731 lines
19 KiB
Lua
731 lines
19 KiB
Lua
-- title: Bomberman Clone
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-- author: Zsolt Tasnadi
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-- desc: Simple Bomberman clone for TIC-80
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-- site: http://teletype.hu
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-- license: MIT License
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-- version: 0.1
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-- script: lua
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-- luacheck: globals TIC btn btnp cls rect spr print exit sfx
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-- luacheck: max line length 150
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-- constants
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local TILE_SIZE = 16
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local BOMB_TIMER = 90
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local EXPLOSION_TIMER = 30
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local EMPTY = 0
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local SOLID_WALL = 1
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local BREAKABLE_WALL = 2
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local MOVE_SPEED = 2
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-- sprite indices (in SPRITES section, starts at 256)
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local ASTRONAUT_BLUE = 256
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local ASTRONAUT_RED = 257
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local BOMB_SPRITE = 258
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local BREAKABLE_WALL_SPRITE = 259
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local SOLID_WALL_SPRITE = 260
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-- game state constants
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local GAME_STATE_SPLASH = 0
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local GAME_STATE_MENU = 1
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local GAME_STATE_PLAYING = 2
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-- game state variables
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local game_state = GAME_STATE_SPLASH
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local splash_timer = 90 -- 1.5 seconds at 60fps
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local menu_selection = 1 -- 1 = Play, 2 = Exit
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local players = {}
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local powerups = {}
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local bombs = {}
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local explosions = {}
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local winner = nil
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local win_timer = 0
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local score = {0, 0}
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-- map (1=solid wall, 2=breakable wall)
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local map = {
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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{1,0,0,2,2,2,0,2,0,2,2,2,0,0,1},
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{1,0,1,2,1,2,1,2,1,2,1,2,1,0,1},
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{1,2,2,2,0,2,2,0,2,2,0,2,2,2,1},
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{1,2,1,0,1,0,1,0,1,0,1,0,1,2,1},
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{1,2,2,2,0,2,2,0,2,2,0,2,2,2,1},
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{1,0,1,2,1,2,1,2,1,2,1,2,1,0,1},
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{1,0,0,2,2,2,0,2,0,2,2,2,0,0,1},
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
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}
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-- initial map for reset
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local initial_map = {
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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{1,0,0,2,2,2,0,2,0,2,2,2,0,0,1},
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{1,0,1,2,1,2,1,2,1,2,1,2,1,0,1},
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{1,2,2,2,0,2,2,0,2,2,0,2,2,2,1},
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{1,2,1,0,1,0,1,0,1,0,1,0,1,2,1},
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{1,2,2,2,0,2,2,0,2,2,0,2,2,2,1},
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{1,0,1,2,1,2,1,2,1,2,1,2,1,0,1},
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{1,0,0,2,2,2,0,2,0,2,2,2,0,0,1},
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
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}
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local function create_player(gridX, gridY, color, is_ai)
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return {
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gridX = gridX,
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gridY = gridY,
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pixelX = (gridX - 1) * TILE_SIZE,
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pixelY = (gridY - 1) * TILE_SIZE,
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moving = false,
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maxBombs = 1,
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activeBombs = 0,
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color = color,
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is_ai = is_ai,
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moveTimer = 0,
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bombCooldown = 0,
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spawnX = gridX,
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spawnY = gridY
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}
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end
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local function init_powerups()
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powerups = {}
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for row = 1, 9 do
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for col = 1, 15 do
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if map[row][col] == BREAKABLE_WALL and math.random() < 0.3 then
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table.insert(powerups, {gridX = col, gridY = row, type = "bomb"})
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end
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end
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end
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end
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local function init_game()
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players = {}
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table.insert(players, create_player(2, 2, 12, false)) -- human player (blue)
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table.insert(players, create_player(14, 8, 2, true)) -- AI enemy (red)
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init_powerups()
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end
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local function can_move_to(gridX, gridY)
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if gridX < 1 or gridY < 1 or gridX > 15 or gridY > 9 then
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return false
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end
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if map[gridY][gridX] >= SOLID_WALL then
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return false
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end
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return true
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end
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local function is_dangerous(gridX, gridY)
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for _, expl in ipairs(explosions) do
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local explGridX = math.floor(expl.x / TILE_SIZE) + 1
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local explGridY = math.floor(expl.y / TILE_SIZE) + 1
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if gridX == explGridX and gridY == explGridY then
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return true
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end
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end
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for _, bomb in ipairs(bombs) do
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local bombGridX = math.floor(bomb.x / TILE_SIZE) + 1
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local bombGridY = math.floor(bomb.y / TILE_SIZE) + 1
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if gridX == bombGridX and gridY == bombGridY then
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return true
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end
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if gridY == bombGridY then
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if math.abs(gridX - bombGridX) <= 1 then
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if gridX < bombGridX then
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if map[gridY][gridX + 1] ~= SOLID_WALL then return true end
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elseif gridX > bombGridX then
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if map[gridY][gridX - 1] ~= SOLID_WALL then return true end
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end
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end
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end
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if gridX == bombGridX then
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if math.abs(gridY - bombGridY) <= 1 then
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if gridY < bombGridY then
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if map[gridY + 1][gridX] ~= SOLID_WALL then return true end
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elseif gridY > bombGridY then
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if map[gridY - 1][gridX] ~= SOLID_WALL then return true end
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end
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end
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end
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end
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return false
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end
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local function in_blast_zone(gridX, gridY, bombGridX, bombGridY)
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if gridX == bombGridX and gridY == bombGridY then
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return true
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end
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if gridY == bombGridY and math.abs(gridX - bombGridX) <= 1 then
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if gridX < bombGridX then
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return map[gridY][gridX + 1] ~= SOLID_WALL
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elseif gridX > bombGridX then
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return map[gridY][gridX - 1] ~= SOLID_WALL
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end
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end
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if gridX == bombGridX and math.abs(gridY - bombGridY) <= 1 then
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if gridY < bombGridY then
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return map[gridY + 1][gridX] ~= SOLID_WALL
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elseif gridY > bombGridY then
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return map[gridY - 1][gridX] ~= SOLID_WALL
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end
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end
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return false
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end
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local function has_adjacent_breakable_wall(gridX, gridY)
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local dirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}}
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for _, dir in ipairs(dirs) do
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local checkX = gridX + dir[1]
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local checkY = gridY + dir[2]
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if checkX >= 1 and checkX <= 15 and checkY >= 1 and checkY <= 9 then
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if map[checkY][checkX] == BREAKABLE_WALL then
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return true
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end
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end
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end
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return false
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end
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local function has_escape_route(gridX, gridY)
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local dirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}}
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for _, dir in ipairs(dirs) do
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local newX = gridX + dir[1]
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local newY = gridY + dir[2]
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if can_move_to(newX, newY) and not is_dangerous(newX, newY) then
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for _, dir2 in ipairs(dirs) do
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local safeX = newX + dir2[1]
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local safeY = newY + dir2[2]
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if can_move_to(safeX, safeY) then
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return true
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end
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end
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end
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end
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return false
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end
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local function place_bomb(player)
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if player.activeBombs >= player.maxBombs then return end
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local bombX = (player.gridX - 1) * TILE_SIZE
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local bombY = (player.gridY - 1) * TILE_SIZE
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for _, b in ipairs(bombs) do
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if b.x == bombX and b.y == bombY then
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return
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end
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end
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table.insert(bombs, {x = bombX, y = bombY, timer = BOMB_TIMER, owner = player})
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player.activeBombs = player.activeBombs + 1
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end
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local function escape_from_own_bomb(player)
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local bombGridX = player.gridX
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local bombGridY = player.gridY
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local dirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}}
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local best_dir = nil
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local best_score = -999
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for _, dir in ipairs(dirs) do
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local newX = player.gridX + dir[1]
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local newY = player.gridY + dir[2]
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if can_move_to(newX, newY) then
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local sc = 0
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if not in_blast_zone(newX, newY, bombGridX, bombGridY) then
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sc = sc + 100
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end
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for _, dir2 in ipairs(dirs) do
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local checkX = newX + dir2[1]
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local checkY = newY + dir2[2]
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if not (checkX == bombGridX and checkY == bombGridY) then
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if can_move_to(checkX, checkY) then
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sc = sc + 10
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if not in_blast_zone(checkX, checkY, bombGridX, bombGridY) then
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sc = sc + 20
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end
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end
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end
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end
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if sc > best_score then
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best_score = sc
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best_dir = dir
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end
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end
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end
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if best_dir then
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player.gridX = player.gridX + best_dir[1]
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player.gridY = player.gridY + best_dir[2]
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end
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end
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local function ai_move_and_bomb(player)
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local human = players[1]
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if not human then return end
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local dx = human.gridX - player.gridX
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local dy = human.gridY - player.gridY
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local dist = math.abs(dx) + math.abs(dy)
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local should_bomb = false
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if dist <= 2 then should_bomb = true end
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if has_adjacent_breakable_wall(player.gridX, player.gridY) then
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should_bomb = true
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end
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if should_bomb and player.activeBombs < player.maxBombs and player.bombCooldown <= 0 then
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if has_escape_route(player.gridX, player.gridY) then
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place_bomb(player)
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player.bombCooldown = 90
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escape_from_own_bomb(player)
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return
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end
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end
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local dirs = {}
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if dx > 0 then table.insert(dirs, {1, 0})
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elseif dx < 0 then table.insert(dirs, {-1, 0})
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end
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if dy > 0 then table.insert(dirs, {0, 1})
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elseif dy < 0 then table.insert(dirs, {0, -1})
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end
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local all_dirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}}
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for _, d in ipairs(all_dirs) do
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table.insert(dirs, d)
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end
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for _, dir in ipairs(dirs) do
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local newGridX = player.gridX + dir[1]
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local newGridY = player.gridY + dir[2]
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if can_move_to(newGridX, newGridY) and not is_dangerous(newGridX, newGridY) then
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player.gridX = newGridX
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player.gridY = newGridY
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return
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end
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end
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end
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local function update_player_movement(player)
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local targetX = (player.gridX - 1) * TILE_SIZE
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local targetY = (player.gridY - 1) * TILE_SIZE
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if player.pixelX < targetX then
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player.pixelX = math.min(player.pixelX + MOVE_SPEED, targetX)
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player.moving = true
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elseif player.pixelX > targetX then
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player.pixelX = math.max(player.pixelX - MOVE_SPEED, targetX)
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player.moving = true
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elseif player.pixelY < targetY then
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player.pixelY = math.min(player.pixelY + MOVE_SPEED, targetY)
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player.moving = true
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elseif player.pixelY > targetY then
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player.pixelY = math.max(player.pixelY - MOVE_SPEED, targetY)
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player.moving = true
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else
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player.moving = false
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end
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if player.bombCooldown > 0 then
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player.bombCooldown = player.bombCooldown - 1
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end
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end
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local function handle_human_input(player)
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if player.moving then return end
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local newGridX = player.gridX
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local newGridY = player.gridY
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if btn(0) then
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newGridY = player.gridY - 1
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elseif btn(1) then
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newGridY = player.gridY + 1
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elseif btn(2) then
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newGridX = player.gridX - 1
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elseif btn(3) then
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newGridX = player.gridX + 1
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end
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if can_move_to(newGridX, newGridY) then
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player.gridX = newGridX
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player.gridY = newGridY
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end
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if btnp(4) then
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place_bomb(player)
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end
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end
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local function update_ai(player)
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if player.moving then return end
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local in_danger = is_dangerous(player.gridX, player.gridY)
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if in_danger then
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local dirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}}
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local best_dir = nil
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local best_safe = false
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for _, dir in ipairs(dirs) do
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local newX = player.gridX + dir[1]
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local newY = player.gridY + dir[2]
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if can_move_to(newX, newY) then
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local safe = not is_dangerous(newX, newY)
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if safe and not best_safe then
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best_dir = dir
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best_safe = true
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elseif not best_dir then
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best_dir = dir
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end
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end
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end
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if best_dir then
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player.gridX = player.gridX + best_dir[1]
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player.gridY = player.gridY + best_dir[2]
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end
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player.moveTimer = 0
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return
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end
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player.moveTimer = player.moveTimer + 1
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if player.moveTimer < 20 then return end
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player.moveTimer = 0
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ai_move_and_bomb(player)
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end
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local function draw_player_sprite(x, y, is_player1)
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local sprite_id = is_player1 and ASTRONAUT_BLUE or ASTRONAUT_RED
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spr(sprite_id, x, y, 0, 2)
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end
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local function draw_bomb_sprite(x, y)
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spr(BOMB_SPRITE, x, y, 0, 2)
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end
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local function reset_player_entity(player)
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player.gridX = player.spawnX
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player.gridY = player.spawnY
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player.pixelX = (player.spawnX - 1) * TILE_SIZE
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player.pixelY = (player.spawnY - 1) * TILE_SIZE
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player.moving = false
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player.maxBombs = 1
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player.activeBombs = 0
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player.bombCooldown = 0
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end
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local function explode(bombX, bombY)
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sfx(0, nil, 30) -- explosion sound, 30 ticks = 0.5 sec
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table.insert(explosions, {x = bombX, y = bombY, timer = EXPLOSION_TIMER})
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local gridX = math.floor(bombX / TILE_SIZE) + 1
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local gridY = math.floor(bombY / TILE_SIZE) + 1
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-- horizontal explosion
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for _, dir in ipairs({-1, 1}) do
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local explX = bombX + dir * TILE_SIZE
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local eGridX = gridX + dir
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if eGridX >= 1 and eGridX <= 15 then
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local tile = map[gridY][eGridX]
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if tile == EMPTY then
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table.insert(explosions, {x = explX, y = bombY, timer = EXPLOSION_TIMER})
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elseif tile == BREAKABLE_WALL then
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map[gridY][eGridX] = EMPTY
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table.insert(explosions, {x = explX, y = bombY, timer = EXPLOSION_TIMER})
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end
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end
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end
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-- vertical explosion
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for _, dir in ipairs({-1, 1}) do
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local explY = bombY + dir * TILE_SIZE
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local eGridY = gridY + dir
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if eGridY >= 1 and eGridY <= 9 then
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local tile = map[eGridY][gridX]
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if tile == EMPTY then
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table.insert(explosions, {x = bombX, y = explY, timer = EXPLOSION_TIMER})
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elseif tile == BREAKABLE_WALL then
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map[eGridY][gridX] = EMPTY
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table.insert(explosions, {x = bombX, y = explY, timer = EXPLOSION_TIMER})
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end
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end
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end
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end
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local function set_winner(player_num)
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winner = player_num
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win_timer = 60
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score[player_num] = score[player_num] + 1
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end
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local function draw_win_screen()
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cls(0)
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rect(20, 30, 200, 80, 12)
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rect(22, 32, 196, 76, 0)
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print("PLAYER "..winner.." WON!", 70, 55, 12, false, 2)
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if win_timer <= 0 or math.floor(win_timer / 15) % 2 == 0 then
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print("Press A to restart", 70, 80, 12)
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end
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end
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local function restart_game()
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winner = nil
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win_timer = 0
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bombs = {}
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explosions = {}
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-- reset map from initial
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for row = 1, 9 do
|
|
for col = 1, 15 do
|
|
map[row][col] = initial_map[row][col]
|
|
end
|
|
end
|
|
|
|
for _, p in ipairs(players) do
|
|
reset_player_entity(p)
|
|
end
|
|
init_powerups()
|
|
end
|
|
|
|
local function draw_game()
|
|
-- draw map
|
|
for row = 1, 9 do
|
|
for col = 1, 15 do
|
|
local tile = 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(powerups) do
|
|
if map[pw.gridY][pw.gridX] == EMPTY then
|
|
local drawX = (pw.gridX - 1) * TILE_SIZE
|
|
local drawY = (pw.gridY - 1) * TILE_SIZE
|
|
rect(drawX + 3, drawY + 3, 10, 10, 6)
|
|
print("B", drawX + 5, drawY + 5, 0)
|
|
end
|
|
end
|
|
|
|
-- draw bombs
|
|
for _, bomb in ipairs(bombs) do
|
|
draw_bomb_sprite(bomb.x, bomb.y)
|
|
end
|
|
|
|
-- draw explosions
|
|
for _, expl in ipairs(explosions) do
|
|
rect(expl.x, expl.y, TILE_SIZE, TILE_SIZE, 6)
|
|
end
|
|
|
|
-- draw players
|
|
for idx, player in ipairs(players) do
|
|
draw_player_sprite(player.pixelX, player.pixelY, idx == 1)
|
|
end
|
|
|
|
-- score display
|
|
print(score[1]..":"..score[2], 5, 2, 12)
|
|
print("ARROWS:MOVE A:BOMB", 60, 2, 15)
|
|
local human = players[1]
|
|
local available = human.maxBombs - human.activeBombs
|
|
print("BOMBS:"..available.."/"..human.maxBombs, 180, 2, 11)
|
|
end
|
|
|
|
local function update_splash()
|
|
cls(0)
|
|
|
|
-- title with line break
|
|
print("Bomberman", 85, 50, 12, false, 2)
|
|
print("Clone", 100, 70, 12, false, 2)
|
|
|
|
splash_timer = splash_timer - 1
|
|
if splash_timer <= 0 then
|
|
game_state = GAME_STATE_MENU
|
|
end
|
|
end
|
|
|
|
local function update_menu()
|
|
cls(0)
|
|
|
|
-- title
|
|
print("Bomberman", 85, 30, 12, false, 2)
|
|
print("Clone", 100, 50, 12, false, 2)
|
|
|
|
-- menu options
|
|
local play_color = (menu_selection == 1) and 11 or 15
|
|
local exit_color = (menu_selection == 2) and 11 or 15
|
|
|
|
-- selection indicator
|
|
if menu_selection == 1 then
|
|
print(">", 85, 90, 11)
|
|
else
|
|
print(">", 85, 110, 11)
|
|
end
|
|
|
|
print("Play", 95, 90, play_color)
|
|
print("Exit", 95, 110, exit_color)
|
|
|
|
-- handle input
|
|
if btnp(0) then -- up
|
|
menu_selection = 1
|
|
elseif btnp(1) then -- down
|
|
menu_selection = 2
|
|
elseif btnp(4) then -- A button (select)
|
|
if menu_selection == 1 then
|
|
game_state = GAME_STATE_PLAYING
|
|
init_game()
|
|
else
|
|
exit()
|
|
end
|
|
end
|
|
end
|
|
|
|
function TIC()
|
|
if game_state == GAME_STATE_SPLASH then
|
|
update_splash()
|
|
return
|
|
elseif game_state == GAME_STATE_MENU then
|
|
update_menu()
|
|
return
|
|
end
|
|
|
|
-- GAME_STATE_PLAYING
|
|
cls(6) -- green background
|
|
|
|
if winner then
|
|
win_timer = win_timer - 1
|
|
draw_win_screen()
|
|
if btnp(4) and win_timer <= 0 then
|
|
restart_game()
|
|
end
|
|
return
|
|
end
|
|
|
|
-- update all players
|
|
for _, player in ipairs(players) do
|
|
update_player_movement(player)
|
|
if player.is_ai then
|
|
update_ai(player)
|
|
else
|
|
handle_human_input(player)
|
|
end
|
|
end
|
|
|
|
-- update bombs
|
|
for i = #bombs, 1, -1 do
|
|
local bomb = bombs[i]
|
|
bomb.timer = bomb.timer - 1
|
|
if bomb.timer <= 0 then
|
|
explode(bomb.x, bomb.y)
|
|
if bomb.owner then
|
|
bomb.owner.activeBombs = bomb.owner.activeBombs - 1
|
|
end
|
|
table.remove(bombs, i)
|
|
end
|
|
end
|
|
|
|
-- update explosions
|
|
for i = #explosions, 1, -1 do
|
|
local expl = explosions[i]
|
|
expl.timer = expl.timer - 1
|
|
if expl.timer <= 0 then
|
|
table.remove(explosions, i)
|
|
end
|
|
end
|
|
|
|
-- check powerup pickup
|
|
for _, player in ipairs(players) do
|
|
for i = #powerups, 1, -1 do
|
|
local pw = powerups[i]
|
|
if map[pw.gridY][pw.gridX] == EMPTY and
|
|
player.gridX == pw.gridX and player.gridY == pw.gridY then
|
|
player.maxBombs = player.maxBombs + 1
|
|
table.remove(powerups, i)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- check death by explosion
|
|
for idx, player in ipairs(players) do
|
|
for _, expl in ipairs(explosions) do
|
|
local explGridX = math.floor(expl.x / TILE_SIZE) + 1
|
|
local explGridY = math.floor(expl.y / TILE_SIZE) + 1
|
|
if player.gridX == explGridX and player.gridY == explGridY then
|
|
local winner_idx = (idx == 1) and 2 or 1
|
|
set_winner(winner_idx)
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
-- check human death by touching AI
|
|
local human = players[1]
|
|
for _, player in ipairs(players) do
|
|
if player.is_ai and human.gridX == player.gridX and human.gridY == player.gridY then
|
|
set_winner(2)
|
|
return
|
|
end
|
|
end
|
|
|
|
draw_game()
|
|
end
|
|
|
|
-- <TILES>
|
|
-- 001:eccccccccc888888caaaaaaaca888888cacccccccacc0ccccacc0ccccacc0ccc
|
|
-- 002:ccccceee8888cceeaaaa0cee888a0ceeccca0ccc0cca0c0c0cca0c0c0cca0c0c
|
|
-- 003:eccccccccc888888caaaaaaaca888888cacccccccacccccccacc0ccccacc0ccc
|
|
-- 004:ccccceee8888cceeaaaa0cee888a0ceeccca0cccccca0c0c0cca0c0c0cca0c0c
|
|
-- 017:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
|
|
-- 018:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
|
|
-- 019:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
|
|
-- 020:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
|
|
-- </TILES>
|
|
|
|
-- <WAVES>
|
|
-- 000:00000000ffffffff00000000ffffffff
|
|
-- 001:0123456789abcdeffedcba9876543210
|
|
-- 002:0123456789abcdef0123456789abcdef
|
|
-- </WAVES>
|
|
|
|
-- <SFX>
|
|
-- 000:f0e0d0c0b0a090807060504030201000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000020500000
|
|
-- </SFX>
|
|
|
|
-- <TRACKS>
|
|
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
-- </TRACKS>
|
|
|
|
-- <SPRITES>
|
|
-- 000:00cccc000c1cc1c00ccccccc00cccc000c0cc0c00c0cc0c00000000000000000
|
|
-- 001:00222200021221200222222200222200020220200202202000000000000000000
|
|
-- 002:00043000001111000111111001111110011111100011110000011000000000000
|
|
-- 003:ddd1ddddddd1dddd1111111ddddd1dddddddd1dd1111111ddd1ddddddd1ddddd
|
|
-- 004:8888888888888888888888888888888888888888888888888888888888888888
|
|
-- </SPRITES>
|
|
|
|
-- <PALETTE>
|
|
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
|
-- </PALETTE>
|