REM ********************************************************************* REM * LOWRESNX COMUNITY GAME PROJECT * REM * REM * STARTED ON 05.JUN.2021 * REM * REM * CODE BY: * REM * DAN, SP4CEBAR, G9 * REM * MUSIC BY: * REM * NINTENDO,PORTED BY G-9 REM * * REM * SOUND BY: * REM * * REM * SPRITES BY: * REM * DAN, SP4CEBAR * REM * LEVELS BY: REM * LEVEL 1:DAN, LEVEL 2:G-9 * 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 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 REM G-9 CHANGED GRAVITY TO MATCH IRL GRAVITY, NOW PLAYER CAN JUMP 3 CELLS UP. ALSO MADE THE JETPACK WORK. MADE LEVEL 2. ADDED SMB MUSIC THEME REM DAN: ITEMS NOW SPAWN WITHIN THE MAP AND NOT ON THE TILES!, GRAVITY (FALLING SPEED IS NOW LIMITED), PLAYER CAN'T GO OFFSCREEN. REM G-9 I DID SOME UPDATES, ADDING TWO LABELS. PLACED ARRAYS INITIALISATION ATOP. ADDED SPIKES.ADDED A LITTLE ANIMATION FOR THE SWORD.ADDED SCORE AND LIVES GAMEPAD 1 MUSIC DIM GLOBAL LVL(20,15,2) REM LVL(X,Y,INFO(CHAR,PAL,FLIPX AND FLIPY)) DIM GLOBAL ITEMS(3) REM ITEMS(ID)=ON/OFF (0 OR 1) ON MEANS THAT THE CHARACTER HAS EQUIPPED IT REM DIM GLOBAL EFFECTS(0,0) DIM GLOBAL LASERS(3,2) LASERCOUNT=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 RESET: LIVES=3 LEVEL=1 DIED: SCORE=0 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 GLOBAL SCORE REM COLLISION FLAG VARIABLE COL1=0 COL2=0 COL3=0 COL4=0 REM SET TABLE 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: MAINGAMEINIT: REM REMOVE EQUIPPED ITEMS FOR I=0 TO 3 ITEMS(I)=0 NEXT I SPRITE OFF 16 TO 19 LASERCOUNT=0 GOSUB GETLEVEL REM TURN ALL LASERS ON IF 0 THEN FOR I=0 TO LASERCOUNT LASERS(I,2)=1 NEXT I END IF RANDOMIZE TIMER REM SPAWN ITEMS: IF 0 THEN FOR I=0 TO 5 ITEMSPAWN: TMPX=1+(RND(17)) TMPY=1+(RND(11)) CALL MAP(TMPX*8,TMPY*8,COL1) IF COL1<>0 THEN GOTO ITEMSPAWN SPRITE 10+I,TMPX*8,TMPY*8,80+I SPRITE 10+I PAL 1 SPRITE 16+I PAL 1 NEXT I END IF MAINGAMELOOP: GOSUB PLAYERMOVEMENT CALL UPDATE_ITEMS(ACT_X,ACT_Y,ACT_FLIP) CALL UPDATE_LASERS(LASERCOUNT) 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 ADD ACT_ANIM,1,0 TO 1 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+0.1 IF ACT_DY>2 THEN ACT_DY=2 END IF IF COL1=2 OR COL2=2 THEN DEC LIVES IF LIVES=-1 THEN GOTO RESET GOTO DIED END IF REM JUMPING + COLLISION REM G-9 ADDED JETPACK IF BUTTON(0,1) THEN IF ACT_DY=0 THEN ACT_DY=-2.3 ELSE IF ITEMS(3)=1 THEN ACT_DY=-1.3 END IF END IF REM SWORD (?) IF BUTTON(0,0) AND ITEMS(1)=2 THEN REM CODE FOR ENEMIES, ETC... 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 LIMIT PLAYER TO THE SCREEN COORDINATES: IF ACT_Y>120 THEN ACT_Y=120 ACT_DY = 0 END IF IF ACT_Y<0 THEN ACT_Y=0 IF ACT_X<0 THEN ACT_X=0 IF ACT_X>152 THEN ACT_X=152 REM DRAW THE PLAYER CALL MAINSPRITE(ACT_X, ACT_Y, ACT_DIR, ACT_ANIM, ACT_FLIP) REM RESERVED FOR SCORE AND LIVES ?! OR SOMETHING ELSE REM OK TEXT 0,15,"SCORE:"+STR$(SCORE) TEXT 12,15,"LIVES:"+STR$(LIVES) RETURN GETLEVEL: REM LEGEND: REM #: CELL REM X: SPIKE REM >: LASER RIGHT REM <: LASER LEFT REM ^: LASER UP REM V: LASER DOWN REM S: SWORD REM D: SHIELD REM A: ARMOR REM J: JETPACK REM P: POWER-UP REM C: CHARACTER CLONER (WE COULD REMOVE THIS ONE) REM NOT YET IMPLEMENTED ITEMS - THESE ARE JUST IDEAS THEY DON'T ALL HAVE TO BE ADDED REM $: EITHER COINS/RUBIES/DIAMONDS/GOLD REM H: HEALTH PACK REM *: KEY REM B: BUTTON A$="" IF LEVEL=1 THEN A$=A$+"# ################" A$=A$+"# #" A$=A$+"##### ## # #" A$=A$+"# # # #" A$=A$+"# <# #" A$=A$+"#S # # ^ #" A$=A$+"###### ### ####" A$=A$+"#> ###V #" A$=A$+"# # D#" A$=A$+"#### ###### ## ##" A$=A$+"#A # #" A$=A$+"##### # ## ####" A$=A$+"# # #### #" A$=A$+"#XXXXXXX## J#" A$=A$+"####################" ELSE IF LEVEL=2 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$=A$+"####################" 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) REM RIP IPHONE USERS :3 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 'CELL LVL (X,Y,0)=1 LVL (X,Y,1)=0 LVL (X,Y,2)=0 ELSE IF TMP$="X" THEN 'SPIKES LVL (X,Y,0)=2 LVL (X,Y,1)=1 LVL (X,Y,2)=0 ELSE IF TMP$=">" THEN 'LASER RIGHT LVL (X,Y,0)=48 LVL (X,Y,1)=1 LVL (X,Y,2)=0 LASERS(LASERCOUNT,0)=X LASERS(LASERCOUNT,1)=Y INC LASERCOUNT ELSE IF TMP$="<" THEN 'LASER LEFT LVL (X,Y,0)=48 LVL (X,Y,1)=1 LVL (X,Y,2)=1 LASERS(LASERCOUNT,0)=X LASERS(LASERCOUNT,1)=Y INC LASERCOUNT ELSE IF TMP$="^" THEN 'LASER UP LVL (X,Y,0)=52 LVL (X,Y,1)=1 LVL (X,Y,2)=0 LASERS(LASERCOUNT,0)=X LASERS(LASERCOUNT,1)=Y INC LASERCOUNT ELSE IF TMP$="V" THEN 'LASER DOWN LVL (X,Y,0)=52 LVL (X,Y,1)=1 LVL (X,Y,2)=2 LASERS(LASERCOUNT,0)=X LASERS(LASERCOUNT,1)=Y INC LASERCOUNT ELSE IF TMP$="S" THEN 'SWORD LVL (X,Y,0)=81 LVL (X,Y,1)=1 LVL (X,Y,2)=0 ELSE IF TMP$="D" THEN 'SHIELD LVL (X,Y,0)=80 LVL (X,Y,1)=1 LVL (X,Y,2)=0 ELSE IF TMP$="A" THEN 'ARMOR LVL (X,Y,0)=82 LVL (X,Y,1)=1 LVL (X,Y,2)=0 ELSE IF TMP$="J" THEN 'JETPACK LVL (X,Y,0)=83 LVL (X,Y,1)=1 LVL (X,Y,2)=0 ELSE IF TMP$="P" THEN 'POWER-UP LVL (X,Y,0)=84 LVL (X,Y,1)=1 LVL (X,Y,2)=0 ELSE IF TMP$="C" THEN 'CHARACTER CLONER LVL (X,Y,0)=85 LVL (X,Y,1)=1 LVL (X,Y,2)=0 ELSE IF TMP$="$" THEN 'VALUABLE ITEM (INCREASES SCORE) 'LVL (X,Y,0)=2 'LVL (X,Y,1)=1 'LVL (X,Y,2)=0 ELSE IF TMP$="H" THEN 'HEALTH PACK 'LVL (X,Y,0)=2 'LVL (X,Y,1)=1 'LVL (X,Y,2)=0 ELSE IF TMP$="*" THEN 'KEY 'LVL (X,Y,0)=2 'LVL (X,Y,1)=1 'LVL (X,Y,2)=0 ELSE IF TMP$="B" THEN 'BUTTON 'LVL (X,Y,0)=2 'LVL (X,Y,1)=1 'LVL (X,Y,2)=0 ELSE LVL (X,Y,0)=0 LVL (X,Y,1)=0 LVL (X,Y,2)=0 END IF CELL X,Y,LVL(X,Y,0) TINT X,Y PAL LVL(X,Y,1) FLIP LVL(X,Y,2) MOD 2,LVL(X,Y,2)\2 'IF TMP$="X" THEN TINT X,Y PAL 1 NEXT X NEXT Y DEC LASERCOUNT 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),0) IF COL1>47 THEN COL1=0 ELSE COL1=0 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 SUB UPDATE_ITEMS(ACT_X,ACT_Y,ACT_FLIP) REM PICK UP ITEMS REM THESE ARE THE ITEM-PICKUP HITBOXES: X=(ACT_X+4)/8 Y=(ACT_Y+4)/8 C=CELL.C(X,Y) IF C\16=5 THEN ADD SCORE,100 IF C<84 THEN REM EQUIP ITEM ITEMS(C-80)=1 SPRITE C-64,,,C SPRITE C-64 PAL 1 END IF CELL X,Y,0 END IF REM UPDATE EQUIPPED ITEMS F=SGN(ACT_FLIP) FOR I=0 TO 3 IF ITEMS(I)=1 THEN SPRITE 16+I,ACT_X+TABLES(0,I,F*2),ACT_Y+TABLES(0,I,1), IF BUTTON(0,0) AND I=1 THEN SPRITE 16+I FLIP F-1,1 ELSE SPRITE 16+I FLIP F-1,0 END IF END IF NEXT I END SUB SUB UPDATE_LASERS(LASERCOUNT) REM SWITCH LASERS ON AND OFF IF TIMER MOD 60=0 THEN FOR I=0 TO LASERCOUNT LASERS(I,2)=INT(RND*2) NEXT I END IF IF TIMER MOD 8=0 THEN FOR I=0 TO LASERCOUNT X=LASERS(I,0) Y=LASERS(I,1) S=LASERS(I,2) X1=X Y1=Y C=LVL(X,Y,0) F=LVL(X,Y,2) IF C/4=12 THEN REM HORIZONTAL LASER DX=1-SGN(F)*2 DY=0 FLIP F MOD 2,(TIMER\8)MOD 2 ELSE REM VERTICAL LASER DX=0 DY=SGN(F)*2-1 FLIP (TIMER\8)MOD 2,F\2 END IF REM RAYCAST LASER ADD X,DX ADD Y,DY REPEAT ADD X,DX ADD Y,DY CH=CELL.C(X,Y) UNTIL CH<>0 AND CH<>50 AND CH<>51 AND CH<>54 AND CH<>55 AND CH<>15 ADD X,-DX ADD Y,-DY PAL 1 REM DRAW LASER IF S=1 THEN REM ON BG FILL X1,Y1 TO X,Y CHAR C+2 BG FILL X,Y TO X1,Y1 CHAR C+2 CELL X1,Y1,C+1 CELL X,Y,C+3 ELSE REM OFF BG FILL X1,Y1 TO X,Y CHAR 15 BG FILL X,Y TO X1,Y1 CHAR 15 CELL X1,Y1,C END IF PAL 0 FLIP 0,0 NEXT I END IF END SUB #1:MAIN PALETTES 053F2A00002A1530003C0C00003F3C00 003F2A15003F2A15003F2A15003F2A15 #2:MAIN CHARACTERS 6B7EF81F7E7FB2316B7EF81F7E7FB231 FE8181818181817F017F7F7F7F7F7FFF 001038387C7CFEFE0010382868202000 00000000000000000000000000000000 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