diff --git a/genericshmup-basic-collision..p8.png b/genericshmup-basic-collision..p8.png new file mode 100644 index 0000000..7626d11 Binary files /dev/null and b/genericshmup-basic-collision..p8.png differ diff --git a/genericshmup.p8 b/genericshmup.p8 new file mode 100644 index 0000000..f1e01cd --- /dev/null +++ b/genericshmup.p8 @@ -0,0 +1,945 @@ +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) 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