diff --git a/vacuum_gambit.p8 b/vacuum_gambit.p8 index ccd0739..96ef6e9 100644 --- a/vacuum_gambit.p8 +++ b/vacuum_gambit.p8 @@ -389,6 +389,7 @@ end function vertmeter(x0,y0,x1,y1,val,maxval,cols) if ((val <= 0) or (maxval <= 0)) return + val=min(val, maxval) local h = y1-y0 local px = val/maxval * h \ 1 local ncols = #cols @@ -445,7 +446,26 @@ ship_m = mknew{ function ship_m:die() self.dead = true - if (self.hp < 0) boom(self.x+self.size*4, self.y+self.size*4,12*self.size, self.boss) + if (self.hp >= 0) return + + -- blow up and drop xp + local sz4 = self.size * 4 + local cx, cy, xp, z = self.x + sz4, self.y + sz4, self.xp or 0, 0 + boom(cx, cy, 3*sz4, self.boss) + if xp > 499 then + -- spawn a huge gem with all + -- overage XP, min 100 + spawn_xp_at(cx, cy, 0, xp-399) + xp = 399 + z += 1 + end + for gsz in all{100, 25, 5, 1} do + while xp >= gsz do + spawn_xp_at(cx, cy, z, gsz) + xp -= gsz + z += 1 + end + end end function ship_m:calc_velocity(v0, t) @@ -628,7 +648,7 @@ function bullet_base:move() self.x += self.dx self.y += self.dy if (self.f) self.f -= 1 - if (self.y > 128) or (self.y < -8 * self.height) or (self.f and self.f < 0) then + if (self.y > 145) or (self.y < -8 * self.height) or (self.f and self.f < 0) then self:die() return true end @@ -897,9 +917,9 @@ player = mknew(ship_m.new{ shield = 2, -- regenerates maxshield = 2, - -- xp, increments of 0x0.01 + -- xp; watch out for 16-bit range limits xp = 0, - xptarget = 0x0.05, + xptarget = 4, level = 1, -- gun @@ -956,8 +976,8 @@ frownie = mknew(ship_m.new{ sparks = smokespark, sparkodds = 8, - -- health hp = 0.5, -- enemy ships need no max hp + xp = 1, -- position x=60, -- x and y are for upper left corner @@ -979,6 +999,7 @@ frownie = mknew(ship_m.new{ blocky = mknew(frownie.new{ sprite = 10, hp = 1.5, + xp = 2, hurt = { x_off = 0, y_off = 0, @@ -998,6 +1019,7 @@ blocky = mknew(frownie.new{ spewy = mknew(frownie.new{ sprite=26, + xp = 3, hurt = { x_off=0, y_off=1, @@ -1018,6 +1040,7 @@ spewy = mknew(frownie.new{ chasey = mknew(ship_m.new{ sprite = 5, + xp = 4, size = 1, hurt = { x_off = 1, @@ -1052,6 +1075,7 @@ end xl_chasey=mknew(chasey.new{ size=2, + xp = 10, maxspd=1.25, hurt = { x_off = 2, @@ -1499,6 +1523,61 @@ end -->8 -- powerups +xp_gem = mknew(bullet_base.new{ + dx = 0, + dy = 0.75, + width=1, -- not used for spr but + height=1,-- bullet_base uses it + category = enemy_blt_cat, + damage = 0, + hurt = { + x_off = -2, + y_off = -2, + width = 8, + height = 8, + }, + x_off = 2, + y_off = 2, +}) + +function xp_gem:draw() + local s,qx,qy = self.qsprite,0,0 + -- sprite map position: + -- sprite id to x and y, + -- offset shifts specific low + -- bits of lframe up to the the + -- bit with value 4 as a cheap + -- way to pick an anim frame + if (lframe&0x0.003 == 0) qx, qy = (lframe&0x0.0004)<<16, (lframe&0x0.0008)<<15 + sspr( + (s%16<<3)+qx, + (s\16<<3)+qy, + 4, 4, + self.x, self.y + ) +end + +-- todo: "magnetic" behavior +-- when near player ship + +function xp_gem:hitship(ship) + if (ship ~= primary_ship) return false + primary_ship.xp += self.val + primary_ship.last_xp_frame = lframe + return true +end + +-- small gems for 1, 5, 25 +-- exactly; else huge +function spawn_xp_at(x, y, off, amt) + x += rnd(off+off)-off + y += rnd(off+off)-off + xp_gem.new{ + qsprite=amt == 1 and 32 or amt == 5 and 33 or amt == 25 and 34 or 35, + val = amt, + }:spawn_at(mid(x, 0, 124),mid(y,-4,125)) +end + powerup = mknew(bullet_base.new{ -- animated sprite array: "sprites" -- to draw under or over anim, @@ -1514,7 +1593,7 @@ powerup = mknew(bullet_base.new{ -- but powerups should feel -- easy to pick up dx = 0, - dy = 1.5, -- 0.75 after enemyspd + dy = 0.75, category = enemy_blt_cat, -- collides with player ship damage = 0, @@ -1525,11 +1604,6 @@ powerup = mknew(bullet_base.new{ -- sprite indexes for "sheen" animation sheen8x8 = split"2,54,55,56,57,58,59,60,61" --- todo: draw two sprites --- on top of each other here --- so all powerups can share --- the "sheen" animation? - function powerup:draw() spr(self.sprites[max(1, ((lframe<<16)\self.anim_speed) @@ -1636,6 +1710,7 @@ function spawn_spec_gun_at(x, y, gunt) } gun_p:spawn_at(x, y) end + __gfx__ 00000000000650000000000000000000bb0b50b59909209200cc0c00000000003b00000082000000e00e8002e00e800200333300002222000000000000000000 00000000006765000000000000cccc00b50b3055920940220c0000c000bbbb0037000000a2000000e0e8880240e8480403bbbb30028888200000000000000000 @@ -1653,14 +1728,14 @@ __gfx__ 000000005666657576667650000000000b0000b000000000000000000000000000000000000dd0009092220200000000c111111d656667650000000000000000 0000000056565066665656500000000000bbbb0000000000000000000000000000000000000000000090020000000000c111111d650650650000000000000000 00000000565000566500065000000000b000000b000000000000000000000000000000000000000000a00a0000000000cddddddd650000650000000000000000 -000000000000000000000000000000000000000000a0008000000000000000000000000000000000000000000000000000000000000000000000000000000000 -00000000000000000000000000000000000000000090008000000000000000000000000000000000000000000000000000000000000000000000000000000000 -000000000000000000000000000000000000000000800a0000000000000000000000000000000000000000000000000000000000000000000000000000000000 -00000000000000000000000000000000000000000080090000000000000000000000000000000000000000000000000000000000000000000000000000000000 -0000000000000000000000000000000000000000000a080000000000000000000000000000000000000000000000000000000000000000000000000000000000 -00000000000000000000000000000000000000000009080000000000000000000000000000000000000000000000000000000000000000000000000000000000 -00000000000000000000000000000000000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000 -00000000000000000000000000000000000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +000000000c00070006000700066007600000000000a0008000000000000000000000000000000000000000000000000000000000000000000000000000000000 +0c000700ccd07cd06cd07cd06ccd7ccd000000000090008000000000000000000000000000000000000000000000000000000000000000000000000000000000 +0d000d000d000d006cd06cd06ccd6ccd0000000000800a0000000000000000000000000000000000000000000000000000000000000000000000000000000000 +00000000000000000d000d000dd00dd0000000000080090000000000000000000000000000000000000000000000000000000000000000000000000000000000 +000000000c000c00060006000670066000000000000a080000000000000000000000000000000000000000000000000000000000000000000000000000000000 +0c000c00c7d0cc7067d06cd067cd6ccd000000000009080000000000000000000000000000000000000000000000000000000000000000000000000000000000 +07000c000d0007007cd06c707ccd6c77000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +00000000000000000d0007000dd00d70000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000cccccccccccccccc77000000007700000000770000000077000000000000000000000000000000000000000000000000 00000000000000000000000000000000c116611dc11ee11d70000000077000000007700000000770000000070000000000000000000000000000000000000000 00000000000000000000000000000000c1611c1dc11ee11d00000000770000000077000000007700000000770000000700000000000000000000000000000000