explosion ripples

This commit is contained in:
James Turk 2023-04-25 04:02:37 -05:00
parent 4ec43e7ce9
commit 079627b659

View File

@ -147,7 +147,6 @@ function start_level(n)
level = levels[n]
puzzle_grid = {}
for y=1,GRID_H do
printh(y)
puzzle_grid[y] = {0, 0, 0, 0, 0, 0, 0, 0}
for x=1,GRID_W do
puzzle_grid[y][x] = mget(x+level.mapx-1, y+level.mapy-1)
@ -158,8 +157,52 @@ function start_level(n)
bomb_spr = make_sprite(bomb_x*8, bomb_y*8, "bomb_s", 0)
end
particles = {}
function add_explosion(gx, gy)
local x = gx*8+4
local y = gy*8+4
for i=0,50 do
local angle = rnd()
add(particles, {
x=x, y=y,
vx=(rnd(1)+1)*cos(angle),
vy=(rnd(1)+1)*sin(angle),
age=rnd(5),
})
end
end
function draw_explosions()
for p in all(particles) do
pset(p.x, p.y, p.color)
end
end
function update_explosions()
for i=#particles,1,-1 do
local p = particles[i]
p.x += p.vx
p.y += p.vy
p.age += 1
if p.age > 25 then
deli(particles, i)
elseif p.age > 20 then
p.color = 10
elseif p.age > 15 then
p.color = rnd({9, 10})
elseif p.age > 10 then
p.color = 9
elseif p.age > 5 then
p.color = rnd({8, 9})
else
p.color = 8
end
end
end
function draw_level()
cls()
-- HUD
map(0, 8, 0, 0, 16, 16)
for y=1,GRID_H do
for x=1,GRID_W do
@ -175,6 +218,7 @@ function draw_level()
bomb_spr.x = bomb_x * 8
bomb_spr.y = bomb_y * 8
draw_sprite(bomb_spr)
draw_explosions()
end
function can_move(dx, dy)
@ -196,7 +240,7 @@ function update_level()
fall_speed /= 2
if bomb_spr.speed == 0 and bomb_spr.anim then
bomb_spr.anim = nil
puzzle_grid[bomb_y][bomb_x] = GRID_EXPLODE
puzzle_grid[bomb_y][bomb_x] = 0
end
end
if t() - last_gravity > fall_speed then
@ -204,18 +248,22 @@ function update_level()
for y=1,GRID_H do
for x=1,GRID_W do
-- explode
if puzzle_grid[y][x] == GRID_EXPLODE_NEXT then
add_explosion(x, y)
puzzle_grid[y][x] = GRID_EXPLODE
end
if puzzle_grid[y][x] == GRID_EXPLODE then
if y > 1 and puzzle_grid[y-1][x] == BOX_FIRE then
puzzle_grid[y-1][x] = GRID_EXPLODE
puzzle_grid[y-1][x] = GRID_EXPLODE_NEXT
end
if y < GRID_H and puzzle_grid[y+1][x] == BOX_FIRE then
puzzle_grid[y+1][x] = GRID_EXPLODE
puzzle_grid[y+1][x] = GRID_EXPLODE_NEXT
end
if x > 1 and puzzle_grid[y][x-1] == BOX_FIRE then
puzzle_grid[y][x-1] = GRID_EXPLODE
puzzle_grid[y][x-1] = GRID_EXPLODE_NEXT
end
if x < GRID_W and puzzle_grid[y][x+1] == BOX_FIRE then
puzzle_grid[y][x+1] = GRID_EXPLODE
puzzle_grid[y][x+1] = GRID_EXPLODE_NEXT
end
puzzle_grid[y][x] = 0
end
@ -238,6 +286,11 @@ function update_level()
if exploding then
update_sprite(bomb_spr)
if bomb_spr.frame > 10 and bomb_spr.anim then
add_explosion(bomb_x, bomb_y)
puzzle_grid[bomb_y][bomb_x] = GRID_EXPLODE
end
update_explosions()
-- exploding means we're done
return
end
@ -270,7 +323,7 @@ end
function explode()
exploding = true
explode_time = t()
explosion_time = t()
bomb_spr.speed = 0.1
end
@ -291,7 +344,8 @@ BOX_FIRE = 139
BOX_FROG = 140
BOX_NUKE = 141
BOX_WATER = 142
GRID_EXPLODE = 76
GRID_EXPLODE = -1
GRID_EXPLODE_NEXT = -2
animations = {
boy_walk={frames={[0]=2, 0, 4, 0}, w=2, h=2},