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main.lua
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main.lua
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level_index = 0
level_intro = 0
function game_start()
-- reset state
snow = {}
clouds = {}
freeze_time = 0
frames = 0
seconds = 0
minutes = 0
shake = 0
sfx_timer = 0
berry_count = 0
death_count = 0
collected = {}
camera_x = 0
camera_y = 0
show_score = 0
titlescreen_flash = nil
for i=0,25 do
snow[i] = { x = rnd(132), y = rnd(132) }
clouds[i] = { x = rnd(132), y = rnd(132), s = 16 + rnd(32) }
end
-- goto titlescreen or level
if level_index == 0 then
current_music = 38
music(current_music)
else
goto_level(level_index)
end
end
function _init()
game_start()
end
function _update()
-- titlescreen
if level_index == 0 then
if titlescreen_flash then
titlescreen_flash-= 1
if titlescreen_flash < -30 then goto_level(1) end
elseif btn(4) or btn(5) then
titlescreen_flash = 50
sfx(22, 3)
end
-- level intro card
elseif level_intro > 0 then
level_intro -= 1
if level_intro == 0 then psfx(17, 24, 9) end
-- normal level
else
-- timers
sfx_timer = max(sfx_timer - 1)
shake = max(shake - 1)
infade = min(infade + 1, 60)
if level_index != 8 then frames += 1 end
if frames == 30 then seconds += 1 frames = 0 end
if seconds == 60 then minutes += 1 seconds = 0 end
update_input()
--freeze
if freeze_time > 0 then
freeze_time -= 1
else
--objects
for o in all(objects) do
if o.freeze > 0 then
o.freeze -= 1
else
o:update()
end
if o.destroyed then
del(objects, o)
end
end
end
end
end
function _draw()
pal()
if level_index == 0 then
cls(0)
if titlescreen_flash then
local c=10
if titlescreen_flash>10 then
if titlescreen_flash%10<5 then c=7 end
elseif titlescreen_flash>5 then c=2
elseif titlescreen_flash>0 then c=1
else c=0 end
if c<10 then for i=1,16 do pal(i,c) end end
end
sspr(64, 32, 64, 32, 36, 32)
rect(0,0,127,127,7)
print_center("lANI'S tREK", 64, 68, 14)
print_center("a game by", 64, 80, 1)
print_center("maddy thorson", 64, 87, 5)
print_center("noel berry", 64, 94, 5)
print_center("lena raine", 64, 101, 5)
draw_snow()
return
end
if level_intro > 0 then
cls(0)
camera(0, 0)
draw_time(4, 4)
if level_index != 8 then
print_center("level " .. (level_index - 2), 64, 64 - 8, 7)
end
print_center(level.title, 64, 64, 7)
return
end
local camera_x = peek2(0x5f28)
local camera_y = peek2(0x5f2a)
if shake > 0 then
camera(camera_x - 2 + rnd(5), camera_y - 2 + rnd(5))
end
-- clear screen
cls(level and level.bg and level.bg or 0)
-- draw clouds
draw_clouds(1, 0, 0, 1, 1, level.clouds or 13, #clouds)
-- columns
if level.columns then
fillp(0b0000100000000010.1)
local x = 0
while x < level.width do
local tx = x * 8 + camera_x * 0.1
rectfill(tx, 0, tx + (x % 2) * 8 + 8, level.height * 8, level.columns)
x += 1 + x % 7
end
fillp()
end
-- draw tileset
for x = mid(0, flr(camera_x / 8), level.width),mid(0, flr((camera_x + 128) / 8), level.width) do
for y = mid(0, flr(camera_y / 8), level.height),mid(0, flr((camera_y + 128) / 8), level.height) do
local tile = tile_at(x, y)
if level.pal and fget(tile, 7) then level.pal() end
if tile != 0 and fget(tile, 0) then spr(tile, x * 8, y * 8) end
pal() palt()
end
end
-- score
if show_score > 105 then
rectfill(34,392,98, 434, 1)
rectfill(32,390,96, 432, 0)
rect(32,390,96, 432, 7)
spr(21, 44, 396)
print("X "..berry_count, 56, 398, 7)
spr(87, 44, 408)
draw_time(56, 408)
spr(71, 44, 420)
print("X "..death_count, 56, 421, 7)
end
-- draw objects
local p = nil
for o in all(objects) do
if o.base == player then p = o else o:draw() end
end
if p then p:draw() end
-- draw snow
draw_snow()
-- draw FG clouds
if level.fogmode then
if level.fogmode == 1 then fillp(0b0101101001011010.1) end
draw_clouds(1.25, 0, level.height * 8 + 1, 1, 0, 7, #clouds - 10)
fillp()
end
-- screen wipes
-- very similar functions ... can they be compressed into one?
if p ~= nil and p.wipe_timer > 5 then
local e = (p.wipe_timer - 5) / 12
for i=0,127 do
s = (127 + 64) * e - 32 + sin(i * 0.2) * 16 + (127 - i) * 0.25
rectfill(camera_x,camera_y+i,camera_x+s,camera_y+i,0)
end
end
if infade < 15 then
local e = infade / 12
for i=0,127 do
s = (127 + 64) * e - 32 + sin(i * 0.2) * 16 + (127 - i) * 0.25
rectfill(camera_x+s,camera_y+i,camera_x+128,camera_y+i,0)
end
end
-- game timer
if infade < 45 then
draw_time(camera_x + 4, camera_y + 4)
end
-- debug
--[[
for o in all(objects) do
rect(o.x + o.hit_x, o.y + o .hit_y, o.x + o.hit_x + o.hit_w - 1, o.y + o.hit_y + o.hit_h - 1, 8)
end
camera(0, 0)
print("cpu: " .. flr(stat(1) * 100) .. "/100", 9, 9, 8)
print("mem: " .. flr(stat(0)) .. "/2048", 9, 15, 8)
print("idx: " .. level.offset, 9, 21, 8)
]]
camera(camera_x, camera_y)
end
function draw_time(x,y)
local m = minutes % 60
local h = flr(minutes / 60)
rectfill(x,y,x+32,y+6,0)
print((h<10 and "0"..h or h)..":"..(m<10 and "0"..m or m)..":"..(seconds<10 and "0"..seconds or seconds),x+1,y+1,7)
end
function draw_clouds(scale, ox, oy, sx, sy, color, count)
for i=0,count do
local c = clouds[i]
local s = c.s * scale
local x = ox + (camera_x + (c.x - camera_x * 0.9) % (128 + s) - s / 2) * sx
local y = oy + (camera_y + (c.y - camera_y * 0.9) % (128 + s / 2)) * sy
clip(x - s / 2 - camera_x, y - s / 2 - camera_y, s, s / 2)
circfill(x, y, s / 3, color)
if i % 2 == 0 then
circfill(x - s / 3, y, s / 5, color)
end
if i % 2 == 0 then
circfill(x + s / 3, y, s / 6, color)
end
c.x += (4 - i % 4) * 0.25
end
clip(0,0,128,128)
end
function draw_snow()
for i=1,#snow do
local s = snow[i]
circfill(camera_x + (s.x - camera_x * 0.5) % 132 - 2, camera_y + (s.y - camera_y * 0.5) % 132, i % 2, 7)
s.x += (4 - i % 4)
s.y += sin(time() * 0.25 + i * 0.1)
end
end
function print_center(text, x, y, c)
x -= (#text * 4 - 1) / 2
print(text, x, y, c)
end
function approach(x, target, max_delta)
return x < target and min(x + max_delta, target) or max(x - max_delta, target)
end
function psfx(id, off, len, lock)
if sfx_timer <= 0 or lock then
sfx(id, 3, off, len)
if lock then sfx_timer = lock end
end
end
function draw_sine_h(x0, x1, y, col, amplitude, time_freq, x_freq, fade_x_dist)
pset(x0, y, col)
pset(x1, y, col)
local x_sign = sgn(x1 - x0)
local x_max = abs(x1 - x0) - 1
local last_y = y
local this_y = 0
local ax = 0
local ay = 0
local fade = 1
for i = 1, x_max do
if i <= fade_x_dist then
fade = i / (fade_x_dist + 1)
elseif i > x_max - fade_x_dist + 1 then
fade = (x_max + 1 - i) / (fade_x_dist + 1)
else
fade = 1
end
ax = x0 + i * x_sign
ay = y + sin(time() * time_freq + i * x_freq) * amplitude * fade
pset(ax, ay + 1, 1)
pset(ax, ay, col)
this_y = ay
while abs(ay - last_y) > 1 do
ay -= sgn(this_y - last_y)
pset(ax - x_sign, ay + 1, 1)
pset(ax - x_sign, ay, col)
end
last_y = this_y
end
end