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Step 6

Making the game harder - Overview

We are almost towards the end of the tutorial wahoo! In the last chapter we learnt how to make coins for Glod to collect. In this chapter, we will do the opposite. We will make the game more challenging by creating hazards for Glod to avoid! Poor Glod 😢. To do this we will be:

  1. Drawing a Spiked Canonball image on screen

  2. Having it move using variables

  3. Creating a spawning system to randomly spawn Spiked Canonball on screen.

  4. Creating a collision system to have Glod be able to be damaged

  5. Reuse code to create more Spiked Canonball by making shards accept arguments.

If you are wondering why the above list sounds familiar ... you are right! We will be using the exact same logic and methods as we used in the previous chapter, to create falling hazards instead. Let's get to it 🔥.

Step 6.1

As usual lets start of nice and easy by first downloading the required images and showing one of them on screen.

  1. Download Spiked CanonBall images here.
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;; ------------ Initialize Spiked CanonBalls ---------------
(defshards initialize-spiked-canonballs []
  (LoadTexture "GlodImages/SpikeBall/SpikeBall1.png") = .spikeball-1)

As usual lets load one image first. To keep our code organized, lets create a new initialize-spiked-canonballs defshard

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(initialize-spiked-canonballs) ;; (1)
  1. Then remember to call your new defshards in your main-wire
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(UI.Area :Position (float2 0 0)
:Anchor Anchor.Top
:Contents (->
.spikeball-1 (UI.Image :Scale (float2 0.15))))

To draw our loaded image, create a UI.Area to draw our new Spiked Canonball.

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(defshards LoadTexture [name]
  (LoadImage name)
  (GFX.Texture))

(defshards initialize-character []
  (LoadTexture "GlodImages/Character1_Jumping_Left.png") = .character-jumping-left
  (LoadTexture "GlodImages/Character1_Jumping_Right.png") = .character-jumping-right

  0 >= .character-state
  0 >= .character-direction
  true >= .can-jump

  0.0 >= .X
  620.0 >= .Y
  (float2 .X .Y) >= .character-position
  0.0 >= .character-x-velocity
  0.0 >= .character-y-velocity
  0.0 >= .character-y-acceleration

  ;; ---------- Character Idle Array (Facing Left) ----------
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_1.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_2.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_3.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_4.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_5.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_6.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_7.png") >> .idle-left-image-array

  ;; ---------- Character Idle Array (Facing Right) ----------------
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_1.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_2.png") >> .idle-right-image-array
  (LoadTexture"GlodImages/Character_Idle/Idle_Right/Character1_Idle_3.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_4.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_5.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_6.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_7.png") >> .idle-right-image-array

  0 >= .idle-image-index
  (Count .idle-left-image-array) = .idle-image-index-max
  0.08 = .idle-animation-speed

  ;; -------------- Walking Array (Facing Left) -----------------
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_1.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_2.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_3.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_4.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_5.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_6.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_7.png") >> .walking-left-image-array

  ;; ----------- Walking Array (Facing Right) ---------------
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_1.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_2.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_3.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_4.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_5.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_6.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_7.png") >> .walking-right-image-array

  (Count .walking-left-image-array) = .walking-image-index-max
  0 >= .walking-image-index
  0.08 = .walking-animation-speed) ;; Reduce number to increase animation speed

;; --------- Idle Animation Loop ---------
(defloop idle-animation
  .idle-image-index (Math.Add 1)
  > .idle-image-index
  (When :Predicate (IsMoreEqual .idle-image-index-max)
        :Action (-> 0 > .idle-image-index))
  (Pause .idle-animation-speed))

;; -------- Walking Animation Loop --------
(defloop walking-animation
  .walking-image-index (Math.Add 1)
  > .walking-image-index
  (When :Predicate (IsMoreEqual .walking-image-index-max)
        :Action (-> 0 > .walking-image-index))
  (Pause .walking-animation-speed))

;; ---------- character-boundary ------------

(defshards clamp [var min max]
  var (Max min) (Min max) > var)

;; ------------ Character Run Logic ----------------
(defshards run-logic []
  .X (Math.Add .character-x-velocity)
  > .X

  (float2 .X .Y) > .character-position

  (clamp .X -600.0 600.0))

;; ------------ Character gravity-logic ---------------
(defshards gravity-logic []
  .Y (Math.Add .character-y-velocity)
  > .Y

  .character-y-velocity (Math.Add .character-y-acceleration)
  > .character-y-velocity

  (float2 .X .Y) > .character-position

  (clamp .Y -620.0 620.0)
  .Y
  (When :Predicate (IsMoreEqual 620.0)
        :Action (->
                0.0 > .character-y-velocity
                0.0 > .character-y-acceleration
                true > .can-jump
                .character-state
                (When :Predicate (Is 3)
                      :Action (->
                                0 > .character-state)))))

;; ------- Button Inputs ----------
(defshards button-inputs []
  (Inputs.KeyDown
  :Key "left"
  :Action (->
            (Msg "left")

            .character-state
            (When :Predicate (Is 0)
                  :Action (-> 1 > .character-state))

            0 > .character-direction
            -5.0 > .character-x-velocity))

  (Inputs.KeyDown
  :Key "right"
  :Action (->
            (Msg "right")

            .character-state
            (When :Predicate (Is 0)
                  :Action (-> 2 > .character-state))
            1 > .character-direction
            5.0 > .character-x-velocity))

  (Inputs.KeyDown
  :Key "up"
  :Action (->
            (Msg "up")
            3 > .character-state
            .can-jump
            (When :Predicate (Is true)
                  :Action (->
                          -20.0 > .character-y-velocity
                          1.0 >  .character-y-acceleration
                          false >= .can-jump))))

  (Inputs.KeyUp
  :Key "left"
  :Action (->
            0 > .character-state
            0.0 > .character-x-velocity))

  (Inputs.KeyUp
  :Key "right"
  :Action (->
            0 > .character-state
            0.0 > .character-x-velocity)))

;; -------------- Initialize Coin ----------
(defshards initialize-coin []
  (LoadTexture "GlodImages/Coin/Coin_1.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_2.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_3.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_4.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_5.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_6.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_7.png") >> .coin-image-array
  (Count .coin-image-array) = .coin-image-index-max
  0 >= .coin-image-index
  0.1 = .coin-animation-speed

  ;; ----- Coin 1 ------
  0.0 >= .coinx-1
  0.0 >= .coiny-1
  (float2 .coinx-1 .coiny-1) >= .coin-position-1
  0.0 >= .coin-velocity-1
  0.5 >= .coin-acceleration

  ;; ----- Coin 2 ----
  0.0 >= .coinx-2
  0.0 >= .coiny-2
  (float2 .coinx-2 .coiny-2) >= .coin-position-2
  0.0 >= .coin-velocity-2)

;; -------------- Coin Animation ------------------
(defloop coin-animation
  .coin-image-index (Math.Add 1)
  > .coin-image-index
  (When :Predicate (IsMoreEqual .coin-image-index-max)
        :Action (-> 0 > .coin-image-index))

  (Pause .coin-animation-speed))

;; ------------- Coin Gravity ------------------
(defshards coin-gravity-logic [coiny coinx coin-velocity coin-position]

  coiny (Math.Add coin-velocity)
  > coiny

  coin-velocity (Math.Add .coin-acceleration)
  > coin-velocity

  (float2 coinx coiny) > coin-position)

;; ------------- Random Coin ------------------
(defshards random-coin [coinx coiny coin-velocity coin-position pause-length]
  coinx
  (RandomFloat :Max 1200.0)
  > coinx
  (Math.Subtract 600.0)
  > coinx

  0.0 > coiny
  0.0 > coin-velocity
  (float2 coinx coiny) > coin-position
  (Pause pause-length))

(defloop random-coin-1
  (random-coin .coinx-1 .coiny-1 .coin-velocity-1 .coin-position-1 1.5))

(defloop random-coin-2
  (random-coin .coinx-2 .coiny-2 .coin-velocity-2 .coin-position-2 2.5))

;; ------------ Initialize Spiked CanonBalls ---------------
(defshards initialize-spiked-canonballs []
  (LoadTexture "GlodImages/SpikeBall/SpikeBall1.png") = .spikeball-1)


;; --------- Game Elements ------------
(defshards initialize-game-elements []
  0 >= .score
  false >= .scored

  .X (Math.Add 50.0)
  >= .scoringUpper-x-limit
  .X (Math.Subtract 50.0)
  >= .scoringLower-x-limit

  .Y (Math.Add 10.0)
  >= .scoringUpper-y-limit
  .Y (Math.Subtract 10.0)
  >= .scoringLower-y-limit)

;; --------- Scoring ----------
(defshards score-collision [coinx coiny]
  coinx
  (When :Predicate (->
                    (IsLess .scoringUpper-x-limit)
                    (And)
                    coinx (IsMore .scoringLower-x-limit)
                    (And)
                    coiny (IsLess .scoringUpper-y-limit)
                    (And)
                    coiny (IsMore .scoringLower-y-limit)
                    (And)
                    .scored (Is false))
        :Action (->
                true > .scored
                (Log "Score: "))))

(defshards scoring []
  .X (Math.Add 50.0)
  > .scoringUpper-x-limit
  .X (Math.Subtract 50.0)
  > .scoringLower-x-limit

  .Y (Math.Add 10.0)
  > .scoringUpper-y-limit
  .Y (Math.Subtract 10.0)
  > .scoringLower-y-limit

  (score-collision .coinx-1 .coiny-1)
  (score-collision .coinx-2 .coiny-2)

  .scored
  (When :Predicate (Is true)
        :Action (->
                .score (Math.Add 1)
                > .score
                false > .scored)))



;; ------ UI Style --------
(def style
  {:override_text_style "MyStyle"
  :text_styles
  [{:name "MyStyle"
    :size (float 46)
    :family "Monospace"}]
  :visuals
  {:override_text_color (color 250 250 250)}})

;;---------- main-wire ------------
(defloop main-wire
  (Setup
  (initialize-character)
  (initialize-coin)
  (initialize-game-elements)
  (initialize-spiked-canonballs))

  (coin-gravity-logic .coiny-1 .coinx-1 .coin-velocity-1 .coin-position-1)
  (coin-gravity-logic .coiny-2 .coinx-2 .coin-velocity-2 .coin-position-2)

  (run-logic)
  (gravity-logic)
  (scoring)

  (Step idle-animation)
  (Step walking-animation)
  (Step coin-animation)

  (Step random-coin-1)
  (Step random-coin-2)

  (GFX.MainWindow
  :Title "MainWindow" :Width 1920 :Height 1080
  :Contents
  (-> (Setup
        (GFX.DrawQueue) >= .ui-draw-queue
        (GFX.UIPass .ui-draw-queue) >> .render-steps)
      .ui-draw-queue (GFX.ClearQueue)

      (UI
        .ui-draw-queue
        (->
        (UI.Area :Position .character-position
                  :Anchor Anchor.Top
                  :Contents (->
                            .character-state
                            (Match [0 (-> .character-direction
                                          (Match [0 (-> .idle-left-image-array (Take .idle-image-index) (UI.Image :Scale (float2 0.2)))
                                                  1 (-> .idle-right-image-array (Take .idle-image-index) (UI.Image :Scale (float2 0.2)))]
                                                  :Passthrough false))
                                    1 (-> .walking-left-image-array (Take .walking-image-index) (UI.Image :Scale (float2 0.2)))
                                    2 (-> .walking-right-image-array (Take .walking-image-index) (UI.Image :Scale (float2 0.2)))
                                    3 (->  .character-direction
                                            (Match [0 (-> .character-jumping-left (UI.Image :Scale (float2 0.2)))
                                                    1 (-> .character-jumping-right (UI.Image :Scale (float2 0.2)))]
                                                  :Passthrough false))]
                                    :Passthrough false)))

        (UI.Area :Position .coin-position-1
                  :Anchor Anchor.Top
                  :Contents (->
                            .coin-image-array (Take .coin-image-index) (UI.Image :Scale (float2 0.2))))

        (UI.Area :Position .coin-position-2
                  :Anchor Anchor.Top
                  :Contents (->
                            .coin-image-array (Take .coin-image-index) (UI.Image :Scale (float2 0.2))))

        (UI.Area :Position (float2 0 0)
                  :Anchor Anchor.Top
                  :Contents (->
                            .spikeball-1 (UI.Image :Scale (float2 0.15))))

        (UI.Area :Position (float2 -40 20)
                  :Anchor Anchor.TopRight
                  :Contents (->
                            style (UI.Style)
                            .score (ToString) (UI.Label)))))

      (button-inputs)

      (GFX.Render :Steps .render-steps))))


(defmesh main)
(schedule main main-wire)
(run main (/ 1.0 60))

Step 6.2

Now similar as to what we did with our coin, let's animate it.

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;; ------------ Initialize Spiked CanonBalls ---------------
(defshards initialize-spiked-canonballs []
  (LoadTexture "GlodImages/SpikeBall/SpikeBall1.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall2.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall3.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall4.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall5.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall6.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall7.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall8.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall9.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall10.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall11.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall12.png") >> .spikeball-array

  (Count .spikeball-array) (Math.Subtract 1) >= .spikeball-array-index-max
  0 >= .spikeball-index
  0.06 >= .spikeball-animation-speed

;; Once again to create an animation we follow the same steps as we have done
1. Create an Image array
2. Create the necessary variables, An Index, a Max Index, and a Animation Speed variable.

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;;------------- Spiked CanonBall Animation -------------
(defloop spiked-canonball-animation
  .spikeball-index (Math.Add 1)
  > .spikeball-index
  (When :Predicate (IsMore .spikeball-array-index-max)
        :Action (-> 0 > .spikeball-index))

  (Pause .spikeball-animation-speed))

;; 3. Create an animation defloop that uses the variables we have just created. This defloop should add 1 to our index every loop. It should also have a conditional statement that ensures that our index does not go above the index-max. Lastly the loop should loop every x seconds. X being the Animation Speed.

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(Step spiked-canonball-animation) ;; (1)
  1. As with all defloops, remember to Step it in your main wire
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;; ------------ Character Run Logic ----------------
;; -------- Spiked CanonBall UI.Area ----------
(UI.Area :Position (float2 0 0)
                  :Anchor Anchor.Top
                  :Contents (->
                            .spikeball-array (Take .spikeball-index) (UI.Image :Scale (float2 0.15))))
  1. Lastly remember to update our Spiked CanonBall UI.Area to display the Index'th image in the Image Array.
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(defshards LoadTexture [name]
  (LoadImage name)
  (GFX.Texture))

(defshards initialize-character []
  (LoadTexture "GlodImages/Character1_Jumping_Left.png") = .character-jumping-left
  (LoadTexture "GlodImages/Character1_Jumping_Right.png") = .character-jumping-right

  0 >= .character-state
  0 >= .character-direction
  true >= .can-jump

  0.0 >= .X
  620.0 >= .Y
  (float2 .X .Y) >= .character-position
  0.0 >= .character-x-velocity
  0.0 >= .character-y-velocity
  0.0 >= .character-y-acceleration

  ;; ---------- Character Idle Array (Facing Left) ----------
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_1.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_2.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_3.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_4.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_5.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_6.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_7.png") >> .idle-left-image-array

  ;; ---------- Character Idle Array (Facing Right) ----------------
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_1.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_2.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_3.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_4.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_5.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_6.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_7.png") >> .idle-right-image-array

  0 >= .idle-image-index
  (Count .idle-left-image-array) = .idle-image-index-max
  0.08 = .idle-animation-speed

  ;; -------------- Walking Array (Facing Left) -----------------
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_1.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_2.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_3.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_4.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_5.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_6.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_7.png") >> .walking-left-image-array

  ;; ----------- Walking Array (Facing Right) ---------------
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_1.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_2.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_3.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_4.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_5.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_6.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_7.png") >> .walking-right-image-array

  (Count .walking-left-image-array) = .walking-image-index-max
  0 >= .walking-image-index
  0.08 = .walking-animation-speed) ;; Reduce number to increase animation speed

;; --------- Idle Animation Loop ---------
(defloop idle-animation
  .idle-image-index (Math.Add 1)
  > .idle-image-index
  (When :Predicate (IsMoreEqual .idle-image-index-max)
        :Action (-> 0 > .idle-image-index))
  (Pause .idle-animation-speed))

;; -------- Walking Animation Loop --------
(defloop walking-animation
  .walking-image-index (Math.Add 1)
  > .walking-image-index
  (When :Predicate (IsMoreEqual .walking-image-index-max)
        :Action (-> 0 > .walking-image-index))
  (Pause .walking-animation-speed))

;; ---------- character-boundary ------------

(defshards clamp [var min max]
  var (Max min) (Min max) > var)

;; ------------ Character Run Logic ----------------
(defshards run-logic []
  .X (Math.Add .character-x-velocity)
  > .X

  (float2 .X .Y) > .character-position

  (clamp .X -600.0 600.0))

;; ------------ Character gravity-logic ---------------
(defshards gravity-logic []
  .Y (Math.Add .character-y-velocity)
  > .Y

  .character-y-velocity (Math.Add .character-y-acceleration)
  > .character-y-velocity

  (float2 .X .Y) > .character-position

  (clamp .Y -620.0 620.0)
  .Y
  (When :Predicate (IsMoreEqual 620.0)
        :Action (->
                0.0 > .character-y-velocity
                0.0 > .character-y-acceleration
                true > .can-jump
                .character-state
                (When :Predicate (Is 3)
                      :Action (->
                                0 > .character-state)))))

;; ------- Button Inputs ----------
(defshards button-inputs []
  (Inputs.KeyDown
  :Key "left"
  :Action (->
            (Msg "left")

            .character-state
            (When :Predicate (Is 0)
                  :Action (-> 1 > .character-state))

            0 > .character-direction
            -5.0 > .character-x-velocity))

  (Inputs.KeyDown
  :Key "right"
  :Action (->
            (Msg "right")

            .character-state
            (When :Predicate (Is 0)
                  :Action (-> 2 > .character-state))
            1 > .character-direction
            5.0 > .character-x-velocity))

  (Inputs.KeyDown
  :Key "up"
  :Action (->
            (Msg "up")
            3 > .character-state
            .can-jump
            (When :Predicate (Is true)
                  :Action (->
                          -20.0 > .character-y-velocity
                          1.0 >  .character-y-acceleration
                          false >= .can-jump))))

  (Inputs.KeyUp
  :Key "left"
  :Action (->
            0 > .character-state
            0.0 > .character-x-velocity))

  (Inputs.KeyUp
  :Key "right"
  :Action (->
            0 > .character-state
            0.0 > .character-x-velocity)))

;; -------------- Initialize Coin ----------
(defshards initialize-coin []
  (LoadTexture "GlodImages/Coin/Coin_1.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_2.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_3.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_4.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_5.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_6.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_7.png") >> .coin-image-array
  (Count .coin-image-array) = .coin-image-index-max
  0 >= .coin-image-index
  0.1 = .coin-animation-speed

  ;; ----- Coin 1 ------
  0.0 >= .coinx-1
  0.0 >= .coiny-1
  (float2 .coinx-1 .coiny-1) >= .coin-position-1
  0.0 >= .coin-velocity-1
  0.5 >= .coin-acceleration

  ;; ----- Coin 2 ----
  0.0 >= .coinx-2
  0.0 >= .coiny-2
  (float2 .coinx-2 .coiny-2) >= .coin-position-2
  0.0 >= .coin-velocity-2)

;; -------------- Coin Animation ------------------
(defloop coin-animation
  .coin-image-index (Math.Add 1)
  > .coin-image-index
  (When :Predicate (IsMoreEqual .coin-image-index-max)
        :Action (-> 0 > .coin-image-index))

  (Pause .coin-animation-speed))

;; ------------- Coin Gravity ------------------
(defshards coin-gravity-logic [coiny coinx coin-velocity coin-position]

  coiny (Math.Add coin-velocity)
  > coiny

  coin-velocity (Math.Add .coin-acceleration)
  > coin-velocity

  (float2 coinx coiny) > coin-position)

;; ------------- Random Coin ------------------
(defshards random-coin [coinx coiny coin-velocity coin-position pause-length]
  coinx
  (RandomFloat :Max 1200.0)
  > coinx
  (Math.Subtract 600.0)
  > coinx

  0.0 > coiny
  0.0 > coin-velocity
  (float2 coinx coiny) > coin-position
  (Pause pause-length))

(defloop random-coin-1
  (random-coin .coinx-1 .coiny-1 .coin-velocity-1 .coin-position-1 1.5))

(defloop random-coin-2
  (random-coin .coinx-2 .coiny-2 .coin-velocity-2 .coin-position-2 2.5))

;; ------------ Initialize Spiked CanonBalls ---------------
(defshards initialize-spiked-canonballs []
  (LoadTexture "GlodImages/SpikeBall/SpikeBall1.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall2.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall3.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall4.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall5.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall6.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall7.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall8.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall9.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall10.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall11.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall12.png") >> .spikeball-array

  (Count .spikeball-array) = .spikeball-array-index-max
  0 >= .spikeball-index
  0.06 = .spikeball-animation-speed)

;;------------- Spiked CanonBall Animation -------------
(defloop spiked-canonball-animation
  .spikeball-index (Math.Add 1)
  > .spikeball-index
  (When :Predicate (IsMoreEqual .spikeball-array-index-max)
        :Action (-> 0 > .spikeball-index))

  (Pause .spikeball-animation-speed))

;; --------- Game Elements ------------
(defshards initialize-game-elements []
  0 >= .score
  false >= .scored

  .X (Math.Add 50.0)
  >= .scoringUpper-x-limit
  .X (Math.Subtract 50.0)
  >= .scoringLower-x-limit

  .Y (Math.Add 10.0)
  >= .scoringUpper-y-limit
  .Y (Math.Subtract 10.0)
  >= .scoringLower-y-limit)

;; --------- Scoring ----------
(defshards score-collision [coinx coiny]
  coinx
  (When :Predicate (->
                    (IsLess .scoringUpper-x-limit)
                    (And)
                    coinx (IsMore .scoringLower-x-limit)
                    (And)
                    coiny (IsLess .scoringUpper-y-limit)
                    (And)
                    coiny (IsMore .scoringLower-y-limit)
                    (And)
                    .scored (Is false))
        :Action (->
                true > .scored
                (Log "Score: "))))

(defshards scoring []
  .X (Math.Add 50.0)
  > .scoringUpper-x-limit
  .X (Math.Subtract 50.0)
  > .scoringLower-x-limit

  .Y (Math.Add 10.0)
  > .scoringUpper-y-limit
  .Y (Math.Subtract 10.0)
  > .scoringLower-y-limit

  (score-collision .coinx-1 .coiny-1)
  (score-collision .coinx-2 .coiny-2)

  .scored
  (When :Predicate (Is true)
        :Action (->
                .score (Math.Add 1)
                > .score
                false > .scored)))



;; ------ UI Style --------
(def style
  {:override_text_style "MyStyle"
  :text_styles
  [{:name "MyStyle"
    :size (float 46)
    :family "Monospace"}]
  :visuals
  {:override_text_color (color 250 250 250)}})

;;---------- main-wire ------------
(defloop main-wire
  (Setup
  (initialize-character)
  (initialize-coin)
  (initialize-game-elements)
  (initialize-spiked-canonballs))

  (coin-gravity-logic .coiny-1 .coinx-1 .coin-velocity-1 .coin-position-1)
  (coin-gravity-logic .coiny-2 .coinx-2 .coin-velocity-2 .coin-position-2)

  (run-logic)
  (gravity-logic)
  (scoring)

  (Step idle-animation)
  (Step walking-animation)

  (Step coin-animation)
  (Step random-coin-1)
  (Step random-coin-2)

  (Step spiked-canonball-animation)

  (GFX.MainWindow
  :Title "MainWindow" :Width 1920 :Height 1080
  :Contents
  (-> (Setup
        (GFX.DrawQueue) >= .ui-draw-queue
        (GFX.UIPass .ui-draw-queue) >> .render-steps)
      .ui-draw-queue (GFX.ClearQueue)

      (UI
        .ui-draw-queue
        (->
        (UI.Area :Position .character-position
                  :Anchor Anchor.Top
                  :Contents (->
                            .character-state
                            (Match [0 (-> .character-direction
                                          (Match [0 (-> .idle-left-image-array (Take .idle-image-index) (UI.Image :Scale (float2 0.2)))
                                                  1 (-> .idle-right-image-array (Take .idle-image-index) (UI.Image :Scale (float2 0.2)))]
                                                  :Passthrough false))
                                    1 (-> .walking-left-image-array (Take .walking-image-index) (UI.Image :Scale (float2 0.2)))
                                    2 (-> .walking-right-image-array (Take .walking-image-index) (UI.Image :Scale (float2 0.2)))
                                    3 (->  .character-direction
                                            (Match [0 (-> .character-jumping-left (UI.Image :Scale (float2 0.2)))
                                                    1 (-> .character-jumping-right (UI.Image :Scale (float2 0.2)))]
                                                  :Passthrough false))]
                                    :Passthrough false)))

        (UI.Area :Position .coin-position-1
                  :Anchor Anchor.Top
                  :Contents (->
                            .coin-image-array (Take .coin-image-index) (UI.Image :Scale (float2 0.2))))

        (UI.Area :Position .coin-position-2
                  :Anchor Anchor.Top
                  :Contents (->
                            .coin-image-array (Take .coin-image-index) (UI.Image :Scale (float2 0.2))))

        (UI.Area :Position (float2 0 0)
                  :Anchor Anchor.Top
                  :Contents (->
                            .spikeball-array (Take .spikeball-index) (UI.Image :Scale (float2 0.15))))

        (UI.Area :Position (float2 -40 20)
                  :Anchor Anchor.TopRight
                  :Contents (->
                            style (UI.Style)
                            .score (ToString) (UI.Label)))))

      (button-inputs)

      (GFX.Render :Steps .render-steps))))


(defmesh main)
(schedule main main-wire)
(run main (/ 1.0 60))

Step 6.3

Next, would be to make our Spiked CanonBall fall. As in the previous chapter to do this, we

  1. Create variables that dictate the position of our Spiked Canon Ball
  2. Change our UI.Area :Position tag to use this variable
  3. Change the variable by using velocity and acceleration
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;; ---------- spikball-1 -------------
1.0 >= .spikeball-velocity-1
0.0 >= .spikeball-y-1
0.0 >= .spikeball-x-1
(float2 .spikeball-x-1 .spikeball-y-1) >= .spikeball-position-1

0.5 >= .spikeball-acceleration

as usualy our first step is to initialize the code variables that we will be using to move our Spiked CanonBall

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;; -------- Spiked CanonBall UI.Area ----------
(UI.Area :Position .spikeball-position-1
        :Anchor Anchor.Top
        :Contents (->
                      LoadTexture .spikeball-array (Take .spikeball-index) (UI.Image :Scale (float2 0.15))))

Then we replace the value initially placed in the :Position tag of our UI.Area housing our Spiked CanonBall image with the .spikeball-position-1 variable we have just created.

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;; ------------- SpikeBall Gravity Logic -------------
(defshards spikeball-gravity-logic [spikeball-y spikeball-velocity spikeball-position spikeball-x]
  spikeball-y (Math.Add spikeball-velocity)
  > spikeball-y
  spikeball-velocity (Math.Add .spikeball-acceleration)
  > spikeball-velocity
  (float2 spikeball-x spikeball-y) > spikeball-position)

Now to make our Image move, we create gravity logic for it. This time however we already have the notion to create more Spiked CanonBalls, hence we will straightaway create a defshard that will accept arguments.

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(spikeball-gravity-logic .spikeball-y-1 .spikeball-velocity-1 .spikeball-position-1 .spikeball-x-1)

Lastly remember to call your defshard in your main-wire with the appropriate variables plugged.

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(defshards LoadTexture [name]
  (LoadImage name)
  (GFX.Texture))

(defshards initialize-character []
  (LoadTexture "GlodImages/Character1_Jumping_Left.png") = .character-jumping-left
  (LoadTexture "GlodImages/Character1_Jumping_Right.png") = .character-jumping-right

  0 >= .character-state
  0 >= .character-direction
  true >= .can-jump

  0.0 >= .X
  620.0 >= .Y
  (float2 .X .Y) >= .character-position
  0.0 >= .character-x-velocity
  0.0 >= .character-y-velocity
  0.0 >= .character-y-acceleration

  ;; ---------- Character Idle Array (Facing Left) ----------
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_1.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_2.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_3.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_4.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_5.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_6.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_7.png") >> .idle-left-image-array

  ;; ---------- Character Idle Array (Facing Right) ----------------
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_1.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_2.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_3.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_4.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_5.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_6.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_7.png") >> .idle-right-image-array

  0 >= .idle-image-index
  (Count .idle-left-image-array) = .idle-image-index-max
  0.08 = .idle-animation-speed

  ;; -------------- Walking Array (Facing Left) -----------------
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_1.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_2.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_3.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_4.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_5.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_6.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_7.png") >> .walking-left-image-array

  ;; ----------- Walking Array (Facing Right) ---------------
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_1.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_2.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_3.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_4.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_5.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_6.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_7.png") >> .walking-right-image-array

  (Count .walking-left-image-array) = .walking-image-index-max
  0 >= .walking-image-index
  0.08 = .walking-animation-speed) ;; Reduce number to increase animation speed

;; --------- Idle Animation Loop ---------
(defloop idle-animation
  .idle-image-index (Math.Add 1)
  > .idle-image-index
  (When :Predicate (IsMoreEqual .idle-image-index-max)
        :Action (-> 0 > .idle-image-index))
  (Pause .idle-animation-speed))

;; -------- Walking Animation Loop --------
(defloop walking-animation
  .walking-image-index (Math.Add 1)
  > .walking-image-index
  (When :Predicate (IsMoreEqual .walking-image-index-max)
        :Action (-> 0 > .walking-image-index))
  (Pause .walking-animation-speed))

;; ---------- character-boundary ------------

(defshards clamp [var min max]
  var (Max min) (Min max) > var)

;; ------------ Character Run Logic ----------------
(defshards run-logic []
  .X (Math.Add .character-x-velocity)
  > .X

  (float2 .X .Y) > .character-position

  (clamp .X -600.0 600.0))

;; ------------ Character gravity-logic ---------------
(defshards gravity-logic []
  .Y (Math.Add .character-y-velocity)
  > .Y

  .character-y-velocity (Math.Add .character-y-acceleration)
  > .character-y-velocity

  (float2 .X .Y) > .character-position

  (clamp .Y -620.0 620.0)
  .Y
  (When :Predicate (IsMoreEqual 620.0)
        :Action (->
                0.0 > .character-y-velocity
                0.0 > .character-y-acceleration
                true > .can-jump
                .character-state
                (When :Predicate (Is 3)
                      :Action (->
                                0 > .character-state)))))

;; ------- Button Inputs ----------
(defshards button-inputs []
  (Inputs.KeyDown
  :Key "left"
  :Action (->
            (Msg "left")

            .character-state
            (When :Predicate (Is 0)
                  :Action (-> 1 > .character-state))

            0 > .character-direction
            -5.0 > .character-x-velocity))

  (Inputs.KeyDown
  :Key "right"
  :Action (->
            (Msg "right")

            .character-state
            (When :Predicate (Is 0)
                  :Action (-> 2 > .character-state))
            1 > .character-direction
            5.0 > .character-x-velocity))

  (Inputs.KeyDown
  :Key "up"
  :Action (->
            (Msg "up")
            3 > .character-state
            .can-jump
            (When :Predicate (Is true)
                  :Action (->
                          -20.0 > .character-y-velocity
                          1.0 >  .character-y-acceleration
                          false >= .can-jump))))

  (Inputs.KeyUp
  :Key "left"
  :Action (->
            0 > .character-state
            0.0 > .character-x-velocity))

  (Inputs.KeyUp
  :Key "right"
  :Action (->
            0 > .character-state
            0.0 > .character-x-velocity)))

;; -------------- Initialize Coin ----------
(defshards initialize-coin []
  (LoadTexture "GlodImages/Coin/Coin_1.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_2.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_3.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_4.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_5.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_6.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_7.png") >> .coin-image-array
  (Count .coin-image-array) = .coin-image-index-max
  0 >= .coin-image-index
  0.1 = .coin-animation-speed

  ;; ----- Coin 1 ------
  0.0 >= .coinx-1
  0.0 >= .coiny-1
  (float2 .coinx-1 .coiny-1) >= .coin-position-1
  0.0 >= .coin-velocity-1
  0.5 >= .coin-acceleration

  ;; ----- Coin 2 ----
  0.0 >= .coinx-2
  0.0 >= .coiny-2
  (float2 .coinx-2 .coiny-2) >= .coin-position-2
  0.0 >= .coin-velocity-2)

;; -------------- Coin Animation ------------------
(defloop coin-animation
  .coin-image-index (Math.Add 1)
  > .coin-image-index
  (When :Predicate (IsMoreEqual .coin-image-index-max)
        :Action (-> 0 > .coin-image-index))

  (Pause .coin-animation-speed))

;; ------------- Coin Gravity ------------------
(defshards coin-gravity-logic [coiny coinx coin-velocity coin-position]

  coiny (Math.Add coin-velocity)
  > coiny

  coin-velocity (Math.Add .coin-acceleration)
  > coin-velocity

  (float2 coinx coiny) > coin-position)

;; ------------- Random Coin ------------------
(defshards random-coin [coinx coiny coin-velocity coin-position pause-length]
  coinx
  (RandomFloat :Max 1200.0)
  > coinx
  (Math.Subtract 600.0)
  > coinx

  0.0 > coiny
  0.0 > coin-velocity
  (float2 coinx coiny) > coin-position
  (Pause pause-length))

(defloop random-coin-1
  (random-coin .coinx-1 .coiny-1 .coin-velocity-1 .coin-position-1 1.5))

(defloop random-coin-2
  (random-coin .coinx-2 .coiny-2 .coin-velocity-2 .coin-position-2 2.5))

;; ------------ Initialize Spiked CanonBalls ---------------
(defshards initialize-spiked-canonballs []
  (LoadTexture "GlodImages/SpikeBall/SpikeBall1.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall2.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall3.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall4.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall5.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall6.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall7.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall8.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall9.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall10.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall11.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall12.png") >> .spikeball-array

  (Count .spikeball-array) = .spikeball-array-index-max
  0 >= .spikeball-index
  0.06 = .spikeball-animation-speed

  ;; ---------- spikball-1 -------------
  1.0 >= .spikeball-velocity-1
  0.0 >= .spikeball-y-1
  0.0 >= .spikeball-x-1
  (float2 .spikeball-x-1 .spikeball-y-1) >= .spikeball-position-1

  0.5 >= .spikeball-acceleration)

;;------------- Spiked CanonBall Animation -------------
(defloop spiked-canonball-animation
  .spikeball-index (Math.Add 1)
  > .spikeball-index
  (When :Predicate (IsMoreEqual .spikeball-array-index-max)
        :Action (-> 0 > .spikeball-index))

  (Pause .spikeball-animation-speed))

;; ------------- SpikeBall_Gravity_Logic -------------
(defshards spikeball-gravity-logic [spikeball-y spikeball-velocity spikeball-position spikeball-x]
  spikeball-y (Math.Add spikeball-velocity)
  > spikeball-y
  spikeball-velocity (Math.Add .spikeball-acceleration)
  > spikeball-velocity
  (float2 spikeball-x spikeball-y) > spikeball-position)

;; --------- Game Elements ------------
(defshards initialize-game-elements []
  0 >= .score
  false >= .scored

  .X (Math.Add 50.0)
  >= .scoringUpper-x-limit
  .X (Math.Subtract 50.0)
  >= .scoringLower-x-limit

  .Y (Math.Add 10.0)
  >= .scoringUpper-y-limit
  .Y (Math.Subtract 10.0)
  >= .scoringLower-y-limit)

;; --------- Scoring ----------
(defshards score-collision [coinx coiny]
  coinx
  (When :Predicate (->
                    (IsLess .scoringUpper-x-limit)
                    (And)
                    coinx (IsMore .scoringLower-x-limit)
                    (And)
                    coiny (IsLess .scoringUpper-y-limit)
                    (And)
                    coiny (IsMore .scoringLower-y-limit)
                    (And)
                    .scored (Is false))
        :Action (->
                true > .scored
                (Log "Score: "))))

(defshards scoring []
  .X (Math.Add 50.0)
  > .scoringUpper-x-limit
  .X (Math.Subtract 50.0)
  > .scoringLower-x-limit

  .Y (Math.Add 10.0)
  > .scoringUpper-y-limit
  .Y (Math.Subtract 10.0)
  > .scoringLower-y-limit

  (score-collision .coinx-1 .coiny-1)
  (score-collision .coinx-2 .coiny-2)

  .scored
  (When :Predicate (Is true)
        :Action (->
                .score (Math.Add 1)
                > .score
                false > .scored)))



;; ------ UI Style --------
(def style
  {:override_text_style "MyStyle"
  :text_styles
  [{:name "MyStyle"
    :size (float 46)
    :family "Monospace"}]
  :visuals
  {:override_text_color (color 250 250 250)}})

;;---------- main-wire ------------
(defloop main-wire
  (Setup
  (initialize-character)
  (initialize-coin)
  (initialize-game-elements)
  (initialize-spiked-canonballs))

  (coin-gravity-logic .coiny-1 .coinx-1 .coin-velocity-1 .coin-position-1)
  (coin-gravity-logic .coiny-2 .coinx-2 .coin-velocity-2 .coin-position-2)

  (run-logic)
  (gravity-logic)
  (scoring)

  (Step idle-animation)
  (Step walking-animation)

  (Step coin-animation)
  (Step random-coin-1)
  (Step random-coin-2)

  (Step spiked-canonball-animation)
  (spikeball-gravity-logic .spikeball-y-1 .spikeball-velocity-1 .spikeball-position-1 .spikeball-x-1)

  (GFX.MainWindow
  :Title "MainWindow" :Width 1920 :Height 1080
  :Contents
  (-> (Setup
        (GFX.DrawQueue) >= .ui-draw-queue
        (GFX.UIPass .ui-draw-queue) >> .render-steps)
      .ui-draw-queue (GFX.ClearQueue)

      (UI
        .ui-draw-queue
        (->
        (UI.Area :Position .character-position
                  :Anchor Anchor.Top
                  :Contents (->
                            .character-state
                            (Match [0 (-> .character-direction
                                          (Match [0 (-> .idle-left-image-array (Take .idle-image-index) (UI.Image :Scale (float2 0.2)))
                                                  1 (-> .idle-right-image-array (Take .idle-image-index) (UI.Image :Scale (float2 0.2)))]
                                                  :Passthrough false))
                                    1 (-> .walking-left-image-array (Take .walking-image-index) (UI.Image :Scale (float2 0.2)))
                                    2 (-> .walking-right-image-array (Take .walking-image-index) (UI.Image :Scale (float2 0.2)))
                                    3 (->  .character-direction
                                            (Match [0 (-> .character-jumping-left (UI.Image :Scale (float2 0.2)))
                                                    1 (-> .character-jumping-right (UI.Image :Scale (float2 0.2)))]
                                                  :Passthrough false))]
                                    :Passthrough false)))

        (UI.Area :Position .coin-position-1
                  :Anchor Anchor.Top
                  :Contents (->
                            .coin-image-array (Take .coin-image-index) (UI.Image :Scale (float2 0.2))))

        (UI.Area :Position .coin-position-2
                  :Anchor Anchor.Top
                  :Contents (->
                            .coin-image-array (Take .coin-image-index) (UI.Image :Scale (float2 0.2))))

        (UI.Area :Position .spikeball-position-1
                  :Anchor Anchor.Top
                  :Contents (->
                            .spikeball-array (Take .spikeball-index) (UI.Image :Scale (float2 0.15))))

        (UI.Area :Position (float2 -40 20)
                  :Anchor Anchor.TopRight
                  :Contents (->
                            style (UI.Style)
                            .score (ToString) (UI.Label)))))

      (button-inputs)

      (GFX.Render :Steps .render-steps))))


(defmesh main)
(schedule main main-wire)
(run main (/ 1.0 60))

Try running your code now to see if it falls!

Step 6.4

Now that our Spiked CanonBall falls, going down the list, the next step is to make sure it loops and randomly spawns in a different location. To do that we simply have to create the same spawning logic.

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;; ------------- Randomise Spikeball ----------------
(defshards randomise-spikeball [spikeball-x spikeball-y spikeball-velocity spikeball-position pausefloat]
  spikeball-x
  (RandomFloat :Max 1200.0)
  > spikeball-x
  (Math.Subtract 600.0)
  > spikeball-x

  0.0 > spikeball-y
  0.0 > spikeball-velocity
  (float2 spikeball-x spikeball-y) > spikeball-position
  .spikeball-x-1
  (Pause pausefloat))

First we create our randomise-spikeball Logic. Similar to our coin, we basically reset our Spiked CanonBall's Y value back to 0, so it appears at the top of the screen again, but this time at a different randomised X value and have this happen every pausefloat amount of seconds.

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(defloop spikeball-1
  (randomise-spikeball .spikeball-x-1 .spikeball-y-1 .spikeball-velocity-1 .spikeball-position-1 2))

Then, we plug this defshards into a defloop and fill in the appropriate variables.

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;; ------- Button Inputs ----------
(Step  spikeball-1)

And lastly, call your spikeball-1 Loop in your main-wire

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(defshards LoadTexture [name]
  (LoadImage name)
  (GFX.Texture))

(defshards initialize-character []
  (LoadTexture "GlodImages/Character1_Jumping_Left.png") = .character-jumping-left
  (LoadTexture "GlodImages/Character1_Jumping_Right.png") = .character-jumping-right

  0 >= .character-state
  0 >= .character-direction
  true >= .can-jump

  0.0 >= .X
  620.0 >= .Y
  (float2 .X .Y) >= .character-position
  0.0 >= .character-x-velocity
  0.0 >= .character-y-velocity
  0.0 >= .character-y-acceleration

  ;; ---------- Character Idle Array (Facing Left) ----------
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_1.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_2.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_3.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_4.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_5.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_6.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_7.png") >> .idle-left-image-array

  ;; ---------- Character Idle Array (Facing Right) ----------------
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_1.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_2.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_3.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_4.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_5.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_6.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_7.png") >> .idle-right-image-array

  0 >= .idle-image-index
  (Count .idle-left-image-array) = .idle-image-index-max
  0.08 = .idle-animation-speed

  ;; -------------- Walking Array (Facing Left) -----------------
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_1.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_2.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_3.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_4.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_5.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_6.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_7.png") >> .walking-left-image-array

  ;; ----------- Walking Array (Facing Right) ---------------
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_1.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_2.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_3.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_4.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_5.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_6.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_7.png") >> .walking-right-image-array

  (Count .walking-left-image-array) = .walking-image-index-max
  0 >= .walking-image-index
  0.08 = .walking-animation-speed) ;; Reduce number to increase animation speed

;; --------- Idle Animation Loop ---------
(defloop idle-animation
  .idle-image-index (Math.Add 1)
  > .idle-image-index
  (When :Predicate (IsMoreEqual .idle-image-index-max)
        :Action (-> 0 > .idle-image-index))
  (Pause .idle-animation-speed))

;; -------- Walking Animation Loop --------
(defloop walking-animation
  .walking-image-index (Math.Add 1)
  > .walking-image-index
  (When :Predicate (IsMoreEqual .walking-image-index-max)
        :Action (-> 0 > .walking-image-index))
  (Pause .walking-animation-speed))

;; ---------- character-boundary ------------

(defshards clamp [var min max]
  var (Max min) (Min max) > var)

;; ------------ Character Run Logic ----------------
(defshards run-logic []
  .X (Math.Add .character-x-velocity)
  > .X

  (float2 .X .Y) > .character-position

  (clamp .X -600.0 600.0))

;; ------------ Character gravity-logic ---------------
(defshards gravity-logic []
  .Y (Math.Add .character-y-velocity)
  > .Y

  .character-y-velocity (Math.Add .character-y-acceleration)
  > .character-y-velocity

  (float2 .X .Y) > .character-position

  (clamp .Y -620.0 620.0)
  .Y
  (When :Predicate (IsMoreEqual 620.0)
        :Action (->
                0.0 > .character-y-velocity
                0.0 > .character-y-acceleration
                true > .can-jump
                .character-state
                (When :Predicate (Is 3)
                      :Action (->
                                0 > .character-state)))))

;; ------- Button Inputs ----------
(defshards button-inputs []
  (Inputs.KeyDown
  :Key "left"
  :Action (->
            (Msg "left")

            .character-state
            (When :Predicate (Is 0)
                  :Action (-> 1 > .character-state))

            0 > .character-direction
            -5.0 > .character-x-velocity))

  (Inputs.KeyDown
  :Key "right"
  :Action (->
            (Msg "right")

            .character-state
            (When :Predicate (Is 0)
                  :Action (-> 2 > .character-state))
            1 > .character-direction
            5.0 > .character-x-velocity))

  (Inputs.KeyDown
  :Key "up"
  :Action (->
            (Msg "up")
            3 > .character-state
            .can-jump
            (When :Predicate (Is true)
                  :Action (->
                          -20.0 > .character-y-velocity
                          1.0 >  .character-y-acceleration
                          false >= .can-jump))))

  (Inputs.KeyUp
  :Key "left"
  :Action (->
            0 > .character-state
            0.0 > .character-x-velocity))

  (Inputs.KeyUp
  :Key "right"
  :Action (->
            0 > .character-state
            0.0 > .character-x-velocity)))

;; -------------- Initialize Coin ----------
(defshards initialize-coin []
  (LoadTexture "GlodImages/Coin/Coin_1.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_2.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_3.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_4.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_5.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_6.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_7.png") >> .coin-image-array
  (Count .coin-image-array) = .coin-image-index-max
  0 >= .coin-image-index
  0.1 = .coin-animation-speed

  ;; ----- Coin 1 ------
  0.0 >= .coinx-1
  0.0 >= .coiny-1
  (float2 .coinx-1 .coiny-1) >= .coin-position-1
  0.0 >= .coin-velocity-1
  0.5 >= .coin-acceleration

  ;; ----- Coin 2 ----
  0.0 >= .coinx-2
  0.0 >= .coiny-2
  (float2 .coinx-2 .coiny-2) >= .coin-position-2
  0.0 >= .coin-velocity-2)

;; -------------- Coin Animation ------------------
(defloop coin-animation
  .coin-image-index (Math.Add 1)
  > .coin-image-index
  (When :Predicate (IsMoreEqual .coin-image-index-max)
        :Action (-> 0 > .coin-image-index))

  (Pause .coin-animation-speed))

;; ------------- Coin Gravity ------------------
(defshards coin-gravity-logic [coiny coinx coin-velocity coin-position]

  coiny (Math.Add coin-velocity)
  > coiny

  coin-velocity (Math.Add .coin-acceleration)
  > coin-velocity

  (float2 coinx coiny) > coin-position)

;; ------------- Random Coin ------------------
(defshards random-coin [coinx coiny coin-velocity coin-position pause-length]
  coinx
  (RandomFloat :Max 1200.0)
  > coinx
  (Math.Subtract 600.0)
  > coinx

  0.0 > coiny
  0.0 > coin-velocity
  (float2 coinx coiny) > coin-position
  (Pause pause-length))

(defloop random-coin-1
  (random-coin .coinx-1 .coiny-1 .coin-velocity-1 .coin-position-1 1.5))

(defloop random-coin-2
  (random-coin .coinx-2 .coiny-2 .coin-velocity-2 .coin-position-2 2.5))

;; ------------ Initialize Spiked CanonBalls ---------------
(defshards initialize-spiked-canonballs []
  (LoadTexture "GlodImages/SpikeBall/SpikeBall1.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall2.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall3.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall4.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall5.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall6.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall7.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall8.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall9.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall10.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall11.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall12.png") >> .spikeball-array

  (Count .spikeball-array) = .spikeball-array-index-max
  0 >= .spikeball-index
  0.06 = .spikeball-animation-speed

  ;; ---------- spikball-1 -------------
  1.0 >= .spikeball-velocity-1
  0.0 >= .spikeball-y-1
  0.0 >= .spikeball-x-1
  (float2 .spikeball-x-1 .spikeball-y-1) >= .spikeball-position-1

  0.5 >= .spikeball-acceleration)

;;------------- Spiked CanonBall Animation -------------
(defloop spiked-canonball-animation
  .spikeball-index (Math.Add 1)
  > .spikeball-index
  (When :Predicate (IsMoreEqual .spikeball-array-index-max)
        :Action (-> 0 > .spikeball-index))

  (Pause .spikeball-animation-speed))

;; ------------- SpikeBall_Gravity_Logic -------------
(defshards spikeball-gravity-logic [spikeball-y spikeball-velocity spikeball-position spikeball-x]
  spikeball-y (Math.Add spikeball-velocity)
  > spikeball-y
  spikeball-velocity (Math.Add .spikeball-acceleration)
  > spikeball-velocity
  (float2 spikeball-x spikeball-y) > spikeball-position)

;; ------------- Randomise Spikeball ----------------
(defshards randomise-spikeball [spikeball-x spikeball-y spikeball-velocity spikeball-position pausefloat]
  spikeball-x
  (RandomFloat :Max 1200.0)
  > spikeball-x
  (Math.Subtract 600.0)
  > spikeball-x

  0.0 > spikeball-y
  0.0 > spikeball-velocity
  (float2 spikeball-x spikeball-y) > spikeball-position
  .spikeball-x-1
  (Pause pausefloat))

(defloop spikeball-1
  (randomise-spikeball .spikeball-x-1 .spikeball-y-1 .spikeball-velocity-1 .spikeball-position-1 2))

;; --------- Game Elements ------------
(defshards initialize-game-elements []
  0 >= .score
  false >= .scored

  .X (Math.Add 50.0)
  >= .scoringUpper-x-limit
  .X (Math.Subtract 50.0)
  >= .scoringLower-x-limit

  .Y (Math.Add 10.0)
  >= .scoringUpper-y-limit
  .Y (Math.Subtract 10.0)
  >= .scoringLower-y-limit)

;; --------- Scoring ----------
(defshards score-collision [coinx coiny]
  coinx
  (When :Predicate (->
                    (IsLess .scoringUpper-x-limit)
                    (And)
                    coinx (IsMore .scoringLower-x-limit)
                    (And)
                    coiny (IsLess .scoringUpper-y-limit)
                    (And)
                    coiny (IsMore .scoringLower-y-limit)
                    (And)
                    .scored (Is false))
        :Action (->
                true > .scored
                (Log "Score: "))))

(defshards scoring []
  .X (Math.Add 50.0)
  > .scoringUpper-x-limit
  .X (Math.Subtract 50.0)
  > .scoringLower-x-limit

  .Y (Math.Add 10.0)
  > .scoringUpper-y-limit
  .Y (Math.Subtract 10.0)
  > .scoringLower-y-limit

  (score-collision .coinx-1 .coiny-1)
  (score-collision .coinx-2 .coiny-2)

  .scored
  (When :Predicate (Is true)
        :Action (->
                .score (Math.Add 1)
                > .score
                false > .scored)))



;; ------ UI Style --------
(def style
  {:override_text_style "MyStyle"
  :text_styles
  [{:name "MyStyle"
    :size (float 46)
    :family "Monospace"}]
  :visuals
  {:override_text_color (color 250 250 250)}})

;;---------- main-wire ------------
(defloop main-wire
  (Setup
  (initialize-character)
  (initialize-coin)
  (initialize-game-elements)
  (initialize-spiked-canonballs))

  (coin-gravity-logic .coiny-1 .coinx-1 .coin-velocity-1 .coin-position-1)
  (coin-gravity-logic .coiny-2 .coinx-2 .coin-velocity-2 .coin-position-2)

  (run-logic)
  (gravity-logic)
  (scoring)

  (Step idle-animation)
  (Step walking-animation)

  (Step coin-animation)
  (Step random-coin-1)
  (Step random-coin-2)

  (Step spiked-canonball-animation)
  (spikeball-gravity-logic .spikeball-y-1 .spikeball-velocity-1 .spikeball-position-1 .spikeball-x-1)
  (Step  spikeball-1)

  (GFX.MainWindow
  :Title "MainWindow" :Width 1920 :Height 1080
  :Contents
  (-> (Setup
        (GFX.DrawQueue) >= .ui-draw-queue
        (GFX.UIPass .ui-draw-queue) >> .render-steps)
      .ui-draw-queue (GFX.ClearQueue)

      (UI
        .ui-draw-queue
        (->
        (UI.Area :Position .character-position
                  :Anchor Anchor.Top
                  :Contents (->
                            .character-state
                            (Match [0 (-> .character-direction
                                          (Match [0 (-> .idle-left-image-array (Take .idle-image-index) (UI.Image :Scale (float2 0.2)))
                                                  1 (-> .idle-right-image-array (Take .idle-image-index) (UI.Image :Scale (float2 0.2)))]
                                                  :Passthrough false))
                                    1 (-> .walking-left-image-array (Take .walking-image-index) (UI.Image :Scale (float2 0.2)))
                                    2 (-> .walking-right-image-array (Take .walking-image-index) (UI.Image :Scale (float2 0.2)))
                                    3 (->  .character-direction
                                            (Match [0 (-> .character-jumping-left (UI.Image :Scale (float2 0.2)))
                                                    1 (-> .character-jumping-right (UI.Image :Scale (float2 0.2)))]
                                                  :Passthrough false))]
                                    :Passthrough false)))

        (UI.Area :Position .coin-position-1
                  :Anchor Anchor.Top
                  :Contents (->
                            .coin-image-array (Take .coin-image-index) (UI.Image :Scale (float2 0.2))))

        (UI.Area :Position .coin-position-2
                  :Anchor Anchor.Top
                  :Contents (->
                            .coin-image-array (Take .coin-image-index) (UI.Image :Scale (float2 0.2))))

        (UI.Area :Position .spikeball-position-1
                  :Anchor Anchor.Top
                  :Contents (->
                            .spikeball-array (Take .spikeball-index) (UI.Image :Scale (float2 0.15))))

        (UI.Area :Position (float2 -40 20)
                  :Anchor Anchor.TopRight
                  :Contents (->
                            style (UI.Style)
                            .score (ToString) (UI.Label)))))

      (button-inputs)

      (GFX.Render :Steps .render-steps))))


(defmesh main)
(schedule main main-wire)
(run main (/ 1.0 60))

Step 6.5

Now that we have our Spiked CanonBall looping and randomising, the next step is to have it damage Glod. Poor Glod 😢. It will still follow the same logic as our coin, except, instead of gaining points when Glod collides with it, they will lose points instead.

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;; ---------- Damage Limits ------------
.X (Math.Add 50.0)
>= .damageUpper-x-limit
.X (Math.Subtract 50.0)
>= .damageLower-x-limit

.Y (Math.Add 5.0)
>= .damageUpper-y-limit
.Y (Math.Subtract 5.0)
>= .damageLower-y-limit

false >= .damaged

As usual firstly, we create the variables that we will be using. They are similar to the collision box we used for scoring. This time it will be a collision box for being damaged. Add this to the initialize-game-elements shard.

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;; ------------- spikeBall-collision-logic --------------
(defshards spikeBall-collision-logic [spikeBall-x spikeBall-y]

  spikeBall-x
  (If :Predicate (-> (IsLess .damageUpper-x-limit)
                    (And)
                    spikeBall-x (IsMore .damageLower-x-limit)
                    (And)
                    spikeBall-y (IsLess .damageUpper-y-limit)
                    (And)
                    spikeBall-y (IsMore .damageLower-y-limit))

      :Then (-> .damaged
                (When :Predicate (Is false)
                      :Action (->
                              true > .damaged
                              (Log "damaged: "))))))
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;; -------------- Damaging --------------
(defshards damaging []

  .X (Math.Add 120.0)
  > .damageUpper-x-limit
  .X (Math.Subtract 120.0)
  > .damageLower-x-limit

  .Y (Math.Add 15.0)
  > .damageUpper-y-limit
  .Y (Math.Subtract 15.0)
  > .damageLower-y-limit

  (spikeBall-collision-logic .spikeball-x-1 .spikeball-y-1)

  .damaged
  (When :Predicate (Is true)
        :Action (->
                .score (Math.Subtract 1)
                > .score
                false > .damaged)))
1
(damaging)

Then we create the logic to dictate what happens when our Spiked_Canonball hits our Glod. Remember to call in in main-wire.

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(defshards LoadTexture [name]
  (LoadImage name)
  (GFX.Texture))

(defshards initialize-character []
  (LoadTexture "GlodImages/Character1_Jumping_Left.png") = .character-jumping-left
  (LoadTexture "GlodImages/Character1_Jumping_Right.png") = .character-jumping-right

  0 >= .character-state
  0 >= .character-direction
  true >= .can-jump

  0.0 >= .X
  620.0 >= .Y
  (float2 .X .Y) >= .character-position
  0.0 >= .character-x-velocity
  0.0 >= .character-y-velocity
  0.0 >= .character-y-acceleration

  ;; ---------- Character Idle Array (Facing Left) ----------
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_1.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_2.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_3.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_4.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_5.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_6.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_7.png") >> .idle-left-image-array

  ;; ---------- Character Idle Array (Facing Right) ----------------
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_1.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_2.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_3.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_4.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_5.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_6.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_7.png") >> .idle-right-image-array

  0 >= .idle-image-index
  (Count .idle-left-image-array) = .idle-image-index-max
  0.08 = .idle-animation-speed

  ;; -------------- Walking Array (Facing Left) -----------------
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_1.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_2.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_3.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_4.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_5.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_6.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_7.png") >> .walking-left-image-array

  ;; ----------- Walking Array (Facing Right) ---------------
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_1.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_2.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_3.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_4.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_5.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_6.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_7.png") >> .walking-right-image-array

  (Count .walking-left-image-array) = .walking-image-index-max
  0 >= .walking-image-index
  0.08 = .walking-animation-speed) ;; Reduce number to increase animation speed

;; --------- Idle Animation Loop ---------
(defloop idle-animation
  .idle-image-index (Math.Add 1)
  > .idle-image-index
  (When :Predicate (IsMoreEqual .idle-image-index-max)
        :Action (-> 0 > .idle-image-index))
  (Pause .idle-animation-speed))

;; -------- Walking Animation Loop --------
(defloop walking-animation
  .walking-image-index (Math.Add 1)
  > .walking-image-index
  (When :Predicate (IsMoreEqual .walking-image-index-max)
        :Action (-> 0 > .walking-image-index))
  (Pause .walking-animation-speed))

;; ---------- character-boundary ------------

(defshards clamp [var min max]
  var (Max min) (Min max) > var)

;; ------------ Character Run Logic ----------------
(defshards run-logic []
  .X (Math.Add .character-x-velocity)
  > .X

  (float2 .X .Y) > .character-position

  (clamp .X -600.0 600.0))

;; ------------ Character gravity-logic ---------------
(defshards gravity-logic []
  .Y (Math.Add .character-y-velocity)
  > .Y

  .character-y-velocity (Math.Add .character-y-acceleration)
  > .character-y-velocity

  (float2 .X .Y) > .character-position

  (clamp .Y -620.0 620.0)
  .Y
  (When :Predicate (IsMoreEqual 620.0)
        :Action (->
                0.0 > .character-y-velocity
                0.0 > .character-y-acceleration
                true > .can-jump
                .character-state
                (When :Predicate (Is 3)
                      :Action (->
                                0 > .character-state)))))

;; ------- Button Inputs ----------
(defshards button-inputs []
  (Inputs.KeyDown
  :Key "left"
  :Action (->
            (Msg "left")

            .character-state
            (When :Predicate (Is 0)
                  :Action (-> 1 > .character-state))

            0 > .character-direction
            -5.0 > .character-x-velocity))

  (Inputs.KeyDown
  :Key "right"
  :Action (->
            (Msg "right")

            .character-state
            (When :Predicate (Is 0)
                  :Action (-> 2 > .character-state))
            1 > .character-direction
            5.0 > .character-x-velocity))

  (Inputs.KeyDown
  :Key "up"
  :Action (->
            (Msg "up")
            3 > .character-state
            .can-jump
            (When :Predicate (Is true)
                  :Action (->
                          -20.0 > .character-y-velocity
                          1.0 >  .character-y-acceleration
                          false >= .can-jump))))

  (Inputs.KeyUp
  :Key "left"
  :Action (->
            0 > .character-state
            0.0 > .character-x-velocity))

  (Inputs.KeyUp
  :Key "right"
  :Action (->
            0 > .character-state
            0.0 > .character-x-velocity)))

;; -------------- Initialize Coin ----------
(defshards initialize-coin []
  (LoadTexture "GlodImages/Coin/Coin_1.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_2.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_3.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_4.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_5.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_6.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_7.png") >> .coin-image-array
  (Count .coin-image-array) = .coin-image-index-max
  0 >= .coin-image-index
  0.1 = .coin-animation-speed

  ;; ----- Coin 1 ------
  0.0 >= .coinx-1
  0.0 >= .coiny-1
  (float2 .coinx-1 .coiny-1) >= .coin-position-1
  0.0 >= .coin-velocity-1
  0.5 >= .coin-acceleration

  ;; ----- Coin 2 ----
  0.0 >= .coinx-2
  0.0 >= .coiny-2
  (float2 .coinx-2 .coiny-2) >= .coin-position-2
  0.0 >= .coin-velocity-2)

;; -------------- Coin Animation ------------------
(defloop coin-animation
  .coin-image-index (Math.Add 1)
  > .coin-image-index
  (When :Predicate (IsMoreEqual .coin-image-index-max)
        :Action (-> 0 > .coin-image-index))

  (Pause .coin-animation-speed))

;; ------------- Coin Gravity ------------------
(defshards coin-gravity-logic [coiny coinx coin-velocity coin-position]

  coiny (Math.Add coin-velocity)
  > coiny

  coin-velocity (Math.Add .coin-acceleration)
  > coin-velocity

  (float2 coinx coiny) > coin-position)

;; ------------- Random Coin ------------------
(defshards random-coin [coinx coiny coin-velocity coin-position pause-length]
  coinx
  (RandomFloat :Max 1200.0)
  > coinx
  (Math.Subtract 600.0)
  > coinx

  0.0 > coiny
  0.0 > coin-velocity
  (float2 coinx coiny) > coin-position
  (Pause pause-length))

(defloop random-coin-1
  (random-coin .coinx-1 .coiny-1 .coin-velocity-1 .coin-position-1 1.5))

(defloop random-coin-2
  (random-coin .coinx-2 .coiny-2 .coin-velocity-2 .coin-position-2 2.5))

;; ------------ Initialize Spiked CanonBalls ---------------
(defshards initialize-spiked-canonballs []
  (LoadTexture "GlodImages/SpikeBall/SpikeBall1.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall2.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall3.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall4.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall5.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall6.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall7.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall8.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall9.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall10.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall11.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall12.png") >> .spikeball-array

  (Count .spikeball-array) = .spikeball-array-index-max
  0 >= .spikeball-index
  0.06 = .spikeball-animation-speed

  ;; ---------- spikball-1 -------------
  1.0 >= .spikeball-velocity-1
  0.0 >= .spikeball-y-1
  0.0 >= .spikeball-x-1
  (float2 .spikeball-x-1 .spikeball-y-1) >= .spikeball-position-1

  0.5 >= .spikeball-acceleration)

;;------------- Spiked CanonBall Animation -------------
(defloop spiked-canonball-animation
  .spikeball-index (Math.Add 1)
  > .spikeball-index
  (When :Predicate (IsMoreEqual .spikeball-array-index-max)
        :Action (-> 0 > .spikeball-index))

  (Pause .spikeball-animation-speed))

;; ------------- SpikeBall_Gravity_Logic -------------
(defshards spikeball-gravity-logic [spikeball-y spikeball-velocity spikeball-position spikeball-x]
  spikeball-y (Math.Add spikeball-velocity)
  > spikeball-y
  spikeball-velocity (Math.Add .spikeball-acceleration)
  > spikeball-velocity
  (float2 spikeball-x spikeball-y) > spikeball-position)

;; ------------- Randomise Spikeball ----------------
(defshards randomise-spikeball [spikeball-x spikeball-y spikeball-velocity spikeball-position pausefloat]
  spikeball-x
  (RandomFloat :Max 1200.0)
  > spikeball-x
  (Math.Subtract 600.0)
  > spikeball-x

  0.0 > spikeball-y
  0.0 > spikeball-velocity
  (float2 spikeball-x spikeball-y) > spikeball-position
  .spikeball-x-1
  (Pause pausefloat))

(defloop spikeball-1
  (randomise-spikeball .spikeball-x-1 .spikeball-y-1 .spikeball-velocity-1 .spikeball-position-1 2))

;; --------- Game Elements ------------
(defshards initialize-game-elements []
  ;;------------ Scoring Limits ----------
  0 >= .score
  false >= .scored

  .X (Math.Add 50.0)
  >= .scoringUpper-x-limit
  .X (Math.Subtract 50.0)
  >= .scoringLower-x-limit

  .Y (Math.Add 10.0)
  >= .scoringUpper-y-limit
  .Y (Math.Subtract 10.0)
  >= .scoringLower-y-limit

  ;; ---------- Damage Limits ------------
  .X (Math.Add 50.0)
  >= .damageUpper-x-limit
  .X (Math.Subtract 50.0)
  >= .damageLower-x-limit

  .Y (Math.Add 5.0)
  >= .damageUpper-y-limit
  .Y (Math.Subtract 5.0)
  >= .damageLower-y-limit

  false >= .damaged)

;; --------- Scoring ----------
(defshards score-collision [coinx coiny]
  coinx
  (When :Predicate (->
                    (IsLess .scoringUpper-x-limit)
                    (And)
                    coinx (IsMore .scoringLower-x-limit)
                    (And)
                    coiny (IsLess .scoringUpper-y-limit)
                    (And)
                    coiny (IsMore .scoringLower-y-limit)
                    (And)
                    .scored (Is false))
        :Action (->
                true > .scored
                (Log "Score: "))))

(defshards scoring []
  .X (Math.Add 50.0)
  > .scoringUpper-x-limit
  .X (Math.Subtract 50.0)
  > .scoringLower-x-limit

  .Y (Math.Add 10.0)
  > .scoringUpper-y-limit
  .Y (Math.Subtract 10.0)
  > .scoringLower-y-limit

  (score-collision .coinx-1 .coiny-1)
  (score-collision .coinx-2 .coiny-2)

  .scored
  (When :Predicate (Is true)
        :Action (->
                .score (Math.Add 1)
                > .score
                false > .scored)))

;; ------------- spikeBall-collision-logic --------------
(defshards spikeBall-collision-logic [spikeBall-x spikeBall-y]

  spikeBall-x
  (If :Predicate (-> (IsLess .damageUpper-x-limit)
                    (And)
                    spikeBall-x (IsMore .damageLower-x-limit)
                    (And)
                    spikeBall-y (IsLess .damageUpper-y-limit)
                    (And)
                    spikeBall-y (IsMore .damageLower-y-limit))

      :Then (-> .damaged
                (When :Predicate (Is false)
                      :Action (->
                              true > .damaged
                              (Log "damaged: "))))))

;; -------------- Damaging --------------
(defshards damaging []

  .X (Math.Add 120.0)
  > .damageUpper-x-limit
  .X (Math.Subtract 120.0)
  > .damageLower-x-limit

  .Y (Math.Add 15.0)
  > .damageUpper-y-limit
  .Y (Math.Subtract 15.0)
  > .damageLower-y-limit

  (spikeBall-collision-logic .spikeball-x-1 .spikeball-y-1)

  .damaged
  (When :Predicate (Is true)
        :Action (->
                .score (Math.Subtract 1)
                > .score
                false > .damaged)))



;; ------ UI Style --------
(def style
  {:override_text_style "MyStyle"
  :text_styles
  [{:name "MyStyle"
    :size (float 46)
    :family "Monospace"}]
  :visuals
  {:override_text_color (color 250 250 250)}})

;;---------- main-wire ------------
(defloop main-wire
  (Setup
  (initialize-character)
  (initialize-coin)
  (initialize-game-elements)
  (initialize-spiked-canonballs))

  (coin-gravity-logic .coiny-1 .coinx-1 .coin-velocity-1 .coin-position-1)
  (coin-gravity-logic .coiny-2 .coinx-2 .coin-velocity-2 .coin-position-2)

  (run-logic)
  (gravity-logic)
  (scoring)
  (damaging)

  (Step idle-animation)
  (Step walking-animation)

  (Step coin-animation)
  (Step random-coin-1)
  (Step random-coin-2)

  (Step spiked-canonball-animation)
  (spikeball-gravity-logic .spikeball-y-1 .spikeball-velocity-1 .spikeball-position-1 .spikeball-x-1)
  (Step  spikeball-1)

  (GFX.MainWindow
  :Title "MainWindow" :Width 1920 :Height 1080
  :Contents
  (-> (Setup
        (GFX.DrawQueue) >= .ui-draw-queue
        (GFX.UIPass .ui-draw-queue) >> .render-steps)
      .ui-draw-queue (GFX.ClearQueue)

      (UI
        .ui-draw-queue
        (->
        (UI.Area :Position .character-position
                  :Anchor Anchor.Top
                  :Contents (->
                            .character-state
                            (Match [0 (-> .character-direction
                                          (Match [0 (-> .idle-left-image-array (Take .idle-image-index) (UI.Image :Scale (float2 0.2)))
                                                  1 (-> .idle-right-image-array (Take .idle-image-index) (UI.Image :Scale (float2 0.2)))]
                                                  :Passthrough false))
                                    1 (-> .walking-left-image-array (Take .walking-image-index) (UI.Image :Scale (float2 0.2)))
                                    2 (-> .walking-right-image-array (Take .walking-image-index) (UI.Image :Scale (float2 0.2)))
                                    3 (->  .character-direction
                                            (Match [0 (-> .character-jumping-left (UI.Image :Scale (float2 0.2)))
                                                    1 (-> .character-jumping-right (UI.Image :Scale (float2 0.2)))]
                                                  :Passthrough false))]
                                    :Passthrough false)))

        (UI.Area :Position .coin-position-1
                  :Anchor Anchor.Top
                  :Contents (->
                            .coin-image-array (Take .coin-image-index) (UI.Image :Scale (float2 0.2))))

        (UI.Area :Position .coin-position-2
                  :Anchor Anchor.Top
                  :Contents (->
                            .coin-image-array (Take .coin-image-index) (UI.Image :Scale (float2 0.2))))

        (UI.Area :Position .spikeball-position-1
                  :Anchor Anchor.Top
                  :Contents (->
                            .spikeball-array (Take .spikeball-index) (UI.Image :Scale (float2 0.15))))

        (UI.Area :Position (float2 -40 20)
                  :Anchor Anchor.TopRight
                  :Contents (->
                            style (UI.Style)
                            .score (ToString) (UI.Label)))))

      (button-inputs)

      (GFX.Render :Steps .render-steps))))


(defmesh main)
(schedule main main-wire)
(run main (/ 1.0 60))

Now that we have our Spiked CanonBall system up we can create as many as we want. And since we already set up our defshards to take in arguments, this time it would be much easier! So let's do that. Let's create more Spiked CanonBalls. And all we have to do is follow these easy steps!

  1. Create the variables for our new Spiked CanonBalls
  2. Create new UI.Area to house our new Spiked Canon Balls.
  3. Add in SpikeBall_Gravity_Logic to ensure it falls
  4. Add in Randomise_SpikeBall_Logic to ensure it randomises.
  5. Ensure that Glod get's damaged whenever they are hit.
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;; ---------- spikeball-2 -------------
1.0 >= .spikeball-velocity-2
0.0 >= .spikeball-y-2
0.0 >= .spikeball-x-2
(float2 .spikeball-x-2 .spikeball-y-2) >= .spikeball-position-2

;; ---------- SpikeBall_3 -------------
1.0 >= .spikeball-velocity-3
0.0 >= .spikeball-y-3
0.0 >= .spikeball-x-3
(float2 .spikeball-x-3 .spikeball-y-3) >= .spikeball-position-3

Step 1 ! Create the variables

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(UI.Area :Position .spikeball-position-2
                  :Anchor Anchor.Top
                  :Contents (->
                            .spikeball-array (Take .spikeball-index) (UI.Image :Scale (float2 0.15))))

(UI.Area :Position .spikeball-position-3
                  :Anchor Anchor.Top
                  :Contents (->
                            .spikeball-array (Take .spikeball-index) (UI.Image :Scale (float2 0.15))))

Step 2 ! Create the UI.Area

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(spikeball-gravity-logic .spikeball-y-2 .spikeball-velocity-2 .spikeball-position-2 .spikeball-x-2)
(spikeball-gravity-logic .spikeball-y-3 .spikeball-velocity-3 .spikeball-position-3 .spikeball-x-3)

Step 3 ! Add the Gravity logic

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(defloop spikeball-2
  (randomise-spikeball .spikeball-x-2 .spikeball-y-2 .spikeball-velocity-2 .spikeball-position-2 3))
(defloop spikeball-3
  (randomise-spikeball .spikeball-x-3 .spikeball-y-3 .spikeball-velocity-3 .spikeball-position-3 4))
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(Step  spikeball-2)
(Step  spikeball-3)

Step 4 ! Add the Randomise logic!

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(spikeBall-collision-logic .spikeball-x-2 .spikeball-y-2)
(spikeBall-collision-logic .spikeball-x-3 .spikeball-y-3)

Step 5 ! Add the collision logic (remember this is in our damaging shard)

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(defshards LoadTexture [name]
  (LoadImage name)
  (GFX.Texture))

(defshards initialize-character []
  (LoadTexture "GlodImages/Character1_Jumping_Left.png") = .character-jumping-left
  (LoadTexture "GlodImages/Character1_Jumping_Right.png") = .character-jumping-right

  0 >= .character-state
  0 >= .character-direction
  true >= .can-jump

  0.0 >= .X
  620.0 >= .Y
  (float2 .X .Y) >= .character-position
  0.0 >= .character-x-velocity
  0.0 >= .character-y-velocity
  0.0 >= .character-y-acceleration

  ;; ---------- Character Idle Array (Facing Left) ----------
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_1.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_2.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_3.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_4.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_5.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_6.png") >> .idle-left-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Left/Character1_Idle_Left_7.png") >> .idle-left-image-array

  ;; ---------- Character Idle Array (Facing Right) ----------------
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_1.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_2.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_3.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_4.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_5.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_6.png") >> .idle-right-image-array
  (LoadTexture "GlodImages/Character_Idle/Idle_Right/Character1_Idle_7.png") >> .idle-right-image-array

  0 >= .idle-image-index
  (Count .idle-left-image-array) = .idle-image-index-max
  0.08 = .idle-animation-speed

  ;; -------------- Walking Array (Facing Left) -----------------
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_1.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_2.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_3.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_4.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_5.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_6.png") >> .walking-left-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Left/Character1_Walking_Left_7.png") >> .walking-left-image-array

  ;; ----------- Walking Array (Facing Right) ---------------
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_1.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_2.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_3.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_4.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_5.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_6.png") >> .walking-right-image-array
  (LoadTexture "GlodImages/Character_Walking/Walking_Right/Character1_Walking_Right_7.png") >> .walking-right-image-array

  (Count .walking-left-image-array) = .walking-image-index-max
  0 >= .walking-image-index
  0.08 = .walking-animation-speed) ;; Reduce number to increase animation speed

;; --------- Idle Animation Loop ---------
(defloop idle-animation
  .idle-image-index (Math.Add 1)
  > .idle-image-index
  (When :Predicate (IsMoreEqual .idle-image-index-max)
        :Action (-> 0 > .idle-image-index))
  (Pause .idle-animation-speed))

;; -------- Walking Animation Loop --------
(defloop walking-animation
  .walking-image-index (Math.Add 1)
  > .walking-image-index
  (When :Predicate (IsMoreEqual .walking-image-index-max)
        :Action (-> 0 > .walking-image-index))
  (Pause .walking-animation-speed))

;; ---------- character-boundary ------------

(defshards clamp [var min max]
  var (Max min) (Min max) > var)

;; ------------ Character Run Logic ----------------
(defshards run-logic []
  .X (Math.Add .character-x-velocity)
  > .X

  (float2 .X .Y) > .character-position

  (clamp .X -600.0 600.0))

;; ------------ Character gravity-logic ---------------
(defshards gravity-logic []
  .Y (Math.Add .character-y-velocity)
  > .Y

  .character-y-velocity (Math.Add .character-y-acceleration)
  > .character-y-velocity

  (float2 .X .Y) > .character-position

  (clamp .Y -620.0 620.0)
  .Y
  (When :Predicate (IsMoreEqual 620.0)
        :Action (->
                0.0 > .character-y-velocity
                0.0 > .character-y-acceleration
                true > .can-jump
                .character-state
                (When :Predicate (Is 3)
                      :Action (->
                                0 > .character-state)))))

;; ------- Button Inputs ----------
(defshards button-inputs []
  (Inputs.KeyDown
  :Key "left"
  :Action (->
            (Msg "left")

            .character-state
            (When :Predicate (Is 0)
                  :Action (-> 1 > .character-state))

            0 > .character-direction
            -5.0 > .character-x-velocity))

  (Inputs.KeyDown
  :Key "right"
  :Action (->
            (Msg "right")

            .character-state
            (When :Predicate (Is 0)
                  :Action (-> 2 > .character-state))
            1 > .character-direction
            5.0 > .character-x-velocity))

  (Inputs.KeyDown
  :Key "up"
  :Action (->
            (Msg "up")
            3 > .character-state
            .can-jump
            (When :Predicate (Is true)
                  :Action (->
                          -20.0 > .character-y-velocity
                          1.0 >  .character-y-acceleration
                          false >= .can-jump))))

  (Inputs.KeyUp
  :Key "left"
  :Action (->
            0 > .character-state
            0.0 > .character-x-velocity))

  (Inputs.KeyUp
  :Key "right"
  :Action (->
            0 > .character-state
            0.0 > .character-x-velocity)))

;; -------------- Initialize Coin ----------
(defshards initialize-coin []
  (LoadTexture "GlodImages/Coin/Coin_1.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_2.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_3.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_4.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_5.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_6.png") >> .coin-image-array
  (LoadTexture "GlodImages/Coin/Coin_7.png") >> .coin-image-array
  (Count .coin-image-array) = .coin-image-index-max
  0 >= .coin-image-index
  0.1 = .coin-animation-speed

  ;; ----- Coin 1 ------
  0.0 >= .coinx-1
  0.0 >= .coiny-1
  (float2 .coinx-1 .coiny-1) >= .coin-position-1
  0.0 >= .coin-velocity-1
  0.5 >= .coin-acceleration

  ;; ----- Coin 2 ----
  0.0 >= .coinx-2
  0.0 >= .coiny-2
  (float2 .coinx-2 .coiny-2) >= .coin-position-2
  0.0 >= .coin-velocity-2)

;; -------------- Coin Animation ------------------
(defloop coin-animation
  .coin-image-index (Math.Add 1)
  > .coin-image-index
  (When :Predicate (IsMoreEqual .coin-image-index-max)
        :Action (-> 0 > .coin-image-index))

  (Pause .coin-animation-speed))

;; ------------- Coin Gravity ------------------
(defshards coin-gravity-logic [coiny coinx coin-velocity coin-position]

  coiny (Math.Add coin-velocity)
  > coiny

  coin-velocity (Math.Add .coin-acceleration)
  > coin-velocity

  (float2 coinx coiny) > coin-position)

;; ------------- Random Coin ------------------
(defshards random-coin [coinx coiny coin-velocity coin-position pause-length]
  coinx
  (RandomFloat :Max 1200.0)
  > coinx
  (Math.Subtract 600.0)
  > coinx

  0.0 > coiny
  0.0 > coin-velocity
  (float2 coinx coiny) > coin-position
  (Pause pause-length))

(defloop random-coin-1
  (random-coin .coinx-1 .coiny-1 .coin-velocity-1 .coin-position-1 1.5))

(defloop random-coin-2
  (random-coin .coinx-2 .coiny-2 .coin-velocity-2 .coin-position-2 2.5))

;; ------------ Initialize Spiked CanonBalls ---------------
(defshards initialize-spiked-canonballs []
  (LoadTexture "GlodImages/SpikeBall/SpikeBall1.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall2.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall3.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall4.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall5.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall6.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall7.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall8.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall9.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall10.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall11.png") >> .spikeball-array
  (LoadTexture "GlodImages/SpikeBall/SpikeBall12.png") >> .spikeball-array

  (Count .spikeball-array) = .spikeball-array-index-max
  0 >= .spikeball-index
  0.06 = .spikeball-animation-speed

  ;; ---------- spikball-1 -------------
  1.0 >= .spikeball-velocity-1
  0.0 >= .spikeball-y-1
  0.0 >= .spikeball-x-1
  (float2 .spikeball-x-1 .spikeball-y-1) >= .spikeball-position-1

  ;; ---------- spikeball-2 -------------
  1.0 >= .spikeball-velocity-2
  0.0 >= .spikeball-y-2
  0.0 >= .spikeball-x-2
  (float2 .spikeball-x-2 .spikeball-y-2) >= .spikeball-position-2

;; ---------- SpikeBall_3 -------------
  1.0 >= .spikeball-velocity-3
  0.0 >= .spikeball-y-3
  0.0 >= .spikeball-x-3
  (float2 .spikeball-x-3 .spikeball-y-3) >= .spikeball-position-3

  0.5 >= .spikeball-acceleration)

;;------------- Spiked CanonBall Animation -------------
(defloop spiked-canonball-animation
  .spikeball-index (Math.Add 1)
  > .spikeball-index
  (When :Predicate (IsMoreEqual .spikeball-array-index-max)
        :Action (-> 0 > .spikeball-index))

  (Pause .spikeball-animation-speed))

;; ------------- SpikeBall_Gravity_Logic -------------
(defshards spikeball-gravity-logic [spikeball-y spikeball-velocity spikeball-position spikeball-x]
  spikeball-y (Math.Add spikeball-velocity)
  > spikeball-y
  spikeball-velocity (Math.Add .spikeball-acceleration)
  > spikeball-velocity
  (float2 spikeball-x spikeball-y) > spikeball-position)

;; ------------- Randomise Spikeball ----------------
(defshards randomise-spikeball [spikeball-x spikeball-y spikeball-velocity spikeball-position pausefloat]
  spikeball-x
  (RandomFloat :Max 1200.0)
  > spikeball-x
  (Math.Subtract 600.0)
  > spikeball-x

  0.0 > spikeball-y
  0.0 > spikeball-velocity
  (float2 spikeball-x spikeball-y) > spikeball-position
  .spikeball-x-1
  (Pause pausefloat))

(defloop spikeball-1
  (randomise-spikeball .spikeball-x-1 .spikeball-y-1 .spikeball-velocity-1 .spikeball-position-1 2))
(defloop spikeball-2
  (randomise-spikeball .spikeball-x-2 .spikeball-y-2 .spikeball-velocity-2 .spikeball-position-2 3))
(defloop spikeball-3
  (randomise-spikeball .spikeball-x-3 .spikeball-y-3 .spikeball-velocity-3 .spikeball-position-3 4))

;; --------- Game Elements ------------
(defshards initialize-game-elements []
  ;;------------ Scoring Limits ----------
  0 >= .score
  false >= .scored

  .X (Math.Add 50.0)
  >= .scoringUpper-x-limit
  .X (Math.Subtract 50.0)
  >= .scoringLower-x-limit

  .Y (Math.Add 10.0)
  >= .scoringUpper-y-limit
  .Y (Math.Subtract 10.0)
  >= .scoringLower-y-limit

  ;; ---------- Damage Limits ------------
  .X (Math.Add 50.0)
  >= .damageUpper-x-limit
  .X (Math.Subtract 50.0)
  >= .damageLower-x-limit

  .Y (Math.Add 5.0)
  >= .damageUpper-y-limit
  .Y (Math.Subtract 5.0)
  >= .damageLower-y-limit

  false >= .damaged)

;; --------- Scoring ----------
(defshards score-collision [coinx coiny]
  coinx
  (When :Predicate (->
                    (IsLess .scoringUpper-x-limit)
                    (And)
                    coinx (IsMore .scoringLower-x-limit)
                    (And)
                    coiny (IsLess .scoringUpper-y-limit)
                    (And)
                    coiny (IsMore .scoringLower-y-limit)
                    (And)
                    .scored (Is false))
        :Action (->
                true > .scored
                (Log "Score: "))))

(defshards scoring []
  .X (Math.Add 50.0)
  > .scoringUpper-x-limit
  .X (Math.Subtract 50.0)
  > .scoringLower-x-limit

  .Y (Math.Add 10.0)
  > .scoringUpper-y-limit
  .Y (Math.Subtract 10.0)
  > .scoringLower-y-limit

  (score-collision .coinx-1 .coiny-1)
  (score-collision .coinx-2 .coiny-2)

  .scored
  (When :Predicate (Is true)
        :Action (->
                .score (Math.Add 1)
                > .score
                false > .scored)))

;; ------------- spikeBall-collision-logic --------------
(defshards spikeBall-collision-logic [spikeBall-x spikeBall-y]

  spikeBall-x
  (If :Predicate (-> (IsLess .damageUpper-x-limit)
                    (And)
                    spikeBall-x (IsMore .damageLower-x-limit)
                    (And)
                    spikeBall-y (IsLess .damageUpper-y-limit)
                    (And)
                    spikeBall-y (IsMore .damageLower-y-limit))

      :Then (-> .damaged
                (When :Predicate (Is false)
                      :Action (->
                              true > .damaged
                              (Log "damaged: "))))))

;; -------------- Damaging --------------
(defshards damaging []

  .X (Math.Add 120.0)
  > .damageUpper-x-limit
  .X (Math.Subtract 120.0)
  > .damageLower-x-limit

  .Y (Math.Add 15.0)
  > .damageUpper-y-limit
  .Y (Math.Subtract 15.0)
  > .damageLower-y-limit

  (spikeBall-collision-logic .spikeball-x-1 .spikeball-y-1)
  (spikeBall-collision-logic .spikeball-x-2 .spikeball-y-2)
  (spikeBall-collision-logic .spikeball-x-3 .spikeball-y-3)

  .damaged
  (When :Predicate (Is true)
        :Action (->
                .score (Math.Subtract 1)
                > .score
                false > .damaged)))



;; ------ UI Style --------
(def style
  {:override_text_style "MyStyle"
  :text_styles
  [{:name "MyStyle"
    :size (float 46)
    :family "Monospace"}]
  :visuals
  {:override_text_color (color 250 250 250)}})

;;---------- main-wire ------------
(defloop main-wire
  (Setup
  (initialize-character)
  (initialize-coin)
  (initialize-game-elements)
  (initialize-spiked-canonballs))

  (coin-gravity-logic .coiny-1 .coinx-1 .coin-velocity-1 .coin-position-1)
  (coin-gravity-logic .coiny-2 .coinx-2 .coin-velocity-2 .coin-position-2)

  (run-logic)
  (gravity-logic)
  (scoring)
  (damaging)

  (Step idle-animation)
  (Step walking-animation)

  (Step coin-animation)
  (Step random-coin-1)
  (Step random-coin-2)

  (Step spiked-canonball-animation)
  (spikeball-gravity-logic .spikeball-y-1 .spikeball-velocity-1 .spikeball-position-1 .spikeball-x-1)
  (spikeball-gravity-logic .spikeball-y-2 .spikeball-velocity-2 .spikeball-position-2 .spikeball-x-2)
  (spikeball-gravity-logic .spikeball-y-3 .spikeball-velocity-3 .spikeball-position-3 .spikeball-x-3)
  (Step  spikeball-1)
  (Step  spikeball-2)
  (Step  spikeball-3)

  (GFX.MainWindow
  :Title "MainWindow" :Width 1920 :Height 1080
  :Contents
  (-> (Setup
        (GFX.DrawQueue) >= .ui-draw-queue
        (GFX.UIPass .ui-draw-queue) >> .render-steps)
      .ui-draw-queue (GFX.ClearQueue)

      (UI
        .ui-draw-queue
        (->
        (UI.Area :Position .character-position
                  :Anchor Anchor.Top
                  :Contents (->
                            .character-state
                            (Match [0 (-> .character-direction
                                          (Match [0 (-> .idle-left-image-array (Take .idle-image-index) (UI.Image :Scale (float2 0.2)))
                                                  1 (-> .idle-right-image-array (Take .idle-image-index) (UI.Image :Scale (float2 0.2)))]
                                                  :Passthrough false))
                                    1 (-> .walking-left-image-array (Take .walking-image-index) (UI.Image :Scale (float2 0.2)))
                                    2 (-> .walking-right-image-array (Take .walking-image-index) (UI.Image :Scale (float2 0.2)))
                                    3 (->  .character-direction
                                            (Match [0 (-> .character-jumping-left (UI.Image :Scale (float2 0.2)))
                                                    1 (-> .character-jumping-right (UI.Image :Scale (float2 0.2)))]
                                                  :Passthrough false))]
                                    :Passthrough false)))

        (UI.Area :Position .coin-position-1
                  :Anchor Anchor.Top
                  :Contents (->
                            .coin-image-array (Take .coin-image-index) (UI.Image :Scale (float2 0.2))))

        (UI.Area :Position .coin-position-2
                  :Anchor Anchor.Top
                  :Contents (->
                            .coin-image-array (Take .coin-image-index) (UI.Image :Scale (float2 0.2))))

        (UI.Area :Position .spikeball-position-1
                  :Anchor Anchor.Top
                  :Contents (->
                            .spikeball-array (Take .spikeball-index) (UI.Image :Scale (float2 0.15))))

        (UI.Area :Position .spikeball-position-2
                  :Anchor Anchor.Top
                  :Contents (->
                            .spikeball-array (Take .spikeball-index) (UI.Image :Scale (float2 0.15))))

        (UI.Area :Position .spikeball-position-3
                  :Anchor Anchor.Top
                  :Contents (->
                            .spikeball-array (Take .spikeball-index) (UI.Image :Scale (float2 0.15))))

        (UI.Area :Position (float2 -40 20)
                  :Anchor Anchor.TopRight
                  :Contents (->
                            style (UI.Style)
                            .score (ToString) (UI.Label)))))

      (button-inputs)

      (GFX.Render :Steps .render-steps))))


(defmesh main)
(schedule main main-wire)
(run main (/ 1.0 60))

Recap

Good job in reaching this far! In this chapter we created falling Spiked Canonballs using the same logic as our coins. In the next chapter we will round off and finish the game by adding a few more elements will be the icing on the cake for our game. Almost there 😀! And see you in the next chapter.