migrate ships to mknew style

This commit is contained in:
Kistaro Windrider 2023-09-30 14:24:31 -07:00
parent f49407baca
commit bad8452f3c
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

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@ -153,7 +153,7 @@ function init_hpcols()
end
function wipe_level()
primary_ship = new_p1()
primary_ship = player.new()
init_hpcols()
pships = linked_list.new()
pships:push_back(primary_ship)
@ -466,10 +466,7 @@ ship_m = {
xmomentum = 0,
ymomentum = 0,
}
ship_t = {
__index = ship_m,
}
mknew(ship_m)
function ship_m:die()
self.dead = true
@ -583,17 +580,10 @@ end
-->8
--ships, including player
function init_ship_mt()
setmetatable(player, ship_t)
setmetatable(frownie, ship_t)
setmetatable(blocky, frownie_t)
setmetatable(chasey, ship_t)
end
firespark = split"9, 8, 2, 5, 1"
smokespark = split"13, 13, 5, 5"
player = {
player = ship_m.new{
--shape
sprite = 1, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites?
@ -642,20 +632,13 @@ player = {
return butts
end
}
player_t = {
__index = player
}
function new_p1()
p = {
main_gun = new_gun_of(zap_gun_t, false)
}
setmetatable(p, player_t)
return p
mknew(player,
function(p)
p.main_gun = new_gun_of(zap_gun_t, false)
end
)
frownie = {
frownie = ship_m.new{
--shape
sprite = 3, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites?
@ -693,11 +676,9 @@ frownie = {
return butts
end, -- button fetch algorithm
}
frownie_t = {
__index = frownie
}
mknew(frownie)
blocky = {
blocky = frownie.new{
sprite = 10,
hp = 2,
hurt = {
@ -713,16 +694,13 @@ blocky = {
else
self.sprite = 10
end
ship_t.__index.ow(self)
ship_m.ow(self)
end
}
blocky_t = {
__index = blocky
}
mknew(blocky)
function spawn_spewy_at(x, y)
local spewy = {
local spewy = frownie.new{
x = x,
y = y,
sprite = 26,
@ -746,12 +724,11 @@ function spawn_spewy_at(x, y)
return butts
end,
}
setmetatable(spewy, frownie_t)
eships:push_back(spewy)
return spewy
end
chasey = {
chasey = ship_m.new{
sprite = 5,
size = 1,
hurt = {
@ -784,22 +761,20 @@ chasey = {
return butts
end,
}
chasey_t = {
__index = chasey
}
mknew(chasey)
function spawn_chasey_at(x, y)
local c = {
local c = chasey.new{
x = x,
y = y,
main_gun = new_gun_of(zap_gun_t, true)
}
setmetatable(c, chasey_t)
eships:push_back(c)
return c
end
function spawn_xl_chasey_at(x, y)
local c = {
local c = chasey.new{
x = x,
y = y,
size = 2,
@ -826,7 +801,6 @@ function spawn_xl_chasey_at(x, y)
pal()
end,
}
setmetatable(c, chasey_t)
eships:push_back(c)
return c
end
@ -962,19 +936,18 @@ end
-->8
-- example level
function spawn_rnd_x(mt)
s = {
function spawn_rnd_x(typ)
s = typ.new{
x = rnd(104),
y = -(mt.__index.size * 8 - 1)
}
setmetatable(s, mt)
eships:push_back(s)
return s
end
function spawn_blocking_rnd_x(mt)
function spawn_blocking_rnd_x(typ)
freeze += 1
s = {
s = typ.new{
x = rnd(104),
y = -7,
ice = 1,
@ -984,25 +957,24 @@ function spawn_blocking_rnd_x(mt)
mt.__index.die(self)
end
}
setmetatable(s, mt)
eships:push_back(s)
return s
end
function spawn_frownie()
return spawn_rnd_x(frownie_t)
return spawn_rnd_x(frownie)
end
function spawn_blocking_frownie()
spawn_blocking_rnd_x(frownie_t)
spawn_blocking_rnd_x(frownie)
end
function spawn_blocky()
spawn_rnd_x(blocky_t)
spawn_rnd_x(blocky)
end
function spawn_blocking_blocky()
spawn_blocking_rnd_x(blocky_t)
spawn_blocking_rnd_x(blocky)
end
function spawn_spewy()
@ -1020,7 +992,7 @@ function spawn_blocking_spewy()
s.die = function(self)
freeze -= self.ice
self.ice = 0
frownie_t.__index.die(self)
frownie.die(self)
end
end
@ -1029,7 +1001,7 @@ function spawn_bonus_frownie()
f.sprite = 7
f.die = function(self)
spawn_repair_at(self.x+4, self.y+4)
frownie_t.__index.die(self)
frownie.die(self)
end
end
@ -1061,7 +1033,7 @@ function spawn_blocking_boss_chasey()
c.die = function(self)
freeze -= self.ice
self.ice = 0
chasey_t.__index.die(self)
chasey.die(self)
end
local nextspawn = lframe + 120