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@ -3,18 +3,40 @@
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// My Invader Demo, for Bangle.js 2, written JavaScript - using Espruino Web IDE
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// resolution 176x176
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// to do:
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// add buzz
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// - variables -----------------------------------------
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// invader variables
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var inv_x = 77;
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var inv_y = 20;
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var inv_x = 77;
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var inv_y = 20;
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var i_anim_delay = 10; // invader animation (and move) delay
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var inv_frame = 1; // invader start animation frame
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var ix_speed = 6; // march speed
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var i_dir = 1; // 1 = right, 0 = left
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var been_hit = false; // invader hit state
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//// shoot variables
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var inv_shot_x = -32;
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var inv_shot_y = -32;
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var inv_fire_pause = 30;
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var inv_fired = false; // invader fired state
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//// explode variables
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var been_hit = false; // invader hit state
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var bx = -32; // blast x
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var by = -32; // blast y
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var blast_delay = 60; // invader blast delay - pause after explosion
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var boom_play = false;
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// turret variables
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var tur_x = 77;
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var tur_y = 138;
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var tur_y = 148;
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// misc variables
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var score = 999;
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var score = 0;
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var lives = 3;
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var game_over = false;
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@ -28,27 +50,81 @@ BTNR = { read : _=>tap.b && tap.x > 88 && tap.y > 88};
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BTNF = { read : _=>tap.b && tap.x > 88 && tap.y < 88};
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// - sprites -------------------------------------------
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// invader sprites
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var invader_a =
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require("heatshrink").decompress(atob("kEgwkBiMRgACBAAQFFBJIPJBQgOKB55MGB64JCBoYQIB5yOKB+qvIA6pxHX5YPOAH4A/AH4A8A=="));
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require("heatshrink").decompress(atob("hcIwkBiIBBAQoECCQQFBgEQAIMBEhUBDoYWDAYI="));
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var invader_b =
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require("heatshrink").decompress(atob("kEgxH+AAYJBAwgLQCaYfPB4oVHBpofnSpofvCY4HND9oAPD9IhTDpYfhd6IftN6IPtAH4A/AH4A/AH4A/AH4A9A="));
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require("heatshrink").decompress(atob("hcIwkBiIBBAQMQAoQEBgISCAYUQAIQAEB4YEBEAgEDAYIA=="));
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var boom =
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require("heatshrink").decompress(atob("kEgxH+AH4AFJYIHND9YTFAoYJJD9YRNMLKhbX/IRBV6JvND7p//f/4RHAoYJJD9a//AH4A/AH4A/AH4A9A=="));
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require("heatshrink").decompress(atob("hcJwkBiMQAIURgMQAgIKBAIICFAIMAAwIWBBAYSIEAgrDiA="));
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var inv_shot =
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require("heatshrink").decompress(atob("kEgxH+AH4A/ABaRBD/pB/Hv69/IP4A/AH4A/AH4A/AH4A/AH4AzA"));
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require("heatshrink").decompress(atob("gcFwkBiERiAABAYQ"));
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// turret sprites
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var turret =
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require("heatshrink").decompress(atob("kEgxH+AH4A/AH4A/AH4A/AH4A/ABcAgAf7DoIADD/4fxC4oAPD84dVEJIf/D/4f/D74="));
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require("heatshrink").decompress(atob("h8IwkBiIABAYYACgAHFiEABggADCAInFgITBAAgOPA=="));
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var tur_exp_a =
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require("heatshrink").decompress(atob("kEgxH+AH4A/AH4A/AH4A/AH4A/AAcAgATdD7YbJBJYLFAoYffDKqLXD6qlVB86lHLYoFDS5offA5YbRD8YZHABLbRD7aZLD5IlJD7YA="));
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require("heatshrink").decompress(atob("h8IwkBiMRiACBAAwJEiAABBQgZCAAkAiAJBBoIUBgIABBgQACDIQ9ECQIA=="));
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var tur_exp_b =
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require("heatshrink").decompress(atob("kEgxH+AH4A/AH4A/AH4A/AH4A/AAcAgATdD7YbJBJYLFAoYffDKqLXD6qlVB86lHLYoFDS5offA5YbRD8YZHABLbRD7aZLD5IlJD7YA="));
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require("heatshrink").decompress(atob("h8IwkBiIBBAAUBiADCiMQAwQFDCIYXEB4IABgMAEYQXBiEAAQIQBAoIABDAQUCAAIVBA"));
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var shot =
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require("heatshrink").decompress(atob("kEgxH+AH4A/AH4A/ABcAgAf/D/4f9AH4A/AH4A/AH4A/AH4A/AGY"));
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require("heatshrink").decompress(atob("gMDwkBAoIA=="));
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// function to move and animate invader
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function move_anim_inv() {
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// invader anim code
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i_anim_delay -= 1;
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if ((i_anim_delay < 0) && !(been_hit)) {
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i_anim_delay = 10;
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inv_frame += 1;
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if (inv_frame > 2) {
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inv_frame = 1;
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}
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// move right
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if (i_dir == 1){
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inv_x += ix_speed;
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if (inv_x >= 142) {
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inv_y += 8; // step down
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i_dir = -1;
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}
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}
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// move left
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if (i_dir < 1){
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inv_x -= ix_speed;
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if (inv_x <= 10) {
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inv_y += 8; // step down
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i_dir = 1;
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}
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}
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}
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}
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// function to make invader fire
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function invader_fire() {
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inv_fire_pause -= 1;
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if (!(inv_fired)) { // so once invader shot is fired it doesn't follow the invader still
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inv_shot_x = inv_x + 8;
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inv_shot_y = inv_y + 18;
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}
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if (inv_fire_pause < 0) {
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inv_fired = true;
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inv_shot_y += 8;
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}
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}
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@ -65,31 +141,66 @@ function onFrame() {
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if(game_over == false) {
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g.clear();
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// call function to move and animate invader
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move_anim_inv();
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// call function to make invader fire
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invader_fire();
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// check input (screen presses)
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if(BTNL.read()) {
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tur_x -= 5;
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if(BTNL.read() && tur_x >= 12) {
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tur_x -= 6;
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}
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else if(BTNR.read()) {
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tur_x += 5;
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else if(BTNR.read() && tur_x <= 140) {
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tur_x += 6;
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}
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else if(BTNF.read()) {
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tur_y -= 5;
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}
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// check for invader shot going off screen before allowing to fire again
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if (inv_shot_y > 150
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) {
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inv_fired = false;
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inv_shot_x = inv_x - 1;
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inv_shot_y = inv_y + 7;
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inv_fire_pause = 30;
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}
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// - draw sprites ----------------------------------
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// draw invader sprites
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g.drawImage(invader_a, inv_x, inv_y);
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//g.drawImage(invader_b, inv_x + 30, inv_y);
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//g.drawImage(boom, inv_x + 60, inv_y);
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//g.drawImage(inv_shot, inv_x - 30, inv_y);
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if(inv_frame == 1) {
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g.drawImage(invader_a, inv_x, inv_y, {scale:2});
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}
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else if(inv_frame == 2) {
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g.drawImage(invader_b, inv_x, inv_y, {scale:2});
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}
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//g.drawImage(invader_b, inv_x + 30, inv_y, {scale:2});
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//g.drawImage(boom, inv_x + 60, inv_y, {scale:2});
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// - invader shot
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if (inv_fired) {
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//DrawTexture(inv_shot, inv_shot_x, inv_shot_y, WHITE);
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g.drawImage(inv_shot, inv_shot_x, inv_shot_y, {scale:2});
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}
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else {
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//DrawTexture(inv_shot, -32, -32, WHITE);
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g.drawImage(inv_shot, -32, -32, {scale:2});
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}
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// draw turret sprites
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g.drawImage(turret, tur_x, tur_y);
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//g.drawImage(tur_exp_a, tur_x + 30, tur_y);
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//g.drawImage(tur_exp_b, tur_x + 60, tur_y);
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//g.drawImage(shot, tur_x - 30, tur_y);
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g.drawImage(turret, tur_x, tur_y, {scale:2});
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//g.drawImage(tur_exp_a, tur_x + 30, tur_y, {scale:2});
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//g.drawImage(tur_exp_b, tur_x + 60, tur_y, {scale:2});
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//g.drawImage(shot, tur_x - 30, tur_y, {scale:2});
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// - draw text -------------------------------------
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