mirror of
https://github.com/LDDestroier/CC/
synced 2024-11-06 01:56:22 +00:00
6afa80071f
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.
820 lines
20 KiB
Lua
820 lines
20 KiB
Lua
local scr_x, scr_y = term.getSize()
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local keysDown, miceDown = {}, {}
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local players = {}
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local projectiles = {}
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local you = 1
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local FRAME = 0
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local stage = {
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panels = {},
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damage = {},
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panelWidth = 6,
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panelHeight = 2,
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scrollX = 0,
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scrollY = 6
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}
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local round = function(num)
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return math.floor(0.5 + num)
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end
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-- ripped from NFTE
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local deepCopy
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deepCopy = function(tbl)
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local output = {}
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for k,v in pairs(tbl) do
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if type(v) == "table" then
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output[k] = deepCopy(v)
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else
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output[k] = v
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end
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end
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return output
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end
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local getSize = function(image)
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local x, y = 0, #image[1]
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for y = 1, #image[1] do
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x = math.max(x, #image[1][y])
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end
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return x, y
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end
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local colorSwap = function(image, text, back)
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local output = {{},{},{}}
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for y = 1, #image[1] do
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output[1][y] = image[1][y]
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output[2][y] = image[2][y]:gsub(".", text)
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output[3][y] = image[3][y]:gsub(".", back or text)
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end
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return output
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end
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local makeRectangle = function(width, height, char, text, back)
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local output = {{},{},{}}
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for y = 1, height do
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output[1][y] = (char or " "):rep(width)
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output[2][y] = (text or " "):rep(width)
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output[3][y] = (back or " "):rep(width)
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end
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return output
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end
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local stretchImage = function(_image, sx, sy, noRepeat)
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local output = {{},{},{}}
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local image = deepCopy(_image)
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sx, sy = math.abs(sx), math.abs(sy)
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local imageX, imageY = getSize(image)
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local tx, ty
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if sx == 0 or sy == 0 then
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for y = 1, math.max(sy, 1) do
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output[1][y] = ""
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output[2][y] = ""
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output[3][y] = ""
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end
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return output
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else
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for y = 1, sy do
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for x = 1, sx do
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tx = round((x / sx) * imageX)
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ty = math.ceil((y / sy) * imageY)
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if not noRepeat then
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output[1][y] = (output[1][y] or "")..image[1][ty]:sub(tx,tx)
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else
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output[1][y] = (output[1][y] or "").." "
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end
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output[2][y] = (output[2][y] or "")..image[2][ty]:sub(tx,tx)
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output[3][y] = (output[3][y] or "")..image[3][ty]:sub(tx,tx)
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end
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end
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if noRepeat then
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for y = 1, imageY do
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for x = 1, imageX do
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if image[1][y]:sub(x,x) ~= " " then
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tx = round(((x / imageX) * sx) - ((0.5 / imageX) * sx))
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ty = round(((y / imageY) * sy) - ((0.5 / imageY) * sx))
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output[1][ty] = stringWrite(output[1][ty], tx, image[1][y]:sub(x,x))
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end
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end
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end
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end
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return output
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end
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end
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local merge = function(...)
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local images = {...}
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local output = {{},{},{}}
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local imageX, imageY = 0, 0
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local imSX, imSY
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for i = 1, #images do
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imageY = math.max(
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imageY,
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#images[i][1][1] + (images[i][3] == true and 0 or (images[i][3] - 1))
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)
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for y = 1, #images[i][1][1] do
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imageX = math.max(
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imageX,
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#images[i][1][1][y] + (images[i][2] == true and 0 or (images[i][2] - 1))
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)
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end
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end
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-- if either coordinate is true, center it
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for i = 1, #images do
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imSX, imSY = getSize(images[i][1])
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if images[i][2] == true then
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images[i][2] = round(1 + (imageX / 2) - (imSX / 2))
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end
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if images[i][3] == true then
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images[i][3] = round(1 + (imageY / 2) - (imSY / 2))
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end
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end
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-- will later add code to adjust X/Y positions if negative values are given
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local image, xadj, yadj
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local tx, ty
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for y = 1, imageY do
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output[1][y] = {}
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output[2][y] = {}
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output[3][y] = {}
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for x = 1, imageX do
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for i = #images, 1, -1 do
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image, xadj, yadj = images[i][1], images[i][2], images[i][3]
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tx, ty = x-(xadj-1), y-(yadj-1)
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output[1][y][x] = output[1][y][x] or " "
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output[2][y][x] = output[2][y][x] or " "
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output[3][y][x] = output[3][y][x] or " "
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if image[1][ty] then
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if (image[1][ty]:sub(tx,tx) ~= "") and (tx >= 1) then
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output[1][y][x] = (image[1][ty]:sub(tx,tx) == " " and output[1][y][x] or image[1][ty]:sub(tx,tx))
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output[2][y][x] = (image[2][ty]:sub(tx,tx) == " " and output[2][y][x] or image[2][ty]:sub(tx,tx))
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output[3][y][x] = (image[3][ty]:sub(tx,tx) == " " and output[3][y][x] or image[3][ty]:sub(tx,tx))
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end
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end
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end
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end
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output[1][y] = table.concat(output[1][y])
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output[2][y] = table.concat(output[2][y])
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output[3][y] = table.concat(output[3][y])
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end
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return output
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end
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local pixelateImage = function(image, amntX, amntY)
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local imageX, imageY = getSize(image)
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return stretchImage(stretchImage(image,imageX/math.max(amntX,1), imageY/math.max(amntY,1)), imageX, imageY)
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end
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local drawImage = function(image, x, y, terminal)
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terminal = terminal or term.current()
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local cx, cy = terminal.getCursorPos()
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for iy = 1, #image[1] do
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terminal.setCursorPos(x, y + (iy - 1))
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terminal.blit(image[1][iy], image[2][iy], image[3][iy])
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end
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terminal.setCursorPos(cx,cy)
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end
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local images = {
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panel = {
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normal = {{"","",""},{"eeeee7","e78877","eeeeee"},{"77777e","78888e","eeeeee"}},
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},
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player = {
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["6"] = {{""," ",""," ",""},{"f5ff","4 4","66ff","2 2","affa"},{"5f55","4 f","6f66","2 2"," aaf"}},
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["7"] = {{""," ","
",""," "},{"5555"," f4","ffff","2f22"," fa "},{"5ff5"," 4f","6666"," 2ff"," af "}},
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},
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cannon = {{"",""},{"ff","77"},{"77"," ",}},
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buster = {{""},{"f4"},{"4f"}}
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}
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local act = {stage = {}, player = {}, projectile = {}}
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act.stage.newPanel = function(x, y, panelType, owner)
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stage.panels[y] = stage.panels[y] or {}
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stage.panels[y][x] = {
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panelType = panelType,
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reserved = false,
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crackedLevel = 0, -- 0 is okay, 1 is cracked, 2 is broken
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owner = owner or (x > 3 and 2 or 1),
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cooldown = {
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owner = 0,
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broken = 0,
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}
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}
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end
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act.stage.checkExist = function(x, y)
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if stage.panels[y] then
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if stage.panels[y][x] then
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return true
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end
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end
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return false
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end
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act.stage.setDamage = function(x, y, damage, owner, time, noFlinch)
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x, y = round(x), round(y)
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stage.damage[y] = stage.damage[y] or {}
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stage.damage[y][x] = stage.damage[y][x] or {}
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stage.damage[y][x][owner] = {
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owner = owner,
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time = time,
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damage = damage,
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flinching = not noFlinch
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}
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end
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act.stage.getDamage = function(x, y, owner)
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local totalDamage = 0
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local flinching = false
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x, y = round(x), round(y)
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if stage.damage[y] then
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if stage.damage[y][x] then
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for k, v in pairs(stage.damage[y][x]) do
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if k ~= owner and v.damage then
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totalDamage = totalDamage + v.damage
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flinching = flinching or v.flinching
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end
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end
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end
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end
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return totalDamage, flinching
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end
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act.player.newPlayer = function(x, y, owner, image)
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players[#players + 1] = {
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x = x,
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y = y,
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owner = owner,
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type = "player",
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direction = 1,
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health = 1000,
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maxHealth = 1000,
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image = image,
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cooldown = {
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move = 0,
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shoot = 0,
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iframe = 0
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},
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control = {
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moveUp = false,
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moveDown = false,
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moveLeft = false,
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moveRight = false,
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buster = false,
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chip = false,
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custom = false
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},
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chipQueue = {
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"minibomb",
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"lilbomb",
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"crossbomb",
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"boomer",
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"cannon",
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"sword",
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"widesword",
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"longsword",
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"lifesword"
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}
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}
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end
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local checkPlayerAtPos = function(x, y, ignoreThisOne)
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x, y = round(x), round(y)
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for id, player in pairs(players) do
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if id ~= ignoreThisOne then
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if player.x == x and player.y == y then
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return id
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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 chips = {
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buster = {
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info = {
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name = "MegaBuster",
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description = "Fires a weak shot forwards!",
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cooldown = {
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shoot = 4,
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move = 2
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}
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},
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logic = function(info)
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info.x = info.x + (2 / stage.panelWidth) * info.direction
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info.y = info.y
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act.stage.setDamage(info.x, info.y, 1, info.owner, 1, true)
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-- delete projectile if collide with player
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local hasStruck = false
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local cPlayer = checkPlayerAtPos(info.x, info.y, info.owner)
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if cPlayer then
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if players[cPlayer].cooldown.iframe == 0 then
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hasStruck = cPlayer
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end
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end
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if info.frame > 50 or hasStruck then
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return false
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else
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return true, {{images.buster, info.x, info.y}}
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end
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end
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},
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cannon = {
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info = {
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name = "Cannon",
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description = "Fires a shot forwards!",
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cooldown = {
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shoot = 10,
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move = 5
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}
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},
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logic = function(info)
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info.x = info.x + (2 / stage.panelWidth) * info.direction
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info.y = info.y
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act.stage.setDamage(info.x, info.y, 40, info.owner, 2)
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-- delete projectile if collide with player
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local hasStruck = false
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local cPlayer = checkPlayerAtPos(info.x, info.y, info.owner)
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if cPlayer then
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if players[cPlayer].cooldown.iframe == 0 then
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hasStruck = cPlayer
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end
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end
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if info.frame > 50 or hasStruck then
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return false
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else
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return true, {{images.cannon, info.x, info.y}}
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end
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end
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},
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sword = {
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info = {
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name = "Sword",
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description = "Slash forwards 1 panel!",
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cooldown = {
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shoot = 8,
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move = 5
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}
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},
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logic = function(info)
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act.stage.setDamage(info.x + 1, info.y, 80, info.owner, 4)
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return false
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end
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},
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longsword = {
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info = {
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name = "LongSword",
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description = "Slash forwards 2 panels!",
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cooldown = {
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shoot = 8,
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move = 5
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}
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},
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logic = function(info)
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act.stage.setDamage(info.x + 1, info.y, 80, info.owner, 4)
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act.stage.setDamage(info.x + 2, info.y, 80, info.owner, 4)
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return false
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end
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},
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widesword = {
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info = {
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name = "WideSword",
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description = "Slash column in front!",
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cooldown = {
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shoot = 8,
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move = 5
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}
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},
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logic = function(info)
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act.stage.setDamage(info.x + 1, info.y - 1, 80, info.owner, 4)
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act.stage.setDamage(info.x + 1, info.y, 80, info.owner, 4)
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act.stage.setDamage(info.x + 1, info.y + 1, 80, info.owner, 4)
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return false
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end
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},
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lifesword = {
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info = {
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name = "LifeSword",
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description = "Slash 2x3 area with devastating power!",
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cooldown = {
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shoot = 10,
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move = 5
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}
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},
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logic = function(info)
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act.stage.setDamage(info.x + 1, info.y - 1, 400, info.owner, 4)
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act.stage.setDamage(info.x + 2, info.y - 1, 400, info.owner, 4)
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act.stage.setDamage(info.x + 1, info.y, 400, info.owner, 4)
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act.stage.setDamage(info.x + 2, info.y, 400, info.owner, 4)
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act.stage.setDamage(info.x + 1, info.y + 1, 400, info.owner, 4)
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act.stage.setDamage(info.x + 2, info.y + 1, 400, info.owner, 4)
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return false
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end
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},
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boomer = {
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info = {
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name = "Boomer",
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description = "Boomerang that orbits stage!",
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cooldown = {
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shoot = 10,
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move = 5
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}
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},
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logic = function(info)
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if info.frame == 0 then
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info.x = 0
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info.y = 3
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end
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if info.y > 1 then
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if info.x < 6 then
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info.x = info.x + (2 / stage.panelWidth)
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else
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info.y = info.y - (2 / stage.panelHeight)
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end
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elseif info.x > 0 then
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info.x = info.x - (2 / stage.panelWidth)
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else
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return false
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end
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act.stage.setDamage(info.x, info.y, 60, info.owner, 2, false)
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return true, {{images.cannon, info.x, info.y}}
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end
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},
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minibomb = {
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info = {
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name = "MiniBomb",
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description = "Lob a small bomb 2 panels forward!",
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cooldown = {
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shoot = 10,
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move = 5
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}
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},
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logic = function(info)
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local maxDist = 3
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local maxFrames = 10
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local parabola = math.sin((math.pi / maxFrames) * info.frame) * 2
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if parabola < 0.1 and info.frame > 3 then
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act.stage.setDamage(info.x, info.y, 50, info.owner, 2, false)
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return false
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else
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info.x = info.x + maxDist / maxFrames
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end
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return true, {{images.cannon, info.x, info.y - parabola}}
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end
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},
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lilbomb = {
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info = {
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name = "LilBomb",
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description = "Lob a little bomb 2 panels forward!",
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cooldown = {
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shoot = 10,
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move = 5
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}
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},
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logic = function(info)
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local maxDist = 3
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local maxFrames = 10
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local parabola = math.sin((math.pi / maxFrames) * info.frame) * 2
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if parabola < 0.1 and info.frame > 3 then
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act.stage.setDamage(info.x, info.y - 1, 50, info.owner, 2, false)
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act.stage.setDamage(info.x, info.y, 50, info.owner, 2, false)
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act.stage.setDamage(info.x, info.y + 1, 50, info.owner, 2, false)
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return false
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else
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info.x = info.x + maxDist / maxFrames
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end
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return true, {{images.cannon, info.x, info.y - parabola}}
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end
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},
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crossbomb = {
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info = {
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name = "CrossBomb",
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description = "Lob a cross-shaped bomb 2 panels forward!",
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cooldown = {
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shoot = 10,
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move = 5
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}
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},
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logic = function(info)
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local maxDist = 3
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local maxFrames = 10
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local parabola = math.sin((math.pi / maxFrames) * info.frame) * 2
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if parabola < 0.1 and info.frame > 3 then
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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,
|
||
type = "projectile",
|
||
initX = x,
|
||
initY = y,
|
||
id = id,
|
||
owner = player.owner,
|
||
player = player,
|
||
direction = 1,
|
||
frame = 0,
|
||
chipType = chipType
|
||
}
|
||
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, "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()
|
||
local buffer, im = {}
|
||
local 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
|
||
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
|
||
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)
|
||
|
||
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 = {
|
||
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 runGame = function()
|
||
while true do
|
||
FRAME = FRAME + 1
|
||
getControls()
|
||
|
||
for id, proj in pairs(projectiles) do
|
||
local success, imageData = chips[proj.chipType].logic(proj)
|
||
if success then
|
||
projectiles[id].imageData = imageData
|
||
projectiles[id].frame = proj.frame + 1
|
||
else
|
||
projectiles[id] = nil
|
||
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, 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)
|
||
elseif flinching then
|
||
player.cooldown.iframe = 16
|
||
player.cooldown.move = 8
|
||
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
|
||
end
|
||
end
|
||
|
||
reduceCooldowns()
|
||
movePlayers()
|
||
|
||
render()
|
||
sleep(0.05)
|
||
end
|
||
end
|
||
|
||
parallel.waitForAny(getInput, runGame)
|