2024-04-24 22:53:04 +02:00
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--[[pod_format="raw",created="2024-04-24 07:17:14",modified="2024-04-24 20:33:05",revision=11]]
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local map_manager = require(make_path("map"))
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2024-04-24 11:11:16 +02:00
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M = {}
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local weapons = {}
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local bullets = {}
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2024-04-24 22:53:04 +02:00
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local particles = {}
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2024-04-24 11:11:16 +02:00
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weapon = {
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name = "Ice Blaster",
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rate_of_fire = 0.2,
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shoot=function(self)
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end
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}
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2024-04-24 22:53:04 +02:00
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particle = {
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x=0,
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y=0,
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life=4,
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spriteIndex=81
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}
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particle.__index = particle
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function particle:new(x,y)
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local o = setmetatable({}, particle)
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o.x=x
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o.y=y
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return o
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end
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function particle:update()
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self.life-=1
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if self.life<0 then
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del(particles,self)
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end
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end
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function particle:draw()
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spr(self.spriteIndex,self.x,self.y)
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end
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2024-04-24 11:11:16 +02:00
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bullet = {
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x=0,
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y=0,
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dx=0,
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dy=0,
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spriteIndex=80,
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destroy_sprite_index=66,
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life=100,
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damage=1,
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}
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2024-04-24 17:06:19 +02:00
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bullet.__index = bullet
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function bullet:new(x, y, dx, dy)
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local o = setmetatable({}, bullet)
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o.x = x
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o.y = y
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o.dx = dx
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o.dy = dy
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return o
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end
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2024-04-24 22:53:04 +02:00
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function bullet:destroy()
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-- Create particle
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local p = particle:new(self.x, self.y)
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add(particles, p)
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del(bullets,self)
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end
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2024-04-24 17:06:19 +02:00
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function bullet:check_collision()
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2024-04-24 22:53:04 +02:00
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if (map_manager.is_tile_shoot_solid(self.x,self.y)) then
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self:destroy()
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end
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2024-04-24 17:06:19 +02:00
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end
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function bullet:update()
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self.x+=self.dx
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self.y+=self.dy
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self.life-=1
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if self.life<0 then
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2024-04-24 22:53:04 +02:00
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self:destroy()
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end
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2024-04-24 17:06:19 +02:00
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2024-04-24 22:53:04 +02:00
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self:check_collision()
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2024-04-24 17:06:19 +02:00
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end
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function bullet:draw()
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spr(self.spriteIndex,self.x,self.y)
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end
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2024-04-24 11:11:16 +02:00
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function M.create_bullet(new_x, new_y, dir_x, dir_y)
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-- Calculate the length of the direction vector
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local length = sqrt(dir_x^2 + dir_y^2)
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-- Normalize the direction vector
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local normalized_dir_x = dir_x / length
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local normalized_dir_y = dir_y / length
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2024-04-24 17:06:19 +02:00
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local b = bullet:new(new_x, new_y, normalized_dir_x * 2, normalized_dir_y * 2)
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add(bullets, b)
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-- add(bullets, {
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-- x=new_x,
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-- y=new_y,
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-- dx=normalized_dir_x * 2,
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-- dy=normalized_dir_y * 2,
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-- spriteIndex=80,
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-- destroy_sprite_index=66,
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-- life=100,
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-- damage=1,
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-- draw=function(self)
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-- --pset(self.x,self.y,8)
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-- spr(self.spriteIndex,self.x,self.y)
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-- end,
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-- update=function(self)
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-- self.x+=self.dx
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-- self.y+=self.dy
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2024-04-24 11:11:16 +02:00
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2024-04-24 17:06:19 +02:00
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-- self.life-=1
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-- if self.life<0 then
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-- del(bullets,self)
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-- -- TODO: Create particle
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-- end
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2024-04-24 11:11:16 +02:00
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2024-04-24 17:06:19 +02:00
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-- self.check_collision(self)
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-- end,
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-- check_collision=function(self)
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-- -- If Collide with wall destroy self and create particle
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2024-04-24 11:11:16 +02:00
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2024-04-24 17:06:19 +02:00
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-- end
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-- })
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2024-04-24 11:11:16 +02:00
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end
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function M.init()
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end
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function M.draw()
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for b in all(bullets) do
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b:draw()
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end
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2024-04-24 22:53:04 +02:00
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for p in all(particles) do
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p:draw()
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end
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2024-04-24 11:11:16 +02:00
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end
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function M.update()
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for b in all(bullets) do
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b:update()
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end
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2024-04-24 22:53:04 +02:00
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for p in all(particles) do
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p:update()
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end
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2024-04-24 11:11:16 +02:00
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end
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function M.debug_draw()
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2024-04-24 22:53:04 +02:00
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print(string.format("Bullets: %d Particles: %d", count(bullets), count(particles)), 0,32,1)
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2024-04-24 11:11:16 +02:00
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end
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return M
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