Commit Graph

56 Commits

Author SHA1 Message Date
0c3a36f1fd
defer zap_gun creation until it exists 2023-12-20 13:15:34 -08:00
a39c419e5f
fix mknew 2023-12-20 13:13:51 -08:00
9ef762268f
many assorted syntax errors 2023-12-20 13:04:13 -08:00
e50f516b11
allow strings when spawning guns 2023-12-20 12:00:34 -08:00
f9e28fa0e2
fix missing paren 2023-12-20 11:59:20 -08:00
38a054dec1
candidate conversion to csv for level format 2023-12-20 11:48:08 -08:00
fd391ff3bc
use _ENV to get rid of level_events and spawns 2023-12-20 11:40:11 -08:00
fbd9f97429
maybe fix the level parser 2023-12-20 11:33:59 -08:00
2a61e8b5d6
partial conversion to CSV-based levels, does not run yet 2023-10-15 21:09:12 -07:00
4ccbe1dc35
okay honestly this all can and should just be CSVs 2023-10-13 01:02:43 -07:00
b536d2c987
base for representing a level as a string 2023-10-08 00:41:24 -07:00
62fe5f51d3
val helper function 2023-10-07 23:57:27 -07:00
fd68ef88ec
document The Parser, take an emit function. 2023-10-07 23:53:40 -07:00
fd9866e963
The Parser 2023-10-03 22:41:52 -07:00
a5ce0fd020
update todo list 2023-10-01 14:39:34 -07:00
dae108c231
move spark_particle's mknew call to the right spot 2023-10-01 00:46:32 -07:00
2e46d87a84
refactor spark logic. this loses tokens; may need to revisit 2023-09-30 20:10:42 -07:00
a4590821be
pre-initialize palettes for blip. costs tokens, saves time 2023-09-30 19:45:07 -07:00
cf1e1153a3
lframe increment is now 0x0.0001
avoids time rollover! not doing this for `distance` because I don't intend any level script to exceed five minutes, but freeze time could be much longer
2023-09-30 19:30:21 -07:00
f3ac1f492c
Dithering-style fade
Higher performance, allows free use of other palettes, frees up compressed space.
2023-09-30 19:15:22 -07:00
fb95085bd9
declare bullet_base before bullets 2023-09-30 15:02:34 -07:00
6f9517cee1
complete conversion to new 2023-09-30 15:01:39 -07:00
8d5f697961
fix incomplete conversions 2023-09-30 14:27:43 -07:00
bad8452f3c
migrate ships to mknew style 2023-09-30 14:24:31 -07:00
f49407baca
move ship typedefs before ship impls 2023-09-30 14:11:36 -07:00
e8ed97be9e
might as well offer a shortcut for that too 2023-09-30 14:07:54 -07:00
f4bcd11bed
preserve extra args to puketh
useful for puking to the clipboard instead of the console
2023-09-30 14:07:23 -07:00
4ae0d05b47
actually fix indentation 2023-09-30 14:03:06 -07:00
a4bf3f616a
fix indentation when puking up a linked list 2023-09-30 14:00:53 -07:00
8fb54ede26
fix list handling, add puketh 2023-09-30 13:59:07 -07:00
cb65a188a8
lua is not go 2023-09-30 13:50:39 -07:00
7c29c329b7
handle backreferences and linked lists in puke 2023-09-30 13:50:07 -07:00
f67c2da37f
remove draw_debug since it doesn't work; add "puke" debug helper
linked lists don't have a measurable length. will use a persistent intangible for debug dumps in the future. `puke` however can be used at the CLI to dump a table. I need to write a `listpuke` variant too
2023-09-30 13:32:52 -07:00
da8a5b9589
update readme section 2023-09-30 13:06:34 -07:00
a58421bd19
once_next_frame helper
token and time inefficient for now, but might help reduce bugs later? dunno
2023-09-30 13:03:38 -07:00
e0b8386849
new events is now always valid to append to
also "vore" now resets the eaten list
2023-09-30 12:55:33 -07:00
2b02d2b94b
fix blast projectile for rearranged checks 2023-09-30 12:52:58 -07:00
c90b56b603
fix obvious bugs
not working: ship bounds, "blast" weapon
2023-09-30 02:48:18 -07:00
2e8bba2a0e
oops, tilde only means "not" in "not equals" 2023-09-30 02:18:19 -07:00
803062ef43
one-line if doesn't need end 2023-09-30 02:17:19 -07:00
b61fe936e3
lua ain't go 2023-09-30 02:16:24 -07:00
63c97d1bee
fix handling pships as an arraylist 2023-09-30 02:15:05 -07:00
814149ceec
methodize ship stuff, convert remaining add calls 2023-09-30 02:12:41 -07:00
3b8e86d0e7
drawgame via strip, remove bury_the_dead 2023-09-29 09:55:43 -07:00
1ba869b644
start replacing arrays with intrusive slists
`add` costs ten cycles. `push_back` isn't actually any better, but bury_the_dead can get pretty bad, especially for large arrays (like the bullets collections). also replacing the kill loop structure with the `strip` call removes a massive amount of code repetition that's costing me a lot of tokens. I think the final result is _probably_ actually slower because of function call overhead per iteration except when there are collisions on many frames; hopefully the headroom bought by the bucket collider is enough because I'm definitely going to need the tokens.
2023-09-29 01:10:16 -07:00
bd67006e3c
todo -- rectfill 2023-09-23 09:56:55 -07:00
81961ebd6d
label sections of The Plan 2023-09-13 00:24:48 -07:00
770420eeef
add dividers to make it more legible 2023-09-13 00:22:57 -07:00
362f1f06a6
basic roadmap 2023-09-13 00:21:53 -07:00
2f8703c487
another golf thing 2023-09-13 00:00:09 -07:00