halfway through bullet refactor
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vacuum_gambit.p8
119
vacuum_gambit.p8
@ -18,6 +18,11 @@ function csv(s)
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end
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return ret
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end
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function const_fxn(x)
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return function()
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return x
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end
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end
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-- generate standard "overlay"
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-- constructor for type tt.
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@ -580,9 +585,15 @@ end
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-->8
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-- bullet and gun behaviors
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bullet_base = {
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enemyspd = 0.5
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}
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function player_blt_cat()
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return pbullets
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end
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function enemy_blt_cat()
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return ebullets
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end
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bullet_base = { }
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mknew(bullet_base)
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gun_base = {
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@ -601,18 +612,10 @@ end
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function bullet_base:move()
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self.x += self.dx
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if self.enemy then
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self.y += self.dy
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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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else
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self.y -= self.dy
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if self.y < -8*self.height then
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self:die()
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return true
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end
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self.y += self.dy
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if (self.y > 128) or (self.y < -8 * self.height) then
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self:die()
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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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@ -621,19 +624,20 @@ function bullet_base:draw()
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spr(self.sprite, self.x, self.y, self.width, self.height)
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end
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function bullet_base:spawn_at(x, y)
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self.x = x - self.center_x_off
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if self.enemy then
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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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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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pbullets:push_back(self)
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-- An `actually_shoot` factory
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-- for trivial guns
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function spawn_one(t)
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return function(gun, x, y)
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t.new{}:spawn_at(x, y)
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end
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end
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function bullet_base:spawn_at(x, y)
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self.x = x - self.x_off
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self.y = y - self.y_off
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self.category():push_back(self)
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end
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function gun_base:shoot(x, y)
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if (lframe < self.shoot_ready) return false
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if self.ammo then
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@ -645,23 +649,12 @@ function gun_base:shoot(x, y)
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return true
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end
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function gun_base:actually_shoot(x, y)
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local typ = self.t
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local b = typ.new{
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enemy = self.enemy,
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sprite = self.enemy and typ.esprite or typ.psprite,
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}
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b:spawn_at(x, y)
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return true
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end
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-->8
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-- bullets and guns
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zap = bullet_base.new{
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zap_e = bullet_base.new{
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--shape
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psprite = 8, --index of player ammo sprite
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esprite = 9, -- index of enemy ammo sprite
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sprite = 9, --index of enemy ammo sprite
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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@ -670,33 +663,42 @@ zap = bullet_base.new{
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width = 2,
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height = 8
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},
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center_x_off = 1, -- how to position by ship
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bottom_y_off = 0,
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top_y_off = 0,
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x_off = 1, -- how to position by ship
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y_off = 0,
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damage = 1,
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dx = 0, -- px/frame
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dy = 8,
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dy = -4,
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hitship = function(_, _)
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return true
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end
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hitship = const_fxn(true),
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category = enemy_blt_cat,
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}
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mknew(zap)
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mknew(zap_e)
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zap_gun = gun_base.new{
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enemy = false,
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zap_p = zap_e.new{
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sprite = 8,
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dy = 8,
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category = player_blt_cat,
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}
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mknew(zap_p)
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zap_gun_e = gun_base.new{
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power = 20, -- power consumed per shot
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cooldown = 0x0.000a, -- frames between shots
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ammo = nil, -- unlimited ammo - main gun
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t = zap -- metatable of bullet to fire
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actually_shoot = spawn_one(zap_e),
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}
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mknew(zap_gun)
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mknew(zap_gun_e)
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zap_gun_p = zap_gun_e.new{
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actually_shoot = spawn_one(zap_p),
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}
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mknew(zap_gun_p)
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blast = bullet_base.new{
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--shape
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psprite = 12, --index of player ammo sprite
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esprite = 3, -- index of enemy ammo sprite
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sprite = 12, --index of player ammo sprite
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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@ -705,9 +707,8 @@ blast = bullet_base.new{
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width = 6,
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height = 6
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},
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center_x_off = 4, -- how to position by ship
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bottom_y_off = 0,
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top_y_off = 0,
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x_off = 4, -- how to position by ship
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y_off = 0,
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damage = 4,
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dx = 0, -- px/frame
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@ -736,18 +737,18 @@ blast = bullet_base.new{
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self.awaitcancel = false
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end)
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end
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end
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end,
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category=player_blt_cat
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}
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mknew(blast)
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blast_gun = gun_base.new{
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icon = 13,
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enemy = false,
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power = 0, -- ammo, not power
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power = 0, -- only cost is ammo
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cooldown = 0x0.0020, -- frames between shots
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ammo = 5,
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maxammo = 5,
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t = blast -- type of bullet to fire
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actually_shoot = spawn_one(blast),
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}
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mknew(blast_gun)
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