methodize ship stuff, convert remaining add calls
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3b8e86d0e7
commit
814149ceec
120
updatedshmup.p8
120
updatedshmup.p8
@ -176,7 +176,7 @@ end
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function updategame()
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leveldone = level_frame()
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new_events = new_linked()
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events:strip(call_f)
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events:strip(call_move)
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events:vore(new_events)
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for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
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lst:strip(call_move)
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@ -239,7 +239,7 @@ function updategame()
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intangibles_fg:strip(call_move)
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if leveldone and ((#eships + #ebullets + #events) == 0) then
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if leveldone and not eships.next and not ebullets.next and not events.next then
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state = win
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end
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if #pships == 0 then
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@ -580,7 +580,7 @@ function spawn_spewy_at(x, y)
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end,
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}
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setmetatable(spewy, frownie_t)
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add(eships, spewy)
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eships:push_back(spewy)
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return spewy
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end
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@ -627,7 +627,7 @@ function spawn_chasey_at(x, y)
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main_gun = new_gun_of(zap_gun_t, true)
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}
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setmetatable(c, chasey_t)
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add(eships, c)
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eships:push_back(c)
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return c
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end
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@ -660,7 +660,7 @@ function spawn_xl_chasey_at(x, y)
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end,
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}
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setmetatable(c, chasey_t)
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add(eships, c)
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eships:push_back(c)
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return c
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end
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-->8
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@ -694,50 +694,50 @@ ship_t = {
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__index = ship_m,
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}
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function ship_m.die(s)
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s.dead = true
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if (s.hp <= 0) boom(s.x+s.size*4, s.y+s.size*4,12*s.size, s.boss)
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function ship_m:die()
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self.dead = true
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if (self.hp <= 0) boom(self.x+self.size*4, self.y+self.size*4,12*self.size, self.boss)
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end
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function ship_m.move(ship)
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ship:refresh_shield()
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ship.power = min(ship.max_power, ship.power + ship.generator)
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butt = ship:grab_butts()
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if (butt[5] > 0) ship:maybe_shoot(ship.main_gun)
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if (butt[4] > 0) ship:maybe_shoot(ship.special_gun)
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if (butt[0]-butt[1] ~= 0 or butt[2]-butt[3] ~= 0) spark(ship.sparks, ship.x + 4*ship.size, ship.y + 4*ship.size, butt, ship.thrust, ship.sparkodds)
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ship.xmomentum += (ship.thrust * butt[1]) - (ship.thrust * butt[0])
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ship.ymomentum += (ship.thrust * butt[3]) - (ship.thrust * butt[2])
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ship.xmomentum = mid(-ship.maxspd, ship.maxspd, ship.xmomentum)
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ship.ymomentum = mid(-ship.maxspd, ship.maxspd, ship.ymomentum)
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function ship_m:move()
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self:refresh_shield()
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self.power = min(self.max_power, self.power + self.generator)
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butt = self:grab_butts()
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if (butt[5] > 0) self:maybe_shoot(self.main_gun)
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if (butt[4] > 0) self:maybe_shoot(self.special_gun)
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if (butt[0]-butt[1] ~= 0 or butt[2]-butt[3] ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, butt, self.thrust, self.sparkodds)
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self.xmomentum += (self.thrust * butt[1]) - (self.thrust * butt[0])
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self.ymomentum += (self.thrust * butt[3]) - (self.thrust * butt[2])
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self.xmomentum = mid(-self.maxspd, self.maxspd, self.xmomentum)
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self.ymomentum = mid(-self.maxspd, self.maxspd, self.ymomentum)
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ship.x += ship.xmomentum
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ship.y += ship.ymomentum
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self.x += self.xmomentum
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self.y += self.ymomentum
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if ship == primary_ship then
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ship.x = mid(0, 112 - 8 * ship.size, ship.x)
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ship.y = mid(0, 128 - 8 * ship.size, ship.y)
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if self == primary_self then
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self.x = mid(0, 112 - 8 * self.size, self.x)
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self.y = mid(0, 128 - 8 * self.size, self.y)
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end
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--friction
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local d = ship.drag
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ship.xmomentum -= mid(d, -d, ship.xmomentum)
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ship.ymomentum -= mid(d, -d, ship.ymomentum)
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local d = self.drag
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self.xmomentum -= mid(d, -d, self.xmomentum)
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self.ymomentum -= mid(d, -d, self.ymomentum)
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-- "scrolling" behavior
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if ship.slip then
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ship.y += scrollrate
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if ship.y >= 128 then
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ship:die()
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if self.slip then
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self.y += scrollrate
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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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end
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return false
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end
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function ship_m.draw(ship)
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if(ship.fx_pal) pal(ship.fx_pal)
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spr(ship.sprite, ship.x, ship.y, ship.size, ship.size)
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function ship_m:draw()
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if(self.fx_pal) pal(self.fx_pal)
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spr(self.sprite, self.x, self.y, self.size, self.size)
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pal()
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end
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@ -940,7 +940,7 @@ function spawn_rnd_x(mt)
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y = -(mt.__index.size * 8 - 1)
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}
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setmetatable(s, mt)
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add(eships, s)
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eships:push_back(s)
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return s
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end
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@ -957,7 +957,7 @@ function spawn_blocking_rnd_x(mt)
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end
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}
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setmetatable(s, mt)
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add(eships, s)
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eships:push_back(s)
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return s
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end
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@ -1037,13 +1037,13 @@ function spawn_blocking_boss_chasey()
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end
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local nextspawn = lframe + 120
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add(events, function()
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events:push_back{move=function()
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if lframe >= nextspawn then
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helpers[flr(rnd(#helpers))+1]()
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nextspawn += 60
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end
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return c.dead
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end)
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end}
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return c
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end
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@ -1080,13 +1080,13 @@ example_level = {
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[500]=function()
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local tnext = lframe
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local remain = 20
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add(events, function()
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events:push_back{move=function()
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if (lframe < tnext) return false
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spawn_blocking_blocky()
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tnext = lframe + 12
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remain -= 1
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return (remain <= 0)
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end)
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end}
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end,
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[501]=spawn_bonus_frownie,
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[620]=spawn_blocking_blocky,
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@ -1180,15 +1180,14 @@ blast = {
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hitship = function(self, _)
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self.damage = 0
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local wait = 2
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e = function()
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events:push_back{move=function()
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wait -= 1
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if wait <= 0 then
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self.damage = 4
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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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add(events, e)
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end}
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end
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}
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blast_t = {
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@ -1382,10 +1381,10 @@ function bullet_base:spawn_at(x, y)
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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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add(ebullets, self)
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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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add(pbullets, self)
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pbullets:push_back(self)
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end
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end
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@ -1829,15 +1828,9 @@ weird coding conventions
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-->8
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-- standard events
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blip_fx = {
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abort = function(self)
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self.cancel = true
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end
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}
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blip_fx = {}
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blip_fx_t = {
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__index = blink_fx,
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__call = function(self)
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function blip_fx:move()
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if (self.cancel) return true
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self.frames -= 1
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if self.frames < 0 then
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@ -1845,20 +1838,20 @@ blip_fx_t = {
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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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}
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end
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function blip_fx:abort()
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self.cancel=true
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end
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mknew(blip_fx)
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function blip(obj, col, frames)
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local p = {[0]=0}
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obj.fx_pal = p
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for i=1,15 do p[i]=col end
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if (obj.___fx_pal_event) obj.___fx_pal_event:abort()
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local e = {
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frames = frames,
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obj = obj
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}
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setmetatable(e, blip_fx_t)
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add(events, e)
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events:push_back(blip_fx:new{frames=frames, 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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@ -1883,7 +1876,8 @@ end
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function spark(sprs, x, y, butts, thrust, odds, fg)
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if (sprs==nil or flr(rnd(odds)) ~= 0) return
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thrust *= 2.5
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add(fg and intangibles_fg or intangibles_bg, {
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local target = fg and intangibles_fg or intangibles_bg
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target:push_back{
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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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@ -1901,7 +1895,7 @@ function spark(sprs, x, y, butts, thrust, odds, fg)
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self.dx -= mid(0.05,-0.05, self.dx)
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self.dy -= mid(0.05,-0.05, self.dy)
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end
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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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