experiments-pico8/games/against.p8
2023-05-06 17:52:05 -05:00

204 lines
5.2 KiB
Lua

pico-8 cartridge // http://www.pico-8.com
version 41
__lua__
--
function _init()
--start_scene("title")
start_scene("level")
end
function _update()
if _scene and _scene.update then
_scene.update()
end
end
function _draw()
if _scene and _scene.draw then
_scene.draw()
end
end
function start_scene(name)
_scene = _scenes[name]
_scene_start = time()
if _scene.start then
_scene.start()
end
end
function scene_time()
return time() - _scene_start
end
_scene = nil
_scenes = {}
_scene_start = 0
function draw_title()
cls()
print("title " .. scene_time())
end
function update_title()
if scene_time() > 2 then
start_scene("menu")
end
end
function draw_menu()
cls()
print("menu " .. scene_time())
end
function update_menu()
end
function start_level()
walls = {}
walls[30]={{0,20}}
walls[50]={{20,60}}
walls[70]={{90, 120}}
walls[90]={{10, 40}, {80, 100}}
the_line = 64
spr_frame = 1
opp_frame = 1
floor = 0
jump_time = 0
end
function draw_platforms()
for y, platforms in pairs(walls) do
for plat in all(platforms) do
if plat[2] < the_line then
line(plat[1], y, plat[2], y, LIGHT)
elseif plat[1] > the_line then
line(plat[1], y, plat[2], y, DARK)
else
line(plat[1], y, the_line, y, LIGHT)
line(the_line, y, plat[2], y, DARK)
end
end
end
end
function collide_platforms()
local left = the_line - 6
local right = the_line + 6
local py = 128-floor
for y, platforms in pairs(walls) do
for plat in all(platforms) do
-- check if there's a platform at this level
if py > y and py - y < 8 then
-- check if either edge of player+opp is between edges
if (left > plat[1] and left < plat[2]) or (right > plat[1] and right < plat[2]) then
printh("xcol "..(the_line-6).." "..plat[1].."-"..plat[2])
crush_line = y
end
end
end
end
end
function draw_player()
if crush_line then
local squash_h = 8-(crush_line - (120-floor))
printh(crush_line.." "..(120-floor))
sspr(40, 0, 8, 8, the_line-8, crush_line, 8, squash_h, false)
pal({[LIGHT]=DARK})
sspr(40, 0, 8, 8, the_line, crush_line, 8, squash_h, true)
pal()
else
spr(spr_frame, the_line-8, 120-floor, 1, 1, false)
pal({[LIGHT]=DARK})
spr(opp_frame, the_line, 120-floor, 1, 1, true)
pal()
end
end
function draw_level()
-- left side
cls(0)
rectfill(the_line, -128, 128, 128, LIGHT)
draw_platforms()
draw_player()
-- floor
rectfill(0, 128-floor, the_line, 129-floor, LIGHT)
rectfill(the_line, 128-floor, 128, 129-floor, DARK)
fillp(0b1000010000100001)
rectfill(0, 130-floor, the_line, 128, LIGHT)
fillp(0b0111101111011110)
rectfill(the_line, 130-floor, 128, 128, LIGHT)
fillp()
if floor > 120 then
camera(0, -(floor-120)*16)
if floor > 128 then
floor = 0
camera(0, 0)
end
end
end
function update_level()
floor += floor_speed
-- No button pressed: <
-- Right button pressed: |
-- Jump: <<
-- Jump & Right: >
local dx = -0.25
if btnp(4) then
jump_time = t()
end
if btn(1) then
dx += 0.25
if t() - jump_time < 0.5 then
dx += 0.25
end
end
the_line += dx
-- collision
if not crush_line then
collide_platforms()
end
-- player frames:
-- still: 1
-- walking: 1, 2
-- back slide: 3, 4
-- cramped: 5
local mod = (t()*4) % 2
if dx == 0 then
spr_frame = 3
opp_frame = 3
elseif dx < 0 then
spr_frame = 4
opp_frame = 1 + mod
else
spr_frame = 1 + (t() % 2)
opp_frame = 3
end
end
floor_speed = 0.4
LIGHT = 6
DARK = 0
_scenes.title = {start=nil, draw=draw_title, update=update_title}
_scenes.menu = {start=nil, draw=draw_menu, update=nil}
_scenes.level = {start=start_level, draw=draw_level, update=update_level}
__gfx__
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