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August 24, 2015 01:41
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pico-8 cartridge // http://www.pico-8.com | |
version 4 | |
__lua__ | |
-- heroic journey | |
-- by dethe | |
-- globals are evil and so am i | |
frame = 0 | |
debug1 = '' | |
debug2 = '' | |
player_thought = "" | |
goblin_thought = "" | |
creatures_per_screen = 20 | |
creatures = {} | |
max_speed = 6 | |
location = {} | |
chest = {} | |
player = {} | |
-- constant variables, don't judge me | |
left = 0 | |
right = 1 | |
up = 2 | |
down = 3 | |
btn_a = 4 | |
btn_b = 5 | |
map_w = 16 | |
map_h = 13 | |
max_w = 128 | |
max_h = 52 | |
function gather_gold() | |
if (chest.is_open) return | |
if (chest.x < (player.x - 8)) return | |
if (chest.x > (player.x + 8)) return | |
if (chest.y < (player.y - 8)) return | |
if (chest.y > (player.y + 8)) return | |
chest.offset = 9 | |
chest.frame = 9 | |
chest.is_open = true | |
player.gold += randint(200) | |
end | |
function hit(sprite1, sprite2) | |
if (not sprite1.weap_frame) return | |
if (sprite2.is_dead) return; | |
if (sprite1.is_dead) return; | |
if (not sprite1.is_attacking and sprite1.type == 'player') return | |
if (sprite2.y < (sprite1.y - 7)) return | |
if (sprite2.y > (sprite1.y + 7)) return | |
if (sprite1.facing) then | |
if (sprite2.x < sprite1.x - (sprite1.reach + 8)) return | |
if (sprite2.x > sprite1.x) return | |
else | |
if (sprite2.x > sprite1.x + (sprite1.reach + 8)) return | |
if (sprite2.x < sprite1.x) return | |
end | |
if sprite1.type == 'player' then | |
-- sprite dies, collect points | |
-- debug2 = sprite2.type | |
sprite1[sprite2.type] += 1 | |
sprite1.points += sprite2.points | |
sprite2.offset = 35 | |
sprite2.no_frames = 1 | |
sprite2.horiz_acc = 0 | |
sprite2.is_attacking = false | |
sprite2.is_jumping = false | |
sprite2.is_dead = true | |
else | |
if sprite1.type == 'defender' then | |
sprite1.is_attacking = false | |
end | |
sprite2.hp -= 1 | |
if sprite2.hp < 1 then | |
sprite2.is_dead = true | |
end | |
end | |
end | |
function fight(sprite) | |
hit(player, sprite) | |
hit(sprite, player) | |
end | |
function get_sprite(x,y,offset,no_frames) | |
local sprite = {} | |
sprite.x = x | |
sprite.y = y | |
sprite.speed = 1 | |
sprite.is_jumping = false | |
sprite.vert_acc = 1 | |
sprite.horiz_acc = 0 | |
sprite.frame = offset | |
sprite.offset = offset | |
sprite.no_frames = no_frames | |
sprite.is_attacking = false | |
sprite.facing = false -- true is left, false is right | |
return sprite | |
end | |
function init_player() | |
player = get_sprite(31,15,16,8) | |
player.weap_off = 48 | |
player.weap_no = 8 | |
player.weap_frame = 48 | |
player.reach = 6 | |
player.defender = 0 | |
player.unarmed = 0 | |
player.child = 0 | |
player.hp = 3 | |
player.points = 0 | |
player.gold = 0 | |
player.type = 'player' | |
end | |
function init_location(dx, dy) | |
location.left = dx | |
location.top = dy | |
location.right = dx + map_w | |
location.bottom = dy + map_h | |
init_creatures() | |
init_chest() | |
end | |
function p2m(x) | |
-- pixel location to map | |
-- location | |
return flr(x / 8) | |
end | |
function constrain_location() | |
if (location.right > max_w) then | |
location.left = 0 | |
location.right = map_w | |
end | |
if (location.left < 0) then | |
location.right = max_w - 1 | |
location.left = max_ - (map_w + 1) | |
end | |
if (location.bottom > max_h) then | |
location.top = 0 | |
location.bottom = map_h | |
end | |
if (location.top < 0) then | |
location.top = max_h - (map_h + 1) | |
location.bottom = map_h - 1 | |
end | |
end | |
function update_location() | |
local update_loc = false | |
if p2m(player.x + 1) > (location.right - 1) then | |
location.right += map_w | |
location.left += map_w | |
update_loc = true | |
end | |
if p2m(player.x + 7) < location.left then | |
location.right -= map_w | |
location.left -= map_w | |
update_loc = true | |
end | |
if p2m(player.y + 1) > (location.bottom - 1) then | |
location.top += map_h | |
location.bottom += map_h | |
update_loc = true | |
end | |
if p2m(player.y + 7) < location.top then | |
location.top -= map_h | |
location.bottom -= map_h | |
update_loc = true | |
end | |
if update_loc then | |
-- debug1 = 'location '..location.left..','..location.top | |
constrain_location() | |
init_creatures() | |
init_chest() | |
end | |
end | |
function get_random_loc() | |
local x = flr(rnd(16)) + location.left | |
local y = flr(rnd(16)) + location.top | |
while fget(mget(x,y), 0) do | |
x = flr(rnd(16)) + location.left | |
y = flr(rnd(16)) + location.right | |
end | |
local result = {} | |
result.x = x * 8 | |
result.y = y * 8 | |
return result | |
end | |
function get_random_sprite(x,y) | |
local val = rnd(1) | |
local result = false | |
-- off -> offset for sprites | |
-- no -> number of sprites | |
if (val < .2) then | |
-- defender goblin | |
result = get_sprite(x,y,4,4) | |
result.speed = .7 | |
result.weap_off = 36 | |
result.weap_no = 4 | |
result.weap_frame = 36 | |
result.type = 'defender' | |
result.is_attacking = true | |
result.points = 2 | |
result.reach = 4 | |
end | |
if (val >= .2 and val <= .5) then | |
-- unarmed goblin | |
result = get_sprite(x,y,2,2) | |
result.speed = .9 | |
result.type = 'unarmed' | |
result.points = 3 | |
end | |
if (val > .5) then | |
-- child goblin | |
result = get_sprite(x,y,24,2) | |
result.speed = .5 | |
result.type = 'child' | |
result.points = 5 | |
end | |
if rnd(1) < .5 then | |
result.horiz_acc = -result.speed | |
result.facing = true | |
else | |
result.horiz_acc = result.speed | |
result.facing = false | |
end | |
return result | |
end | |
function init_creatures() | |
for i=1,creatures_per_screen do | |
local loc = get_random_loc() | |
creatures[i] = get_random_sprite(loc.x, loc.y) | |
end | |
end | |
function init_chest() | |
local loc = get_random_loc() | |
chest = get_sprite(loc.x, loc.y, 8, 1) | |
chest.is_open = false | |
end | |
function jump(sprite) | |
if sprite.is_jumping then | |
return | |
end | |
sprite.is_jumping = true | |
sprite.vert_acc = - (6 * sprite.speed) | |
end | |
function flag_at_point(x, y, flag) | |
local sx = flr(x / 8) % max_w | |
local sy = flr(y / 8) % max_h | |
return fget(mget(sx,sy), flag) | |
end | |
-- how far can we move before colliding? | |
function collide_right(sprite, max_x) | |
if (max_x < 0) then | |
return collide_left(sprite, -max_x) | |
end | |
local sx = sprite.x + 9 | |
local sy = sprite.y | |
local result = {} | |
result.collision = false | |
result.move = max_x | |
for x=0,max_x do | |
if flag_at_point(sx+x, sy+1, 0) or flag_at_point(sx+x, sy+6, 0) then | |
result.collision = true | |
result.move = x | |
return result | |
end | |
end | |
return result | |
end | |
function collide_left(sprite, max_x) | |
if (max_x < 0) then | |
return collide_right(sprite, -max_x) | |
end | |
local sx = sprite.x - 1 | |
local sy = sprite.y | |
local result = {} | |
result.collision = false | |
result.move = -max_x | |
for x=0,max_x do | |
if flag_at_point(sx-x, sy+1, 0) or flag_at_point(sx-x, sy+6, 0) then | |
result.collision = true | |
result.move = -x | |
return result | |
end | |
end | |
return result | |
end | |
function collide_down(sprite, max_y) | |
local sx = sprite.x | |
local sy = sprite.y + 9 | |
local result = {} | |
result.collision = false | |
result.move = max_y | |
-- always move max when jumping up | |
if max_y < 0 then | |
return result | |
end | |
-- always fall if you're *in* a block | |
if flag_at_point(sx+1, sy-2, 0) or flag_at_point(sx+6, sy-2, 0) then | |
return result | |
end | |
for y = 0,max_y do | |
if flag_at_point(sx+1, sy+y, 0) or flag_at_point(sx+6,sy+y,0) then | |
result.collision = true | |
result.move = y | |
return result | |
end | |
end | |
return result | |
end | |
function move(sprite) | |
-- vertical: jumping and falling | |
col = collide_down(sprite, sprite.vert_acc) | |
sprite.y += col.move | |
if col.collision then | |
sprite.vert_acc = 1 -- always have some vert_acc so we fall | |
sprite.is_jumping = false | |
else | |
sprite.vert_acc = min(sprite.vert_acc + 1, max_speed) | |
end | |
-- horizontal | |
col = collide_right(sprite, sprite.horiz_acc) | |
sprite.x += col.move | |
sprite.x = sprite.x % (max_w * 8) | |
sprite.y = sprite.y % (max_h * 8) | |
end | |
function get_input() | |
if btn(right) then | |
player.horiz_acc = 1 | |
player.facing = false | |
else | |
if btn(left) then | |
player.horiz_acc = -1 | |
player.facing = true | |
else | |
player.horiz_acc = 0 | |
end | |
end | |
if btn(up) then | |
jump(player) | |
else | |
if btn(down) then | |
-- duck? | |
end | |
end | |
if btn(btn_b) then | |
player.is_attacking = true | |
end | |
end | |
_player_thoughts = { | |
"gotta kill these vermin", | |
"can't let them spread", | |
"dead goblins are good goblins", | |
"disgusting creatures", | |
"this filth threatens us all", | |
"only humanity is pure", | |
"must kill these impure beasts", | |
"god is on my side, scum", | |
"i'm so proud of my country", | |
"die goblin scum!", | |
"theres no escape!", | |
"the righteous shall preval", | |
"gold for a sharper sword!", | |
"you're all monsters", | |
"killing you is my holy duty", | |
"let goblin blood be a river", | |
} | |
_goblin_thoughts = { | |
"another of the crazy humans, run!", | |
"save the children!", | |
"he's after the orphan fund", | |
"someone help us!", | |
"noo, not my baby!", | |
"he killed billy!", | |
"our money for a new well!", | |
"help!", | |
"tell my kids i love them", | |
"run, warn the others!", | |
"i'll slow him down, run!", | |
"protect the children", | |
"why? we've done nothing!", | |
"all we want is peace", | |
"he took the hospital savings", | |
"how can you do this to us?", | |
} | |
function randint(x) | |
-- returns random number between | |
-- 1 and x, inclusive | |
return flr(rnd(x-1)) + 1 | |
end | |
function choose(t) | |
-- returns a random item from | |
-- a list table | |
return t[randint(count(t))] | |
end | |
function think() | |
if ((frame % 60) == 0) then | |
goblin_thought = choose(_goblin_thoughts) | |
end | |
if (((frame + 30) % 60) == 0) then | |
player_thought = choose(_player_thoughts) | |
end | |
end | |
function animate(sprite) | |
sprite.frame = sprite.offset + (flr(frame / 3) % sprite.no_frames) | |
if sprite.is_attacking then | |
if (frame % 3) == 0 then | |
sprite.weap_frame += 1 | |
if sprite.weap_frame >= (sprite.weap_off + sprite.weap_no) then | |
sprite.weap_frame = sprite.weap_off | |
sprite.is_attacking = false | |
end | |
end | |
end | |
end | |
function draw(sprite) | |
local x = sprite.x - (location.left * 8) | |
local y = sprite.y - (location.top * 8) + 16 -- offset to match map | |
spr(sprite.frame, x, y, 1,1, sprite.facing) | |
if sprite.weap_frame then | |
spr(sprite.weap_frame, x, y, 1,1, sprite.facing) | |
end | |
end | |
function show_thoughts() | |
if #debug1 > 0 then | |
print(debug1, 0, 0, 10) | |
else | |
print(player_thought, 0, 0, 10) | |
end | |
if #debug2 > 0 then | |
print(debug2, 0, 120, 11) | |
else | |
print(goblin_thought, 0, 120, 11) | |
end | |
end | |
function _init() | |
init_location(0,0) | |
init_player() | |
end | |
function _update() | |
frame += 1 | |
get_input() | |
for i=1,creatures_per_screen do | |
local c = creatures[i] | |
move(c) | |
if not c.is_dead then | |
if (collide_right(c, c.horiz_acc).collision) then | |
if rnd(1) < .5 and not c.is_jumping then | |
c.horiz_acc = -c.horiz_acc | |
c.facing = not c.facing | |
else | |
jump(c) | |
end | |
end | |
end | |
animate(c) | |
end | |
move(chest) | |
move(player) | |
update_location() | |
gather_gold() | |
animate(player) | |
think() | |
foreach(creatures, fight) | |
-- debug2 = 'player: '..p2m(player.x)..','..p2m(player.y) | |
end | |
function show_points() | |
for heart=0,player.hp-1 do | |
spr(34, heart * 8, 8) | |
end | |
print(player.points..' points', 32, 8, 9) | |
print(player.gold..' gold', 78, 8, 8) | |
end | |
function draw_frame() | |
map(location.left, location.top, 0,16, map_w,map_h) | |
draw(chest) | |
for i=1,creatures_per_screen do | |
draw(creatures[i]) | |
end | |
draw(player) | |
show_thoughts() | |
show_points() | |
end | |
function draw_death_screen() | |
print('game over') | |
print('') | |
print('you died for god and country with') | |
print(''..player.gold..' gold') | |
print(''..player.points..' points') | |
print('') | |
print('you killed '..player.defender..' defender goblins') | |
print('you killed '..player.unarmed..' unarmed goblins') | |
print('you killed '..player.child..' child goblins') | |
print('') | |
print('your mother must be so proud') | |
end | |
function _draw() | |
cls() | |
if (player.is_dead) then | |
draw_death_screen() | |
else | |
draw_frame() | |
end | |
end | |
__gfx__ | |
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