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tkgj.p8
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pico-8 cartridge // http://www.pico-8.com
version 16
__lua__
--tkgmj2019
-- settings
player_speed = 0.12
stamina_drain = 0.3
base_time_to_spawn = 150
game_time_seconds = 45
--
-- consts
global_off_y = 16 -- hack to move every sprite down
--
team0 = nil
team1 = nil
t = 0
time_to_spawn = base_time_to_spawn
members_map = {}
for x=0,7 do
members_map[x] = {}
end
function mk_team(num)
local base_x = t0_table.x
local base_y = t0_table.y
if(num == 1) then
base_x = t1_table.x
base_y = t1_table.y
end
local t = {}
t[1] = mk_team_member(num)
members_map[base_x][base_y] = t[1]
t[2] = mk_team_member(num)
members_map[base_x + 1][base_y] = t[2]
t[3] = mk_team_member(num)
members_map[base_x][base_y + 1] = t[3]
t[4] = mk_team_member(num)
members_map[base_x + 1][base_y + 1] = t[4]
return t
end
function mk_team_member(num)
local mem = {}
mem.t = 10 * flr(rnd(5))
mem.team = num
mem.needs = nil
mem.stamina = 100 -- todo diversify
return mem
end
all_items = {
'tiger',
'tiger',
-- 'meat',
'apple',
'toast',
}
tile_w = 16
half_tile_w = tile_w / 2
function update_teams()
for i=1,4 do
update_team_member(team0[i])
update_team_member(team1[i])
end
end
function ceil(x)
return -flr(-x)
end
function update_team_member(m)
m.stamina = max(0, m.stamina - stamina_drain)
if m.stamina == 0 and not m.needs then
m.t = 10 * flr(rnd(5))
m.needs = rand_elem(all_items)
end
m.t = m.t + 1
end
function update_game_progress()
for i=1,4 do
local m_t0 = team0[i]
local m_t1 = team1[i]
if m_t0.stamina > 0 then
t0_progress = t0_progress + t0_efficiency
end
if m_t1.stamina > 0 then
t1_progress = t1_progress + t1_efficiency
end
end
end
function make_actor(x, y)
a={}
a.x = x
a.y = y
a.dx = 0
a.dy = 0
a.spr = 16
a.frame = 0
a.t = 0
a.facing = 'd'
-- half-width and half-height in tiles(1 tile = 16px)
a.w = 0.2
a.h = 0.2
add(actor,a)
return a
end
function _init()
winner = nil
finish_t = 0
dbg_enabled = false
time_left = game_time_seconds * 30 -- * 30 because pico8 updates 30 times per second
countdown_time = 3 * 30 + 10
t0_progress = 0.1
t1_progress = 0.1
t0_efficiency = 0.05
t1_efficiency = 0.05
t0_table = {}
t0_table.x = 5
t0_table.y = 0
t1_table = {}
t1_table.x = 5
t1_table.y = 5
global_off_y = 16
t = 0
time_to_spawn = base_time_to_spawn
items_spr = {}
items_spr.box = 142
items_spr.tiger = 202
items_spr.apple = 206
-- items_spr.meat = 204
items_spr.toast = 200
dbg = {}
facing_map = {}
facing_map.d = {0,1}
facing_map.u = {0,-1}
facing_map.l = {-1,0}
facing_map.r = {1, 0}
static_map = {}
item_map = {}
actor = {} --all actors in world
for x=-1,8 do
item_map[x] = {}
static_map[x] = {}
for y=-1,8 do
item_map[x][y] = nil
static_map[x][y] = nil
end
end
item_map[3][0] = 'box'
item_map[4][2] = 'box'
item_map[2][3] = 'box'
item_map[4][4] = 'box'
item_map[3][6] = 'box'
--item_map[1][3] = 'tiger'
item_map[0][3] = 'tiger'
item_map[1][0] = 'apple'
item_map[1][6] = 'apple'
item_map[0][0] = 'toast'
item_map[0][6] = 'toast'
static_map[0][0] = 'table'
static_map[1][0] = 'table'
static_map[0][3] = 'table'
static_map[1][3] = 'table'
static_map[1][6] = 'table'
static_map[0][6] = 'table'
static_map[3][1] = 'table'
static_map[3][5] = 'table'
static_map[4][3] = 'table'
static_map[6][3] = 'table'
static_map[t0_table.x + 0][t0_table.y + 0] = 'p0_team1'
static_map[t0_table.x + 1][t0_table.y + 0] = 'p0_team2'
static_map[t0_table.x + 0][t0_table.y + 1] = 'p0_team3'
static_map[t0_table.x + 1][t0_table.y + 1] = 'p0_team4'
static_map[t1_table.x + 0][t1_table.y + 0] = 'p1_team1'
static_map[t1_table.x + 1][t1_table.y + 0] = 'p1_team2'
static_map[t1_table.x + 0][t1_table.y + 1] = 'p1_team3'
static_map[t1_table.x + 1][t1_table.y + 1] = 'p1_team4'
state = 'title'
pl0 = mk_player(0)
pl1 = mk_player(1)
team0 = mk_team(0)
team1 = mk_team(1)
team0[1].stamina = 70
team0[2].stamina = 35
team0[3].stamina = 50
team0[4].stamina = 10
team1[1].stamina = 50
team1[2].stamina = 10
team1[3].stamina = 70
team1[4].stamina = 35
end
function mk_player(num) -- num 0 or 1
local pl = make_actor(5.5, 2.5 + num * 2)
pl.spr = 96
pl.pal = 11 + num
pl.spritemap = {
u = 40,
d = 36,
r = 32,
l = 32,
}
pl.num = num
return pl
end
function solid(x, y)
local item = item_map[flr(x)][flr(y)]
local static = static_map[flr(x)][flr(y)]
return item == 'box' or static
end
function solid_area(x,y,w,h)
return
x-w < 0 or
y-h < 0 or
x+w > 8 or
y+h > 7 or -- TODO use map dimension instead of hardcoded 7 and 8
solid(x-w,y-h) or
solid(x+w,y-h) or
solid(x-w,y+h) or
solid(x+w,y+h)
end
function move_actor(a)
if not solid_area(a.x + a.dx, a.y, a.w, a.h) then
a.x = a.x + a.dx
end
if not solid_area(a.x, a.y + a.dy, a.w, a.h) then
a.y = a.y + a.dy
end
local facing_dir = facing_map[a.facing]
a.target = {
flr(a.x - a.w * -facing_dir[1]) + facing_dir[1],
flr(a.y - a.h * -facing_dir[2]) + facing_dir[2],
}
if a.target[1] < 0 or a.target[1] > 7 or a.target[2] < 0 or a.target[2] > 6 then
a.target = nil
end
local moving = a.dx ~= 0 or a.dy ~= 0
if moving then
a.frame = flr(a.t / 5) % 2
end
a.t = a.t + 1
end
function try_action(pl)
if not pl.target then return end
if not pl.item_held then
try_pick(pl)
else
try_drop(pl)
end
end
function try_pick(pl)
local target_item = item_map[pl.target[1]][pl.target[2]]
if target_item then
pl.item_held = target_item
item_map[pl.target[1]][pl.target[2]] = nil
sfx(57)
end
end
function try_drop(pl)
local tar_x = pl.target[1]
local tar_y = pl.target[2]
local target_item = item_map[tar_x][tar_y]
local target_static = static_map[tar_x][tar_y]
if pl.item_held == 'box' and not target_item and not target_static then
drop_box(pl)
elseif pl.item_held ~= 'box' and pl.item_held and not target_item then -- carrying not box - put down on table
if target_static == 'table' then -- put down
item_map[tar_x][tar_y] = pl.item_held
pl.item_held = nil
sfx(57)
elseif pl.item_held then
try_feed(pl)
end
end
end
function try_feed(pl)
local member = members_map[pl.target[1]][pl.target[2]]
if member and member.needs == pl.item_held then
sfx(56)
member.stamina = 100
member.needs = nil
pl.item_held = nil
end
end
function drop_box(pl)
local tar_x = pl.target[1]
local tar_y = pl.target[2]
-- drop for check only
item_map[tar_x][tar_y] = pl.item_held
pl.item_held = nil
-- if collision with any player - revert
local can_drop = not solid_area(pl0.x,pl0.y,pl0.w,pl0.h) and (not pl1 or not solid_area(pl1.x,pl1.y,pl1.w,pl1.h))
if not can_drop then
pl.item_held = item_map[tar_x][tar_y]
item_map[tar_x][tar_y] = nil
else
sfx(57)
end
end
function control_player(pl)
local d_x = 0
local d_y = 0
if btn(0, pl.num) then
d_x = d_x - player_speed
pl.facing = 'l'
end
if btn(1, pl.num) then
d_x = d_x + player_speed
pl.facing = 'r'
end
if btn(2, pl.num) then
d_y = d_y - player_speed
pl.facing = 'u'
end
if btn(3, pl.num) then
d_y = d_y + player_speed
pl.facing = 'd'
end
if (btnp(4, pl.num)) try_action(pl)
-- if (btnp(5, pl.num)) dbg_enabled = not dbg_enabled
pl.dx = d_x
pl.dy = d_y
end
function _update()
if state == 'game' then
update_game()
end
if state == 'countdown' then
update_countdown()
end
if state == 'title' then
update_title()
end
if state == 'finish' then
update_finish()
end
end
function update_finish()
finish_t = finish_t + 1
if (btnp(4,0) or btnp(4,1)) and finish_t > 30 then
_init()
end
end
function update_game()
t = t + 1
time_left = time_left - 1
update_teams()
control_player(pl0)
if pl1 then control_player(pl1) end
foreach(actor, move_actor)
try_spawn()
update_game_progress()
if time_left % 30 == 0 and (time_left / 30) < 10 and time_left > 0 then
sfx(8)
end
check_win()
end
function update_title()
t = t + 1
if btnp(4, 0) or btnp(4,1) then
state = 'countdown'
sfx(57)
end
end
function update_countdown()
countdown_time = countdown_time - 1
if countdown_time % 30 == 0 then
if countdown_time > 0 then
sfx(8)
else
sfx(9)
state = 'game'
end
end
end
cur_spawn = 0
spawn_order = {3,0,6,3}
function try_spawn()
time_to_spawn = time_to_spawn - 1
if time_to_spawn > 0 then return end
spawn_row = spawn_order[1 + cur_spawn % 4]
if not item_map[0][spawn_row] then
item_map[0][spawn_row] = rand_elem(all_items)
time_to_spawn = base_time_to_spawn
cur_spawn = cur_spawn + 1
elseif not item_map[1][spawn_row] then
item_map[1][spawn_row] = rand_elem(all_items)
time_to_spawn = base_time_to_spawn
else
time_to_spawn = base_time_to_spawn / 2
end
cur_spawn = cur_spawn + 1
end
function check_win()
if time_left > 0 then return end
sfx(9)
state = 'finish'
if t0_progress > t1_progress then
winner = 0
elseif t1_progress > t0_progress then
winner = 1
else
winner = nil
end
end
function outline(s,x,y,c1,c2)
for i=0,2 do
for j=0,2 do
if not(i==1 and j==1) then
print(s,x+i,y+j,c1)
end
end
end
print(s,x+1,y+1,c2)
end
function draw_actor(a)
if(a.pal) pal(8, a.pal)
local sx = (a.x * tile_w) - half_tile_w
local sy = (a.y * tile_w) - half_tile_w
local sp = a.spritemap[a.facing]
sp = sp + (2 * a.frame)
local flip_x = a.facing == 'r'
local w = tile_w * a.w * 2
local h = tile_w * a.h * 2
spr(sp, sx, sy + global_off_y, 2,2, flip_x)
pal(8,8)
if a.item_held then
local item_sp = items_spr[a.item_held]
spr(item_sp, sx, sy - 8 + global_off_y, 2, 2)
end
end
function _draw()
cls()
draw_bg()
draw_static()
draw_items()
foreach(actor, draw_actor)
draw_targets()
draw_emojis()
if state == 'countdown' then draw_countdown() end
draw_ui()
if state == 'title' then draw_title() end
if state == 'finish' then draw_finish() end
if dbg_enabled then draw_dbg() end
end
function draw_finish()
local t0_percent = 100 * (t0_progress / (t0_progress + t1_progress))
local t1_percent = 100 - t0_percent
local name = ''
if winner == 0 then
t0_percent = ceil(t0_percent)
t1_percent = flr(t1_percent)
pal(11,3)
name = 'green'
elseif winner == 1 then
t0_percent = flr(t0_percent)
t1_percent = ceil(t1_percent)
pal(11,12)
name = 'blue'
else
pal(11,1)
end
local margin_x = 30
local margin_y = 45
local h = 40
rectfill(margin_x, margin_y, 127 - margin_x, margin_y + h, 1)
rect(margin_x + 1, margin_y + 1, 127 - margin_x - 1, margin_y + h - 1, 7)
local text = ''
if winner then
text = name..' team won'
else
text = 'draw!'
end
local len = #text
local text_off = (128 - len*4)/2
outline (text, text_off, margin_y + 8, 7, 11)
pal(11,11)
local off_y = 24
local width = 128 - 2 * margin_x
outline (t1_percent, margin_x + 14, margin_y + off_y, 7, 12)
outline(':', margin_x + (width/2) - 2, margin_y + off_y, 7, 1)
outline (t0_percent, 128 - margin_x - 14 - 8, margin_y + off_y, 7, 3)
end
t = 0
title_frames = {10,234}
function draw_title()
cls()
local frame = 1 + flr(t / 2) % 2
local frame_sp = title_frames[frame]
spr(frame_sp, 40, 20, 6, 2)
-- draw_key('e', 40, 50, 3)
local text = 'press n to continue'
local len = #text
local off_x = (128 - len * 4) / 2 -- center text
outline(text, off_x, 80, 1, 7)
end
function draw_key(k, x, y, c)
rect(x, y, x + 8, y + 8, c)
print(k, x + 3,y + 2, c)
end
function draw_countdown()
local off = 16 * 3 + 8
local spr_idx = 192 + 2 * flr(countdown_time / 30)
pal(5,1)
spr(spr_idx, off, off, 2, 2)
pal(5,5)
end
function draw_ui()
local time_left_seconds = tostr(ceil((time_left - 1) / 30))
local margin_x = 16
local margin_y = 2
local blue_ratio = t1_progress / (t1_progress + t0_progress)
local bar_w = 127 - 2 * margin_x
-- whithe highlight
rect(margin_x, margin_y + 0, 127 - margin_x, margin_y + 0, 7)
-- green bar
rect(margin_x, margin_y + 1, 127 - margin_x, margin_y + 1, 11)
rect(margin_x, margin_y + 2, 127 - margin_x, margin_y + 3, 3)
-- blue bar
rect(margin_x, margin_y + 1, margin_x + blue_ratio * bar_w, margin_y + 1, 12)
rect(margin_x, margin_y + 2, margin_x + blue_ratio * bar_w, margin_y + 3, 1)
rect(margin_x, margin_y, margin_x, margin_y + 3, 5)
rect(127 - margin_x, margin_y, 127 - margin_x, margin_y + 3, 5)
rect(margin_x, margin_y, margin_x, margin_y + 1, 6)
rect(127 - margin_x, margin_y, 127 - margin_x, margin_y + 1, 6)
local digits = #time_left_seconds
local txt_off_x = 64 - (digits * 2)
outline(time_left_seconds, txt_off_x, 8, 7,5)
end
function draw_bg()
for x=0,8 do
for y=0,8 do
local tile_idx = 4
spr(tile_idx, x * tile_w, y * tile_w + global_off_y, 2, 2)
end
end
end
function draw_static()
draw_teams()
for x=0,7 do
for y=0,6 do
local item = static_map[x][y]
if item and item == 'table' then
spr(2, x * tile_w, y * tile_w + global_off_y, 2, 2)
end
end
end
end
function rand_elem(arr)
return arr[ceil(rnd(#arr))]
end
regular_sprs = {64,72,64,68,64,64,64,68,64,68,64,64,72,68,64,64,64,76}
exhausted_spr = 128
winner_spr = 132
function draw_teams()
pal(11,11)
for i=1,4 do
local bottom = i > 2
local right = i == 2 or i == 4
local spr_idx_off = to_num(bottom) * 32 + to_num(right) * 2
local base_sp = regular_sprs[1 + flr(team0[i].t / 5) % #regular_sprs]
if team0[i].stamina <= 0 then
base_sp = 128
end
if winner == 0 then
base_sp = winner_spr
elseif winner == 1 then
base_sp = exhausted_spr
end
local sp = base_sp + spr_idx_off
spr(sp, (t0_table.x + to_num(right)) * tile_w, (t0_table.y + to_num(bottom)) * tile_w + global_off_y, 2, 2)
pal(11,12)
pal(3,1)
local base_sp = regular_sprs[1 + flr(team1[i].t / 5) % #regular_sprs]
if team1[i].stamina <= 0 then
base_sp = 128
end
if winner == 1 then
base_sp = winner_spr
elseif winner == 0 then
base_sp = exhausted_spr
end
local sp = base_sp + spr_idx_off
spr(sp, (t1_table.x + to_num(right)) * tile_w, (t1_table.y + to_num(bottom)) * tile_w + global_off_y, 2, 2)
pal(11,11)
pal(3,3)
end
end
function to_num(bool)
return bool and 1 or 0
end
function draw_emojis()
for i=1,4 do
local t0_m = team0[i]
local t1_m = team1[i]
local top = flr((i - 1) / 2) == 0
local left = i % 2 == 0
local off_y = to_num(not top) * tile_w - 3
local off_x = to_num(left) * (tile_w * 3 - 6) - tile_w + 3
draw_need(t0_table.x * tile_w + off_x, t0_table.y * tile_w + off_y, t0_m.needs, left, t0_m.t)
draw_need(t1_table.x * tile_w + off_x, t1_table.y * tile_w + off_y, t1_m.needs, left, t1_m.t)
end
end
function draw_need(x, y, need, flip_x, t)
local off_y = (t / 30) % 2
if not need then return end
spr(8, x, y + off_y + global_off_y, 2,2,flip_x)
local need_sp = need_spr[need]
spr(need_sp, x, y + off_y + global_off_y, 2,2)
end
need_spr = {}
need_spr.tiger = 170
--need_spr.meat = 166
need_spr.apple = 174
need_spr.toast = 168
function draw_items()
for tile_x,column in pairs(item_map) do
-- todo reverse y for drawing would be cool
for tile_y,item in pairs(column) do
local off_y = -2
if item == 'box' then off_y = 0 end
if item and item ~= 'empty' then
spr(items_spr[item], tile_x * tile_w, tile_y * tile_w + off_y + global_off_y, 2, 2)
end
end
end
end
function draw_targets()
if pl0.target then
local x = pl0.target[1]
local y = pl0.target[2]
draw_cursor(x,y,11)
end
if pl1.target then
local x = pl1.target[1]
local y = pl1.target[2]
draw_cursor(x,y,12)
end
end
function draw_cursor(x,y, col)
pal(12,col)
spr(232, x * tile_w, y * tile_w + global_off_y, 1, 1, false, false)
spr(232, x * tile_w + half_tile_w, y * tile_w + global_off_y, 1, 1, true, false)
spr(232, x * tile_w, y * tile_w + half_tile_w + global_off_y, 1, 1, false, true)
spr(232, x * tile_w + half_tile_w, y * tile_w + half_tile_w + global_off_y, 1, 1, true, true)
pal(12,12)
end
function draw_dbg()
print("green: "..t0_progress,0,120,7)
print("blue"..t1_progress,64,120,7)
local ln= 0
for k,v in pairs(dbg) do
local txt=k.."="..v
print(txt,2,32+ln*6,8)
ln = ln + 1
end
end
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