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 ((0 - epsilon) < b_diff) && (b_diff < epsilon) { count = count + 1; };
if count == 0 { 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 { if count == 1 {
draw_text("Close", 200, 200, 50, { .r: 255, .g: 255, .b: 255 }); draw_text("Close", 200, 200, 50, { .r: 255, .g: 255, .b: 255 });

View file

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