replace grab_butts with act
marshaling through a table is a waste of time, the duplication betweeen positive and negative thrust vectors is pointless, and pre-multiplying thrust complicates "stay in a box" goals later on.
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							| @@ -397,23 +397,6 @@ function dropshadow(str, x, y, col) | ||||
|  print(str, x, y, col) | ||||
| end | ||||
|  | ||||
| function grab_p1_butts() | ||||
|  if state ~= game then | ||||
|   local r = {0,0,0,0,0} | ||||
|   r[0] = 0 | ||||
|   return r | ||||
|  end | ||||
|  local b = btn() | ||||
|  return { | ||||
|   [0]=b&0x1, | ||||
|   [1]=(b&0x2)>>1, | ||||
|   [2]=(b&0x4)>>2, | ||||
|   [3]=(b&0x8)>>3, | ||||
|   [4]=(b&0x10)>>4, | ||||
|   [5]=(b&0x20)>>5 | ||||
|  } | ||||
| end | ||||
|  | ||||
| -->8 | ||||
| --ship behavior | ||||
|  | ||||
| @@ -448,12 +431,12 @@ end | ||||
| function ship_m:move() | ||||
|  self:refresh_shield() | ||||
|  self.power = min(self.max_power, self.power + self.generator) | ||||
|  butt = self:grab_butts() | ||||
|  if (butt[5] > 0) self:maybe_shoot(self.main_gun) | ||||
|  if (butt[4] > 0) self:maybe_shoot(self.special_gun) | ||||
|  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) | ||||
|  self.xmomentum += (self.thrust * butt[1]) - (self.thrust * butt[0]) | ||||
|  self.ymomentum += (self.thrust * butt[3]) - (self.thrust * butt[2]) | ||||
|  local dx, dy, shoot_spec, shoot_main = self:act() | ||||
|  if (shoot_main) self:maybe_shoot(self.main_gun) | ||||
|  if (shoot_spec) self:maybe_shoot(self.special_gun) | ||||
|  if (dx ~= 0 or dy ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds) | ||||
|  self.xmomentum += dx | ||||
|  self.ymomentum += dy | ||||
|  self.xmomentum = mid(-self.maxspd, self.maxspd, self.xmomentum) | ||||
|  self.ymomentum = mid(-self.maxspd, self.maxspd, self.ymomentum) | ||||
|   | ||||
| @@ -869,16 +852,18 @@ player = ship_m.new{ | ||||
|  thrust = 0.25, -- momentum added from button | ||||
|  drag = 0.125, -- momentum lost per frame | ||||
|  slip = false, -- does not slide down screen | ||||
|  grab_butts = function(self)  -- fetch buttons | ||||
|   local butts = grab_p1_butts() | ||||
|   if butts[0] == butts[1] then | ||||
|    self.sprite = 1 | ||||
|   elseif butts[0] > 0 then | ||||
|    self.sprite = 17 | ||||
|  act = function(self)  -- fetch buttons | ||||
|   local b,th = btn(),self.thrust | ||||
|   local blr = b&0x3 | ||||
|   if blr == 1 then | ||||
|    self.sprite=17 | ||||
|   elseif blr==2 then | ||||
|    self.sprite=18 | ||||
|   else | ||||
|    self.sprite = 18 | ||||
|    self.sprite=1 | ||||
|   end | ||||
|   return butts | ||||
|   --dx, dy, shoot_spec, shoot_main | ||||
|   return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0 | ||||
|  end | ||||
| } | ||||
| mknew(player, | ||||
| @@ -912,18 +897,12 @@ frownie = ship_m.new{ | ||||
|  thrust = 0.12, -- momentum added from button | ||||
|  drag = 0.07, -- momentum lost per frame | ||||
|  slip = true, | ||||
|  grab_butts = function(discard_self) | ||||
|   -- buttons are effectively analog | ||||
|   -- and negative buttons work just fine! | ||||
|   local butts = {} | ||||
|   local tstate = (1 + flr(4*t() + 0.5)) % 6 | ||||
|   butts[0] = ((tstate==1 or tstate==2) and 1) or 0 | ||||
|   butts[1] = ((tstate==4 or tstate==5) and 1) or 0 | ||||
|   for b=2, 5 do | ||||
|    butts[b]=0 | ||||
|   end | ||||
|   return butts | ||||
|  end, -- button fetch algorithm | ||||
|  act = function(self) | ||||
|   local tstate,dx = (1 + flr(4*t() + 0.5)) % 6,0 | ||||
|   if (tstate==1 or tstate==2) dx=-self.thrust | ||||
|   if (tstate>=4) dx=self.thrust | ||||
|   return dx,0,false,false | ||||
|  end, | ||||
| } | ||||
| mknew(frownie) | ||||
|  | ||||
| @@ -962,10 +941,9 @@ spewy = frownie.new{ | ||||
|  generator=0.5, | ||||
|  fire_off_x=4, | ||||
|  fire_off_y = 7, | ||||
|  grab_butts=function() | ||||
|   local butts=frownie.grab_butts() | ||||
|   butts[5]=1 | ||||
|   return butts | ||||
|  act=function() | ||||
|   local dx,dy,shoot_spec=frownie.act(self) | ||||
|   return dx, dy, shoot_spec, true | ||||
|  end | ||||
| } | ||||
| mknew(spewy, function(ship) | ||||
| @@ -1000,12 +978,11 @@ mknew(chasey, function(ship) | ||||
|  ship.main_gun=ship.main_gun or zap_gun.new{enemy=true} | ||||
| end) | ||||
|  | ||||
| function chasey:grab_butts() | ||||
|  local butts = {[0]=0,0,0,0,0,0} | ||||
|  if (self.x < primary_ship.x) butts[1] = 1 | ||||
|  if (self.x > primary_ship.x) butts[0] = 1 | ||||
|  if (self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x) butts[5] = 1 | ||||
|  return butts | ||||
| function chasey:act() | ||||
|  local dx = 0 | ||||
|  if (self.x < primary_ship.x) dx=self.thrust | ||||
|  if (self.x > primary_ship.x) dx=-self.thrust | ||||
|  return dx, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x | ||||
| end | ||||
|  | ||||
| xl_chasey=chasey.new{ | ||||
| @@ -1021,10 +998,10 @@ xl_chasey=chasey.new{ | ||||
|  shield = 5, | ||||
|  boss = true, | ||||
|  slip = false, | ||||
|  grab_butts = function(self) | ||||
|   local butts = chasey.grab_butts(self) | ||||
|   if (self.y < 4) butts[3] = 1 | ||||
|   return butts | ||||
|  act = function(self) | ||||
|   local dx,dy,shoot_spec,shoot_main = chasey.act(self) | ||||
|   if (self.y < 4) dy=self.thrust | ||||
|   return dx,dy,shoot_spec,shoot_main | ||||
|  end, | ||||
|  draw = function(self) | ||||
|   if(self.fx_pal) pal(self.fx_pal) | ||||
| @@ -1510,18 +1487,12 @@ like a player pushing buttons. | ||||
| the player ship actually reads | ||||
| buttons for this. | ||||
|  | ||||
| grab_butts - ship thrust control | ||||
| based on btn() api. returns a | ||||
| table indexed from 0..5 with | ||||
| 0 to not push this button and 1 | ||||
| to push it. ships can use | ||||
| fractional or out-of-range | ||||
| numbers to get varying amounts | ||||
| of thrust, including using | ||||
| negative numbers for thrust in | ||||
| the opposite direction. 4 and 5 | ||||
| just check for nonzeroness to | ||||
| attempt to fire. | ||||
| act -- returns new acceleration: | ||||
| dx, dy, shoot_spec, shoot_main. | ||||
| dx and dy are change in momentum | ||||
| in px/frame. this is controls | ||||
| only -- friction is handled in | ||||
| ship:move (`drag` value). | ||||
|  | ||||
| ships hitting another ship take | ||||
| 1 damage per frame of overlap. | ||||
| @@ -1800,9 +1771,7 @@ function boom(x,y,boominess,is_boss) | ||||
|  local boombonus = min(0.05 * boominess, 1.25) | ||||
|  for _=1,boominess do | ||||
|   local angle = rnd(1) | ||||
|   local butts = {0, sin(angle), 0} | ||||
|   butts[0] = cos(angle) | ||||
|   spark(sp,x+4,y+4,butts,boombase+rnd(boombonus),1, true) | ||||
|   spark(sp,x+4,y+4,cos(angle), sin(angle),boombase+rnd(boombonus),1, true) | ||||
|  end | ||||
|  return | ||||
| end | ||||
| @@ -1822,17 +1791,16 @@ function spark_particle:draw() | ||||
|  pset(self.x,self.y,self.sprs[self.sidx]) | ||||
| end | ||||
|  | ||||
| function spark(sprs, x, y, butts, thrust, odds, fg) | ||||
| function spark(sprs, x, y, dx, dy, odds, fg) | ||||
|  if (sprs==nil or flr(rnd(odds)) ~= 0) return | ||||
|  thrust *= 2.5 | ||||
|  local target = fg and intangibles_fg or intangibles_bg | ||||
|  target:push_back(spark_particle.new{ | ||||
|   x = x + rnd(4) - 2, | ||||
|   y = y + rnd(4) - 2, | ||||
|   sprs = sprs, | ||||
|   sidx = 1, | ||||
|   dx = (butts[0] - butts[1]) * thrust + rnd(2) - 1, | ||||
|   dy = (butts[2] - butts[3]) * thrust + rnd(2) - 1, | ||||
|   dx = dx + rnd(2) - 1, | ||||
|   dy = dy + rnd(2) - 1, | ||||
|  }) | ||||
| end | ||||
| -->8 | ||||
|   | ||||
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