Update RainbowShotsFromOuterSpace

added indentation and more comments
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taxicomics 2024-05-13 14:47:54 +02:00 committed by GitHub
parent 0dba3fc3ea
commit a9e0be9545
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1 changed files with 54 additions and 51 deletions

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@ -2,56 +2,59 @@
--hold the random function and the value 128
웃=rnd 😐=128
enemies={}
player_x=62♥=3◆=1✽={}function g(a,b,c,f)return abs(a-c)+abs(b-f)end
player_x=62♥=3◆=1✽={}
--quick little distance function
function distance(a,b,c,f)return abs(a-c)+abs(b-f)end
function _draw()
--the game logic if statement instead of a state machine
--encompasses all game logic
if ♥>0 do
--i use the modulo operator instead of a timer variable
if(t()%1==0)add(enemies,{x=웃(😐),y=0})
cls()
--draw the player
?"★",player_x,99,7
--draw the 'gui' with points and remaining hearts
?◆.."◆ "..♥.."♥",50,0
--iterate over all enemies
for j in all(enemies)do
--move them down
j.y+=1
--check whether they touched the player
if g(j.x,j.y,player_x,99)<5 do
--move them off screen if they do instead of spending tokens on del()-
--i do that later
j.x=-9
♥-=1
end
--make the enemies harder to hit by adjusting their x position with sin(time())
if(j.x>9)j.x+=sin(t())
--iterate over the shots inside the enemey loop-which means shots get faster if more enemies are on screen,
--but it saves an extra loop
for i in all(✽)do
--draw the shots
?"◆",i.x,i.y,i.y%9
--move the shots up
i.y-=1
--check wheter they've hit any enemies,pushing them offscreen if needed
if(g(i.x,i.y,j.x,j.y)<6)del(✽,i)j.x=-9◆+=1end
--finally deleting the enemies that have gotten below the screen height,on or off screen
if(j.y>😐)del(enemies,j)
--draw the enemies
?"🐱",j.x,j.y,8
end
--spawn a shot based on a 'modulo-timer'
if(t()%1==0)add(✽,{x=player_x,y=90})
--stolen and slightly modified bit of code to handle the input
b=btn()
player_x+=(b\2%2-b%2)*2
for i=0,9 do
--draw 'stars' in random spots for that speedy feel
?".",웃(😐),웃(😐),10
end
else
--closing the game logic if statement
?"dead",55,60
end
--the game logic if statement instead of a state machine
--encompasses all game logic
if ♥>0 do
--i use the modulo operator instead of a timer variable
if(t()%1==0)add(enemies,{x=웃(😐),y=0})
cls()
--draw the player
?"★",player_x,99,7
--draw the 'gui' with points and remaining hearts
?◆.."◆ "..♥.."♥",50,0
--iterate over all enemies
for j in all(enemies)do
--move them down
j.y+=1
--check whether they touched the player
if distance(j.x,j.y,player_x,99)<5 do
--move them off screen if they do instead of spending tokens on del()-
--i do that later
j.x=-9
♥-=1
end
--make the enemies harder to hit by adjusting their x position with sin(time())
if(j.x>9)j.x+=sin(t())
--iterate over the shots inside the enemey loop-which means shots get faster if more enemies are on screen,
--but it saves an extra loop
for i in all(✽)do
--draw the shots
?"◆",i.x,i.y,i.y%9
--move the shots up
i.y-=1
--check wheter they've hit any enemies,pushing them offscreen if needed
if(distance(i.x,i.y,j.x,j.y)<6)del(✽,i) j.x=-9 ◆+=1
end
--finally deleting the enemies that have gotten below the screen height,on or off screen
if(j.y>😐)del(enemies,j)
--draw the enemies
?"🐱",j.x,j.y,8
end
--spawn a shot based on a 'modulo-timer'
if(t()%1==0)add(✽,{x=player_x,y=90})
--stolen and slightly modified bit of code to handle the input
b=btn()
player_x+=(b\2%2-b%2)*2
for i=0,9 do
--draw 'stars' in random spots for that speedy feel
?".",웃(😐),웃(😐),10
end
else
--closing the game logic if statement
?"dead",55,60
end
end