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 GAMEPAD 1 GLOBAL ACT_ACTIVE, ACT_TIMER, ACT_ANIM, ACT_FLIP, ACT_MOVING, ACT_X, ACT_Y, ACT_DX, ACT_DY, ACT_CPU, ACT_SIZEX, ACT_SIZEY, ACT_NR REM DEFINITIONS. THE ACT_VARIABLES SHOULD BE CONSTANTS AND NOT CHANGE ! USED TO DETERMINE THE PLACE IN ARRAY ACT_ACTIVE=0 ACT_TIMER=1 ACT_ANIM=2 ACT_FLIP=3 ACT_MOVING=4 ACT_X=5 ACT_Y=6 ACT_DX=7 ACT_DY=8 ACT_CPU=9 ACT_SIZEX=10 ACT_SIZEY=11 ACT_DIR=12 ACT_NR=13 DIM GLOBAL ACTORS(11,14) REM ACTORS(0,0) CONTAINS NUMBER OF ACTORS. USE (1+,ACT_VAR) IN A LOOP REM ACT_CPU: SET TO 1 IF CONTROLLED BY THE SCRIPT, OR SET TO 0 IF CONTROLLED BY THE JOYPAD REM ACT_MOVING - USE THIS TO DETERMINE IF ACTOR IS MOVING, FLYING, JUMPING, FALLING, ETC ETC REM ACT_MOVING 0= STANDING, 1=MOVING LEFT/RIGHT, 2=FALLING REM ACT_SIZEX _SIZEY - WHEN MULTI-SIZED SPRITES ARE USED, DO THE CORRECT COLLISION DETECTION REM ACT_NR = USED FOR E.G. IDENTIFY THE ACTOR NR (MULTIPLE PLAYERS OR MONSTERS) ACTORS(0,0)=1 ACTORS(1,ACT_ACTIVE)=1 ACTORS(1,ACT_CPU)=0 ACTORS(1,ACT_X)=9 ACTORS(1,ACT_Y)=0 ACTORS(1,ACT_DIR)=0 ACTORS(1,ACT_MOVING)=0 ACTORS(1,ACT_FLIP)=0 ACTORS(1,ACT_SIZEX)=8 ACTORS(1,ACT_SIZEY)=8 ACTORS(1,ACT_DY)=0.5 ACTORS(1,ACT_DIR)=0 ACTORS(1,ACT_ANIM)=0 ACTORS(1,ACT_TIMER)=TIMER DIM GLOBAL ITEMS(5,0) REM ITEMS(ID,INFORMATION: (EQUIPPED-TO-WHICH-ACTOR NUMBER)) REM DIM GLOBAL EFFECTS(0,0) DIM GLOBAL TABLES(0,5,1) REM TABLES(TABLE NUMBER, TABLE ITEM, VARIABLES) REM TABLE 0: EQUIPPED ITEM OFFSET TABLE, EQUIPPED ITEM, X AND Y OFFSETS TABLES(0,0,0)=0 TABLES(0,0,1)=0 TABLES(0,1,0)=0 TABLES(0,1,1)=0 TABLES(0,2,0)=0 TABLES(0,2,1)=0 TABLES(0,3,0)=0 TABLES(0,3,1)=0 TABLES(0,4,0)=0 TABLES(0,4,1)=0 TABLES(0,5,0)=0 TABLES(0,5,1)=0 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 REM THE FOLLOWING LINE OF CODE IS A BUG THAT TOOK ME 20MIN TO FIX 'ITEMS(I,0)=I NEXT I MAINGAMEINIT: BG COPY 0,0,32,32 TO 0,0 MAINGAMELOOP: FOR ACT=1 TO ACTORS(0,0) ACTORS(ACT,ACT_DIR)=0 TEXT 0,0,STR$(ACTORS(ACT,ACT_MOVING)) X=ACTORS(ACT,ACT_X) Y=ACTORS(ACT,ACT_Y) SX=ACTORS(ACT,ACT_SIZEX) SY=ACTORS(ACT,ACT_SIZEY) IF ACTORS(ACT,ACT_CPU)=0 THEN TMP=ACTORS(ACT,ACT_TIMER) IF TIMER-TMP>=10 THEN ACTORS(ACT,ACT_TIMER)=TIMER ACTORS(ACT,ACT_ANIM)=(ACTORS(ACT,ACT_ANIM)+1) MOD 2 END IF REM IF ACTOR IS STANDING OR MOVING THEN ALLOW LEFT/RIGHT MOVEMENT IF ACTORS(ACT,ACT_MOVING)=0 OR ACTORS(ACT,ACT_MOVING)=1 THEN ACTORS(ACT,ACT_MOVING)=0 IF RIGHT(0) THEN COL1=CELL.C(INT((X+SX)/8),INT(Y/8)) COL2=CELL.C(INT((X+SX)/8),INT((Y+(SY-1))/8)) IF COL1=0 AND COL2=0 THEN ACTORS(ACT,ACT_X)=ACTORS(ACT,ACT_X)+1 ACTORS(ACT,ACT_MOVING)=1 ACTORS(ACT,ACT_FLIP)=0 ACTORS(ACT,ACT_DIR)=1 END IF ELSE IF LEFT(0) THEN COL1=CELL.C(INT((X-1)/8),INT(Y/8)) COL2=CELL.C(INT((X-1)/8),INT((Y+(SY-1))/8)) IF COL1=0 AND COL2=0 THEN ACTORS(ACT,ACT_X)=ACTORS(ACT,ACT_X)-1 ACTORS(ACT,ACT_MOVING)=1 ACTORS(ACT,ACT_FLIP)=1 ACTORS(ACT,ACT_DIR)=1 END IF END IF END IF ELSE REM CODE FOR THE CPU MOVEMENT - REUSE THE COL1 AND COL2 FOR LEFT/RIGHT MOVEMENT FROM THE PLAYER CODE END IF REM IF UP(0) THEN REM IF CELL.C(INT((X)/8),INT((Y-1)/8))=0 AND CELL.C(INT((X+7)/8),INT((Y-1)/8))=0 THEN REM Y=Y-1 REM END IF REM END IF REM USE GRAVITY IF THE CELL IS EMPTY - ACT_MOVING=2: IF ACTORS(ACT,ACT_MOVING)=2 THEN COL1=CELL.C(INT(X/8),INT((Y+SY)/8)) COL2=CELL.C(INT((X+(SX-1))/8),INT((Y+SY)/8)) IF COL1=0 AND COL2=0 THEN ACTORS(ACT,ACT_Y)=ACTORS(ACT,ACT_Y)+ACTORS(ACT,ACT_DY) ACTORS(ACT,ACT_DIR)=2 ELSE REM TURN OFF FALLING WHEN A TILE IS UNDER THE CHAR ACTORS(ACT,ACT_MOVING)=0 ACTORS(ACT,ACT_DIR)=0 END IF END IF REM CHECK THE TILES UNDER THE PLAYER COL1=CELL.C(INT(X/8),INT((Y+(SY+1))/8)) COL2=CELL.C(INT((X+(SX-1))/8),INT((Y+SY+1)/8)) IF COL1=0 AND COL2=0 THEN ACTORS(ACT,ACT_MOVING)=2 IF ACT=1 THEN REM SP4CEBAR: PICK UP ITEMS IF SPRITE HIT(1,10 TO 15) THEN REM EQUIP ITEM ITEMS(HIT-10,0)=1 SPRITE HIT+6,,,SPRITE.C(HIT) SPRITE OFF HIT END IF REM SP4CEBAR: UPDATE EQUIPPED ITEMS FOR I=0 TO 5 IF ITEMS(I,0)=1 THEN SPRITE 16+I,X+TABLES(0,I,0),Y+TABLES(0,I,0), END IF NEXT I END IF IF ACTORS(ACT,ACT_CPU)=0 THEN CALL MAINSPRITE(X, Y, ACTORS(ACT,ACT_DIR), ACTORS(ACT,ACT_ANIM), ACTORS(ACT,ACT_FLIP)) NEXT ACT WAIT VBL GOTO MAINGAMELOOP 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 1 FLIP 0,0 SPRITE 1,X,Y,SP1 ELSE SPRITE 1 FLIP 1,0 SPRITE 1,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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