Files
miniascii_games/space/space.lua

229 lines
4.9 KiB
Lua

function init_player()
setchar(244, 0x00, 0x00, 0x00, 0x00, 0x18, 0x7E, 0xFF, 0xFF)
player = {
x = 10,
y = 14
}
end
function init_bullet()
setchar(145, 0x08, 0x10, 0x08, 0x10, 0x08, 0x10, 0x08, 0x10)
bullet = {
x = 0,
y = 0,
enabled = false
}
end
function init_explosion()
setchar(146, 0x10, 0x54, 0x28, 0xC6, 0x28, 0x54, 0x10, 0x00)
explosion = {
x = 0,
y = 0,
enabled = false,
counter = 0
}
end
function init_enemies()
setchar(16, 0x7E, 0xDB, 0xFF, 0x66, 0x3C, 0x66, 0x81, 0x00)
-- setchar(16, 0x7E, 0xDB, 0x66, 0x3C, 0x66, 0x81, 0x66, 0x00)
enemies = {}
local index = 1
for i = 1, 8 do
for j = 1, 5 do
local e = {
x = (i * 2),
y = j + 1,
enabled = true
}
enemies[index] = e
index = index + 1
end
end
enemy_desp = 1
enemy_speed = 80
end
function create_bullet(x, y)
bullet.x = x
bullet.y = y
bullet.enabled = true
end
function delete_bullet()
bullet.enabled = false
end
function create_explosion(x, y)
explosion.x = x
explosion.y = y
explosion.enabled = true
explosion.counter = 50
end
function delete_explosion()
explosion.enabled = false
end
function update_player()
if clock % 5 == 0 then
-- dreta
if btn(KEY_RIGHT) and player.x < 19 then
player.x = player.x + 1
end
-- esquerra
if btn(KEY_LEFT) and player.x > 0 then
player.x = player.x - 1
end
end
-- dispara
if btn(KEY_SPACE) and bullet.enabled == false then
create_bullet(player.x, player.y - 1)
end
-- reset
if btn(KEY_R) then
init()
end
end
function update_enemies()
if clock % enemy_speed == 0 then
sound(80, 50)
local border_reached = false
if enemy_desp ~= 0 then -- moviment horitzontal
for i = 1, #enemies do
if enemies[i].enabled == true then
enemies[i].x = enemies[i].x + enemy_desp
if enemies[i].x == 0 or enemies[i].x == 19 then
border_reached = true
end
end
end
if border_reached == true then
last_enemy_desp = enemy_desp
enemy_desp = 0
end
elseif enemy_desp == 0 then -- moviment vertical
for i = 1, #enemies do
if enemies[i].enabled == true then
enemies[i].y = enemies[i].y + 1
end
end
enemy_desp = -last_enemy_desp
end
end
end
function update_bullet()
if clock % 10 == 0 and bullet.enabled == true then
bullet.y = bullet.y - 1
if bullet.y == 0 then
delete_bullet()
end
for i = 1, #enemies do
if enemies[i].enabled == true then
if bullet.y == enemies[i].y and bullet.x == enemies[i].x then
create_explosion(bullet.x, bullet.y)
delete_bullet()
enemies[i].enabled = false
score = score + 10
sound(400, 40)
enemy_speed = enemy_speed - 2
end
end
end
end
end
function update_explosion()
if explosion.enabled == true then
if explosion.counter > 0 then
explosion.counter = explosion.counter - 1
else
delete_explosion()
end
end
end
function draw_player()
ink(COLOR_GREEN)
paper(COLOR_BLACK)
print("\244", player.x, player.y)
end
function draw_enemies()
ink(COLOR_LIGHT_GREEN)
paper(COLOR_BLACK)
for i = 1, #enemies do
if enemies[i].enabled == true then
print("\16", enemies[i].x, enemies[i].y)
end
end
end
function draw_bullet()
if bullet.enabled == true then
ink(COLOR_CYAN)
paper(COLOR_BLACK)
print("\145", bullet.x, bullet.y)
end
end
function draw_explosion()
if explosion.enabled == true then
ink(COLOR_RED)
paper(COLOR_BLACK)
print("\146", explosion.x, explosion.y)
end
end
function draw_hud()
ink(COLOR_LIGHT_GRAY)
paper(COLOR_BLACK)
print(" ", 0, 0)
print("SCORE: ", 0, 0)
print(score, 6, 0)
end
function draw_debug()
ink(COLOR_BLACK)
paper(COLOR_WHITE)
locate(0, 0)
print(player.x)
end
function init()
mode(2)
clock = 0
score = 0
paper(COLOR_BLACK)
ink(COLOR_RED)
init_player()
init_enemies()
init_bullet()
init_explosion()
end
function update()
clock = clock + 1
update_player()
update_enemies()
update_bullet()
update_explosion()
paper(COLOR_BLACK)
cls()
draw_player()
draw_enemies()
draw_bullet()
draw_explosion()
draw_hud()
-- draw_debug()
end