ui = require("ui") us = require("ui.sprites") settings = require("settings") win = require("window") color = require("color") game = {} caught = am.translate(-win.width/2,win.height/2)\append(am.scale(2)\append(am.text("Caught: 0",color.am_color.highlight,"left","top"))) caught.hidden = true ui.node\append(caught) am.ascii_color_map = { o: color.am_color.outline p: color.am_color.foreground b: color.am_lake_color.foreground } bar_sprite = (char, w, h) -> sprite = {} sprite[1] = "o"\rep(w) for i = 2, h - 1 sprite[i] = char\rep(w) sprite[h] = "o"\rep(w) table.concat(sprite,"\n") bar_y = 276 catch_bar = am.translate(0,bar_y)\append(am.scale(vec2(0,4))\append(am.sprite( bar_sprite("p",256,8), nil, "left" ))) escape_bar = am.translate(0,bar_y)\append(am.scale(vec2(0,4))\append(am.sprite( bar_sprite("b",256,8), nil, "right" ))) catch_bar_cutoff = am.translate(256,bar_y)\append(am.scale(vec2(1,4))\append(am.sprite( bar_sprite("p",1,8), nil, "left" ))) escape_bar_cutoff = am.translate(-256,bar_y)\append(am.scale(vec2(1,4))\append(am.sprite( bar_sprite("b",1,8), nil, "right" ))) game.run = (net, bobber, fish, pull) -> node = am.group! hook_location = 0 -- 0 -> 1? hook_width = 5 hook_gravity = 5 -- how quickly do we fall hook_force = 120 -- how quickly do we accelerate hook_vel = 0 hook_length = 1 hook_bounce_damp = 0.2 --how elastic is the bottom and top? fish_width = fish.width fish_force = 100 fish_gravity = 0 fish_activity = 0.1 fish_vel = 0 fish_bounce_damp = 1 -- perfectly elsastic bounce reel_progress = 0 escape_progress = 0 reel_speed = 0.02 escape_speed = 0.012 reel_cutoff = 10 escape_cutoff = 10 last_played = am.current_time! play_delay = 0.1 fish_location = math.random(-256,256) bar_sprite = require("ui.button")(40,-256,64,512,"").node node\append(bar_sprite) hook_sprite = am.translate(72,0)\append(am.scale(1)\append(am.sprite(us.hook))) node\append(hook_sprite) fish_g_sprite = am.sprite(us.fish_purple) fish_b_sprite = am.sprite(us.fish_blue) fish_sprite = am.translate(72,0)\append(am.scale(vec2(1,fish_width / fish_g_sprite.height))\append(am.group(fish_g_sprite, fish_b_sprite))) node\append(fish_sprite) ui.node\append(node) assert(bobber, "Failed to find bobber") node\append(catch_bar) node\append(escape_bar) node\append(catch_bar_cutoff) node\append(escape_bar_cutoff) caught\action(() => if net.properties.fish_caught > 0 @hidden = false @("text").text = string.format("Caught: %d", net.properties.fish_caught) ) node\action(() => if pull! hook_vel += hook_force else hook_vel -= hook_gravity hook_location += hook_vel * am.delta_time if hook_location < -256 + 16 -- bounce hook_vel = -hook_vel * hook_bounce_damp hook_location = -256 + 16 elseif hook_location > 256 - 16 hook_vel = -hook_vel * hook_bounce_damp hook_location = 256 - 16 if math.random! < fish_activity fish_vel = fish_force * math.random(-1,1) fish_location += fish_vel * am.delta_time if fish_location < -256 + 16 -- bounce fish_vel = -fish_vel * fish_bounce_damp fish_location = -256 + 16 elseif fish_location > 256 - 16 fish_vel = -fish_vel * fish_bounce_damp fish_location = 256 - 16 if hook_location - hook_width > fish_location - fish_width and hook_location + hook_width < fish_location + fish_width fish_b_sprite.hidden = true fish_g_sprite.hidden = false reel_progress += reel_speed if am.current_time! - last_played > play_delay @action("sfx",am.play(32044500, false, 1 + (reel_progress/10), settings.volume)) last_played = am.current_time! else escape_progress += escape_speed fish_g_sprite.hidden = true fish_b_sprite.hidden = false if am.current_time! - last_played > play_delay @action("sfx",am.play(3469004, false, 1 + (escape_progress/10), settings.volume)) last_played = am.current_time! catch_bar("scale").x = escape_progress / escape_cutoff escape_bar("scale").x = reel_progress / reel_cutoff if reel_progress > reel_cutoff net.properties.fish_caught += 1 net.properties.casted = false net.properties.reeling = 0 ui.node\remove(node) bobber.which = nil @action("sfx",am.play(12507000, false, 1, settings.volume)) elseif escape_progress > escape_cutoff net.properties.casted = false net.properties.reeling = 0 ui.node\remove(node) bobber.which = nil @action("sfx",am.play(9122106, false, 1, settings.volume)) --print("reel:", reel_progress, "escape:", escape_progress) -- Updates all sprites at the end? hook_sprite("translate").y = hook_location fish_sprite("translate").y = fish_location ) game