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-- title: Insert Game Title Here 2 -- author: Zindu22 -- desc: a game -- script: lua function solid(x,y) -- returns true if target is in the list of solids (line 56) return solids[mget((x)//8+math.abs(p.wx//8),(y)//8+(p.lvl*17))] end function enemy(x,y) -- same with solid return enemies[mget((x)//8+math.abs(p.wx//8),(y)//8+(p.lvl*17))] end function goal(x,y) return goals[mget((x)//8+math.abs(p.wx//8),(y)//8+p.lvl*17)] end function setup() -- writes tutorial when the game starts (Very bad) mset(29,14,0) mset(29,15,0) mset(18,14,35) mset(19,14,36) mset(20,14,35) mset(21,14,30) mset(22,14,33) mset(23,14,24) mset(24,14,16) mset(25,14,27) mset(27,14,43) mset(14,13,40) mset(15,13,30) mset(16,13,36) mset(15,14,42) end function ded() -- clears the starting screen when you die (also very bad) mset(29,14,2) mset(29,15,2) mset(18,14,0) mset(19,14,0) mset(20,14,0) mset(21,14,0) mset(22,14,0) mset(23,14,0) mset(24,14,0) mset(25,14,0) mset(27,14,0) mset(14,13,0) mset(15,13,0) mset(16,13,0) mset(15,14,0) end function init() -- setups all the variables solids={[2]=true,[3]=true} enemies={[3]=true} goals={[4]=true,[5]=true} p={ x=120, y=110, wx=0, -- World X vx=0, -- Velocity X vy=0, -- Velocity Y f=0, -- Player direction lvl=0, menu=1,-- weather or not the player is in the menu spd=2 -- speed of the player } end init() function TIC() -- display menu if the menu var is 1 if p.menu==1 then map(0,0) if btnp(4) then p.menu=0 setup() end else -- sprint if btn(5) then p.spd=3 else p.spd=2 end -- movement if btn(2) then p.vx=-p.spd;f=1 elseif btn(3) then p.vx=p.spd;f=0 else p.vx=0 end -- if there is a solid in your way, stop if solid(p.x+p.vx,p.y+p.vy) or solid(p.x+7+p.vx,p.y+p.vy) or solid(p.x+p.vx,p.y+7+p.vy) or solid(p.x+7+p.vx,p.y+7+p.vy) then p.vx=0 end -- same with floor if solid(p.x,p.y+8+p.vy) or solid(p.x+7,p.y+8+p.vy) then p.vy=0 else -- gravity p.vy=p.vy+0.2 end -- jumping if p.vy==0 and btn(4) or solid(p.x+14,p.y) and btnp(4) or solid(p.x-14,p.y) and btnp(4) then p.vy=-4;sfx(0) end -- stop on the ceilling if p.vy<0 and (solid(p.x+p.vx,p.y+p.vy) or solid(p.x+7+p.vx,p.y+p.vy)) then p.vy=0 end -- die if touching an enemy if enemy(p.x,p.y+8) then init() ded() end -- die if you fall out of the level if p.y>144 then init() ded() end -- if you win, go to the next level if goal(p.x,p.y) then p.lvl=p.lvl+1 p.wx=0 p.x=120 p.y=110 end -- update player position p.x=p.x+p.vx p.y=p.y+p.vy -- scroll the view if p.x>152 then p.wx=p.wx-p.spd p.x=p.x-p.vx elseif p.x<96 and p.wx<0 then p.wx=p.wx+p.spd p.x=p.x-p.vx end -- stops the voew from scrolling to far on level 7 -- I think if p.wx>210 and p.lvl==7 then p.wx=p.wx-p.spd end cls() map(0,p.lvl*17,240,17,p.wx,0) spr(1,p.x,p.y,0,1,f) -- Debug screen if you press "y" if key(25) then map(math.abs(p.wx//8),p.lvl*17) spr(1,p.x,p.y,0,1,f) print("camera x:",8,8,4) print(math.abs(p.wx),70,8,12) print("player x:",8,16,4) print(p.x,70,16,12) print("player y:",8,24,4) print(p.y,70,24,12) print("world x:",8,32,4) print(math.abs(p.wx//8),70,32,12) end end end