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main.snb
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# Naming Convention:
# - <var>: normal variable
# - <_var>: variable for memory address pointer
# - <Class_property>: property offset for Class
include "lib/core.snb"
include "games/utils.snb"
include "games/sound.snb"
include "games/Tower.snb"
include "games/Bullet.snb"
include "games/Enemy.snb"
include "games/Path.snb"
include "memory.snb"
include "ui.snb"
setManualFlush(true)
const STATE_NULL -> 0
const STATE_INITIAL -> 1
const STATE_READY -> 2
const STATE_BATTLE -> 3
const STATE_GAME_OVER -> 4
const STATE_GAME_CLEAR -> 5
const TIME_TO_ENTER_STATE -> 20
const GOLD_INITIAL -> 2
const GOLD_MAX -> 50
const GOLD_NO_TOWER_PENALTY -> 3
const ULTIMATE_GOLD -> 3
const ULTIMATE_INDEX -> LANE_COUNT
const ULTIMATE_DAMAGE_BASE -> 1
const ULTIMATE_DAMAGE_RATE -> 30
const ENEMY_LIFE_TOTAL_INITIAL -> -10
const ENEMY_LIFE_TOTAL_INCREMENT -> 25
const ENEMY_LIFE_TOTAL_MAX -> 50 * LANE_COUNT
const ENEMY_WAVE_MAX -> (ENEMY_LIFE_TOTAL_MAX - ENEMY_LIFE_TOTAL_INITIAL) / ENEMY_LIFE_TOTAL_INCREMENT + 1
const WAVE_NOTICE_TIME -> 120
# light -> dark
# blue -> green -> orange -> red -> purple
memory[_colors] -> rgb(100, 145, 217)
memory[_colors + 1] -> rgb(112, 224, 161)
memory[_colors + 2] -> rgb(227, 189, 107)
memory[_colors + 3] -> rgb(235, 131, 117)
memory[_colors + 4] -> rgb(235, 113, 224)
memory[_colors + 5] -> rgb(15, 82, 189)
memory[_colors + 6] -> rgb(30, 148, 81)
memory[_colors + 7] -> rgb(191, 136, 17)
memory[_colors + 8] -> rgb(168, 42, 25)
memory[_colors + 9] -> rgb(173, 14, 159)
main()
def main()
initBackground()
enterInitial()
while true
update()
draw()
flush()
def update()
updateBackground()
tickToEnterState()
if memory[_state] = STATE_INITIAL
random(1) # for random seed
if keyPressed(KEY_SPACE, false)
enterReady()
playGameStartSound()
if memory[_state] = STATE_READY
random(1) # for random seed
memory[_waveNoticeTime] -> min(memory[_waveNoticeTime] + 1, WAVE_NOTICE_TIME)
if WAVE_NOTICE_TIME <= memory[_waveNoticeTime]
if keyPressed(KEY_LEFT, true)
memory[_selectedTowerIndex] -> max(memory[_selectedTowerIndex] - 1, 0)
if keyPressed(KEY_RIGHT, true)
memory[_selectedTowerIndex] -> min(memory[_selectedTowerIndex] + 1, LANE_COUNT)
handleTowerLevelAndUltimateChange()
if keyPressed(KEY_SPACE, false)
exists -> anyTowerExists()
if exists
memory[_stateToEnter] -> STATE_BATTLE
if exists = false
playInvalidActionSound()
if memory[_state] = STATE_BATTLE
if keyPressed(KEY_SPACE, false)
if memory[_ultimateAvailable]
useUltimate()
if memory[_ultimateAvailable] = false
playInvalidActionSound()
updateTowers()
updateBullets()
updateEnemies()
handleEnemiesEnemiesCollision()
handleEnemiesTowersCollision()
handleEnemiesBulletsCollision()
handleBattleStateTransition()
if or(memory[_state] = STATE_GAME_OVER, memory[_state] = STATE_GAME_CLEAR)
updateBullets()
if keyPressed(KEY_SPACE, false)
init()
memory[_stateToEnter] -> STATE_READY
playGameStartSound()
def handleTowerLevelAndUltimateChange()
if keyPressed(KEY_UP, true)
if memory[_selectedTowerIndex] = ULTIMATE_INDEX
canBuyUltimate -> and(ULTIMATE_GOLD <= memory[_gold], memory[_ultimateAvailable] = false)
if canBuyUltimate
memory[_gold] -> memory[_gold] - ULTIMATE_GOLD
memory[_ultimateAvailable] -> true
playActionSound()
if canBuyUltimate = false
playInvalidActionSound()
if memory[_selectedTowerIndex] != ULTIMATE_INDEX
goldEnough -> 0 < memory[_gold]
if goldEnough
canLevelUp -> Tower_addLevel(Array_at(_towers, memory[_selectedTowerIndex]), 1)
if canLevelUp
memory[_gold] -> memory[_gold] - 1
playActionSound()
if canLevelUp = false
playInvalidActionSound()
if goldEnough = false
playInvalidActionSound()
if keyPressed(KEY_DOWN, true)
if memory[_selectedTowerIndex] = ULTIMATE_INDEX
canSellUltimate -> and((memory[_gold] + ULTIMATE_GOLD) <= GOLD_MAX, memory[_ultimateAvailable])
if canSellUltimate
memory[_gold] -> memory[_gold] + ULTIMATE_GOLD
memory[_ultimateAvailable] -> false
playActionSound()
if canSellUltimate = false
playInvalidActionSound()
if memory[_selectedTowerIndex] != ULTIMATE_INDEX
goldTooMuch -> GOLD_MAX <= memory[_gold]
if goldTooMuch = false
canLevelDown -> Tower_addLevel(Array_at(_towers, memory[_selectedTowerIndex]), -1)
if canLevelDown
memory[_gold] -> memory[_gold] + 1
playActionSound()
if canLevelDown = false
playInvalidActionSound()
if goldTooMuch
playInvalidActionSound()
def handleBattleStateTransition()
if and(anyEnemyExists() = false, memory[_stateToEnter] = STATE_NULL)
if memory[_enemyLifeTotal] = ENEMY_LIFE_TOTAL_MAX
memory[_stateToEnter] -> STATE_GAME_CLEAR
if memory[_enemyLifeTotal] != ENEMY_LIFE_TOTAL_MAX
towerExists -> anyTowerExists()
if towerExists
memory[_stateToEnter] -> STATE_READY
if towerExists = false
i -> 0
while i < GOLD_NO_TOWER_PENALTY
memory[_gold] -> max(memory[_gold] - 1, 0)
playNoTowerPenaltySound(i)
draw()
sleep(20)
i -> i + 1
if memory[_gold] <= 0
memory[_stateToEnter] -> STATE_GAME_OVER
if 0 < memory[_gold]
memory[_stateToEnter] -> STATE_READY
def tickToEnterState()
if memory[_stateToEnter]
memory[_timeToEnterState] -> memory[_timeToEnterState] + 1
if memory[_timeToEnterState] = TIME_TO_ENTER_STATE
memory[_timeToEnterState] -> 0
if memory[_stateToEnter] = STATE_INITIAL
enterInitial()
if memory[_stateToEnter] = STATE_READY
enterReady()
if memory[_stateToEnter] = STATE_BATTLE
enterBattle()
if memory[_stateToEnter] = STATE_GAME_OVER
enterGameOver()
if memory[_stateToEnter] = STATE_GAME_CLEAR
enterGameClear()
memory[_stateToEnter] -> STATE_NULL
def updateEnemies()
i -> 0
while i < memory[_enemies + Array_length]
_enemy -> Array_at(_enemies, i)
if 0 < memory[_enemy + Enemy_life]
Enemy_update(_enemy)
i -> i + 1
def updateTowers()
i -> 0
while i < memory[_towers + Array_length]
_tower -> Array_at(_towers, i)
if 0 < memory[_tower + Tower_level]
Tower_update(_tower)
i -> i + 1
def updateBullets()
i -> 0
while i < memory[_bulletNextIndex]
_bullet -> Array_at(_bullets, i)
if Bullet_isLive(_bullet)
Bullet_update(_bullet)
i -> i + 1
def handleEnemiesEnemiesCollision()
i -> 0
while i < memory[_enemies + Array_length]
_enemy -> Array_at(_enemies, i)
if 0 < memory[_enemy + Enemy_life]
handleEnemyEnemiesCollision(_enemy, i)
i -> i + 1
def handleEnemyEnemiesCollision(_enemy, index)
speedBuff -> 0
i -> 0
while i < memory[_enemies + Array_length]
if i != index
_otherEnemy -> Array_at(_enemies, i)
if and(0 < memory[_otherEnemy + Enemy_life], Enemy_collidedWithEnemy(_enemy, _otherEnemy))
speedBuff -> speedBuff + 1
i -> i + 1
Enemy_setSpeedBuff(_enemy, speedBuff)
def handleEnemiesTowersCollision()
i -> 0
while i < memory[_enemies + Array_length]
_enemy -> Array_at(_enemies, i)
if 0 < memory[_enemy + Enemy_life]
if Enemy_collidedWithTower(_enemy)
onEnemyCollidedWithTower(_enemy)
i -> i + 1
def handleEnemiesBulletsCollision()
i -> 0
while i < memory[_bulletNextIndex]
_bullet -> Array_at(_bullets, i)
if Bullet_isLive(_bullet)
handleEnemiesBulletCollision(_bullet)
i -> i + 1
def handleEnemiesBulletCollision(_bullet)
i -> 0
while i < memory[_enemies + Array_length]
_enemy -> Array_at(_enemies, i)
if and(0 < memory[_enemy + Enemy_life], Enemy_collidedWithBullet(_enemy, _bullet))
bulletExplode(_bullet)
i -> i + 1
def enterInitial()
memory[_state] -> STATE_INITIAL
init()
def enterReady()
memory[_state] -> STATE_READY
memory[_waveNumber] -> memory[_waveNumber] + 1
memory[_waveNoticeTime] -> 0
memory[_selectedTowerIndex] -> 0
memory[_enemyLifeTotal] -> min(memory[_enemyLifeTotal] + ENEMY_LIFE_TOTAL_INCREMENT, ENEMY_LIFE_TOTAL_MAX)
initPathsAndEnemies()
def enterBattle()
memory[_state] -> STATE_BATTLE
initBullets()
def enterGameOver()
memory[_state] -> STATE_GAME_OVER
playGameOverSound()
def enterGameClear()
memory[_state] -> STATE_GAME_CLEAR
playGameClearSound()
def draw()
drawBackground()
drawTowers()
drawUltimateIcon()
if memory[_state] = STATE_INITIAL
if memory[_stateToEnter] = STATE_NULL
writeGameTitle()
writeSpaceHint()
if memory[_state] = STATE_READY
drawPaths()
if memory[_waveNoticeTime] < WAVE_NOTICE_TIME
writeWaveNotice()
if WAVE_NOTICE_TIME <= memory[_waveNoticeTime]
drawTowerSelector()
if memory[_state] = STATE_BATTLE
if memory[_stateToEnter] = STATE_NULL
drawPaths()
drawEnemies()
drawBullets()
if or(memory[_state] = STATE_GAME_OVER, memory[_state] = STATE_GAME_CLEAR)
if memory[_stateToEnter] = STATE_NULL
if memory[_state] = STATE_GAME_OVER
writeGameOver()
if memory[_state] = STATE_GAME_CLEAR
writeGameClear()
writeSpaceHint()
drawUI()
def drawUI()
drawGoldBar()
def drawTowers()
i -> 0
while i < memory[_towers + Array_length]
Tower_draw(Array_at(_towers, i))
i -> i + 1
def drawPaths()
length -> memory[_paths + Array_length]
if memory[_state] = STATE_READY
if memory[_waveNoticeTime] < WAVE_NOTICE_TIME
length -> length * memory[_waveNoticeTime] / WAVE_NOTICE_TIME
i -> 0
while i < length
Path_draw(Array_at(_paths, i))
i -> i + 1
def drawEnemies()
i -> 0
while i < memory[_enemies + Array_length]
_enemy -> Array_at(_enemies, i)
if 0 < memory[_enemy + Enemy_life]
Enemy_draw(_enemy)
i -> i + 1
def drawBullets()
i -> 0
while i < memory[_bulletNextIndex]
_bullet -> Array_at(_bullets, i)
if Bullet_isLive(_bullet)
Bullet_draw(_bullet)
i -> i + 1
def drawUltimate(y)
drawLine(0, y, SCREEN_WIDTH - 1 - (yAcrossGoldIndicator(y) * GOLD_BAR_WIDTH), y, ULTIMATE_COLOR_BEAM_BORDER)
drawLine(0, y + 1, SCREEN_WIDTH - 1 - (yAcrossGoldIndicator(y + 1) * GOLD_BAR_WIDTH), y + 1, ULTIMATE_COLOR_BEAM_MAIN)
drawLine(0, y + 2, SCREEN_WIDTH - 1 - (yAcrossGoldIndicator(y + 2) * GOLD_BAR_WIDTH), y + 2, ULTIMATE_COLOR_BEAM_BORDER)
def init()
memory[_waveNumber] -> 0
memory[_gold] -> GOLD_INITIAL
memory[_ultimateAvailable] -> true
memory[_enemyLifeTotal] -> ENEMY_LIFE_TOTAL_INITIAL
initTowers()
def initTowers()
Array(_towers, LANE_COUNT, Tower_size)
i -> 0
while i < LANE_COUNT
Tower(Array_at(_towers, i), i, cond(remainder(i, 2) = 1, 1, 0))
i -> i + 1
const BULLET_MAX_COUNT -> 2000
def initBullets()
Array(_bullets, BULLET_MAX_COUNT, Bullet_size)
memory[_bulletNextIndex] -> 0
def initPathsAndEnemies()
life -> 5
enemyCount -> memory[_enemyLifeTotal] / life
smallEnemyLife -> remainder(memory[_enemyLifeTotal], life)
while LANE_COUNT < (enemyCount + (smallEnemyLife != 0))
life -> life + 5
enemyCount -> memory[_enemyLifeTotal] / life
smallEnemyLife -> remainder(memory[_enemyLifeTotal], life)
Array(_paths, enemyCount + (smallEnemyLife != 0), Path_size)
setMemory(_tempArray, memory[_paths + Array_length], false) # true for existence of path in <index>-nd lane
i -> 0
while i < memory[_paths + Array_length]
newPathSet -> false
while newPathSet = false
laneIndex -> random(LANE_COUNT)
if memory[_tempArray + laneIndex] = false
memory[_tempArray + laneIndex] -> true
Path(Array_at(_paths, i), laneIndex, random(LANE_COUNT), 0, 2 + random(SPOT_RANGE))
newPathSet -> true
i -> i + 1
Array(_enemies, memory[_paths + Array_length], Enemy_size)
i -> 0
while i < enemyCount
Enemy(Array_at(_enemies, i), life, Array_at(_paths, i))
i -> i + 1
if smallEnemyLife != 0
Enemy(Array_at(_enemies, i), smallEnemyLife, Array_at(_paths, i))
def getUltimateDamage()
level -> 0
i -> 0
while i < LANE_COUNT
level -> level + memory[Array_at(_towers, i) + Tower_level]
i -> i + 1
out -> level / ULTIMATE_DAMAGE_RATE + ULTIMATE_DAMAGE_BASE
const ULTIMATE_Y -> TOWER_Y - 3
def useUltimate()
memory[_ultimateAvailable] -> false
damage -> getUltimateDamage()
y -> ULTIMATE_Y
while 0 <= y
drawUltimate(y)
flush()
playUltimateSound()
i -> 0
while i < memory[_enemies + Array_length]
_enemy -> Array_at(_enemies, i)
if and(0 < memory[_enemy + Enemy_life], Enemy_collidedWithUltimate(_enemy, y))
Enemy_hit(_enemy, damage)
i -> i + 1
draw()
y -> y - 2
def bulletExplode(_bullet)
i -> 0
while i < memory[_enemies + Array_length]
_enemy -> Array_at(_enemies, i)
if and(0 < memory[_enemy + Enemy_life], Bullet_isEnemyInExplosion(_bullet, _enemy))
Enemy_hit(_enemy, 1)
i -> i + 1
Bullet_remove(_bullet)
def anyTowerExists()
towerExists -> false
i -> 0
while i < memory[_towers + Array_length]
towerExists -> or(towerExists, 0 < memory[Array_at(_towers, i) + Tower_level])
i -> i + 1
out -> towerExists
def anyEnemyExists()
enemyExists -> false
i -> 0
while i < memory[_enemies + Array_length]
enemyExists -> or(enemyExists, 0 < memory[Array_at(_enemies, i) + Enemy_life])
i -> i + 1
out -> enemyExists
def onTowerShoot(index)
Bullet(Array_at(_bullets, memory[_bulletNextIndex]), index)
memory[_bulletNextIndex] -> memory[_bulletNextIndex] + 1
def onTowerDestroyed(index)
def onEnemyKilled(_enemy)
memory[_gold] -> min(memory[_gold] + 1, GOLD_MAX)
playGoldSound()
def onEnemyCollidedWithTower(_enemy)
_tower -> Array_at(_towers, Enemy_getToLane(_enemy))
towerExists -> 0 < memory[_tower + Tower_level]
if towerExists
Tower_hit(_tower, _enemy)
memory[_enemy + Enemy_life] -> 0
def onEnemyExplode(_enemy)
lane -> Enemy_getToLane(_enemy) - 1
i -> 0
while i < 3
if and(0 <= lane, lane < LANE_COUNT)
_tower -> Array_at(_towers, lane)
if 0 < memory[_tower + Tower_level]
Tower_hit(_tower, _enemy)
lane -> lane + 1
i -> i + 1
memory[_enemy + Enemy_life] -> 0