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---@diagnostic disable: undefined-global, lowercase-global
backgrounds = require("assets.backgrounds.backgrounds-data")
sprite_height = 128
sprite_width = 64
remaining_rounds = 9
current_round = 1
gamePaused = true
isKO = false
isOverlay = true
isNewRound = false
isFight = false
isGameOver = false
winner = nil
math.randomseed(os.time())
groundTiles = {}
specialGroundTiles = {
{ x = -50, y = 0, width = 55, height = HEIGHT, special = true },
{ x = WIDTH - 5, y = 0, width = 50, height = HEIGHT, special = true }
}
knockbackMultiplierX = 22.4
knockbackMultiplierY = 7.73
minimalKnockbackMultiplierY = 40.3
function SafeInitCharacter(character, default_x, default_y)
character.x = default_x
character.x_velocity = 1
character.y = default_y
character.y_velocity = 1
character.current_sprite = character.asset_dir .. "/sprites/idle.png"
character.default_sprite = character.current_sprite
character.can_jump = false
character.knockback_counter = 0
character.combo_chain = 0
character.can_apply_knockback = false
character.facing = "right"
character.isDead = false
character.wins = 0
end
function Setup()
local bgIndex = math.random(1, #backgrounds)
setBgImage(backgrounds[bgIndex])
SafeInitCharacter(player1Character, 250, 150)
SafeInitCharacter(player2Character, WIDTH - 250 - (250 / 2), 150)
groundTiles = {}
local tileSize = 50
local gridWidth = math.floor(WIDTH / tileSize)
local gridHeight = math.floor(HEIGHT / tileSize)
local clusterSizeMin, clusterSizeMax = 3, 5
local clusterCount = 8
for _ = 1, clusterCount do
local clusterX = math.random(1, gridWidth - clusterSizeMax - 2)
local clusterY = math.random(5, gridHeight - 3)
local clusterSize = math.random(clusterSizeMin, clusterSizeMax)
for i = 0, clusterSize - 1 do
table.insert(groundTiles, {
x = (clusterX + i) * tileSize,
y = clusterY * tileSize,
width = tileSize,
height = tileSize,
special = false
})
end
end
for _, tile in ipairs(specialGroundTiles) do
table.insert(groundTiles, tile)
end
Timer.after(0.5, function ()
isOverlay = false
isNewRound = true
Timer.after(2, function ()
isNewRound = false
isFight = true
Timer.after(2, function ()
isFight = false
gamePaused = false
end)
end)
end)
end
gravity = 1570
function DrawGroundTiles()
for _, tile in ipairs(groundTiles) do
if tile.special then
return
end
queueTextureForRender("assets/images/tile.png", tile.x, tile.y)
end
end
function IsOnGround(character)
for _, tile in ipairs(groundTiles) do
local characterFeetY = character.y + sprite_height
local isWithinX = character.x + sprite_width > tile.x and character.x < tile.x + tile.width
local isTouchingY = characterFeetY >= tile.y and characterFeetY <= tile.y + tile.height
local isFalling = character.y_velocity >= 0
if isWithinX and isTouchingY and isFalling then
character.y = tile.y - sprite_height
return true
end
end
return false
end
function IsHittingCeiling(character)
for _, tile in ipairs(groundTiles) do
local characterHeadY = character.y
local isWithinX = character.x + sprite_width > tile.x and character.x < tile.x + tile.width
local isTouchingY = characterHeadY <= tile.y + tile.height and characterHeadY >= tile.y
if isWithinX and isTouchingY then
character.y = tile.y + tile.height
character.y_velocity = 0
return true
end
end
return false
end
function AABBOverlap(a, b)
return a.x < b.x + b.width and
a.x + a.width > b.x and
a.y < b.y + b.height and
a.y + a.height > b.y
end
function IsTouchingWall(character, direction, exclude_special)
local velocity = character.x_velocity
-- Clamp how far ahead we look
local max_check_distance = 1.0 -- only check 1 pixel ahead
if velocity > max_check_distance then velocity = max_check_distance end
if velocity < -max_check_distance then velocity = -max_check_distance end
-- Prevent missing collisions on tiny glide
if math.abs(velocity) < 0.01 then
velocity = (direction == "right") and 0.01 or -0.01
end
local futureX = character.x + velocity
local charBox = {
x = futureX,
y = character.y,
width = sprite_width,
height = sprite_height
}
for _, tile in ipairs(groundTiles) do
if tile.special and exclude_special then goto continue end
local tileBox = {
x = tile.x,
y = tile.y,
width = tile.width,
height = tile.height
}
if AABBOverlap(charBox, tileBox) then
-- Resolve overlap
if direction == "left" then
character.x = tile.x + tile.width
elseif direction == "right" then
character.x = tile.x - sprite_width
end
character.x_velocity = 0
return true
end
::continue::
end
return false
end
function HandleP1Input()
if player1Character.isDead then return end
if Input.isKeyDown("W") and player1Character.can_jump then
player1Character.y_velocity = player1Character.jump_strength * -1.0
player1Character.can_jump = false
end
if Input.isKeyDown("D") then
if not IsTouchingWall(player1Character, "right", false) then
player1Character.x_velocity = player1Character.speed
player1Character.facing = "right"
else
player1Character.x_velocity = 0
player1Character.x = math.floor(player1Character.x)
end
end
if Input.isKeyDown("A") then
if not IsTouchingWall(player1Character, "left", false) then
player1Character.x_velocity = -player1Character.speed
player1Character.facing = "left"
else
player1Character.x_velocity = 0
player1Character.x = math.floor(player1Character.x)
end
end
if Input.isKeyPressedOnce("F") then
PerformPunch(player1Character, player2Character)
end
end
function HandleP2Input()
if player2Character.isDead then return end
if Input.isKeyDown("UP") and player2Character.can_jump then
player2Character.y_velocity = player2Character.jump_strength * -1.0
player2Character.can_jump = false
end
if Input.isKeyDown("RIGHT") then
if not IsTouchingWall(player2Character, "right", false) then
player2Character.x_velocity = player2Character.speed
player2Character.facing = "right"
else
player2Character.x_velocity = 0
player2Character.x = math.floor(player2Character.x)
end
end
if Input.isKeyDown("LEFT") then
if not IsTouchingWall(player2Character, "left", false) then
player2Character.x_velocity = -player2Character.speed
player2Character.facing = "left"
else
player2Character.x_velocity = 0
player2Character.x = math.floor(player2Character.x)
end
end
if Input.isKeyPressedOnce("L") then
PerformPunch(player2Character, player1Character)
end
end
function DrawUI()
local fontFile = "assets/fonts/OpenSans-Bold.ttf"
local fontSize = 24
local text = player1Character.name
local x = 20
local y = 20
queueTextForRender(text, fontFile, x, y, fontSize, 0, 0, 0, 255)
local text = player2Character.name
local textWidth = getTextWidth(fontFile, fontSize, text)
local x = WIDTH - textWidth - 20
local y = 20
queueTextForRender(text, fontFile, x, y, fontSize, 0, 0, 0, 255)
local fontFile = "assets/fonts/OpenSans-MediumItalic.ttf"
local fontSize = 34
local text = tonumber(player1Character.knockback_counter)
local x = 40
local y = 40
queueTextForRender(text, fontFile, x, y, fontSize, 0, 0, 0, 255)
local fontFile = "assets/fonts/OpenSans-MediumItalic.ttf"
local fontSize = 34
local text = tostring(player2Character.knockback_counter)
local textWidth = getTextWidth(fontFile, fontSize, text)
local x = WIDTH - textWidth - 40
queueTextForRender(text, fontFile, x, y, fontSize, 0, 0, 0, 255)
end
function Respawn(character)
SafeInitCharacter(character, 250, 150)
end
function ApplyKnockback(attacker, target)
local direction = attacker.facing == "left" and -1 or 1
local scaledY = -10 - (target.knockback_counter * knockbackMultiplierY)
target.y_velocity = math.max(-950, scaledY) -- clamp Y knockback
target.x_velocity = target.knockback_counter * knockbackMultiplierX * direction
end
function ApplyMinimalKnockback(attacker, target)
local knockbackCountMinimal = 5
target.y_velocity = -10 - (knockbackCountMinimal * minimalKnockbackMultiplierY)
local direction = 1
if attacker.facing == "left" then
direction = -1
end
target.x_velocity = knockbackCountMinimal * knockbackMultiplierX * direction
-- target.x = target.x + direction * (target.knockback_counter * 0.7)
end
function GameOver()
isGameOver = true
Timer.after(10, function ()
dofile("assets/scripts/mainMenu.lua")
Setup()
end)
if player1Character.wins > player2Character.wins then
winner = player1Character
else
winner = player2Character
end
end
function KillPlayer(character)
if gamePaused then return end
if character.isDead then return end
character.isDead = true
playSound("assets/sounds/K-O.wav")
gamePaused = true
isKO = true
Timer.after(2, function()
remaining_rounds = remaining_rounds - 1
current_round = current_round + 1
character.knockback_counter = 0
character.combo_chain = 0
if character == player1Character then
player2Character.wins = player2Character.wins + 1
else
player1Character.wins = player1Character.wins + 1
end
if remaining_rounds > 0 then
Setup()
else
GameOver()
end
isKO = false
if remaining_rounds > 0 then
isOverlay = true
Timer.after(2, function ()
isOverlay = false
isNewRound = true
Timer.after(2, function ()
isNewRound = false
isFight = true
Timer.after(2, function ()
gamePaused = false
isFight = false
end)
end)
end)
end
end)
end
function RegisterHit(attacker, target, damage)
target.knockback_counter = target.knockback_counter + damage
target.combo_chain = 0
attacker.combo_chain = attacker.combo_chain + 1
if attacker.combo_chain >= 4 then
ApplyKnockback(attacker, target)
attacker.combo_chain = 0
else
ApplyMinimalKnockback(attacker, target)
end
if target.knockback_counter >= 1000 then
KillPlayer(target)
end
end
function PerformPunch(attacker, target)
local punch_range = 27
local punch_height = 80
-- Determine direction of target relative to attacker
local punch_direction = attacker.facing
-- Set punch sprite
attacker.current_sprite = attacker.asset_dir .. "/sprites/punch_" .. punch_direction .. ".png"
-- Reset sprite after a short delay (e.g., 0.15s)
Timer.clearAllTimers()
Timer.after(0.15, function()
attacker.current_sprite = attacker.default_sprite
end)
-- Define hitbox based on punch direction
local hitbox = {
x = attacker.x + (punch_direction == "right" and sprite_width or -punch_range),
y = attacker.y + (sprite_height / 2) - (punch_height / 2),
width = punch_range,
height = punch_height
}
local targetHitbox = {
x = target.x,
y = target.y,
width = sprite_width,
height = sprite_height
}
local function isColliding(a, b)
return a.x < b.x + b.width and
a.x + a.width > b.x and
a.y < b.y + b.height and
a.y + a.height > b.y
end
if isColliding(hitbox, targetHitbox) then
Timer.after(0.05, function ()
RegisterHit(attacker, target, attacker.hit_strength)
end)
end
end
function ApplyPhysics(character)
if character.isDead then return end
local last_x = character.x
local last_y = character.y
character.y_velocity = character.y_velocity + gravity * deltaTime
character.y = character.y + character.y_velocity * deltaTime
character.x = character.x + character.x_velocity * deltaTime
character.x_velocity = character.x_velocity * 0.88
if character.y_velocity > 0 then
-- Falling
if IsOnGround(character) then
character.y_velocity = 0
character.can_jump = true
end
elseif character.y_velocity < 0 then
-- Going upward
IsHittingCeiling(character)
end
if IsTouchingWall(character, "left", true) then
character.x = last_x
character.x_velocity = 0
end
if IsTouchingWall(character, "right", true) then
character.x = last_x
character.x_velocity = 0
end
if not IsOnGround(character) then
character.can_jump = false
end
if character.y > HEIGHT + 60 then
KillPlayer(character)
end
if character.x < -60 then
KillPlayer(character)
end
if character.x > WIDTH + 60 then
KillPlayer(character)
end
end
function DrawOverlay()
queueRectForRender(0, 0, 1280, 720, 0, 0, 0, 150)
end
function DrawKOGraphic()
DrawOverlay()
local fontFile = "assets/fonts/OpenSans-Bold.ttf"
local fontSize = 192
local text = "K.O."
local textWidth = getTextWidth(fontFile, fontSize, text)
local x = (1280 - textWidth) // 2
local y = 720 // 2 - fontSize // 2
queueTextForRender(text, fontFile, x + 5, y + 5, fontSize, 255, 255, 0, 255)
queueTextForRender(text, fontFile, x, y, fontSize, 255, 0, 0, 255)
end
function DrawNewRoundGraphic()
DrawOverlay()
local fontFile = "assets/fonts/OpenSans-Bold.ttf"
local fontSize = 96
local text = "Round " .. current_round
if remaining_rounds == 1 then
text = "Final Round"
end
local textWidth = getTextWidth(fontFile, fontSize, text)
local x = (1280 - textWidth) // 2
local y = 720 // 2 - fontSize // 2
queueTextForRender(text, fontFile, x, y, fontSize, 255, 255, 255, 255)
end
function DrawFightGraphic()
DrawOverlay()
local fontFile = "assets/fonts/OpenSans-Bold.ttf"
local fontSize = 96
local text = "FIGHT!"
local textWidth = getTextWidth(fontFile, fontSize, text)
local x = (1280 - textWidth) // 2
local y = 720 // 2 - fontSize // 2
queueTextForRender(text, fontFile, x, y, fontSize, 255, 255, 0, 255)
end
function DrawGameOverGraphic()
if not winner then return end
setBgImage(backgrounds[1])
local fontFile = "assets/fonts/OpenSans-Bold.ttf"
local fontSize = 96
local text = "WINNER"
local textWidth = getTextWidth(fontFile, fontSize, text)
local x = (1280 - textWidth) // 2
local y = 20
queueTextForRender(text, fontFile, x, y, fontSize, 255, 255, 0, 255)
local portraitWidth = 128
local portraitHeight = 256
local portraitX = (WIDTH // 2) - (portraitWidth // 2)
local portraitY = (HEIGHT // 2) - (portraitHeight // 2)
queueTextureForRender(winner.asset_dir .. "/portrait.png", portraitX, portraitY)
local nameFontSize = 24
local nameWidth = getTextWidth(fontFile, nameFontSize, winner.name)
local nameX = (1280 - nameWidth) // 2
local nameY = portraitY + portraitHeight + 20
queueTextForRender(winner.name, fontFile, nameX, nameY, nameFontSize, 255, 255, 255, 255)
end
function Update()
local maxDelta = 0.05 -- max 50 ms per frame
if deltaTime > maxDelta then
deltaTime = maxDelta
end
Timer.update(deltaTime)
if not gamePaused then
ApplyPhysics(player1Character)
ApplyPhysics(player2Character)
HandleP1Input()
HandleP2Input()
end
if not isGameOver then
queueTextureForRender(player1Character.current_sprite, math.ceil(player1Character.x), math.ceil(player1Character.y))
queueTextureForRender(player2Character.current_sprite, math.ceil(player2Character.x), math.ceil(player2Character.y))
DrawGroundTiles()
DrawUI()
end
if isKO then
DrawKOGraphic()
end
if isOverlay then
DrawOverlay()
end
if isNewRound then
DrawNewRoundGraphic()
end
if isFight then
DrawFightGraphic()
end
if isGameOver then
DrawGameOverGraphic()
end
end
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