From dd143060ac06ca0d9a0f68752620368d641e0e8b Mon Sep 17 00:00:00 2001 From: Kistaro Windrider Date: Mon, 2 Sep 2024 14:46:51 -0700 Subject: [PATCH] squash: refactor bullets to remove `enemy` flag commit ead2a7d8744480ac2c08a241ef1a8a621554dd0b Author: Kistaro Windrider Date: Mon Sep 2 14:45:56 2024 -0700 fix remaining `vulcan`-family bug commit 571412b15e11c85dc54c4e38d527842746129ea4 Author: Kistaro Windrider Date: Mon Sep 2 14:15:56 2024 -0700 fix chasey xl offsets commit 907bd8318c6d3d50d28ef824ae582c43278d3148 Author: Kistaro Windrider Date: Mon Sep 2 14:12:35 2024 -0700 several more fixes, now runs to the end but shot offset is wrong commit 71705524484e47b834be98047d0038c53c9ab486 Author: Kistaro Windrider Date: Mon Sep 2 13:41:42 2024 -0700 first three waves of bug fixes commit 01ab6d39691d1d55755b61d47bd050b508210254 Author: Kistaro Windrider Date: Mon Sep 2 12:59:49 2024 -0700 maybe the rest of the refactor? commit 7869192dee4bf796cba7c4ed1a45a1cbc5aa6b56 Author: Kistaro Windrider Date: Tue Aug 20 01:21:13 2024 -0700 partial refactor continued commit a4658e3ef41cc5c9a79d3f207914147e5b07c2c7 Author: Kistaro Windrider Date: Mon Aug 19 16:00:16 2024 -0700 halfway through bullet refactor --- vacuum_gambit.p8 | 282 +++++++++++++++++++++++++---------------------- 1 file changed, 151 insertions(+), 131 deletions(-) diff --git a/vacuum_gambit.p8 b/vacuum_gambit.p8 index e5712bc..c21af7a 100644 --- a/vacuum_gambit.p8 +++ b/vacuum_gambit.p8 @@ -1,5 +1,5 @@ pico-8 cartridge // http://www.pico-8.com -version 41 +version 42 __lua__ -- vacuum gambit -- by kistaro windrider @@ -18,6 +18,11 @@ function csv(s) end return ret end +function const_fxn(x) + return function() + return x + end +end -- generate standard "overlay" -- constructor for type tt. @@ -118,7 +123,7 @@ end function _init() init_blip_pals() wipe_level() - primary_ship.main_gun = zap_gun.new() + primary_ship.main_gun = zap_gun_p.new() -- redundant? load_level(example_level_csv) state = game pal(2,129) @@ -580,9 +585,15 @@ end -->8 -- bullet and gun behaviors -bullet_base = { - enemyspd = 0.5 -} +function player_blt_cat() + return pbullets +end + +function enemy_blt_cat() + return ebullets +end + +bullet_base = { } mknew(bullet_base) gun_base = { @@ -601,18 +612,10 @@ end function bullet_base:move() self.x += self.dx - if self.enemy then - self.y += self.dy - if self.y > 128 then - self:die() - return true - end - else - self.y -= self.dy - if self.y < -8*self.height then - self:die() - return true - end + self.y += self.dy + if (self.y > 128) or (self.y < -8 * self.height) then + self:die() + return true end return false end @@ -621,19 +624,20 @@ function bullet_base:draw() spr(self.sprite, self.x, self.y, self.width, self.height) end -function bullet_base:spawn_at(x, y) - self.x = x - self.center_x_off - if self.enemy then - self.dx *= self.enemyspd - self.dy *= self.enemyspd - self.y = y + self.top_y_off - ebullets:push_back(self) - else - self.y = y - (8 * self.height) + self.bottom_y_off - pbullets:push_back(self) +-- An `actually_shoot` factory +-- for trivial guns +function spawn_one(t) + return function(gun, x, y) + t.new{}:spawn_at(x, y) end end +function bullet_base:spawn_at(x, y) + self.x = x - self.x_off + self.y = y - self.y_off + self.category():push_back(self) +end + function gun_base:shoot(x, y) if (lframe < self.shoot_ready) return false if self.ammo then @@ -645,23 +649,12 @@ function gun_base:shoot(x, y) return true end -function gun_base:actually_shoot(x, y) - local typ = self.t - local b = typ.new{ - enemy = self.enemy, - sprite = self.enemy and typ.esprite or typ.psprite, - } - b:spawn_at(x, y) - return true -end - -->8 -- bullets and guns -zap = bullet_base.new{ +zap_e = bullet_base.new{ --shape - psprite = 8, --index of player ammo sprite - esprite = 9, -- index of enemy ammo sprite + sprite = 9, --index of enemy ammo sprite width = 1, --in 8x8 blocks height = 1, hurt = { -- hurtbox - where this ship can be hit @@ -670,33 +663,43 @@ zap = bullet_base.new{ width = 2, height = 8 }, - center_x_off = 1, -- how to position by ship - bottom_y_off = 0, - top_y_off = 0, + x_off = 1, -- how to position by ship + y_off = 8, damage = 1, dx = 0, -- px/frame - dy = 8, + dy = 4, - hitship = function(_, _) - return true - end + hitship = const_fxn(true), + + category = enemy_blt_cat, } -mknew(zap) +mknew(zap_e) -zap_gun = gun_base.new{ - enemy = false, +zap_p = zap_e.new{ + sprite = 8, + dy = -8, + y_off = 0, + category = player_blt_cat, +} +mknew(zap_p) + +zap_gun_e = gun_base.new{ power = 20, -- power consumed per shot cooldown = 0x0.000a, -- frames between shots ammo = nil, -- unlimited ammo - main gun - t = zap -- metatable of bullet to fire + actually_shoot = spawn_one(zap_e), } -mknew(zap_gun) +mknew(zap_gun_e) + +zap_gun_p = zap_gun_e.new{ + actually_shoot = spawn_one(zap_p), +} +mknew(zap_gun_p) blast = bullet_base.new{ --shape - psprite = 12, --index of player ammo sprite - esprite = 3, -- index of enemy ammo sprite + sprite = 12, --index of player ammo sprite width = 1, --in 8x8 blocks height = 1, hurt = { -- hurtbox - where this ship can be hit @@ -705,13 +708,12 @@ blast = bullet_base.new{ width = 6, height = 6 }, - center_x_off = 4, -- how to position by ship - bottom_y_off = 0, - top_y_off = 0, + x_off = 4, -- how to position by ship + y_off = 0, damage = 4, dx = 0, -- px/frame - dy = 2, + dy = -2, awaitcancel = false, -- disable damage for 2 frames @@ -736,25 +738,24 @@ blast = bullet_base.new{ self.awaitcancel = false end) end - end + end, + category=player_blt_cat } mknew(blast) blast_gun = gun_base.new{ icon = 13, - enemy = false, - power = 0, -- ammo, not power + power = 0, -- only cost is ammo cooldown = 0x0.0020, -- frames between shots ammo = 5, maxammo = 5, - t = blast -- type of bullet to fire + actually_shoot = spawn_one(blast), } mknew(blast_gun) -protron = bullet_base.new{ +protron_e = bullet_base.new{ --shape - psprite = 23, --index of player ammo sprite - esprite = 24, -- index of enemy ammo sprite + sprite = 24, width = 1, --in 8x8 blocks height = 1, hurt = { -- hurtbox - where this ship can be hit @@ -763,56 +764,63 @@ protron = bullet_base.new{ width = 2, height = 2 }, - center_x_off = 1, -- how to position by ship - bottom_y_off = 4, - top_y_off = 0, + x_off = 1, -- how to position by ship + y_off = 4, damage = 1, - dx = 0, -- px/frame - dy = 3, + dym = 0.5, -- gun sets dy; + -- this is mult + category = enemy_blt_cat, } -mknew(protron) +mknew(protron_e) -protron_gun = gun_base.new{ +protron_p = protron_e.new{ + sprite=23, + dym = -1, + y_off = 0, + category=player_blt_cat, +} +mknew(protron_p) + +protron_gun_e = gun_base.new{ icon = 25, - enemy = false, power = 60, cooldown = 0x0.000f, -- frames between shots ammo = nil, maxammo = nil, - actually_shoot = function(self, x, y) - local sprite = protron.psprite - if (self.enemy) sprite=protron.esprite - for i=1,3 do - local b = protron.new{ - enemy=self.enemy, - sprite=sprite, - dx = i, - dy = 4-i - } - b:spawn_at(x,y) - local b2 = protron.new{ - enemy=self.enemy, - sprite=sprite, - dx = -i, - dy = 4-i - } - b2:spawn_at(x,y) - end - local bup = protron.new{ - enemy=self.enemy, - sprite=sprite, - dy=4 - } - bup:spawn_at(x,y) - end + munition = protron_e } -mknew(protron_gun) +mknew(protron_gun_e) -vulcan = bullet_base.new{ +function protron_gun_e:actually_shoot(x, y) + local m = self.munition.dym + for i=1,3 do + local b = self.munition.new{ + dx = i*m, + dy = (4-i)*m, + } + b:spawn_at(x,y) + local b2 = self.munition.new{ + dx = -i*m, + dy = (4-i)*m, + } + b2:spawn_at(x,y) + end + local bup = self.munition.new{ + dx=0, + dy=4*m, + } + bup:spawn_at(x,y) +end + +protron_gun_p = protron_gun_e.new{ + munition = protron_p, +} +mknew(protron_gun_p) + +vulcan_e = bullet_base.new{ --shape - psprite = 22, --index of player ammo sprite - esprite = 21, -- index of enemy ammo sprite + sprite = 21, width = 1, --in 8x8 blocks height = 1, hurt = { -- hurtbox - where this ship can be hit @@ -821,31 +829,37 @@ vulcan = bullet_base.new{ width = 1, height = 4 }, - center_x_off = 0.5, -- how to position by ship - bottom_y_off = 4, - top_y_off = 0, + x_off = 0.5, -- how to position by ship + y_off = 0, damage = 0.5, - dx = 0, -- px/frame - dy = 4, + -- dx from gun + dy = 2, + category=enemy_blt_cat } -mknew(vulcan) +mknew(vulcan_e) -vulcan_gun = gun_base.new{ +vulcan_p = vulcan_e.new{ + sprite=22, + y_off = 4, + dy = -4, + category=player_blt_cat +} +mknew(vulcan_p) + +vulcan_gun_e = gun_base.new{ icon = 37, enemy = false, power = 8, cooldown = 0x0.0002, -- frames between shots ammo = nil, maxammo = nil, + munition=vulcan_e, dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35}, xoffs = {1, 0, -1, 1, 0, -1}, dxidx = 1, actually_shoot = function(self, x, y) - local sprite = self.enemy and vulcan.esprite or vulcan.psprite - local b = vulcan.new{ - enemy=self.enemy, - sprite=sprite, + local b = self.munition.new{ dx = self.dxs[self.dxidx], } b:spawn_at(self.xoffs[self.dxidx]+x,y) @@ -853,7 +867,12 @@ vulcan_gun = gun_base.new{ if (self.dxidx > #self.dxs) self.dxidx = 1 end } -mknew(vulcan_gun) +mknew(vulcan_gun_e) + +vulcan_gun_p = vulcan_gun_e.new{ + munition=vulcan_p, +} +mknew(vulcan_gun_p) -->8 --ships, including player @@ -915,7 +934,7 @@ player = ship_m.new{ } mknew(player, function(p) - p.main_gun = zap_gun.new() + p.main_gun = zap_gun_p.new() -- ONE HIT MODE -- -- p.hp = 0 @@ -1000,7 +1019,7 @@ spewy = frownie.new{ end } mknew(spewy, function(ship) - ship.main_gun=ship.main_gun or protron_gun.new{enemy=true} + ship.main_gun=ship.main_gun or protron_gun_e.new{enemy=true} end) chasey = ship_m.new{ @@ -1028,7 +1047,7 @@ chasey = ship_m.new{ slip = true, } mknew(chasey, function(ship) - ship.main_gun=ship.main_gun or zap_gun.new{enemy=true} + ship.main_gun=ship.main_gun or zap_gun_e.new{} end) function chasey:act() @@ -1046,6 +1065,8 @@ xl_chasey=chasey.new{ width = 12, height = 10 }, + fire_off_x = 8, + fire_off_y = 15, hp = 19.5, shield = 5, boss = true, @@ -1062,7 +1083,7 @@ xl_chasey=chasey.new{ end, } mknew(xl_chasey, function(ship) - ship.main_gun=ship.main_gun or zap_gun.new{enemy=true} + ship.main_gun=ship.main_gun or zap_gun_e.new{} end) -->8 -- collisions @@ -1271,9 +1292,9 @@ end function spawn_bonus_vulcan_chasey() local c = spawn_chasey() - c.main_gun=vulcan_gun.new{enemy=true} + c.main_gun=vulcan_gun_e.new{enemy=true} c.die = function(self) - spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun) + spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p) chasey.die(self) end c.sprite=4 @@ -1376,7 +1397,7 @@ example_level_csv=[[1,spawn_frownie 310,spawn_blocking_blocky 310,spawn_blocking_blocky 311,spawn_frownie -350,spawn_main_gun_at,70,-11,protron_gun +350,spawn_main_gun_at,70,-11,protron_gun_p 401,spawn_frownie 420,spawn_blocking_frownie 430,spawn_bonus_vulcan_chasey @@ -1486,8 +1507,9 @@ bullets shots much easier to dodge * damage - damage per hit; used by ships -* psprite, esprite - index of - player or enemy sprite. +* sprite - sprite index. +* x_off, y_off - renamed for + the next two vars. may revert * center_off_x - the horizontal centerpoint of the bullet, for positioning when firing. @@ -1876,7 +1898,7 @@ powerup = bullet_base.new{ -- easy to pick up dx = 0, dy = 1.5, -- 0.75 after enemyspd - enemy = true, -- collides with player ship + category = enemy_blt_cat, -- collides with player ship damage = 0, anim_speed = 2, @@ -1909,9 +1931,8 @@ repair = powerup.new{ width = 12, height = 12 }, - center_x_off = 4, - top_y_off = 0, - bottom_y_off = 0, + x_off = 4, + y_off = 0, sprites = sheen8x8, hitship = function(self, ship) if (ship ~= primary_ship) return false @@ -1937,9 +1958,8 @@ gun_swap = powerup.new{ height = 16 }, -- gun = gun_type.new{} - center_x_off = 6, - top_y_off = 0, - bottom_y_off = 4, + x_off = 6, + y_off = 0, width = 2, height = 2, sprites = {64, 66, 68, 70, 72, 74, 76, 78},