it's still tyrian-like so update last_tyrianlike

This commit is contained in:
Kistaro Windrider 2024-09-02 15:09:27 -07:00
parent f9ba59d992
commit 4ca3913637
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

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@ -1,5 +1,5 @@
pico-8 cartridge // http://www.pico-8.com pico-8 cartridge // http://www.pico-8.com
version 41 version 42
__lua__ __lua__
-- vacuum gambit -- vacuum gambit
-- by kistaro windrider -- by kistaro windrider
@ -18,12 +18,17 @@ function csv(s)
end end
return ret return ret
end end
function const_fxn(x)
return function()
return x
end
end
-- generate standard "overlay" -- generate standard "overlay"
-- constructor for type tt. -- constructor for type tt.
-- if more is defined, generated -- if tt.init is defined, generated
-- new calls more(ret) after -- new calls tt.init(ret) after
-- ret is definitely not nil -- ret is definitely not nil,
-- before calling setmetatable. -- before calling setmetatable.
-- use to initialize mutables. -- use to initialize mutables.
-- --
@ -32,8 +37,8 @@ end
-- object *after* more, because -- object *after* more, because
-- this works better with the -- this works better with the
-- `more` impls i use. -- `more` impls i use.
function mknew(tt, more) function mknew(tt)
local mt,oldnew = {__index=tt},tt.new local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
tt.new=function(ret) tt.new=function(ret)
if(not ret) ret = {} if(not ret) ret = {}
if(more) more(ret) if(more) more(ret)
@ -41,15 +46,18 @@ function mknew(tt, more)
setmetatable(ret, mt) setmetatable(ret, mt)
return ret return ret
end end
return tt
end end
-- intrusive singly-linked list. -- intrusive singly-linked list.
-- cannot be nested! -- cannot be nested!
linked_list = {is_linked_list=true} linked_list = mknew{
mknew(linked_list, function(x) is_linked_list=true,
init = function(x)
x.next=nil x.next=nil
x.tail=x x.tail=x
end) end,
}
function linked_list:push_back(x) function linked_list:push_back(x)
self.tail.next = x self.tail.next = x
@ -118,7 +126,7 @@ end
function _init() function _init()
init_blip_pals() init_blip_pals()
wipe_level() wipe_level()
primary_ship.main_gun = zap_gun.new() primary_ship.main_gun = zap_gun_p.new() -- redundant?
load_level(example_level_csv) load_level(example_level_csv)
state = game state = game
pal(2,129) pal(2,129)
@ -412,7 +420,7 @@ end
scrollrate = 0.25 --in px/frame scrollrate = 0.25 --in px/frame
ship_m = { ship_m = mknew{
-- ships have no shield by default -- ships have no shield by default
shield = 0, shield = 0,
@ -437,7 +445,6 @@ ship_m = {
-- ymin, ymax default to nil -- ymin, ymax default to nil
-- pship needs more constraint -- pship needs more constraint
} }
mknew(ship_m)
function ship_m:die() function ship_m:die()
self.dead = true self.dead = true
@ -580,16 +587,20 @@ end
-->8 -->8
-- bullet and gun behaviors -- bullet and gun behaviors
bullet_base = { function player_blt_cat()
enemyspd = 0.5 return pbullets
} end
mknew(bullet_base)
gun_base = { function enemy_blt_cat()
return ebullets
end
bullet_base = mknew{ }
gun_base = mknew{
shoot_ready = -32768, shoot_ready = -32768,
icon = 20 icon = 20
} }
mknew(gun_base)
function bullet_base:hitship(_) function bullet_base:hitship(_)
self:die() self:die()
@ -601,18 +612,10 @@ end
function bullet_base:move() function bullet_base:move()
self.x += self.dx self.x += self.dx
if self.enemy then self.y += self.dy
self.y += self.dy if (self.y > 128) or (self.y < -8 * self.height) then
if self.y > 128 then self:die()
self:die() return true
return true
end
else
self.y -= self.dy
if self.y < -8*self.height then
self:die()
return true
end
end end
return false return false
end end
@ -621,19 +624,20 @@ function bullet_base:draw()
spr(self.sprite, self.x, self.y, self.width, self.height) spr(self.sprite, self.x, self.y, self.width, self.height)
end end
function bullet_base:spawn_at(x, y) -- An `actually_shoot` factory
self.x = x - self.center_x_off -- for trivial guns
if self.enemy then function spawn_one(t)
self.dx *= self.enemyspd return function(gun, x, y)
self.dy *= self.enemyspd t.new{}:spawn_at(x, y)
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)
end end
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) function gun_base:shoot(x, y)
if (lframe < self.shoot_ready) return false if (lframe < self.shoot_ready) return false
if self.ammo then if self.ammo then
@ -645,23 +649,12 @@ function gun_base:shoot(x, y)
return true return true
end 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 -->8
-- bullets and guns -- bullets and guns
zap = bullet_base.new{ zap_e = mknew(bullet_base.new{
--shape --shape
psprite = 8, --index of player ammo sprite sprite = 9, --index of enemy ammo sprite
esprite = 9, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
height = 1, height = 1,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
@ -670,33 +663,39 @@ zap = bullet_base.new{
width = 2, width = 2,
height = 8 height = 8
}, },
center_x_off = 1, -- how to position by ship x_off = 1, -- how to position by ship
bottom_y_off = 0, y_off = 8,
top_y_off = 0,
damage = 1, damage = 1,
dx = 0, -- px/frame dx = 0, -- px/frame
dy = 8, dy = 4,
hitship = function(_, _) hitship = const_fxn(true),
return true
end
}
mknew(zap)
zap_gun = gun_base.new{ category = enemy_blt_cat,
enemy = false, })
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 power = 20, -- power consumed per shot
cooldown = 0x0.000a, -- frames between shots cooldown = 0x0.000a, -- frames between shots
ammo = nil, -- unlimited ammo - main gun ammo = nil, -- unlimited ammo - main gun
t = zap -- metatable of bullet to fire actually_shoot = spawn_one(zap_e),
} })
mknew(zap_gun)
blast = bullet_base.new{ zap_gun_p = mknew(zap_gun_e.new{
actually_shoot = spawn_one(zap_p),
})
blast = mknew(bullet_base.new{
--shape --shape
psprite = 12, --index of player ammo sprite sprite = 12, --index of player ammo sprite
esprite = 3, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
height = 1, height = 1,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
@ -705,13 +704,12 @@ blast = bullet_base.new{
width = 6, width = 6,
height = 6 height = 6
}, },
center_x_off = 4, -- how to position by ship x_off = 4, -- how to position by ship
bottom_y_off = 0, y_off = 0,
top_y_off = 0,
damage = 4, damage = 4,
dx = 0, -- px/frame dx = 0, -- px/frame
dy = 2, dy = -2,
awaitcancel = false, awaitcancel = false,
-- disable damage for 2 frames -- disable damage for 2 frames
@ -736,25 +734,22 @@ blast = bullet_base.new{
self.awaitcancel = false self.awaitcancel = false
end) end)
end end
end end,
} category=player_blt_cat
mknew(blast) })
blast_gun = gun_base.new{ blast_gun = mknew(gun_base.new{
icon = 13, icon = 13,
enemy = false, power = 0, -- only cost is ammo
power = 0, -- ammo, not power
cooldown = 0x0.0020, -- frames between shots cooldown = 0x0.0020, -- frames between shots
ammo = 5, ammo = 5,
maxammo = 5, maxammo = 5,
t = blast -- type of bullet to fire actually_shoot = spawn_one(blast),
} })
mknew(blast_gun)
protron = bullet_base.new{ protron_e = mknew(bullet_base.new{
--shape --shape
psprite = 23, --index of player ammo sprite sprite = 24,
esprite = 24, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
height = 1, height = 1,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
@ -763,56 +758,59 @@ protron = bullet_base.new{
width = 2, width = 2,
height = 2 height = 2
}, },
center_x_off = 1, -- how to position by ship x_off = 1, -- how to position by ship
bottom_y_off = 4, y_off = 4,
top_y_off = 0,
damage = 1, damage = 1,
dx = 0, -- px/frame dym = 0.5, -- gun sets dy;
dy = 3, -- this is mult
} category = enemy_blt_cat,
mknew(protron) })
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, icon = 25,
enemy = false,
power = 60, power = 60,
cooldown = 0x0.000f, -- frames between shots cooldown = 0x0.000f, -- frames between shots
ammo = nil, ammo = nil,
maxammo = nil, maxammo = nil,
actually_shoot = function(self, x, y) munition = protron_e
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)
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 --shape
psprite = 22, --index of player ammo sprite sprite = 21,
esprite = 21, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
height = 1, height = 1,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
@ -821,39 +819,46 @@ vulcan = bullet_base.new{
width = 1, width = 1,
height = 4 height = 4
}, },
center_x_off = 0.5, -- how to position by ship x_off = 0.5, -- how to position by ship
bottom_y_off = 4, y_off = 0,
top_y_off = 0,
damage = 0.5, damage = 0.5,
dx = 0, -- px/frame -- dx from gun
dy = 4, dy = 2,
} category=enemy_blt_cat
mknew(vulcan) })
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, icon = 37,
enemy = false, enemy = false,
power = 8, power = 8,
cooldown = 0x0.0002, -- frames between shots cooldown = 0x0.0002, -- frames between shots
ammo = nil, ammo = nil,
maxammo = nil, maxammo = nil,
munition=vulcan_e,
dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35}, dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
xoffs = {1, 0, -1, 1, 0, -1}, xoffs = {1, 0, -1, 1, 0, -1},
dxidx = 1, dxidx = 1,
actually_shoot = function(self, x, y) actually_shoot = function(self, x, y)
local sprite = self.enemy and vulcan.esprite or vulcan.psprite local b = self.munition.new{
local b = vulcan.new{
enemy=self.enemy,
sprite=sprite,
dx = self.dxs[self.dxidx], dx = self.dxs[self.dxidx],
} }
b:spawn_at(self.xoffs[self.dxidx]+x,y) b:spawn_at(self.xoffs[self.dxidx]+x,y)
self.dxidx += 1 self.dxidx += 1
if (self.dxidx > #self.dxs) self.dxidx = 1 if (self.dxidx > #self.dxs) self.dxidx = 1
end end
} })
mknew(vulcan_gun)
vulcan_gun_p = mknew(vulcan_gun_e.new{
munition=vulcan_p,
})
-->8 -->8
--ships, including player --ships, including player
@ -861,7 +866,7 @@ mknew(vulcan_gun)
firespark = split"9, 8, 2, 5, 1" firespark = split"9, 8, 2, 5, 1"
smokespark = split"13, 13, 5, 5" smokespark = split"13, 13, 5, 5"
player = ship_m.new{ player = mknew(ship_m.new{
--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?
@ -911,21 +916,20 @@ player = ship_m.new{
end end
--dx, dy, shoot_spec, shoot_main --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 return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
end end,
}
mknew(player, init = function(p)
function(p) p.main_gun = zap_gun_p.new()
p.main_gun = zap_gun.new()
-- ONE HIT MODE -- ONE HIT MODE
-- --
-- p.hp = 0 -- p.hp = 0
-- p.maxhp = 0 -- p.maxhp = 0
-- p.shield = 0 -- p.shield = 0
-- p.maxshield = 0 -- p.maxshield = 0
end end,
) })
frownie = ship_m.new{ frownie = mknew(ship_m.new{
--shape --shape
sprite = 3, --index of ship sprite sprite = 3, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites? size = 1, --all ships are square; how many 8x8 sprites?
@ -956,10 +960,9 @@ frownie = ship_m.new{
if (tstate>=4) dx=self.thrust if (tstate>=4) dx=self.thrust
return dx,0,false,false return dx,0,false,false
end, end,
} })
mknew(frownie)
blocky = frownie.new{ blocky = mknew(frownie.new{
sprite = 10, sprite = 10,
hp = 1.5, hp = 1.5,
hurt = { hurt = {
@ -977,10 +980,9 @@ blocky = frownie.new{
end end
ship_m.ow(self) ship_m.ow(self)
end end
} })
mknew(blocky)
spewy = frownie.new{ spewy = mknew(frownie.new{
sprite=26, sprite=26,
power=-20, power=-20,
hurt = { hurt = {
@ -997,13 +999,13 @@ spewy = frownie.new{
act=function(self) act=function(self)
local dx,dy,shoot_spec=frownie.act(self) local dx,dy,shoot_spec=frownie.act(self)
return dx, dy, shoot_spec, true return dx, dy, shoot_spec, true
end,
init = function(ship)
ship.main_gun=ship.main_gun or protron_gun_e.new{}
end 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, sprite = 5,
size = 1, size = 1,
hurt = { hurt = {
@ -1026,10 +1028,11 @@ chasey = ship_m.new{
thrust = 0.2, thrust = 0.2,
drag = 0.075, drag = 0.075,
slip = true, slip = true,
}
mknew(chasey, function(ship) init = function(ship)
ship.main_gun=ship.main_gun or zap_gun.new{enemy=true} ship.main_gun=ship.main_gun or zap_gun_e.new{}
end) end
})
function chasey:act() function chasey:act()
self.xmin = max(primary_ship.x-8, 0) 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 return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
end end
xl_chasey=chasey.new{ xl_chasey=mknew(chasey.new{
size=2, size=2,
maxspd=1.25, maxspd=1.25,
hurt = { hurt = {
@ -1046,6 +1049,8 @@ xl_chasey=chasey.new{
width = 12, width = 12,
height = 10 height = 10
}, },
fire_off_x = 8,
fire_off_y = 15,
hp = 19.5, hp = 19.5,
shield = 5, shield = 5,
boss = true, boss = true,
@ -1060,10 +1065,11 @@ xl_chasey=chasey.new{
sspr(40, 0, 8, 8, self.x, self.y, 16, 16) sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
pal() pal()
end, end,
} init = function(ship)
mknew(xl_chasey, function(ship) ship.main_gun=ship.main_gun or zap_gun_e.new{}
ship.main_gun=ship.main_gun or zap_gun.new{enemy=true} end,
end) })
-->8 -->8
-- collisions -- collisions
@ -1077,12 +1083,11 @@ function collides(box1, box2)
or box1.y+box1.height<box2.y) or box1.y+box1.height<box2.y)
end end
collider = { } collider = mknew{
mknew(collider, init = function(x)
function(x)
x.suppress = {} x.suppress = {}
end end,
) }
function collider_indexes(box) function collider_indexes(box)
local ret = {} local ret = {}
@ -1271,9 +1276,9 @@ end
function spawn_bonus_vulcan_chasey() function spawn_bonus_vulcan_chasey()
local c = spawn_chasey() local c = spawn_chasey()
c.main_gun=vulcan_gun.new{enemy=true} c.main_gun=vulcan_gun_e.new{enemy=true}
c.die = function(self) c.die = function(self)
spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun) spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p)
chasey.die(self) chasey.die(self)
end end
c.sprite=4 c.sprite=4
@ -1376,7 +1381,7 @@ example_level_csv=[[1,spawn_frownie
310,spawn_blocking_blocky 310,spawn_blocking_blocky
310,spawn_blocking_blocky 310,spawn_blocking_blocky
311,spawn_frownie 311,spawn_frownie
350,spawn_main_gun_at,70,-11,protron_gun 350,spawn_main_gun_at,70,-11,protron_gun_p
401,spawn_frownie 401,spawn_frownie
420,spawn_blocking_frownie 420,spawn_blocking_frownie
430,spawn_bonus_vulcan_chasey 430,spawn_bonus_vulcan_chasey
@ -1486,8 +1491,9 @@ bullets
shots much easier to dodge shots much easier to dodge
* damage - damage per hit; * damage - damage per hit;
used by ships used by ships
* psprite, esprite - index of * sprite - sprite index.
player or enemy sprite. * x_off, y_off - renamed for
the next two vars. may revert
* center_off_x - the horizontal * center_off_x - the horizontal
centerpoint of the bullet, centerpoint of the bullet,
for positioning when firing. for positioning when firing.
@ -1776,7 +1782,7 @@ true, they are dropped.
-->8 -->8
-- standard events -- standard events
blip_fx = { blip_fx = mknew{
cancel=false cancel=false
} }
@ -1794,8 +1800,6 @@ function blip_fx:abort()
self.cancel=true self.cancel=true
end end
mknew(blip_fx)
blip_pals = {} blip_pals = {}
function init_blip_pals() function init_blip_pals()
for i=0,15 do for i=0,15 do
@ -1830,8 +1834,7 @@ function boom(x,y,boominess,is_boss)
return return
end end
spark_particle={} spark_particle=mknew{}
mknew(spark_particle)
function spark_particle:move() function spark_particle:move()
if (rnd(4) < 1) self.sidx += 1 if (rnd(4) < 1) self.sidx += 1
@ -1860,7 +1863,7 @@ end
-->8 -->8
-- powerups -- powerups
powerup = 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,
-- override draw, draw the -- override draw, draw the
@ -1876,13 +1879,12 @@ powerup = bullet_base.new{
-- easy to pick up -- easy to pick up
dx = 0, dx = 0,
dy = 1.5, -- 0.75 after enemyspd dy = 1.5, -- 0.75 after enemyspd
enemy = true, -- collides with player ship category = enemy_blt_cat, -- collides with player ship
damage = 0, damage = 0,
anim_speed = 2, anim_speed = 2,
loop_pause = 30 -- affected by animspeed loop_pause = 30 -- affected by animspeed
} })
mknew(powerup)
-- 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"
@ -1902,16 +1904,15 @@ function powerup:draw()
self.width, self.height) self.width, self.height)
end end
repair = powerup.new{ repair = mknew(powerup.new{
hurt = { hurt = {
x_off = -2, x_off = -2,
y_off = -2, y_off = -2,
width = 12, width = 12,
height = 12 height = 12
}, },
center_x_off = 4, x_off = 4,
top_y_off = 0, y_off = 0,
bottom_y_off = 0,
sprites = sheen8x8, sprites = sheen8x8,
hitship = function(self, ship) hitship = function(self, ship)
if (ship ~= primary_ship) return false if (ship ~= primary_ship) return false
@ -1922,14 +1923,13 @@ repair = powerup.new{
spr(53, self.x, self.y, self.width, self.height) spr(53, self.x, self.y, self.width, self.height)
powerup.draw(self) powerup.draw(self)
end end
} })
mknew(repair)
function spawn_repair_at(x, y) function spawn_repair_at(x, y)
repair.new():spawn_at(x, y) repair.new():spawn_at(x, y)
end end
gun_swap = powerup.new{ gun_swap = mknew(powerup.new{
hurt = { hurt = {
x_off = -2, x_off = -2,
y_off = -2, y_off = -2,
@ -1937,9 +1937,8 @@ gun_swap = powerup.new{
height = 16 height = 16
}, },
-- gun = gun_type.new{} -- gun = gun_type.new{}
center_x_off = 6, x_off = 6,
top_y_off = 0, y_off = 0,
bottom_y_off = 4,
width = 2, width = 2,
height = 2, height = 2,
sprites = {64, 66, 68, 70, 72, 74, 76, 78}, sprites = {64, 66, 68, 70, 72, 74, 76, 78},
@ -1952,8 +1951,7 @@ gun_swap = powerup.new{
powerup.draw(self) powerup.draw(self)
spr(self.gun.icon, self.x+2, self.y+2, 1, 1) spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
end end
} })
mknew(gun_swap)
function spawn_main_gun_at(x, y, gunt) function spawn_main_gun_at(x, y, gunt)
if (type(gunt)=="string") gunt=_ENV[gunt] if (type(gunt)=="string") gunt=_ENV[gunt]