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Monkey-X - 2d Sidescrolling platformer with ai and bumpblocks - code example.monkey
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Monkey-X - 2d Sidescrolling platformer with ai and bumpblocks - code example.monkey
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Import mojo
' The most left and most right tiles do not get drawn.
Global map:Int[][] = [ [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1],
[1,0,0,0,0,0,0,0,0,1,2,2,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,2,2,2,1,0,0,0,0,0,0,0,1,1,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1],
[1,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,3,0,3,0,0,0,0,0,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]]
Const mapwidth:Int=50
Const mapheight:Int=10
Const tilewidth:Int=32
Const tileheight:Int=32
' Level array x location (left of the screen)
Global mapx:Int = 0
' Scrolling offset
Global mapsx:Int = 0
Class baddie
Field d:String = "left"
Field x:Float
Field y:Float
Field w:Int=20
Field h:Int=12
Field isjumping:Bool=False
Field incy:Float=0
Method update()
If isjumping = True
If incy < 5 Then incy+=.3
For Local i=0 Until incy
If btc(x,y,0,1) = False
y+=1
Else
isjumping=False
Exit
End If
Next
End If
Select d
Case "left"
For Local i = 0 Until 1
If x-1<0 Then
d = "right"
Exit
End If
If isjumping = False And btc(x,y,0,1) = False
incy = 0
isjumping = True
End If
If btc(x,y,-1,0) = True
d="right"
Exit
End If
x-=1
Next
Case "right"
For Local i=0 Until 1
If x+w+1>mapwidth*tilewidth Then
d="left"
Exit
End If
If btc(x,y,1,0) = True
d="left"
Exit
End If
x+=1
Next
End Select
End Method
Method New(_x:Float,_y:Float)
x=_x
y=_y
End Method
Method draw()
SetColor 255,0,0
Local x1 = x-(mapx*tilewidth)+mapsx
Local y1 = y+tileheight-h
DrawRect x1,y1,w,h
End Method
End Class
Class player
Field x:Float=32*3
Field y:Float=32*3
Field w:Int=32
Field h:Int=32
Field incy:Float=0
Field isjumping:Bool=False
Method update()
If KeyDown(KEY_SPACE)
If isjumping = False
isjumping = True
incy=-9
End If
End If
If KeyDown(KEY_RIGHT)
For Local i=0 Until 5
If ptc(1,0) = False
x+=1
Else
Exit
End If
Next
End If
If KeyDown(KEY_LEFT)
For Local i=0 Until 5
If ptc(-1,0) = False
x-=1
Else
Exit
End If
Next
End If
If isjumping = False
If ptc(0,1) = False
incy = 0
isjumping = True
End If
End If
If isjumping = True
If incy>=0
If incy<5 Then incy+=.3
For Local i=0 Until incy
If ptc(0,1) = False
y+=1
Else
incy = 0
isjumping = False
Exit
End If
Next
End If
If incy<0
incy+=.3
For Local i=0 Until Abs(incy)
If ptc(0,-1) = False
y-=1
Else
If psc(0,-1) = True
End If
incy=0
Exit
End If
Next
End If
End If
End Method
Method draw()
SetColor 255,255,0
DrawRect x,y,w,h
SetColor 255,255,255
DrawText "P",x+w/2,y+h/2,0.5,0.5
End Method
End Class
Global b:List<baddie> = New List<baddie>
Global p:player = New player
Class MyGame Extends App
Method OnCreate()
SetUpdateRate(60)
For Local y=0 Until mapheight
For Local x=0 Until mapwidth
If map[y][x] = 3
b.AddLast(New baddie(x*tilewidth,y*tileheight))
End If
Next
Next
End Method
Method OnUpdate()
p.update
For Local i:=Eachin b
i.update
Next
alignmap
End Method
Method OnRender()
Cls 0,0,0
SetColor 255,255,255
For Local y=0 Until 10
For Local x=0 Until 21
Local x1=x*tilewidth+mapsx-tilewidth
Local y1 = y*tileheight
Select map[y][x+mapx]
Case 1
SetColor 255,255,255
DrawRect x1,y1,tilewidth,tileheight
Case 2
SetColor 255,155,22
DrawRect x1,y1,tilewidth,tileheight
SetColor 255,255,255
DrawText "B",x1+tilewidth/2,y1+tileheight/2,0.5,0.5
End Select
Next
Next
For Local i:=Eachin b
i.draw
Next
p.draw
DrawText "Use cursor Left and Right and space to control player.",10,20
End
End
Function alignmap:Bool()
For Local i=0 Until 5
If p.x > DeviceWidth / 2
If mapx+20 < mapwidth-1
mapsx-=1
If mapsx < 0 Then
mapsx = 31
mapx += 1
Endif
p.x-=1
End If
End If
Next
For Local i=0 Until 5
If p.x < DeviceWidth / 2
If mapx > 0
mapsx+=1
If mapsx > 32 Then
mapsx = 0
mapx -= 1
Endif
p.x+=1
End If
End If
Next
End Function
'player collide with special blocks true/false
Function psc:Bool(offsetx:Int=0,offsety:Int=0)
Local cx = (p.x+offsetx)/tilewidth+mapx
Local cy = (p.y+offsety)/tileheight
For Local y2=cy-1 Until cy+4
For Local x2=cx-1 Until cx+4
If x2>=0 And x2<mapwidth And y2>=0 And y2<mapheight
If map[y2][x2] = 2
Local x3 = (x2-mapx)*tilewidth-32+mapsx
Local y3 = y2*tileheight
If rectsoverlap(p.x+offsetx,p.y+offsety,p.w,p.h,x3,y3,tilewidth,tileheight) = True
map[y2][x2] = 1
Return True
End If
End If
End If
Next
Next
Return False
End Function
'player collide with solid blocks true/false
Function ptc:Bool(offsetx:Int=0,offsety:Int=0)
Local cx = (p.x+offsetx)/tilewidth+mapx
Local cy = (p.y+offsety)/tileheight
For Local y2=cy-1 Until cy+4
For Local x2=cx-1 Until cx+4
If x2>=0 And x2<mapwidth And y2>=0 And y2<mapheight
If map[y2][x2] = 1 Or map[y2][x2] = 2
Local x3 = (x2-mapx)*tilewidth-32+mapsx
Local y3 = y2*tileheight
If rectsoverlap(p.x+offsetx,p.y+offsety,p.w,p.h,x3,y3,tilewidth,tileheight) = True
Return True
End If
End If
End If
Next
Next
Return False
End Function
'baddie collide with solid blocks true/false
Function btc:Bool(x1:Int,y1:Int,offsetx:Int=0,offsety:Int=0)
Local cx = (x1+offsetx)/tilewidth
Local cy = (y1+offsety)/tileheight
For Local y2=cy-1 Until cy+4
For Local x2=cx-1 Until cx+4
If x2>=0 And x2<mapwidth And y2>=0 And y2<mapheight
If map[y2][x2] = 1 Or map[y2][x2] = 2
Local x3 = (x2)*tilewidth-32
Local y3 = y2*tileheight
If rectsoverlap(x1+offsetx,y1+offsety+tileheight-12,20,12,x3,y3,tilewidth,tileheight) = True
Return True
End If
End If
End If
Next
Next
Return False
End Function
Function rectsoverlap:Bool(x1:Int, y1:Int, w1:Int, h1:Int, x2:Int, y2:Int, w2:Int, h2:Int)
If x1 >= (x2 + w2) Or (x1 + w1) <= x2 Then Return False
If y1 >= (y2 + h2) Or (y1 + h1) <= y2 Then Return False
Return True
End Function
Function Main()
New MyGame()
End