23 Commits

Author SHA1 Message Date
c514c61b3a look at me. *look at me.* I'm the gun_base now 2025-06-01 17:41:07 -07:00
9be828dd5c blast gun is a trig gun
now there are no more base guns
2025-06-01 17:38:45 -07:00
2b51a3472b protron trig gun 2025-06-01 17:36:15 -07:00
95ea70baae vulcan_gun as trig gun
causes x offset to reverse for negative aim; may need to be careful
with how I make aiming guns actually work, but this should work for
deriving player guns from enemy guns (by using negative aim)!
2025-06-01 17:26:29 -07:00
b18b4f885d trig zap gun; fixes
use the trig gun for the zap gun
2025-06-01 17:00:28 -07:00
2fdb8d1a05 trigenometry gun prototype 2025-06-01 16:48:39 -07:00
fc1f84fa28 Delete slip behavior 2025-06-01 16:15:46 -07:00
93b63a5831 Prevent new calls that won't work as expected 2025-06-01 16:11:35 -07:00
297e6e4996 implement clip reload time
two tiers of cooldowns, pretty much
2025-06-01 15:55:11 -07:00
9b3120c47b rewrite mknew to inherit fields before init
I am horrified to admit that C++'s constructor static initialization
list syntax abruptly makes sense to me and I understand the problem
it is trying to solve
2025-06-01 15:53:50 -07:00
abee6d1206 fix skirmisher sparks 2025-05-31 23:44:36 -07:00
3151db5430 fix precedence error 2025-05-31 22:27:03 -07:00
2964159858 fix offset, try but fail to fix variants 2025-05-31 22:19:35 -07:00
95d4b6eb37 what the hell was I thinking when I wrote this 2025-05-31 22:06:48 -07:00
96312e3adf fix offset bugs 2025-05-31 22:05:47 -07:00
bf9a45d87e fix gframe unit 2025-05-31 21:55:21 -07:00
36f7c6572f fix ship spawning 2025-05-31 21:54:02 -07:00
45b70d3aca did you know that 4 is not 1? mindboggling! 2025-05-31 21:43:51 -07:00
35980d801a forgot my increments! 2025-05-31 21:40:17 -07:00
734811bd62 math works better when you return your values 2025-05-31 21:33:06 -07:00
4fddbea82c use the right loader 2025-05-31 21:31:20 -07:00
f675e31967 oops, I accidentally 2025-05-31 21:30:30 -07:00
0bd1463416 replace demo level with infinite copies of flotilla 0 2025-05-31 21:29:54 -07:00

View File

@ -29,23 +29,33 @@ end
-- if tt.init is defined, generated
-- new calls tt.init(ret) after
-- ret is definitely not nil,
-- before calling setmetatable.
-- after calling setmetatable.
-- use to initialize mutables.
--
-- if there was a previous new,
-- it is invoked on the new
-- object *after* more, because
-- this works better with the
-- `more` impls i use.
-- it is invoked before
-- setting tt's metatable, so
-- each new will see its
-- inheritance chain.
function mknew(tt)
local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
local mt,oldinit,more = {__index=tt},tt.superinit,rawget(tt, "init")
tt.new=function(ret)
if(not ret) ret = {}
if(more) more(ret)
if(oldnew) oldnew(ret)
ret.new = false
setmetatable(ret, mt)
if(oldinit) oldinit(ret)
if (more) more(ret)
return ret
end
if oldinit and more then
tt.superinit = function(ret)
oldinit(ret)
more(ret)
end
elseif more then
tt.superinit = more
end
return tt
end
@ -127,7 +137,6 @@ function _init()
mode = game_mode
init_blip_pals()
wipe_game() -- redundant?
load_level(example_level_csv)
game_state = game
pal(2,129)
pal()
@ -171,6 +180,10 @@ function wipe_game()
new_events = linked_list.new()
primary_ship.main_gun = zap_gun_p.new()
primary_ship.main_gun:peel()
gframe = 0
interlude = 0
waves_complete = 0
current_wave = nil
end
function _update60()
@ -185,12 +198,44 @@ function call_move(x)
return x:move()
end
function ones(n)
local ret = 0
while n != 0 do
if (n&0x0.0001) ret += 1
n >>= 1
end
return ret
end
function updategame()
if (primary_ship.xp >= primary_ship.xptarget) and (lframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
if (primary_ship.xp >= primary_ship.xptarget) and (gframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
mode = rearm_mode.new()
return _update60()
end
leveldone = level_frame()
gframe += 0x0.0001
if current_wave then
if current_wave:update() then
-- end of stage
waves_complete += 1
current_wave = nil
if waves_complete < 32767 then
interlude = 59 -- plus one dead frame with load_level but no update
else
-- you maxed out the level
-- counter. what the fuck
-- is wrong with you?
-- go outside.
--
-- do not spawn more levels.
interlude = 32767
end
end
elseif interlude > 0 then
interlude -= 1
else
current_wave = flotilla.new()
current_wave:load(0, 0, min(ones(waves_complete)\2, 4))
end
events:vore(new_events)
events:strip(call_move)
for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
@ -254,7 +299,7 @@ function updategame()
intangibles_fg:strip(call_move)
if leveldone and not eships.next and not ebullets.next and not events.next then
if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then
game_state = win
end
if (not pships.next) game_state = lose
@ -485,8 +530,6 @@ ship_m = mknew{
shieldpenalty = 0x0.012c, --5s
shield_refresh_ready = 0,
slip = true, -- most enemies slide
xmomentum = 0,
ymomentum = 0,
@ -570,21 +613,13 @@ function ship_m:move()
self:maybe_shoot(self.main_gun)
if (shoot_spec1 and self.special_guns) self:maybe_shoot(self.special_guns[1])
if (shoot_spec2 and self.special_guns) self:maybe_shoot(self.special_guns[2])
if (dx ~= 0 or dy ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
self.xmomentum = self:calc_velocity(self.xmomentum, dx)
self.ymomentum = self:calc_velocity(self.ymomentum, dy)
self.x += self.xmomentum
self.y += self.ymomentum
-- "scrolling" behavior
if self.slip then
self.y += scrollrate
if self.y >= 128 then
self:die()
return true
end
end
return false
end
@ -619,7 +654,7 @@ end
function ship_m:hitsomething(dmg)
if (dmg <= 0) return false
self.shield_refresh_ready = lframe + self.shieldpenalty
self.shield_refresh_ready = gframe + self.shieldpenalty
if self.shield > 0 then
self.shield -= dmg
if self.shield > 0 then
@ -641,10 +676,10 @@ end
function ship_m:refresh_shield()
if (self.shield >= self.maxshield) return
if (lframe < self.shield_refresh_ready) return
if (gframe < self.shield_refresh_ready) return
self.shield += 1
self.shield = min(self.shield, self.maxshield)
self.shield_refresh_ready = lframe + self.shieldcooldown
self.shield_refresh_ready = gframe + self.shieldcooldown
end
-->8
@ -684,6 +719,10 @@ bullet_base = mknew{ }
gun_base = mknew{
shoot_ready = -32768,
new_clip = -32768,
clip_size = false,
clip_remain = 0,
clip_interval = 0x0.80,
icon = 20,
ammobonus = 1,
@ -691,6 +730,27 @@ gun_base = mknew{
-- cooldown reduction from
-- upgrades, not yet applied
cd_remainder = 0,
veloc = 1,
aim = 0.75, -- down; 0.25, or -0.75, is up
shot_idx = 0,
-- shots: list<list<[3]num>>
-- describing a cycling
-- firing pattern. shot_idx
-- tracks offset into pattern.
-- each nested list: a burst
-- of shots to fire; takes
-- 1 ammo; sequential
-- each shot: angle (turns,
-- relative to `aim`),
-- firing x-offset, velocity;
-- if x-offset is nil, use 0;
-- if velocity is nil, use
-- self.veloc instead
init = function(self)
if (not self.shots) self.shots = {{{0}}}
end
}
-- gun_base subtypes are
@ -715,12 +775,6 @@ function gun_base:peel()
self.munition = mknew(self.munition.new())
end
-- default firing behavior:
-- single shot
function gun_base:actually_shoot(x, y)
self.munition.new{}:spawn_at(x, y)
end
-- upgrade
function gun_base:small_upgrade_opts()
local ret = {
@ -813,16 +867,57 @@ function bullet_base:spawn_at(x, y)
end
function gun_base:shoot(x, y)
if (lframe < self.shoot_ready) return false
if (gframe < self.shoot_ready) return false
local csz,crm = self.clip_size, self.clip_remain
if csz then
if crm < csz and gframe >= self.new_clip then
self.clip_remain = csz
self.new_clip = gframe + self.clip_interval
elseif crm == 0 then
return false
end
end
if self.ammo then
if (self.ammo <= 0) return false
self.ammo -= 1
end
self.shoot_ready = lframe + self.cooldown
if csz then
self.clip_remain -= 1
end
self.shoot_ready = gframe + self.cooldown
self:actually_shoot(x, y)
return true
end
function gun_base:actually_shoot(x, y)
local shots,veloc,aim,munition = self.shots,self.veloc,self.aim,self.munition
local idx = self.shot_idx % #shots + 1
self.shot_idx = idx
shots = shots[idx]
for s in all(shots) do
local a,xo,v = unpack(s)
v = v or veloc
xo = xo or 0
-- reverse x-offset for negative base angle
if (aim < 0) xo = -xo
a += aim
-- todo: switch munition
-- depending on angle
-- (allows for non-round
-- sprites and hitboxes on
-- shots from guns with
-- widely varying angles)
local m = munition.new{}
-- todo: automatically make
-- high velocity shots do
-- multiple collision checks
m.dy = sin(a) * veloc
m.dx = cos(a) * veloc
m:spawn_at(x+(xo or 0), y)
end
end
-->8
-- bullets and guns
@ -841,8 +936,6 @@ zap_e = mknew(bullet_base.new{
y_off = 8,
damage = 1,
dx = 0, -- px/frame
dy = 4,
hitship = const_fxn(true),
@ -851,19 +944,21 @@ zap_e = mknew(bullet_base.new{
zap_p = mknew(zap_e.new{
sprite = 8,
dy = -8,
y_off = 0,
category = player_blt_cat,
})
zap_gun_e = mknew(gun_base.new{
cooldown = 0x0.0020, -- frames between shots
veloc = 4,
munition = zap_e,
})
zap_gun_p = mknew(zap_gun_e.new{
icon = 19,
munition = zap_p,
veloc = 8,
aim = 0.25,
hdr = "mAIN gUN",
})
@ -920,6 +1015,7 @@ blast = mknew(bullet_base.new{
blast_gun = mknew(gun_base.new{
icon = 13,
cooldown = 0x0.0078, -- 120 frames between shots
aim = -0.75,
ammo = 5,
maxammo = 5,
munition = blast,
@ -952,8 +1048,6 @@ protron_e = mknew(bullet_base.new{
y_off = 4,
damage = 1,
dym = 0.5, -- gun sets dy;
-- this is mult
category = enemy_blt_cat,
})
@ -969,34 +1063,17 @@ protron_gun_e = mknew(gun_base.new{
cooldown = 0x0.0040, -- frames between shots
ammo = nil,
maxammo = nil,
munition = protron_e
munition = protron_e,
veloc = 2,
shots = {{{-0.25}, {-0.165}, {-0.0825}, {0}, {0.0825}, {0.165}, {0.25}}}
})
function protron_gun_e:actually_shoot(x, y)
local m = self.munition.dym
for i=1,3 do
local b = self.munition.new{
dx = i*m,
dy = (4-i)*m,
}
b:spawn_at(x,y)
local b2 = self.munition.new{
dx = -i*m,
dy = (4-i)*m,
}
b2:spawn_at(x,y)
end
local bup = self.munition.new{
dx=0,
dy=4*m,
}
bup:spawn_at(x,y)
end
protron_gun_p = mknew(protron_gun_e.new{
munition = protron_p,
maxammo = 20,
cooldown = 0x0.0018,
veloc = 4,
aim = -0.75,
hdr = "pROTRON",
body = [[---------GUN
@ -1025,41 +1102,37 @@ vulcan_e = mknew(bullet_base.new{
y_off = 0,
damage = 0.5,
-- dx from gun
dy = 2,
category=enemy_blt_cat
})
vulcan_p = mknew(vulcan_e.new{
sprite=22,
y_off = 4,
dy = -4,
category=player_blt_cat
})
vulcan_gun_e = mknew(gun_base.new{
icon = 37,
enemy = false,
cooldown = 0x0.0003, -- frames between shots
ammo = nil,
maxammo = nil,
munition=vulcan_e,
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 b = self.munition.new{
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
veloc = 2,
shots = {{{0.02, 2}}, {{-0.02,0}}, {{-0.03, -2}}, {{0.03, 2}}, {{0.02, 0}}, {{-0.02, -2}}}
})
machine_gun_e = mknew(vulcan_gun_e.new{
icon = 38,
clip_size = 12,
clip_interval = 0x0.005a,
shots = {{{0, 2}}, {{0, -2}}}
})
vulcan_gun_p = mknew(vulcan_gun_e.new{
munition=vulcan_p,
maxammo = 100,
aim=-0.75,
veloc=4,
hdr = "vULCAN",
body = [[---------GUN
@ -1121,7 +1194,6 @@ player = mknew(ship_m.new{
thrust = 0.1875, -- momentum added from button
ymin = 0, ymax = 120, -- stay on screen
drag = 0.0625, -- momentum lost per frame
slip = false, -- does not slide down screen
act = function(self) -- fetch buttons
local b,th = btn(),self.thrust
local blr = b&0x3
@ -1251,81 +1323,10 @@ shield will
return ret
end
frownie = mknew(ship_m.new{
--shape
sprite = 3, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites?
hurt = { -- hurtbox - where this ship can be hit
x_off = 0, -- upper left corner
y_off = 1, -- relative to ship ulc
width = 8,
height = 6
},
sparks = smokespark,
sparkodds = 8,
hp = 0.5, -- enemy ships need no max hp
xp = 0x0.0001,
-- position
x=60, -- x and y are for upper left corner
y=8,
xmomentum = 0,
ymomentum = 0,
maxspd = 2, -- momentum cap
thrust = 0.12, -- momentum added from button
drag = 0.07, -- momentum lost per frame
slip = true,
act = function(self)
local tstate,dx = (1 + flr(4*t() + 0.5)) % 6,0
if (tstate==1 or tstate==2) dx=-self.thrust
if (tstate>=4) dx=self.thrust
return dx,0,false,false
end,
})
blocky = mknew(frownie.new{
sprite = 10,
hp = 1.5,
xp = 0x0.0002,
hurt = {
x_off = 0,
y_off = 0,
width = 8,
height = 7
},
ow = function(self)
if self.hp < 1 then
self.sprite = 11
else
self.sprite = 10
end
ship_m.ow(self)
end
})
spewy = mknew(frownie.new{
sprite=26,
xp = 0x0.0003,
hurt = {
x_off=0,
y_off=1,
width=8,
height=5
},
hp=0.5,
fire_off_x=4,
fire_off_y=7,
act=function(self)
local dx,dy,shoot_spec=frownie.act(self)
return dx, dy, shoot_spec, self.y > 10
end,
init = function(ship)
ship.main_gun=ship.main_gun or protron_gun_e.new{}
end
})
-- original prototype leftover;
-- likely to be the basis of a
-- standard raider type, so
-- i am keeping it around
chasey = mknew(ship_m.new{
sprite = 5,
xp = 0x0.0004,
@ -1348,7 +1349,6 @@ chasey = mknew(ship_m.new{
maxspd = 2,
thrust = 0.2,
drag = 0.075,
slip = true,
init = function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{}
@ -1376,7 +1376,6 @@ xl_chasey=mknew(chasey.new{
hp = 19.5,
shield = 5,
boss = true,
slip = false,
act = function(self)
local dx,dy,shoot_spec,shoot_main = chasey.act(self)
if (self.y < 4) dy=self.thrust
@ -1387,9 +1386,6 @@ xl_chasey=mknew(chasey.new{
sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
pal()
end,
init = function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{}
end,
})
-- flotilla ships
@ -1401,16 +1397,20 @@ ship_f = mknew(ship_m.new{
-- no sparks
hp = 0.5,
xp = 0x0.0001,
fire_off_x = 4,
fire_off_y = 4,
maxspd = 3,
thrust = 0.1,
drag = 0.05,
slip = false,
act = function(self)
local wx,wy=self.want_x,self.want_y
self.xmin,self.xmax,self.ymin,self.ymax = wx,wx,wy,wy
return 0,0,false,false
end,
init = function(self)
if (self.gun_proto) self.main_gun = self.gun_proto.new()
end
})
ship_mook = mknew(ship_f.new{
@ -1424,12 +1424,14 @@ ship_defender = mknew(ship_f.new{
ship_turret = mknew(ship_f.new{
sprite=106,
xp = 0x0.0002,
gun_proto = machine_gun_e,
})
ship_skirmisher = mknew(ship_f.new{
sprite=107,
xp = 0x0.0004,
spark = smokespark,
sparkodds = 4,
sparks = smokespark,
sparkodds = 3,
fire_off_y = 7,
})
function rnd_spawn_loc()
@ -1523,24 +1525,24 @@ end
-- full docs.
flotilla = mknew{
use_var = 0x0001,
use_var = 0x1111,
opt_odds = split"0.5,0.5,0.5,0.5",
init=function(this)
this.ship_bases={
[0]=mknew(ship_mook.new{ship_t=0}),
[1]=mknew(ship_mook.new{ship_t=1}),
[1]=mknew(ship_mook.new{ship_t=1, sprite=104}),
[4]=mknew(ship_defender.new{ship_t=4}),
[5]=mknew(ship_defender.new{ship_t=5}),
[5]=mknew(ship_defender.new{ship_t=5, sprite=10}),
[8]=mknew(ship_turret.new{ship_t=8}),
[9]=mknew(ship_turret.new{ship_t=9}),
[9]=mknew(ship_turret.new{ship_t=9, sprite=4}),
[12]=mknew(ship_skirmisher.new{ship_t=12}),
[13]=mknew(ship_skirmisher.new{ship_t=13}),
[13]=mknew(ship_skirmisher.new{ship_t=13, sprite=26}),
}
end,
}
function flotilla:load(ulc_cx, ulc_cy, lvl)
local rows,cy,uv,counts={},ulc_cy,self.use_var+0xc840,{
local rows,cy,uv,counts={},ulc_cy,self.use_var,{
[0]=0,
[1]=0,
[4]=0,
@ -1551,14 +1553,14 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
[13]=0,
}
repeat
local row,cx,opt,f = {},ulc_cx,{},0
local row,cx,opt,f,mode= {},ulc_cx,{},0,0
for i,v in ipairs(self.opt_odds) do
opt[i*4-4]=rnd()<v
end
repeat
f=fget(mget(cx, cy))
-- bits 0x03: control mark or ship?
local mode = f&0x03
mode = f&0x03
if mode==2 then
-- bits 0x0c: ship class
local ship_t = f&0x0c
@ -1569,10 +1571,11 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
-- alternate is requested
-- and we allow alternates
-- for this type of ship
ship_t+=(uv>>ship_t&0x1)&(f&0x10>>4)
add(row, self.ship_bases[ship_t]:new{col=cx-ulc_cx})
ship_t+=(uv>>ship_t&0x1)&((f&0x10)>>4)
add(row, self.ship_bases[ship_t].new{col=cx-ulc_cx})
end
end
cx += 1
until mode==1
-- mode 1: end of line control mark
-- bits 0x18: what size flotilla is this row used for?
@ -1580,12 +1583,14 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
-- keep the row; count it
for s in all(row) do
counts[s.ship_t] += 1
s.x,s.y=rnd_spawn_loc()
eships:push_back(s)
end
add(rows, row)
end
cy += 1
-- control mark bit 0x04: end of flotilla
until f&0x04 == 1
until f&0x04 > 0
self.rows=rows
self:statisfy(counts)
end
@ -1625,7 +1630,7 @@ function flotilla:update()
-- distribute across box:
-- x = [4, 100)
-- y = [4, 80)
-- y = [4, 60)
local x_interval,x_offset = 0,52
if min_col < max_col then
@ -1635,8 +1640,8 @@ function flotilla:update()
local y_interval,y_offset=0,40
if live_rows > 1 then
y_interval=76/(live_rows-1)
x_offset=4-y_interval
y_interval=52/(live_rows-1)
y_offset=4-y_interval
end
-- now assign target locations
@ -1649,8 +1654,8 @@ function flotilla:update()
real_row += 1
row_alive = true
end
ship.want_x = ship.col * x_interval - x_offset
ship.want_y = real_row * y_interval - y_offset
ship.want_x = ship.col * x_interval + x_offset
ship.want_y = real_row * y_interval + y_offset
end -- ship updated
end -- row updated
end -- table updated
@ -1658,259 +1663,6 @@ function flotilla:update()
return false -- some ships remain
end
-->8
-- level and event system
-- a level is a map from
-- effective frame number to
-- a list of actions for that
-- frame. an action is a
-- method name and its args.
-- effective frame number stops
-- when freeze count is nonzero
-- a level is won when it hits
-- the end-of-level sentinel
-- and there are no more
-- tracked enemies.
-- lost when there are no
-- player ships left.
-- effective frame
distance = 0
-- actual frame count since
-- start of level times 0x0.0001
lframe = 0
-- do not advance distance when
-- nonzero
freeze = 0
eol = {}
function load_level(levelfile)
distance = 0
lframe = 0
freeze = 0
leveldone = false
current_level = {}
local found_eol = false
if (type(levelfile)=="string") levelfile = csv(levelfile)
for row in all(levelfile) do
local x = current_level[row[1]]
if row[2] == "eol" then
found_eol = true
assert(x==nil, "events on eol frame")
current_level[row[1]] = eol
else
row.next = x
current_level[row[1]]=row
end
end
assert(found_eol)
end
function level_frame()
lframe += 0x0.0001
if (current_level == nil) return true
if freeze == 0 then
distance += 1
local cbs = current_level[distance]
if cbs ~= nil then
if cbs == eol then
current_level = nil
return true
else
while cbs do
assert(cbs[1] == distance)
local f = _ENV[cbs[2]]
assert(type(f) == "function", cbs[2].." at "..distance.." is not a function")
f(unpack(cbs, 3))
cbs=cbs.next
end
end
end
end
return false
end
-->8
-- example level
function spawn_blocking_rnd_x(typ)
freeze += 1
s = typ.new{
x = rnd(104),
y = -7,
ice = 1,
orig_die = typ.die,
die = function(self)
freeze -= self.ice
self.ice = 0
self:orig_die()
end,
}
eships:push_back(s)
return s
end
function spawn_frownie()
return spawn_rnd(frownie)
end
function spawn_blocking_frownie()
spawn_blocking_rnd_x(frownie)
end
function spawn_blocky()
spawn_rnd(blocky)
end
function spawn_blocking_blocky()
spawn_rnd(blocky, 1)
end
function spawn_spewy()
return spawn_rnd(spewy)
end
function spawn_chasey()
return spawn_rnd(chasey)
end
function spawn_blocking_spewy()
freeze += 1
local s = spawn_spewy()
s.ice = 1
s.die = function(self)
freeze -= self.ice
self.ice = 0
frownie.die(self)
end
end
function spawn_vulcan_chasey()
local c = spawn_chasey()
c.main_gun=vulcan_gun_e.new{enemy=true}
c.sprite=4
return c
end
helpers = {
spawn_frownie,
spawn_frownie,
spawn_frownie,
spawn_blocky,
spawn_blocky,
spawn_chasey,
spawn_spewy,
}
function spawn_blocking_boss_chasey()
local c = spawn_rnd(xl_chasey, 1)
local nextspawn = lframe + 0x0.0080
events:push_back{move=function()
if lframe >= nextspawn then
helpers[flr(rnd(#helpers))+1]()
nextspawn += 0x0.0040
end
return c.dead
end}
return c
end
function std_spawn(tnm, n, blocking, goodie,altspr)
local typ = _ENV[tnm]
assert(typ and typ.new, tostr(tnm).." not a class")
for i=1,(n or 1) do
spawn_rnd(typ, blocking, goodie,altspr)
end
end
-- blocking: 1 or 0
function spawn_rnd(typ, blocking, goodie,altspr)
blocking = blocking or 0
freeze += blocking
s = typ.new{
x = rnd(104),
y = -(typ.size * 8 - 1),
ice=blocking,
die=function(self)
freeze -= self.ice
self.ice=0
typ.die(self)
end,
}
if (altspr) s.spr = altspr
eships:push_back(s)
return s
end
function multi(times, interval, fnm, ...)
local f,irm,vargs = _ENV[fnm],interval,pack(...)
assert(type(f) == "function", fnm.." not a function")
f(...)
events:push_back{move=function()
irm-=1
if irm <= 0 then
irm=interval
times-=1
f(unpack(vargs))
return times <= 1
end
end}
end
function demo_spawn_f(ttn)
local spx,spy=rnd_spawn_loc()
local s = _ENV[ttn].new{
x = spx,
y = spy,
want_x = 8 + rnd(96),
want_y = 8 + rnd(64)
}
eships:push_back(s)
return s
end
-- then convert sample_level to csv.
-- spawn_spec_gun_at and spawn_main_gun_at will need parsed forms.
-- the boss also needs to be reachable, but one-off is fine.
-- each row of level csv is offset,event,event-args...
-- where offset,eol is a special case.
example_level_csv=[[1,spawn_frownie
20,demo_spawn_f,ship_mook
25,demo_spawn_f,ship_defender
30,demo_spawn_f,ship_turret
35,demo_spawn_f,ship_skirmisher
80,spawn_vulcan_chasey
81,spawn_blocky
100,spawn_spewy
125,spawn_spewy
130,spawn_frownie
145,spawn_frownie
180,spawn_spewy
230,spawn_chasey
250,spawn_blocking_blocky
310,spawn_blocking_blocky
310,spawn_blocking_blocky
310,spawn_blocking_blocky
311,spawn_frownie
401,spawn_frownie
420,spawn_blocking_frownie
430,spawn_vulcan_chasey
450,spawn_frownie
465,spawn_frownie
480,spawn_chasey
500,multi,20,12,spawn_blocking_blocky
501,spawn_frownie
620,spawn_blocking_blocky
630,spawn_vulcan_chasey
720,spawn_blocking_boss_chasey
721,eol]]
-->8
-- standard events
@ -1981,15 +1733,15 @@ function spark_particle:draw()
end
function spark(sprs, x, y, dx, dy, odds, fg)
if (sprs==nil or flr(rnd(odds)) ~= 0) return
if (sprs==nil or flr(rnd(odds) or (abs(dx) < 0.5 and abs(dy))) ~= 0) return
local target = fg and intangibles_fg or intangibles_bg
target:push_back(spark_particle.new{
x = x + rnd(4) - 2,
y = y + rnd(4) - 2,
sprs = sprs,
sidx = 1,
dx = dx + rnd(2) - 1,
dy = dy + rnd(2) - 1,
dx = dx * rnd(2),
dy = dy * rnd(2),
})
end
-->8
@ -2017,10 +1769,10 @@ function xp_gem:draw()
-- sprite map position:
-- sprite id to x and y,
-- offset shifts specific low
-- bits of lframe up to the the
-- bits of gframe up to the the
-- bit with value 4 as a cheap
-- way to pick an anim frame
if (lframe&0x0.003 == 0) qx, qy = (lframe&0x0.0004)<<16, (lframe&0x0.0008)<<15
if (gframe&0x0.003 == 0) qx, qy = (gframe&0x0.0004)<<16, (gframe&0x0.0008)<<15
sspr(
(s%16<<3)+qx,
(s\16<<3)+qy,
@ -2046,7 +1798,7 @@ end
function xp_gem:hitship(ship)
if (ship ~= primary_ship or primary_ship.dead) return false
primary_ship.xp += self.val
primary_ship.last_xp_frame = lframe
primary_ship.last_xp_frame = gframe
return true
end
@ -2095,6 +1847,7 @@ end
-- add a new gun
function spec_gun_opts()
-- todo: avoid duplicates
return pick(spec_gunt, 2)
end
@ -2116,7 +1869,6 @@ end
-- ordinary upgrades
function small_opts()
-- todo: include gun opts
if(not primary_ship.special_guns) return pick(primary_ship:small_upgrade_opts(), 2)
local opts = {rnd(primary_ship:small_upgrade_opts())}
for g in all(primary_ship.special_guns) do
@ -2197,7 +1949,10 @@ function rearm_mode:shuffle()
-- until the upgrade deck
-- is a thing that exists
local lev = primary_ship.level + 1
if lev == 4 or lev == 12 then
-- for testing: more guns really early
-- if lev == 4 or lev == 12 then
if lev == 2 or lev == 3 then
self.options = spec_gun_opts()
elseif lev % 4 == 0 then
self.options = big_opts()