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99323be298
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2596f8aa6c
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2596f8aa6c
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ef40c245f8
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6d6e13cf3b
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@ -107,6 +107,22 @@ function linked_list:strip(f)
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self.tail = p
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end
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-- stripmove calls x:move() for
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-- each node, removing each node
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-- for which x:move() is true.
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function linked_list:stripmove()
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local p, n = self, self.next
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while n do
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if n:move() 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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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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@ -185,14 +201,6 @@ function _update60()
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mode:update()
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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 ones(n)
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local ret = 0
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while n != 0 do
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@ -233,9 +241,8 @@ function updategame()
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current_wave:load(0, 0, min(ones(waves_complete)\2, 4))
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end
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events:vore(new_events)
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events:strip(call_move)
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for _, lst in ipairs{intangibles_bg, eships} do
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lst:strip(call_move)
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for _, lst in ipairs{events, intangibles_bg, eships} do
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lst:stripmove()
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end
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-- eship collider will be used
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@ -250,25 +257,33 @@ function updategame()
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if(es:hitship(ps)) eship_collider:yoink(es)
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end
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ebullets:strip(function(eb)
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-- loopify this when split moves implemented
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if (eb:move()) return true
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if (not collides(pbox, hurtbox(eb))) return
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ps:hitbullet(eb)
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return eb:hitship(ps)
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local disposition
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repeat
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disposition=eb:step()
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if collides(pbox, hurtbox(eb)) then
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ps:hitbullet(eb)
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if (eb:hitship(ps)) return true
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end
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until disposition
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return disposition == "dead"
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end)
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else
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ebullets:strip(call_move)
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ebullets:strip(function(eb) repeat until eb:step() end)
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end
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pbullets:strip(function(pb)
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if (pb:move()) return true
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for es in eship_collider:iterate_collisions(hurtbox(pb)) do
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if (es:hitbullet(pb)) eship_collider:yoink(es)
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if (pb:hitship(es)) return true
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end
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local disposition
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repeat
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disposition=pb:step()
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for es in eship_collider:iterate_collisions(hurtbox(pb)) do
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if (es:hitbullet(pb)) eship_collider:yoink(es)
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if (pb:hitship(es)) return true
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end
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until disposition
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return disposition == "dead"
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end)
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intangibles_fg:strip(call_move)
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intangibles_fg:stripmove()
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if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then
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game_state = win
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@ -685,9 +700,10 @@ end
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-- default: die, return true.
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-- returns whether to delete
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-- the bullet
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-- die -- on-removal event,
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-- default no-op
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bullet_base = mknew{ }
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bullet_base = mknew{
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steps=1,
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current_step=0
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}
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gun_base = mknew{
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shoot_ready = -32768,
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@ -813,11 +829,13 @@ function bullet_base:hitship(_)
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return true
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end
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function bullet_base:move()
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function bullet_base:step()
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self.current_step=(self.current_step+1)%self.steps
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self.x += self.dx
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self.y += self.dy
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if (self.f) self.f -= 1
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return (self.y > 130) or (self.y < -self.height*8) or (self.f and self.f < 0) or (self.x > 128) or (self.x < -self.width*8)
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if ((self.y > 130) or (self.y < -self.height*8) or (self.f and self.f < 0) or (self.x > 128) or (self.x < -self.width*8)) return "dead"
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if (self.current_step == 0) return "stop"
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end
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function bullet_base:draw()
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