vulcan_gun as trig gun

causes x offset to reverse for negative aim; may need to be careful
with how I make aiming guns actually work, but this should work for
deriving player guns from enemy guns (by using negative aim)!
This commit is contained in:
Kistaro Windrider 2025-06-01 17:26:29 -07:00
parent b18b4f885d
commit 95ea70baae
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

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@ -876,7 +876,7 @@ end
trig_gun = mknew(gun_base.new{
veloc = 1,
aim = 0.75, -- down; 0.25 is up
aim = 0.75, -- down; 0.25, or -0.75, is up
shot_idx = 0,
-- shots: list<list<[3]num>>
-- describing a cycling
@ -887,10 +887,10 @@ trig_gun = mknew(gun_base.new{
-- 1 ammo; sequential
-- each shot: angle (turns,
-- relative to `aim`),
-- velocity, firing x-offset;
-- if velocity is nil, use
-- self.veloc instead;
-- if x-offset is nil, use 0
-- firing x-offset, velocity;
-- if x-offset is nil, use 0;
-- if velocity is nil, use
-- self.veloc instead
init = function(self)
if (not self.shots) self.shots = {{{0}}}
end
@ -902,8 +902,11 @@ function trig_gun:actually_shoot(x, y)
self.shot_idx = idx
shots = shots[idx]
for s in all(shots) do
local a,v,xo = unpack(s)
local a,xo,v = unpack(s)
v = v or veloc
xo = xo or 0
-- reverse x-offset for negative base angle
if (aim < 0) xo = -xo
a += aim
-- todo: switch munition
-- depending on angle
@ -1124,48 +1127,37 @@ vulcan_e = mknew(bullet_base.new{
y_off = 0,
damage = 0.5,
-- dx from gun
dy = 2,
category=enemy_blt_cat
})
vulcan_p = mknew(vulcan_e.new{
sprite=22,
y_off = 4,
dy = -4,
category=player_blt_cat
})
vulcan_gun_e = mknew(gun_base.new{
vulcan_gun_e = mknew(trig_gun.new{
icon = 37,
cooldown = 0x0.0003, -- frames between shots
ammo = nil,
maxammo = nil,
munition=vulcan_e,
dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
xoffs = {1, 0, -1, 1, 0, -1},
dxidx = 1,
actually_shoot = function(self, x, y)
local b = self.munition.new{
dx = self.dxs[self.dxidx],
}
b:spawn_at(self.xoffs[self.dxidx]+x,y)
self.dxidx += 1
if (self.dxidx > #self.dxs) self.dxidx = 1
end
veloc = 2,
shots = {{{0.02, 2}}, {{-0.02,0}}, {{-0.03, -2}}, {{0.03, 2}}, {{0.02, 0}}, {{-0.02, -2}}}
})
machine_gun_e = mknew(vulcan_gun_e.new{
icon = 38,
clip_size = 12,
clip_interval = 0x0.005a,
dxs = {0, 0},
xoffs = {1, -1},
shots = {{{0, 2}}, {{0, -2}}}
})
vulcan_gun_p = mknew(vulcan_gun_e.new{
munition=vulcan_p,
maxammo = 100,
aim=-0.75,
veloc=4,
hdr = "vULCAN",
body = [[---------GUN
@ -1880,6 +1872,7 @@ end
-- add a new gun
function spec_gun_opts()
-- todo: avoid duplicates
return pick(spec_gunt, 2)
end
@ -1901,7 +1894,6 @@ end
-- ordinary upgrades
function small_opts()
-- todo: include gun opts
if(not primary_ship.special_guns) return pick(primary_ship:small_upgrade_opts(), 2)
local opts = {rnd(primary_ship:small_upgrade_opts())}
for g in all(primary_ship.special_guns) do
@ -1982,7 +1974,10 @@ function rearm_mode:shuffle()
-- until the upgrade deck
-- is a thing that exists
local lev = primary_ship.level + 1
if lev == 4 or lev == 12 then
-- for testing: more guns really early
-- if lev == 4 or lev == 12 then
if lev == 2 or lev == 3 then
self.options = spec_gun_opts()
elseif lev % 4 == 0 then
self.options = big_opts()