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@ -1,5 +1,5 @@
pico-8 cartridge // http://www.pico-8.com pico-8 cartridge // http://www.pico-8.com
version 42 version 41
__lua__ __lua__
-- vacuum gambit -- vacuum gambit
-- by kistaro windrider -- by kistaro windrider
@ -18,11 +18,6 @@ function csv(s)
end end
return ret return ret
end end
function const_fxn(x)
return function()
return x
end
end
-- generate standard "overlay" -- generate standard "overlay"
-- constructor for type tt. -- constructor for type tt.
@ -123,7 +118,7 @@ end
function _init() function _init()
init_blip_pals() init_blip_pals()
wipe_level() wipe_level()
primary_ship.main_gun = zap_gun_p.new() -- redundant? primary_ship.main_gun = zap_gun.new()
load_level(example_level_csv) load_level(example_level_csv)
state = game state = game
pal(2,129) pal(2,129)
@ -585,15 +580,9 @@ end
-->8 -->8
-- bullet and gun behaviors -- bullet and gun behaviors
function player_blt_cat() bullet_base = {
return pbullets enemyspd = 0.5
end }
function enemy_blt_cat()
return ebullets
end
bullet_base = { }
mknew(bullet_base) mknew(bullet_base)
gun_base = { gun_base = {
@ -612,10 +601,18 @@ end
function bullet_base:move() function bullet_base:move()
self.x += self.dx self.x += self.dx
self.y += self.dy if self.enemy then
if (self.y > 128) or (self.y < -8 * self.height) then self.y += self.dy
self:die() if self.y > 128 then
return true self:die()
return true
end
else
self.y -= self.dy
if self.y < -8*self.height then
self:die()
return true
end
end end
return false return false
end end
@ -624,18 +621,17 @@ function bullet_base:draw()
spr(self.sprite, self.x, self.y, self.width, self.height) spr(self.sprite, self.x, self.y, self.width, self.height)
end end
-- An `actually_shoot` factory
-- for trivial guns
function spawn_one(t)
return function(gun, x, y)
t.new{}:spawn_at(x, y)
end
end
function bullet_base:spawn_at(x, y) function bullet_base:spawn_at(x, y)
self.x = x - self.x_off self.x = x - self.center_x_off
self.y = y - self.y_off if self.enemy then
self.category():push_back(self) self.dx *= self.enemyspd
self.dy *= self.enemyspd
self.y = y + self.top_y_off
ebullets:push_back(self)
else
self.y = y - (8 * self.height) + self.bottom_y_off
pbullets:push_back(self)
end
end end
function gun_base:shoot(x, y) function gun_base:shoot(x, y)
@ -649,12 +645,23 @@ function gun_base:shoot(x, y)
return true return true
end end
function gun_base:actually_shoot(x, y)
local typ = self.t
local b = typ.new{
enemy = self.enemy,
sprite = self.enemy and typ.esprite or typ.psprite,
}
b:spawn_at(x, y)
return true
end
-->8 -->8
-- bullets and guns -- bullets and guns
zap_e = bullet_base.new{ zap = bullet_base.new{
--shape --shape
sprite = 9, --index of enemy ammo sprite psprite = 8, --index of player ammo sprite
esprite = 9, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
height = 1, height = 1,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
@ -663,43 +670,33 @@ zap_e = bullet_base.new{
width = 2, width = 2,
height = 8 height = 8
}, },
x_off = 1, -- how to position by ship center_x_off = 1, -- how to position by ship
y_off = 8, bottom_y_off = 0,
top_y_off = 0,
damage = 1, damage = 1,
dx = 0, -- px/frame dx = 0, -- px/frame
dy = 4, dy = 8,
hitship = const_fxn(true), hitship = function(_, _)
return true
category = enemy_blt_cat, end
} }
mknew(zap_e) mknew(zap)
zap_p = zap_e.new{ zap_gun = gun_base.new{
sprite = 8, enemy = false,
dy = -8,
y_off = 0,
category = player_blt_cat,
}
mknew(zap_p)
zap_gun_e = gun_base.new{
power = 20, -- power consumed per shot power = 20, -- power consumed per shot
cooldown = 0x0.000a, -- frames between shots cooldown = 0x0.000a, -- frames between shots
ammo = nil, -- unlimited ammo - main gun ammo = nil, -- unlimited ammo - main gun
actually_shoot = spawn_one(zap_e), t = zap -- metatable of bullet to fire
} }
mknew(zap_gun_e) mknew(zap_gun)
zap_gun_p = zap_gun_e.new{
actually_shoot = spawn_one(zap_p),
}
mknew(zap_gun_p)
blast = bullet_base.new{ blast = bullet_base.new{
--shape --shape
sprite = 12, --index of player ammo sprite psprite = 12, --index of player ammo sprite
esprite = 3, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
height = 1, height = 1,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
@ -708,12 +705,13 @@ blast = bullet_base.new{
width = 6, width = 6,
height = 6 height = 6
}, },
x_off = 4, -- how to position by ship center_x_off = 4, -- how to position by ship
y_off = 0, bottom_y_off = 0,
top_y_off = 0,
damage = 4, damage = 4,
dx = 0, -- px/frame dx = 0, -- px/frame
dy = -2, dy = 2,
awaitcancel = false, awaitcancel = false,
-- disable damage for 2 frames -- disable damage for 2 frames
@ -738,24 +736,25 @@ blast = bullet_base.new{
self.awaitcancel = false self.awaitcancel = false
end) end)
end end
end, end
category=player_blt_cat
} }
mknew(blast) mknew(blast)
blast_gun = gun_base.new{ blast_gun = gun_base.new{
icon = 13, icon = 13,
power = 0, -- only cost is ammo enemy = false,
power = 0, -- ammo, not power
cooldown = 0x0.0020, -- frames between shots cooldown = 0x0.0020, -- frames between shots
ammo = 5, ammo = 5,
maxammo = 5, maxammo = 5,
actually_shoot = spawn_one(blast), t = blast -- type of bullet to fire
} }
mknew(blast_gun) mknew(blast_gun)
protron_e = bullet_base.new{ protron = bullet_base.new{
--shape --shape
sprite = 24, psprite = 23, --index of player ammo sprite
esprite = 24, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
height = 1, height = 1,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
@ -764,63 +763,56 @@ protron_e = bullet_base.new{
width = 2, width = 2,
height = 2 height = 2
}, },
x_off = 1, -- how to position by ship center_x_off = 1, -- how to position by ship
y_off = 4, bottom_y_off = 4,
top_y_off = 0,
damage = 1, damage = 1,
dym = 0.5, -- gun sets dy; dx = 0, -- px/frame
-- this is mult dy = 3,
category = enemy_blt_cat,
} }
mknew(protron_e) mknew(protron)
protron_p = protron_e.new{ protron_gun = gun_base.new{
sprite=23,
dym = -1,
y_off = 0,
category=player_blt_cat,
}
mknew(protron_p)
protron_gun_e = gun_base.new{
icon = 25, icon = 25,
enemy = false,
power = 60, power = 60,
cooldown = 0x0.000f, -- frames between shots cooldown = 0x0.000f, -- frames between shots
ammo = nil, ammo = nil,
maxammo = nil, maxammo = nil,
munition = protron_e actually_shoot = function(self, x, y)
} local sprite = protron.psprite
mknew(protron_gun_e) if (self.enemy) sprite=protron.esprite
for i=1,3 do
function protron_gun_e:actually_shoot(x, y) local b = protron.new{
local m = self.munition.dym enemy=self.enemy,
for i=1,3 do sprite=sprite,
local b = self.munition.new{ dx = i,
dx = i*m, dy = 4-i
dy = (4-i)*m, }
b:spawn_at(x,y)
local b2 = protron.new{
enemy=self.enemy,
sprite=sprite,
dx = -i,
dy = 4-i
}
b2:spawn_at(x,y)
end
local bup = protron.new{
enemy=self.enemy,
sprite=sprite,
dy=4
} }
b:spawn_at(x,y) bup:spawn_at(x,y)
local b2 = self.munition.new{
dx = -i*m,
dy = (4-i)*m,
}
b2:spawn_at(x,y)
end end
local bup = self.munition.new{
dx=0,
dy=4*m,
}
bup:spawn_at(x,y)
end
protron_gun_p = protron_gun_e.new{
munition = protron_p,
} }
mknew(protron_gun_p) mknew(protron_gun)
vulcan_e = bullet_base.new{ vulcan = bullet_base.new{
--shape --shape
sprite = 21, psprite = 22, --index of player ammo sprite
esprite = 21, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
height = 1, height = 1,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
@ -829,37 +821,31 @@ vulcan_e = bullet_base.new{
width = 1, width = 1,
height = 4 height = 4
}, },
x_off = 0.5, -- how to position by ship center_x_off = 0.5, -- how to position by ship
y_off = 0, bottom_y_off = 4,
top_y_off = 0,
damage = 0.5, damage = 0.5,
-- dx from gun dx = 0, -- px/frame
dy = 2, dy = 4,
category=enemy_blt_cat
} }
mknew(vulcan_e) mknew(vulcan)
vulcan_p = vulcan_e.new{ vulcan_gun = gun_base.new{
sprite=22,
y_off = 4,
dy = -4,
category=player_blt_cat
}
mknew(vulcan_e)
vulcan_gun_e = gun_base.new{
icon = 37, icon = 37,
enemy = false, enemy = false,
power = 8, power = 8,
cooldown = 0x0.0002, -- frames between shots cooldown = 0x0.0002, -- frames between shots
ammo = nil, ammo = nil,
maxammo = nil, maxammo = nil,
munition=vulcan_p,
dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35}, dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
xoffs = {1, 0, -1, 1, 0, -1}, xoffs = {1, 0, -1, 1, 0, -1},
dxidx = 1, dxidx = 1,
actually_shoot = function(self, x, y) actually_shoot = function(self, x, y)
local b = self.munition.new{ local sprite = self.enemy and vulcan.esprite or vulcan.psprite
local b = vulcan.new{
enemy=self.enemy,
sprite=sprite,
dx = self.dxs[self.dxidx], dx = self.dxs[self.dxidx],
} }
b:spawn_at(self.xoffs[self.dxidx]+x,y) b:spawn_at(self.xoffs[self.dxidx]+x,y)
@ -867,11 +853,7 @@ vulcan_gun_e = gun_base.new{
if (self.dxidx > #self.dxs) self.dxidx = 1 if (self.dxidx > #self.dxs) self.dxidx = 1
end end
} }
mknew(vulcan_gun_e) mknew(vulcan_gun)
vulcan_gun_p = vulcan_gun_e.new{
munition=vulcan_p,
}
-->8 -->8
--ships, including player --ships, including player
@ -933,7 +915,7 @@ player = ship_m.new{
} }
mknew(player, mknew(player,
function(p) function(p)
p.main_gun = zap_gun_p.new() p.main_gun = zap_gun.new()
-- ONE HIT MODE -- ONE HIT MODE
-- --
-- p.hp = 0 -- p.hp = 0
@ -1018,7 +1000,7 @@ spewy = frownie.new{
end end
} }
mknew(spewy, function(ship) mknew(spewy, function(ship)
ship.main_gun=ship.main_gun or protron_gun_e.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{
@ -1046,7 +1028,7 @@ chasey = ship_m.new{
slip = true, slip = true,
} }
mknew(chasey, function(ship) mknew(chasey, function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{} ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
end) end)
function chasey:act() function chasey:act()
@ -1064,8 +1046,6 @@ xl_chasey=chasey.new{
width = 12, width = 12,
height = 10 height = 10
}, },
fire_off_x = 8,
fire_off_y = 15,
hp = 19.5, hp = 19.5,
shield = 5, shield = 5,
boss = true, boss = true,
@ -1082,7 +1062,7 @@ xl_chasey=chasey.new{
end, end,
} }
mknew(xl_chasey, function(ship) mknew(xl_chasey, function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{} ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
end) end)
-->8 -->8
-- collisions -- collisions
@ -1291,9 +1271,9 @@ end
function spawn_bonus_vulcan_chasey() function spawn_bonus_vulcan_chasey()
local c = spawn_chasey() local c = spawn_chasey()
c.main_gun=vulcan_gun_e.new{enemy=true} c.main_gun=vulcan_gun.new{enemy=true}
c.die = function(self) c.die = function(self)
spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p) spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun)
chasey.die(self) chasey.die(self)
end end
c.sprite=4 c.sprite=4
@ -1396,7 +1376,7 @@ example_level_csv=[[1,spawn_frownie
310,spawn_blocking_blocky 310,spawn_blocking_blocky
310,spawn_blocking_blocky 310,spawn_blocking_blocky
311,spawn_frownie 311,spawn_frownie
350,spawn_main_gun_at,70,-11,protron_gun_p 350,spawn_main_gun_at,70,-11,protron_gun
401,spawn_frownie 401,spawn_frownie
420,spawn_blocking_frownie 420,spawn_blocking_frownie
430,spawn_bonus_vulcan_chasey 430,spawn_bonus_vulcan_chasey
@ -1506,9 +1486,8 @@ bullets
shots much easier to dodge shots much easier to dodge
* damage - damage per hit; * damage - damage per hit;
used by ships used by ships
* sprite - sprite index. * psprite, esprite - index of
* x_off, y_off - renamed for player or enemy sprite.
the next two vars. may revert
* center_off_x - the horizontal * center_off_x - the horizontal
centerpoint of the bullet, centerpoint of the bullet,
for positioning when firing. for positioning when firing.
@ -1897,7 +1876,7 @@ powerup = bullet_base.new{
-- easy to pick up -- easy to pick up
dx = 0, dx = 0,
dy = 1.5, -- 0.75 after enemyspd dy = 1.5, -- 0.75 after enemyspd
category = enemy_blt_cat, -- collides with player ship enemy = true, -- collides with player ship
damage = 0, damage = 0,
anim_speed = 2, anim_speed = 2,
@ -1930,8 +1909,9 @@ repair = powerup.new{
width = 12, width = 12,
height = 12 height = 12
}, },
x_off = 4, center_x_off = 4,
y_off = 0, top_y_off = 0,
bottom_y_off = 0,
sprites = sheen8x8, sprites = sheen8x8,
hitship = function(self, ship) hitship = function(self, ship)
if (ship ~= primary_ship) return false if (ship ~= primary_ship) return false
@ -1957,8 +1937,9 @@ gun_swap = powerup.new{
height = 16 height = 16
}, },
-- gun = gun_type.new{} -- gun = gun_type.new{}
x_off = 6, center_x_off = 6,
y_off = 0, top_y_off = 0,
bottom_y_off = 4,
width = 2, width = 2,
height = 2, height = 2,
sprites = {64, 66, 68, 70, 72, 74, 76, 78}, sprites = {64, 66, 68, 70, 72, 74, 76, 78},