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bef95df6a1
Author | SHA1 | Date | |
---|---|---|---|
bef95df6a1 | |||
24435a3c15 |
558
updatedshmup.p8
558
updatedshmup.p8
@ -548,6 +548,284 @@ function ship_m:refresh_shield()
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self.shield_refresh_ready = lframe + self.shieldcooldown
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end
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-->8
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-- bullet and gun behaviors
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bullet_base = {
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enemyspd = 0.5
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}
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mknew(bullet_base)
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gun_base = {
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shoot_ready = -32768,
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icon = 20
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}
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mknew(gun_base)
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function bullet_base:hitship(_)
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self:die()
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return true
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end
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function bullet_base:die()
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end
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function bullet_base:move()
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self.x += self.dx
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if self.enemy then
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self.y += self.dy
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if self.y > 128 then
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self:die()
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return true
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end
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else
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self.y -= self.dy
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if self.y < -8*self.height then
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self:die()
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return true
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end
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end
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return false
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end
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function bullet_base:draw()
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spr(self.sprite, self.x, self.y, self.width, self.height)
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end
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function bullet_base:spawn_at(x, y)
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self.x = x - self.center_x_off
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if self.enemy then
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self.dx *= self.enemyspd
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self.dy *= self.enemyspd
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self.y = y + self.top_y_off
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ebullets:push_back(self)
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else
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self.y = y - (8 * self.height) + self.bottom_y_off
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pbullets:push_back(self)
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end
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end
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function gun_base:shoot(x, y)
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if (lframe < self.shoot_ready) return false
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if self.ammo then
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if (self.ammo <= 0) return false
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self.ammo -= 1
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end
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self.shoot_ready = lframe + self.cooldown
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self:actually_shoot(x, y)
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return true
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end
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function gun_base:actually_shoot(x, y)
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local typ = self.t
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local b = typ.new{
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enemy = self.enemy,
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sprite = self.enemy and typ.esprite or typ.psprite,
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}
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b:spawn_at(x, y)
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return true
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end
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-->8
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-- bullets and guns
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zap = bullet_base.new{
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--shape
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psprite = 8, --index of player ammo sprite
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esprite = 9, -- index of enemy ammo sprite
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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x_off = 0, -- upper left corner
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y_off = 0, -- relative to sprite
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width = 2,
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height = 8
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},
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center_x_off = 1, -- how to position by ship
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bottom_y_off = 0,
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top_y_off = 0,
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damage = 1,
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dx = 0, -- px/frame
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dy = 8,
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hitship = function(_, _)
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return true
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end
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}
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mknew(zap)
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zap_gun = gun_base.new{
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enemy = false,
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power = 20, -- power consumed per shot
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cooldown = 0x0.000a, -- frames between shots
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ammo = nil, -- unlimited ammo - main gun
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t = zap -- metatable of bullet to fire
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}
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mknew(zap_gun)
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blast = bullet_base.new{
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--shape
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psprite = 12, --index of player ammo sprite
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esprite = 3, -- index of enemy ammo sprite
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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x_off = 1, -- upper left corner
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y_off = 1, -- relative to sprite
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width = 6,
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height = 6
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},
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center_x_off = 4, -- how to position by ship
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bottom_y_off = 0,
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top_y_off = 0,
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damage = 4,
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dx = 0, -- px/frame
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dy = 2,
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awaitcancel = false,
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-- disable damage for 2 frames
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-- when hitting something
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hitship = function(self, _)
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if self.damage > 0 and not self.awaitcancel then
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self.awaitcancel = true
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once_next_frame(function()
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new_events:push_back{
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wait = 2,
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obj = self,
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saved_dmg = self.damage,
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move = function(self)
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self.wait -= 1
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if self.wait <= 0 then
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self.obj.damage = self.saved_dmg
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return true
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end
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end,
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}
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self.damage = 0
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self.awaitcancel = false
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end)
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end
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end
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}
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mknew(blast)
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blast_gun = gun_base.new{
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icon = 13,
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enemy = false,
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power = 0, -- ammo, not power
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cooldown = 0x0.0020, -- frames between shots
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ammo = 5,
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maxammo = 5,
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t = blast -- type of bullet to fire
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}
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mknew(blast_gun)
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protron = bullet_base.new{
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--shape
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psprite = 23, --index of player ammo sprite
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esprite = 24, -- index of enemy ammo sprite
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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x_off = 1, -- upper left corner
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y_off = 1, -- relative to sprite
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width = 2,
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height = 2
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},
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center_x_off = 1, -- how to position by ship
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bottom_y_off = 4,
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top_y_off = 0,
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damage = 1,
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dx = 0, -- px/frame
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dy = 3,
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}
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mknew(protron)
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protron_gun = gun_base.new{
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icon = 25,
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enemy = false,
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power = 35,
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cooldown = 0x0.000f, -- frames between shots
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ammo = nil,
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maxammo = nil,
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actually_shoot = function(self, x, y)
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local sprite = protron.psprite
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if (self.enemy) sprite=protron.esprite
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for i=1,3 do
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local b = protron.new{
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enemy=self.enemy,
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sprite=sprite,
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dx = i,
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dy = 4-i
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}
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b:spawn_at(x,y)
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local b2 = protron.new{
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enemy=self.enemy,
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sprite=sprite,
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dx = -i,
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dy = 4-i
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}
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b2:spawn_at(x,y)
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end
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local bup = protron.new{
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enemy=self.enemy,
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sprite=sprite,
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dy=4
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}
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bup:spawn_at(x,y)
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end
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}
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mknew(protron_gun)
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vulcan = bullet_base.new{
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--shape
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psprite = 22, --index of player ammo sprite
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esprite = 21, -- index of enemy ammo sprite
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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x_off = 0, -- upper left corner
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y_off = 0, -- relative to sprite
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width = 1,
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height = 4
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},
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center_x_off = 0.5, -- how to position by ship
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bottom_y_off = 4,
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top_y_off = 0,
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damage = 0.5,
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dx = 0, -- px/frame
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dy = 4,
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}
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mknew(vulcan)
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vulcan_gun = gun_base.new{
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icon = 37,
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enemy = false,
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power = 8,
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cooldown = 0x0.0002, -- frames between shots
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ammo = nil,
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maxammo = nil,
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dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
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xoffs = {1, 0, -1, 1, 0, -1},
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dxidx = 1,
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actually_shoot = function(self, x, y)
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local sprite = self.enemy and vulcan.esprite or vulcan.psprite
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local b = vulcan.new{
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enemy=self.enemy,
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sprite=sprite,
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dx = self.dxs[self.dxidx],
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}
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b:spawn_at(self.xoffs[self.dxidx]+x,y)
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self.dxidx += 1
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if (self.dxidx > #self.dxs) self.dxidx = 1
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end
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}
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mknew(vulcan_gun)
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-->8
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--ships, including player
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@ -869,7 +1147,7 @@ function load_level(levelfile)
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current_level[row[1]] = eol
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else
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row.next = x
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currentlevel[row[1]]=row
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current_level[row[1]]=row
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end
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end
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assert(found_eol)
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@ -1091,284 +1369,6 @@ example_level_csv=[[1,spawn_frownie
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700,spawn_blocking_boss_chasey
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701,eol]]
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-->8
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-- bullet and gun behaviors
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bullet_base = {
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enemyspd = 0.5
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}
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mknew(bullet_base)
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gun_base = {
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shoot_ready = -32768,
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icon = 20
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}
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mknew(gun_base)
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function bullet_base:hitship(_)
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self:die()
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return true
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end
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function bullet_base:die()
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end
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function bullet_base:move()
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self.x += self.dx
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if self.enemy then
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self.y += self.dy
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if self.y > 128 then
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self:die()
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return true
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end
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else
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self.y -= self.dy
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if self.y < -8*self.height then
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self:die()
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return true
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end
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end
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return false
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end
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function bullet_base:draw()
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spr(self.sprite, self.x, self.y, self.width, self.height)
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end
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function bullet_base:spawn_at(x, y)
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self.x = x - self.center_x_off
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if self.enemy then
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self.dx *= self.enemyspd
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self.dy *= self.enemyspd
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self.y = y + self.top_y_off
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ebullets:push_back(self)
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else
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self.y = y - (8 * self.height) + self.bottom_y_off
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pbullets:push_back(self)
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end
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end
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function gun_base:shoot(x, y)
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if (lframe < self.shoot_ready) return false
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if self.ammo then
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if (self.ammo <= 0) return false
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self.ammo -= 1
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end
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self.shoot_ready = lframe + self.cooldown
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self:actually_shoot(x, y)
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return true
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end
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function gun_base:actually_shoot(x, y)
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local typ = self.t
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local b = typ.new{
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enemy = self.enemy,
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sprite = self.enemy and typ.esprite or typ.psprite,
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}
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b:spawn_at(x, y)
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return true
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end
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-->8
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-- bullets and guns
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zap = bullet_base.new{
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--shape
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psprite = 8, --index of player ammo sprite
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esprite = 9, -- index of enemy ammo sprite
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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x_off = 0, -- upper left corner
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y_off = 0, -- relative to sprite
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width = 2,
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height = 8
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},
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center_x_off = 1, -- how to position by ship
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bottom_y_off = 0,
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top_y_off = 0,
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damage = 1,
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dx = 0, -- px/frame
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dy = 8,
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hitship = function(_, _)
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return true
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end
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}
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mknew(zap)
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zap_gun = gun_base.new{
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enemy = false,
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power = 20, -- power consumed per shot
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cooldown = 0x0.000a, -- frames between shots
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ammo = nil, -- unlimited ammo - main gun
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t = zap -- metatable of bullet to fire
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}
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mknew(zap_gun)
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blast = bullet_base.new{
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--shape
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psprite = 12, --index of player ammo sprite
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esprite = 3, -- index of enemy ammo sprite
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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x_off = 1, -- upper left corner
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y_off = 1, -- relative to sprite
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width = 6,
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height = 6
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},
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center_x_off = 4, -- how to position by ship
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bottom_y_off = 0,
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top_y_off = 0,
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damage = 4,
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dx = 0, -- px/frame
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dy = 2,
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awaitcancel = false,
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-- disable damage for 2 frames
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-- when hitting something
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hitship = function(self, _)
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if self.damage > 0 and not self.awaitcancel then
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self.awaitcancel = true
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once_next_frame(function()
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new_events:push_back{
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wait = 2,
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obj = self,
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saved_dmg = self.damage,
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move = function(self)
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self.wait -= 1
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if self.wait <= 0 then
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self.obj.damage = self.saved_dmg
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return true
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end
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end,
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}
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self.damage = 0
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self.awaitcancel = false
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end)
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end
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end
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}
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mknew(blast)
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blast_gun = gun_base.new{
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icon = 13,
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enemy = false,
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power = 0, -- ammo, not power
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cooldown = 0x0.0020, -- frames between shots
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ammo = 5,
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maxammo = 5,
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t = blast -- type of bullet to fire
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}
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mknew(blast_gun)
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protron = bullet_base.new{
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--shape
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psprite = 23, --index of player ammo sprite
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esprite = 24, -- index of enemy ammo sprite
|
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width = 1, --in 8x8 blocks
|
||||
height = 1,
|
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hurt = { -- hurtbox - where this ship can be hit
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||||
x_off = 1, -- upper left corner
|
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y_off = 1, -- relative to sprite
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width = 2,
|
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height = 2
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},
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center_x_off = 1, -- how to position by ship
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bottom_y_off = 4,
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top_y_off = 0,
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|
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damage = 1,
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dx = 0, -- px/frame
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dy = 3,
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}
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mknew(protron)
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protron_gun = gun_base.new{
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icon = 25,
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enemy = false,
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power = 35,
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cooldown = 0x0.000f, -- frames between shots
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ammo = nil,
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maxammo = nil,
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actually_shoot = function(self, x, y)
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local sprite = protron.psprite
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if (self.enemy) sprite=protron.esprite
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for i=1,3 do
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local b = protron.new{
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enemy=self.enemy,
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sprite=sprite,
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dx = i,
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dy = 4-i
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}
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b:spawn_at(x,y)
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local b2 = protron.new{
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enemy=self.enemy,
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sprite=sprite,
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dx = -i,
|
||||
dy = 4-i
|
||||
}
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b2:spawn_at(x,y)
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||||
end
|
||||
local bup = protron.new{
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enemy=self.enemy,
|
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sprite=sprite,
|
||||
dy=4
|
||||
}
|
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bup:spawn_at(x,y)
|
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end
|
||||
}
|
||||
mknew(protron_gun)
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|
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vulcan = bullet_base.new{
|
||||
--shape
|
||||
psprite = 22, --index of player ammo sprite
|
||||
esprite = 21, -- index of enemy ammo sprite
|
||||
width = 1, --in 8x8 blocks
|
||||
height = 1,
|
||||
hurt = { -- hurtbox - where this ship can be hit
|
||||
x_off = 0, -- upper left corner
|
||||
y_off = 0, -- relative to sprite
|
||||
width = 1,
|
||||
height = 4
|
||||
},
|
||||
center_x_off = 0.5, -- how to position by ship
|
||||
bottom_y_off = 4,
|
||||
top_y_off = 0,
|
||||
|
||||
damage = 0.5,
|
||||
dx = 0, -- px/frame
|
||||
dy = 4,
|
||||
}
|
||||
mknew(vulcan)
|
||||
|
||||
vulcan_gun = gun_base.new{
|
||||
icon = 37,
|
||||
enemy = false,
|
||||
power = 8,
|
||||
cooldown = 0x0.0002, -- frames between shots
|
||||
ammo = nil,
|
||||
maxammo = nil,
|
||||
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,
|
||||
dx = self.dxs[self.dxidx],
|
||||
}
|
||||
b:spawn_at(self.xoffs[self.dxidx]+x,y)
|
||||
self.dxidx += 1
|
||||
if (self.dxidx > #self.dxs) self.dxidx = 1
|
||||
end
|
||||
}
|
||||
mknew(vulcan_gun)
|
||||
|
||||
-->8
|
||||
-- readme.md
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user