-
Notifications
You must be signed in to change notification settings - Fork 1.2k
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
* Sprig App - Skibidi Slicers * Fixing metadata --------- Co-authored-by: graham <[email protected]>
- Loading branch information
Showing
1 changed file
with
352 additions
and
0 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,352 @@ | ||
/* | ||
@title: Skibidi Slicers | ||
@author: 22yeets22 | ||
@tags: [] | ||
@addedOn: 2025-01-17 | ||
*/ | ||
const player = "p"; | ||
const enemy = "e"; | ||
const swordUp = "u"; | ||
const swordLeft = "l"; | ||
const swordRight = "r"; | ||
const swordDown = "d"; | ||
const background = "b"; | ||
|
||
// Add cooldown configuration | ||
let lastSwordThrow = 0; | ||
|
||
setLegend( | ||
[player, bitmap` | ||
........000..... | ||
.7.....00..0.... | ||
.77....0...00... | ||
..7....0....0... | ||
..755...00000... | ||
..500...0....... | ||
.5.C.000........ | ||
....C..0000..... | ||
......0...0..... | ||
......0......... | ||
....000......... | ||
...00..0........ | ||
..00...0........ | ||
.00.....0....... | ||
........0....... | ||
........0.......`], | ||
[enemy, bitmap` | ||
.....2CCC.2..... | ||
.....CCCCC2..... | ||
....2C0C0C2..... | ||
....2CCCC02..... | ||
....2.C00C2..... | ||
....22CCC22..... | ||
..2277CC7722.... | ||
..2277CC7772.... | ||
..2227CC7722.... | ||
..2222222222.... | ||
..2222222222.... | ||
..2222222222.... | ||
..222222222..... | ||
...2222222...... | ||
...222222....... | ||
....22222.......`], | ||
[swordUp, bitmap` | ||
................ | ||
.......7........ | ||
.......7........ | ||
.......7........ | ||
.......77....... | ||
.......77....... | ||
.......77....... | ||
.......77....... | ||
.......77....... | ||
.......77....... | ||
......5757...... | ||
.....555555..... | ||
.......CC....... | ||
.......CC....... | ||
.......CC....... | ||
.......C........`], | ||
[swordLeft, bitmap` | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
...........5.... | ||
..........75.... | ||
....77777755CCC. | ||
.77777777775CCCC | ||
..........55.... | ||
...........5.... | ||
................ | ||
................ | ||
................ | ||
................ | ||
................`], | ||
[swordRight, bitmap` | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
....5........... | ||
....55.......... | ||
CCCC57777777777. | ||
.CCC55777777.... | ||
....57.......... | ||
....5........... | ||
................ | ||
................ | ||
................ | ||
................ | ||
................`], | ||
[swordDown, bitmap` | ||
........C....... | ||
.......CC....... | ||
.......CC....... | ||
.......CC....... | ||
.....555555..... | ||
......7575...... | ||
.......77....... | ||
.......77....... | ||
.......77....... | ||
.......77....... | ||
.......77....... | ||
.......77....... | ||
........7....... | ||
........7....... | ||
........7....... | ||
................`], | ||
[background, bitmap` | ||
4444444444444444 | ||
444444444444L444 | ||
44444444D4411444 | ||
444444444441L144 | ||
4444444444444444 | ||
4444444444444444 | ||
44444444444D4444 | ||
444D444444D44444 | ||
44444444444D4444 | ||
4444444444444444 | ||
4444444444444444 | ||
4414444444444444 | ||
4144D4444D444444 | ||
444D444444444444 | ||
4444444444444444 | ||
4444444444444444`], | ||
); | ||
|
||
const song = tune` | ||
500, | ||
500: C5~500 + E5^500 + G4/500, | ||
500: A4~500, | ||
500: B4^500, | ||
500: C5~500 + E5^500 + G4/500, | ||
500, | ||
500: D5~500 + F5^500 + A4/500, | ||
500: G4~500, | ||
500: F4^500, | ||
500: E5~500 + G5^500 + C5/500, | ||
500, | ||
500: C5~500 + E5^500, | ||
500: D5/500, | ||
500: E5~500 + G5^500, | ||
500: F5~500, | ||
500: G5^500, | ||
500: A5~500 + E5/500, | ||
500, | ||
500: G5-500 + B5-500, | ||
500, | ||
500: E5~500 + G5^500, | ||
1000, | ||
500: C5~500 + E5^500 + G4/500, | ||
500: B4~500, | ||
500: A4^500, | ||
500: G4/500, | ||
500: C5~500, | ||
2000`; | ||
const playback = playTune(song, Infinity); | ||
|
||
const pewSound = tune` | ||
254.23728813559322: B5^254.23728813559322, | ||
7881.35593220339`; | ||
const deathSound = tune` | ||
500, | ||
500: C5~500 + G4/500, | ||
500: A4~500 + F4/500, | ||
500: F4~500 + E4/500, | ||
500: E4~500 + D4/500, | ||
500: E4~500 + C4/500, | ||
500: C4~500, | ||
500: C4~500, | ||
12000`; | ||
|
||
setBackground(background); | ||
setSolids([]); | ||
|
||
let gameOver = false; | ||
let playerHealth = 100; | ||
let wave = 0; | ||
const swordLifetimes = new Map(); | ||
|
||
const levels = [ | ||
map` | ||
e.............. | ||
............... | ||
............... | ||
............... | ||
............... | ||
............... | ||
............... | ||
.......p....... | ||
............... | ||
............... | ||
............... | ||
............... | ||
............... | ||
............... | ||
..............e` | ||
]; | ||
|
||
setMap(levels[0]); | ||
|
||
setPushables({ | ||
[player]: [] | ||
}); | ||
|
||
onInput("w", () => movePlayer(0, -1)); | ||
onInput("s", () => movePlayer(0, 1)); | ||
onInput("a", () => movePlayer(-1, 0)); | ||
onInput("d", () => movePlayer(1, 0)); | ||
|
||
onInput("i", () => throwSword(0, -1)); | ||
onInput("j", () => throwSword(-1, 0)); | ||
onInput("k", () => throwSword(0, 1)); | ||
onInput("l", () => throwSword(1, 0)); | ||
|
||
function throwSword(x, y) { | ||
if (gameOver) return; | ||
|
||
// Check cooldown | ||
const currentTime = Date.now(); | ||
if (currentTime - lastSwordThrow < 250) { | ||
return; // Sword is still on cooldown | ||
} | ||
playTune(pewSound); | ||
|
||
const playerPos = getFirst(player); | ||
const swordType = x === 0 && y === -1 ? swordUp : | ||
x === 0 && y === 1 ? swordDown : | ||
x === -1 && y === 0 ? swordLeft : | ||
x === 1 && y === 0 ? swordRight : null; | ||
if (swordType) { | ||
const sword = addSprite(playerPos.x, playerPos.y, swordType); | ||
swordLifetimes.set(sword, 5); // Swords last for 5 moves | ||
lastSwordThrow = currentTime; // Update last throw time | ||
} | ||
} | ||
|
||
function movePlayer(x, y) { | ||
if (gameOver) return; | ||
const playerPos = getFirst(player); | ||
playerPos.x += x; | ||
playerPos.y += y; | ||
} | ||
|
||
function spawnEnemies() { | ||
for (let i = 0; i < Math.ceil(wave / 3 + Math.random() * 4); i++) { // Increase enemies as waves progress | ||
const x = Math.floor(Math.random() * width()); | ||
const y = Math.floor(Math.random() * height()); | ||
if (x != getFirst(player).x && y != getFirst(player).y) { | ||
addSprite(x, y, enemy); | ||
} | ||
} | ||
} | ||
|
||
function checkSword(sword) { | ||
getAll(enemy).forEach(enemySprite => { | ||
if (sword.x === enemySprite.x && sword.y === enemySprite.y) { | ||
enemySprite.remove(); | ||
sword.remove(); | ||
swordLifetimes.delete(sword); | ||
} | ||
}); | ||
} | ||
|
||
function moveSwords() { | ||
const directions = [ | ||
{ dx: 0, dy: -1 }, | ||
{ dx: 0, dy: 1 }, | ||
{ dx: -1, dy: 0 }, | ||
{ dx: 1, dy: 0 } | ||
]; | ||
|
||
[swordUp, swordDown, swordLeft, swordRight].forEach((swordType, i) => { | ||
getAll(swordType).forEach(sword => { | ||
checkSword(sword); | ||
sword.x += directions[i].dx; | ||
sword.y += directions[i].dy; | ||
|
||
if (sword.x <= 0 || sword.x >= width() - 1 || sword.y <= 0 || sword.y >= height() - 1) { | ||
sword.remove(); | ||
swordLifetimes.delete(sword); | ||
} | ||
|
||
if (swordLifetimes.has(sword)) { | ||
swordLifetimes.set(sword, swordLifetimes.get(sword) - 1); | ||
if (swordLifetimes.get(sword) <= 0) { | ||
sword.remove(); | ||
swordLifetimes.delete(sword); | ||
} | ||
} | ||
}); | ||
}); | ||
} | ||
|
||
function moveEnemies() { | ||
const playerPos = getFirst(player); | ||
getAll(enemy).forEach(enemySprite => { | ||
const dx = playerPos.x - enemySprite.x; | ||
const dy = playerPos.y - enemySprite.y; | ||
if (Math.abs(dx) > Math.abs(dy)) { | ||
enemySprite.x += Math.sign(dx); | ||
} else { | ||
enemySprite.y += Math.sign(dy); | ||
} | ||
}); | ||
} | ||
|
||
function checkHealth() { | ||
const playerPos = getFirst(player); | ||
getAll(enemy).forEach(enemySprite => { | ||
if (enemySprite.x === playerPos.x && enemySprite.y === playerPos.y) { | ||
playerHealth -= 5; | ||
playerHealth = Math.max(playerHealth, 0); | ||
} | ||
}); | ||
} | ||
|
||
function displayHealth() { | ||
if (playerHealth == 0) { | ||
clearText(); | ||
addText("Game Over!", { x: 5, y: 6, color: color`9` }); | ||
addText(`You lasted ${Math.floor(wave / 5)} waves`, { x: 1, y: 9, color: color`7` }); | ||
gameOver = true; | ||
playTune(deathSound); | ||
} else { | ||
clearText(); | ||
addText(`Health: ${playerHealth}`, { x: 1, y: 0, color: color`3` }); | ||
} | ||
} | ||
|
||
displayHealth(); | ||
setInterval(() => { | ||
if (gameOver) return; | ||
if (wave % 5 === 0) spawnEnemies(); // Spawn enemies every 5 waves | ||
moveEnemies(); | ||
moveSwords(); | ||
checkHealth(); | ||
displayHealth(); | ||
wave++; | ||
}, 1000); |