prototype: gun picking
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cd5b79ef4a
287
vacuum_gambit.p8
287
vacuum_gambit.p8
@ -683,6 +683,18 @@ gun_base = mknew{
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icon = 20
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}
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-- gun_base subtypes are
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-- level-up options that,
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-- as an action, assign
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-- themselves to the player
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function gun_base:action()
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if not primary_ship.special_guns then
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primary_ship.special_guns = {self.new()}
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else
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add(primary_ship.special_guns, self.new())
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end
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end
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function bullet_base:hitship(_)
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self:die()
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return true
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@ -765,13 +777,13 @@ zap_p = mknew(zap_e.new{
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})
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zap_gun_e = mknew(gun_base.new{
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cooldown = 0x0.000a, -- frames between shots
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ammo = nil, -- unlimited ammo - main gun
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cooldown = 0x0.0020, -- frames between shots
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actually_shoot = spawn_one(zap_e),
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})
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zap_gun_p = mknew(zap_gun_e.new{
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actually_shoot = spawn_one(zap_p),
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hdr = "mAIN gUN",
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})
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blast = mknew(bullet_base.new{
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@ -790,17 +802,22 @@ blast = mknew(bullet_base.new{
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damage = 4,
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dx = 0, -- px/frame
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dy = -2,
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dy = -1,
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awaitcancel = false,
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-- disable damage for 2 frames
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-- disable damage for 4 frames
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-- when hitting something
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-- todo: rewrite all ship hit
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-- logic so i can avoid
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-- repeating hits to the
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-- same ship instead of
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-- using a cooldown
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hitship = function(self, _)
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if self.damage > 0 and not self.awaitcancel then
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self.awaitcancel = true
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once_next_frame(function()
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new_events:push_back{
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wait = 2,
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wait = 4,
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obj = self,
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saved_dmg = self.damage,
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move = function(self)
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@ -821,10 +838,19 @@ blast = mknew(bullet_base.new{
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blast_gun = mknew(gun_base.new{
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icon = 13,
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cooldown = 0x0.0020, -- frames between shots
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cooldown = 0x0.0078, -- 120 frames between shots
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ammo = 5,
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maxammo = 5,
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actually_shoot = spawn_one(blast),
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hdr = "bLASTER",
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body= [[plasma orb
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floats through
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enemies.
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ammo: 5
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rate: 1 / 2sec
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dmg: 4
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]],
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})
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protron_e = mknew(bullet_base.new{
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@ -856,7 +882,7 @@ protron_p = mknew(protron_e.new{
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protron_gun_e = mknew(gun_base.new{
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icon = 25,
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cooldown = 0x0.000f, -- frames between shots
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cooldown = 0x0.0040, -- frames between shots
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ammo = nil,
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maxammo = nil,
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munition = protron_e
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@ -885,6 +911,16 @@ end
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protron_gun_p = mknew(protron_gun_e.new{
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munition = protron_p,
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maxammo = 20,
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cooldown = 0x0.0018,
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hdr = "pROTRON",
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body = [[spray shots
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in a dense arc.
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ammo: 20
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rate: 2 / sec
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dmg: 1
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]],
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})
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vulcan_e = mknew(bullet_base.new{
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@ -917,7 +953,7 @@ vulcan_p = mknew(vulcan_e.new{
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vulcan_gun_e = mknew(gun_base.new{
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icon = 37,
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enemy = false,
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cooldown = 0x0.0002, -- frames between shots
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cooldown = 0x0.0003, -- frames between shots
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ammo = nil,
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maxammo = nil,
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munition=vulcan_e,
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@ -936,6 +972,15 @@ vulcan_gun_e = mknew(gun_base.new{
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vulcan_gun_p = mknew(vulcan_gun_e.new{
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munition=vulcan_p,
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maxammo = 100,
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hdr = "vULCAN",
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body = [[rapid fire
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in a v shape.
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ammo: 100
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rate: 20/sec
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dmg: 0.5
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]],
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})
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-->8
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@ -1115,6 +1160,7 @@ chasey = mknew(ship_m.new{
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end
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})
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-- todo: use constraints
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function chasey:act()
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self.xmin = max(primary_ship.x-8, 0)
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self.xmax = min(primary_ship.x + 8, 112 - 8*self.size)
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@ -1347,32 +1393,9 @@ function spawn_blocking_spewy()
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end
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end
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function spawn_bonus_frownie()
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local f = spawn_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.die(self)
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end
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end
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function spawn_bonus_vulcan_chasey()
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function spawn_vulcan_chasey()
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local c = spawn_chasey()
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c.main_gun=vulcan_gun_e.new{enemy=true}
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c.die = function(self)
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spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p)
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chasey.die(self)
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end
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c.sprite=4
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return c
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end
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function spawn_bonus_shield_chasey()
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local c = spawn_chasey()
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c.die = function(self)
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spawn_shield_upgrade_at(self.x-1, self.y-1)
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chasey.die(self)
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end
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c.sprite=4
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return c
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end
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@ -1421,7 +1444,6 @@ function spawn_rnd(typ, blocking, goodie,altspr)
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freeze -= self.ice
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self.ice=0
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typ.die(self)
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spawn_goodie(goodie, self.x, self.y, self.size)
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end,
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}
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if (altspr) s.spr = altspr
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@ -1429,14 +1451,6 @@ function spawn_rnd(typ, blocking, goodie,altspr)
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return s
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end
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-- TODO: spawn_goodie compatible versions of gun drops
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-- TODO: goodie table
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function spawn_goodie(goodie_name, x, y, sz)
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if (not goodie_name or #goodie_name == 0) return
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local sh = sz and sz/2 or 0
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_ENV[goodie_name].new{}:spawn_at(x+sh,y+sh)
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end
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function multi(times, interval, fnm, ...)
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local f,irm,vargs = _ENV[fnm],interval,pack(...)
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assert(type(f) == "function", fnm.." not a function")
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@ -1459,31 +1473,29 @@ end
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-- where offset,eol is a special case.
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example_level_csv=[[1,spawn_frownie
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60,spawn_bonus_vulcan_chasey
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60,spawn_vulcan_chasey
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61,spawn_blocky
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85,spawn_spewy
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100,spawn_spewy
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115,spawn_spewy
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130,spawn_bonus_frownie
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130,spawn_frownie
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145,spawn_spewy
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200,spawn_bonus_shield_chasey
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200,spawn_chasey
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250,spawn_blocking_blocky
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285,spawn_spec_gun_at,35,-11,blast_gun
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310,spawn_blocking_blocky
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310,spawn_blocking_blocky
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310,spawn_blocking_blocky
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311,spawn_frownie
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350,spawn_main_gun_at,70,-11,protron_gun_p
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401,spawn_frownie
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420,spawn_blocking_frownie
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430,spawn_bonus_vulcan_chasey
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430,spawn_vulcan_chasey
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450,spawn_frownie
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465,spawn_bonus_frownie
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465,spawn_frownie
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480,spawn_chasey
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500,multi,20,12,spawn_blocking_blocky
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501,spawn_bonus_frownie
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501,spawns_frownie
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620,spawn_blocking_blocky
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630,spawn_bonus_shield_chasey
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630,spawn_vulcan_chasey
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720,spawn_blocking_boss_chasey
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721,eol]]
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@ -1626,148 +1638,6 @@ function spawn_xp_at(x, y, off, amt)
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}:spawn_at(mid(x, 0, 124),mid(y,-4,125))
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end
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powerup = mknew(bullet_base.new{
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-- animated sprite array: "sprites"
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-- to draw under or over anim,
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-- override draw, draw the
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-- under-part, call into
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-- powerup.draw(self), then
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-- draw the over-part
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width = 1,
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height = 1,
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-- note: make hurtboxes larger
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-- than sprite by 2px per side
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-- since ship hitbox is tiny
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-- but powerups should feel
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-- easy to pick up
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dx = 0,
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dy = 0.75,
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category = enemy_blt_cat, -- collides with player ship
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damage = 0,
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anim_speed = 2,
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loop_pause = 30 -- affected by animspeed
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})
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-- sprite indexes for "sheen" animation
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sheen8x8 = split"2,54,55,56,57,58,59,60,61"
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function powerup:draw()
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spr(self.sprites[max(1,
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((lframe<<16)\self.anim_speed)
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%(#self.sprites+self.loop_pause)
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-self.loop_pause
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+1)],
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self.x, self.y,
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self.width, self.height)
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end
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repair = mknew(powerup.new{
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hurt = {
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x_off = -2,
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y_off = -2,
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width = 12,
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height = 12
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},
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x_off = 4,
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y_off = 0,
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sprites = sheen8x8,
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icon = 53,
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hitship = function(self, ship)
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if (ship ~= primary_ship) return false
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primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + 1)
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return true
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end,
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draw = function(self)
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spr(self.icon, self.x, self.y, self.width, self.height)
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powerup.draw(self)
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end
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})
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function spawn_repair_at(x, y)
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repair.new():spawn_at(x, y)
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end
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shield_upgrade = mknew(repair.new{
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icon=52
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})
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function shield_upgrade:hitship(ship)
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if (ship ~= primary_ship) return false
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primary_ship.maxshield += 1
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return true
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end
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function spawn_shield_upgrade_at(x, y)
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shield_upgrade.new():spawn_at(x,y)
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end
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gun_swap = mknew(powerup.new{
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hurt = {
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x_off = -2,
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y_off = -2,
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width = 16,
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height = 16
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},
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-- gun = gun_type.new{}
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x_off = 6,
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y_off = 0,
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width = 2,
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height = 2,
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sprites = {64, 66, 68, 70, 72, 74, 76, 78},
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hitship = function(self, ship)
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if (ship ~= primary_ship) return false
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ship.main_gun = self.gun
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return true
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end,
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draw = function(self)
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powerup.draw(self)
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spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
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end
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})
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function spawn_main_gun_at(x, y, gunt)
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if (type(gunt)=="string") gunt=_ENV[gunt]
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local gun_p = gun_swap.new{
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gun = gunt.new()
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}
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gun_p:spawn_at(x, y)
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end
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spec_gun_pl = {
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[1] = 2,
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[14] = 6,
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[2] = 14
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}
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function spawn_spec_gun_at(x, y, gunt)
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if (type(gunt)=="string") gunt=_ENV[gunt]
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local gun_p = gun_swap.new{
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gun = gunt.new(),
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hitship = function(self, ship)
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if (ship ~= primary_ship) return false
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local specs = ship.special_guns
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if specs == nil then
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specs = {self.gun}
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elseif #specs == 1 then
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add(specs, self.gun)
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else
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specs[1]=specs[2]
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specs[2]=self.gun
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end
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ship.special_guns = specs
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return true
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end,
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draw = function(self)
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pal(spec_gun_pl)
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powerup.draw(self)
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pal()
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spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
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end
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}
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gun_p:spawn_at(x, y)
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end
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-->8
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-- upgrade options
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@ -1780,20 +1650,29 @@ end
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-- action: callback
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-- (method)
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spec_gunt = {
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protron_gun_p,
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vulcan_gun_p,
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blast_gun,
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}
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-- picks n random items from
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-- tbl; permutes tbl, selected
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-- items at end
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function pick(tbl, n)
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local ret, top={}, #tbl
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for x=top,top-n,-1 do
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local idx = 1+rnd(x)\1
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add(ret, tbl[idx])
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tbl[idx]=tbl[x]
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tbl[x]=ret[#ret]
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end
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return ret
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end
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-- add a new gun
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function spec_gun_opts()
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return {{
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s=1,
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hdr="placeholder",
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body="placeholder",
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action = function() end,
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},
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{
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s=1,
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hdr="placeholder",
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body="placeholder",
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action = function() end,
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}}
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return pick(spec_gunt, 2)
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end
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-- major upgrades
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