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Cart #shmup_1k_werxzy-0 | 2024-02-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

After seeing LokiStriker's and Achie's shmups made in 1024 compressed bytes, I wanted to give it a go.

Here's the uncompressed source code.

--1k shmup
--werxzy

-- enemy data
ty=split("⁶:425affffe7662400,0.01,0,7,0,0.3,0,-0.0001,2,5,5`⁶:425affffe7662400,0.01,0,7,0,1.1,0,-0.01,1,3,3`⁶:22227f7f2a361c08,0,0,9,0,0.3,0,0.02,4,1,3`⁶:425affffe7662400,0,0,13,0,0.1,0,0,3,30,20`⁶:3c42bdbdbda5423c,0,0,5,0,0.25,0,-0.0005,5,20,25","`")
-- bullet data
bty=split("●,1,0,0,0.8,1,60`✽,1,-15,15,0.4,3,200`✽,0,-120,10,0.4,7,100`\feミ,0,0,180,1,2,20`✽,1,0,36,1,10,30","`")
cartdata"shm1k_werx"
function _init()
    en,bul,pb,px,py,ph,pi,pc,sc = {},{},{},64,80,3,0,0,0
end

function _update60()
    cls()
    if ph ~= 0 then
        -- spawn regular enemy
        if t() % 2 == 1 then
            e=add(en, split(ty[rnd{1,2,3}]))
            e[7]=rnd(e[2])-e[2]/2
            e.r,e[2]=rnd(20),rnd(100)+10
        end

        -- spawn boss enemy
        if t() % 20 == 1 then
            e=add(en, split(ty[rnd{4,5}]))
            e.r,e[2]=rnd(20),64
        end

        -- player movement and drawing
        p_=btn(4)and 0.5or 1.2
        px+=(tonum(btn(1))-tonum(btn(0)))*p_
        py+=(tonum(btn(3))-tonum(btn(2)))*p_
        px=mid(px,120)
        py=mid(py,120)
        ?(pi%20<=10and"⁶:081c362a7f7f3614"or""),px,py,11
        -- player fires
        if pc<=0 and btn(4)then
            pc+=10
            add(pb,{"⁶:1c3e3e1c1c080800",px,py,3,0,-3.5,0,0})
            ?"\as3i7gc",0,0
        end

        -- update bullets, and enemy ships
        for t in all{pb,en,bul} do
            for o in all(t) do
                o[2]+=o[5]
                o[3]+=o[6]
                o[5]+=o[7]
                o[6]+=o[8]
                if(not col(o,0,0,128,128))del(t,o)
                if o.r then
                    o.r-=1
                    if o.r<0then
                        b=split(bty[o[9]])
                        o.r=b[7]
                        nb(o[2],o[3],unpack(b))
                    end
                end
                ?unpack(o) -- draws ship or bullet
                 -- check player collision with enemy ships or bullets
                if pget(px+3,py+2) ~= 0 and pi==0 and t ~= pb then
                    ph-=1
                    pi=90
                    if(t==bul)del(t,o)
                    ?ph==0 and "\a<i6g1g2g1g2g1g2g1" or "\a<i6g1",0,0
                end

                if t==en then
                    -- check collision with each bullet
                    for b in all(pb) do
                        if col(o,b[2],b[3],5,5)then
                            del(pb,b)
                            o[10]-=1
                            ?o[10]==0 and "\a<i6g1g2g1g2g1g2g1" or "\a<i6g1",0,0
                            if o[10]==0 then
                                del(t,o)
                                sc += (o[11]>>16)*50
                            end
                        end
                    end
                end
            end
            if t == pb then
                pset(px+3,py+2,0)
            end
        end

        for i = 1,ph do
            ?"♥",i*6,118,8
        end

        -- high scores
        ?tostr(sc,2),6,1
        ?tostr($0x5e00,2)
        poke4(0x5e00, max($0x5e00, sc))
        -- cooldowns
        pi = max(pi-1)
        pc = max(pc-1)
    else
        ?"game over\n"..tostr(sc,2),50,50
        if(btnp(5))_init()
    end

end

function col(o,x,y,w,h)
    x-=o[2]y-=o[3]
    return x<8and x+w>0and y<5and y+h>0
end

-- bullet generation function
function nb(x,y,ch,pt,as,ad,sp,c)
    a=atan2(px-x,py-y)*pt+as/360
    for _=1,c do
        add(bul,{ch,x,y,8,cos(a)*sp,sin(a)*sp,0,0})
        a+=ad/360
    end
end
P#141804 2024-02-23 02:23


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