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.
This commit is contained in:
Kistaro Windrider 2023-12-20 18:14:39 -08:00
parent 5fef5bad00
commit 9aac99ef30
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

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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
act = function(self) -- fetch buttons
local b,th = btn(),self.thrust
local blr = b&0x3
if blr == 1 then
self.sprite=17
else
elseif blr==2 then
self.sprite=18
else
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