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ff3552bc45
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ff3552bc45 | |||
2dcb95b0cd | |||
87451bbd3a |
154
vacuum_gambit.p8
154
vacuum_gambit.p8
@ -185,6 +185,10 @@ function call_move(x)
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end
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function updategame()
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if primary_ship.xp >= primary_ship.xptarget and lframe - primary_ship.last_xp_frame > 0x0.000F then
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mode = rearm_mode.new()
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return _update60()
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end
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leveldone = level_frame()
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events:vore(new_events)
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events:strip(call_move)
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@ -960,6 +964,7 @@ player = mknew(ship_m.new{
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-- xp in increments of 0x0.0001
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xp = 0,
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xptarget = 0x0.0004,
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last_xp_frame = 0,
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level = 1,
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-- gun
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@ -1751,6 +1756,155 @@ function spawn_spec_gun_at(x, y, gunt)
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gun_p:spawn_at(x, y)
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end
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-->8
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-- rearm screen
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rearm_mode = mknew{
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sel=1,
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bfm=1,
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crt_frm = 1,
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pos=-1,
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}
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crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570}
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function rearm_mode:glow_box(x0, y0, x1, y1, c, cf)
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for i,v in ipairs{c[1],c[2],c[1],0} do
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i -= 1
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rect(x0+i,y0+i,x1-i,y1-i,v)
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end
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fillp(crt[self.crt_frm&0xff])
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rectfill(x0+4, y0+4, x1-4, y1-4, cf)
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fillp()
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end
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function easeoutbounce(t)
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local n1=7.5625
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local d1=2.75
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if (t<1/d1) then
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return n1*t*t;
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elseif(t<2/d1) then
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t-=1.5/d1
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return n1*t*t+.75;
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elseif(t<2.5/d1) then
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t-=2.25/d1
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return n1*t*t+.9375;
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else
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t-=2.625/d1
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return n1*t*t+.984375;
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end
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end
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function rearm_mode:frame_col(hot)
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if (not hot) return {4,10}
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if (self.bfm<=16) return {14,7}
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return {2,8}
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end
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function rearm_mode:draw_option(id)
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local rec = self.options[id]
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self:glow_box(0,0,55,100,self:frame_col(self.sel == id),1)
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spr(rec.s,5, 5)
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print(rec.hdr, 13, 8, 7)
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print(rec.body, 5, 15, 6)
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end
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function rearm_mode:pos_frac()
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local pos = self.pos
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if (not pos) return
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if (pos < 0) return 1-easeoutbounce(1+pos)
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if (pos > 0) return (1-pos)*(1-pos)
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return 0
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end
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function rearm_mode:init()
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self:shuffle()
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end
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function rearm_mode:shuffle()
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-- these will be placeholders
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-- until the upgrade deck
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-- is a thing that exists
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self.options = {{
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s=1,
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hdr="hull",
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body = "\n +1\n max\n health",
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action = function() end,
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},{
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s=2,
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hdr="vulc",
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body = "\n placeholder",
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action = function() end,
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}}
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end
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function rearm_mode:draw()
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local frac = self:pos_frac()
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camera(frac * 55, 0)
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self:draw_option(1)
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camera(frac * -128 + (1-frac) * -56, 0)
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self:draw_option(2)
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-- TODO: draw rearm pane
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drawhud()
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end
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function rearm_mode:update_pos()
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local pos = self.pos
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if (not pos or pos == 0) return
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if (pos <= 0 and primary_ship.xp < primary_ship.xptarget) self.pos += 1
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if (pos < 0) pos = min(pos + 0x0.05, 0)
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if pos > 0 then
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pos -= 0x0.1
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if (pos <= 0) pos = nil
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end
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self.pos = pos
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end
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function rearm_mode:update()
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self:update_pos()
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if not self.pos then
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mode = game_mode
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return _update60()
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end
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local sel, bfm = self.sel, self.bfm
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if (btn(3) and sel > 0 or btn(2) and sel < 0) sel=-sel
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if (btn(0)) sel = 1
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if (btn(1)) sel = 2
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if (btn()&0xF ~= 0) and bfm >= 10 or bfm >= 30 then
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bfm = 1
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else
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bfm += 1
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end
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self.bfm = bfm
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if primary_ship.xp < primary_ship.xptarget then
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sel = 0
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elseif btnp(4) or btnp(5) and self.pos == 0 then
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if sel < 0 then
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-- todo: sound: rearm
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primary_ship.shield = primary_ship.maxshield
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-- todo: rewrite for three guns
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if (primary_ship.spec_gun) primary_ship.spec_gun.ammo = primary_ship.spec_gun.max_ammo
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primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + primary_ship.maxhp/2)
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primary_ship.xp -= primary_ship.xptarget / 2
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else
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local c = self.options[sel]
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if c then
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-- todo: sound: upgrade
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c:action()
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primary_ship.xp -= primary_ship.xptarget
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primary_ship.xptarget += primary_ship.level * 0x0.0002
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primary_ship.level += 1
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if (primary_ship.xp >= primary_ship.xptarget) self:shuffle()
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end
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end
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end
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self.sel = sel
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end
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__gfx__
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00000000000650000000000000000000bb0b50b59909209200cc0c00000000003b00000082000000e00e8002e00e800200333300002222000000000000000000
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00000000006765000000000000cccc00b50b3055920940220c0000c000bbbb0037000000a2000000e0e8880240e8480403bbbb30028888200000000000000000
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