6 Commits

Author SHA1 Message Date
c9d7437ffe trim up draw costs a bit 2025-06-21 16:40:23 -07:00
d0de757b0e test the worst case scenario for shots
way too slow
2025-06-21 16:36:36 -07:00
a8b5b9dbe6 fast shot rendering prototype
it's slow *and* it sucks, and making it not suck will make it much slower. this is bad
2025-06-21 16:07:23 -07:00
2596f8aa6c I can't spell 2025-06-21 15:13:07 -07:00
ef40c245f8 multi-step shot prototype
nothing reaches this new logic yet, and multiple steps aren't drawn
2025-06-21 15:12:40 -07:00
6d6e13cf3b special case strip(call_move) to stripmove()
this gets called so much the extra function overhead actually seems bad
2025-06-21 14:55:20 -07:00

View File

@ -107,6 +107,22 @@ function linked_list:strip(f)
self.tail = p
end
-- stripmove calls x:move() for
-- each node, removing each node
-- for which x:move() is true.
function linked_list:stripmove()
local p, n = self, self.next
while n do
if n:move() then
p.next = n.next
else
p = n
end
n = n.next
end
self.tail = p
end
-- optimized special case -
-- could be done with strip but
-- this avoids extra function
@ -185,14 +201,6 @@ function _update60()
mode:update()
end
function call_f(x)
return x:f()
end
function call_move(x)
return x:move()
end
function ones(n)
local ret = 0
while n != 0 do
@ -230,12 +238,11 @@ function updategame()
interlude -= 1
else
current_wave = flotilla.new()
current_wave:load(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
events:vore(new_events)
events:strip(call_move)
for _, lst in ipairs{intangibles_bg, eships} do
lst:strip(call_move)
for _, lst in ipairs{events, intangibles_bg, eships} do
lst:stripmove()
end
-- eship collider will be used
@ -250,25 +257,33 @@ function updategame()
if(es:hitship(ps)) eship_collider:yoink(es)
end
ebullets:strip(function(eb)
-- loopify this when split moves implemented
if (eb:move()) return true
if (not collides(pbox, hurtbox(eb))) return
ps:hitbullet(eb)
return eb:hitship(ps)
local disposition
repeat
disposition=eb:step()
if collides(pbox, hurtbox(eb)) then
ps:hitbullet(eb)
if (eb:hitship(ps)) return true
end
until disposition
return disposition == "dead"
end)
else
ebullets:strip(call_move)
ebullets:strip(function(eb) repeat until eb:step() end)
end
pbullets:strip(function(pb)
if (pb:move()) return true
for es in eship_collider:iterate_collisions(hurtbox(pb)) do
if (es:hitbullet(pb)) eship_collider:yoink(es)
if (pb:hitship(es)) return true
end
local disposition
repeat
disposition=pb:step()
for es in eship_collider:iterate_collisions(hurtbox(pb)) do
if (es:hitbullet(pb)) eship_collider:yoink(es)
if (pb:hitship(es)) return true
end
until disposition
return disposition == "dead"
end)
intangibles_fg:strip(call_move)
intangibles_fg:stripmove()
if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then
game_state = win
@ -685,9 +700,10 @@ end
-- default: die, return true.
-- returns whether to delete
-- the bullet
-- die -- on-removal event,
-- default no-op
bullet_base = mknew{ }
bullet_base = mknew{
steps=1,
current_step=0
}
gun_base = mknew{
shoot_ready = -32768,
@ -813,15 +829,29 @@ function bullet_base:hitship(_)
return true
end
function bullet_base:move()
function bullet_base:step()
self.current_step=(self.current_step+1)%self.steps
self.x += self.dx
self.y += self.dy
if (self.f) self.f -= 1
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)
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"
if (self.current_step == 0) return "stop"
end
warmpal = {
[0]=0,1,2,1,2,1,5,10,2,4,9,3,13,5,8,9
}
function bullet_base:draw()
spr(self.sprite, self.x, self.y, self.width, self.height)
local s,bx,by,dx,dy,w,h,st = self.sprite,self.x,self.y,self.dx,self.dy,self.width,self.height,self.steps
if st > 1 then
pal(warmpal)
for n=st-1,1,-1 do
spr(s, bx-n*dx, by-n*dy, w, h)
end
pal()
end
spr(s, bx, by, w, h)
end
function bullet_base:spawn_at(x, y)
@ -885,44 +915,33 @@ end
-->8
-- bullets and guns
zap_e = mknew(bullet_base.new{
zap_p = mknew(bullet_base.new{
--shape
sprite = 9, --index of ammo sprite
width = 1, --in 8x8 blocks
height = 1,
sprite = 8, --index of ammo sprite
width = 0.25, --in 8x8 blocks
height = 0.25,
hurt = { -- hurtbox - where this ship can be hit
x_off = 0, -- upper left corner
y_off = 0, -- relative to sprite
width = 2,
height = 8
height = 2,
},
x_off = 1, -- how to position by ship
y_off = 8,
y_off = 0,
steps=4,
damage = 1,
hitship = const_fxn(true),
category = enemy_blt_cat,
})
zap_p = mknew(zap_e.new{
sprite = 8,
y_off = 0,
category = player_blt_cat,
})
zap_gun_e = mknew(gun_base.new{
cooldown = 0x0.0020, -- frames between shots
veloc = 4,
munition = zap_e,
})
zap_gun_p = mknew(zap_gun_e.new{
zap_gun_p = mknew(gun_base.new{
icon = 19,
munition = zap_p,
veloc = 8,
cooldown = 0x0.0020, -- frames between shots
veloc = 2,
aim = 0.25,
munition = zap_p,
hdr = "mAIN gUN",
})
@ -1054,8 +1073,8 @@ rate: 2/sec
vulcan_e = mknew(bullet_base.new{
--shape
sprite = 21,
width = 1, --in 8x8 blocks
height = 1,
width = 0.125, --in 8x8 blocks
height = 0.5,
hurt = { -- hurtbox - where this ship can be hit
x_off = 0, -- upper left corner
y_off = 0, -- relative to sprite
@ -1315,7 +1334,7 @@ chasey = mknew(ship_m.new{
drag = 0.075,
init = function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{}
--ship.main_gun=ship.main_gun or zap_gun_e.new{}
end
})
@ -2013,14 +2032,14 @@ function rearm_mode:update()
end
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@ -2211,8 +2230,11 @@ __gff__
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__map__
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