# title: game title
# author: game developer, email, etc.
# desc: short description
# site: website link
# license: MIT License (change this to your license of choice)
# 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
# player (grid position and pixel position for animation)
$player = {
gridX: 1,
gridY: 1,
pixelX: 16,
pixelY: 16,
moving: false,
maxBombs: 1,
activeBombs: 0
}
# powerups (extra bombs hidden under breakable walls)
$powerups = []
# game objects
$bombs = []
$explosions = []
# enemy (grid position and pixel position for animation)
$enemy = {
gridX: 13,
gridY: 7,
pixelX: 208,
pixelY: 112,
moving: false,
moveTimer: 0
}
# 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(0)
# handle player movement
update_player
# place bomb (only if we have available bombs)
if btnp(4) && $player[:activeBombs] < $player[:maxBombs]
bombX = $player[:gridX] * TILE_SIZE
bombY = $player[:gridY] * TILE_SIZE
# check if there's already a bomb at this position
already_bomb = $bombs.any? { |b| b[:x] == bombX && b[:y] == bombY }
unless already_bomb
$bombs << { x: bombX, y: bombY, timer: BOMB_TIMER }
$player[:activeBombs] += 1
end
end
# update bombs
$bombs.reverse_each do |bomb|
bomb[:timer] -= 1
if bomb[:timer] <= 0
explode(bomb[:x], bomb[:y])
$bombs.delete(bomb)
$player[:activeBombs] -= 1
end
end
# update explosions
$explosions.reverse_each do |expl|
expl[:timer] -= 1
$explosions.delete(expl) if expl[:timer] <= 0
end
# 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
rect(drawX, drawY, TILE_SIZE, TILE_SIZE, 8)
elsif tile == BREAKABLE_WALL
rect(drawX, drawY, TILE_SIZE, TILE_SIZE, 4)
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
# draw bomb powerup as small circle with B
rect(drawX + 3, drawY + 3, 10, 10, 6)
print("B", drawX + 5, drawY + 5, 0)
end
end
# check powerup pickup
$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
# draw bombs
$bombs.each do |bomb|
circ(bomb[:x] + 8, bomb[:y] + 8, 6, 2)
end
# draw explosions
$explosions.each do |expl|
rect(expl[:x], expl[:y], TILE_SIZE, TILE_SIZE, 6)
end
# update enemy
update_enemy
# draw player (centered in tile)
rect($player[:pixelX] + 2, $player[:pixelY] + 2, PLAYER_SIZE, PLAYER_SIZE, 12)
# draw enemy (centered in tile)
rect($enemy[:pixelX] + 2, $enemy[:pixelY] + 2, PLAYER_SIZE, PLAYER_SIZE, 2)
# check player death by explosion (grid-based)
$explosions.each do |expl|
explGridX = (expl[:x] / TILE_SIZE).floor
explGridY = (expl[:y] / TILE_SIZE).floor
if $player[:gridX] == explGridX && $player[:gridY] == explGridY
reset_player
end
end
# check player death by enemy (grid-based)
if $player[:gridX] == $enemy[:gridX] && $player[:gridY] == $enemy[:gridY]
reset_player
end
# check enemy death by explosion (grid-based)
$explosions.each do |expl|
explGridX = (expl[:x] / TILE_SIZE).floor
explGridY = (expl[:y] / TILE_SIZE).floor
if $enemy[:gridX] == explGridX && $enemy[:gridY] == explGridY
reset_enemy
end
end
print("ARROWS:MOVE A:BOMB", 50, 2, 15)
available = $player[:maxBombs] - $player[:activeBombs]
print("BOMBS:#{available}/#{$player[:maxBombs]}", 170, 2, 11)
end
def update_player
targetX = $player[:gridX] * TILE_SIZE
targetY = $player[:gridY] * TILE_SIZE
# animate toward target position
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
# only accept input when not moving
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
# check if new grid position is valid
if can_move_to?(newGridX, newGridY)
$player[:gridX] = newGridX
$player[:gridY] = newGridY
end
end
def update_enemy
targetX = $enemy[:gridX] * TILE_SIZE
targetY = $enemy[:gridY] * TILE_SIZE
# animate toward target position
if $enemy[:pixelX] < targetX
$enemy[:pixelX] = [$enemy[:pixelX] + MOVE_SPEED, targetX].min
$enemy[:moving] = true
elsif $enemy[:pixelX] > targetX
$enemy[:pixelX] = [$enemy[:pixelX] - MOVE_SPEED, targetX].max
$enemy[:moving] = true
elsif $enemy[:pixelY] < targetY
$enemy[:pixelY] = [$enemy[:pixelY] + MOVE_SPEED, targetY].min
$enemy[:moving] = true
elsif $enemy[:pixelY] > targetY
$enemy[:pixelY] = [$enemy[:pixelY] - MOVE_SPEED, targetY].max
$enemy[:moving] = true
else
$enemy[:moving] = false
end
# only move when animation is complete
return if $enemy[:moving]
$enemy[:moveTimer] += 1
return if $enemy[:moveTimer] < 30
$enemy[:moveTimer] = 0
# pick random direction
dirs = [[0, -1], [0, 1], [-1, 0], [1, 0]]
dir = rand(4)
newGridX = $enemy[:gridX] + dirs[dir][0]
newGridY = $enemy[:gridY] + dirs[dir][1]
if can_move_to?(newGridX, newGridY)
$enemy[:gridX] = newGridX
$enemy[:gridY] = newGridY
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
def reset_player
$player[:gridX] = 1
$player[:gridY] = 1
$player[:pixelX] = 16
$player[:pixelY] = 16
$player[:moving] = false
$player[:maxBombs] = 1
$player[:activeBombs] = 0
end
def reset_enemy
$enemy[:gridX] = 13
$enemy[:gridY] = 7
$enemy[:pixelX] = 208
$enemy[:pixelY] = 112
$enemy[:moving] = false
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
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