Kaboom - 2d Game Development.

AroliS^

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Kaboom - 2d Game Development.
«  »Last edited
based on Kaboom.js



Kaboom.nut its a squirrel library that helps you make fast and easy 2d games.
For documentation and Installation guide check out Kaboom.nut github

Scene
Scenes are the different stages of a game, like different levels, menu screen, and start screen etc. Everything belongs to a scene.

Code: [Select]
scene("level1", () => {
     config ({
      })
});

scene("level2", () => {
     config ({
      })
});

scene("gameover", () => {
     config ({
      })
});
start("level1"); // starting first level



Mario


game code: https://github.com/AroliSG/Kaboom/blob/main/Examples/mario.nut


Pac-man


game code: https://github.com/AroliSG/Kaboom/blob/main/Examples/pacman.nut


Plat-form


game code: https://github.com/AroliSG/Kaboom/blob/main/Examples/platform.nut


Transform


game code: https://github.com/AroliSG/Kaboom/blob/main/Examples/transform.nut



Warnings

  • collision its not perfect with gravity games. 'Looking forward for future improvements'
  • before using any example make sure, all sprites are located at sprite/kaboom/.
  • this topic will be updated periodically, but stay tuned on github.
  • when using gravity with objects. You shouldn't use pos.Y which will overpass the wall/objects body, you should use 'Jump ()'


Important: Library still under development, if you have found a bug. Feel free to create an issue on github.
Feel free to leave your feedback,

what games can we make with this library?
As far as your imagination can go.
If you would like to assist this project, follow the github and pull request any time.


I have made a file of sprites
Lemme love ya

Mohamed Boubekri

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Re: Kaboom - 2d Game Development.
« Reply #1,  »Last edited
Great project and i think it will be useful in the next generation.
If you hide the vc screen it would be better. @AroliS^
After all this pain, peace will come brother.

Sebastian

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AroliS^

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Re: Kaboom - 2d Game Development.
« Reply #3,  »Last edited
Hi, Im here once more time!

Kaboom have been rewritten, which now is more stable and more efficienty.
spritesheet have been added, all credits goes to DMWarrior, which I just took his function and rewrite it to Kaboom.
now, It's possible to move among stages see the video - https://i.imgur.com/rbLjznx.mp4

This is such a big update, please check github for more information.

Sample games
mario was the only game rewritten for this new version.

sprites list: https://imgur.com/a/z0y1Eie
Re: Kaboom - 2d Game Development.
« Reply #4,  »
new game: Pac - man
Code: [Select]
local Kaboom = Kab ({
    id = "pacman"
    loadRoot = "kaboom/"
}) 

local obj = {
    "|": {
        square      = true
        alias       = "blocks"
        solid       = true
    }

    "-": {
        square      = true
        alias       = "blocks"
        solid       = true
    }

    ".": {
        square      = true
        alias       = "points"
        solid       = true
        Size = VectorScreen (10,10)
        Colour = Colour (255,0,0)
    }   
 
    "_": {
        square      = true
        alias       = "door"
        solid       = true
        Size = VectorScreen (0,10)
        Colour = Colour (0,0,255)
    } 

    "@": {
        square      = true
        alias       = "bigpoints"
        solid       = true
        Size = VectorScreen (20,20)
        Colour = Colour (255,0,255)
    }       
}

local map = [
    "|------------------------------------------------------------------------------|"
    "|                                                                              |"
    "| . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . @  |"
    "| @ - . -------- . --------------------------   ---------   ------   --   --   |"
    "| . - . -------- .                                          ||  ||             |"
    "| .   . ||          . . . . . . .  . . . . . .              ||  ||             |"
    "| . . . ||  . . . .  ---------  .  --------- .              ||  ||             |"
    "|---  . ||  .     .  ||     ||  .  ||     || .  ---___---   ||  ||          ---|"
    "   |  . ||  .     .  ||     ||  .  ||     || .  ||     ||   ||  ||          |   "
    "----  . ||  . --- .  ||     ||  .  ||     || .  ||     ||   ||  ||          ----"
    "      . ||  .  || .  ||     ||  .  ||     || .  ||     ||   ||  ||              "
    "      . ||  .  || .  ||     ||  .  ||     || .  ||     ||   ||  ||              "
    "----  . ||  @  || .  ||     ||  .  ||     || .  ---------   ||  ||          ----"
    "   |  . ||-----|| .  ||     ||  .  ||     || .              ||  ||          |   "
    "|---  . --------- .  ---------  .  --------- .              ------          ---|"
    "|                                                                              |"
    "| . . . . . . . . . . . . . . . . . . . . . . .  -------  . . . . . . . . .  . |"
    "| . --   -------------- . | . --------------                ----------   --  . |"
    "| .                     . | .                                                . |"
    "| @ . . . . . . . . . . . | . . . . . . . . . .  |     |  . . . . . . . . .  @ |"
    "|------------------------------------------------------------------------------|"
]
 
Kaboom.scene ("one", function () {
    config ({
        bgcolor = [0,0,0]
        sceneBorder = true
        Size = VectorScreen (1500,500)
    });
 
    addLevel (map, obj);
    local up = array(5, null), down = array(5, null), left = array(5, null), right = array(5, null);
    local getAnimPos = function (x, y) {
        if (x == -5) return 0;
        if (x == 5) return 1;

        if (y == 5) return 2;
        if (y == -5) return 3;
    }
 
    local getItWork = function (entity, Id) {
        local pos = [{X = 5, Y = 0}, {X = -5, Y = 0}, {X = 0, Y = 5}, {X = 0, Y = -5}];
        local random = function (start, finish) return ((rand() % (finish - start)) + start);
       
        if (entity.props ().getBumpHeading () == "up") {
            if (up [Id]) entity.move2d (up [Id].X, up [Id].Y);
            else {
                up [Id] = pos[random (0, 4)];
                if (up [Id].Y == -5) up [Id] = null;
            }

            down  [Id]  = null;
            left  [Id]  = null;
            right [Id]  = null;

                // animations
            if (up [Id]) entity.playAnim ([getAnimPos (up [Id].X, up [Id].Y)]);
        }

        else if (entity.props ().getBumpHeading () == "down") {
            if (down [Id]) entity.move2d (down [Id].X, down [Id].Y);
            else {
                down [Id] = pos[random (0, 4)];
                if (down [Id].Y == 5) down [Id] = null
            }

            up    [Id]  = null;
            left  [Id]  = null;
            right [Id]  = null;

                // animations
            if (down [Id]) entity.playAnim ([getAnimPos (down [Id].X, down [Id].Y)]);
        }       
        else if (entity.props ().getBumpHeading () == "left") {
            if (left [Id]) entity.move2d (left [Id].X, left [Id].Y);
            else {
                left [Id] = pos[random (0, 4)];
                if (left [Id].X == -5) left [Id] = null;
            }

            up    [Id]  = null;
            right [Id]  = null;
            down  [Id]  = null; 

                // animations
            if (left [Id])  entity.playAnim ([getAnimPos (left [Id].X, left [Id].Y)]);
        }
       
        else {
            if (right [Id]) entity.move2d (right [Id].X, right [Id].Y);
            else {
                right [Id]= pos[random (0, 4)];
                if (right [Id].X == 5) right [Id]= null
            }

            up   [Id]  = null;
            left [Id]  = null;
            down [Id]  = null;   

                // animations
            if (right [Id]) entity.playAnim ([getAnimPos (right [Id].X, right [Id].Y)]);   
        }
    }

    local enemy = addEntity ({
        uniqueId    = "enemy1"
        spriteId    = "pacsheet"
        Pos         = getPos (18,30)
        Size = VectorScreen (35,35)

        spritesheet = { 
            Id  = 0, // will reproduce sprite id 5 in sprite sheet
            UV  = VectorScreen (64, 64),
            X   = 0.25,
            Y   = 0.5
        }
        solid   = true
        alias = "enemy"
        Ignore = [ "points", "bigpoints" ]
    })

    local enemy2 = addEntity ({
        uniqueId    = "enemy2"
        spriteId    = "pacsheet"
        Pos         = getPos (10,30)
        Size = VectorScreen (35,35)

        spritesheet = { 
            Id  = 0, // will reproduce sprite id 5 in sprite sheet
            UV  = VectorScreen (64, 64),
            X   = 0.25,
            Y   = 0.5
        }
        solid   = true
        alias = "enemy"
        Ignore = [ "points", "bigpoints" ]
    })   

    local Index = 0;
    enemy.action (function () {
        if (entity.collect ().has ("coloured"))  {
            enemy.Colour = Colour (rand () * 255, rand () * 255, rand () * 255 );
            enemy2.Colour = Colour (rand () * 255, rand () * 255, rand () * 255 );
           
            game.Timeout (function () {
                    // enemy 1
                enemy.collect ().remove ("coloured");
                enemy.Colour = Colour (255,255,255); // returning original colour
 
                    // enemy 2
                enemy2.collect ().remove ("coloured");
                enemy2.Colour = Colour (255,255,255); // returning original colour
            }, 100)
        }
 
        getItWork (entity, 0); 
    })
    enemy2.action (function () { getItWork (entity, 1); })

    local pac = addEntity ({
        uniqueId    = "pac"
        spriteId    = "pacsheet"
        Pos         = getPos (18,51)
        Size        = VectorScreen (35,35)

        spritesheet = { 
            Id  = 5, // will reproduce sprite id 5 in sprite sheet
            UV  = VectorScreen (64, 64),
            X   = 0.25,
            Y   = 0.5
        }
        solid   = true
        player  = true
    })

    pac.action (function () {
        Key ("right", function () {
            if (event == "down") {
                entity.move2d (5, 0);
                entity.playAnim ([6,5,4], {
                    animSpeed = 0.5
                })
            }
        })

        Key ("left", function () {
            if (event == "down") {
                entity.move2d (-5, 0);
                entity.playAnim ([6,5,4], {
                    animSpeed = 0.5
                    mirror = true
                })
            }
        })

        Key ("up", function () {
            if (event == "down") {
                entity.move2d (0, -5);
                entity.playAnim ([6,5,4], {
                    animSpeed = 0.5
                    rotate = "up"
                })
            }
        })

        Key ("down", function () {
            if (event == "down") {
                entity.move2d (0, 5);
                entity.playAnim ([6,5,4], {
                    animSpeed = 0.5
                    rotate = "down"
                })
            }
        })       
    })

    pac.collides ("points", function () {
        hit.entity.destroy2d ();
    })

    pac.collides ("bigpoints", function () {
        hit.entity.destroy2d ();

        // add the 'data' coloured to the collection of the entity for an enemy effect.
        enemy.collect ().set ("coloured", true);
        enemy2.collect ().set ("coloured", true);
    })

    pac.collides ("enemy", function () {
        local obj = hit.entity;
        if (obj.collect ().has ("coloured")) {
            obj.hide ();
        }
        else {
            entity.destroy2d ();
        }
    })

    render (function () {
        pac.render ();
        enemy.render ();
        enemy2.render ();
    })
})

Kaboom.start ("one");



spritesheet: https://i.imgur.com/RdV1iXP.png

remember to download the lastest version of Kaboom.
as all game done by me, aren't finished yet. so, keep tuned for the updates of these games and the Kaboom class.
Lemme love ya

Sebastian

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Gito Baloch

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