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@DDDDDDDDDDDJDDDDDDDDDDDDDJDDDDDIIDDDDDDDDDDDIDDDDDDDDDDJDDDDDDDDDDD̙̻|||̧˧˧˧˧˧˧˧˧zjwj̪w̧||˧˧˧˧zjwjj̻w̧|˧˧˧ ` a00#Qe0ef Qfaa!2fU!3ff2fV!` a00#Qe0ef Qfaa!2fU!3ff2fV!` a00#Qe0ef Qfaa!2fU!3ff2fV!aefeeQUe߈hfih aefeeQUe߈hfih aefeeQUe߈hfih QUefefQݙߙٝfffa؏؈ݙ ݙ QUefefeُݙُؐݝfffa؏ݏݝ ߙݙ QUefefeЏؙُݙfffa؈ݍوݙ ٝ @ H@III @ H@III @ H@III ɪʪ)ʩʪ  ɪʪ)ʩʪ  ɪʪ)ʩʪ ݩНݩ*ٙݙ" ݝݙ٩*٩ٝ" ݙ ݝЙݩ*ݩݝݙ" ݝ @ H@III @ H@III @ H@III ɩʪ9ɩʪ  ɩʪ9ɩʪ  ɩʪ9ɩʪ ݩНݩ: ٙݙ3 ݩН:٩ݝ3 ݙ ݝЙݪ:ݩݝݙ3 ݝ 0I<+&3od"1k&2/HND'W1%-- title: Romeo Adventure -- author: Kendar Varnor -- desc: A game with Romeo, an orange and white cat, in a great forest where he has to avoid evil strange creatures. -- site: kendar-varnor.itch.io -- license: MIT License (change this to your license of choice) -- version: 0.1 -- script: lua -- ARNE 16 colors palette. -- Programing, graphics -- sounds and musics -- by Kendar Varnor. ------------------------------------- -- Collision function function collision( x1,y1,w1,h1, x2,y2,w2,h2) return x1+w1>x2 and x1y2 and y1=45 then player.walk_anim=0 end -- Max left side of the map if player.x<0 and player.map_x==0 then player.x=0 end -- Max right side of the map if player.x+player.w>240 and player.map_x==7 then player.x=240-player.w end -- Max top side of the map if player.y<0 and player.map_y==0 then player.y=0 end -- Max bottom side of the map if player.y+player.h>136 and player.map_y==5 then player.y=136-player.h end -- Put the player if offscreen -- to left if player.x<0 then player.x=240-player.w -- Change the map player.map_x=player.map_x-1 -- Set the origin of the player player.from_left=false player.from_right=true player.from_up=false player.from_down=false -- Delete each block in map del_blocks_in_map() -- Add each block in map add_blocks_in_map() -- Delete each over block in map del_over_blocks_in_map() -- Add each over block in map add_over_blocks_in_map() -- Delete each enemy del_enemies_in_map() -- Add each enemy add_enemies_in_map() -- Delete each crystal del_red_crystal() del_green_crystal() del_blue_crystal() -- Add each crystal add_crystals_in_map() end -- Put the player if offscreen -- to right if player.x+player.w>240 then player.x=0 -- Change the map player.map_x=player.map_x+1 -- Set the origin of the player player.from_left=true player.from_right=false player.from_top=false player.from_bottom=false -- Delete each block in map del_blocks_in_map() -- Add each block in map add_blocks_in_map() -- Delete each over block in map del_over_blocks_in_map() -- Add each over block in map add_over_blocks_in_map() -- Delete each enemy del_enemies_in_map() -- Add each enemy add_enemies_in_map() -- Delete each crystal del_red_crystal() del_green_crystal() del_blue_crystal() -- Add each crystal add_crystals_in_map() end -- Put the player if offscreen -- to up if player.y<0 then player.y=136-player.h -- Change the map player.map_y=player.map_y-1 -- Set the origin of the player player.from_left=false player.from_right=false player.from_top=false player.from_bottom=true -- Delete each block in map del_blocks_in_map() -- Add each block in map add_blocks_in_map() -- Delete each over block in map del_over_blocks_in_map() -- Add each over block in map add_over_blocks_in_map() -- Delete each enemy del_enemies_in_map() -- Add each enemy add_enemies_in_map() -- Delete each crystal del_red_crystal() del_green_crystal() del_blue_crystal() -- Add each crystal add_crystals_in_map() end -- Put the player if offscreen -- to down if player.y+player.h>136 then player.y=0 -- Change the map player.map_y=player.map_y+1 -- Set the origin of the player player.from_left=false player.from_right=false player.from_top=true player.from_bottom=false -- Delete each block in map del_blocks_in_map() -- Add each block in map add_blocks_in_map() -- Delete each over block in map del_over_blocks_in_map() -- Add each over block in map add_over_blocks_in_map() -- Delete each enemy del_enemies_in_map() -- Add each enemy add_enemies_in_map() -- Delete each crystal del_red_crystal() del_green_crystal() del_blue_crystal() -- Add each crystal add_crystals_in_map() end -- Count the hit time if player.hit==true then player.hit_time=player.hit_time+1 end -- Reset the hit time if player.hit_time>120 then player.hit_time=0 player.hit=false end end function player_draw_bottom() -- Draw player hit box --rect( -- player.x,player.y+16, -- player.w,player.h_box, -- 3) -- Draw the player if stand to left -- bottom part if player.stand==true and player.to_left==true and player.hit==false then spr_bottom( 290,289,288, player.x,player.y, 0,1) end -- Draw the player if stand to right -- bottom part if player.stand==true and player.to_right==true and player.hit==false then spr_bottom( 288,289,290, player.x,player.y, 0,0) end -- Draw the player if walk to left -- bottom part if player.walk==true and player.to_left==true and player.hit==false then if player.walk_anim<=15 then spr_bottom( 293,292,291, player.x,player.y, 0,1) elseif player.walk_anim<=30 then spr_bottom( 296,295,294, player.x,player.y, 0,1) else spr_bottom( 299,298,297, player.x,player.y, 0,1) end end -- Draw the player if walk to right -- bottom part if player.walk==true and player.to_right==true and player.hit==false then if player.walk_anim<=15 then spr_bottom( 291,292,293, player.x,player.y, 0,0) elseif player.walk_anim<=30 then spr_bottom( 294,295,296, player.x,player.y, 0,0) else spr_bottom( 297,298,299, player.x,player.y, 0,0) end end -- Draw the player if hit to left -- bottom part if player.hit==true and player.to_left==true then if player.hit_time%2==0 then spr_bottom( 302,301,300, player.x,player.y, 0,1) end end -- Draw the player if hit to right -- bottom part if player.hit==true and player.to_right==true then if player.hit_time%2==0 then spr_bottom( 300,301,302, player.x,player.y, 0,0) end end end function player_draw_middle() -- Draw the player if stand to left -- middle part if player.stand==true and player.to_left==true and player.hit==false then spr_middle( 274,273,272, player.x,player.y, 0,1) end -- Draw the player if stand to right -- middle part if player.stand==true and player.to_right==true and player.hit==false then spr_middle( 272,273,274, player.x,player.y, 0,0) end -- Draw the player if walk to left -- middle part if player.walk==true and player.to_left==true and player.hit==false then if player.walk_anim<=15 then spr_middle( 277,276,275, player.x,player.y, 0,1) elseif player.walk_anim<=30 then spr_middle( 280,279,278, player.x,player.y, 0,1) else spr_middle( 283,282,281, player.x,player.y, 0,1) end end -- Draw the player if walk to right -- middle part if player.walk==true and player.to_right==true and player.hit==false then if player.walk_anim<=15 then spr_middle( 275,276,277, player.x,player.y, 0,0) elseif player.walk_anim<=30 then spr_middle( 278,279,280, player.x,player.y, 0,0) else spr_middle( 281,282,283, player.x,player.y, 0,0) end end -- Draw the player if hit to left -- middle part if player.hit==true and player.to_left==true then if player.hit_time%2==0 then spr_middle( 286,285,284, player.x,player.y, 0,1) end end -- Draw the player if hit to right -- middle part if player.hit==true and player.to_right==true then if player.hit_time%2==0 then spr_middle( 284,285,286, player.x,player.y, 0,0) end end end function player_draw_top() -- Draw the player if stand to left -- top part if player.stand==true and player.to_left==true and player.hit==false then spr_top( 258,257,256, player.x,player.y, 0,1) end -- Draw the player if stand to right -- top part if player.stand==true and player.to_right==true and player.hit==false then spr_top( 256,257,258, player.x,player.y, 0,0) end -- Draw the player if walk to left -- top part if player.walk==true and player.to_left==true and player.hit==false then if player.walk_anim<=15 then spr_top( 261,260,259, player.x,player.y, 0,1) elseif player.walk_anim<=30 then spr_top( 264,263,262, player.x,player.y, 0,1) else spr_top( 267,266,265, player.x,player.y, 0,1) end end -- Draw the player if walk to right -- top part if player.walk==true and player.to_right==true and player.hit==false then if player.walk_anim<=15 then spr_top( 259,260,261, player.x,player.y, 0,0) elseif player.walk_anim<=30 then spr_top( 262,263,264, player.x,player.y, 0,0) else spr_top( 265,266,267, player.x,player.y, 0,0) end end -- Draw the player if hit to left -- middle part if player.hit==true and player.to_left==true then if player.hit_time%2==0 then spr_top( 270,269,268, player.x,player.y, 0,1) end end -- Draw the player if hit to right -- middle part if player.hit==true and player.to_right==true then if player.hit_time%2==0 then spr_top( 268,269,270, player.x,player.y, 0,0) end end end ------------------------------------- -- Map function function map_init() -- Block object block={} -- Over block object over_block={} -- Create a block function create_block(x,y) b={} b.x=x b.y=y b.w=8 b.h=8 table.insert(block,b) end -- Create an over block function create_over_block(x,y) o_b={} o_b.x=x o_b.y=y o_b.w=8 o_b.h=8 table.insert(over_block,o_b) end -- Add all blocks in the map function add_blocks_in_map() for j=0,136,8 do for i=0,240,8 do if mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==0 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==2 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==3 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==4 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==5 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==6 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==7 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==8 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==9 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==10 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==11 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==13 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==15 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==16 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==17 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==18 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==19 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==20 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==21 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==22 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==23 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==24 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==25 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==26 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==27 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==28 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==29 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==30 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==31 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==32 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==33 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==34 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==58 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==59 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==60 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==61 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==62 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==63 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==64 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==65 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==66 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==67 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==68 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==69 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==70 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==71 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==72 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==73 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==74 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==75 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==76 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==77 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==78 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==79 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==80 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==81 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==82 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==83 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==84 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==85 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==86 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==87 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==88 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==89 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==90 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==91 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==92 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==93 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==94 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==95 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==96 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==97 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==98 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==99 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==100 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==101 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==102 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==103 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==104 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==105 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==106 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==107 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==108 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==109 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==110 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==111 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==112 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==113 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==114 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==120 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==121 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==126 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==133 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==134 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==135 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==136 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==137 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==138 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==139 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==140 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==141 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==142 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==143 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==144 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==145 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==146 then create_block(i,j) end end end end -- Add all over blocks in the map function add_over_blocks_in_map() for j=0,136,8 do for i=0,240,8 do if mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==48 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==49 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==50 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==51 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==52 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==53 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==54 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==55 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==56 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==57 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==58 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==59 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==60 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==61 or mget( math.floor(i/8)+player.map_x*30, math.floor(j/8)+player.map_y*17) ==62 then create_over_block(i,j) end end end end -- Delete all blocks in the map function del_blocks_in_map() for i=1,#block do table.remove(block,1) end end -- Delete all over blocks in the map function del_over_blocks_in_map() for i=1,#over_block do table.remove(over_block,1) end end -- Add each block at first add_blocks_in_map() -- Add each over blocks at first add_over_blocks_in_map() end function map_update() end function map_draw_bottom() -- Draw the map map( player.map_x*30,player.map_y*17, 30,17,0,0,0) -- Draw each block --for i,b in ipairs(block) do -- rect(b.x,b.y,b.w,b.h,7) --end end function map_draw_top() -- Draw each over block for i,o_b in ipairs(over_block) do if mget( math.floor(o_b.x/8) +player.map_x*30, math.floor(o_b.y/8) +player.map_y*17) ==48 then spr(127,o_b.x,o_b.y,0) elseif mget( math.floor(o_b.x/8) +player.map_x*30, math.floor(o_b.y/8) +player.map_y*17) ==49 then spr(128,o_b.x,o_b.y,0) elseif mget( math.floor(o_b.x/8) +player.map_x*30, math.floor(o_b.y/8) +player.map_y*17) ==50 then spr(50,o_b.x,o_b.y,0) elseif mget( math.floor(o_b.x/8) +player.map_x*30, math.floor(o_b.y/8) +player.map_y*17) ==51 then spr(129,o_b.x,o_b.y,0) elseif mget( math.floor(o_b.x/8) +player.map_x*30, math.floor(o_b.y/8) +player.map_y*17) ==52 then spr(130,o_b.x,o_b.y,0) elseif mget( math.floor(o_b.x/8) +player.map_x*30, math.floor(o_b.y/8) +player.map_y*17) ==53 then spr(131,o_b.x,o_b.y,0) elseif mget( math.floor(o_b.x/8) +player.map_x*30, math.floor(o_b.y/8) +player.map_y*17) ==54 then spr(54,o_b.x,o_b.y,0) elseif mget( math.floor(o_b.x/8) +player.map_x*30, math.floor(o_b.y/8) +player.map_y*17) ==55 then spr(55,o_b.x,o_b.y,0) elseif mget( math.floor(o_b.x/8) +player.map_x*30, math.floor(o_b.y/8) +player.map_y*17) ==56 then spr(56,o_b.x,o_b.y,0) elseif mget( math.floor(o_b.x/8) +player.map_x*30, math.floor(o_b.y/8) +player.map_y*17) ==57 then spr(132,o_b.x,o_b.y,0) elseif mget( math.floor(o_b.x/8) +player.map_x*30, math.floor(o_b.y/8) +player.map_y*17) ==58 then spr(149,o_b.x,o_b.y,0) elseif mget( math.floor(o_b.x/8) +player.map_x*30, math.floor(o_b.y/8) +player.map_y*17) ==59 then spr(59,o_b.x,o_b.y,0) elseif mget( math.floor(o_b.x/8) +player.map_x*30, math.floor(o_b.y/8) +player.map_y*17) ==60 then spr(60,o_b.x,o_b.y,0) elseif mget( math.floor(o_b.x/8) +player.map_x*30, math.floor(o_b.y/8) +player.map_y*17) ==61 then spr(61,o_b.x,o_b.y,0) elseif mget( math.floor(o_b.x/8) +player.map_x*30, math.floor(o_b.y/8) +player.map_y*17) ==62 then spr(150,o_b.x,o_b.y,0) end end end ------------------------------------- -- Enemy functions function enemy_init() -- Enemy object enemy={} -- Create an enemy function create_enemy( map_x,map_y,id,x,y,timer) if player.map_x==map_x and player.map_y==map_y then e={} e.id=id e.x=x e.y=y e.w=24 e.h=24 e.h_box=8 e.left=true e.right=false e.timer=timer table.insert(enemy,e) end end -- Add all enemies in the map function add_enemies_in_map() -- Create each enemy at map 2-0 create_enemy(2,0,1,56,16,240) -- Create each enemy at map 4-0 create_enemy(4,0,1,32,40,160) -- Create each enemy at map 5-0 create_enemy(5,0,1,72,104,96) create_enemy(5,0,2,16,8,160) create_enemy(5,0,3,160,8,160) -- Create each enemy at map 6-0 create_enemy(6,0,1,72,8,120) create_enemy(6,0,2,144,8,160) ------------------------------- -- Create each enemy at map 2-1 create_enemy(2,1,1,96,16,160) create_enemy(2,1,2,16,80,90) -- Create each enemy at map 4-1 create_enemy(4,1,1,56,24,80) create_enemy(4,1,2,152,32,120) -- Create each enemy at map 5-1 create_enemy(5,1,1,40,32,80) create_enemy(5,1,2,72,32,120) -- Create each enemy at map 6-1 create_enemy(6,1,1,32,24,200) ------------------------------- -- Create each enemy at map 2-2 create_enemy(2,2,1,56,32,120) create_enemy(2,2,2,176,32,80) -- Create each enemy at map 3-2 create_enemy(3,2,1,56,32,80) -- Create each enemy at map 4-2 create_enemy(4,2,1,104,40,80) create_enemy(4,2,2,144,80,80) create_enemy(4,2,3,184,40,80) -- Create each enemy at map 5-2 create_enemy(5,2,1,32,40,80) create_enemy(5,2,2,136,8,120) -- Create each enemy at map 6-2 create_enemy(6,2,1,32,16,180) create_enemy(6,2,2,64,48,200) ------------------------------- -- Create each enemy at map 3-3 create_enemy(3,3,1,56,8,160) create_enemy(3,3,2,128,104,200) -- Create each enemy at map 4-3 create_enemy(4,3,1,32,8,140) create_enemy(4,3,2,80,104,180) create_enemy(4,3,3,128,8,180) create_enemy(4,3,4,168,104,180) -- Create each enemy at map 5-3 create_enemy(5,3,1,32,48,90) create_enemy(5,3,2,120,8,160) -- Create each enemy at map 6-3 create_enemy(6,3,1,40,8,90) create_enemy(6,3,2,72,72,90) create_enemy(6,3,3,104,24,160) ------------------------------- -- Create each enemy at map 3-4 create_enemy(3,4,1,16,40,160) create_enemy(3,4,2,120,8,160) -- Create each enemy at map 4-4 create_enemy(4,4,1,56,8,140) create_enemy(4,4,2,120,72,140) -- Create each enemy at map 5-4 create_enemy(5,4,1,32,40,90) create_enemy(5,4,2,64,40,160) create_enemy(5,4,3,144,104,90) create_enemy(5,4,4,184,40,90) end -- Del all enemies in the map function del_enemies_in_map() for i=1,#enemy do table.remove(enemy,1) end end -- Anim enemy variable enemy_anim=0 -- Add each enemy at first add_enemies_in_map() end function enemy_update() -- Anim each enemy enemy_anim=enemy_anim+1 -- Reset each enemy anim if enemy_anim>=30 then enemy_anim=0 end for i,e in ipairs(enemy) do -- Collision with the player if collision( e.x,e.y+16,e.w,e.h_box, player.x,player.y+16, player.w,player.h_box) then relocate() player.hit=true end -- Select an enemy in the map function select_enemy_in_map( map_x,map_y,id) return player.map_x==map_x and player.map_y==map_y and e.id==id end -- Select a timer for an enemy function select_timer(timer) e.timer=e.timer-1 if e.timer<0 then e.timer=timer end end -- Move an enemy to left function move_enemy_to_left( move_x) e.left=true e.right=false e.x=e.x-move_x for i,b in ipairs(block) do if collision( e.x,e.y+16,e.w,e.h_box, b.x,b.y,b.w,b.h) then e.x=b.x+b.w end end end -- Move an enemy to right function move_enemy_to_right( move_x) e.left=false e.right=true e.x=e.x+move_x for i,b in ipairs(block) do if collision( e.x,e.y+16,e.w,e.h_box, b.x,b.y,b.w,b.h) then e.x=b.x-e.w end end end -- Move an enemy to up function move_enemy_to_up( move_y) e.y=e.y-move_y for i,b in ipairs(block) do if collision( e.x,e.y+16,e.w,e.h_box, b.x,b.y,b.w,b.h) then e.y=b.y+b.h-16 end end end -- Move an enemy to down function move_enemy_to_down( move_y) e.y=e.y+move_y for i,b in ipairs(block) do if collision( e.x,e.y+16,e.w,e.h_box, b.x,b.y,b.w,b.h) then e.y=b.y-e.h end end end ---------------------------------- -- Enemies at map 2-0 if select_enemy_in_map(2,0,1) then select_timer(240) if e.timer>150 then move_enemy_to_right(3) elseif e.timer>120 then move_enemy_to_down(3) elseif e.timer>30 then move_enemy_to_left(3) else move_enemy_to_up(3) end if e.y>80 then e.y=80 elseif e.x<56 then e.x=56 end end -- Enemies at map 4-0 if select_enemy_in_map(4,0,1) then select_timer(160) if e.timer>140 then move_enemy_to_down(3) elseif e.timer>80 then move_enemy_to_right(3) elseif e.timer>60 then move_enemy_to_up(3) else move_enemy_to_left(3) end if e.y<40 then e.y=40 elseif e.x<32 then e.x=32 end end -- Enemies at map 5-0 if select_enemy_in_map(5,0,1) then select_timer(96) if e.timer>84 then move_enemy_to_up(4) elseif e.timer>60 then move_enemy_to_left(4) elseif e.timer>48 then move_enemy_to_down(4) else move_enemy_to_right(4) end if e.x>72 then e.x=72 end end if select_enemy_in_map(5,0,2) then select_timer(160) if e.timer>120 then move_enemy_to_right(4) elseif e.timer>80 then move_enemy_to_down(4) elseif e.timer>40 then move_enemy_to_left(4) else move_enemy_to_up(4) end if e.x>136 then e.x=136 end end if select_enemy_in_map(5,0,3) then select_timer(160) if e.timer>120 then move_enemy_to_down(4) elseif e.timer>80 then move_enemy_to_right(4) elseif e.timer>40 then move_enemy_to_up(4) else move_enemy_to_left(4) end if e.x<160 then e.x=160 elseif e.y>72 then e.y=72 end end -- Enemies at map 6-0 if select_enemy_in_map(6,0,1) then select_timer(120) if e.timer>90 then move_enemy_to_right(4) elseif e.timer>60 then move_enemy_to_down(4) elseif e.timer>30 then move_enemy_to_left(4) else move_enemy_to_up(4) end if e.x>112 then e.x=112 end end if select_enemy_in_map(6,0,2) then select_timer(160) if e.timer>120 then move_enemy_to_down(4) elseif e.timer>80 then move_enemy_to_right(4) elseif e.timer>40 then move_enemy_to_up(4) else move_enemy_to_left(4) end if e.y>88 then e.y=88 elseif e.x<144 then e.x=144 end end ---------------------------------- -- Enemies at map 2-1 if select_enemy_in_map(2,1,1) then select_timer(160) if e.timer>120 then move_enemy_to_down(4) elseif e.timer>80 then move_enemy_to_right(4) elseif e.timer>40 then move_enemy_to_up(4) else move_enemy_to_left(4) end if e.y>64 then e.y=64 elseif e.y<16 then e.y=16 end end if select_enemy_in_map(2,1,2) then select_timer(90) if e.timer>45 then move_enemy_to_right(4) else move_enemy_to_left(4) end end -- Enemies at map 4-1 if select_enemy_in_map(4,1,1) then select_timer(80) if e.timer>60 then move_enemy_to_right(4) elseif e.timer>40 then move_enemy_to_down(4) elseif e.timer>20 then move_enemy_to_left(4) else move_enemy_to_up(4) end if e.y>88 then e.y=88 elseif e.x>128 then e.x=128 end end if select_enemy_in_map(4,1,2) then select_timer(120) if e.timer>90 then move_enemy_to_down(3) elseif e.timer>60 then move_enemy_to_right(3) elseif e.timer>30 then move_enemy_to_up(3) else move_enemy_to_left(3) end if e.x>192 then e.x=192 elseif e.x<152 then e.x=152 end end -- Enemies at map 5-1 if select_enemy_in_map(5,1,1) then select_timer(80) if e.timer>40 then move_enemy_to_down(2) else move_enemy_to_up(2) end end if select_enemy_in_map(5,1,2) then select_timer(120) if e.timer>90 then move_enemy_to_right(4) elseif e.timer>60 then move_enemy_to_down(4) elseif e.timer>30 then move_enemy_to_left(4) else move_enemy_to_up(4) end if e.x<72 then e.x=72 end end -- Enemies at map 6-1 if select_enemy_in_map(6,1,1) then select_timer(200) if e.timer>150 then move_enemy_to_down(5) elseif e.timer>100 then move_enemy_to_right(5) elseif e.timer>50 then move_enemy_to_up(5) else move_enemy_to_left(5) end end ---------------------------------- -- Enemies at map 2-2 if select_enemy_in_map(2,2,1) then select_timer(120) if e.timer>90 then move_enemy_to_down(3) elseif e.timer>60 then move_enemy_to_right(3) elseif e.timer>30 then move_enemy_to_up(3) else move_enemy_to_left(3) end if e.x<56 then e.x=56 elseif e.x>144 then e.x=144 end end if select_enemy_in_map(2,2,2) then select_timer(80) if e.timer>40 then move_enemy_to_down(2) else move_enemy_to_up(2) end end -- Enemies at map 3-2 if select_enemy_in_map(3,2,1) then select_timer(80) if e.timer>40 then move_enemy_to_down(2) else move_enemy_to_up(2) end end -- Enemies at map 4-2 if select_enemy_in_map(4,2,1) then select_timer(80) if e.timer>40 then move_enemy_to_down(1) else move_enemy_to_up(1) end end if select_enemy_in_map(4,2,2) then select_timer(80) if e.timer>40 then move_enemy_to_up(1) else move_enemy_to_down(1) end end if select_enemy_in_map(4,2,3) then select_timer(80) if e.timer>40 then move_enemy_to_down(1) else move_enemy_to_up(1) end end -- Enemies at map 5-2 if select_enemy_in_map(5,2,1) then select_timer(80) if e.timer>40 then move_enemy_to_down(1) else move_enemy_to_up(1) end end if select_enemy_in_map(5,2,2) then select_timer(120) if e.timer>90 then move_enemy_to_down(4) elseif e.timer>60 then move_enemy_to_right(4) elseif e.timer>30 then move_enemy_to_up(4) else move_enemy_to_left(4) end if e.y>88 then e.y=88 end end -- Enemies at map 6-2 if select_enemy_in_map(6,2,1) then select_timer(180) if e.timer>90 then move_enemy_to_down(1) else move_enemy_to_up(1) end end if select_enemy_in_map(6,2,2) then select_timer(200) if e.timer>150 then move_enemy_to_right(3) elseif e.timer>100 then move_enemy_to_down(3) elseif e.timer>50 then move_enemy_to_left(3) else move_enemy_to_up(3) end if e.x<64 then e.x=64 elseif e.y>80 then e.y=80 end end ---------------------------------- -- Enemies at map 3-3 if select_enemy_in_map(3,3,1) then select_timer(160) if e.timer>120 then move_enemy_to_down(4) elseif e.timer>80 then move_enemy_to_right(4) elseif e.timer>40 then move_enemy_to_up(4) else move_enemy_to_left(4) end if e.x>96 then e.x=96 elseif e.y>80 then e.y=80 end end if select_enemy_in_map(3,3,2) then select_timer(200) if e.timer>150 then move_enemy_to_right(4) elseif e.timer>100 then move_enemy_to_up(4) elseif e.timer>50 then move_enemy_to_left(4) else move_enemy_to_down(4) end if e.x<128 then e.x=128 end end -- Enemies at map 4-3 if select_enemy_in_map(4,3,1) then select_timer(140) if e.timer>70 then move_enemy_to_down(2) else move_enemy_to_up(2) end end if select_enemy_in_map(4,3,2) then select_timer(180) if e.timer>90 then move_enemy_to_up(2) else move_enemy_to_down(2) end end if select_enemy_in_map(4,3,3) then select_timer(180) if e.timer>90 then move_enemy_to_down(2) else move_enemy_to_up(2) end end if select_enemy_in_map(4,3,4) then select_timer(180) if e.timer>90 then move_enemy_to_up(2) else move_enemy_to_down(2) end end -- Enemies at map 5-3 if select_enemy_in_map(5,3,1) then select_timer(90) if e.timer>45 then move_enemy_to_down(2) else move_enemy_to_up(2) end end if select_enemy_in_map(5,3,2) then select_timer(160) if e.timer>120 then move_enemy_to_down(4) elseif e.timer>80 then move_enemy_to_right(4) elseif e.timer>40 then move_enemy_to_up(4) else move_enemy_to_left(4) end if e.y>72 then e.y=72 elseif e.x>184 then e.x=184 end end -- Enemies at map 6-3 if select_enemy_in_map(6,3,1) then select_timer(90) if e.timer>45 then move_enemy_to_down(2) else move_enemy_to_up(2) end end if select_enemy_in_map(6,3,2) then select_timer(90) if e.timer>45 then move_enemy_to_up(2) else move_enemy_to_down(2) end end if select_enemy_in_map(6,3,3) then select_timer(160) if e.timer>120 then move_enemy_to_down(4) elseif e.timer>80 then move_enemy_to_right(4) elseif e.timer>40 then move_enemy_to_up(4) else move_enemy_to_left(4) end if e.x>152 then e.x=152 elseif e.y<24 then e.y=24 elseif e.x<104 then e.x=104 end end ---------------------------------- -- Enemies at map 3-4 if select_enemy_in_map(3,4,1) then select_timer(160) if e.timer>120 then move_enemy_to_down(4) elseif e.timer>80 then move_enemy_to_right(4) elseif e.timer>40 then move_enemy_to_up(4) else move_enemy_to_left(4) end if e.x>88 then e.x=88 elseif e.y<40 then e.y=40 end end if select_enemy_in_map(3,4,2) then select_timer(160) if e.timer>120 then move_enemy_to_right(4) elseif e.timer>80 then move_enemy_to_down(4) elseif e.timer>40 then move_enemy_to_left(4) else move_enemy_to_up(4) end if e.x>184 then e.x=184 elseif e.x<120 then e.x=120 end end -- Enemies at map 4-4 if select_enemy_in_map(4,4,1) then select_timer(140) if e.timer>105 then move_enemy_to_right(4) elseif e.timer>70 then move_enemy_to_down(4) elseif e.timer>35 then move_enemy_to_left(4) else move_enemy_to_up(4) end if e.x<56 then e.x=56 elseif e.y>80 then e.y=80 elseif e.x>88 then e.x=88 end end if select_enemy_in_map(4,4,2) then select_timer(140) if e.timer>105 then move_enemy_to_down(4) elseif e.timer>70 then move_enemy_to_right(4) elseif e.timer>35 then move_enemy_to_up(4) else move_enemy_to_left(4) end if e.x>176 then e.x=176 elseif e.x<120 then e.x=120 end end -- Enemies at map 5-4 if select_enemy_in_map(5,4,1) then select_timer(90) if e.timer>45 then move_enemy_to_down(3) else move_enemy_to_up(3) end end if select_enemy_in_map(5,4,2) then select_timer(160) if e.timer>120 then move_enemy_to_right(4) elseif e.timer>80 then move_enemy_to_down(4) elseif e.timer>40 then move_enemy_to_left(4) else move_enemy_to_up(4) end if e.x<64 then e.x=64 elseif e.x>112 then e.x=112 end end if select_enemy_in_map(5,4,3) then select_timer(90) if e.timer>45 then move_enemy_to_up(3) else move_enemy_to_down(3) end end if select_enemy_in_map(5,4,4) then select_timer(90) if e.timer>45 then move_enemy_to_down(3) else move_enemy_to_up(3) end end end end function enemy_draw_bottom() for i,e in ipairs(enemy) do -- Draw each enemy bottom part if enemy_anim<=15 then if e.left==true then spr_bottom( 338,337,336, e.x,e.y,0,1) elseif e.right==true then spr_bottom( 336,337,338, e.x,e.y,0,0) end else if e.left==true then spr_bottom( 341,340,339, e.x,e.y,0,1) elseif e.right==true then spr_bottom( 339,340,341, e.x,e.y,0,0) end end end end function enemy_draw_middle() for i,e in ipairs(enemy) do -- Draw each enemy middle part if enemy_anim<=15 then if e.left==true then spr_middle( 322,321,320, e.x,e.y,0,1) elseif e.right==true then spr_middle( 320,321,322, e.x,e.y,0,0) end else if e.left==true then spr_middle( 325,324,323, e.x,e.y,0,1) elseif e.right==true then spr_middle( 323,324,325, e.x,e.y,0,0) end end end end function enemy_draw_top() for i,e in ipairs(enemy) do -- Draw each enemy top part if enemy_anim<=15 then if e.left==true then spr_top( 306,305,304, e.x,e.y,0,1) elseif e.right==true then spr_top( 304,305,306, e.x,e.y,0,0) end else if e.left==true then spr_top( 309,308,307, e.x,e.y,0,1) elseif e.right==true then spr_top( 307,308,309, e.x,e.y,0,0) end end end end ------------------------------------- -- Item functions function item_init() -- Red orb object red_orb={} red_orb.x=48 red_orb.y=56 red_orb.w=16 red_orb.h=16 red_orb.h_box=8 red_orb.get=false -- Green orb object green_orb={} green_orb.x=96+4 green_orb.y=96 green_orb.w=16 green_orb.h=16 green_orb.h_box=8 green_orb.get=false -- Blue orb object blue_orb={} blue_orb.x=168 blue_orb.y=72 blue_orb.w=16 blue_orb.h=16 blue_orb.h_box=8 blue_orb.get=false -- Golden key object golden_key={} golden_key.x=112 golden_key.y=48 golden_key.w=16 golden_key.h=16 golden_key.h_box=8 golden_key.get=false end function item_update() -- Collision red orb/player if collision( red_orb.x,red_orb.y+8, red_orb.w,red_orb.h_box, player.x,player.y+16, player.w,player.h_box) and red_orb.get==false and player.map_x==2 and player.map_y==3 then sfx(1,"B-4",12) red_orb.get=true end -- Collision green orb/player if collision( green_orb.x,green_orb.y+8, green_orb.w,green_orb.h_box, player.x,player.y+16, player.w,player.h_box) and green_orb.get==false and player.map_x==4 and player.map_y==5 then sfx(1,"B-4",12) green_orb.get=true end -- Collision blue orb/player if collision( blue_orb.x,blue_orb.y+8, blue_orb.w,blue_orb.h_box, player.x,player.y+16, player.w,player.h_box) and blue_orb.get==false and player.map_x==6 and player.map_y==4 then sfx(1,"B-4",12) blue_orb.get=true end -- Collision golden key/player if collision( golden_key.x,golden_key.y+8, golden_key.w,golden_key.h_box, player.x,player.y+16, player.w,player.h_box) and golden_key.get==false and player.map_x==7 and player.map_y==0 then sfx(2,"C#6",20) golden_key.get=true end end function item_draw_bottom() -- Draw red orb in map (2-3) -- bottom part if red_orb.get==false and player.map_x==2 and player.map_y==3 then spr(326,red_orb.x,red_orb.y+8, 0,1,0,0,2,1) end -- Draw green orb in map (4-5) -- bottom part if green_orb.get==false and player.map_x==4 and player.map_y==5 then spr( 328, green_orb.x,green_orb.y+8, 0,1,0,0,2,1) end -- Draw blue orb in map (6-4) -- bottom part if blue_orb.get==false and player.map_x==6 and player.map_y==4 then spr( 330, blue_orb.x,blue_orb.y+8, 0,1,0,0,2,1) end -- Draw golden key in map (7-0) -- bottom part if golden_key.get==false and player.map_x==7 and player.map_y==0 then spr( 332, golden_key.x,golden_key.y+8, 0,1,0,0,2,1) end end function item_draw_middle() -- Draw red orb in map (2-3) -- middle part if red_orb.get==false and player.map_x==2 and player.map_y==3 then spr(310,red_orb.x,red_orb.y, 0,1,0,0,2,1) end -- Draw green orb in map (4-5) -- middle part if green_orb.get==false and player.map_x==4 and player.map_y==5 then spr( 312, green_orb.x,green_orb.y, 0,1,0,0,2,1) end -- Draw blue orb in map (6-4) -- middle part if blue_orb.get==false and player.map_x==6 and player.map_y==4 then spr( 314, blue_orb.x,blue_orb.y, 0,1,0,0,2,1) end -- Draw golden key in map (7-0) -- middle part if golden_key.get==false and player.map_x==7 and player.map_y==0 then spr( 316, golden_key.x,golden_key.y, 0,1,0,0,2,1) end end function item_draw_top() -- Draw red orb icon if get -- top part if red_orb.get==true then spr(342,232,128,0) end -- Draw green orb if get -- top part if green_orb.get==true then spr(343,224,128,0) end -- Draw blue orb if get -- top part if blue_orb.get==true then spr(344,216,128,0) end -- Draw golden key if get -- top part if golden_key.get==true then spr(345,200,128,0,1,0,0,2,1) end end ------------------------------------- -- Crystal functions function crystal_init() -- Red crystal object red_crystal={} -- Green crystal object green_crystal={} -- Blue crystal object blue_crystal={} -- Add a red crystal function add_red_crystal(x,y) red_c={} red_c.x=x red_c.y=y red_c.w=16 red_c.h=16 red_c.broken=false table.insert(red_crystal,red_c) end -- Add a green crystal function add_green_crystal(x,y) green_c={} green_c.x=x green_c.y=y green_c.w=16 green_c.h=16 green_c.broken=false table.insert(green_crystal,green_c) end -- Add a blue crystal function add_blue_crystal(x,y) blue_c={} blue_c.x=x blue_c.y=y blue_c.w=16 blue_c.h=16 blue_c.broken=false table.insert(blue_crystal,blue_c) end -- Del a red crystal function del_red_crystal() for i=1,#red_crystal do table.remove(red_crystal,1) end end -- Del a green crystal function del_green_crystal() for i=1,#green_crystal do table.remove(green_crystal,1) end end -- Del a blue crystal function del_blue_crystal() for i=1,#blue_crystal do table.remove(blue_crystal,1) end end -- Add all crystals in map 7-1 function add_crystals_in_map() if player.map_x==7 and player.map_y==1 then -- Red crystals add_red_crystal(128,96) add_red_crystal(128,112) -- Green crystals add_green_crystal(200,80) add_green_crystal(216,80) -- Blue crystals add_blue_crystal(160,24) add_blue_crystal(160,40) end end -- Anim crystal variable crystal_anim=0 end function crystal_update() -- Anim each crystal crystal_anim=crystal_anim+1 -- Reset each anim crystal if crystal_anim>60 then crystal_anim=0 end end function crystal_draw() -- Draw all crystals in map 7-1 if player.map_x==7 and player.map_y==1 then -- Red crystals for i,red_c in ipairs(red_crystal) do if red_c.broken==false then if crystal_anim<=15 then spr( 352,red_c.x,red_c.y, 0,1,0,0,2,2) elseif crystal_anim<=30 then spr( 354,red_c.x,red_c.y, 0,1,0,0,2,2) elseif crystal_anim<=45 then spr( 356,red_c.x,red_c.y, 0,1,0,0,2,2) else spr( 358,red_c.x,red_c.y, 0,1,0,0,2,2) end elseif red_c.broken==true then spr( 360,red_c.x,red_c.y, 0,1,0,0,2,2) end end -- Green crystals for i,green_c in ipairs(green_crystal) do if green_c.broken==false then if crystal_anim<=15 then spr( 384,green_c.x,green_c.y, 0,1,0,0,2,2) elseif crystal_anim<=30 then spr( 386,green_c.x,green_c.y, 0,1,0,0,2,2) elseif crystal_anim<=45 then spr( 388,green_c.x,green_c.y, 0,1,0,0,2,2) else spr( 390,green_c.x,green_c.y, 0,1,0,0,2,2) end elseif green_c.broken==true then spr( 392,green_c.x,green_c.y, 0,1,0,0,2,2) end end -- Blue crystals for i,blue_c in ipairs(blue_crystal) do if blue_c.broken==false then if crystal_anim<=15 then spr( 416,blue_c.x,blue_c.y, 0,1,0,0,2,2) elseif crystal_anim<=30 then spr( 418,blue_c.x,blue_c.y, 0,1,0,0,2,2) elseif crystal_anim<=45 then spr( 420,blue_c.x,blue_c.y, 0,1,0,0,2,2) else spr( 422,blue_c.x,blue_c.y, 0,1,0,0,2,2) end elseif blue_c.broken==true then spr( 424,blue_c.x,blue_c.y, 0,1,0,0,2,2) end end end end ------------------------------------- -- Debug functions function debug_grid() for j=0,136,8 do for i=0,240,8 do rectb(i,j,1,1,7) end end end function debug_data() print(player.x,0+1,0+1,9) print(player.x,0,0,2) print("-",24+1,0+1,9) print("-",24,0,2) print(player.y,32+1,0+1,9) print(player.y,32,0,2) print(player.map_x,0+1,8+1,9) print(player.map_x,0,8,2) print("-",24+1,8+1,9) print("-",24,8,2) print(player.map_y,32+1,8+1,9) print(player.map_y,32,8,2) print(player.from_left,0+1,24+1,9) print(player.from_left,0,24,2) print(player.from_right,0+1,32+1,9) print(player.from_right,0,32,2) print(player.from_top,0+1,40+1,9) print(player.from_top,0,40,2) print(player.from_bottom,0+1,48+1,9) print(player.from_bottom,0,48,2) print(player.hit,0+1,64+1,9) print(player.hit,0,64,8) print(player.hit_time,0+1,72+1,9) print(player.hit_time,0,72,8) print(#red_crystal,0+1,88+1,9) print(#red_crystal,0,88,8) print(#green_crystal,0+1,96+1,9) print(#green_crystal,0,96,8) print(#blue_crystal,0+1,104+1,9) print(#blue_crystal,0,104,8) print(gamestate,0+1,120+1,9) print(gamestate,0,120,8) print(game_progress,0+1,128+1,9) print(game_progress,0,128,8) print(cutscene.number,24+1,120+1,9) print(cutscene.number,24,120,8) print(cutscene.image,24+1,128+1,9) print(cutscene.image,24,128,8) print(music_track_00,48+1,120+1,9) print(music_track_00,48,120,8) print(music_track_01,96+1,120+1,9) print(music_track_01,96,120,8) print(music_track_02,144+1,120+1,9) print(music_track_02,144,120,8) print(music_track_03,192+1,120+1,9) print(music_track_03,192,120,8) print(music_track_04,48+1,128+1,9) print(music_track_04,48,128,8) print(music_track_05,96+1,128+1,9) print(music_track_05,96,128,8) print(music_track_06,144+1,128+1,9) print(music_track_06,144,128,8) end ------------------------------------- -- Gamestate functions function gamestate_init() -- Gamestate value -- 0 = title screen -- 1 = in-game -- 2 = cutscene -- 3 = ending gamestate=0 -- Text blink value gamestate_text_blink=0 -- Set the bank for main title sync(0,1,false) -- Variable for game progress game_progress=0 -- Cat anim value cat_anim=0 end function gamestate_update() -- Anim the text blink gamestate_text_blink= gamestate_text_blink+1 -- Reset the text blink if gamestate_text_blink>120 then gamestate_text_blink=0 end -- Anim the cats in ending cat_anim=cat_anim+1 -- Reset the cat anim if cat_anim>60 then cat_anim=0 end -- From title screen -- go to cutscene 1 "intro" if gamestate==0 and btnp(5) then gamestate=2 cutscene.number=1 end -- From in-game -- to cutscene 2 "enemies coming" if gamestate==1 and game_progress==1 and player.map_x==2 and player.map_y==0 then gamestate=2 end -- From in-game -- to cutscene 3 "big gate closed" if gamestate==1 and game_progress==2 and player.map_x==3 and player.map_y==0 then gamestate=2 end -- From in-game -- to cutscene 4 "big gate open" if gamestate==1 and game_progress==3 and player.map_x==3 and player.map_y==0 and player.y<=8 and golden_key.get==true then gamestate=2 end -- From ending -- go to title screen if gamestate==3 and btnp(5) then reset() end end function gamestate_draw() -- Draw title screen if gamestate==0 then -- Drawing spr(0,0,48,0,1,0,0,8,11) spr(176,64,120,0,1,0,0,8,2) spr(208,128,120,0,1,0,0,6,2) spr(8,176,72,0,1,0,0,8,8) -- Title spr(256,56,0,0,1,0,0,16,4) spr(320,56,32,0,1,0,0,16,4) -- Credits print("@ 2022 Kendar Varnor", 64,64,15) -- Press X to play if gamestate_text_blink<=80 then print("Press X to play", 80,96,13) print("[Controller button B]", 64,104,13) end end -- Draw ending if gamestate==3 then sync(2,6,false) -- Thanks print("Thanks for playing", 72+1,8+1,10) print("Thanks for playing", 72,8,8) print("\"ROMEO ADVENTURE\"", 74+1,16+1,10) print("\"ROMEO ADVENTURE\"", 74,16,6) -- Draw Romeo if cat_anim<30 then spr(256,168,32,0,1,0,0@,3,3) else spr(262,168,32,0,1,0,0,3,3) end -- Print Romeo print("ROMEO",168+1,64+1,10) print("ROMEO",168,64,6) -- Draw Opale if cat_anim<30 then spr(304,104,32,0,1,0,0,3,3) else spr(310,104,32,0,1,0,0,3,3) end -- Print Opale print("OPALE",104+1,64+1,10) print("OPALE",104,64,2) -- Draw Ambre if cat_anim<30 then spr(352,40,32,0,1,0,0,3,3) else spr(358,40,32,0,1,0,0,3,3) end -- Print Ambre print("AMBRE",40+1,64+1,10) print("AMBRE",40,64,3) -- See you later print("See you soon in", 24+1,88+1,10) print("See you soon in", 24,88,8) print("\"ROMEO ADVENTURE 2\"", 112+1,88+1,10) print("\"ROMEO ADVENTURE 2\"", 112,88,6) print("with",56+1,96+1,10) print("with",56,96,8) print("OPALE",84+1,96+1,10) print("OPALE",84,96,2) print("and",120+1,96+1,10) print("and",120,96,8) print("AMBRE",144+1,96+1,10) print("AMBRE",144,96,3) print(",",176+1,96+1,10) print(",",176,96,8) print("the two young twin sisters", 25+1,104+1,10) print("the two young twin sisters", 25,104,8) print("of",170+1,104+1,10) print("of",170,104,8) print("ROMEO",186+1,104+1,10) print("ROMEO",186,104,6) -- Press X to replay if gamestate_text_blink<=80 then print("Press X to replay", 14,120,10) print("[Controller button B]", 114,120,10) end end end ------------------------------------- -- Cutscene functions function cutscene_init() -- Cutscene table cutscene={} -- Cutscene number -- 0 = none -- 1 = intro -- 2 = enemies coming -- 3 = big gate closed -- 4 = big gate open cutscene.number=0 -- Cutscene image cutscene.image=0 end function cutscene_update() -- Set gamestate to cutscene if gamestate==2 then -- Set cutscene 1 -- "intro" if cutscene.number==1 then -- Set image 1 from cutscene 1 if cutscene.image==0 and btnp(5) then cutscene.image=1 -- Set image 2 from cutscene 1 elseif cutscene.image==1 and btnp(5) then cutscene.image=2 -- Set image 3 from cutscene 1 elseif cutscene.image==2 and btnp(5) then cutscene.image=3 -- Set image 4 from cutscene 1 elseif cutscene.image==3 and btnp(5) then cutscene.image=4 -- Set image 5 from cutscene 1 elseif cutscene.image==4 and btnp(5) then cutscene.image=5 -- Set image 6 from cutscene 1 elseif cutscene.image==5 and btnp(5) then cutscene.image=6 -- Return to game elseif cutscene.image==6 and btnp(5) then cutscene.number=2 cutscene.image=0 game_progress=1 gamestate=1 sync(0,0,false) end end -- Set cutscene 2 -- "enemies coming" if cutscene.number==2 then -- Set image 1 from cutscene 2 if cutscene.image==0 and player.map_x==2 and player.map_y==0 then cutscene.image=1 -- Set image 2 from cutscene 2 elseif cutscene.image==1 and btnp(5) then cutscene.image=2 -- Set image 3 from cutscene 2 elseif cutscene.image==2 and btnp(5) then cutscene.image=3 -- Return to game elseif cutscene.image==3 and btnp(5) then cutscene.number=3 cutscene.image=0 game_progress=2 gamestate=1 sync(0,0,false) end end -- Set cutscene 3 -- "big gate closed" if cutscene.number==3 then -- Set image 1 from cutscene 3 if cutscene.image==0 then cutscene.image=1 -- Set image 2 from cutscene 3 elseif cutscene.image==1 and btnp(5) then cutscene.image=2 -- Set image 3 from cutscene 3 elseif cutscene.image==2 and btnp(5) then cutscene.image=3 -- Return to game elseif cutscene.image==3 and btnp(5) then cutscene.number=4 cutscene.image=0 game_progress=3 gamestate=1 sync(0,0,false) end end -- Set cutscene 4 -- "big gate open" if cutscene.number==4 then -- Set image 1 from cutscene 4 if cutscene.image==0 then cutscene.image=1 -- Set image 2 from cutscene 4 elseif cutscene.image==1 and btnp(5) then cutscene.image=2 -- Set image 3 from cutscene 4 elseif cutscene.image==2 and btnp(5) then cutscene.image=3 -- Set image 4 from cutscene 4 elseif cutscene.image==3 and btnp(5) then cutscene.image=4 -- Set image 5 from cutscene 4 elseif cutscene.image==4 and btnp(5) then cutscene.image=5 -- Set image 6 from cutscene 4 elseif cutscene.image==5 and btnp(5) then cutscene.image=6 -- Set image 7 from cutscene 4 elseif cutscene.image==6 and btnp(5) then cutscene.image=7 -- Go to ending elseif cutscene.image==7 and btnp(5) then gamestate=3 end end end end function cutscene_draw() -- Set gamestate to cutscene if gamestate==2 then -- Draw cutscene 1 -- "intro" if cutscene.number==1 then -- Draw cutscene 1 image 1 if cutscene.image==1 then spr(384,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end -- Draw cutscene 1 image 2 if cutscene.image==2 then sync(1,2,false) spr(0,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end -- Draw cutscene 1 image 3 if cutscene.image==3 then sync(1,2,false) spr(128,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end -- Draw cutscene 1 image 4 if cutscene.image==4 then sync(2,2,false) spr(256,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end -- Draw cutscene 1 image 5 if cutscene.image==5 then sync(2,2,false) spr(384,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end -- Draw cutscene 1 image 6 if cutscene.image==6 then sync(1,3,false) spr(0,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end end -- Draw cutscene 2 -- "enemies coming" if cutscene.number==2 then -- Draw cutscene 2 image 1 if cutscene.image==1 then sync(0,3,false) spr(128,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end -- Draw cutscene 2 image 2 if cutscene.image==2 then sync(1,3,false) spr(256,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end -- Draw cutscene 2 image 3 if cutscene.image==3 then sync(1,3,false) spr(384,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end end -- Draw cutscene 3 -- "big gate closed" if cutscene.number==3 then -- Draw cutscene 3 image 1 if cutscene.image==1 then sync(1,4,false) spr(0,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end -- Draw cutscene 3 image 2 if cutscene.image==2 then sync(1,4,false) spr(128,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end -- Draw cutscene 3 image 3 if cutscene.image==3 then sync(2,4,false) spr(256,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end end -- Draw cutscene 4 -- "big gate open" if cutscene.number==4 then -- Draw cutscene 4 image 1 if cutscene.image==1 then sync(2,4,false) spr(384,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end -- Draw cutscene 4 image 2 if cutscene.image==2 then sync(1,5,false) spr(0,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end -- Draw cutscene 4 image 3 if cutscene.image==3 then sync(1,5,false) spr(128,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end -- Draw cutscene 4 image 4 if cutscene.image==4 then sync(2,5,false) spr(256,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end -- Draw cutscene 4 image 5 if cutscene.image==5 then sync(2,5,false) spr(384,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end -- Draw cutscene 4 image 6 if cutscene.image==6 then sync(1,6,false) spr(0,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end -- Draw cutscene 4 image 7 if cutscene.image==7 then sync(1,6,false) spr(128,56,32,0,1,0,0,16,8) if gamestate_text_blink<=80 then print("Press X to continue", 8,120,10) print("[Controller button B]", 120,120,10) end end end end end ------------------------------------- -- Music functions function music_init() -- Music track values music_track_00=false music_track_01=false music_track_02=false music_track_03=false music_track_04=false music_track_05=false music_track_06=false sfx_track_04=false sfx_track_05=false end function music_update() -- Musics in cutscene if gamestate==2 then -- Play music 00 -- At cutscene 1 image 1 if cutscene.number==1 and cutscene.image==1 -- At cutscene 3 image 1 or cutscene.number==3 and cutscene.image==1 -- At cutscene 4 image 3 or cutscene.number==4 and cutscene.image==3 then if music_track_00==false then music_track_00=true music_track_01=false music_track_02=false music_track_03=false music_track_04=false music_track_05=false music_track_06=false sync(8,0,false) sync(16,0,false) music(0,0,0,true) end end -- Play music 01 -- At cutscene 1 image 4 if cutscene.number==1 and cutscene.image==4 then if music_track_01==false then music_track_00=false music_track_01=true music_track_02=false music_track_03=false music_track_04=false music_track_05=false music_track_06=false sync(8,0,false) sync(16,0,false) music(1,0,0,true) end end -- Play music 02 -- At cutscene 1 image 5 if cutscene.number==1 and cutscene.image==5 then if music_track_02==false then music_track_00=false music_track_01=false music_track_02=true music_track_03=false music_track_04=false music_track_05=false music_track_06=false sync(8,0,false) sync(16,0,false) music(2,0,0,true) end end -- Play music 03 -- At cutscene 2 image 1 if cutscene.number==2 and cutscene.image==1 then if music_track_03==false then music_track_00=false music_track_01=false music_track_02=false music_track_03=true music_track_04=false music_track_05=false music_track_06=false sync(8,0,false) sync(16,0,false) music(3,0,0,false) end end -- Play music 04 -- At cutscene 2 image 2 if cutscene.number==2 and cutscene.image==2 then if music_track_04==false then music_track_00=false music_track_01=false music_track_02=false music_track_03=false music_track_04=true music_track_05=false music_track_06=false sync(8,0,false) sync(16,0,false) music(4,0,0,false) end end -- Play music 05 -- At cutscene 2 image 3 if cutscene.number==2 and cutscene.image==3 then if music_track_05==false then music_track_00=false music_track_01=false music_track_02=false music_track_03=false music_track_04=false music_track_05=true music_track_06=false sync(8,0,false) sync(16,0,false) music(5,0,0,true) end end -- Play sfx 04 -- At cutscene 4 image 1 if cutscene.number==4 and cutscene.image==1 then if sfx_track_04==false then music_track_00=false music_track_01=false music_track_02=false music_track_03=false music_track_04=false music_track_05=false music_track_06=false sfx_track_04=true sfx_track_05=false sync(8,0,false) sync(16,0,false) music() sfx(4,"C#3",20) end end -- Play sfx 05 -- At cutscene 4 image 2 if cutscene.number==4 and cutscene.image==2 then if sfx_track_05==false then music_track_00=false music_track_01=false music_track_02=false music_track_03=false music_track_04=false music_track_05=false music_track_06=false sfx_track_04=false sfx_track_05=true sync(8,0,false) sync(16,0,false) music() sfx(5,"G#1",20) end end -- Stop music -- At cutscene 4 image 7 if cutscene.number==4 and cutscene.image==7 then music_track_00=false music_track_01=false music_track_02=false music_track_03=false music_track_04=false music_track_05=false music_track_06=false sync(8,0,false) sync(16,0,false) music() end end -- Musics in game if gamestate==1 then -- Play music 01 if player.map_x==0 and player.map_y==0 or player.map_x==1 and player.map_y==0 or player.map_x==7 and player.map_y==0 then if music_track_01==false then music_track_00=false music_track_01=true music_track_02=false music_track_03=false music_track_04=false music_track_05=false music_track_06=false sync(8,0,false) sync(16,0,false) music(1,0,0,true) end -- Play music 06 else if music_track_06==false then music_track_00=false music_track_01=false music_track_02=false music_track_03=false music_track_04=false music_track_05=false music_track_06=true sync(8,0,false) sync(16,0,false) music(6,0,0,true) end end end end ------------------------------------- -- Init functions player_init() map_init() enemy_init() item_init() crystal_init() gamestate_init() cutscene_init() music_init() ------------------------------------- -- Gameloop function function TIC() -- Clear screen if gamestate==2 or gamestate==3 then cls(0) else cls(14) end ------------------------------------ -- Update functions gamestate_update() cutscene_update() music_update() if gamestate==1 then player_update() map_update() enemy_update() item_update() crystal_update() end ------------------------------------ gamestate_draw() cutscene_draw() -- Draw functions bottom if gamestate==1 then map_draw_bottom() item_draw_bottom() crystal_draw() player_draw_bottom() enemy_draw_bottom() end -- Draw functions middle if gamestate==1 then item_draw_middle() player_draw_middle() enemy_draw_middle() end -- Draw functions top if gamestate==1 then player_draw_top() enemy_draw_top() map_draw_top() item_draw_top() end -- Show debug --debug_grid() --debug_data() end