|
| 1 | +/* |
| 2 | +@title: Skibidi Slicers |
| 3 | +@author: 22yeets22 |
| 4 | +@tags: [] |
| 5 | +@addedOn: 2025-01-17 |
| 6 | +*/ |
| 7 | +const player = "p"; |
| 8 | +const enemy = "e"; |
| 9 | +const swordUp = "u"; |
| 10 | +const swordLeft = "l"; |
| 11 | +const swordRight = "r"; |
| 12 | +const swordDown = "d"; |
| 13 | +const background = "b"; |
| 14 | + |
| 15 | +// Add cooldown configuration |
| 16 | +let lastSwordThrow = 0; |
| 17 | + |
| 18 | +setLegend( |
| 19 | + [player, bitmap` |
| 20 | +........000..... |
| 21 | +.7.....00..0.... |
| 22 | +.77....0...00... |
| 23 | +..7....0....0... |
| 24 | +..755...00000... |
| 25 | +..500...0....... |
| 26 | +.5.C.000........ |
| 27 | +....C..0000..... |
| 28 | +......0...0..... |
| 29 | +......0......... |
| 30 | +....000......... |
| 31 | +...00..0........ |
| 32 | +..00...0........ |
| 33 | +.00.....0....... |
| 34 | +........0....... |
| 35 | +........0.......`], |
| 36 | + [enemy, bitmap` |
| 37 | +.....2CCC.2..... |
| 38 | +.....CCCCC2..... |
| 39 | +....2C0C0C2..... |
| 40 | +....2CCCC02..... |
| 41 | +....2.C00C2..... |
| 42 | +....22CCC22..... |
| 43 | +..2277CC7722.... |
| 44 | +..2277CC7772.... |
| 45 | +..2227CC7722.... |
| 46 | +..2222222222.... |
| 47 | +..2222222222.... |
| 48 | +..2222222222.... |
| 49 | +..222222222..... |
| 50 | +...2222222...... |
| 51 | +...222222....... |
| 52 | +....22222.......`], |
| 53 | + [swordUp, bitmap` |
| 54 | +................ |
| 55 | +.......7........ |
| 56 | +.......7........ |
| 57 | +.......7........ |
| 58 | +.......77....... |
| 59 | +.......77....... |
| 60 | +.......77....... |
| 61 | +.......77....... |
| 62 | +.......77....... |
| 63 | +.......77....... |
| 64 | +......5757...... |
| 65 | +.....555555..... |
| 66 | +.......CC....... |
| 67 | +.......CC....... |
| 68 | +.......CC....... |
| 69 | +.......C........`], |
| 70 | + [swordLeft, bitmap` |
| 71 | +................ |
| 72 | +................ |
| 73 | +................ |
| 74 | +................ |
| 75 | +................ |
| 76 | +...........5.... |
| 77 | +..........75.... |
| 78 | +....77777755CCC. |
| 79 | +.77777777775CCCC |
| 80 | +..........55.... |
| 81 | +...........5.... |
| 82 | +................ |
| 83 | +................ |
| 84 | +................ |
| 85 | +................ |
| 86 | +................`], |
| 87 | + [swordRight, bitmap` |
| 88 | +................ |
| 89 | +................ |
| 90 | +................ |
| 91 | +................ |
| 92 | +................ |
| 93 | +....5........... |
| 94 | +....55.......... |
| 95 | +CCCC57777777777. |
| 96 | +.CCC55777777.... |
| 97 | +....57.......... |
| 98 | +....5........... |
| 99 | +................ |
| 100 | +................ |
| 101 | +................ |
| 102 | +................ |
| 103 | +................`], |
| 104 | + [swordDown, bitmap` |
| 105 | +........C....... |
| 106 | +.......CC....... |
| 107 | +.......CC....... |
| 108 | +.......CC....... |
| 109 | +.....555555..... |
| 110 | +......7575...... |
| 111 | +.......77....... |
| 112 | +.......77....... |
| 113 | +.......77....... |
| 114 | +.......77....... |
| 115 | +.......77....... |
| 116 | +.......77....... |
| 117 | +........7....... |
| 118 | +........7....... |
| 119 | +........7....... |
| 120 | +................`], |
| 121 | + [background, bitmap` |
| 122 | +4444444444444444 |
| 123 | +444444444444L444 |
| 124 | +44444444D4411444 |
| 125 | +444444444441L144 |
| 126 | +4444444444444444 |
| 127 | +4444444444444444 |
| 128 | +44444444444D4444 |
| 129 | +444D444444D44444 |
| 130 | +44444444444D4444 |
| 131 | +4444444444444444 |
| 132 | +4444444444444444 |
| 133 | +4414444444444444 |
| 134 | +4144D4444D444444 |
| 135 | +444D444444444444 |
| 136 | +4444444444444444 |
| 137 | +4444444444444444`], |
| 138 | +); |
| 139 | + |
| 140 | +const song = tune` |
| 141 | +500, |
| 142 | +500: C5~500 + E5^500 + G4/500, |
| 143 | +500: A4~500, |
| 144 | +500: B4^500, |
| 145 | +500: C5~500 + E5^500 + G4/500, |
| 146 | +500, |
| 147 | +500: D5~500 + F5^500 + A4/500, |
| 148 | +500: G4~500, |
| 149 | +500: F4^500, |
| 150 | +500: E5~500 + G5^500 + C5/500, |
| 151 | +500, |
| 152 | +500: C5~500 + E5^500, |
| 153 | +500: D5/500, |
| 154 | +500: E5~500 + G5^500, |
| 155 | +500: F5~500, |
| 156 | +500: G5^500, |
| 157 | +500: A5~500 + E5/500, |
| 158 | +500, |
| 159 | +500: G5-500 + B5-500, |
| 160 | +500, |
| 161 | +500: E5~500 + G5^500, |
| 162 | +1000, |
| 163 | +500: C5~500 + E5^500 + G4/500, |
| 164 | +500: B4~500, |
| 165 | +500: A4^500, |
| 166 | +500: G4/500, |
| 167 | +500: C5~500, |
| 168 | +2000`; |
| 169 | +const playback = playTune(song, Infinity); |
| 170 | + |
| 171 | +const pewSound = tune` |
| 172 | +254.23728813559322: B5^254.23728813559322, |
| 173 | +7881.35593220339`; |
| 174 | +const deathSound = tune` |
| 175 | +500, |
| 176 | +500: C5~500 + G4/500, |
| 177 | +500: A4~500 + F4/500, |
| 178 | +500: F4~500 + E4/500, |
| 179 | +500: E4~500 + D4/500, |
| 180 | +500: E4~500 + C4/500, |
| 181 | +500: C4~500, |
| 182 | +500: C4~500, |
| 183 | +12000`; |
| 184 | + |
| 185 | +setBackground(background); |
| 186 | +setSolids([]); |
| 187 | + |
| 188 | +let gameOver = false; |
| 189 | +let playerHealth = 100; |
| 190 | +let wave = 0; |
| 191 | +const swordLifetimes = new Map(); |
| 192 | + |
| 193 | +const levels = [ |
| 194 | + map` |
| 195 | +e.............. |
| 196 | +............... |
| 197 | +............... |
| 198 | +............... |
| 199 | +............... |
| 200 | +............... |
| 201 | +............... |
| 202 | +.......p....... |
| 203 | +............... |
| 204 | +............... |
| 205 | +............... |
| 206 | +............... |
| 207 | +............... |
| 208 | +............... |
| 209 | +..............e` |
| 210 | +]; |
| 211 | + |
| 212 | +setMap(levels[0]); |
| 213 | + |
| 214 | +setPushables({ |
| 215 | + [player]: [] |
| 216 | +}); |
| 217 | + |
| 218 | +onInput("w", () => movePlayer(0, -1)); |
| 219 | +onInput("s", () => movePlayer(0, 1)); |
| 220 | +onInput("a", () => movePlayer(-1, 0)); |
| 221 | +onInput("d", () => movePlayer(1, 0)); |
| 222 | + |
| 223 | +onInput("i", () => throwSword(0, -1)); |
| 224 | +onInput("j", () => throwSword(-1, 0)); |
| 225 | +onInput("k", () => throwSword(0, 1)); |
| 226 | +onInput("l", () => throwSword(1, 0)); |
| 227 | + |
| 228 | +function throwSword(x, y) { |
| 229 | + if (gameOver) return; |
| 230 | + |
| 231 | + // Check cooldown |
| 232 | + const currentTime = Date.now(); |
| 233 | + if (currentTime - lastSwordThrow < 250) { |
| 234 | + return; // Sword is still on cooldown |
| 235 | + } |
| 236 | + playTune(pewSound); |
| 237 | + |
| 238 | + const playerPos = getFirst(player); |
| 239 | + const swordType = x === 0 && y === -1 ? swordUp : |
| 240 | + x === 0 && y === 1 ? swordDown : |
| 241 | + x === -1 && y === 0 ? swordLeft : |
| 242 | + x === 1 && y === 0 ? swordRight : null; |
| 243 | + if (swordType) { |
| 244 | + const sword = addSprite(playerPos.x, playerPos.y, swordType); |
| 245 | + swordLifetimes.set(sword, 5); // Swords last for 5 moves |
| 246 | + lastSwordThrow = currentTime; // Update last throw time |
| 247 | + } |
| 248 | +} |
| 249 | + |
| 250 | +function movePlayer(x, y) { |
| 251 | + if (gameOver) return; |
| 252 | + const playerPos = getFirst(player); |
| 253 | + playerPos.x += x; |
| 254 | + playerPos.y += y; |
| 255 | +} |
| 256 | + |
| 257 | +function spawnEnemies() { |
| 258 | + for (let i = 0; i < Math.ceil(wave / 3 + Math.random() * 4); i++) { // Increase enemies as waves progress |
| 259 | + const x = Math.floor(Math.random() * width()); |
| 260 | + const y = Math.floor(Math.random() * height()); |
| 261 | + if (x != getFirst(player).x && y != getFirst(player).y) { |
| 262 | + addSprite(x, y, enemy); |
| 263 | + } |
| 264 | + } |
| 265 | +} |
| 266 | + |
| 267 | +function checkSword(sword) { |
| 268 | + getAll(enemy).forEach(enemySprite => { |
| 269 | + if (sword.x === enemySprite.x && sword.y === enemySprite.y) { |
| 270 | + enemySprite.remove(); |
| 271 | + sword.remove(); |
| 272 | + swordLifetimes.delete(sword); |
| 273 | + } |
| 274 | + }); |
| 275 | +} |
| 276 | + |
| 277 | +function moveSwords() { |
| 278 | + const directions = [ |
| 279 | + { dx: 0, dy: -1 }, |
| 280 | + { dx: 0, dy: 1 }, |
| 281 | + { dx: -1, dy: 0 }, |
| 282 | + { dx: 1, dy: 0 } |
| 283 | + ]; |
| 284 | + |
| 285 | + [swordUp, swordDown, swordLeft, swordRight].forEach((swordType, i) => { |
| 286 | + getAll(swordType).forEach(sword => { |
| 287 | + checkSword(sword); |
| 288 | + sword.x += directions[i].dx; |
| 289 | + sword.y += directions[i].dy; |
| 290 | + |
| 291 | + if (sword.x <= 0 || sword.x >= width() - 1 || sword.y <= 0 || sword.y >= height() - 1) { |
| 292 | + sword.remove(); |
| 293 | + swordLifetimes.delete(sword); |
| 294 | + } |
| 295 | + |
| 296 | + if (swordLifetimes.has(sword)) { |
| 297 | + swordLifetimes.set(sword, swordLifetimes.get(sword) - 1); |
| 298 | + if (swordLifetimes.get(sword) <= 0) { |
| 299 | + sword.remove(); |
| 300 | + swordLifetimes.delete(sword); |
| 301 | + } |
| 302 | + } |
| 303 | + }); |
| 304 | + }); |
| 305 | +} |
| 306 | + |
| 307 | +function moveEnemies() { |
| 308 | + const playerPos = getFirst(player); |
| 309 | + getAll(enemy).forEach(enemySprite => { |
| 310 | + const dx = playerPos.x - enemySprite.x; |
| 311 | + const dy = playerPos.y - enemySprite.y; |
| 312 | + if (Math.abs(dx) > Math.abs(dy)) { |
| 313 | + enemySprite.x += Math.sign(dx); |
| 314 | + } else { |
| 315 | + enemySprite.y += Math.sign(dy); |
| 316 | + } |
| 317 | + }); |
| 318 | +} |
| 319 | + |
| 320 | +function checkHealth() { |
| 321 | + const playerPos = getFirst(player); |
| 322 | + getAll(enemy).forEach(enemySprite => { |
| 323 | + if (enemySprite.x === playerPos.x && enemySprite.y === playerPos.y) { |
| 324 | + playerHealth -= 5; |
| 325 | + playerHealth = Math.max(playerHealth, 0); |
| 326 | + } |
| 327 | + }); |
| 328 | +} |
| 329 | + |
| 330 | +function displayHealth() { |
| 331 | + if (playerHealth == 0) { |
| 332 | + clearText(); |
| 333 | + addText("Game Over!", { x: 5, y: 6, color: color`9` }); |
| 334 | + addText(`You lasted ${Math.floor(wave / 5)} waves`, { x: 1, y: 9, color: color`7` }); |
| 335 | + gameOver = true; |
| 336 | + playTune(deathSound); |
| 337 | + } else { |
| 338 | + clearText(); |
| 339 | + addText(`Health: ${playerHealth}`, { x: 1, y: 0, color: color`3` }); |
| 340 | + } |
| 341 | +} |
| 342 | + |
| 343 | +displayHealth(); |
| 344 | +setInterval(() => { |
| 345 | + if (gameOver) return; |
| 346 | + if (wave % 5 === 0) spawnEnemies(); // Spawn enemies every 5 waves |
| 347 | + moveEnemies(); |
| 348 | + moveSwords(); |
| 349 | + checkHealth(); |
| 350 | + displayHealth(); |
| 351 | + wave++; |
| 352 | +}, 1000); |
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