357 lines
8.5 KiB
Markdown
357 lines
8.5 KiB
Markdown
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This file contains text that used to be in the cartridge itself, but
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I'm getting increasingly anxious about cartridge space so I'm moving
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it out ot a separate file.
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---
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main loop sequence
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==================
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1. level_frame
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2. events
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3. merge new_events into events
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4. update bg intangibles
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5. move ships (player first)
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6. move bullets (player first)
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7. calculate collisions
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1. pship on eship
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2. ebullet on pship
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3. pbullet on eship
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8. update fg intangibles
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9. check for end of level
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draw order
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----------
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bottom to top:
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1. intangibles_bg
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2. player bullets
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3. player ships
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4. enemy ships
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5. enemy bullets
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6. intangibles_fg
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notes
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-----
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intangibles_fg move()s after
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all collisions and other moves
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are processed. if an intangible
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is added to the list as a result
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of a collision or move, it will
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itself be move()d before it is
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drawn.
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data-driven items
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=================
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guns and bullets both allow the
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most common behaviors to be
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expressed with data alone.
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ships only need a movement
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algorithm expressed.
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guns
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----
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* t - metatable for bullet type.
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fired once in the bullet's
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default direction per shot.
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* enemy - if true, fired bullets
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are flagged as enemy bullets.
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* icon - sprite index of an
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8x8 sprite to display in the
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hud when the player has this
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gun. default is 20, a generic
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crosshair bullseye thing.
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* cooldown - min frames between
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shots.
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* ammo, maxammo - permitted
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number of shots. 0 is empty
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and unfireable. maxammo = 0
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will cause a divide by zero
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so don't do that. if nil,
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ammo is infinite.
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default guns manage ammo and
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cooldown in shoot, then call
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actually_shoot to create the
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projectile. override only
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actually_shoot to change
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projectile logic while keeping
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cooldown and ammo logic.
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bullets
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-------
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* dx, dy - movement per frame.
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player bullets use -dy
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instead.
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* enemyspd - multiplier for dx
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and dy on enemy bullets.
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default is 0.5, making enemy
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shots much easier to dodge
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* damage - damage per hit;
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used by ships
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* sprite - sprite index.
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* x_off, y_off - renamed for
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the next two vars. may revert
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* center_off_x - the horizontal
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centerpoint of the bullet,
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for positioning when firing.
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assume a pixel's coordinates
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refer to the upper left corner
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of the pixel; the center of
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a 2-width bullet with an
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upper left corner at 0 is 1,
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not 0.5.
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* top_off_y, bottom_off_y -
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also for positioning when
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firing. positive distance from
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top or bottom edge to image.
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top_off_y will usually be 0,
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bottom_off_y will not be when
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bullets are smaller than
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the sprite box.
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* width, height - measured in
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full sprites (8x8 boxes), not
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pixels. used for drawing.
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bullets despawn when above or
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below the screen (player or
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enemy bullets, respectively).
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by default, bullets despawn
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when they hit something.
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override hitship to change this.
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ships
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____
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ships move by calculating
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momentum, then offsetting their
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position by that momentum, then
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clamping their position to the
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screen (horizontally only for
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ships that autoscroll). ships
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that autoscroll (slip==true)
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then slide down by scrollspeed.
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fractional coordinates are ok.
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after movement, ships lose
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momentum (ship.drag along each
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axis). abs(momentum) can't
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exceed ship.maxspeed.
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ships gain momentum by acting
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like a player pushing buttons.
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the player ship actually reads
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buttons for this.
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act -- returns new acceleration:
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dx, dy, shoot_spec, shoot_main.
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dx and dy are change in momentum
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in px/frame. this is controls
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only -- friction is handled in
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ship:move (`drag` value).
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ships hitting another ship take
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1 damage per frame of overlap.
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ships hitting a bullet check
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bullet.damage to find out how
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much damage they take. damage
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is applied to shields, then hp.
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damaged ships flash briefly -
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blue (12) if all damage was
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shielded, white (7) if hp was
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damaged. a ship that then has 0
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or less hp calls self:die() and
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tells the main game loop to
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remove it.
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shieldcooldown is the interval
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between restoring shield points.
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shieldpenalty is the delay
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before restoring points after
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any damage, reset to this value
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on every damaging hit (whether
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it is absorbed by the shield or
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not) -- shield behaves like
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halo and other shooters in its
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heritage, where it recovers if
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you avoid damage for a while.
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not that there is any safe cover
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in this kind of game.
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ships do not repair hp on their
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own. negative-damage bullets
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are treated as 0, but a bullet
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can choose to repair the ship
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it hits in its own hitship
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method, or otherwise edit it
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(changing weapons, refilling
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weapon ammo). powerups are
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therefore a kind of bullet.
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levels
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======
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a level is a table mapping
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effective frame number to
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functions. when a level starts,
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it sets lframe ("level frame")
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and distance to 0.
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every frame, level_frame
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increments lframe by 0x0.0001.
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then if the level is not frozen,
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it increments distance by 1.0
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and runs the function in the
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level table for exactly that
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frame number (if any). distance
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is therefore "nonfrozen frames",
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and is used to trigger level
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progress. lframe always
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increments. ships are encouraged
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to use lframe to control
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animation and movement, and may
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use distance to react to level
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progress separately from overall
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time. remember to multiply
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lframe-related stuff by 0x0001.
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a special sentinel value, eol,
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marks the end of the level.
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(the level engine doesn't know
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when it's out of events, so
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without eol, the level will
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simply have no events forever.)
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when it finds eol, level_frame
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throws away the current level
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and tells the main loop that it
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might be done. the main loop
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agrees the level is over and the
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player has won when the level
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has reached eol and there are
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no more enemy ships, enemy
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bullets, or background events
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remaining. player ships, player
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bullets, and intangibles are
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not counted.
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level freezing
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--------------
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the level is frozen when the
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global value freeze > 0.
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generally, something intending
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to block level progress (a
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miniboss, a minigame, etc.)
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increments freeze and prepares
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some means of decrementing it
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when it no longer wants to block
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level progress.
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most commonly, we want to block
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until some specific ship or
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group of ships has died. for
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these ships, override ship:die
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to decrement freeze. make sure
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to set ship.dead in any new
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ship:die method so anything else
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looking at it can recognize
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the ship as dead.
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for anything else, you probably
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want an event to figure out when
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to unfreeze.
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levels start at 1
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-----------------
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distance is initialized to 0
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but gets incremented before the
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first time the engine looks for
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events. therefore, the first
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frame of the level executes
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level[1]. since levelframe
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executes before anything else,
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level[1] sets up the first frame
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drawn in the level. the player
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does not see a blank world
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before level[1] runs.
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level[1] can therefore be used
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to reconfigure the player ship,
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set up backgrounds, start music,
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kick off some kind of fade-in
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animation, etc.
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events
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======
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the global list "events" stores
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0-argument functions which are
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called every frame. if they
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return true, they are removed
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from the list and not run again;
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if they return false, they stay
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and will be called in later
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frames. the level does not end
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while the events table is
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nonempty.
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events are most commonly used
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to set up something for later
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(for example, blip uses an event
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to remove the fx_pallete from
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the flashing ship when the blip
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expires), but can also be used
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to implement a "level within a
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level" that does something
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complicated until it's done. if
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you froze the level when
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creating the event, remember
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to thaw it (freeze -= 1) on all
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paths that return true.
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to do complex stuff in events,
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use a closure or a metatable
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that specifies __call.
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to avoid editing the events
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list while it is being iterated,
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events that create new events
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must add those events to
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new_events rather than events.
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new_events is only valid during
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the "event execution" stage, so
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events created at any other time
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must go directly on events
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without using new_events.
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intangibles
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===========
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the intangibles_fg and
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intangibles_bg lists contain
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items with :move and :draw.
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like ships and bullets, they
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move during _update60 and
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draw during _draw. they are
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not checked for collisions.
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intangibles_bg moves/draws
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before anything else moves or
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draws. intangibles_fg
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moves/draws last. this controls
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whether your intangible object
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draws in front of or behind
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other stuff. you probably want
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intangibles_bg for decorative
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elements and intangibles_fg
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for explosions, score popups,
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etc.
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there's no scrolling background
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engine but intangibles_bg could
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be used to create one, including
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using the map (otherwise unused
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in this engine) for the purpose.
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intangibles do not prevent the
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level from ending. like bullets
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and ships, if :move returns
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true, they are dropped.
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