5 Commits

Author SHA1 Message Date
c752e8e1e3 fix hpcols_init
note that I need to re-call this whenever I have a new max hp

also note that vertmeter does not handle 1024 correctly. find out what max hp functions and hardcap it
2025-06-28 23:10:57 -07:00
507f06fb8c more efficient bullet spawning 2025-06-28 22:59:51 -07:00
14849101dd skip call to sparks if there are no sparks
Then don't check for nil spark colors in sparks itself.

Also uses a more verbose but more efficient exit check, and fixes a bug.
2025-06-28 22:49:10 -07:00
2cd7c64dd9 micro-optimize bullet details
Shots that miss are most likely to not be there yet, so check Y-top first.

If I assume shots will never be larger than 16 pixels per side, there is
no reason to check the ship's genuine width and height.
2025-06-28 22:35:36 -07:00
2d5d392df0 reverse strip logic
saves a single cycle per bullet, but...
2025-06-24 23:16:47 -07:00

View File

@ -61,11 +61,11 @@ end
-- call f on everything on list -- call f on everything on list
-- and return a new list of -- and return a new list of
-- items for which f was false. -- items for which f was true.
function stripped(list, f) function filtered(list, f)
local ret, n = {}, 0 local ret, n = {}, 0
for v in all(list) do for v in all(list) do
if not f(v) then if f(v) then
n += 1 n += 1
ret[n] = v ret[n] = v
end end
@ -75,25 +75,25 @@ end
-- call :move on everything on -- call :move on everything on
-- src and dump everything -- src and dump everything
-- for which it returned false -- for which it returned true
-- onto dest. -- onto dest.
function appendmove(dest, src) function appendmove(dest, src)
local n = #dest local n = #dest
for v in all(src) do for v in all(src) do
if not v:move() then if v:move() then
n += 1 n += 1
dest[n] = v dest[n] = v
end end
end end
end end
-- like stripped, but calls -- like filtered, but calls
-- :move on stuff in the list -- :move on stuff in the list
-- instead of taking a func arg. -- instead of taking a func arg.
function stripmoved(list) function filtermoved(list)
local ret, n = {}, 0 local ret, n = {}, 0
for v in all(list) do for v in all(list) do
if not v:move() then if v:move() then
n += 1 n += 1
ret[n] = v ret[n] = v
end end
@ -130,7 +130,7 @@ hpcols_lut = csv[[36
-- call after any change to maxhp -- call after any change to maxhp
-- configures health gradient -- configures health gradient
function init_hpcols() function init_hpcols()
hpcols = hpcols_lut[min(primary_ship.maxhp,6)] hpcols = hpcols_lut[min(primary_ship.maxhp,5)]
end end
function wipe_game() function wipe_game()
@ -196,11 +196,11 @@ function updategame()
current_wave = flotilla.new() current_wave = flotilla.new()
current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4)) current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4))
end end
events = stripmoved(events) events = filtermoved(events)
appendmove(events, new_events) appendmove(events, new_events)
new_events = {} new_events = {}
intangibles_bg = stripmoved(intangibles_bg) intangibles_bg = filtermoved(intangibles_bg)
eships = stripmoved(eships) eships = filtermoved(eships)
-- eship collider will be used -- eship collider will be used
-- both for pship and pbullets. -- both for pship and pbullets.
@ -213,25 +213,26 @@ function updategame()
ps:hitship(es) ps:hitship(es)
es:hitship(ps) es:hitship(ps)
end end
ebullets = stripped(ebullets, function(eb) ebullets = filtered(ebullets, function(eb)
if (eb:move()) return true if (not eb:move()) return
if (not collides(pbox, hurtbox(eb))) return if (not collides(pbox, hurtbox(eb))) return true
ps:hitbullet(eb) ps:hitbullet(eb)
return eb:hitship(ps) return not eb:hitship(ps)
end) end)
else else
ebullets=stripmoved(ebullets) ebullets=filtermoved(ebullets)
end end
pbullets = stripped(pbullets, function(pb) pbullets = filtered(pbullets, function(pb)
if (pb:move()) return true if (not pb:move()) return
for es in eship_collider:iterate_collisions(hurtbox(pb)) do for es in eship_collider:iterate_collisions(hurtbox(pb)) do
es:hitbullet(pb) es:hitbullet(pb)
if (pb:hitship(es)) return true if (pb:hitship(es)) return
end end
return true
end) end)
intangibles_fg = stripmoved(intangibles_fg) intangibles_fg = filtermoved(intangibles_fg)
if waves_complete == 32767 and #eships == 0 and #ebullets == 0 and #events == 0 then if waves_complete == 32767 and #eships == 0 and #ebullets == 0 and #events == 0 then
game_state = win game_state = win
@ -535,10 +536,10 @@ function ship_m:constrain(p, dp, pmin, pmax, want)
end end
function ship_m:move() function ship_m:move()
if (self.dead) return true; if (self.dead) return;
self:refresh_shield() self:refresh_shield()
local dx, dy, shoot_spec1, shoot_spec2 = self:act() local dx, dy, shoot_spec1, shoot_spec2 = self:act()
local sg, xm, ym = self.special_guns, self.xmomentum, self.ymomentum local sg, xm, ym, sp = self.special_guns, self.xmomentum, self.ymomentum, self.sparks
dx = self:constrain(self.x, xm, self.xmin, self.xmax, dx) dx = self:constrain(self.x, xm, self.xmin, self.xmax, dx)
dy = self:constrain(self.y, ym, self.ymin, self.ymax, dy) dy = self:constrain(self.y, ym, self.ymin, self.ymax, dy)
self:maybe_shoot(self.main_gun) self:maybe_shoot(self.main_gun)
@ -546,7 +547,7 @@ function ship_m:move()
if (shoot_spec1) self:maybe_shoot(sg[1]) if (shoot_spec1) self:maybe_shoot(sg[1])
if (shoot_spec2) self:maybe_shoot(sg[2]) if (shoot_spec2) self:maybe_shoot(sg[2])
end end
spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds) if(sp) spark(sp, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
xm = self:calc_velocity(xm, dx) xm = self:calc_velocity(xm, dx)
ym = self:calc_velocity(ym, dy) ym = self:calc_velocity(ym, dy)
@ -555,7 +556,7 @@ function ship_m:move()
self.xmomentum = xm self.xmomentum = xm
self.ymomentum = ym self.ymomentum = ym
return false return true
end end
function ship_m:draw() function ship_m:draw()
@ -617,14 +618,6 @@ end
-->8 -->8
-- bullet and gun behaviors -- bullet and gun behaviors
function player_blt_cat()
return pbullets
end
function enemy_blt_cat()
return ebullets
end
-- x, y: position -- x, y: position
-- dx, dy: movement (linear) -- dx, dy: movement (linear)
-- f: frames remaining; nil for no limit -- f: frames remaining; nil for no limit
@ -637,9 +630,9 @@ end
-- details, check impl -- details, check impl
-- damage -- damage to do to -- damage -- damage to do to
-- a ship that gets hit -- a ship that gets hit
-- category -- function that -- category -- string naming
-- returns which bullet list -- which bullet list to spawn
-- to spawn onto -- onto, from _ENV
-- hitship -- event handler, -- hitship -- event handler,
-- takes ship as argument. -- takes ship as argument.
-- default: die, return true. -- default: die, return true.
@ -774,7 +767,7 @@ end
function bullet_base:move() function bullet_base:move()
local x,y = self.x + self.dx, self.y+self.dy local x,y = self.x + self.dx, self.y+self.dy
self.x,self.y=x,y self.x,self.y=x,y
return (y>128) or (y < -(self.height<<3)) or (x > 128) or (x < -(self.width<<3)) return (y<=128) and (y >= -16) and (x <= 128) and (x >= -16)
end end
function bullet_base:draw() function bullet_base:draw()
@ -784,7 +777,7 @@ end
function bullet_base:spawn_at(x, y) function bullet_base:spawn_at(x, y)
self.x = x - self.x_off self.x = x - self.x_off
self.y = y - self.y_off self.y = y - self.y_off
add(self.category(), self) add(_ENV[self.category], self)
end end
function gun_base:shoot(x, y) function gun_base:shoot(x, y)
@ -854,7 +847,7 @@ zap_p = mknew(bullet_base.new{
hitship = const_fxn(true), hitship = const_fxn(true),
category = player_blt_cat, category = "pbullets",
}) })
zap_gun_p = mknew(gun_base.new{ zap_gun_p = mknew(gun_base.new{
@ -913,7 +906,7 @@ blast = mknew(bullet_base.new{
end) end)
end end
end, end,
category=player_blt_cat category="pbullets"
}) })
blast_gun = mknew(gun_base.new{ blast_gun = mknew(gun_base.new{
@ -952,14 +945,14 @@ protron_e = mknew(bullet_base.new{
y_off = 4, y_off = 4,
damage = 1, damage = 1,
category = enemy_blt_cat, category = "ebullets",
}) })
protron_p = mknew(protron_e.new{ protron_p = mknew(protron_e.new{
sprite=23, sprite=23,
dym = -1, dym = -1,
y_off = 0, y_off = 0,
category=player_blt_cat, category="pbullets",
}) })
protron_gun_e = mknew(gun_base.new{ protron_gun_e = mknew(gun_base.new{
@ -1006,13 +999,13 @@ vulcan_e = mknew(bullet_base.new{
y_off = 0, y_off = 0,
damage = 0.5, damage = 0.5,
category=enemy_blt_cat category="ebullets"
}) })
vulcan_p = mknew(vulcan_e.new{ vulcan_p = mknew(vulcan_e.new{
sprite=22, sprite=22,
y_off = 4, y_off = 4,
category=player_blt_cat category="pbullets"
}) })
vulcan_gun_e = mknew(gun_base.new{ vulcan_gun_e = mknew(gun_base.new{
@ -1350,11 +1343,11 @@ end
-- box: x1, y1, x2, y2 -- box: x1, y1, x2, y2
function collides(b1, b2) function collides(b1, b2)
return return
b1.x1<=b2.x2 b1.y1<=b2.y2
and b1.y1<=b2.y2
and b1.x2>=b2.x1
and b1.y2>=b2.y1 and b1.y2>=b2.y1
and b1.x1<=b2.x2
and b1.x2>=b2.x1
end end
collider = mknew{ collider = mknew{
@ -1573,13 +1566,13 @@ blip_fx = mknew{
} }
function blip_fx:move() function blip_fx:move()
if (self.cancel) return true if (self.cancel) return
self.frames -= 1 self.frames -= 1
if self.frames < 0 then if self.frames < 0 then
self.obj.fx_pal = nil self.obj.fx_pal = nil
return true return
end end
return false return true
end end
function blip_fx:abort() function blip_fx:abort()
@ -1624,18 +1617,19 @@ spark_particle=mknew{}
function spark_particle:move() function spark_particle:move()
if (rnd(4) < 1) self.sidx += 1 if (rnd(4) < 1) self.sidx += 1
if (self.sidx > #self.sprs) return true if (self.sidx > #self.sprs) return
self.x += self.dx self.x += self.dx
self.y += self.dy self.y += self.dy
self.dx -= mid(0.05,-0.05, self.dx) self.dx -= mid(0.05,-0.05, self.dx)
self.dy -= mid(0.05,-0.05, self.dy) self.dy -= mid(0.05,-0.05, self.dy)
return true
end end
function spark_particle:draw() function spark_particle:draw()
pset(self.x,self.y,self.sprs[self.sidx]) pset(self.x,self.y,self.sprs[self.sidx])
end end
function spark(sprs, x, y, dx, dy, odds, fg) function spark(sprs, x, y, dx, dy, odds, fg)
if (sprs==nil or flr(rnd(odds) or (abs(dx) < 0.5 and abs(dy))) ~= 0) return if ((dx > -0.5 and dx < 0.5 and dy > -0.5 and dy < 0.5) or rnd(odds) >= 1) return
local target = fg and intangibles_fg or intangibles_bg local target = fg and intangibles_fg or intangibles_bg
target[#target+1] = spark_particle.new{ target[#target+1] = spark_particle.new{
x = x + rnd(4) - 2, x = x + rnd(4) - 2,
@ -1654,7 +1648,7 @@ xp_gem = mknew(bullet_base.new{
dy = 0.75, dy = 0.75,
width=1, -- not used for spr but width=1, -- not used for spr but
height=1,-- bullet_base uses it height=1,-- bullet_base uses it
category = enemy_blt_cat, category = "ebullets",
damage = 0, damage = 0,
hurt = { hurt = {
x_off = -2, x_off = -2,