-- title: The Right Coin -- author: Fabien Freling, Pascal Batty -- desc: Ludum Dare 44 -- script: lua t=0 s=8 -- sprite/cell size w=240 mw=w/s h=136 mh=h/s GameState = { start=0, game=1, gameover=2, market=3 } currentState = GameState.game life=100 coinBlue=0 coinRed=0 coinYellow=0 solids={} do local sols={1, 2, 3, 17} for i,v in pairs(sols) do solids[v]=true end end function sol(x,y) return solids[mget(x//8,y//8)] end g = .3 j = -4 anis={ idle={257}, run={273,274}, jump={289}, fall={290} } do -- Player Player = { spr=0, ani=anis.idle, x=8,y=120, w=8,h=8, vx=0,vy=0, isFlipped=false } function Player:direct() if btn(2) then self.vx = -2 self.isFlipped = true elseif btn(3) then self.vx = 2 self.isFlipped = false else self.vx = 0 end if btnp(0) and self.vy == 0 then self.vy = j end end function Player:update() self:resolve() self.x = self.x + self.vx self.y = self.y + self.vy end function Player:resolve() if sol(self.x + self.vx, self.y + self.h-1) or sol(self.x + self.vx + self.w-1, self.y + self.h-1) then self.vx = 0 end local roof = self:distanceToRoof() local floor = self:distanceToFloor() if self.vy < roof then self.vy = roof end if self.vy >= floor then self.vy = floor else self.vy = self.vy + g end if self.vy < 0 then self.ani = anis.jump elseif self.vy > 0 then self.ani = anis.fall elseif not (self.vx == 0) then self.ani = anis.run else self.ani = anis.idle end end function Player:distanceToFloor() local y = 0 while (not sol(self.x + self.vx, self.y + y + self.h)) and (not sol(self.x + self.vx + self.w-1, self.y + y + self.h)) and (self.y + y < 128) do y = y + 1 end return y end function Player:distanceToRoof() local y = 0 while (not sol(self.x + self.vx, self.y + y - 1)) and (not sol(self.x + self.vx + self.w-1, self.y + y - 1)) and (self.y + y > 0) do y = y - 1 end return y end function Player:draw() self.spr=self.ani[(((t)//3)% #self.ani)+1] local flip if self.isFlipped then flip = 1 else flip = 0 end spr(self.spr, self.x, self.y, 1, 1, flip) end end function drawStart() cls(13) print("The Right Coin",80,36) print("Press Z to start",75,96) end function drawGameOver() cls(1) print("You died",80,36,6) print("Press Z",75,96,15) end function drawGame() map(0,0,30,17) p:direct() p:update() p:draw() -- Life spr(83,0,0) local color=11 -- green if life < 25 then color=6 -- red elseif life < 50 then color=9 -- orange end -- from x=11 to 106 local lifeLimit=(106-11)*life/100+11 for i=lifeLimit,106 do pix(i,1,0) pix(i,2,0) pix(i,3,0) pix(i,4,0) pix(i,5,0) pix(i,6,0) end for i=11,lifeLimit do pix(i,1,color) pix(i,2,color) pix(i,3,color) pix(i,4,color) pix(i,5,color) pix(i,6,color) end spr(85,10,0,0) for i=18,100,8 do spr(86,i,0,0) end spr(85,100,0,0,1,1) end function drawMarket() xOff=2 yOff=2 for i=xOff+1, mw-2-xOff do spr(64,i*s,yOff*s,0,1,0,1) spr(64,i*s,(mh-1-yOff)*s,0,1,2,1) end for j=yOff+1, mh-2-xOff do spr(64,xOff*s,j*s,0,1,0,0) spr(64,(mw-1-xOff)*s,j*s,0,1,1,0) end spr(65,xOff*s,yOff*s,0,1,0,1) spr(65,(mw-1-xOff)*s,yOff*s,0,1,0,2) spr(65,(mw-1-xOff)*s,(mh-1-yOff)*s,0,1,0,3) spr(65,xOff*s,(mh-1-yOff)*s,0,1,0,0) for i=xOff+1, mw-2-xOff do for j=yOff+1, mh-2-xOff do spr(66,i*s,j*s,0,1,0,1) end end spr(80,4*s,4*s,0) print("x "..coinBlue,5*s+4,4*s+2) spr(81,4*s,6*s,0) print("x "..coinRed,5*s+4,6*s+2) spr(82,4*s,8*s,0) print("x "..coinYellow,5*s+4,8*s+2) end function draw(state) if currentState == GameState.start then drawStart() elseif currentState == GameState.game then drawGame() elseif currentState == GameState.market then drawMarket() elseif currentState == GameState.gameover then drawGameOver() end end function update(state) if currentState == GameState.start then if btnp(4) then -- A (Z key) currentState = GameState.game end elseif currentState == GameState.game then updateGame() elseif currentState == GameState.market then if btnp(4) then -- A (Z key) currentState = GameState.game end elseif currentState == GameState.gameover then if btnp(4) then -- A (Z key) currentState = GameState.start end end end function updateGame() if life == 0 then currentState = GameState.gameover return end if t%10 ==0 then life=life-1 end if btnp(4) then -- A (Z key) currentState = GameState.market end if btnp(5) then -- B (X key) currentState = GameState.gameover end end p=Player function TIC() update(currentState) draw(currentState) t=t+1 end -- -- 001:0bbbbbbbbb5b55b5b54544545444444444444444444444c44c44444444444444 -- 002:bbbbbbbb5b55b55b454454454444444444444444444444c44c44444444444444 -- 003:bbbbbbb0b55b555b544544554444444544444444444444c44c44444444444444 -- 017:444444444444c4444c444444444444c444444444444444c444c4444444444444 -- 064:03aaaa3703aaaa3703aa3a3703aaaa3703aaaa3703aaaa3703a3aa3703aaaa37 -- 065:03aaaa3703aa3a3303aaaaaa03aaaaaa03aaaa3a033aaaaa0033333300000000 -- 066:7777777777777777777777777777777777777777777777777777777777777777 -- 080:0088880008822880082882800828828008288280082882800882288000888800 -- 081:00cccc000cc66cc00c6cc6c00c6cc6c00c6cc6c00c6cc6c00cc66cc000cccc00 -- 082:00eeee000ee99ee00e9ee9e00e9ee9e00e9ee9e00e9ee9e00ee99ee000eeee00 -- 083:0660066066666666666666666666666666666666066666600066660000066000 -- 084:000008880000880000880000008eeeee08ee00008ee666608666006680000000 -- 085:0333333333000000300000003000000030000000300000003300000003333333 -- 086:3333333300000000000000000000000000000000000000000000000033333333 -- -- -- 001:00044000000cc000000cc000006666000606606000c88c000008080000080800 -- 017:00044000000cc000000cc0000006600000066c00000888000088080000000800 -- 018:00044000000cc000000cc000006666c000c66000000888800008008000880000 -- 033:00044000000cc0c0000cc060006666600066c600000888800888008000000080 -- 034:000440000c0cc0c0060cc0600666666000066600000888000080008008000008 -- -- -- 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