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teams/汪汪立功/README.md

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#####
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- 伤害:10 + sword_level * 5
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- 范围:4 + sword_level / 4
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- 伤害:10 + sword_level * 8
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- 范围:6 + sword_level / 4
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- 攻击 CD:100 total, 10 + sword_level / 5 per tick
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- 击退:2 + sword_level / 4
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##### 弹弓
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- 伤害:8 + slingshot_level * 2
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- 子弹速度:0.5 + 0.1 * slingshot_level
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- 子弹速度:0.5 + 0.2 * slingshot_level
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- 攻击 CD:100 total, 2 + slingshot_level / 3 * 2 per tick
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### 怪物

teams/汪汪立功/code/.gitignore

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target
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.mooncakes

teams/汪汪立功/code/LICENSE

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Apache License
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teams/汪汪立功/code/README.md

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# Lampese/汪汪立功

teams/汪汪立功/code/VERSION

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moon 0.1.20241111 (e6d64e0 2024-11-11)
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moon build --target wasm
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w4 run ./target/wasm/release/build/汪汪立功.wasm
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{
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"name": "Lampese/汪汪立功",
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"version": "0.1.0",
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"deps": {
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"moonbitlang/wasm4": "0.2.2"
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},
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"readme": "README.md",
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"repository": "",
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"license": "Apache-2.0",
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"keywords": [],
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"description": "",
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"source": "src"
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}

teams/汪汪立功/code/nix-run.sh

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moon build --target wasm-gc
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nix run github:szamuboy/wasm4-nix run ./target/wasm-gc/release/build/汪汪立功.wasm
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struct Arrow {
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mut pos : Position
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speed : Float
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k : Float
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damage : Int
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direction : Bool
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vert : Bool
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belong : Bool
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}
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fn Arrow::new(
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pos : Position,
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speed : Float,
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k : Float,
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damage : Int,
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direction : Bool,
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vert : Bool,
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belong : Bool
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) -> Arrow {
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{ pos, speed, k, damage, direction, vert, belong }
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}
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fn render_arrow(arrow : Arrow) -> Unit {
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set_draw_color(1, LightBrown)
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set_draw_color(2, Brown)
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let (x, y) = arrow.pos.to_wasm4_pos()
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@wasm4.oval(x, y, 5, 5)
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}
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fn generate_arrow(
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from_pos : Position,
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to_pos : Position,
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speed : Float,
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damage : Int,
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belong : Bool
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) -> (UInt, Arrow) {
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let id = id_pool.get_id()
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let is_x_pos_equal = from_pos.x == to_pos.x
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(
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id,
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Arrow::new(
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from_pos,
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speed,
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if is_x_pos_equal {
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1
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} else {
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(from_pos.y - to_pos.y) / (from_pos.x - to_pos.x)
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},
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damage,
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from_pos.x < to_pos.x,
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is_x_pos_equal,
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belong,
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),
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)
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}
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fn update_arrow(self : Room) -> Unit {
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let erase_list : Array[UInt] = []
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for id, arrow in self.arrows {
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let hitbox = get_hitbox_f(arrow.pos, 2.5)
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let mut flag = false
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if game.current_room.arrow_walls.shape_in_box(hitbox) {
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erase_list.push(id)
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flag = true
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} else if arrow.belong == true &&
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game.player.pos.get_hitbox_f(5).intersect(hitbox) {
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game.player.hp -= arrow.damage
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music_attack()
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erase_list.push(id)
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flag = true
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} else if arrow.belong == false {
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if game.current_room.move_hitbox().shape_in_box(hitbox) {
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erase_list.push(id)
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flag = true
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}
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for _, enemy in self.enemys {
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if get_hitbox_f(enemy.pos, 5).intersect(hitbox) {
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enemy.hp -= arrow.damage
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music_damage()
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erase_list.push(id)
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flag = true
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break
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}
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}
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}
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if flag.not() {
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arrow.ai()
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}
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}
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for id in erase_list {
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self.arrows.remove(id)
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}
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}
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fn signum(f : Float) -> Int {
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if f == 0 {
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0
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} else if f < 0 {
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-1
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} else {
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1
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}
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}
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fn ai(self : Arrow) -> Unit {
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let k_signum = signum(self.k)
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let direction = (if self.direction { 1.0 } else { -1.0 }).to_float() *
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(if k_signum == 0 { 1 } else { k_signum.to_float() })
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self.pos = if self.vert.not() {
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let k_s = self.k * self.k
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let sin = (k_s / (k_s + 1)).sqrt()
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let cos = if self.k == 0 { 1.0.to_float() } else { sin / self.k }
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let dy = self.speed * sin * direction
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let dx = self.speed * cos * direction
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{ x: self.pos.x + dx, y: self.pos.y + dy }
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} else {
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{ x: self.pos.x, y: self.pos.y + self.speed * direction }
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}
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}
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fn render_hp_bar(player : Player) -> Unit {
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set_main_color_with_transparent(LightBrown)
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let now_hp = if player.hp < 0 { 0 } else { player.hp }
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let progress = now_hp.to_float() / player.hp_max.to_float()
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let break_point = 8 + float_to_int(60.0.to_float() * progress)
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@wasm4.rect(8, 7, 60, 7)
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set_draw_color(1, Brown)
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@wasm4.rect(break_point, 7, 60 - (break_point - 8), 7)
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}
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fn render_cd_bar(player : Player) -> Unit {
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set_main_color_with_transparent(LightBrown)
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let cd = player.weapon.get_cd()
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let now_cd = if cd.cd < 0 { 0 } else { cd.cd }
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let progress = (cd.total - now_cd).to_float() / cd.total.to_float()
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let break_point = 88 + float_to_int(42.0.to_float() * progress)
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@wasm4.rect(88, 7, 42, 7)
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set_draw_color(1, Brown)
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@wasm4.rect(break_point, 7, 42 - (break_point - 88), 7)
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}

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