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-- Or if you don't want to bother with drawing each pickup with every tile aviable to you, you can make them "objects". | |
--For this, create an array, that will hold all our pickups: | |
pickupCollection = {} | |
-- and a function that you can call to add pickups. | |
-- we include a _type so later you can differentiate them | |
-- by checking the this. For ex: _type = 1 is a healing item, _type = 2 is a bomb etc... | |
function add_pickup(_xPosition, _yPosition, _type) | |
-- we create a local variable to hold the item |
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function replace() | |
-- collection for the if is it this tile | |
local tilesToCheck = {1,2,3,4,5,6} | |
-- collection to replace tile | |
local tilesToReplace = {10,20,30,40,50,60} | |
local x,y = 0,0 | |
for i=1,#tilesToCheck do | |
if mget(x,y) == tilesToCheck[i] then |
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pico-8 cartridge // http://www.pico-8.com | |
version 42 | |
__lua__ | |
-- selector library | |
-- by achiegamedev | |
-- the selector object you will be playing and | |
-- calling around with. You can create a new | |
-- one by calling selector:init({object}) | |
-- where object has the same values as here |
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elseif state == "tools" then | |
-- pressing left will only move you to first item | |
if btnp(0) then toolbar.cursor = max(0, toolbar.cursor-1) end | |
-- pressing right will only mvoe to the last item | |
if btnp(1) then toolbar.cursor = min(12, toolbar.cursor+1) end | |
-- if we are on tools I want to have a float-in menu | |
-- that comes in from the bottom, showcasing the tools | |
toolbar.y = lerp(toolbar.y, toolbar.yOnScreen, 0.2) | |
-- go back to planning phase |
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pico-8 cartridge // http://www.pico-8.com | |
version 42 | |
__lua__ | |
-- I would create an enemy adder function that | |
-- creates enemies at certain positions (basically spawn them in) | |
function add_enemy(_x, _y, _type) | |
-- if youw ant to store enemy properties, I'd do it here in an array | |
-- for ex: | |
--[[ | |
local enemyData = { |
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-- here we modifiy the creation to accomodate | |
-- the tutorial, where we are gonna show the | |
-- player which stance beats what | |
if tutorial > 0 then | |
tutorial -= 1 | |
if tutorial > 0 then | |
-- based on which tutorial we are in, set the enemy stance so that is beatable | |
-- by the other table inside the players code when we are about to resolve the fight | |
local tutorialBeatTable = {MID_STANCE,LOW_STANCE, MID_STANCE, HIGH_STANCE} |
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-- transiton effect is from DW from the lexaloffle bbs | |
function draw_transition_effect() | |
-- magic circle does the | |
-- opposite of circfill and | |
-- instead erases the outside | |
-- of the circle first | |
for i=64,transition,-1 do | |
circ(32,32,i,11) | |
circ(33,32,i,11) | |
end--next i |
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a,h,v,t,w,d,l,b,e,p,r,k,eb,ht,ld=20,64,100,0,0,0,10,{},{},{},rnd,del,{},{},0 | |
function ce(a,b,c,d,e) if (((a-b)*(a-b)) + (c-d)*(c-d) <= e*e) then return true else return false end end | |
::_:: | |
if time() < 3 then goto title else | |
cls()t+=1 | |
if(t%2==1)add(b,{x=r(128),y=0,t=1,b=0,c=1+flr(r(2))*6}) | |
if(t>30)then t,d=0,d+0.005 end | |
if(w<time())then | |
i={x=r(120),y=-2,t=r(3),s=r({1,2}),sp=time()+r()}add(e,i) |
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-- red starts from high stance | |
-- for ex, let's say the start at a high stance | |
enemy.finalStance = HIGH_STANCE | |
local modifierCollection = {} | |
-- let's roll a few modifires, which are | |
-- showcased by the clue system for you | |
-- to figure out | |
for i=1,3 do | |
-- roll a chance for it to even happen |
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-- inside update: | |
-- update opponent's attack timer | |
if enemy.timeLeftForAttack > 0 then | |
-- decrease the time till the opponent attacks | |
enemy.timeLeftForAttack -= 1 | |
-- let them switch around randomly to juke | |
if (enemy.timeLeftForAttack > enemy.finalStanceHold) then | |
if rnd() > 0.9 then | |
enemy.stance = rnd({1,2,3}) | |
end |
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