[…]
--Code here
--# Main
-- R&C
GAME_MENU = 0
GAME_PLAYING = 1
GAME_DEAD = 2
GAME_SHOP = 3
state = GAME_MENU
function setup()
parameter.integer("x", 0, 700)
parameter.integer("y", 0, 700)
swordPurchase = false
end
-- This function gets called once every frame
function draw()
-- This sets a dark background color
if state == GAME_MENU then
background(255, 255, 255)
fontSize(50)
fill(255, 147, 0, 255)
text("Ratchet", 400, 700)
fill(0, 0, 0, 255)
text("&", 400, 650)
fill(127, 127, 127, 255)
text("Clank", 400, 600)
fill(255, 0, 0, 255)
fontSize(40)
text("Double tap anywhere to play", 300, 200)
end
if state == GAME_PLAYING then
background(255, 142, 0, 255)
tint(255, 255, 255, 255)
sprite("Platformer Art:Guy Standing", x, y)
fill(255, 0, 0, 255)
text("double touch anywhere to shop", 400, 700)
if swordPurchased == true then
tint(255, 255, 255, 255)
sprite("Small World:Sword", CurrentTouch.x, CurrentTouch.y)
end
end
if state == GAME_SHOP then
background(125, 125, 125, 255)
fontSize(20)
fill(255, 0, 0, 255)
text("With good weapons comes good deals!", 400, 700)
fill(255, 255, 255, 77)
rect(200, 650, 400, 100)
tint(255, 255, 255, 255)
sprite("Small World:Sword", 100, 100)
text("Sword: $:0", 100, 50)
end
end
function touched(t)
state = GAME_PLAYING
if state == GAME_PLAYING and CurrentTouch.tapCount == 2 then
state = GAME_SHOP
end
if state == GAME_SHOP and t.x > 99 then
swordPurchased = true
end
end
If you’ll edit your comment to put ~~~ before and after your code, the formatting will be much nicer.
Sorry! This version has been deleted! You can take the code from the current version though!(The bottom code)
–3.0 is here!
– R&C
–Created by: Apple Smell Games™
–Version 3.0
GAME_MENU = 0
GAME_PLAYING_FIRSTLVL = 1
GAME_DEAD = 2
GAME_SHOP = 3
en1 = vec2()
l = vec2()
b1 = vec2()
c = vec2()
en2 = vec2()
state = GAME_MENU
function setup()
parameter.integer("x", 0, 700, 188)
parameter.integer("y", 0, 700, 303)
parameter.watch(“enemy1Health”)
parameter.watch(“money”)
parameter.watch(“boss1Health”)
print(“You want to kill all the monsters before they hit the ground!”)
money = {}
--To see if the purchase has been made
swordPurchase = false
bladesPurchased = false
firePurchased = false
money = 0
--The health of everyone but the hero,that will come later
enemy2Health = 60
enemy1Health = 50
boss1Health = 300
end
– This function gets called once every frame
function draw()
en1.y = en1.y - 1
if state == GAME_MENU then
background(255, 255, 255)
fontSize(50)
fill(255, 147, 0, 255)
text("Ratchet", 400, 700)
fill(0, 0, 0, 255)
text("&", 400, 650)
fill(127, 127, 127, 255)
text("Clank", 400, 600)
fill(255, 0, 0, 255)
fontSize(40)
l.x = l.x + 1
text("?tap anywhere to play?", 300 + l.x, 200)
end
if state == GAME_PLAYING then
en2.y = en2.y - 1
background(255, 142, 0, 255)
tint(255, 255, 255, 255)
sprite("Platformer Art:Guy Standing", x, y)
sprite("Small World:Treasure", 100, 500)
fill(125, 255, 0, 255)
fontSize(30)
text("$: " ..money, 700, 400)
fill(255, 255, 255, 112)
rect(650, 375, 100, 50)
fill(255, 0, 0, 255)
text("double touch anywhere to shop", 400, 700)
text("Triple tap anywhere to quit", 400, 650)
if swordPurchased == true then
tint(255, 255, 255, 255)
sprite("Small World:Sword", CurrentTouch.x, CurrentTouch.y)
end
if bladesPurchased == true then
sprite("Tyrian Remastered:Blades", CurrentTouch.x, CurrentTouch.y)
end
if firePurchased == true then
sprite("Tyrian Remastered:Flame 1", CurrentTouch.x, CurrentTouch.y)
end
if enemy1Health <1 then
enemyHealth = 0
tint(0, 0, 0, 0)
sprite("Platformer Art:Monster Standing", 400, 700 + en1.y)
tint(255, 255, 255, 255)
--DA BOSS!
b1.x = b1.x - 1
sprite("Tyrian Remastered:Blimp Boss", 400, 700 + b1.x)
else
tint(255, 255, 255, 255)
sprite("Platformer Art:Monster Standing", 400, 700 + en1.y)
end
if boss1Health <1 then
sprite("Tyrian Remastered:Blimp Boss Destroyed", 400, 700 + b1.x)
end
m1Coll = false
if x <101 and x >99 or y <501 and y >499 then
m1Coll = true
end
if m1Coll == true then
money = money + 1
end
end
if en1.y >99 then
state = GAME_DEAD
end
if state == GAME_SHOP then
background(125, 125, 125, 255)
fontSize(20)
fill(255, 0, 0, 255)
text("With good weapons comes good deals!", 400, 700)
fill(255, 255, 255, 77)
rect(200, 650, 400, 100)
tint(255, 255, 255, 255)
sprite("Small World:Sword", 100, 100)
text("Sword: $:0", 100, 50)
sprite("Tyrian Remastered:Blades", 200, 200)
text("Blades: $:1", 200, 160)
sprite("Tyrian Remastered:Flame 1", 300, 300)
text(“Fire: $: 10”, 300, 250)
fill(52, 255, 0, 255)
text("$: " ..money, 700, 400)
if money > 0 and state == GAME_SHOP then
bladesPurchased = true
end
end
if state == GAME_DEAD then
--unfinished...
background(255, 0, 0, 255)
fill(255, 255, 255, 255)
fontSize(125)
text("YOU DIED!", 400, 500)
end
end
function touched(t)
state = GAME_PLAYING
if state == GAME_PLAYING and CurrentTouch.tapCount == 2 then
state = GAME_SHOP
end
if state == GAME_SHOP and t.x > 99 or t.x < 104 then
swordPurchased = true
end
if state == GAME_PLAYING and CurrentTouch.tapCount == 3 then
state = GAME_MENU
end
if swordPurchased == true and t.x >en1.x then
enemy1Health = enemy1Health -1
end
if bladesPurchased == true and t.x >en1.x then
enemy1Health = enemy1Health - 5
end
if state == GAME_PLAYING and enemy1Health <1 and t.state == MOVING then
boss1Health = boss1Health - 1
end
if state == GAME_SHOP and money <9 and t.x >299 and t.x <304 then
firePurchased = true
end
end
@code_maker A couple of suggestions. If you’re going to keep showing updated versions, you should probably delete your previous versions. And to keep your code smaller, you shouldn’t put blank lines between every line of code. Other than that your program is coming along fine.
Thanks for the idea! I will do that right now!