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/* | ||
@title: getting_started | ||
@author: leo, edits | ||
@tags: ['tutorial'] | ||
@addedOn: 2022-07-26 | ||
Check the tutorial in the bottom right, the run button is in the top right. | ||
Make sure to remix this tutorial if you want to save your progress! | ||
*/ | ||
|
||
// Create a tune: | ||
const arriba = tune` | ||
500, | ||
500: B4~500, | ||
15000`; | ||
const abajo = tune` | ||
500, | ||
500: G5^500, | ||
15000`; | ||
const izquierda = tune` | ||
500, | ||
500: G5-500, | ||
15000;`; | ||
const derecha = tune` | ||
500, | ||
500: D5/500, | ||
15000`; | ||
|
||
// define the sprites in our game | ||
const player = "p"; | ||
const box = "b"; | ||
const goal = "g"; | ||
const wall = "w"; | ||
|
||
// assign bitmap art to each sprite | ||
setLegend( | ||
[ player, bitmap` | ||
......000....... | ||
.....00.00...... | ||
....00...0...... | ||
....0....0...... | ||
....0.0.00...... | ||
....0....0...... | ||
...00....00..... | ||
...0.......0.... | ||
...0....00000... | ||
...0....0.0000.. | ||
...0....0...00.. | ||
...000000....... | ||
.....0.0........ | ||
.....0.0........ | ||
.....0.0........ | ||
.....0000.......`], | ||
[ box, bitmap` | ||
................ | ||
................ | ||
........DD...... | ||
........DDDDDD.. | ||
.......9999DD... | ||
.....99999999... | ||
....999999999... | ||
....999999999... | ||
....999999999... | ||
....999999999... | ||
....99999999.... | ||
.....9999999.... | ||
.......9999..... | ||
................ | ||
................ | ||
................`], | ||
[ goal, bitmap` | ||
................ | ||
................ | ||
................ | ||
.CC.........C... | ||
CCCC.......C.CC. | ||
CC..CC....CCCC.. | ||
.CCCCCCCCCCCC... | ||
..CCCCC.CCCCC... | ||
..C.C.444C.CC... | ||
..CCCC999CCCC... | ||
..C.C.999CCCC... | ||
..C.CC999CC.C... | ||
..CCCCCCCCCCC... | ||
................ | ||
................ | ||
................`], | ||
[ wall, bitmap` | ||
0000000000000000 | ||
0000000000000000 | ||
0000000000000000 | ||
0000000000000000 | ||
0000000000000000 | ||
0000000000000000 | ||
0000000000000000 | ||
0000000000000000 | ||
0000000000000000 | ||
0000000000000000 | ||
0000000000000000 | ||
0000000000000000 | ||
0000000000000000 | ||
0000000000000000 | ||
0000000000000000 | ||
0000000000000000`] | ||
); | ||
|
||
// create game levels | ||
let level = 0; // this tracks the level we are on | ||
const levels = [ | ||
map` | ||
..p. | ||
.b.g | ||
....`, | ||
map` | ||
p.. | ||
.b. | ||
..g`, | ||
map` | ||
p.wg | ||
.bw. | ||
.... | ||
....`, | ||
map` | ||
p... | ||
...b | ||
...b | ||
.bbg`, | ||
map` | ||
... | ||
.p. | ||
...`, | ||
map` | ||
p.w. | ||
.bwg | ||
.... | ||
..bg` | ||
]; | ||
|
||
// set the map displayed to the current level | ||
const currentLevel = levels[level]; | ||
setMap(currentLevel); | ||
|
||
setSolids([ player, box, wall ]); // other sprites cannot go inside of these sprites | ||
|
||
// allow certain sprites to push certain other sprites | ||
setPushables({ | ||
[player]: [box], | ||
[box]: [box] | ||
}); | ||
|
||
// inputs for player movement control | ||
onInput("w", () => { | ||
getFirst(player).y -= 1; | ||
playTune(arriba); | ||
}); | ||
|
||
onInput("a", () => { | ||
getFirst(player).x -= 1; | ||
playTune(izquierda); | ||
}); | ||
|
||
onInput("s", () => { | ||
getFirst(player).y += 1; | ||
playTune(abajo); | ||
}); | ||
|
||
onInput("d", () => { | ||
getFirst(player).x += 1; | ||
playTune(derecha); | ||
}); | ||
|
||
// input to reset level | ||
onInput("j", () => { | ||
const currentLevel = levels[level]; // get the original map of the level | ||
|
||
// make sure the level exists before we load it | ||
if (currentLevel !== undefined) { | ||
clearText(""); | ||
setMap(currentLevel); | ||
} | ||
}); | ||
|
||
// these get run after every input | ||
afterInput(() => { | ||
// count the number of tiles with goals | ||
const targetNumber = tilesWith(goal).length; | ||
|
||
// count the number of tiles with goals and boxes | ||
const numberCovered = tilesWith(goal, box).length; | ||
|
||
// if the number of goals is the same as the number of goals covered | ||
// all goals are covered and we can go to the next level | ||
if (numberCovered === targetNumber) { | ||
// increase the current level number | ||
level = level + 1; | ||
|
||
const currentLevel = levels[level]; | ||
|
||
// make sure the level exists and if so set the map | ||
// otherwise, we have finished the last level, there is no level | ||
// after the last level | ||
if (currentLevel !== undefined) { | ||
setMap(currentLevel); | ||
} else { | ||
addText("you win!", { y: 4, color: color`3` }); | ||
} | ||
} | ||
}); |