lframe increment is now 0x0.0001
avoids time rollover! not doing this for `distance` because I don't intend any level script to exceed five minutes, but freeze time could be much longer
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@ -426,15 +426,13 @@ ship_m = {
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shield = 0,
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maxshield = 0,
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shieldcost = 32767.9,
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shieldcooldown = 180,
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shieldcooldown = 0x0.00a0,
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-- default generator behavior:
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-- 10 seconds for a full charge
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max_power = 600,
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power = 600,
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generator = 1, -- power gen per frame
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invincible_until = -32768,
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slip = true, -- most enemies slide
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@ -517,7 +515,6 @@ end
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function ship_m:hitsomething(dmg)
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if (dmg <= 0) return false
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if (lframe < self.invincible_until) return false
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self.shield_refresh_ready = lframe + self.shieldcooldown
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if self.shield >= dmg then
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self.shield -= dmg
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@ -864,7 +861,7 @@ end
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-- effective frame
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distance = 0
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-- actual frame count since
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-- start of level
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-- start of level times 0x0.0001
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lframe = 0
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-- do not advance distance when
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@ -888,7 +885,7 @@ function load_level(lvltbl)
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end
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function level_frame()
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lframe += 1
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lframe += 0x0.0001
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if (current_level == nil) return true
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if freeze == 0 then
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distance += 1
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@ -1008,11 +1005,11 @@ function spawn_blocking_boss_chasey()
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chasey.die(self)
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end
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local nextspawn = lframe + 120
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local nextspawn = lframe + 0x0.0080
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events:push_back{move=function()
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if lframe >= nextspawn then
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helpers[flr(rnd(#helpers))+1]()
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nextspawn += 60
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nextspawn += 0x0.0040
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end
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return c.dead
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end}
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@ -1055,7 +1052,7 @@ example_level = {
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events:push_back{move=function()
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if (lframe < tnext) return false
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spawn_blocking_blocky()
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tnext = lframe + 12
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tnext = lframe + 0x0.000c
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remain -= 1
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return (remain <= 0)
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end}
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@ -1176,7 +1173,7 @@ mknew(zap)
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zap_gun = gun_base.new{
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enemy = false,
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power = 20, -- power consumed per shot
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cooldown = 10, -- frames between shots
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cooldown = 0x0.000a, -- frames between shots
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ammo = nil, -- unlimited ammo - main gun
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t = zap -- metatable of bullet to fire
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}
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@ -1233,7 +1230,7 @@ blast_gun = gun_base.new{
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icon = 13,
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enemy = false,
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power = 0, -- ammo, not power
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cooldown = 30, -- frames between shots
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cooldown = 0x0.0020, -- frames between shots
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ammo = 5,
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maxammo = 5,
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t = blast -- type of bullet to fire
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@ -1266,7 +1263,7 @@ protron_gun = gun_base.new{
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icon = 25,
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enemy = false,
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power = 35,
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cooldown = 15, -- frames between shots
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cooldown = 0x0.000f, -- frames between shots
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ammo = nil,
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maxammo = nil,
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actually_shoot = function(self, x, y)
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@ -1324,7 +1321,7 @@ vulcan_gun = gun_base.new{
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icon = 37,
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enemy = false,
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power = 8,
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cooldown = 2, -- frames between shots
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cooldown = 0x0.0002, -- frames between shots
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ammo = nil,
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maxammo = nil,
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dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
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@ -1573,21 +1570,22 @@ it sets lframe ("level frame")
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and distance to 0.
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every frame, level_frame
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increments lframe. then if the
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level is not frozen (more on
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that later), it increments
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distance and runs the function
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in the level table for exactly
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that frame number (if any).
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distance is therefore "nonfrozen
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frames", and is used to trigger
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level progress. lframe always
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increments lframe by 0x0.0001.
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then if the level is not frozen,
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it increments distance by 1.0
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and runs the function in the
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level table for exactly that
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frame number (if any). distance
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is therefore "nonfrozen frames",
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and is used to trigger level
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progress. lframe always
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increments. ships are encouraged
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to use lframe to control
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animation and movement, and may
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use distance to react to level
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progress separately from overall
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time.
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time. remember to multiply
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lframe-related stuff by 0x0001.
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a special sentinel value, eol,
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marks the end of the level.
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@ -1842,7 +1840,7 @@ 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\self.anim_speed)
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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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