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PicoZombies.p8
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pico-8 cartridge // http://www.pico-8.com
version 11
__lua__
function _init()
camera(16,32)
t=0
state = 1
player0={number=0,sprite=1,
x=50,y=140,width=2,height=7,
dx=0.5,dy=1,left=false,
jump=false,grounded=false,
floor=0}
player0.gun=pistol(player0)
player1={number=1,sprite=2,
x=100,y=72,width=2,height=7,
dx=0.5,dy=1,left=false,
jump=false,grounded=false,
floor=0}
player1.gun=pistol(player1)
players={}
player_count=0
add(players,player0)
player_count+=1
add(players,player1)
player_count+=1
enemies={}
bullets={}
sparks={}
weapon_spawns={}
enemy_count = 0
end
-->8
function _update()
t+=1
if player_count >= 0 then
state = 1
end
if t > 30*120 and enemy_count == 0 then
state = 2
end
if player_count <= 0 then
state = 0
end
update_players()
update_bullets()
update_enemies()
update_weapon_spawns()
end
-->8
function map_collision(
x1,y1,x2,y2,flag)
x1=x1/8
y1=y1/8
x2=x2/8
y2=y2/8
local box={x1,x2,y1,y2}
for i=1,2 do
for j=3,4 do
local sprite_number=
mget(box[i],box[j])
if fget(sprite_number,flag)
then
return true
end
end
end
return false
end
function check_object_collision(
box1,box2)
if check_collision(box1.x,
box1.y,box1.x+box1.width,
box1.y+box1.height,box2.x,
box2.y,box2.x+box2.width,
box2.y+box2.height) then
return true
else
return false
end
end
function check_collision(
x1,y1,x2,y2,x3,y3,x4,y4)
local box = {x1,x2,y1,y2}
for i=1,2 do
for j=3,4 do
if x3<=box[i]
and box[i]<=x4
and y3<=box[j]
and box[j]<=y4 then
return true
end
end
end
return false
end
function bullet_collision(
bullet,enemy)
b={x0=bullet.x,
x1=bullet.x+bullet.width,
y=bullet.y}
e={x0=enemy.x,
x1=enemy.x+enemy.width,
y0=enemy.y,
y1=enemy.y+enemy.height}
if (b.x0<=e.x0 and b.x1>=e.x0)
or (b.x0<=e.x1 and b.x1>=e.x1)
then
if b.y>=e.y0 and b.y<=e.y1
then
return true
end
end
return false
end
function get_distance(object0,
object1)
local distance=
sqrt((object1.x-object0.x)^2
+(object1.y-object0.y)^2)
return distance
end
-->8
function update_players()
for player in all (players) do
update_player(player)
end
end
function update_player(player)
controls(player)
update_gun(player)
gravity(player)
get_floor(player)
end
function controls(player)
local last_x=player.x
local last_y=player.y
if btn(0,player.number) then
player.x-=player.dx
player.gun.x-=player.dx
player.left=true
end
if btn(1,player.number) then
player.x+=player.dx
player.gun.x+=player.dx
player.left=false
end
if btn(2,player.number) and
player.grounded then
player.jump=true
end
if btn(3,player.number) then
player.y+=player.dy
end
if btn(4,player.number) then
shoot_gun(player)
end
local flag=0
if map_collision(player.x,
player.y,
player.x+player.width,
player.y+player.height,
flag) then
player.x=last_x
player.y=last_y
end
end
function get_floor(player)
if player.grounded then
if player.y>=144 then
player.floor=0
elseif player.y>=120 then
player.floor=1
elseif player.y>=96 then
player.floor=2
elseif player.y>=72 then
player.floor=3
elseif player.y>=48 then
player.floor=4
end
end
end
-->8
function update_enemies()
if t%90==0 and t<3600 then
spawn_enemy()
end
for enemy in all(enemies) do
update_enemy(enemy)
check_hp(enemy)
end
end
function spawn_enemy()
local x=90
local y=48
local random=flr(rnd(3))
if random==0 then
x=8
y=48
elseif random==1 then
x=8
y=144
elseif random==2 then
x=148
y=144
end
local sprite=flr(rnd(2))+6
local minion=
{sprite=sprite,x=x,y=y,
width=2,height=7,dx=0.25,dy=1,
hp=100,left=false,
jump=false,grounded=false,
sprite_holder=sprite,floor=0,
jump_left=false}
add(enemies,minion)
enemy_count += 1
end
function update_enemy(enemy)
enemy.sprite=
enemy.sprite_holder
for bullet in all (bullets) do
if bullet_collision(
bullet,enemy) then
bullet.delete = true
enemy.hp-=bullet.damage
enemy.sprite=22
end
end
move_enemy(enemy)
gravity(enemy)
get_floor(enemy)
for player in all (players) do
if check_object_collision(
player,enemy) then
del(players,player)
player_count-=1
end
end
end
function move_enemy(enemy)
if player_count==2 then
if get_distance(enemy,player0)
<get_distance(enemy,player1)
then
move_to_player(enemy,player0)
else
move_to_player(enemy,player1)
end
elseif player_count==1 then
for player in all(players) do
move_to_player(enemy,player)
end
end
end
function move_to_player(enemy,
player)
local last_x=enemy.x
if player.floor<enemy.floor
then
look_for_drop(enemy,player)
elseif player.floor>enemy.floor
then
look_for_jump(enemy,player)
else
move_to_objectx(enemy,player)
end
check_enemy_jump(enemy)
flag=0
if map_collision(enemy.x,
enemy.y,
enemy.x+enemy.width,
enemy.y+enemy.height,
flag) then
enemy.x=last_x
end
end
function move_to_objectx(
enemy,object)
if enemy.x<object.x then
enemy.x+=enemy.dx
else
enemy.x-=enemy.dx
end
end
function look_for_jump(
enemy,player)
local spots={}
local y=enemy.y+enemy.height+1
local count=0
for i=0,16 do
local x=(2*enemy.x
+enemy.width)/2+i*8
x=flr(x/8)*8+4
if map_collision(x,y,x,y,0)
==false
then
break
end
if map_collision(x,y,x,y,2)
then
local spot={x=x,y=y}
count+=1
spots[count]=spot
end
end
for i=1,16 do
local x=(2*enemy.x
+enemy.width)/2-i*8
x=flr(x/8)*8+4
if map_collision(x,y,x,y,0)
==false
then
break
end
if map_collision(x,y,x,y,2)
then
local spot={x=x,y=y}
count+=1
spots[count]=spot
end
end
if count>0 then
local index=1
if player.floor-enemy.floor>1
then
local closest_distance=
get_distance(spots[1],enemy)
for i=2,count do
local distance=
get_distance(spots[i],
enemy)
if distance<closest_distance
then
clostest_distance=distance
index=i
end
end
else
local closest_distance=
get_distance(spots[1],player)
for i=2,count do
local distance=
get_distance(spots[i],
player)
if distance<closest_distance
then
clostest_distance=distance
index=i
end
end
end
if on_jump_box(
enemy,spots[index])
then
enemy.jump=true
else
move_to_objectx(
enemy,spots[index])
end
end
end
function on_jump_box(enemy,spot)
local y=spot.y
local x=(
2*enemy.x+enemy.width)/2
if x>spot.x and
x<spot.x+1 and
enemy.grounded
then
if map_collision(x,y,x,y,3)
then
enemy.jump_left=true
elseif
map_collision(x,y,x,y,4)
then
enemy.jump_left=false
end
return true
else
return false
end
end
function check_enemy_jump(enemy)
if enemy.jump==true then
if enemy.jump_left then
enemy.x-=enemy.dx
else
enemy.x+=enemy.dx
end
end
end
function look_for_drop(
enemy,player)
local spots={}
local y=enemy.y+enemy.height+25
local count=0
for i=0,16 do
local x=(2*enemy.x
+enemy.width)/2+i*8
x=flr(x/8)*8
if map_collision(x,y,x,y,1)
then
local spot={x=x,y=y}
count+=1
spots[count]=spot
end
x=(2*enemy.x
+enemy.width)/2-i*8
x=flr(x/8)*8
if map_collision(x,y,x,y,1)
then
local spot={x=x,y=y}
count+=1
spots[count]=spot
end
end
if count>0 then
local closest_distance=
get_distance(
spots[1],player)
local index=1
for i=2,count do
local distance=
get_distance(spots[i],
player)
if distance<closest_distance
then
clostest_distance=distance
index=i
end
end
move_to_objectx(
enemy,spots[index])
end
end
function check_hp(enemy)
if enemy.hp<=0 then
del(enemies,enemy)
enemy_count -= 1
end
end
-->8
function gravity(player)
local accelerate=0.15
player.y+=player.dy
if player.dy<6 then
player.dy+=accelerate
end
if player.jump==true then
jump(player)
end
local flag=0
if map_collision(
player.x,
player.y+player.height+1,
player.x+player.width,
player.y+player.height+1,
flag)
then
player.y=flr(player.y/8)*8
player.dy=0
player.grounded=true
player.jump=false
else
player.grounded=false
end
end
function jump(player)
player.y-=2.8
local flag=0
if map_collision(
player.x,player.y,
player.x+player.width,
player.y,flag) then
player.jump=false
player.dy=1
end
end
-->8
function update_bullets()
for bullet in all (bullets) do
update_bullet(bullet)
end
end
function update_gun(player)
player.gun.shoot_time+=1
player.gun.x=player.x
player.gun.y=player.y
if player.left==true then
player.gun.x=player.x-5
end
end
function shoot_gun(player)
if player.gun.ammo!=0 and
player.gun.shoot_time>=
player.gun.rate then
for i=0,player.gun.num_proj-1
do
add(bullets,shoot(player))
end
sfx(player.gun.sfx)
player.gun.ammo-=1
player.gun.shoot_time=0
end
end
function shoot(player)
local x=player.x
local spark_x=player.x
local y=player.y+3
local xspeed=0
local yspeed=
rnd(player.gun.spread)
-player.gun.spread/2
local height=0
local width=3
local damage=player.gun.damage
if player.left then
xspeed=-5
x-=1
spark_x-=10
y += 0
elseif not(player.left) then
xspeed=5
spark_x+=5
x += 0
y += 0
end
local spark_sprite=
flr(rnd(4))+55
local spark={
sprite=spark_sprite,
x=spark_x,y=player.y,
left=player.left}
add(sparks,spark)
local bullet={
x=x,y=y,
width=width,height=height,
dx=xspeed,dy=yspeed,
delete=false,damage=damage}
--damage = ...
return bullet
end
function update_bullet(bullet)
bullet.x+=bullet.dx
bullet.y+=bullet.dy
if bullet.delete then
del(bullets, bullet)
end
local flag=0
if map_collision(bullet.x,
bullet.y,bullet.x+bullet.width,
bullet.y+bullet.height) then
bullet.delete = true
end
end
function pistol(player)
local gun={}
gun.sprite=17
gun.damage=26
gun.rate=10
gun.ammo=15
gun.num_proj=1
gun.spread=0.5
gun.x=player.x
gun.y=player.y
gun.shoot_time=gun.rate
gun.sfx=2
return gun
end
function shotgun(player)
local gun={}
gun.sprite=33
gun.damage=25
gun.rate=15
gun.ammo=10
gun.num_proj=8
gun.spread=2
gun.x=player.x
gun.y=player.y
gun.shoot_time=gun.rate
gun.sfx=1
return gun
end
function rifle(player)
local gun={}
gun.sprite=49
gun.damage=33
gun.rate=5
gun.ammo=30
gun.x=player.x
gun.num_proj=1
gun.spread=0.7
gun.x=player.x
gun.y=player.y
gun.shoot_time=gun.rate
gun.sfx=0
return gun
end
function update_weapon_spawns()
if t%600==0 then
for weapon in
all (weapon_spawns)
do
del(weapon_spawns,weapon)
end
add(weapon_spawns,
spawn_weapon())
add(weapon_spawns,
spawn_weapon())
end
for weapon in
all(weapon_spawns) do
for player in all(players) do
if check_object_collision(
player,weapon) then
local name=weapon.name
if name=="pistol" then
player.gun=pistol(player)
elseif name=="shotgun" then
player.gun=shotgun(player)
elseif name=="rifle" then
player.gun=rifle(player)
end
del(weapon_spawns,weapon)
end
end
end
end
function spawn_weapon()
local x=20
local y=140
local random=flr(rnd(6))
if random==0 then
x=80
y=144
elseif random==1 then
x=120
y=120
elseif random==2 then
x=32
y=120
elseif random==3 then
x=80
y=96
elseif random==4 then
x=120
y=72
elseif random==5 then
x=60
y=48
end
random=flr(rnd(3))
if random==0 then
return spawn_pistol(x,y)
elseif random==1 then
return spawn_shotgun(x,y)
elseif random==2 then
return spawn_rifle(x,y)
end
return
end
function spawn_pistol(x,y)
local spawn={}
spawn.name="pistol"
spawn.x=x
spawn.y=y
spawn.sprite=18
spawn.width=7
spawn.height=7
return spawn
end
function spawn_shotgun(x,y)
local spawn={}
spawn.name="shotgun"
spawn.x=x
spawn.y=y
spawn.sprite=34
spawn.width=7
spawn.height=7
return spawn
end
function spawn_rifle(x,y)
local spawn={}
spawn.name="rifle"
spawn.x=x
spawn.y=y
spawn.sprite=50
spawn.width=7
spawn.height=7
return spawn
end
-->8
function _draw()
if state == 1 then
game_state()
end
if state == 2 then
win_state()
end
if state == 0 then
lose_state()
end
end
function draw_weapon_spawns()
for weapon in
all(weapon_spawns)
do
spr(weapon.sprite,weapon.x,
weapon.y)
end
end
function draw_player(player)
--[[ rect(player.x,player.y,
player.x+player.width,
player.y+player.height,3) ]]
spr(player.sprite,player.x,
player.y)
spr(player.gun.sprite,
player.gun.x,
player.y,1,1,
player.left,false)
--[[ rect(player.x,
player.y+player.height+1,
player.x+player.width,
player.y+player.height+1)--]]
end
function draw_bullets()
for bullet in all(bullets) do
rect(bullet.x, bullet.y,
bullet.x+bullet.width,
bullet.y+bullet.height,10)
end
end
function draw_sparks()
for spark in all(sparks) do
spr(spark.sprite,spark.x,
spark.y,1,1,spark.left,
false)
del(sparks,spark)
end
end
function draw_enemies()
for enemy in all(enemies) do
spr(enemy.sprite,enemy.x,
enemy.y,1,1,enemy.left,
false)
--[[ rect((2*enemy.x+enemy.width)/2,
enemy.y+8,
(2*enemy.x+enemy.width)/2,
enemy.y+8)
rect(enemy.x,enemy.y,
enemy.x+enemy.width,
enemy.y+enemy.height)
-----------------------------
local y=
enemy.y+enemy.height+25
for i=0,16 do
local x=(2*enemy.x
+enemy.width)/2+i*8
x=flr(x/8)*8+4
rect(x,y,x,y,9)
x=(2*enemy.x
+enemy.width)/2-i*8
x=flr(x/8)*8+4
rect(x,y,x,y,9)
end ]]
end
-------------------------
end
function hud()
if player0.gun.ammo < 5 then
color(8)
print(player0.gun.ammo, 24, 32)
elseif player0.gun.ammo < 10 then
color(10)
print(player0.gun.ammo, 24, 32)
elseif player0.gun.ammo <= 30 then
color(11)
print(player0.gun.ammo, 24, 32)
end
if player1.gun.ammo < 5 then
color(8)
print(player1.gun.ammo, 128, 32)
elseif player1.gun.ammo < 10 then
color(10)
print(player1.gun.ammo, 128, 32)
elseif player1.gun.ammo <= 30 then
color(11)
print(player1.gun.ammo, 128, 32)
end
color(10)
end
function win_state()
cls()
print("ya yeet baby", 64, 96)
print("press ctrl + r to play again", 32, 128)
end
function lose_state()
cls()
print("you're a loser", 64, 96)
print("press ctrl + r to play again", 32, 128)
end
function game_state()
cls()
map(0,0,0,0,60,60)
if t<3600 then
print(flr(t/30), 74, 32)
else
print("finish them!" , 60, 32)
end
hud()
for player in all(players) do
draw_player(player)
end
draw_weapon_spawns()
draw_enemies()
--print(test,64,64,5)
--print(test1,64,74,5)
--[[print(test2,64,84,5)
print(test3,64,94,2)
print(test4,96,94,3)
print(test5,96,104,3)]]
draw_bullets()
draw_sparks()
local x1=127
--[[ rect(player0.x-4,player0.y+3,
x1,player0.y+4) ]]
end
__gfx__
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