diff --git a/colorgame.ayin b/colorgame.ayin index a98b174..602c798 100644 --- a/colorgame.ayin +++ b/colorgame.ayin @@ -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 }); diff --git a/game.ayin b/game.ayin index 8c5fb78..2b05e6c 100644 --- a/game.ayin +++ b/game.ayin @@ -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,