it's still tyrian-like so update last_tyrianlike
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@ -1,5 +1,5 @@
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pico-8 cartridge // http://www.pico-8.com
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version 41
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version 42
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__lua__
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-- vacuum gambit
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-- by kistaro windrider
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@ -18,12 +18,17 @@ function csv(s)
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end
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return ret
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end
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function const_fxn(x)
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return function()
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return x
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end
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end
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-- generate standard "overlay"
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-- constructor for type tt.
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-- if more is defined, generated
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-- new calls more(ret) after
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-- ret is definitely not nil
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-- if tt.init is defined, generated
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-- new calls tt.init(ret) after
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-- ret is definitely not nil,
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-- before calling setmetatable.
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-- use to initialize mutables.
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--
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@ -32,8 +37,8 @@ end
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-- object *after* more, because
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-- this works better with the
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-- `more` impls i use.
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function mknew(tt, more)
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local mt,oldnew = {__index=tt},tt.new
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function mknew(tt)
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local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
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tt.new=function(ret)
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if(not ret) ret = {}
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if(more) more(ret)
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@ -41,15 +46,18 @@ function mknew(tt, more)
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setmetatable(ret, mt)
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return ret
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end
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return tt
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end
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-- intrusive singly-linked list.
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-- cannot be nested!
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linked_list = {is_linked_list=true}
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mknew(linked_list, function(x)
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linked_list = mknew{
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is_linked_list=true,
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init = function(x)
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x.next=nil
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x.tail=x
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end)
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end,
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}
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function linked_list:push_back(x)
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self.tail.next = x
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@ -118,7 +126,7 @@ end
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function _init()
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init_blip_pals()
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wipe_level()
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primary_ship.main_gun = zap_gun.new()
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primary_ship.main_gun = zap_gun_p.new() -- redundant?
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load_level(example_level_csv)
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state = game
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pal(2,129)
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@ -412,7 +420,7 @@ end
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scrollrate = 0.25 --in px/frame
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ship_m = {
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ship_m = mknew{
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-- ships have no shield by default
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shield = 0,
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@ -437,7 +445,6 @@ ship_m = {
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-- ymin, ymax default to nil
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-- pship needs more constraint
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}
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mknew(ship_m)
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function ship_m:die()
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self.dead = true
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@ -580,16 +587,20 @@ end
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-->8
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-- bullet and gun behaviors
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bullet_base = {
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enemyspd = 0.5
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}
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mknew(bullet_base)
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function player_blt_cat()
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return pbullets
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end
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gun_base = {
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function enemy_blt_cat()
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return ebullets
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end
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bullet_base = mknew{ }
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gun_base = mknew{
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shoot_ready = -32768,
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icon = 20
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}
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mknew(gun_base)
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function bullet_base:hitship(_)
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self:die()
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@ -601,18 +612,10 @@ end
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function bullet_base:move()
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self.x += self.dx
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if self.enemy then
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self.y += self.dy
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if self.y > 128 then
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self:die()
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return true
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end
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else
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self.y -= self.dy
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if self.y < -8*self.height then
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self:die()
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return true
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end
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self.y += self.dy
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if (self.y > 128) or (self.y < -8 * self.height) then
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self:die()
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return true
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end
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return false
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end
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@ -621,19 +624,20 @@ function bullet_base:draw()
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spr(self.sprite, self.x, self.y, self.width, self.height)
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end
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function bullet_base:spawn_at(x, y)
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self.x = x - self.center_x_off
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if self.enemy then
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self.dx *= self.enemyspd
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self.dy *= self.enemyspd
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self.y = y + self.top_y_off
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ebullets:push_back(self)
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else
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self.y = y - (8 * self.height) + self.bottom_y_off
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pbullets:push_back(self)
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-- An `actually_shoot` factory
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-- for trivial guns
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function spawn_one(t)
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return function(gun, x, y)
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t.new{}:spawn_at(x, y)
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end
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end
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function bullet_base:spawn_at(x, y)
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self.x = x - self.x_off
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self.y = y - self.y_off
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self.category():push_back(self)
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end
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function gun_base:shoot(x, y)
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if (lframe < self.shoot_ready) return false
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if self.ammo then
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@ -645,23 +649,12 @@ function gun_base:shoot(x, y)
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return true
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end
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function gun_base:actually_shoot(x, y)
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local typ = self.t
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local b = typ.new{
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enemy = self.enemy,
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sprite = self.enemy and typ.esprite or typ.psprite,
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}
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b:spawn_at(x, y)
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return true
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end
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-->8
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-- bullets and guns
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zap = bullet_base.new{
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zap_e = mknew(bullet_base.new{
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--shape
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psprite = 8, --index of player ammo sprite
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esprite = 9, -- index of enemy ammo sprite
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sprite = 9, --index of enemy ammo sprite
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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@ -670,33 +663,39 @@ zap = bullet_base.new{
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width = 2,
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height = 8
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},
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center_x_off = 1, -- how to position by ship
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bottom_y_off = 0,
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top_y_off = 0,
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x_off = 1, -- how to position by ship
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y_off = 8,
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damage = 1,
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dx = 0, -- px/frame
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dy = 8,
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dy = 4,
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hitship = function(_, _)
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return true
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end
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}
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mknew(zap)
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hitship = const_fxn(true),
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zap_gun = gun_base.new{
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enemy = false,
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category = enemy_blt_cat,
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})
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zap_p = mknew(zap_e.new{
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sprite = 8,
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dy = -8,
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y_off = 0,
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category = player_blt_cat,
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})
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zap_gun_e = mknew(gun_base.new{
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power = 20, -- power consumed per shot
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cooldown = 0x0.000a, -- frames between shots
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ammo = nil, -- unlimited ammo - main gun
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t = zap -- metatable of bullet to fire
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}
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mknew(zap_gun)
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actually_shoot = spawn_one(zap_e),
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})
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blast = bullet_base.new{
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zap_gun_p = mknew(zap_gun_e.new{
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actually_shoot = spawn_one(zap_p),
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})
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blast = mknew(bullet_base.new{
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--shape
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psprite = 12, --index of player ammo sprite
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esprite = 3, -- index of enemy ammo sprite
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sprite = 12, --index of player ammo sprite
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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@ -705,13 +704,12 @@ blast = bullet_base.new{
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width = 6,
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height = 6
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},
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center_x_off = 4, -- how to position by ship
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bottom_y_off = 0,
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top_y_off = 0,
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x_off = 4, -- how to position by ship
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y_off = 0,
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damage = 4,
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dx = 0, -- px/frame
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dy = 2,
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dy = -2,
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awaitcancel = false,
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-- disable damage for 2 frames
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@ -736,25 +734,22 @@ blast = bullet_base.new{
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self.awaitcancel = false
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end)
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end
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end
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}
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mknew(blast)
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end,
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category=player_blt_cat
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})
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blast_gun = gun_base.new{
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blast_gun = mknew(gun_base.new{
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icon = 13,
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enemy = false,
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power = 0, -- ammo, not power
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power = 0, -- only cost is ammo
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cooldown = 0x0.0020, -- frames between shots
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ammo = 5,
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maxammo = 5,
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t = blast -- type of bullet to fire
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}
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mknew(blast_gun)
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actually_shoot = spawn_one(blast),
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})
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protron = bullet_base.new{
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protron_e = mknew(bullet_base.new{
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--shape
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psprite = 23, --index of player ammo sprite
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esprite = 24, -- index of enemy ammo sprite
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sprite = 24,
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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@ -763,56 +758,59 @@ protron = bullet_base.new{
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width = 2,
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height = 2
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},
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center_x_off = 1, -- how to position by ship
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bottom_y_off = 4,
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top_y_off = 0,
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x_off = 1, -- how to position by ship
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y_off = 4,
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damage = 1,
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dx = 0, -- px/frame
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dy = 3,
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}
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mknew(protron)
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dym = 0.5, -- gun sets dy;
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-- this is mult
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category = enemy_blt_cat,
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})
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protron_gun = gun_base.new{
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protron_p = mknew(protron_e.new{
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sprite=23,
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dym = -1,
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y_off = 0,
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category=player_blt_cat,
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})
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protron_gun_e = mknew(gun_base.new{
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icon = 25,
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enemy = false,
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power = 60,
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cooldown = 0x0.000f, -- frames between shots
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ammo = nil,
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maxammo = nil,
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actually_shoot = function(self, x, y)
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local sprite = protron.psprite
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if (self.enemy) sprite=protron.esprite
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for i=1,3 do
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local b = protron.new{
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enemy=self.enemy,
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sprite=sprite,
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dx = i,
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dy = 4-i
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}
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b:spawn_at(x,y)
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local b2 = protron.new{
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enemy=self.enemy,
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sprite=sprite,
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dx = -i,
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dy = 4-i
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}
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b2:spawn_at(x,y)
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end
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local bup = protron.new{
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enemy=self.enemy,
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sprite=sprite,
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dy=4
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}
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bup:spawn_at(x,y)
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end
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}
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mknew(protron_gun)
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munition = protron_e
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})
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vulcan = bullet_base.new{
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function protron_gun_e:actually_shoot(x, y)
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local m = self.munition.dym
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for i=1,3 do
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local b = self.munition.new{
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dx = i*m,
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dy = (4-i)*m,
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}
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b:spawn_at(x,y)
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local b2 = self.munition.new{
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dx = -i*m,
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dy = (4-i)*m,
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}
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b2:spawn_at(x,y)
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end
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local bup = self.munition.new{
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dx=0,
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dy=4*m,
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}
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bup:spawn_at(x,y)
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end
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protron_gun_p = mknew(protron_gun_e.new{
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munition = protron_p,
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})
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vulcan_e = mknew(bullet_base.new{
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--shape
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psprite = 22, --index of player ammo sprite
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esprite = 21, -- index of enemy ammo sprite
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sprite = 21,
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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@ -821,39 +819,46 @@ vulcan = bullet_base.new{
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width = 1,
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height = 4
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},
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center_x_off = 0.5, -- how to position by ship
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bottom_y_off = 4,
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top_y_off = 0,
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x_off = 0.5, -- how to position by ship
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y_off = 0,
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damage = 0.5,
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dx = 0, -- px/frame
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dy = 4,
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}
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mknew(vulcan)
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-- dx from gun
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dy = 2,
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category=enemy_blt_cat
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})
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vulcan_gun = gun_base.new{
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vulcan_p = mknew(vulcan_e.new{
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sprite=22,
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y_off = 4,
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dy = -4,
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category=player_blt_cat
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})
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vulcan_gun_e = mknew(gun_base.new{
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icon = 37,
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enemy = false,
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power = 8,
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cooldown = 0x0.0002, -- frames between shots
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ammo = nil,
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maxammo = nil,
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munition=vulcan_e,
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dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
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xoffs = {1, 0, -1, 1, 0, -1},
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dxidx = 1,
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actually_shoot = function(self, x, y)
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local sprite = self.enemy and vulcan.esprite or vulcan.psprite
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local b = vulcan.new{
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enemy=self.enemy,
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sprite=sprite,
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local b = self.munition.new{
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dx = self.dxs[self.dxidx],
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}
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b:spawn_at(self.xoffs[self.dxidx]+x,y)
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self.dxidx += 1
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if (self.dxidx > #self.dxs) self.dxidx = 1
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end
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}
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mknew(vulcan_gun)
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})
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vulcan_gun_p = mknew(vulcan_gun_e.new{
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munition=vulcan_p,
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})
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-->8
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--ships, including player
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@ -861,7 +866,7 @@ mknew(vulcan_gun)
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firespark = split"9, 8, 2, 5, 1"
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smokespark = split"13, 13, 5, 5"
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player = ship_m.new{
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player = mknew(ship_m.new{
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--shape
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sprite = 1, --index of ship sprite
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size = 1, --all ships are square; how many 8x8 sprites?
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@ -911,21 +916,20 @@ player = ship_m.new{
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end
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--dx, dy, shoot_spec, shoot_main
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return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
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end
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}
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mknew(player,
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function(p)
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p.main_gun = zap_gun.new()
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end,
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init = function(p)
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p.main_gun = zap_gun_p.new()
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-- ONE HIT MODE
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--
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-- p.hp = 0
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-- p.maxhp = 0
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-- p.shield = 0
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-- p.maxshield = 0
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end
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)
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end,
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})
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frownie = ship_m.new{
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frownie = mknew(ship_m.new{
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--shape
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sprite = 3, --index of ship sprite
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size = 1, --all ships are square; how many 8x8 sprites?
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@ -956,10 +960,9 @@ frownie = ship_m.new{
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if (tstate>=4) dx=self.thrust
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return dx,0,false,false
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end,
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}
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mknew(frownie)
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})
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blocky = frownie.new{
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blocky = mknew(frownie.new{
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sprite = 10,
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hp = 1.5,
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hurt = {
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@ -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]
|
||||
|
Loading…
Reference in New Issue
Block a user