FuseFox Demo Game
Description
This is a example program that was made using the FuseFox game engine. I exported it into one file; you can get it with pastebin get 38rh1QX1 fruitgameScreenshot:
Installation
Copy one of these commands into your ComputerCraft terminal:
Pastebin:
pastebin get 38rh1QX1 fusefox_demo_gamewget:
wget https://pastebin.com/raw/38rh1QX1 fusefox_demo_gameArchive:
wget https://cc.shobie.xyz/cc/get/pb-38rh1QX1 fusefox_demo_game
Quick Install:
wget https://cc.shobie.xyz/cc/get/pb-38rh1QX1 FuseFox Demo Game
Usage
Run the program after downloading
Tags
Source
View Original SourceCode Preview
width, height = term.getSize()
local arguments = {...}
if arguments and arguments[1] then
local outputPath = arguments[2] or arguments[1]..".pin"
local gameFile = fs.open(arguments[1], "r")
local game = gameFile:readAll()
gameFile.close()
local engineFile = fs.open("engine", "r")
local engine = engineFile.readAll()
engineFile.close()
local outputFile = fs.open(outputPath, "w")
outputFile.write(engine)
outputFile.write("\n\nengine=getfenv()\n-- Game Code")
outputFile.write(game)
outputFile.close()
print("Exported game "..arguments[1].." to "..outputPath.." successfully")
end
-- EVENT HANDLER MODULE
mouse = {x = 0, y = 0}
keyboard = {lastChar = ""}
eventHandler = {
mouse_click = function(button, x, y)
mouse.x, mouse.y = x, y
mouse.isDown = true
end,
mouse_up = function(button, x, y)
mouse.x, mouse.y = x, y
mouse.isDown = false
mouse.isDragged = false
end,
mouse_drag = function(button, x, y)
mouse.x, mouse.y = x, y
mouse.isDown = true
mouse.dragX, mouse.dragY = x, y
end,
key = function(key)
keyboard[keys.getName(key)] = true
end,
key_up = function(key)
keyboard[keys.getName(key)] = false
end,
char = function(char)
keyboard.lastChar = char
keyboard.newChar = true
end
}
-- DYNAMIC LIGHT MODULE
dynamicLight = {}
dynamicLight.positions = {
[0] = {0, -1}, {1, 1}, {1, 0}, {1, -1}, {0, -1}, {-1, -1}, {-1, 0}, {-1, 1}, {0, 1}
}
dynamicLight.lightPixel = function(self, x, y)
local degree = math.deg(math.atan2(self.lightSource.x-x, self.lightSource.y-y))+180
local eightDegree = math.floor(degree/45)
local tileX, tileY = x-dynamicLight.positions[eightDegree][1], y-dynamicLight.positions[eightDegree][2]
if not (self.light[tileX] and self[tileX] and self[tileX][tileY]) then return end
if self[tileX] and self[x] then
if self.light[tileX][tileY] == true and not self[tileX][tileY].solid then
self.light[x][y] = true
else
self.light[x][y] = false
end
end
end
-- ELEMENT MODULE
moveTo = function(self, tilemap, xmove, ymove)
local canMove = true
for x = 1, self.w do
for y = 1, self.h do
local moveToX = self.x+xmove+y-1
local moveToY = self.y+ymove+y-1
if moveToX < 1 or moveToX > width or moveToY < 1 or moveToY > height then canMove = false end
local tile = tilemap:getTile(moveToX, moveToY)
if (not tile) or tile.solid then canMove = false end
end
end
if canMove then
self.x = self.x + xmove
self.y = self.y + ymove
end
end
isBoxClicked = function(box)
return mouse.isDown and box.x<=mouse.x and box.y<=mouse.y and box.x+box.w>mouse.x and box.y+box.h>mouse.y
end
newElement = function(elementTab)
return function(tab)
return setmetatable(
tab,
{
__index = elementTab
}
)
end
end
elements = {
tilemap = newElement({
generated = false,
getTile = function(self, x, y)
if self[x] then
return self[x][y]
else
return {}
end
end,
setTile = function(self, x, y, tile)
if not self[x] then self[x] = {} end
self[x][y] = self.tileset[tile]
self[x][y].tile = tile
end,
setRectangle = function(self, rx, ry, w, h, tile)
for x = rx, rx+w do
for y = ry, ry+h do
self:setTile(x, y, tile)
end
end
end,
[1] = {},
light = {},
lightUpdateTime = 7,
DRAW = function(self)
for y = 1, #self[1] do
term.setCursorPos(1, y)
for x = 1, #self do
local tile = self[x][y]
if tile then
if self.dynamicLight and not tile.solid and not self.light[x][y] then
term.setBackgroundColor(colors.black)
term.write(" ")
else
term.setBackgroundColor(tile.bc)
term.setTextColor(tile.tc)
term.write(tile.char)
end
else
term.write(" ")
end
end
end
end,
UPDATE = function(self)
if self.generate and not self.generated then
self:generate()
self.generated = true
if self.dynamicLight then
for x = 1, #self do
self.light[x] = {}
end
end
end
if self.dynamicLight then
for x = 1, 3 do
for y = 1, 3 do
if self.light[self.lightSource.x+x-2] then
self.light[self.lightSource.x+x-2][self.lightSource.y+y-2] = true
end
end
end
for i = 1, self.lightUpdateTime do
for x = 1, #self do
for y = 1, #self[1] do
dynamicLight.lightPixel(self, x, y)
end
end
end
end
end
}),
button = newElement({
UPDATE = function(self)
if isBoxClicked(self) then
if not self.clicked and self.clickedFunction then self:clickedFunction() end
self.clicked = true
else
self.clicked = false
end
end,
DRAW = function(self)
if self.clicked then
term.setBackgroundColor(colors.white)
term.setTextColor(colors.lightGray)
else
term.setBackgroundColor(colors.lightGray)
term.setTextColor(colors.gray)
end
paintutils.drawFilledBox(self.x, self.y, self.w+self.x-1, self.h+self.y-1)
term.setCursorPos(self.x+self.w/2-#self.label/2, self.y+self.h/2)
term.write(self.label)
end
}),
sprite = newElement({
path = "",
DRAW = function(self)
if not self.image then
self.image = paintutils.loadImage(self.path)
self.w = #self.image[1]
self.h = #self.image
end
paintutils.drawImage(self.image, self.x, self.y)
end
}),
template = newElement({
UPDATE = function(self)
end,
DRAW = function(self)
end
}),
}
-- LIFECYCLE FUNCTIONS
lastUpdate = os.clock()
runProtected = function(func)
local succ, mess = pcall(func)
if not succ then
quit(mess)
end
end
update = function(elements, wantedDt, func)
runProtected(function()
local timer = os.startTimer(wantedDt)
local event, var1, var2, var3 = os.pullEventRaw()
if event == "terminate" then quit(true) end
os.cancelTimer(timer)
if event ~= "mouse_drag" then mouse.isDragged = false end
if event ~= "char" then keyboard.newChar = false end
if eventHandler[event] then eventHandler[event](var1, var2, var3) end
if os.clock()-lastUpdate >= wantedDt then
for elementName, element in pairs(elements) do
if element.UPDATE then
element:UPDATE()
end
if element.update then
element:update()
end
end
if func then func() end
lastUpdate = os.clock()
end
end)
end
buffer = window.create(term.current(), 1, 1, width, height)
draw = function(elements, func)
runProtected(function()
buffer.setVisible(false)
local oldterm = term.redirect(buffer)
term.setBackgroundColor(colors.black)
term.clear()
for elementName, element in pairs(elements) do
if element.DRAW then
element:DRAW()
end
if element.draw then
element:draw()
end
end
if func then func() end
buffer.setVisible(true)
term.redirect(oldterm)
end)
end
quit = function(hard)
buffer.setVisible(true)
term.setBackgroundColor(colors.black)
term.setTextColor(colors.yellow)
term.clear()
term.setCursorPos(1, 1)
print("Thanks for using the Pinwyn Game Engine by Jummit!")
if type(hard) == "string" then
print("The game crashed! Here is the error:")
term.setTextColor(colors.red)
print(hard)
elseif hard then
print("The game was forcefully closed")
else
print("The game was closed without any errors")
end
error()
end
engine=getfenv()
-- Game Codeos.loadAPI("engine")
elements = {
player = {
fruits = 0,
path = "player.nfp",
x = 5, y = 5, w = 1, h = 1,
moves = {
up = {0, -1},
down= {0, 1},
left= {-1, 0},
right={1, 0}
},
draw = function(self)
term.setBackgroundColor(colors.lightBlue)
term.setTextColor(colors.blue)
term.setCursorPos(1, 1)
term.write("Fruits collected: "..self.fruits)
paintutils.drawPixel(self.x, self.y, colors.blue)
end,
update = function(self)
for key, move in pairs(self.moves) do
if engine.keyboard[key] then
engine.moveTo(self, elements.tilemap, move[1], move[2])
end
end
elements.tilemap.lightSource.x = self.x
elements.tilemap.lightSource.y = self.y
if elements.tilemap[self.x] and elements.tilemap[self.x][self.y].tile == "fruit" then
elements.tilemap:setTile(self.x, self.y, "floor")
self.fruits = self.fruits + 1
while true do
local fx, fy = math.random(1, engine.width), math.random(1, engine.height)
if elements.tilemap:getTile(fx, fy).tile == "floor" then
elements.tilemap:setTile(fx, fy, "fruit")
break
end
end
end
end
},
--[[cow = {
x = 5, y = 10, w = 1, h = 1, move = {1, 0}, isMoving = true,
draw = function(self)
paintutils.drawPixel(self.x, self.y, colors.black)
end,
update = function(self)
if math.random(1, 10) == 1 then self.isMoving = not self.isMoving end
if math.random(1, 10) == 1 then self.move[math.random(1, 2)] = math.random(0, 1) end
end
},]]
tilemap = engine.elements.tilemap({
dynamicLight = false,
lightUpdateTime=1,
lightSource = {x=3, y=3},
tileset = {
floor = {bc=colors.green,tc=colors.gray,char=" "},
grass = {bc=colors.green,tc=colors.lime,char="\""},
wall = {bc=colors.gray,tc=colors.lightGray,char=" ",solid=true},
fruit = {bc=colors.red,tc=colors.orange,char="o",solid=false}
},
generate = function(self)
elements.tilemap:setRectangle(1, 1, engine.width, engine.height, "floor")
for x = 1, 20 do
self:setTile(math.random(1, engine.width), math.random(1, engine.height), "fruit")
end
for x = 1, #self do
for y = 1, #self[x] do
if math.random(1, 10) == 1 then
self:setTile(x, y, "grass")
end
end
end
for i = 1, 10 do
elements.tilemap:setRectangle(math.random(1, engine.width-4), math.random(1, engine.height-3), 3, 2, "wall")
end
end
})
}
while not exit do
engine.update(elements, 0.06, function()
if engine.keyboard.q then exit = true end
end)
engine.draw(elements)
end
engine.quit()