4
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rewrite to lua

This commit is contained in:
Zsolt Tasnadi
2025-12-04 11:22:37 +01:00
parent 43987b24dc
commit bd42e74360
2 changed files with 654 additions and 768 deletions

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bomberman.lua Normal file
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-- title: Bomberman Clone
-- author: Zsolt Tasnadi
-- desc: Simple Bomberman clone for TIC-80
-- site: http://teletype.hu
-- license: MIT License
-- version: 0.1
-- script: lua
-- constants
TILE_SIZE = 16
PLAYER_SIZE = 12
BOMB_TIMER = 90
EXPLOSION_TIMER = 30
EMPTY = 0
SOLID_WALL = 1
BREAKABLE_WALL = 2
MOVE_SPEED = 2
-- sprite indices (in SPRITES section, starts at 256)
ASTRONAUT_BLUE = 256
ASTRONAUT_RED = 257
BOMB_SPRITE = 258
BREAKABLE_WALL_SPRITE = 259
SOLID_WALL_SPRITE = 260
-- game state
players = {}
powerups = {}
bombs = {}
explosions = {}
winner = nil
win_timer = 0
score = {0, 0}
-- map (1=solid wall, 2=breakable wall)
map = {
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,2,2,2,0,2,0,2,2,2,0,0,1},
{1,0,1,2,1,2,1,2,1,2,1,2,1,0,1},
{1,2,2,2,0,2,2,0,2,2,0,2,2,2,1},
{1,2,1,0,1,0,1,0,1,0,1,0,1,2,1},
{1,2,2,2,0,2,2,0,2,2,0,2,2,2,1},
{1,0,1,2,1,2,1,2,1,2,1,2,1,0,1},
{1,0,0,2,2,2,0,2,0,2,2,2,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
}
function create_player(gridX, gridY, color, is_ai)
return {
gridX = gridX,
gridY = gridY,
pixelX = (gridX - 1) * TILE_SIZE,
pixelY = (gridY - 1) * TILE_SIZE,
moving = false,
maxBombs = 1,
activeBombs = 0,
color = color,
is_ai = is_ai,
moveTimer = 0,
bombCooldown = 0,
spawnX = gridX,
spawnY = gridY
}
end
function init_game()
players = {}
table.insert(players, create_player(2, 2, 12, false)) -- human player (blue)
table.insert(players, create_player(14, 8, 2, true)) -- AI enemy (red)
init_powerups()
end
function init_powerups()
powerups = {}
for row = 1, 9 do
for col = 1, 15 do
if map[row][col] == BREAKABLE_WALL and math.random() < 0.3 then
table.insert(powerups, {gridX = col, gridY = row, type = "bomb"})
end
end
end
end
init_game()
function TIC()
cls(6) -- green background
if winner then
win_timer = win_timer - 1
draw_win_screen()
if btnp(4) and win_timer <= 0 then
restart_game()
end
return
end
-- update all players
for i, player in ipairs(players) do
update_player_movement(player)
if player.is_ai then
update_ai(player)
else
handle_human_input(player)
end
end
-- update bombs
for i = #bombs, 1, -1 do
local bomb = bombs[i]
bomb.timer = bomb.timer - 1
if bomb.timer <= 0 then
explode(bomb.x, bomb.y)
if bomb.owner then
bomb.owner.activeBombs = bomb.owner.activeBombs - 1
end
table.remove(bombs, i)
end
end
-- update explosions
for i = #explosions, 1, -1 do
local expl = explosions[i]
expl.timer = expl.timer - 1
if expl.timer <= 0 then
table.remove(explosions, i)
end
end
-- check powerup pickup
for _, player in ipairs(players) do
for i = #powerups, 1, -1 do
local pw = powerups[i]
if map[pw.gridY][pw.gridX] == EMPTY and
player.gridX == pw.gridX and player.gridY == pw.gridY then
player.maxBombs = player.maxBombs + 1
table.remove(powerups, i)
end
end
end
-- check death by explosion
for idx, player in ipairs(players) do
for _, expl in ipairs(explosions) do
local explGridX = math.floor(expl.x / TILE_SIZE) + 1
local explGridY = math.floor(expl.y / TILE_SIZE) + 1
if player.gridX == explGridX and player.gridY == explGridY then
local winner_idx = (idx == 1) and 2 or 1
set_winner(winner_idx)
return
end
end
end
-- check human death by touching AI
local human = players[1]
for _, player in ipairs(players) do
if player.is_ai and human.gridX == player.gridX and human.gridY == player.gridY then
set_winner(2)
return
end
end
draw_game()
end
function draw_game()
-- draw map
for row = 1, 9 do
for col = 1, 15 do
local tile = map[row][col]
local drawX = (col - 1) * TILE_SIZE
local drawY = (row - 1) * TILE_SIZE
if tile == SOLID_WALL then
spr(SOLID_WALL_SPRITE, drawX, drawY, 0, 2)
elseif tile == BREAKABLE_WALL then
spr(BREAKABLE_WALL_SPRITE, drawX, drawY, 0, 2)
end
end
end
-- draw powerups
for _, pw in ipairs(powerups) do
if map[pw.gridY][pw.gridX] == EMPTY then
local drawX = (pw.gridX - 1) * TILE_SIZE
local drawY = (pw.gridY - 1) * TILE_SIZE
rect(drawX + 3, drawY + 3, 10, 10, 6)
print("B", drawX + 5, drawY + 5, 0)
end
end
-- draw bombs
for _, bomb in ipairs(bombs) do
draw_bomb_sprite(bomb.x, bomb.y)
end
-- draw explosions
for _, expl in ipairs(explosions) do
rect(expl.x, expl.y, TILE_SIZE, TILE_SIZE, 6)
end
-- draw players
for idx, player in ipairs(players) do
draw_player_sprite(player.pixelX, player.pixelY, idx == 1)
end
-- score display
print(score[1]..":"..score[2], 5, 2, 12)
print("ARROWS:MOVE A:BOMB", 60, 2, 15)
local human = players[1]
local available = human.maxBombs - human.activeBombs
print("BOMBS:"..available.."/"..human.maxBombs, 180, 2, 11)
end
function set_winner(player_num)
winner = player_num
win_timer = 60
score[player_num] = score[player_num] + 1
end
function draw_win_screen()
cls(0)
rect(20, 30, 200, 80, 12)
rect(22, 32, 196, 76, 0)
print("PLAYER "..winner.." WON!", 70, 55, 12, false, 2)
if win_timer <= 0 or math.floor(win_timer / 15) % 2 == 0 then
print("Press A to restart", 70, 80, 12)
end
end
function restart_game()
winner = nil
win_timer = 0
bombs = {}
explosions = {}
map = {
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,2,2,2,0,2,0,2,2,2,0,0,1},
{1,0,1,2,1,2,1,2,1,2,1,2,1,0,1},
{1,2,2,2,0,2,2,0,2,2,0,2,2,2,1},
{1,2,1,0,1,0,1,0,1,0,1,0,1,2,1},
{1,2,2,2,0,2,2,0,2,2,0,2,2,2,1},
{1,0,1,2,1,2,1,2,1,2,1,2,1,0,1},
{1,0,0,2,2,2,0,2,0,2,2,2,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
}
for _, p in ipairs(players) do
reset_player_entity(p)
end
init_powerups()
end
function update_player_movement(player)
local targetX = (player.gridX - 1) * TILE_SIZE
local targetY = (player.gridY - 1) * TILE_SIZE
if player.pixelX < targetX then
player.pixelX = math.min(player.pixelX + MOVE_SPEED, targetX)
player.moving = true
elseif player.pixelX > targetX then
player.pixelX = math.max(player.pixelX - MOVE_SPEED, targetX)
player.moving = true
elseif player.pixelY < targetY then
player.pixelY = math.min(player.pixelY + MOVE_SPEED, targetY)
player.moving = true
elseif player.pixelY > targetY then
player.pixelY = math.max(player.pixelY - MOVE_SPEED, targetY)
player.moving = true
else
player.moving = false
end
if player.bombCooldown > 0 then
player.bombCooldown = player.bombCooldown - 1
end
end
function handle_human_input(player)
if player.moving then return end
local newGridX = player.gridX
local newGridY = player.gridY
if btn(0) then
newGridY = player.gridY - 1
elseif btn(1) then
newGridY = player.gridY + 1
elseif btn(2) then
newGridX = player.gridX - 1
elseif btn(3) then
newGridX = player.gridX + 1
end
if can_move_to(newGridX, newGridY) then
player.gridX = newGridX
player.gridY = newGridY
end
if btnp(4) then
place_bomb(player)
end
end
function update_ai(player)
if player.moving then return end
local in_danger = is_dangerous(player.gridX, player.gridY)
if in_danger then
local dirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}}
local best_dir = nil
local best_safe = false
for _, dir in ipairs(dirs) do
local newX = player.gridX + dir[1]
local newY = player.gridY + dir[2]
if can_move_to(newX, newY) then
local safe = not is_dangerous(newX, newY)
if safe and not best_safe then
best_dir = dir
best_safe = true
elseif not best_dir then
best_dir = dir
end
end
end
if best_dir then
player.gridX = player.gridX + best_dir[1]
player.gridY = player.gridY + best_dir[2]
end
player.moveTimer = 0
return
end
player.moveTimer = player.moveTimer + 1
if player.moveTimer < 20 then return end
player.moveTimer = 0
ai_move_and_bomb(player)
end
function is_dangerous(gridX, gridY)
for _, expl in ipairs(explosions) do
local explGridX = math.floor(expl.x / TILE_SIZE) + 1
local explGridY = math.floor(expl.y / TILE_SIZE) + 1
if gridX == explGridX and gridY == explGridY then
return true
end
end
for _, bomb in ipairs(bombs) do
local bombGridX = math.floor(bomb.x / TILE_SIZE) + 1
local bombGridY = math.floor(bomb.y / TILE_SIZE) + 1
if gridX == bombGridX and gridY == bombGridY then
return true
end
if gridY == bombGridY then
if math.abs(gridX - bombGridX) <= 1 then
if gridX < bombGridX then
if map[gridY][gridX + 1] ~= SOLID_WALL then return true end
elseif gridX > bombGridX then
if map[gridY][gridX - 1] ~= SOLID_WALL then return true end
end
end
end
if gridX == bombGridX then
if math.abs(gridY - bombGridY) <= 1 then
if gridY < bombGridY then
if map[gridY + 1][gridX] ~= SOLID_WALL then return true end
elseif gridY > bombGridY then
if map[gridY - 1][gridX] ~= SOLID_WALL then return true end
end
end
end
end
return false
end
function in_blast_zone(gridX, gridY, bombGridX, bombGridY)
if gridX == bombGridX and gridY == bombGridY then
return true
end
if gridY == bombGridY and math.abs(gridX - bombGridX) <= 1 then
if gridX < bombGridX then
return map[gridY][gridX + 1] ~= SOLID_WALL
elseif gridX > bombGridX then
return map[gridY][gridX - 1] ~= SOLID_WALL
end
end
if gridX == bombGridX and math.abs(gridY - bombGridY) <= 1 then
if gridY < bombGridY then
return map[gridY + 1][gridX] ~= SOLID_WALL
elseif gridY > bombGridY then
return map[gridY - 1][gridX] ~= SOLID_WALL
end
end
return false
end
function has_adjacent_breakable_wall(gridX, gridY)
local dirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}}
for _, dir in ipairs(dirs) do
local checkX = gridX + dir[1]
local checkY = gridY + dir[2]
if checkX >= 1 and checkX <= 15 and checkY >= 1 and checkY <= 9 then
if map[checkY][checkX] == BREAKABLE_WALL then
return true
end
end
end
return false
end
function has_escape_route(gridX, gridY)
local dirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}}
for _, dir in ipairs(dirs) do
local newX = gridX + dir[1]
local newY = gridY + dir[2]
if can_move_to(newX, newY) and not is_dangerous(newX, newY) then
for _, dir2 in ipairs(dirs) do
local safeX = newX + dir2[1]
local safeY = newY + dir2[2]
if can_move_to(safeX, safeY) then
return true
end
end
end
end
return false
end
function escape_from_own_bomb(player)
local bombGridX = player.gridX
local bombGridY = player.gridY
local dirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}}
local best_dir = nil
local best_score = -999
for _, dir in ipairs(dirs) do
local newX = player.gridX + dir[1]
local newY = player.gridY + dir[2]
if can_move_to(newX, newY) then
local sc = 0
if not in_blast_zone(newX, newY, bombGridX, bombGridY) then
sc = sc + 100
end
for _, dir2 in ipairs(dirs) do
local checkX = newX + dir2[1]
local checkY = newY + dir2[2]
if not (checkX == bombGridX and checkY == bombGridY) then
if can_move_to(checkX, checkY) then
sc = sc + 10
if not in_blast_zone(checkX, checkY, bombGridX, bombGridY) then
sc = sc + 20
end
end
end
end
if sc > best_score then
best_score = sc
best_dir = dir
end
end
end
if best_dir then
player.gridX = player.gridX + best_dir[1]
player.gridY = player.gridY + best_dir[2]
end
end
function place_bomb(player)
if player.activeBombs >= player.maxBombs then return end
local bombX = (player.gridX - 1) * TILE_SIZE
local bombY = (player.gridY - 1) * TILE_SIZE
for _, b in ipairs(bombs) do
if b.x == bombX and b.y == bombY then
return
end
end
table.insert(bombs, {x = bombX, y = bombY, timer = BOMB_TIMER, owner = player})
player.activeBombs = player.activeBombs + 1
end
function ai_move_and_bomb(player)
local human = players[1]
if not human then return end
local dx = human.gridX - player.gridX
local dy = human.gridY - player.gridY
local dist = math.abs(dx) + math.abs(dy)
local should_bomb = false
if dist <= 2 then should_bomb = true end
if has_adjacent_breakable_wall(player.gridX, player.gridY) then
should_bomb = true
end
if should_bomb and player.activeBombs < player.maxBombs and player.bombCooldown <= 0 then
if has_escape_route(player.gridX, player.gridY) then
place_bomb(player)
player.bombCooldown = 90
escape_from_own_bomb(player)
return
end
end
local dirs = {}
if dx > 0 then table.insert(dirs, {1, 0})
elseif dx < 0 then table.insert(dirs, {-1, 0})
end
if dy > 0 then table.insert(dirs, {0, 1})
elseif dy < 0 then table.insert(dirs, {0, -1})
end
local all_dirs = {{0, -1}, {0, 1}, {-1, 0}, {1, 0}}
for _, d in ipairs(all_dirs) do
table.insert(dirs, d)
end
for _, dir in ipairs(dirs) do
local newGridX = player.gridX + dir[1]
local newGridY = player.gridY + dir[2]
if can_move_to(newGridX, newGridY) and not is_dangerous(newGridX, newGridY) then
player.gridX = newGridX
player.gridY = newGridY
return
end
end
end
function can_move_to(gridX, gridY)
if gridX < 1 or gridY < 1 or gridX > 15 or gridY > 9 then
return false
end
if map[gridY][gridX] >= SOLID_WALL then
return false
end
return true
end
function draw_player_sprite(x, y, is_player1)
local sprite_id = is_player1 and ASTRONAUT_BLUE or ASTRONAUT_RED
spr(sprite_id, x, y, 0, 2)
end
function draw_bomb_sprite(x, y)
spr(BOMB_SPRITE, x, y, 0, 2)
end
function reset_player_entity(player)
player.gridX = player.spawnX
player.gridY = player.spawnY
player.pixelX = (player.spawnX - 1) * TILE_SIZE
player.pixelY = (player.spawnY - 1) * TILE_SIZE
player.moving = false
player.maxBombs = 1
player.activeBombs = 0
player.bombCooldown = 0
end
function explode(bombX, bombY)
table.insert(explosions, {x = bombX, y = bombY, timer = EXPLOSION_TIMER})
local gridX = math.floor(bombX / TILE_SIZE) + 1
local gridY = math.floor(bombY / TILE_SIZE) + 1
-- horizontal explosion
for _, dir in ipairs({-1, 1}) do
local explX = bombX + dir * TILE_SIZE
local eGridX = gridX + dir
if eGridX >= 1 and eGridX <= 15 then
local tile = map[gridY][eGridX]
if tile == EMPTY then
table.insert(explosions, {x = explX, y = bombY, timer = EXPLOSION_TIMER})
elseif tile == BREAKABLE_WALL then
map[gridY][eGridX] = EMPTY
table.insert(explosions, {x = explX, y = bombY, timer = EXPLOSION_TIMER})
end
end
end
-- vertical explosion
for _, dir in ipairs({-1, 1}) do
local explY = bombY + dir * TILE_SIZE
local eGridY = gridY + dir
if eGridY >= 1 and eGridY <= 9 then
local tile = map[eGridY][gridX]
if tile == EMPTY then
table.insert(explosions, {x = bombX, y = explY, timer = EXPLOSION_TIMER})
elseif tile == BREAKABLE_WALL then
map[eGridY][gridX] = EMPTY
table.insert(explosions, {x = bombX, y = explY, timer = EXPLOSION_TIMER})
end
end
end
end
-- <TILES>
-- 001:eccccccccc888888caaaaaaaca888888cacccccccacc0ccccacc0ccccacc0ccc
-- 002:ccccceee8888cceeaaaa0cee888a0ceeccca0ccc0cca0c0c0cca0c0c0cca0c0c
-- 003:eccccccccc888888caaaaaaaca888888cacccccccacccccccacc0ccccacc0ccc
-- 004:ccccceee8888cceeaaaa0cee888a0ceeccca0cccccca0c0c0cca0c0c0cca0c0c
-- 017:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
-- 018:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
-- 019:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
-- 020:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
-- </TILES>
-- <WAVES>
-- 000:00000000ffffffff00000000ffffffff
-- 001:0123456789abcdeffedcba9876543210
-- 002:0123456789abcdef0123456789abcdef
-- </WAVES>
-- <SFX>
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
-- </SFX>
-- <TRACKS>
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </TRACKS>
-- <SPRITES>
-- 000:00cccc000c1cc1c00ccccccc00cccc000c0cc0c00c0cc0c00000000000000000
-- 001:00222200021221200222222200222200020220200202202000000000000000000
-- 002:00043000001111000111111001111110011111100011110000011000000000000
-- 003:ddd1ddddddd1dddd1111111ddddd1dddddddd1dd1111111ddd1ddddddd1ddddd
-- 004:8888888888888888888888888888888888888888888888888888888888888888
-- </SPRITES>
-- <PALETTE>
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
-- </PALETTE>

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@@ -1,768 +0,0 @@
# title: Bomberman Clone
# author: Zsolt Tasnadi
# desc: Simple Bomberman clone for TIC-80
# site: http://teletype.hu
# license: MIT License
# version: 0.1
# script: ruby
# constants
TILE_SIZE = 16
PLAYER_SIZE = 12
BOMB_TIMER = 90
EXPLOSION_TIMER = 30
EMPTY = 0
SOLID_WALL = 1
BREAKABLE_WALL = 2
# create a new player/enemy entity
def create_player(gridX, gridY, color, is_ai = false)
{
gridX: gridX,
gridY: gridY,
pixelX: gridX * TILE_SIZE,
pixelY: gridY * TILE_SIZE,
moving: false,
maxBombs: 1,
activeBombs: 0,
color: color,
is_ai: is_ai,
moveTimer: 0,
bombCooldown: 0,
spawnX: gridX,
spawnY: gridY
}
end
# players array (first is human, rest are AI)
$players = []
$players << create_player(1, 1, 12, false) # human player (blue)
$players << create_player(13, 7, 2, true) # AI enemy (red)
# powerups (extra bombs hidden under breakable walls)
$powerups = []
# game objects
$bombs = []
$explosions = []
# game state
$winner = nil
$win_timer = 0
$score = [0, 0] # wins for player 1 and player 2
# animation speed (pixels per frame)
MOVE_SPEED = 2
# 1=solid wall, 2=breakable wall
$map = [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,2,2,2,0,2,0,2,2,2,0,0,1],
[1,0,1,2,1,2,1,2,1,2,1,2,1,0,1],
[1,2,2,2,0,2,2,0,2,2,0,2,2,2,1],
[1,2,1,0,1,0,1,0,1,0,1,0,1,2,1],
[1,2,2,2,0,2,2,0,2,2,0,2,2,2,1],
[1,0,1,2,1,2,1,2,1,2,1,2,1,0,1],
[1,0,0,2,2,2,0,2,0,2,2,2,0,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
]
def init_powerups
$powerups = []
# find all breakable walls and randomly place powerups under some
(0..8).each do |row|
(0..14).each do |col|
if $map[row][col] == BREAKABLE_WALL && rand < 0.3
$powerups << { gridX: col, gridY: row, type: :bomb }
end
end
end
end
init_powerups
def TIC
cls(6) # green background
# if there's a winner, show message and wait for restart
if $winner
$win_timer -= 1
draw_win_screen
if btnp(4) && $win_timer <= 0
restart_game
end
return
end
# update all players
$players.each do |player|
update_player_movement(player)
if player[:is_ai]
update_ai(player)
else
handle_human_input(player)
end
end
# update bombs
$bombs.reverse_each do |bomb|
bomb[:timer] -= 1
if bomb[:timer] <= 0
explode(bomb[:x], bomb[:y])
$bombs.delete(bomb)
bomb[:owner][:activeBombs] -= 1 if bomb[:owner]
end
end
# update explosions
$explosions.reverse_each do |expl|
expl[:timer] -= 1
$explosions.delete(expl) if expl[:timer] <= 0
end
# check powerup pickup for all players
$players.each do |player|
$powerups.reverse_each do |pw|
if $map[pw[:gridY]][pw[:gridX]] == EMPTY &&
player[:gridX] == pw[:gridX] && player[:gridY] == pw[:gridY]
player[:maxBombs] += 1
$powerups.delete(pw)
end
end
end
# check death by explosion for all players
$players.each_with_index do |player, idx|
$explosions.each do |expl|
explGridX = (expl[:x] / TILE_SIZE).floor
explGridY = (expl[:y] / TILE_SIZE).floor
if player[:gridX] == explGridX && player[:gridY] == explGridY
# other player wins
winner_idx = (idx == 0) ? 2 : 1
set_winner(winner_idx)
return
end
end
end
# check human player death by touching AI enemy
human = $players[0]
$players.each do |player|
if player[:is_ai] && human[:gridX] == player[:gridX] && human[:gridY] == player[:gridY]
set_winner(2) # AI wins
return
end
end
draw_game
end
def draw_game
# draw map
(0..8).each do |row|
(0..14).each do |col|
tile = $map[row][col]
drawX = col * TILE_SIZE
drawY = row * TILE_SIZE
if tile == SOLID_WALL
spr(SOLID_WALL_SPRITE, drawX, drawY, 0, 2)
elsif tile == BREAKABLE_WALL
spr(BREAKABLE_WALL_SPRITE, drawX, drawY, 0, 2)
end
end
end
# draw powerups (only visible when wall is destroyed)
$powerups.each do |pw|
if $map[pw[:gridY]][pw[:gridX]] == EMPTY
drawX = pw[:gridX] * TILE_SIZE
drawY = pw[:gridY] * TILE_SIZE
rect(drawX + 3, drawY + 3, 10, 10, 6)
print("B", drawX + 5, drawY + 5, 0)
end
end
# draw bombs
$bombs.each do |bomb|
draw_bomb_sprite(bomb[:x], bomb[:y])
end
# draw explosions
$explosions.each do |expl|
rect(expl[:x], expl[:y], TILE_SIZE, TILE_SIZE, 6)
end
# draw all players
$players.each_with_index do |player, idx|
draw_player_sprite(player[:pixelX], player[:pixelY], idx == 0)
end
# score display
print("#{$score[0]}:#{$score[1]}", 5, 2, 12)
print("ARROWS:MOVE A:BOMB", 60, 2, 15)
human = $players[0]
available = human[:maxBombs] - human[:activeBombs]
print("BOMBS:#{available}/#{human[:maxBombs]}", 180, 2, 11)
end
def set_winner(player_num)
$winner = player_num
$win_timer = 60 # delay before allowing restart
$score[player_num - 1] += 1
end
def draw_win_screen
# black background
cls(0)
# white border frame
rect(20, 30, 200, 80, 12) # outer white
rect(22, 32, 196, 76, 0) # inner black
# winner text (white on black)
text = "PLAYER #{$winner} WON!"
print(text, 70, 55, 12, false, 2)
# restart prompt (blink effect)
if $win_timer <= 0 || ($win_timer / 15) % 2 == 0
print("Press A to restart", 70, 80, 12)
end
end
def restart_game
$winner = nil
$win_timer = 0
$bombs = []
$explosions = []
# reset map
$map = [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,2,2,2,0,2,0,2,2,2,0,0,1],
[1,0,1,2,1,2,1,2,1,2,1,2,1,0,1],
[1,2,2,2,0,2,2,0,2,2,0,2,2,2,1],
[1,2,1,0,1,0,1,0,1,0,1,0,1,2,1],
[1,2,2,2,0,2,2,0,2,2,0,2,2,2,1],
[1,0,1,2,1,2,1,2,1,2,1,2,1,0,1],
[1,0,0,2,2,2,0,2,0,2,2,2,0,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
]
# reset players
$players.each { |p| reset_player_entity(p) }
# reset powerups
init_powerups
end
# common movement animation for all players
def update_player_movement(player)
targetX = player[:gridX] * TILE_SIZE
targetY = player[:gridY] * TILE_SIZE
if player[:pixelX] < targetX
player[:pixelX] = [player[:pixelX] + MOVE_SPEED, targetX].min
player[:moving] = true
elsif player[:pixelX] > targetX
player[:pixelX] = [player[:pixelX] - MOVE_SPEED, targetX].max
player[:moving] = true
elsif player[:pixelY] < targetY
player[:pixelY] = [player[:pixelY] + MOVE_SPEED, targetY].min
player[:moving] = true
elsif player[:pixelY] > targetY
player[:pixelY] = [player[:pixelY] - MOVE_SPEED, targetY].max
player[:moving] = true
else
player[:moving] = false
end
player[:bombCooldown] -= 1 if player[:bombCooldown] > 0
end
# handle human player input
def handle_human_input(player)
return if player[:moving]
newGridX = player[:gridX]
newGridY = player[:gridY]
if btn(0)
newGridY = player[:gridY] - 1
elsif btn(1)
newGridY = player[:gridY] + 1
elsif btn(2)
newGridX = player[:gridX] - 1
elsif btn(3)
newGridX = player[:gridX] + 1
end
if can_move_to?(newGridX, newGridY)
player[:gridX] = newGridX
player[:gridY] = newGridY
end
# place bomb
if btnp(4)
place_bomb(player)
end
end
# AI player logic
def update_ai(player)
return if player[:moving]
# check if in danger - react immediately, no delay!
in_danger = is_dangerous?(player[:gridX], player[:gridY])
if in_danger
# find any safe direction and move there NOW
dirs = [[0, -1], [0, 1], [-1, 0], [1, 0]]
# try to find best escape direction
best_dir = nil
best_safe = false
dirs.each do |dir|
newX = player[:gridX] + dir[0]
newY = player[:gridY] + dir[1]
if can_move_to?(newX, newY)
safe = !is_dangerous?(newX, newY)
if safe && !best_safe
best_dir = dir
best_safe = true
elsif !best_dir
best_dir = dir
end
end
end
if best_dir
player[:gridX] += best_dir[0]
player[:gridY] += best_dir[1]
end
player[:moveTimer] = 0
return
end
# normal movement with timer
player[:moveTimer] += 1
return if player[:moveTimer] < 20
player[:moveTimer] = 0
ai_move_and_bomb(player)
end
# check if a position is dangerous (bomb blast zone or explosion)
def is_dangerous?(gridX, gridY)
# check explosions
$explosions.each do |expl|
explGridX = (expl[:x] / TILE_SIZE).floor
explGridY = (expl[:y] / TILE_SIZE).floor
return true if gridX == explGridX && gridY == explGridY
end
# check bombs and their blast zones
$bombs.each do |bomb|
bombGridX = (bomb[:x] / TILE_SIZE).floor
bombGridY = (bomb[:y] / TILE_SIZE).floor
# bomb position
return true if gridX == bombGridX && gridY == bombGridY
# horizontal blast zone
if gridY == bombGridY
if (gridX - bombGridX).abs <= 1
# check if wall blocks the blast
if gridX < bombGridX
return true if $map[gridY][gridX + 1] != SOLID_WALL
elsif gridX > bombGridX
return true if $map[gridY][gridX - 1] != SOLID_WALL
end
end
end
# vertical blast zone
if gridX == bombGridX
if (gridY - bombGridY).abs <= 1
# check if wall blocks the blast
if gridY < bombGridY
return true if $map[gridY + 1][gridX] != SOLID_WALL
elsif gridY > bombGridY
return true if $map[gridY - 1][gridX] != SOLID_WALL
end
end
end
end
false
end
# find escape direction away from danger
def get_escape_direction(gridX, gridY)
return nil unless is_dangerous?(gridX, gridY)
# find direction away from nearest bomb
$bombs.each do |bomb|
bombGridX = (bomb[:x] / TILE_SIZE).floor
bombGridY = (bomb[:y] / TILE_SIZE).floor
# if on same row as bomb, move vertically
if gridY == bombGridY && (gridX - bombGridX).abs <= 1
return [0, -1] if can_move_to?(gridX, gridY - 1) && !is_dangerous?(gridX, gridY - 1)
return [0, 1] if can_move_to?(gridX, gridY + 1) && !is_dangerous?(gridX, gridY + 1)
end
# if on same column as bomb, move horizontally
if gridX == bombGridX && (gridY - bombGridY).abs <= 1
return [-1, 0] if can_move_to?(gridX - 1, gridY) && !is_dangerous?(gridX - 1, gridY)
return [1, 0] if can_move_to?(gridX + 1, gridY) && !is_dangerous?(gridX + 1, gridY)
end
end
nil
end
# try to escape in any safe direction
def try_escape_any_direction(player)
dirs = [[0, -1], [0, 1], [-1, 0], [1, 0]].shuffle
dirs.each do |dir|
newX = player[:gridX] + dir[0]
newY = player[:gridY] + dir[1]
if can_move_to?(newX, newY) && !is_dangerous?(newX, newY)
player[:gridX] = newX
player[:gridY] = newY
return
end
end
end
# escape immediately after placing bomb - choose best direction
def escape_from_own_bomb(player)
bombGridX = player[:gridX]
bombGridY = player[:gridY]
dirs = [[0, -1], [0, 1], [-1, 0], [1, 0]]
# find the best escape direction
best_dir = nil
best_score = -999
dirs.each do |dir|
newX = player[:gridX] + dir[0]
newY = player[:gridY] + dir[1]
next unless can_move_to?(newX, newY)
score = 0
# strongly prefer positions outside our new bomb's blast zone
if !in_blast_zone?(newX, newY, bombGridX, bombGridY)
score += 100
end
# count escape routes from this position (excluding back to bomb)
dirs.each do |dir2|
checkX = newX + dir2[0]
checkY = newY + dir2[1]
next if checkX == bombGridX && checkY == bombGridY # don't count going back
if can_move_to?(checkX, checkY)
score += 10
# extra points if that position is also safe
score += 20 unless in_blast_zone?(checkX, checkY, bombGridX, bombGridY)
end
end
if score > best_score
best_score = score
best_dir = dir
end
end
# move if we found a direction
if best_dir
player[:gridX] += best_dir[0]
player[:gridY] += best_dir[1]
end
end
# check if there's a breakable wall adjacent to position
def has_adjacent_breakable_wall?(gridX, gridY)
dirs = [[0, -1], [0, 1], [-1, 0], [1, 0]]
dirs.each do |dir|
checkX = gridX + dir[0]
checkY = gridY + dir[1]
if checkX >= 0 && checkX <= 14 && checkY >= 0 && checkY <= 8
return true if $map[checkY][checkX] == BREAKABLE_WALL
end
end
false
end
# check if a position would be in blast zone of a bomb at bombX, bombY
def in_blast_zone?(gridX, gridY, bombGridX, bombGridY)
# same position as bomb
return true if gridX == bombGridX && gridY == bombGridY
# horizontal blast (1 tile range)
if gridY == bombGridY && (gridX - bombGridX).abs <= 1
# check if wall blocks blast
if gridX < bombGridX
return $map[gridY][gridX + 1] != SOLID_WALL
elsif gridX > bombGridX
return $map[gridY][gridX - 1] != SOLID_WALL
end
end
# vertical blast (1 tile range)
if gridX == bombGridX && (gridY - bombGridY).abs <= 1
if gridY < bombGridY
return $map[gridY + 1][gridX] != SOLID_WALL
elsif gridY > bombGridY
return $map[gridY - 1][gridX] != SOLID_WALL
end
end
false
end
# check if there's a safe path to escape from bomb blast zone
# uses BFS to find if any safe tile is reachable
def has_safe_escape_route?(gridX, gridY)
bombGridX = gridX
bombGridY = gridY
# BFS to find safe position
visited = {}
queue = []
# start from adjacent positions (first move after placing bomb)
dirs = [[0, -1], [0, 1], [-1, 0], [1, 0]]
dirs.each do |dir|
newX = gridX + dir[0]
newY = gridY + dir[1]
if can_move_to?(newX, newY) && !is_dangerous?(newX, newY)
queue << [newX, newY, 1] # position and distance
visited["#{newX},#{newY}"] = true
end
end
while !queue.empty?
cx, cy, dist = queue.shift
# check if this position is safe (outside blast zone)
unless in_blast_zone?(cx, cy, bombGridX, bombGridY)
return true
end
# if we can move 3+ steps, we should be able to escape
# (bomb timer gives us enough time)
if dist >= 3
return true
end
# explore neighbors
dirs.each do |dir|
newX = cx + dir[0]
newY = cy + dir[1]
key = "#{newX},#{newY}"
if can_move_to?(newX, newY) && !visited[key] && !is_dangerous?(newX, newY)
visited[key] = true
queue << [newX, newY, dist + 1]
end
end
end
false
end
# simple check for escape route (legacy, kept for compatibility)
def has_escape_route?(gridX, gridY)
has_safe_escape_route?(gridX, gridY)
end
# place bomb for any player
def place_bomb(player)
return if player[:activeBombs] >= player[:maxBombs]
bombX = player[:gridX] * TILE_SIZE
bombY = player[:gridY] * TILE_SIZE
already_bomb = $bombs.any? { |b| b[:x] == bombX && b[:y] == bombY }
unless already_bomb
$bombs << { x: bombX, y: bombY, timer: BOMB_TIMER, owner: player }
player[:activeBombs] += 1
end
end
# AI movement and bombing logic
def ai_move_and_bomb(player)
# find nearest human player to chase
human = $players.find { |p| !p[:is_ai] }
return unless human
dx = human[:gridX] - player[:gridX]
dy = human[:gridY] - player[:gridY]
dist = dx.abs + dy.abs
# decide if should place bomb
should_bomb = false
should_bomb = true if dist <= 2
should_bomb = true if has_adjacent_breakable_wall?(player[:gridX], player[:gridY])
# place bomb if should and can
if should_bomb && player[:activeBombs] < player[:maxBombs] && player[:bombCooldown] <= 0
if has_escape_route?(player[:gridX], player[:gridY])
place_bomb(player)
player[:bombCooldown] = 90
escape_from_own_bomb(player)
return
end
end
# move toward human player
dirs = []
if dx > 0
dirs << [1, 0]
elsif dx < 0
dirs << [-1, 0]
end
if dy > 0
dirs << [0, 1]
elsif dy < 0
dirs << [0, -1]
end
dirs += [[0, -1], [0, 1], [-1, 0], [1, 0]].shuffle
dirs.each do |dir|
newGridX = player[:gridX] + dir[0]
newGridY = player[:gridY] + dir[1]
if can_move_to?(newGridX, newGridY) && !is_dangerous?(newGridX, newGridY)
player[:gridX] = newGridX
player[:gridY] = newGridY
return
end
end
end
def can_move_to?(gridX, gridY)
return false if gridX < 0 || gridY < 0 || gridX > 14 || gridY > 8
return false if $map[gridY][gridX] >= SOLID_WALL
true
end
# sprite indices (in SPRITES section, starts at 256)
# 8x8 sprites scaled to ~12-16 pixels
ASTRONAUT_BLUE = 256 # sprite 0
ASTRONAUT_RED = 257 # sprite 1
BOMB_SPRITE = 258 # sprite 2
BREAKABLE_WALL_SPRITE = 259 # sprite 3 - brick pattern
SOLID_WALL_SPRITE = 260 # sprite 4 - solid gray
def draw_player_sprite(x, y, is_player1)
sprite_id = is_player1 ? ASTRONAUT_BLUE : ASTRONAUT_RED
# 8x8 sprite with scale=2 -> 16x16, offset to center
spr(sprite_id, x, y, 0, 2)
end
def draw_bomb_sprite(x, y)
# 8x8 sprite with scale=2 -> 16x16
spr(BOMB_SPRITE, x, y, 0, 2)
end
# reset any player to spawn position
def reset_player_entity(player)
player[:gridX] = player[:spawnX]
player[:gridY] = player[:spawnY]
player[:pixelX] = player[:spawnX] * TILE_SIZE
player[:pixelY] = player[:spawnY] * TILE_SIZE
player[:moving] = false
player[:maxBombs] = 1
player[:activeBombs] = 0
player[:bombCooldown] = 0
end
def explode(bombX, bombY)
$explosions << { x: bombX, y: bombY, timer: EXPLOSION_TIMER }
# horizontal explosion
[-1, 1].each do |dir|
explX = bombX + dir * TILE_SIZE
gridX = (explX / TILE_SIZE).floor
gridY = (bombY / TILE_SIZE).floor
if gridX >= 0 && gridX <= 14
tile = $map[gridY][gridX]
if tile == EMPTY
$explosions << { x: explX, y: bombY, timer: EXPLOSION_TIMER }
elsif tile == BREAKABLE_WALL
$map[gridY][gridX] = EMPTY
$explosions << { x: explX, y: bombY, timer: EXPLOSION_TIMER }
end
end
end
# vertical explosion
[-1, 1].each do |dir|
explY = bombY + dir * TILE_SIZE
gridX = (bombX / TILE_SIZE).floor
gridY = (explY / TILE_SIZE).floor
if gridY >= 0 && gridY <= 8
tile = $map[gridY][gridX]
if tile == EMPTY
$explosions << { x: bombX, y: explY, timer: EXPLOSION_TIMER }
elsif tile == BREAKABLE_WALL
$map[gridY][gridX] = EMPTY
$explosions << { x: bombX, y: explY, timer: EXPLOSION_TIMER }
end
end
end
end
# <TILES>
# 001:eccccccccc888888caaaaaaaca888888cacccccccacc0ccccacc0ccccacc0ccc
# 002:ccccceee8888cceeaaaa0cee888a0ceeccca0ccc0cca0c0c0cca0c0c0cca0c0c
# 003:eccccccccc888888caaaaaaaca888888cacccccccacccccccacc0ccccacc0ccc
# 004:ccccceee8888cceeaaaa0cee888a0ceeccca0cccccca0c0c0cca0c0c0cca0c0c
# 017:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
# 018:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
# 019:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
# 020:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
# 032:00cccc0000cccc000ccccccc0ccc1ccc0cc111cc0ccc1cccccccccccccc00ccc
# 033:00000000000000000c0000c00c0000c00cc00cc000cccc0000cccc0000000000
# 048:0cc00ccc0cc00ccc00c00cc000c00cc0000cc000000cc00000000000000c0c00
# 049:00000000000000000000000000000000000000000000000000000000000c0c00
# 064:00222200022222200222f2220222f22202222222002222000022220000200200
# 065:00000000000000000200002002000020022002200022220000222200000c0c00
# </TILES>
# <WAVES>
# 000:00000000ffffffff00000000ffffffff
# 001:0123456789abcdeffedcba9876543210
# 002:0123456789abcdef0123456789abcdef
# </WAVES>
# <SFX>
# 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
# </SFX>
# <TRACKS>
# 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
# </TRACKS>
# <SPRITES>
# 000:00cccc000c1cc1c00ccccccc00cccc000c0cc0c00c0cc0c00000000000000000
# 001:00222200021221200222222200222200020220200202202000000000000000000
# 002:00043000001111000111111001111110011111100011110000011000000000000
# 003:ddd1ddddddd1dddd1111111ddddd1dddddddd1dd1111111ddd1ddddddd1ddddd
# 004:8888888888888888888888888888888888888888888888888888888888888888
# </SPRITES>
# <PALETTE>
# 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
# </PALETTE>