Starting state: my generic shmup engine from a while back
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genericshmup-basic-collision..p8.png
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genericshmup.p8
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genericshmup.p8
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pico-8 cartridge // http://www.pico-8.com
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version 34
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__lua__
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-- generic shmup
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-- by kistaro windrider
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game = 1
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win = 2
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lose = 3
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debug = {}
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function _init()
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-- create the pwr gradient
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-- 15 is the gradient color
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poke(0x5f5f,0x3f)
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poke(0x5f68,10)
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poke(0x5f69,10)
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poke(0x5f6a,9)
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poke(0x5f6b,4)
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memset(0x5f78,0xa8,3)
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init_bullet_mt()
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init_ship_mt()
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wipe_level()
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primary_ship.special_gun = new_gun_of(blast_gun_t)
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load_level(example_level)
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state = game
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end
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function wipe_level()
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primary_ship = new_p1()
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pships = {primary_ship}
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eships = {}
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pbullets = {}
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ebullets = {}
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intangibles = {}
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events = {}
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end
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function _update60()
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if (state == game) updategame()
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end
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function updategame()
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local leveldone = level_frame()
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local deaths = {}
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for i, e in ipairs(events) do
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if (e()) add(deaths, i)
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end
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bury_the_dead(events, deaths)
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for _, tbl in ipairs({pships, eships, pbullets, ebullets, intangibles}) do
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local deaths = {}
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for i, x in ipairs(tbl) do
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if (x:move()) add(deaths, i)
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end
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bury_the_dead(tbl, deaths)
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end
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--then, calculate collisions
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local pdeaths = {}
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local edeaths = {}
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for ip, ps in ipairs(pships) do
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for ie, es in ipairs(eships) do
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if collides(hurtbox(ps), hurtbox(es)) then
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if (es:hitship(ps)) add(edeaths, ie)
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if ps:hitship(es) then
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add(pdeaths, ip)
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break
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end
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end
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end
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end
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bury_the_dead(pships, pdeaths)
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bury_the_dead(eships, edeaths)
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pdeaths = {}
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edeaths = {}
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for ip, ps in ipairs(pships) do
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for ie, eb in ipairs(ebullets) do
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if collides(hurtobx(ps), hurtbox(eb)) then
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if (eb:hitship(ps)) add(edeaths, ie)
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if ps:hitbullet(eb) then
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add(pdeaths, ip)
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break
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end
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end
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end
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end
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bury_the_dead(pships, pdeaths)
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bury_the_dead(ebullets, edeaths)
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pdeaths = {}
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edeaths = {}
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for ip, pb in ipairs(pbullets) do
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for ie, es in ipairs(eships) do
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if collides(hurtbox(pb), hurtbox(es)) then
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if (es:hitbullet(pb)) add(edeaths, ie)
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if pb:hitship(es) then
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add(pdeaths, ip)
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break
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end
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end
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end
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end
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bury_the_dead(eships, edeaths)
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bury_the_dead(pbullets, pdeaths)
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if leveldone and ((#eships + #ebullets + #events) == 0) then
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state = win
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end
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if #pships == 0 then
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state = lose
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end
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end
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function _draw()
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drawgame()
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draw_debug()
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if (state == win) dropshadow("win",50,61,11)
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if (state == lose) dropshadow("fail",48,61,8)
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end
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function draw_debug()
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if (#debug==0) return
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cursor(0,0,7)
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foreach(debug,print)
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debug={}
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end
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function drawgame()
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cls()
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clip(0,0,112,128)
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for tbl in all{pbullets, pships, eships, intangibles, ebullets} do
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for x in all(tbl) do
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x:draw()
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end
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end
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clip(0,0,128,128)
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drawhud()
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end
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function drawhud()
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-- 112-and-right is hud zone
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rectfill(112, 0, 127, 127,0x56)
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rect(112,0,127,127,7)
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line(127,1,127,127,5)
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line(113,127)
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draw_gun_info("❎",116,3,primary_ship.main_gun)
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draw_gun_info("🅾️",116,31,primary_ship.special_gun)
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dropshadow("pwr",114,59,1)
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inset(114,66,125,92)
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vertmeter(115,67,124,91,primary_ship.power, primary_ship.max_power, 15)
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dropshadow("h s",114,97,1)
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inset(114,104,125,125)
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line(119,105,119,124,7)
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line(120,105,120,125,5)
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vertmeter(115,105,118,124,primary_ship.hp, primary_ship.maxhp, 8)
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vertmeter(121,105,124,124,primary_ship.shield, primary_ship.maxshield,12)
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end
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function draw_gun_info(lbl,x,y,gun)
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dropshadow(lbl,x,y,1)
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inset(114,y+7,125,y+18)
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inset(114,y+20,125,y+24)
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if(gun) then
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spr(gun.icon,116,y+9,1,1)
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--115 to 124 - ammo bar. round up
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if gun.ammo == nil then
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fillp(0xa5a5)
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rectfill(115,y+21,124,y+23,0xea)
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fillp(0)
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elseif gun.ammo > 0 then
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rectfill(
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115,y+21,
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115+flr(9*gun.ammo/gun.maxammo),
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y+23,10)
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else
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line(118, y+22, 121, y+22, 2)
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end
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end
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end
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function vertmeter(x0,y0,x1,y1,val,maxval,col)
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if (val <= 0) return
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local h = y1-y0
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local pxm1 = flr(h*val/maxval)
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rectfill(x0,y1-pxm1,x1,y1,col)
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end
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function inset(x0,y0,x1,y1)
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rectfill(x0,y0,x1,y1,0)
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rect(x0,y0,x1,y1,7)
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line(x1,y0,x0,y0,5)
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line(x0,y1,5)
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end
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function dropshadow(str, x, y, col)
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print(str, x+1, y+1, 5)
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print(str, x, y, col)
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end
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function grab_p1_butts()
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local b = btn()
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return {
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[0]=b&0x1,
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[1]=(b&0x2)>>1,
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[2]=(b&0x4)>>2,
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[3]=(b&0x8)>>3,
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[4]=(b&0x10)>>4,
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[5]=(b&0x20)>>5
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}
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end
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function bury_the_dead(tbl, dead)
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if (#dead == 0) return
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local tail = dead[1]
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local head = tail + 1
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local deaddex = 2
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while head <= #tbl do
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while deaddex <= #dead and head == dead[deaddex] do
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deaddex += 1
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head += 1
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end
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if (head > #tbl) break
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tbl[tail] = tbl[head]
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head += 1
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tail += 1
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end
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for i=1,(head-tail) do
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deli(tbl)
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end
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end
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-->8
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--ships, including player
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function init_ship_mt()
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setmetatable(player, ship_t)
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setmetatable(frownie, ship_t)
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setmetatable(blocky, frownie_t)
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end
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player = {
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--shape
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sprite = 1, --index of ship sprite
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size = 2, --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 = 6, -- upper left corner
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y_off = 6, -- relative to ship ulc
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width = 4,
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height = 4
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},
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-- health and power
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hp = 3, -- current health, non-regenerating
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maxhp = 3, -- player only; other ships never heal
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shield = 2, -- regenerates, using power
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maxshield = 2,
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shieldcost = 300, -- power cost to refill shield
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generator = 1.5, -- 1 feels too slow
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-- gun
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main_gun = nil, -- assign at spawn time
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special_gun = nil,
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fire_off_x = 8, -- offset where bullets come from
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fire_off_y = 0,
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-- position
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x=52, -- x and y are for upper left corner
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y=96,
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xmomentum = 0,
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ymomentum = 0,
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maxspd = 2.5, -- momentum cap
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thrust = 0.25, -- momentum added from button
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drag = 0.125, -- momentum lost per frame
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slip = false, -- does not slide down screen
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grab_butts = grab_p1_butts, -- button fetch algorithm
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}
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player_t = {
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__index = player
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}
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function new_p1()
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p = {
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main_gun = new_gun_of(zap_gun_t, false)
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}
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setmetatable(p, player_t)
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return p
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end
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frownie = {
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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 = 1, -- upper left corner
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y_off = 1, -- relative to ship ulc
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width = 6,
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height = 6
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},
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-- health and power
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hp = 1, -- enemy ships need no max hp
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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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grab_butts = function(discard_self)
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-- buttons are effectively analog
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-- and negative buttons work just fine!
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local butts = {}
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local tstate = (1 + flr(4*t() + 0.5)) % 6
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butts[0] = ((tstate==1 or tstate==2) and 1) or 0
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butts[1] = ((tstate==4 or tstate==5) and 1) or 0
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for b=2, 5 do
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butts[b]=0
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end
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return butts
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end, -- button fetch algorithm
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}
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frownie_t = {
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__index = frownie
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}
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blocky = {
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sprite = 10,
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hp = 2,
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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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end
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}
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blocky_t = {
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__index = blocky
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}
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-->8
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--ship behavior
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scrollrate = 0.25 --in px/frame
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ship_m = {
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-- ships have no shield by default
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shield = 0,
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maxshield = 0,
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shieldcost = 32767.9,
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shieldcooldown = 180,
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-- default generator behavior:
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-- 10 seconds for a full charge
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max_power = 600,
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power = 600,
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generator = 1, -- power gen per frame
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invincible_until = -32768,
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slip = true -- most enemies slide
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}
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ship_t = {
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__index = ship_m,
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}
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function ship_m.die(_)
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end
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function ship_m.move(ship)
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ship:refresh_shield()
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ship.power = min(ship.max_power, ship.power + ship.generator)
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butt = ship.grab_butts()
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if (butt[5] > 0) ship:maybe_shoot(ship.main_gun)
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if (butt[4] > 0) ship:maybe_shoot(ship.special_gun)
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ship.xmomentum += (ship.thrust * butt[1]) - (ship.thrust * butt[0])
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ship.ymomentum += (ship.thrust * butt[3]) - (ship.thrust * butt[2])
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ship.xmomentum = mid(-ship.maxspd, ship.maxspd, ship.xmomentum)
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ship.ymomentum = mid(-ship.maxspd, ship.maxspd, ship.ymomentum)
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ship.x = mid(0, 112 - 8 * ship.size, ship.x + ship.xmomentum)
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if not ship.slip then
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ship.y = mid(0, 128 - 8 * ship.size, ship.y + ship.ymomentum)
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end
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--friction
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local xfric = 0
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local yfric = 0
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if (ship.xmomentum > 0) xfric = min(ship.xmomentum, ship.drag)
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if (ship.xmomentum < 0) xfric = max(ship.xmomentum, -ship.drag)
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if (ship.ymomentum > 0) yfric = min(ship.ymomentum, ship.drag)
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if (ship.ymomentum < 0) yfric = max(ship.ymomentum, -ship.drag)
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ship.xmomentum -= xfric
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ship.ymomentum -= yfric
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-- "scrolling" behavior
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if ship.slip then
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ship.y += scrollrate
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if ship.y >= 128 then
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ship:die()
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return true
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end
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end
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return false
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end -- moveship(ship)
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function ship_m.draw(ship)
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spr(ship.sprite, ship.x, ship.y, ship.size, ship.size)
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end
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function hurtbox(ship)
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return {
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x=ship.x + ship.hurt.x_off,
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y=ship.y + ship.hurt.y_off,
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width=ship.hurt.width,
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height=ship.hurt.height
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}
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end
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function ship_m:maybe_shoot(gun)
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if (not gun) return
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if (self.power < gun.power) return
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if (not gun:shoot(self.x + self.fire_off_x, self.y + self.fire_off_y)) return
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self.power -= gun.power
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end
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function ship_m:hitship(other)
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return self:hitsomething(1)
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end
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function ship_m:hitbullet(b)
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return self:hitsomething(b.damage)
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end
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function ship_m:hitsomething(dmg)
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if (dmg <= 0) return false
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if (lframe < self.invincible_until) return false
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self.shield_refresh_ready = lframe + self.shieldcooldown
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if self.shield >= dmg then
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self.shield -= dmg
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self:ow()
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return false
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end
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dmg -= self.shield
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self.shield = 0
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self.hp -= dmg
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if self.hp <= 0 then
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self:die()
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return true
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end
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self:ow()
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return false
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end
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function ship_m:ow()
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-- todo: implement damage blink
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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 (self.power < self.shieldcost) return
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self.shield += 1
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self.power -= self.shieldcost
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self.shield_refresh_ready = lframe + self.shieldcooldown
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end
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-->8
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-- collisions
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-- box: x, y, width, height
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function collides(box1, box2)
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local dx = box2.x - box1.x
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local cx = dx >= 0 and dx <= (box1.width or 0)
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dx = box1.x - box2.x
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cx = cx or (dx >= 0 and dx <= (box2.width or 0))
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if (not cx) return false
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local dy = box2.y - box1.y
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local cy = dy >= 0 and dy <= (box1.height or 0)
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dy = box1.y - box2.y
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cy = cy or (dy >= 0 and dy <= (box2.height or 0))
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return cy
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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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-- callback for that frame.
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-- 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
|
||||
__gfx__
|
||||
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|
BIN
genericshmup.p8.png
Normal file
BIN
genericshmup.p8.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 31 KiB |
Loading…
Reference in New Issue
Block a user