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6b5748dae7
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1d816e0c6a
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be321db355
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124
vacuum_gambit.p8
124
vacuum_gambit.p8
@@ -1407,71 +1407,6 @@ shield will
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return ret
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end
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-- original prototype leftover;
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-- likely to be the basis of a
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-- standard raider type, so
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-- i am keeping it around
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chasey = mknew(ship_m.new{
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sprite = 5,
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xp = 0x0.0004,
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size = 1,
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hurt = {
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x_off = 1,
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y_off = 2,
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width = 6,
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height = 5,
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},
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sparks = smokespark,
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sparkodds = 8,
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hp = 1.5,
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shield = 1,
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maxshield = 1,
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fire_off_x = 4,
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fire_off_y = 7,
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maxspd = 2,
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thrust = 0.2,
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drag = 0.075,
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init = function(ship)
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--ship.main_gun=ship.main_gun or zap_gun_e.new{}
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end
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})
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function chasey:act()
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self.xmin = max(primary_ship.x-8, 0)
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self.xmax = min(primary_ship.x + 8, 112 - 8*self.size)
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return 0, 0, false, self.y > 10 and self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
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end
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xl_chasey=mknew(chasey.new{
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size=2,
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xp = 0x0.000a,
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maxspd=1.25,
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hurt = {
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x_off = 2,
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y_off = 4,
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width = 12,
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height = 10
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},
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fire_off_x = 8,
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fire_off_y = 15,
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hp = 19.5,
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shield = 5,
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boss = true,
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act = function(self)
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local dx,dy,shoot_spec,shoot_main = chasey.act(self)
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if (self.y < 4) dy=self.thrust
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return dx,dy,shoot_spec,shoot_main
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end,
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draw = function(self)
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if(self.fx_pal) pal(self.fx_pal)
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sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
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pal()
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end,
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})
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-- flotilla ships
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ship_f = mknew(ship_m.new{
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@@ -1501,13 +1436,13 @@ ship_f = mknew(ship_m.new{
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diamond_loop = segment.new{
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dests = {
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destination.new{
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x_off_frac=0.25
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x_off_frac=0.125
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}, destination.new{
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y_off_frac=0.25
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y_off_frac=0.125
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}, destination.new {
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x_off_frac = -0.25
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x_off_frac = -0.125
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}, destination.new {
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y_off_frac = -0.25
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y_off_frac = -0.125
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},
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},
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}
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@@ -1529,6 +1464,37 @@ diamond_bounce = path.new{
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},
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}
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swoop = segment.new {
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dests = {
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destination.new{
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accel_frac = 0
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}, destination.new{
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x_off_frac = -0.75,
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anchor_frac = 0.25,
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}, destination.new {
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x_off_frac = -0.375,
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anchor_frac = 0.625,
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}, destination.new {
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y_off_frac = -0.125,
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anchor_frac = 1,
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}, destination.new {
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x_off_frac = 0.375,
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anchor_frac = 0.625,
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},
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},
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}
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swoop_loop = path.new {
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segs = {
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diamond_loop,
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swoop,
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park,
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diamond_loop.mirror,
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swoop.mirror,
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park,
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}
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}
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ship_mook = mknew(ship_f.new{
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sprite=103
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})
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@@ -1545,12 +1511,13 @@ ship_turret = mknew(ship_f.new{
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ship_skirmisher = mknew(ship_f.new{
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sprite=107,
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xp = 0x0.0004,
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hp = 1.5,
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sparks = smokespark,
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sparkodds = 3,
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fire_off_y = 7,
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xmin = -8,
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xmax = 112,
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path = diamond_bounce,
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path = swoop_loop,
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})
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function ship_skirmisher:reset_bounds()
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@@ -1675,7 +1642,7 @@ flotilla = mknew{
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[8]=mknew(ship_turret.new{ship_t=8}),
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[9]=mknew(ship_turret.new{ship_t=9, sprite=4}),
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[12]=mknew(ship_skirmisher.new{ship_t=12}),
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[13]=mknew(ship_skirmisher.new{ship_t=13, sprite=26}),
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[13]=mknew(ship_skirmisher.new{ship_t=13, sprite=26, path=diamond_bounce}),
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}
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end,
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}
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@@ -1691,8 +1658,9 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
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[12]=0,
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[13]=0,
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}
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local maxcol = 0
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repeat
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local row,cx,opt,f,mode= {},ulc_cx,{},0,0
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local row,cx,opt,f,mode = {},ulc_cx,{},0,0
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for i,v in ipairs(self.opt_odds) do
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opt[i*4-4]=rnd()<v
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end
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@@ -1702,7 +1670,7 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
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mode = f&0x03
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if mode==2 then
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-- bits 0x0c: ship class
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local ship_t = f&0x0c
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local ship_t, col = f&0x0c, cx-ulc_cx
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-- bit 0x20: optional?
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if f&0x20 == 0 or opt[ship_t] then
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-- bit 0x10: alternate ship?
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@@ -1711,7 +1679,8 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
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-- and we allow alternates
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-- for this type of ship
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ship_t+=(uv>>ship_t&0x1)&((f&0x10)>>4)
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add(row, self.ship_bases[ship_t].new{col=cx-ulc_cx})
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add(row, self.ship_bases[ship_t].new{col=col})
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if (col > maxcol) maxcol = col
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end
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end
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cx += 1
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@@ -1731,6 +1700,13 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
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-- control mark bit 0x04: end of flotilla
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until f&0x04 > 0
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self.rows=rows
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-- mirror right half paths; alternate center column if odd
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local rh = maxcol>>1
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for r, row in ipairs(rows) do
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for s in all(row) do
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if ((s.path) and (s.col > rh or (s.col == rh and r & 1 == 1))) s.path = s.path.mirror.new()
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end
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end
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self:statisfy(counts)
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end
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