reverse strip logic
saves a single cycle per bullet, but...
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@ -61,11 +61,11 @@ end
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-- call f on everything on list
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-- and return a new list of
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-- items for which f was false.
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function stripped(list, f)
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-- items for which f was true.
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function filtered(list, f)
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local ret, n = {}, 0
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for v in all(list) do
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if not f(v) then
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if f(v) then
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n += 1
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ret[n] = v
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end
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@ -75,25 +75,25 @@ end
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-- call :move on everything on
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-- src and dump everything
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-- for which it returned false
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-- for which it returned true
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-- onto dest.
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function appendmove(dest, src)
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local n = #dest
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for v in all(src) do
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if not v:move() then
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if v:move() then
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n += 1
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dest[n] = v
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end
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end
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end
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-- like stripped, but calls
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-- like filtered, but calls
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-- :move on stuff in the list
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-- instead of taking a func arg.
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function stripmoved(list)
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function filtermoved(list)
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local ret, n = {}, 0
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for v in all(list) do
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if not v:move() then
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if v:move() then
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n += 1
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ret[n] = v
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end
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@ -196,11 +196,11 @@ function updategame()
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current_wave = flotilla.new()
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current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4))
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end
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events = stripmoved(events)
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events = filtermoved(events)
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appendmove(events, new_events)
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new_events = {}
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intangibles_bg = stripmoved(intangibles_bg)
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eships = stripmoved(eships)
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intangibles_bg = filtermoved(intangibles_bg)
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eships = filtermoved(eships)
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-- eship collider will be used
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-- both for pship and pbullets.
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@ -213,25 +213,26 @@ function updategame()
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ps:hitship(es)
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es:hitship(ps)
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end
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ebullets = stripped(ebullets, function(eb)
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if (eb:move()) return true
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if (not collides(pbox, hurtbox(eb))) return
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ebullets = filtered(ebullets, function(eb)
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if (not eb:move()) return
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if (not collides(pbox, hurtbox(eb))) return true
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ps:hitbullet(eb)
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return eb:hitship(ps)
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return not eb:hitship(ps)
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end)
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else
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ebullets=stripmoved(ebullets)
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ebullets=filtermoved(ebullets)
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end
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pbullets = stripped(pbullets, function(pb)
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if (pb:move()) return true
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pbullets = filtered(pbullets, function(pb)
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if (not pb:move()) return
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for es in eship_collider:iterate_collisions(hurtbox(pb)) do
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es:hitbullet(pb)
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if (pb:hitship(es)) return true
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if (pb:hitship(es)) return
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end
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return true
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end)
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intangibles_fg = stripmoved(intangibles_fg)
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intangibles_fg = filtermoved(intangibles_fg)
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if waves_complete == 32767 and #eships == 0 and #ebullets == 0 and #events == 0 then
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game_state = win
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@ -535,7 +536,7 @@ function ship_m:constrain(p, dp, pmin, pmax, want)
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end
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function ship_m:move()
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if (self.dead) return true;
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if (self.dead) return;
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self:refresh_shield()
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local dx, dy, shoot_spec1, shoot_spec2 = self:act()
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local sg, xm, ym = self.special_guns, self.xmomentum, self.ymomentum
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@ -555,7 +556,7 @@ function ship_m:move()
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self.xmomentum = xm
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self.ymomentum = ym
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return false
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return true
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end
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function ship_m:draw()
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@ -774,7 +775,7 @@ end
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function bullet_base:move()
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local x,y = self.x + self.dx, self.y+self.dy
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self.x,self.y=x,y
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return (y>128) or (y < -(self.height<<3)) or (x > 128) or (x < -(self.width<<3))
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return (y<=128) and (y >= -(self.height<<3)) and (x <= 128) and (x >= -(self.width<<3))
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end
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function bullet_base:draw()
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@ -1573,13 +1574,13 @@ blip_fx = mknew{
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}
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function blip_fx:move()
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if (self.cancel) return true
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if (self.cancel) return
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self.frames -= 1
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if self.frames < 0 then
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self.obj.fx_pal = nil
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return true
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return
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end
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return false
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return true
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end
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function blip_fx:abort()
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@ -1624,11 +1625,12 @@ spark_particle=mknew{}
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function spark_particle:move()
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if (rnd(4) < 1) self.sidx += 1
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if (self.sidx > #self.sprs) return true
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if (self.sidx > #self.sprs) return
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self.x += self.dx
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self.y += self.dy
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self.dx -= mid(0.05,-0.05, self.dx)
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self.dy -= mid(0.05,-0.05, self.dy)
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return true
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end
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function spark_particle:draw()
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pset(self.x,self.y,self.sprs[self.sidx])
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