remove readme from .p8 into a separate .md file
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| This file contains text that used to be in the cartridge itself, but | ||||
| I'm getting increasingly anxious about cartridge space so I'm moving | ||||
| it out ot a separate file. | ||||
|  | ||||
| --- | ||||
|  | ||||
| main loop sequence | ||||
| ================== | ||||
| 1. level_frame | ||||
| 2. events | ||||
| 3. merge new_events into events | ||||
| 4. update bg intangibles | ||||
| 5. move ships (player first) | ||||
| 6. move bullets (player first) | ||||
| 7. calculate collisions | ||||
|  1. pship on eship | ||||
|  2. ebullet on pship | ||||
|  3. pbullet on eship | ||||
| 8. update fg intangibles | ||||
| 9. check for end of level | ||||
|  | ||||
| draw order | ||||
| ---------- | ||||
| bottom to top: | ||||
| 1. intangibles_bg | ||||
| 2. player bullets | ||||
| 3. player ships | ||||
| 4. enemy ships | ||||
| 5. enemy bullets | ||||
| 6. intangibles_fg | ||||
|  | ||||
| notes | ||||
| ----- | ||||
| intangibles_fg move()s after | ||||
| all collisions and other moves | ||||
| are processed. if an intangible | ||||
| is added to the list as a result | ||||
| of a collision or move, it will | ||||
| itself be move()d before it is | ||||
| drawn. | ||||
|  | ||||
| data-driven items | ||||
| ================= | ||||
| guns and bullets both allow the | ||||
| most common behaviors to be | ||||
| expressed with data alone. | ||||
| ships only need a movement | ||||
| algorithm expressed. | ||||
|  | ||||
| guns | ||||
| ---- | ||||
| * t - metatable for bullet type. | ||||
|   fired once in the bullet's | ||||
|   default direction per shot. | ||||
| * enemy - if true, fired bullets | ||||
|   are flagged as enemy bullets. | ||||
| * icon - sprite index of an | ||||
|   8x8 sprite to display in the | ||||
|   hud when the player has this | ||||
|   gun. default is 20, a generic | ||||
|   crosshair bullseye thing. | ||||
| * cooldown - min frames between | ||||
|   shots. | ||||
| * ammo, maxammo - permitted | ||||
|   number of shots. 0 is empty | ||||
|   and unfireable. maxammo = 0 | ||||
|   will cause a divide by zero | ||||
|   so don't do that. if nil, | ||||
|   ammo is infinite. | ||||
|  | ||||
| default guns manage ammo and | ||||
| cooldown in shoot, then call | ||||
| actually_shoot to create the | ||||
| projectile. override only | ||||
| actually_shoot to change | ||||
| projectile logic while keeping | ||||
| cooldown and ammo logic. | ||||
|  | ||||
| bullets | ||||
| ------- | ||||
| * dx, dy - movement per frame. | ||||
|   player bullets use -dy | ||||
|   instead. | ||||
| * enemyspd - multiplier for dx | ||||
|   and dy on enemy bullets. | ||||
|   default is 0.5, making enemy | ||||
|   shots much easier to dodge | ||||
| * damage - damage per hit; | ||||
|   used by ships | ||||
| * 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. | ||||
|   assume a pixel's coordinates | ||||
|   refer to the upper left corner | ||||
|   of the pixel; the center of | ||||
|   a 2-width bullet with an | ||||
|   upper left corner at 0 is 1, | ||||
|   not 0.5. | ||||
| * top_off_y, bottom_off_y - | ||||
|   also for positioning when | ||||
|   firing. positive distance from | ||||
|   top or bottom edge to image. | ||||
|   top_off_y will usually be 0, | ||||
|   bottom_off_y will not be when | ||||
|   bullets are smaller than | ||||
|   the sprite box. | ||||
| * width, height - measured in | ||||
|   full sprites (8x8 boxes), not | ||||
|   pixels. used for drawing. | ||||
|  | ||||
| bullets despawn when above or | ||||
| below the screen (player or | ||||
| enemy bullets, respectively). | ||||
|  | ||||
| by default, bullets despawn | ||||
| when they hit something. | ||||
| override hitship to change this. | ||||
|  | ||||
| ships | ||||
| ____ | ||||
|  | ||||
| ships move by calculating | ||||
| momentum, then offsetting their | ||||
| position by that momentum, then | ||||
| clamping their position to the | ||||
| screen (horizontally only for | ||||
| ships that autoscroll). ships | ||||
| that autoscroll (slip==true) | ||||
| then slide down by scrollspeed. | ||||
| fractional coordinates are ok. | ||||
| after movement, ships lose | ||||
| momentum (ship.drag along each | ||||
| axis). abs(momentum) can't | ||||
| exceed ship.maxspeed. | ||||
|  | ||||
| ships gain momentum by acting | ||||
| like a player pushing buttons. | ||||
| the player ship actually reads | ||||
| buttons for this. | ||||
|  | ||||
| act -- returns new acceleration: | ||||
| dx, dy, shoot_spec, shoot_main. | ||||
| dx and dy are change in momentum | ||||
| in px/frame. this is controls | ||||
| only -- friction is handled in | ||||
| ship:move (`drag` value). | ||||
|  | ||||
| ships hitting another ship take | ||||
| 1 damage per frame of overlap. | ||||
| ships hitting a bullet check | ||||
| bullet.damage to find out how | ||||
| much damage they take. damage | ||||
| is applied to shields, then hp. | ||||
| damaged ships flash briefly - | ||||
| blue (12) if all damage was | ||||
| shielded, white (7) if hp was | ||||
| damaged. a ship that then has 0 | ||||
| or less hp calls self:die() and | ||||
| tells the main game loop to | ||||
| remove it. | ||||
|  | ||||
| shieldcooldown is the interval | ||||
| between restoring shield points. | ||||
| shieldpenalty is the delay | ||||
| before restoring points after | ||||
| any damage, reset to this value | ||||
| on every damaging hit (whether | ||||
| it is absorbed by the shield or | ||||
| not) -- shield behaves like | ||||
| halo and other shooters in its | ||||
| heritage, where it recovers if | ||||
| you avoid damage for a while. | ||||
| not that there is any safe cover | ||||
| in this kind of game. | ||||
|  | ||||
| ships do not repair hp on their | ||||
| own. negative-damage bullets | ||||
| are treated as 0, but a bullet | ||||
| can choose to repair the ship | ||||
| it hits in its own hitship | ||||
| method, or otherwise edit it | ||||
| (changing weapons, refilling | ||||
| weapon ammo). powerups are | ||||
| therefore a kind of bullet. | ||||
|  | ||||
| levels | ||||
| ====== | ||||
|  | ||||
| a level is a table mapping | ||||
| effective frame number to | ||||
| functions. when a level starts, | ||||
| it sets lframe ("level frame") | ||||
| and distance to 0. | ||||
|  | ||||
| every frame, level_frame | ||||
| increments lframe by 0x0.0001. | ||||
| then if the level is not frozen, | ||||
| it increments distance by 1.0 | ||||
| and runs the function in the | ||||
| level table for exactly that | ||||
| frame number (if any). distance | ||||
| is therefore "nonfrozen frames", | ||||
| and is used to trigger level | ||||
| progress. lframe always | ||||
| increments. ships are encouraged | ||||
| to use lframe to control | ||||
| animation and movement, and may | ||||
| use distance to react to level | ||||
| progress separately from overall | ||||
| time. remember to multiply | ||||
| lframe-related stuff by 0x0001. | ||||
|  | ||||
| a special sentinel value, eol, | ||||
| marks the end of the level. | ||||
| (the level engine doesn't know | ||||
| when it's out of events, so | ||||
| without eol, the level will | ||||
| simply have no events forever.) | ||||
| when it finds eol, level_frame | ||||
| throws away the current level | ||||
| and tells the main loop that it | ||||
| might be done. the main loop | ||||
| agrees the level is over and the | ||||
| player has won when the level | ||||
| has reached eol and there are | ||||
| no more enemy ships, enemy | ||||
| bullets, or background events | ||||
| remaining. player ships, player | ||||
| bullets, and intangibles are | ||||
| not counted. | ||||
|  | ||||
| level freezing | ||||
| -------------- | ||||
| the level is frozen when the | ||||
| global value freeze > 0. | ||||
| generally, something intending | ||||
| to block level progress (a | ||||
| miniboss, a minigame, etc.) | ||||
| increments freeze and prepares | ||||
| some means of decrementing it | ||||
| when it no longer wants to block | ||||
| level progress. | ||||
|  | ||||
| most commonly, we want to block | ||||
| until some specific ship or | ||||
| group of ships has died. for | ||||
| these ships, override ship:die | ||||
| to decrement freeze. make sure | ||||
| to set ship.dead in any new | ||||
| ship:die method so anything else | ||||
| looking at it can recognize | ||||
| the ship as dead. | ||||
|  | ||||
| for anything else, you probably | ||||
| want an event to figure out when | ||||
| to unfreeze. | ||||
|  | ||||
| levels start at 1 | ||||
| ----------------- | ||||
|  | ||||
| distance is initialized to 0 | ||||
| but gets incremented before the | ||||
| first time the engine looks for | ||||
| events. therefore, the first | ||||
| frame of the level executes | ||||
| level[1]. since levelframe | ||||
| executes before anything else, | ||||
| level[1] sets up the first frame | ||||
| drawn in the level. the player | ||||
| does not see a blank world | ||||
| before level[1] runs. | ||||
| level[1] can therefore be used | ||||
| to reconfigure the player ship, | ||||
| set up backgrounds, start music, | ||||
| kick off some kind of fade-in | ||||
| animation, etc. | ||||
|  | ||||
|  | ||||
| events | ||||
| ====== | ||||
| the global list "events" stores | ||||
| 0-argument functions which are | ||||
| called every frame. if they | ||||
| return true, they are removed | ||||
| from the list and not run again; | ||||
| if they return false, they stay | ||||
| and will be called in later | ||||
| frames. the level does not end | ||||
| while the events table is | ||||
| nonempty. | ||||
|  | ||||
| events are most commonly used | ||||
| to set up something for later | ||||
| (for example, blip uses an event | ||||
| to remove the fx_pallete from | ||||
| the flashing ship when the blip | ||||
| expires), but can also be used | ||||
| to implement a "level within a | ||||
| level" that does something | ||||
| complicated until it's done. if | ||||
| you froze the level when | ||||
| creating the event, remember | ||||
| to thaw it (freeze -= 1) on all | ||||
| paths that return true. | ||||
|  | ||||
| to do complex stuff in events, | ||||
| use a closure or a metatable | ||||
| that specifies __call. | ||||
|  | ||||
| to avoid editing the events | ||||
| list while it is being iterated, | ||||
| events that create new events | ||||
| must add those events to | ||||
| new_events rather than events. | ||||
| new_events is only valid during | ||||
| the "event execution" stage, so | ||||
| events created at any other time | ||||
| must go directly on events | ||||
| without using new_events. | ||||
|  | ||||
| intangibles | ||||
| =========== | ||||
|  | ||||
| the intangibles_fg and | ||||
| intangibles_bg lists contain | ||||
| items with :move and :draw. | ||||
| like ships and bullets, they | ||||
| move during _update60 and | ||||
| draw during _draw. they are | ||||
| not checked for collisions. | ||||
|  | ||||
| intangibles_bg moves/draws | ||||
| before anything else moves or | ||||
| draws. intangibles_fg | ||||
| moves/draws last. this controls | ||||
| whether your intangible object | ||||
| draws in front of or behind | ||||
| other stuff. you probably want | ||||
| intangibles_bg for decorative | ||||
| elements and intangibles_fg | ||||
| for explosions, score popups, | ||||
| etc. | ||||
|  | ||||
| there's no scrolling background | ||||
| engine but intangibles_bg could | ||||
| be used to create one, including | ||||
| using the map (otherwise unused | ||||
| in this engine) for the purpose. | ||||
|  | ||||
| intangibles do not prevent the | ||||
| level from ending. like bullets | ||||
| and ships, if :move returns | ||||
| true, they are dropped. | ||||
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