- 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.
199 lines
6.7 KiB
Lua
199 lines
6.7 KiB
Lua
-- NAME: Memory Match
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-- DESC: Find matching pairs
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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_GAME_OVER = 2
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-- Game constants
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local GRID_COLS = 4
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local GRID_ROWS = 4
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local CARD_SIZE = 28
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local CARD_SPACING = 4
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local FLIP_DURATION = 15 -- Frames to show flip animation
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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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game.vars.moves = 0
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-- Card grid
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game.vars.cards = {} -- {id, face_up, matched}
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game.vars.selected = {} -- Indices of selected cards
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game.vars.flip_frame = 0
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game.vars.waiting = false -- Waiting to flip back incorrect pair
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-- Enable continuous updates
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game.set_frame_updates(true)
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print("Memory Match 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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-- Handle card selection
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if event.type == INPUT.TOUCH_DOWN and not game.vars.waiting then
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local card_idx = get_card_at(event.x, event.y)
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if card_idx and not game.vars.cards[card_idx].matched and not game.vars.cards[card_idx].face_up then
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-- Select card
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game.vars.cards[card_idx].face_up = true
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table.insert(game.vars.selected, card_idx)
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if #game.vars.selected == 2 then
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game.vars.moves = game.vars.moves + 1
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-- Check for match
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if game.vars.cards[game.vars.selected[1]].id == game.vars.cards[game.vars.selected[2]].id then
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-- Match!
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game.vars.cards[game.vars.selected[1]].matched = true
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game.vars.cards[game.vars.selected[2]].matched = true
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game.vars.score = game.vars.score + 1
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game.vars.selected = {}
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-- Check win
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if game.vars.score == (GRID_COLS * GRID_ROWS) / 2 then
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game.vars.state = STATE_GAME_OVER
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end
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else
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-- No match, wait then flip back
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game.vars.waiting = true
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game.vars.flip_frame = 0
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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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end
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-- Handle flip-back animation
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if game.vars.waiting and event.type == INPUT.FRAME_TICK then
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game.vars.flip_frame = game.vars.flip_frame + 1
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if game.vars.flip_frame >= FLIP_DURATION then
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-- Flip cards back
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game.vars.cards[game.vars.selected[1]].face_up = false
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game.vars.cards[game.vars.selected[2]].face_up = false
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game.vars.selected = {}
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game.vars.waiting = false
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game.vars.flip_frame = 0
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end
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return true
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end
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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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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, "MEMORY MATCH", true)
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renderer.text(game.width() / 2 - 50, game.height() / 2 - 10, "Find all pairs", true)
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renderer.text(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true)
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elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
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-- Draw grid
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local start_x = (game.width() - (GRID_COLS * (CARD_SIZE + CARD_SPACING))) / 2
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local start_y = 30
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for row = 0, GRID_ROWS - 1 do
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for col = 0, GRID_COLS - 1 do
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local idx = row * GRID_COLS + col + 1
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local card = game.vars.cards[idx]
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local x = start_x + col * (CARD_SIZE + CARD_SPACING)
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local y = start_y + row * (CARD_SIZE + CARD_SPACING)
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if card.face_up or card.matched then
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-- Show card value
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renderer.rect(x, y, CARD_SIZE, CARD_SIZE, true, true)
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local text = tostring(card.id)
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renderer.text(x + CARD_SIZE / 2 - 2, y + CARD_SIZE / 2 - 2, text, false)
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else
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-- Face down (outline)
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renderer.rect(x, y, CARD_SIZE, CARD_SIZE, true, false)
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end
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end
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end
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-- Draw stats
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renderer.text(10, 10, "Pairs: " .. tostring(game.vars.score) .. "/" .. tostring((GRID_COLS * GRID_ROWS) / 2), true)
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renderer.text(10, 20, "Moves: " .. tostring(game.vars.moves), true)
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if state == STATE_GAME_OVER then
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renderer.text(game.width() / 2 - 40, 5, "YOU WIN!", true)
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renderer.text(game.width() / 2 - 50, game.height() - 20, "Tap to Menu", true)
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end
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end
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end
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function get_card_at(x, y)
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local start_x = (game.width() - (GRID_COLS * (CARD_SIZE + CARD_SPACING))) / 2
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local start_y = 30
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for row = 0, GRID_ROWS - 1 do
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for col = 0, GRID_COLS - 1 do
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local card_x = start_x + col * (CARD_SIZE + CARD_SPACING)
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local card_y = start_y + row * (CARD_SIZE + CARD_SPACING)
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if x >= card_x and x < card_x + CARD_SIZE and
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y >= card_y and y < card_y + CARD_SIZE then
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return row * GRID_COLS + col + 1
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end
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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.moves = 0
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game.vars.selected = {}
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game.vars.flip_frame = 0
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game.vars.waiting = false
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-- Create shuffled card pairs
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local card_ids = {}
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local num_pairs = (GRID_COLS * GRID_ROWS) / 2
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for i = 1, num_pairs do
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table.insert(card_ids, i)
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table.insert(card_ids, i)
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end
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-- Shuffle
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for i = #card_ids, 2, -1 do
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local j = math.random(1, i)
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card_ids[i], card_ids[j] = card_ids[j], card_ids[i]
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end
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-- Create card objects
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game.vars.cards = {}
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for i = 1, #card_ids do
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game.vars.cards[i] = {
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id = card_ids[i],
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face_up = false,
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matched = false
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}
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end
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end
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