-
Notifications
You must be signed in to change notification settings - Fork 4
/
end.lua
231 lines (222 loc) · 7.28 KB
/
end.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
end_map = {
title = "free:Freedom",
color = '#00001c';
map = {
' ';-- 0
' ';-- 1
' ';-- 2
' ';-- 3
' ';-- 4
' ';-- 5
' ';-- 6
' ';-- 7
' ';-- 8
' ';-- 9
' ';-- 1
' ';-- 11
' ';-- 12
' ';-- 13
' ';-- 14
' ';-- 15
' ';-- 16
' ';-- 17
' ';-- 18
'> ';-- 19
' ';-- 20
' ';-- 21
' ';-- 22
' ';-- 23
' ';-- 24
' ';-- 25
' ';-- 26
' ';-- 27
' ';-- 28
' ';-- 29
};
--[[
0123456789012345678901234567890123456789
1 2 3
]]--
exit = function(s)
s.title_pos = nil
local k,v
if end_stats then
for k,v in pairs(end_stats) do
sprite.free(v)
end
end
end_stats = nil
prefs:store()
end;
after = function(s)
--[[
if hero:state() == JUMP then
sprite.fill(sprite.screen(0), hero.x + hero.w - 34, hero.y + hero.h / 2 + 3, 20, 3, 'black');
sprite.fill(sprite.screen(0), hero.x + hero.w - 34, hero.y + hero.h / 2 + 1, 6, 7, 'black');
else
sprite.fill(sprite.screen(0), hero.x + hero.w - 34, hero.y + hero.h / 2 + 5, 20, 3, 'black');
sprite.fill(sprite.screen(0), hero.x + hero.w - 34, hero.y + hero.h / 2 + 3, 6, 7, 'black');
end
if key_space then
local c = 'cyan'
if rnd(50) > 25 then c = 'red' end
local d
if hero:state() == FALL then d = 3 else d = 0 end
sprite.fill(sprite.screen(0), hero.x + hero.w - 8, hero.y + hero.h / 2 + 3 + d, 640, 2, c);
laser_play()
else
laser_mute()
end
]]--
end;
life = function(s)
local SG = 0.1
local x, y, i, c
G = 0
GX = 0
prefs.unlock = true
set_music 'snd/music2.ogg'
if (game_lifes > 1 or bonus_timer) and (s.title_pos and s.title_pos > 3 ) then
if not bonus_timer then
bonus_timer = 0
game_lifes = game_lifes - 1
game:dist(game:dist() + 100)
sound.play(bonus_snd)
end
bonus_timer = bonus_timer + 1
if bonus_timer > 60 then
bonus_timer = nil
end
end
map:dist(0)
if not s.dy then s.dy = 0 end
if not s.dx then s.dx = 1 end
hero.speed_y = 0
hero.speed_x = 0
hero.jump_speed = 0
if hero.x <= -rnd(10) then s.dx = 1 end
if hero.x >= rnd(hero.w*2) + 4*hero.w then s.dx = -1 end
if key_right then
s.dy = s.dy + SG
if s.dy > 8 then s.dy = 8 end
elseif key_left then
s.dy = s.dy - SG
if s.dy < -8 then s.dy = -8 end
else
s.dy = s.dy * 0.99
end
if s.dy >= 1 then
hero.st = FALL
elseif s.dy <= -1 then
hero.st = JUMP
else
hero.st = JUMP
end
hero.y = hero.y + s.dy
hero.x = hero.x + s.dx
if hero.y < 0 and s.dy < 0 then hero.y = 0 end
if hero.y > 480 - hero.h then hero.y = 480 - hero.h end
hero.dir = 1
sprite.fill(sprite.screen(0), 0, 0, 640, 16 * 4, 'blue');
if not s.stars then
s.stars = {}
for i = 1, 80 do
table.insert(s.stars, {rnd(640), rnd(680) - 100, (rnd(8) + 1)})
end
end
for i=1, 80 do
x = s.stars[i][1]
y = s.stars[i][2]
c = 'white'
if s.stars[i][3] <= 2 then c = '#0000ff';
elseif s.stars[i][3] <= 3 then c = '#1d1d1d';
elseif s.stars[i][3] <= 4 then c = '#ff0000';
elseif s.stars[i][3] <= 5 then c = 'cyan';
elseif s.stars[i][3] <= 6 then c = 'white'; end
sprite.fill(sprite.screen(), x, y, 2, 2, c);
s.stars[i][1] = s.stars[i][1] - s.stars[i][3]
if hero.y == 0 and s.dy < 0 or hero.y == 480 - hero.h and s.dy > 0 then
s.stars[i][2] = s.stars[i][2] - s.dy/3 * (s.stars[i][3]/7)
end
if s.stars[i][1] < 0 then
s.stars[i][1] = 640
s.stars[i][2] = rnd(680) - 100
s.stars[i][3] = (rnd(8) + 1)
end
end
if not end_stats and s.title_pos and s.title_pos >= #ending_spr then
end_stats = {}
end_stats[1] = sprite.text(fn, string.format(_"stat_score:YOUR SCORE: %s", game:dist() + map:dist()), "white")
end_stats[2] = sprite.text(fn, string.format(_"stat_record:YOUR RECORD: %s", prefs.game_record), "white")
end
if not s.title_pos then s.title_pos = 1
else
if s.title_pos <= 3 or game_lifes == 1 then
s.title_pos = s.title_pos + 0.005
end
end
if end_stats then
if math.floor(s.title_pos) > #ending_spr + #end_stats then s.title_pos = 1 end
end
if math.floor(s.title_pos) > #ending_spr then
local w, h = sprite.size(end_stats[math.floor(s.title_pos) - #ending_spr])
sprite.draw(end_stats[math.floor(s.title_pos) - #ending_spr], sprite.screen(), (640 - w) / 2, 480 - h);
else
local w, h = sprite.size(ending_spr[math.floor(s.title_pos)])
sprite.draw(ending_spr[math.floor(s.title_pos)], sprite.screen(), (640 - w) / 2, 480 - h);
end
end
}
table.insert(maps, end_map)
maps[CONTMAP] = {
title = "cont:Continue?",
map = {
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' ';
' > ';
'########################################';
' ';
' ';
' ';
' ';
' ';
};
life = function(s)
if not s.secs then s.secs = 10.9 end
local w, h = sprite.size(gameover_spr);
sprite.draw(gameover_spr, sprite.screen(), (640 - w)/2 + 1 - rnd(2), (100 - h)/2 + 1 - rnd(2))
if hero.x <= -hero.w / 2 or s.secs <= 0 then
game:state(INTRO)
return
end;
w, h = sprite.size(continue_spr)
local sec = sprite.text(fn_big, string.format("%d", s.secs))
sprite.draw(continue_spr, sprite.screen(), (640 - w)/2, 100);
w, h = sprite.size(sec)
sprite.draw(sec, sprite.screen(), (640 - w)/2, 190);
sprite.free(sec)
s.secs = s.secs - 0.025
end
}
game.enable_save = false