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-- Toggle pause on tap - if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then - if game.vars.state == STATE_PAUSED then - game.vars.state = STATE_RUNNING - else - game.vars.state = STATE_PAUSED - end - return true - end - - -- Update physics if running (on any frame tick) - if event.type == INPUT.FRAME_TICK and game.vars.state == STATE_RUNNING then - -- Move ball - game.vars.ball_x = game.vars.ball_x + game.vars.vel_x - game.vars.ball_y = game.vars.ball_y + game.vars.vel_y - - -- Bounce off walls - if game.vars.ball_x - game.vars.radius < 0 or game.vars.ball_x + game.vars.radius > game.width() then - game.vars.vel_x = -game.vars.vel_x - game.vars.ball_x = math.max(game.vars.radius, math.min(game.width() - game.vars.radius, game.vars.ball_x)) - end - - if game.vars.ball_y - game.vars.radius < 0 or game.vars.ball_y + game.vars.radius > game.height() then - game.vars.vel_y = -game.vars.vel_y - game.vars.ball_y = math.max(game.vars.radius, math.min(game.height() - game.vars.radius, game.vars.ball_y)) - end - - game.vars.frame_count = game.vars.frame_count + 1 - return true -- Always redraw when running - end - - return false -end - -function draw() - renderer.clear(false) - - -- Draw ball - renderer.circle(game.vars.ball_x, game.vars.ball_y, game.vars.radius, true, true) - - -- Draw trail (previous positions) - local trail_radius = game.vars.radius - 2 - if trail_radius > 2 then - renderer.circle(game.vars.ball_x - game.vars.vel_x, - game.vars.ball_y - game.vars.vel_y, - trail_radius, true, false) - end - - -- Draw status - if game.vars.state == STATE_PAUSED then - renderer.text(10, 10, "PAUSED - Tap to start", true) - else - renderer.text(10, 10, "Frames: " .. tostring(game.vars.frame_count), true) - renderer.text(10, 25, "Tap to pause", true) - end - - -- Draw velocity vector - local arrow_x = game.vars.ball_x + game.vars.vel_x * 3 - local arrow_y = game.vars.ball_y + game.vars.vel_y * 3 - renderer.line(game.vars.ball_x, game.vars.ball_y, arrow_x, arrow_y, true, 2) -end diff --git a/emulator/games/lua_examples/counter.lua b/emulator/games/lua_examples/counter.lua deleted file mode 100644 index c439ea3..0000000 --- a/emulator/games/lua_examples/counter.lua +++ /dev/null @@ -1,49 +0,0 @@ --- NAME: Touch Counter --- DESC: Simple tap counter demo - --- Initialize game state -function init() - game.vars.count = 0 - game.vars.last_x = 0 - game.vars.last_y = 0 - print("Counter initialized") -end - --- Update game logic based on input -function update(event) - -- Check if touch/button pressed - if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then - game.vars.count = game.vars.count + 1 - game.vars.last_x = event.x - game.vars.last_y = event.y - print("Count: " .. game.vars.count) - return true -- Request redraw - end - - return false -- No redraw needed -end - --- Draw the game -function draw() - -- Clear screen - renderer.clear(true) - - -- Draw title - renderer.text(20, 20, "Touch Counter", true) - - -- Draw count (centered) - local count_text = "Count: " .. tostring(game.vars.count) - renderer.text(game.width() / 2 - 40, game.height() / 2 - 10, count_text, true) - - -- Draw last touch position - if game.vars.count > 0 then - local pos_text = "Last: (" .. tostring(game.vars.last_x) .. ", " .. tostring(game.vars.last_y) .. ")" - renderer.text(20, game.height() - 30, pos_text, true) - - -- Draw marker at last touch - renderer.circle(game.vars.last_x, game.vars.last_y, 5, true, false) - end - - -- Draw instructions - renderer.text(20, 50, "Tap screen to increment", true) -end diff --git a/emulator/games/lua_examples/snake.lua b/emulator/games/lua_examples/snake.lua deleted file mode 100644 index a491c9d..0000000 --- a/emulator/games/lua_examples/snake.lua +++ /dev/null @@ -1,219 +0,0 @@ --- NAME: Snake Game --- DESC: Classic snake with state machine - --- Game states -local STATE_MENU = 0 -local STATE_PLAYING = 1 -local STATE_GAME_OVER = 2 - --- Game constants -local CELL_SIZE = 10 -local GRID_W = 40 -local GRID_H = 28 - --- Initialize game -function init() - game.vars.state = STATE_MENU - game.vars.score = 0 - game.vars.high_score = 0 - - -- Snake as array of {x, y} positions - game.vars.snake = {} - game.vars.snake[1] = {x = 20, y = 14} - game.vars.snake[2] = {x = 19, y = 14} - game.vars.snake[3] = {x = 18, y = 14} - - game.vars.dir_x = 1 - game.vars.dir_y = 0 - - game.vars.food_x = 30 - game.vars.food_y = 14 - - game.vars.frame_count = 0 - game.vars.move_speed = 10 -- Frames between moves - - -- Enable continuous frame updates - game.set_frame_updates(true) - - print("Snake Game initialized") -end - --- Update game logic -function update(event) - local state = game.vars.state - - -- State: MENU - if state == STATE_MENU then - if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then - game.vars.state = STATE_PLAYING - game.vars.score = 0 - init_snake() - spawn_food() - return true - end - - -- State: PLAYING - elseif state == STATE_PLAYING then - -- Handle input for direction change - if event.type == INPUT.TOUCH_DOWN then - local head = game.vars.snake[1] - local head_screen_x = head.x * CELL_SIZE - local head_screen_y = head.y * CELL_SIZE - - local dx = event.x - head_screen_x - local dy = event.y - head_screen_y - - -- Change direction based on touch relative to head - if math.abs(dx) > math.abs(dy) then - if dx > 0 and game.vars.dir_x ~= -1 then - game.vars.dir_x = 1 - game.vars.dir_y = 0 - elseif dx < 0 and game.vars.dir_x ~= 1 then - game.vars.dir_x = -1 - game.vars.dir_y = 0 - end - else - if dy > 0 and game.vars.dir_y ~= -1 then - game.vars.dir_x = 0 - game.vars.dir_y = 1 - elseif dy < 0 and game.vars.dir_y ~= 1 then - game.vars.dir_x = 0 - game.vars.dir_y = -1 - end - end - end - - -- Move snake every N frames - game.vars.frame_count = game.vars.frame_count + 1 - if game.vars.frame_count >= game.vars.move_speed then - game.vars.frame_count = 0 - move_snake() - return true - end - - -- State: GAME_OVER - elseif state == STATE_GAME_OVER then - if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then - game.vars.state = STATE_MENU - return true - end - end - - return false -end - --- Draw game -function draw() - renderer.clear(false) - - local state = game.vars.state - - -- Draw: MENU - if state == STATE_MENU then - renderer.text(game.width() / 2 - 30, game.height() / 2 - 20, "SNAKE", true) - renderer.text(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true) - - if game.vars.high_score > 0 then - local hs_text = "High: " .. tostring(game.vars.high_score) - renderer.text(game.width() / 2 - 30, game.height() / 2 + 20, hs_text, true) - end - - -- Draw: PLAYING - elseif state == STATE_PLAYING then - -- Draw snake - for i = 1, #game.vars.snake do - local seg = game.vars.snake[i] - local filled = (i == 1) -- Head filled, body outline - renderer.rect(seg.x * CELL_SIZE, seg.y * CELL_SIZE, CELL_SIZE, CELL_SIZE, true, filled) - end - - -- Draw food - renderer.circle(game.vars.food_x * CELL_SIZE + CELL_SIZE / 2, - game.vars.food_y * CELL_SIZE + CELL_SIZE / 2, - CELL_SIZE / 2, true, true) - - -- Draw score - local score_text = "Score: " .. tostring(game.vars.score) - renderer.text(5, 5, score_text, true) - - -- Draw: GAME_OVER - elseif state == STATE_GAME_OVER then - renderer.text(game.width() / 2 - 40, game.height() / 2 - 20, "GAME OVER", true) - - local score_text = "Score: " .. tostring(game.vars.score) - renderer.text(game.width() / 2 - 40, game.height() / 2, score_text, true) - - renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Continue", true) - end -end - --- Helper: Initialize snake -function init_snake() - game.vars.snake = {} - game.vars.snake[1] = {x = 20, y = 14} - game.vars.snake[2] = {x = 19, y = 14} - game.vars.snake[3] = {x = 18, y = 14} - game.vars.dir_x = 1 - game.vars.dir_y = 0 -end - --- Helper: Spawn food at random position -function spawn_food() - game.vars.food_x = math.random(0, GRID_W - 1) - game.vars.food_y = math.random(0, GRID_H - 1) -end - --- Helper: Move snake -function move_snake() - local head = game.vars.snake[1] - local new_head = { - x = head.x + game.vars.dir_x, - y = head.y + game.vars.dir_y - } - - -- Check wall collision - if new_head.x < 0 or new_head.x >= GRID_W or new_head.y < 0 or new_head.y >= GRID_H then - game_over() - return - end - - -- Check self collision - for i = 1, #game.vars.snake do - local seg = game.vars.snake[i] - if new_head.x == seg.x and new_head.y == seg.y then - game_over() - return - end - end - - -- Check food collision - local ate_food = false - if new_head.x == game.vars.food_x and new_head.y == game.vars.food_y then - ate_food = true - game.vars.score = game.vars.score + 10 - spawn_food() - - -- Increase speed slightly - if game.vars.move_speed > 3 then - game.vars.move_speed = game.vars.move_speed - 1 - end - end - - -- Move snake - table.insert(game.vars.snake, 1, new_head) - - if not ate_food then - table.remove(game.vars.snake) -- Remove tail - end -end - --- Helper: Game over -function game_over() - game.vars.state = STATE_GAME_OVER - - if game.vars.score > game.vars.high_score then - game.vars.high_score = game.vars.score - end - - print("Game Over! Score: " .. game.vars.score) -end