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@ -118,7 +118,7 @@ function _init()
init_blip_pals() init_blip_pals()
wipe_level() wipe_level()
primary_ship.main_gun = zap_gun.new() primary_ship.main_gun = zap_gun.new()
load_level(example_level) load_level(example_level_csv)
state = game state = game
pal(2,129) pal(2,129)
pal() pal()
@ -691,7 +691,7 @@ spewy = frownie.new{
} }
mknew(spewy, function(ship) mknew(spewy, function(ship)
ship.main_gun=ship.main_gun or protron_gun.new{enemy=true} ship.main_gun=ship.main_gun or protron_gun.new{enemy=true}
end} end})
chasey = ship_m.new{ chasey = ship_m.new{
sprite = 5, sprite = 5,
@ -857,18 +857,22 @@ function load_level(levelfile)
distance = 0 distance = 0
lframe = 0 lframe = 0
freeze = 0 freeze = 0
leveldone = false
current_level = {} current_level = {}
for row in all(csv(levelfile)) do local found_eol = false
if (type(levelfile)=="string") levelfile = csv(levelfile)
for row in all(levelfile) do
local x = current_level[row[1]] local x = current_level[row[1]]
if row[2] == "eol" then if row[2] == "eol" then
found_eol = true
assert(x==nil, "events on eol frame") assert(x==nil, "events on eol frame")
row[1] = eol current_level[row[1]] = eol
else else
add(x, row) row.next = x
currentlevel[row[1]]=row
end end
row[1]=x
end end
leveldone = false assert found_eol
end end
function level_frame() function level_frame()
@ -882,9 +886,12 @@ function level_frame()
current_level = nil current_level = nil
return true return true
else else
for c in all(cbs) do while cbs do
assert(c[1] == distance) assert(cbs[1] == distance)
level_events[c[2]](unpack(c.params, 3)) 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
end end
@ -1000,17 +1007,9 @@ function spawn_blocking_boss_chasey()
return c return c
end end
spawns = {
chasey = chasey,
frownie = frownie,
blocky = blocky,
spewy = spewy,
spewy_xl=spewy_xl,
-- TODO: populate this
}
function std_spawn(tnm, n, blocking, goodie,altspr) function std_spawn(tnm, n, blocking, goodie,altspr)
local typ = spawns[tnm] local typ = _ENV[tnm]
assert(typ, tostr(tnm).." not a spawnable") assert(typ and typ.new, tostr(tnm).." not a class")
for i=1,(n or 1) do for i=1,(n or 1) do
spawn_rnd(typ, blocking, goodie,altspr) spawn_rnd(typ, blocking, goodie,altspr)
end end
@ -1043,14 +1042,9 @@ function spawn_goodie(goodie_name, x, y, sz)
goodies[goodie_name].new{}:spawn_at(x+sh,y+sh) goodies[goodie_name].new{}:spawn_at(x+sh,y+sh)
end end
-- TODO: populate level_events
-- to implement: multi(times, interval, f, ...)
-- once on this frame, then times-1 times after that spaced interval
-- frames apart, f(...). schedule this like the one-off written in
-- example_level.
function multi(times, interval, fnm, ...) function multi(times, interval, fnm, ...)
local f,irm = level_events[fnm],interval local f,irm = _ENV[fnm],interval
assert(type(f) == "function", fnm.." not a function")
fnm(...) fnm(...)
events:push_back{move=function() events:push_back{move=function()
irm-=1 irm-=1
@ -1069,51 +1063,33 @@ end
-- each row of level csv is offset,event,event-args... -- each row of level csv is offset,event,event-args...
-- where offset,eol is a special case. -- where offset,eol is a special case.
example_level = { example_level_csv=[[1,spawn_frownie
[1]=spawn_frownie, 60,spawn_bonus_vulcan_chasey
[60]=spawn_bonus_vulcan_chasey, 61,spawn_blocky
[61]=spawn_blocky, 85,spawn_spewy
[85]=spawn_spewy, 100,spawn_spewy
[100]=spawn_spewy, 115,spawn_spewy
[115]=spawn_spewy, 130,spawn_bonus_frownie
[130]=spawn_bonus_frownie, 145,spawn_spewy
[145]=spawn_spewy, 200,spawn_chasey
[200]=spawn_chasey, 250,spawn_blocking_blocky
[250]=spawn_blocking_blocky, 285,spawn_spec_gun_at,35,-11,blast_gun
[285]=function() 310,spawn_blocking_blocky
spawn_spec_gun_at(35, -11, blast_gun) 310,spawn_blocking_blocky
end, 310,spawn_blocking_blocky
[310]=function() 311,spawn_frownie
spawn_blocking_blocky() 350,spawn_main_gun_at,70,-11,protron_gun
spawn_blocking_blocky() 401,spawn_frownie
spawn_blocking_blocky() 420,spawn_blocking_frownie
end, 430,spawn_bonus_vulcan_chasey
[311]=spawn_frownie, 450,spawn_frownie
[350]=function() 465,spawn_bonus_frownie
spawn_main_gun_at(70, -11, protron_gun) 480,spawn_chasey
end, 500,multi,20,12,spawn_blocking_blocky
[401]=spawn_frownie, 501,spawn_bonus_frownie
[420]=spawn_blocking_frownie, 620,spawn_blocking_blocky
[430]=spawn_bonus_vulcan_chasey, 700,spawn_blocking_boss_chasey
[450]=spawn_frownie, 701,eol]]
[465]=spawn_bonus_frownie,
[480]=spawn_chasey,
[500]=function()
local tnext = lframe
local remain = 20
events:push_back{move=function()
if (lframe < tnext) return false
spawn_blocking_blocky()
tnext = lframe + 0x0.000c
remain -= 1
return (remain <= 0)
end}
end,
[501]=spawn_bonus_frownie,
[620]=spawn_blocking_blocky,
[700]=spawn_blocking_boss_chasey,
[701]=eol
}
-->8 -->8
-- bullet and gun behaviors -- bullet and gun behaviors