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combocosmos.p8
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pico-8 cartridge // http://www.pico-8.com
version 41
__lua__
function _init()
version = 1.1
t=0
star_timer = 0
make_colors()
player = make_player()
game_over = false
intro = true
music(0)
score = 0
hi_score = 0
intensity = 0
for i=0,20 do
local col = colors_string[ceil(rnd(4))]
local size = anim_string[ceil(rnd(2))]
new_particle(rnd(128),rnd(128),-rnd(0.5) - 0.25,rnd(0.125)-0.0625,rnd(5) + 48,col,nil,size)
end
end
function _update60()
t += 1
for p in all(particles) do
p:update()
end
star_timer += 1
if star_timer > 12 then
star_timer = 0
local col = colors_string[ceil(rnd(4))]
local size = anim_string[ceil(rnd(2))]
new_particle(127,rnd(128),-rnd(0.5) - 0.25,rnd(0.125)-0.0625,rnd(5) + 48,col,nil,size)
end
handle_shake()
if intro then
if btn(4) then
intro = false
sfx(14,2)
make_explosion_combo(player.x,player.y)
meteor_speed = 1
end
return
end
if game_over then
player:update()
if btn(4) then
game_over = false
player.x = 64
player.y = 64
player.dx = 0
player.dy = 0
meteor_speed = 1
music(0)
score = 0
intensity = 0
sfx(14,2)
make_explosion_combo(player.x,player.y)
end
return
end
meteor_timer += meteor_speed
if meteor_timer > 30 then
meteor_timer = 0
if(rnd() > 0.1) then
make_meteor()
else
make_boost()
end
end
for d in all(debris_list) do
d:update()
end
for m in all(meteors) do
m:update()
end
for b in all(boosts) do
b:update()
end
for t in all(texts) do
t:update()
end
player:update()
end
function _draw()
cls()
for p in all(particles) do
p:draw()
end
for d in all(debris_list) do
d:draw()
end
for m in all(meteors) do
m:draw()
end
for b in all(boosts) do
b:draw()
end
for t in all(texts) do
t:draw()
end
if not intro then
player:draw()
end
rect(0,0,127,127,5)
if not intro then
rectfill(0,127-8,127,127,13)
local speed_text = "speed:"
for i=1,min(meteor_speed,2.75),0.25 do
speed_text = speed_text .. "★"
end
print(speed_text,4,120,7)
print(score,127 - (#tostring(score) * 4),120,7)
end
if game_over then
nicetext("game over",48,64-8)
nicetext("press z to restart",32,64)
nicetext("high score: " .. hi_score,32,64+8)
nicetext("score: " .. score,32,64+16)
end
if intro then
draw_intro(0,0)
end
end
function draw_intro(x,y)
shit = {}
shit["c"] = 7
shit["o"] = 8
shit["m"] = 9
shit["b"] = 10
shit["s"] = 11
str = "combo cosmos"
--print(#str,0,0)
for i=0,#str do
local c = sub(str,i,i)
local s = shit[c]
if(s) then
pal(7,5)
spr(s,(i - 1) * 8 + 8,9)
pal()
spr(s,(i - 1) * 8 + 8,8)
end
end
nicetext("prismapunch games",9,18)
nicetext("⬆️⬇️⬅️➡️ to move", 32, 128-24)
nicetext("z to start",44,128-16)
--drawing the good the bad and the ugly
nicetext("bad:",32,128-42)
for i=0,6 do
spr(i + 16,48 + (i * 9), 128-43)
end
nicetext("good:",32,128-50)
for i=0,2 do
spr(i + 12,52 + (i * 9), 128-51)
end
nicetext(version,2,128-8)
end
function nicetext(text,x,y)
print(text,x,y+1,5)
print(text,x,y,7)
end
-->8
particles = {}
function make_colors()
colors = {}
colors_string = {"red","yellow","green","blue"}
colors["red"] = {8,2}
colors["yellow"] = {10,9}
colors["green"] = {11,3}
colors["blue"] = {12,1}
anim = {}
anim_string = {"big","mid","sml","flm"}
anim["big"] = {48,49}
anim["mid"] = {50,51}
anim["sml"] = {52}
anim["flm"] = {58,59,60,61}
end
function new_particle(x,y,dx,dy,sprite,col,life,animation)
local particle = {}
particle.x = x
particle.y = y
particle.dx = dx
particle.dy = dy
particle.sprite = sprite
particle.col = col
particle.animation = animation
particle.ot = animation == "flm"
particle.otv = 0
if(life == nil) then particle.life = 800 else particle.life = life end
particle.draw = function(this)
pal(12,colors[this.col][1])
pal(1,colors[this.col][2])
if this.animation then
spr(getframe(anim[this.animation],this.otv),this.x,this.y)
else
spr(this.sprite,this.x,this.y)
end
end
particle.update = function(this)
this.x += dx
this.y += dy
if this.ot then
this.otv += 1
end
if not in_bounds(this.x,this.y) then
del(particles,this)
end
this.life -= 1
if this.life < 0 then
del(particles,this)
end
end
add(particles,particle)
end
function make_explosion(x,y)
for i=0,10 do
local dx = rnd(4)-2
local dy = rnd(4)-2
new_particle(x,y,dx,dy,52,"blue",60)
end
end
function make_explosion_boost(x,y)
for i=0,4 do
local dx = -rnd(1) - 1
local dy = rnd(2)-1
new_particle(x,y,dx,dy,53,"blue",60)
end
end
function make_explosion_shield(x,y)
for i=0,4 do
local dx = rnd(1) - 1
local dy = rnd(1) - 1
new_particle(x,y,dx,dy,53,"green",60,"mid")
end
end
function make_explosion_flame(x,y)
for i=0,4 do
local dx = rnd(1) - 1
local dy = rnd(1) - 1
new_particle(x,y,dx,dy,53,"red",60,"mid")
end
end
function make_explosion_flame_boost(x,y)
for i=0,8 do
local dx = -rnd(2)
local dy = rnd(1) - 0.5
new_particle(x,y,dx,dy,58,"red",48,"flm")
end
end
function make_explosion_combo(x,y)
for i=0,10 do
local dx = rnd(2)-1
local dy = rnd(2)-1
new_particle(x,y,dx,dy,52,"blue",60)
end
end
function handle_shake()
local offset_x = rnd(8)-4
local offset_y = rnd(8)-4
offset_x *= intensity
offset_y *= intensity
camera(offset_x,offset_y)
intensity *= 0.97
if intensity < 0.05 then
intensity = 0
camera(0,0)
end
end
-->8
function in_bounds(x,y)
if x < 0 or y < 0 or x > 128 or y > 128 then
return false
end
return true
end
function abs_box(s)
local box = {}
box.x1 = s.box.x1 + s.x
box.y1 = s.box.y1 + s.y
box.x2 = s.box.x2 + s.x
box.y2 = s.box.y2 + s.y
return box
end
function coll(a,b)
local box_a = abs_box(a)
local box_b = abs_box(b)
if box_a.x1 > box_b.x2 or
box_a.y1 > box_b.y2 or
box_b.x1 > box_a.x2 or
box_b.y1 > box_a.y2 then
return false
end
return true
end
function getframe(anim, otv)
if otv then
return anim[flr(otv/16)%#anim+1]
end
return anim[flr(t/16)%#anim+1]
end
-->8
function make_player()
local player = {}
player.x = 64
player.y = 64
player.dx = 0
player.dy = 0
player.sprite = 3
player.max_speed = 1
player.particle_timer = 0
player.box = {x1=2,x2=6,y1=2,y2=6}
player.shield = false
player.shield_anim = {36,37,38,39,40,40,40,40}
player.flame_anim = {54,55,56,57}
player.flaming = false
player.update_sprite = function(this)
this.sprite = rnd(6)+1
end
player:update_sprite()
player.update = function(this)
local updated = false
if btn(0) then
this.dx -= (4/60)
updated = true
end
if btn(1) then
this.dx += (4/60)
updated = true
end
if btn(2) then
this.dy -= (4/60)
updated = true
end
if btn(3) then
this.dy += (4/60)
updated = true
end
if btn(4) and this.flaming then
this.flaming = false
make_explosion_flame_boost(this.x,this.y)
meteor_speed += 0.5
intensity += 0.125
sfx(18,1)
updated = true
end
if not updated then
this.dx *= 0.95
this.dy *= 0.95
end
if this.x + this.dx > 128 - 10 then
this.dx = -this.max_speed * 0.5
end
if this.x - this.dx < 4 then
this.dx = this.max_speed * 0.5
end
if this.y + this.dy > 128 - 18 and not game_over then
this.dy = -this.max_speed * 0.5
end
if this.y - this.dy < 4 then
this.dy = this.max_speed * 0.5
end
if this.dx != 0 then
this.dx = mid(0,this.dx,sgn(this.dx) * this.max_speed)
end
if this.dy != 0 then
this.dy = mid(0,this.dy,sgn(this.dy) * this.max_speed)
end
this.particle_timer += 1
if this.particle_timer > 4 and (this.dx != 0 or this.dy != 0) then
this.particle_timer = 0
new_particle(this.x,this.y,-this.dx,-this.dy,52,"blue",15)
end
--collisions
for m in all(meteors) do
if coll(this,m) then
del(meteors,m)
intensity = 0.0625
if this.shield then
make_explosion_shield(this.x,this.y)
this.shield = false
this:update_sprite()
this.dx = -meteor_speed * 0.5
sfx(16,1)
elseif this.flaming then
this.flaming = false
this:update_sprite()
sfx(16,1)
for i=1,4 do
make_debris(this.x,this.y,rnd(1)-0.5,rnd(1)-0.5)
end
else
meteor_speed -= 0.5
this:update_sprite()
make_explosion(this.x,this.y)
score = max(0,score - 50)
make_text(this.x,this.y,"-50",8,60)
if meteor_speed < 1 then
--you lose
game_over = true
meteors = {}
boosts = {}
texts = {}
debris_list = {}
this.dy = -4
this.dx = rnd(4)-2
sfx(2,1)
music(5)
if score > hi_score then
hi_score = score
end
else
sfx(0,1)
end
end
end
end
for b in all(boosts) do
if coll(this,b) then
if b.type == "boost" then
make_explosion_boost(this.x,this.y)
meteor_speed += 0.25
sfx(1,1)
elseif b.type == "shield" then
make_explosion_shield(this.x,this.y)
this.shield = true
this.flaming = false
sfx(15,1)
elseif b.type == "flame" then
make_explosion_flame(this.x,this.y)
this.flaming = true
this.shield = false
sfx(15,1)
end
score += b.points
make_text(this.x,this.y,"+" .. b.points,11,60)
del(boosts,b)
end
end
if game_over then
this.dy += (4/60)
end
this.x += this.dx
this.y += this.dy
end
player.draw = function(this)
pal()
spr(this.sprite,this.x,this.y)
if this.shield then
spr(getframe(this.shield_anim),this.x,this.y)
end
if this.flaming then
spr(getframe(this.flame_anim),this.x,this.y)
end
--(this.x,this.y,1,8)
end
return player
end
-->8
meteors = {}
meteor_speed = 0
meteor_timer = 0
function make_meteor()
local meteor = {}
meteor.x = 128 + 4
meteor.y = rnd(128-16)
meteor.sprite = rnd(7) + 16
meteor.box = {x1=2,x2=6,y1=2,y2=6}
meteor.update = function(this)
this.x -= meteor_speed
if this.x < 0 then
del(meteors,this)
end
end
meteor.draw = function(this)
pal()
spr(this.sprite,this.x,this.y)
end
add(meteors,meteor)
end
boosts = {}
function make_boost()
local boost = {}
boost.x = 128 + 4
boost.y = rnd(128-16)
boost.box = {x1=0,x2=8,y1=0,y2=8}
rand_val = rnd()
if rand_val > 0.6 then
boost.type = "boost"
boost.sprite = 12
boost.points = 100
boost.color = "blue"
elseif rand_val > 0.3 then
boost.type = "shield"
boost.sprite = 13
boost.points = 50
boost.color = "green"
else
boost.type = "flame"
boost.sprite = 14
boost.points = 75
boost.color = "red"
end
boost.update = function(this)
this.x -= meteor_speed
if this.x < 0 then
del(boosts,this)
end
if t % 8 == 0 then
new_particle(this.x,this.y,rnd(0.25)-0.125,rnd(0.25)-0.125,50,this.color,120,"mid")
end
end
boost.draw = function(this)
pal()
spr(this.sprite,this.x,this.y)
end
add(boosts,boost)
end
-->8
texts = {}
function make_text(x,y,str,clr,life)
local text = {}
text.x = x
text.y = y
text.str = str
text.clr = clr
text.life = life
text.dy = -0.25
text.update = function(this)
this.y += this.dy
this.life -= 1
if this.y < 0 or this.life < 0 then
del(texts,this)
end
end
text.draw = function(this)
print(this.str,this.x,this.y,this.clr)
end
add(texts,text)
end
-->8
debris_list = {}
function make_debris(x,y,dx,dy)
local debris = {}
debris.x = x
debris.y = y
debris.dx = dx
debris.dy = dy
debris.box = {x1=2,x2=6,y1=2,y2=6}
debris.update = function(this)
this.dy += 0.0125
this.x += this.dx
this.y += this.dy
if not in_bounds(this.x,this.y) then
del(debris_list, this)
end
if t % 16 == 0 then
new_particle(this.x,this.y,-dx * 0.25,-dy * 0.25,52,"red",30,nil)
end
for m in all(meteors) do
if coll(this,m) then
del(meteors,m)
make_text(this.x,this.y,"+25",11,60)
score += 25
del(debris_list, this)
sfx(17,1)
end
end
end
debris.draw = function(this)
pal()
spr(23,this.x,this.y)
end
add(debris_list,debris)
end
__gfx__
00000000000770000000000000000770000000000000000000070000000777000777700070000070777777000777770000000000000000000800800000000000
000000000077770005007000000077775500055000000000003005500077777077777700770007707777777077777770c00c00c00b0000b08008908000000000
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