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drab_bullets.js
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/*
@title: drab_bullets
@author: Chirag
@tags: ['endless']
@addedOn: 2023-05-14
*/
const player = "p"
const ground = "g"
const bullet = "b"
const curse = "c"
var player_cursed = false
var life = 3
var gameover = false
var score = 0
var speed = 200
setLegend(
[ player, bitmap`
................
................
................
....333333330...
...33666666630..
..3366666666630.
..3666666666630.
..3699966999630.
.336696666966333
333666666666633.
..3666699966630.
..3366666666330.
...33666666330..
....333333333...
.....333.333....
......3...3.....` ],
[ ground, bitmap`
CCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCC
DCCDDCCCCDDCCCCC
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD`],
[ bullet, bitmap`
...00.000.00....
....0.000.0.....
....00.0.00.....
......000.......
.......0........
......000.......
.....00000......
.....00000......
.....00000......
.....00000......
.....00000......
......000.......
................
................
................
................`],
[ curse, bitmap`
................
.....99999......
....9000009.....
...900000009....
..90000000009...
..00000000000...
..00330003300...
..00000000000...
..00000H00000...
..0000HHH0000...
..0000HHH0000...
...000000000....
.....00000......
......000.......
.......0........
................`],
)
setSolids([player, ground])
let level = 0
const levels = [
map`
.............
.............
.............
.............
.............
.............
.............
.............
.............
.......p.....
ggggggggggggg`
]
setMap(levels[level])
onInput("j", () => {
player_cursed = false
life = 3
gameover = false
score = 0
speed = 200
clearText()
addText(`${score}`, {
x: width()+2,
y: 0,
color: color`6`
})
addText(`Lifes: ${life}`, {
x: 1,
y: 0,
color: color`3`
})
})
//// Movements
onInput("a", () => {
if (player_cursed === false){
getFirst(player).x -= 1
}else{
getFirst(player).x += 1
}
})
onInput("d", () => {
if (player_cursed === false){
getFirst(player).x += 1
}else{
getFirst(player).x -= 1
}
})
////
//// Intervals
setInterval(() => {
if(gameover === false){
let x = Math.floor(Math.random() * width());
let y = 0;
addSprite(x, y, bullet)
}
}, 400);
setInterval(() => {
if(gameover === false){
let x = Math.floor(Math.random() * (width() - 5));
let y = 0;
addSprite(x, y, curse)
}
}, 6000);
////
//// Main interval
setInterval(() => {
if(gameover === false){
const play = getFirst(player)
//// movements and collisions
getAll(bullet).forEach(bull => {
bull.y += 1;
if(bull.x === play.x && bull.y === play.y){
life -= 1
}
else if(bull.y > 9){
bull.remove()
}
});
getAll(curse).forEach(cur => {
cur.y += 1;
if(cur.x === play.x && cur.y === play.y){
player_cursed = true
setInterval(() => {
player_cursed = false
}, 5000)
}
else if(cur.y > 9){
cur.remove()
}
});
////
//// Text
addText(`Lifes: ${life}`, {
x: 1,
y: 0,
color: color`3`
})
if(life === 0){
addText(`GAME OVER`, {
x: Math.floor(width()/2),
y: Math.floor(height()/2),
color: color`3`
})
addText(`PRESS "J"`, {
x: Math.floor(width()/2),
y: Math.floor(height()/2) + 1,
color: color`3`
})
addText(`TO RESTART`, {
x: Math.floor(width()/2),
y: Math.floor(height()/2) + 2,
color: color`3`
})
gameover = true
}
if(life > 0){
score += 2
addText(`${score}`, {
x: width()+2,
y: 0,
color: color`6`
})
}
////
//// speeding with score/time
if(score === 100){
speed -= 20
}
if(score === 200){
speed -=30
}
if(score === 300){
speed -=30
}
if(score === 400){
speed -= 30
}
}
else{
getAll(bullet, curse).forEach(all => {
all.remove()
});
}
////
}, speed);
////