replace demo level with infinite copies of flotilla 0
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267f8a3667
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388
vacuum_gambit.p8
388
vacuum_gambit.p8
@ -171,6 +171,10 @@ function wipe_game()
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new_events = linked_list.new()
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primary_ship.main_gun = zap_gun_p.new()
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primary_ship.main_gun:peel()
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gframe = 0
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interlude = 0
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waves_complete = 0
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current_wave = nil
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end
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function _update60()
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@ -185,12 +189,42 @@ function call_move(x)
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return x:move()
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end
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function ones(n)
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local ret = 0
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while n != 0 do
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ret +=
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end
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end
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function updategame()
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if (primary_ship.xp >= primary_ship.xptarget) and (lframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
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if (primary_ship.xp >= primary_ship.xptarget) and (gframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
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mode = rearm_mode.new()
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return _update60()
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end
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leveldone = level_frame()
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gframe += 1
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if current_wave then
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if current_wave:update() then
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-- end of stage
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waves_complete += 1
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current_wave = nil
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if waves_complete < 32767 then
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interlude = 59 -- plus one dead frame with load_level but no update
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else
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-- you maxed out the level
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-- counter. what the fuck
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-- is wrong with you?
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-- go outside.
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--
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-- do not spawn more levels.
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interlude = 32767
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end
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end
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elseif interlude > 0 then
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interlude -= 1
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else
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current_wave = flotilla.new()
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current_wave:load_level(0, 0, min(ones(waves_complete)\2, 4))
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end
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events:vore(new_events)
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events:strip(call_move)
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for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
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@ -254,7 +288,7 @@ function updategame()
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intangibles_fg:strip(call_move)
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if leveldone and not eships.next and not ebullets.next and not events.next then
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if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then
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game_state = win
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end
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if (not pships.next) game_state = lose
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@ -619,7 +653,7 @@ end
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function ship_m:hitsomething(dmg)
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if (dmg <= 0) return false
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self.shield_refresh_ready = lframe + self.shieldpenalty
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self.shield_refresh_ready = gframe + self.shieldpenalty
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if self.shield > 0 then
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self.shield -= dmg
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if self.shield > 0 then
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@ -641,10 +675,10 @@ end
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function ship_m:refresh_shield()
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if (self.shield >= self.maxshield) return
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if (lframe < self.shield_refresh_ready) return
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if (gframe < self.shield_refresh_ready) return
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self.shield += 1
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self.shield = min(self.shield, self.maxshield)
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self.shield_refresh_ready = lframe + self.shieldcooldown
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self.shield_refresh_ready = gframe + self.shieldcooldown
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end
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-->8
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@ -813,12 +847,12 @@ function bullet_base:spawn_at(x, y)
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end
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function gun_base:shoot(x, y)
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if (lframe < self.shoot_ready) return false
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if (gframe < self.shoot_ready) return false
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if self.ammo then
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if (self.ammo <= 0) return false
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self.ammo -= 1
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end
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self.shoot_ready = lframe + self.cooldown
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self.shoot_ready = gframe + self.cooldown
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self:actually_shoot(x, y)
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return true
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end
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@ -1251,81 +1285,10 @@ shield will
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return ret
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end
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frownie = mknew(ship_m.new{
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--shape
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sprite = 3, --index of ship sprite
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size = 1, --all ships are square; how many 8x8 sprites?
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hurt = { -- hurtbox - where this ship can be hit
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x_off = 0, -- upper left corner
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y_off = 1, -- relative to ship ulc
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width = 8,
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height = 6
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},
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sparks = smokespark,
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sparkodds = 8,
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hp = 0.5, -- enemy ships need no max hp
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xp = 0x0.0001,
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-- position
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x=60, -- x and y are for upper left corner
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y=8,
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xmomentum = 0,
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ymomentum = 0,
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maxspd = 2, -- momentum cap
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thrust = 0.12, -- momentum added from button
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drag = 0.07, -- momentum lost per frame
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slip = true,
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act = function(self)
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local tstate,dx = (1 + flr(4*t() + 0.5)) % 6,0
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if (tstate==1 or tstate==2) dx=-self.thrust
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if (tstate>=4) dx=self.thrust
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return dx,0,false,false
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end,
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})
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blocky = mknew(frownie.new{
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sprite = 10,
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hp = 1.5,
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xp = 0x0.0002,
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hurt = {
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x_off = 0,
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y_off = 0,
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width = 8,
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height = 7
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},
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ow = function(self)
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if self.hp < 1 then
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self.sprite = 11
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else
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self.sprite = 10
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end
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ship_m.ow(self)
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end
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})
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spewy = mknew(frownie.new{
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sprite=26,
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xp = 0x0.0003,
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hurt = {
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x_off=0,
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y_off=1,
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width=8,
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height=5
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},
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hp=0.5,
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fire_off_x=4,
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fire_off_y=7,
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act=function(self)
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local dx,dy,shoot_spec=frownie.act(self)
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return dx, dy, shoot_spec, self.y > 10
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end,
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init = function(ship)
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ship.main_gun=ship.main_gun or protron_gun_e.new{}
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end
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})
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-- original prototype leftover;
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-- likely to be the basis of a
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-- standard raider type, so
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-- i am keeping it around
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chasey = mknew(ship_m.new{
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sprite = 5,
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xp = 0x0.0004,
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@ -1658,259 +1621,6 @@ function flotilla:update()
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return false -- some ships remain
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end
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-->8
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-- level and event system
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-- a level is a map from
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-- effective frame number to
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-- a list of actions for that
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-- frame. an action is a
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-- method name and its args.
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-- effective frame number stops
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-- when freeze count is nonzero
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-- a level is won when it hits
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-- the end-of-level sentinel
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-- and there are no more
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-- tracked enemies.
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-- lost when there are no
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-- player ships left.
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-- effective frame
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distance = 0
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-- actual frame count since
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-- start of level times 0x0.0001
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lframe = 0
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-- do not advance distance when
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-- nonzero
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freeze = 0
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eol = {}
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function load_level(levelfile)
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distance = 0
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lframe = 0
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freeze = 0
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leveldone = false
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current_level = {}
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local found_eol = false
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if (type(levelfile)=="string") levelfile = csv(levelfile)
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for row in all(levelfile) do
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local x = current_level[row[1]]
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if row[2] == "eol" then
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found_eol = true
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assert(x==nil, "events on eol frame")
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current_level[row[1]] = eol
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else
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row.next = x
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current_level[row[1]]=row
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end
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end
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assert(found_eol)
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end
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function level_frame()
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lframe += 0x0.0001
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if (current_level == nil) return true
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if freeze == 0 then
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distance += 1
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local cbs = current_level[distance]
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if cbs ~= nil then
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if cbs == eol then
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current_level = nil
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return true
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else
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while cbs do
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assert(cbs[1] == distance)
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local f = _ENV[cbs[2]]
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assert(type(f) == "function", cbs[2].." at "..distance.." is not a function")
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f(unpack(cbs, 3))
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cbs=cbs.next
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end
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end
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end
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end
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return false
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end
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-->8
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-- example level
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function spawn_blocking_rnd_x(typ)
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freeze += 1
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s = typ.new{
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x = rnd(104),
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y = -7,
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ice = 1,
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orig_die = typ.die,
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die = function(self)
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freeze -= self.ice
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self.ice = 0
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self:orig_die()
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end,
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}
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eships:push_back(s)
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return s
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end
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function spawn_frownie()
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return spawn_rnd(frownie)
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end
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function spawn_blocking_frownie()
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spawn_blocking_rnd_x(frownie)
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end
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function spawn_blocky()
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spawn_rnd(blocky)
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end
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function spawn_blocking_blocky()
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spawn_rnd(blocky, 1)
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end
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function spawn_spewy()
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return spawn_rnd(spewy)
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end
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function spawn_chasey()
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return spawn_rnd(chasey)
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end
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function spawn_blocking_spewy()
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freeze += 1
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local s = spawn_spewy()
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s.ice = 1
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s.die = function(self)
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freeze -= self.ice
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self.ice = 0
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frownie.die(self)
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end
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end
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function spawn_vulcan_chasey()
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local c = spawn_chasey()
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c.main_gun=vulcan_gun_e.new{enemy=true}
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c.sprite=4
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return c
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end
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helpers = {
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spawn_frownie,
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spawn_frownie,
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spawn_frownie,
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spawn_blocky,
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spawn_blocky,
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spawn_chasey,
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spawn_spewy,
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}
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function spawn_blocking_boss_chasey()
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local c = spawn_rnd(xl_chasey, 1)
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local nextspawn = lframe + 0x0.0080
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events:push_back{move=function()
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if lframe >= nextspawn then
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helpers[flr(rnd(#helpers))+1]()
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nextspawn += 0x0.0040
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end
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return c.dead
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end}
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return c
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end
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function std_spawn(tnm, n, blocking, goodie,altspr)
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local typ = _ENV[tnm]
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assert(typ and typ.new, tostr(tnm).." not a class")
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for i=1,(n or 1) do
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spawn_rnd(typ, blocking, goodie,altspr)
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end
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end
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-- blocking: 1 or 0
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function spawn_rnd(typ, blocking, goodie,altspr)
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blocking = blocking or 0
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freeze += blocking
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s = typ.new{
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x = rnd(104),
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y = -(typ.size * 8 - 1),
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ice=blocking,
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die=function(self)
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freeze -= self.ice
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self.ice=0
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typ.die(self)
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end,
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}
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if (altspr) s.spr = altspr
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eships:push_back(s)
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return s
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end
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function multi(times, interval, fnm, ...)
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local f,irm,vargs = _ENV[fnm],interval,pack(...)
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assert(type(f) == "function", fnm.." not a function")
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f(...)
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events:push_back{move=function()
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irm-=1
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if irm <= 0 then
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irm=interval
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times-=1
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f(unpack(vargs))
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return times <= 1
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end
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end}
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end
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function demo_spawn_f(ttn)
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local spx,spy=rnd_spawn_loc()
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local s = _ENV[ttn].new{
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x = spx,
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y = spy,
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want_x = 8 + rnd(96),
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want_y = 8 + rnd(64)
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}
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eships:push_back(s)
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return s
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end
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-- then convert sample_level to csv.
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-- spawn_spec_gun_at and spawn_main_gun_at will need parsed forms.
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-- the boss also needs to be reachable, but one-off is fine.
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-- each row of level csv is offset,event,event-args...
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-- where offset,eol is a special case.
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example_level_csv=[[1,spawn_frownie
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20,demo_spawn_f,ship_mook
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25,demo_spawn_f,ship_defender
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30,demo_spawn_f,ship_turret
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35,demo_spawn_f,ship_skirmisher
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80,spawn_vulcan_chasey
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81,spawn_blocky
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100,spawn_spewy
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125,spawn_spewy
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130,spawn_frownie
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145,spawn_frownie
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180,spawn_spewy
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230,spawn_chasey
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250,spawn_blocking_blocky
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310,spawn_blocking_blocky
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310,spawn_blocking_blocky
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310,spawn_blocking_blocky
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311,spawn_frownie
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401,spawn_frownie
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420,spawn_blocking_frownie
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430,spawn_vulcan_chasey
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450,spawn_frownie
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465,spawn_frownie
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480,spawn_chasey
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500,multi,20,12,spawn_blocking_blocky
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501,spawn_frownie
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620,spawn_blocking_blocky
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630,spawn_vulcan_chasey
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720,spawn_blocking_boss_chasey
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721,eol]]
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-->8
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-- standard events
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@ -2017,10 +1727,10 @@ function xp_gem:draw()
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-- sprite map position:
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-- sprite id to x and y,
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-- offset shifts specific low
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-- bits of lframe up to the the
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-- bits of gframe up to the the
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-- bit with value 4 as a cheap
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-- way to pick an anim frame
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if (lframe&0x0.003 == 0) qx, qy = (lframe&0x0.0004)<<16, (lframe&0x0.0008)<<15
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if (gframe&0x0.003 == 0) qx, qy = (gframe&0x0.0004)<<16, (gframe&0x0.0008)<<15
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sspr(
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(s%16<<3)+qx,
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(s\16<<3)+qy,
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@ -2046,7 +1756,7 @@ end
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function xp_gem:hitship(ship)
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if (ship ~= primary_ship or primary_ship.dead) return false
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primary_ship.xp += self.val
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primary_ship.last_xp_frame = lframe
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primary_ship.last_xp_frame = gframe
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return true
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end
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