diff --git a/last_tyrianlike.p8 b/last_tyrianlike.p8 index e5712bc..16cac71 100644 --- a/last_tyrianlike.p8 +++ b/last_tyrianlike.p8 @@ -1,5 +1,5 @@ pico-8 cartridge // http://www.pico-8.com -version 41 +version 42 __lua__ -- vacuum gambit -- by kistaro windrider @@ -18,12 +18,17 @@ function csv(s) end return ret end +function const_fxn(x) + return function() + return x + end +end -- generate standard "overlay" -- constructor for type tt. --- if more is defined, generated --- new calls more(ret) after --- ret is definitely not nil +-- if tt.init is defined, generated +-- new calls tt.init(ret) after +-- ret is definitely not nil, -- before calling setmetatable. -- use to initialize mutables. -- @@ -32,8 +37,8 @@ end -- object *after* more, because -- this works better with the -- `more` impls i use. -function mknew(tt, more) - local mt,oldnew = {__index=tt},tt.new +function mknew(tt) + local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init") tt.new=function(ret) if(not ret) ret = {} if(more) more(ret) @@ -41,15 +46,18 @@ function mknew(tt, more) setmetatable(ret, mt) return ret end + return tt end -- intrusive singly-linked list. -- cannot be nested! -linked_list = {is_linked_list=true} -mknew(linked_list, function(x) +linked_list = mknew{ + is_linked_list=true, + init = function(x) x.next=nil x.tail=x - end) + end, +} function linked_list:push_back(x) self.tail.next = x @@ -118,7 +126,7 @@ end function _init() init_blip_pals() wipe_level() - primary_ship.main_gun = zap_gun.new() + primary_ship.main_gun = zap_gun_p.new() -- redundant? load_level(example_level_csv) state = game pal(2,129) @@ -412,7 +420,7 @@ end scrollrate = 0.25 --in px/frame -ship_m = { +ship_m = mknew{ -- ships have no shield by default shield = 0, @@ -437,7 +445,6 @@ ship_m = { -- ymin, ymax default to nil -- pship needs more constraint } -mknew(ship_m) function ship_m:die() self.dead = true @@ -580,16 +587,20 @@ end -->8 -- bullet and gun behaviors -bullet_base = { - enemyspd = 0.5 -} -mknew(bullet_base) +function player_blt_cat() + return pbullets +end -gun_base = { +function enemy_blt_cat() + return ebullets +end + +bullet_base = mknew{ } + +gun_base = mknew{ shoot_ready = -32768, icon = 20 } -mknew(gun_base) function bullet_base:hitship(_) self:die() @@ -601,18 +612,10 @@ 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 + self.y += self.dy + if (self.y > 128) or (self.y < -8 * self.height) then + self:die() + return true end return false end @@ -621,19 +624,20 @@ 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.dx *= self.enemyspd - self.dy *= self.enemyspd - self.y = y + self.top_y_off - ebullets:push_back(self) - else - self.y = y - (8 * self.height) + self.bottom_y_off - pbullets:push_back(self) +-- An `actually_shoot` factory +-- for trivial guns +function spawn_one(t) + return function(gun, x, y) + t.new{}:spawn_at(x, y) end end +function bullet_base:spawn_at(x, y) + self.x = x - self.x_off + self.y = y - self.y_off + self.category():push_back(self) +end + function gun_base:shoot(x, y) if (lframe < self.shoot_ready) return false if self.ammo then @@ -645,23 +649,12 @@ function gun_base:shoot(x, y) return true end -function gun_base:actually_shoot(x, y) - local typ = self.t - local b = typ.new{ - enemy = self.enemy, - sprite = self.enemy and typ.esprite or typ.psprite, - } - b:spawn_at(x, y) - return true -end - -->8 -- bullets and guns -zap = bullet_base.new{ +zap_e = mknew(bullet_base.new{ --shape - psprite = 8, --index of player ammo sprite - esprite = 9, -- index of enemy ammo sprite + sprite = 9, --index of enemy ammo sprite width = 1, --in 8x8 blocks height = 1, hurt = { -- hurtbox - where this ship can be hit @@ -670,33 +663,39 @@ zap = bullet_base.new{ width = 2, height = 8 }, - center_x_off = 1, -- how to position by ship - bottom_y_off = 0, - top_y_off = 0, + x_off = 1, -- how to position by ship + y_off = 8, damage = 1, dx = 0, -- px/frame - dy = 8, + dy = 4, - hitship = function(_, _) - return true - end -} -mknew(zap) + hitship = const_fxn(true), -zap_gun = gun_base.new{ - enemy = false, + category = enemy_blt_cat, +}) + +zap_p = mknew(zap_e.new{ + sprite = 8, + dy = -8, + y_off = 0, + category = player_blt_cat, +}) + +zap_gun_e = mknew(gun_base.new{ power = 20, -- power consumed per shot cooldown = 0x0.000a, -- frames between shots ammo = nil, -- unlimited ammo - main gun - t = zap -- metatable of bullet to fire -} -mknew(zap_gun) + actually_shoot = spawn_one(zap_e), +}) -blast = bullet_base.new{ +zap_gun_p = mknew(zap_gun_e.new{ + actually_shoot = spawn_one(zap_p), +}) + +blast = mknew(bullet_base.new{ --shape - psprite = 12, --index of player ammo sprite - esprite = 3, -- index of enemy ammo sprite + sprite = 12, --index of player ammo sprite width = 1, --in 8x8 blocks height = 1, hurt = { -- hurtbox - where this ship can be hit @@ -705,13 +704,12 @@ blast = bullet_base.new{ width = 6, height = 6 }, - center_x_off = 4, -- how to position by ship - bottom_y_off = 0, - top_y_off = 0, + x_off = 4, -- how to position by ship + y_off = 0, damage = 4, dx = 0, -- px/frame - dy = 2, + dy = -2, awaitcancel = false, -- disable damage for 2 frames @@ -736,25 +734,22 @@ blast = bullet_base.new{ self.awaitcancel = false end) end - end -} -mknew(blast) + end, + category=player_blt_cat +}) -blast_gun = gun_base.new{ +blast_gun = mknew(gun_base.new{ icon = 13, - enemy = false, - power = 0, -- ammo, not power + power = 0, -- only cost is ammo cooldown = 0x0.0020, -- frames between shots ammo = 5, maxammo = 5, - t = blast -- type of bullet to fire -} -mknew(blast_gun) + actually_shoot = spawn_one(blast), +}) -protron = bullet_base.new{ +protron_e = mknew(bullet_base.new{ --shape - psprite = 23, --index of player ammo sprite - esprite = 24, -- index of enemy ammo sprite + sprite = 24, width = 1, --in 8x8 blocks height = 1, hurt = { -- hurtbox - where this ship can be hit @@ -763,56 +758,59 @@ protron = bullet_base.new{ width = 2, height = 2 }, - center_x_off = 1, -- how to position by ship - bottom_y_off = 4, - top_y_off = 0, + x_off = 1, -- how to position by ship + y_off = 4, damage = 1, - dx = 0, -- px/frame - dy = 3, -} -mknew(protron) + dym = 0.5, -- gun sets dy; + -- this is mult + category = enemy_blt_cat, +}) -protron_gun = gun_base.new{ +protron_p = mknew(protron_e.new{ + sprite=23, + dym = -1, + y_off = 0, + category=player_blt_cat, +}) + +protron_gun_e = mknew(gun_base.new{ icon = 25, - enemy = false, power = 60, cooldown = 0x0.000f, -- frames between shots ammo = nil, maxammo = nil, - actually_shoot = function(self, x, y) - local sprite = protron.psprite - if (self.enemy) sprite=protron.esprite - for i=1,3 do - local b = protron.new{ - enemy=self.enemy, - sprite=sprite, - dx = i, - dy = 4-i - } - b:spawn_at(x,y) - local b2 = protron.new{ - enemy=self.enemy, - sprite=sprite, - dx = -i, - dy = 4-i - } - b2:spawn_at(x,y) - end - local bup = protron.new{ - enemy=self.enemy, - sprite=sprite, - dy=4 - } - bup:spawn_at(x,y) - end -} -mknew(protron_gun) + munition = protron_e +}) -vulcan = bullet_base.new{ +function protron_gun_e:actually_shoot(x, y) + local m = self.munition.dym + for i=1,3 do + local b = self.munition.new{ + dx = i*m, + dy = (4-i)*m, + } + b:spawn_at(x,y) + local b2 = self.munition.new{ + dx = -i*m, + dy = (4-i)*m, + } + b2:spawn_at(x,y) + end + local bup = self.munition.new{ + dx=0, + dy=4*m, + } + bup:spawn_at(x,y) +end + +protron_gun_p = mknew(protron_gun_e.new{ + munition = protron_p, +}) + +vulcan_e = mknew(bullet_base.new{ --shape - psprite = 22, --index of player ammo sprite - esprite = 21, -- index of enemy ammo sprite + sprite = 21, width = 1, --in 8x8 blocks height = 1, hurt = { -- hurtbox - where this ship can be hit @@ -821,39 +819,46 @@ vulcan = bullet_base.new{ width = 1, height = 4 }, - center_x_off = 0.5, -- how to position by ship - bottom_y_off = 4, - top_y_off = 0, + x_off = 0.5, -- how to position by ship + y_off = 0, damage = 0.5, - dx = 0, -- px/frame - dy = 4, -} -mknew(vulcan) + -- dx from gun + dy = 2, + category=enemy_blt_cat +}) -vulcan_gun = gun_base.new{ +vulcan_p = mknew(vulcan_e.new{ + sprite=22, + y_off = 4, + dy = -4, + category=player_blt_cat +}) + +vulcan_gun_e = mknew(gun_base.new{ icon = 37, enemy = false, power = 8, cooldown = 0x0.0002, -- frames between shots ammo = nil, maxammo = nil, + munition=vulcan_e, dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35}, xoffs = {1, 0, -1, 1, 0, -1}, dxidx = 1, actually_shoot = function(self, x, y) - local sprite = self.enemy and vulcan.esprite or vulcan.psprite - local b = vulcan.new{ - enemy=self.enemy, - sprite=sprite, + local b = self.munition.new{ dx = self.dxs[self.dxidx], } b:spawn_at(self.xoffs[self.dxidx]+x,y) self.dxidx += 1 if (self.dxidx > #self.dxs) self.dxidx = 1 end -} -mknew(vulcan_gun) +}) + +vulcan_gun_p = mknew(vulcan_gun_e.new{ + munition=vulcan_p, +}) -->8 --ships, including player @@ -861,7 +866,7 @@ mknew(vulcan_gun) firespark = split"9, 8, 2, 5, 1" smokespark = split"13, 13, 5, 5" -player = ship_m.new{ +player = mknew(ship_m.new{ --shape sprite = 1, --index of ship sprite size = 1, --all ships are square; how many 8x8 sprites? @@ -911,21 +916,20 @@ player = ship_m.new{ end --dx, dy, shoot_spec, shoot_main return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0 - end -} -mknew(player, - function(p) - p.main_gun = zap_gun.new() + end, + + init = function(p) + p.main_gun = zap_gun_p.new() -- ONE HIT MODE -- -- p.hp = 0 -- p.maxhp = 0 -- p.shield = 0 -- p.maxshield = 0 - end -) + end, +}) -frownie = ship_m.new{ +frownie = mknew(ship_m.new{ --shape sprite = 3, --index of ship sprite size = 1, --all ships are square; how many 8x8 sprites? @@ -956,10 +960,9 @@ frownie = ship_m.new{ if (tstate>=4) dx=self.thrust return dx,0,false,false end, -} -mknew(frownie) +}) -blocky = frownie.new{ +blocky = mknew(frownie.new{ sprite = 10, hp = 1.5, hurt = { @@ -977,10 +980,9 @@ blocky = frownie.new{ end ship_m.ow(self) end -} -mknew(blocky) +}) -spewy = frownie.new{ +spewy = mknew(frownie.new{ sprite=26, power=-20, hurt = { @@ -997,13 +999,13 @@ spewy = frownie.new{ act=function(self) local dx,dy,shoot_spec=frownie.act(self) return dx, dy, shoot_spec, true + end, + init = function(ship) + ship.main_gun=ship.main_gun or protron_gun_e.new{} end -} -mknew(spewy, function(ship) - ship.main_gun=ship.main_gun or protron_gun.new{enemy=true} -end) +}) -chasey = ship_m.new{ +chasey = mknew(ship_m.new{ sprite = 5, size = 1, hurt = { @@ -1026,10 +1028,11 @@ chasey = ship_m.new{ thrust = 0.2, drag = 0.075, slip = true, -} -mknew(chasey, function(ship) - ship.main_gun=ship.main_gun or zap_gun.new{enemy=true} -end) + + init = function(ship) + ship.main_gun=ship.main_gun or zap_gun_e.new{} + end +}) function chasey:act() self.xmin = max(primary_ship.x-8, 0) @@ -1037,7 +1040,7 @@ function chasey:act() return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x end -xl_chasey=chasey.new{ +xl_chasey=mknew(chasey.new{ size=2, maxspd=1.25, hurt = { @@ -1046,6 +1049,8 @@ xl_chasey=chasey.new{ width = 12, height = 10 }, + fire_off_x = 8, + fire_off_y = 15, hp = 19.5, shield = 5, boss = true, @@ -1060,10 +1065,11 @@ xl_chasey=chasey.new{ sspr(40, 0, 8, 8, self.x, self.y, 16, 16) pal() end, -} -mknew(xl_chasey, function(ship) - ship.main_gun=ship.main_gun or zap_gun.new{enemy=true} -end) + init = function(ship) + ship.main_gun=ship.main_gun or zap_gun_e.new{} + end, +}) + -->8 -- collisions @@ -1077,12 +1083,11 @@ function collides(box1, box2) or box1.y+box1.height8 -- standard events -blip_fx = { +blip_fx = mknew{ cancel=false } @@ -1794,8 +1800,6 @@ function blip_fx:abort() self.cancel=true end -mknew(blip_fx) - blip_pals = {} function init_blip_pals() for i=0,15 do @@ -1830,8 +1834,7 @@ function boom(x,y,boominess,is_boss) return end -spark_particle={} -mknew(spark_particle) +spark_particle=mknew{} function spark_particle:move() if (rnd(4) < 1) self.sidx += 1 @@ -1860,7 +1863,7 @@ end -->8 -- powerups -powerup = bullet_base.new{ +powerup = mknew(bullet_base.new{ -- animated sprite array: "sprites" -- to draw under or over anim, -- override draw, draw the @@ -1876,13 +1879,12 @@ powerup = bullet_base.new{ -- easy to pick up dx = 0, dy = 1.5, -- 0.75 after enemyspd - enemy = true, -- collides with player ship + category = enemy_blt_cat, -- collides with player ship damage = 0, anim_speed = 2, loop_pause = 30 -- affected by animspeed -} -mknew(powerup) +}) -- sprite indexes for "sheen" animation sheen8x8 = split"2,54,55,56,57,58,59,60,61" @@ -1902,16 +1904,15 @@ function powerup:draw() self.width, self.height) end -repair = powerup.new{ +repair = mknew(powerup.new{ hurt = { x_off = -2, y_off = -2, width = 12, height = 12 }, - center_x_off = 4, - top_y_off = 0, - bottom_y_off = 0, + x_off = 4, + y_off = 0, sprites = sheen8x8, hitship = function(self, ship) if (ship ~= primary_ship) return false @@ -1922,14 +1923,13 @@ repair = powerup.new{ spr(53, self.x, self.y, self.width, self.height) powerup.draw(self) end -} -mknew(repair) +}) function spawn_repair_at(x, y) repair.new():spawn_at(x, y) end -gun_swap = powerup.new{ +gun_swap = mknew(powerup.new{ hurt = { x_off = -2, y_off = -2, @@ -1937,9 +1937,8 @@ gun_swap = powerup.new{ height = 16 }, -- gun = gun_type.new{} - center_x_off = 6, - top_y_off = 0, - bottom_y_off = 4, + x_off = 6, + y_off = 0, width = 2, height = 2, sprites = {64, 66, 68, 70, 72, 74, 76, 78}, @@ -1952,8 +1951,7 @@ gun_swap = powerup.new{ powerup.draw(self) spr(self.gun.icon, self.x+2, self.y+2, 1, 1) end -} -mknew(gun_swap) +}) function spawn_main_gun_at(x, y, gunt) if (type(gunt)=="string") gunt=_ENV[gunt]