delete linked lists and use optimized array impls.
Also removes "suppress" table from collider, use candidate.dead instead because the set of dead ships and the set of non-colliding ships is identical.
This commit is contained in:
209
vacuum_gambit.p8
209
vacuum_gambit.p8
@ -59,90 +59,48 @@ function mknew(tt)
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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 or crossed!
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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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}
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function linked_list:push_back(x)
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self.tail.next = x
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self.tail = x
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-- call f on everything on list
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-- and return a new list of
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-- items for which f was false.
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function stripped(list, f)
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local ret, n = {}, 0
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for i=1,#list do
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local v = list[i]
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if not f(v) then
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n += 1
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ret[n] = v
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end
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end
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return ret
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end
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function linked_list:push_front(x)
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if (not self.next) self.tail = x
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x.next = self.next
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self.next = x
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-- call :move on everything on
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-- src and dump everything
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-- for which it returned false
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-- onto dest.
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function appendmove(dest, src)
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local n = #dest
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for i=1, #src do
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local v = src[i]
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if not v:move() then
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n += 1
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dest[n] = v
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end
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-- vore eats another linked list
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-- by appending its contents.
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-- the ingested linked is empty.
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function linked_list:vore(x)
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if (not x.next) return
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self.tail.next = x.next
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self.tail = x.tail
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x.next = nil
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x.tail = x
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end
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-- strip calls f(x) for each
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-- node, removing each node for
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-- which f(x) returns true.
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function linked_list:strip(f)
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local p, n = self, self.next
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while n do
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if f(n) then
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p.next = n.next
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else
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p = n
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end
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n = n.next
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end
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self.tail = p
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end
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-- stripmove calls x:move() for
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-- each node, removing each node
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-- for which x:move() is true.
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function linked_list:stripmove()
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local p, n = self, self.next
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while n do
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if n:move() then
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p.next = n.next
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else
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p = n
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end
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n = n.next
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end
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self.tail = p
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end
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-- optimized special case -
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-- could be done with strip but
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-- this avoids extra function
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-- calls and comparisions since
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-- draw isn't allowed to kill
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-- the item
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function linked_list:draw()
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local n = self.next
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while n do
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n:draw()
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n = n.next
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end
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end
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function linked_list:pop_front()
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local ret = self.next
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if (not ret) return
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self.next = ret.next
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if (not ret.next) ret.tail = nil
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-- like stripped, but calls
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-- :move on stuff in the list
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-- instead of taking a func arg.
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function stripmoved(list)
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local ret, n = {}, 0
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for i=1,#list do
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local v = list[i]
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if not v:move() then
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n += 1
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ret[n] = v
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end
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end
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return ret
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end
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@ -156,12 +114,12 @@ function _init()
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end
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function once_next_frame(f)
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new_events:push_back{
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add(new_events, {
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move = function()
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f()
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return true
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end,
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}
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})
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end
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-- health gradients for 1..5 hp
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@ -182,13 +140,13 @@ function wipe_game()
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xpwhoosh = nil
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primary_ship = player.new()
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init_hpcols()
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eships = linked_list.new()
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pbullets = linked_list.new()
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ebullets = linked_list.new()
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intangibles_fg = linked_list.new()
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intangibles_bg = linked_list.new()
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events = linked_list.new()
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new_events = linked_list.new()
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eships = {}
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pbullets ={}
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ebullets ={}
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intangibles_fg = {}
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intangibles_bg = {}
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events = {}
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new_events = {}
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primary_ship.main_gun = zap_gun_p.new()
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primary_ship.main_gun:peel()
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gframe = 0
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@ -241,10 +199,11 @@ function updategame()
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current_wave = flotilla.new()
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current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4))
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end
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events:vore(new_events)
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for _, lst in ipairs{events, intangibles_bg, eships} do
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lst:stripmove()
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end
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events = stripmoved(events)
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appendmove(events, new_events)
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new_events = {}
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intangibles_big = stripmoved(intangibles_bg)
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eships = stripmoved(eships)
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-- eship collider will be used
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-- both for pship and pbullets.
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@ -255,9 +214,9 @@ function updategame()
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local pbox = hurtbox(ps)
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for es in eship_collider:iterate_collisions(pbox) do
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ps:hitship(es)
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if(es:hitship(ps)) eship_collider:yoink(es)
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es:hitship(ps)
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end
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ebullets:strip(function(eb)
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ebullets = stripped(ebullets, function(eb)
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if (eb:move()) return true
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if (not collides(pbox, hurtbox(eb))) return
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ps:hitbullet(eb)
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@ -267,17 +226,17 @@ function updategame()
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ebullets:stripmove()
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end
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pbullets:strip(function(pb)
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pbullets = stripped(pbullets, function(pb)
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if (pb:move()) return true
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for es in eship_collider:iterate_collisions(hurtbox(pb)) do
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if (es:hitbullet(pb)) eship_collider:yoink(es)
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es:hitbullet(pb)
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if (pb:hitship(es)) return true
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end
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end)
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intangibles_fg:stripmove()
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if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then
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if waves_complete == 32767 and #eships == 0 and #ebullets == 0 and #events == 0 then
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game_state = win
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end
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if (ps.dead) game_state = lose
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@ -345,15 +304,6 @@ function puke(item, indent, seen, hidekey)
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end
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local xpfx = pfx.." "
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if item.is_linked_list then
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local ret,n = "linked_list <",0
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item:strip(function(x)
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n += 1
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ret ..= xpfx..tostr(n)..": "..puke(x, indent+2, seen, "next")
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end)
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return ret..pfx..">"
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end
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local ret = "{"
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for k, v in pairs(item) do
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if (k ~= hidekey) ret ..= xpfx..tostr(k)..": "..puke(v, indent+2, seen)
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@ -373,8 +323,10 @@ end
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function drawgame()
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clip(0,0,112,128)
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rectfill(0,0,112,128,0)
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for drawable in all{intangibles_bg, pbullets, primary_ship, eships, ebullets, intangibles_fg} do
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drawable:draw()
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for drawables in all{intangibles_bg, pbullets, {primary_ship}, eships, ebullets, intangibles_fg} do
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for item in all(drawables) do
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item:draw()
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end
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end
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clip(0,0,128,128)
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drawhud()
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@ -586,6 +538,7 @@ function ship_m:constrain(p, dp, pmin, pmax, want)
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end
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function ship_m:move()
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if (self.dead) return true;
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self:refresh_shield()
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local dx, dy, shoot_spec1, shoot_spec2 = self:act()
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local sg, xm, ym = self.special_guns, self.xmomentum, self.ymomentum
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@ -842,7 +795,7 @@ 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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add(self.category(), self)
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end
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function gun_base:shoot(x, y)
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@ -954,7 +907,7 @@ blast = mknew(bullet_base.new{
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if self.damage > 0 and not self.awaitcancel then
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self.awaitcancel = true
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once_next_frame(function()
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new_events:push_back{
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add(new_events, {
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wait = 4,
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obj = self,
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saved_dmg = self.damage,
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@ -965,7 +918,7 @@ blast = mknew(bullet_base.new{
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return true
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end
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end,
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}
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})
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self.damage = 0
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self.awaitcancel = false
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end)
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@ -1418,10 +1371,10 @@ end
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collider = mknew{
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init = function(x)
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x.suppress = {}
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local p, n = x.from, x.from.next
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while n do
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local from = x.from
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for k=1,#from do
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-- insert
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local n = from[k]
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for i in all(collider_indexes(hurtbox(n))) do
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local a = x[i]
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if not a then
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@ -1430,35 +1383,21 @@ collider = mknew{
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end
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add(a, n)
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end
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-- prepare yoink
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n.prev = p
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p = n
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n = n.next
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end
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end,
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}
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function collider_indexes(box)
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local ret = {}
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local ret,i = {}, 0
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for x = box.x\8, (box.x+box.width)\8 do
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for y = box.y\8, (box.y+box.height)\8 do
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add(ret, x+256*y)
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i += 1
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ret[i] = x+256*y
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end
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end
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return ret
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end
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function collider:yoink(item)
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self.suppress[item]=true
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local p,n = item.prev,item.next
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p.next = n
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if n then
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n.prev = p
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else
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self.from.tail = p
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end
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end
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function collider:iterate_collisions(box)
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local seen = { }
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local bucket_ids = collider_indexes(box)
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@ -1474,7 +1413,7 @@ function collider:iterate_collisions(box)
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bi += 1
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if not seen[candidate] then
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seen[candidate] = true
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if (not self.suppress[candidate] and collides(box, hurtbox(candidate))) return candidate
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if (not candidate.dead and collides(box, hurtbox(candidate))) return candidate
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end
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end -- done with this bucket
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bi=1
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@ -1561,7 +1500,7 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
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for s in all(row) do
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counts[s.ship_t] += 1
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s.x,s.y=rnd_spawn_loc()
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eships:push_back(s)
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add(eships, s)
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end
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add(rows, row)
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end
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@ -1675,7 +1614,7 @@ end
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function blip(obj, col)
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obj.fx_pal = blip_pals[col]
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if (obj.___fx_pal_event) obj.___fx_pal_event:abort()
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events:push_back(blip_fx.new{frames=3, obj=obj})
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add(events, blip_fx.new{frames=3, obj=obj})
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end
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bossspark = split"7,7,10,10,9,9,9,8,8,8,2,2,5,5"
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@ -1712,14 +1651,14 @@ end
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function spark(sprs, x, y, dx, dy, odds, fg)
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if (sprs==nil or flr(rnd(odds) or (abs(dx) < 0.5 and abs(dy))) ~= 0) return
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local target = fg and intangibles_fg or intangibles_bg
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target:push_back(spark_particle.new{
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target[#target+1] = spark_particle.new{
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x = x + rnd(4) - 2,
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y = y + rnd(4) - 2,
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sprs = sprs,
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sidx = 1,
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dx = dx * rnd(2),
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dy = dy * rnd(2),
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})
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}
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end
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-->8
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-- powerups
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