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This commit is contained in:
Zsolt Tasnadi
2025-12-04 14:58:02 +01:00
parent aa36d079db
commit 007b4243ac

View File

@@ -69,6 +69,10 @@ local Input = {}
local Map = {}
local UI = {}
local TopBar = {}
local Splash = {}
local Menu = {}
local WinScreen = {}
local GameBoard = {}
local Bomb = {}
local AI = {}
local Player = {}
@@ -282,7 +286,7 @@ function TopBar.draw()
end
--------------------------------------------------------------------------------
-- UI module
-- UI module (shared utilities)
--------------------------------------------------------------------------------
function UI.print_shadow(text, x, y, color, fixed, scale)
@@ -291,92 +295,11 @@ function UI.print_shadow(text, x, y, color, fixed, scale)
print(text, x, y, color, fixed, scale)
end
function UI.draw_player_sprite(x, y, is_player1)
local sprite_id = is_player1 and ASTRONAUT_BLUE or ASTRONAUT_RED
spr(sprite_id, x, y, 0, 2)
end
--------------------------------------------------------------------------------
-- Splash module
--------------------------------------------------------------------------------
function UI.draw_bomb_sprite(x, y)
spr(BOMB_SPRITE, x, y, 0, 2)
end
function UI.draw_win_screen()
cls(COLOR_BLACK)
rect(20, 30, 200, 80, COLOR_BLUE)
rect(22, 32, 196, 76, COLOR_BLACK)
UI.print_shadow("PLAYER "..State.winner.." WON!", 70, 55, COLOR_BLUE, false, 2)
if State.win_timer <= 0 or math.floor(State.win_timer / 15) % 2 == 0 then
UI.print_shadow("Press SPACE (A) to restart", 55, 80, COLOR_BLUE)
end
end
function UI.draw_game()
-- draw wall shadows first
for row = 1, MAP_HEIGHT do
for col = 1, MAP_WIDTH do
local tile = State.map[row][col]
if tile == SOLID_WALL or tile == BREAKABLE_WALL then
local drawX = (col - 1) * TILE_SIZE
local drawY = (row - 1) * TILE_SIZE
rect(drawX + 2, drawY + 2, TILE_SIZE, TILE_SIZE, COLOR_SHADOW)
end
end
end
-- draw explosions (after shadows, before walls)
for _, expl in ipairs(State.explosions) do
if expl.spread <= 0 then
rect(expl.x, expl.y, TILE_SIZE, TILE_SIZE, COLOR_RED)
else
local progress = 1 - (expl.spread / (expl.dist * SPREAD_DELAY))
if progress > 0 then
local size = math.floor(TILE_SIZE * progress)
local offset = math.floor((TILE_SIZE - size) / 2)
rect(expl.x + offset, expl.y + offset, size, size, COLOR_RED)
end
end
end
-- draw map
for row = 1, MAP_HEIGHT do
for col = 1, MAP_WIDTH do
local tile = State.map[row][col]
local drawX = (col - 1) * TILE_SIZE
local drawY = (row - 1) * TILE_SIZE
if tile == SOLID_WALL then
spr(SOLID_WALL_SPRITE, drawX, drawY, 0, 2)
elseif tile == BREAKABLE_WALL then
spr(BREAKABLE_WALL_SPRITE, drawX, drawY, 0, 2)
end
end
end
-- draw powerups
for _, pw in ipairs(State.powerups) do
if State.map[pw.gridY][pw.gridX] == EMPTY then
local drawX = (pw.gridX - 1) * TILE_SIZE
local drawY = (pw.gridY - 1) * TILE_SIZE
local config = get_powerup_config(pw.type)
rect(drawX + 5, drawY + 5, 10, 10, COLOR_SHADOW)
rect(drawX + 3, drawY + 3, 10, 10, config.color)
print(config.label, drawX + 5, drawY + 5, COLOR_BLACK)
end
end
-- draw bombs
for _, bomb in ipairs(State.bombs) do
UI.draw_bomb_sprite(bomb.x, bomb.y)
end
-- draw players
for idx, player in ipairs(State.players) do
UI.draw_player_sprite(player.pixelX, player.pixelY, idx == 1)
end
TopBar.draw()
end
function UI.update_splash()
function Splash.update()
cls(COLOR_BLACK)
UI.print_shadow("Bomberman", 85, 50, COLOR_BLUE, false, 2)
@@ -388,7 +311,11 @@ function UI.update_splash()
end
end
function UI.update_menu()
--------------------------------------------------------------------------------
-- Menu module
--------------------------------------------------------------------------------
function Menu.update()
cls(COLOR_BLACK)
UI.print_shadow("Bomberman", 85, 30, COLOR_BLUE, false, 2)
@@ -426,10 +353,98 @@ function UI.update_menu()
end
end
--------------------------------------------------------------------------------
-- WinScreen module
--------------------------------------------------------------------------------
function WinScreen.draw()
cls(COLOR_BLACK)
rect(20, 30, 200, 80, COLOR_BLUE)
rect(22, 32, 196, 76, COLOR_BLACK)
UI.print_shadow("PLAYER "..State.winner.." WON!", 70, 55, COLOR_BLUE, false, 2)
if State.win_timer <= 0 or math.floor(State.win_timer / 15) % 2 == 0 then
UI.print_shadow("Press SPACE (A) to restart", 55, 80, COLOR_BLUE)
end
end
--------------------------------------------------------------------------------
-- GameBoard module
--------------------------------------------------------------------------------
function GameBoard.draw()
-- draw wall shadows first
for row = 1, MAP_HEIGHT do
for col = 1, MAP_WIDTH do
local tile = State.map[row][col]
if tile == SOLID_WALL or tile == BREAKABLE_WALL then
local drawX = (col - 1) * TILE_SIZE
local drawY = (row - 1) * TILE_SIZE
rect(drawX + 2, drawY + 2, TILE_SIZE, TILE_SIZE, COLOR_SHADOW)
end
end
end
-- draw explosions (after shadows, before walls)
for _, expl in ipairs(State.explosions) do
if expl.spread <= 0 then
rect(expl.x, expl.y, TILE_SIZE, TILE_SIZE, COLOR_RED)
else
local progress = 1 - (expl.spread / (expl.dist * SPREAD_DELAY))
if progress > 0 then
local size = math.floor(TILE_SIZE * progress)
local offset = math.floor((TILE_SIZE - size) / 2)
rect(expl.x + offset, expl.y + offset, size, size, COLOR_RED)
end
end
end
-- draw map tiles
for row = 1, MAP_HEIGHT do
for col = 1, MAP_WIDTH do
local tile = State.map[row][col]
local drawX = (col - 1) * TILE_SIZE
local drawY = (row - 1) * TILE_SIZE
if tile == SOLID_WALL then
spr(SOLID_WALL_SPRITE, drawX, drawY, 0, 2)
elseif tile == BREAKABLE_WALL then
spr(BREAKABLE_WALL_SPRITE, drawX, drawY, 0, 2)
end
end
end
-- draw powerups
for _, pw in ipairs(State.powerups) do
if State.map[pw.gridY][pw.gridX] == EMPTY then
local drawX = (pw.gridX - 1) * TILE_SIZE
local drawY = (pw.gridY - 1) * TILE_SIZE
local config = get_powerup_config(pw.type)
rect(drawX + 5, drawY + 5, 10, 10, COLOR_SHADOW)
rect(drawX + 3, drawY + 3, 10, 10, config.color)
print(config.label, drawX + 5, drawY + 5, COLOR_BLACK)
end
end
-- draw bombs
for _, bomb in ipairs(State.bombs) do
Bomb.draw(bomb.x, bomb.y)
end
-- draw players
for idx, player in ipairs(State.players) do
Player.draw(player.pixelX, player.pixelY, idx == 1)
end
TopBar.draw()
end
--------------------------------------------------------------------------------
-- Bomb module (includes explosions)
--------------------------------------------------------------------------------
function Bomb.draw(x, y)
spr(BOMB_SPRITE, x, y, 0, 2)
end
function Bomb.place(player)
if player.activeBombs >= player.maxBombs then return end
@@ -757,6 +772,11 @@ end
-- Player module
--------------------------------------------------------------------------------
function Player.draw(x, y, is_player1)
local sprite_id = is_player1 and ASTRONAUT_BLUE or ASTRONAUT_RED
spr(sprite_id, x, y, 0, 2)
end
function Player.create(gridX, gridY, color, is_ai)
return {
gridX = gridX,
@@ -946,10 +966,10 @@ end
function TIC()
if State.game_state == GAME_STATE_SPLASH then
UI.update_splash()
Splash.update()
return
elseif State.game_state == GAME_STATE_MENU then
UI.update_menu()
Menu.update()
return
end
@@ -958,7 +978,7 @@ function TIC()
if State.winner then
State.win_timer = State.win_timer - 1
UI.draw_win_screen()
WinScreen.draw()
if Input.action_pressed() and State.win_timer <= 0 then
Game.restart()
end
@@ -986,7 +1006,7 @@ function TIC()
if Game.check_death_by_explosion() then return end
if Game.check_death_by_collision() then return end
UI.draw_game()
GameBoard.draw()
end
-- <TILES>