tinker with blip colors, go back to level+1

with the current testing level, level + 1 is necessary to comfortably
get a weapon before the Wall O' Block shows up
This commit is contained in:
Kistaro Windrider 2025-01-26 22:32:17 -08:00
parent aea2a8c481
commit 288b7f64c8
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

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@ -618,7 +618,7 @@ function ship_m:hitsomething(dmg)
blip(self,12) blip(self,12)
else else
self.shield = 0 self.shield = 0
blip(self,8) blip(self,7)
end end
return false return false
end end
@ -627,7 +627,7 @@ function ship_m:hitsomething(dmg)
self:die() self:die()
return true return true
end end
blip(self, 7) blip(self, self.friendly and 8 or 7)
return false return false
end end
@ -998,6 +998,7 @@ firespark = split"9, 8, 2, 5, 1"
smokespark = split"13, 13, 5, 5" smokespark = split"13, 13, 5, 5"
player = mknew(ship_m.new{ player = mknew(ship_m.new{
friendly=true,
--shape --shape
sprite = 1, --index of ship sprite sprite = 1, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites? size = 1, --all ships are square; how many 8x8 sprites?
@ -1868,7 +1869,7 @@ function rearm_mode:shuffle()
-- these will be placeholders -- these will be placeholders
-- until the upgrade deck -- until the upgrade deck
-- is a thing that exists -- is a thing that exists
local lev = primary_ship.level local lev = primary_ship.level + 1
if lev == 4 or lev == 12 then if lev == 4 or lev == 12 then
self.options = spec_gun_opts() self.options = spec_gun_opts()
elseif lev % 4 == 0 then elseif lev % 4 == 0 then