squash: refactor bullets to remove enemy flag

commit ead2a7d874
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 14:45:56 2024 -0700

    fix remaining `vulcan`-family bug

commit 571412b15e
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 14:15:56 2024 -0700

    fix chasey xl offsets

commit 907bd8318c
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 14:12:35 2024 -0700

    several more fixes, now runs to the end but shot offset is wrong

commit 7170552448
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 13:41:42 2024 -0700

    first three waves of bug fixes

commit 01ab6d3969
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 12:59:49 2024 -0700

    maybe the rest of the refactor?

commit 7869192dee
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Tue Aug 20 01:21:13 2024 -0700

    partial refactor continued

commit a4658e3ef4
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Aug 19 16:00:16 2024 -0700

    halfway through bullet refactor
This commit is contained in:
Kistaro Windrider 2024-09-02 14:46:51 -07:00
parent 60b685d94b
commit dd143060ac
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

View File

@ -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 = {
@ -601,19 +612,11 @@ end
function bullet_base:move()
self.x += self.dx
if self.enemy then
self.y += self.dy
if self.y > 128 then
if (self.y > 128) or (self.y < -8 * self.height) then
self:die()
return true
end
else
self.y -= self.dy
if self.y < -8*self.height then
self:die()
return true
end
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
munition = protron_e
}
mknew(protron_gun_e)
function protron_gun_e:actually_shoot(x, y)
local m = self.munition.dym
for i=1,3 do
local b = protron.new{
enemy=self.enemy,
sprite=sprite,
dx = i,
dy = 4-i
local b = self.munition.new{
dx = i*m,
dy = (4-i)*m,
}
b:spawn_at(x,y)
local b2 = protron.new{
enemy=self.enemy,
sprite=sprite,
dx = -i,
dy = 4-i
local b2 = self.munition.new{
dx = -i*m,
dy = (4-i)*m,
}
b2:spawn_at(x,y)
end
local bup = protron.new{
enemy=self.enemy,
sprite=sprite,
dy=4
local bup = self.munition.new{
dx=0,
dy=4*m,
}
bup:spawn_at(x,y)
end
}
mknew(protron_gun)
vulcan = bullet_base.new{
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},