-- title: BombExpert
-- author: Zsolt Tasnadi
-- desc: Simple BombExpert for TIC-80
-- site: http://teletype.hu
-- license: MIT License
-- version: 0.2
-- script: lua
-- luacheck: globals TIC btn btnp cls rect spr print exit sfx keyp key
-- luacheck: max line length 150
--------------------------------------------------------------------------------
-- Constants
--------------------------------------------------------------------------------
-- Tile constants
local TILE_SIZE = 8
local MAP_WIDTH = 27
local MAP_HEIGHT = 15
local BOARD_OFFSET_X = 12 -- (240-27*8)/2 = 12
local BOARD_OFFSET_Y = 14 -- top bar (10) + shadow (2) + gap (2)
-- Tile types
local EMPTY = 0
local SOLID_WALL = 1
local BREAKABLE_WALL = 2
-- Directions (up, down, left, right)
local DIRECTIONS = {
{0, -1},
{0, 1},
{-1, 0},
{1, 0}
}
local SPREAD_DIRS = {-1, 1} -- negative and positive spread directions
-- Sprite indices (SPRITES section loads at 256+)
local PLAYER_BLUE = 256
local PLAYER_RED = 257
local BOMB_SPRITE = 258
local BREAKABLE_WALL_SPRITE = 259
local SOLID_WALL_SPRITE = 260
-- Colors (Sweetie 16 palette)
local COLOR_BLACK = 0
local COLOR_SHADOW = 1
local COLOR_RED = 2
local COLOR_ORANGE = 3
local COLOR_YELLOW = 4
local COLOR_GREEN = 6
local COLOR_BLUE = 9
local COLOR_BLUE_LIGHT = 10
local COLOR_CYAN = 11
local COLOR_LIGHT = 12 -- f4f4f4 - lightest color
local COLOR_GRAY_LIGHT = 13
-- Game states
local GAME_STATE_SPLASH = 0
local GAME_STATE_MENU = 1
local GAME_STATE_PLAYING = 2
local GAME_STATE_HELP = 3
local GAME_STATE_CREDITS = 4
local GAME_STATE_SETTINGS = 5
--------------------------------------------------------------------------------
-- Game Configuration (easy to tweak game parameters)
--------------------------------------------------------------------------------
local Config = {
-- Player settings
player = {
move_speed = 2,
start_bombs = 1,
start_power = 1,
},
-- Bomb settings
bomb = {
timer = 90,
explosion_duration = 30,
spread_delay = 6,
},
-- AI settings
ai = {
move_delay = 20,
bomb_cooldown = 90,
danger_threshold = 30,
},
-- Map settings
map = {
breakable_wall_chance = 0.7,
powerup_spawn_chance = 0.3,
generator = "classic",
},
-- Timing
timing = {
splash_duration = 90,
win_screen_duration = 60,
},
}
--------------------------------------------------------------------------------
-- Sound System (centralized audio management)
--------------------------------------------------------------------------------
local Sound = {
effects = {
explosion = {
id = 0,
note = nil,
duration = 30
},
pickup = {
id = 1,
note = nil,
duration = 8
},
-- Add new sounds here:
-- menu_select = {id = 2, note = nil, duration = 10},
-- player_death = {id = 3, note = nil, duration = 20},
}
}
function Sound.play(effect_name)
local effect = Sound.effects[effect_name]
if effect then
sfx(effect.id, effect.note, effect.duration)
end
end
--------------------------------------------------------------------------------
-- Modules
--------------------------------------------------------------------------------
local Input = {}
local Map = {}
local Powerup = {}
local UI = {}
local TopBar = {}
local Splash = {}
local Menu = {}
local Help = {}
local Credits = {}
local Settings = {}
local WinScreen = {}
local GameBoard = {}
local Bomb = {}
local AI = {}
local Player = {}
local Game = {}
--------------------------------------------------------------------------------
-- Game State
--------------------------------------------------------------------------------
local State = {
game_state = GAME_STATE_SPLASH,
splash_timer = 0, -- Will be set from Config on first frame
initialized = false, -- Config loaded flag
menu_selection = 1,
settings_selection = 1,
two_player_mode = false,
players = {},
powerups = {},
bombs = {},
explosions = {},
winner = nil,
win_timer = 0,
score = {0, 0},
map = {}
}
-- Initialize empty map
for row = 1, MAP_HEIGHT do
State.map[row] = {}
for col = 1, MAP_WIDTH do
State.map[row][col] = EMPTY
end
end
--------------------------------------------------------------------------------
-- Powerup System (extensible)
--------------------------------------------------------------------------------
local POWERUP_TYPES = {
{
type = "bomb",
weight = 50,
color = COLOR_YELLOW,
label = "B",
apply = function(player)
player.maxBombs = player.maxBombs + 1
end
},
{
type = "power",
weight = 50,
color = COLOR_ORANGE,
label = "P",
apply = function(player)
player.bombPower = player.bombPower + 1
end
},
}
--------------------------------------------------------------------------------
-- Powerup module
--------------------------------------------------------------------------------
function Powerup.get_config(type_name)
for _, p in ipairs(POWERUP_TYPES) do
if p.type == type_name then
return p
end
end
return POWERUP_TYPES[1]
end
function Powerup.get_random_type()
local total_weight = 0
for _, p in ipairs(POWERUP_TYPES) do
total_weight = total_weight + p.weight
end
local roll = math.random() * total_weight
local cumulative = 0
for _, p in ipairs(POWERUP_TYPES) do
cumulative = cumulative + p.weight
if roll <= cumulative then
return p.type
end
end
return POWERUP_TYPES[1].type
end
function Powerup.init()
State.powerups = {}
for row = 1, MAP_HEIGHT do
for col = 1, MAP_WIDTH do
if State.map[row][col] == BREAKABLE_WALL and math.random() < Config.map.powerup_spawn_chance then
table.insert(State.powerups, {
gridX = col,
gridY = row,
type = Powerup.get_random_type()
})
end
end
end
end
function Powerup.draw_all()
for _, pw in ipairs(State.powerups) do
if State.map[pw.gridY][pw.gridX] == EMPTY then
local drawX = (pw.gridX - 1) * TILE_SIZE + BOARD_OFFSET_X
local drawY = (pw.gridY - 1) * TILE_SIZE + BOARD_OFFSET_Y
local config = Powerup.get_config(pw.type)
rect(drawX + 2, drawY + 2, 5, 5, COLOR_SHADOW)
rect(drawX + 1, drawY + 1, 5, 5, config.color)
print(config.label, drawX + 2, drawY + 1, COLOR_BLACK)
end
end
end
function Powerup.check_pickup()
for _, player in ipairs(State.players) do
for i = #State.powerups, 1, -1 do
local pw = State.powerups[i]
if State.map[pw.gridY][pw.gridX] == EMPTY and
player.gridX == pw.gridX and player.gridY == pw.gridY then
local config = Powerup.get_config(pw.type)
config.apply(player)
table.remove(State.powerups, i)
Sound.play("pickup")
end
end
end
end
--------------------------------------------------------------------------------
-- Input module
--------------------------------------------------------------------------------
function Input.action_pressed()
return btnp(4) or keyp(48) -- A button or Space
end
function Input.back_pressed()
return keyp(51) or btnp(5) -- Backspace key or B button
end
function Input.up()
return btn(0)
end
function Input.down()
return btn(1)
end
function Input.left()
return btn(2)
end
function Input.right()
return btn(3)
end
function Input.up_pressed()
return btnp(0)
end
function Input.down_pressed()
return btnp(1)
end
function Input.left_pressed()
return btnp(2)
end
function Input.right_pressed()
return btnp(3)
end
-- Player 2 inputs (WASD + G for bomb)
function Input.p2_up()
return key(23) or btn(8) -- W key or gamepad 2 up
end
function Input.p2_down()
return key(19) or btn(9) -- S key or gamepad 2 down
end
function Input.p2_left()
return key(1) or btn(10) -- A key or gamepad 2 left
end
function Input.p2_right()
return key(4) or btn(11) -- D key or gamepad 2 right
end
function Input.p2_action()
return keyp(7) or btnp(12) -- G key or gamepad 2 A
end
--------------------------------------------------------------------------------
-- Map module
--------------------------------------------------------------------------------
function Map.can_move_to(gridX, gridY, player)
if gridX < 1 or gridY < 1 or gridX > MAP_WIDTH or gridY > MAP_HEIGHT then
return false
end
if State.map[gridY][gridX] >= SOLID_WALL then
return false
end
-- Check for bombs (but allow staying on bomb you just placed)
for _, bomb in ipairs(State.bombs) do
local bombGridX = math.floor(bomb.x / TILE_SIZE) + 1
local bombGridY = math.floor(bomb.y / TILE_SIZE) + 1
if gridX == bombGridX and gridY == bombGridY then
-- Allow if player is currently on the bomb (just placed it)
if player and player.gridX == bombGridX and player.gridY == bombGridY then
return true
end
return false
end
end
return true
end
function Map.is_spawn_area(row, col)
local lastCol = MAP_WIDTH - 1 -- 26 (for MAP_WIDTH=27)
local lastRow = MAP_HEIGHT - 1 -- 14 (for MAP_HEIGHT=15)
-- Top-left spawn (2,2) and adjacent
if (row == 2 and col == 2) or (row == 2 and col == 3) or (row == 3 and col == 2) then
return true
end
-- Top-right spawn and adjacent
if (row == 2 and col == lastCol) or (row == 2 and col == lastCol - 1) or (row == 3 and col == lastCol) then
return true
end
-- Bottom-left spawn and adjacent
if (row == lastRow and col == 2) or (row == lastRow and col == 3) or (row == lastRow - 1 and col == 2) then
return true
end
-- Bottom-right spawn and adjacent
if (row == lastRow and col == lastCol) or (row == lastRow and col == lastCol - 1) or (row == lastRow - 1 and col == lastCol) then
return true
end
return false
end
--------------------------------------------------------------------------------
-- Map Generators (extensible map generation system)
--------------------------------------------------------------------------------
local MapGenerators = {}
-- Classic Bomberman grid pattern
function MapGenerators.classic(row, col)
if row % 2 == 1 and col % 2 == 1 and row > 1 and col > 1 then
return SOLID_WALL
elseif math.random() < Config.map.breakable_wall_chance then
return BREAKABLE_WALL
end
return EMPTY
end
-- Open arena with fewer pillars
function MapGenerators.arena(row, col)
-- Only pillars at every 4th position
if row % 4 == 1 and col % 4 == 1 and row > 1 and col > 1 then
return SOLID_WALL
elseif math.random() < Config.map.breakable_wall_chance * 0.5 then
return BREAKABLE_WALL
end
return EMPTY
end
-- Dense maze with more walls
function MapGenerators.maze(row, col)
if row % 2 == 1 and col % 2 == 1 and row > 1 and col > 1 then
return SOLID_WALL
elseif math.random() < 0.85 then
return BREAKABLE_WALL
end
return EMPTY
end
-- Corridors pattern
function MapGenerators.corridors(row, col)
-- Horizontal corridors at rows 4, 8, 12
if (row == 4 or row == 8 or row == 12) and col > 1 and col < MAP_WIDTH then
if math.random() < 0.3 then
return BREAKABLE_WALL
end
return EMPTY
end
-- Vertical corridors at cols 7, 14, 21
if (col == 7 or col == 14 or col == 21) and row > 1 and row < MAP_HEIGHT then
if math.random() < 0.3 then
return BREAKABLE_WALL
end
return EMPTY
end
-- Rest is classic pattern
if row % 2 == 1 and col % 2 == 1 and row > 1 and col > 1 then
return SOLID_WALL
elseif math.random() < Config.map.breakable_wall_chance then
return BREAKABLE_WALL
end
return EMPTY
end
function Map.generate(generator_name)
generator_name = generator_name or Config.map.generator
local generator = MapGenerators[generator_name] or MapGenerators.classic
for row = 1, MAP_HEIGHT do
for col = 1, MAP_WIDTH do
-- Border walls (always)
if row == 1 or row == MAP_HEIGHT or col == 1 or col == MAP_WIDTH then
State.map[row][col] = SOLID_WALL
-- Spawn areas MUST be empty (always)
elseif Map.is_spawn_area(row, col) then
State.map[row][col] = EMPTY
-- Use selected generator for the rest
else
State.map[row][col] = generator(row, col)
end
end
end
end
-- Helper to get available generators
function Map.get_generators()
local names = {}
for name, _ in pairs(MapGenerators) do
table.insert(names, name)
end
return names
end
function Map.draw_shadows()
for row = 1, MAP_HEIGHT do
for col = 1, MAP_WIDTH do
local tile = State.map[row][col]
if tile == SOLID_WALL or tile == BREAKABLE_WALL then
local drawX = (col - 1) * TILE_SIZE + BOARD_OFFSET_X
local drawY = (row - 1) * TILE_SIZE + BOARD_OFFSET_Y
rect(drawX + 1, drawY + 1, TILE_SIZE, TILE_SIZE, COLOR_SHADOW)
end
end
end
end
function Map.draw_tiles()
for row = 1, MAP_HEIGHT do
for col = 1, MAP_WIDTH do
local tile = State.map[row][col]
local drawX = (col - 1) * TILE_SIZE + BOARD_OFFSET_X
local drawY = (row - 1) * TILE_SIZE + BOARD_OFFSET_Y
if tile == SOLID_WALL then
spr(SOLID_WALL_SPRITE, drawX, drawY, 0, 1)
elseif tile == BREAKABLE_WALL then
spr(BREAKABLE_WALL_SPRITE, drawX, drawY, 0, 1)
end
-- Empty spaces use background color (no floor sprite)
end
end
end
--------------------------------------------------------------------------------
-- TopBar module
--------------------------------------------------------------------------------
function TopBar.draw()
-- Background
rect(0, 0, 240, 10, COLOR_SHADOW)
-- Shadow
rect(0, 10, 240, 2, COLOR_BLACK)
local p1 = State.players[1]
local p2 = State.players[2]
-- Player 1 (left side) - blue
if p1 then
print("P1", 2, 2, COLOR_BLUE_LIGHT)
print("W:"..State.score[1], 16, 2, COLOR_BLUE_LIGHT)
print("B:"..p1.maxBombs, 40, 2, COLOR_YELLOW)
print("P:"..p1.bombPower, 64, 2, COLOR_ORANGE)
end
-- Player 2 (right side) - red
if p2 then
print("P:"..p2.bombPower, 156, 2, COLOR_ORANGE)
print("B:"..p2.maxBombs, 180, 2, COLOR_YELLOW)
print("W:"..State.score[2], 204, 2, COLOR_RED)
print("P2", 226, 2, COLOR_RED)
end
end
--------------------------------------------------------------------------------
-- UI module (shared utilities)
--------------------------------------------------------------------------------
function UI.print_shadow(text, x, y, color, fixed, scale)
scale = scale or 1
print(text, x + 1, y + 1, COLOR_SHADOW, fixed, scale)
print(text, x, y, color, fixed, scale)
end
--------------------------------------------------------------------------------
-- Splash module
--------------------------------------------------------------------------------
function Splash.update()
-- Initialize on first frame
if not State.initialized then
Settings.load()
State.splash_timer = Config.timing.splash_duration
State.initialized = true
end
cls(COLOR_BLACK)
UI.print_shadow("BombExpert", 85, 50, COLOR_BLUE, false, 2)
State.splash_timer = State.splash_timer - 1
if State.splash_timer <= 0 then
State.game_state = GAME_STATE_MENU
end
end
--------------------------------------------------------------------------------
-- Menu module
--------------------------------------------------------------------------------
local MENU_ITEMS = {
{
label = "1 Player Game",
action = function()
State.two_player_mode = false
State.game_state = GAME_STATE_PLAYING
Game.init()
end
},
{
label = "2 Player Game",
action = function()
State.two_player_mode = true
State.game_state = GAME_STATE_PLAYING
Game.init()
end
},
{
label = "Settings",
action = function()
State.game_state = GAME_STATE_SETTINGS
end
},
{
label = "Help",
action = function()
State.game_state = GAME_STATE_HELP
end
},
{
label = "Credits",
action = function()
State.game_state = GAME_STATE_CREDITS
end
},
{
label = "Exit",
action = exit
},
}
local function get_menu_color(index)
return (State.menu_selection == index) and COLOR_CYAN or COLOR_GRAY_LIGHT
end
function Menu.update()
cls(COLOR_BLACK)
UI.print_shadow("BombExpert", 85, 20, COLOR_BLUE, false, 2)
local cursor_y = 60 + (State.menu_selection - 1) * 14
UI.print_shadow(">", 60, cursor_y, COLOR_CYAN)
for i, item in ipairs(MENU_ITEMS) do
UI.print_shadow(item.label, 70, 60 + (i - 1) * 14, get_menu_color(i))
end
if Input.back_pressed() then
exit()
elseif Input.up_pressed() then
State.menu_selection = State.menu_selection - 1
if State.menu_selection < 1 then State.menu_selection = #MENU_ITEMS end
elseif Input.down_pressed() then
State.menu_selection = State.menu_selection + 1
if State.menu_selection > #MENU_ITEMS then State.menu_selection = 1 end
elseif Input.action_pressed() then
MENU_ITEMS[State.menu_selection].action()
end
end
--------------------------------------------------------------------------------
-- Help module
--------------------------------------------------------------------------------
function Help.update()
cls(COLOR_BLACK)
UI.print_shadow("Help", 100, 8, COLOR_BLUE, false, 2)
-- Controls section
UI.print_shadow("Controls", 20, 30, COLOR_LIGHT)
-- P1 controls
rect(20, 42, 90, 30, COLOR_SHADOW)
rect(19, 41, 90, 30, COLOR_BLUE_LIGHT)
print("Player 1 (Blue)", 22, 44, COLOR_LIGHT)
print("Move: Arrow Keys", 22, 54, COLOR_LIGHT)
print("Bomb: SPACE", 22, 64, COLOR_LIGHT)
-- P2 controls
rect(130, 42, 90, 30, COLOR_SHADOW)
rect(129, 41, 90, 30, COLOR_RED)
print("Player 2 (Red)", 132, 44, COLOR_LIGHT)
print("Move: W A S D", 132, 54, COLOR_LIGHT)
print("Bomb: G", 132, 64, COLOR_LIGHT)
-- Powerups section
UI.print_shadow("Powerups", 20, 80, COLOR_LIGHT)
-- Bomb powerup
rect(22, 93, 5, 5, COLOR_SHADOW)
rect(21, 92, 5, 5, COLOR_YELLOW)
print("B", 22, 92, COLOR_BLACK)
print("+1 Bomb capacity", 32, 92, COLOR_YELLOW)
-- Power powerup
rect(22, 105, 5, 5, COLOR_SHADOW)
rect(21, 104, 5, 5, COLOR_ORANGE)
print("P", 22, 104, COLOR_BLACK)
print("+1 Blast range", 32, 104, COLOR_ORANGE)
-- Back instruction
UI.print_shadow("SPACE / Backspace: return", 50, 122, COLOR_CYAN)
if Input.action_pressed() or Input.back_pressed() then
State.game_state = GAME_STATE_MENU
end
end
--------------------------------------------------------------------------------
-- Credits module
--------------------------------------------------------------------------------
function Credits.update()
cls(COLOR_BLACK)
UI.print_shadow("Credits", 90, 20, COLOR_BLUE, false, 2)
UI.print_shadow("Author: Zsolt Tasnadi", 60, 50, COLOR_LIGHT)
UI.print_shadow("Powered by Claude", 68, 66, COLOR_LIGHT)
UI.print_shadow("Sponsored by Zen Heads", 52, 82, COLOR_LIGHT)
UI.print_shadow("Happy X-MAS!", 80, 98, COLOR_RED)
UI.print_shadow("SPACE / Backspace: return", 50, 122, COLOR_CYAN)
if Input.action_pressed() or Input.back_pressed() then
State.game_state = GAME_STATE_MENU
end
end
--------------------------------------------------------------------------------
-- Settings module (persistent settings menu)
--------------------------------------------------------------------------------
-- luacheck: globals pmem
-- Settings definition: each setting maps to a pmem slot
-- pmem stores integers, so we use multipliers for decimals
local SETTINGS_ITEMS = {
{
label = "Start Bombs",
path = {"player", "start_bombs"},
min = 1,
max = 5,
step = 1,
pmem_slot = 0
},
{
label = "Start Power",
path = {"player", "start_power"},
min = 1,
max = 5,
step = 1,
pmem_slot = 1
},
{
label = "Move Speed",
path = {"player", "move_speed"},
min = 1,
max = 4,
step = 1,
pmem_slot = 2
},
{
label = "Bomb Timer",
path = {"bomb", "timer"},
min = 60,
max = 180,
step = 15,
pmem_slot = 3
},
{
label = "AI Speed",
path = {"ai", "move_delay"},
min = 10,
max = 40,
step = 5,
pmem_slot = 4
},
{
label = "Wall Density",
path = {"map", "breakable_wall_chance"},
min = 30,
max = 90,
step = 10,
pmem_slot = 5,
multiplier = 100
},
{
label = "Powerup Chance",
path = {"map", "powerup_spawn_chance"},
min = 10,
max = 50,
step = 5,
pmem_slot = 6,
multiplier = 100
},
{
label = "Map Style",
path = {"map", "generator"},
min = 1,
max = 4,
step = 1,
pmem_slot = 7,
is_enum = true,
enum_values = {"classic", "arena", "maze", "corridors"}
},
}
-- Magic number to detect if pmem has been initialized
local PMEM_INIT_SLOT = 255
local PMEM_INIT_VALUE = 12345
local function get_config_value(item)
local value = Config
for _, key in ipairs(item.path) do
value = value[key]
end
if item.multiplier then
return math.floor(value * item.multiplier + 0.5)
end
if item.is_enum then
for i, v in ipairs(item.enum_values) do
if v == value then return i end
end
return 1
end
return value
end
local function set_config_value(item, value)
local target = Config
for i = 1, #item.path - 1 do
target = target[item.path[i]]
end
local final_key = item.path[#item.path]
if item.multiplier then
target[final_key] = value / item.multiplier
elseif item.is_enum then
target[final_key] = item.enum_values[value]
else
target[final_key] = value
end
end
local function get_display_value(item, value)
if item.is_enum then
return item.enum_values[value] or "?"
end
if item.multiplier then
return value .. "%"
end
return tostring(value)
end
function Settings.load()
-- Check if pmem has been initialized
if pmem(PMEM_INIT_SLOT) ~= PMEM_INIT_VALUE then
-- First run - save defaults
Settings.save()
pmem(PMEM_INIT_SLOT, PMEM_INIT_VALUE)
return
end
-- Load values from pmem
for _, item in ipairs(SETTINGS_ITEMS) do
local stored = pmem(item.pmem_slot)
if stored >= item.min and stored <= item.max then
set_config_value(item, stored)
end
end
end
function Settings.save()
for _, item in ipairs(SETTINGS_ITEMS) do
local value = get_config_value(item)
pmem(item.pmem_slot, value)
end
end
function Settings.update()
cls(COLOR_BLACK)
UI.print_shadow("Settings", 85, 4, COLOR_BLUE, false, 2)
local start_y = 22
local item_height = 11
for i, item in ipairs(SETTINGS_ITEMS) do
local y = start_y + (i - 1) * item_height
local is_selected = (State.settings_selection == i)
local color = is_selected and COLOR_CYAN or COLOR_GRAY_LIGHT
-- Cursor
if is_selected then
print("<", 16, y, COLOR_CYAN)
print(">", 221, y, COLOR_CYAN)
end
-- Label
print(item.label, 26, y, color)
-- Value
local value = get_config_value(item)
local display = get_display_value(item, value)
print(display, 161, y, COLOR_YELLOW)
end
-- Back option
local back_y = start_y + #SETTINGS_ITEMS * item_height + 4
local back_selected = (State.settings_selection == #SETTINGS_ITEMS + 1)
if back_selected then
print(">", 71, back_y, COLOR_CYAN)
end
print("Save & Back", 81, back_y, back_selected and COLOR_CYAN or COLOR_GRAY_LIGHT)
-- Instructions at bottom
print("UP/DOWN:select LEFT/RIGHT:change", 28, 128, COLOR_GRAY_LIGHT)
-- Input handling
local max_selection = #SETTINGS_ITEMS + 1
if Input.up_pressed() then
State.settings_selection = State.settings_selection - 1
if State.settings_selection < 1 then State.settings_selection = max_selection end
elseif Input.down_pressed() then
State.settings_selection = State.settings_selection + 1
if State.settings_selection > max_selection then State.settings_selection = 1 end
elseif Input.left_pressed() and State.settings_selection <= #SETTINGS_ITEMS then
local item = SETTINGS_ITEMS[State.settings_selection]
local value = get_config_value(item)
value = value - item.step
if value < item.min then value = item.max end
set_config_value(item, value)
elseif Input.right_pressed() and State.settings_selection <= #SETTINGS_ITEMS then
local item = SETTINGS_ITEMS[State.settings_selection]
local value = get_config_value(item)
value = value + item.step
if value > item.max then value = item.min end
set_config_value(item, value)
elseif Input.action_pressed() or Input.back_pressed() then
Settings.save()
State.settings_selection = 1
State.game_state = GAME_STATE_MENU
end
end
--------------------------------------------------------------------------------
-- WinScreen module
--------------------------------------------------------------------------------
function WinScreen.draw()
cls(COLOR_BLACK)
rect(20, 30, 200, 80, COLOR_BLUE)
rect(22, 32, 196, 76, COLOR_BLACK)
UI.print_shadow("PLAYER "..State.winner.." WON!", 70, 55, COLOR_BLUE, false, 2)
if State.win_timer <= 0 or math.floor(State.win_timer / 15) % 2 == 0 then
UI.print_shadow("Press SPACE (A) to restart", 55, 80, COLOR_BLUE)
end
end
--------------------------------------------------------------------------------
-- GameBoard module
--------------------------------------------------------------------------------
function GameBoard.draw()
Map.draw_shadows()
Map.draw_tiles()
Bomb.draw_explosions()
Powerup.draw_all()
Bomb.draw_all()
-- draw players
for idx, player in ipairs(State.players) do
Player.draw(player.pixelX + BOARD_OFFSET_X, player.pixelY + BOARD_OFFSET_Y, idx == 1)
end
TopBar.draw()
end
--------------------------------------------------------------------------------
-- Bomb module (includes explosions)
--------------------------------------------------------------------------------
function Bomb.draw(x, y)
spr(BOMB_SPRITE, x, y, 0, 1)
end
function Bomb.draw_all()
for _, bomb in ipairs(State.bombs) do
Bomb.draw(bomb.x + BOARD_OFFSET_X, bomb.y + BOARD_OFFSET_Y)
end
end
function Bomb.draw_explosions()
for _, expl in ipairs(State.explosions) do
local drawX = expl.x + BOARD_OFFSET_X
local drawY = expl.y + BOARD_OFFSET_Y
if expl.spread <= 0 then
rect(drawX, drawY, TILE_SIZE, TILE_SIZE, COLOR_RED)
else
local progress = 1 - (expl.spread / (expl.dist * Config.bomb.spread_delay))
if progress > 0 then
local size = math.floor(TILE_SIZE * progress)
local off = math.floor((TILE_SIZE - size) / 2)
rect(drawX + off, drawY + off, size, size, COLOR_RED)
end
end
end
end
function Bomb.place(player)
if player.activeBombs >= player.maxBombs then return end
local bombX = (player.gridX - 1) * TILE_SIZE
local bombY = (player.gridY - 1) * TILE_SIZE
for _, b in ipairs(State.bombs) do
if b.x == bombX and b.y == bombY then
return
end
end
table.insert(State.bombs, {
x = bombX,
y = bombY,
timer = Config.bomb.timer,
owner = player,
power = player.bombPower
})
player.activeBombs = player.activeBombs + 1
end
local function spread_explosion(bombX, bombY, gridX, gridY, power, is_horizontal)
for _, dir in ipairs(SPREAD_DIRS) do
for dist = 1, power do
local explX, explY, eGridX, eGridY
if is_horizontal then
explX = bombX + dir * dist * TILE_SIZE
explY = bombY
eGridX = gridX + dir * dist
eGridY = gridY
if eGridX < 1 or eGridX > MAP_WIDTH then break end
else
explX = bombX
explY = bombY + dir * dist * TILE_SIZE
eGridX = gridX
eGridY = gridY + dir * dist
if eGridY < 1 or eGridY > MAP_HEIGHT then break end
end
local tile = State.map[eGridY][eGridX]
if tile == SOLID_WALL then break end
local is_breakable = tile == BREAKABLE_WALL
if is_breakable then
State.map[eGridY][eGridX] = EMPTY
end
table.insert(State.explosions, {
x = explX,
y = explY,
timer = Config.bomb.explosion_duration,
dist = dist,
spread = dist * Config.bomb.spread_delay
})
if is_breakable then break end
end
end
end
function Bomb.explode(bombX, bombY, power)
power = power or 1
Sound.play("explosion")
table.insert(State.explosions, {
x = bombX,
y = bombY,
timer = Config.bomb.explosion_duration,
dist = 0,
spread = 0
})
local gridX = math.floor(bombX / TILE_SIZE) + 1
local gridY = math.floor(bombY / TILE_SIZE) + 1
spread_explosion(bombX, bombY, gridX, gridY, power, true) -- horizontal
spread_explosion(bombX, bombY, gridX, gridY, power, false) -- vertical
end
function Bomb.update_all()
-- update bombs
for i = #State.bombs, 1, -1 do
local bomb = State.bombs[i]
bomb.timer = bomb.timer - 1
if bomb.timer <= 0 then
Bomb.explode(bomb.x, bomb.y, bomb.power)
if bomb.owner then
bomb.owner.activeBombs = bomb.owner.activeBombs - 1
end
table.remove(State.bombs, i)
end
end
-- update explosions
for i = #State.explosions, 1, -1 do
local expl = State.explosions[i]
if expl.spread > 0 then
expl.spread = expl.spread - 1
else
expl.timer = expl.timer - 1
if expl.timer <= 0 then
table.remove(State.explosions, i)
end
end
end
end
function Bomb.clear_all()
State.bombs = {}
State.explosions = {}
end
--------------------------------------------------------------------------------
-- AI module
--------------------------------------------------------------------------------
local function is_blast_line_blocked(pos1, pos2, fixedCoord, is_horizontal)
local minPos = math.min(pos1, pos2)
local maxPos = math.max(pos1, pos2)
for i = minPos + 1, maxPos - 1 do
local tile = is_horizontal and State.map[fixedCoord][i] or State.map[i][fixedCoord]
if tile == SOLID_WALL then
return true
end
end
return false
end
function AI.is_dangerous(gridX, gridY)
-- Check active explosions
for _, expl in ipairs(State.explosions) do
local explGridX = math.floor(expl.x / TILE_SIZE) + 1
local explGridY = math.floor(expl.y / TILE_SIZE) + 1
if gridX == explGridX and gridY == explGridY then
return true
end
end
-- Check bombs about to explode - need to escape!
for _, bomb in ipairs(State.bombs) do
local bombGridX = math.floor(bomb.x / TILE_SIZE) + 1
local bombGridY = math.floor(bomb.y / TILE_SIZE) + 1
local power = bomb.power or 1
-- Only urgent if bomb is about to explode
if bomb.timer < Config.ai.danger_threshold then
if gridX == bombGridX and gridY == bombGridY then
return true
end
-- Check horizontal blast radius
if gridY == bombGridY and math.abs(gridX - bombGridX) <= power then
if not is_blast_line_blocked(gridX, bombGridX, gridY, true) then
return true
end
end
-- Check vertical blast radius
if gridX == bombGridX and math.abs(gridY - bombGridY) <= power then
if not is_blast_line_blocked(gridY, bombGridY, gridX, false) then
return true
end
end
else
-- For bombs with more time, just avoid the bomb cell itself
if gridX == bombGridX and gridY == bombGridY then
return true
end
end
end
return false
end
function AI.has_adjacent_breakable_wall(gridX, gridY)
for _, dir in ipairs(DIRECTIONS) do
local checkX = gridX + dir[1]
local checkY = gridY + dir[2]
if checkX >= 1 and checkX <= MAP_WIDTH and checkY >= 1 and checkY <= MAP_HEIGHT then
if State.map[checkY][checkX] == BREAKABLE_WALL then
return true
end
end
end
return false
end
function AI.find_nearest_powerup(gridX, gridY)
local nearest = nil
local nearestDist = 9999
for _, pw in ipairs(State.powerups) do
if State.map[pw.gridY][pw.gridX] == EMPTY then
local dist = math.abs(pw.gridX - gridX) + math.abs(pw.gridY - gridY)
if dist < nearestDist then
nearestDist = dist
nearest = pw
end
end
end
return nearest
end
function AI.is_in_blast_line(cellX, cellY, bombX, bombY, power)
-- Check if cell is in same row or column as bomb and within power range
if cellY == bombY and math.abs(cellX - bombX) <= power then
return true
end
if cellX == bombX and math.abs(cellY - bombY) <= power then
return true
end
return false
end
function AI.find_safe_cell(gridX, gridY, player)
-- Find a cell to escape to that's OUTSIDE the bomb's blast line
local power = player.bombPower
-- First try: find a path that gets us completely out of blast line
for _, dir in ipairs(DIRECTIONS) do
local newX = gridX + dir[1]
local newY = gridY + dir[2]
if Map.can_move_to(newX, newY, player) and not AI.is_dangerous(newX, newY) then
-- Check if this first step gets us out of blast line
if not AI.is_in_blast_line(newX, newY, gridX, gridY, power) then
return {newX, newY}
end
-- If not, check if we can turn corner to get out
for _, dir2 in ipairs(DIRECTIONS) do
local safeX = newX + dir2[1]
local safeY = newY + dir2[2]
if Map.can_move_to(safeX, safeY, player) and not AI.is_dangerous(safeX, safeY) then
if not AI.is_in_blast_line(safeX, safeY, gridX, gridY, power) then
return {newX, newY}
end
end
end
end
end
return nil
end
function AI.has_escape_route(gridX, gridY, player)
return AI.find_safe_cell(gridX, gridY, player) ~= nil
end
function AI.escape_from_bomb(player)
local safe = AI.find_safe_cell(player.gridX, player.gridY, player)
if safe then
player.gridX = safe[1]
player.gridY = safe[2]
end
end
function AI.move_and_bomb(player, target)
if not target then return end
-- Check for nearby powerup first
local powerup = AI.find_nearest_powerup(player.gridX, player.gridY)
local actualTarget = target
-- If powerup is closer than target, go for powerup
if powerup then
local pwDist = math.abs(powerup.gridX - player.gridX) + math.abs(powerup.gridY - player.gridY)
local targetDist = math.abs(target.gridX - player.gridX) + math.abs(target.gridY - player.gridY)
if pwDist < targetDist or pwDist <= 5 then
actualTarget = {
gridX = powerup.gridX,
gridY = powerup.gridY
}
end
end
local dx = actualTarget.gridX - player.gridX
local dy = actualTarget.gridY - player.gridY
local dist = math.abs(dx) + math.abs(dy)
local should_bomb = false
if dist <= 2 and actualTarget == target then should_bomb = true end
if AI.has_adjacent_breakable_wall(player.gridX, player.gridY) then
should_bomb = true
end
if should_bomb and player.activeBombs < player.maxBombs and player.bombCooldown <= 0 then
if AI.has_escape_route(player.gridX, player.gridY, player) then
player.lastGridX = player.gridX
player.lastGridY = player.gridY
Bomb.place(player)
player.bombCooldown = Config.ai.bomb_cooldown
AI.escape_from_bomb(player)
return
end
end
-- Build direction list (preferred directions first, then all others)
local dirs = {}
if dx > 0 then table.insert(dirs, {1, 0})
elseif dx < 0 then table.insert(dirs, {-1, 0})
end
if dy > 0 then table.insert(dirs, {0, 1})
elseif dy < 0 then table.insert(dirs, {0, -1})
end
for _, d in ipairs(DIRECTIONS) do
table.insert(dirs, d)
end
-- Try to move, avoiding going back to last position unless necessary
local fallback = nil
for _, dir in ipairs(dirs) do
local newGridX = player.gridX + dir[1]
local newGridY = player.gridY + dir[2]
if Map.can_move_to(newGridX, newGridY, player) and not AI.is_dangerous(newGridX, newGridY) then
-- Avoid going back unless it's the only option
if newGridX == player.lastGridX and newGridY == player.lastGridY then
if not fallback then fallback = {newGridX, newGridY} end
else
player.lastGridX = player.gridX
player.lastGridY = player.gridY
player.gridX = newGridX
player.gridY = newGridY
return
end
end
end
-- Use fallback if no other option
if fallback then
player.lastGridX = player.gridX
player.lastGridY = player.gridY
player.gridX = fallback[1]
player.gridY = fallback[2]
end
end
function AI.update(player, target)
-- Even while moving, check if destination becomes dangerous
if player.moving then
if AI.is_dangerous(player.gridX, player.gridY) then
-- Destination is dangerous! Try to stop or reverse
local currentGridX = math.floor(player.pixelX / TILE_SIZE) + 1
local currentGridY = math.floor(player.pixelY / TILE_SIZE) + 1
if not AI.is_dangerous(currentGridX, currentGridY) then
-- Stay at current position
player.gridX = currentGridX
player.gridY = currentGridY
end
end
return
end
local in_danger = AI.is_dangerous(player.gridX, player.gridY)
if in_danger then
local best_dir = nil
local best_safe = false
for _, dir in ipairs(DIRECTIONS) do
local newX = player.gridX + dir[1]
local newY = player.gridY + dir[2]
if Map.can_move_to(newX, newY, player) then
local safe = not AI.is_dangerous(newX, newY)
if safe and not best_safe then
best_dir = dir
best_safe = true
elseif not best_dir then
best_dir = dir
end
end
end
if best_dir then
player.gridX = player.gridX + best_dir[1]
player.gridY = player.gridY + best_dir[2]
end
player.moveTimer = 0
return
end
player.moveTimer = player.moveTimer + 1
if player.moveTimer < Config.ai.move_delay then return end
player.moveTimer = 0
AI.move_and_bomb(player, target)
end
--------------------------------------------------------------------------------
-- Player module
--------------------------------------------------------------------------------
function Player.draw(x, y, is_player1)
local sprite_id = is_player1 and PLAYER_BLUE or PLAYER_RED
spr(sprite_id, x, y, 0, 1)
end
function Player.create(gridX, gridY, color, is_ai)
return {
gridX = gridX,
gridY = gridY,
lastGridX = gridX,
lastGridY = gridY,
pixelX = (gridX - 1) * TILE_SIZE,
pixelY = (gridY - 1) * TILE_SIZE,
moving = false,
maxBombs = Config.player.start_bombs,
activeBombs = 0,
bombPower = Config.player.start_power,
color = color,
is_ai = is_ai,
moveTimer = 0,
bombCooldown = 0,
spawnX = gridX,
spawnY = gridY
}
end
function Player.update_movement(player)
local targetX = (player.gridX - 1) * TILE_SIZE
local targetY = (player.gridY - 1) * TILE_SIZE
if player.pixelX < targetX then
player.pixelX = math.min(player.pixelX + Config.player.move_speed, targetX)
player.moving = true
elseif player.pixelX > targetX then
player.pixelX = math.max(player.pixelX - Config.player.move_speed, targetX)
player.moving = true
elseif player.pixelY < targetY then
player.pixelY = math.min(player.pixelY + Config.player.move_speed, targetY)
player.moving = true
elseif player.pixelY > targetY then
player.pixelY = math.max(player.pixelY - Config.player.move_speed, targetY)
player.moving = true
else
player.moving = false
end
if player.bombCooldown > 0 then
player.bombCooldown = player.bombCooldown - 1
end
end
function Player.handle_input(player, input)
if player.moving then return end
local newGridX = player.gridX
local newGridY = player.gridY
if input.up() then
newGridY = player.gridY - 1
elseif input.down() then
newGridY = player.gridY + 1
elseif input.left() then
newGridX = player.gridX - 1
elseif input.right() then
newGridX = player.gridX + 1
end
if Map.can_move_to(newGridX, newGridY, player) then
player.gridX = newGridX
player.gridY = newGridY
end
if input.action() then
Bomb.place(player)
end
end
-- Input configurations for each player
local P1_INPUT = {
up = Input.up,
down = Input.down,
left = Input.left,
right = Input.right,
action = Input.action_pressed
}
local P2_INPUT = {
up = Input.p2_up,
down = Input.p2_down,
left = Input.p2_left,
right = Input.p2_right,
action = Input.p2_action
}
function Player.reset(player)
player.gridX = player.spawnX
player.gridY = player.spawnY
player.pixelX = (player.spawnX - 1) * TILE_SIZE
player.pixelY = (player.spawnY - 1) * TILE_SIZE
player.moving = false
player.maxBombs = Config.player.start_bombs
player.activeBombs = 0
player.bombPower = Config.player.start_power
player.bombCooldown = 0
end
--------------------------------------------------------------------------------
-- Game module
--------------------------------------------------------------------------------
function Game.init()
State.winner = nil
State.win_timer = 0
Bomb.clear_all()
Map.generate()
State.players = {}
table.insert(State.players, Player.create(2, 2, COLOR_BLUE, false))
local p2_is_ai = not State.two_player_mode
table.insert(State.players, Player.create(MAP_WIDTH - 1, MAP_HEIGHT - 1, COLOR_RED, p2_is_ai))
Powerup.init()
end
function Game.restart()
State.winner = nil
State.win_timer = 0
Bomb.clear_all()
Map.generate()
for _, p in ipairs(State.players) do
Player.reset(p)
end
Powerup.init()
end
function Game.set_winner(player_num)
State.winner = player_num
State.win_timer = Config.timing.win_screen_duration
State.score[player_num] = State.score[player_num] + 1
end
function Game.check_death_by_explosion()
for idx, player in ipairs(State.players) do
for _, expl in ipairs(State.explosions) do
if expl.spread <= 0 then
local explGridX = math.floor(expl.x / TILE_SIZE) + 1
local explGridY = math.floor(expl.y / TILE_SIZE) + 1
if player.gridX == explGridX and player.gridY == explGridY then
local winner_idx = (idx == 1) and 2 or 1
Game.set_winner(winner_idx)
return true
end
end
end
end
return false
end
function Game.update()
-- Get human player as target for AI
local human_player = State.players[1]
-- update all players
for idx, player in ipairs(State.players) do
Player.update_movement(player)
if player.is_ai then
AI.update(player, human_player)
else
local input = (idx == 1) and P1_INPUT or P2_INPUT
Player.handle_input(player, input)
end
end
Bomb.update_all()
Powerup.check_pickup()
if Game.check_death_by_explosion() then return true end
return false
end
--------------------------------------------------------------------------------
-- Main game loop
--------------------------------------------------------------------------------
local function update_playing()
cls(COLOR_GREEN)
-- ESC to return to menu
if Input.back_pressed() then
State.game_state = GAME_STATE_MENU
return
end
if State.winner then
State.win_timer = State.win_timer - 1
WinScreen.draw()
if Input.action_pressed() and State.win_timer <= 0 then
Game.restart()
end
return
end
if Game.update() then return end
GameBoard.draw()
end
local STATE_HANDLERS = {
[GAME_STATE_SPLASH] = Splash.update,
[GAME_STATE_MENU] = Menu.update,
[GAME_STATE_HELP] = Help.update,
[GAME_STATE_CREDITS] = Credits.update,
[GAME_STATE_SETTINGS] = Settings.update,
[GAME_STATE_PLAYING] = update_playing,
}
function TIC()
local handler = STATE_HANDLERS[State.game_state]
if handler then
handler()
end
end
--
-- 001:eccccccccc888888caaaaaaaca888888cacccccccacc0ccccacc0ccccacc0ccc
-- 002:ccccceee8888cceeaaaa0cee888a0ceeccca0ccc0cca0c0c0cca0c0c0cca0c0c
-- 003:eccccccccc888888caaaaaaaca888888cacccccccacccccccacc0ccccacc0ccc
-- 004:ccccceee8888cceeaaaa0cee888a0ceeccca0cccccca0c0c0cca0c0c0cca0c0c
-- 017:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
-- 018:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
-- 019:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
-- 020:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
--
--
-- 000:00000000ffffffff00000000ffffffff
-- 001:0123456789abcdeffedcba9876543210
-- 002:0123456789abcdef0123456789abcdef
--
--
-- 000:f0e0d0c0b0a090807060504030201000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000020500000
-- 001:050005000500050000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000305000000000
--
--
-- 000:100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
--
--
-- 000:00cccc000c1cc1c00ccccccc00cccc000c0cc0c00c0cc0c00000000000000000
-- 001:00222200021221200222222200222200020220200202202000000000000000000
-- 002:00043000001111000111111001111110011111100011110000011000000000000
-- 003:ddd1ddddddd1dddd1111111ddddd1dddddddd1dd1111111ddd1ddddddd1ddddd
-- 004:8888888888888888888888888888888888888888888888888888888888888888
--
--
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
--