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2d Platformer RPG 03.monkey2
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2d Platformer RPG 03.monkey2
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#Import "<std>"
#Import "<mojo>"
Using std..
Using mojo..
Global gamestate:String="select"
Global egghatchspeed:Float = 0.1 'how fast eggs hatch
Global egglayingfreq:Float = 0.1 ' lay lots of eggs 1 lay less eggs 0 '0 to 1
Global startingeggfreq:Float = 0.2 '0 to 1 0 is none 1 is full
Global maxflyingmonsters:Int=30
Global mapwidth:Int=320
Global mapheight:Int=240
Global screenwidth:Int=800
Global screenheight:Int=600
Global tilewidth:Int=20
Global tileheight:Int=20
'fragmentation things
Class frag
Field px:Float,py:Float 'pixel x and y
Field owner:String
Field angle:Float
Field w:Int,h:Int
Field deleteme:Bool
Field countdown:Int
Field mx:Float
Field my:Float
Field fragspeed:Int
Method New(x:Int,y:Int,owner:String)
Self.owner = owner
Self.px = x
Self.py = y
Self.w = 3
Self.h = 3
fragspeed = Rnd(4,7)
countdown = 100+Rnd(300)
Self.angle = Rnd(TwoPi)
mx = Cos(angle)
my = Sin(angle)
End Method
Method update()
For Local ps:Int=0 Until fragspeed
countdown-=1
If countdown < 0 Then deleteme = True ; Return
'bouncy vertical
If mymap.mapcollide(px,py+2,1,h) Then
my = -my+Rnd(-.1,.1)
Local cnt:Int=0
While mymap.mapcollide(px,py+2,1,h)
py+=my
cnt+=1
If cnt>100 Then Exit
Wend
mx*=.8
my*=.8
If my<0 And my>-0.2 Then my=-0.2
If my>0 And my<.2 Then my=.2
If mx<0 And mx>-0.2 Then mx=-0.2
If mx>0 And mx<.2 Then mx=.2
End If
'bounce horizontally
If mymap.mapcollide(px-w,py,w*2,1) Then
mx = -mx+Rnd(-.1,.1)
Local cnt:Int=0
While mymap.mapcollide(px-w,py,w*2,1)
px+=mx
cnt+=1
If cnt>100 Then Exit
Wend
mx*=.8
my*=.8
If my<0 And my>-0.2 Then my=-0.2
If my>0 And my<.2 Then my=.2
If mx<0 And mx>-0.2 Then mx=-0.2
If mx>0 And mx<.2 Then mx=.2
End If
px += mx
py += my
my+=.005
' frag collision with flying monsters
For Local i:=Eachin myflyingmonster
If distance(i.x*tilewidth+tilewidth/2,i.y*tileheight+tileheight/2,px,py) < 10
i.hp -= 5
If i.hp<=0
i.deleteme = True
End If
deleteme = True
Return
End If
Next
' frag collision with the eggs
If eggcollide(px,py,w,h)
deleteme = True
Return
End if
Next
End Method
Method eggcollide:Bool(x:Int,y:Int,w:Int,h:Int)
Local lefttopx:Int =((x)/tilewidth)
Local lefttopy:Int =((y)/tileheight)
Local righttopx:Int =((x+w)/tilewidth)
Local righttopy:Int =((y)/tileheight)
Local leftbottomx:Int =((x)/tilewidth)
Local leftbottomy:Int =((y+h)/tileheight)
Local rightbottomx:Int =((x+w)/tilewidth)
Local rightbottomy:Int =((y+h)/tileheight)
Local x2:Int=-1,y2:Int=-1
If mymap.mapfinal[lefttopx,lefttopy] = mymap.tileegg Then x2=lefttopx;y2=lefttopy
If mymap.mapfinal[righttopx,righttopy] = mymap.tileegg Then x2=righttopx;y2=righttopy
If mymap.mapfinal[leftbottomx,leftbottomy] = mymap.tileegg Then x2=leftbottomx;y2=leftbottomy
If mymap.mapfinal[rightbottomx,rightbottomy] = mymap.tileegg Then x2=rightbottomx;y2=rightbottomy
If x2<>-1
If Rnd(7)<1 Then
mymap.mapfinal[x2,y2] = mymap.tileempty
mymap.updateimage(mymap.mapcanvas)
End If
Return True
End If
Return False
End Method
Function distance:Int(x1:Int,y1:Int,x2:Int,y2:Int)
Return Abs(x2-x1)+Abs(y2-y1)
End Function
End Class
Class grenade
Field px:Float,py:Float 'pixel x and y
Field slimed:Bool=False
Field angle:Float
Field w:Int,h:Int
Field deleteme:Bool
Field countdown:Int
Field mx:Float
Field my:Float
Method New(x:Int,y:Int,facing:String)
Self.px = x
Self.py = y
Self.w = 6
Self.h = 6
countdown = 500
Select facing
Case "left"
angle=Pi+.3
Case "right"
angle=0-.3
Case "up"
'Print Pi*1.5
angle=Pi*1.55+Rnd(-.2,.2)
Case "down"
angle = Pi/2+Rnd(-.2,.2)
End Select
Self.angle = angle
mx = Cos(angle)
my = Sin(angle)
End Method
Method update()
For Local bulletspeed:Int=0 Until 4
' Life of frags
countdown-=1
If countdown < 0 Then
deleteme = True
Local numfrags:Int=Rnd(6,20)
For Local i:Int=0 Until numfrags
myfrag.AddLast(New frag(px,py,"player"))
next
Return
End If
If slimed=False Then
If slimecollide(px-w,py-h,w*2.5,h*2.5) Then slimed = True ; Continue
'bounc ceiling
If mapcollide(px,py-2,1,h) Then
'slimed=slimecollide(px,py+2,1,h)
'If slimed = True Then Return
my = -my+Rnd(-.1,.1)
Local cnt:Int=0
While mapcollide(px,py-2,1,h)
py+=my
cnt+=1
If cnt>100 Then Exit
Wend
mx*=.8
my*=.8
If my<0 And my>-0.2 Then my=-0.2
If my>0 And my<.2 Then my=.2
If mx<0 And mx>-0.2 Then mx=-0.2
If mx>0 And mx<.2 Then mx=.2
End If
'bouncy vertical
If mapcollide(px,py+2,1,h) Then
'slimed=slimecollide(px,py+2,1,h)
'If slimed = True Then Return
my = -my+Rnd(-.1,.1)
Local cnt:Int=0
While mapcollide(px,py+2,1,h)
py+=my
cnt+=1
If cnt>100 Then Exit
Wend
mx*=.8
my*=.8
If my<0 And my>-0.2 Then my=-0.2
If my>0 And my<.2 Then my=.2
If mx<0 And mx>-0.2 Then mx=-0.2
If mx>0 And mx<.2 Then mx=.2
End If
'bounce horizontally
If mapcollide(px-w,py,w*2,1) Then
'slimed=mapcollide(px-w,py,w*2,1)
'If slimed Then Return
mx = -mx+Rnd(-.1,.1)
Local cnt:Int=0
While mapcollide(px-w,py,w*2,1)
px+=mx
cnt+=1
If cnt>100 Then Exit
Wend
mx*=.8
my*=.8
If my<0 And my>-0.2 Then my=-0.2
If my>0 And my<.2 Then my=.2
If mx<0 And mx>-0.2 Then mx=-0.2
If mx>0 And mx<.2 Then mx=.2
End If
' update the frag location
px += mx
py += my
my+=.005
End if
Next
End Method
Method mapcollide:Bool(x:Int,y:Int,w:Int,h:Int)
Local mmw:Int=mymap.mmw
Local mmh:Int=mymap.mmh
Local lefttopx:Int =((x)/tilewidth)
Local lefttopy:Int =((y)/tileheight)
Local righttopx:Int =((x+w)/tilewidth)
Local righttopy:Int =((y)/tileheight)
Local leftbottomx:Int =((x)/tilewidth)
Local leftbottomy:Int =((y+h)/tileheight)
Local rightbottomx:Int =((x+w)/tilewidth)
Local rightbottomy:Int =((y+h)/tileheight)
If lefttopx < 0 Or lefttopx >= mmw Then Return True
If lefttopy < 0 Or lefttopy >= mmh Then Return True
If righttopx < 0 Or righttopx >= mmw Then Return True
If righttopy < 0 Or righttopy >= mmh Then Return True
If leftbottomx < 0 Or leftbottomx >= mmw Then Return True
If leftbottomy < 0 Or leftbottomy >= mmh Then Return True
If rightbottomx < 0 Or rightbottomx >= mmw Then Return True
If rightbottomy < 0 Or rightbottomy >= mmh Then Return True
If mymap.mapfinal[lefttopx,lefttopy] = mymap.tilesolid Then Return True
If mymap.mapfinal[righttopx,righttopy] = mymap.tilesolid Then Return True
If mymap.mapfinal[leftbottomx,leftbottomy] = mymap.tilesolid Then Return True
If mymap.mapfinal[rightbottomx,rightbottomy] = mymap.tilesolid Then Return True
If mygrowslime.map[lefttopx*2,lefttopy*2] = mymap.tileslime Then Return True
If mygrowslime.map[righttopx*2,righttopy*2] = mymap.tileslime Then Return True
If mygrowslime.map[leftbottomx*2,leftbottomy*2] = mymap.tileslime Then Return True
If mygrowslime.map[rightbottomx*2,rightbottomy*2] = mymap.tileslime Then Return True
Return False
End Method
Method slimecollide:Bool(x:Int,y:Int,w:Int,h:Int)
Local mmw:Int=mymap.mmw
Local mmh:Int=mymap.mmh
Local lefttopx:Int =((x)/tilewidth)
Local lefttopy:Int =((y)/tileheight)
Local righttopx:Int =((x+w)/tilewidth)
Local righttopy:Int =((y)/tileheight)
Local leftbottomx:Int =((x)/tilewidth)
Local leftbottomy:Int =((y+h)/tileheight)
Local rightbottomx:Int =((x+w)/tilewidth)
Local rightbottomy:Int =((y+h)/tileheight)
' If lefttopx < 0 Or lefttopx >= mmw Then Return True
' If lefttopy < 0 Or lefttopy >= mmh Then Return True
' If righttopx < 0 Or righttopx >= mmw Then Return True
' If righttopy < 0 Or righttopy >= mmh Then Return True
' If leftbottomx < 0 Or leftbottomx >= mmw Then Return True
' If leftbottomy < 0 Or leftbottomy >= mmh Then Return True
' If rightbottomx < 0 Or rightbottomx >= mmw Then Return True
' If rightbottomy < 0 Or rightbottomy >= mmh Then Return True
'
If mygrowslime.map[lefttopx*2,lefttopy*2] = mymap.tileslime Then Return True
If mygrowslime.map[righttopx*2,righttopy*2] = mymap.tileslime Then Return True
If mygrowslime.map[leftbottomx*2,leftbottomy*2] = mymap.tileslime Then Return True
If mygrowslime.map[rightbottomx*2,rightbottomy*2] = mymap.tileslime Then Return True
Return False
End Method
Function getangle:float(x1:Int,y1:Int,x2:Int,y2:Int)
Return ATan2(y2-y1, x2-x1)
End Function
Function distance:Int(x1:Int,y1:Int,x2:Int,y2:Int)
Return Abs(x2-x1)+Abs(y2-y1)
End Function
End Class
Class bullet
Field px:Float,py:Float
Field mx:Float,my:Float
Field angle:Float
Field w:Int,h:Int
Field deleteme:Bool
Field countdown:Int
Field owner:String
Method New(x:Int,y:Int,angle:Float,owner:String,kind:String)
Self.owner = owner
Self.px = x
Self.py = y
Self.w = 2
Self.h = 2
mx = 1
my = 1
If kind="shotgun"
w = 2
h = 2
mx = Rnd(.9,1)
my = Rnd(.9,1)
End If
countdown = 500
Self.angle = angle
End Method
Method update()
For Local bulletspeed:Int=0 Until 5
countdown-=1
If countdown < 0 Then deleteme = True ; Return
If mymap.mapcollide(px,py,w,h) Then deleteme = True
For Local i:=Eachin myflyingmonster
If distance(px,py,i.x*tilewidth,i.y*tileheight) < tilewidth Then
i.hp -= 1
deleteme = True
If i.hp <= 0
i.deleteme = True
Return
End if
Return
End If
Next
If eggcollide(px,py,w,h) Then
deleteme = True
Return
End If
px += Cos(angle)*mx
py += Sin(angle)*my
Next
End Method
Method eggcollide:Bool(x:Int,y:Int,w:Int,h:Int)
Local lefttopx:Int =((x)/tilewidth)
Local lefttopy:Int =((y)/tileheight)
Local righttopx:Int =((x+w)/tilewidth)
Local righttopy:Int =((y)/tileheight)
Local leftbottomx:Int =((x)/tilewidth)
Local leftbottomy:Int =((y+h)/tileheight)
Local rightbottomx:Int =((x+w)/tilewidth)
Local rightbottomy:Int =((y+h)/tileheight)
Local x2:Int=-1,y2:Int=-1
If mymap.mapfinal[lefttopx,lefttopy] = mymap.tileegg Then x2=lefttopx;y2=lefttopy
If mymap.mapfinal[righttopx,righttopy] = mymap.tileegg Then x2=righttopx;y2=righttopy
If mymap.mapfinal[leftbottomx,leftbottomy] = mymap.tileegg Then x2=leftbottomx;y2=leftbottomy
If mymap.mapfinal[rightbottomx,rightbottomy] = mymap.tileegg Then x2=rightbottomx;y2=rightbottomy
If x2<>-1
If Rnd(7)<1 Then
mymap.mapfinal[x2,y2] = mymap.tileempty
mymap.updateimage(mymap.mapcanvas)
End If
Return True
End If
Return False
End Method
Function getangle:float(x1:Int,y1:Int,x2:Int,y2:Int)
Return ATan2(y2-y1, x2-x1)
End Function
Function distance:Int(x1:Int,y1:Int,x2:Int,y2:Int)
Return Abs(x2-x1)+Abs(y2-y1)
End Function
End Class
'uses myflyingmonster
Class turret
Field deleteme:Bool
Field mapx:Int,mapy:Int
Field tw:Int,th:Int 'tilewidht and height
Field owner:String="town"
Method New()
findstartposition()
tw = tilewidth
th = tileheight
End Method
Method update()
If Rnd(20)<10 Then Return
For Local i:=Eachin myflyingmonster
If distance(mapx,mapy,i.x,i.y) > 15 Then Continue
'if distance is close by
If clearshot(mapx*tw,mapy*th,getangle(mapx*tw,mapy*th,i.x*tw,i.y*th)+Rnd(-.2,.2))
mybullet.AddLast(New bullet(mapx*tw,mapy*th,getangle(mapx*tw,mapy*th,i.x*tw,i.y*th)+Rnd(-.2,.2),"town","turret"))
Endif
Next
End Method
' Check if we are not recklessly shooting into a solid tile
Method clearshot:Bool(x:Float,y:Float,angle:Float)
For Local i:Int=0 Until 100
x+=Cos(angle)
y+=Sin(angle)
If mymap.mapcollide(x,y,3,3) Then Return False
Next
Return True
End Method
Method findstartposition()
' position on the left side
For Local y:Int=2 Until mymap.mmh-2
For Local x:Int=2 Until mymap.mmw-2
If mymap.mapfinal[x,y] = mymap.tileempty
If mymap.mapfinal[x+1,y] = mymap.tileempty
If mymap.mapfinal[x+1,y+1] = mymap.tileempty
If mymap.mapfinal[x,y+1] = mymap.tilesolid
If mymap.mapfinal[x-1,y] = mymap.tileempty
mymap.mapfinal[x-1,y] = mymap.tileturret
mapx = x - 1
mapy = y
Return
Elseif mymap.mapfinal[x+5,y] = mymap.tileempty
mymap.mapfinal[x+5,y] = mymap.tileturret
mapx = x + 5
mapy = y
Return
Else ' no place for turret
deleteme = True
Return
End if
End If
End If
End If
End If
Next
Next
End Method
Function distance:Int(x1:Int,y1:Int,x2:Int,y2:Int)
Return Abs(x2-x1)+Abs(y2-y1)
End Function
Function getangle:float(x1:Int,y1:Int,x2:Int,y2:Int)
Return ATan2(y2-y1, x2-x1)
End Function
End Class
Class growslime
Field map:Int[,]
Field w:Float,h:Float
Field tw:Float,th:Float
Field openx:Stack<Int>
Field openy:Stack<Int>
Field slimetile:Int=10
Field slimestartx:Int,slimestarty:Int
Method New()
w = mymap.mmw * 2
h = mymap.mmh * 2
tw = mymap.tw * 2
th = mymap.th * 2+2
map = New Int[w,h]
'copy the map from the game into this map
For Local y:Int=0 Until mymap.mmh
For Local x:Int=0 Until mymap.mmw
For Local y2:Int=0 Until 2
For Local x2:Int=0 Until 2
map[(x*2)+x2,(y*2)+y2] = mymap.mapfinal[x,y]
Next
Next
Next
Next
'create the active slime list
openx = New Stack<Int>
openy = New Stack<Int>
findslimestartpos()
openx.Push(slimestartx)
openy.Push(slimestarty)
map[slimestartx,slimestarty]=slimetile
End Method
Method findslimestartpos()
For Local y:Int=h-1 To 0 Step -1
For Local x:Int=0 Until w
If map[x,y] = 1 Then
slimestartx = x
slimestarty = y
Return
End If
Next
Next
End Method
Method update(speed:String)
Local freq:Int
If speed = "slow" Then freq = 120 Else freq = 20
' Expand Slime
For Local i:Int=0 Until openx.Length
If Rnd(freq) > 2 Then Continue
Local x2:Int=openx.Get(i)
Local y2:Int=openy.Get(i)
'bottom bleft or bright first
Local r:Int=Rnd(0,6)
If r=0 And y2+1<h And map[x2,y2+1] = 1 Then addslime(x2,y2+1) ; Continue
If r=1 And x2-1 >=0 And y2+1 <h And map[x2-1,y2+1] = 1 Then addslime(x2-1,y2+1) ; Continue
If r=2 And y2+1<h And map[x2+1,y2+1] = 1 Then addslime(x2+1,y2+1) ; Continue
' left Or right Then
r = Rnd(0,2)
If r=0 And x2-1>=0 And map[x2-1,y2] = 1 Then addslime(x2-1,y2) ; Continue
If r=1 And x2+1<w And map[x2+1,y2] = 1 Then addslime(x2+1,y2) ; Continue
' up lup and rup
r = Rnd(0,23)
If r=0 And y2-1>=0 And map[x2,y2-1] = 1 Then addslime(x2,y2-1);Continue
If r=1 And x2-1>=0 And y2-1>=0 And map[x2-1,y2-1] = 1 Then addslime(x2-1,y2-1);Continue
If r=2 And x2+1<w And y2-1>=0 And map[x2+1,y2-1] = 1 Then addslime(x2+1,y2-1);Continue
Next
Local tx:Stack<Int> = New Stack<Int>
Local ty:Stack<Int> = New Stack<Int>
' Remove Obsolete slime
For Local i:Int=0 Until openx.Length
Local cnt:Int=0
For Local y:Int=-1 To 1
For Local x:Int=-1 To 1
Local x2:Int=openx.Get(i)+x
Local y2:Int=openy.Get(i)+y
If x2<0 Or y2<0 Or x2>=w Or y2>=h Then
cnt+=1
Continue
End If
If map[x2,y2] = 10 Then cnt+=1
if map[x2,y2] = 0 Then cnt+=1
'if map[x2,y2] = 1 Then cnt+=1
'If map[x2,y2] <> 1 Then cnt+=1
Next
Next
If cnt=9 Then
'openx.Remove(i)
'openy.Remove(i)
Else
tx.Push(openx.Get(i))
ty.Push(openy.Get(i))
End If
Next
openx = New Stack<Int>
openy = New Stack<Int>
For Local i:Int=0 Until tx.Length
openx.Push(tx.Get(i))
openy.Push(ty.Get(i))
Next
End Method
Method addslime(sx:Int,sy:Int)
openx.Push(sx)
openy.Push(sy)
map[sx,sy] = slimetile
End Method
Method drawmap(canvas:Canvas)
' Draw the solid slimes ()
For Local y:Int=0 Until h
For Local x:Int=0 Until w
Local x1:Float=x*mymap.tw/2
Local y1:Float=y*mymap.th/2
If map[x,y] = slimetile
canvas.Color = Color.Green
canvas.DrawRect(x1,y1,mymap.tw/2,mymap.th/2)
End If
Next
Next
End Method
End Class
Class menuselect
Field image:Image
Field icanvas:Canvas
Field m:map
Field index:Int=0
Method New()
image=New Image(800,600)
image.Handle=New Vec2f( 0,0 )
icanvas=New Canvas( image )
icanvas.Clear(Color.Black)
Local x:Int=50
Local y:Int=100
Local w:Int=150
Local h:Int=150
Local sw:Int=150
Local sh:Int=150
SeedRnd(1)
m = New map(sw,sh,w,h)
drawmap(icanvas,x,y,w,h)
x = 200
y = 100
w = 250
h = 250
sw = 250
sh = 250
m = New map(sw,sh,w,h)
drawmap(icanvas,x,y,w,h)
x = 450
y = 100
w = 300
h = 300
sw = 300
sh = 300
m = New map(sw,sh,w,h)
drawmap(icanvas,x,y,w,h)
icanvas.Flush()
End Method
Method update()
If Keyboard.KeyReleased(Key.Escape) Then App.Terminate()
If Keyboard.KeyReleased(Key.Left) Then index-=1
If Keyboard.KeyReleased(Key.Right) Then index+=1
If index<0 Then index = 0
If index>2 Then index = 2
If Keyboard.KeyReleased(Key.Enter) Then
Select index
Case 0
mapwidth = 150
mapheight = 150
Case 1
mapwidth = 250
mapheight = 250
Case 2
mapwidth = 300
mapheight = 300
End Select
resetmap(screenwidth,screenheight)
gamestate="play"
End If
End Method
Method draw(canvas:Canvas)
canvas.DrawImage(image,0,0)
canvas.DrawText("Use Cursor left and Right to select Enter to Play",0,0)
canvas.PushMatrix()
canvas.Scale(2,2)
canvas.DrawText("Select Difficulty",400/2,50/2,.5,.5)
canvas.PopMatrix()
canvas.Color = Color.Yellow
Local x:int=50
Local y:Int=100
Local w:Int=150
Local h:int=150
If index = 0 Then
mydrawrect(canvas,x,y,w,h)
mydrawrect(canvas,x+1,y+1,w-2,h-2)
End If
x = 200
y = 100
w = 250
h = 250
If index = 1 Then
mydrawrect(canvas,x,y,w,h)
mydrawrect(canvas,x+1,y+1,w-2,h-2)
End If
x = 450
y = 100
w = 300
h = 300
If index = 2 Then
mydrawrect(canvas,x,y,w,h)
mydrawrect(canvas,x+1,y+1,w-2,h-2)
End If
End Method
Method drawmap(canvas:Canvas,x:Int,y:Int,w:Int,h:Int)
For Local y1:Int=0 Until h
For Local x1:Int=0 Until w
Select m.mapfinal[x1,y1]
Case 1
canvas.Color = New Color(1,1,1)
canvas.DrawRect(x1+x,y1+y,1,1)
End Select
Next
Next
End Method
Method mydrawrect(canvas:Canvas,x:Int,y:Int,w:Int,h:Int)
canvas.DrawLine(x,y,x+w,y)
canvas.DrawLine(x+w,y,x+w,y+h)
canvas.DrawLine(x,y,x,y+h)
canvas.DrawLine(x,y+h,x+w,y+h)
End Method
End Class
Class player
Field regularmode:Bool=True
Field jump:Bool=False
Field incy:Float=0
Field movespeed:Float
Field px:Float,py:Float
Field pmx:Float,pmy:Float
Field ptx:Float,pty:Float
Field mox:Int,moy:Float
Field pw:Int,ph:Int
Field mcx:Int,mcy:Int,mpx:Int,mpy:Int ' scroll coordinates
Field maptileswidth:Int,maptilesheight:Int
Field tw:Float=tilewidth
Field th:float=tileheight
Field facing:String="right"
Field gtkd:Bool=False 'grenade thrown key down
Field sfkd:Bool=False 'shogun fire key down
Field minedelay:Int
Method New()
movespeed = 1
px = tilewidth*20
py = tileheight*14
pw = tilewidth
ph = tileheight
maptileswidth = screenwidth / tw
maptilesheight = screenheight / th
mcx=0
mcy=0
End Method
Method updateplayercontrols()
'
pmx = px-(mcx*tw)
pmy = py-(mcy*th)
ptx = px/tw
pty = py/th
If playerladdercollision(px,py)
jump=False
laddermode()
movespeed = 1
Else
For Local i:=0 Until 2
playergravity()
Next
End If
movespeed +=.1
If movespeed > 4 Then movespeed = 4
' If no movement left and right up and down then slow down
' movement
If Keyboard.KeyDown(Key.Right) = False
If Keyboard.KeyDown(Key.Left) = False
If Keyboard.KeyDown(Key.Up) = False
If Keyboard.KeyDown(Key.Down) = False
movespeed = 1
End If
End If
End If
End If
For Local i:Int=0 Until Ceil(movespeed)
If Keyboard.KeyDown(Key.Right)
If playertilecollision(px+1,py) = False
px+=1
scrollmap(1,0)
End If
End If
If Keyboard.KeyDown(Key.Left)
If playertilecollision(px-1,py) = False
px-=1
scrollmap(-1,0)
End If
End If
Next
If Keyboard.KeyDown(Key.Left) Then facing="left"
If Keyboard.KeyDown(Key.Right) Then facing="right"
If Keyboard.KeyDown(Key.Up) Then facing="up"
If Keyboard.KeyDown(Key.Down) Then facing="down"
' throw grenade
If Keyboard.KeyDown(Key.G) = False Then gtkd = False
If gtkd = False And Keyboard.KeyDown(Key.G)
gtkd = True
mygrenade.AddLast(New grenade(myplayer.px,myplayer.py,myplayer.facing))
End if
' Fire shotgun
If Keyboard.KeyDown(Key.S) = False Then sfkd = False
If sfkd = False And Keyboard.KeyDown(Key.S)
sfkd = True
fireshotgun()
End if
' Mine left or right
If minedelay > 0 Then minedelay -= 1
If Keyboard.KeyDown(Key.M) And minedelay <=0
minedelay = 30
mine()
End If
End Method
Method mine()
If facing = "left"
For Local x:Int=px Until px-tilewidth Step -1
Local x2:Int = x / tilewidth
Local y2:Int = py / tileheight
If mymap.mapfinal[x2,y2] = mymap.tilemineable
mymap.mapfinal[x2,y2] = mymap.tileempty
Return
End If
Next
End If
If facing = "right"
For Local x:Int=px Until px+tilewidth
Local x2:Int = x / tilewidth
Local y2:Int = py / tileheight
If mymap.mapfinal[x2,y2] = mymap.tilemineable
mymap.mapfinal[x2,y2] = mymap.tileempty
Return
End If
Next
End If
If facing = "up"
For Local y:Int=py Until py-tileheight*2 Step -1
Local x2:Int = px / tilewidth
Local y2:Int = y / tileheight
If mymap.mapfinal[x2,y2] = mymap.tilemineable
mymap.mapfinal[x2,y2] = mymap.tileempty
Return
End If
Next
End If
If facing = "down"
For Local y:Int=py Until py+tileheight
Local x2:Int = px / tilewidth
Local y2:Int = y / tileheight
If mymap.mapfinal[x2,y2] = mymap.tilemineable
mymap.mapfinal[x2,y2] = mymap.tileempty
Return
End If
Next
End If
End Method
Method fireshotgun()
Local angle:Float
Select facing
Case "left"
angle=Pi
Case "right"
angle=0
Case "up"
'Print Pi*1.5
angle=Pi*1.55+Rnd(-.2,.2)
Case "down"
angle = Pi/2+Rnd(-.2,.2)
End Select
For Local i:Int=0 Until 7
mybullet.AddLast(New bullet(px,py,angle+Rnd(-.1,.1),"player","shotgun"))
Next
End method
Method scrollmap(x:Int,y:Int)
If x=-1 Then mox+=1
If x=1 Then mox-=1
If y=-1 Then moy+=1
If y=1 Then moy-=1
If mox>tw-1 Then mcx-=1;mox=0
If mox<-(tw-1) Then mcx+=1;mox=0
If moy>th-1 Then mcy-=1;moy=0
If moy<-(th-1) Then mcy+=1;moy=0
End Method
Method laddermode()
For Local i:=0 Until Ceil(movespeed)
If Keyboard.KeyDown(Key.Right)
If playertilecollision(px+1,py) = False
If playerladdercollision(px+1,py) = True
px+=1
scrollmap(1,0)
End If
End If
End If
If Keyboard.KeyDown(Key.Left)
If playertilecollision(px-1,py) = False
If playerladdercollision(px-1,py) = True
px-=1
scrollmap(-1,0)
End If
End If
End If
If Keyboard.KeyDown(Key.Up)
If playertilecollision(px,py-1) = False
If playerladdercollision(px,py-1) = True
py-=1
scrollmap(0,-1)
End If
End If
End If
If Keyboard.KeyDown(Key.Down)
If playertilecollision(px,py+1) = False
If playerladdercollision(px,py+1) = true
py+=1
scrollmap(0,1)
End If
End If
End If
Next
End Method
Method playergravity()
If jump = False And playertilecollision(px,py+1) = False
jump = True
incy = 0
End If
If jump = False And Keyboard.KeyDown(Key.Space) = True
incy = -5
jump = True
End
'If the player is in the jump
If jump = True
incy += 0.1
'if the player is going up
If incy <=0
For Local i:= 0 Until Abs(incy)
py -= 1
scrollmap(0,-1)
If playertilecollision(px,py-1) = True
incy = 0
Exit
End If
End
End
' if the player if going down
If incy > 0
For Local i:= 0 Until incy
py += 1
scrollmap(0,1)
'if the player touches the ground
If playertilecollision(px,py+1) = True
jump = False
Exit
End
End
If incy>4 Then incy=4
End
End
End Method
Method playertilecollision:Bool(x:Int,y:Int)
Local cx:Int=x/tw
Local cy:Int=y/th
For Local y2:=cy-1 Until cy+2
For Local x2:=cx-1 Until cx+2
If x2>=0 And x2<mapwidth And y2>=0 And y2<mapheight
If mymap.mapfinal[x2,y2] = mymap.tilesolid Or mymap.mapfinal[x2,y2] = mymap.tilemineable
If rectsoverlap(x,y,pw,ph,x2*tw,
y2*th,tw,th) = True
Return True
End If
End If
End If
Next
Next
Return False
End Method
Method playerladdercollision:Bool(x:Int,y:Int)
Local cx:Int=x/tw
Local cy:Int=y/th
For Local y2:=cy-1 Until cy+2
For Local x2:=cx-1 Until cx+2
If x2>=0 And x2<mapwidth And y2>=0 And y2<mapheight
If mymap.mapladder[x2,y2] = 1
If rectsoverlap(x,y,pw,ph,x2*tw,
y2*th,tw,th) = True
Return True
End If
End If
End If
Next
Next
Return False
End Method
Method userscrollmap()
If Keyboard.KeyDown(Key.Right)
mcx+=1
If mcx+maptileswidth>mapwidth-1 Then
mcx-=1
End If
End If
If Keyboard.KeyDown(Key.Left)
mcx-=1
If mcx<1 Then