partial prototype of object-oriented drawing and entry
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@ -4,6 +4,53 @@ __lua__
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-- vacuum gambit
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-- vacuum gambit
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-- by kistaro windrider
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-- by kistaro windrider
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-- stdlib
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-- generate standard "overlay"
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-- constructor for type tt.
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-- if tt.init is defined, generated
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-- new calls tt.init(ret) after
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-- ret is definitely not nil,
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-- before calling setmetatable.
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-- use to initialize mutables.
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--
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-- if there was a previous new,
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-- it is invoked on the new
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-- object *after* more, because
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-- this works better with the
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-- `more` impls i use.
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function mknew(tt)
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local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
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tt.new=function(ret)
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if(not ret) ret = {}
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if(more) more(ret)
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if(oldnew) oldnew(ret)
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setmetatable(ret, mt)
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return ret
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end
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return tt
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end
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function easeoutbounce(t)
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local n1=7.5625
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local d1=2.75
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if (t<1/d1) then
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return n1*t*t;
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elseif(t<2/d1) then
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t-=1.5/d1
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return n1*t*t+.75;
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elseif(t<2.5/d1) then
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t-=2.25/d1
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return n1*t*t+.9375;
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else
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t-=2.625/d1
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return n1*t*t+.984375;
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end
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end
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-->8
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-- entry points
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function _draw()
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function _draw()
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cls()
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cls()
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draw_hud_placeholder()
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draw_hud_placeholder()
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@ -35,6 +82,9 @@ function draw_hud_placeholder()
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line(113,127)
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line(113,127)
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end
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end
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-->8
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-- rearm pane drawing
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function glow_box(x0, y0, x1, y1, c, cf)
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function glow_box(x0, y0, x1, y1, c, cf)
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rect(x0, y0, x1, y1, c[1])
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rect(x0, y0, x1, y1, c[1])
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rect(x0+1, y0+1, x1-1, y1-1, c[2])
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rect(x0+1, y0+1, x1-1, y1-1, c[2])
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@ -68,6 +118,51 @@ function draw_rearm(c)
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print("full ammo\nfull shield\n+50% health",54, 106, 6)
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print("full ammo\nfull shield\n+50% health",54, 106, 6)
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end
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end
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-->8
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-- rearm pane objects
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easing_pane = mknew{
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-- to enter: pos = 1; to exit: pos = -1
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-- runs for 16 frames
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}
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function easing_pane:update()
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local pos = self.pos
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if (not pos or pos == 0) return
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-- increment is 0x0.1 -- 1/16th of pos
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if (pos < 0) pos = min(pos + 0x0.1, 0)
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if pos > 0 then
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pos -= 0x0.1
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if (pos <= 0) pos = nil
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end
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self.pos = pos
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end
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weapon_pane = mknew(easing_pane.new{
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is_left = true,
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s = 1,
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hdr = "hull",
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body = "\n +1\n max\nhealth",
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hot = function() return item == 1 end,
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})
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function weapon_pane:draw()
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local pos, frac, is_left = self.pos, 1, self.is_left
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if (not pos) return
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if (pos < 0) frac = easeoutbounce(1+pos)
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if (pos > 0) frac = easeoutbounce(1-pos)
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camera(
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frac * (is_left and 55 or 0) + (1-frac) * (is_left and 0 or -56),
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frac * 55)
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glow_box(0,0,55,100,c,1)
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spr(self.s,5, 5)
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print(self.hdr, 13, 8, 7)
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print(self.body, 5, 15, 6)
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camera()
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end
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rearm_pane = mknew(easing_pane.new{})
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__gfx__
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__gfx__
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000000000b00000000000a0007700770000aa0000444440004444444000000000000000000000000000000000000000000000000000000000000000000000000
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000000000b00000000000a0007700770000aa0000444440004444444000000000000000000000000000000000000000000000000000000000000000000000000
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00000000bba80880000008000aa00aa00a0880a0447777700477777a000000000000000000000000000000000000000000000000000000000000000000000000
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00000000bba80880000008000aa00aa00a0880a0447777700477777a000000000000000000000000000000000000000000000000000000000000000000000000
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