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game.p8
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pico-8 cartridge // http://www.pico-8.com
version 8
__lua__
--
-- map size is 1000x1000
--
--
-- starfield
--
starfield = {}
for i=1,1000 do
add(starfield, {
x = flr(rnd(1501)) - 750, -- [-750, 750]
y = flr(rnd(1501)) - 750, -- [-750, 750]
c = flr(rnd(3)) + 5, -- [5, 7]
})
end
--
-- planets
--
planets = {
{ -- sun
x = 0,
y = 0,
r = 100,
c = 7,
m = 100,
a = 0,
d = 0,
},
{ -- earth
x = 200,
y = -200,
r = 40,
c = 12,
m = 40,
a = rnd(1),
d = 200,
s = 0.0001,
},
{ -- mars
x = -300,
y = 300,
r = 30,
c = 2,
m = 30,
a = rnd(1),
d = 300,
s = 0.0002,
},
{ -- uranus
x = 500,
y = -500,
r = 50,
c = 6,
m = 60,
a = rnd(1),
d = 500,
s = 0.0004,
},
{ -- pluto
x = -600,
y = 600,
r = 20,
c = 15,
m = 20,
a = rnd(1),
d = 600, -- distance from sun
s = 0.0007,
},
}
--
-- player
--
player = {
-- initially stationed on earth
x = 0,
y = 0,
a = 0,
vel_x = 0,
vel_y = 0,
sp = 1,
sp_propel1 = 5,
sp_propel2 = 9,
sp_w = 4,
sp_h = 4,
c = 8,
r = 2,
-- use these to compute launch position
launched = false,
planet = 2,
planet_angle = 0,
radius_padding = 7,
-- did the player win the game
escaped = false,
dead = false,
delay = 0,
p1 = {
x = 0,
y = -1,
},
p2 = {
x = 0,
y = 6,
},
propellant = 5,
total_propellant = 5,
propelled = false,
propelled_t = 0,
}
--
-- camera
--
cam = {
x = 20,
y = 20,
pad = 20,
}
--
-- minimap
--
mmap = {
margin = 2,
w = 50,
border = 1,
}
--
-- explosions
--
explosions = {}
--
-- particles
--
particles = {}
--
-- score
--
score = 0
--
-- init
--
function _init()
_update = update_game
_draw = draw_game
cartdata("crappy_gravity_game")
end
--
-- game state
--
function update_game()
if not player.launched then
--
-- move camera
--
if player.x < cam.x+cam.pad then cam.x -= 2 end
if player.x > cam.x+128-cam.pad then cam.x += 2 end
if player.y < cam.y+cam.pad then cam.y -= 2 end
if player.y > cam.y+128-cam.pad then cam.y += 2 end
--
-- position player on planet
--
local planet = planets[player.planet]
local x = planet.x + cos(player.planet_angle) * (planet.r + player.radius_padding)
local y = planet.y + sin(player.planet_angle) * (planet.r + player.radius_padding)
player.x = x
player.y = y
--
-- rotate player
--
if btn(0) then player.planet_angle += 0.02 end
if btn(1) then player.planet_angle -= 0.02 end
--
-- rotate player cannon thing
--
-- adjacent, opposite (x, y)
local a, o = player.x - planet.x, player.y - planet.y
player.a = -(atan2(a, o) - 0.5)
--
-- launch
--
if btn(5) then
player.launched = true
propel_player()
local c = -round(cos(player.a))
local s = round(sin(player.a))
player.vel_x += c
player.vel_y += s
music(0)
end
else
if not player.escaped and not player.dead then
--
-- rotate player
--
if btn(0) then player.a -= 0.05 end
if btn(1) then player.a += 0.05 end
--
-- move player forward (increase velocity)
--
if player.propellant > 0 and btnp(2) then -- up
local c = -round(cos(player.a))
local s = round(sin(player.a))
player.vel_x += c
player.vel_y += s
propel_player()
end
--
-- move player backward (decrease velocity)
--
if player.propellant > 0 and btnp(3) then -- down
local c = round(cos(player.a + 0.25))
local s = round(sin(player.a + 0.25))
player.vel_x += c
player.vel_y += s
propel_player()
end
--
-- add planet gravity
--
-- sum up forces from each planet
for p in all(planets) do
local grav_x, grav_y = planet_gravity(p, player.x, player.y)
player.vel_x += grav_x
player.vel_y += grav_y
end
--
-- move player
--
player.x += player.vel_x
player.y += player.vel_y
--
-- move camera
--
if player.x < cam.x+cam.pad then cam.x += player.vel_x end
if player.x > cam.x+128-cam.pad then cam.x += player.vel_x end
if player.y < cam.y+cam.pad then cam.y += player.vel_y end
if player.y > cam.y+128-cam.pad then cam.y += player.vel_y end
--
-- check if the player escaped the solar system
--
if player.x > 600 or player.y > 600 or player.x < -600 or player.y < -600 then
player.escaped = true
score += 10000
end
--
-- check if the player hit a planet
--
for p in all(planets) do
if in_circle(p.x, p.y, p.r, player.x, player.y) then
player.dead = true
music(-1, 300)
add_explosion(player.x, player.y)
end
end
else
if player.escaped then
--
-- move player forward
--
player.x += player.vel_x
player.y += player.vel_y
end
end
end
--
-- make planets orbit
--
for i=2,#planets do
local p = planets[i]
p.a += p.s
p.x = p.d * cos(p.a)
p.y = p.d * sin(p.a)
end
--
-- update explosion time
--
for e in all(explosions) do
e.t += 2
if e.t > 60 then
del(explosions, e)
end
end
--
-- update player propel animation
--
if player.propelled then
player.propelled_t -= 1
end
if player.propelled_t <= 0 then
player.propelled = false
end
--
-- update particles
--
for p in all(particles) do
p.x += cos(p.a)
p.y += sin(p.a)
p.t -= 1
if p.t <= 0 then
del(particles, p)
end
end
--
-- update score
--
if player.launched and not player.dead then
score += 1
end
--
-- wait 2-3 seconds before switching state
--
if player.escaped or player.dead then
player.delay += 1
end
if player.delay > 120 then
if player.dead or player.escaped then
game_over()
end
end
end
function propel_player()
sfx(0)
player.propellant -= 1
player.propelled = true
player.propelled_t = 30
-- negate angle
local a = -player.a
if a < 0 then
a += 1
end
for i=1,3 do
local r = rnd(1) * 0.4 - 0.2
add(particles, {
x = player.x,
y = player.y,
t = 30,
a = a + r,
})
end
end
function round(n)
local fraction = n % 1
if fraction > 0.5 then
return flr(n)+1
end
return flr(n)
end
function draw_game()
cls(1)
camera(cam.x, cam.y)
--
-- draw starfield
--
for s in all(starfield) do
pset(s.x, s.y, s.c)
end
--
-- draw player
--
if not player.dead then
--local p = player
--local x, y = rotate(p.x + p.p2.x, p.y + p.p2.y, p.x, p.y, p.a)
--line(p.x, p.y, x, y, p.c)
--circfill(p.x, p.y, p.r, p.c)
spr_r(player.sp, player.x-16, player.y-16, player.a, player.sp_w, player.sp_h)
end
--
-- draw planets
--
for p in all(planets) do
circfill(p.x, p.y, p.r, p.c)
end
if btn(4) then -- z
--
-- draw map
--
rectfill(
cam.x + mmap.margin - mmap.border,
cam.y + 127 - mmap.margin - mmap.w - mmap.border,
cam.x + mmap.margin + mmap.w + mmap.border,
cam.y + 127 - mmap.margin + mmap.border,
7 -- white
)
rectfill(
cam.x + mmap.margin,
cam.y + 127 - mmap.margin - mmap.w,
cam.x + mmap.margin + mmap.w,
cam.y + 127 - mmap.margin,
1 -- dark blue
)
--
-- draw stuff in map
--
local scale = mmap.w / 2000
for p in all(planets) do
circfill(
cam.x + mmap.margin + mmap.w/2 + p.x * scale,
cam.y + 127 - mmap.margin - mmap.w/2 + p.y * scale,
p.r * scale,
p.c
)
end
--
-- draw player in map
--
circfill(
cam.x + mmap.margin + mmap.w/2 + player.x * scale,
cam.y + 127 - mmap.margin - mmap.w/2 + player.y * scale,
1,
player.c
)
end
--
-- print debug info
--
if player.escaped then
local t = time()
local m = flr(t * 2) % 2
print("escape success", cam.x + 5, cam.y + 5, m + 9)
else
print("score: " .. score, cam.x+2, cam.y+2, 15)
if player.dead then
print("ship destroyed", cam.x + 2, cam.y + 2 + 8, 15)
--print("vel: " .. player.vel_x .. ',' .. player.vel_y, cam.x + 2, cam.y + 2, 15)
end
-- for p in all(planets) do
-- if in_circle(p.x, p.y, p.r, player.x, player.y) then
-- print(p.r .. ' true', cam.x + 2, cam.y +2 + 20, 15)
-- end
-- end
end
--
-- visualize propellant
--
local margin = 2
local width = 40
local padding = 1
local height = 3
rectfill(
cam.x + 127 - margin - 2*padding - width,
cam.y + margin,
cam.x + 127 - margin,
cam.y + margin + 2*padding + height,
7
)
local gas = player.propellant - player.total_propellant
if gas > -player.total_propellant then
rectfill(
cam.x + 127 - margin - padding - width,
cam.y + margin + padding,
cam.x + 127 - margin - padding + gas*width/player.total_propellant,
cam.y + margin + padding + height,
11
)
else
rectfill(
cam.x + 127 - margin - padding - width,
cam.y + margin + padding,
cam.x + 127 - margin - padding - width + 1,
cam.y + margin + padding + height,
8
)
end
--
-- draw explosions
--
for e in all(explosions) do
circ(e.x, e.y, e.t/2, 8+e.t%3)
end
--
-- draw particles
--
for p in all(particles) do
circ(p.x, p.y, 1, 10)
end
end
--
-- game over state
--
function game_over()
_update = update_game_over
_draw = draw_game_over
-- get all the high scores
scores = {}
for i=1,5 do
add(scores, dget(i))
end
add(scores, score)
sort(scores)
-- store all the scores
local j = 1
for i=6,2,-1 do
local s = scores[i]
dset(j, s)
j += 1
end
end
function update_game_over()
end
function draw_game_over()
cls()
camera()
print("game over", 20, 20, 7)
print("high scores:", 20, 30, 7)
-- display scores
for i=1,5 do
local v = dget(i)
if v != nil and v > 0 then
print(i .. '.' .. v, 20, 40 + i*10, 7)
else
print(i .. '.' .. "--", 20, 40 + i*10, 7)
end
end
end
--
-- helper functions
--
-- lol
function sort(a)
for i=1,#a do
local j = i
while j > 1 and a[j-1] > a[j] do
a[j],a[j-1] = a[j-1],a[j]
j = j - 1
end
end
end
-- rotate (x,y) around (cx,cy) by angle.
-- https://www.lexaloffle.com/bbs/?tid=29275
function rotate(x, y, cx, cy, angle)
local sina = sin(angle)
local cosa = cos(angle)
-- local space
x -= cx
y -= cy
-- rotation matrix
local rotx = cosa*x - sina*y
local roty = sina*x + cosa*y
-- world space
rotx += cx
roty += cy
return rotx, roty
end
-- https://www.lexaloffle.com/bbs/?tid=3593
function spr_r(s,x,y,a,w,h)
sw=(w or 1)*8 -- 32
sh=(h or 1)*8 -- 32
sx=(s%8)*8 -- 8
sy=flr(s/8)*8 -- 0
x0=flr(0.5*sw) -- 16
y0=flr(0.5*sh) -- 16
--a=a/360 -- fraction
sa=sin(a) -- yep
ca=cos(a) -- yep
for ix=0,sw-1 do -- 0 to 31
for iy=0,sh-1 do -- 0 to 31
dx=ix-x0
dy=iy-y0
xx=flr(dx*ca-dy*sa+x0) -- rotation magic
yy=flr(dx*sa+dy*ca+y0) -- rotatino magic
if (xx>=0 and xx<sw and yy>=0 and yy<=sh) then
pset(x+ix,y+iy,sget(sx+xx,sy+yy))
end
end
end
end
-- does a point (px, py) contained by a circle whose center is at (x, y) with
-- radius r
function in_circle(x, y, r, px, py)
local dx = px - x
local dy = py - y
if abs(dx) > 150 then return false end
if abs(dy) > 150 then return false end
local dxx = dx*dx
local dyy = dy*dy
local result = sqrt(dxx + dyy)
-- dx*dx might overflow, so check that sqrt
-- is positive by checking if result is greater than zero
return result < r and result > 0 and (dxx+dyy > 0)
end
function add_explosion(x, y)
sfx(1)
add(explosions, {
x = x,
y = y,
t = 0,
})
end
function planet_gravity(planet, x, y)
-- keep direction
local dx = (planet.x - x) / 100 -- stay within pico8 limits
local dy = (planet.y - y) / 100 -- stay within pico8 limits
local dx2 = dx*dx
local dy2 = dy*dy
local gravity = 1/(dx2+dy2)
return planet.m/1000 * dx * gravity, planet.m/1000 * dy * gravity
end
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