Compare commits
No commits in common. "44bc904ec225bd1ed1b726eaf0b7ede4c1cae712" and "afcdc92e9d2ed214fd4f2633499a48e85ba889ba" have entirely different histories.
44bc904ec2
...
afcdc92e9d
Binary file not shown.
Before Width: | Height: | Size: 15 KiB |
945
genericshmup.p8
945
genericshmup.p8
@ -1,945 +0,0 @@
|
||||
pico-8 cartridge // http://www.pico-8.com
|
||||
version 34
|
||||
__lua__
|
||||
-- generic shmup
|
||||
-- by kistaro windrider
|
||||
|
||||
game = 1
|
||||
win = 2
|
||||
lose = 3
|
||||
|
||||
debug = {}
|
||||
|
||||
function _init()
|
||||
-- create the pwr gradient
|
||||
-- 15 is the gradient color
|
||||
poke(0x5f5f,0x3f)
|
||||
poke(0x5f68,10)
|
||||
poke(0x5f69,10)
|
||||
poke(0x5f6a,9)
|
||||
poke(0x5f6b,4)
|
||||
memset(0x5f78,0xa8,3)
|
||||
init_bullet_mt()
|
||||
init_ship_mt()
|
||||
wipe_level()
|
||||
primary_ship.special_gun = new_gun_of(blast_gun_t)
|
||||
load_level(example_level)
|
||||
state = game
|
||||
end
|
||||
|
||||
function wipe_level()
|
||||
primary_ship = new_p1()
|
||||
pships = {primary_ship}
|
||||
eships = {}
|
||||
pbullets = {}
|
||||
ebullets = {}
|
||||
intangibles = {}
|
||||
events = {}
|
||||
end
|
||||
|
||||
function _update60()
|
||||
if (state == game) updategame()
|
||||
end
|
||||
|
||||
function updategame()
|
||||
local leveldone = level_frame()
|
||||
local deaths = {}
|
||||
for i, e in ipairs(events) do
|
||||
if (e()) add(deaths, i)
|
||||
end
|
||||
bury_the_dead(events, deaths)
|
||||
for _, tbl in ipairs({pships, eships, pbullets, ebullets, intangibles}) do
|
||||
local deaths = {}
|
||||
for i, x in ipairs(tbl) do
|
||||
if (x:move()) add(deaths, i)
|
||||
end
|
||||
bury_the_dead(tbl, deaths)
|
||||
end
|
||||
--then, calculate collisions
|
||||
local pdeaths = {}
|
||||
local edeaths = {}
|
||||
for ip, ps in ipairs(pships) do
|
||||
for ie, es in ipairs(eships) do
|
||||
if collides(hurtbox(ps), hurtbox(es)) then
|
||||
if (es:hitship(ps)) add(edeaths, ie)
|
||||
if ps:hitship(es) then
|
||||
add(pdeaths, ip)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
bury_the_dead(pships, pdeaths)
|
||||
bury_the_dead(eships, edeaths)
|
||||
pdeaths = {}
|
||||
edeaths = {}
|
||||
for ip, ps in ipairs(pships) do
|
||||
for ie, eb in ipairs(ebullets) do
|
||||
if collides(hurtobx(ps), hurtbox(eb)) then
|
||||
if (eb:hitship(ps)) add(edeaths, ie)
|
||||
if ps:hitbullet(eb) then
|
||||
add(pdeaths, ip)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
bury_the_dead(pships, pdeaths)
|
||||
bury_the_dead(ebullets, edeaths)
|
||||
pdeaths = {}
|
||||
edeaths = {}
|
||||
for ip, pb in ipairs(pbullets) do
|
||||
for ie, es in ipairs(eships) do
|
||||
if collides(hurtbox(pb), hurtbox(es)) then
|
||||
if (es:hitbullet(pb)) add(edeaths, ie)
|
||||
if pb:hitship(es) then
|
||||
add(pdeaths, ip)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
bury_the_dead(eships, edeaths)
|
||||
bury_the_dead(pbullets, pdeaths)
|
||||
|
||||
if leveldone and ((#eships + #ebullets + #events) == 0) then
|
||||
state = win
|
||||
end
|
||||
if #pships == 0 then
|
||||
state = lose
|
||||
end
|
||||
end
|
||||
|
||||
function _draw()
|
||||
drawgame()
|
||||
draw_debug()
|
||||
if (state == win) dropshadow("win",50,61,11)
|
||||
if (state == lose) dropshadow("fail",48,61,8)
|
||||
end
|
||||
|
||||
function draw_debug()
|
||||
if (#debug==0) return
|
||||
cursor(0,0,7)
|
||||
foreach(debug,print)
|
||||
debug={}
|
||||
end
|
||||
|
||||
function drawgame()
|
||||
cls()
|
||||
clip(0,0,112,128)
|
||||
for tbl in all{pbullets, pships, eships, intangibles, ebullets} do
|
||||
for x in all(tbl) do
|
||||
x:draw()
|
||||
end
|
||||
end
|
||||
clip(0,0,128,128)
|
||||
drawhud()
|
||||
end
|
||||
|
||||
function drawhud()
|
||||
-- 112-and-right is hud zone
|
||||
rectfill(112, 0, 127, 127,0x56)
|
||||
rect(112,0,127,127,7)
|
||||
line(127,1,127,127,5)
|
||||
line(113,127)
|
||||
|
||||
draw_gun_info("❎",116,3,primary_ship.main_gun)
|
||||
draw_gun_info("🅾️",116,31,primary_ship.special_gun)
|
||||
|
||||
dropshadow("pwr",114,59,1)
|
||||
inset(114,66,125,92)
|
||||
vertmeter(115,67,124,91,primary_ship.power, primary_ship.max_power, 15)
|
||||
|
||||
dropshadow("h s",114,97,1)
|
||||
inset(114,104,125,125)
|
||||
line(119,105,119,124,7)
|
||||
line(120,105,120,125,5)
|
||||
vertmeter(115,105,118,124,primary_ship.hp, primary_ship.maxhp, 8)
|
||||
vertmeter(121,105,124,124,primary_ship.shield, primary_ship.maxshield,12)
|
||||
end
|
||||
|
||||
function draw_gun_info(lbl,x,y,gun)
|
||||
dropshadow(lbl,x,y,1)
|
||||
inset(114,y+7,125,y+18)
|
||||
inset(114,y+20,125,y+24)
|
||||
if(gun) then
|
||||
spr(gun.icon,116,y+9,1,1)
|
||||
--115 to 124 - ammo bar. round up
|
||||
if gun.ammo == nil then
|
||||
fillp(0xa5a5)
|
||||
rectfill(115,y+21,124,y+23,0xea)
|
||||
fillp(0)
|
||||
elseif gun.ammo > 0 then
|
||||
rectfill(
|
||||
115,y+21,
|
||||
115+flr(9*gun.ammo/gun.maxammo),
|
||||
y+23,10)
|
||||
else
|
||||
line(118, y+22, 121, y+22, 2)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function vertmeter(x0,y0,x1,y1,val,maxval,col)
|
||||
if (val <= 0) return
|
||||
local h = y1-y0
|
||||
local pxm1 = flr(h*val/maxval)
|
||||
rectfill(x0,y1-pxm1,x1,y1,col)
|
||||
end
|
||||
|
||||
function inset(x0,y0,x1,y1)
|
||||
rectfill(x0,y0,x1,y1,0)
|
||||
rect(x0,y0,x1,y1,7)
|
||||
line(x1,y0,x0,y0,5)
|
||||
line(x0,y1,5)
|
||||
end
|
||||
|
||||
function dropshadow(str, x, y, col)
|
||||
print(str, x+1, y+1, 5)
|
||||
print(str, x, y, col)
|
||||
end
|
||||
|
||||
function grab_p1_butts()
|
||||
|
||||
local b = btn()
|
||||
return {
|
||||
[0]=b&0x1,
|
||||
[1]=(b&0x2)>>1,
|
||||
[2]=(b&0x4)>>2,
|
||||
[3]=(b&0x8)>>3,
|
||||
[4]=(b&0x10)>>4,
|
||||
[5]=(b&0x20)>>5
|
||||
}
|
||||
end
|
||||
|
||||
function bury_the_dead(tbl, dead)
|
||||
if (#dead == 0) return
|
||||
local tail = dead[1]
|
||||
local head = tail + 1
|
||||
local deaddex = 2
|
||||
|
||||
while head <= #tbl do
|
||||
while deaddex <= #dead and head == dead[deaddex] do
|
||||
deaddex += 1
|
||||
head += 1
|
||||
end
|
||||
if (head > #tbl) break
|
||||
tbl[tail] = tbl[head]
|
||||
head += 1
|
||||
tail += 1
|
||||
end
|
||||
|
||||
for i=1,(head-tail) do
|
||||
deli(tbl)
|
||||
end
|
||||
end
|
||||
-->8
|
||||
--ships, including player
|
||||
|
||||
function init_ship_mt()
|
||||
setmetatable(player, ship_t)
|
||||
setmetatable(frownie, ship_t)
|
||||
setmetatable(blocky, frownie_t)
|
||||
end
|
||||
|
||||
player = {
|
||||
--shape
|
||||
sprite = 1, --index of ship sprite
|
||||
size = 2, --all ships are square; how many 8x8 sprites?
|
||||
hurt = { -- hurtbox - where this ship can be hit
|
||||
x_off = 6, -- upper left corner
|
||||
y_off = 6, -- relative to ship ulc
|
||||
width = 4,
|
||||
height = 4
|
||||
},
|
||||
|
||||
-- health and power
|
||||
hp = 3, -- current health, non-regenerating
|
||||
maxhp = 3, -- player only; other ships never heal
|
||||
shield = 2, -- regenerates, using power
|
||||
maxshield = 2,
|
||||
shieldcost = 300, -- power cost to refill shield
|
||||
generator = 1.5, -- 1 feels too slow
|
||||
|
||||
-- gun
|
||||
main_gun = nil, -- assign at spawn time
|
||||
special_gun = nil,
|
||||
fire_off_x = 8, -- offset where bullets come from
|
||||
fire_off_y = 0,
|
||||
|
||||
-- position
|
||||
x=52, -- x and y are for upper left corner
|
||||
y=96,
|
||||
xmomentum = 0,
|
||||
ymomentum = 0,
|
||||
maxspd = 2.5, -- momentum cap
|
||||
thrust = 0.25, -- momentum added from button
|
||||
drag = 0.125, -- momentum lost per frame
|
||||
slip = false, -- does not slide down screen
|
||||
grab_butts = grab_p1_butts, -- button fetch algorithm
|
||||
}
|
||||
|
||||
player_t = {
|
||||
__index = player
|
||||
}
|
||||
|
||||
function new_p1()
|
||||
p = {
|
||||
main_gun = new_gun_of(zap_gun_t, false)
|
||||
}
|
||||
setmetatable(p, player_t)
|
||||
return p
|
||||
end
|
||||
|
||||
frownie = {
|
||||
--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 = 1, -- upper left corner
|
||||
y_off = 1, -- relative to ship ulc
|
||||
width = 6,
|
||||
height = 6
|
||||
},
|
||||
|
||||
-- health and power
|
||||
hp = 1, -- enemy ships need no max hp
|
||||
|
||||
-- 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,
|
||||
grab_butts = function(discard_self)
|
||||
-- buttons are effectively analog
|
||||
-- and negative buttons work just fine!
|
||||
local butts = {}
|
||||
local tstate = (1 + flr(4*t() + 0.5)) % 6
|
||||
butts[0] = ((tstate==1 or tstate==2) and 1) or 0
|
||||
butts[1] = ((tstate==4 or tstate==5) and 1) or 0
|
||||
for b=2, 5 do
|
||||
butts[b]=0
|
||||
end
|
||||
return butts
|
||||
end, -- button fetch algorithm
|
||||
}
|
||||
frownie_t = {
|
||||
__index = frownie
|
||||
}
|
||||
|
||||
blocky = {
|
||||
sprite = 10,
|
||||
hp = 2,
|
||||
ow = function(self)
|
||||
if self.hp <= 1 then
|
||||
self.sprite = 11
|
||||
else
|
||||
self.sprite = 10
|
||||
end
|
||||
end
|
||||
}
|
||||
|
||||
blocky_t = {
|
||||
__index = blocky
|
||||
}
|
||||
-->8
|
||||
--ship behavior
|
||||
|
||||
scrollrate = 0.25 --in px/frame
|
||||
|
||||
ship_m = {
|
||||
|
||||
-- ships have no shield by default
|
||||
shield = 0,
|
||||
maxshield = 0,
|
||||
shieldcost = 32767.9,
|
||||
shieldcooldown = 180,
|
||||
|
||||
-- default generator behavior:
|
||||
-- 10 seconds for a full charge
|
||||
max_power = 600,
|
||||
power = 600,
|
||||
generator = 1, -- power gen per frame
|
||||
|
||||
invincible_until = -32768,
|
||||
|
||||
slip = true -- most enemies slide
|
||||
}
|
||||
|
||||
ship_t = {
|
||||
__index = ship_m,
|
||||
}
|
||||
|
||||
function ship_m.die(_)
|
||||
end
|
||||
|
||||
function ship_m.move(ship)
|
||||
ship:refresh_shield()
|
||||
ship.power = min(ship.max_power, ship.power + ship.generator)
|
||||
butt = ship.grab_butts()
|
||||
if (butt[5] > 0) ship:maybe_shoot(ship.main_gun)
|
||||
if (butt[4] > 0) ship:maybe_shoot(ship.special_gun)
|
||||
ship.xmomentum += (ship.thrust * butt[1]) - (ship.thrust * butt[0])
|
||||
ship.ymomentum += (ship.thrust * butt[3]) - (ship.thrust * butt[2])
|
||||
ship.xmomentum = mid(-ship.maxspd, ship.maxspd, ship.xmomentum)
|
||||
ship.ymomentum = mid(-ship.maxspd, ship.maxspd, ship.ymomentum)
|
||||
|
||||
ship.x = mid(0, 112 - 8 * ship.size, ship.x + ship.xmomentum)
|
||||
if not ship.slip then
|
||||
ship.y = mid(0, 128 - 8 * ship.size, ship.y + ship.ymomentum)
|
||||
end
|
||||
|
||||
--friction
|
||||
local xfric = 0
|
||||
local yfric = 0
|
||||
if (ship.xmomentum > 0) xfric = min(ship.xmomentum, ship.drag)
|
||||
if (ship.xmomentum < 0) xfric = max(ship.xmomentum, -ship.drag)
|
||||
if (ship.ymomentum > 0) yfric = min(ship.ymomentum, ship.drag)
|
||||
if (ship.ymomentum < 0) yfric = max(ship.ymomentum, -ship.drag)
|
||||
ship.xmomentum -= xfric
|
||||
ship.ymomentum -= yfric
|
||||
|
||||
-- "scrolling" behavior
|
||||
if ship.slip then
|
||||
ship.y += scrollrate
|
||||
if ship.y >= 128 then
|
||||
ship:die()
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end -- moveship(ship)
|
||||
|
||||
function ship_m.draw(ship)
|
||||
spr(ship.sprite, ship.x, ship.y, ship.size, ship.size)
|
||||
end
|
||||
|
||||
function hurtbox(ship)
|
||||
return {
|
||||
x=ship.x + ship.hurt.x_off,
|
||||
y=ship.y + ship.hurt.y_off,
|
||||
width=ship.hurt.width,
|
||||
height=ship.hurt.height
|
||||
}
|
||||
end
|
||||
|
||||
function ship_m:maybe_shoot(gun)
|
||||
if (not gun) return
|
||||
if (self.power < gun.power) return
|
||||
if (not gun:shoot(self.x + self.fire_off_x, self.y + self.fire_off_y)) return
|
||||
self.power -= gun.power
|
||||
end
|
||||
|
||||
function ship_m:hitship(other)
|
||||
return self:hitsomething(1)
|
||||
end
|
||||
|
||||
function ship_m:hitbullet(b)
|
||||
return self:hitsomething(b.damage)
|
||||
end
|
||||
|
||||
function ship_m:hitsomething(dmg)
|
||||
if (dmg <= 0) return false
|
||||
if (lframe < self.invincible_until) return false
|
||||
self.shield_refresh_ready = lframe + self.shieldcooldown
|
||||
if self.shield >= dmg then
|
||||
self.shield -= dmg
|
||||
self:ow()
|
||||
return false
|
||||
end
|
||||
dmg -= self.shield
|
||||
self.shield = 0
|
||||
self.hp -= dmg
|
||||
if self.hp <= 0 then
|
||||
self:die()
|
||||
return true
|
||||
end
|
||||
self:ow()
|
||||
return false
|
||||
end
|
||||
|
||||
function ship_m:ow()
|
||||
-- todo: implement damage blink
|
||||
end
|
||||
|
||||
function ship_m:refresh_shield()
|
||||
if (self.shield >= self.maxshield) return
|
||||
if (lframe < self.shield_refresh_ready) return
|
||||
if (self.power < self.shieldcost) return
|
||||
self.shield += 1
|
||||
self.power -= self.shieldcost
|
||||
self.shield_refresh_ready = lframe + self.shieldcooldown
|
||||
end
|
||||
-->8
|
||||
-- collisions
|
||||
|
||||
-- box: x, y, width, height
|
||||
|
||||
function collides(box1, box2)
|
||||
local dx = box2.x - box1.x
|
||||
local cx = dx >= 0 and dx <= (box1.width or 0)
|
||||
dx = box1.x - box2.x
|
||||
cx = cx or (dx >= 0 and dx <= (box2.width or 0))
|
||||
if (not cx) return false
|
||||
|
||||
local dy = box2.y - box1.y
|
||||
local cy = dy >= 0 and dy <= (box1.height or 0)
|
||||
dy = box1.y - box2.y
|
||||
cy = cy or (dy >= 0 and dy <= (box2.height or 0))
|
||||
return cy
|
||||
end
|
||||
-->8
|
||||
-- level and event system
|
||||
|
||||
-- a level is a map from
|
||||
-- effective frame number to
|
||||
-- callback for that frame.
|
||||
|
||||
-- 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
|
||||
lframe = 0
|
||||
|
||||
-- do not advance distance when
|
||||
-- nonzero
|
||||
freeze = 0
|
||||
|
||||
eol = {}
|
||||
|
||||
function load_level(lvltbl)
|
||||
distance = 0
|
||||
lframe = 0
|
||||
freeze = 0
|
||||
current_level = {}
|
||||
for frame, cb in pairs(lvltbl) do
|
||||
current_level[frame] = cb
|
||||
end
|
||||
end
|
||||
|
||||
function level_frame()
|
||||
lframe += 1
|
||||
if (current_level == nil) return true
|
||||
if freeze == 0 then
|
||||
distance += 1
|
||||
local cb = current_level[distance]
|
||||
if cb ~= nil then
|
||||
if cb == eol then
|
||||
current_level = nil
|
||||
return true
|
||||
else
|
||||
cb()
|
||||
end
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
-->8
|
||||
-- example level
|
||||
|
||||
function spawn_rnd_x(mt)
|
||||
s = {
|
||||
x = rnd(104),
|
||||
y = -(mt.__index.size * 8 - 1)
|
||||
}
|
||||
setmetatable(s, mt)
|
||||
add(eships, s)
|
||||
end
|
||||
|
||||
function spawn_blocking_rnd_x(mt)
|
||||
freeze += 1
|
||||
s = {
|
||||
x = rnd(104),
|
||||
y = -7,
|
||||
die = function(self)
|
||||
freeze -= 1
|
||||
mt.__index.die(self)
|
||||
end
|
||||
}
|
||||
setmetatable(s, mt)
|
||||
add(eships, s)
|
||||
end
|
||||
|
||||
function spawn_frownie()
|
||||
spawn_rnd_x(frownie_t)
|
||||
end
|
||||
|
||||
function spawn_blocking_frownie()
|
||||
spawn_blocking_rnd_x(frownie_t)
|
||||
end
|
||||
|
||||
function spawn_blocky()
|
||||
spawn_rnd_x(blocky_t)
|
||||
end
|
||||
|
||||
function spawn_blocking_blocky()
|
||||
spawn_blocking_rnd_x(blocky_t)
|
||||
end
|
||||
|
||||
example_level = {
|
||||
[1]=spawn_frownie,
|
||||
[60]=spawn_blocky,
|
||||
[61]=spawn_blocky,
|
||||
[250]=spawn_blocking_blocky,
|
||||
[310]=function()
|
||||
spawn_blocking_blocky()
|
||||
spawn_blocking_blocky()
|
||||
spawn_blocking_blocky()
|
||||
end,
|
||||
[311]=spawn_frownie,
|
||||
[401]=spawn_frownie,
|
||||
[420]=spawn_blocking_frownie,
|
||||
[450]=spawn_frownie,
|
||||
[451]=eol
|
||||
}
|
||||
-->8
|
||||
-- bullets and guns
|
||||
|
||||
function init_bullet_mt()
|
||||
setmetatable(zap, bullet_t)
|
||||
setmetatable(zap_gun, gun_t)
|
||||
setmetatable(blast, bullet_t)
|
||||
setmetatable(blast_gun, gun_t)
|
||||
end
|
||||
|
||||
zap = {
|
||||
--shape
|
||||
psprite = 8, --index of player ammo sprite
|
||||
esprite = 9, -- 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 = 2,
|
||||
height = 8
|
||||
},
|
||||
center_x_off = 1, -- how to position by ship
|
||||
bottom_y_off = 0,
|
||||
top_y_off = 0,
|
||||
|
||||
damage = 1,
|
||||
dx = 0, -- px/frame
|
||||
dy = 8,
|
||||
|
||||
hitship = function(_, _)
|
||||
return true
|
||||
end
|
||||
}
|
||||
zap_t = {
|
||||
__index = zap
|
||||
}
|
||||
|
||||
zap_gun = {
|
||||
enemy = false,
|
||||
power = 30, -- power consumed per shot
|
||||
cooldown = 10, -- frames between shots
|
||||
ammo = nil, -- unlimited ammo - main gun
|
||||
t = zap_t -- metatable of bullet to fire
|
||||
}
|
||||
|
||||
zap_gun_t = {
|
||||
__index = zap_gun
|
||||
}
|
||||
|
||||
blast = {
|
||||
--shape
|
||||
psprite = 12, --index of player ammo sprite
|
||||
esprite = 3, -- index of enemy ammo sprite
|
||||
width = 1, --in 8x8 blocks
|
||||
height = 1,
|
||||
hurt = { -- hurtbox - where this ship can be hit
|
||||
x_off = 1, -- upper left corner
|
||||
y_off = 1, -- relative to sprite
|
||||
width = 6,
|
||||
height = 6
|
||||
},
|
||||
center_x_off = 4, -- how to position by ship
|
||||
bottom_y_off = 0,
|
||||
top_y_off = 0,
|
||||
|
||||
damage = 4,
|
||||
dx = 0, -- px/frame
|
||||
dy = 2,
|
||||
|
||||
-- disable damage for 2 frames
|
||||
-- when hitting something
|
||||
hitship = function(self, _)
|
||||
self.damage = 0
|
||||
local wait = 2
|
||||
e = function()
|
||||
wait -= 1
|
||||
if wait <= 0 then
|
||||
self.damage = 4
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
add(events, e)
|
||||
end
|
||||
}
|
||||
blast_t = {
|
||||
__index = blast
|
||||
}
|
||||
|
||||
blast_gun = {
|
||||
icon = 13,
|
||||
enemy = false,
|
||||
power = 0, -- ammo, not power
|
||||
cooldown = 30, -- frames between shots
|
||||
ammo = 5,
|
||||
maxammo = 5,
|
||||
t = blast_t -- metatable of bullet to fire
|
||||
}
|
||||
|
||||
blast_gun_t = {
|
||||
__index = blast_gun
|
||||
}
|
||||
|
||||
function new_gun_of(mt, is_enemy)
|
||||
g = {
|
||||
enemy = e
|
||||
}
|
||||
setmetatable(g, mt)
|
||||
return g
|
||||
end
|
||||
-->8
|
||||
-- bullet and gun behaviors
|
||||
|
||||
bullet_base = { }
|
||||
|
||||
bullet_t = {
|
||||
__index = bullet_base
|
||||
}
|
||||
|
||||
gun_base = {
|
||||
shoot_ready = -32768,
|
||||
|
||||
icon = 20
|
||||
}
|
||||
|
||||
gun_t = {
|
||||
__index = gun_base
|
||||
}
|
||||
|
||||
function bullet_base:hitship(_)
|
||||
self:die()
|
||||
return true
|
||||
end
|
||||
|
||||
function bullet_base:die()
|
||||
end
|
||||
|
||||
function bullet_base:move()
|
||||
self.x += self.dx
|
||||
if self.enemy then
|
||||
self.y += self.dy
|
||||
if self.y > 128 then
|
||||
self:die()
|
||||
return true
|
||||
end
|
||||
else
|
||||
self.y -= self.dy
|
||||
if self.y < -8*self.height then
|
||||
self:die()
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function bullet_base:draw()
|
||||
spr(self.sprite, self.x, self.y, self.width, self.height)
|
||||
end
|
||||
|
||||
function bullet_base:spawn_at(x, y)
|
||||
self.x = x - self.center_x_off
|
||||
if self.enemy then
|
||||
self.y = y + self.top_y_off
|
||||
add(ebullets, self)
|
||||
else
|
||||
self.y = y - (8 * self.height) + self.bottom_y_off
|
||||
add(pbullets, self)
|
||||
end
|
||||
end
|
||||
|
||||
function gun_base:shoot(x, y)
|
||||
if (lframe < self.shoot_ready) return false
|
||||
if self.ammo then
|
||||
if (self.ammo <= 0) return false
|
||||
self.ammo -= 1
|
||||
end
|
||||
self.shoot_ready = lframe + self.cooldown
|
||||
b = { }
|
||||
setmetatable(b, self.t)
|
||||
if self.enemy then
|
||||
b.enemy = true
|
||||
b.sprite = b.esprite
|
||||
else
|
||||
b.enemy = false
|
||||
b.sprite = b.psprite
|
||||
end
|
||||
b:spawn_at(x, y)
|
||||
return true
|
||||
end
|
||||
__gfx__
|
||||
000000000000000aa00000000088880090000009e00000000000000e00dddd003b00000082000000066666600555555000333300002222000000000000000000
|
||||
000000000000000aa00000000822228099000009ee0000000000000e0d1111d037000000a2000000655555565555555503bbbb30028888200000000000000000
|
||||
00700700000000aaaa00000082a22a280990009000ee0000000000eed171171db7000000a800000065755756557557553bbaabb3288aa8820000000000000000
|
||||
00077000000000aaaa0000008222222800990900000ee00000000ee0d111111db7000000a800000065555556555555553ba77ab328a77a820000000000000000
|
||||
0007700000000aaaaaa00000822aa228000990000000ee000000ee00d117711db7000000a800000065555556555775553ba77ab328a77a820000000000000000
|
||||
0070070000000aaaaaa0000082a22a2800999900000000eee00ee000d171171db7000000a800000065777756557557553bbaabb3288aa8820000000000000000
|
||||
000000000000aaaaaaaa0000082222800990099000000000eeee00000d1111d037000000a2000000655555565557755503bbbb30028888200000000000000000
|
||||
000000000000aa8888aa0000008888009900009900000000eeee000000dddd003b00000082000000066666600555555000333300002222000000000000000000
|
||||
00000000000aaa8888aaa00000000000b000000b0000000ee00ee000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000000aaa8888aaa0000000000000bbbb00000000ee000eeee0000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
0000000000aaaa8888aaaa00000000000b0000b000000ee0000eeee0000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
0000000000aaaaaaaaaaaa00000000000b0bb0b00000ee000000eee0000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
000000000aaaaaaaaaaaaaa0000000000b0bb0b0000ee00000000eee000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
000000000aaaaaaaaaaaaaa0000000000b0000b000ee000000000eee000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000aaaaaaaaaaaaaaaa0000000000bbbb00ee000000000000ee000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000aaaaaaaaaaaaaaaa00000000b000000be0000000000000ee000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
__label__
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007777777777777777
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666611111666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666115151166665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666111611156665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666115161156665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666611111556665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666665555566665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007655555555555565
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650b000000b0765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765000bbbb000765
|
||||
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000076500b0000b00765
|
||||
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000076500b0bb0b00765
|
||||
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000076500b0bb0b00765
|
||||
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000076500b0000b00765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765000bbbb000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650b000000b0765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007657777777777765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007655555555555565
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765aeaeaeaeae765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765eaeaeaeaea765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765aeaeaeaeae765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007657777777777765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666611111666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666115551166665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666115161156665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666115651156665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666611111556665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666665555566665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007655555555555565
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650002222000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650028888200765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650288aa8820765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765028a77a820765
|
||||
0000000000000000000000000000000000006666660000000000000000000000000000000000000005555550006666660000000000000000765028a77a820765
|
||||
00000000000000000000000000000000000655555560000000000000000000000000000000000000555555550655555560000000000000007650288aa8820765
|
||||
00000000000000000000000000000000000657557560000000000000000000000000000000000000557557550657557560000000000000007650028888200765
|
||||
00000000000000000000000000000000000655555560000000000000000000000000000000000000555555550655555560000000000000007650002222000765
|
||||
00000000000000000000000000000000000655555560000000000000000000000000000000000000555775550655555560000000000000007650000000000765
|
||||
00000000000000000000000000000000000657777560000000000000000000000000000000000000557557550657777560000000000000007657777777777765
|
||||
00000000000000000000000000000000000655555560000000000000000000000000000000000000555775550655555560000000000000007666666666666665
|
||||
00000000000000000000000000000000000066666600000000000000000000000000000000000000055555500066666600000000000000007655555555555565
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765aaaaaaaaaa765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765aaaaaaaaaa765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765aaaaaaaaaa765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007657777777777765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007611161616111665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007615151515151565
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007611151515116565
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007615551115151665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007615661115151565
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007665666555656565
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007655555555555565
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007659999999999765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007659999999999765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007659999999999765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007654444444444765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007659999999999765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007654444444444765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007659999999999765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007654444444444765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007654444444444765
|
||||
000000000000000000000000000000000000000000000000aa000000000000000000000000000000000000000000000000000000000000007654444444444765
|
||||
000000000000000000000000000000000000000000000000aa000000000000000000000000000000000000000000000000000000000000007654444444444765
|
||||
00000000000000000000000000000000000000000000000aaaa00000000000000000000000000000000000000000000000000000000000007654444444444765
|
||||
00000000000000000000000000000000000000000000000aaaa00000000000000000000000000000000000000000000000000000000000007657777777777765
|
||||
0000000000000000000000000000000000000000000000aaaaaa0000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
0000000000000000000000000000000000000000000000aaaaaa0000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
000000000000000000000000000000000000000000000aaaaaaaa000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
000000000000000000000000000000000000000000000aa8888aa000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000000aaa8888aaa00000000000000000000000000000000000000000000000000000000007616166666611665
|
||||
00000000000000000000000000000000000000000000aaa8888aaa00000000000000000000000000000000000000000000000000000000007615156666165565
|
||||
0000000000000000000000000000000000000000000aaaa8888aaaa0000000000000000000000000000000000000000000000000000000007611156666111665
|
||||
0000000000000000000000000000000000000000000aaaaaaaaaaaa0000000000000000000000000000000000000000000000000000000007615156666651565
|
||||
000000000000000000000000000000000000000000aaaaaaaaaaaaaa000000000000000000000000000000000000000000000000000000007615156666116565
|
||||
000000000000000000000000000000000000000000aaaaaaaaaaaaaa000000000000000000000000000000000000000000000000000000007665656666655665
|
||||
00000000000000000000000000000000000000000aaaaaaaaaaaaaaaa00000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000aaaaaaaaaaaaaaaa00000000000000000000000000000000000000000000000000000007655555555555565
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007658888750000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007658888750000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007658888750000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007658888750000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007658888750000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007658888750000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007658888750000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007658888750000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007658888750000765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007658888750000765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765888875cccc765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765888875cccc765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765888875cccc765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765888875cccc765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765888875cccc765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765888875cccc765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765888875cccc765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765888875cccc765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765888875cccc765
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765888875cccc765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007657777757777765
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007555555555555555
|
||||
|
Binary file not shown.
Before Width: | Height: | Size: 31 KiB |
2175
updatedshmup.p8
2175
updatedshmup.p8
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user