diff --git a/vacuum_gambit.p8 b/vacuum_gambit.p8 index c21af7a..16cac71 100644 --- a/vacuum_gambit.p8 +++ b/vacuum_gambit.p8 @@ -26,9 +26,9 @@ end -- generate standard "overlay" -- constructor for type tt. --- if more is defined, generated --- new calls more(ret) after --- ret is definitely not nil +-- if tt.init is defined, generated +-- new calls tt.init(ret) after +-- ret is definitely not nil, -- before calling setmetatable. -- use to initialize mutables. -- @@ -37,8 +37,8 @@ end -- object *after* more, because -- this works better with the -- `more` impls i use. -function mknew(tt, more) - local mt,oldnew = {__index=tt},tt.new +function mknew(tt) + local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init") tt.new=function(ret) if(not ret) ret = {} if(more) more(ret) @@ -46,15 +46,18 @@ function mknew(tt, more) setmetatable(ret, mt) return ret end + return tt end -- intrusive singly-linked list. -- cannot be nested! -linked_list = {is_linked_list=true} -mknew(linked_list, function(x) +linked_list = mknew{ + is_linked_list=true, + init = function(x) x.next=nil x.tail=x - end) + end, +} function linked_list:push_back(x) self.tail.next = x @@ -417,7 +420,7 @@ end scrollrate = 0.25 --in px/frame -ship_m = { +ship_m = mknew{ -- ships have no shield by default shield = 0, @@ -442,7 +445,6 @@ ship_m = { -- ymin, ymax default to nil -- pship needs more constraint } -mknew(ship_m) function ship_m:die() self.dead = true @@ -593,14 +595,12 @@ function enemy_blt_cat() return ebullets end -bullet_base = { } -mknew(bullet_base) +bullet_base = mknew{ } -gun_base = { +gun_base = mknew{ shoot_ready = -32768, icon = 20 } -mknew(gun_base) function bullet_base:hitship(_) self:die() @@ -652,7 +652,7 @@ end -->8 -- bullets and guns -zap_e = bullet_base.new{ +zap_e = mknew(bullet_base.new{ --shape sprite = 9, --index of enemy ammo sprite width = 1, --in 8x8 blocks @@ -673,31 +673,27 @@ zap_e = bullet_base.new{ hitship = const_fxn(true), category = enemy_blt_cat, -} -mknew(zap_e) +}) -zap_p = zap_e.new{ +zap_p = mknew(zap_e.new{ sprite = 8, dy = -8, y_off = 0, category = player_blt_cat, -} -mknew(zap_p) +}) -zap_gun_e = gun_base.new{ +zap_gun_e = mknew(gun_base.new{ power = 20, -- power consumed per shot cooldown = 0x0.000a, -- frames between shots ammo = nil, -- unlimited ammo - main gun actually_shoot = spawn_one(zap_e), -} -mknew(zap_gun_e) +}) -zap_gun_p = zap_gun_e.new{ +zap_gun_p = mknew(zap_gun_e.new{ actually_shoot = spawn_one(zap_p), -} -mknew(zap_gun_p) +}) -blast = bullet_base.new{ +blast = mknew(bullet_base.new{ --shape sprite = 12, --index of player ammo sprite width = 1, --in 8x8 blocks @@ -740,20 +736,18 @@ blast = bullet_base.new{ end end, category=player_blt_cat -} -mknew(blast) +}) -blast_gun = gun_base.new{ +blast_gun = mknew(gun_base.new{ icon = 13, power = 0, -- only cost is ammo cooldown = 0x0.0020, -- frames between shots ammo = 5, maxammo = 5, actually_shoot = spawn_one(blast), -} -mknew(blast_gun) +}) -protron_e = bullet_base.new{ +protron_e = mknew(bullet_base.new{ --shape sprite = 24, width = 1, --in 8x8 blocks @@ -771,26 +765,23 @@ protron_e = bullet_base.new{ dym = 0.5, -- gun sets dy; -- this is mult category = enemy_blt_cat, -} -mknew(protron_e) +}) -protron_p = protron_e.new{ +protron_p = mknew(protron_e.new{ sprite=23, dym = -1, y_off = 0, category=player_blt_cat, -} -mknew(protron_p) +}) -protron_gun_e = gun_base.new{ +protron_gun_e = mknew(gun_base.new{ icon = 25, power = 60, cooldown = 0x0.000f, -- frames between shots ammo = nil, maxammo = nil, munition = protron_e -} -mknew(protron_gun_e) +}) function protron_gun_e:actually_shoot(x, y) local m = self.munition.dym @@ -813,12 +804,11 @@ function protron_gun_e:actually_shoot(x, y) bup:spawn_at(x,y) end -protron_gun_p = protron_gun_e.new{ +protron_gun_p = mknew(protron_gun_e.new{ munition = protron_p, -} -mknew(protron_gun_p) +}) -vulcan_e = bullet_base.new{ +vulcan_e = mknew(bullet_base.new{ --shape sprite = 21, width = 1, --in 8x8 blocks @@ -836,18 +826,16 @@ vulcan_e = bullet_base.new{ -- dx from gun dy = 2, category=enemy_blt_cat -} -mknew(vulcan_e) +}) -vulcan_p = vulcan_e.new{ +vulcan_p = mknew(vulcan_e.new{ sprite=22, y_off = 4, dy = -4, category=player_blt_cat -} -mknew(vulcan_p) +}) -vulcan_gun_e = gun_base.new{ +vulcan_gun_e = mknew(gun_base.new{ icon = 37, enemy = false, power = 8, @@ -866,13 +854,11 @@ vulcan_gun_e = gun_base.new{ self.dxidx += 1 if (self.dxidx > #self.dxs) self.dxidx = 1 end -} -mknew(vulcan_gun_e) +}) -vulcan_gun_p = vulcan_gun_e.new{ +vulcan_gun_p = mknew(vulcan_gun_e.new{ munition=vulcan_p, -} -mknew(vulcan_gun_p) +}) -->8 --ships, including player @@ -880,7 +866,7 @@ mknew(vulcan_gun_p) firespark = split"9, 8, 2, 5, 1" smokespark = split"13, 13, 5, 5" -player = ship_m.new{ +player = mknew(ship_m.new{ --shape sprite = 1, --index of ship sprite size = 1, --all ships are square; how many 8x8 sprites? @@ -930,10 +916,9 @@ player = ship_m.new{ end --dx, dy, shoot_spec, shoot_main return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0 - end -} -mknew(player, - function(p) + end, + + init = function(p) p.main_gun = zap_gun_p.new() -- ONE HIT MODE -- @@ -941,10 +926,10 @@ mknew(player, -- p.maxhp = 0 -- p.shield = 0 -- p.maxshield = 0 - end -) + end, +}) -frownie = ship_m.new{ +frownie = mknew(ship_m.new{ --shape sprite = 3, --index of ship sprite size = 1, --all ships are square; how many 8x8 sprites? @@ -975,10 +960,9 @@ frownie = ship_m.new{ if (tstate>=4) dx=self.thrust return dx,0,false,false end, -} -mknew(frownie) +}) -blocky = frownie.new{ +blocky = mknew(frownie.new{ sprite = 10, hp = 1.5, hurt = { @@ -996,10 +980,9 @@ blocky = frownie.new{ end ship_m.ow(self) end -} -mknew(blocky) +}) -spewy = frownie.new{ +spewy = mknew(frownie.new{ sprite=26, power=-20, hurt = { @@ -1016,13 +999,13 @@ spewy = frownie.new{ act=function(self) local dx,dy,shoot_spec=frownie.act(self) return dx, dy, shoot_spec, true + end, + init = function(ship) + ship.main_gun=ship.main_gun or protron_gun_e.new{} end -} -mknew(spewy, function(ship) - ship.main_gun=ship.main_gun or protron_gun_e.new{enemy=true} -end) +}) -chasey = ship_m.new{ +chasey = mknew(ship_m.new{ sprite = 5, size = 1, hurt = { @@ -1045,10 +1028,11 @@ chasey = ship_m.new{ thrust = 0.2, drag = 0.075, slip = true, -} -mknew(chasey, function(ship) - ship.main_gun=ship.main_gun or zap_gun_e.new{} -end) + + init = function(ship) + ship.main_gun=ship.main_gun or zap_gun_e.new{} + end +}) function chasey:act() self.xmin = max(primary_ship.x-8, 0) @@ -1056,7 +1040,7 @@ function chasey:act() return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x end -xl_chasey=chasey.new{ +xl_chasey=mknew(chasey.new{ size=2, maxspd=1.25, hurt = { @@ -1081,10 +1065,11 @@ xl_chasey=chasey.new{ sspr(40, 0, 8, 8, self.x, self.y, 16, 16) pal() end, -} -mknew(xl_chasey, function(ship) - ship.main_gun=ship.main_gun or zap_gun_e.new{} -end) + init = function(ship) + ship.main_gun=ship.main_gun or zap_gun_e.new{} + end, +}) + -->8 -- collisions @@ -1098,12 +1083,11 @@ function collides(box1, box2) or box1.y+box1.height8 -- standard events -blip_fx = { +blip_fx = mknew{ cancel=false } @@ -1816,8 +1800,6 @@ function blip_fx:abort() self.cancel=true end -mknew(blip_fx) - blip_pals = {} function init_blip_pals() for i=0,15 do @@ -1852,8 +1834,7 @@ function boom(x,y,boominess,is_boss) return end -spark_particle={} -mknew(spark_particle) +spark_particle=mknew{} function spark_particle:move() if (rnd(4) < 1) self.sidx += 1 @@ -1882,7 +1863,7 @@ end -->8 -- powerups -powerup = bullet_base.new{ +powerup = mknew(bullet_base.new{ -- animated sprite array: "sprites" -- to draw under or over anim, -- override draw, draw the @@ -1903,8 +1884,7 @@ powerup = bullet_base.new{ anim_speed = 2, loop_pause = 30 -- affected by animspeed -} -mknew(powerup) +}) -- sprite indexes for "sheen" animation sheen8x8 = split"2,54,55,56,57,58,59,60,61" @@ -1924,7 +1904,7 @@ function powerup:draw() self.width, self.height) end -repair = powerup.new{ +repair = mknew(powerup.new{ hurt = { x_off = -2, y_off = -2, @@ -1943,14 +1923,13 @@ repair = powerup.new{ spr(53, self.x, self.y, self.width, self.height) powerup.draw(self) end -} -mknew(repair) +}) function spawn_repair_at(x, y) repair.new():spawn_at(x, y) end -gun_swap = powerup.new{ +gun_swap = mknew(powerup.new{ hurt = { x_off = -2, y_off = -2, @@ -1972,8 +1951,7 @@ gun_swap = powerup.new{ powerup.draw(self) spr(self.gun.icon, self.x+2, self.y+2, 1, 1) end -} -mknew(gun_swap) +}) function spawn_main_gun_at(x, y, gunt) if (type(gunt)=="string") gunt=_ENV[gunt]