Language: named colors, namespaced Screen/Input/Random/Map API, named args
An opinionated, game-facing surface for the language: - Color.<Name>: 221 named colors resolved to 0xRRGGBB at compile time (selfhost/emit_color.ludic). - Namespaced builtins Screen.* / Input.key / Random.* / Map.*, so calls read as subject.action; present() -> Screen.show(), clear -> Screen.clear, fill_rect -> Screen.fill_rectangle, etc. - Named arguments, e.g. Screen.fill_rectangle(x:, y:, width:, height:, color:), reordered to the callee's parameters at emit time. - machine/become can run over a named program-scope var, not just a register. - Migrate examples off numeric registers to named vars; snake/menu/chronorift render byte-identical to the goldens and the bootstrap fixpoint is preserved. - Regenerate the checked-in seed (selfhost/ludicc.seed.ll). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parent
9e4837428c
commit
a3a1e4d160
14 changed files with 11784 additions and 7493 deletions
|
|
@ -1,50 +1,50 @@
|
|||
# combat.ludic — the co-op turn-based battle state machine.
|
||||
|
||||
# The battle is a state machine over R_PHASE. `machine` dispatches on the
|
||||
# register and `become` transitions to a named state — no more `if ph == N`
|
||||
# ladders. Knight turn (0,1), Mage turn (2,3), Enemy turn (4).
|
||||
# The battle is a state machine over the `turn_phase` variable. `machine`
|
||||
# dispatches on its value and `become` transitions to a named state — no more
|
||||
# `if ph == N` ladders. Knight turn (0,1), Mage turn (2,3), Enemy turn (4).
|
||||
|
||||
# Menu selections, named instead of matched on bare integers (R_CUR holds one).
|
||||
# Menu selections, named instead of matched on bare integers (menu_cursor holds one).
|
||||
enum KnightAct { Attack, Guard, Item, Flee }
|
||||
enum MageAct { Attack, Heal, Guard }
|
||||
|
||||
handler Battle phase Update {
|
||||
if reg(R_MODE) == 1 {
|
||||
let k = key()
|
||||
if game_mode == 1 {
|
||||
let k = Input.key()
|
||||
for (e) in query [Stats, {Enemy}] {
|
||||
machine R_PHASE {
|
||||
machine turn_phase {
|
||||
|
||||
state KnightMenu {
|
||||
for (st, pt) in query [Stats, Party] {
|
||||
if pt.slot == 0 {
|
||||
if st.hp <= 0 {
|
||||
become MageMenu
|
||||
set_reg(R_CUR, 0)
|
||||
menu_cursor = 0
|
||||
} else {
|
||||
if k == 'w' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
|
||||
if k == 's' { set_reg(R_CUR, min(3, reg(R_CUR) + 1)) }
|
||||
if k == 'w' { menu_cursor = max(0, menu_cursor - 1) }
|
||||
if k == 's' { menu_cursor = min(3, menu_cursor + 1) }
|
||||
if is_confirm(k) {
|
||||
match reg(R_CUR) {
|
||||
match menu_cursor {
|
||||
KnightAct.Attack => {
|
||||
let d = max(1, st.atk - e.def + rng_range(0, 4))
|
||||
let d = max(1, st.atk - e.def + Random.range(0, 4))
|
||||
e.hp = e.hp - d
|
||||
set_reg(R_PDMG, d)
|
||||
player_hit = d
|
||||
}
|
||||
KnightAct.Guard => { st.guard = 1; set_reg(R_PDMG, 0) }
|
||||
KnightAct.Guard => { st.guard = 1; player_hit = 0 }
|
||||
KnightAct.Item => {
|
||||
if reg(R_POTION) > 0 {
|
||||
set_reg(R_POTION, reg(R_POTION) - 1)
|
||||
if potions > 0 {
|
||||
potions = potions - 1
|
||||
st.hp = min(st.maxhp, st.hp + 24)
|
||||
set_reg(R_PDMG, 24)
|
||||
} else { set_reg(R_PDMG, 0) }
|
||||
player_hit = 24
|
||||
} else { player_hit = 0 }
|
||||
}
|
||||
KnightAct.Flee => {
|
||||
if rng_chance(50) { e.hp = 0; set_reg(R_MODE, 0) }
|
||||
else { set_reg(R_PDMG, 0) }
|
||||
if Random.chance(50) { e.hp = 0; game_mode = 0 }
|
||||
else { player_hit = 0 }
|
||||
}
|
||||
}
|
||||
become KnightResolve
|
||||
set_reg(R_CUR, 0)
|
||||
menu_cursor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -55,13 +55,13 @@ handler Battle phase Update {
|
|||
if k != 0 {
|
||||
if e.hp <= 0 {
|
||||
grant_xp(e.xp)
|
||||
set_reg(R_GOLD, reg(R_GOLD) + e.xp)
|
||||
if reg(R_ETYPE) == 2 { set_reg(R_BOSS, 1); set_reg(R_MODE, 3); set_reg(R_ACK, 0) }
|
||||
else { set_reg(R_MODE, 0) }
|
||||
gold = gold + e.xp
|
||||
if enemy_type == 2 { boss_down = 1; game_mode = 3; ack = 0 }
|
||||
else { game_mode = 0 }
|
||||
become KnightMenu
|
||||
} else {
|
||||
become MageMenu
|
||||
set_reg(R_CUR, 0)
|
||||
menu_cursor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -72,14 +72,14 @@ handler Battle phase Update {
|
|||
if st.hp <= 0 {
|
||||
become EnemyTurn
|
||||
} else {
|
||||
if k == 'i' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
|
||||
if k == 'k' { set_reg(R_CUR, min(2, reg(R_CUR) + 1)) }
|
||||
if k == 'i' { menu_cursor = max(0, menu_cursor - 1) }
|
||||
if k == 'k' { menu_cursor = min(2, menu_cursor + 1) }
|
||||
if k == 'j' {
|
||||
match reg(R_CUR) {
|
||||
match menu_cursor {
|
||||
MageAct.Attack => {
|
||||
let d = max(1, st.atk + 5 - e.def + rng_range(0, 5))
|
||||
let d = max(1, st.atk + 5 - e.def + Random.range(0, 5))
|
||||
e.hp = e.hp - d
|
||||
set_reg(R_PDMG, d)
|
||||
player_hit = d
|
||||
}
|
||||
MageAct.Heal => {
|
||||
if st.mp >= 4 {
|
||||
|
|
@ -87,13 +87,13 @@ handler Battle phase Update {
|
|||
for (t2, p2) in query [Stats, Party] {
|
||||
if p2.slot == 0 { t2.hp = min(t2.maxhp, t2.hp + 16) }
|
||||
}
|
||||
set_reg(R_PDMG, 16)
|
||||
} else { set_reg(R_PDMG, 0) }
|
||||
player_hit = 16
|
||||
} else { player_hit = 0 }
|
||||
}
|
||||
MageAct.Guard => { st.guard = 1; set_reg(R_PDMG, 0) }
|
||||
MageAct.Guard => { st.guard = 1; player_hit = 0 }
|
||||
}
|
||||
become MageResolve
|
||||
set_reg(R_CUR, 0)
|
||||
menu_cursor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -104,9 +104,9 @@ handler Battle phase Update {
|
|||
if k != 0 {
|
||||
if e.hp <= 0 {
|
||||
grant_xp(e.xp)
|
||||
set_reg(R_GOLD, reg(R_GOLD) + e.xp)
|
||||
if reg(R_ETYPE) == 2 { set_reg(R_BOSS, 1); set_reg(R_MODE, 3); set_reg(R_ACK, 0) }
|
||||
else { set_reg(R_MODE, 0) }
|
||||
gold = gold + e.xp
|
||||
if enemy_type == 2 { boss_down = 1; game_mode = 3; ack = 0 }
|
||||
else { game_mode = 0 }
|
||||
become KnightMenu
|
||||
} else {
|
||||
become EnemyTurn
|
||||
|
|
@ -120,10 +120,10 @@ handler Battle phase Update {
|
|||
for (t3) in query [Stats, {Party}] {
|
||||
if done == 0 {
|
||||
if t3.hp > 0 {
|
||||
var ed = max(1, e.atk - t3.def + rng_range(0, 4))
|
||||
var ed = max(1, e.atk - t3.def + Random.range(0, 4))
|
||||
if t3.guard == 1 { ed = ed / 2; t3.guard = 0 }
|
||||
t3.hp = t3.hp - ed
|
||||
set_reg(R_EDMG, ed)
|
||||
enemy_hit = ed
|
||||
done = 1
|
||||
}
|
||||
}
|
||||
|
|
@ -132,10 +132,10 @@ handler Battle phase Update {
|
|||
for (t4) in query [Stats, {Party}] {
|
||||
if t4.hp > 0 { alive = alive + 1 }
|
||||
}
|
||||
if alive == 0 { set_reg(R_MODE, 2); set_reg(R_ACK, 0) }
|
||||
if alive == 0 { game_mode = 2; ack = 0 }
|
||||
else {
|
||||
become KnightMenu
|
||||
set_reg(R_CUR, 0)
|
||||
menu_cursor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -145,7 +145,7 @@ handler Battle phase Update {
|
|||
}
|
||||
|
||||
handler CleanBattle phase LateUpdate {
|
||||
if reg(R_MODE) != 1 {
|
||||
if game_mode != 1 {
|
||||
for (e) in query [Stats, {Enemy}] {
|
||||
despawn self()
|
||||
}
|
||||
|
|
@ -153,20 +153,20 @@ handler CleanBattle phase LateUpdate {
|
|||
}
|
||||
|
||||
handler Meta phase Update {
|
||||
let k = key()
|
||||
if reg(R_MODE) == 2 {
|
||||
if k == 0 { set_reg(R_ACK, 1) }
|
||||
let k = Input.key()
|
||||
if game_mode == 2 {
|
||||
if k == 0 { ack = 1 }
|
||||
if k != 0 {
|
||||
if reg(R_ACK) == 1 {
|
||||
if ack == 1 {
|
||||
for (h) in query [Stats, {Party}] { h.hp = h.maxhp }
|
||||
set_reg(R_MODE, 0)
|
||||
game_mode = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
if reg(R_MODE) == 3 {
|
||||
if k == 0 { set_reg(R_ACK, 1) }
|
||||
if game_mode == 3 {
|
||||
if k == 0 { ack = 1 }
|
||||
if k != 0 {
|
||||
if reg(R_ACK) == 1 { set_reg(R_MODE, 0) }
|
||||
if ack == 1 { game_mode = 0 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,8 +1,8 @@
|
|||
# draw.ludic — the Render system (overworld, battle, and overlay screens).
|
||||
|
||||
handler Draw phase Render {
|
||||
let m = reg(R_MODE)
|
||||
clear(0x101018)
|
||||
let m = game_mode
|
||||
Screen.clear(0x101018)
|
||||
|
||||
if m == 0 {
|
||||
var cx = 0
|
||||
|
|
@ -15,7 +15,7 @@ handler Draw phase Render {
|
|||
let ty0 = cy / 16
|
||||
for ty in ty0 .. ty0 + 16 {
|
||||
for tx in tx0 .. tx0 + 21 {
|
||||
let c = tile(tx, ty)
|
||||
let c = Map.tile(tx, ty)
|
||||
let sx = tx * 16 - cx
|
||||
let sy = ty * 16 - cy
|
||||
var base = SPR_GRASS
|
||||
|
|
@ -31,7 +31,7 @@ handler Draw phase Render {
|
|||
if c == 'D' { draw_sprite(SPR_DOOR, sx, sy) }
|
||||
if c == 'S' { draw_sprite(SPR_DOOR, sx, sy) }
|
||||
if c == 'B' {
|
||||
if reg(R_BOSS) == 0 { draw_sprite(SPR_BOSS, sx, sy) }
|
||||
if boss_down == 0 { draw_sprite(SPR_BOSS, sx, sy) }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -40,99 +40,99 @@ handler Draw phase Render {
|
|||
}
|
||||
for (h, pp) in query [Stats, Party] {
|
||||
if pp.slot == 0 {
|
||||
fill_rect(4, 4, 96, 38, 0x0c0c16)
|
||||
frame_rect(4, 4, 96, 38, 0x3a3a55)
|
||||
text(8, 8, "LV", 0xffe08a, 1)
|
||||
text_int(24, 8, h.lvl, 0xffffff, 1)
|
||||
text(8, 18, "HP", 0x88ff88, 1)
|
||||
text_int(24, 18, h.hp, 0xffffff, 1)
|
||||
text(8, 28, "G", 0xffd24a, 1)
|
||||
text_int(18, 28, reg(R_GOLD), 0xffffff, 1)
|
||||
text(54, 28, "PO", 0x88ffcc, 1)
|
||||
text_int(72, 28, reg(R_POTION), 0xffffff, 1)
|
||||
Screen.fill_rectangle(4, 4, 96, 38, 0x0c0c16)
|
||||
Screen.draw_rectangle(4, 4, 96, 38, 0x3a3a55)
|
||||
Screen.draw_text(8, 8, "LV", 0xffe08a, 1)
|
||||
Screen.draw_number(24, 8, h.lvl, 0xffffff, 1)
|
||||
Screen.draw_text(8, 18, "HP", 0x88ff88, 1)
|
||||
Screen.draw_number(24, 18, h.hp, 0xffffff, 1)
|
||||
Screen.draw_text(8, 28, "G", 0xffd24a, 1)
|
||||
Screen.draw_number(18, 28, gold, 0xffffff, 1)
|
||||
Screen.draw_text(54, 28, "PO", 0x88ffcc, 1)
|
||||
Screen.draw_number(72, 28, potions, 0xffffff, 1)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if m == 1 {
|
||||
fill_rect(0, 0, 320, 176, 0x241a2e)
|
||||
Screen.fill_rectangle(0, 0, 320, 176, 0x241a2e)
|
||||
for (e, a) in query [Stats, Actor, {Enemy}] {
|
||||
var bs = 5
|
||||
if reg(R_ETYPE) == 2 { bs = 7 }
|
||||
if enemy_type == 2 { bs = 7 }
|
||||
draw_sprite_scaled(a.kind, 160 - bs * 8, 44, bs)
|
||||
text(100, 20, enemy_name(reg(R_ETYPE)), 0xffffff, 1)
|
||||
fill_rect(100, 30, 120, 8, 0x401018)
|
||||
fill_rect(100, 30, e.hp * 120 / e.maxhp, 8, 0xe04040)
|
||||
Screen.draw_text(100, 20, enemy_name(enemy_type), 0xffffff, 1)
|
||||
Screen.fill_rectangle(100, 30, 120, 8, 0x401018)
|
||||
Screen.fill_rectangle(100, 30, e.hp * 120 / e.maxhp, 8, 0xe04040)
|
||||
}
|
||||
let ph = reg(R_PHASE)
|
||||
let ph = turn_phase
|
||||
var act = 0
|
||||
if ph >= 2 { act = 1 }
|
||||
if ph >= 4 { act = 2 }
|
||||
fill_rect(0, 176, 320, 64, 0x0c0c16)
|
||||
frame_rect(0, 176, 320, 64, 0x3a3a55)
|
||||
Screen.fill_rectangle(0, 176, 320, 64, 0x0c0c16)
|
||||
Screen.draw_rectangle(0, 176, 320, 64, 0x3a3a55)
|
||||
for (st, pt) in query [Stats, Party] {
|
||||
let hx = 6 + pt.slot * 92
|
||||
var spr = 5
|
||||
if pt.slot == 1 { spr = 9 }
|
||||
if pt.slot == act { frame_rect(hx - 2, 180, 88, 44, 0xffff00) }
|
||||
if pt.slot == act { Screen.draw_rectangle(hx - 2, 180, 88, 44, 0xffff00) }
|
||||
draw_sprite_scaled(spr, hx, 184, 2)
|
||||
if pt.slot == 0 { text(hx + 36, 182, "KNIGHT", 0xffe08a, 1) }
|
||||
if pt.slot == 1 { text(hx + 36, 182, "MAGE", 0xc9a0ff, 1) }
|
||||
text(hx + 36, 195, "HP", 0x88ff88, 1)
|
||||
text_int(hx + 56, 195, st.hp, 0xffffff, 1)
|
||||
text(hx + 36, 207, "MP", 0x88aaff, 1)
|
||||
text_int(hx + 56, 207, st.mp, 0xffffff, 1)
|
||||
if pt.slot == 0 { Screen.draw_text(hx + 36, 182, "KNIGHT", 0xffe08a, 1) }
|
||||
if pt.slot == 1 { Screen.draw_text(hx + 36, 182, "MAGE", 0xc9a0ff, 1) }
|
||||
Screen.draw_text(hx + 36, 195, "HP", 0x88ff88, 1)
|
||||
Screen.draw_number(hx + 56, 195, st.hp, 0xffffff, 1)
|
||||
Screen.draw_text(hx + 36, 207, "MP", 0x88aaff, 1)
|
||||
Screen.draw_number(hx + 56, 207, st.mp, 0xffffff, 1)
|
||||
}
|
||||
let cur = reg(R_CUR)
|
||||
let cur = menu_cursor
|
||||
if ph == 0 or ph == 1 {
|
||||
text(206, 181, "P1 KNIGHT", 0xffe08a, 1)
|
||||
text(214, 192, "ATTACK", 0xffffff, 1)
|
||||
text(214, 203, "DEFEND", 0xffffff, 1)
|
||||
text(214, 214, "ITEM", 0xffffff, 1)
|
||||
text(256, 214, "x", 0x777777, 1)
|
||||
text_int(264, 214, reg(R_POTION), 0xffd24a, 1)
|
||||
text(214, 225, "RUN", 0xffffff, 1)
|
||||
if ph == 0 { text(204, 192 + cur * 11, ">", 0xffff00, 1) }
|
||||
Screen.draw_text(206, 181, "P1 KNIGHT", 0xffe08a, 1)
|
||||
Screen.draw_text(214, 192, "ATTACK", 0xffffff, 1)
|
||||
Screen.draw_text(214, 203, "DEFEND", 0xffffff, 1)
|
||||
Screen.draw_text(214, 214, "ITEM", 0xffffff, 1)
|
||||
Screen.draw_text(256, 214, "x", 0x777777, 1)
|
||||
Screen.draw_number(264, 214, potions, 0xffd24a, 1)
|
||||
Screen.draw_text(214, 225, "RUN", 0xffffff, 1)
|
||||
if ph == 0 { Screen.draw_text(204, 192 + cur * 11, ">", 0xffff00, 1) }
|
||||
}
|
||||
if ph == 2 or ph == 3 {
|
||||
text(206, 182, "P2 MAGE", 0xc9a0ff, 1)
|
||||
text(214, 196, "ATTACK", 0xffffff, 1)
|
||||
text(214, 208, "HEAL", 0xffffff, 1)
|
||||
text(214, 220, "DEFEND", 0xffffff, 1)
|
||||
if ph == 2 { text(204, 196 + cur * 12, ">", 0xffff00, 1) }
|
||||
Screen.draw_text(206, 182, "P2 MAGE", 0xc9a0ff, 1)
|
||||
Screen.draw_text(214, 196, "ATTACK", 0xffffff, 1)
|
||||
Screen.draw_text(214, 208, "HEAL", 0xffffff, 1)
|
||||
Screen.draw_text(214, 220, "DEFEND", 0xffffff, 1)
|
||||
if ph == 2 { Screen.draw_text(204, 196 + cur * 12, ">", 0xffff00, 1) }
|
||||
}
|
||||
if ph == 4 { text(206, 200, "ENEMY TURN", 0xff8888, 1) }
|
||||
if ph == 4 { Screen.draw_text(206, 200, "ENEMY TURN", 0xff8888, 1) }
|
||||
if ph == 1 or ph == 3 {
|
||||
text(6, 232, "DMG", 0xffff88, 1)
|
||||
text_int(34, 232, reg(R_PDMG), 0xffffff, 1)
|
||||
Screen.draw_text(6, 232, "DMG", 0xffff88, 1)
|
||||
Screen.draw_number(34, 232, player_hit, 0xffffff, 1)
|
||||
}
|
||||
if ph == 4 {
|
||||
text(6, 232, "FOE HITS", 0xff8888, 1)
|
||||
text_int(66, 232, reg(R_EDMG), 0xffffff, 1)
|
||||
Screen.draw_text(6, 232, "FOE HITS", 0xff8888, 1)
|
||||
Screen.draw_number(66, 232, enemy_hit, 0xffffff, 1)
|
||||
}
|
||||
}
|
||||
|
||||
if m == 2 {
|
||||
text(112, 104, "YOU FELL", 0xff5555, 2)
|
||||
text(84, 140, "PRESS ANY KEY", 0xffffff, 1)
|
||||
Screen.draw_text(112, 104, "YOU FELL", 0xff5555, 2)
|
||||
Screen.draw_text(84, 140, "PRESS ANY KEY", 0xffffff, 1)
|
||||
}
|
||||
if m == 3 {
|
||||
text(60, 96, "THE RIFT IS SEALED", 0x88ffcc, 2)
|
||||
text(96, 132, "VICTORY!", 0xffe060, 3)
|
||||
text(84, 170, "PRESS ANY KEY", 0xffffff, 1)
|
||||
Screen.draw_text(60, 96, "THE RIFT IS SEALED", 0x88ffcc, 2)
|
||||
Screen.draw_text(96, 132, "VICTORY!", 0xffe060, 3)
|
||||
Screen.draw_text(84, 170, "PRESS ANY KEY", 0xffffff, 1)
|
||||
}
|
||||
if m == 4 {
|
||||
fill_rect(60, 60, 200, 120, 0x141422)
|
||||
frame_rect(60, 60, 200, 120, 0x6a6a95)
|
||||
text(96, 72, "ITEM SHOP", 0xffe060, 2)
|
||||
text(80, 104, "BUY POTION", 0xffffff, 1)
|
||||
text(180, 104, "10 G", 0xffd24a, 1)
|
||||
text(80, 122, "LEAVE", 0xffffff, 1)
|
||||
text(70, 104 + reg(R_CUR) * 18, ">", 0xffff00, 1)
|
||||
text(80, 150, "GOLD", 0xffd24a, 1)
|
||||
text_int(120, 150, reg(R_GOLD), 0xffffff, 1)
|
||||
text(160, 150, "POTIONS", 0x88ffcc, 1)
|
||||
text_int(226, 150, reg(R_POTION), 0xffffff, 1)
|
||||
Screen.fill_rectangle(60, 60, 200, 120, 0x141422)
|
||||
Screen.draw_rectangle(60, 60, 200, 120, 0x6a6a95)
|
||||
Screen.draw_text(96, 72, "ITEM SHOP", 0xffe060, 2)
|
||||
Screen.draw_text(80, 104, "BUY POTION", 0xffffff, 1)
|
||||
Screen.draw_text(180, 104, "10 G", 0xffd24a, 1)
|
||||
Screen.draw_text(80, 122, "LEAVE", 0xffffff, 1)
|
||||
Screen.draw_text(70, 104 + menu_cursor * 18, ">", 0xffff00, 1)
|
||||
Screen.draw_text(80, 150, "GOLD", 0xffd24a, 1)
|
||||
Screen.draw_number(120, 150, gold, 0xffffff, 1)
|
||||
Screen.draw_text(160, 150, "POTIONS", 0x88ffcc, 1)
|
||||
Screen.draw_number(226, 150, potions, 0xffffff, 1)
|
||||
}
|
||||
present()
|
||||
Screen.show()
|
||||
}
|
||||
|
|
|
|||
|
|
@ -25,18 +25,18 @@ handler Boot phase Start {
|
|||
Party { slot: 1 }
|
||||
Stats { hp: 26, maxhp: 26, mp: 16, maxmp: 16, atk: 8, def: 4, lvl: 1, xp: 0, guard: 0 }
|
||||
}
|
||||
set_reg(R_MODE, 0)
|
||||
set_reg(R_ENC, 4)
|
||||
set_reg(R_MAP, 0)
|
||||
set_reg(R_BOSS, 0)
|
||||
set_reg(R_GOLD, 20)
|
||||
set_reg(R_POTION, 2)
|
||||
game_mode = 0
|
||||
encounter = 4
|
||||
world_map = 0
|
||||
boss_down = 0
|
||||
gold = 20
|
||||
potions = 2
|
||||
}
|
||||
|
||||
handler Control phase Input {
|
||||
if reg(R_MODE) == 0 {
|
||||
if game_mode == 0 {
|
||||
for (p) in query [Pos, {Player}] {
|
||||
let k = key()
|
||||
let k = Input.key()
|
||||
var nx = p.x
|
||||
var ny = p.y
|
||||
if k == 'w' { ny = p.y - 1 }
|
||||
|
|
@ -52,48 +52,48 @@ handler Control phase Input {
|
|||
}
|
||||
}
|
||||
if moved == 1 {
|
||||
let tc = tile(p.x, p.y)
|
||||
let tc = Map.tile(p.x, p.y)
|
||||
if tc == 'D' {
|
||||
build_dungeon(0)
|
||||
p.x = 3
|
||||
p.y = 2
|
||||
set_reg(R_MAP, 1)
|
||||
world_map = 1
|
||||
}
|
||||
if tc == 'S' {
|
||||
build_field(0)
|
||||
p.x = 36
|
||||
p.y = 3
|
||||
set_reg(R_MAP, 0)
|
||||
world_map = 0
|
||||
}
|
||||
if tc == 'B' {
|
||||
if reg(R_BOSS) == 0 {
|
||||
set_reg(R_ETYPE, 2)
|
||||
if boss_down == 0 {
|
||||
enemy_type = 2
|
||||
spawn Enemy {
|
||||
Actor { kind: 8 }
|
||||
Stats { hp: 120, maxhp: 120, mp: 0, maxmp: 0, atk: 18, def: 10, lvl: 5, xp: 300, guard: 0 }
|
||||
}
|
||||
set_reg(R_MODE, 1)
|
||||
set_reg(R_PHASE, 0)
|
||||
set_reg(R_CUR, 0)
|
||||
game_mode = 1
|
||||
turn_phase = 0
|
||||
menu_cursor = 0
|
||||
}
|
||||
}
|
||||
if tc == 'h' {
|
||||
set_reg(R_MODE, 4)
|
||||
set_reg(R_CUR, 0)
|
||||
game_mode = 4
|
||||
menu_cursor = 0
|
||||
}
|
||||
if tc != 'D' {
|
||||
if tc != 'S' {
|
||||
if tc != 'B' {
|
||||
if tc != 'h' {
|
||||
set_reg(R_ENC, reg(R_ENC) - 1)
|
||||
if reg(R_ENC) <= 0 {
|
||||
set_reg(R_ENC, rng_range(4, 9))
|
||||
encounter = encounter - 1
|
||||
if encounter <= 0 {
|
||||
encounter = Random.range(4, 9)
|
||||
var et = 0
|
||||
if reg(R_MAP) == 1 { et = 1 }
|
||||
if reg(R_MAP) == 0 {
|
||||
if rng_chance(40) { et = 1 }
|
||||
if world_map == 1 { et = 1 }
|
||||
if world_map == 0 {
|
||||
if Random.chance(40) { et = 1 }
|
||||
}
|
||||
set_reg(R_ETYPE, et)
|
||||
enemy_type = et
|
||||
if et == 0 {
|
||||
spawn Enemy {
|
||||
Actor { kind: 6 }
|
||||
|
|
@ -106,9 +106,9 @@ handler Control phase Input {
|
|||
Stats { hp: 30, maxhp: 30, mp: 0, maxmp: 0, atk: 11, def: 5, lvl: 1, xp: 15, guard: 0 }
|
||||
}
|
||||
}
|
||||
set_reg(R_MODE, 1)
|
||||
set_reg(R_PHASE, 0)
|
||||
set_reg(R_CUR, 0)
|
||||
game_mode = 1
|
||||
turn_phase = 0
|
||||
menu_cursor = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -123,18 +123,18 @@ handler Control phase Input {
|
|||
|
||||
# shop (at the house 'h' tile): buy potions with gold
|
||||
handler Shop phase Update {
|
||||
if reg(R_MODE) == 4 {
|
||||
let k = key()
|
||||
if k == 'w' { set_reg(R_CUR, max(0, reg(R_CUR) - 1)) }
|
||||
if k == 's' { set_reg(R_CUR, min(1, reg(R_CUR) + 1)) }
|
||||
if game_mode == 4 {
|
||||
let k = Input.key()
|
||||
if k == 'w' { menu_cursor = max(0, menu_cursor - 1) }
|
||||
if k == 's' { menu_cursor = min(1, menu_cursor + 1) }
|
||||
if is_confirm(k) {
|
||||
if reg(R_CUR) == 0 {
|
||||
if reg(R_GOLD) >= 10 {
|
||||
set_reg(R_GOLD, reg(R_GOLD) - 10)
|
||||
set_reg(R_POTION, reg(R_POTION) + 1)
|
||||
if menu_cursor == 0 {
|
||||
if gold >= 10 {
|
||||
gold = gold - 10
|
||||
potions = potions + 1
|
||||
}
|
||||
}
|
||||
if reg(R_CUR) == 1 { set_reg(R_MODE, 0) }
|
||||
if menu_cursor == 1 { game_mode = 0 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@ fn tile_sprite(c: int) -> int {
|
|||
return SPR_GRASS
|
||||
}
|
||||
fn walkable(x: int, y: int) -> bool {
|
||||
let c = tile(x, y)
|
||||
let c = Map.tile(x, y)
|
||||
return c == '.' or c == 'D' or c == 'r' or c == ',' or c == 'S' or c == 'B' or c == 'h'
|
||||
}
|
||||
fn is_confirm(k: int) -> bool { return k == 32 or k == 10 or k == 13 }
|
||||
|
|
@ -23,47 +23,47 @@ fn enemy_name(et: int) -> str {
|
|||
}
|
||||
|
||||
fn build_field(x: int) -> int {
|
||||
map_size(40, 18)
|
||||
map_row(0, "########################################")
|
||||
map_row(1, "#......................................#")
|
||||
map_row(2, "#...TT.........................TT.....D#")
|
||||
map_row(3, "#..TT.......................TT.........#")
|
||||
map_row(4, "#..T.........................T.........#")
|
||||
map_row(5, "#....................................T.#")
|
||||
map_row(6, "#.....TT....................TT.......T.#")
|
||||
map_row(7, "#....TT.....................T..........#")
|
||||
map_row(8, "#...........rrrrrrrr........HH.........#")
|
||||
map_row(9, "#..........r........r.......HH.........#")
|
||||
map_row(10, "#......TT...r........rrrrrrrrhr......T.#")
|
||||
map_row(11, "#.....TT...r.................r.......T.#")
|
||||
map_row(12, "#..........r.......TT.......r..........#")
|
||||
map_row(13, "#..........rrrrrrrrrrrrrrrrr.........T.#")
|
||||
map_row(14, "#.........TT.........................T.#")
|
||||
map_row(15, "#........TT..........................T.#")
|
||||
map_row(16, "#....................................T.#")
|
||||
map_row(17, "########################################")
|
||||
Map.size(40, 18)
|
||||
Map.row(0, "########################################")
|
||||
Map.row(1, "#......................................#")
|
||||
Map.row(2, "#...TT.........................TT.....D#")
|
||||
Map.row(3, "#..TT.......................TT.........#")
|
||||
Map.row(4, "#..T.........................T.........#")
|
||||
Map.row(5, "#....................................T.#")
|
||||
Map.row(6, "#.....TT....................TT.......T.#")
|
||||
Map.row(7, "#....TT.....................T..........#")
|
||||
Map.row(8, "#...........rrrrrrrr........HH.........#")
|
||||
Map.row(9, "#..........r........r.......HH.........#")
|
||||
Map.row(10, "#......TT...r........rrrrrrrrhr......T.#")
|
||||
Map.row(11, "#.....TT...r.................r.......T.#")
|
||||
Map.row(12, "#..........r.......TT.......r..........#")
|
||||
Map.row(13, "#..........rrrrrrrrrrrrrrrrr.........T.#")
|
||||
Map.row(14, "#.........TT.........................T.#")
|
||||
Map.row(15, "#........TT..........................T.#")
|
||||
Map.row(16, "#....................................T.#")
|
||||
Map.row(17, "########################################")
|
||||
return 0
|
||||
}
|
||||
fn build_dungeon(x: int) -> int {
|
||||
map_size(40, 18)
|
||||
map_row(0, "========================================")
|
||||
map_row(1, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
map_row(2, "=,S,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
map_row(3, "=,,,,,====,,,,,,,,,,,,,,,====,,,,,,,,,,=")
|
||||
map_row(4, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
map_row(5, "=,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,=")
|
||||
map_row(6, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,=")
|
||||
map_row(7, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
map_row(8, "=,,,====,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
map_row(9, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
map_row(10, "=,,,,,,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,=")
|
||||
map_row(11, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
map_row(12, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,,,=")
|
||||
map_row(13, "=,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
map_row(14, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
map_row(15, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,B,,=")
|
||||
map_row(16, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
map_row(17, "========================================")
|
||||
Map.size(40, 18)
|
||||
Map.row(0, "========================================")
|
||||
Map.row(1, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
Map.row(2, "=,S,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
Map.row(3, "=,,,,,====,,,,,,,,,,,,,,,====,,,,,,,,,,=")
|
||||
Map.row(4, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
Map.row(5, "=,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,=")
|
||||
Map.row(6, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,=")
|
||||
Map.row(7, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
Map.row(8, "=,,,====,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
Map.row(9, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
Map.row(10, "=,,,,,,,,,,,,,,,,,,====,,,,,,,,,,,,,,,,=")
|
||||
Map.row(11, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
Map.row(12, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,====,,,,,,,=")
|
||||
Map.row(13, "=,,,,,,,,,====,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
Map.row(14, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
Map.row(15, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,B,,=")
|
||||
Map.row(16, "=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,=")
|
||||
Map.row(17, "========================================")
|
||||
return 0
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -29,15 +29,15 @@ const SPR_MAGE: int = 9
|
|||
const SPR_FLOOR: int = 10
|
||||
const SPR_WALL: int = 11
|
||||
|
||||
const R_MODE: int = 0 # 0 field, 1 battle, 2 gameover, 3 victory
|
||||
const R_PHASE: int = 1
|
||||
const R_CUR: int = 2
|
||||
const R_ENC: int = 3
|
||||
const R_ETYPE: int = 4 # 0 slime, 1 skeleton, 2 boss
|
||||
const R_PDMG: int = 5
|
||||
const R_EDMG: int = 6
|
||||
const R_GOLD: int = 7
|
||||
const R_MAP: int = 8 # 0 overworld, 1 dungeon
|
||||
const R_BOSS: int = 9 # boss defeated flag
|
||||
const R_ACK: int = 10 # debounce for end screens
|
||||
const R_POTION: int = 11 # potions in inventory
|
||||
var game_mode: int = 0 # 0 field, 1 battle, 2 gameover, 3 victory
|
||||
var turn_phase: int = 0
|
||||
var menu_cursor: int = 0
|
||||
var encounter: int = 0
|
||||
var enemy_type: int = 0 # 0 slime, 1 skeleton, 2 boss
|
||||
var player_hit: int = 0
|
||||
var enemy_hit: int = 0
|
||||
var gold: int = 0
|
||||
var world_map: int = 0 # 0 overworld, 1 dungeon
|
||||
var boss_down: int = 0 # boss defeated flag
|
||||
var ack: int = 0 # debounce for end screens
|
||||
var potions: int = 0 # potions in inventory
|
||||
|
|
|
|||
|
|
@ -4,29 +4,28 @@
|
|||
# and activation. The game only loads a font, opens the UI, and reads clicks.
|
||||
program Menu {
|
||||
|
||||
const R_FONT: int = 0
|
||||
const R_MSG: int = 1
|
||||
var title_font: int = 0
|
||||
|
||||
ui MainMenu {
|
||||
panel id: Root w: 288 pad: 16 gap: 6 bg: 0x1a1a2c border: 0x4a4a72 skin: "assets/ui/panel.png" inset: 10 align: center {
|
||||
label text: "CHRONO RIFT" font: reg(R_FONT) size: 26 fg: 0xffe060 align: center
|
||||
label text: "a Ludic retained-UI demo" font: reg(R_FONT) size: 14 fg: 0x9aa0c8 align: center
|
||||
label text: "CHRONO RIFT" font: title_font size: 26 fg: 0xffe060 align: center
|
||||
label text: "a Ludic retained-UI demo" font: title_font size: 14 fg: 0x9aa0c8 align: center
|
||||
spacer h: 4
|
||||
button id: NewGame text: "New Game" font: reg(R_FONT) size: 16 w: 236
|
||||
button id: Continue text: "Continue" font: reg(R_FONT) size: 16 w: 236
|
||||
button id: Options text: "Options" font: reg(R_FONT) size: 16 w: 236
|
||||
button id: Quit text: "Quit" font: reg(R_FONT) size: 16 w: 236
|
||||
button id: NewGame text: "New Game" font: title_font size: 16 w: 236
|
||||
button id: Continue text: "Continue" font: title_font size: 16 w: 236
|
||||
button id: Options text: "Options" font: title_font size: 16 w: 236
|
||||
button id: Quit text: "Quit" font: title_font size: 16 w: 236
|
||||
}
|
||||
}
|
||||
|
||||
handler Boot phase Start {
|
||||
set_reg(R_FONT, font_load("/System/Library/Fonts/Supplemental/Arial.ttf"))
|
||||
title_font = font_load("/System/Library/Fonts/Supplemental/Arial.ttf")
|
||||
ui_build()
|
||||
ui_open(UI_MainMenu)
|
||||
}
|
||||
|
||||
handler Nav phase Update {
|
||||
ui_tick(key())
|
||||
ui_tick(Input.key())
|
||||
if ui_clicked(UI_NewGame) { ui_set_text(UI_NewGame, "Starting...") }
|
||||
if ui_clicked(UI_Continue) { ui_set_text(UI_Continue, "No save") }
|
||||
if ui_clicked(UI_Options) { ui_set_text(UI_Options, "Soon (TM)") }
|
||||
|
|
@ -34,8 +33,8 @@ program Menu {
|
|||
}
|
||||
|
||||
handler Draw phase Render {
|
||||
clear(0x0e0e16)
|
||||
Screen.clear(0x0e0e16)
|
||||
ui_render()
|
||||
present()
|
||||
Screen.show()
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -12,33 +12,33 @@
|
|||
# 201 900 frame 3: Play.World.Step, then Hud.Draw
|
||||
# 202 900 frame 4: Step reaches 2 -> quit(); Hud.Draw paints the last frame
|
||||
#
|
||||
# ./selfhost/game-build.sh build/ludicc examples/scenes.ludic /tmp/scenes
|
||||
# bin/x game-build bin/ludicc examples/scenes.ludic /tmp/scenes
|
||||
# printf 'aaaa' | /tmp/scenes
|
||||
program SceneDemo {
|
||||
const R_N: int = 0
|
||||
var counter: int = 0
|
||||
|
||||
handler Boot phase Start { set_reg(R_N, 0); print(1000) }
|
||||
handler Boot phase Start { counter = 0; print(1000) }
|
||||
|
||||
scene Title start {
|
||||
on enter { print(1) }
|
||||
on exit { print(2) }
|
||||
layer Main {
|
||||
handler Tick phase Update {
|
||||
set_reg(R_N, reg(R_N) + 1)
|
||||
print(100 + reg(R_N))
|
||||
if reg(R_N) >= 2 { become Play }
|
||||
counter = counter + 1
|
||||
print(100 + counter)
|
||||
if counter >= 2 { become Play }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scene Play {
|
||||
on enter { print(3); set_reg(R_N, 0) }
|
||||
on enter { print(3); counter = 0 }
|
||||
on exit { print(4) }
|
||||
layer World {
|
||||
handler Step phase Update {
|
||||
set_reg(R_N, reg(R_N) + 1)
|
||||
print(200 + reg(R_N))
|
||||
if reg(R_N) >= 2 { quit() }
|
||||
counter = counter + 1
|
||||
print(200 + counter)
|
||||
if counter >= 2 { quit() }
|
||||
}
|
||||
}
|
||||
layer Hud {
|
||||
|
|
|
|||
|
|
@ -1,71 +1,93 @@
|
|||
# ============================================================================
|
||||
# snake.ludic — a second, unrelated game in Ludic, to prove the language is
|
||||
# general: compiled by the SAME unmodified ludicc + runtime as the JRPG.
|
||||
# No sprites/assets — pure primitives. Build: ./build.sh examples/snake.ludic
|
||||
# snake.ludic — a small, complete game in Ludic. No sprites or assets: every
|
||||
# pixel is drawn from primitives. Build: bin/x app examples/snake.ludic
|
||||
#
|
||||
# It shows the everyday shape of a Ludic game: an ECS for the moving parts (one
|
||||
# entity per snake segment), named program state for the rest, and a Render
|
||||
# handler that paints the frame with the Screen API and named colors.
|
||||
# ============================================================================
|
||||
program Snake {
|
||||
|
||||
property Pos { x: int = 0, y: int = 0 }
|
||||
property Seg { order: int = 0 }
|
||||
property Seg { order: int = 0 } # 0 = head, 1.. = body toward the tail
|
||||
|
||||
const GW: int = 20
|
||||
const GH: int = 15
|
||||
const TS: int = 16
|
||||
const GRID_W: int = 20 # playfield, in tiles
|
||||
const GRID_H: int = 15
|
||||
const TILE: int = 16 # pixels per tile
|
||||
|
||||
const R_DIR: int = 0 # 0 up 1 down 2 left 3 right
|
||||
const R_LEN: int = 1
|
||||
const R_TICK: int = 2
|
||||
const R_FX: int = 3
|
||||
const R_FY: int = 4
|
||||
const R_MODE: int = 5 # 0 play 1 gameover
|
||||
const R_SCORE: int = 6
|
||||
const R_ATE: int = 7
|
||||
const R_TX: int = 8
|
||||
const R_TY: int = 9
|
||||
const R_ACK: int = 10
|
||||
const DIR_UP: int = 0
|
||||
const DIR_DOWN: int = 1
|
||||
const DIR_LEFT: int = 2
|
||||
const DIR_RIGHT: int = 3
|
||||
|
||||
fn reset(x: int) -> int {
|
||||
const MODE_PLAY: int = 0
|
||||
const MODE_OVER: int = 1
|
||||
|
||||
# ---- the game's whole state, named ----------------------------------------
|
||||
var direction: int = DIR_RIGHT
|
||||
var length: int = 3
|
||||
var tick: int = 0
|
||||
var food_x: int = 14
|
||||
var food_y: int = 7
|
||||
var mode: int = MODE_PLAY
|
||||
var score: int = 0
|
||||
var ate: int = 0 # did the head reach the food this step?
|
||||
var tail_x: int = 0 # where the tail sat before it moved (grow here)
|
||||
var tail_y: int = 0
|
||||
var acked: int = 0 # game-over key must be released before restart
|
||||
|
||||
# ---- custom shades this game uses (values the named palette doesn't carry) -
|
||||
const SHADE_BG: int = 0x0d1020 # backdrop behind the board
|
||||
const SHADE_TILE_A: int = 0x141a2e # checkerboard, light square
|
||||
const SHADE_TILE_B: int = 0x10162a # checkerboard, dark square
|
||||
const SHADE_FOOD: int = 0xe0405a
|
||||
const SHADE_BODY: int = 0x40c060
|
||||
const SHADE_HEAD: int = 0x9dffb0
|
||||
const SHADE_SCORE: int = 0xffe060
|
||||
const SHADE_OVER: int = 0xff5555
|
||||
|
||||
fn reset(unused: int) -> int {
|
||||
for (p, s) in query [Pos, Seg] { despawn self() }
|
||||
spawn S0 { Seg { order: 0 }; Pos { x: 10, y: 7 } }
|
||||
spawn S1 { Seg { order: 1 }; Pos { x: 9, y: 7 } }
|
||||
spawn S2 { Seg { order: 2 }; Pos { x: 8, y: 7 } }
|
||||
set_reg(R_DIR, 3)
|
||||
set_reg(R_LEN, 3)
|
||||
set_reg(R_TICK, 0)
|
||||
set_reg(R_MODE, 0)
|
||||
set_reg(R_SCORE, 0)
|
||||
set_reg(R_FX, 14)
|
||||
set_reg(R_FY, 7)
|
||||
direction = DIR_RIGHT
|
||||
length = 3
|
||||
tick = 0
|
||||
mode = MODE_PLAY
|
||||
score = 0
|
||||
food_x = 14
|
||||
food_y = 7
|
||||
return 0
|
||||
}
|
||||
|
||||
handler Boot phase Start { reset(0) }
|
||||
|
||||
handler Input phase Input {
|
||||
let k = key()
|
||||
if reg(R_MODE) == 0 {
|
||||
if k == 'w' { if reg(R_DIR) != 1 { set_reg(R_DIR, 0) } }
|
||||
if k == 's' { if reg(R_DIR) != 0 { set_reg(R_DIR, 1) } }
|
||||
if k == 'a' { if reg(R_DIR) != 3 { set_reg(R_DIR, 2) } }
|
||||
if k == 'd' { if reg(R_DIR) != 2 { set_reg(R_DIR, 3) } }
|
||||
let k = Input.key()
|
||||
if mode == MODE_PLAY {
|
||||
if k == 'w' { if direction != DIR_DOWN { direction = DIR_UP } }
|
||||
if k == 's' { if direction != DIR_UP { direction = DIR_DOWN } }
|
||||
if k == 'a' { if direction != DIR_RIGHT { direction = DIR_LEFT } }
|
||||
if k == 'd' { if direction != DIR_LEFT { direction = DIR_RIGHT } }
|
||||
}
|
||||
if reg(R_MODE) == 1 {
|
||||
if k == 0 { set_reg(R_ACK, 1) }
|
||||
if k != 0 { if reg(R_ACK) == 1 { reset(0) } }
|
||||
if mode == MODE_OVER {
|
||||
if k == 0 { acked = 1 }
|
||||
if k != 0 { if acked == 1 { reset(0) } }
|
||||
}
|
||||
}
|
||||
|
||||
handler Move phase Update {
|
||||
if reg(R_MODE) == 0 {
|
||||
set_reg(R_TICK, reg(R_TICK) + 1)
|
||||
if reg(R_TICK) >= 6 {
|
||||
set_reg(R_TICK, 0)
|
||||
let len = reg(R_LEN)
|
||||
if mode == MODE_PLAY {
|
||||
tick = tick + 1
|
||||
if tick >= 6 {
|
||||
tick = 0
|
||||
# remember the tail cell, then drag every segment onto the one ahead of it
|
||||
for (pt, stg) in query [Pos, Seg] {
|
||||
if stg.order == len - 1 { set_reg(R_TX, pt.x); set_reg(R_TY, pt.y) }
|
||||
if stg.order == length - 1 { tail_x = pt.x; tail_y = pt.y }
|
||||
}
|
||||
for step in 0 .. len {
|
||||
let i = len - 1 - step
|
||||
for step in 0 .. length {
|
||||
let i = length - 1 - step
|
||||
if i >= 1 {
|
||||
for (pa, sa) in query [Pos, Seg] {
|
||||
if sa.order == i {
|
||||
|
|
@ -76,61 +98,66 @@ program Snake {
|
|||
}
|
||||
}
|
||||
}
|
||||
set_reg(R_ATE, 0)
|
||||
# move the head, check the walls, check the food
|
||||
ate = 0
|
||||
for (ph, sh) in query [Pos, Seg] {
|
||||
if sh.order == 0 {
|
||||
if reg(R_DIR) == 0 { ph.y = ph.y - 1 }
|
||||
if reg(R_DIR) == 1 { ph.y = ph.y + 1 }
|
||||
if reg(R_DIR) == 2 { ph.x = ph.x - 1 }
|
||||
if reg(R_DIR) == 3 { ph.x = ph.x + 1 }
|
||||
if ph.x < 0 { set_reg(R_MODE, 1) }
|
||||
if ph.x >= GW { set_reg(R_MODE, 1) }
|
||||
if ph.y < 0 { set_reg(R_MODE, 1) }
|
||||
if ph.y >= GH { set_reg(R_MODE, 1) }
|
||||
if ph.x == reg(R_FX) { if ph.y == reg(R_FY) { set_reg(R_ATE, 1) } }
|
||||
if direction == DIR_UP { ph.y = ph.y - 1 }
|
||||
if direction == DIR_DOWN { ph.y = ph.y + 1 }
|
||||
if direction == DIR_LEFT { ph.x = ph.x - 1 }
|
||||
if direction == DIR_RIGHT { ph.x = ph.x + 1 }
|
||||
if ph.x < 0 { mode = MODE_OVER }
|
||||
if ph.x >= GRID_W { mode = MODE_OVER }
|
||||
if ph.y < 0 { mode = MODE_OVER }
|
||||
if ph.y >= GRID_H { mode = MODE_OVER }
|
||||
if ph.x == food_x { if ph.y == food_y { ate = 1 } }
|
||||
}
|
||||
}
|
||||
# self-collision: head onto any body segment
|
||||
for (ph, sh) in query [Pos, Seg] {
|
||||
if sh.order == 0 {
|
||||
for (pb, sb) in query [Pos, Seg] {
|
||||
if sb.order > 0 {
|
||||
if pb.x == ph.x { if pb.y == ph.y { set_reg(R_MODE, 1) } }
|
||||
if pb.x == ph.x { if pb.y == ph.y { mode = MODE_OVER } }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if reg(R_ATE) == 1 {
|
||||
set_reg(R_SCORE, reg(R_SCORE) + 1)
|
||||
spawn Body { Seg { order: len }; Pos { x: reg(R_TX), y: reg(R_TY) } }
|
||||
set_reg(R_LEN, len + 1)
|
||||
set_reg(R_FX, rng_range(0, GW - 1))
|
||||
set_reg(R_FY, rng_range(0, GH - 1))
|
||||
if ate == 1 {
|
||||
score = score + 1
|
||||
spawn Body { Seg { order: length }; Pos { x: tail_x, y: tail_y } }
|
||||
length = length + 1
|
||||
food_x = Random.range(low: 0, high: GRID_W - 1)
|
||||
food_y = Random.range(low: 0, high: GRID_H - 1)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
handler Draw phase Render {
|
||||
clear(0x0d1020)
|
||||
for gy in 0 .. GH {
|
||||
for gx in 0 .. GW {
|
||||
var col = 0x141a2e
|
||||
if (gx + gy) % 2 == 0 { col = 0x10162a }
|
||||
fill_rect(gx * TS, gy * TS, TS, TS, col)
|
||||
Screen.clear(SHADE_BG)
|
||||
# checkerboard field
|
||||
for gy in 0 .. GRID_H {
|
||||
for gx in 0 .. GRID_W {
|
||||
var tile_color = SHADE_TILE_A
|
||||
if (gx + gy) % 2 == 0 { tile_color = SHADE_TILE_B }
|
||||
Screen.fill_rectangle(x: gx * TILE, y: gy * TILE, width: TILE, height: TILE, color: tile_color)
|
||||
}
|
||||
}
|
||||
fill_rect(reg(R_FX) * TS + 3, reg(R_FY) * TS + 3, TS - 6, TS - 6, 0xe0405a)
|
||||
# food, inset a few pixels inside its tile
|
||||
Screen.fill_rectangle(x: food_x * TILE + 3, y: food_y * TILE + 3, width: TILE - 6, height: TILE - 6, color: SHADE_FOOD)
|
||||
# every snake segment, straight from the ECS
|
||||
for (p, s) in query [Pos, Seg] {
|
||||
var col = 0x40c060
|
||||
if s.order == 0 { col = 0x9dffb0 }
|
||||
fill_rect(p.x * TS + 1, p.y * TS + 1, TS - 2, TS - 2, col)
|
||||
var seg_color = SHADE_BODY
|
||||
if s.order == 0 { seg_color = SHADE_HEAD } # the head is brighter
|
||||
Screen.fill_rectangle(x: p.x * TILE + 1, y: p.y * TILE + 1, width: TILE - 2, height: TILE - 2, color: seg_color)
|
||||
}
|
||||
text(6, 4, "SCORE", 0xffffff, 1)
|
||||
text_int(52, 4, reg(R_SCORE), 0xffe060, 1)
|
||||
if reg(R_MODE) == 1 {
|
||||
text(112, 104, "GAME OVER", 0xff5555, 2)
|
||||
text(84, 140, "PRESS ANY KEY", 0xffffff, 1)
|
||||
Screen.draw_text(x: 6, y: 4, text: "SCORE", color: Color.White, scale: 1)
|
||||
Screen.draw_number(x: 52, y: 4, value: score, color: SHADE_SCORE, scale: 1)
|
||||
if mode == MODE_OVER {
|
||||
Screen.draw_text(x: 112, y: 104, text: "GAME OVER", color: SHADE_OVER, scale: 2)
|
||||
Screen.draw_text(x: 84, y: 140, text: "PRESS ANY KEY", color: Color.White, scale: 1)
|
||||
}
|
||||
present()
|
||||
Screen.show()
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue