REM ********************************************************************* REM * LOWRESNX COMUNITY GAME PROJECT * REM * REM * STARTED ON 05.JUN.2021 * REM * REM * CODE BY: * REM * DAN, * REM * MUSIC BY: * REM * * REM * SOUND BY: * REM * * REM * SPRITES BY: * REM * * REM * LEVELS BY: * REM * * REM * REM ******************************************************************** REM SORT OF CHAT REM SP4CEBAR: I'VE ADDED 6 ITEMS, A SWORD, ARMOR, A SHIELD, A POWER-UP, A JETPACK, AND A PLAYER-CLONE THING REM SP4CEBAR: THE SWORD HAS A SWING ANIMATION CHARACTER (ITEM-USAGE CODE DOESN'T EXIST YET) REM SP4CEBAR: THERE ARE 12 ITEM SPRITES, 10-15 ARE ITEMS IN THE MAP, 16-21 ARE EQUIPPED SPRITES, I HAD TO DO THIS TO KEEP SPRITE HIT FROM DETECTING AN EQUIPPED ITEM AS AN ITEM TO PICK-UP REM SP4CEBAR: THE ITEMS ARE CURRENTLY BEHIND THE PLAYER ALTHOUGH THEY SHOULD BE IN FRONT OF IT, SO THE PLAYER SPRITE NUMBER (WHICH IS 1) SHOULD BE REPLACED WITH A HIGHER SPRITE NUMBER (22 OR MORE) REM SP4CEBAR: DO WE NEED A PROJECTILES ARRAY? (WHICH COULD HAVE: ID,X,Y,DX, AND DY) REM SP4CEBAR: I'VE ADDED LASERS THAT COULD BE PLACED INSIDE THE MAP REM CODE WILL DETECT THEM AND TURN THEM ON OR OFF DEPENDING ON A TIMER OR BUTTON REM THE LASERS CAN BE ANIMATED BY REPEATEDLY FLIPPING THEM VERTICALLY REM I RAN OUT OF TIME TO WRITE THE CODE FOR THE LASERS REM 12.06.2021 REM DAN: I should have added the jumping while the player was driven with arrays, now i have rewritten the code 2 times before i decided to use someone elses code for the platformer, and it is from here: https://www.infinitelimit.net/article/simple-platformer-tic-80 GAMEPAD 1 ACT_X=9 ACT_Y=0 ACT_DIR=0 ACT_FALL=0 ACT_JUMP=0 ACT_FLIP=0 REM PLAYERS SIZE ACT_SX=7 ACT_SY=7 REM ACTOR DELTA X/Y ACT_DX=0 ACT_DY=0 ACT_DIR=0 ACT_ANIM=0 ACT_TIMER=TIMER ACT_GRAV=0 GRAVMAX=2 GRAVACC=0.1 REM COLLISION FLAG VARIABLE COL1=0 COL2=0 COL3=0 COL4=0 LEVEL=1 DIM GLOBAL LVL(20,15) DIM GLOBAL ITEMS(5,0) REM ITEMS(ID,INFORMATION: (EQUIPPED-TO-WHICH-ACTOR NUMBER)) REM DIM GLOBAL EFFECTS(0,0) DIM GLOBAL TABLES(0,5,2) REM TABLES(TABLE NUMBER, TABLE ITEM, VARIABLES) REM TABLE 0: EQUIPPED ITEM OFFSET TABLE, EQUIPPED ITEM, X AND Y OFFSETS TABLES(0,0,0)=-1 TABLES(0,0,1)=2 TABLES(0,0,2)=1 TABLES(0,1,0)=4 TABLES(0,1,1)=-2 TABLES(0,1,2)=-4 TABLES(0,2,0)=-1 TABLES(0,2,1)=-1 TABLES(0,2,2)=1 TABLES(0,3,0)=-1 TABLES(0,3,1)=0 TABLES(0,3,2)=1 MAINLOOP: RANDOMIZE TIMER REM SP4CEBAR: SPAWN ITEMS: FOR I=0 TO 5 SPRITE 10+I,RND*160,RND*128,80+I SPRITE 10+I PAL 1 SPRITE 16+I PAL 1 'BUG MEMORIAL: I FORGOT TO REMOVE "ITEMS(I,0)=I" NEXT I MAINGAMEINIT: GOSUB GETLEVEL MAINGAMELOOP: GOSUB PLAYERMOVEMENT WAIT VBL GOTO MAINGAMELOOP PLAYERMOVEMENT: ACT_DIR=0 KD=RIGHT(0)-LEFT(0) TMP=ACT_TIMER IF TIMER-TMP>=10 THEN ACT_TIMER=TIMER ACT_ANIM=(ACT_ANIM+1) MOD 2 END IF IF KD=-1 THEN REM RIGHT ACT_DX=0.8 ACT_FLIP=0 ACT_DIR=1 ELSE IF KD=1 THEN REM LEFT ACT_DX=-0.8 ACT_FLIP=1 ACT_DIR=1 ELSE ACT_DX=0 END IF REM COLLISION (Left/right side) CHECKS CALL MAP(ACT_X+ACT_DX,ACT_Y+ACT_DY,COL1) CALL MAP(ACT_X+ACT_DX+ACT_SX,ACT_Y+ACT_DY,COL2) CALL MAP(ACT_X+ACT_DX,ACT_Y+ACT_DY+ACT_SY,COL3) CALL MAP(ACT_X+ACT_DX+ACT_SX,ACT_Y+ACT_DY+ACT_SY,COL4) IF COL1>0 OR COL2>0 OR COL3>0 OR COL4>0 THEN ACT_DX=0 REM GRAVITY+Collision CALL MAP(ACT_X+ACT_DX,ACT_Y+ACT_DY+ACT_SY+0.1,COL1) CALL MAP(ACT_X+ACT_DX+ACT_SX,ACT_Y+ACT_DY+ACT_SY+0.1,COL2) IF COL1>0 OR COL2>0 THEN ACT_DY = 0 ELSE ACT_DY=ACT_DY+0.02 END IF REM JUMPING + Collision IF ACT_DY=0 AND UP(0) THEN ACT_DY=-0.8 END IF CALL MAP(ACT_X+ACT_DX,ACT_Y+ACT_DY,COL1) CALL MAP(ACT_X+ACT_DX+ACT_SX,ACT_Y+ACT_DY,COL2) IF ACT_DY<0 AND (COL1>0 OR COL2>0) THEN ACT_DY = 0 END IF ACT_X=ACT_X+ACT_DX ACT_Y=ACT_Y+ACT_DY REM SP4CEBAR: PICK UP ITEMS IF SPRITE HIT(30,10 TO 15) THEN IF SPRITE.C(HIT)<84 THEN REM EQUIP ITEM ITEMS(HIT-10,0)=1 SPRITE 6+HIT,,,SPRITE.C(HIT) END IF SPRITE OFF HIT END IF REM SP4CEBAR: UPDATE EQUIPPED ITEMS F=SGN(ACT_FLIP) FOR I=0 TO 5 IF ITEMS(I,0)=1 THEN SPRITE 16+I,ACT_X+TABLES(0,I,F*2),ACT_Y+TABLES(0,I,1), SPRITE 16+I FLIP F-1,0 END IF NEXT I CALL MAINSPRITE(ACT_X, ACT_Y, ACT_DIR, ACT_ANIM, ACT_FLIP) RETURN GETLEVEL: A$="" IF LEVEL=1 THEN A$=A$+"# ################" A$=A$+"# #" A$=A$+"##### ## # #" A$=A$+"# # # #" A$=A$+"# # #" A$=A$+"# # # #" A$=A$+"###### ### ####" A$=A$+"# ### #" A$=A$+"# # #" A$=A$+"#### ###### ## ##" A$=A$+"# # #" A$=A$+"##### # ## ####" A$=A$+"# # #### #" A$=A$+"# ## #" A$=A$+"####################" ELSE IF LEVEL=2 THEN REM COPY AND PASTE THE LEVELMAP FROM THE LEVEL 1, press insert key for easy edit (at least on windows, the overwrite mode is turned on) ELSE IF LEVEL=3 THEN ELSE IF LEVEL=4 THEN ELSE IF LEVEL=5 THEN END IF FOR Y=0 TO 14 FOR X=0 TO 19 TMP$=MID$(A$,X+1+(Y*20),1) IF TMP$="#" THEN LVL (X,Y)=1 ELSE LVL (X,Y)=0 END IF CELL X,Y,LVL(X,Y) NEXT X NEXT Y RETURN SUB MAP(X,Y,COL1) IF int(X/8)>=0 AND int(X/8)<=20 AND int(Y/8)>=0 AND int(Y/8)<=15 then COL1=LVL(int(x/8),int(y/8)) Else COL1=-1 End If END SUB SUB MAINSPRITE(X,Y,SET, AN, FL) REM SET = DEFINE SPRITE ANIMATION NUMBERS REM AN = ANIMATION FRAME IN THE SET (IF ANY) REM FL = DOES THE SPRITE NEED TO BE FLIPPED ? 'USING SPRITES 1,2,3,4 'SET DEFAULT PICTURE FRAMES SP3=0 SP4=0 REM: STANDING, 1 FRAME - UP/DOWN IF SET=0 THEN SP1=64 REM RUNNING 2 FRAME IF SET=1 THEN IF AN=0 THEN SP1=65 ELSE SP1=66 END IF END IF REM - FALLING DOWN IF SET=2 THEN SP1=67 REM SPRITE IS COMPOSED BY UP+DOWN IMAGES IF FL=0 THEN SPRITE 30 FLIP 0,0 SPRITE 30,X,Y,SP1 ELSE SPRITE 30 FLIP 1,0 SPRITE 30,X,Y,SP1 END IF END SUB #1:MAIN PALETTES 053F2F00002A1530003C0C00003F3C00 003F2A15003F2A15003F2A15003F2A15 #2:MAIN CHARACTERS 607C781E7E7E3030607C781E7E7E3030 FFABD5ABD5ABD5FF0000000000000000 00000000000000000000000000000000 00000000000000000000000000000000 00000000000000000000000000000000 00000000000000000000000000000000 00000000000000000000000000000000 00000000000000000000000000000000 00000000000000000000000000000000 00000000000000000000000000000000 00000000000000000000000000000000 00000000000000000000000000000000 00000000000000000000000000000000 00000000000000000000000000000000 00000000000000000000000000000000 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