- Pong: 2-player paddle and ball game with spin mechanics - Flappy Bird: gravity physics, obstacle avoidance - Breakout: paddle control, brick grid, collision detection - Simon Says: sequence memory, animation timing - Memory Match: pair matching, flip animations, grid layout - Tetris: falling blocks, grid system, line clearing - Asteroids: vector math, rotation, projectiles, enemy spawning All games follow API conventions with state machines, touch input, frame-based animation, and persistent game.vars state management.
194 lines
6.1 KiB
Lua
194 lines
6.1 KiB
Lua
-- NAME: Simon Says
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-- DESC: Repeat the color sequence
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-- Game states
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local STATE_MENU = 0
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local STATE_PLAYING = 1
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local STATE_SHOWING = 2
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local STATE_GAME_OVER = 3
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-- Game constants
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local BUTTON_SIZE = 40
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local BUTTON_SPACING = 10
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local SHOW_DURATION = 30 -- Frames to show each button
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local WAIT_DURATION = 20 -- Frames between shows
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-- Button positions (4 buttons in grid)
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local BUTTONS = {
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{x = 20, y = 20, color = 1}, -- Top-left
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{x = 80, y = 20, color = 2}, -- Top-right
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{x = 20, y = 80, color = 3}, -- Bottom-left
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{x = 80, y = 80, color = 4} -- Bottom-right
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}
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function init()
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game.vars.state = STATE_MENU
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game.vars.score = 0
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-- Sequence of button presses
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game.vars.sequence = {}
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game.vars.player_seq = {}
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-- Animation state
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game.vars.showing_idx = 0
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game.vars.show_frame = 0
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game.vars.show_button = nil
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-- Input state
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game.vars.waiting_for_input = false
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game.vars.input_idx = 0
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-- Enable continuous updates
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game.set_frame_updates(true)
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print("Simon Says initialized")
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end
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function update(event)
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local state = game.vars.state
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if state == STATE_MENU then
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if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
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reset_game()
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game.vars.state = STATE_PLAYING
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return true
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end
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elseif state == STATE_PLAYING then
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-- Start showing sequence
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if event.type == INPUT.FRAME_TICK then
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game.vars.show_frame = game.vars.show_frame + 1
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return true
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end
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return false
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elseif state == STATE_SHOWING then
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-- Animate sequence
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if event.type == INPUT.FRAME_TICK then
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game.vars.show_frame = game.vars.show_frame + 1
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-- Move to next button in sequence
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if game.vars.show_frame > SHOW_DURATION + WAIT_DURATION then
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game.vars.showing_idx = game.vars.showing_idx + 1
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game.vars.show_frame = 0
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game.vars.show_button = nil
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-- Done showing sequence, wait for player input
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if game.vars.showing_idx > #game.vars.sequence then
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game.vars.state = STATE_PLAYING
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game.vars.waiting_for_input = true
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game.vars.input_idx = 0
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end
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else
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-- Highlight button during show duration
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if game.vars.show_frame <= SHOW_DURATION then
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game.vars.show_button = game.vars.sequence[game.vars.showing_idx]
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else
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game.vars.show_button = nil
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end
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end
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return true
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end
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return false
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elseif state == STATE_GAME_OVER then
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if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
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game.vars.state = STATE_MENU
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return true
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end
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end
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-- Handle player input
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if game.vars.waiting_for_input and event.type == INPUT.TOUCH_DOWN then
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local button = get_button_at(event.x, event.y)
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if button then
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game.vars.player_seq[#game.vars.player_seq + 1] = button
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game.vars.input_idx = game.vars.input_idx + 1
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-- Check if correct
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if game.vars.sequence[game.vars.input_idx] ~= button then
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-- Wrong! Game over
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game.vars.state = STATE_GAME_OVER
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return true
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end
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-- Check if completed sequence
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if game.vars.input_idx == #game.vars.sequence then
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-- Advance to next round
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game.vars.sequence[#game.vars.sequence + 1] = math.random(1, 4)
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game.vars.player_seq = {}
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game.vars.waiting_for_input = false
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game.vars.showing_idx = 0
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game.vars.show_frame = 0
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game.vars.show_button = nil
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game.vars.state = STATE_SHOWING
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game.vars.score = game.vars.score + 1
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return true
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end
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return true
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end
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end
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return false
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end
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function draw()
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renderer.clear(false) -- Black background
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local state = game.vars.state
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if state == STATE_MENU then
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renderer.text(game.width() / 2 - 40, game.height() / 2 - 40, "SIMON SAYS", true)
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renderer.text(game.width() / 2 - 50, game.height() / 2 - 10, "Repeat the sequence", true)
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renderer.text(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true)
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else
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-- Draw buttons with highlight
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for i = 1, 4 do
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local btn = BUTTONS[i]
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local filled = (game.vars.show_button == i)
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renderer.rect(btn.x, btn.y, BUTTON_SIZE, BUTTON_SIZE, true, filled)
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end
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-- Draw score
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renderer.text(10, 10, "Level: " .. tostring(game.vars.score + 1), true)
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if state == STATE_PLAYING and game.vars.waiting_for_input then
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renderer.text(game.width() / 2 - 40, game.height() - 20, "Your turn!", true)
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end
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if state == STATE_GAME_OVER then
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renderer.text(game.width() / 2 - 40, game.height() / 2 - 20, "GAME OVER", true)
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renderer.text(game.width() / 2 - 30, game.height() / 2, "Level: " .. tostring(game.vars.score + 1), true)
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renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Restart", true)
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end
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end
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end
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function get_button_at(x, y)
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for i = 1, 4 do
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local btn = BUTTONS[i]
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if x >= btn.x and x < btn.x + BUTTON_SIZE and
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y >= btn.y and y < btn.y + BUTTON_SIZE then
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return i
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end
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end
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return nil
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end
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function reset_game()
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game.vars.score = 0
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game.vars.sequence = {math.random(1, 4)}
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game.vars.player_seq = {}
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game.vars.showing_idx = 0
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game.vars.show_frame = 0
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game.vars.show_button = nil
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game.vars.waiting_for_input = false
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game.vars.input_idx = 0
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game.vars.state = STATE_SHOWING
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end
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