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flotillas
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356
old_readme.md
Normal file
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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||||||
|
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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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|
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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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|
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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
|
||||||
|
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.
|
||||||
|
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.
|
||||||
|
the player ship actually reads
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||||||
|
buttons for this.
|
||||||
|
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||||||
|
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).
|
||||||
|
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||||||
|
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 -
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||||||
|
blue (12) if all damage was
|
||||||
|
shielded, white (7) if hp was
|
||||||
|
damaged. a ship that then has 0
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||||||
|
or less hp calls self:die() and
|
||||||
|
tells the main game loop to
|
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|
remove it.
|
||||||
|
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||||||
|
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.
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||||||
|
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||||||
|
ships do not repair hp on their
|
||||||
|
own. negative-damage bullets
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||||||
|
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.
|
||||||
|
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||||||
|
levels
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||||||
|
======
|
||||||
|
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||||||
|
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.
|
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
|
1839
vacuum_gambit.p8
1839
vacuum_gambit.p8
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user