refactor mknew

saves tokens, harder to forget to use it
This commit is contained in:
Kistaro Windrider 2024-09-02 15:08:58 -07:00
parent dd143060ac
commit f9ba59d992
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

View File

@ -26,9 +26,9 @@ end
-- generate standard "overlay" -- generate standard "overlay"
-- constructor for type tt. -- constructor for type tt.
-- if more is defined, generated -- if tt.init is defined, generated
-- new calls more(ret) after -- new calls tt.init(ret) after
-- ret is definitely not nil -- ret is definitely not nil,
-- before calling setmetatable. -- before calling setmetatable.
-- use to initialize mutables. -- use to initialize mutables.
-- --
@ -37,8 +37,8 @@ end
-- object *after* more, because -- object *after* more, because
-- this works better with the -- this works better with the
-- `more` impls i use. -- `more` impls i use.
function mknew(tt, more) function mknew(tt)
local mt,oldnew = {__index=tt},tt.new local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
tt.new=function(ret) tt.new=function(ret)
if(not ret) ret = {} if(not ret) ret = {}
if(more) more(ret) if(more) more(ret)
@ -46,15 +46,18 @@ function mknew(tt, more)
setmetatable(ret, mt) setmetatable(ret, mt)
return ret return ret
end end
return tt
end end
-- intrusive singly-linked list. -- intrusive singly-linked list.
-- cannot be nested! -- cannot be nested!
linked_list = {is_linked_list=true} linked_list = mknew{
mknew(linked_list, function(x) is_linked_list=true,
init = function(x)
x.next=nil x.next=nil
x.tail=x x.tail=x
end) end,
}
function linked_list:push_back(x) function linked_list:push_back(x)
self.tail.next = x self.tail.next = x
@ -417,7 +420,7 @@ end
scrollrate = 0.25 --in px/frame scrollrate = 0.25 --in px/frame
ship_m = { ship_m = mknew{
-- ships have no shield by default -- ships have no shield by default
shield = 0, shield = 0,
@ -442,7 +445,6 @@ ship_m = {
-- ymin, ymax default to nil -- ymin, ymax default to nil
-- pship needs more constraint -- pship needs more constraint
} }
mknew(ship_m)
function ship_m:die() function ship_m:die()
self.dead = true self.dead = true
@ -593,14 +595,12 @@ function enemy_blt_cat()
return ebullets return ebullets
end end
bullet_base = { } bullet_base = mknew{ }
mknew(bullet_base)
gun_base = { gun_base = mknew{
shoot_ready = -32768, shoot_ready = -32768,
icon = 20 icon = 20
} }
mknew(gun_base)
function bullet_base:hitship(_) function bullet_base:hitship(_)
self:die() self:die()
@ -652,7 +652,7 @@ end
-->8 -->8
-- bullets and guns -- bullets and guns
zap_e = bullet_base.new{ zap_e = mknew(bullet_base.new{
--shape --shape
sprite = 9, --index of enemy ammo sprite sprite = 9, --index of enemy ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
@ -673,31 +673,27 @@ zap_e = bullet_base.new{
hitship = const_fxn(true), hitship = const_fxn(true),
category = enemy_blt_cat, category = enemy_blt_cat,
} })
mknew(zap_e)
zap_p = zap_e.new{ zap_p = mknew(zap_e.new{
sprite = 8, sprite = 8,
dy = -8, dy = -8,
y_off = 0, y_off = 0,
category = player_blt_cat, 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 power = 20, -- power consumed per shot
cooldown = 0x0.000a, -- frames between shots cooldown = 0x0.000a, -- frames between shots
ammo = nil, -- unlimited ammo - main gun ammo = nil, -- unlimited ammo - main gun
actually_shoot = spawn_one(zap_e), 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), actually_shoot = spawn_one(zap_p),
} })
mknew(zap_gun_p)
blast = bullet_base.new{ blast = mknew(bullet_base.new{
--shape --shape
sprite = 12, --index of player ammo sprite sprite = 12, --index of player ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
@ -740,20 +736,18 @@ blast = bullet_base.new{
end end
end, end,
category=player_blt_cat category=player_blt_cat
} })
mknew(blast)
blast_gun = gun_base.new{ blast_gun = mknew(gun_base.new{
icon = 13, icon = 13,
power = 0, -- only cost is ammo power = 0, -- only cost is ammo
cooldown = 0x0.0020, -- frames between shots cooldown = 0x0.0020, -- frames between shots
ammo = 5, ammo = 5,
maxammo = 5, maxammo = 5,
actually_shoot = spawn_one(blast), actually_shoot = spawn_one(blast),
} })
mknew(blast_gun)
protron_e = bullet_base.new{ protron_e = mknew(bullet_base.new{
--shape --shape
sprite = 24, sprite = 24,
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
@ -771,26 +765,23 @@ protron_e = bullet_base.new{
dym = 0.5, -- gun sets dy; dym = 0.5, -- gun sets dy;
-- this is mult -- this is mult
category = enemy_blt_cat, category = enemy_blt_cat,
} })
mknew(protron_e)
protron_p = protron_e.new{ protron_p = mknew(protron_e.new{
sprite=23, sprite=23,
dym = -1, dym = -1,
y_off = 0, y_off = 0,
category=player_blt_cat, category=player_blt_cat,
} })
mknew(protron_p)
protron_gun_e = gun_base.new{ protron_gun_e = mknew(gun_base.new{
icon = 25, icon = 25,
power = 60, power = 60,
cooldown = 0x0.000f, -- frames between shots cooldown = 0x0.000f, -- frames between shots
ammo = nil, ammo = nil,
maxammo = nil, maxammo = nil,
munition = protron_e munition = protron_e
} })
mknew(protron_gun_e)
function protron_gun_e:actually_shoot(x, y) function protron_gun_e:actually_shoot(x, y)
local m = self.munition.dym local m = self.munition.dym
@ -813,12 +804,11 @@ function protron_gun_e:actually_shoot(x, y)
bup:spawn_at(x,y) bup:spawn_at(x,y)
end end
protron_gun_p = protron_gun_e.new{ protron_gun_p = mknew(protron_gun_e.new{
munition = protron_p, munition = protron_p,
} })
mknew(protron_gun_p)
vulcan_e = bullet_base.new{ vulcan_e = mknew(bullet_base.new{
--shape --shape
sprite = 21, sprite = 21,
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
@ -836,18 +826,16 @@ vulcan_e = bullet_base.new{
-- dx from gun -- dx from gun
dy = 2, dy = 2,
category=enemy_blt_cat category=enemy_blt_cat
} })
mknew(vulcan_e)
vulcan_p = vulcan_e.new{ vulcan_p = mknew(vulcan_e.new{
sprite=22, sprite=22,
y_off = 4, y_off = 4,
dy = -4, dy = -4,
category=player_blt_cat category=player_blt_cat
} })
mknew(vulcan_p)
vulcan_gun_e = gun_base.new{ vulcan_gun_e = mknew(gun_base.new{
icon = 37, icon = 37,
enemy = false, enemy = false,
power = 8, power = 8,
@ -866,13 +854,11 @@ vulcan_gun_e = gun_base.new{
self.dxidx += 1 self.dxidx += 1
if (self.dxidx > #self.dxs) self.dxidx = 1 if (self.dxidx > #self.dxs) self.dxidx = 1
end end
} })
mknew(vulcan_gun_e)
vulcan_gun_p = vulcan_gun_e.new{ vulcan_gun_p = mknew(vulcan_gun_e.new{
munition=vulcan_p, munition=vulcan_p,
} })
mknew(vulcan_gun_p)
-->8 -->8
--ships, including player --ships, including player
@ -880,7 +866,7 @@ mknew(vulcan_gun_p)
firespark = split"9, 8, 2, 5, 1" firespark = split"9, 8, 2, 5, 1"
smokespark = split"13, 13, 5, 5" smokespark = split"13, 13, 5, 5"
player = ship_m.new{ player = mknew(ship_m.new{
--shape --shape
sprite = 1, --index of ship sprite sprite = 1, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites? size = 1, --all ships are square; how many 8x8 sprites?
@ -930,10 +916,9 @@ player = ship_m.new{
end end
--dx, dy, shoot_spec, shoot_main --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 return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
end end,
}
mknew(player, init = function(p)
function(p)
p.main_gun = zap_gun_p.new() p.main_gun = zap_gun_p.new()
-- ONE HIT MODE -- ONE HIT MODE
-- --
@ -941,10 +926,10 @@ mknew(player,
-- p.maxhp = 0 -- p.maxhp = 0
-- p.shield = 0 -- p.shield = 0
-- p.maxshield = 0 -- p.maxshield = 0
end end,
) })
frownie = ship_m.new{ frownie = mknew(ship_m.new{
--shape --shape
sprite = 3, --index of ship sprite sprite = 3, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites? size = 1, --all ships are square; how many 8x8 sprites?
@ -975,10 +960,9 @@ frownie = ship_m.new{
if (tstate>=4) dx=self.thrust if (tstate>=4) dx=self.thrust
return dx,0,false,false return dx,0,false,false
end, end,
} })
mknew(frownie)
blocky = frownie.new{ blocky = mknew(frownie.new{
sprite = 10, sprite = 10,
hp = 1.5, hp = 1.5,
hurt = { hurt = {
@ -996,10 +980,9 @@ blocky = frownie.new{
end end
ship_m.ow(self) ship_m.ow(self)
end end
} })
mknew(blocky)
spewy = frownie.new{ spewy = mknew(frownie.new{
sprite=26, sprite=26,
power=-20, power=-20,
hurt = { hurt = {
@ -1016,13 +999,13 @@ spewy = frownie.new{
act=function(self) act=function(self)
local dx,dy,shoot_spec=frownie.act(self) local dx,dy,shoot_spec=frownie.act(self)
return dx, dy, shoot_spec, true return dx, dy, shoot_spec, true
end,
init = function(ship)
ship.main_gun=ship.main_gun or protron_gun_e.new{}
end 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, sprite = 5,
size = 1, size = 1,
hurt = { hurt = {
@ -1045,10 +1028,11 @@ chasey = ship_m.new{
thrust = 0.2, thrust = 0.2,
drag = 0.075, drag = 0.075,
slip = true, slip = true,
}
mknew(chasey, function(ship) init = function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{} ship.main_gun=ship.main_gun or zap_gun_e.new{}
end) end
})
function chasey:act() function chasey:act()
self.xmin = max(primary_ship.x-8, 0) 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 return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
end end
xl_chasey=chasey.new{ xl_chasey=mknew(chasey.new{
size=2, size=2,
maxspd=1.25, maxspd=1.25,
hurt = { hurt = {
@ -1081,10 +1065,11 @@ xl_chasey=chasey.new{
sspr(40, 0, 8, 8, self.x, self.y, 16, 16) sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
pal() pal()
end, end,
} init = function(ship)
mknew(xl_chasey, function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{} ship.main_gun=ship.main_gun or zap_gun_e.new{}
end) end,
})
-->8 -->8
-- collisions -- collisions
@ -1098,12 +1083,11 @@ function collides(box1, box2)
or box1.y+box1.height<box2.y) or box1.y+box1.height<box2.y)
end end
collider = { } collider = mknew{
mknew(collider, init = function(x)
function(x)
x.suppress = {} x.suppress = {}
end end,
) }
function collider_indexes(box) function collider_indexes(box)
local ret = {} local ret = {}
@ -1798,7 +1782,7 @@ true, they are dropped.
-->8 -->8
-- standard events -- standard events
blip_fx = { blip_fx = mknew{
cancel=false cancel=false
} }
@ -1816,8 +1800,6 @@ function blip_fx:abort()
self.cancel=true self.cancel=true
end end
mknew(blip_fx)
blip_pals = {} blip_pals = {}
function init_blip_pals() function init_blip_pals()
for i=0,15 do for i=0,15 do
@ -1852,8 +1834,7 @@ function boom(x,y,boominess,is_boss)
return return
end end
spark_particle={} spark_particle=mknew{}
mknew(spark_particle)
function spark_particle:move() function spark_particle:move()
if (rnd(4) < 1) self.sidx += 1 if (rnd(4) < 1) self.sidx += 1
@ -1882,7 +1863,7 @@ end
-->8 -->8
-- powerups -- powerups
powerup = bullet_base.new{ powerup = mknew(bullet_base.new{
-- animated sprite array: "sprites" -- animated sprite array: "sprites"
-- to draw under or over anim, -- to draw under or over anim,
-- override draw, draw the -- override draw, draw the
@ -1903,8 +1884,7 @@ powerup = bullet_base.new{
anim_speed = 2, anim_speed = 2,
loop_pause = 30 -- affected by animspeed loop_pause = 30 -- affected by animspeed
} })
mknew(powerup)
-- sprite indexes for "sheen" animation -- sprite indexes for "sheen" animation
sheen8x8 = split"2,54,55,56,57,58,59,60,61" sheen8x8 = split"2,54,55,56,57,58,59,60,61"
@ -1924,7 +1904,7 @@ function powerup:draw()
self.width, self.height) self.width, self.height)
end end
repair = powerup.new{ repair = mknew(powerup.new{
hurt = { hurt = {
x_off = -2, x_off = -2,
y_off = -2, y_off = -2,
@ -1943,14 +1923,13 @@ repair = powerup.new{
spr(53, self.x, self.y, self.width, self.height) spr(53, self.x, self.y, self.width, self.height)
powerup.draw(self) powerup.draw(self)
end end
} })
mknew(repair)
function spawn_repair_at(x, y) function spawn_repair_at(x, y)
repair.new():spawn_at(x, y) repair.new():spawn_at(x, y)
end end
gun_swap = powerup.new{ gun_swap = mknew(powerup.new{
hurt = { hurt = {
x_off = -2, x_off = -2,
y_off = -2, y_off = -2,
@ -1972,8 +1951,7 @@ gun_swap = powerup.new{
powerup.draw(self) powerup.draw(self)
spr(self.gun.icon, self.x+2, self.y+2, 1, 1) spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
end end
} })
mknew(gun_swap)
function spawn_main_gun_at(x, y, gunt) function spawn_main_gun_at(x, y, gunt)
if (type(gunt)=="string") gunt=_ENV[gunt] if (type(gunt)=="string") gunt=_ENV[gunt]