed of sliding
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grounded = false, -- is on solid ground
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shots = 0, -- how many shots onscreen
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maxShots = 3, -- maximum shots onscreen
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lemonSpeed = 3, -- speed of megabuster shots
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chargeLevel = 0, -- current charged buster level
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cycle = { -- used for animation cycles
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run = 0, -- used for run sprite
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shoot = 0, -- determines duration of shoot sprite
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shootHold = 0, -- forces user to release then push shoot
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stand = 0, -- used for high-octane eye blinking action
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slide = 0, -- used to limit slide length
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jump = 0, -- used to prevent auto-bunnyhopping
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shootCharge = 0, -- records how charged your megabuster is
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ouch = 0, -- records hitstun
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iddqd = 0 -- records invincibility frames
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},
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chargeDiscolor = { -- swaps colors during buster charging
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[0] = {{}},
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[1] = { -- charge level one
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{
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["b"] = "a"
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},
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{
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["b"] = "b"
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}
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},
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[2] = { -- woAH charge level two
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{
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--["f"] = "b",
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["b"] = "3",
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["3"] = "f"
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},
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{
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--["f"] = "3",
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["3"] = "b",
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["b"] = "f"
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},
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{
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--["f"] = "3",
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["3"] = "b",
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["b"] = "8"
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}
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}
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},
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control = { -- inputs
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up = false, -- move up ladders
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down = false, -- move down ladders, or slide
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left = false, -- point and walk left
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right = false, -- point and walk right
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jump = false, -- jump, or slide
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shoot = false -- fire your weapon
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}
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}
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end
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local deriveControls = function(keyList)
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return {
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up = keyList[keys.up],
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down = keyList[keys.down],
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left = keyList[keys.left],
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right = keyList[keys.right],
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jump = keyList[keys.x],
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shoot = keyList[keys.z]
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}
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end
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-- main colision function
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local isSolid = function(x, y)
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x = math.floor(x)
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y = math.floor(y)
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if (not maps[mapname][1][y]) or (x < 1) then
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return false
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else
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if (maps[mapname][1][y]:sub(x,x) == " " or
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maps[mapname][1][y]:sub(x,x) == "") and
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(maps[mapname][3][y]:sub(x,x) == " " or
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maps[mapname][3][y]:sub(x,x) == "") then
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return false
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else
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return true
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end
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end
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end
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local isPlayerTouchingSolid = function(player, xmod, ymod, ycutoff)
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for y = player.y + (ycutoff or 0), player.ysize + player.y - 1 do
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for x = player.x, player.xsize + player.x - 1 do
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if isSolid(x + (xmod or 0), y + (ymod or 0)) then
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return "map"
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end
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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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you = 1
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players[you] = newPlayer("LDD", "megaman", 40, 8)
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local movePlayer = function(player, x, y)
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i = player.yvel / math.abs(player.yvel)
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for y = 1, math.abs(player.yvel) do
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if isPlayerTouchingSolid(player, 0, -i, (player.cycle.slide > 0 and 2 or 0)) then
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if player.yvel < 0 then
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player.grounded = true
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end
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player.yvel = 0
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break
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else
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player.y = player.y - i
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player.grounded = false
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end
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end
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i = player.xvel / math.abs(player.xvel)
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for x = 1, math.abs(player.xvel) do
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if isPlayerTouchingSolid(player, i, 0, (player.cycle.slide > 0 and 2 or 0)) then
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if player.grounded and not isPlayerTouchingSolid(player, i, -1) then -- upward slope detection
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player.y = player.y - 1
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player.x = player.x + i
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grounded = true
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else
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player.xvel = 0
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break
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end
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else
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player.x = player.x + i
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end
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end
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end
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-- types of projectiles
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local bullet = {
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lemon = {
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damage = 1,
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element = "neutral",
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sprites = {
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sprites["megaman"]["buster1"]
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},
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},
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lemon2 = {
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damage = 1,
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element = "neutral",
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sprites = {
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sprites["megaman"]["buster2-1"],
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sprites["megaman"]["buster2-2"]
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}
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},
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lemon3 = {
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damage = 4,
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element = "neutral",
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sprites = {
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sprites["megaman"]["buster3-1"],
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sprites["megaman"]["buster3-2"],
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sprites["megaman"]["buster3-3"],
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sprites["megaman"]["buster3-4"],
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}
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}
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}
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local spawnProjectile = function(boolit, owner, x, y, xvel, yvel)
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projectiles[#projectiles+1] = {
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owner = owner,
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bullet = boolit,
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x = x,
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y = y,
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xvel = xvel,
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yvel = yvel,
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direction = xvel / math.abs(xvel),
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life = 32,
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cycle = 0,
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phaze = false,
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}
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end
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local moveTick = function()
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local i
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for num, player in pairs(players) do
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-- falling
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player.yvel = player.yvel - player.gravity
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-- jumping
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if player.control.jump then
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if player.grounded then
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if player.cycle.jump == 0 then
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if player.control.down and player.cycle.slide == 0 then
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player.cycle.slide = 6
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elseif not isPlayerTouchingSolid(player, 0, -1, 0) then
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player.yvel = player.jumpHeight
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player.cycle.slide = 0
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player.grounded = false
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end
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end
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player.cycle.jump = 1
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end
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if player.yvel > 0 and not player.grounded then
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player.yvel = player.yvel + player.jumpAssist
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end
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else
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player.cycle.jump = 0
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end
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-- walking
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if player.control.right then
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player.direction = 1
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player.xvel = player.moveSpeed
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elseif player.control.left then
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player.direction = -1
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player.xvel = -player.moveSpeed
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else
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player.xvel = 0
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end
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if player.cycle.slide > 0 then
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player.xvel = player.direction * player.slideSpeed
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end
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-- shooting
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if player.control.shoot then
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if player.cycle.shootHold == 0 then
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if player.shots < player.maxShots and player.cycle.slide == 0 then
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spawnProjectile(
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bullet.lemon,
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player,
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player.x + player.xsize * player.direction,
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player.y + 2,
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player.lemonSpeed * player.direction,
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0
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)
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player.cycle.shoot = 5
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player.shots = player.shots + 1
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end
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player.cycle.shootHold = 1
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end
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if player.cycle.shootHold == 1 then
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player.cycle.shootCharge = player.cycle.shootCharge + 1
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if player.cycle.shootCharge < 16 then
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player.chargeLevel = 0
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elseif player.cycle.shootCharge < 32 then
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player.chargeLevel = 1
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else
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player.chargeLevel = 2
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end
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end
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else
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player.cycle.shootHold = 0
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if player.shots < player.maxShots and player.cycle.slide == 0 then
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if player.cycle.shootCharge > 16 then
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if player.cycle.shootCharge >= 32 then
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spawnProjectile(
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bullet.lemon3,
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player,
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player.x + math.max(0, player.direction * player.xsize),
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player.y,
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player.lemonSpeed * player.direction,
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0
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)
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else
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spawnProjectile(
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bullet.lemon2,
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player,
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player.x + math.max(0, player.direction * player.xsize),
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player.y + 1,
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player.lemonSpeed * player.direction,
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0
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)
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end
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player.shots = player.shots + 1
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player.cycle.shoot = 5
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end
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end
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player.cycle.shootCharge = 0
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player.chargeLevel = 0
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end
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-- movement
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if player.xvel > 0 then
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player.xvel = math.min(player.xvel, player.maxVelocity)
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else
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player.xvel = math.max(player.xvel, -player.maxVelocity)
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end
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if player.yvel > 0 then
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player.yvel = math.min(player.yvel, player.maxVelocity)
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else
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player.yvel = math.max(player.yvel, -player.maxVelocity)
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end
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if player.y > killY then
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player.x = 40
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player.y = -80
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player.xvel = 0
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end
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movePlayer(player, xvel, yvel)
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scrollX = player.x - math.floor(scr_x / 2) + math.floor(player.xsize / 2)
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scrollY = player.y - math.floor(scr_y / 2) + math.floor(player.ysize / 2)
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-- projectile management
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for i = #projectiles, 1, -1 do
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projectiles[i].x = projectiles[i].x + projectiles[i].xvel
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projectiles[i].y = projectiles[i].y + projectiles[i].yvel
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projectiles[i].cycle = projectiles[i].cycle + 1
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projectiles[i].life = projectiles[i].life - 1
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if projectiles[i].life <= 0 then
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table.remove(projectiles, i)
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player.shots = player.shots - 1
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end
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end
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end
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end
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local render = function()
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tsv(false)
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term.clear()
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nfte.drawImage(maps[mapname], -scrollX + 1, -scrollY + 1)
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for num,player in pairs(players) do
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term.setCursorPos(1,num)
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print("(" .. player.x .. ", " .. player.y .. ", " .. tostring(player.shots) .. ")")
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if player.direction == -1 then
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nfte.drawImageTransparent(
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nfte.colorSwap(
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nfte.flipX(
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sprites[player.spriteset][player.sprite]
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),
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player.chargeDiscolor[player.chargeLevel][
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(math.floor(player.cycle.shootCharge / 2) % #player.chargeDiscolor[player.chargeLevel]) + 1
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]
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),
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player.x - scrollX + player.xadj,
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player.y - scrollY + player.yadj
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)
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else
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nfte.drawImageTransparent(
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nfte.colorSwap(
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sprites[player.spriteset][player.sprite],
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player.chargeDiscolor[player.chargeLevel][
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(math.floor(player.cycle.shootCharge / 2) % #player.chargeDiscolor[player.chargeLevel]) + 1
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]
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),
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player.x - scrollX,
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player.y - scrollY
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)
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end
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end
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for num,p in pairs(projectiles) do
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if p.direction == -1 then
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nfte.drawImageTransparent(
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nfte.flipX(p.bullet.sprites[(p.cycle % #p.bullet.sprites) + 1]),
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p.x - scrollX,
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p.y - scrollY
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)
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else
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nfte.drawImageTransparent(
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p.bullet.sprites[(p.cycle % #p.bullet.sprites) + 1],
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p.x - scrollX,
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p.y - scrollY
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)
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end
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end
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tsv(true)
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end
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-- determines what sprite a player uses
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local determineSprite = function(player)
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local output
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player.xadj = 0
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player.yadj = 0
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if player.grounded then
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if player.cycle.slide > 0 then
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player.cycle.slide = math.max(player.cycle.slide - 1, isPlayerTouchingSolid(player, 0, 0, 0) and 1 or 0)
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output = "slide"
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else
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if player.xvel == 0 then
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player.cycle.run = -1
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player.cycle.stand = (player.cycle.stand + 1) % 40
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if player.cycle.shoot > 0 then
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output = "shoot"
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if player.direction == -1 then
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player.xadj = -5
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end
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else
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output = player.cycle.stand == 39 and "stand2" or "stand1"
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end
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else
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if player.cycle.run == -1 and player.cycle.shoot == 0 then
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player.cycle.run = 0
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output = "walk0"
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else
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player.cycle.run = (player.cycle.run + 0.35) % 4
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if player.cycle.shoot > 0 then
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output = "walkshoot" .. (math.floor(player.cycle.run) + 1)
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else
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output = "walk" .. (math.floor(player.cycle.run) + 1)
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end
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end
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end
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end
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else
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player.cycle.slide = isPlayerTouchingSolid(player, 0, 0, 0) and 1 or 0
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if player.cycle.shoot > 0 then
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output = "jumpshoot"
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if player.direction == -1 then
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player.xadj = -1
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end
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else
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output = "jump"
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end
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end
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player.cycle.shoot = math.max(player.cycle.shoot - 1, 0)
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return output
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end
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local getInput = function()
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local evt
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while true do
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evt = {os.pullEvent()}
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if evt[1] == "key" then
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keysDown[evt[2]] = true
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elseif evt[1] == "key_up" then
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keysDown[evt[2]] = false
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end
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end
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end
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local main = function()
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while true do
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players[you].control = deriveControls(keysDown)
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moveTick()
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players[you].sprite = determineSprite(players[you])
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render()
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if keysDown[keys.q] then
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return
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end
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sleep(0.05)
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end
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end
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parallel.waitForAny(getInput, main)
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term.setCursorPos(1, scr_y)
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term.clearLine()
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