block puzzle explosion
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5ff050892a
commit
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112
games/boybomb.p8
112
games/boybomb.p8
@ -9,7 +9,6 @@ function _init()
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palt(11, true)
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palt(0, false)
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start_level(1)
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last_gravity = t()
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end
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function _update()
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@ -138,38 +137,41 @@ end
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function start_level(n)
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start_scene("level")
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last_gravity = t()
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exploding = false
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puzzle_grid = {
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{137, 0, 0, 0, 0, 0, 0, 137},
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{137, 0, 0, 0, 0, 0, 0, 0},
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{137, 137, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{137, 137, 137, 137, 137, 137, 137, 137},
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{137, 137, 137, 137, 137, 137, 137, 137},
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{137, 137, 137, 137, 137, 137, 137, 137},
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{0, 0, 0, 0, 0, 0, 0, 137},
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{0, 0, 0, 0, 0, 0, 0, 137},
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{0, 0, 137, 0, 0, 137, 137, 137},
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{137, 137, 137, 137, 137, 137, 137, 137},
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}
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bomb_x = 4
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bomb_y = 4
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bomb_x = 7
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bomb_y = 7
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bomb_spr = make_sprite(bomb_x*8, bomb_y*8, "bomb_s", 0)
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end
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function draw_level()
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local xoff = 0
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local yoff = 0
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cls()
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map(0, 8, 0, 0, 16, 16)
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for y=1,GRID_H do
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for x=1,GRID_W do
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n = puzzle_grid[y][x]
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if n > 0 then
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spr(n, xoff+x*8, yoff+y*8)
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spr(n, x*8, y*8)
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end
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end
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end
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print(" lobby", 90, 6)
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spr(64, xoff+bomb_x*8, yoff+bomb_y*8)
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bomb_spr.x = bomb_x * 8
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bomb_spr.y = bomb_y * 8
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draw_sprite(bomb_spr)
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end
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function can_move(dx, dy)
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@ -181,39 +183,84 @@ function can_move(dx, dy)
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if puzzle_grid[ny][nx] ~= 0 then
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return false
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end
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printh(ny, nx)
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return true
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end
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function update_level()
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if btnp(⬅️) and can_move(-1, 0) then
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bomb_x -= 1
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-- update grid
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fall_speed = 0.3
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if exploding then
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fall_speed /= 2
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if bomb_spr.speed == 0 and bomb_spr.anim then
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bomb_spr.anim = nil
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puzzle_grid[bomb_y][bomb_x] = GRID_EXPLODE
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end
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end
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if btnp(➡️) and can_move(1, 0) then
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bomb_x += 1
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end
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if btnp(⬇️) and can_move(0, 1) then
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bomb_y += 1
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end
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if btnp(⬆️) and can_move(0, -1) then
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bomb_y -= 1
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end
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-- gravity
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if t() - last_gravity > 0.5 then
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if t() - last_gravity > fall_speed then
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last_gravity = t()
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for y=GRID_H-1,1,-1 do
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for y=GRID_H,1,-1 do
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for x=1,GRID_W do
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if puzzle_grid[y+1][x] == 0 then
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-- explode
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if puzzle_grid[y][x] == GRID_EXPLODE then
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if y > 1 and puzzle_grid[y-1][x] == GRID_BOX then
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puzzle_grid[y-1][x] = GRID_EXPLODE
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end
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if y < GRID_H and puzzle_grid[y+1][x] == GRID_BOX then
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puzzle_grid[y+1][x] = GRID_EXPLODE
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end
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if x > 1 and puzzle_grid[y][x-1] == GRID_BOX then
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puzzle_grid[y][x-1] = GRID_EXPLODE
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end
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if x < GRID_W and puzzle_grid[y][x+1] == GRID_BOX then
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puzzle_grid[y][x+1] = GRID_EXPLODE
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end
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puzzle_grid[y][x] = 0
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end
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-- fall down
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if y < GRID_H and puzzle_grid[y+1][x] == 0 then
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puzzle_grid[y+1][x] = puzzle_grid[y][x]
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puzzle_grid[y][x] = 0
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end
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end
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end
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if bomb_y < GRID_H and puzzle_grid[bomb_y+1][bomb_x] == 0 then
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bomb_y += 1
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end
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if exploding then
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update_sprite(bomb_spr)
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-- exploding means we're done
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return
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end
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-- movement
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if btnp(⬅️) then
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if can_move(-1, 0) then
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bomb_x -= 1
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elseif can_move(-1, -1) then
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bomb_x -= 1
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bomb_y -= 1
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end
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end
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if btnp(➡️) then
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if can_move(1, 0) then
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bomb_x += 1
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elseif can_move(1, -1) then
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bomb_x += 1
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bomb_y -= 1
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end
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end
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if btnp(❎) then
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explode()
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end
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-- fall immediately
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while bomb_y < GRID_H and puzzle_grid[bomb_y+1][bomb_x] == 0 do
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bomb_y += 1
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end
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end
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function explode()
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exploding = true
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explode_time = t()
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bomb_spr.speed = 0.1
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end
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-- globals
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@ -227,7 +274,8 @@ _scenes.level = {start=nil, draw=draw_level, update=update_level}
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GRID_W = 8
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GRID_H = 9
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GRID_CRATE = 137
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GRID_BOX = 137
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GRID_EXPLODE = 76
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animations = {
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boy_walk={frames={[0]=2, 0, 4, 0}, w=2, h=2},
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@ -20,7 +20,7 @@ function update_sprite(s)
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if now - s.last_update > s.speed then
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s.frame += 1
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s.last_update = now
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if s.frame > #s.anim.frames then
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if s.frame + 1 > #s.anim.frames then
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if s.loop then
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s.frame = 0
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else
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@ -28,10 +28,13 @@ function update_sprite(s)
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s.frame = #s.anim.frames
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end
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end
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end
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end
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end
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function draw_sprite(s)
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spr(s.anim.frames[s.frame], s.x, s.y, s.anim.w, s.anim.h, s.flip_x, s.flip_y)
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if s.anim then
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spr(s.anim.frames[s.frame], s.x, s.y, s.anim.w, s.anim.h, s.flip_x, s.flip_y)
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end
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end
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