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