get rid of pships
lots of things rely on exactly one primary ship now, so this was just overhead and wasted tokens / cspace.
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@ -169,8 +169,6 @@ function wipe_game()
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xpwhoosh = nil
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xpwhoosh = nil
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primary_ship = player.new()
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primary_ship = player.new()
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init_hpcols()
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init_hpcols()
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pships = linked_list.new()
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pships:push_back(primary_ship)
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eships = linked_list.new()
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eships = linked_list.new()
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pbullets = linked_list.new()
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pbullets = linked_list.new()
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ebullets = linked_list.new()
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ebullets = linked_list.new()
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@ -208,7 +206,8 @@ function ones(n)
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end
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end
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function updategame()
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function updategame()
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if (primary_ship.xp >= primary_ship.xptarget) and (gframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
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local ps = primary_ship
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if (ps.xp >= ps.xptarget) and (gframe - ps.last_xp_frame > 0x0.000f) and (not ps.dead) then
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mode = rearm_mode.new()
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mode = rearm_mode.new()
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return _update60()
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return _update60()
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end
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end
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@ -238,36 +237,24 @@ function updategame()
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end
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end
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events:vore(new_events)
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events:vore(new_events)
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events:strip(call_move)
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events:strip(call_move)
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for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
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for _, lst in ipairs{intangibles_bg, eships, pbullets, ebullets} do
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lst:strip(call_move)
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lst:strip(call_move)
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end
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end
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pships:strip(
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if not ps.dead then
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function(ps)
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ps:move()
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local pbox, pded = hurtbox(ps), false
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local pbox = hurtbox(ps)
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eships:strip(
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eships:strip(function(es)
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function(es)
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if(not collides(pbox, hurtbox(es))) return
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if (not collides(pbox, hurtbox(es))) return
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ps:hitship(es)
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pded = pded or ps:hitship(es)
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return es:hitship(ps)
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return es:hitship(ps)
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end)
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end
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ebullets:strip(function(eb)
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)
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if (not collides(pbox, hurtbox(eb))) return
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return pded
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ps:hitbullet(eb)
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end
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return eb:hitship(ps)
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)
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end)
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pships:strip(
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end
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function(ps)
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local pbox, pded = hurtbox(ps), false
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ebullets:strip(
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function(eb)
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if (not collides(pbox, hurtbox(eb))) return
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pded = pded or ps:hitbullet(eb)
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return eb:hitship(ps)
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end
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)
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return pded
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end
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)
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-- many bullets and many enemy ships;
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-- many bullets and many enemy ships;
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-- use bucket collider for efficiency
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-- use bucket collider for efficiency
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@ -302,9 +289,9 @@ function updategame()
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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 not eships.next and not ebullets.next and not events.next then
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game_state = win
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game_state = win
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end
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end
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if (not pships.next) game_state = lose
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if (ps.dead) game_state = lose
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if primary_ship.xp >= primary_ship.xptarget then
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if ps.xp >= ps.xptarget then
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if not xpwhoosh then
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if not xpwhoosh then
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xpwhoosh = 0
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xpwhoosh = 0
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else
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else
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@ -393,8 +380,8 @@ end
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function drawgame()
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function drawgame()
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clip(0,0,112,128)
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clip(0,0,112,128)
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rectfill(0,0,112,128,0)
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rectfill(0,0,112,128,0)
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for slist in all{intangibles_bg, pbullets, pships, eships, ebullets, intangibles_fg} do
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for drawable in all{intangibles_bg, pbullets, primary_ship, eships, ebullets, intangibles_fg} do
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slist:draw()
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drawable:draw()
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end
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end
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clip(0,0,128,128)
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clip(0,0,128,128)
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drawhud()
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drawhud()
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@ -624,6 +611,7 @@ function ship_m:move()
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end
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end
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function ship_m:draw()
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function ship_m:draw()
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if (self.dead) return
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if(self.fx_pal) pal(self.fx_pal)
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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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spr(self.sprite, self.x, self.y, self.size, self.size)
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pal()
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pal()
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