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2e46d87a84 |
6
todo.md
6
todo.md
@ -1,8 +1,8 @@
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## 1. refine existing engine (knowing what I know now)
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- [ ] rewrite event queue as a linked list
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- [ ] rewrite animator stacks as linked lists
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- [ ] rewrite ship/bullet collections as linked lists
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- [x] rewrite event queue as a linked list
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- [x] rewrite animator stacks as linked lists
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- [x] rewrite ship/bullet collections as linked lists
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- [ ] update/draw mode switching system (high-efficiency version)
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- [ ] render ship shields (even for large ships)
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- [ ] duplicate file -- about to split away from Tyrian features
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@ -1789,29 +1789,33 @@ function boom(x,y,boominess,is_boss)
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return
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end
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function spark(sprs, x, y, butts, thrust, odds, fg)
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if (sprs==nil or flr(rnd(odds)) ~= 0) return
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thrust *= 2.5
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local target = fg and intangibles_fg or intangibles_bg
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target:push_back{
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x = x + rnd(4) - 2,
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y = y + rnd(4) - 2,
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sprs = sprs,
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sidx = 1,
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dx = (butts[0] - butts[1]) * thrust + rnd(2) - 1,
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dy = (butts[2] - butts[3]) * thrust + rnd(2) - 1,
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draw = function(self)
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pset(self.x, self.y, self.sprs[self.sidx])
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end,
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move = function(self)
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spark_particle={}
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mknew(spark_particle)
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function spark_particle:move()
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if (rnd(4) < 1) self.sidx += 1
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if (self.sidx > #self.sprs) return true
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self.x += self.dx
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self.y += self.dy
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self.dx -= mid(0.05,-0.05, self.dx)
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self.dy -= mid(0.05,-0.05, self.dy)
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end
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}
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end
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function spark_particle:draw()
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pset(self.x,self.y,self.sprs[self.sidx])
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end
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function spark(sprs, x, y, butts, thrust, odds, fg)
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if (sprs==nil or flr(rnd(odds)) ~= 0) return
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thrust *= 2.5
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local target = fg and intangibles_fg or intangibles_bg
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target:push_back(spark_particle.new{
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x = x + rnd(4) - 2,
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y = y + rnd(4) - 2,
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sprs = sprs,
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sidx = 1,
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dx = (butts[0] - butts[1]) * thrust + rnd(2) - 1,
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dy = (butts[2] - butts[3]) * thrust + rnd(2) - 1,
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})
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end
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-->8
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-- powerups
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