fix obvious bugs

not working: ship bounds, "blast" weapon
This commit is contained in:
Kistaro Windrider 2023-09-30 02:48:18 -07:00
parent 2e8bba2a0e
commit c90b56b603
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

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@ -142,23 +142,17 @@ function init_hpcols()
hpcols = hpcols_lut[min(primary_ship.maxhp,6)] hpcols = hpcols_lut[min(primary_ship.maxhp,6)]
end end
function new_linked()
local ret = {}
ret.tail = ret
return ret
end
function wipe_level() function wipe_level()
primary_ship = new_p1() primary_ship = new_p1()
init_hpcols() init_hpcols()
pships = linked_list:new() pships = linked_list.new()
pships:push_back(primary_ship) pships:push_back(primary_ship)
eships = linked_list:new() eships = linked_list.new()
pbullets = linked_list:new() pbullets = linked_list.new()
ebullets = linked_list:new() ebullets = linked_list.new()
intangibles_fg = linked_list:new() intangibles_fg = linked_list.new()
intangibles_bg = linked_list:new() intangibles_bg = linked_list.new()
events = linked_list:new() events = linked_list.new()
end end
function _update60() function _update60()
@ -175,7 +169,7 @@ end
function updategame() function updategame()
leveldone = level_frame() leveldone = level_frame()
new_events = new_linked() new_events = linked_list.new()
events:strip(call_move) events:strip(call_move)
events:vore(new_events) events:vore(new_events)
for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
@ -1826,7 +1820,9 @@ weird coding conventions
-->8 -->8
-- standard events -- standard events
blip_fx = {} blip_fx = {
cancel=false
}
function blip_fx:move() function blip_fx:move()
if (self.cancel) return true if (self.cancel) return true
@ -1849,7 +1845,7 @@ function blip(obj, col, frames)
obj.fx_pal = p obj.fx_pal = p
for i=1,15 do p[i]=col end for i=1,15 do p[i]=col end
if (obj.___fx_pal_event) obj.___fx_pal_event:abort() if (obj.___fx_pal_event) obj.___fx_pal_event:abort()
events:push_back(blip_fx:new{frames=frames, obj=obj}) events:push_back(blip_fx.new{frames=frames, obj=obj})
end end
bossspark = split"7,7,10,10,9,9,9,8,8,8,2,2,5,5" bossspark = split"7,7,10,10,9,9,9,8,8,8,2,2,5,5"