1271 lines
36 KiB
Lua
1271 lines
36 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: 0.2
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-- script: lua
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-- luacheck: globals TIC btn btnp cls rect spr print exit sfx keyp key
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-- luacheck: max line length 150
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--------------------------------------------------------------------------------
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-- Constants
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--------------------------------------------------------------------------------
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-- Tile constants
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local TILE_SIZE = 8
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local MAP_WIDTH = 27
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local MAP_HEIGHT = 15
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local BOARD_OFFSET_X = 12 -- (240-27*8)/2 = 12
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local BOARD_OFFSET_Y = 14 -- top bar (10) + shadow (2) + gap (2)
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-- Tile types
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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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-- Timing constants
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local BOMB_TIMER = 90
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local EXPLOSION_TIMER = 30
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local SPREAD_DELAY = 6 -- ticks per cell spread
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local SPLASH_DURATION = 90 -- 1.5 seconds at 60fps
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local WIN_SCREEN_DURATION = 60
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local AI_MOVE_DELAY = 20
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local AI_BOMB_COOLDOWN = 90
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-- Movement
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local MOVE_SPEED = 2
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-- Directions (up, down, left, right)
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local DIRECTIONS = {
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{0, -1},
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{0, 1},
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{-1, 0},
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{1, 0}
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}
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-- Sprite indices (SPRITES section loads at 256+)
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local PLAYER_BLUE = 256
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local PLAYER_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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-- Colors (Sweetie 16 palette)
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local COLOR_BLACK = 0
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local COLOR_SHADOW = 1
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local COLOR_RED = 2
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local COLOR_ORANGE = 3
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local COLOR_YELLOW = 4
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local COLOR_GREEN = 6
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local COLOR_BLUE = 9
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local COLOR_BLUE_LIGHT = 10
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local COLOR_CYAN = 11
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local COLOR_LIGHT = 12 -- f4f4f4 - lightest color
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local COLOR_GRAY_LIGHT = 13
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-- Game states
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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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local GAME_STATE_HELP = 3
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local GAME_STATE_CREDITS = 4
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-- Powerup spawn chance
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local POWERUP_SPAWN_CHANCE = 0.3
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--------------------------------------------------------------------------------
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-- Modules
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--------------------------------------------------------------------------------
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local Input = {}
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local Map = {}
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local Powerup = {}
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local UI = {}
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local TopBar = {}
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local Splash = {}
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local Menu = {}
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local Help = {}
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local Credits = {}
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local WinScreen = {}
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local GameBoard = {}
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local Bomb = {}
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local AI = {}
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local Player = {}
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local Game = {}
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--------------------------------------------------------------------------------
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-- Game State
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--------------------------------------------------------------------------------
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local State = {
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game_state = GAME_STATE_SPLASH,
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splash_timer = SPLASH_DURATION,
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menu_selection = 1,
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two_player_mode = false,
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players = {},
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powerups = {},
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bombs = {},
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explosions = {},
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winner = nil,
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win_timer = 0,
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score = {0, 0},
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map = {}
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}
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-- Initialize empty map
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for row = 1, MAP_HEIGHT do
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State.map[row] = {}
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for col = 1, MAP_WIDTH do
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State.map[row][col] = EMPTY
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end
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end
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--------------------------------------------------------------------------------
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-- Powerup System (extensible)
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--------------------------------------------------------------------------------
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local POWERUP_TYPES = {
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{
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type = "bomb",
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weight = 50,
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color = COLOR_YELLOW,
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label = "B",
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apply = function(player) player.maxBombs = player.maxBombs + 1 end
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},
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{
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type = "power",
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weight = 50,
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color = COLOR_ORANGE,
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label = "P",
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apply = function(player) player.bombPower = player.bombPower + 1 end
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},
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}
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--------------------------------------------------------------------------------
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-- Powerup module
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--------------------------------------------------------------------------------
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function Powerup.get_config(type_name)
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for _, p in ipairs(POWERUP_TYPES) do
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if p.type == type_name then
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return p
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end
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end
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return POWERUP_TYPES[1]
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end
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function Powerup.get_random_type()
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local total_weight = 0
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for _, p in ipairs(POWERUP_TYPES) do
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total_weight = total_weight + p.weight
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end
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local roll = math.random() * total_weight
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local cumulative = 0
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for _, p in ipairs(POWERUP_TYPES) do
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cumulative = cumulative + p.weight
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if roll <= cumulative then
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return p.type
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end
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end
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return POWERUP_TYPES[1].type
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end
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function Powerup.init()
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State.powerups = {}
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for row = 1, MAP_HEIGHT do
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for col = 1, MAP_WIDTH do
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if State.map[row][col] == BREAKABLE_WALL and math.random() < POWERUP_SPAWN_CHANCE then
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table.insert(State.powerups, {
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gridX = col,
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gridY = row,
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type = Powerup.get_random_type()
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})
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end
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end
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end
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end
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function Powerup.draw_all()
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for _, pw in ipairs(State.powerups) do
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if State.map[pw.gridY][pw.gridX] == EMPTY then
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local drawX = (pw.gridX - 1) * TILE_SIZE + BOARD_OFFSET_X
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local drawY = (pw.gridY - 1) * TILE_SIZE + BOARD_OFFSET_Y
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local config = Powerup.get_config(pw.type)
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rect(drawX + 2, drawY + 2, 5, 5, COLOR_SHADOW)
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rect(drawX + 1, drawY + 1, 5, 5, config.color)
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print(config.label, drawX + 2, drawY + 1, COLOR_BLACK)
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end
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end
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end
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function Powerup.check_pickup()
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for _, player in ipairs(State.players) do
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for i = #State.powerups, 1, -1 do
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local pw = State.powerups[i]
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if State.map[pw.gridY][pw.gridX] == EMPTY and
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player.gridX == pw.gridX and player.gridY == pw.gridY then
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local config = Powerup.get_config(pw.type)
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config.apply(player)
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table.remove(State.powerups, i)
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sfx(1, nil, 8)
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end
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end
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end
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end
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--------------------------------------------------------------------------------
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-- Input module
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--------------------------------------------------------------------------------
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function Input.action_pressed()
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return btnp(4) or keyp(48) -- A button or Space
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end
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function Input.up()
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return btn(0)
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end
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function Input.down()
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return btn(1)
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end
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function Input.left()
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return btn(2)
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end
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function Input.right()
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return btn(3)
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end
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function Input.up_pressed()
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return btnp(0)
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end
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function Input.down_pressed()
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return btnp(1)
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end
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-- Player 2 inputs (WASD + G for bomb)
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function Input.p2_up()
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return key(23) or btn(8) -- W key or gamepad 2 up
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end
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function Input.p2_down()
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return key(19) or btn(9) -- S key or gamepad 2 down
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end
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function Input.p2_left()
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return key(1) or btn(10) -- A key or gamepad 2 left
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end
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function Input.p2_right()
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return key(4) or btn(11) -- D key or gamepad 2 right
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end
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function Input.p2_action()
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return keyp(7) or btnp(12) -- G key or gamepad 2 A
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end
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--------------------------------------------------------------------------------
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-- Map module
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--------------------------------------------------------------------------------
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function Map.can_move_to(gridX, gridY, player)
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if gridX < 1 or gridY < 1 or gridX > MAP_WIDTH or gridY > MAP_HEIGHT then
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return false
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end
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if State.map[gridY][gridX] >= SOLID_WALL then
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return false
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end
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-- Check for bombs (but allow staying on bomb you just placed)
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for _, bomb in ipairs(State.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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-- Allow if player is currently on the bomb (just placed it)
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if player and player.gridX == bombGridX and player.gridY == bombGridY then
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return true
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end
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return false
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end
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end
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return true
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end
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function Map.is_spawn_area(row, col)
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local lastCol = MAP_WIDTH - 1 -- 26 (for MAP_WIDTH=27)
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local lastRow = MAP_HEIGHT - 1 -- 14 (for MAP_HEIGHT=15)
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-- Top-left spawn (2,2) and adjacent
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if (row == 2 and col == 2) or (row == 2 and col == 3) or (row == 3 and col == 2) then
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return true
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end
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-- Top-right spawn and adjacent
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if (row == 2 and col == lastCol) or (row == 2 and col == lastCol - 1) or (row == 3 and col == lastCol) then
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return true
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end
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-- Bottom-left spawn and adjacent
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if (row == lastRow and col == 2) or (row == lastRow and col == 3) or (row == lastRow - 1 and col == 2) then
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return true
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end
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-- Bottom-right spawn and adjacent
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if (row == lastRow and col == lastCol) or (row == lastRow and col == lastCol - 1) or (row == lastRow - 1 and col == lastCol) then
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return true
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end
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return false
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end
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function Map.generate()
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for row = 1, MAP_HEIGHT do
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for col = 1, MAP_WIDTH do
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-- Border walls
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if row == 1 or row == MAP_HEIGHT or col == 1 or col == MAP_WIDTH then
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State.map[row][col] = SOLID_WALL
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-- Spawn areas MUST be empty
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elseif Map.is_spawn_area(row, col) then
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State.map[row][col] = EMPTY
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-- Grid pattern solid walls (odd row AND odd col, but not border)
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elseif row % 2 == 1 and col % 2 == 1 and row > 1 and col > 1 then
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State.map[row][col] = SOLID_WALL
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-- Random: breakable wall or empty
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else
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if math.random() < 0.7 then
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State.map[row][col] = BREAKABLE_WALL
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else
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State.map[row][col] = EMPTY
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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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function Map.draw_shadows()
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for row = 1, MAP_HEIGHT do
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for col = 1, MAP_WIDTH do
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local tile = State.map[row][col]
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if tile == SOLID_WALL or tile == BREAKABLE_WALL then
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local drawX = (col - 1) * TILE_SIZE + BOARD_OFFSET_X
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local drawY = (row - 1) * TILE_SIZE + BOARD_OFFSET_Y
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rect(drawX + 1, drawY + 1, TILE_SIZE, TILE_SIZE, COLOR_SHADOW)
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end
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end
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end
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end
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function Map.draw_tiles()
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for row = 1, MAP_HEIGHT do
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for col = 1, MAP_WIDTH do
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local tile = State.map[row][col]
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local drawX = (col - 1) * TILE_SIZE + BOARD_OFFSET_X
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local drawY = (row - 1) * TILE_SIZE + BOARD_OFFSET_Y
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if tile == SOLID_WALL then
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spr(SOLID_WALL_SPRITE, drawX, drawY, 0, 1)
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elseif tile == BREAKABLE_WALL then
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spr(BREAKABLE_WALL_SPRITE, drawX, drawY, 0, 1)
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end
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-- Empty spaces use background color (no floor sprite)
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end
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end
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end
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--------------------------------------------------------------------------------
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-- TopBar module
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--------------------------------------------------------------------------------
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function TopBar.draw()
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-- Background
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rect(0, 0, 240, 10, COLOR_SHADOW)
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-- Shadow
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rect(0, 10, 240, 2, COLOR_BLACK)
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local p1 = State.players[1]
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local p2 = State.players[2]
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-- Player 1 (left side) - blue
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if p1 then
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print("P1", 2, 2, COLOR_BLUE_LIGHT)
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print("W:"..State.score[1], 16, 2, COLOR_BLUE_LIGHT)
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print("B:"..p1.maxBombs, 40, 2, COLOR_YELLOW)
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print("P:"..p1.bombPower, 64, 2, COLOR_ORANGE)
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end
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-- Player 2 (right side) - red
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if p2 then
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print("P:"..p2.bombPower, 156, 2, COLOR_ORANGE)
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print("B:"..p2.maxBombs, 180, 2, COLOR_YELLOW)
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print("W:"..State.score[2], 204, 2, COLOR_RED)
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print("P2", 226, 2, COLOR_RED)
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end
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end
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--------------------------------------------------------------------------------
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-- UI module (shared utilities)
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--------------------------------------------------------------------------------
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function UI.print_shadow(text, x, y, color, fixed, scale)
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scale = scale or 1
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print(text, x + 1, y + 1, COLOR_SHADOW, fixed, scale)
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print(text, x, y, color, fixed, scale)
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end
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--------------------------------------------------------------------------------
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-- Splash module
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--------------------------------------------------------------------------------
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function Splash.update()
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cls(COLOR_BLACK)
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UI.print_shadow("Bomberman", 85, 50, COLOR_BLUE, false, 2)
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UI.print_shadow("Clone", 100, 70, COLOR_BLUE, false, 2)
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State.splash_timer = State.splash_timer - 1
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if State.splash_timer <= 0 then
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State.game_state = GAME_STATE_MENU
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end
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end
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--------------------------------------------------------------------------------
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-- Menu module
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--------------------------------------------------------------------------------
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function Menu.update()
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cls(COLOR_BLACK)
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UI.print_shadow("Bomberman", 85, 20, COLOR_BLUE, false, 2)
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UI.print_shadow("Clone", 100, 40, COLOR_BLUE, false, 2)
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local unselected = COLOR_GRAY_LIGHT
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local p1_color = (State.menu_selection == 1) and COLOR_CYAN or unselected
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local p2_color = (State.menu_selection == 2) and COLOR_CYAN or unselected
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local help_color = (State.menu_selection == 3) and COLOR_CYAN or unselected
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local credits_color = (State.menu_selection == 4) and COLOR_CYAN or unselected
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local exit_color = (State.menu_selection == 5) and COLOR_CYAN or unselected
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local cursor_y = 60 + (State.menu_selection - 1) * 14
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UI.print_shadow(">", 60, cursor_y, COLOR_CYAN)
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UI.print_shadow("1 Player Game", 70, 60, p1_color)
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UI.print_shadow("2 Player Game", 70, 74, p2_color)
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UI.print_shadow("Help", 70, 88, help_color)
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UI.print_shadow("Credits", 70, 102, credits_color)
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UI.print_shadow("Exit", 70, 116, exit_color)
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if Input.up_pressed() then
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State.menu_selection = State.menu_selection - 1
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if State.menu_selection < 1 then State.menu_selection = 5 end
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elseif Input.down_pressed() then
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State.menu_selection = State.menu_selection + 1
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if State.menu_selection > 5 then State.menu_selection = 1 end
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elseif Input.action_pressed() then
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if State.menu_selection == 1 then
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State.two_player_mode = false
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State.game_state = GAME_STATE_PLAYING
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Game.init()
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elseif State.menu_selection == 2 then
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State.two_player_mode = true
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State.game_state = GAME_STATE_PLAYING
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Game.init()
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elseif State.menu_selection == 3 then
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State.game_state = GAME_STATE_HELP
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elseif State.menu_selection == 4 then
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State.game_state = GAME_STATE_CREDITS
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else
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exit()
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end
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end
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end
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--------------------------------------------------------------------------------
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-- Help module
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--------------------------------------------------------------------------------
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function Help.update()
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cls(COLOR_BLACK)
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UI.print_shadow("Help", 100, 8, COLOR_BLUE, false, 2)
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-- Controls section
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UI.print_shadow("Controls", 20, 30, COLOR_LIGHT)
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-- P1 controls
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rect(20, 42, 90, 30, COLOR_SHADOW)
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rect(19, 41, 90, 30, COLOR_BLUE_LIGHT)
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print("Player 1 (Blue)", 22, 44, COLOR_LIGHT)
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print("Move: Arrow Keys", 22, 54, COLOR_LIGHT)
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print("Bomb: SPACE", 22, 64, COLOR_LIGHT)
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-- P2 controls
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rect(130, 42, 90, 30, COLOR_SHADOW)
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rect(129, 41, 90, 30, COLOR_RED)
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print("Player 2 (Red)", 132, 44, COLOR_LIGHT)
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print("Move: W A S D", 132, 54, COLOR_LIGHT)
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print("Bomb: G", 132, 64, COLOR_LIGHT)
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-- Powerups section
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UI.print_shadow("Powerups", 20, 80, COLOR_LIGHT)
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-- Bomb powerup
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rect(22, 93, 5, 5, COLOR_SHADOW)
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rect(21, 92, 5, 5, COLOR_YELLOW)
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print("B", 22, 92, COLOR_BLACK)
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print("+1 Bomb capacity", 32, 92, COLOR_YELLOW)
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-- Power powerup
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rect(22, 105, 5, 5, COLOR_SHADOW)
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rect(21, 104, 5, 5, COLOR_ORANGE)
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print("P", 22, 104, COLOR_BLACK)
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print("+1 Blast range", 32, 104, COLOR_ORANGE)
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-- Back instruction
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UI.print_shadow("Press SPACE to return", 60, 122, COLOR_CYAN)
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if Input.action_pressed() then
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State.game_state = GAME_STATE_MENU
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end
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end
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--------------------------------------------------------------------------------
|
|
-- Credits module
|
|
--------------------------------------------------------------------------------
|
|
|
|
function Credits.update()
|
|
cls(COLOR_BLACK)
|
|
|
|
UI.print_shadow("Credits", 90, 20, COLOR_BLUE, false, 2)
|
|
|
|
UI.print_shadow("Author: Zsolt Tasnadi", 60, 50, COLOR_LIGHT)
|
|
UI.print_shadow("Powered by Claude", 68, 66, COLOR_LIGHT)
|
|
UI.print_shadow("Sponsored by Zen Heads", 52, 82, COLOR_LIGHT)
|
|
UI.print_shadow("Happy X-MAS!", 80, 98, COLOR_RED)
|
|
|
|
UI.print_shadow("Press SPACE to return", 60, 122, COLOR_CYAN)
|
|
|
|
if Input.action_pressed() then
|
|
State.game_state = GAME_STATE_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()
|
|
Map.draw_shadows()
|
|
Map.draw_tiles()
|
|
Bomb.draw_explosions()
|
|
Powerup.draw_all()
|
|
Bomb.draw_all()
|
|
|
|
-- draw players
|
|
for idx, player in ipairs(State.players) do
|
|
Player.draw(player.pixelX + BOARD_OFFSET_X, player.pixelY + BOARD_OFFSET_Y, idx == 1)
|
|
end
|
|
|
|
TopBar.draw()
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Bomb module (includes explosions)
|
|
--------------------------------------------------------------------------------
|
|
|
|
function Bomb.draw(x, y)
|
|
spr(BOMB_SPRITE, x, y, 0, 1)
|
|
end
|
|
|
|
function Bomb.draw_all()
|
|
for _, bomb in ipairs(State.bombs) do
|
|
Bomb.draw(bomb.x + BOARD_OFFSET_X, bomb.y + BOARD_OFFSET_Y)
|
|
end
|
|
end
|
|
|
|
function Bomb.draw_explosions()
|
|
for _, expl in ipairs(State.explosions) do
|
|
local drawX = expl.x + BOARD_OFFSET_X
|
|
local drawY = expl.y + BOARD_OFFSET_Y
|
|
if expl.spread <= 0 then
|
|
rect(drawX, drawY, 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 off = math.floor((TILE_SIZE - size) / 2)
|
|
rect(drawX + off, drawY + off, size, size, COLOR_RED)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function Bomb.place(player)
|
|
if player.activeBombs >= player.maxBombs then return end
|
|
|
|
local bombX = (player.gridX - 1) * TILE_SIZE
|
|
local bombY = (player.gridY - 1) * TILE_SIZE
|
|
|
|
for _, b in ipairs(State.bombs) do
|
|
if b.x == bombX and b.y == bombY then
|
|
return
|
|
end
|
|
end
|
|
|
|
table.insert(State.bombs, {
|
|
x = bombX,
|
|
y = bombY,
|
|
timer = BOMB_TIMER,
|
|
owner = player,
|
|
power = player.bombPower
|
|
})
|
|
player.activeBombs = player.activeBombs + 1
|
|
end
|
|
|
|
function Bomb.explode(bombX, bombY, power)
|
|
power = power or 1
|
|
sfx(0, nil, 30)
|
|
table.insert(State.explosions, {
|
|
x = bombX,
|
|
y = bombY,
|
|
timer = EXPLOSION_TIMER,
|
|
dist = 0,
|
|
spread = 0
|
|
})
|
|
|
|
local gridX = math.floor(bombX / TILE_SIZE) + 1
|
|
local gridY = math.floor(bombY / TILE_SIZE) + 1
|
|
|
|
-- horizontal explosion
|
|
for _, dir in ipairs({-1, 1}) do
|
|
for dist = 1, power do
|
|
local explX = bombX + dir * dist * TILE_SIZE
|
|
local eGridX = gridX + dir * dist
|
|
if eGridX < 1 or eGridX > MAP_WIDTH then break end
|
|
local tile = State.map[gridY][eGridX]
|
|
if tile == SOLID_WALL then break end
|
|
if tile == BREAKABLE_WALL then
|
|
State.map[gridY][eGridX] = EMPTY
|
|
table.insert(State.explosions, {
|
|
x = explX,
|
|
y = bombY,
|
|
timer = EXPLOSION_TIMER,
|
|
dist = dist,
|
|
spread = dist * SPREAD_DELAY
|
|
})
|
|
break
|
|
end
|
|
table.insert(State.explosions, {
|
|
x = explX,
|
|
y = bombY,
|
|
timer = EXPLOSION_TIMER,
|
|
dist = dist,
|
|
spread = dist * SPREAD_DELAY
|
|
})
|
|
end
|
|
end
|
|
|
|
-- vertical explosion
|
|
for _, dir in ipairs({-1, 1}) do
|
|
for dist = 1, power do
|
|
local explY = bombY + dir * dist * TILE_SIZE
|
|
local eGridY = gridY + dir * dist
|
|
if eGridY < 1 or eGridY > MAP_HEIGHT then break end
|
|
local tile = State.map[eGridY][gridX]
|
|
if tile == SOLID_WALL then break end
|
|
if tile == BREAKABLE_WALL then
|
|
State.map[eGridY][gridX] = EMPTY
|
|
table.insert(State.explosions, {
|
|
x = bombX,
|
|
y = explY,
|
|
timer = EXPLOSION_TIMER,
|
|
dist = dist,
|
|
spread = dist * SPREAD_DELAY
|
|
})
|
|
break
|
|
end
|
|
table.insert(State.explosions, {
|
|
x = bombX,
|
|
y = explY,
|
|
timer = EXPLOSION_TIMER,
|
|
dist = dist,
|
|
spread = dist * SPREAD_DELAY
|
|
})
|
|
end
|
|
end
|
|
end
|
|
|
|
function Bomb.update_all()
|
|
-- update bombs
|
|
for i = #State.bombs, 1, -1 do
|
|
local bomb = State.bombs[i]
|
|
bomb.timer = bomb.timer - 1
|
|
if bomb.timer <= 0 then
|
|
Bomb.explode(bomb.x, bomb.y, bomb.power)
|
|
if bomb.owner then
|
|
bomb.owner.activeBombs = bomb.owner.activeBombs - 1
|
|
end
|
|
table.remove(State.bombs, i)
|
|
end
|
|
end
|
|
|
|
-- update explosions
|
|
for i = #State.explosions, 1, -1 do
|
|
local expl = State.explosions[i]
|
|
if expl.spread > 0 then
|
|
expl.spread = expl.spread - 1
|
|
else
|
|
expl.timer = expl.timer - 1
|
|
if expl.timer <= 0 then
|
|
table.remove(State.explosions, i)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function Bomb.clear_all()
|
|
State.bombs = {}
|
|
State.explosions = {}
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- AI module
|
|
--------------------------------------------------------------------------------
|
|
|
|
function AI.is_dangerous(gridX, gridY)
|
|
-- Check active explosions
|
|
for _, expl in ipairs(State.explosions) do
|
|
local explGridX = math.floor(expl.x / TILE_SIZE) + 1
|
|
local explGridY = math.floor(expl.y / TILE_SIZE) + 1
|
|
if gridX == explGridX and gridY == explGridY then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- Check bombs about to explode (timer < 30) - need to escape!
|
|
for _, bomb in ipairs(State.bombs) do
|
|
local bombGridX = math.floor(bomb.x / TILE_SIZE) + 1
|
|
local bombGridY = math.floor(bomb.y / TILE_SIZE) + 1
|
|
local power = bomb.power or 1
|
|
|
|
-- Only urgent if bomb is about to explode
|
|
if bomb.timer < 30 then
|
|
if gridX == bombGridX and gridY == bombGridY then
|
|
return true
|
|
end
|
|
|
|
-- Check blast radius only for soon-to-explode bombs
|
|
if gridY == bombGridY and math.abs(gridX - bombGridX) <= power then
|
|
local blocked = false
|
|
local minX = math.min(gridX, bombGridX)
|
|
local maxX = math.max(gridX, bombGridX)
|
|
for x = minX + 1, maxX - 1 do
|
|
if State.map[gridY][x] == SOLID_WALL then
|
|
blocked = true
|
|
break
|
|
end
|
|
end
|
|
if not blocked then return true end
|
|
end
|
|
|
|
if gridX == bombGridX and math.abs(gridY - bombGridY) <= power then
|
|
local blocked = false
|
|
local minY = math.min(gridY, bombGridY)
|
|
local maxY = math.max(gridY, bombGridY)
|
|
for y = minY + 1, maxY - 1 do
|
|
if State.map[y][gridX] == SOLID_WALL then
|
|
blocked = true
|
|
break
|
|
end
|
|
end
|
|
if not blocked then return true end
|
|
end
|
|
else
|
|
-- For bombs with more time, just avoid the bomb cell itself
|
|
if gridX == bombGridX and gridY == bombGridY then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
function AI.has_adjacent_breakable_wall(gridX, gridY)
|
|
for _, dir in ipairs(DIRECTIONS) do
|
|
local checkX = gridX + dir[1]
|
|
local checkY = gridY + dir[2]
|
|
if checkX >= 1 and checkX <= MAP_WIDTH and checkY >= 1 and checkY <= MAP_HEIGHT then
|
|
if State.map[checkY][checkX] == BREAKABLE_WALL then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
function AI.find_nearest_powerup(gridX, gridY)
|
|
local nearest = nil
|
|
local nearestDist = 9999
|
|
for _, pw in ipairs(State.powerups) do
|
|
if State.map[pw.gridY][pw.gridX] == EMPTY then
|
|
local dist = math.abs(pw.gridX - gridX) + math.abs(pw.gridY - gridY)
|
|
if dist < nearestDist then
|
|
nearestDist = dist
|
|
nearest = pw
|
|
end
|
|
end
|
|
end
|
|
return nearest
|
|
end
|
|
|
|
function AI.is_in_blast_line(cellX, cellY, bombX, bombY, power)
|
|
-- Check if cell is in same row or column as bomb and within power range
|
|
if cellY == bombY and math.abs(cellX - bombX) <= power then
|
|
return true
|
|
end
|
|
if cellX == bombX and math.abs(cellY - bombY) <= power then
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
|
|
function AI.find_safe_cell(gridX, gridY, player)
|
|
-- Find a cell to escape to that's OUTSIDE the bomb's blast line
|
|
local power = player.bombPower
|
|
|
|
-- First try: find a path that gets us completely out of blast line
|
|
for _, dir in ipairs(DIRECTIONS) do
|
|
local newX = gridX + dir[1]
|
|
local newY = gridY + dir[2]
|
|
if Map.can_move_to(newX, newY, player) and not AI.is_dangerous(newX, newY) then
|
|
-- Check if this first step gets us out of blast line
|
|
if not AI.is_in_blast_line(newX, newY, gridX, gridY, power) then
|
|
return {newX, newY}
|
|
end
|
|
-- If not, check if we can turn corner to get out
|
|
for _, dir2 in ipairs(DIRECTIONS) do
|
|
local safeX = newX + dir2[1]
|
|
local safeY = newY + dir2[2]
|
|
if Map.can_move_to(safeX, safeY, player) and not AI.is_dangerous(safeX, safeY) then
|
|
if not AI.is_in_blast_line(safeX, safeY, gridX, gridY, power) then
|
|
return {newX, newY}
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
return nil
|
|
end
|
|
|
|
function AI.has_escape_route(gridX, gridY, player)
|
|
return AI.find_safe_cell(gridX, gridY, player) ~= nil
|
|
end
|
|
|
|
function AI.escape_from_bomb(player)
|
|
local safe = AI.find_safe_cell(player.gridX, player.gridY, player)
|
|
if safe then
|
|
player.gridX = safe[1]
|
|
player.gridY = safe[2]
|
|
end
|
|
end
|
|
|
|
function AI.move_and_bomb(player, target)
|
|
if not target then return end
|
|
|
|
-- Check for nearby powerup first
|
|
local powerup = AI.find_nearest_powerup(player.gridX, player.gridY)
|
|
local actualTarget = target
|
|
|
|
-- If powerup is closer than target, go for powerup
|
|
if powerup then
|
|
local pwDist = math.abs(powerup.gridX - player.gridX) + math.abs(powerup.gridY - player.gridY)
|
|
local targetDist = math.abs(target.gridX - player.gridX) + math.abs(target.gridY - player.gridY)
|
|
if pwDist < targetDist or pwDist <= 5 then
|
|
actualTarget = {gridX = powerup.gridX, gridY = powerup.gridY}
|
|
end
|
|
end
|
|
|
|
local dx = actualTarget.gridX - player.gridX
|
|
local dy = actualTarget.gridY - player.gridY
|
|
local dist = math.abs(dx) + math.abs(dy)
|
|
|
|
local should_bomb = false
|
|
if dist <= 2 and actualTarget == target then should_bomb = true end
|
|
if AI.has_adjacent_breakable_wall(player.gridX, player.gridY) then
|
|
should_bomb = true
|
|
end
|
|
|
|
if should_bomb and player.activeBombs < player.maxBombs and player.bombCooldown <= 0 then
|
|
if AI.has_escape_route(player.gridX, player.gridY, player) then
|
|
player.lastGridX = player.gridX
|
|
player.lastGridY = player.gridY
|
|
Bomb.place(player)
|
|
player.bombCooldown = AI_BOMB_COOLDOWN
|
|
AI.escape_from_bomb(player)
|
|
return
|
|
end
|
|
end
|
|
|
|
-- Build direction list (preferred directions first, then all others)
|
|
local dirs = {}
|
|
if dx > 0 then table.insert(dirs, {1, 0})
|
|
elseif dx < 0 then table.insert(dirs, {-1, 0})
|
|
end
|
|
if dy > 0 then table.insert(dirs, {0, 1})
|
|
elseif dy < 0 then table.insert(dirs, {0, -1})
|
|
end
|
|
|
|
for _, d in ipairs(DIRECTIONS) do
|
|
table.insert(dirs, d)
|
|
end
|
|
|
|
-- Try to move, avoiding going back to last position unless necessary
|
|
local fallback = nil
|
|
for _, dir in ipairs(dirs) do
|
|
local newGridX = player.gridX + dir[1]
|
|
local newGridY = player.gridY + dir[2]
|
|
if Map.can_move_to(newGridX, newGridY, player) and not AI.is_dangerous(newGridX, newGridY) then
|
|
-- Avoid going back unless it's the only option
|
|
if newGridX == player.lastGridX and newGridY == player.lastGridY then
|
|
if not fallback then fallback = {newGridX, newGridY} end
|
|
else
|
|
player.lastGridX = player.gridX
|
|
player.lastGridY = player.gridY
|
|
player.gridX = newGridX
|
|
player.gridY = newGridY
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Use fallback if no other option
|
|
if fallback then
|
|
player.lastGridX = player.gridX
|
|
player.lastGridY = player.gridY
|
|
player.gridX = fallback[1]
|
|
player.gridY = fallback[2]
|
|
end
|
|
end
|
|
|
|
function AI.update(player, target)
|
|
-- Even while moving, check if destination becomes dangerous
|
|
if player.moving then
|
|
if AI.is_dangerous(player.gridX, player.gridY) then
|
|
-- Destination is dangerous! Try to stop or reverse
|
|
local currentGridX = math.floor(player.pixelX / TILE_SIZE) + 1
|
|
local currentGridY = math.floor(player.pixelY / TILE_SIZE) + 1
|
|
if not AI.is_dangerous(currentGridX, currentGridY) then
|
|
-- Stay at current position
|
|
player.gridX = currentGridX
|
|
player.gridY = currentGridY
|
|
end
|
|
end
|
|
return
|
|
end
|
|
|
|
local in_danger = AI.is_dangerous(player.gridX, player.gridY)
|
|
|
|
if in_danger then
|
|
local best_dir = nil
|
|
local best_safe = false
|
|
|
|
for _, dir in ipairs(DIRECTIONS) do
|
|
local newX = player.gridX + dir[1]
|
|
local newY = player.gridY + dir[2]
|
|
if Map.can_move_to(newX, newY, player) then
|
|
local safe = not AI.is_dangerous(newX, newY)
|
|
if safe and not best_safe then
|
|
best_dir = dir
|
|
best_safe = true
|
|
elseif not best_dir then
|
|
best_dir = dir
|
|
end
|
|
end
|
|
end
|
|
|
|
if best_dir then
|
|
player.gridX = player.gridX + best_dir[1]
|
|
player.gridY = player.gridY + best_dir[2]
|
|
end
|
|
player.moveTimer = 0
|
|
return
|
|
end
|
|
|
|
player.moveTimer = player.moveTimer + 1
|
|
if player.moveTimer < AI_MOVE_DELAY then return end
|
|
|
|
player.moveTimer = 0
|
|
AI.move_and_bomb(player, target)
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Player module
|
|
--------------------------------------------------------------------------------
|
|
|
|
function Player.draw(x, y, is_player1)
|
|
local sprite_id = is_player1 and PLAYER_BLUE or PLAYER_RED
|
|
spr(sprite_id, x, y, 0, 1)
|
|
end
|
|
|
|
function Player.create(gridX, gridY, color, is_ai)
|
|
return {
|
|
gridX = gridX,
|
|
gridY = gridY,
|
|
lastGridX = gridX,
|
|
lastGridY = gridY,
|
|
pixelX = (gridX - 1) * TILE_SIZE,
|
|
pixelY = (gridY - 1) * TILE_SIZE,
|
|
moving = false,
|
|
maxBombs = 1,
|
|
activeBombs = 0,
|
|
bombPower = 1,
|
|
color = color,
|
|
is_ai = is_ai,
|
|
moveTimer = 0,
|
|
bombCooldown = 0,
|
|
spawnX = gridX,
|
|
spawnY = gridY
|
|
}
|
|
end
|
|
|
|
function Player.update_movement(player)
|
|
local targetX = (player.gridX - 1) * TILE_SIZE
|
|
local targetY = (player.gridY - 1) * TILE_SIZE
|
|
|
|
if player.pixelX < targetX then
|
|
player.pixelX = math.min(player.pixelX + MOVE_SPEED, targetX)
|
|
player.moving = true
|
|
elseif player.pixelX > targetX then
|
|
player.pixelX = math.max(player.pixelX - MOVE_SPEED, targetX)
|
|
player.moving = true
|
|
elseif player.pixelY < targetY then
|
|
player.pixelY = math.min(player.pixelY + MOVE_SPEED, targetY)
|
|
player.moving = true
|
|
elseif player.pixelY > targetY then
|
|
player.pixelY = math.max(player.pixelY - MOVE_SPEED, targetY)
|
|
player.moving = true
|
|
else
|
|
player.moving = false
|
|
end
|
|
|
|
if player.bombCooldown > 0 then
|
|
player.bombCooldown = player.bombCooldown - 1
|
|
end
|
|
end
|
|
|
|
function Player.handle_input(player, input)
|
|
if player.moving then return end
|
|
|
|
local newGridX = player.gridX
|
|
local newGridY = player.gridY
|
|
|
|
if input.up() then
|
|
newGridY = player.gridY - 1
|
|
elseif input.down() then
|
|
newGridY = player.gridY + 1
|
|
elseif input.left() then
|
|
newGridX = player.gridX - 1
|
|
elseif input.right() then
|
|
newGridX = player.gridX + 1
|
|
end
|
|
|
|
if Map.can_move_to(newGridX, newGridY, player) then
|
|
player.gridX = newGridX
|
|
player.gridY = newGridY
|
|
end
|
|
|
|
if input.action() then
|
|
Bomb.place(player)
|
|
end
|
|
end
|
|
|
|
-- Input configurations for each player
|
|
local P1_INPUT = {
|
|
up = Input.up,
|
|
down = Input.down,
|
|
left = Input.left,
|
|
right = Input.right,
|
|
action = Input.action_pressed
|
|
}
|
|
|
|
local P2_INPUT = {
|
|
up = Input.p2_up,
|
|
down = Input.p2_down,
|
|
left = Input.p2_left,
|
|
right = Input.p2_right,
|
|
action = Input.p2_action
|
|
}
|
|
|
|
function Player.reset(player)
|
|
player.gridX = player.spawnX
|
|
player.gridY = player.spawnY
|
|
player.pixelX = (player.spawnX - 1) * TILE_SIZE
|
|
player.pixelY = (player.spawnY - 1) * TILE_SIZE
|
|
player.moving = false
|
|
player.maxBombs = 1
|
|
player.activeBombs = 0
|
|
player.bombPower = 1
|
|
player.bombCooldown = 0
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Game module
|
|
--------------------------------------------------------------------------------
|
|
|
|
function Game.init()
|
|
State.winner = nil
|
|
State.win_timer = 0
|
|
Bomb.clear_all()
|
|
Map.generate()
|
|
|
|
State.players = {}
|
|
table.insert(State.players, Player.create(2, 2, COLOR_BLUE, false))
|
|
local p2_is_ai = not State.two_player_mode
|
|
table.insert(State.players, Player.create(MAP_WIDTH - 1, MAP_HEIGHT - 1, COLOR_RED, p2_is_ai))
|
|
|
|
Powerup.init()
|
|
end
|
|
|
|
function Game.restart()
|
|
State.winner = nil
|
|
State.win_timer = 0
|
|
Bomb.clear_all()
|
|
Map.generate()
|
|
|
|
for _, p in ipairs(State.players) do
|
|
Player.reset(p)
|
|
end
|
|
|
|
Powerup.init()
|
|
end
|
|
|
|
function Game.set_winner(player_num)
|
|
State.winner = player_num
|
|
State.win_timer = WIN_SCREEN_DURATION
|
|
State.score[player_num] = State.score[player_num] + 1
|
|
end
|
|
|
|
function Game.check_death_by_explosion()
|
|
for idx, player in ipairs(State.players) do
|
|
for _, expl in ipairs(State.explosions) do
|
|
if expl.spread <= 0 then
|
|
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
|
|
Game.set_winner(winner_idx)
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
function Game.update()
|
|
-- Get human player as target for AI
|
|
local human_player = State.players[1]
|
|
|
|
-- update all players
|
|
for idx, player in ipairs(State.players) do
|
|
Player.update_movement(player)
|
|
if player.is_ai then
|
|
AI.update(player, human_player)
|
|
else
|
|
local input = (idx == 1) and P1_INPUT or P2_INPUT
|
|
Player.handle_input(player, input)
|
|
end
|
|
end
|
|
|
|
Bomb.update_all()
|
|
Powerup.check_pickup()
|
|
|
|
if Game.check_death_by_explosion() then return true end
|
|
return false
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Main game loop
|
|
--------------------------------------------------------------------------------
|
|
|
|
function TIC()
|
|
if State.game_state == GAME_STATE_SPLASH then
|
|
Splash.update()
|
|
return
|
|
elseif State.game_state == GAME_STATE_MENU then
|
|
Menu.update()
|
|
return
|
|
elseif State.game_state == GAME_STATE_HELP then
|
|
Help.update()
|
|
return
|
|
elseif State.game_state == GAME_STATE_CREDITS then
|
|
Credits.update()
|
|
return
|
|
end
|
|
|
|
-- GAME_STATE_PLAYING
|
|
cls(COLOR_GREEN)
|
|
|
|
if State.winner then
|
|
State.win_timer = State.win_timer - 1
|
|
WinScreen.draw()
|
|
if Input.action_pressed() and State.win_timer <= 0 then
|
|
Game.restart()
|
|
end
|
|
return
|
|
end
|
|
|
|
if Game.update() then return end
|
|
|
|
GameBoard.draw()
|
|
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
|
|
-- 001:050005000500050000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000305000000000
|
|
-- </SFX>
|
|
|
|
-- <TRACKS>
|
|
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
-- </TRACKS>
|
|
|
|
-- <SPRITES>
|
|
-- 000:00cccc000c1cc1c00ccccccc00cccc000c0cc0c00c0cc0c00000000000000000
|
|
-- 001:00222200021221200222222200222200020220200202202000000000000000000
|
|
-- 002:00043000001111000111111001111110011111100011110000011000000000000
|
|
-- 003:ddd1ddddddd1dddd1111111ddddd1dddddddd1dd1111111ddd1ddddddd1ddddd
|
|
-- 004:8888888888888888888888888888888888888888888888888888888888888888
|
|
-- </SPRITES>
|
|
|
|
-- <PALETTE>
|
|
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
|
-- </PALETTE>
|