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bombexpert/tic80/bomberman.lua
2025-12-03 11:35:33 +01:00

236 lines
5.4 KiB
Lua

-- title: Simple Bomberman
-- author: Claude
-- script: lua
-- constants
TILE_SIZE=16
PLAYER_SIZE=12
BOMB_TIMER=90
EXPLOSION_TIMER=30
EMPTY=0
SOLID_WALL=1
BREAKABLE_WALL=2
-- player
playerX=16
playerY=16
-- game objects
bombs={}
explosions={}
-- enemy
enemy={
x=208,
y=112,
dir=0,
moveTimer=0
}
-- 1=solid wall, 2=breakable wall
map={
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,2,2,2,0,2,0,2,2,2,0,0,1},
{1,0,1,2,1,2,1,2,1,2,1,2,1,0,1},
{1,2,2,2,0,2,2,0,2,2,0,2,2,2,1},
{1,2,1,0,1,0,1,0,1,0,1,0,1,2,1},
{1,2,2,2,0,2,2,0,2,2,0,2,2,2,1},
{1,0,1,2,1,2,1,2,1,2,1,2,1,0,1},
{1,0,0,2,2,2,0,2,0,2,2,2,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
}
function TIC()
cls(0)
-- handle input
newX=playerX
newY=playerY
if btn(0) then newY=playerY-1 end
if btn(1) then newY=playerY+1 end
if btn(2) then newX=playerX-1 end
if btn(3) then newX=playerX+1 end
if not isSolid(newX,playerY) then playerX=newX end
if not isSolid(playerX,newY) then playerY=newY end
-- place bomb
if btnp(4) then
bombX=math.floor(playerX/TILE_SIZE)*TILE_SIZE
bombY=math.floor(playerY/TILE_SIZE)*TILE_SIZE
table.insert(bombs,{x=bombX,y=bombY,timer=BOMB_TIMER})
end
-- update bombs
for i=#bombs,1,-1 do
bombs[i].timer=bombs[i].timer-1
if bombs[i].timer<=0 then
explode(bombs[i].x,bombs[i].y)
table.remove(bombs,i)
end
end
-- update explosions
for i=#explosions,1,-1 do
explosions[i].timer=explosions[i].timer-1
if explosions[i].timer<=0 then
table.remove(explosions,i)
end
end
-- draw map
for row=1,9 do
for col=1,15 do
tile=map[row][col]
drawX=(col-1)*TILE_SIZE
drawY=(row-1)*TILE_SIZE
if tile==SOLID_WALL then
rect(drawX,drawY,TILE_SIZE,TILE_SIZE,8)
elseif tile==BREAKABLE_WALL then
rect(drawX,drawY,TILE_SIZE,TILE_SIZE,4)
end
end
end
-- draw bombs
for i=1,#bombs do
bomb=bombs[i]
circ(bomb.x+8,bomb.y+8,6,2)
end
-- draw explosions
for i=1,#explosions do
expl=explosions[i]
rect(expl.x,expl.y,TILE_SIZE,TILE_SIZE,6)
end
-- update enemy
updateEnemy()
-- draw player
rect(playerX,playerY,PLAYER_SIZE,PLAYER_SIZE,12)
-- draw enemy
rect(enemy.x,enemy.y,PLAYER_SIZE,PLAYER_SIZE,2)
-- check player death by explosion
for i=1,#explosions do
expl=explosions[i]
if playerX<expl.x+TILE_SIZE and playerX+PLAYER_SIZE>expl.x and
playerY<expl.y+TILE_SIZE and playerY+PLAYER_SIZE>expl.y then
playerX=16
playerY=16
end
end
-- check player death by enemy
if playerX<enemy.x+PLAYER_SIZE and playerX+PLAYER_SIZE>enemy.x and
playerY<enemy.y+PLAYER_SIZE and playerY+PLAYER_SIZE>enemy.y then
playerX=16
playerY=16
end
-- check enemy death by explosion
for i=1,#explosions do
expl=explosions[i]
if enemy.x<expl.x+TILE_SIZE and enemy.x+PLAYER_SIZE>expl.x and
enemy.y<expl.y+TILE_SIZE and enemy.y+PLAYER_SIZE>expl.y then
enemy.x=208
enemy.y=112
end
end
print("ARROWS:MOVE A:BOMB",50,2,15)
end
function isSolid(x,y)
gridLeft=math.floor(x/TILE_SIZE)+1
gridTop=math.floor(y/TILE_SIZE)+1
gridRight=math.floor((x+PLAYER_SIZE-1)/TILE_SIZE)+1
gridBottom=math.floor((y+PLAYER_SIZE-1)/TILE_SIZE)+1
if gridLeft<1 or gridTop<1 or gridRight>15 or gridBottom>9 then
return true
end
if map[gridTop][gridLeft]>=SOLID_WALL then return true end
if map[gridTop][gridRight]>=SOLID_WALL then return true end
if map[gridBottom][gridLeft]>=SOLID_WALL then return true end
if map[gridBottom][gridRight]>=SOLID_WALL then return true end
return false
end
function updateEnemy()
enemy.moveTimer=enemy.moveTimer+1
if enemy.moveTimer<3 then return end
enemy.moveTimer=0
-- try current direction
dirs={{0,-1},{0,1},{-1,0},{1,0}}
dx=dirs[enemy.dir+1] and dirs[enemy.dir+1][1] or 0
dy=dirs[enemy.dir+1] and dirs[enemy.dir+1][2] or 0
newEnemyX=enemy.x+dx
newEnemyY=enemy.y+dy
if not isSolidForEnemy(newEnemyX,newEnemyY) and math.random()>0.1 then
enemy.x=newEnemyX
enemy.y=newEnemyY
else
enemy.dir=math.random(0,3)
end
end
function isSolidForEnemy(x,y)
gridLeft=math.floor(x/TILE_SIZE)+1
gridTop=math.floor(y/TILE_SIZE)+1
gridRight=math.floor((x+PLAYER_SIZE-1)/TILE_SIZE)+1
gridBottom=math.floor((y+PLAYER_SIZE-1)/TILE_SIZE)+1
if gridLeft<1 or gridTop<1 or gridRight>15 or gridBottom>9 then
return true
end
if map[gridTop][gridLeft]>=SOLID_WALL then return true end
if map[gridTop][gridRight]>=SOLID_WALL then return true end
if map[gridBottom][gridLeft]>=SOLID_WALL then return true end
if map[gridBottom][gridRight]>=SOLID_WALL then return true end
return false
end
function explode(bombX,bombY)
table.insert(explosions,{x=bombX,y=bombY,timer=EXPLOSION_TIMER})
-- horizontal explosion
for dir=-1,1,2 do
explX=bombX+dir*TILE_SIZE
gridX=math.floor(explX/TILE_SIZE)+1
gridY=math.floor(bombY/TILE_SIZE)+1
if gridX>=1 and gridX<=15 then
tile=map[gridY][gridX]
if tile==EMPTY then
table.insert(explosions,{x=explX,y=bombY,timer=EXPLOSION_TIMER})
elseif tile==BREAKABLE_WALL then
map[gridY][gridX]=EMPTY
table.insert(explosions,{x=explX,y=bombY,timer=EXPLOSION_TIMER})
end
end
end
-- vertical explosion
for dir=-1,1,2 do
explY=bombY+dir*TILE_SIZE
gridX=math.floor(bombX/TILE_SIZE)+1
gridY=math.floor(explY/TILE_SIZE)+1
if gridY>=1 and gridY<=9 then
tile=map[gridY][gridX]
if tile==EMPTY then
table.insert(explosions,{x=bombX,y=explY,timer=EXPLOSION_TIMER})
elseif tile==BREAKABLE_WALL then
map[gridY][gridX]=EMPTY
table.insert(explosions,{x=bombX,y=explY,timer=EXPLOSION_TIMER})
end
end
end
end