-
Notifications
You must be signed in to change notification settings - Fork 2
/
litghtsaber-gpio.p8
1341 lines (1218 loc) · 47.5 KB
/
litghtsaber-gpio.p8
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
pico-8 cartridge // http://www.pico-8.com
version 16
__lua__
--litghtsaber
--by irdumb
function _init()
t = 0
sbr = init_saber(8)
sbrci = 1
across = true
-- sbr2 = init_saber(11)
-- sbr2.t += rnd(128)
-- sbr2.x=20
-- sbr2.y=100
-- sbr2.a=.9
-- sbr2.toggle(sbr2)
sbrcs = {8,11,12,9,6}
cs = {
c8={2,8,14,7,14,8,1},
c11={5,3,11,7,11,3,1},
c12={5,13,12,7,12,1,1},
c9={5,4,9,7,9,4,2},
c6={5,15,6,7,6,5,1}
}
tns = 7.5
cols = {
c8={ 7,7,7,7,7,7,7,14,14,8,8,8, 4,2,2,1,1,1},
c11={7,7,7,7,7,7,7,11,11,3,3,3, 5,5,5,1,1,1},
c12={7,7,7,7,7,7,7,12,12,12,13,13,5,5,1,1,1,1},
c9={ 7,7,7,7,7,7,7,9,9,9,4,4, 5,5,5,1,1,1},
c6={ 7,7,7,7,7,7,7,6,6,6,10,10, 5,5,5,1,1,1}
}
--mouse
poke(0x5f2d,1)
mx=64 my=110 mb=0
--mouse button cooldown
--like btnp w/ mouse
mbcd=0
--for menu option later
mouse_control = true
rotating = false
rott = 0
rdir = 0
pdir = ''
previous_angle=sbr.a
avg_mvs = {}
avg_mv = 0
avg_i = 1
-- phone button pressed
lit_pressed = 0
col_pressed = 0
moved = false
moved_t = 0
cpu_usage = stat(1)
-- map n stuff
door_t=1
door_opened=0
posts = 5
wallx = 32
wally = 40
enemies = {}
max_spawn_cooldown = 30
spawn_cooldown = 0
bullets = {}
hurting = 0
life = 10
gpio = {}
has_gpio = false
points = 0
_update = game_update
_draw = game_draw
end
function game_update()
t += .015
-- if (btn(0)) sbr.x-=12
-- if (btn(1)) sbr.x+=12
-- if (btn(2)) sbr.y-=12
-- if (btn(3)) sbr.y+=12
gpio = {}
for i=0x5f80, 0x5fa0 do
add(gpio, peek(i))
end
if (gpio[1] != 0) has_gpio = true
if has_gpio then -- iphone control
-- yaw
reverse = (gpio[6] * 2)-1
pre_a = sbr.a
sbr.a = gpio[1]/255 * reverse
-- change color
-- gpio 6
if (btnp(5) or col_pressed != gpio[7]) then
sbrci = sbrci%#sbrcs + 1
sbr.c = sbrcs[sbrci]
end
col_pressed = gpio[7]
-- gpio accel z, y
sbr.dx += -((gpio[13]/255) * 12 - 6) * 2
sbr.dy += ((gpio[12]/255) * 12 - 6) * 2
sbr.dx *= .95
sbr.dy *= .95
pre_tx = cos(pre_a) * sbr.h + sbr.x
pre_ty = sin(pre_a) * sbr.h + sbr.y
sbr.x = mid(0,128, sbr.x+sbr.dx)
sbr.y = mid(0,128, sbr.y+sbr.dy)
sbr.x = ((sbr.x - 64) * .925 + 64)
sbr.y = ((sbr.y - 120) * .85 + 120)
post_tx = cos(sbr.a) * sbr.h + sbr.x
post_ty = sin(sbr.a) * sbr.h + sbr.y
bdxy = distance(0,0,sbr.dx,sbr.dy)
tdxy = distance(pre_tx, pre_ty, post_tx, post_ty)
if max(bdxy, tdxy) > 12 and moved_t > 10 and sbr.on then
sfx(flr(3 + rnd(3)))
moved = true
moved_t = 0
else
moved = false
moved_t += 1
end
elseif mouse_control then
mx, my, mb = mouse()
local pressed = false
if mb==1 and mbcd==0 then
pressed = true
mbcd = 10
end
mbcd = max(mbcd - 1, 0)
local ds = distancee(mx,my,sbr.x,sbr.y)
local dx = mx - sbr.x
local dy = my - sbr.y
local a = atan2(dx, dy) + .75
if (btn(4) or mb==1) then -- try before commit
a += .5
end
a %= 1
if abs(a+1 - sbr.a) < abs(a-sbr.a) then
a += 1
elseif abs(a-1 - sbr.a) < abs(a-sbr.a) then
a -= 1
end
if ds > 10 and moved_t > 10 and sbr.on then
sfx(flr(3 + rnd(3)))
moved = true
moved_t = 0
else
moved = false
moved_t += 1
end
if ds > .5 then
sbr.a = lerp(sbr.a, a, .1)
end
--da = abs()
sbr.x = lerp(sbr.x, mx, .9)
sbr.y = lerp(sbr.y, my, .9)
if (btnp(5)) then
sbrci = sbrci%#sbrcs + 1
sbr.c = sbrcs[sbrci]
end
else
if (btn(0)) sbr.x-=12
if (btn(1)) sbr.x+=12
if (btn(2)) sbr.y-=12
if (btn(3)) sbr.y+=12
if (btn(4)) sbr.a+=.06
if (btn(5)) sbr.a-=.06
end
-- if (pressed) sbr.toggle(sbr)
-- shift key
-- gpio 4
if (btnp(4,1) or lit_pressed != gpio[5]) sbr.toggle(sbr)
lit_pressed = gpio[5]
--if (btnp(5,1)) across = not across
--sbr2.update(sbr2)
sbr.update(sbr)
update_door()
-- enemies
spawn_cooldown = max(0,spawn_cooldown-1)
spawn_fast = t%128 > 96 -- 1 - 2 minutes every 3 - 6 minutes
local st = t/5
lin_sqrt_spawn = .8 + min(sqrt(st), st/10)
if rnd(100) < lin_sqrt_spawn and spawn_cooldown==0 then
local spawn_door = flr(rnd(3)) -- random door
if(spawn_door == 1)open_door()
local times = (spawn_fast and rnd(100) < 5) and 1 or max(rnd(sqrt(sqrt(st))),1)
for i=1, times do
spawn_enemy(spawn_door)
end
spawn_cooldown = max_spawn_cooldown
max_spawn_cooldown -= 1
end
for e in all(enemies) do
e.update(e)
end
-- bullets
for b in all(bullets) do
b.update(b)
end
hurting = max(0, hurting-1)
update_camera()
update_shake()
end
function game_draw()
camera(camx+shkx, camy+shky)
if hurting > 11 then
clear_color = 14
if (hurting==15) clear_color = 7
if (hurting==14) clear_color = 8
if (hurting==13) clear_color = 0
return cls(clear_color)
end
cls(7)
--draw map
local sx = wallx
local sy = wally
local sxr = 64+sx-16
local syr = 64+sx-16
for y=127-sy,140 do -- floor
rectfill(sx-(y-(127-sy))*.9+15,y-1,
127-(sx-(y-(127-sy))*.9+15),y-1,0)
end
local corx1 = 24
local corx2 = 38
rectfill(corx1,100,corx2,96,0) -- left corridoor
rectfill(127-corx1,100,127-corx2,96,0) -- right corridoor
pal(3,0)
for z=0, 1.5, 1/(posts*3) do
local px = (sx-64)/z + 64
local py = (sy-64)/z + 64
local pxr = (sxr-64)/z + 64
local pyr = (syr-64)/z + 64
local pxw = (sx+16)/z - sx/z
local pyw = (sy+16)/z - sy/z
local pxwr = (sxr+16)/z - sxr/z
local pywr = (syr+16)/z - syr/z
if z%(1/posts) == 0 then
sspr(24,0, --left
16,16,
px,py,
pxw,pyw)
sspr(24,0, --right
16,16,
pxr,py,
pxwr,pyw,
true)
sspr(24,16, --left
16,16,
px,pyr,
pxw,pywr)
sspr(24,16, --right
16,16,
pxr,pyr,
pxwr,pywr,
true)
else
if px < corx1 or px > 28 then
sspr(43,0, --left
3,16,
px,-8/z + 64,
(px+3)/z - px/z,8/z - -8/z)
sspr(43,0, --left
3,16,
(127-px)-1,-8/z + 64,
((127-px)+3)/z - (127-px)/z,8/z - -8/z,
true)
if z%(1/posts)>.5/posts then
sspr(43,0, --left
3,16,
px,10/z + 64,
(px+2.5)/z - px/z,18/z - 10/z)
local fr = z%(2/posts)>1/posts and 3 or 0
sspr(40+fr,0, --left
3,16,
(127-px)+1,10/z + 64,
((127-px)-2)/z - (127-px)/z,18/z - 10/z)
end
end
end
end
pal(3,3)
doorw = 17
doorh = 31
if door_opened != 0 then
rectfill(64-doorw/2, syr+4-doorh,
64+doorw/2, syr+4, 0)
end
-- sort by z
for i=1, #enemies do
local j=i
while j > 1 and enemies[j-1].z < enemies[j].z do
enemies[j],enemies[j-1] = enemies[j-1],enemies[j]
j=j-1
end
end
-- enemies in behind door
for e in all(enemies) do
if(e.behind_door)e.draw(e)
end
if door_t != 1 then
rectfill(64-doorw/2, syr+4-doorh+doorh*(1-door_opened),
64+doorw/2, syr+4-doorh, 7)
end
-- door edges
rectfill(64-doorw/2, syr+4, -- left
64-doorw/2, syr+4-doorh,5)
rectfill(64+doorw/2, syr+4, -- right
64+doorw/2, syr+4-doorh,5)
-- rectfill(64-doorw/2, syr+4, -- bottom
-- 64+doorw/2, syr+4,5)
rectfill(64-doorw/2, syr+4-doorh, -- top
64+doorw/2, syr+4-doorh,5)
-- enemies
for e in all(enemies) do
if(not e.behind_door)e.draw(e)
end
-- bullets
for b in all(bullets) do
b.draw(b)
end
sbr.draw(sbr)
if across then
--print('-',0,0)
else
--print('|',0,0)
end
--[[print(#enemies, 64,64,3)
print(t, 64,69)
print(lin_sqrt_spawn, t%128+2,64-lin_sqrt_spawn+2,8)--]]
--pset(t%128,64-lin_sqrt_spawn,8)
cpu_usage = stat(1)
--sbr2.draw(sbr2)
-- print('x: '..mx..' y: '..my..' b: '..mb,0,0,7)
-- print('a: '..sbr.a..' da: '..sbr.da,0,8,7)
-- score
-- print(points,3,2,8)
end
-- door
function update_door()
door_t = min(door_t + .015, 1)
door_opened = -min(sin(door_t), 0)
end
function open_door()
door_t = 0
end
function hurt()
if hurting == 0 then
hurting = 15
life -= 1
if life == 0 then
game_over()
end
end
end
-- enemies
function spawn_enemy(door)
local w=19
local h=34
local x=64
local dx = 0
local dz = 0
local behind_door = false
if door == 0 then
x=24 -- - w/2
z=.96
dx = .3 + rnd(1.3)
elseif door == 1 then
x=62+rnd(4)
z=1.58
dz = -.015 - rnd(.0035)
behind_door = true
elseif door == 2 then
x=127-24 -- + w/2)
z=.96
dx = -(.3 + rnd(1.3))
end
local e = {
t=0,
w=w, h=h,
x=x, z=z,
dx=dx, dz=dz,
shead=.5,
storso=.6,
slegs=.6,
fire_cooldown=80 + rnd(40) - rnd(t/2),
fcd=80 + rnd(40) - rnd(t/2) + 20,
stopt=15+flr(rnd(10)),
behind_door=behind_door,
hurting=0,
update=function(e)
e.t+=1
e.x += e.dx
e.z += e.dz
if e.hurting==1 then
e.dz += .005
end
if e.hurting>0 then
e.hurting += 1
if e.hurting > 5 then
del(enemies, e)
points += 1
end
end
if e.t==e.stopt then
if e.dz == 0 then
e.dz = rnd(.08) - .05
else
e.dx = rnd(4)-2
e.dz -= rnd(.008)
end
end
if(e.behind_door and door_opened > .9)e.behind_door=false
if e.t>e.stopt then
e.dx *= .9
e.dz *= .9
if(abs(e.dx)<.005)e.dx=0
if(abs(e.dz)<.001)e.dz=0
e.z = min(1.4,e.z)
end
e.fcd-=1
if e.fcd <= 0 then
e.fcd = e.fire_cooldown
e.shoot(e)
sfx(0)
end
end,
draw=function(e)
local hw = 19 * e.shead
local hh = 20 * e.shead
local sy = ((127-wally-e.h)-64)/e.z + 64
local sx = (e.x-64-hw/2)/e.z + 64
--[[ circfill(sx,sy,(e.x+hw/2-64)/e.z + 64 - sx,e.behind_door and 1 or 5)
circ(sx,sy,(e.x+hw/2-64)/e.z + 64 - sx,e.behind_door and 2 or 8)--]]
if(e.behind_door)pal(7,6)
if e.hurting > 0 then
if e.hurting%2==0 then
all_to_color(7)
else
all_to_color(0)
end
end
pal(3,0)
local tw = 31 * e.storso
local th = 29 * e.storso
local tsy = ((127-wally-e.h + hh*.855)-64)/e.z + 64
local tsx = (e.x-64-tw/2)/e.z + 64
-- legs
local lw = 9 * e.slegs
local lh = 39 * e.slegs
local lsy = ((127-wally-e.h + hh*.855 + th*.82)-64)/e.z + 64
local lsx = (e.x-64 - lw -1)/e.z + 64
sspr(98,0,
9, 39,
lsx, lsy,
lw/e.z,
((127-wally-e.h+hh*.855 + th*.8+lh)-64)/e.z + 64 - lsy)
lsx = (e.x-64 + 2)/e.z + 64
sspr(98,0,
9, 39,
lsx, lsy,
lw/e.z,
((127-wally-e.h+hh*.855 + th*.8+lh)-64)/e.z + 64 - lsy,
true)
-- torso
sspr(66,0,
31, 29,
tsx, tsy,
(e.x+tw/2-64)/e.z + 64 - tsx,
((127-wally-e.h+hh+th)-64)/e.z + 64 - tsy)
-- head
sspr(46,0,
19,20,
sx, sy,
(e.x+hw/2-64)/e.z + 64 - sx,
((127-wally-e.h+hh)-64)/e.z + 64 - sy)
-- arms
local aw = 27
local ah = 11
local asy = ((127-wally-e.h + hh*.855 + th*.15)-64)/e.z + 64
local asx = (e.x-64-(tw*.9)/2)/e.z + 64
sspr(24,32,
27,11,
asx, asy,
(tw*.9)/e.z,
(ah*.9)/e.z)
--[[pal(3,3)
pal(7,7)--]]
all_to_color()
end,
shoot=function(e)
local b = {
t=0,
source=e,
x=e.x - 27*.05,
y=(127-wally-e.h+ 20*e.shead*.855 + 11*.9 * .6),
z=e.z-.0005,
r=1.4,spd=1,
deflected=false,
hit_enemy=false,
update=function(b)
b.t += 1
b.x += b.dx
b.y += b.dy
b.z += b.dz
local sx = (b.x-64)/b.z + 64
local sy = (b.y-64)/b.z + 64
local chw = b.r/b.z -- bullet hw
if b.deflected then
if b.hit_enemy and b.z > b.hit_enemy.z then
b.hit_enemy.hurt(b.hit_enemy)
sfx(9)
del(bullets,b)
end
if sx < -chw or sx > 127+chw or
sy < -chw or sy > 127+chw then
del(bullets,b)
end
return -- no need to hit check
end
-- hit checks
if b.z < .35 then -- hit distance
-- transform to saber space
-- translate
local osbx = sx-(sbr.x+sbr.sx)
local osby = sy-(sbr.y+sbr.sy)
-- unrotate
local c = cos(-sbr.a+.25)
local s = sin(-sbr.a+.25)
sby = c*osbx - osby*s
sbx = s*osbx + osby*c
--printh(sbx..'|'..sby)
--while not btnp(z) do flip() end
-- box-box collision
local sbrlen = sbr.out*sbr.lh
local by = -(sbr.loh - sbr.lw/4) -- hilt obscures blade slightly
local ty = -(sbr.loh + sbrlen + sbr.lw/3) -- rounded, so smaller hitbox
local lx = -sbr.lw/2
local rx = sbr.lw/2
if sby+chw < by and sby-chw > ty and -- collide!
sbx+chw > lx and sbx-chw < rx then
local shamt = max(1,distance(mx,my,sbr.x,sbr.y))
add_shake(shamt)
sfx(1)
b.deflected = true
b.t = 0
if rnd(100) < 80 then -- most of the time hit enemy
b.hit_enemy = b.source
if rnd(100)<50 then -- sometimes hit his buddy
local which = 0 -- most of these times, hit the closest
if rnd(100)<20 and #enemies > 1 then
which = 1
end
b.hit_enemy = enemies[#enemies - which]
end
-- go toward enemy
local destx = b.hit_enemy.x + rnd(19*b.hit_enemy.shead/4) - 19*b.hit_enemy.shead/8 + b.hit_enemy.dx*2
local desty = 127-wally-b.hit_enemy.h*.5 + rnd(b.hit_enemy.h*.4)
local destz = b.hit_enemy.z + b.hit_enemy.dz*2
destz = (destz-.25)*64
local dist = distance3de(b.x,b.y,(b.z-.25)*64,destx,desty,destz)
b.dx = (destx - b.x)/dist * b.spd*4
b.dy = (desty - b.y)/dist * b.spd*4
b.dz = ((destz - b.z)/dist * b.spd*4)/64
--printh(b.dz)
else
-- deflect outward (cause not hitting enemy)
local a = rnd(1)
b.dx = sin(a) * b.spd*1.9
b.dy = cos(a) * b.spd*1.9
b.dz = sgn(rnd(1)-.5)*b.dz*rnd(.6)
end
end
end
if b.z < .15 then -- missed
if sx > 0 and sx < 127 and
sy > 0 and sy < 127 then
add_shake(5)
camx += rnd(10)-5
camy += rnd(10)-5
hurt()
sfx(8)
end
del(bullets, b)
end
end,
draw=function(b)
local px = (b.x-64)/b.z + 64
local py = (b.y-64)/b.z + 64
local oz = b.z-b.dz
local ox = ((b.x-b.dx)-64)/oz + 64
local oy = ((b.y-b.dy)-64)/oz + 64
-- muzzle flash
if b.t == 1 or b.t == 3 then
circfill(px, py, b.r/b.z*1.8, 7+b.t-1)
rectfill(px-(b.r*2)/b.z, py+b.r/4,
px+(b.r*2)/b.z, py-b.r/4, 7)
end
if (b.t == 1) circfill(ox, oy, b.r/b.z*1.6, 8)
if (b.t == 2) circfill(ox, oy, b.r/b.z*1.7, 5)
circfill(ox, oy, b.r/oz, 8)
circfill(px, py, b.r/b.z, 8)
----print(b.z, ox, oy, 3)
end
}
-- speed/dir
-- destination (somewhere on player's screen) at depth ~~.25~~ .15
local x = 30 + rnd(68)
local y = 30 + rnd(68)
-- don't forget to normalize z
-- .25 is the stopping point
local z = (.25-.25)*64
local dist = distance3de(b.x,b.y,(b.z-.25)*64,x,y,z)
-- normalize and speed
b.dx = (x - b.x)/dist * b.spd
b.dy = (y - b.y)/dist * b.spd
b.dz = ((z - b.z)/dist * b.spd)
add(bullets, b)
end,
hurt=function(e)
e.hurting += 1
end
}add(enemies, e)
return e
end
-- x, y, button
function mouse()
return stat(32) - 1, stat(33) - 1, stat(34)
end
function init_saber(c)
local s = {
x=64,y=64,
-- should add dx/dy for non-mouse mvmt
sx=0,sy=0, -- idle offsets
it=0,t=0, -- idle time and timer
a=0,da=0, -- angle, dangle
w=1*8 + 4,
h=5*8 + 5,
lh=90,lw=7,-- laser w/h
loh=20, -- laser offset h
c=c or 12,
on=false,
out=0,
sparks={},
pa=0,
px=0,
py=0,
dx=0, -- added for iphone control
dy=0
}
s.update=function(s)
s.t+=.015
s.a %= 1
-- up
if s.a < .25 and s.a > .75 then
else
end
s.pa = s.a+s.da*.9
s.a += s.da
s.da *= .8
if s.a > .1 and s.a < .9 and s.it>=-.5 then
if s.a > .5 then
s.a = lerp(s.a, .9, .01*(s.it+.5))
else
s.a = lerp(s.a, .1, .01*(s.it+.5))
end
end
if s.on then
s.out = lerp(s.out, 1, .5)
else
s.out = lerp(s.out, 0, .5)
end
if abs(sbr.x-mx) < .1 and abs(sbr.y-my) < .1 then
s.it = min(s.it+.005, 1)
else
s.it = lerp(s.it, -1, .4)
end
if s.it >= 0 then
s.sx = cos(s.t/5)*s.it*2
s.sy = sin(s.t/2)*s.it*3
else
s.sx = 0
s.sy = 0
end
if s.on and rnd(100)<80 and #s.sparks < 35
and cpu_usage < .85 then -- don't add more sparks if maxed cpu
add(s.sparks, s.spark(s))
end
for p in all(s.sparks) do
p.update(p)
end
end
s.draw=function(s)
-- draw behind sparks
local after = s.draw_back_sparks(s)
-- draw saber
local x = s.x+s.sx
local y = s.y+s.sy
local len = s.out*s.lh
if s.out > .02 then
for hr=s.loh,s.loh+len do
circfill(cos(s.a+.25)*hr+x-rnd(),
sin(s.a+.25)*hr+y, s.lw/2, s.c)
circfill(cos(s.pa+.25)*hr+s.px-rnd(),
sin(s.pa+.25)*hr+s.py, s.lw/2.1, s.c)
end
for hr=s.loh,s.loh+len do
circfill(cos(s.a+.25)*hr+x-rnd(),
sin(s.a+.25)*hr+y, s.lw/3, 7)
end
end
draw_rotated(
8,0,
s.on and s.w-3 or s.w
,s.h,
s.on and x-1.5 or x
,y,
s.a,1)
-- draw in front sparks
for i, p in pairs(s.sparks) do
if p.ax <= .25 or p.ax > .75 then
p.draw(p)
end
end
for i, l in pairs(after) do
line(l[1],l[2],l[3],l[4],l[5])
end
s.px = x
s.py = y
--print(stat(1),0,12)
end
s.draw_back_sparks=function(s)
local lines = {}
local after = {}
for pi, p in pairs(s.sparks) do
if not p.calcd then
if p.ax > .25 and p.ax <= .75 then
p.draw(p)
else
p.point(p)
end
end
for oi, o in pairs(s.sparks) do
if not o.calcd then
if o.ax > .25 and o.ax <= .75 then
o.draw(o)
else
o.point(o)
end
end
if p != o and not lines[pi..'|'..oi] then
if p.vy+tns > o.vy and p.vy-tns < o.vy and
p.vx+tns > o.vx and p.vx-tns < o.vx and
p.z+tns > o.z and p.z-tns < o.z then
local ds = distance3de(p.vx, p.vy, p.z/2,
o.vx, o.vy, o.z/2)
--ds /= tns*1000
-- have d.ax factor into calc
-- for more spinny effect
local ad = min(abs(p.ax-o.ax),
abs((min(p.ax,o.ax)+1)-max(p.ax,o.ax)))
if across then
ds -= (ad-.25)*(tns/4)
else
ds -= (.25-ad)*(tns/4)
end
if ds < tns then
--[[ color(8)
print(ds)
flip()--]]
local fds = -(ds - tns)
p.r += fds*s.lw/14
o.r += fds*s.lw/14
--p.ax += rnd(.006)-.003
--o.ax += rnd(.006)-.003
--opdir = sgn(p.y - o.y)
--p.dy += rnd()*opdir/2
--o.dy += -rnd()*opdir/2
-- average z / r ratio (-1 to 1/furthest to closest)
local avgr = (p.r+o.r)/2
local depth = ((p.z+o.z)/2)/(avgr)
local clist = cols['c'..sbr.c]
local ci = #clist / 4
ci = flr(ci + ((ds)/tns)*(#clist/2) - (depth * ci) + 1 -
(avgr - sbr.lw)/sbr.lw
)
--local tc = flr(((ds/2)/tns)*(#cols['c'..sbr.c]-3)+1+((p.z+o.z)-1)) or 0
local c = cols['c'..sbr.c][ci]
--[[ color(c==0 and 12 or c)
print(ci)
flip()--]]
lines[pi..'|'..oi] = true
if (p.ax <= .25 or p.ax > .75) and
(o.ax <= .25 or o.ax > .75) then
add(after, {p.vx,p.vy,o.vx,o.vy,c})
else
line(p.vx,p.vy,o.vx,o.vy,c)
end
end
end
end
end
end
return after
end -- end draw_back_sparks
s.toggle = function(s)
s.on = not s.on
if(s.on)sfx(6)
end
s.spark=function(s)
local p = {
sbr=s,
ba=s.a,
by=s.y,
bx=s.x,
ax=rnd(),
dax=rnd(.01),
y=rnd(s.h),
dy=-rnd(2)-1,
t=0,
deadt=rnd(90)+15,
mr=rnd(s.lw/4)+s.lw/4, -- try /3
r=s.lw, -- try /2
vx=0,
vy=0,
calcd=false
}
p.update=function(d)
d.calcd=false
-- any movement makes sparks die sooner
-- so sparks die as the are further away
local adiff = min(abs(d.ba-d.sbr.a),
abs((min(d.ba,d.sbr.a)+1)-max(d.ba,d.sbr.a)))
d.t += 1 + abs(adiff*d.y)
+ abs(sbr.y-d.by)/10
+ abs(sbr.x-d.bx)/10
+ (1-d.sbr.out)*4
if d.t > d.deadt then
del(d.sbr.sparks, d)
end
d.y += d.dy
if d.y > d.sbr.lh+20 then
del(d.sbr.sparks, d)
end
d.ax += d.dax
d.ax %= 1
local pdead = d.t/d.deadt
local plife = 1-pdead
d.dy += rnd(plife/2) - plife/3
d.dy += rnd(.1) - .07
d.dax += rnd(plife*.01) - plife/200
d.dax += rnd(.001) - .0005
d.dy = lerp(d.dy, 0, .125)
d.r = lerp(d.r, d.mr+d.mr*pdead*2, .35)
d.ci = flr(((d.ax+.5)%1)*(#cs['c'..d.sbr.c])+1)
d.z = cos(d.ax)*d.r
d.c = cs['c'..d.sbr.c][d.ci]
end
p.draw=function(d)
if (not d.calcd) p.point(p)
local w = (#cs['c'..d.sbr.c]/2-(-d.z/(d.r) + 1)*3)*(d.r/d.sbr.lw)
circfill(d.vx,d.vy, w/8,d.c)
--pset(x2,y2,d.c)
end
p.point= function(d)
local b = d.sbr
local x = sin(d.ax)*d.r/2
local cy = d.y - b.lh/2 - b.loh
local x2 = x*cos(d.ba) - cy*sin(d.ba)
local y2 = cy*cos(d.ba) + x*sin(d.ba)
x2 = flr(x2+d.bx)
y2 = flr(y2+d.by)
d.vx, d.vy = x2, y2
d.calcd = true
return x2,y2
end
p.point(p)
return p
end
return s
end
function game_over()
_update = over_update
_draw = over_draw
over_points = points
t = 0
end
function over_update()
mx, my, mb = mouse()
gpio = {}
for i=0x5f80, 0x5fa0 do
add(gpio, peek(i))
end
t += .015
-- gpio 1
if t > .015*40 and (mb == 1 or btnp(4) or gpio[2] == 1) then
_init()
end
if t < 1 then
game_update()
end
sbr.update(sbr)