Starting state: my generic shmup engine from a while back

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Kistaro Windrider 2023-09-12 22:40:48 -07:00
parent afcdc92e9d
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Signed by: kistaro
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pico-8 cartridge // http://www.pico-8.com
version 34
__lua__
-- generic shmup
-- by kistaro windrider
game = 1
win = 2
lose = 3
debug = {}
function _init()
-- create the pwr gradient
-- 15 is the gradient color
poke(0x5f5f,0x3f)
poke(0x5f68,10)
poke(0x5f69,10)
poke(0x5f6a,9)
poke(0x5f6b,4)
memset(0x5f78,0xa8,3)
init_bullet_mt()
init_ship_mt()
wipe_level()
primary_ship.special_gun = new_gun_of(blast_gun_t)
load_level(example_level)
state = game
end
function wipe_level()
primary_ship = new_p1()
pships = {primary_ship}
eships = {}
pbullets = {}
ebullets = {}
intangibles = {}
events = {}
end
function _update60()
if (state == game) updategame()
end
function updategame()
local leveldone = level_frame()
local deaths = {}
for i, e in ipairs(events) do
if (e()) add(deaths, i)
end
bury_the_dead(events, deaths)
for _, tbl in ipairs({pships, eships, pbullets, ebullets, intangibles}) do
local deaths = {}
for i, x in ipairs(tbl) do
if (x:move()) add(deaths, i)
end
bury_the_dead(tbl, deaths)
end
--then, calculate collisions
local pdeaths = {}
local edeaths = {}
for ip, ps in ipairs(pships) do
for ie, es in ipairs(eships) do
if collides(hurtbox(ps), hurtbox(es)) then
if (es:hitship(ps)) add(edeaths, ie)
if ps:hitship(es) then
add(pdeaths, ip)
break
end
end
end
end
bury_the_dead(pships, pdeaths)
bury_the_dead(eships, edeaths)
pdeaths = {}
edeaths = {}
for ip, ps in ipairs(pships) do
for ie, eb in ipairs(ebullets) do
if collides(hurtobx(ps), hurtbox(eb)) then
if (eb:hitship(ps)) add(edeaths, ie)
if ps:hitbullet(eb) then
add(pdeaths, ip)
break
end
end
end
end
bury_the_dead(pships, pdeaths)
bury_the_dead(ebullets, edeaths)
pdeaths = {}
edeaths = {}
for ip, pb in ipairs(pbullets) do
for ie, es in ipairs(eships) do
if collides(hurtbox(pb), hurtbox(es)) then
if (es:hitbullet(pb)) add(edeaths, ie)
if pb:hitship(es) then
add(pdeaths, ip)
break
end
end
end
end
bury_the_dead(eships, edeaths)
bury_the_dead(pbullets, pdeaths)
if leveldone and ((#eships + #ebullets + #events) == 0) then
state = win
end
if #pships == 0 then
state = lose
end
end
function _draw()
drawgame()
draw_debug()
if (state == win) dropshadow("win",50,61,11)
if (state == lose) dropshadow("fail",48,61,8)
end
function draw_debug()
if (#debug==0) return
cursor(0,0,7)
foreach(debug,print)
debug={}
end
function drawgame()
cls()
clip(0,0,112,128)
for tbl in all{pbullets, pships, eships, intangibles, ebullets} do
for x in all(tbl) do
x:draw()
end
end
clip(0,0,128,128)
drawhud()
end
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("❎",116,3,primary_ship.main_gun)
draw_gun_info("🅾️",116,31,primary_ship.special_gun)
dropshadow("pwr",114,59,1)
inset(114,66,125,92)
vertmeter(115,67,124,91,primary_ship.power, primary_ship.max_power, 15)
dropshadow("h s",114,97,1)
inset(114,104,125,125)
line(119,105,119,124,7)
line(120,105,120,125,5)
vertmeter(115,105,118,124,primary_ship.hp, primary_ship.maxhp, 8)
vertmeter(121,105,124,124,primary_ship.shield, primary_ship.maxshield,12)
end
function draw_gun_info(lbl,x,y,gun)
dropshadow(lbl,x,y,1)
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,col)
if (val <= 0) return
local h = y1-y0
local pxm1 = flr(h*val/maxval)
rectfill(x0,y1-pxm1,x1,y1,col)
end
function inset(x0,y0,x1,y1)
rectfill(x0,y0,x1,y1,0)
rect(x0,y0,x1,y1,7)
line(x1,y0,x0,y0,5)
line(x0,y1,5)
end
function dropshadow(str, x, y, col)
print(str, x+1, y+1, 5)
print(str, x, y, col)
end
function grab_p1_butts()
local b = btn()
return {
[0]=b&0x1,
[1]=(b&0x2)>>1,
[2]=(b&0x4)>>2,
[3]=(b&0x8)>>3,
[4]=(b&0x10)>>4,
[5]=(b&0x20)>>5
}
end
function bury_the_dead(tbl, dead)
if (#dead == 0) return
local tail = dead[1]
local head = tail + 1
local deaddex = 2
while head <= #tbl do
while deaddex <= #dead and head == dead[deaddex] do
deaddex += 1
head += 1
end
if (head > #tbl) break
tbl[tail] = tbl[head]
head += 1
tail += 1
end
for i=1,(head-tail) do
deli(tbl)
end
end
-->8
--ships, including player
function init_ship_mt()
setmetatable(player, ship_t)
setmetatable(frownie, ship_t)
setmetatable(blocky, frownie_t)
end
player = {
--shape
sprite = 1, --index of ship sprite
size = 2, --all ships are square; how many 8x8 sprites?
hurt = { -- hurtbox - where this ship can be hit
x_off = 6, -- upper left corner
y_off = 6, -- relative to ship ulc
width = 4,
height = 4
},
-- 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 = 300, -- power cost to refill shield
generator = 1.5, -- 1 feels too slow
-- gun
main_gun = nil, -- assign at spawn time
special_gun = nil,
fire_off_x = 8, -- 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
drag = 0.125, -- momentum lost per frame
slip = false, -- does not slide down screen
grab_butts = grab_p1_butts, -- button fetch algorithm
}
player_t = {
__index = player
}
function new_p1()
p = {
main_gun = new_gun_of(zap_gun_t, false)
}
setmetatable(p, player_t)
return p
end
frownie = {
--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 = 1, -- upper left corner
y_off = 1, -- relative to ship ulc
width = 6,
height = 6
},
-- 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,
grab_butts = function(discard_self)
-- buttons are effectively analog
-- and negative buttons work just fine!
local butts = {}
local tstate = (1 + flr(4*t() + 0.5)) % 6
butts[0] = ((tstate==1 or tstate==2) and 1) or 0
butts[1] = ((tstate==4 or tstate==5) and 1) or 0
for b=2, 5 do
butts[b]=0
end
return butts
end, -- button fetch algorithm
}
frownie_t = {
__index = frownie
}
blocky = {
sprite = 10,
hp = 2,
ow = function(self)
if self.hp <= 1 then
self.sprite = 11
else
self.sprite = 10
end
end
}
blocky_t = {
__index = blocky
}
-->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 = 180,
-- default generator behavior:
-- 10 seconds for a full charge
max_power = 600,
power = 600,
generator = 1, -- power gen per frame
invincible_until = -32768,
slip = true -- most enemies slide
}
ship_t = {
__index = ship_m,
}
function ship_m.die(_)
end
function ship_m.move(ship)
ship:refresh_shield()
ship.power = min(ship.max_power, ship.power + ship.generator)
butt = ship.grab_butts()
if (butt[5] > 0) ship:maybe_shoot(ship.main_gun)
if (butt[4] > 0) ship:maybe_shoot(ship.special_gun)
ship.xmomentum += (ship.thrust * butt[1]) - (ship.thrust * butt[0])
ship.ymomentum += (ship.thrust * butt[3]) - (ship.thrust * butt[2])
ship.xmomentum = mid(-ship.maxspd, ship.maxspd, ship.xmomentum)
ship.ymomentum = mid(-ship.maxspd, ship.maxspd, ship.ymomentum)
ship.x = mid(0, 112 - 8 * ship.size, ship.x + ship.xmomentum)
if not ship.slip then
ship.y = mid(0, 128 - 8 * ship.size, ship.y + ship.ymomentum)
end
--friction
local xfric = 0
local yfric = 0
if (ship.xmomentum > 0) xfric = min(ship.xmomentum, ship.drag)
if (ship.xmomentum < 0) xfric = max(ship.xmomentum, -ship.drag)
if (ship.ymomentum > 0) yfric = min(ship.ymomentum, ship.drag)
if (ship.ymomentum < 0) yfric = max(ship.ymomentum, -ship.drag)
ship.xmomentum -= xfric
ship.ymomentum -= yfric
-- "scrolling" behavior
if ship.slip then
ship.y += scrollrate
if ship.y >= 128 then
ship:die()
return true
end
end
return false
end -- moveship(ship)
function ship_m.draw(ship)
spr(ship.sprite, ship.x, ship.y, ship.size, ship.size)
end
function hurtbox(ship)
return {
x=ship.x + ship.hurt.x_off,
y=ship.y + ship.hurt.y_off,
width=ship.hurt.width,
height=ship.hurt.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
if (lframe < self.invincible_until) return false
self.shield_refresh_ready = lframe + self.shieldcooldown
if self.shield >= dmg then
self.shield -= dmg
self:ow()
return false
end
dmg -= self.shield
self.shield = 0
self.hp -= dmg
if self.hp <= 0 then
self:die()
return true
end
self:ow()
return false
end
function ship_m:ow()
-- todo: implement damage blink
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
self.power -= self.shieldcost
self.shield_refresh_ready = lframe + self.shieldcooldown
end
-->8
-- collisions
-- box: x, y, width, height
function collides(box1, box2)
local dx = box2.x - box1.x
local cx = dx >= 0 and dx <= (box1.width or 0)
dx = box1.x - box2.x
cx = cx or (dx >= 0 and dx <= (box2.width or 0))
if (not cx) return false
local dy = box2.y - box1.y
local cy = dy >= 0 and dy <= (box1.height or 0)
dy = box1.y - box2.y
cy = cy or (dy >= 0 and dy <= (box2.height or 0))
return cy
end
-->8
-- level and event system
-- a level is a map from
-- effective frame number to
-- callback for that frame.
-- 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
lframe = 0
-- do not advance distance when
-- nonzero
freeze = 0
eol = {}
function load_level(lvltbl)
distance = 0
lframe = 0
freeze = 0
current_level = {}
for frame, cb in pairs(lvltbl) do
current_level[frame] = cb
end
end
function level_frame()
lframe += 1
if (current_level == nil) return true
if freeze == 0 then
distance += 1
local cb = current_level[distance]
if cb ~= nil then
if cb == eol then
current_level = nil
return true
else
cb()
end
end
end
return false
end
-->8
-- example level
function spawn_rnd_x(mt)
s = {
x = rnd(104),
y = -(mt.__index.size * 8 - 1)
}
setmetatable(s, mt)
add(eships, s)
end
function spawn_blocking_rnd_x(mt)
freeze += 1
s = {
x = rnd(104),
y = -7,
die = function(self)
freeze -= 1
mt.__index.die(self)
end
}
setmetatable(s, mt)
add(eships, s)
end
function spawn_frownie()
spawn_rnd_x(frownie_t)
end
function spawn_blocking_frownie()
spawn_blocking_rnd_x(frownie_t)
end
function spawn_blocky()
spawn_rnd_x(blocky_t)
end
function spawn_blocking_blocky()
spawn_blocking_rnd_x(blocky_t)
end
example_level = {
[1]=spawn_frownie,
[60]=spawn_blocky,
[61]=spawn_blocky,
[250]=spawn_blocking_blocky,
[310]=function()
spawn_blocking_blocky()
spawn_blocking_blocky()
spawn_blocking_blocky()
end,
[311]=spawn_frownie,
[401]=spawn_frownie,
[420]=spawn_blocking_frownie,
[450]=spawn_frownie,
[451]=eol
}
-->8
-- bullets and guns
function init_bullet_mt()
setmetatable(zap, bullet_t)
setmetatable(zap_gun, gun_t)
setmetatable(blast, bullet_t)
setmetatable(blast_gun, gun_t)
end
zap = {
--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
}
zap_t = {
__index = zap
}
zap_gun = {
enemy = false,
power = 30, -- power consumed per shot
cooldown = 10, -- frames between shots
ammo = nil, -- unlimited ammo - main gun
t = zap_t -- metatable of bullet to fire
}
zap_gun_t = {
__index = zap_gun
}
blast = {
--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,
-- disable damage for 2 frames
-- when hitting something
hitship = function(self, _)
self.damage = 0
local wait = 2
e = function()
wait -= 1
if wait <= 0 then
self.damage = 4
return true
end
return false
end
add(events, e)
end
}
blast_t = {
__index = blast
}
blast_gun = {
icon = 13,
enemy = false,
power = 0, -- ammo, not power
cooldown = 30, -- frames between shots
ammo = 5,
maxammo = 5,
t = blast_t -- metatable of bullet to fire
}
blast_gun_t = {
__index = blast_gun
}
function new_gun_of(mt, is_enemy)
g = {
enemy = e
}
setmetatable(g, mt)
return g
end
-->8
-- bullet and gun behaviors
bullet_base = { }
bullet_t = {
__index = bullet_base
}
gun_base = {
shoot_ready = -32768,
icon = 20
}
gun_t = {
__index = 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.y = y + self.top_y_off
add(ebullets, self)
else
self.y = y - (8 * self.height) + self.bottom_y_off
add(pbullets, 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
b = { }
setmetatable(b, self.t)
if self.enemy then
b.enemy = true
b.sprite = b.esprite
else
b.enemy = false
b.sprite = b.psprite
end
b:spawn_at(x, y)
return true
end
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