-
-
Notifications
You must be signed in to change notification settings - Fork 494
Intro to Game Programming in TIC 80
In this tutorial I will cover the basics of game programming using tic-80. It won't teach any programming, and assumes you already know some lua.
You can play the completed game here: https://tic80.com/play?cart=247
Game programming follows a basic structure:.
VARIABLES
FUNCTIONS
INITIALIZE
GAME LOOP
CHECK FOR USER INPUT
UPDATE GAME DATA
DRAW GAME GRAPHICS
CHECK FOR GAME OVER
This is a loose template, but the majority of games follow something along these lines. Let's go over each section.
This is where you'll declare the majority of the game variables. These will contain game data such as character stats and inventories, or global variables like the game speed or size of the game board. Not every variable will be declared here, but the important ones should be.
(EXAMPLE)
--VARIABLES
GAMESPEED=100
Time=0
Name="Levant"
Capturelevel=50
Inventory={
weapon="dagger",
armor ="leather vest"
item ="mugwort"}
player={
x=15,
y=8, }
Here you can see a global variable GAMESPEED typed in all caps. These will never be altered during the game. We have the time, name and capture level. These may change as the game progresses. And finally we have a dictionary to log inventory, and another to log players coordinates. These will be updated as the game character moves.
This is where we declare the functions we will use during the game. They can be blocks of code we will be using repeatedly (such as calculating a players coordinates) or blocks of code that work together to do some specific task (such as drawings each bad guy in a level). And all functions help to make your code easier to read and debug.
(EXAMPLE)
--FUNCTIONS
function moveplayer() --update players coordinates according to input
if btn(3) then --if the player is pressing "right"
player.x = player.X + playerVelocity
elseif btn(2) then --if the player is pressing "left"
player.x = player.x - playerVelocity
end
end
function isOutOfBounds(n) --check if "n" is out of game bounds
If (n.x > 10 or n.x < 0) then --board is 10x10
return true
elseif (n.y > 10 or n.y < 0) then
return true
else
return false
Here is two examples of functions. moveplayer() is a function that will only be called once each game loop, but packing all these commands under the descriptive name "moveplayer" makes everything easier to read. As for isOutOfBounds(), it will likely be used multiple times to check if anything has left the game board. And packing all these commands into a function saves you from typing all that code each time you need to check that.
This is a common section in game programming. It is simply a section where the game is set up (or initialized) for the first time, or for restarting a game. Most languages/game engines will use the function init() which will be called automatically whenever the game run, and contains all the code you want run at the start of a game. However, tic-80 does not do this. Instead we have to manually call init() before starting the game loop. Remember, you don't have to use init() at all. It just makes starting/resetting a game simpler.
(EXAMPLE)
Function init() --define our init() function
score=0 --set score to zero
player={
x=0,
y=0,} --set player at (0,0)
lives=3 --set players lives to three
Now we can simply call init() before the game loop starts, and whenever we want to reset the game.
This is where the game code actually gets executed. In tic-80, the game loop is defined as "function TIC()" and it will be run automatically when the game starts. This is where the game listens for user input, modifies the game data, and updates the graphics. A typical game loop might look like this:
(EXAMPLE)
--VARIABLES
Important variables here
--FUNCTIONS
Useful functions here
Init() function defined here
Init() --game initialized
function TIC() --start of game loop
If not player.dead then
moveplayer()
moveenemies()
If gotCoin(player) then
score = score + 500
end
if collision(player,enemy)
if player.invincible == true then
respawn(enemy)
score = score + 1000
else
player.lives = player.lives - 1
if player.lives == 0 then
player.dead = true
else
respawn(player)
end
end
elseif player.dead == true then
print("game over")
print("score: ".. score)
init()
end
drawGraphics(). --update the game graphics
clock = clock+1 --update game clock
end
This is a rough idea, and some stuff has been simplified for easier reading. You can see where taking the time to write all of the functions beforehand made coding the actual game loop a piece of cake!
Now let's look at coding a simple game in tic-80
-- title: Coin Grab
-- author: Bear Thorne
-- desc: Grab the coin before the cpu does
-- script: lua
--VARIABLES
--we will be defining the directions
--in the game for moving the enemy.
DIRECTIONS={
{x= 0,y=-1}, --up
{x= 0,y= 1}, --down
{x=-1,y= 0}, --left
{x= 1,y= 0}} --right
--we will be skipping frames to reduce
--the game speed. GAMESPEED just says
--how many frames to skip.
GAMESPEED = 8
--tic-80 references its 16 color pallete
--by number, so we will be assigning each
--colors number to a variable with the
--appropriate name. this will make using
--colors in our code easier.
BLACK=0
DARK_RED=1
DARK_BLUE=2
DARK_GRAY=3
BROWN=4
DARK_GREEN=5
RED=6
LIGHT_GRAY=7
LIGHT_BLUE=8
ORANGE=9
BLUE_GREY=10
LIGHT_GREEN=11
PEACH=12
CYAN=13
YELLOW=14
WHITE=15
--this will be the coordinates we use
--to place the player when respawning
PLAYER_RESPAWN_POINT={x=2,y=2}
--this is the coordinates for the
--enemys spawn point
ENEMY_RESPAWN_POINT={x=28,y=15}
--to save some typing, i usually define
--the init() function in the variables
--section. now i can declare the variables
--and initialize them at the same time.
--so here goes...
function init()
gameover=false
player={
id="player",
x=2,
y=2,
lives=3,
score=0}
enemy={
id="enemy",
x=28,
y=15,
score=0}
coin={
x=0,
y=0,}
clock=0
spawncoin()
--we will be defining spawncoin() in a
--minute, but we will have to perform
--this whenever the game starts.
end
--FUNCTIONS
--we will be passing players and coins
--or players and enemies to this function
--and asking wether they are occupying
--the same map coordinates. that's how
--we can check for collision.
function collision(body1,body2)
if (body1.x == body2.x and body1.y == body2.y) then
return true --true means they have collided
else
return false--false means they haven't collided
end
end
--we need to randomly spawn a coin on
--the map, but not where the player or
--enemy are. this function will do that
function spawncoin()
--the coins x coordinates will be
--randomly chosen from 0-29, which is
--the width of the game board.
coin.x=math.random(0,29)
--and the coins y coordinates will be
--randomly chosen from 0-16, which is
--the height of the game board.
coin.y=math.random(0,16)
--now we must make sure the coin isn't
--colliding with the player or enemy.
--we will call collision(). yeah, you
--can call a function from inside
--another function...inception, right?!
if collision(coin,player) or collision(coin,enemy) then
spawncoin()
--this means it call itself and starts
--over. respawning a coin in another spot
--until it finds a free space.
end
end
--now let's make a function to respawn
--a player or enemy based on the
--argument passed to it.
function respawn(body)
--if body is the player then...
if body.id=="player" then
--respawn player at PLAYER_RESPAWN_POINT
body.x=PLAYER_RESPAWN_POINT.x
body.y=PLAYER_RESPAWN_POINT.y
--if body is the enemy then...
elseif body.id=="enemy" then
--respawn enemy at ENEMY_RESPAWN_POINT
body.x=ENEMY_RESPAWN_POINT.x
body.y=ENEMY_RESPAWN_POINT.y
end
end
--now we need to move the enemy
function moveenemy()
--pick a random direction from DIRECTIONS
random=math.random(1,4)
dir=DIRECTIONS[random]
--check if the enemy will move out of the screen
if enemy.x+dir.x < 29 and enemy.x+dir.x > 0 and
enemy.y+dir.y < 16 and enemy.y+dir.y > 0 then
--move enemy in the approved direction
enemy.x=enemy.x+dir.x
enemy.y=enemy.y+dir.y
--if the move isn't valid then...
else
--call moveenemy() again.
moveenemy()
end
end
--now we will make a function that will analyze input,
--check if the move is valid, and then move the player
--accordingly.
function moveplayer()
--if the player presses 'up' and they
--aren't at the top already then...
if btn(0) and player.y>0 then
--move player up by 1
player.y=player.y-1
--if the player presses 'down' and
--they aren't at the bottom already.
elseif btn(1) and player.y<16 then
--move player down by 1
player.y=player.y+1
--if the player presses 'left' and
--they aren't at the far left.
elseif btn(2) and player.x>0 then
--move player left by 1
player.x=player.x-1
--if the player presses 'right' and
--they aren't at the far right.
elseif btn(3) and player.x<29 then
--move player right by 1
player.x=player.x+1
end
end
--now we will write a function for drawing
--the game graphics.
function draw()
--first we need to clear the screen of
--all previous graphics and fill it
--with light grey
cls(BLUE_GREY)
--place a blue 8x8 square at the players
--current position.
rect(player.x*8,player.y*8,8,8,LIGHT_BLUE)
--place a red 8x8 square at the enemys
--current position
rect(enemy.x*8,enemy.y*8,8,8,RED)
--place a yellow 3x5 circle at the coins
--current positio
circ(coin.x*8+4,coin.y*8+4,3,YELLOW)
--last we want to draw the scores of
--the player and enemy. plus the lives
--of the player remaining.
print("P="..player.score,3,3,LIGHT_BLUE)
print("E="..enemy.score,220,3,RED)
print("Lives="..player.lives,3,9,LIGHT_BLUE)
--you'll notice that we're multiplying
--the coordinates by 8. this is just
--because we are displaying a 16x29
--board on a 128x232 display. so if we
--multiply the coordinates by 8 we get
--the appropriate pixel coordinates.
--if you're confused then try changing
--it from 8 to something smaller.
end
--now let's put everything together in
--the game loop!!!
--initialize the game first
init()
function TIC()
--this is where we use frame skipping
--to bring the game speed down to a
--reasonable level.
--this works by dividing clock by
--GAMESPEED and only executing the game
--loop if the remainder is zero.
if clock%GAMESPEED==0 then
--this is the main part of the game loop
--if a game over hasn't happened.
if not gameover then
--move the player
moveplayer()
--move the enemy
moveenemy()
--check for player/coin collision
if collision(player,coin) then
--add 1 to the player score
player.score=player.score+1
--spawn another coin
spawncoin()
--respawn player at spawn point
respawn(player)
--check for enemy/coin collision
elseif collision(enemy,coin) then
--add 1 to the enemys score
enemy.score=enemy.score+1
--spawn another coin
spawncoin()
--respawn enemy at spawn point
respawn(enemy)
--check for enemy/player collision
elseif collision(player,enemy) then
--respawn player and enemy
respawn(player)
respawn(enemy)
--subtract a life from player
player.lives=player.lives-1
--check for game over
if player.lives==0 then
gameover=true
end
end
--else if a game over has happened
elseif gameover then
--reset the game
init()
end
--now that all the data is updated we
--will call the draw() function to
--update the game graphics.
draw()
end
--add 1 to clock before finishing the
--game loop
clock=clock+1
end
you'll see that this game is incredibly simple, and not really that fun to play. but the idea is just to understand how the code works for game programming.
everything is about using variables to store game data, use functions to alter and update the data, and finally a way to draw that data to the screen for the player to see.
Feel free to use any portion of this code in your own projects. If you're feeling generous, leave a credit for me in the top of your file!
If you've got questions or requests for another tutorial... You can email me at bearknucklesketching@gmail.com
TIC-80 tiny computer https://tic80.com | Twitter | Telegram | Terms
Built-in Editors
Console
Platform
RAM & VRAM | Display | Palette | Bits per Pixel (BPP) |
.tic
Format | Supported Languages
Other
Tutorials | Code Snippets | Libraries | External Tools | FFT
API
- BDR (0.90)
- BOOT (1.0)
- MENU
- OVR (deprecated)
- SCN (deprecated)
- TIC
- btn & btnp
- circ & circb
- clip
- cls
- elli & ellib (0.90)
- exit
- fget & fset (0.80)
- font
- key & keyp
- line
- map
- memcpy & memset
- mget & mset
- mouse
- music
- peek, peek4
- peek1, peek2 (1.0)
- pix
- pmem
- poke, poke4
- poke1, poke2 (1.0)
- rect & rectb
- reset
- sfx
- spr
- sync
- ttri (1.0)
- time
- trace
- tri & trib (0.90)
- tstamp (0.80)
- vbank (1.0)