mmbshmup/vacuum_gambit.p8

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pico-8 cartridge // http://www.pico-8.com
version 41
__lua__
-- vacuum gambit
-- by kistaro windrider
game = 1
win = 2
lose = 3
function usplit(str)
return unpack(split(str))
end
function csv(s)
local ret=split(s,"\n")
for i,v in ipairs(ret) do
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ret[i] = type(v) == "string" and split(v) or {v}
end
return ret
end
-- generate standard "overlay"
-- constructor for type tt.
-- if more is defined, generated
-- new calls more(ret) after
-- ret is definitely not nil
-- before calling setmetatable.
-- use to initialize mutables.
--
-- if there was a previous new,
-- it is invoked on the new
-- object *after* more, because
-- this works better with the
-- `more` impls i use.
function mknew(tt, more)
local mt,oldnew = {__index=tt},tt.new
tt.new=function(ret)
if(not ret) ret = {}
if(more) more(ret)
if(oldnew) oldnew(ret)
setmetatable(ret, mt)
return ret
end
end
-- intrusive singly-linked list.
-- cannot be nested!
linked_list = {is_linked_list=true}
mknew(linked_list, function(x)
x.next=nil
x.tail=x
end)
function linked_list:push_back(x)
self.tail.next = x
self.tail = x
end
function linked_list:push_front(x)
if (not self.next) self.tail = x
x.next = self.next
self.next = x
end
-- vore eats another linked list
-- by appending its contents.
-- the ingested linked is empty.
function linked_list:vore(x)
if (not x.next) return
self.tail.next = x.next
self.tail = x.tail
x.next = nil
x.tail = x
end
-- strip calls f(x) for each
-- node, removing each node for
-- which f(x) returns true. it
-- returns the new tail; nil
-- if the list is now empty.
function linked_list:strip(f)
local p, n = self, self.next
while n do
if f(n) then
p.next = n.next
else
p = n
end
n = n.next
end
self.tail = p
return p
end
-- optimized special case -
-- could be done with strip but
-- this avoids extra function
-- calls and comparisions since
-- draw isn't allowed to kill
-- the item
function linked_list:draw()
local n = self.next
while n do
n:draw()
n = n.next
end
end
function linked_list:pop_front()
local ret = self.next
if (not ret) return
self.next = ret.next
if (not ret.next) ret.tail = nil
return ret
end
function _init()
init_blip_pals()
wipe_level()
primary_ship.main_gun = zap_gun.new()
load_level(example_level_csv)
state = game
pal(2,129)
pal()
end
function once_next_frame(f)
new_events:push_back{
move = function()
f()
return true
end,
}
end
-- health gradients for 1..5 hp
-- exactly, then all "more".
hpcols_lut = csv[[36
34, 136
34, 130, 136
34, 34, 130, 136
34, 34, 130, 130, 136]]
-- call after any change to maxhp
-- configures health gradient
function init_hpcols()
hpcols = hpcols_lut[min(primary_ship.maxhp,6)]
end
function wipe_level()
primary_ship = player.new()
init_hpcols()
pships = linked_list.new()
pships:push_back(primary_ship)
eships = linked_list.new()
pbullets = linked_list.new()
ebullets = linked_list.new()
intangibles_fg = linked_list.new()
intangibles_bg = linked_list.new()
events = linked_list.new()
new_events = linked_list.new()
end
function _update60()
updategame()
end
function call_f(x)
return x:f()
end
function call_move(x)
return x:move()
end
function updategame()
leveldone = level_frame()
events:vore(new_events)
events:strip(call_move)
for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
lst:strip(call_move)
end
pships:strip(
function(ps)
local pbox, pded = hurtbox(ps), false
eships:strip(
function(es)
if (not collides(pbox, hurtbox(es))) return
pded = pded or ps:hitship(es)
return es:hitship(ps)
end
)
return pded
end
)
pships:strip(
function(ps)
local pbox, pded = hurtbox(ps), false
ebullets:strip(
function(eb)
if (not collides(pbox, hurtbox(eb))) return
pded = pded or ps:hitbullet(eb)
return eb:hitship(ps)
end
)
return pded
end
)
-- many bullets and many enemy ships;
-- use bucket collider for efficiency
local pbullet_collider = collider.new()
local p, n = pbullets, pbullets.next
while n do
n.prev = p
pbullet_collider:insert(n)
p = n
n = p.next
end
eships:strip(
function(es)
for pb in all(pbullet_collider:get_collisions(es)) do
if pb:hitship(es) then
pbullet_collider:hide(pb)
pb.prev.next = pb.next
if pb.next then
pb.next.prev = pb.prev
else
pbullets.tail = pb.prev
end
end
if (es:hitbullet(pb)) return true
end
end
)
intangibles_fg:strip(call_move)
if leveldone and not eships.next and not ebullets.next and not events.next then
state = win
end
if (not pships.next) state = lose
end
function _draw()
fillp(0)
drawgame()
if (state == game) fadelvl = -45
if (state == win) dropshadow("win",50,61,11)
if (state == lose) dropshadow("fail",48,61,8)
fadescreen()
end
fadetable = split"0,1.5,1025.5,1029.5,1285.5,1413.5,9605.5,9637.5,-23130.5,-23066.5,-18970.5,-18954.5,-2570.5,-2568.5,-520.5,-8.5,-0.5"
function fadescreen()
fadelvl += 0.25
if (fadelvl < 1) return
local i = min(flr(fadelvl), #fadetable)
fillp(fadetable[#fadetable+1-i])
rectfill(0,0,128,128,0)
end
-- puke emits a verbose string
-- describing item, indented to
-- the specified depth (0 by
-- default). used for table
-- debugging. table-type keys
-- are not legible here
function puke(item, indent, seen, hidekey)
if (type(item) ~= "table") return tostr(item)
seen = seen or {}
if (seen[item]) return "<<...>>"
seen[item] = true
indent = indent or 0
local pfx = "\n"
for _=1,indent do
pfx ..= " "
end
local xpfx = pfx.." "
if item.is_linked_list then
local ret,n = "linked_list <",0
item:strip(function(x)
n += 1
ret ..= xpfx..tostr(n)..": "..puke(x, indent+2, seen, "next")
end)
return ret..pfx..">"
end
local ret = "{"
for k, v in pairs(item) do
if (k ~= hidekey) ret ..= xpfx..tostr(k)..": "..puke(v, indent+2, seen)
end
return ret..pfx.."}"
end
-- convenience for debugging
function puketh(item, ...)
printh(puke(item), ...)
end
function pukeboard(item)
puketh(item, "@clip")
end
function drawgame()
clip(0,0,112,128)
rectfill(0,0,112,128,0)
for slist in all{intangibles_bg, pbullets, pships, eships, ebullets, intangibles_fg} do
slist:draw()
end
clip(0,0,128,128)
drawhud()
end
powcols=split"170,154,153,148,68"
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shlcols = split"204,220,221"
function drawhud()
-- 112-and-right is hud zone
rectfill(112, 0, 127, 127,0x56)
rect(112,0,127,127,7)
line(127,1,127,127,5)
line(113,127)
draw_gun_info("❎",1,116,3,primary_ship.main_gun)
draw_gun_info("🅾️",1,116,31,primary_ship.special_gun)
dropshadow("p h",114,59,1)
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inset(114,66,119,125)
fillp(0x5a5a)
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vertmeter(115,67,118,124,primary_ship.power, primary_ship.max_power, powcols)
inset(120,66,125,125)
-- 57 px vertically
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local mxs, cs, mxh, ch = primary_ship.maxshield, primary_ship.shield, primary_ship.maxhp, primary_ship.hp
if (mxs > 0) and (mxh > 1) then
local split = 57 * (mxs / (mxs + mxh-1)) \ 1 + 66
line(121, split, 124, split, 0xba)
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vertmeter(121,67,124,split-1,cs, mxs,shlcols)
vertmeter(121,split+1,124,124,ch-1, mxh-1, hpcols)
elseif mxs > 0 then
vertmeter(121,67,124,124,cs,mxs,shlcols)
elseif mxh > 1 then
vertmeter(121,67,124,124,ch-1,mxh-1,hpcols)
else
print("!", 122, 94, 9)
print("!", 121, 93, 8)
end
fillp(0)
end
function draw_gun_info(lbl,fgc,x,y,gun)
dropshadow(lbl,x,y,fgc)
inset(114,y+7,125,y+18)
inset(114,y+20,125,y+24)
if(gun) then
spr(gun.icon,116,y+9,1,1)
--115 to 124 - ammo bar. round up
if gun.ammo == nil then
fillp(0xa5a5)
rectfill(115,y+21,124,y+23,0xea)
fillp(0)
elseif gun.ammo > 0 then
rectfill(
115,y+21,
115+flr(9*gun.ammo/gun.maxammo),
y+23,10)
else
line(118, y+22, 121, y+22, 2)
end
end
end
function vertmeter(x0,y0,x1,y1,val,maxval,cols)
if ((val <= 0) or (maxval <= 0)) return
local h = y1-y0
local px = val/maxval * h \ 1
local ncols = #cols
local firstcol = ((h-px)*ncols\h)+1
local lastbottom = y0+(h*firstcol\ncols)
rectfill(x0, y1-px, x1, lastbottom, cols[firstcol])
for i=firstcol+1,ncols do
local bottom = y0+h*i\ncols
rectfill(x0,lastbottom,x1,bottom,cols[i])
lastbottom = bottom
end
end
function inset(x0,y0,x1,y1)
rectfill(x0,y0,x1,y1,0)
-- use "wide colors" to draw
-- monochrome regardless of
-- fillp
rect(x0,y0,x1,y1,119)
line(x1,y0,x0,y0,85)
line(x0,y1,85)
end
function dropshadow(str, x, y, col)
print(str, x+1, y+1, 5)
print(str, x, y, col)
end
-->8
--ship behavior
scrollrate = 0.25 --in px/frame
ship_m = {
-- ships have no shield by default
shield = 0,
maxshield = 0,
shieldcost = 32767.9,
shieldcooldown = 0x0.003c,--1s
shieldpenalty = 0x0.012c, --5s
max_power = 120,
power = 120,
generator = 2, -- power gen per frame
slip = true, -- most enemies slide
xmomentum = 0,
ymomentum = 0,
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-- xmin, xmax, ymin, ymax:
-- movement constraints
-- enforced by `constrain`.
xmin = 0, xmax = 104,
-- ymin, ymax default to nil
-- pship needs more constraint
}
mknew(ship_m)
function ship_m:die()
self.dead = true
if (self.hp <= 0) boom(self.x+self.size*4, self.y+self.size*4,12*self.size, self.boss)
end
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function ship_m:calc_velocity(v0, t)
v0 = mid(v0 + t, self.maxspd, -self.maxspd)
return v0 - mid(self.drag, -self.drag, v0)
end
function ship_m:brake_dist(v0)
local brake_max = self.thrust + self.drag
local tri_frames = abs(v0\brake_max)
local chunks = tri_frames * (tri_frames - 1) >> 1
local chunk_zone = chunks * brake_max
local overage = abs(v0) - tri_frames * brake_max
return (chunk_zone + overage * (tri_frames + 1)) * sgn(v0), (overage > 0) and tri_frames + 1 or tri_frames
end
function ship_m:constrain(p, dp, pmin, pmax, want)
if (not pmin) return want
local v1, bd, bf, bp
function calc_targets()
-- velocity after move
v1 = self:calc_velocity(dp, want)
-- brake distance and frames
bd, bf = self:brake_dist(v1)
-- brake point
bp = p + bd + v1
end
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calc_targets()
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if bp < pmin then
-- undershoot. max thrust,
-- then treat as overshoot
-- targeting minimum bound
want, pmax = self.thrust, pmin
calc_targets()
end
if (bp <= pmax) return want
-- spread overshoot across frames
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want -= (bp - pmax)/max(bf,1)
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return max(want, -self.thrust)
end
function ship_m:move()
self:refresh_shield()
self.power = min(self.max_power, self.power + self.generator)
local dx, dy, shoot_spec, shoot_main = self:act()
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dx = self:constrain(self.x, self.xmomentum, self.xmin, self.xmax, dx)
dy = self:constrain(self.y, self.ymomentum, self.ymin, self.ymax, dy)
if (shoot_main) self:maybe_shoot(self.main_gun)
if (shoot_spec) self:maybe_shoot(self.special_gun)
if (dx ~= 0 or dy ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
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self.xmomentum = self:calc_velocity(self.xmomentum, dx)
self.ymomentum = self:calc_velocity(self.ymomentum, dy)
self.x += self.xmomentum
self.y += self.ymomentum
-- "scrolling" behavior
if self.slip then
self.y += scrollrate
if self.y >= 128 then
self:die()
return true
end
end
return false
end
function ship_m:draw()
if(self.fx_pal) pal(self.fx_pal)
spr(self.sprite, self.x, self.y, self.size, self.size)
pal()
end
function hurtbox(ship)
local h = ship.hurt
return {
x=ship.x + h.x_off,
y=ship.y + h.y_off,
width=h.width,
height=h.height
}
end
function ship_m:maybe_shoot(gun)
if (not gun) return
if (self.power < gun.power) return
if (not gun:shoot(self.x + self.fire_off_x, self.y + self.fire_off_y)) return
self.power -= gun.power
end
function ship_m:hitship(other)
return self:hitsomething(1)
end
function ship_m:hitbullet(b)
return self:hitsomething(b.damage)
end
function ship_m:hitsomething(dmg)
if (dmg <= 0) return false
self.shield_refresh_ready = lframe + self.shieldpenalty
if self.shield >= dmg then
self.shield -= dmg
self:ow(true)
return false
end
dmg -= self.shield
self.shield = 0
self.hp -= dmg
if self.hp <= 0 then
self:die()
return true
end
self:ow(false)
return false
end
function ship_m:ow(shielded)
if (shielded) then
blip(self,12,3)
return
end
blip(self, 7, 3)
end
function ship_m:refresh_shield()
if (self.shield >= self.maxshield) return
if (lframe < self.shield_refresh_ready) return
if (self.power < self.shieldcost) return
self.shield += 1
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self.shield = min(self.shield, self.maxshield)
self.power -= self.shieldcost
self.shield_refresh_ready = lframe + self.shieldcooldown
end
-->8
-- bullet and gun behaviors
bullet_base = {
enemyspd = 0.5
}
mknew(bullet_base)
gun_base = {
shoot_ready = -32768,
icon = 20
}
mknew(gun_base)
function bullet_base:hitship(_)
self:die()
return true
end
function bullet_base:die()
end
function bullet_base:move()
self.x += self.dx
if self.enemy then
self.y += self.dy
if self.y > 128 then
self:die()
return true
end
else
self.y -= self.dy
if self.y < -8*self.height then
self:die()
return true
end
end
return false
end
function bullet_base:draw()
spr(self.sprite, self.x, self.y, self.width, self.height)
end
function bullet_base:spawn_at(x, y)
self.x = x - self.center_x_off
if self.enemy then
self.dx *= self.enemyspd
self.dy *= self.enemyspd
self.y = y + self.top_y_off
ebullets:push_back(self)
else
self.y = y - (8 * self.height) + self.bottom_y_off
pbullets:push_back(self)
end
end
function gun_base:shoot(x, y)
if (lframe < self.shoot_ready) return false
if self.ammo then
if (self.ammo <= 0) return false
self.ammo -= 1
end
self.shoot_ready = lframe + self.cooldown
self:actually_shoot(x, y)
return true
end
function gun_base:actually_shoot(x, y)
local typ = self.t
local b = typ.new{
enemy = self.enemy,
sprite = self.enemy and typ.esprite or typ.psprite,
}
b:spawn_at(x, y)
return true
end
-->8
-- bullets and guns
zap = bullet_base.new{
--shape
psprite = 8, --index of player ammo sprite
esprite = 9, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks
height = 1,
hurt = { -- hurtbox - where this ship can be hit
x_off = 0, -- upper left corner
y_off = 0, -- relative to sprite
width = 2,
height = 8
},
center_x_off = 1, -- how to position by ship
bottom_y_off = 0,
top_y_off = 0,
damage = 1,
dx = 0, -- px/frame
dy = 8,
hitship = function(_, _)
return true
end
}
mknew(zap)
zap_gun = gun_base.new{
enemy = false,
power = 20, -- power consumed per shot
cooldown = 0x0.000a, -- frames between shots
ammo = nil, -- unlimited ammo - main gun
t = zap -- metatable of bullet to fire
}
mknew(zap_gun)
blast = bullet_base.new{
--shape
psprite = 12, --index of player ammo sprite
esprite = 3, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks
height = 1,
hurt = { -- hurtbox - where this ship can be hit
x_off = 1, -- upper left corner
y_off = 1, -- relative to sprite
width = 6,
height = 6
},
center_x_off = 4, -- how to position by ship
bottom_y_off = 0,
top_y_off = 0,
damage = 4,
dx = 0, -- px/frame
dy = 2,
awaitcancel = false,
-- disable damage for 2 frames
-- when hitting something
hitship = function(self, _)
if self.damage > 0 and not self.awaitcancel then
self.awaitcancel = true
once_next_frame(function()
new_events:push_back{
wait = 2,
obj = self,
saved_dmg = self.damage,
move = function(self)
self.wait -= 1
if self.wait <= 0 then
self.obj.damage = self.saved_dmg
return true
end
end,
}
self.damage = 0
self.awaitcancel = false
end)
end
end
}
mknew(blast)
blast_gun = gun_base.new{
icon = 13,
enemy = false,
power = 0, -- ammo, not power
cooldown = 0x0.0020, -- frames between shots
ammo = 5,
maxammo = 5,
t = blast -- type of bullet to fire
}
mknew(blast_gun)
protron = bullet_base.new{
--shape
psprite = 23, --index of player ammo sprite
esprite = 24, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks
height = 1,
hurt = { -- hurtbox - where this ship can be hit
x_off = 1, -- upper left corner
y_off = 1, -- relative to sprite
width = 2,
height = 2
},
center_x_off = 1, -- how to position by ship
bottom_y_off = 4,
top_y_off = 0,
damage = 1,
dx = 0, -- px/frame
dy = 3,
}
mknew(protron)
protron_gun = gun_base.new{
icon = 25,
enemy = false,
power = 60,
cooldown = 0x0.000f, -- frames between shots
ammo = nil,
maxammo = nil,
actually_shoot = function(self, x, y)
local sprite = protron.psprite
if (self.enemy) sprite=protron.esprite
for i=1,3 do
local b = protron.new{
enemy=self.enemy,
sprite=sprite,
dx = i,
dy = 4-i
}
b:spawn_at(x,y)
local b2 = protron.new{
enemy=self.enemy,
sprite=sprite,
dx = -i,
dy = 4-i
}
b2:spawn_at(x,y)
end
local bup = protron.new{
enemy=self.enemy,
sprite=sprite,
dy=4
}
bup:spawn_at(x,y)
end
}
mknew(protron_gun)
vulcan = bullet_base.new{
--shape
psprite = 22, --index of player ammo sprite
esprite = 21, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks
height = 1,
hurt = { -- hurtbox - where this ship can be hit
x_off = 0, -- upper left corner
y_off = 0, -- relative to sprite
width = 1,
height = 4
},
center_x_off = 0.5, -- how to position by ship
bottom_y_off = 4,
top_y_off = 0,
damage = 0.5,
dx = 0, -- px/frame
dy = 4,
}
mknew(vulcan)
vulcan_gun = gun_base.new{
icon = 37,
enemy = false,
power = 8,
cooldown = 0x0.0002, -- frames between shots
ammo = nil,
maxammo = nil,
dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
xoffs = {1, 0, -1, 1, 0, -1},
dxidx = 1,
actually_shoot = function(self, x, y)
local sprite = self.enemy and vulcan.esprite or vulcan.psprite
local b = vulcan.new{
enemy=self.enemy,
sprite=sprite,
dx = self.dxs[self.dxidx],
}
b:spawn_at(self.xoffs[self.dxidx]+x,y)
self.dxidx += 1
if (self.dxidx > #self.dxs) self.dxidx = 1
end
}
mknew(vulcan_gun)
-->8
--ships, including player
firespark = split"9, 8, 2, 5, 1"
smokespark = split"13, 13, 5, 5"
player = ship_m.new{
--shape
sprite = 1, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites?
hurt = { -- hurtbox - where this ship can be hit
x_off = 3, -- upper left corner
y_off = 2, -- relative to ship ulc
width = 1,
height = 3
},
sparks = firespark, -- see tab 9
sparkodds = 2,
boss = true, -- dramatic special effects
-- health and power
hp = 3, -- current health, non-regenerating
maxhp = 3, -- player only; other ships never heal
shield = 2, -- regenerates, using power
maxshield = 2,
shieldcost = 60, -- power cost to refill shield
generator = 2,
-- gun
main_gun = nil, -- assign at spawn time
special_gun = nil,
fire_off_x = 4, -- offset where bullets come from
fire_off_y = 0,
-- position
x=52, -- x and y are for upper left corner
y=96,
xmomentum = 0,
ymomentum = 0,
maxspd = 2.5, -- momentum cap
thrust = 0.25, -- momentum added from button
2024-08-17 02:23:20 +00:00
ymin = 0, ymax = 120, -- stay on screen
drag = 0.125, -- momentum lost per frame
slip = false, -- does not slide down screen
act = function(self) -- fetch buttons
local b,th = btn(),self.thrust
local blr = b&0x3
if blr == 1 then
self.sprite=17
elseif blr==2 then
self.sprite=18
else
self.sprite=1
end
--dx, dy, shoot_spec, shoot_main
return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
end
}
mknew(player,
function(p)
p.main_gun = zap_gun.new()
-- ONE HIT MODE: max hp is
-- minimum nonzero value.
--
-- p.hp = 0x0.0001
-- p.maxhp = 0x0.0001
-- p.shield = 0
-- p.maxshield = 0
end
)
frownie = ship_m.new{
--shape
sprite = 3, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites?
hurt = { -- hurtbox - where this ship can be hit
x_off = 0, -- upper left corner
y_off = 1, -- relative to ship ulc
width = 8,
height = 6
},
sparks = smokespark,
sparkodds = 8,
-- health and power
hp = 1, -- enemy ships need no max hp
-- position
x=60, -- x and y are for upper left corner
y=8,
xmomentum = 0,
ymomentum = 0,
maxspd = 2, -- momentum cap
thrust = 0.12, -- momentum added from button
drag = 0.07, -- momentum lost per frame
slip = true,
act = function(self)
local tstate,dx = (1 + flr(4*t() + 0.5)) % 6,0
if (tstate==1 or tstate==2) dx=-self.thrust
if (tstate>=4) dx=self.thrust
return dx,0,false,false
end,
}
mknew(frownie)
blocky = frownie.new{
sprite = 10,
hp = 2,
hurt = {
x_off = 0,
y_off = 0,
width = 8,
height = 7
},
ow = function(self)
if self.hp <= 1 then
self.sprite = 11
else
self.sprite = 10
end
ship_m.ow(self)
end
}
mknew(blocky)
spewy = frownie.new{
sprite=26,
power=-20,
hurt = {
x_off=0,
y_off=1,
width=8,
height=5
},
hp=1,
maxpower=70,
generator=0.5,
fire_off_x=4,
fire_off_y = 7,
act=function(self)
local dx,dy,shoot_spec=frownie.act(self)
return dx, dy, shoot_spec, true
end
}
mknew(spewy, function(ship)
ship.main_gun=ship.main_gun or protron_gun.new{enemy=true}
end)
chasey = ship_m.new{
sprite = 5,
size = 1,
hurt = {
x_off = 1,
y_off = 2,
width = 6,
height = 5,
},
sparks = smokespark,
sparkodds = 8,
hp = 2,
shield = 1,
maxshield = 1,
shieldcost = 180,
fire_off_x = 4,
fire_off_y = 7,
maxspd = 2,
thrust = 0.2,
drag = 0.075,
slip = true,
}
mknew(chasey, function(ship)
ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
end)
function chasey:act()
self.xmin = max(primary_ship.x-8, 0)
self.xmax = min(primary_ship.x + 8, 112 - 8*self.size)
return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
end
xl_chasey=chasey.new{
size=2,
maxspd=1.25,
hurt = {
x_off = 2,
y_off = 4,
width = 12,
height = 10
},
hp = 20,
shield = 5,
boss = true,
slip = false,
act = function(self)
local dx,dy,shoot_spec,shoot_main = chasey.act(self)
if (self.y < 4) dy=self.thrust
return dx,dy,shoot_spec,shoot_main
end,
draw = function(self)
if(self.fx_pal) pal(self.fx_pal)
sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
pal()
end,
}
mknew(xl_chasey, function(ship)
ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
end)
-->8
-- collisions
-- box: x, y, width, height
function collides(box1, box2)
return not (
box1.x>box2.x+box2.width
or box1.y>box2.y+box2.height
or box1.x+box1.width<box2.x
or box1.y+box1.height<box2.y)
end
collider = { }
mknew(collider,
function(x)
x.suppress = {}
end
)
function collider_indexes(box)
local ret = {}
for x = box.x\8, (box.x+box.width)\8 do
for y = box.y\8, (box.y+box.height)\8 do
add(ret, x+256*y)
end
end
return ret
end
function collider:insert(item)
-- todo: separate "big items" list?
local bdx = collider_indexes(hurtbox(item))
for i in all(bdx) do
local x = self[i]
if not x then
x = {}
self[i] = x
end
add(x, item)
end
end
function collider:hide(item)
self.suppress[item]=true
end
function collider:get_collisions(item)
local found = { }
local seen = { }
local box = hurtbox(item)
local bucket_ids = collider_indexes(box)
for b_idx in all(bucket_ids) do
local bucket = self[b_idx]
if bucket then
for candidate in all(bucket) do
if not (seen[candidate] or self.suppress[candidate]) then
seen[candidate] = true
if (collides(box, hurtbox(candidate))) add(found, candidate)
end
end
end
end
return found
end
-->8
-- level and event system
-- a level is a map from
-- effective frame number to
-- a list of actions for that
-- frame. an action is a
-- method name and its args.
-- effective frame number stops
-- when freeze count is nonzero
-- a level is won when it hits
-- the end-of-level sentinel
-- and there are no more
-- tracked enemies.
-- lost when there are no
-- player ships left.
-- effective frame
distance = 0
-- actual frame count since
-- start of level times 0x0.0001
lframe = 0
-- do not advance distance when
-- nonzero
freeze = 0
eol = {}
function load_level(levelfile)
distance = 0
lframe = 0
freeze = 0
leveldone = false
current_level = {}
local found_eol = false
if (type(levelfile)=="string") levelfile = csv(levelfile)
for row in all(levelfile) do
local x = current_level[row[1]]
if row[2] == "eol" then
found_eol = true
assert(x==nil, "events on eol frame")
current_level[row[1]] = eol
else
row.next = x
current_level[row[1]]=row
end
end
assert(found_eol)
end
function level_frame()
lframe += 0x0.0001
if (current_level == nil) return true
if freeze == 0 then
distance += 1
local cbs = current_level[distance]
if cbs ~= nil then
if cbs == eol then
current_level = nil
return true
else
while cbs do
assert(cbs[1] == distance)
local f = _ENV[cbs[2]]
assert(type(f) == "function", cbs[2].." at "..distance.." is not a function")
f(unpack(cbs, 3))
cbs=cbs.next
end
end
end
end
return false
end
-->8
-- example level
function spawn_blocking_rnd_x(typ)
freeze += 1
s = typ.new{
x = rnd(104),
y = -7,
ice = 1,
orig_die = typ.die,
die = function(self)
freeze -= self.ice
self.ice = 0
self:orig_die()
end,
}
eships:push_back(s)
return s
end
function spawn_frownie()
return spawn_rnd(frownie)
end
function spawn_blocking_frownie()
spawn_blocking_rnd_x(frownie)
end
function spawn_blocky()
spawn_rnd(blocky)
end
function spawn_blocking_blocky()
spawn_rnd(blocky, 1)
end
function spawn_spewy()
return spawn_rnd(spewy)
end
function spawn_chasey()
return spawn_rnd(chasey)
end
function spawn_blocking_spewy()
freeze += 1
local s = spawn_spewy()
s.ice = 1
s.die = function(self)
freeze -= self.ice
self.ice = 0
frownie.die(self)
end
end
function spawn_bonus_frownie()
local f = spawn_frownie()
f.sprite = 7
f.die = function(self)
spawn_repair_at(self.x+4, self.y+4)
frownie.die(self)
end
end
function spawn_bonus_vulcan_chasey()
local c = spawn_chasey()
c.main_gun=vulcan_gun.new{enemy=true}
c.die = function(self)
spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun)
chasey.die(self)
end
c.sprite=4
return c
end
helpers = {
spawn_frownie,
spawn_frownie,
spawn_frownie,
spawn_blocky,
spawn_blocky,
spawn_chasey,
spawn_spewy,
}
function spawn_blocking_boss_chasey()
local c = spawn_rnd(xl_chasey, 1)
local nextspawn = lframe + 0x0.0080
events:push_back{move=function()
if lframe >= nextspawn then
helpers[flr(rnd(#helpers))+1]()
nextspawn += 0x0.0040
end
return c.dead
end}
return c
end
function std_spawn(tnm, n, blocking, goodie,altspr)
local typ = _ENV[tnm]
assert(typ and typ.new, tostr(tnm).." not a class")
for i=1,(n or 1) do
spawn_rnd(typ, blocking, goodie,altspr)
end
end
-- blocking: 1 or 0
function spawn_rnd(typ, blocking, goodie,altspr)
blocking = blocking or 0
freeze += blocking
s = typ.new{
x = rnd(104),
y = -(typ.size * 8 - 1),
ice=blocking,
die=function(self)
freeze -= self.ice
self.ice=0
typ.die(self)
spawn_goodie(goodie, self.x, self.y, self.size)
end,
}
if (altspr) s.spr = altspr
eships:push_back(s)
return s
end
-- TODO: spawn_goodie compatible versions of gun drops
-- TODO: goodie table
function spawn_goodie(goodie_name, x, y, sz)
if (not goodie_name or #goodie_name == 0) return
local sh = sz and sz/2 or 0
_ENV[goodie_name].new{}:spawn_at(x+sh,y+sh)
end
function multi(times, interval, fnm, ...)
local f,irm,vargs = _ENV[fnm],interval,pack(...)
assert(type(f) == "function", fnm.." not a function")
f(...)
events:push_back{move=function()
irm-=1
if irm <= 0 then
irm=interval
times-=1
f(unpack(vargs))
return times <= 1
end
end}
end
-- then convert sample_level to csv.
-- spawn_spec_gun_at and spawn_main_gun_at will need parsed forms.
-- the boss also needs to be reachable, but one-off is fine.
-- each row of level csv is offset,event,event-args...
-- where offset,eol is a special case.
example_level_csv=[[1,spawn_frownie
60,spawn_bonus_vulcan_chasey
61,spawn_blocky
85,spawn_spewy
100,spawn_spewy
115,spawn_spewy
130,spawn_bonus_frownie
145,spawn_spewy
200,spawn_chasey
250,spawn_blocking_blocky
285,spawn_spec_gun_at,35,-11,blast_gun
310,spawn_blocking_blocky
310,spawn_blocking_blocky
310,spawn_blocking_blocky
311,spawn_frownie
350,spawn_main_gun_at,70,-11,protron_gun
401,spawn_frownie
420,spawn_blocking_frownie
430,spawn_bonus_vulcan_chasey
450,spawn_frownie
465,spawn_bonus_frownie
480,spawn_chasey
500,multi,20,12,spawn_blocking_blocky
501,spawn_bonus_frownie
620,spawn_blocking_blocky
700,spawn_blocking_boss_chasey
701,eol]]
-->8
-- readme.md
--[[
main loop sequence
==================
1. level_frame
2. events
3. merge new_events into events
4. update bg intangibles
5. move ships (player first)
6. move bullets (player first)
7. calculate collisions
1. pship on eship
2. ebullet on pship
3. pbullet on eship
8. update fg intangibles
9. check for end of level
draw order
----------
bottom to top:
1. intangibles_bg
2. player bullets
3. player ships
4. enemy ships
5. enemy bullets
6. intangibles_fg
notes
-----
intangibles_fg move()s after
all collisions and other moves
are processed. if an intangible
is added to the list as a result
of a collision or move, it will
itself be move()d before it is
drawn.
data-driven items
=================
guns and bullets both allow the
most common behaviors to be
expressed with data alone.
ships only need a movement
algorithm expressed.
guns
----
* power - cost in generator
power to fire. may be 0.
field directly read by ships;
required in all guns.
* t - metatable for bullet type.
fired once in the bullet's
default direction per shot.
* enemy - if true, fired bullets
are flagged as enemy bullets.
* icon - sprite index of an
8x8 sprite to display in the
hud when the player has this
gun. default is 20, a generic
crosshair bullseye thing.
* cooldown - min frames between
shots.
* ammo, maxammo - permitted
number of shots. 0 is empty
and unfireable. maxammo = 0
will cause a divide by zero
so don't do that. if nil,
ammo is infinite.
default guns manage ammo and
cooldown in shoot, then call
actually_shoot to create the
projectile. override only
actually_shoot to change
projectile logic while keeping
cooldown and ammo logic.
ships manage generator power
before asking the gun to shoot.
this behavior is in
ship_m:maybe_shoot.
bullets
-------
* dx, dy - movement per frame.
player bullets use -dy
instead.
* enemyspd - multiplier for dx
and dy on enemy bullets.
default is 0.5, making enemy
shots much easier to dodge
* damage - damage per hit;
used by ships
* psprite, esprite - index of
player or enemy sprite.
* center_off_x - the horizontal
centerpoint of the bullet,
for positioning when firing.
assume a pixel's coordinates
refer to the upper left corner
of the pixel; the center of
a 2-width bullet with an
upper left corner at 0 is 1,
not 0.5.
* top_off_y, bottom_off_y -
also for positioning when
firing. positive distance from
top or bottom edge to image.
top_off_y will usually be 0,
bottom_off_y will not be when
bullets are smaller than
the sprite box.
* width, height - measured in
full sprites (8x8 boxes), not
pixels. used for drawing.
bullets despawn when above or
below the screen (player or
enemy bullets, respectively).
by default, bullets despawn
when they hit something.
override hitship to change this.
ships
____
ships move by calculating
momentum, then offsetting their
position by that momentum, then
clamping their position to the
screen (horizontally only for
ships that autoscroll). ships
that autoscroll (slip==true)
then slide down by scrollspeed.
fractional coordinates are ok.
after movement, ships lose
momentum (ship.drag along each
axis). abs(momentum) can't
exceed ship.maxspeed.
ships gain momentum by acting
like a player pushing buttons.
the player ship actually reads
buttons for this.
act -- returns new acceleration:
dx, dy, shoot_spec, shoot_main.
dx and dy are change in momentum
in px/frame. this is controls
only -- friction is handled in
ship:move (`drag` value).
ships hitting another ship take
1 damage per frame of overlap.
ships hitting a bullet check
bullet.damage to find out how
much damage they take. damage
is applied to shields, then hp.
damaged ships flash briefly -
blue (12) if all damage was
shielded, white (7) if hp was
damaged. a ship that then has 0
or less hp calls self:die() and
tells the main game loop to
remove it.
ships have power, from 0 to
ship.maxpower, increasing by
ship.generator per frame.
in maybe_shoot, ships check that
they have power to fire before
trying to fire (the gun itself
checks ammo and cooldown), and
spend that power if they fire.
power is also used to restore
shields - ship.shieldcost per
point of shields. shieldcooldown
is the interval between
restoring shield points, which
is reset to shieldpenalty when a
ship takes damage (regardless of
whether that damage is stopped
by the shield or not).
shieldpenalty is much worse than
shieldcooldown (hALO shield).
therefore:
* damaged ships spend power
repairing shields, which may
affect ability to fire guns.
this looks like a slow firing
rate because the ship will
eventually recover enough
energy to fire.
* a ship firing nonstop will
typically be unable to recover
any shields because it will
not have energy to do so.
ships do not repair hp on their
own. negative-damage bullets
are treated as 0, but a bullet
can choose to repair the ship
it hits in its own hitship
method, or otherwise edit it
(changing weapons, refilling
weapon ammo). powerups are
therefore a kind of bullet.
levels
======
a level is a table mapping
effective frame number to
functions. when a level starts,
it sets lframe ("level frame")
and distance to 0.
every frame, level_frame
increments lframe by 0x0.0001.
then if the level is not frozen,
it increments distance by 1.0
and runs the function in the
level table for exactly that
frame number (if any). distance
is therefore "nonfrozen frames",
and is used to trigger level
progress. lframe always
increments. ships are encouraged
to use lframe to control
animation and movement, and may
use distance to react to level
progress separately from overall
time. remember to multiply
lframe-related stuff by 0x0001.
a special sentinel value, eol,
marks the end of the level.
(the level engine doesn't know
when it's out of events, so
without eol, the level will
simply have no events forever.)
when it finds eol, level_frame
throws away the current level
and tells the main loop that it
might be done. the main loop
agrees the level is over and the
player has won when the level
has reached eol and there are
no more enemy ships, enemy
bullets, or background events
remaining. player ships, player
bullets, and intangibles are
not counted.
level freezing
--------------
the level is frozen when the
global value freeze > 0.
generally, something intending
to block level progress (a
miniboss, a minigame, etc.)
increments freeze and prepares
some means of decrementing it
when it no longer wants to block
level progress.
most commonly, we want to block
until some specific ship or
group of ships has died. for
these ships, override ship:die
to decrement freeze. make sure
to set ship.dead in any new
ship:die method so anything else
looking at it can recognize
the ship as dead.
for anything else, you probably
want an event to figure out when
to unfreeze.
levels start at 1
-----------------
distance is initialized to 0
but gets incremented before the
first time the engine looks for
events. therefore, the first
frame of the level executes
level[1]. since levelframe
executes before anything else,
level[1] sets up the first frame
drawn in the level. the player
does not see a blank world
before level[1] runs.
level[1] can therefore be used
to reconfigure the player ship,
set up backgrounds, start music,
kick off some kind of fade-in
animation, etc.
events
======
the global list "events" stores
0-argument functions which are
called every frame. if they
return true, they are removed
from the list and not run again;
if they return false, they stay
and will be called in later
frames. the level does not end
while the events table is
nonempty.
events are most commonly used
to set up something for later
(for example, blip uses an event
to remove the fx_pallete from
the flashing ship when the blip
expires), but can also be used
to implement a "level within a
level" that does something
complicated until it's done. if
you froze the level when
creating the event, remember
to thaw it (freeze -= 1) on all
paths that return true.
to do complex stuff in events,
use a closure or a metatable
that specifies __call.
to avoid editing the events
list while it is being iterated,
events that create new events
must add those events to
new_events rather than events.
new_events is only valid during
the "event execution" stage, so
events created at any other time
must go directly on events
without using new_events.
intangibles
===========
the intangibles_fg and
intangibles_bg lists contain
items with :move and :draw.
like ships and bullets, they
move during _update60 and
draw during _draw. they are
not checked for collisions.
intangibles_bg moves/draws
before anything else moves or
draws. intangibles_fg
moves/draws last. this controls
whether your intangible object
draws in front of or behind
other stuff. you probably want
intangibles_bg for decorative
elements and intangibles_fg
for explosions, score popups,
etc.
there's no scrolling background
engine but intangibles_bg could
be used to create one, including
using the map (otherwise unused
in this engine) for the purpose.
intangibles do not prevent the
level from ending. like bullets
and ships, if :move returns
true, they are dropped.
]]
-->8
-- standard events
blip_fx = {
cancel=false
}
function blip_fx:move()
if (self.cancel) return true
self.frames -= 1
if self.frames < 0 then
self.obj.fx_pal = nil
return true
end
return false
end
function blip_fx:abort()
self.cancel=true
end
mknew(blip_fx)
blip_pals = {}
function init_blip_pals()
for i=0,15 do
local pp = {[0]=0}
for j=1,15 do
pp[j] = i
end
blip_pals[i]=pp
end
end
function blip(obj, col, frames)
obj.fx_pal = blip_pals[col]
if (obj.___fx_pal_event) obj.___fx_pal_event:abort()
events:push_back(blip_fx.new{frames=frames, obj=obj})
end
bossspark = split"7,7,10,10,9,9,9,8,8,8,2,2,5,5"
function boom(x,y,boominess,is_boss)
local sp = firespark
if is_boss then
boominess *= 10
sp = bossspark
end
local boombase = min(0.023 * boominess, 0.25)
local boombonus = min(0.05 * boominess, 1.25)
for _=1,boominess do
local angle = rnd(1)
spark(sp,x+4,y+4,cos(angle), sin(angle),boombase+rnd(boombonus),1, true)
end
return
end
spark_particle={}
mknew(spark_particle)
function spark_particle:move()
if (rnd(4) < 1) self.sidx += 1
if (self.sidx > #self.sprs) return true
self.x += self.dx
self.y += self.dy
self.dx -= mid(0.05,-0.05, self.dx)
self.dy -= mid(0.05,-0.05, self.dy)
end
function spark_particle:draw()
pset(self.x,self.y,self.sprs[self.sidx])
end
function spark(sprs, x, y, dx, dy, odds, fg)
if (sprs==nil or flr(rnd(odds)) ~= 0) return
local target = fg and intangibles_fg or intangibles_bg
target:push_back(spark_particle.new{
x = x + rnd(4) - 2,
y = y + rnd(4) - 2,
sprs = sprs,
sidx = 1,
dx = dx + rnd(2) - 1,
dy = dy + rnd(2) - 1,
})
end
-->8
-- powerups
powerup = bullet_base.new{
-- animated sprite array: "sprites"
-- to draw under or over anim,
-- override draw, draw the
-- under-part, call into
-- powerup.draw(self), then
-- draw the over-part
width = 1,
height = 1,
-- note: make hurtboxes larger
-- than sprite by 2px per side
-- since ship hitbox is tiny
-- but powerups should feel
-- easy to pick up
dx = 0,
dy = 1.5, -- 0.75 after enemyspd
enemy = true, -- collides with player ship
damage = 0,
anim_speed = 2,
loop_pause = 30 -- affected by animspeed
}
mknew(powerup)
-- sprite indexes for "sheen" animation
sheen8x8 = split"2,54,55,56,57,58,59,60,61"
-- todo: draw two sprites
-- on top of each other here
-- so all powerups can share
-- the "sheen" animation?
function powerup:draw()
spr(self.sprites[max(1,
((lframe<<16)\self.anim_speed)
%(#self.sprites+self.loop_pause)
-self.loop_pause
+1)],
self.x, self.y,
self.width, self.height)
end
repair = powerup.new{
hurt = {
x_off = -2,
y_off = -2,
width = 12,
height = 12
},
center_x_off = 4,
top_y_off = 0,
bottom_y_off = 0,
sprites = sheen8x8,
hitship = function(self, ship)
if (ship ~= primary_ship) return false
primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + 1)
return true
end,
draw = function(self)
spr(53, self.x, self.y, self.width, self.height)
powerup.draw(self)
end
}
mknew(repair)
function spawn_repair_at(x, y)
repair.new():spawn_at(x, y)
end
gun_swap = powerup.new{
hurt = {
x_off = -2,
y_off = -2,
width = 16,
height = 16
},
-- gun = gun_type.new{}
center_x_off = 6,
top_y_off = 0,
bottom_y_off = 4,
width = 2,
height = 2,
sprites = {64, 66, 68, 70, 72, 74, 76, 78},
hitship = function(self, ship)
if (ship ~= primary_ship) return false
ship.main_gun = self.gun
return true
end,
draw = function(self)
powerup.draw(self)
spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
end
}
mknew(gun_swap)
function spawn_main_gun_at(x, y, gunt)
if (type(gunt)=="string") gunt=_ENV[gunt]
local gun_p = gun_swap.new{
gun = gunt.new()
}
gun_p:spawn_at(x, y)
end
spec_gun_pl = {
[1] = 2,
[14] = 6,
[2] = 14
}
function spawn_spec_gun_at(x, y, gunt)
if (type(gunt)=="string") gunt=_ENV[gunt]
local gun_p = gun_swap.new{
gun = gunt.new(),
hitship = function(self, ship)
if (ship ~= primary_ship) return false
ship.special_gun = self.gun
return true
end,
draw = function(self)
pal(spec_gun_pl)
powerup.draw(self)
pal()
spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
end
}
gun_p:spawn_at(x, y)
end
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