// title:  game title
// author: Fabien Freling
// desc:   (Major Jam 8)
// script: wren
import "random" for Random
var W = 240
var H = 136
var R = Random.new()
var TileSize = 8
var DbgBox = false
class Color {
	static black { 0 }
	static purple { 1 }
	static red { 2 }
	static orange { 3 }
	static yellow { 4 }
	static green_light { 5 }
	static green { 6 }
	static green_dark { 7 }
	static white { 12 }
}
class Star {
	construct new(x, y, size, scrollSpeed, color) {
		_x = x
		_y = y
		_size = size
		_scrollSpeed = scrollSpeed
		_color = color
	}
	update() {
		_x = _x - _scrollSpeed
	}
	draw() {
		TIC.circ(_x, _y, _size, _color)
	}
	expired {
		_x + _size < 0
	}
}
class Bullet {
	construct new(x, y) {
		_x = x
		_y = y
		_w = 8
		_h = 6
		_speed = 5
	}
	x { _x }
	y { _y }
	w { _w }
	h { _h }
	update() {
		_x = _x + _speed
	}
	draw() {
		//TIC.rect(_x, _y, _w, _h, 4)
		TIC.spr(288, _x, _y - 4, 0)
	}
	expired {
		_x > W
	}
}
class Enemy {
	construct new(x, y) {
		_x = x
		_y = y
		_w = 8
		_h = 8
		_speed = 1
		_alive = true
	}
	x { _x }
	y { _y }
	w { _w }
	h { _h }
	expired { !_alive }
	update() {
		_x = _x - _speed
		if (_x < -_w) {
			_alive = false
		}
	}
	draw() {
		TIC.spr(258, _x - _w / 2, _y - _h / 2, 0)
	}
	hit() {
		_alive = false
	}
}
class Player {
	construct new(x, y) {
		_x = x
		_y = y
		_w = 16
		_h = 16
		// box size
		_bw = 12
		_bh = 10
		_speed = 1
		_bullets = []
		_alive = true
	}
	x { _x }
	y { _y }
	w { _w }
	h { _h }
	bw { _bw }
	bh { _bh }
	bullets { _bullets }
	alive { _alive }
	update() {
		if (TIC.btn(0)) {
			_y = _y - _speed
		}
		if (TIC.btn(1)) {
			_y = _y + _speed
		}
		if (TIC.btn(2)) {
			_x = _x - _speed
		}
		if (TIC.btn(3)) {
			_x = _x + _speed
		}
		_x = _x.clamp(_w / 2, W - _w / 2)
		_y = _y.clamp(_h / 2, H - _h / 2)
		if (TIC.btnp(4, 5, 10)) {
			shoot()
		}
		for (b in _bullets) {
			b.update()
		}
		while (_bullets.count > 0 && _bullets[0].expired) {
			_bullets.removeAt(0)
		}
	}
	draw() {
		if (!_alive) {
			return
		}
		TIC.spr(256, _x - _w / 2, _y - _h / 2, 0, 1, 0, 0, 2, 2)
		for (b in _bullets) {
			b.draw()
		}
		if (DbgBox) {
			TIC.rectb(_x - _w / 2, _y - _h / 2, _w, _h, 5)
			TIC.rectb(_x - _bw / 2, _y - _bh / 2, _bw, _bh, Color.red)
		}
	}
	shoot() {
		_bullets.add(Bullet.new(_x + _w / 2, _y))
	}
	die() {
		_alive = false
	}
}
class Explosion {
	construct new(x, y) {
		_x = x
		_y = y
		_countdown = 10
		_t = 0
	}
	expired { _t > _countdown }
	update() {
		_t = _t + 1
	}
	draw() {
		if (_t <= 2) {
			TIC.circ(_x, _y, 10, Color.white)
		} else if (_t <= 4) {
			TIC.circ(_x, _y, 10, Color.red)
		} else if (_t <= 6) {
			TIC.circ(_x - 4, _y - 4, 4, Color.white)
			TIC.circ(_x - 4, _y + 4, 4, Color.white)
			TIC.circ(_x + 4, _y + 4, 4, Color.white)
			TIC.circ(_x + 4, _y - 4, 4, Color.white)
		} else if (_t <= 8) {
			TIC.circ(_x - 4, _y - 4, 4, Color.red)
			TIC.circ(_x - 4, _y + 4, 4, Color.red)
			TIC.circ(_x + 4, _y + 4, 4, Color.red)
			TIC.circ(_x + 4, _y - 4, 4, Color.red)
		}
	}
}
class World {
	construct new() {
		_t = 0
		_stars = []
		_enemies = []
		_vfx = []
		_player = Player.new(W / 2, H / 2)
		_world_x = 0
		_world_y = 0
		_w_offset_x = 0
		_world_scroll_speed = 60 / 2
		// init background
		for (i in 0..W) {
			update()
		}
		_remap = Fn.new {|tile, x, y|
			if (tile == 33) {
				this.spawn(tile, x, y)
				return 0
			}
			return tile
		}
	}
	collect(list) {
		var i = 0
		while (i < list.count) {
			//System.print("%(list[i])")
			if (list[i].expired) {
				//System.print("remove element from list")
				list.removeAt(i)
			} else {
				i = i + 1
			}
		}
	}
	spawn(tile, x, y) {
		_enemies.add(Enemy.new(x * 4, y * 4))
		TIC.mset(x, y, 0)
	}
	update() {
		if (_player.alive) {
			_player.update()
			for (s in _stars) {
				s.update()
			}
		}
		for (e in _enemies) {
			e.update()
		}
		for (v in _vfx) {
			v.update()
		}
		// Generation
		//
		// small stars
		if (_t % 30 == 0) {
			_stars.add(Star.new(W, R.int(0,H), 1, 1, 12))
		}
		// medium stars
		var width = 10
		var spaceBetween = width * 10
		var speed = 0.1
		var mediumTick = (spaceBetween + width) / speed
		if (_t % mediumTick == 0) {
			_stars.add(Star.new(W, R.int(0,H-20), width, speed, 13))
		}
		// Map scrolling
		if (_t % _world_scroll_speed == 0) {
			_world_x = _world_x + 1
		}
		_w_offset_x = -(_t % _world_scroll_speed) / (_world_scroll_speed / 8)
		if (_player.alive) {
			_t = _t + 1
		}
		// Collect
		while (_stars.count > 0 && _stars[0].expired) {
			_stars.removeAt(0)
		}
		collect(_enemies)
		collect(_vfx)
		// Collisions
		var i = 0
		while (i < _player.bullets.count) {
			var b = _player.bullets[i]
			var touched = false
			for (e in _enemies) {
				if (collide(b.x, b.y, b.w, b.h, e.x, e.y, e.w, e.h)) {
					_player.bullets.removeAt(i)
					e.hit()
					_vfx.add(Explosion.new(e.x + e.w / 2, e.y + e.h / 2))
					touched = true
					break
				}
			}
			if (!touched) {
				i = i + 1
			}
		}
		if (_player.alive) {
			var bx = _player.x - _player.bw / 2
			var by = _player.y - _player.bh / 2
			if (!(fgCheck(bx,            by) &&
				fgCheck(bx,              by + _player.bh) &&
				fgCheck(bx + _player.bw, by + _player.bh) &&
				fgCheck(bx + _player.bw, by))) {
				_player.die()
				_vfx.add(Explosion.new(_player.x, _player.y))
			}
			for (e in _enemies) {
				if (collide(bx, by, _player.bw, _player.bh, e.x, e.y, e.w, e.h)) {
					_player.die()
					_vfx.add(Explosion.new(_player.x, _player.y))
				}
			}
		}
	}
	collide(x1, y1, w1, h1, x2, y2, w2, h2) {
		// [x1]  [x2]
		if (x1 + w1 < x2) {
			return false
		}
		
		// [x2]  [x1]
		if (x1 > x2 + w2) {
			return false
		}
		// [y1]
		// [y2]
		if (y1 + h2 < y2) {
			return false
		}
		// [y2]
		// [y1]
		if (y1 > y2 + h2) {
			return false
		}
		return true
	}
	fgCheck(x, y) {
		var mapX = ((x + _w_offset_x) / TileSize) + _world_x
		var mapY = (y / TileSize) + _world_y
		var tile = TIC.mget(mapX, mapY)
		if (tile == 0) {
			return true
		}
		//System.print("collision at %(x), %(y)!")
		return false
	}
	draw() {
		for (s in _stars) {
			s.draw()
		}
		TIC.map(_world_x, _world_y, 30 + 1, 17 + 1, _w_offset_x, 0, 0, 1, _remap)
		for (v in _vfx) {
			v.draw()
		}
		for (e in _enemies) {
			e.draw()
		}
		_player.draw()
	}
}
class Game is TIC{
	state { _state }
	static start { "start" }
	static game { "game" }
	construct new() {
		_t=0
		_x=96
		_y=24
		_state = Game.start
		_world = World.new()
	}
	
	TIC() {
		update()
		draw()
		_t=_t+1
	}
	update() {
		_world.update()
	}
	draw() {
		TIC.cls(0)
		_world.draw()
	}
}
// 
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// 
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//