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@Techdojo
Techdojo / Main
Last active August 29, 2015 14:09 — forked from Westenburg/Main
-- Missile command type game
-- by West
displayMode(FULLSCREEN)
function setup()
touches={}
tsup={} --tsup contains the supplementary info about the start position of the touch
resetGame()
--starfield setup --credit to Simeon @TLL: http://codea.io/talk/discussion/644/flicker-drawing-large-images-any-advice/p1
local gradSize = 2
@Techdojo
Techdojo / WellFaller
Last active August 29, 2015 14:09 — forked from Westenburg/WellFaller
-- Well Racer
-- Codea Cook Off 2013
-- by West
-- v1.0 First release
supportedOrientations(PORTRAIT_ANY)
function draw()
func()
end
--# Main
--Main
--This code manages which Code tab is run
--it remembers your last choice, and if you select a different one, it runs that instead
local tabs = {}
local fnames = {"setup","draw","touched","collide","orientationChanged","close","restart","keyboard","cleanup"}
local fns = {}
@Techdojo
Techdojo / Snake
Last active August 29, 2015 14:09 — forked from Westenburg/Snake
--# Main
-- Snake tutorial
-- by West
--Graphics used are those supplied with Codea, particularly those of Kenney.nl and twolivesleft.com
-- This is a very simple example snake game. It is intended for use as an introduction into creating your second game in codea and is aimed at absolute beginners. Try the lander tutorial before this one
--ONLY THE FURTHEST RIGHT HAND TAB WILL BE EXECUTED. DRAG THE TAB FOR THE STEP YOU WISH TO RUN TO THE FAR RIGHT THEN PRESS RUN
--# Main
-- Noob Lander
-- by West
-- This is a very simple example lunar lander game. It is intended for use as an introduction into creating your first game in codea and is aimed at absolute beginners.
--ONLY THE FURTHEST RIGHT HAND TAB WILL BE EXECUTED. DRAG THE TAB FOR THE STEP YOU WISH TO RUN TO THE FAR RIGHT THEN PRESS RUN
--The game was built using the following steps. Each step is provided in its own tab and builds upon the previous one. For each tab only comments related to that particular step are provided but a fully commented version is provided below.
--1. Place the ship sprite on the screen at a pre-defined position (use one of the pre-loaded sprite packs)
@Techdojo
Techdojo / Main
Last active August 29, 2015 14:09 — forked from Westenburg/Main
--# Particle
Particle = class()
--Class to deal with individual particles. Used for the starburst and raindrops
function Particle:init(x,y,xspd,yspd,type,fade)
-- you can accept and set parameters here
--map to the position of the 100 by 100 blocks in the sprite sheet. The location in the array refers to the type of particle
local map={}
map[1]={x=0, y=4}--stars
map[2]={x=2, y=4}--rain
@Techdojo
Techdojo / Main
Last active August 29, 2015 14:09 — forked from Westenburg/Main
-- Foggy Bummer
-- By West
--Game overview: A sideways scroller where the player controls a bumblebee. Touch screen to provide upward thrust to the bee. Collect as many rings as you can in 24 hours or until you complete the full course. Don't hit the top or bottom of the screen.
--Feel free to use this code as you wish to help you learn and understand codea. Most of the images are either hand drawn or sections extracted from photos - feel free to use, mangle and adapt the sprite sheet too. Just please don't take the code and images wholesale and upload them to the apple store!
--Often a good way to learn to program is to take existing code, tweak it and build on it. Hopefully this will give someone a foot up towards making their own sideways scroller. This is the most basic version, but I've also added the following if anyone is interested
--Added bonuses
@Techdojo
Techdojo / TileShader
Last active August 29, 2015 14:09 — forked from dermotbalson/gist:7dbe101a856a50cba2b9
Tile shader demo
function setup()
m=mesh()
img=readImage("Cargo Bot:Starry Background")
m.texture=img
local v,t={},{}
meshWidth,meshDepth=4000,15000 --huge mesh
imgScale=0.5 --use the image at this fraction of its normal size, ie reduce it
--now calculate how many times the image is used along the x and z axes
--use these as the maximum texture settings
--the shader will just use the fractional part of the texture mapping
@Techdojo
Techdojo / Dave1707's demos
Last active August 29, 2015 14:09 — forked from dermotbalson/gist:22b48f8818f8bef29225
List of mini demos from the Codea forums
--# Main
--Main
--This program contains over 20 mini-projects created by dave1707 to answer questions asked in the forum
--** How to run the projects **
--When you run the program, you can select any of these projects by number using the slider at upper left
--(Underneath the slider you will see a textbox with descriptions of what each numbered project does)
@Techdojo
Techdojo / Simple 2D Landscape function
Last active August 29, 2015 14:09 — forked from dermotbalson/gist:8c036b84cf362e114365
Simple 2D landscape function in Codea
function setup()
parameter.color("Colour",color(50, 100, 150, 255),UpdateLandscape)
parameter.integer("AveHeight",300,600,200,UpdateLandscape)
parameter.integer("VariableHeight",100,400,200,UpdateLandscape)
ready=true --this is just here to stop UpdateLandscape doing anything before we've defined all parameters
parameter.number("Roughness",0,1,0.5,UpdateLandscape)
parameter.action("Create Landscape",UpdateLandscape)
end
function UpdateLandscape()