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27 Commits
8fa98e3132
...
bullet_ref
Author | SHA1 | Date | |
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ead2a7d874
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571412b15e
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907bd8318c
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7170552448
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01ab6d3969
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7869192dee
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a4658e3ef4
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60b685d94b
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cc1e7ea5b7
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6b8efe3438
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c2668cefea
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eebd84544b
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965fc0d688
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cc3ed20f76
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fa0cff1ffc
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4f8b861cdb
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5dc259c094
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51629376f2
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c5e49740c4
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59738d0376
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f736f50870
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ccb897af24
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c130f4cf52
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cf48497432
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9dc36a95ee
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d33d7ad6d1
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00678f97fd
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@ -81,9 +81,10 @@ function _draw()
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print("dx: ".. the_ship.dx, 20, 86, 7)
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meter(80, 86, 128, 90, the_ship.dx/the_ship.maxspd/2)
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print("x: "..the_ship.x, 24, 92, 7)
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print("bx: "..gbx, 20, 98, 7)
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print("xmin:"..tostr(constraints.xmin), 12, 102, 7)
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print("xmax:"..tostr(constraints.xmax), 12, 108, 7)
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print("xmin:"..tostr(constraints.xmin), 12, 108, 7)
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print("xmax:"..tostr(constraints.xmax), 12, 114, 7)
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end
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function meter(x0, y0, x1, y1, frac)
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@ -127,26 +128,24 @@ function ship:draw()
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spr(1,self.x,self.y)
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end
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if (self.dx == 0) return
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--if (self.dx == 0) return
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local bd, f = brake_dist(self.dx, self.thrust + self.drag)
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local bdx = self.x+bd-2
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spr(3, bdx,self.y-2)
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print(tostr(f), bdx, self.y - 8, 14)
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gbx = self.x+bd
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spr(3, gbx-2,self.y-2)
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print(tostr(f), gbx-2, self.y - 8, 14)
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end
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function calc_velocity(v0, t, vmax, drag)
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local v1 = v0 + t
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local sg = sgn(v1)
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v1 -= sg*drag
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if (sgn(v1) != sg) return 0
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if (abs(v1) > vmax) return sg*vmax
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return v1
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v0 = mid(v0 + t, vmax, -vmax)
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return v0 - mid(drag, -drag, v0)
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end
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function ship:update()
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local t = btn(0) and -1 or btn(1) and 1 or 0
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t *= self.thrust
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t = constraints:constrain(self, t)
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-- t = constraints:constrain(self, t)
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-- t = constraints:constrain(self, t)
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local s = calc_velocity(self.dx, t, self.maxspd, self.drag)
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self.x += s
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@ -170,18 +169,26 @@ function constraints:constrain(s, want)
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-- bmx: brake max
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local v1, bmx = calc_velocity(s.dx, want, s.maxspd, s.drag), s.thrust + s.drag
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local bd, bf = brake_dist(v1, bmx)
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local bx, txm = s.x + bd, self.xmax
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local bx, txm = s.x + bd + v1, self.xmax
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if bx < self.xmin then
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-- predicted brake point left
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-- of xmin; apply max reverse
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-- thrust, treat xmin as our
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-- max target, and handle
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-- overbraking by coalescing
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-- with past +xmax case
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self.color = 9
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want = s.thrust
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txm = self.xmin
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v1 = calc_velocity(s.dx, want, s.maxspd, s.drag)
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bd, bf = brake_dist(v1, bmx)
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bx = bd + s.x
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bx = bd + s.x + v1
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end
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if (bx < txm) return want
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if (bx <= txm) return want
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self.color = 8
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-- TODO: implement overshot constraint
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local overage = bx - txm
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want -= overage/max(bf,1)
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if (want < -s.thrust) want = -s.thrust
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return want
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end
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2164
last_tyrianlike.p8
Normal file
2164
last_tyrianlike.p8
Normal file
File diff suppressed because it is too large
Load Diff
422
vacuum_gambit.p8
422
vacuum_gambit.p8
@ -1,5 +1,5 @@
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pico-8 cartridge // http://www.pico-8.com
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version 41
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version 42
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__lua__
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-- vacuum gambit
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-- by kistaro windrider
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@ -18,6 +18,11 @@ function csv(s)
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end
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return ret
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end
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function const_fxn(x)
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return function()
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return x
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end
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end
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-- generate standard "overlay"
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-- constructor for type tt.
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@ -118,7 +123,7 @@ end
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function _init()
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init_blip_pals()
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wipe_level()
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primary_ship.main_gun = zap_gun.new()
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primary_ship.main_gun = zap_gun_p.new() -- redundant?
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load_level(example_level_csv)
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state = game
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pal(2,129)
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@ -320,6 +325,7 @@ function drawgame()
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end
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powcols=split"170,154,153,148,68"
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shlcols = split"204,220,221"
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function drawhud()
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-- 112-and-right is hud zone
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rectfill(112, 0, 127, 127,0x56)
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@ -328,20 +334,29 @@ function drawhud()
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line(113,127)
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draw_gun_info("❎",1,116,3,primary_ship.main_gun)
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draw_gun_info("🅾️",2,116,31,primary_ship.special_gun)
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draw_gun_info("🅾️",1,116,31,primary_ship.special_gun)
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dropshadow("pwr",114,59,1)
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inset(114,66,125,92)
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dropshadow("p h",114,59,1)
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inset(114,66,119,125)
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fillp(0x5a5a)
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vertmeter(115,67,124,91,primary_ship.power, primary_ship.max_power, powcols)
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vertmeter(115,67,118,124,primary_ship.power, primary_ship.max_power, powcols)
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dropshadow("h s",114,97,1)
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inset(114,104,125,125)
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line(119,105,119,124,119)
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line(120,105,120,125,85)
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vertmeter(115,105,118,124,primary_ship.hp, primary_ship.maxhp, hpcols)
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vertmeter(121,105,124,124,primary_ship.shield, primary_ship.maxshield,{204,220,221})
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inset(120,66,125,125)
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-- 57 px vertically
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local mxs, cs, mxh, ch = primary_ship.maxshield, primary_ship.shield, primary_ship.maxhp, primary_ship.hp
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if (mxs > 0) and (mxh > 0) then
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local split = 57 * (mxs / (mxs + mxh)) \ 1 + 66
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line(121, split, 124, split, 0xba)
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vertmeter(121,67,124,split-1,cs, mxs,shlcols)
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vertmeter(121,split+1,124,124,ch, mxh, hpcols)
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elseif mxs > 0 then
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vertmeter(121,67,124,124,cs,mxs,shlcols)
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elseif mxh > 0 then
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vertmeter(121,67,124,124,ch,mxh,hpcols)
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else
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print("!", 122, 94, 9)
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print("!", 121, 93, 8)
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end
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fillp(0)
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end
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@ -368,9 +383,9 @@ function draw_gun_info(lbl,fgc,x,y,gun)
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end
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function vertmeter(x0,y0,x1,y1,val,maxval,cols)
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if (val <= 0) return
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if ((val <= 0) or (maxval <= 0)) return
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local h = y1-y0
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local px = -flr(-(h*val)\maxval)
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local px = val/maxval * h \ 1
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local ncols = #cols
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local firstcol = ((h-px)*ncols\h)+1
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local lastbottom = y0+(h*firstcol\ncols)
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@ -408,51 +423,86 @@ ship_m = {
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shield = 0,
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maxshield = 0,
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shieldcost = 32767.9,
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shieldcooldown = 0x0.00a0,
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shieldcooldown = 0x0.003c,--1s
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shieldpenalty = 0x0.012c, --5s
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-- default generator behavior:
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-- 10 seconds for a full charge
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max_power = 600,
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power = 600,
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generator = 1, -- power gen per frame
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max_power = 120,
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power = 120,
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generator = 2, -- power gen per frame
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slip = true, -- most enemies slide
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xmomentum = 0,
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ymomentum = 0,
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-- xmin, xmax, ymin, ymax:
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-- movement constraints
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-- enforced by `constrain`.
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xmin = 0, xmax = 104,
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-- ymin, ymax default to nil
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-- pship needs more constraint
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}
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mknew(ship_m)
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function ship_m:die()
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self.dead = true
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if (self.hp <= 0) boom(self.x+self.size*4, self.y+self.size*4,12*self.size, self.boss)
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if (self.hp < 0) boom(self.x+self.size*4, self.y+self.size*4,12*self.size, self.boss)
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end
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function ship_m:calc_velocity(v0, t)
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v0 = mid(v0 + t, self.maxspd, -self.maxspd)
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return v0 - mid(self.drag, -self.drag, v0)
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end
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function ship_m:brake_dist(v0)
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local brake_max = self.thrust + self.drag
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local tri_frames = abs(v0\brake_max)
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local chunks = tri_frames * (tri_frames - 1) >> 1
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local chunk_zone = chunks * brake_max
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local overage = abs(v0) - tri_frames * brake_max
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return (chunk_zone + overage * (tri_frames + 1)) * sgn(v0), (overage > 0) and tri_frames + 1 or tri_frames
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end
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function ship_m:constrain(p, dp, pmin, pmax, want)
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if (not pmin) return want
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local v1, bd, bf, bp
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function calc_targets()
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-- velocity after move
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v1 = self:calc_velocity(dp, want)
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-- brake distance and frames
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bd, bf = self:brake_dist(v1)
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-- brake point
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bp = p + bd + v1
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end
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calc_targets()
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if bp < pmin then
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-- undershoot. max thrust,
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-- then treat as overshoot
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-- targeting minimum bound
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want, pmax = self.thrust, pmin
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calc_targets()
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end
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if (bp <= pmax) return want
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-- spread overshoot across frames
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want -= (bp - pmax)/max(bf,1)
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return max(want, -self.thrust)
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end
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function ship_m:move()
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self:refresh_shield()
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self.power = min(self.max_power, self.power + self.generator)
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local dx, dy, shoot_spec, shoot_main = self:act()
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dx = self:constrain(self.x, self.xmomentum, self.xmin, self.xmax, dx)
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dy = self:constrain(self.y, self.ymomentum, self.ymin, self.ymax, dy)
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if (shoot_main) self:maybe_shoot(self.main_gun)
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if (shoot_spec) self:maybe_shoot(self.special_gun)
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if (dx ~= 0 or dy ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
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self.xmomentum += dx
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self.ymomentum += dy
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self.xmomentum = mid(-self.maxspd, self.maxspd, self.xmomentum)
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self.ymomentum = mid(-self.maxspd, self.maxspd, self.ymomentum)
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self.xmomentum = self:calc_velocity(self.xmomentum, dx)
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self.ymomentum = self:calc_velocity(self.ymomentum, dy)
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self.x += self.xmomentum
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self.y += self.ymomentum
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if self == primary_ship then
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self.x = mid(0, 112 - 8 * self.size, self.x)
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self.y = mid(0, 128 - 8 * self.size, self.y)
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end
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--friction
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local d = self.drag
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self.xmomentum -= mid(d, -d, self.xmomentum)
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self.ymomentum -= mid(d, -d, self.ymomentum)
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-- "scrolling" behavior
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if self.slip then
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self.y += scrollrate
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@ -497,7 +547,7 @@ end
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function ship_m:hitsomething(dmg)
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if (dmg <= 0) return false
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self.shield_refresh_ready = lframe + self.shieldcooldown
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self.shield_refresh_ready = lframe + self.shieldpenalty
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if self.shield >= dmg then
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self.shield -= dmg
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self:ow(true)
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@ -506,7 +556,7 @@ function ship_m:hitsomething(dmg)
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dmg -= self.shield
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self.shield = 0
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self.hp -= dmg
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if self.hp <= 0 then
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if self.hp < 0 then
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self:die()
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return true
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end
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@ -527,6 +577,7 @@ function ship_m:refresh_shield()
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if (lframe < self.shield_refresh_ready) return
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if (self.power < self.shieldcost) return
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self.shield += 1
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self.shield = min(self.shield, self.maxshield)
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self.power -= self.shieldcost
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self.shield_refresh_ready = lframe + self.shieldcooldown
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end
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@ -534,9 +585,15 @@ end
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-->8
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-- bullet and gun behaviors
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bullet_base = {
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enemyspd = 0.5
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}
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function player_blt_cat()
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return pbullets
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end
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function enemy_blt_cat()
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return ebullets
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end
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bullet_base = { }
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mknew(bullet_base)
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gun_base = {
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@ -555,19 +612,11 @@ end
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function bullet_base:move()
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self.x += self.dx
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if self.enemy then
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self.y += self.dy
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if self.y > 128 then
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if (self.y > 128) or (self.y < -8 * self.height) then
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self:die()
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return true
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end
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else
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self.y -= self.dy
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if self.y < -8*self.height then
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self:die()
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return true
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end
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end
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return false
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end
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@ -575,19 +624,20 @@ function bullet_base:draw()
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spr(self.sprite, self.x, self.y, self.width, self.height)
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end
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|
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function bullet_base:spawn_at(x, y)
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self.x = x - self.center_x_off
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if self.enemy then
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self.dx *= self.enemyspd
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self.dy *= self.enemyspd
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self.y = y + self.top_y_off
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ebullets:push_back(self)
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else
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self.y = y - (8 * self.height) + self.bottom_y_off
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pbullets:push_back(self)
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-- An `actually_shoot` factory
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-- for trivial guns
|
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function spawn_one(t)
|
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return function(gun, x, y)
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t.new{}:spawn_at(x, y)
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end
|
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end
|
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|
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function bullet_base:spawn_at(x, y)
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self.x = x - self.x_off
|
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self.y = y - self.y_off
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self.category():push_back(self)
|
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end
|
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|
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function gun_base:shoot(x, y)
|
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if (lframe < self.shoot_ready) return false
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if self.ammo then
|
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@ -599,23 +649,12 @@ function gun_base:shoot(x, y)
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return true
|
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end
|
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|
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function gun_base:actually_shoot(x, y)
|
||||
local typ = self.t
|
||||
local b = typ.new{
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enemy = self.enemy,
|
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sprite = self.enemy and typ.esprite or typ.psprite,
|
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}
|
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b:spawn_at(x, y)
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return true
|
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end
|
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|
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-->8
|
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-- bullets and guns
|
||||
|
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zap = bullet_base.new{
|
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zap_e = bullet_base.new{
|
||||
--shape
|
||||
psprite = 8, --index of player ammo sprite
|
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esprite = 9, -- index of enemy ammo sprite
|
||||
sprite = 9, --index of enemy ammo sprite
|
||||
width = 1, --in 8x8 blocks
|
||||
height = 1,
|
||||
hurt = { -- hurtbox - where this ship can be hit
|
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@ -624,33 +663,43 @@ zap = bullet_base.new{
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width = 2,
|
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height = 8
|
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},
|
||||
center_x_off = 1, -- how to position by ship
|
||||
bottom_y_off = 0,
|
||||
top_y_off = 0,
|
||||
x_off = 1, -- how to position by ship
|
||||
y_off = 8,
|
||||
|
||||
damage = 1,
|
||||
dx = 0, -- px/frame
|
||||
dy = 8,
|
||||
dy = 4,
|
||||
|
||||
hitship = function(_, _)
|
||||
return true
|
||||
end
|
||||
hitship = const_fxn(true),
|
||||
|
||||
category = enemy_blt_cat,
|
||||
}
|
||||
mknew(zap)
|
||||
mknew(zap_e)
|
||||
|
||||
zap_gun = gun_base.new{
|
||||
enemy = false,
|
||||
zap_p = zap_e.new{
|
||||
sprite = 8,
|
||||
dy = -8,
|
||||
y_off = 0,
|
||||
category = player_blt_cat,
|
||||
}
|
||||
mknew(zap_p)
|
||||
|
||||
zap_gun_e = gun_base.new{
|
||||
power = 20, -- power consumed per shot
|
||||
cooldown = 0x0.000a, -- frames between shots
|
||||
ammo = nil, -- unlimited ammo - main gun
|
||||
t = zap -- metatable of bullet to fire
|
||||
actually_shoot = spawn_one(zap_e),
|
||||
}
|
||||
mknew(zap_gun)
|
||||
mknew(zap_gun_e)
|
||||
|
||||
zap_gun_p = zap_gun_e.new{
|
||||
actually_shoot = spawn_one(zap_p),
|
||||
}
|
||||
mknew(zap_gun_p)
|
||||
|
||||
blast = bullet_base.new{
|
||||
--shape
|
||||
psprite = 12, --index of player ammo sprite
|
||||
esprite = 3, -- index of enemy ammo sprite
|
||||
sprite = 12, --index of player ammo sprite
|
||||
width = 1, --in 8x8 blocks
|
||||
height = 1,
|
||||
hurt = { -- hurtbox - where this ship can be hit
|
||||
@ -659,13 +708,12 @@ blast = bullet_base.new{
|
||||
width = 6,
|
||||
height = 6
|
||||
},
|
||||
center_x_off = 4, -- how to position by ship
|
||||
bottom_y_off = 0,
|
||||
top_y_off = 0,
|
||||
x_off = 4, -- how to position by ship
|
||||
y_off = 0,
|
||||
|
||||
damage = 4,
|
||||
dx = 0, -- px/frame
|
||||
dy = 2,
|
||||
dy = -2,
|
||||
awaitcancel = false,
|
||||
|
||||
-- disable damage for 2 frames
|
||||
@ -690,25 +738,24 @@ blast = bullet_base.new{
|
||||
self.awaitcancel = false
|
||||
end)
|
||||
end
|
||||
end
|
||||
end,
|
||||
category=player_blt_cat
|
||||
}
|
||||
mknew(blast)
|
||||
|
||||
blast_gun = gun_base.new{
|
||||
icon = 13,
|
||||
enemy = false,
|
||||
power = 0, -- ammo, not power
|
||||
power = 0, -- only cost is ammo
|
||||
cooldown = 0x0.0020, -- frames between shots
|
||||
ammo = 5,
|
||||
maxammo = 5,
|
||||
t = blast -- type of bullet to fire
|
||||
actually_shoot = spawn_one(blast),
|
||||
}
|
||||
mknew(blast_gun)
|
||||
|
||||
protron = bullet_base.new{
|
||||
protron_e = bullet_base.new{
|
||||
--shape
|
||||
psprite = 23, --index of player ammo sprite
|
||||
esprite = 24, -- index of enemy ammo sprite
|
||||
sprite = 24,
|
||||
width = 1, --in 8x8 blocks
|
||||
height = 1,
|
||||
hurt = { -- hurtbox - where this ship can be hit
|
||||
@ -717,56 +764,63 @@ protron = bullet_base.new{
|
||||
width = 2,
|
||||
height = 2
|
||||
},
|
||||
center_x_off = 1, -- how to position by ship
|
||||
bottom_y_off = 4,
|
||||
top_y_off = 0,
|
||||
x_off = 1, -- how to position by ship
|
||||
y_off = 4,
|
||||
|
||||
damage = 1,
|
||||
dx = 0, -- px/frame
|
||||
dy = 3,
|
||||
dym = 0.5, -- gun sets dy;
|
||||
-- this is mult
|
||||
category = enemy_blt_cat,
|
||||
}
|
||||
mknew(protron)
|
||||
mknew(protron_e)
|
||||
|
||||
protron_gun = gun_base.new{
|
||||
protron_p = protron_e.new{
|
||||
sprite=23,
|
||||
dym = -1,
|
||||
y_off = 0,
|
||||
category=player_blt_cat,
|
||||
}
|
||||
mknew(protron_p)
|
||||
|
||||
protron_gun_e = gun_base.new{
|
||||
icon = 25,
|
||||
enemy = false,
|
||||
power = 35,
|
||||
power = 60,
|
||||
cooldown = 0x0.000f, -- frames between shots
|
||||
ammo = nil,
|
||||
maxammo = nil,
|
||||
actually_shoot = function(self, x, y)
|
||||
local sprite = protron.psprite
|
||||
if (self.enemy) sprite=protron.esprite
|
||||
munition = protron_e
|
||||
}
|
||||
mknew(protron_gun_e)
|
||||
|
||||
function protron_gun_e:actually_shoot(x, y)
|
||||
local m = self.munition.dym
|
||||
for i=1,3 do
|
||||
local b = protron.new{
|
||||
enemy=self.enemy,
|
||||
sprite=sprite,
|
||||
dx = i,
|
||||
dy = 4-i
|
||||
local b = self.munition.new{
|
||||
dx = i*m,
|
||||
dy = (4-i)*m,
|
||||
}
|
||||
b:spawn_at(x,y)
|
||||
local b2 = protron.new{
|
||||
enemy=self.enemy,
|
||||
sprite=sprite,
|
||||
dx = -i,
|
||||
dy = 4-i
|
||||
local b2 = self.munition.new{
|
||||
dx = -i*m,
|
||||
dy = (4-i)*m,
|
||||
}
|
||||
b2:spawn_at(x,y)
|
||||
end
|
||||
local bup = protron.new{
|
||||
enemy=self.enemy,
|
||||
sprite=sprite,
|
||||
dy=4
|
||||
local bup = self.munition.new{
|
||||
dx=0,
|
||||
dy=4*m,
|
||||
}
|
||||
bup:spawn_at(x,y)
|
||||
end
|
||||
}
|
||||
mknew(protron_gun)
|
||||
end
|
||||
|
||||
vulcan = bullet_base.new{
|
||||
protron_gun_p = protron_gun_e.new{
|
||||
munition = protron_p,
|
||||
}
|
||||
mknew(protron_gun_p)
|
||||
|
||||
vulcan_e = bullet_base.new{
|
||||
--shape
|
||||
psprite = 22, --index of player ammo sprite
|
||||
esprite = 21, -- index of enemy ammo sprite
|
||||
sprite = 21,
|
||||
width = 1, --in 8x8 blocks
|
||||
height = 1,
|
||||
hurt = { -- hurtbox - where this ship can be hit
|
||||
@ -775,31 +829,37 @@ vulcan = bullet_base.new{
|
||||
width = 1,
|
||||
height = 4
|
||||
},
|
||||
center_x_off = 0.5, -- how to position by ship
|
||||
bottom_y_off = 4,
|
||||
top_y_off = 0,
|
||||
x_off = 0.5, -- how to position by ship
|
||||
y_off = 0,
|
||||
|
||||
damage = 0.5,
|
||||
dx = 0, -- px/frame
|
||||
dy = 4,
|
||||
-- dx from gun
|
||||
dy = 2,
|
||||
category=enemy_blt_cat
|
||||
}
|
||||
mknew(vulcan)
|
||||
mknew(vulcan_e)
|
||||
|
||||
vulcan_gun = gun_base.new{
|
||||
vulcan_p = vulcan_e.new{
|
||||
sprite=22,
|
||||
y_off = 4,
|
||||
dy = -4,
|
||||
category=player_blt_cat
|
||||
}
|
||||
mknew(vulcan_p)
|
||||
|
||||
vulcan_gun_e = gun_base.new{
|
||||
icon = 37,
|
||||
enemy = false,
|
||||
power = 8,
|
||||
cooldown = 0x0.0002, -- frames between shots
|
||||
ammo = nil,
|
||||
maxammo = nil,
|
||||
munition=vulcan_e,
|
||||
dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
|
||||
xoffs = {1, 0, -1, 1, 0, -1},
|
||||
dxidx = 1,
|
||||
actually_shoot = function(self, x, y)
|
||||
local sprite = self.enemy and vulcan.esprite or vulcan.psprite
|
||||
local b = vulcan.new{
|
||||
enemy=self.enemy,
|
||||
sprite=sprite,
|
||||
local b = self.munition.new{
|
||||
dx = self.dxs[self.dxidx],
|
||||
}
|
||||
b:spawn_at(self.xoffs[self.dxidx]+x,y)
|
||||
@ -807,7 +867,12 @@ vulcan_gun = gun_base.new{
|
||||
if (self.dxidx > #self.dxs) self.dxidx = 1
|
||||
end
|
||||
}
|
||||
mknew(vulcan_gun)
|
||||
mknew(vulcan_gun_e)
|
||||
|
||||
vulcan_gun_p = vulcan_gun_e.new{
|
||||
munition=vulcan_p,
|
||||
}
|
||||
mknew(vulcan_gun_p)
|
||||
|
||||
-->8
|
||||
--ships, including player
|
||||
@ -834,8 +899,8 @@ player = ship_m.new{
|
||||
maxhp = 3, -- player only; other ships never heal
|
||||
shield = 2, -- regenerates, using power
|
||||
maxshield = 2,
|
||||
shieldcost = 300, -- power cost to refill shield
|
||||
generator = 1.5, -- 1 feels too slow
|
||||
shieldcost = 60, -- power cost to refill shield
|
||||
generator = 2,
|
||||
|
||||
-- gun
|
||||
main_gun = nil, -- assign at spawn time
|
||||
@ -850,6 +915,7 @@ player = ship_m.new{
|
||||
ymomentum = 0,
|
||||
maxspd = 2.5, -- momentum cap
|
||||
thrust = 0.25, -- momentum added from button
|
||||
ymin = 0, ymax = 120, -- stay on screen
|
||||
drag = 0.125, -- momentum lost per frame
|
||||
slip = false, -- does not slide down screen
|
||||
act = function(self) -- fetch buttons
|
||||
@ -868,7 +934,13 @@ player = ship_m.new{
|
||||
}
|
||||
mknew(player,
|
||||
function(p)
|
||||
p.main_gun = zap_gun.new()
|
||||
p.main_gun = zap_gun_p.new()
|
||||
-- ONE HIT MODE
|
||||
--
|
||||
-- p.hp = 0
|
||||
-- p.maxhp = 0
|
||||
-- p.shield = 0
|
||||
-- p.maxshield = 0
|
||||
end
|
||||
)
|
||||
|
||||
@ -886,7 +958,7 @@ frownie = ship_m.new{
|
||||
sparkodds = 8,
|
||||
|
||||
-- health and power
|
||||
hp = 1, -- enemy ships need no max hp
|
||||
hp = 0.5, -- enemy ships need no max hp
|
||||
|
||||
-- position
|
||||
x=60, -- x and y are for upper left corner
|
||||
@ -908,7 +980,7 @@ mknew(frownie)
|
||||
|
||||
blocky = frownie.new{
|
||||
sprite = 10,
|
||||
hp = 2,
|
||||
hp = 1.5,
|
||||
hurt = {
|
||||
x_off = 0,
|
||||
y_off = 0,
|
||||
@ -917,7 +989,7 @@ blocky = frownie.new{
|
||||
},
|
||||
|
||||
ow = function(self)
|
||||
if self.hp <= 1 then
|
||||
if self.hp < 1 then
|
||||
self.sprite = 11
|
||||
else
|
||||
self.sprite = 10
|
||||
@ -936,7 +1008,7 @@ spewy = frownie.new{
|
||||
width=8,
|
||||
height=5
|
||||
},
|
||||
hp=1,
|
||||
hp=0.5,
|
||||
maxpower=70,
|
||||
generator=0.5,
|
||||
fire_off_x=4,
|
||||
@ -947,7 +1019,7 @@ spewy = frownie.new{
|
||||
end
|
||||
}
|
||||
mknew(spewy, function(ship)
|
||||
ship.main_gun=ship.main_gun or protron_gun.new{enemy=true}
|
||||
ship.main_gun=ship.main_gun or protron_gun_e.new{enemy=true}
|
||||
end)
|
||||
|
||||
chasey = ship_m.new{
|
||||
@ -961,7 +1033,7 @@ chasey = ship_m.new{
|
||||
},
|
||||
sparks = smokespark,
|
||||
sparkodds = 8,
|
||||
hp = 2,
|
||||
hp = 1.5,
|
||||
shield = 1,
|
||||
maxshield = 1,
|
||||
shieldcost = 180,
|
||||
@ -975,14 +1047,13 @@ chasey = ship_m.new{
|
||||
slip = true,
|
||||
}
|
||||
mknew(chasey, function(ship)
|
||||
ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
|
||||
ship.main_gun=ship.main_gun or zap_gun_e.new{}
|
||||
end)
|
||||
|
||||
function chasey:act()
|
||||
local dx = 0
|
||||
if (self.x < primary_ship.x) dx=self.thrust
|
||||
if (self.x > primary_ship.x) dx=-self.thrust
|
||||
return dx, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
|
||||
self.xmin = max(primary_ship.x-8, 0)
|
||||
self.xmax = min(primary_ship.x + 8, 112 - 8*self.size)
|
||||
return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
|
||||
end
|
||||
|
||||
xl_chasey=chasey.new{
|
||||
@ -994,7 +1065,9 @@ xl_chasey=chasey.new{
|
||||
width = 12,
|
||||
height = 10
|
||||
},
|
||||
hp = 20,
|
||||
fire_off_x = 8,
|
||||
fire_off_y = 15,
|
||||
hp = 19.5,
|
||||
shield = 5,
|
||||
boss = true,
|
||||
slip = false,
|
||||
@ -1010,7 +1083,7 @@ xl_chasey=chasey.new{
|
||||
end,
|
||||
}
|
||||
mknew(xl_chasey, function(ship)
|
||||
ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
|
||||
ship.main_gun=ship.main_gun or zap_gun_e.new{}
|
||||
end)
|
||||
-->8
|
||||
-- collisions
|
||||
@ -1219,9 +1292,9 @@ end
|
||||
|
||||
function spawn_bonus_vulcan_chasey()
|
||||
local c = spawn_chasey()
|
||||
c.main_gun=vulcan_gun.new{enemy=true}
|
||||
c.main_gun=vulcan_gun_e.new{enemy=true}
|
||||
c.die = function(self)
|
||||
spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun)
|
||||
spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p)
|
||||
chasey.die(self)
|
||||
end
|
||||
c.sprite=4
|
||||
@ -1324,7 +1397,7 @@ example_level_csv=[[1,spawn_frownie
|
||||
310,spawn_blocking_blocky
|
||||
310,spawn_blocking_blocky
|
||||
311,spawn_frownie
|
||||
350,spawn_main_gun_at,70,-11,protron_gun
|
||||
350,spawn_main_gun_at,70,-11,protron_gun_p
|
||||
401,spawn_frownie
|
||||
420,spawn_blocking_frownie
|
||||
430,spawn_bonus_vulcan_chasey
|
||||
@ -1434,8 +1507,9 @@ bullets
|
||||
shots much easier to dodge
|
||||
* damage - damage per hit;
|
||||
used by ships
|
||||
* psprite, esprite - index of
|
||||
player or enemy sprite.
|
||||
* 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.
|
||||
@ -1522,10 +1596,12 @@ shields - ship.shieldcost per
|
||||
point of shields. shieldcooldown
|
||||
is the interval between
|
||||
restoring shield points, which
|
||||
is reset when a ship takes
|
||||
damage (regardless of whether
|
||||
that damage is stopped by the
|
||||
shield or not).
|
||||
is reset to shieldpenalty when a
|
||||
ship takes damage (regardless of
|
||||
whether that damage is stopped
|
||||
by the shield or not).
|
||||
shieldpenalty is much worse than
|
||||
shieldcooldown (hALO shield).
|
||||
|
||||
therefore:
|
||||
* damaged ships spend power
|
||||
@ -1822,7 +1898,7 @@ powerup = bullet_base.new{
|
||||
-- easy to pick up
|
||||
dx = 0,
|
||||
dy = 1.5, -- 0.75 after enemyspd
|
||||
enemy = true, -- collides with player ship
|
||||
category = enemy_blt_cat, -- collides with player ship
|
||||
damage = 0,
|
||||
|
||||
anim_speed = 2,
|
||||
@ -1855,9 +1931,8 @@ repair = powerup.new{
|
||||
width = 12,
|
||||
height = 12
|
||||
},
|
||||
center_x_off = 4,
|
||||
top_y_off = 0,
|
||||
bottom_y_off = 0,
|
||||
x_off = 4,
|
||||
y_off = 0,
|
||||
sprites = sheen8x8,
|
||||
hitship = function(self, ship)
|
||||
if (ship ~= primary_ship) return false
|
||||
@ -1883,9 +1958,8 @@ gun_swap = powerup.new{
|
||||
height = 16
|
||||
},
|
||||
-- gun = gun_type.new{}
|
||||
center_x_off = 6,
|
||||
top_y_off = 0,
|
||||
bottom_y_off = 4,
|
||||
x_off = 6,
|
||||
y_off = 0,
|
||||
width = 2,
|
||||
height = 2,
|
||||
sprites = {64, 66, 68, 70, 72, 74, 76, 78},
|
||||
|
Reference in New Issue
Block a user