fix stuff

This commit is contained in:
me 2025-12-21 18:34:02 +02:00
parent 95d5d5e58f
commit 2b74c4316b
2 changed files with 27 additions and 27 deletions

View file

@ -74,7 +74,7 @@ let draw = fn(state) {
if ((0 - epsilon) < b_diff) && (b_diff < epsilon) { count = count + 1; };
if count == 0 {
draw_text("Match the colors", 200, 200, 50, { .r: 255, .g: 255, .b: 255 });
draw_text("Match the colors", 70, 80, 30, { .r: 255, .g: 255, .b: 255 });
};
if count == 1 {
draw_text("Close", 200, 200, 50, { .r: 255, .g: 255, .b: 255 });

View file

@ -25,12 +25,12 @@ let setup = fn() {
.shot: 1,
.shot_timer: 0,
},
.enemy: {
.opponent: {
.pos: {
.x: dim.w,
.y: dim.h,
},
.speed: 20,
.speed: 60,
.timer: 0,
},
.bullets: {
@ -74,41 +74,41 @@ let move_player = fn(state, input) {
);
}
let move_enemy = fn(state) {
let move_opponent = fn(state) {
let delta = get_frame_time();
let enemy_movement = {
.x: if abs(state.enemy.pos.x - state.player.pos.x) < 5 { 0 } else { if state.enemy.pos.x < state.player.pos.x { 1 } else { -1 } },
.y: if abs(state.enemy.pos.y - state.player.pos.y) < 5 { 0 } else { if state.enemy.pos.y < state.player.pos.y { 1 } else { -1 } },
let opponent_movement = {
.x: if abs(state.opponent.pos.x - state.player.pos.x) < 5 { 0 } else { if state.opponent.pos.x < state.player.pos.x { 1 } else { -1 } },
.y: if abs(state.opponent.pos.y - state.player.pos.y) < 5 { 0 } else { if state.opponent.pos.y < state.player.pos.y { 1 } else { -1 } },
};
state.enemy.pos.x =
state.opponent.pos.x =
max(0,
min( state.enemy.pos.x + (delta * state.enemy.speed * enemy_movement.x)
min( state.opponent.pos.x + (delta * state.opponent.speed * opponent_movement.x)
, screen_size - dim.w
)
);
state.enemy.pos.y =
state.opponent.pos.y =
max(0,
min( state.enemy.pos.y + (delta * state.enemy.speed * enemy_movement.y)
min( state.opponent.pos.y + (delta * state.opponent.speed * opponent_movement.y)
, screen_size - dim.w
)
);
shoot_bullets(state, enemy_movement);
shoot_bullets(state, opponent_movement);
}
let shoot_bullets = fn(state, enemy_movement) {
let shoot_bullets = fn(state, opponent_movement) {
let delta = get_frame_time();
state.enemy.timer = state.enemy.timer - 1;
if (state.enemy.timer <= 0) && (state.status != "caught") {
state.enemy.timer = shoot_timer;
state.opponent.timer = state.opponent.timer - 1;
if (state.opponent.timer <= 0) && (state.status != "caught") {
state.opponent.timer = shoot_timer;
state.bullets.pos.x = state.enemy.pos.x + (dim.w * enemy_movement.x);
state.bullets.pos.y = state.enemy.pos.y + (dim.h * enemy_movement.y);
state.bullets.movement.x = enemy_movement.x;
state.bullets.movement.y = enemy_movement.y;
state.bullets.pos.x = state.opponent.pos.x + (dim.w * opponent_movement.x);
state.bullets.pos.y = state.opponent.pos.y + (dim.h * opponent_movement.y);
state.bullets.movement.x = opponent_movement.x;
state.bullets.movement.y = opponent_movement.y;
};
}
@ -139,21 +139,21 @@ let update = fn(state, input) {
state.player.shot_timer = 0;
};
move_enemy(state);
move_opponent(state);
move_bullets(state);
if is_touching(make_rect(state.bullets.pos, { .w: dim.w / 2, .h: dim.h / 2 }), make_rect(state.player.pos, dim)) && (state.player.shot_timer == 0) {
state.player.shot = state.player.shot + 1;
state.player.shot_timer = shot_timer;
};
if is_touching(make_rect(state.enemy.pos, dim), make_rect(state.player.pos, dim)) {
if is_touching(make_rect(state.opponent.pos, dim), make_rect(state.player.pos, dim)) {
state.status = "caught";
};
if input.gamepad1.buttons.y {
let new_state = setup();
state.player = new_state.player;
state.enemy = new_state.enemy;
state.opponent = new_state.opponent;
state.bullets = new_state.bullets;
state.status = new_state.status;
state.timer = new_state.timer;
@ -173,15 +173,15 @@ let draw = fn(state) {
let color = { .r: 105 + (state.player.shot_timer * 100), .g: 225, .b: 125 };
draw_rectangle(player_rect, color);
let enemy_rect = {
.x: state.enemy.pos.x,
.y: state.enemy.pos.y,
let opponent_rect = {
.x: state.opponent.pos.x,
.y: state.opponent.pos.y,
.w: dim.w,
.h: dim.h,
};
let color = { .r: 255, .g: 155, .b: 255 - (state.player.shot_timer * 50) };
draw_rectangle(enemy_rect, color);
draw_rectangle(opponent_rect, color);
let bullet_rect = {
.x: state.bullets.pos.x,