drop xp gems

This commit is contained in:
Kistaro Windrider 2024-12-28 19:27:54 -08:00
parent e0b784ce7d
commit 2c1ad0a0b3
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

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@ -389,6 +389,7 @@ end
function vertmeter(x0,y0,x1,y1,val,maxval,cols) function vertmeter(x0,y0,x1,y1,val,maxval,cols)
if ((val <= 0) or (maxval <= 0)) return if ((val <= 0) or (maxval <= 0)) return
val=min(val, maxval)
local h = y1-y0 local h = y1-y0
local px = val/maxval * h \ 1 local px = val/maxval * h \ 1
local ncols = #cols local ncols = #cols
@ -445,7 +446,26 @@ ship_m = mknew{
function ship_m:die() function ship_m:die()
self.dead = true 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 end
function ship_m:calc_velocity(v0, t) function ship_m:calc_velocity(v0, t)
@ -628,7 +648,7 @@ function bullet_base:move()
self.x += self.dx self.x += self.dx
self.y += self.dy self.y += self.dy
if (self.f) self.f -= 1 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() self:die()
return true return true
end end
@ -897,9 +917,9 @@ player = mknew(ship_m.new{
shield = 2, -- regenerates shield = 2, -- regenerates
maxshield = 2, maxshield = 2,
-- xp, increments of 0x0.01 -- xp; watch out for 16-bit range limits
xp = 0, xp = 0,
xptarget = 0x0.05, xptarget = 4,
level = 1, level = 1,
-- gun -- gun
@ -956,8 +976,8 @@ frownie = mknew(ship_m.new{
sparks = smokespark, sparks = smokespark,
sparkodds = 8, sparkodds = 8,
-- health
hp = 0.5, -- enemy ships need no max hp hp = 0.5, -- enemy ships need no max hp
xp = 1,
-- position -- position
x=60, -- x and y are for upper left corner x=60, -- x and y are for upper left corner
@ -979,6 +999,7 @@ frownie = mknew(ship_m.new{
blocky = mknew(frownie.new{ blocky = mknew(frownie.new{
sprite = 10, sprite = 10,
hp = 1.5, hp = 1.5,
xp = 2,
hurt = { hurt = {
x_off = 0, x_off = 0,
y_off = 0, y_off = 0,
@ -998,6 +1019,7 @@ blocky = mknew(frownie.new{
spewy = mknew(frownie.new{ spewy = mknew(frownie.new{
sprite=26, sprite=26,
xp = 3,
hurt = { hurt = {
x_off=0, x_off=0,
y_off=1, y_off=1,
@ -1018,6 +1040,7 @@ spewy = mknew(frownie.new{
chasey = mknew(ship_m.new{ chasey = mknew(ship_m.new{
sprite = 5, sprite = 5,
xp = 4,
size = 1, size = 1,
hurt = { hurt = {
x_off = 1, x_off = 1,
@ -1052,6 +1075,7 @@ end
xl_chasey=mknew(chasey.new{ xl_chasey=mknew(chasey.new{
size=2, size=2,
xp = 10,
maxspd=1.25, maxspd=1.25,
hurt = { hurt = {
x_off = 2, x_off = 2,
@ -1499,6 +1523,61 @@ end
-->8 -->8
-- powerups -- 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{ powerup = mknew(bullet_base.new{
-- animated sprite array: "sprites" -- animated sprite array: "sprites"
-- to draw under or over anim, -- to draw under or over anim,
@ -1514,7 +1593,7 @@ powerup = mknew(bullet_base.new{
-- but powerups should feel -- but powerups should feel
-- easy to pick up -- easy to pick up
dx = 0, dx = 0,
dy = 1.5, -- 0.75 after enemyspd dy = 0.75,
category = enemy_blt_cat, -- collides with player ship category = enemy_blt_cat, -- collides with player ship
damage = 0, damage = 0,
@ -1525,11 +1604,6 @@ powerup = mknew(bullet_base.new{
-- sprite indexes for "sheen" animation -- sprite indexes for "sheen" animation
sheen8x8 = split"2,54,55,56,57,58,59,60,61" 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() function powerup:draw()
spr(self.sprites[max(1, spr(self.sprites[max(1,
((lframe<<16)\self.anim_speed) ((lframe<<16)\self.anim_speed)
@ -1636,6 +1710,7 @@ function spawn_spec_gun_at(x, y, gunt)
} }
gun_p:spawn_at(x, y) gun_p:spawn_at(x, y)
end end
__gfx__ __gfx__
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@ -1653,14 +1728,14 @@ __gfx__
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