8 Commits

Author SHA1 Message Date
6b5748dae7 bye, chasey!
chasey can be replaced by a path segment now
2025-07-06 22:28:41 -07:00
1d816e0c6a test player-relative paths 2025-07-06 21:07:36 -07:00
be321db355 mirror paths for skirmishers in the right half 2025-07-06 20:49:05 -07:00
7c3fc833df fix paths
segment/path update logic was somewhat backwards.

the result is definitely good enough for the kind of movements I want!
2025-07-06 20:32:43 -07:00
10aef3b1ed paths sort of work but not really
figure out why they do not show the expected patterns
2025-07-06 20:02:21 -07:00
6efd05febe try using a path for a skirmisher
slightly stabilized but the length operator does not work in the presence of Lua Crimes like this so it needs more work
2025-07-06 19:25:43 -07:00
383491fc5d add load-bearing commas 2025-07-06 18:10:27 -07:00
8533720114 paths and segments are now factories instead
the factory/instance deliniation is not clean but it _is_ efficient.
2025-07-06 18:09:56 -07:00

View File

@@ -194,7 +194,9 @@ function updategame()
interlude -= 1 interlude -= 1
else else
current_wave = flotilla.new() current_wave = flotilla.new()
current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4)) --current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4))
current_wave:load(0, 0, min(ones(waves_complete)\2, 4))
current_wave:update()
end end
events = filtermoved(events) events = filtermoved(events)
appendmove(events, new_events) appendmove(events, new_events)
@@ -651,18 +653,18 @@ end
function destination:anchor(fx, fy) function destination:anchor(fx, fy)
local af = self.anchor_frac local af = self.anchor_frac
if (af == -1) return 55,63 if (af == -1) return 51,59
return lerp(fx, primary_ship.x + 4, af), lerp(fy, primary_ship.y + 4, af) return lerp(fx, primary_ship.x, af), lerp(fy, primary_ship.y, af)
end end
function destination:target_from(fx, fy) function destination:target_from(fx, fy)
local rx, ry = self:anchor(fx, fy) local rx, ry = self:anchor(fx, fy)
local xf, yf = self.x_off_frac, self.y_off_frac local xf, yf = self.x_off_frac, self.y_off_frac
if (xf < 0) rx = lerp(rx, 0, -xf) if (xf < 0) rx = lerp(rx, 0, -xf)
if (xf > 0) rx = lerp(rx, 112, xf) if (xf > 0) rx = lerp(rx, 104, xf)
if (yf < 0) ry = lerp(ry, 0, -yf) if (yf < 0) ry = lerp(ry, 0, -yf)
if (yf > 0) ry = lerp(ry, 128, yf) if (yf > 0) ry = lerp(ry, 120, yf)
return rx, ry return rx, ry, self.accel_frac
end end
segment = mknew{ segment = mknew{
@@ -684,24 +686,37 @@ segment = mknew{
-- dest_x, dest_y: stored -- dest_x, dest_y: stored
-- current destination to -- current destination to
-- figure out approach/depart -- figure out approach/depart
-- [1..n]: destinations -- dests[1..n]: destinations
init = function(x) init = function(x)
x.remain = x.limit x.init = segment.reset
mknew(x)
if not x.mirror then
local mdests = {}
for i, v in ipairs(x.dests) do
mdests[i] = destination.new{
anchor_frac=v.anchor_frac,
accel_frac=v.accel_frac,
x_off_frac=-v.x_off_frac,
y_off_frac=v.y_off_frac,
}
end
x.mirror = mknew(x.new{mirror=x, init=segment.reset, dests=mdests})
end
end end
} }
function segment:reset() function segment:reset()
self.current_idx = 1 self.current_idx = 1
self.remain = self.limit self.remain = self.limit
self.prev_x = nil self.prev_x = false
self.prev_y = nil self.prev_y = false
self.was_approaching = false self.was_approaching = false
end end
function segment:target_from(fx, fy) function segment:target_from(fx, fy)
local rx, ry = self[self.current_idx]:target_from(fx, fy) local rx, ry, af = self.dests[self.current_idx]:target_from(fx, fy)
self.dest_x, self.dest_y = rx, ry self.dest_x, self.dest_y = rx, ry
return rx, ry return rx, ry, af
end end
function segment:update(x, y) function segment:update(x, y)
@@ -710,7 +725,8 @@ function segment:update(x, y)
if (rem > 0) rem -= 1 if (rem > 0) rem -= 1
if self:should_step(x, y) then if self:should_step(x, y) then
if self.current_idx == #self then self.prev_x, self.prev_y, self.was_approaching = false, false, false
if self.current_idx == #self.dests then
self.current_idx = self.loop_idx self.current_idx = self.loop_idx
if (rem < 0) rem += 1 if (rem < 0) rem += 1
else else
@@ -722,52 +738,69 @@ function segment:update(x, y)
end end
function segment:should_step(x, y) function segment:should_step(x, y)
local dest_x, dest_y, ret = self.dest_x, self.dest_y, false local dest_x, dest_y = self.dest_x, self.dest_y
local dx1, dy1 = x - dest_x, y-dest_y local dx1, dy1 = x - dest_x, y-dest_y
if abs(dx1) <= 4 and abs(dy1) <= 4 then if (abs(dx1) <= 1.5 and abs(dy1) <= 1.5) return true
self.was_approaching = false
ret = true
end
if self.prev_x then if self.prev_x then
local dx0, dy0 = self.prev_x - dest_x, self.prev_y - dest_y local dx0, dy0 = self.prev_x - dest_x, self.prev_y - dest_y
if dx1 * dx1 + dy1 * dy1 > dx0 * dx0 + dy0 * dy0 then local d12, d02 = dx1 * dx1 + dy1 * dy1, dx0 * dx0 + dy0 * dy0
if self.was_approaching then if d12 > d02 then
self.was_approaching = false if (self.was_approaching) return true
ret = true
end
else else
if (d12 == d02 and self.was_approaching) return true
self.was_approaching = true self.was_approaching = true
end end
end end
self.prev_x, self.prev_y = x, y self.prev_x, self.prev_y = x, y
return ret return false
end end
path = mknew { path = mknew {
loop_idx = 1, loop_idx = 1,
current_idx = 1, -- segs[1..n]: segments or subpaths
-- [1..n]: destinations init=function(x)
if not x.mirror then
local msegs = {}
for i, v in ipairs(x.segs) do
msegs[i]=v.mirror
end
x.mirror = path.new{mirror=x, loop_idx=x.loop_idx, segs=msegs}
end
x.init = function(y)
local ysegs = {}
for i, v in ipairs(x.segs) do
ysegs[i]=v.new{}
end
y.segs = ysegs
y:reset()
end
mknew(x)
end,
} }
function path:reset() function path:reset()
self.loop_idx = 1
self.current_idx = 1 self.current_idx = 1
for s in all(self.segs) do
s:reset()
end
end end
function path:target_from(fx, fy) function path:target_from(fx, fy)
return self[self.current_idx]:target_from(fx, fy) return self.segs[self.current_idx]:target_from(fx, fy)
end end
function path:update(x, y) function path:update(x, y)
local idx = self.current_idx local idx, segs = self.current_idx, self.segs
if self[idx]:update(x, y) then if not segs[idx]:update(x, y) then
if idx == #self then segs[idx]:reset()
if idx == #segs then
self.current_idx = self.loop_idx self.current_idx = self.loop_idx
return true return
else else
self.current_idx = idx+1 self.current_idx = idx+1
end end
end end
return true
end end
-->8 -->8
@@ -1374,71 +1407,6 @@ shield will
return ret return ret
end 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,
size = 1,
hurt = {
x_off = 1,
y_off = 2,
width = 6,
height = 5,
},
sparks = smokespark,
sparkodds = 8,
hp = 1.5,
shield = 1,
maxshield = 1,
fire_off_x = 4,
fire_off_y = 7,
maxspd = 2,
thrust = 0.2,
drag = 0.075,
init = function(ship)
--ship.main_gun=ship.main_gun or zap_gun_e.new{}
end
})
function chasey:act()
self.xmin = max(primary_ship.x-8, 0)
self.xmax = min(primary_ship.x + 8, 112 - 8*self.size)
return 0, 0, false, self.y > 10 and self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
end
xl_chasey=mknew(chasey.new{
size=2,
xp = 0x0.000a,
maxspd=1.25,
hurt = {
x_off = 2,
y_off = 4,
width = 12,
height = 10
},
fire_off_x = 8,
fire_off_y = 15,
hp = 19.5,
shield = 5,
boss = true,
act = function(self)
local dx,dy,shoot_spec,shoot_main = chasey.act(self)
if (self.y < 4) dy=self.thrust
return dx,dy,shoot_spec,shoot_main
end,
draw = function(self)
if(self.fx_pal) pal(self.fx_pal)
sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
pal()
end,
})
-- flotilla ships -- flotilla ships
ship_f = mknew(ship_m.new{ ship_f = mknew(ship_m.new{
@@ -1457,13 +1425,76 @@ ship_f = mknew(ship_m.new{
act = function(self) act = function(self)
local wx,wy=self.want_x,self.want_y local wx,wy=self.want_x,self.want_y
self.xmin,self.xmax,self.ymin,self.ymax = wx,wx,wy,wy self.xmin,self.xmax,self.ymin,self.ymax = wx,wx,wy,wy
return 0,0,false,false return 0,0
end, end,
init = function(self) init = function(self)
if (self.gun_proto) self.main_gun = self.gun_proto.new() if (self.gun_proto) self.main_gun = self.gun_proto.new()
if (self.path) self.path = self.path.new()
end end
}) })
diamond_loop = segment.new{
dests = {
destination.new{
x_off_frac=0.125
}, destination.new{
y_off_frac=0.125
}, destination.new {
x_off_frac = -0.125
}, destination.new {
y_off_frac = -0.125
},
},
}
park = segment.new{
dests = {
destination.new{
accel_frac = 0
}
}
}
diamond_bounce = path.new{
segs = {
park,
diamond_loop,
park,
diamond_loop.mirror,
},
}
swoop = segment.new {
dests = {
destination.new{
accel_frac = 0
}, destination.new{
x_off_frac = -0.75,
anchor_frac = 0.25,
}, destination.new {
x_off_frac = -0.375,
anchor_frac = 0.625,
}, destination.new {
y_off_frac = -0.125,
anchor_frac = 1,
}, destination.new {
x_off_frac = 0.375,
anchor_frac = 0.625,
},
},
}
swoop_loop = path.new {
segs = {
diamond_loop,
swoop,
park,
diamond_loop.mirror,
swoop.mirror,
park,
}
}
ship_mook = mknew(ship_f.new{ ship_mook = mknew(ship_f.new{
sprite=103 sprite=103
}) })
@@ -1480,15 +1511,35 @@ ship_turret = mknew(ship_f.new{
ship_skirmisher = mknew(ship_f.new{ ship_skirmisher = mknew(ship_f.new{
sprite=107, sprite=107,
xp = 0x0.0004, xp = 0x0.0004,
hp = 1.5,
sparks = smokespark, sparks = smokespark,
sparkodds = 3, sparkodds = 3,
fire_off_y = 7, fire_off_y = 7,
xmin = -8, xmin = -8,
xmax = 112, xmax = 112,
path = swoop_loop,
}) })
function ship_skirmisher:reset_bounds() function ship_skirmisher:reset_bounds()
self.xmin, self.xmax, self.ymin, self.ymax = -8, 112, 0, 120 self.xmin, self.xmax, self.ymin, self.ymax = -8, 112, 0, 128
end
function ship_skirmisher:act()
local tx, ty, af = self.path:target_from(self.want_x, self.want_y)
if af <= 0 then
self.xmin, self.xmax, self.ymin, self.ymax = tx,tx,ty,ty
return 0,0
end
self:reset_bounds()
local ax, ay, th = tx - self.x, ty - self.y, self.thrust*af
local ma = max(abs(ax), abs(ay))
return ax*th/ma, ay*th/ma
end
function ship_skirmisher:move()
if (not ship_f.move(self)) return
if (not self.path:update(self.x, self.y)) self.path:reset()
return true
end end
function rnd_spawn_loc() function rnd_spawn_loc()
@@ -1591,7 +1642,7 @@ flotilla = mknew{
[8]=mknew(ship_turret.new{ship_t=8}), [8]=mknew(ship_turret.new{ship_t=8}),
[9]=mknew(ship_turret.new{ship_t=9, sprite=4}), [9]=mknew(ship_turret.new{ship_t=9, sprite=4}),
[12]=mknew(ship_skirmisher.new{ship_t=12}), [12]=mknew(ship_skirmisher.new{ship_t=12}),
[13]=mknew(ship_skirmisher.new{ship_t=13, sprite=26}), [13]=mknew(ship_skirmisher.new{ship_t=13, sprite=26, path=diamond_bounce}),
} }
end, end,
} }
@@ -1607,8 +1658,9 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
[12]=0, [12]=0,
[13]=0, [13]=0,
} }
local maxcol = 0
repeat repeat
local row,cx,opt,f,mode= {},ulc_cx,{},0,0 local row,cx,opt,f,mode = {},ulc_cx,{},0,0
for i,v in ipairs(self.opt_odds) do for i,v in ipairs(self.opt_odds) do
opt[i*4-4]=rnd()<v opt[i*4-4]=rnd()<v
end end
@@ -1618,7 +1670,7 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
mode = f&0x03 mode = f&0x03
if mode==2 then if mode==2 then
-- bits 0x0c: ship class -- bits 0x0c: ship class
local ship_t = f&0x0c local ship_t, col = f&0x0c, cx-ulc_cx
-- bit 0x20: optional? -- bit 0x20: optional?
if f&0x20 == 0 or opt[ship_t] then if f&0x20 == 0 or opt[ship_t] then
-- bit 0x10: alternate ship? -- bit 0x10: alternate ship?
@@ -1627,7 +1679,8 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
-- and we allow alternates -- and we allow alternates
-- for this type of ship -- for this type of ship
ship_t+=(uv>>ship_t&0x1)&((f&0x10)>>4) ship_t+=(uv>>ship_t&0x1)&((f&0x10)>>4)
add(row, self.ship_bases[ship_t].new{col=cx-ulc_cx}) add(row, self.ship_bases[ship_t].new{col=col})
if (col > maxcol) maxcol = col
end end
end end
cx += 1 cx += 1
@@ -1647,6 +1700,13 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
-- control mark bit 0x04: end of flotilla -- control mark bit 0x04: end of flotilla
until f&0x04 > 0 until f&0x04 > 0
self.rows=rows self.rows=rows
-- mirror right half paths; alternate center column if odd
local rh = maxcol>>1
for r, row in ipairs(rows) do
for s in all(row) do
if ((s.path) and (s.col > rh or (s.col == rh and r & 1 == 1))) s.path = s.path.mirror.new()
end
end
self:statisfy(counts) self:statisfy(counts)
end end