it's still tyrian-like so update last_tyrianlike
This commit is contained in:
		| @@ -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() | ||||
| @@ -601,19 +612,11 @@ end | ||||
|  | ||||
| function bullet_base:move() | ||||
|  self.x += self.dx | ||||
|  if self.enemy then | ||||
|  self.y += self.dy | ||||
|   if self.y > 128 then | ||||
|  if (self.y > 128) or (self.y < -8 * self.height) then | ||||
|   self:die() | ||||
|   return true | ||||
|  end | ||||
|  else | ||||
|   self.y -= self.dy | ||||
|   if self.y < -8*self.height then | ||||
|    self:die() | ||||
|    return true | ||||
|   end | ||||
|  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 | ||||
|  munition = protron_e | ||||
| }) | ||||
|  | ||||
| function protron_gun_e:actually_shoot(x, y) | ||||
|  local m = self.munition.dym | ||||
|  for i=1,3 do | ||||
|    local b = protron.new{ | ||||
|     enemy=self.enemy, | ||||
|     sprite=sprite, | ||||
|     dx = i, | ||||
|     dy = 4-i | ||||
|   local b = self.munition.new{ | ||||
|    dx = i*m, | ||||
|    dy = (4-i)*m, | ||||
|   } | ||||
|   b:spawn_at(x,y) | ||||
|    local b2 = protron.new{ | ||||
|     enemy=self.enemy, | ||||
|     sprite=sprite, | ||||
|     dx = -i, | ||||
|     dy = 4-i | ||||
|   local b2 = self.munition.new{ | ||||
|    dx = -i*m, | ||||
|    dy = (4-i)*m, | ||||
|   } | ||||
|   b2:spawn_at(x,y) | ||||
|  end | ||||
|   local bup = protron.new{ | ||||
|    enemy=self.enemy, | ||||
|    sprite=sprite, | ||||
|    dy=4 | ||||
|  local bup = self.munition.new{ | ||||
|   dx=0, | ||||
|   dy=4*m, | ||||
|  } | ||||
|  bup:spawn_at(x,y) | ||||
|  end | ||||
| } | ||||
| mknew(protron_gun) | ||||
| end | ||||
|  | ||||
| vulcan = bullet_base.new{ | ||||
| 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.height<box2.y) | ||||
| end | ||||
|  | ||||
| collider = { } | ||||
| mknew(collider, | ||||
|  function(x) | ||||
| collider = mknew{ | ||||
|  init = function(x) | ||||
|   x.suppress = {} | ||||
|  end | ||||
| ) | ||||
|  end, | ||||
| } | ||||
|  | ||||
| function collider_indexes(box) | ||||
|  local ret = {} | ||||
| @@ -1271,9 +1276,9 @@ end | ||||
|  | ||||
| function spawn_bonus_vulcan_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) | ||||
|   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) | ||||
|  end | ||||
|  c.sprite=4 | ||||
| @@ -1376,7 +1381,7 @@ example_level_csv=[[1,spawn_frownie | ||||
| 310,spawn_blocking_blocky | ||||
| 310,spawn_blocking_blocky | ||||
| 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 | ||||
| 420,spawn_blocking_frownie | ||||
| 430,spawn_bonus_vulcan_chasey | ||||
| @@ -1486,8 +1491,9 @@ bullets | ||||
|   shots much easier to dodge | ||||
| * damage - damage per hit; | ||||
|   used by ships | ||||
| * psprite, esprite - index of | ||||
|   player or enemy sprite. | ||||
| * sprite - sprite index. | ||||
| * x_off, y_off - renamed for | ||||
|   the next two vars. may revert | ||||
| * center_off_x - the horizontal | ||||
|   centerpoint of the bullet, | ||||
|   for positioning when firing. | ||||
| @@ -1776,7 +1782,7 @@ true, they are dropped. | ||||
| -->8 | ||||
| -- 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] | ||||
|   | ||||
		Reference in New Issue
	
	Block a user