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5 Commits
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silly-shot
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7e4833d567
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c752e8e1e3
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507f06fb8c
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14849101dd
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2cd7c64dd9
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@ -130,7 +130,7 @@ hpcols_lut = csv[[36
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-- call after any change to maxhp
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-- configures health gradient
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function init_hpcols()
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hpcols = hpcols_lut[min(primary_ship.maxhp,6)]
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hpcols = hpcols_lut[min(primary_ship.maxhp,5)]
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end
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function wipe_game()
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@ -539,7 +539,7 @@ function ship_m:move()
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if (self.dead) return;
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self:refresh_shield()
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local dx, dy, shoot_spec1, shoot_spec2 = self:act()
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local sg, xm, ym = self.special_guns, self.xmomentum, self.ymomentum
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local sg, xm, ym, sp = self.special_guns, self.xmomentum, self.ymomentum, self.sparks
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dx = self:constrain(self.x, xm, self.xmin, self.xmax, dx)
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dy = self:constrain(self.y, ym, self.ymin, self.ymax, dy)
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self:maybe_shoot(self.main_gun)
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@ -547,7 +547,7 @@ function ship_m:move()
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if (shoot_spec1) self:maybe_shoot(sg[1])
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if (shoot_spec2) self:maybe_shoot(sg[2])
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end
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spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
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if(sp) spark(sp, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
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xm = self:calc_velocity(xm, dx)
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ym = self:calc_velocity(ym, dy)
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@ -618,14 +618,6 @@ end
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-->8
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-- bullet and gun behaviors
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function player_blt_cat()
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return pbullets
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end
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function enemy_blt_cat()
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return ebullets
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end
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-- x, y: position
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-- dx, dy: movement (linear)
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-- f: frames remaining; nil for no limit
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@ -638,9 +630,9 @@ end
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-- details, check impl
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-- damage -- damage to do to
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-- a ship that gets hit
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-- category -- function that
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-- returns which bullet list
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-- to spawn onto
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-- category -- string naming
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-- which bullet list to spawn
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-- onto, from _ENV
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-- hitship -- event handler,
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-- takes ship as argument.
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-- default: die, return true.
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@ -775,7 +767,7 @@ end
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function bullet_base:move()
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local x,y = self.x + self.dx, self.y+self.dy
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self.x,self.y=x,y
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return (y<=128) and (y >= -(self.height<<3)) and (x <= 128) and (x >= -(self.width<<3))
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return (y<=128) and (y >= -16) and (x <= 128) and (x >= -16)
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end
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function bullet_base:draw()
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@ -785,7 +777,7 @@ end
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function bullet_base:spawn_at(x, y)
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self.x = x - self.x_off
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self.y = y - self.y_off
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add(self.category(), self)
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add(_ENV[self.category], self)
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end
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function gun_base:shoot(x, y)
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@ -855,7 +847,7 @@ zap_p = mknew(bullet_base.new{
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hitship = const_fxn(true),
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category = player_blt_cat,
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category = "pbullets",
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})
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zap_gun_p = mknew(gun_base.new{
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@ -914,7 +906,7 @@ blast = mknew(bullet_base.new{
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end)
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end
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end,
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category=player_blt_cat
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category="pbullets"
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})
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blast_gun = mknew(gun_base.new{
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@ -953,14 +945,14 @@ protron_e = mknew(bullet_base.new{
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y_off = 4,
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damage = 1,
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category = enemy_blt_cat,
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category = "ebullets",
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})
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protron_p = mknew(protron_e.new{
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sprite=23,
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dym = -1,
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y_off = 0,
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category=player_blt_cat,
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category="pbullets",
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})
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protron_gun_e = mknew(gun_base.new{
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@ -1007,13 +999,13 @@ vulcan_e = mknew(bullet_base.new{
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y_off = 0,
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damage = 0.5,
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category=enemy_blt_cat
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category="ebullets"
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})
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vulcan_p = mknew(vulcan_e.new{
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sprite=22,
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y_off = 4,
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category=player_blt_cat
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category="pbullets"
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})
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vulcan_gun_e = mknew(gun_base.new{
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@ -1030,7 +1022,7 @@ machine_gun_e = mknew(vulcan_gun_e.new{
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icon = 38,
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clip_size = 12,
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clip_interval = 0x0.005a,
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shots = {{{0, 2}}, {{0, -2}}}
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shots = {{{0.0625, 2}}, {{-0.0625, -2}}}
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})
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vulcan_gun_p = mknew(vulcan_gun_e.new{
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@ -1072,8 +1064,8 @@ player = mknew(ship_m.new{
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boss = true, -- dramatic special effects
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-- health
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hp = 3, -- current health, non-regenerating
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maxhp = 3, -- player only; other ships never heal
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hp = 1024, -- current health, non-regenerating
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maxhp = 1024, -- player only; other ships never heal
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shield = 2, -- regenerates
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maxshield = 2,
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@ -1351,11 +1343,11 @@ end
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-- box: x1, y1, x2, y2
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function collides(b1, b2)
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return
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b1.x1<=b2.x2
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and b1.y1<=b2.y2
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and b1.x2>=b2.x1
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return
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b1.y1<=b2.y2
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and b1.y2>=b2.y1
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and b1.x1<=b2.x2
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and b1.x2>=b2.x1
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end
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collider = mknew{
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@ -1637,7 +1629,7 @@ function spark_particle:draw()
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end
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function spark(sprs, x, y, dx, dy, odds, fg)
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if (sprs==nil or flr(rnd(odds) or (abs(dx) < 0.5 and abs(dy))) ~= 0) return
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if ((dx > -0.5 and dx < 0.5 and dy > -0.5 and dy < 0.5) or rnd(odds) >= 1) return
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local target = fg and intangibles_fg or intangibles_bg
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target[#target+1] = spark_particle.new{
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x = x + rnd(4) - 2,
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@ -1656,7 +1648,7 @@ xp_gem = mknew(bullet_base.new{
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dy = 0.75,
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width=1, -- not used for spr but
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height=1,-- bullet_base uses it
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category = enemy_blt_cat,
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category = "ebullets",
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damage = 0,
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hurt = {
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x_off = -2,
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