File size: 12,512 Bytes
3ce1a40 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 | -- Level scene: the platformer. All gameplay lives here; UNIFY owns the lifecycle and calls
-- init/load/update/render/on_contact/on_timer/on_saved/on_loaded at the right scheduler stage.
-- Everything that must survive a save state lives in self.state.
local L = {}
local RUN_SPEED, GROUND_ACCEL, AIR_ACCEL = 7.5, 70, 35
local JUMP_SPEED = 13.5
local COYOTE_TICKS, BUFFER_TICKS = 6, 6 -- grace windows, in simulation ticks
local PARTICLES = 64
local function approach(v, target, delta)
if v < target then return math.min(v + delta, target) end
return math.max(v - delta, target)
end
function L:init()
input:bind("jump", "space", "w", "up", "pad_a")
input:bind_axis("move", "left", "right", "pad_left_x")
input:bind_axis("move_alt", "a", "d")
input:bind("save", "f5")
input:bind("load", "f9")
input:bind("menu", "escape")
local tex = "textures/sprites"
animation.define{ name = "player_idle", texture = tex, mode = "loop", frames = { { "player_idle_0", 0.5 }, { "player_idle_1", 0.5 } } }
animation.define{ name = "player_run", texture = tex, mode = "loop",
frames = { { "player_run_0", 0.08 }, { "player_run_1", 0.08 }, { "player_run_2", 0.08 }, { "player_run_3", 0.08 } } }
-- Squash and stretch are keyframed tracks blended on top of the sprite frames.
animation.define{ name = "player_jump", texture = tex, mode = "once", frames = { { "player_jump", 0.4 } },
tracks = { scale_y = { { 0, 1.2 }, { 0.15, 1 } }, scale_x = { { 0, 0.8 }, { 0.15, 1 } } } }
animation.define{ name = "player_fall", texture = tex, mode = "loop", frames = { { "player_fall", 1 } } }
animation.define{ name = "player_land", texture = tex, mode = "once", frames = { { "player_idle_0", 0.12 } },
tracks = { scale_y = { { 0, 0.75 }, { 0.12, 1 } }, scale_x = { { 0, 1.25 }, { 0.12, 1 } } } }
animation.define{ name = "coin_spin", texture = tex, mode = "loop",
frames = { { "coin_0", 0.1 }, { "coin_1", 0.1 }, { "coin_2", 0.1 }, { "coin_3", 0.1 } } }
animation.define{ name = "flag_wave", texture = tex, mode = "pingpong", frames = { { "flag_0", 0.3 }, { "flag_1", 0.3 } } }
end
function L:load()
physics:set_gravity(0, -30)
local s = {
score = 0, coins = 0, coins_total = 0, jumps = 0, landings = 0, deaths = 0, collisions = 0,
time = 0, won = false, grounded = false, coyote = 0, fall_speed = 0,
msg = "", msg_timer = 0, kernel_runs = 0, particles_alive = 0,
spawn = { 2, 3 }, platforms = {}, clouds = {}, sparks = {}, cam = { 10, 6 },
}
self.state = s
-- Build the level from the tile map. Horizontal runs of ground become one static body each,
-- so the player never catches on seams between tiles.
local m = map.load("maps/level1")
for r = 1, m.height do
local row, y = m.rows[r], m.height - r
local run_start = nil
for x = 0, m.width do
local ch = row:sub(x + 1, x + 1)
if ch == "#" then
run_start = run_start or x
local above = r > 1 and m.rows[r - 1]:sub(x + 1, x + 1) or " "
world:spawn(above == "#" and "prefabs/tile" or "prefabs/tile_top", x + 0.5, y + 0.5)
else
if run_start then
local w = x - run_start
physics:add_static_box(run_start + w / 2, y + 0.5, w, 1)
run_start = nil
end
if ch == "P" then s.spawn = { x + 0.5, y + 0.8 }
elseif ch == "C" then world:spawn("prefabs/coin", x + 0.5, y + 0.5); s.coins_total = s.coins_total + 1
elseif ch == "B" then world:spawn("prefabs/crate", x + 0.5, y + 0.45)
elseif ch == "O" then world:spawn("prefabs/ball", x + 0.5, y + 0.5)
elseif ch == "F" then world:spawn("prefabs/flag", x + 0.5, y + 1)
elseif ch == "M" then
s.platforms[#s.platforms + 1] = { e = world:spawn("prefabs/platform", x + 1.5, y + 0.5), phase = #s.platforms }
end
end
end
end
s.player = world:spawn("prefabs/player", s.spawn[1], s.spawn[2])
s.sky = world:spawn("prefabs/sky", 0, 0)
for i = 1, 6 do s.clouds[i] = { e = world:spawn("prefabs/cloud", i * 13, 9), x = i * 13, y = 8 + (i % 3) * 1.3 } end
-- Sparkle particles are integrated by a WASM kernel compiled from CUDA-like source.
s.kernel = kernel.load(kernel.compile("kernels/particles"))
s.px, s.py = buffer.create(PARTICLES), buffer.create(PARTICLES)
s.vx, s.vy = buffer.create(PARTICLES), buffer.create(PARTICLES)
s.life = buffer.create(PARTICLES)
for i = 1, PARTICLES do
local e = world:spawn("prefabs/spark", -100, -100)
e:set_visible(false)
s.sparks[i] = e
end
audio:stream("music/theme", 0.45, true, 1.0)
s.cam = { s.spawn[1], 6 }
camera:set(s.cam[1], s.cam[2], 32)
end
function L:burst(x, y, count)
local s = self.state
local life = buffer.download(s.life)
local px, py = buffer.download(s.px), buffer.download(s.py)
local vx, vy = buffer.download(s.vx), buffer.download(s.vy)
local spawned = 0
for i = 1, PARTICLES do
if spawned >= count then break end
if life[i] <= 0 then
local angle = math.random() * 2 * math.pi
local speed = 2 + math.random() * 4
px[i], py[i] = x, y
vx[i], vy[i] = math.cos(angle) * speed, math.sin(angle) * speed + 3
life[i] = 0.6 + math.random() * 0.4
spawned = spawned + 1
end
end
buffer.upload(s.px, px); buffer.upload(s.py, py)
buffer.upload(s.vx, vx); buffer.upload(s.vy, vy)
buffer.upload(s.life, life)
s.particles_alive = s.particles_alive + spawned
end
function L:update_particles(dt)
local s = self.state
if s.particles_alive <= 0 then return end
kernel.dispatch(s.kernel, 1, PARTICLES, s.px, s.py, s.vx, s.vy, s.life, PARTICLES, dt, -20.0)
s.kernel_runs = s.kernel_runs + 1
local px, py, life = buffer.download(s.px), buffer.download(s.py), buffer.download(s.life)
local alive = 0
for i = 1, PARTICLES do
local e = s.sparks[i]
if life[i] > 0 then
alive = alive + 1
e:set_position(px[i], py[i], true)
e:set_visible(true)
else
e:set_visible(false)
end
end
s.particles_alive = alive
end
function L:respawn()
local s = self.state
s.player:set_position(s.spawn[1], s.spawn[2], true)
s.player:set_velocity(0, 0)
s.deaths = s.deaths + 1
s.msg, s.msg_timer = "OOPS", 45
end
function L:update_player(dt)
local s, p = self.state, self.state.player
local x, y = p:position()
local vx, vy = p:velocity()
-- Ground probe: two short rays below the feet, ignoring the player's own body.
local grounded = false
for _, ox in ipairs({ -0.33, 0.33 }) do
local hit, _, _, _, ny = physics:raycast(x + ox, y - 0.6, x + ox, y - 0.85, 65535, p)
if hit and ny > 0.5 then grounded = true end
end
if grounded and not s.grounded and s.fall_speed > 6 then
audio:play("audio/land", 0.6)
s.landings = s.landings + 1
p:set_animation("player_land", 0, true)
end
if grounded then s.coyote = COYOTE_TICKS else s.coyote = math.max(0, s.coyote - 1) end
if grounded then s.fall_speed = 0 else s.fall_speed = math.max(s.fall_speed, -vy) end
s.grounded = grounded
local move = math.max(-1, math.min(1, input:axis("move") + input:axis("move_alt")))
vx = approach(vx, move * RUN_SPEED, (grounded and GROUND_ACCEL or AIR_ACCEL) * dt)
-- Buffered jump + coyote time: a press up to BUFFER_TICKS before landing, or a jump up to
-- COYOTE_TICKS after walking off a ledge, still counts.
if input:buffered("jump", BUFFER_TICKS) and s.coyote > 0 then
input:consume("jump")
vy = JUMP_SPEED
s.coyote = 0
grounded = false -- airborne from this tick on: don't let the ground logic below override the jump
s.jumps = s.jumps + 1
audio:play("audio/jump", 0.7, 0, 0.95 + math.random() * 0.1)
p:set_animation("player_jump", 0, true)
elseif input:is_released("jump") and vy > 0 then
vy = vy * 0.5 -- short hop when the button is released early
end
p:set_velocity(vx, vy)
local anim, finished = p:animation()
if grounded then
if anim ~= "player_land" or finished then
p:set_animation(math.abs(vx) > 0.5 and "player_run" or "player_idle", 0.05)
end
elseif (anim == "player_jump" and finished) or (anim ~= "player_jump" and vy < -1) then
p:set_animation("player_fall")
end
if move ~= 0 then p:set_flip(move < 0) end
if y < -6 then self:respawn() end
end
function L:update_platforms()
local s = self.state
for _, pl in ipairs(s.platforms) do
pl.e:set_velocity(2.5 * math.cos(s.time * 0.9 + pl.phase), 0)
end
end
function L:update_camera()
local s = self.state
local x, y = s.player:position()
s.cam[1] = s.cam[1] + (x - s.cam[1]) * 0.12
s.cam[2] = s.cam[2] + (math.max(y + 1.5, 5.6) - s.cam[2]) * 0.08
s.cam[1] = math.max(10, math.min(64, s.cam[1]))
camera:set(s.cam[1], s.cam[2])
s.sky:set_position(s.cam[1], s.cam[2], true)
for i, c in ipairs(s.clouds) do
local cx = c.x - s.cam[1] * 0.4
cx = cx - math.floor(cx / 78) * 78 + s.cam[1] - 30 -- wrap across the view with parallax
c.e:set_position(cx, c.y + s.cam[2] * 0.3, true)
end
end
function L:update(dt)
local s = self.state
s.time = s.time + dt
if s.msg_timer > 0 then s.msg_timer = s.msg_timer - 1 end
if input:is_pressed("save") then save_state(); save_state("slot1") end
if input:is_pressed("load") then load_state() end
if input:is_pressed("menu") then scene.transition("title"); return end
self:update_player(dt)
self:update_platforms()
self:update_particles(dt)
self:update_camera()
end
function L:on_contact(a, b, kind, nx, ny, impulse)
local s = self.state
if a == nil or b == nil then return end
local other = (a == s.player and b) or (b == s.player and a) or nil
if kind == "trigger_begin" and other then
local name = other:name()
if name == "coin" then
local x, y = other:position()
other:destroy()
s.coins, s.score = s.coins + 1, s.score + 100
audio:play("audio/coin", 0.7)
self:burst(x, y, 16)
elseif name == "flag" and not s.won then
local x, y = other:position()
s.won, s.score = true, s.score + 1000
audio:play("audio/win", 0.8)
self:burst(x, y + 0.5, 40)
timer.after(4, "back_to_title")
end
elseif kind == "begin" then
s.collisions = s.collisions + 1
local ball = (a:name() == "ball") or (b:name() == "ball")
if ball and impulse > 1.0 then audio:play("audio/bounce", 0.5, 0, 0.9 + math.random() * 0.2) end
end
end
function L:on_timer(name)
if name == "back_to_title" then scene.transition("title") end
end
function L:on_saved(ok, slot)
if slot == "" then self.state.msg, self.state.msg_timer = ok and "STATE SAVED" or "SAVE FAILED", 90 end
end
function L:on_loaded(ok, slot)
self.state.msg, self.state.msg_timer = ok and "STATE RESTORED" or "NO SAVE", 90
end
local function centered(text, y, scale, r, g, b)
local w = ui:screen()
ui:text(text, (w - ui:width(text, scale)) / 2, y, scale, r, g, b)
end
function L:render()
local s = self.state
local w, h = ui:screen()
ui:rect(0, 0, w, 22, 0, 0, 0, 150)
ui:text("SCORE " .. s.score, 8, 5, 2)
ui:text("COINS " .. s.coins .. "/" .. s.coins_total, 160, 5, 2, 255, 220, 90)
ui:text("JUMPS " .. s.jumps, 330, 5, 2, 150, 210, 255)
ui:text(string.format("%.1fS", s.time), 560, 5, 2, 200, 200, 200)
local st = engine.stats()
ui:rect(0, h - 30, w, 30, 0, 0, 0, 150)
ui:text("ARROWS/AD MOVE SPACE JUMP F5 SAVE F9 LOAD ESC MENU", 8, h - 26, 1, 210, 210, 210)
ui:text(string.format("ENT %d BATCHES %d AWAKE %d LUA %dK WASM RUNS %d PARTICLES %d",
st.entities, st.batches, st.awake_bodies, st.lua_bytes // 1024, s.kernel_runs, s.particles_alive), 8, h - 12, 1, 150, 170, 200)
if s.msg_timer > 0 then centered(s.msg, 80, 3, 255, 255, 160) end
if s.won then centered("LEVEL COMPLETE", 130, 4, 140, 255, 160) end
end
return L
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