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do_rearm
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356
old_readme.md
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356
old_readme.md
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@ -0,0 +1,356 @@
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This file contains text that used to be in the cartridge itself, but
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I'm getting increasingly anxious about cartridge space so I'm moving
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it out ot a separate file.
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---
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main loop sequence
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==================
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1. level_frame
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2. events
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3. merge new_events into events
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4. update bg intangibles
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5. move ships (player first)
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6. move bullets (player first)
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7. calculate collisions
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1. pship on eship
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2. ebullet on pship
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3. pbullet on eship
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8. update fg intangibles
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9. check for end of level
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draw order
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----------
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bottom to top:
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1. intangibles_bg
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2. player bullets
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3. player ships
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4. enemy ships
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5. enemy bullets
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6. intangibles_fg
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notes
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-----
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intangibles_fg move()s after
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all collisions and other moves
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are processed. if an intangible
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is added to the list as a result
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of a collision or move, it will
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itself be move()d before it is
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drawn.
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data-driven items
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=================
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guns and bullets both allow the
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most common behaviors to be
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expressed with data alone.
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ships only need a movement
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algorithm expressed.
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guns
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----
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* t - metatable for bullet type.
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fired once in the bullet's
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default direction per shot.
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* enemy - if true, fired bullets
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are flagged as enemy bullets.
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* icon - sprite index of an
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8x8 sprite to display in the
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hud when the player has this
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gun. default is 20, a generic
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crosshair bullseye thing.
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* cooldown - min frames between
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shots.
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* ammo, maxammo - permitted
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number of shots. 0 is empty
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and unfireable. maxammo = 0
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will cause a divide by zero
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so don't do that. if nil,
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ammo is infinite.
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default guns manage ammo and
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cooldown in shoot, then call
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actually_shoot to create the
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projectile. override only
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actually_shoot to change
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projectile logic while keeping
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cooldown and ammo logic.
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bullets
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-------
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* dx, dy - movement per frame.
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player bullets use -dy
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instead.
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* enemyspd - multiplier for dx
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and dy on enemy bullets.
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default is 0.5, making enemy
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shots much easier to dodge
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* damage - damage per hit;
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used by ships
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* sprite - sprite index.
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* x_off, y_off - renamed for
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the next two vars. may revert
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* center_off_x - the horizontal
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centerpoint of the bullet,
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for positioning when firing.
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assume a pixel's coordinates
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refer to the upper left corner
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of the pixel; the center of
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a 2-width bullet with an
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upper left corner at 0 is 1,
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not 0.5.
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* top_off_y, bottom_off_y -
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also for positioning when
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firing. positive distance from
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top or bottom edge to image.
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top_off_y will usually be 0,
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bottom_off_y will not be when
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bullets are smaller than
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the sprite box.
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* width, height - measured in
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full sprites (8x8 boxes), not
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pixels. used for drawing.
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bullets despawn when above or
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below the screen (player or
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enemy bullets, respectively).
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by default, bullets despawn
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when they hit something.
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override hitship to change this.
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ships
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____
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ships move by calculating
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momentum, then offsetting their
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position by that momentum, then
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clamping their position to the
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screen (horizontally only for
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ships that autoscroll). ships
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that autoscroll (slip==true)
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then slide down by scrollspeed.
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fractional coordinates are ok.
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after movement, ships lose
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momentum (ship.drag along each
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axis). abs(momentum) can't
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exceed ship.maxspeed.
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ships gain momentum by acting
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like a player pushing buttons.
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the player ship actually reads
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buttons for this.
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act -- returns new acceleration:
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dx, dy, shoot_spec, shoot_main.
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dx and dy are change in momentum
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|
in px/frame. this is controls
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only -- friction is handled in
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ship:move (`drag` value).
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ships hitting another ship take
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1 damage per frame of overlap.
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ships hitting a bullet check
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bullet.damage to find out how
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much damage they take. damage
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is applied to shields, then hp.
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damaged ships flash briefly -
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blue (12) if all damage was
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shielded, white (7) if hp was
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damaged. a ship that then has 0
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or less hp calls self:die() and
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tells the main game loop to
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remove it.
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shieldcooldown is the interval
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between restoring shield points.
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shieldpenalty is the delay
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before restoring points after
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any damage, reset to this value
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on every damaging hit (whether
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it is absorbed by the shield or
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not) -- shield behaves like
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halo and other shooters in its
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heritage, where it recovers if
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you avoid damage for a while.
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not that there is any safe cover
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in this kind of game.
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ships do not repair hp on their
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own. negative-damage bullets
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are treated as 0, but a bullet
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|
can choose to repair the ship
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it hits in its own hitship
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method, or otherwise edit it
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(changing weapons, refilling
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weapon ammo). powerups are
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therefore a kind of bullet.
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levels
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======
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a level is a table mapping
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effective frame number to
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functions. when a level starts,
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it sets lframe ("level frame")
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and distance to 0.
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every frame, level_frame
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increments lframe by 0x0.0001.
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then if the level is not frozen,
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it increments distance by 1.0
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and runs the function in the
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level table for exactly that
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frame number (if any). distance
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is therefore "nonfrozen frames",
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and is used to trigger level
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progress. lframe always
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increments. ships are encouraged
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to use lframe to control
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|
animation and movement, and may
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use distance to react to level
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progress separately from overall
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time. remember to multiply
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lframe-related stuff by 0x0001.
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a special sentinel value, eol,
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|
marks the end of the level.
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(the level engine doesn't know
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when it's out of events, so
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without eol, the level will
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|
simply have no events forever.)
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|
when it finds eol, level_frame
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|
throws away the current level
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|
and tells the main loop that it
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|
might be done. the main loop
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|
agrees the level is over and the
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|
player has won when the level
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|
has reached eol and there are
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|
no more enemy ships, enemy
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|
bullets, or background events
|
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|
remaining. player ships, player
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|
bullets, and intangibles are
|
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|
not counted.
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|
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|
level freezing
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|
--------------
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|
the level is frozen when the
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|
global value freeze > 0.
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|
generally, something intending
|
||||||
|
to block level progress (a
|
||||||
|
miniboss, a minigame, etc.)
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||||||
|
increments freeze and prepares
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|
some means of decrementing it
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|
when it no longer wants to block
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|
level progress.
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|
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|
most commonly, we want to block
|
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|
until some specific ship or
|
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|
group of ships has died. for
|
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|
these ships, override ship:die
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|
to decrement freeze. make sure
|
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|
to set ship.dead in any new
|
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|
ship:die method so anything else
|
||||||
|
looking at it can recognize
|
||||||
|
the ship as dead.
|
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|
|
||||||
|
for anything else, you probably
|
||||||
|
want an event to figure out when
|
||||||
|
to unfreeze.
|
||||||
|
|
||||||
|
levels start at 1
|
||||||
|
-----------------
|
||||||
|
|
||||||
|
distance is initialized to 0
|
||||||
|
but gets incremented before the
|
||||||
|
first time the engine looks for
|
||||||
|
events. therefore, the first
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||||||
|
frame of the level executes
|
||||||
|
level[1]. since levelframe
|
||||||
|
executes before anything else,
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|
level[1] sets up the first frame
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||||||
|
drawn in the level. the player
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||||||
|
does not see a blank world
|
||||||
|
before level[1] runs.
|
||||||
|
level[1] can therefore be used
|
||||||
|
to reconfigure the player ship,
|
||||||
|
set up backgrounds, start music,
|
||||||
|
kick off some kind of fade-in
|
||||||
|
animation, etc.
|
||||||
|
|
||||||
|
|
||||||
|
events
|
||||||
|
======
|
||||||
|
the global list "events" stores
|
||||||
|
0-argument functions which are
|
||||||
|
called every frame. if they
|
||||||
|
return true, they are removed
|
||||||
|
from the list and not run again;
|
||||||
|
if they return false, they stay
|
||||||
|
and will be called in later
|
||||||
|
frames. the level does not end
|
||||||
|
while the events table is
|
||||||
|
nonempty.
|
||||||
|
|
||||||
|
events are most commonly used
|
||||||
|
to set up something for later
|
||||||
|
(for example, blip uses an event
|
||||||
|
to remove the fx_pallete from
|
||||||
|
the flashing ship when the blip
|
||||||
|
expires), but can also be used
|
||||||
|
to implement a "level within a
|
||||||
|
level" that does something
|
||||||
|
complicated until it's done. if
|
||||||
|
you froze the level when
|
||||||
|
creating the event, remember
|
||||||
|
to thaw it (freeze -= 1) on all
|
||||||
|
paths that return true.
|
||||||
|
|
||||||
|
to do complex stuff in events,
|
||||||
|
use a closure or a metatable
|
||||||
|
that specifies __call.
|
||||||
|
|
||||||
|
to avoid editing the events
|
||||||
|
list while it is being iterated,
|
||||||
|
events that create new events
|
||||||
|
must add those events to
|
||||||
|
new_events rather than events.
|
||||||
|
new_events is only valid during
|
||||||
|
the "event execution" stage, so
|
||||||
|
events created at any other time
|
||||||
|
must go directly on events
|
||||||
|
without using new_events.
|
||||||
|
|
||||||
|
intangibles
|
||||||
|
===========
|
||||||
|
|
||||||
|
the intangibles_fg and
|
||||||
|
intangibles_bg lists contain
|
||||||
|
items with :move and :draw.
|
||||||
|
like ships and bullets, they
|
||||||
|
move during _update60 and
|
||||||
|
draw during _draw. they are
|
||||||
|
not checked for collisions.
|
||||||
|
|
||||||
|
intangibles_bg moves/draws
|
||||||
|
before anything else moves or
|
||||||
|
draws. intangibles_fg
|
||||||
|
moves/draws last. this controls
|
||||||
|
whether your intangible object
|
||||||
|
draws in front of or behind
|
||||||
|
other stuff. you probably want
|
||||||
|
intangibles_bg for decorative
|
||||||
|
elements and intangibles_fg
|
||||||
|
for explosions, score popups,
|
||||||
|
etc.
|
||||||
|
|
||||||
|
there's no scrolling background
|
||||||
|
engine but intangibles_bg could
|
||||||
|
be used to create one, including
|
||||||
|
using the map (otherwise unused
|
||||||
|
in this engine) for the purpose.
|
||||||
|
|
||||||
|
intangibles do not prevent the
|
||||||
|
level from ending. like bullets
|
||||||
|
and ships, if :move returns
|
||||||
|
true, they are dropped.
|
223
rearm_prototype.p8
Normal file
223
rearm_prototype.p8
Normal file
@ -0,0 +1,223 @@
|
|||||||
|
pico-8 cartridge // http://www.pico-8.com
|
||||||
|
version 42
|
||||||
|
__lua__
|
||||||
|
-- vacuum gambit
|
||||||
|
-- by kistaro windrider
|
||||||
|
|
||||||
|
-- stdlib
|
||||||
|
|
||||||
|
-- generate standard "overlay"
|
||||||
|
-- constructor for type tt.
|
||||||
|
-- if tt.init is defined, generated
|
||||||
|
-- new calls tt.init(ret) after
|
||||||
|
-- ret is definitely not nil,
|
||||||
|
-- before calling setmetatable.
|
||||||
|
-- use to initialize mutables.
|
||||||
|
--
|
||||||
|
-- if there was a previous new,
|
||||||
|
-- it is invoked on the new
|
||||||
|
-- object *after* more, because
|
||||||
|
-- this works better with the
|
||||||
|
-- `more` impls i use.
|
||||||
|
function mknew(tt)
|
||||||
|
local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
|
||||||
|
tt.new=function(ret)
|
||||||
|
if(not ret) ret = {}
|
||||||
|
if(more) more(ret)
|
||||||
|
if(oldnew) oldnew(ret)
|
||||||
|
setmetatable(ret, mt)
|
||||||
|
return ret
|
||||||
|
end
|
||||||
|
return tt
|
||||||
|
end
|
||||||
|
|
||||||
|
function easeoutbounce(t)
|
||||||
|
local n1=7.5625
|
||||||
|
local d1=2.75
|
||||||
|
|
||||||
|
if (t<1/d1) then
|
||||||
|
return n1*t*t;
|
||||||
|
elseif(t<2/d1) then
|
||||||
|
t-=1.5/d1
|
||||||
|
return n1*t*t+.75;
|
||||||
|
elseif(t<2.5/d1) then
|
||||||
|
t-=2.25/d1
|
||||||
|
return n1*t*t+.9375;
|
||||||
|
else
|
||||||
|
t-=2.625/d1
|
||||||
|
return n1*t*t+.984375;
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-->8
|
||||||
|
-- entry points
|
||||||
|
function _draw()
|
||||||
|
cls()
|
||||||
|
draw_hud_placeholder()
|
||||||
|
left_pane:draw()
|
||||||
|
right_pane:draw()
|
||||||
|
rearm_pane_instance:draw()
|
||||||
|
end
|
||||||
|
|
||||||
|
function _init()
|
||||||
|
item=1
|
||||||
|
bfm=1
|
||||||
|
crt_frm = 1
|
||||||
|
left_pane = weapon_pane.new{}
|
||||||
|
right_pane = weapon_pane.new{
|
||||||
|
is_left=false,
|
||||||
|
s = 2,
|
||||||
|
hdr = "vulc",
|
||||||
|
body = " rate\n\n faster\n firing\n rate",
|
||||||
|
hot = function() return item == 2 end}
|
||||||
|
rearm_pane_instance = rearm_pane.new{hot=function() return item < 0 end}
|
||||||
|
end
|
||||||
|
|
||||||
|
function _update60()
|
||||||
|
crt_frm += 0.25
|
||||||
|
if (crt_frm >= 9) crt_frm = 1
|
||||||
|
if (btn(3) and item > 0 or btn(2) and item < 0) item = -item
|
||||||
|
if (btn(0)) item = 1
|
||||||
|
if (btn(1)) item = 2
|
||||||
|
if (btn() & 0xF ~= 0) and bfm >= 10 or bfm >= 30 then
|
||||||
|
bfm = 1
|
||||||
|
else
|
||||||
|
bfm += 1
|
||||||
|
end
|
||||||
|
|
||||||
|
if btnp(4) then
|
||||||
|
left_pane.pos = -1
|
||||||
|
right_pane.pos = -1
|
||||||
|
rearm_pane_instance.pos = -1
|
||||||
|
end
|
||||||
|
|
||||||
|
if btnp(5) then
|
||||||
|
left_pane.pos = 1
|
||||||
|
right_pane.pos = 1
|
||||||
|
rearm_pane_instance.pos = 1
|
||||||
|
end
|
||||||
|
|
||||||
|
left_pane:update()
|
||||||
|
right_pane:update()
|
||||||
|
rearm_pane_instance:update()
|
||||||
|
end
|
||||||
|
|
||||||
|
function draw_hud_placeholder()
|
||||||
|
rectfill(112, 0, 127, 127,0x56)
|
||||||
|
rect(112,0,127,127,7)
|
||||||
|
line(127,1,127,127,5)
|
||||||
|
line(113,127)
|
||||||
|
end
|
||||||
|
|
||||||
|
-->8
|
||||||
|
-- rearm pane drawing
|
||||||
|
|
||||||
|
crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570}
|
||||||
|
|
||||||
|
function glow_box(x0, y0, x1, y1, c, cf)
|
||||||
|
for i,v in ipairs{c[1],c[2],c[1],0} do
|
||||||
|
i -= 1
|
||||||
|
rect(x0+i,y0+i,x1-i,y1-i,v)
|
||||||
|
end
|
||||||
|
fillp(crt[crt_frm&0xff])
|
||||||
|
rectfill(x0+4, y0+4, x1-4, y1-4, cf)
|
||||||
|
fillp()
|
||||||
|
end
|
||||||
|
|
||||||
|
function frame_col(hot)
|
||||||
|
if (not hot) return {4,10}
|
||||||
|
if (bfm<=16) return {14,7}
|
||||||
|
return {2,8}
|
||||||
|
end
|
||||||
|
|
||||||
|
function draw_weap_opt(x, y, c, s, hdr, body)
|
||||||
|
camera(-x,-y)
|
||||||
|
glow_box(0,0,55,100,c,1)
|
||||||
|
spr(s,5, 5)
|
||||||
|
print(hdr, 13, 8, 7)
|
||||||
|
print(body, 5, 15, 6)
|
||||||
|
camera()
|
||||||
|
end
|
||||||
|
|
||||||
|
function draw_rearm(c)
|
||||||
|
glow_box(0,101,111,127,c,1)
|
||||||
|
spr(5,15,107,4,2)
|
||||||
|
print("full ammo\nfull shield\n+50% health",54, 106, 6)
|
||||||
|
end
|
||||||
|
|
||||||
|
-->8
|
||||||
|
-- rearm pane objects
|
||||||
|
easing_pane = mknew{
|
||||||
|
-- to enter: pos = -1; to exit: pos = 1
|
||||||
|
-- runs for 32 frames in, 16 frames out
|
||||||
|
}
|
||||||
|
|
||||||
|
function easing_pane:frac()
|
||||||
|
local pos = self.pos
|
||||||
|
if (not pos) return
|
||||||
|
if (pos < 0) return 1-easeoutbounce(1+pos)
|
||||||
|
if (pos > 0) return (1-pos)*(1-pos)
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
|
||||||
|
function easing_pane:update()
|
||||||
|
local pos = self.pos
|
||||||
|
if (not pos or pos == 0) return
|
||||||
|
if (pos < 0) pos = min(pos + 0x0.05, 0)
|
||||||
|
if pos > 0 then
|
||||||
|
pos -= 0x0.1
|
||||||
|
if (pos <= 0) pos = nil
|
||||||
|
end
|
||||||
|
self.pos = pos
|
||||||
|
end
|
||||||
|
|
||||||
|
weapon_pane = mknew(easing_pane.new{
|
||||||
|
is_left = true,
|
||||||
|
s = 1,
|
||||||
|
hdr = "hull",
|
||||||
|
body = "\n +1\n max\n health",
|
||||||
|
hot = function() return item == 1 end,
|
||||||
|
})
|
||||||
|
|
||||||
|
function weapon_pane:draw()
|
||||||
|
local frac, is_left = self:frac(), self.is_left
|
||||||
|
if (not frac) return
|
||||||
|
camera(
|
||||||
|
frac * (is_left and 55 or -128) + (1-frac) * (is_left and 0 or -56),
|
||||||
|
0)
|
||||||
|
glow_box(0,0,55,100,frame_col(self:hot()),1)
|
||||||
|
spr(self.s,5, 5)
|
||||||
|
print(self.hdr, 13, 8, 7)
|
||||||
|
print(self.body, 5, 15, 6)
|
||||||
|
camera()
|
||||||
|
end
|
||||||
|
|
||||||
|
rearm_pane = mknew(easing_pane.new{})
|
||||||
|
|
||||||
|
function rearm_pane:draw()
|
||||||
|
local frac = self:frac()
|
||||||
|
if (not frac) return
|
||||||
|
camera(0, -28 * frac)
|
||||||
|
glow_box(0,101,111,127,frame_col(self:hot()),1)
|
||||||
|
spr(5,15,107,4,2)
|
||||||
|
print("full ammo\nfull shield\n+50% health",54, 106, 6)
|
||||||
|
camera()
|
||||||
|
end
|
||||||
|
|
||||||
|
__gfx__
|
||||||
|
000000000b00000000000a0007700770000aa0000444440004444444000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
00000000bba80880000008000aa00aa00a0880a0447777700477777a000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
007007000aaa28780a0000000990099008000080477aaa7a0477aaaa000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
0007000008a8887808000000099009900080080047a0047a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
00007000088888820000a000088008800000000047a0447a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
00700700008888200000800008800880a000000a47a4477a047a4440000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
000000000008820000a0000008800880080aa080477777a00477777a000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
0000000000002000008000000880088000088000477770000422aaaa222200020000020000000000000000000000000000000000000000000000000000000000
|
||||||
|
0d5000000000000000000000000000000000000047a77700022ee0002eeee002e00022e000000000000000000000000000000000000000000000000000000000
|
||||||
|
d00000000000000000000000000000000000000047a4777002ea2e002e002e02ee022ee000000000000000000000000000000000000000000000000000000000
|
||||||
|
500000000000000000000000000000000000000047a0477a22ea2e002e002e02e2e2e2e000000000000000000000000000000000000000000000000000000000
|
||||||
|
000000000000000000000000000000000000000047a0047a2e2222e02e222e02e02e02e000000000000000000000000000000000000000000000000000000000
|
||||||
|
000000000000000000000000000000000000000047a0047a2eeeeeea2eeee002e02e02e000000000000000000000000000000000000000000000000000000000
|
||||||
|
00000000000000000000000000000000000000000aa000aa2e7aa2ea2e00e002e02e02e000000000000000000000000000000000000000000000000000000000
|
||||||
|
0000000000000000000000000000000000000000000000002e0002e02e002e02e02e02e000000000000000000000000000000000000000000000000000000000
|
||||||
|
0000000000000000000000000000000000000000000000000e0000e00e000e00e00e00e000000000000000000000000000000000000000000000000000000000
|
738
vacuum_gambit.p8
738
vacuum_gambit.p8
@ -124,11 +124,12 @@ function linked_list:pop_front()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function _init()
|
function _init()
|
||||||
|
mode = game_mode
|
||||||
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_p.new() -- redundant?
|
||||||
load_level(example_level_csv)
|
load_level(example_level_csv)
|
||||||
state = game
|
game_state = game
|
||||||
pal(2,129)
|
pal(2,129)
|
||||||
pal()
|
pal()
|
||||||
end
|
end
|
||||||
@ -157,6 +158,7 @@ function init_hpcols()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function wipe_level()
|
function wipe_level()
|
||||||
|
xpwhoosh = nil
|
||||||
primary_ship = player.new()
|
primary_ship = player.new()
|
||||||
init_hpcols()
|
init_hpcols()
|
||||||
pships = linked_list.new()
|
pships = linked_list.new()
|
||||||
@ -171,7 +173,7 @@ function wipe_level()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function _update60()
|
function _update60()
|
||||||
updategame()
|
mode:update()
|
||||||
end
|
end
|
||||||
|
|
||||||
function call_f(x)
|
function call_f(x)
|
||||||
@ -183,6 +185,10 @@ function call_move(x)
|
|||||||
end
|
end
|
||||||
|
|
||||||
function updategame()
|
function updategame()
|
||||||
|
if (primary_ship.xp >= primary_ship.xptarget) and (lframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
|
||||||
|
mode = rearm_mode.new()
|
||||||
|
return _update60()
|
||||||
|
end
|
||||||
leveldone = level_frame()
|
leveldone = level_frame()
|
||||||
events:vore(new_events)
|
events:vore(new_events)
|
||||||
events:strip(call_move)
|
events:strip(call_move)
|
||||||
@ -248,20 +254,41 @@ function updategame()
|
|||||||
intangibles_fg:strip(call_move)
|
intangibles_fg:strip(call_move)
|
||||||
|
|
||||||
if leveldone and not eships.next and not ebullets.next and not events.next then
|
if leveldone and not eships.next and not ebullets.next and not events.next then
|
||||||
state = win
|
game_state = win
|
||||||
end
|
end
|
||||||
if (not pships.next) state = lose
|
if (not pships.next) game_state = lose
|
||||||
|
|
||||||
|
if primary_ship.xp >= primary_ship.xptarget then
|
||||||
|
if not xpwhoosh then
|
||||||
|
xpwhoosh = 0
|
||||||
|
else
|
||||||
|
xpwhoosh += 1
|
||||||
|
if (xpwhoosh > 60) xpwhoosh = 0
|
||||||
|
end
|
||||||
|
else
|
||||||
|
xpwhoosh = nil
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function _draw()
|
function _draw()
|
||||||
|
mode:draw()
|
||||||
|
end
|
||||||
|
|
||||||
|
function drawgame_top()
|
||||||
|
camera()
|
||||||
fillp(0)
|
fillp(0)
|
||||||
drawgame()
|
drawgame()
|
||||||
if (state == game) fadelvl = -45
|
if (game_state == game) fadelvl = -45
|
||||||
if (state == win) dropshadow("win",50,61,11)
|
if (game_state == win) dropshadow("win",50,61,11)
|
||||||
if (state == lose) dropshadow("fail",48,61,8)
|
if (game_state == lose) dropshadow("fail",48,61,8)
|
||||||
fadescreen()
|
fadescreen()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
game_mode = {
|
||||||
|
update = updategame,
|
||||||
|
draw = drawgame_top,
|
||||||
|
}
|
||||||
|
|
||||||
fadetable = split"0,1.5,1025.5,1029.5,1285.5,1413.5,9605.5,9637.5,-23130.5,-23066.5,-18970.5,-18954.5,-2570.5,-2568.5,-520.5,-8.5,-0.5"
|
fadetable = split"0,1.5,1025.5,1029.5,1285.5,1413.5,9605.5,9637.5,-23130.5,-23066.5,-18970.5,-18954.5,-2570.5,-2568.5,-520.5,-8.5,-0.5"
|
||||||
|
|
||||||
function fadescreen()
|
function fadescreen()
|
||||||
@ -337,30 +364,44 @@ function drawhud()
|
|||||||
line(113,127)
|
line(113,127)
|
||||||
|
|
||||||
draw_gun_info("❎",1,116,3,primary_ship.main_gun)
|
draw_gun_info("❎",1,116,3,primary_ship.main_gun)
|
||||||
draw_gun_info("🅾️",1,116,31,primary_ship.special_gun)
|
draw_gun_info("🅾️",1,116,29,primary_ship.special_gun)
|
||||||
|
|
||||||
dropshadow("x h",114,59,1)
|
inset(114,57,119,118)
|
||||||
inset(114,66,119,125)
|
rectfill(119,57,124,58,13)
|
||||||
|
inset(120,64,125,125)
|
||||||
|
rectfill(114,124,120,125,7)
|
||||||
|
print("XP",119,55,1)
|
||||||
|
print("HP",114,122,1)
|
||||||
fillp(0x5a5a)
|
fillp(0x5a5a)
|
||||||
vertmeter(115,67,118,124,primary_ship.xp, primary_ship.xptarget, powcols)
|
if xpwhoosh then
|
||||||
|
clip(115,58,4,60)
|
||||||
inset(120,66,125,125)
|
rectfill(115,58,118,117,0xaa)
|
||||||
-- 57 px vertically
|
local voff = 5*xpwhoosh+6
|
||||||
|
rectfill(115,118-voff,118,117-voff+10,0xbb)
|
||||||
|
rectfill(115,118-voff+11,118,117-voff+20,0xba)
|
||||||
|
clip()
|
||||||
|
else
|
||||||
|
vertmeter(115,58,118,117,primary_ship.xp, primary_ship.xptarget, powcols)
|
||||||
|
end
|
||||||
|
-- 60 px vertically. note that
|
||||||
|
-- there was at one point an
|
||||||
|
-- off-by-one and I'm not sure
|
||||||
|
-- it's actually fixed
|
||||||
local mxs, cs, mxh, ch = primary_ship.maxshield, primary_ship.shield, primary_ship.maxhp, primary_ship.hp
|
local mxs, cs, mxh, ch = primary_ship.maxshield, primary_ship.shield, primary_ship.maxhp, primary_ship.hp
|
||||||
if (mxs > 0) and (mxh > 0) then
|
if (mxs > 0) and (mxh > 0) then
|
||||||
local split = 57 * (mxs / (mxs + mxh)) \ 1 + 66
|
local split = 59 * (mxs / (mxs + mxh)) \ 1 + 64
|
||||||
line(121, split, 124, split, 0xba)
|
line(121, split, 124, split, 0xba)
|
||||||
vertmeter(121,67,124,split-1,cs, mxs,shlcols)
|
vertmeter(121,65,124,split-1,cs, mxs,shlcols)
|
||||||
vertmeter(121,split+1,124,124,ch, mxh, hpcols)
|
vertmeter(121,split+1,124,124,ch, mxh, hpcols)
|
||||||
elseif mxs > 0 then
|
elseif mxs > 0 then
|
||||||
vertmeter(121,67,124,124,cs,mxs,shlcols)
|
vertmeter(121,65,124,124,cs,mxs,shlcols)
|
||||||
elseif mxh > 0 then
|
elseif mxh > 0 then
|
||||||
vertmeter(121,67,124,124,ch,mxh,hpcols)
|
vertmeter(121,65,124,124,ch,mxh,hpcols)
|
||||||
else
|
else
|
||||||
print("!", 122, 94, 9)
|
print("!", 122, 93, 9)
|
||||||
print("!", 121, 93, 8)
|
print("!", 121, 92, 8)
|
||||||
end
|
end
|
||||||
fillp(0)
|
fillp(0)
|
||||||
end
|
end
|
||||||
|
|
||||||
function draw_gun_info(lbl,fgc,x,y,gun)
|
function draw_gun_info(lbl,fgc,x,y,gun)
|
||||||
@ -387,8 +428,13 @@ end
|
|||||||
|
|
||||||
function vertmeter(x0,y0,x1,y1,val,maxval,cols)
|
function vertmeter(x0,y0,x1,y1,val,maxval,cols)
|
||||||
if ((val <= 0) or (maxval <= 0)) return
|
if ((val <= 0) or (maxval <= 0)) return
|
||||||
|
if val < 0x0.001 or maxval < 0x0.001 then
|
||||||
|
val *= 16
|
||||||
|
maxval *= 16
|
||||||
|
end
|
||||||
|
val=min(val, maxval)
|
||||||
local h = y1-y0
|
local h = y1-y0
|
||||||
local px = val/maxval * h \ 1
|
local px = val*h/maxval \ 1
|
||||||
local ncols = #cols
|
local ncols = #cols
|
||||||
local firstcol = ((h-px)*ncols\h)+1
|
local firstcol = ((h-px)*ncols\h)+1
|
||||||
local lastbottom = y0+(h*firstcol\ncols)
|
local lastbottom = y0+(h*firstcol\ncols)
|
||||||
@ -407,7 +453,7 @@ function inset(x0,y0,x1,y1)
|
|||||||
-- fillp
|
-- fillp
|
||||||
rect(x0,y0,x1,y1,119)
|
rect(x0,y0,x1,y1,119)
|
||||||
line(x1,y0,x0,y0,85)
|
line(x1,y0,x0,y0,85)
|
||||||
line(x0,y1,85)
|
line(x0,y1-1,85)
|
||||||
end
|
end
|
||||||
|
|
||||||
function dropshadow(str, x, y, col)
|
function dropshadow(str, x, y, col)
|
||||||
@ -427,6 +473,7 @@ ship_m = mknew{
|
|||||||
maxshield = 0,
|
maxshield = 0,
|
||||||
shieldcooldown = 0x0.003c,--1s
|
shieldcooldown = 0x0.003c,--1s
|
||||||
shieldpenalty = 0x0.012c, --5s
|
shieldpenalty = 0x0.012c, --5s
|
||||||
|
shield_refresh_ready = 0,
|
||||||
|
|
||||||
slip = true, -- most enemies slide
|
slip = true, -- most enemies slide
|
||||||
|
|
||||||
@ -443,7 +490,27 @@ ship_m = mknew{
|
|||||||
|
|
||||||
function ship_m:die()
|
function ship_m:die()
|
||||||
self.dead = true
|
self.dead = true
|
||||||
if (self.hp < 0) boom(self.x+self.size*4, self.y+self.size*4,12*self.size, self.boss)
|
if (self.hp >= 0) return
|
||||||
|
|
||||||
|
-- blow up and drop xp
|
||||||
|
local sz4 = self.size * 4
|
||||||
|
local cx, cy, xp, z = self.x + sz4, self.y + sz4, self.xp or 0, 0
|
||||||
|
boom(cx, cy, 3*sz4, self.boss)
|
||||||
|
if xp > 0x0.01f3 then -- dec 499
|
||||||
|
-- spawn a huge gem with all
|
||||||
|
-- overage XP, min 100
|
||||||
|
spawn_xp_at(cx, cy, 0, xp-0x0.018f)
|
||||||
|
xp = 0x0.018f -- dec 399
|
||||||
|
z += 1
|
||||||
|
end
|
||||||
|
-- 100, 25, 5, 1
|
||||||
|
for gsz in all{0x0.0064, 0x0.0019, 0x0.0005, 0x0.0001} do
|
||||||
|
while xp >= gsz do
|
||||||
|
spawn_xp_at(cx, cy, z, gsz)
|
||||||
|
xp -= gsz
|
||||||
|
z += 1
|
||||||
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function ship_m:calc_velocity(v0, t)
|
function ship_m:calc_velocity(v0, t)
|
||||||
@ -626,7 +693,7 @@ function bullet_base:move()
|
|||||||
self.x += self.dx
|
self.x += self.dx
|
||||||
self.y += self.dy
|
self.y += self.dy
|
||||||
if (self.f) self.f -= 1
|
if (self.f) self.f -= 1
|
||||||
if (self.y > 128) or (self.y < -8 * self.height) or (self.f and self.f < 0) then
|
if (self.y > 145) or (self.y < -8 * self.height) or (self.f and self.f < 0) then
|
||||||
self:die()
|
self:die()
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
@ -895,9 +962,10 @@ player = mknew(ship_m.new{
|
|||||||
shield = 2, -- regenerates
|
shield = 2, -- regenerates
|
||||||
maxshield = 2,
|
maxshield = 2,
|
||||||
|
|
||||||
-- xp, increments of 0x0.01
|
-- xp in increments of 0x0.0001
|
||||||
xp = 0,
|
xp = 0,
|
||||||
xptarget = 0x0.05,
|
xptarget = 0x0.0004,
|
||||||
|
last_xp_frame = 0,
|
||||||
level = 1,
|
level = 1,
|
||||||
|
|
||||||
-- gun
|
-- gun
|
||||||
@ -954,8 +1022,8 @@ frownie = mknew(ship_m.new{
|
|||||||
sparks = smokespark,
|
sparks = smokespark,
|
||||||
sparkodds = 8,
|
sparkodds = 8,
|
||||||
|
|
||||||
-- health
|
|
||||||
hp = 0.5, -- enemy ships need no max hp
|
hp = 0.5, -- enemy ships need no max hp
|
||||||
|
xp = 0x0.0001,
|
||||||
|
|
||||||
-- position
|
-- position
|
||||||
x=60, -- x and y are for upper left corner
|
x=60, -- x and y are for upper left corner
|
||||||
@ -977,6 +1045,7 @@ frownie = mknew(ship_m.new{
|
|||||||
blocky = mknew(frownie.new{
|
blocky = mknew(frownie.new{
|
||||||
sprite = 10,
|
sprite = 10,
|
||||||
hp = 1.5,
|
hp = 1.5,
|
||||||
|
xp = 0x0.0002,
|
||||||
hurt = {
|
hurt = {
|
||||||
x_off = 0,
|
x_off = 0,
|
||||||
y_off = 0,
|
y_off = 0,
|
||||||
@ -996,6 +1065,7 @@ blocky = mknew(frownie.new{
|
|||||||
|
|
||||||
spewy = mknew(frownie.new{
|
spewy = mknew(frownie.new{
|
||||||
sprite=26,
|
sprite=26,
|
||||||
|
xp = 0x0.0003,
|
||||||
hurt = {
|
hurt = {
|
||||||
x_off=0,
|
x_off=0,
|
||||||
y_off=1,
|
y_off=1,
|
||||||
@ -1016,6 +1086,7 @@ spewy = mknew(frownie.new{
|
|||||||
|
|
||||||
chasey = mknew(ship_m.new{
|
chasey = mknew(ship_m.new{
|
||||||
sprite = 5,
|
sprite = 5,
|
||||||
|
xp = 0x0.0004,
|
||||||
size = 1,
|
size = 1,
|
||||||
hurt = {
|
hurt = {
|
||||||
x_off = 1,
|
x_off = 1,
|
||||||
@ -1050,6 +1121,7 @@ end
|
|||||||
|
|
||||||
xl_chasey=mknew(chasey.new{
|
xl_chasey=mknew(chasey.new{
|
||||||
size=2,
|
size=2,
|
||||||
|
xp = 0x0.000a,
|
||||||
maxspd=1.25,
|
maxspd=1.25,
|
||||||
hurt = {
|
hurt = {
|
||||||
x_off = 2,
|
x_off = 2,
|
||||||
@ -1413,362 +1485,6 @@ example_level_csv=[[1,spawn_frownie
|
|||||||
720,spawn_blocking_boss_chasey
|
720,spawn_blocking_boss_chasey
|
||||||
721,eol]]
|
721,eol]]
|
||||||
|
|
||||||
-->8
|
|
||||||
-- readme.md
|
|
||||||
|
|
||||||
--[[
|
|
||||||
|
|
||||||
main loop sequence
|
|
||||||
==================
|
|
||||||
1. level_frame
|
|
||||||
2. events
|
|
||||||
3. merge new_events into events
|
|
||||||
4. update bg intangibles
|
|
||||||
5. move ships (player first)
|
|
||||||
6. move bullets (player first)
|
|
||||||
7. calculate collisions
|
|
||||||
1. pship on eship
|
|
||||||
2. ebullet on pship
|
|
||||||
3. pbullet on eship
|
|
||||||
8. update fg intangibles
|
|
||||||
9. check for end of level
|
|
||||||
|
|
||||||
draw order
|
|
||||||
----------
|
|
||||||
bottom to top:
|
|
||||||
1. intangibles_bg
|
|
||||||
2. player bullets
|
|
||||||
3. player ships
|
|
||||||
4. enemy ships
|
|
||||||
5. enemy bullets
|
|
||||||
6. intangibles_fg
|
|
||||||
|
|
||||||
notes
|
|
||||||
-----
|
|
||||||
intangibles_fg move()s after
|
|
||||||
all collisions and other moves
|
|
||||||
are processed. if an intangible
|
|
||||||
is added to the list as a result
|
|
||||||
of a collision or move, it will
|
|
||||||
itself be move()d before it is
|
|
||||||
drawn.
|
|
||||||
|
|
||||||
data-driven items
|
|
||||||
=================
|
|
||||||
guns and bullets both allow the
|
|
||||||
most common behaviors to be
|
|
||||||
expressed with data alone.
|
|
||||||
ships only need a movement
|
|
||||||
algorithm expressed.
|
|
||||||
|
|
||||||
guns
|
|
||||||
----
|
|
||||||
* t - metatable for bullet type.
|
|
||||||
fired once in the bullet's
|
|
||||||
default direction per shot.
|
|
||||||
* enemy - if true, fired bullets
|
|
||||||
are flagged as enemy bullets.
|
|
||||||
* icon - sprite index of an
|
|
||||||
8x8 sprite to display in the
|
|
||||||
hud when the player has this
|
|
||||||
gun. default is 20, a generic
|
|
||||||
crosshair bullseye thing.
|
|
||||||
* cooldown - min frames between
|
|
||||||
shots.
|
|
||||||
* ammo, maxammo - permitted
|
|
||||||
number of shots. 0 is empty
|
|
||||||
and unfireable. maxammo = 0
|
|
||||||
will cause a divide by zero
|
|
||||||
so don't do that. if nil,
|
|
||||||
ammo is infinite.
|
|
||||||
|
|
||||||
default guns manage ammo and
|
|
||||||
cooldown in shoot, then call
|
|
||||||
actually_shoot to create the
|
|
||||||
projectile. override only
|
|
||||||
actually_shoot to change
|
|
||||||
projectile logic while keeping
|
|
||||||
cooldown and ammo logic.
|
|
||||||
|
|
||||||
bullets
|
|
||||||
-------
|
|
||||||
* dx, dy - movement per frame.
|
|
||||||
player bullets use -dy
|
|
||||||
instead.
|
|
||||||
* enemyspd - multiplier for dx
|
|
||||||
and dy on enemy bullets.
|
|
||||||
default is 0.5, making enemy
|
|
||||||
shots much easier to dodge
|
|
||||||
* damage - damage per hit;
|
|
||||||
used by ships
|
|
||||||
* sprite - sprite index.
|
|
||||||
* x_off, y_off - renamed for
|
|
||||||
the next two vars. may revert
|
|
||||||
* center_off_x - the horizontal
|
|
||||||
centerpoint of the bullet,
|
|
||||||
for positioning when firing.
|
|
||||||
assume a pixel's coordinates
|
|
||||||
refer to the upper left corner
|
|
||||||
of the pixel; the center of
|
|
||||||
a 2-width bullet with an
|
|
||||||
upper left corner at 0 is 1,
|
|
||||||
not 0.5.
|
|
||||||
* top_off_y, bottom_off_y -
|
|
||||||
also for positioning when
|
|
||||||
firing. positive distance from
|
|
||||||
top or bottom edge to image.
|
|
||||||
top_off_y will usually be 0,
|
|
||||||
bottom_off_y will not be when
|
|
||||||
bullets are smaller than
|
|
||||||
the sprite box.
|
|
||||||
* width, height - measured in
|
|
||||||
full sprites (8x8 boxes), not
|
|
||||||
pixels. used for drawing.
|
|
||||||
|
|
||||||
bullets despawn when above or
|
|
||||||
below the screen (player or
|
|
||||||
enemy bullets, respectively).
|
|
||||||
|
|
||||||
by default, bullets despawn
|
|
||||||
when they hit something.
|
|
||||||
override hitship to change this.
|
|
||||||
|
|
||||||
ships
|
|
||||||
____
|
|
||||||
|
|
||||||
ships move by calculating
|
|
||||||
momentum, then offsetting their
|
|
||||||
position by that momentum, then
|
|
||||||
clamping their position to the
|
|
||||||
screen (horizontally only for
|
|
||||||
ships that autoscroll). ships
|
|
||||||
that autoscroll (slip==true)
|
|
||||||
then slide down by scrollspeed.
|
|
||||||
fractional coordinates are ok.
|
|
||||||
after movement, ships lose
|
|
||||||
momentum (ship.drag along each
|
|
||||||
axis). abs(momentum) can't
|
|
||||||
exceed ship.maxspeed.
|
|
||||||
|
|
||||||
ships gain momentum by acting
|
|
||||||
like a player pushing buttons.
|
|
||||||
the player ship actually reads
|
|
||||||
buttons for this.
|
|
||||||
|
|
||||||
act -- returns new acceleration:
|
|
||||||
dx, dy, shoot_spec, shoot_main.
|
|
||||||
dx and dy are change in momentum
|
|
||||||
in px/frame. this is controls
|
|
||||||
only -- friction is handled in
|
|
||||||
ship:move (`drag` value).
|
|
||||||
|
|
||||||
ships hitting another ship take
|
|
||||||
1 damage per frame of overlap.
|
|
||||||
ships hitting a bullet check
|
|
||||||
bullet.damage to find out how
|
|
||||||
much damage they take. damage
|
|
||||||
is applied to shields, then hp.
|
|
||||||
damaged ships flash briefly -
|
|
||||||
blue (12) if all damage was
|
|
||||||
shielded, white (7) if hp was
|
|
||||||
damaged. a ship that then has 0
|
|
||||||
or less hp calls self:die() and
|
|
||||||
tells the main game loop to
|
|
||||||
remove it.
|
|
||||||
|
|
||||||
shieldcooldown is the interval
|
|
||||||
between restoring shield points.
|
|
||||||
shieldpenalty is the delay
|
|
||||||
before restoring points after
|
|
||||||
any damage, reset to this value
|
|
||||||
on every damaging hit (whether
|
|
||||||
it is absorbed by the shield or
|
|
||||||
not) -- shield behaves like
|
|
||||||
halo and other shooters in its
|
|
||||||
heritage, where it recovers if
|
|
||||||
you avoid damage for a while.
|
|
||||||
not that there is any safe cover
|
|
||||||
in this kind of game.
|
|
||||||
|
|
||||||
ships do not repair hp on their
|
|
||||||
own. negative-damage bullets
|
|
||||||
are treated as 0, but a bullet
|
|
||||||
can choose to repair the ship
|
|
||||||
it hits in its own hitship
|
|
||||||
method, or otherwise edit it
|
|
||||||
(changing weapons, refilling
|
|
||||||
weapon ammo). powerups are
|
|
||||||
therefore a kind of bullet.
|
|
||||||
|
|
||||||
levels
|
|
||||||
======
|
|
||||||
|
|
||||||
a level is a table mapping
|
|
||||||
effective frame number to
|
|
||||||
functions. when a level starts,
|
|
||||||
it sets lframe ("level frame")
|
|
||||||
and distance to 0.
|
|
||||||
|
|
||||||
every frame, level_frame
|
|
||||||
increments lframe by 0x0.0001.
|
|
||||||
then if the level is not frozen,
|
|
||||||
it increments distance by 1.0
|
|
||||||
and runs the function in the
|
|
||||||
level table for exactly that
|
|
||||||
frame number (if any). distance
|
|
||||||
is therefore "nonfrozen frames",
|
|
||||||
and is used to trigger level
|
|
||||||
progress. lframe always
|
|
||||||
increments. ships are encouraged
|
|
||||||
to use lframe to control
|
|
||||||
animation and movement, and may
|
|
||||||
use distance to react to level
|
|
||||||
progress separately from overall
|
|
||||||
time. remember to multiply
|
|
||||||
lframe-related stuff by 0x0001.
|
|
||||||
|
|
||||||
a special sentinel value, eol,
|
|
||||||
marks the end of the level.
|
|
||||||
(the level engine doesn't know
|
|
||||||
when it's out of events, so
|
|
||||||
without eol, the level will
|
|
||||||
simply have no events forever.)
|
|
||||||
when it finds eol, level_frame
|
|
||||||
throws away the current level
|
|
||||||
and tells the main loop that it
|
|
||||||
might be done. the main loop
|
|
||||||
agrees the level is over and the
|
|
||||||
player has won when the level
|
|
||||||
has reached eol and there are
|
|
||||||
no more enemy ships, enemy
|
|
||||||
bullets, or background events
|
|
||||||
remaining. player ships, player
|
|
||||||
bullets, and intangibles are
|
|
||||||
not counted.
|
|
||||||
|
|
||||||
level freezing
|
|
||||||
--------------
|
|
||||||
the level is frozen when the
|
|
||||||
global value freeze > 0.
|
|
||||||
generally, something intending
|
|
||||||
to block level progress (a
|
|
||||||
miniboss, a minigame, etc.)
|
|
||||||
increments freeze and prepares
|
|
||||||
some means of decrementing it
|
|
||||||
when it no longer wants to block
|
|
||||||
level progress.
|
|
||||||
|
|
||||||
most commonly, we want to block
|
|
||||||
until some specific ship or
|
|
||||||
group of ships has died. for
|
|
||||||
these ships, override ship:die
|
|
||||||
to decrement freeze. make sure
|
|
||||||
to set ship.dead in any new
|
|
||||||
ship:die method so anything else
|
|
||||||
looking at it can recognize
|
|
||||||
the ship as dead.
|
|
||||||
|
|
||||||
for anything else, you probably
|
|
||||||
want an event to figure out when
|
|
||||||
to unfreeze.
|
|
||||||
|
|
||||||
levels start at 1
|
|
||||||
-----------------
|
|
||||||
|
|
||||||
distance is initialized to 0
|
|
||||||
but gets incremented before the
|
|
||||||
first time the engine looks for
|
|
||||||
events. therefore, the first
|
|
||||||
frame of the level executes
|
|
||||||
level[1]. since levelframe
|
|
||||||
executes before anything else,
|
|
||||||
level[1] sets up the first frame
|
|
||||||
drawn in the level. the player
|
|
||||||
does not see a blank world
|
|
||||||
before level[1] runs.
|
|
||||||
level[1] can therefore be used
|
|
||||||
to reconfigure the player ship,
|
|
||||||
set up backgrounds, start music,
|
|
||||||
kick off some kind of fade-in
|
|
||||||
animation, etc.
|
|
||||||
|
|
||||||
|
|
||||||
events
|
|
||||||
======
|
|
||||||
the global list "events" stores
|
|
||||||
0-argument functions which are
|
|
||||||
called every frame. if they
|
|
||||||
return true, they are removed
|
|
||||||
from the list and not run again;
|
|
||||||
if they return false, they stay
|
|
||||||
and will be called in later
|
|
||||||
frames. the level does not end
|
|
||||||
while the events table is
|
|
||||||
nonempty.
|
|
||||||
|
|
||||||
events are most commonly used
|
|
||||||
to set up something for later
|
|
||||||
(for example, blip uses an event
|
|
||||||
to remove the fx_pallete from
|
|
||||||
the flashing ship when the blip
|
|
||||||
expires), but can also be used
|
|
||||||
to implement a "level within a
|
|
||||||
level" that does something
|
|
||||||
complicated until it's done. if
|
|
||||||
you froze the level when
|
|
||||||
creating the event, remember
|
|
||||||
to thaw it (freeze -= 1) on all
|
|
||||||
paths that return true.
|
|
||||||
|
|
||||||
to do complex stuff in events,
|
|
||||||
use a closure or a metatable
|
|
||||||
that specifies __call.
|
|
||||||
|
|
||||||
to avoid editing the events
|
|
||||||
list while it is being iterated,
|
|
||||||
events that create new events
|
|
||||||
must add those events to
|
|
||||||
new_events rather than events.
|
|
||||||
new_events is only valid during
|
|
||||||
the "event execution" stage, so
|
|
||||||
events created at any other time
|
|
||||||
must go directly on events
|
|
||||||
without using new_events.
|
|
||||||
|
|
||||||
intangibles
|
|
||||||
===========
|
|
||||||
|
|
||||||
the intangibles_fg and
|
|
||||||
intangibles_bg lists contain
|
|
||||||
items with :move and :draw.
|
|
||||||
like ships and bullets, they
|
|
||||||
move during _update60 and
|
|
||||||
draw during _draw. they are
|
|
||||||
not checked for collisions.
|
|
||||||
|
|
||||||
intangibles_bg moves/draws
|
|
||||||
before anything else moves or
|
|
||||||
draws. intangibles_fg
|
|
||||||
moves/draws last. this controls
|
|
||||||
whether your intangible object
|
|
||||||
draws in front of or behind
|
|
||||||
other stuff. you probably want
|
|
||||||
intangibles_bg for decorative
|
|
||||||
elements and intangibles_fg
|
|
||||||
for explosions, score popups,
|
|
||||||
etc.
|
|
||||||
|
|
||||||
there's no scrolling background
|
|
||||||
engine but intangibles_bg could
|
|
||||||
be used to create one, including
|
|
||||||
using the map (otherwise unused
|
|
||||||
in this engine) for the purpose.
|
|
||||||
|
|
||||||
intangibles do not prevent the
|
|
||||||
level from ending. like bullets
|
|
||||||
and ships, if :move returns
|
|
||||||
true, they are dropped.
|
|
||||||
]]
|
|
||||||
-->8
|
-->8
|
||||||
-- standard events
|
-- standard events
|
||||||
|
|
||||||
@ -1853,6 +1569,61 @@ end
|
|||||||
-->8
|
-->8
|
||||||
-- powerups
|
-- powerups
|
||||||
|
|
||||||
|
xp_gem = mknew(bullet_base.new{
|
||||||
|
dx = 0,
|
||||||
|
dy = 0.75,
|
||||||
|
width=1, -- not used for spr but
|
||||||
|
height=1,-- bullet_base uses it
|
||||||
|
category = enemy_blt_cat,
|
||||||
|
damage = 0,
|
||||||
|
hurt = {
|
||||||
|
x_off = -2,
|
||||||
|
y_off = -2,
|
||||||
|
width = 8,
|
||||||
|
height = 8,
|
||||||
|
},
|
||||||
|
x_off = 2,
|
||||||
|
y_off = 2,
|
||||||
|
})
|
||||||
|
|
||||||
|
function xp_gem:draw()
|
||||||
|
local s,qx,qy = self.qsprite,0,0
|
||||||
|
-- sprite map position:
|
||||||
|
-- sprite id to x and y,
|
||||||
|
-- offset shifts specific low
|
||||||
|
-- bits of lframe up to the the
|
||||||
|
-- bit with value 4 as a cheap
|
||||||
|
-- way to pick an anim frame
|
||||||
|
if (lframe&0x0.003 == 0) qx, qy = (lframe&0x0.0004)<<16, (lframe&0x0.0008)<<15
|
||||||
|
sspr(
|
||||||
|
(s%16<<3)+qx,
|
||||||
|
(s\16<<3)+qy,
|
||||||
|
4, 4,
|
||||||
|
self.x, self.y
|
||||||
|
)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- todo: "magnetic" behavior
|
||||||
|
-- when near player ship
|
||||||
|
|
||||||
|
function xp_gem:hitship(ship)
|
||||||
|
if (ship ~= primary_ship) return false
|
||||||
|
primary_ship.xp += self.val
|
||||||
|
primary_ship.last_xp_frame = lframe
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
|
-- small gems for 1, 5, 25
|
||||||
|
-- exactly; else huge
|
||||||
|
function spawn_xp_at(x, y, off, amt)
|
||||||
|
x += rnd(off+off)-off
|
||||||
|
y += rnd(off+off)-off
|
||||||
|
xp_gem.new{
|
||||||
|
qsprite=amt == 0x0.0001 and 32 or amt == 0x0.0005 and 33 or amt == 0x0.0019 and 34 or 35,
|
||||||
|
val = amt,
|
||||||
|
}:spawn_at(mid(x, 0, 124),mid(y,-4,125))
|
||||||
|
end
|
||||||
|
|
||||||
powerup = mknew(bullet_base.new{
|
powerup = mknew(bullet_base.new{
|
||||||
-- animated sprite array: "sprites"
|
-- animated sprite array: "sprites"
|
||||||
-- to draw under or over anim,
|
-- to draw under or over anim,
|
||||||
@ -1868,7 +1639,7 @@ powerup = mknew(bullet_base.new{
|
|||||||
-- but powerups should feel
|
-- but powerups should feel
|
||||||
-- easy to pick up
|
-- easy to pick up
|
||||||
dx = 0,
|
dx = 0,
|
||||||
dy = 1.5, -- 0.75 after enemyspd
|
dy = 0.75,
|
||||||
category = enemy_blt_cat, -- collides with player ship
|
category = enemy_blt_cat, -- collides with player ship
|
||||||
damage = 0,
|
damage = 0,
|
||||||
|
|
||||||
@ -1879,11 +1650,6 @@ powerup = mknew(bullet_base.new{
|
|||||||
-- sprite indexes for "sheen" animation
|
-- sprite indexes for "sheen" animation
|
||||||
sheen8x8 = split"2,54,55,56,57,58,59,60,61"
|
sheen8x8 = split"2,54,55,56,57,58,59,60,61"
|
||||||
|
|
||||||
-- todo: draw two sprites
|
|
||||||
-- on top of each other here
|
|
||||||
-- so all powerups can share
|
|
||||||
-- the "sheen" animation?
|
|
||||||
|
|
||||||
function powerup:draw()
|
function powerup:draw()
|
||||||
spr(self.sprites[max(1,
|
spr(self.sprites[max(1,
|
||||||
((lframe<<16)\self.anim_speed)
|
((lframe<<16)\self.anim_speed)
|
||||||
@ -1990,6 +1756,162 @@ function spawn_spec_gun_at(x, y, gunt)
|
|||||||
}
|
}
|
||||||
gun_p:spawn_at(x, y)
|
gun_p:spawn_at(x, y)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-->8
|
||||||
|
-- rearm screen
|
||||||
|
|
||||||
|
rearm_mode = mknew{
|
||||||
|
sel=1,
|
||||||
|
bfm=1,
|
||||||
|
crt_frm = 1,
|
||||||
|
pos=-1,
|
||||||
|
init=function(this)
|
||||||
|
poke(0x5f5c, 255) --no btnp repeat
|
||||||
|
rearm_mode.shuffle(this)
|
||||||
|
end,
|
||||||
|
}
|
||||||
|
|
||||||
|
crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570}
|
||||||
|
|
||||||
|
function rearm_mode:glow_box(x0, y0, x1, y1, c, cf)
|
||||||
|
for i,v in ipairs{c[1],c[2],c[1],0} do
|
||||||
|
i -= 1
|
||||||
|
rect(x0+i,y0+i,x1-i,y1-i,v)
|
||||||
|
end
|
||||||
|
fillp(crt[self.crt_frm&0xff])
|
||||||
|
rectfill(x0+4, y0+4, x1-4, y1-4, cf)
|
||||||
|
fillp()
|
||||||
|
end
|
||||||
|
|
||||||
|
function easeoutbounce(t)
|
||||||
|
local n1=7.5625
|
||||||
|
local d1=2.75
|
||||||
|
|
||||||
|
if (t<1/d1) then
|
||||||
|
return n1*t*t;
|
||||||
|
elseif(t<2/d1) then
|
||||||
|
t-=1.5/d1
|
||||||
|
return n1*t*t+.75;
|
||||||
|
elseif(t<2.5/d1) then
|
||||||
|
t-=2.25/d1
|
||||||
|
return n1*t*t+.9375;
|
||||||
|
else
|
||||||
|
t-=2.625/d1
|
||||||
|
return n1*t*t+.984375;
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
function rearm_mode:frame_col(hot)
|
||||||
|
if (not hot) return {4,10}
|
||||||
|
if (self.bfm<=16) return {14,7}
|
||||||
|
return {2,8}
|
||||||
|
end
|
||||||
|
|
||||||
|
function rearm_mode:draw_option(id)
|
||||||
|
local rec = self.options[id]
|
||||||
|
self:glow_box(0,0,55,100,self:frame_col(self.sel == id),1)
|
||||||
|
spr(rec.s,5, 5)
|
||||||
|
print(rec.hdr, 13, 8, 7)
|
||||||
|
print(rec.body, 5, 15, 6)
|
||||||
|
end
|
||||||
|
|
||||||
|
function rearm_mode:pos_frac()
|
||||||
|
local pos = self.pos
|
||||||
|
if (not pos) return
|
||||||
|
if (pos < 0) return 1-easeoutbounce(1+pos)
|
||||||
|
if (pos > 0) return (1-pos)*(1-pos)
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
|
||||||
|
function rearm_mode:shuffle()
|
||||||
|
-- these will be placeholders
|
||||||
|
-- until the upgrade deck
|
||||||
|
-- is a thing that exists
|
||||||
|
self.options = {{
|
||||||
|
s=1,
|
||||||
|
hdr=" hull",
|
||||||
|
body = "\n +1\n max\n health",
|
||||||
|
action = function() end,
|
||||||
|
},{
|
||||||
|
s=37,
|
||||||
|
hdr=" vulc",
|
||||||
|
body = "\nplaceholder",
|
||||||
|
action = function() end,
|
||||||
|
}}
|
||||||
|
end
|
||||||
|
|
||||||
|
function rearm_mode:draw()
|
||||||
|
drawgame_top()
|
||||||
|
local frac = self:pos_frac()
|
||||||
|
camera(frac * 55, 0)
|
||||||
|
self:draw_option(1)
|
||||||
|
camera(frac * -128 + (1-frac) * -56, 0)
|
||||||
|
self:draw_option(2)
|
||||||
|
camera(0, -28 * frac)
|
||||||
|
self:glow_box(0,101,111,127,self:frame_col(self.sel < 0),1)
|
||||||
|
spr(96,15,107,4,2)
|
||||||
|
print("full ammo\nfull shield\n+50% health",54, 106, 6)
|
||||||
|
end
|
||||||
|
|
||||||
|
function rearm_mode:update_pos()
|
||||||
|
local pos = self.pos
|
||||||
|
if (not pos) return
|
||||||
|
if (pos == 0) then
|
||||||
|
if (primary_ship.xp < primary_ship.xptarget) self.pos = 1
|
||||||
|
xpwhoosh = nil
|
||||||
|
return
|
||||||
|
end
|
||||||
|
if (pos < 0) pos = min(pos + 0x0.05, 0)
|
||||||
|
if pos > 0 then
|
||||||
|
pos -= 0x0.1
|
||||||
|
if (pos <= 0) pos = 999
|
||||||
|
end
|
||||||
|
self.pos = pos
|
||||||
|
end
|
||||||
|
|
||||||
|
function rearm_mode:update()
|
||||||
|
self:update_pos()
|
||||||
|
if self.pos > 1 then
|
||||||
|
mode = game_mode
|
||||||
|
return -- do not advance frame
|
||||||
|
end
|
||||||
|
local sel, bfm = self.sel, self.bfm
|
||||||
|
if (btn(3) and sel > 0 or btn(2) and sel < 0) sel=-sel
|
||||||
|
if (btn(0)) sel = 1
|
||||||
|
if (btn(1)) sel = 2
|
||||||
|
if (btn()&0xF ~= 0) and bfm >= 10 or bfm >= 30 then
|
||||||
|
bfm = 1
|
||||||
|
else
|
||||||
|
bfm += 1
|
||||||
|
end
|
||||||
|
self.bfm = bfm
|
||||||
|
|
||||||
|
if primary_ship.xp < primary_ship.xptarget then
|
||||||
|
sel = 0
|
||||||
|
elseif btnp(4) or btnp(5) and self.pos == 0 then
|
||||||
|
if sel < 0 then
|
||||||
|
-- todo: sound: rearm
|
||||||
|
primary_ship.shield = primary_ship.maxshield
|
||||||
|
-- todo: rewrite for three guns
|
||||||
|
if (primary_ship.special_gun) primary_ship.special_gun.ammo = primary_ship.special_gun.max_ammo
|
||||||
|
primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + primary_ship.maxhp/2)
|
||||||
|
primary_ship.xp -= primary_ship.xptarget / 2
|
||||||
|
else
|
||||||
|
local c = self.options[sel]
|
||||||
|
if c then
|
||||||
|
-- todo: sound: upgrade
|
||||||
|
c:action()
|
||||||
|
primary_ship.xp -= primary_ship.xptarget
|
||||||
|
primary_ship.xptarget += primary_ship.level * 0x0.0002
|
||||||
|
primary_ship.level += 1
|
||||||
|
if (primary_ship.xp >= primary_ship.xptarget) self:shuffle()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
self.sel = sel
|
||||||
|
end
|
||||||
|
|
||||||
__gfx__
|
__gfx__
|
||||||
00000000000650000000000000000000bb0b50b59909209200cc0c00000000003b00000082000000e00e8002e00e800200333300002222000000000000000000
|
00000000000650000000000000000000bb0b50b59909209200cc0c00000000003b00000082000000e00e8002e00e800200333300002222000000000000000000
|
||||||
00000000006765000000000000cccc00b50b3055920940220c0000c000bbbb0037000000a2000000e0e8880240e8480403bbbb30028888200000000000000000
|
00000000006765000000000000cccc00b50b3055920940220c0000c000bbbb0037000000a2000000e0e8880240e8480403bbbb30028888200000000000000000
|
||||||
@ -2007,14 +1929,14 @@ __gfx__
|
|||||||
000000005666657576667650000000000b0000b000000000000000000000000000000000000dd0009092220200000000c111111d656667650000000000000000
|
000000005666657576667650000000000b0000b000000000000000000000000000000000000dd0009092220200000000c111111d656667650000000000000000
|
||||||
0000000056565066665656500000000000bbbb0000000000000000000000000000000000000000000090020000000000c111111d650650650000000000000000
|
0000000056565066665656500000000000bbbb0000000000000000000000000000000000000000000090020000000000c111111d650650650000000000000000
|
||||||
00000000565000566500065000000000b000000b000000000000000000000000000000000000000000a00a0000000000cddddddd650000650000000000000000
|
00000000565000566500065000000000b000000b000000000000000000000000000000000000000000a00a0000000000cddddddd650000650000000000000000
|
||||||
000000000000000000000000000000000000000000a0008000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
060007000600070006600770766c777c0000000000a0008000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
00000000000000000000000000000000000000000090008000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
6cd07cd06cd07cd06ccd7ccd6ccd7ccd000000000090008000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
000000000000000000000000000000000000000000800a0000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
0d000d006cd07cd06ccd7ccd6ccd7ccd0000000000800a0000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
00000000000000000000000000000000000000000080090000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
000000000d000d000dd00dd0cdd1cdd0000000000080090000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
0000000000000000000000000000000000000000000a080000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
0600060006000600066006607667766c00000000000a080000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
00000000000000000000000000000000000000000009080000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
67d06c7067d06c70677d6cc7677d6cc7000000000009080000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
00000000000000000000000000000000000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
0d00070067d06c7067cd6cc767cd6cc7000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
00000000000000000000000000000000000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
000000000d0007000dd007707dd1c771000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
00000000000000000000000000000000cccccccccccccccc77000000007700000000770000000077000000000000000000000000000000000000000000000000
|
00000000000000000000000000000000cccccccccccccccc77000000007700000000770000000077000000000000000000000000000000000000000000000000
|
||||||
00000000000000000000000000000000c116611dc11ee11d70000000077000000007700000000770000000070000000000000000000000000000000000000000
|
00000000000000000000000000000000c116611dc11ee11d70000000077000000007700000000770000000070000000000000000000000000000000000000000
|
||||||
00000000000000000000000000000000c1611c1dc11ee11d00000000770000000077000000007700000000770000000700000000000000000000000000000000
|
00000000000000000000000000000000c1611c1dc11ee11d00000000770000000077000000007700000000770000000700000000000000000000000000000000
|
||||||
@ -2035,6 +1957,26 @@ c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000c11e2222e11d0000
|
|||||||
c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000c1ee2222ee1d0000ce22111122ed0000c2111111112d0000
|
c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000c1ee2222ee1d0000ce22111122ed0000c2111111112d0000
|
||||||
c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000ceee2222eeed0000c2221111222d0000
|
c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000ceee2222eeed0000c2221111222d0000
|
||||||
cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000
|
cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
04444400044444440000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
447777700477777a0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
477aaa7a0477aaaa0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
47a0047a047a00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
47a0447a047a00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
47a4477a047a44400000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
477777a00477777a0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
477770000422aaaa2222000200000200000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
47a77700022ee0002eeee002e00022e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
47a4777002ea2e002e002e02ee022ee0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
47a0477a22ea2e002e002e02e2e2e2e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
47a0047a2e2222e02e222e02e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
47a0047a2eeeeeea2eeee002e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
0aa000aa2e7aa2ea2e00e002e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
000000002e0002e02e002e02e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
000000000e0000e00e000e00e00e00e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
__label__
|
__label__
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007777777777777777
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007777777777777777
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||||
|
Reference in New Issue
Block a user