complete conversion to new
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8d5f697961
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228
updatedshmup.p8
228
updatedshmup.p8
@ -118,10 +118,8 @@ function linked_list:pop_front()
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end
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function _init()
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init_bullet_mt()
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init_powerup_mt()
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wipe_level()
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primary_ship.main_gun = new_gun_of(zap_gun_t)
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primary_ship.main_gun = zap_gun.new()
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load_level(example_level)
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state = game
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pal(2,129)
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@ -214,7 +212,7 @@ function updategame()
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-- many bullets and many enemy ships;
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-- use bucket collider for efficiency
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local pbullet_collider = new_collider()
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local pbullet_collider = collider.new()
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local p, n = pbullets, pbullets.next
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while n do
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n.prev = p
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@ -633,7 +631,7 @@ player = ship_m.new{
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}
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mknew(player,
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function(p)
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p.main_gun = new_gun_of(zap_gun_t, false)
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p.main_gun = zap_gun.new()
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end
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)
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@ -714,7 +712,7 @@ function spawn_spewy_at(x, y)
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hp = 1,
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maxpower = 70,
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generator = 0.5,
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main_gun = new_gun_of(protron_gun_t, true),
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main_gun = protron_gun.new{enemy=true},
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fire_off_x = 4,
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fire_off_y = 7,
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grab_butts = function()
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@ -766,7 +764,7 @@ function spawn_chasey_at(x, y)
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local c = chasey.new{
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x = x,
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y = y,
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main_gun = new_gun_of(zap_gun_t, true)
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main_gun = zap_gun.new{enemy=true},
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}
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eships:push_back(c)
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return c
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@ -788,7 +786,7 @@ function spawn_xl_chasey_at(x, y)
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shield = 5,
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boss = true,
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slip = false,
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main_gun = new_gun_of(zap_gun_t, true),
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main_gun = zap_gun.new{enemy=true},
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grab_butts = function(self)
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local butts = chasey.grab_butts(self)
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if (self.y < 4) butts[3] = 1
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@ -817,16 +815,12 @@ function collides(box1, box2)
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end
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collider = { }
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collider_t = {
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__index = collider
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}
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mknew(collider,
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function(x)
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x.suppress = {}
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end
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)
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function new_collider()
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local c = { }
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setmetatable(c, collider_t)
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c.suppress = { }
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return c
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end
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function collider_indexes(box)
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local ret = {}
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for x = box.x\8, (box.x+box.width)\8 do
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@ -1007,9 +1001,9 @@ end
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function spawn_bonus_vulcan_chasey()
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local c = spawn_chasey()
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c.main_gun=new_gun_of(vulcan_gun_t, true)
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c.main_gun=vulcan_gun.new{enemy=true}
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c.die = function(self)
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spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_t)
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spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun)
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chasey.die(self)
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end
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c.sprite=4
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@ -1060,7 +1054,7 @@ example_level = {
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[200]=spawn_chasey,
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[250]=spawn_blocking_blocky,
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[285]=function()
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spawn_spec_gun_at(35, -11, blast_gun_t)
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spawn_spec_gun_at(35, -11, blast_gun)
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end,
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[310]=function()
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spawn_blocking_blocky()
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@ -1069,7 +1063,7 @@ example_level = {
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end,
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[311]=spawn_frownie,
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[350]=function()
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spawn_main_gun_at(70, -11, protron_gun_t)
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spawn_main_gun_at(70, -11, protron_gun)
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end,
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[401]=spawn_frownie,
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[420]=spawn_blocking_frownie,
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@ -1096,26 +1090,7 @@ example_level = {
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-->8
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-- bullets and guns
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function init_bullet_mt()
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setmetatable(zap, bullet_t)
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setmetatable(zap_gun, gun_t)
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setmetatable(blast, bullet_t)
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setmetatable(blast_gun, gun_t)
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setmetatable(protron, bullet_t)
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setmetatable(protron_gun, gun_t)
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setmetatable(vulcan, bullet_t)
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setmetatable(vulcan_gun, gun_t)
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end
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function new_gun_of(mt, is_enemy)
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local g = {
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enemy = is_enemy
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}
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setmetatable(g, mt)
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return g
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end
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zap = {
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zap = 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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@ -1139,23 +1114,18 @@ zap = {
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return true
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end
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}
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zap_t = {
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__index = zap
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}
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mknew(zap)
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zap_gun = {
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zap_gun = gun_base.new{
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enemy = false,
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power = 20, -- power consumed per shot
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cooldown = 10, -- frames between shots
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ammo = nil, -- unlimited ammo - main gun
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t = zap_t -- metatable of bullet to fire
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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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zap_gun_t = {
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__index = zap_gun
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}
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blast = {
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blast = 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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@ -1200,25 +1170,20 @@ blast = {
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end
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end
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}
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blast_t = {
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__index = blast
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}
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mknew(blast)
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blast_gun = {
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blast_gun = 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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cooldown = 30, -- frames between shots
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ammo = 5,
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maxammo = 5,
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t = blast_t -- metatable of bullet to fire
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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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blast_gun_t = {
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__index = blast_gun
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}
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protron = {
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protron = 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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@ -1238,11 +1203,9 @@ protron = {
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dx = 0, -- px/frame
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dy = 3,
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}
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protron_t = {
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__index = protron
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}
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mknew(protron)
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protron_gun = {
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protron_gun = gun_base.new{
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icon = 25,
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enemy = false,
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power = 35,
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@ -1253,38 +1216,32 @@ protron_gun = {
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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 = {
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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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setmetatable(b, protron_t)
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b:spawn_at(x,y)
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local b2 = {
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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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setmetatable(b2, protron_t)
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b2:spawn_at(x,y)
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end
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local bup = {
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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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setmetatable(bup, protron_t)
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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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protron_gun_t = {
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__index = protron_gun
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}
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vulcan = {
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vulcan = 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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@ -1304,10 +1261,9 @@ vulcan = {
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dx = 0, -- px/frame
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dy = 4,
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}
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vulcan_t = {
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__index = vulcan
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}
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vulcan_gun = {
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mknew(vulcan)
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vulcan_gun = 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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@ -1319,20 +1275,17 @@ vulcan_gun = {
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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 = {
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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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dx = self.dxs[self.dxidx],
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}
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setmetatable(b, vulcan_t)
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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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vulcan_gun_t = {
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__index = vulcan_gun
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}
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mknew(vulcan_gun)
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-->8
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-- bullet and gun behaviors
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@ -1340,20 +1293,13 @@ vulcan_gun_t = {
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bullet_base = {
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enemyspd = 0.5
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}
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bullet_t = {
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__index = bullet_base
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}
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mknew(bullet_base)
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gun_base = {
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shoot_ready = -32768,
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icon = 20
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}
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gun_t = {
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__index = gun_base
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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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@ -1410,15 +1356,11 @@ function gun_base:shoot(x, y)
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end
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function gun_base:actually_shoot(x, y)
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b = { }
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setmetatable(b, self.t)
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if self.enemy then
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b.enemy = true
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b.sprite = b.esprite
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else
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b.enemy = false
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b.sprite = b.psprite
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end
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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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@ -1885,12 +1827,8 @@ function spark(sprs, x, y, butts, thrust, odds, fg)
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end
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-->8
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-- powerups
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function init_powerup_mt()
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setmetatable(powerup, bullet_t)
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setmetatable(gun_swap, powerup_t)
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end
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powerup = {
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powerup = bullet_base.new{
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-- animated sprite array: "sprites"
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-- to draw under or over anim,
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-- override draw, draw the
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@ -1912,14 +1850,11 @@ powerup = {
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anim_speed = 2,
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loop_pause = 30 -- affected by animspeed
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}
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mknew(powerup)
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-- sprite indexes for "sheen" animation
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sheen8x8 = split"2,54,55,56,57,58,59,60,61"
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powerup_t = {
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__index = powerup
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}
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-- todo: draw two sprites
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-- on top of each other here
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-- so all powerups can share
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@ -1935,40 +1870,41 @@ function powerup:draw()
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self.width, self.height)
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end
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repair = powerup.new{
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hurt = {
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x_off = -2,
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y_off = -2,
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width = 12,
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height = 12
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},
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center_x_off = 4,
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top_y_off = 0,
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bottom_y_off = 0,
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sprites = sheen8x8,
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hitship = function(self, ship)
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if (ship ~= primary_ship) return false
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primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + 1)
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return true
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end,
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draw = function(self)
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spr(53, self.x, self.y, self.width, self.height)
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powerup.draw(self)
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end
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}
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mknew(repair)
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function spawn_repair_at(x, y)
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local repair = {
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hurt = {
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x_off = -2,
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y_off = -2,
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width = 12,
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height = 12
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},
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center_x_off = 4,
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top_y_off = 0,
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bottom_y_off = 0,
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sprites = sheen8x8,
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hitship = function(self, ship)
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if (ship ~= primary_ship) return false
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primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + 1)
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return true
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end,
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draw = function(self)
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spr(53, self.x, self.y, self.width, self.height)
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powerup.draw(self)
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end
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}
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setmetatable(repair, powerup_t)
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repair:spawn_at(x, y)
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repair.new():spawn_at(x, y)
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end
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gun_swap = {
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gun_swap = powerup.new{
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hurt = {
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x_off = -2,
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y_off = -2,
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width = 16,
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height = 16
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},
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-- gun = new_gun_of(t, false)
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-- gun = gun_type.new{}
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center_x_off = 6,
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top_y_off = 0,
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bottom_y_off = 4,
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@ -1985,15 +1921,12 @@ gun_swap = {
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spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
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end
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}
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gun_swap_t = {
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__index=gun_swap
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}
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mknew(gun_swap)
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function spawn_main_gun_at(x, y, mt)
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local gun_p = {
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gun = new_gun_of(mt, false)
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function spawn_main_gun_at(x, y, gunt)
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local gun_p = gun_swap.new{
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gun = gunt.new()
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}
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setmetatable(gun_p, gun_swap_t)
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gun_p:spawn_at(x, y)
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end
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@ -2003,9 +1936,9 @@ spec_gun_pl = {
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[2] = 14
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}
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function spawn_spec_gun_at(x, y, mt)
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local gun_p = {
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gun = new_gun_of(mt, false),
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function spawn_spec_gun_at(x, y, gunt)
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local gun_p = gun_swap.new{
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gun = gunt.new(),
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hitship = function(self, ship)
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if (ship ~= primary_ship) return false
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ship.special_gun = self.gun
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@ -2018,7 +1951,6 @@ function spawn_spec_gun_at(x, y, mt)
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spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
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end
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}
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setmetatable(gun_p, gun_swap_t)
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gun_p:spawn_at(x, y)
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end
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__gfx__
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