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part15-single-room.p8
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part15-single-room.p8
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pico-8 cartridge // http://www.pico-8.com
version 16
__lua__
debug = true
outside = {}
outside.x = 0
outside.y = 0
outside.w = 22
outside.h = 11
outside.bg = 3
shop = {}
shop.x = 22
shop.y = 0
shop.w = 12
shop.h = 8
shop.bg = 2
currentroom = outside
-- a table comtaining all game entities
entities = {}
function ycomparison(a,b)
if a.position == nil or b.position == nil then return false end
return a.position.y + a.position.h >
b.position.y + b.position.h
end
function sort(list, comparison)
for i = 2,#list do
local j = i
while j > 1 and comparison(list[j-1], list[j]) do
list[j],list[j-1] = list[j-1],list[j]
j -= 1
end
end
end
function canwalk(x,y)
return not fget(mget(x/8,y/8),7)
end
function touching(x1,y1,w1,h1,x2,y2,w2,h2)
return x1+w1 > x2 and
x1 < x2+w2 and
y1+h1 > y2 and
y1 < y2+h2
end
function newbounds(xoff,yoff,w,h)
local b = {}
b.xoff = xoff
b.yoff = yoff
b.w = w
b.h = h
return b
end
function newtrigger(xoff,yoff,w,h,f)
local t = {}
t.xoff = xoff
t.yoff = yoff
t.w = w
t.h = h
t.f = f
return t
end
-- creates and returns a new control component
function newcontrol(left,right,up,down,input)
local c = {}
c.left = left
c.right = right
c.up = up
c.down = down
c.input = input
return c
end
-- creates and returns a new intention component
function newintention()
local i = {}
i.left = false
i.right = false
i.up = false
i.down = false
i.moving = false
return i
end
-- creates and returns a new position
function newposition(x,y,w,h)
local p = {}
p.x = x
p.y = y
p.w = w
p.h = h
return p
end
-- creates and returns a new sprite
function newsprite(sl,i)
local s = {}
s.spritelist = sl
s.index = i
s.flip = false
return s
end
function newanimation(d,t)
local a = {}
a.timer = 0
a.delay = d
a.type = t
return a
end
-- creates and returns a new entity
function newentity(componenttable)
local e = {}
e.position = componenttable.position or nil
e.sprite = componenttable.sprite or nil
e.control = componenttable.control or nil
e.intention = componenttable.intention or nil
e.bounds = componenttable.bounds or nil
e.animation = componenttable.animation or nil
e.trigger = componenttable.trigger or nil
return e
end
function playerinput(ent)
ent.intention.left = btn(ent.control.left)
ent.intention.right = btn(ent.control.right)
ent.intention.up = btn(ent.control.up)
ent.intention.down = btn(ent.control.down)
ent.intention.moving = ent.intention.left or ent.intention.right or
ent.intention.up or ent.intention.down
end
function npcinput(ent)
ent.intention.left = true
end
controlsystem = {}
controlsystem.update = function()
for ent in all(entities) do
if ent.control ~= nil and ent.intention ~= nil then
ent.control.input(ent)
end
end
end
physicssystem = {}
physicssystem.update = function()
for ent in all(entities) do
if ent.position and ent.bounds then
local newx = ent.position.x
local newy = ent.position.y
if ent.intention then
if ent.intention.left then newx -= 1 end
if ent.intention.right then newx += 1 end
if ent.intention.up then newy -= 1 end
if ent.intention.down then newy += 1 end
end
local canmovex = true
local canmovey = true
--
-- map collision
--
-- update x position if allowed to move
if not canwalk(newx+ent.bounds.xoff,ent.position.y+ent.bounds.yoff) or
not canwalk(newx+ent.bounds.xoff+ent.bounds.w-1,ent.position.y+ent.bounds.yoff+ent.bounds.h-1) or
not canwalk(newx+ent.bounds.xoff,ent.position.y+ent.bounds.yoff) or
not canwalk(newx+ent.bounds.xoff+ent.bounds.w-1,ent.position.y+ent.bounds.yoff+ent.bounds.h-1) then
canmovex = false
end
-- update y position if allowed to move
if not canwalk(ent.position.x+ent.bounds.xoff,newy+ent.bounds.yoff) or
not canwalk(ent.position.x+ent.bounds.xoff+ent.bounds.w-1,newy+ent.bounds.yoff) or
not canwalk(ent.position.x+ent.bounds.xoff+ent.bounds.w-1,newy+ent.bounds.yoff+ent.bounds.h-1) or
not canwalk(ent.position.x+ent.bounds.xoff+ent.bounds.w-1,newy+ent.bounds.yoff+ent.bounds.h-1) then
canmovey = false
end
--
-- entity collision
--
-- check x
for o in all(entities) do
if o.position and o.bounds then
if o ~= ent and
touching(newx+ent.bounds.xoff,ent.position.y+ent.bounds.yoff,ent.bounds.w,ent.bounds.h,
o.position.x+o.bounds.xoff,o.position.y+o.bounds.yoff,o.bounds.w,o.bounds.h) then
canmovex = false
end
end
end
-- check y
for o in all(entities) do
if o.position and o.bounds then
if o ~= ent and
touching(ent.position.x+ent.bounds.xoff,newy+ent.bounds.yoff,ent.bounds.w,ent.bounds.h,
o.position.x+o.bounds.xoff,o.position.y+o.bounds.yoff,o.bounds.w,o.bounds.h) then
canmovey = false
end
end
end
if canmovex then ent.position.x = newx end
if canmovey then ent.position.y = newy end
end
end
end
animationsystem = {}
animationsystem.update = function()
for ent in all(entities) do
if ent.sprite and ent.animation then
if ent.animation.type == 'always' or (ent.intention and ent.animation.type == 'walk' and ent.intention.moving) then
-- increment the animation timer
ent.animation.timer += 1
-- if the timer is higher than the delay
if ent.animation.timer > ent.animation.delay then
-- increment then index ans reset the timer
ent.sprite.index += 1
if ent.sprite.index > #ent.sprite.spritelist then
ent.sprite.index = 1
end
ent.animation.timer = 0
end
else
ent.sprite.index = 1
end
end
end
end
triggersystem = {}
triggersystem.update = function()
for ent in all(entities) do
if ent.trigger and ent.position then
for o in all(entities) do
if o.bounds and o.position then
if touching(ent.position.x+ent.trigger.xoff,ent.position.y+ent.trigger.yoff,ent.trigger.w,ent.trigger.h,
o.position.x+o.bounds.xoff,o.position.y+o.bounds.yoff,o.bounds.w,o.bounds.h) then
ent.trigger.f(ent,o)
end
end
end
end
end
end
gs = {}
gs.update = function()
cls()
sort(entities, ycomparison)
local camerax = -64+player.position.x+(player.position.w/2)
local cameray = -64+player.position.y+(player.position.h/2)
--centre camera on player
camera(camerax,cameray)
map()
-- draw all entities with sprites and positions
for ent in all(entities) do
-- flip sprites?
if ent.sprite and ent.intention then
if ent.sprite.flip == false and ent.intention.left then ent.sprite.flip = true end
if ent.sprite.flip and ent.intention.right then ent.sprite.flip = false end
end
-- draw entity
if ent.sprite ~= nil and ent.position ~= nil then
sspr(ent.sprite.spritelist[ent.sprite.index][1],
ent.sprite.spritelist[ent.sprite.index][2],
ent.position.w, ent.position.h,
ent.position.x, ent.position.y,
ent.position.w, ent.position.h,
ent.sprite.flip,false)
end
-- draw bounding boxes
if debug then
-- bounding boxes
if ent.position and ent.bounds then
rect(ent.position.x+ent.bounds.xoff,
ent.position.y+ent.bounds.yoff,
ent.position.x+ent.bounds.xoff+ent.bounds.w-1,
ent.position.y+ent.bounds.yoff+ent.bounds.h-1,9)
end
-- trigger boxes
if ent.position and ent.trigger then
rect(ent.position.x+ent.trigger.xoff,
ent.position.y+ent.trigger.yoff,
ent.position.x+ent.trigger.xoff+ent.trigger.w-1,
ent.position.y+ent.trigger.yoff+ent.trigger.h-1,10)
end
end
end
camera()
--crosshair sprite
--spr(16,64-4,64-4)
-- draw room border
-- top border
rectfill(-1,-1,128,(currentroom.y*8)-cameray-1,currentroom.bg)
-- left border
rectfill(-1,-1,(currentroom.x*8)-camerax-1,128,currentroom.bg)
-- right border
rectfill((currentroom.x+currentroom.w)*8-camerax,-1,128,128,currentroom.bg)
-- bottom border
rectfill(-1,(currentroom.y+currentroom.h)*8-cameray,128,128,currentroom.bg)
end
function _init()
-- create a player entity
player = newentity({
-- create a position component
position = newposition(10,10,4,8),
-- create a sprite component
sprite = newsprite({{8,0},{12,0},{16,0},{20,0}},1),
-- create a control component
control = newcontrol(0,1,2,3,playerinput),
-- create an intention component
intention = newintention(),
-- create a new bounding box
bounds = newbounds(0,6,4,2),
-- create a new animation component
animation = newanimation(3,'walk')
})
add(entities,player)
-- create a tree entity
add(entities,
newentity({
-- create a position component
position = newposition(30,30,16,16),
-- create a sprite component
sprite = newsprite({{8,8}},1),
-- create a new bounding box
bounds = newbounds(6,12,4,4)
})
)
-- create a shop entity
add(entities,
newentity({
-- create a position component
position = newposition(60,40,16,16),
-- create a sprite component
sprite = newsprite({{40,0}},1),
-- create a new bounding box
bounds = newbounds(0,8,16,8),
-- create a new trigger component
trigger = newtrigger(10,16,5,3,
function(self,other)
if other == player then
currentroom = shop
other.position.x = 240
other.position.y = 40
end
end)
})
)
-- create a shop door exit trigger
add(entities,
newentity({
-- create a position component
position = newposition(240,55,16,3),
-- create a new trigger component
trigger = newtrigger(0,0,8,3,
function(self,other)
if other == player then
currentroom = outside
other.position.x = 70
other.position.y = 55
end
end)
})
)
end
function _update()
--check player input
controlsystem.update()
-- move entities
physicssystem.update()
-- animate entities
animationsystem.update()
-- check triggers
triggersystem.update()
end
function _draw()
gs.update()
end
__gfx__
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__map__
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