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63c97d1bee
Author | SHA1 | Date | |
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63c97d1bee | |||
814149ceec | |||
3b8e86d0e7 | |||
1ba869b644 | |||
bd67006e3c |
1
todo.md
1
todo.md
@ -15,6 +15,7 @@
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- [ ] remove weapon drops
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- [ ] implement fallback pea shooter
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- [ ] implement turn timer (screen-height bar)
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- [ ] replace per-frame CLR with rectfill (saves time)
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- [ ] implement extremely crude prototype for weapon select intermezzo
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- [ ] implement "deck"
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- [ ] implement basic weapon cards
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438
updatedshmup.p8
438
updatedshmup.p8
@ -21,6 +21,101 @@ function csv(s)
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return ret
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end
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-- generate standard "overlay"
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-- constructor for type tt.
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-- if more is defined, generated
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-- new calls more(ret) after
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-- ret is definitely not nil
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-- before calling setmetatable.
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-- use to initialize mutables.
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function mknew(tt, more)
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local mt = {__index=tt}
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-- check "more" only once ever
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if more then
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tt.new = function(ret)
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if (not ret) ret = {}
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more(ret)
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setmetatable(ret, mt)
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return ret
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end
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else
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tt.new=function(ret)
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if (not ret) ret = {}
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setmetatable(ret, mt)
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return ret
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end
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end
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end
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linked_list = {}
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mknew(linked_list, function(x)
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x.next=nil
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x.tail=x
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end)
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function linked_list:push_back(x)
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self.tail.next = x
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self.tail = x
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end
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function linked_list:push_front(x)
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if (not self.next) self.tail = x
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x.next = self.next
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self.next = x
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end
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-- vore eats another linked list
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-- by appending its contents.
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-- the ingested linked
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-- list is no longer valid.
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function linked_list:vore(x)
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if (not x.next) return
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self.tail.next = x.next
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self.tail = x.tail
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end
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-- strip calls f(x) for each
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-- node, removing each node for
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-- which f(x) returns true. it
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-- returns the new tail; nil
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-- if the list is now empty.
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function linked_list:strip(f)
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local p, n = self, self.next
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while n do
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if f(n) then
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p.next = n.next
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else
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p = n
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end
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n = n.next
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end
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self.tail = p
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return p
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end
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-- optimized special case -
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-- could be done with strip but
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-- this avoids extra function
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-- calls and comparisions since
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-- draw isn't allowed to kill
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-- the item
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function linked_list:draw()
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local n = self.next
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while n do
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n:draw()
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n = n.next
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end
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end
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function linked_list:pop_front()
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local ret = self.next
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if (not ret) return
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self.next = ret.next
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if (not ret.next) ret.tail = nil
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return ret
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end
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function _init()
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init_bullet_mt()
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init_powerup_mt()
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@ -47,131 +142,107 @@ function init_hpcols()
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hpcols = hpcols_lut[min(primary_ship.maxhp,6)]
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end
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function new_linked()
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local ret = {}
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ret.tail = ret
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return ret
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end
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function wipe_level()
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primary_ship = new_p1()
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init_hpcols()
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pships = {primary_ship}
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eships = {}
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pbullets = {}
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ebullets = {}
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intangibles_fg = {}
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intangibles_bg = {}
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events = {}
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pships = linked_list:new()
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pships:push_back(primary_ship)
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eships = linked_list:new()
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pbullets = linked_list:new()
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ebullets = linked_list:new()
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intangibles_fg = linked_list:new()
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intangibles_bg = linked_list:new()
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events = linked_list:new()
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end
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function _update60()
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updategame()
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end
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function call_f(x)
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return x:f()
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end
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function call_move(x)
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return x:move()
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end
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function updategame()
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leveldone = level_frame()
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new_events = {}
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local deaths = {}
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for i, e in ipairs(events) do
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if (e()) add(deaths, i)
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end
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bury_the_dead(events, deaths)
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foreach(new_events, function(e)
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add(events, e)
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end)
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deaths = {}
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for i, x in ipairs(intangibles_bg) do
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if (x:move()) add(deaths, i)
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end
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bury_the_dead(intangibles_bg, deaths)
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for _, tbl in ipairs({pships, eships, pbullets, ebullets, intangibles}) do
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local deaths = {}
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for i, x in ipairs(tbl) do
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if (x:move()) add(deaths, i)
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end
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bury_the_dead(tbl, deaths)
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end
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--then, calculate collisions
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local pdeaths = {}
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local edeaths = {}
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local eskips = {}
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-- todo: always use a collider,
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-- it saves if pships is as low as 2s
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-- pships usually contians 1 thing,
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-- so don't bother with a bucket collider
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for ip, ps in ipairs(pships) do
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for ie, es in ipairs(eships) do
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if not eskips[ie] then
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if collides(hurtbox(ps), hurtbox(es)) then
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if (es:hitship(ps)) then
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add(edeaths, ie)
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eskips[ie] = true
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end
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if ps:hitship(es) then
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add(pdeaths, ip)
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break
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end
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end
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end
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end
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end
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bury_the_dead(pships, pdeaths)
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bury_the_dead(eships, edeaths)
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pdeaths = {}
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edeaths = {}
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eskips = {}
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for ip, ps in ipairs(pships) do
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for ie, eb in ipairs(ebullets) do
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if not eskips[ie] then
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if collides(hurtbox(ps), hurtbox(eb)) then
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local dead = false
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if ps:hitbullet(eb) then
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add(pdeaths, ip)
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dead = true
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end
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if (eb:hitship(ps)) then
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add(edeaths, ie)
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eskips[ie] =true
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end
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if (dead) break
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end
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end
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end
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end
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bury_the_dead(pships, pdeaths)
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bury_the_dead(ebullets, edeaths)
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pdeaths = {}
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edeaths = {}
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new_events = new_linked()
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events:strip(call_move)
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events:vore(new_events)
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for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
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lst:strip(call_move)
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end
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pships:strip(
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function(ps)
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local pbox, pded = hurtbox(ps), false
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eships:strip(
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function(es)
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if (~collides(pbox, hurtbox(es))) return
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pded = pded or ps:hitship(es)
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return es:hitship(ps)
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end
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)
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return pded
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end
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)
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pships:strip(
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function(ps)
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local pbox, pded = hurtbox(ps), false
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ebullets:strip(
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function(eb)
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if (~collides(pbox, hurtbox(eb))) return
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pded = pded or ps:hitbullet(eb)
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return eb:hitship(ps)
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end
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)
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return pded
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end
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)
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-- many bullets and many enemy ships;
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-- use bucket collider for efficiency
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local pbullet_collider = new_collider()
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for idx, pb in ipairs(pbullets) do
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pb.___pbullets_idx = idx
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pbullet_collider:insert(pb)
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local pbullet_collider = new_collider()
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local p, n := pbullets, pbullets.next
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while n do
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n.prev = p
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pbullet_collider:insert(n)
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p = n
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n = p.next
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end
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for es_idx, es in ipairs(eships) do
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for pb in all(pbullet_collider:get_collisions(es)) do
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local dead = false
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if es:hitbullet(pb) then
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add(edeaths, es_idx)
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dead=true
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eships:strip(
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function(es)
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for pb in all(pbullet_collider:get_collisions(es)) do
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if pb:hitship(es) then
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pbullet_collider:hide(pb)
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pb.prev.next = pb.next
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if pb.next then
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pb.next.prev = pb.prev
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else
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pbullets.tail = pb.prev
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end
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end
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if (es:hitbullet(pb)) return true
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end
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if pb:hitship(es) then
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add(pdeaths, pb.___pbullets_idx)
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pbullet_collider:hide(pb)
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end
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if (dead) break
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end
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end
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bury_the_dead(eships, edeaths)
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bury_the_dead(pbullets, pdeaths)
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for i, x in ipairs(intangibles_fg) do
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if (x:move()) add(deaths, i)
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end
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bury_the_dead(intangibles_fg, deaths)
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)
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if leveldone and ((#eships + #ebullets + #events) == 0) then
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intangibles_fg:strip(call_move)
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if leveldone and not eships.next and not ebullets.next and not events.next then
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state = win
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end
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if #pships == 0 then
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state = lose
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end
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if (not pships.next) state = lose end
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end
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function _draw()
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@ -236,10 +307,8 @@ end
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function drawgame()
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cls()
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clip(0,0,112,128)
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for tbl in all{intangibles_bg, pbullets, pships, eships, ebullets, intangibles_fg} do
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for x in all(tbl) do
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x:draw()
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end
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for slist in all{intangibles_bg, pbullets, pships, eships, ebullets, intangibles_fg} do
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slist:draw()
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end
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clip(0,0,128,128)
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drawhud()
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@ -340,30 +409,11 @@ function grab_p1_butts()
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}
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end
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function bury_the_dead(tbl, dead)
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if (#dead == 0) return
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local tail = dead[1]
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local head = tail + 1
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local deaddex = 2
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while head <= #tbl do
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while deaddex <= #dead and head == dead[deaddex] do
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deaddex += 1
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head += 1
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end
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if (head > #tbl) break
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tbl[tail] = tbl[head]
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head += 1
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tail += 1
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end
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for i=1,(head-tail) do
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deli(tbl)
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end
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end
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-->8
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--ships, including player
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-- XXX BOOKMARK XXX
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function init_ship_mt()
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setmetatable(player, ship_t)
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setmetatable(frownie, ship_t)
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@ -528,7 +578,7 @@ function spawn_spewy_at(x, y)
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||||
end,
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}
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setmetatable(spewy, frownie_t)
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add(eships, spewy)
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eships:push_back(spewy)
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return spewy
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end
|
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|
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@ -575,7 +625,7 @@ function spawn_chasey_at(x, y)
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main_gun = new_gun_of(zap_gun_t, true)
|
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}
|
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setmetatable(c, chasey_t)
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add(eships, c)
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eships:push_back(c)
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return c
|
||||
end
|
||||
|
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@ -608,7 +658,7 @@ function spawn_xl_chasey_at(x, y)
|
||||
end,
|
||||
}
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||||
setmetatable(c, chasey_t)
|
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add(eships, c)
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eships:push_back(c)
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return c
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end
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-->8
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@ -642,50 +692,50 @@ ship_t = {
|
||||
__index = ship_m,
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||||
}
|
||||
|
||||
function ship_m.die(s)
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||||
s.dead = true
|
||||
if (s.hp <= 0) boom(s.x+s.size*4, s.y+s.size*4,12*s.size, s.boss)
|
||||
function ship_m:die()
|
||||
self.dead = true
|
||||
if (self.hp <= 0) boom(self.x+self.size*4, self.y+self.size*4,12*self.size, self.boss)
|
||||
end
|
||||
|
||||
function ship_m.move(ship)
|
||||
ship:refresh_shield()
|
||||
ship.power = min(ship.max_power, ship.power + ship.generator)
|
||||
butt = ship:grab_butts()
|
||||
if (butt[5] > 0) ship:maybe_shoot(ship.main_gun)
|
||||
if (butt[4] > 0) ship:maybe_shoot(ship.special_gun)
|
||||
if (butt[0]-butt[1] ~= 0 or butt[2]-butt[3] ~= 0) spark(ship.sparks, ship.x + 4*ship.size, ship.y + 4*ship.size, butt, ship.thrust, ship.sparkodds)
|
||||
ship.xmomentum += (ship.thrust * butt[1]) - (ship.thrust * butt[0])
|
||||
ship.ymomentum += (ship.thrust * butt[3]) - (ship.thrust * butt[2])
|
||||
ship.xmomentum = mid(-ship.maxspd, ship.maxspd, ship.xmomentum)
|
||||
ship.ymomentum = mid(-ship.maxspd, ship.maxspd, ship.ymomentum)
|
||||
function ship_m:move()
|
||||
self:refresh_shield()
|
||||
self.power = min(self.max_power, self.power + self.generator)
|
||||
butt = self:grab_butts()
|
||||
if (butt[5] > 0) self:maybe_shoot(self.main_gun)
|
||||
if (butt[4] > 0) self:maybe_shoot(self.special_gun)
|
||||
if (butt[0]-butt[1] ~= 0 or butt[2]-butt[3] ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, butt, self.thrust, self.sparkodds)
|
||||
self.xmomentum += (self.thrust * butt[1]) - (self.thrust * butt[0])
|
||||
self.ymomentum += (self.thrust * butt[3]) - (self.thrust * butt[2])
|
||||
self.xmomentum = mid(-self.maxspd, self.maxspd, self.xmomentum)
|
||||
self.ymomentum = mid(-self.maxspd, self.maxspd, self.ymomentum)
|
||||
|
||||
ship.x += ship.xmomentum
|
||||
ship.y += ship.ymomentum
|
||||
self.x += self.xmomentum
|
||||
self.y += self.ymomentum
|
||||
|
||||
if ship == primary_ship then
|
||||
ship.x = mid(0, 112 - 8 * ship.size, ship.x)
|
||||
ship.y = mid(0, 128 - 8 * ship.size, ship.y)
|
||||
if self == primary_self then
|
||||
self.x = mid(0, 112 - 8 * self.size, self.x)
|
||||
self.y = mid(0, 128 - 8 * self.size, self.y)
|
||||
end
|
||||
|
||||
--friction
|
||||
local d = ship.drag
|
||||
ship.xmomentum -= mid(d, -d, ship.xmomentum)
|
||||
ship.ymomentum -= mid(d, -d, ship.ymomentum)
|
||||
local d = self.drag
|
||||
self.xmomentum -= mid(d, -d, self.xmomentum)
|
||||
self.ymomentum -= mid(d, -d, self.ymomentum)
|
||||
|
||||
-- "scrolling" behavior
|
||||
if ship.slip then
|
||||
ship.y += scrollrate
|
||||
if ship.y >= 128 then
|
||||
ship:die()
|
||||
if self.slip then
|
||||
self.y += scrollrate
|
||||
if self.y >= 128 then
|
||||
self:die()
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function ship_m.draw(ship)
|
||||
if(ship.fx_pal) pal(ship.fx_pal)
|
||||
spr(ship.sprite, ship.x, ship.y, ship.size, ship.size)
|
||||
function ship_m:draw()
|
||||
if(self.fx_pal) pal(self.fx_pal)
|
||||
spr(self.sprite, self.x, self.y, self.size, self.size)
|
||||
pal()
|
||||
end
|
||||
|
||||
@ -888,7 +938,7 @@ function spawn_rnd_x(mt)
|
||||
y = -(mt.__index.size * 8 - 1)
|
||||
}
|
||||
setmetatable(s, mt)
|
||||
add(eships, s)
|
||||
eships:push_back(s)
|
||||
return s
|
||||
end
|
||||
|
||||
@ -905,7 +955,7 @@ function spawn_blocking_rnd_x(mt)
|
||||
end
|
||||
}
|
||||
setmetatable(s, mt)
|
||||
add(eships, s)
|
||||
eships:push_back(s)
|
||||
return s
|
||||
end
|
||||
|
||||
@ -985,13 +1035,13 @@ function spawn_blocking_boss_chasey()
|
||||
end
|
||||
|
||||
local nextspawn = lframe + 120
|
||||
add(events, function()
|
||||
events:push_back{move=function()
|
||||
if lframe >= nextspawn then
|
||||
helpers[flr(rnd(#helpers))+1]()
|
||||
nextspawn += 60
|
||||
end
|
||||
return c.dead
|
||||
end)
|
||||
end}
|
||||
|
||||
return c
|
||||
end
|
||||
@ -1028,13 +1078,13 @@ example_level = {
|
||||
[500]=function()
|
||||
local tnext = lframe
|
||||
local remain = 20
|
||||
add(events, function()
|
||||
events:push_back{move=function()
|
||||
if (lframe < tnext) return false
|
||||
spawn_blocking_blocky()
|
||||
tnext = lframe + 12
|
||||
remain -= 1
|
||||
return (remain <= 0)
|
||||
end)
|
||||
end}
|
||||
end,
|
||||
[501]=spawn_bonus_frownie,
|
||||
[620]=spawn_blocking_blocky,
|
||||
@ -1128,15 +1178,14 @@ blast = {
|
||||
hitship = function(self, _)
|
||||
self.damage = 0
|
||||
local wait = 2
|
||||
e = function()
|
||||
events:push_back{move=function()
|
||||
wait -= 1
|
||||
if wait <= 0 then
|
||||
self.damage = 4
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
add(events, e)
|
||||
end}
|
||||
end
|
||||
}
|
||||
blast_t = {
|
||||
@ -1330,10 +1379,10 @@ function bullet_base:spawn_at(x, y)
|
||||
self.dx *= self.enemyspd
|
||||
self.dy *= self.enemyspd
|
||||
self.y = y + self.top_y_off
|
||||
add(ebullets, self)
|
||||
ebullets:push_back(self)
|
||||
else
|
||||
self.y = y - (8 * self.height) + self.bottom_y_off
|
||||
add(pbullets, self)
|
||||
pbullets:push_back(self)
|
||||
end
|
||||
end
|
||||
|
||||
@ -1777,36 +1826,30 @@ weird coding conventions
|
||||
-->8
|
||||
-- standard events
|
||||
|
||||
blip_fx = {
|
||||
abort = function(self)
|
||||
self.cancel = true
|
||||
end
|
||||
}
|
||||
blip_fx = {}
|
||||
|
||||
blip_fx_t = {
|
||||
__index = blink_fx,
|
||||
__call = function(self)
|
||||
if (self.cancel) return true
|
||||
self.frames -= 1
|
||||
if self.frames < 0 then
|
||||
self.obj.fx_pal = nil
|
||||
return true
|
||||
end
|
||||
return false
|
||||
function blip_fx:move()
|
||||
if (self.cancel) return true
|
||||
self.frames -= 1
|
||||
if self.frames < 0 then
|
||||
self.obj.fx_pal = nil
|
||||
return true
|
||||
end
|
||||
}
|
||||
return false
|
||||
end
|
||||
|
||||
function blip_fx:abort()
|
||||
self.cancel=true
|
||||
end
|
||||
|
||||
mknew(blip_fx)
|
||||
|
||||
function blip(obj, col, frames)
|
||||
local p = {[0]=0}
|
||||
obj.fx_pal = p
|
||||
for i=1,15 do p[i]=col end
|
||||
if (obj.___fx_pal_event) obj.___fx_pal_event:abort()
|
||||
local e = {
|
||||
frames = frames,
|
||||
obj = obj
|
||||
}
|
||||
setmetatable(e, blip_fx_t)
|
||||
add(events, e)
|
||||
events:push_back(blip_fx:new{frames=frames, obj=obj})
|
||||
end
|
||||
|
||||
bossspark = split"7,7,10,10,9,9,9,8,8,8,2,2,5,5"
|
||||
@ -1831,7 +1874,8 @@ end
|
||||
function spark(sprs, x, y, butts, thrust, odds, fg)
|
||||
if (sprs==nil or flr(rnd(odds)) ~= 0) return
|
||||
thrust *= 2.5
|
||||
add(fg and intangibles_fg or intangibles_bg, {
|
||||
local target = fg and intangibles_fg or intangibles_bg
|
||||
target:push_back{
|
||||
x = x + rnd(4) - 2,
|
||||
y = y + rnd(4) - 2,
|
||||
sprs = sprs,
|
||||
@ -1849,7 +1893,7 @@ function spark(sprs, x, y, butts, thrust, odds, fg)
|
||||
self.dx -= mid(0.05,-0.05, self.dx)
|
||||
self.dy -= mid(0.05,-0.05, self.dy)
|
||||
end
|
||||
})
|
||||
}
|
||||
end
|
||||
-->8
|
||||
-- powerups
|
||||
|
Loading…
Reference in New Issue
Block a user