This commit is contained in:
me 2025-12-21 16:24:22 +02:00
parent b5b4307025
commit fc2b910d84

185
game.ayin
View file

@ -1,8 +1,9 @@
let screen_size = 360 let screen_size = 360
let shoot_timer = 60 let shoot_timer = 120
let shot_timer = 1
let dim = { let dim = {
.w: 16, .w: 32,
.h: 16, .h: 32,
} }
let bullet_dim = { let bullet_dim = {
.w: dim.w / 4, .w: dim.w / 4,
@ -10,41 +11,41 @@ let bullet_dim = {
} }
let migrate = fn(state) { let migrate = fn(state) {
return setup();
state state
} }
let setup = fn() { let setup = fn() {
return { return {
.player: { .player: {
.pos: { .pos: {
.x: (screen_size - dim.w) - dim.w, .x: (screen_size - dim.w) - dim.w,
.y: dim.h, .y: dim.h,
}, },
.speed: 360, .speed: 360,
}, .shot: 1,
.enemy: { .shot_timer: 0,
.pos: { },
.x: dim.w, .enemy: {
.y: dim.h, .pos: {
}, .x: dim.w,
.speed: 20, .y: dim.h,
.timer: shoot_timer, },
}, .speed: 60,
.bullets: { .timer: 0,
.pos: { },
.x: dim.w, .bullets: {
.y: dim.h, .pos: {
}, .x: dim.w,
.movement: { .y: dim.h,
.x: 0, },
.y: 0, .movement: {
}, .x: 0,
.speed: 180, .y: 0,
}, },
.timer: 0, .speed: 180,
.status: "ongoing", },
.timer: 0,
.status: "ongoing",
}; };
} }
@ -61,23 +62,20 @@ let move_player = fn(state, input) {
state.player.pos.x = state.player.pos.x =
max(0, max(0,
min( state.player.pos.x + (delta * state.player.speed * movement.x) min( state.player.pos.x + ((delta * state.player.speed * movement.x) / state.player.shot)
, screen_size - dim.w , screen_size - dim.w
) )
); );
state.player.pos.y = state.player.pos.y =
max(0, max(0,
min( state.player.pos.y + (delta * state.player.speed * movement.y) min( state.player.pos.y + ((delta * state.player.speed * movement.y) / state.player.shot)
, screen_size - dim.w , screen_size - dim.w
) )
); );
} }
let update = fn(state, input) { let move_enemy = fn(state) {
let delta = get_frame_time(); let delta = get_frame_time();
state.timer = state.timer + delta;
move_player(state, input);
let enemy_movement = { 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 } }, .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 } },
@ -87,29 +85,70 @@ let update = fn(state, input) {
state.enemy.pos.x = state.enemy.pos.x =
max(0, max(0,
min( state.enemy.pos.x + (delta * state.enemy.speed * enemy_movement.x) min( state.enemy.pos.x + (delta * state.enemy.speed * enemy_movement.x)
, screen_size - dim.w , screen_size - dim.w
) )
); );
state.enemy.pos.y = state.enemy.pos.y =
max(0, max(0,
min( state.enemy.pos.y + (delta * state.enemy.speed * enemy_movement.y) min( state.enemy.pos.y + (delta * state.enemy.speed * enemy_movement.y)
, screen_size - dim.w , screen_size - dim.w
) )
); );
shoot_bullets(state, enemy_movement);
}
let shoot_bullets = fn(state, enemy_movement) {
let delta = get_frame_time();
state.enemy.timer = state.enemy.timer - 1; state.enemy.timer = state.enemy.timer - 1;
if state.enemy.timer == 0 { if (state.enemy.timer <= 0) && (state.status != "caught") {
state.enemy.timer = shoot_timer; state.enemy.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.pos.x = state.enemy.pos.x + (dim.w * enemy_movement.x);
state.bullets.movement.x = enemy_movement.x; state.bullets.pos.y = state.enemy.pos.y + (dim.h * enemy_movement.y);
state.bullets.movement.y = enemy_movement.y; state.bullets.movement.x = enemy_movement.x;
state.bullets.movement.y = enemy_movement.y;
}; };
}
let move_bullets = fn(state) {
let delta = get_frame_time();
state.bullets.pos.x = state.bullets.pos.x =
state.bullets.pos.x + (delta * state.bullets.speed * state.bullets.movement.x); state.bullets.pos.x + (delta * state.bullets.speed * state.bullets.movement.x);
state.bullets.pos.y = state.bullets.pos.y =
state.bullets.pos.y + (delta * state.bullets.speed * state.bullets.movement.y); state.bullets.pos.y + (delta * state.bullets.speed * state.bullets.movement.y);
}
let update = fn(state, input) {
let delta = get_frame_time();
if state.status != "caught" {
state.timer = state.timer + delta;
};
if state.status == "ongoing" {
move_player(state, input);
};
if state.player.shot_timer > 0 {
state.player.shot_timer = state.player.shot_timer - delta;
} else {
state.player.shot_timer = 0;
};
move_enemy(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)) {
state.status = "caught";
};
return state; return state;
} }
@ -145,7 +184,21 @@ let draw = fn(state) {
let color = { .r: 255, .g: 255, .b: 255 }; let color = { .r: 255, .g: 255, .b: 255 };
draw_rectangle(bullet_rect, color); draw_rectangle(bullet_rect, color);
draw_text("RUN!!!", 20, 50, 50, { .r: 255, .g: 55, .b: 55 }); if state.status == "caught" {
draw_text("You got caught!", 20, 20, 20, { .r: 155, .g: 55, .b: 255 });
} else {
draw_text("RUN!!!", 20, 20, 20, { .r: 255, .g: 55, .b: 155 });
if state.player.shot_timer > 0 {
draw_text("Oof!", 200, 20, 20, {
.r: 100 + (state.player.shot_timer * 50 * state.player.shot) % 255,
.g: 100,
.b: 100,
});
};
};
draw_text(state.timer, 260, 20, 20, { .r: 55, .g: 205, .b: 155 });
} }
let min = fn(a,b) { let min = fn(a,b) {
@ -165,14 +218,24 @@ let max = fn(a,b) {
} }
let abs = fn(a) { let abs = fn(a) {
if a >= 0 { a } else { 0 - a } if a >= 0 { a } else { 0 - a }
}
let make_rect = fn(pos, dim) {
{ .x: pos.x,
.y: pos.y,
.w: dim.w,
.h: dim.h,
}
} }
let is_touching = fn(rect1, rect2) { let is_touching = fn(rect1, rect2) {
if ((rect1.x < rect2.x) && ((rect1.x + rect1.w) > rect2.x)) if (((rect1.x < rect2.x) && ((rect1.x + rect1.w) > rect2.x))
&& ((rect1.y < rect2.y) && ((rect1.y + rect1.h) > rect2.y)) { && ((rect1.y < rect2.y) && ((rect1.y + rect1.h) > rect2.y)))
true || (((rect2.x < rect1.x) && ((rect2.x + rect2.w) > rect1.x))
} else { && ((rect2.y < rect1.y) && ((rect2.y + rect2.h) > rect1.y))) {
false true
} } else {
false
}
} }