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