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gun_upgrad
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2
.gitignore
vendored
Normal file
2
.gitignore
vendored
Normal file
@ -0,0 +1,2 @@
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.DS_Store
|
||||
.vscode/settings.json
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244
autobrake_test.p8
Normal file
244
autobrake_test.p8
Normal file
@ -0,0 +1,244 @@
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pico-8 cartridge // http://www.pico-8.com
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version 41
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__lua__
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-- vacuum gambit automatic brake test
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-- by kistaro windrider
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||||
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||||
function usplit(str)
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||||
return unpack(split(str))
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||||
end
|
||||
function csv(s)
|
||||
local ret = split(s, "\n")
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||||
for i, v in ipairs(ret) do
|
||||
ret[i] = type(v) == "string" and split(v) or { v }
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||||
end
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return ret
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||||
end
|
||||
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||||
-- generate standard "overlay"
|
||||
-- constructor for type tt.
|
||||
-- if more is defined, generated
|
||||
-- new calls more(ret) after
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||||
-- ret is definitely not nil
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||||
-- before calling setmetatable.
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||||
-- use to initialize mutables.
|
||||
--
|
||||
-- if there was a previous new,
|
||||
-- it is invoked on the new
|
||||
-- object *after* more, because
|
||||
-- this works better with the
|
||||
-- `more` impls i use.
|
||||
function mknew(tt, more)
|
||||
local mt, oldnew = { __index = tt }, tt.new
|
||||
tt.new = function(ret)
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||||
if (not ret) ret = {}
|
||||
if (more) more(ret)
|
||||
if (oldnew) oldnew(ret)
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setmetatable(ret, mt)
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||||
return ret
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||||
end
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end
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||||
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||||
function _init()
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pal(1,129,1)
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the_ship = ship.new()
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||||
constraints:setup()
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||||
slomo = 1
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sloc = 0
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||||
reroll()
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||||
end
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||||
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||||
function reroll()
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||||
frames=0
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sloc=0
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||||
the_ship:reroll()
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||||
end
|
||||
|
||||
function _update60()
|
||||
if (btnp(4)) reroll()
|
||||
if (btnp(5)) constraints:cycle()
|
||||
if (btnp(3)) slomo <<= 1
|
||||
if (btnp(2)) slomo >>= 1
|
||||
slomo = (slomo < 1) and 1 or (slomo > 8192) and 8192 or slomo
|
||||
sloc += 1
|
||||
if sloc >= slomo then
|
||||
frames += 1
|
||||
the_ship:update()
|
||||
sloc=0
|
||||
end
|
||||
end
|
||||
|
||||
function _draw()
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||||
cls(1)
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||||
constraints:draw()
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||||
the_ship:draw()
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print("frames: " .. frames, 4, 64, 7)
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print("speed: 1/" .. slomo, 8, 70, 7)
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print("thrust: ".. actual_t, 4, 80, 7)
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meter(80, 80, 128, 84, actual_t/the_ship.thrust/2)
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||||
print("dx: ".. the_ship.dx, 20, 86, 7)
|
||||
meter(80, 86, 128, 90, the_ship.dx/the_ship.maxspd/2)
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||||
print("x: "..the_ship.x, 24, 92, 7)
|
||||
print("bx: "..gbx, 20, 98, 7)
|
||||
|
||||
print("xmin:"..tostr(constraints.xmin), 12, 108, 7)
|
||||
print("xmax:"..tostr(constraints.xmax), 12, 114, 7)
|
||||
end
|
||||
|
||||
function meter(x0, y0, x1, y1, frac)
|
||||
local c = 11
|
||||
if frac < 0 then
|
||||
frac = -frac
|
||||
c = 8
|
||||
end
|
||||
local range = x1-x0
|
||||
local midpoint = x0 + (range/2)
|
||||
rectfill(x0, y0-1, x0, y1+1, 13)
|
||||
rectfill(midpoint, y0-1, midpoint, y1 + 1, 13)
|
||||
local width = range * frac
|
||||
if (width ~= 0) rectfill(x0, y0, x0 + width, y1, c)
|
||||
end
|
||||
|
||||
-->8
|
||||
-- ship
|
||||
|
||||
ship = {
|
||||
maxspd=4,
|
||||
thrust=0.25,
|
||||
drag=0.0625,
|
||||
y=32,
|
||||
}
|
||||
mknew(ship)
|
||||
|
||||
function ship:reroll()
|
||||
self.x=rnd(128)
|
||||
self.dx=rnd(2*self.maxspd)-self.maxspd
|
||||
end
|
||||
|
||||
function ship:draw()
|
||||
if self.x < -7 then
|
||||
spr(2, 0, self.y-7)
|
||||
spr(2, 0, self.y+8)
|
||||
elseif self.x > 127 then
|
||||
spr(2, 120, self.y-7, 1, 1, true)
|
||||
spr(2, 120, self.y+8, 1, 1, true)
|
||||
else
|
||||
spr(1,self.x,self.y)
|
||||
end
|
||||
|
||||
--if (self.dx == 0) return
|
||||
local bd, f = brake_dist(self.dx, self.thrust + self.drag)
|
||||
gbx = self.x+bd
|
||||
spr(3, gbx-2,self.y-2)
|
||||
print(tostr(f), gbx-2, self.y - 8, 14)
|
||||
end
|
||||
|
||||
function calc_velocity(v0, t, vmax, drag)
|
||||
v0 = mid(v0 + t, vmax, -vmax)
|
||||
return v0 - mid(drag, -drag, v0)
|
||||
end
|
||||
|
||||
function ship:update()
|
||||
local t = btn(0) and -1 or btn(1) and 1 or 0
|
||||
t *= self.thrust
|
||||
t = constraints:constrain(self, t)
|
||||
-- t = constraints:constrain(self, t)
|
||||
-- t = constraints:constrain(self, t)
|
||||
local s = calc_velocity(self.dx, t, self.maxspd, self.drag)
|
||||
|
||||
self.x += s
|
||||
self.dx = s
|
||||
actual_t = t
|
||||
end
|
||||
|
||||
-->8
|
||||
-- constraints
|
||||
|
||||
constraints = {
|
||||
ymin=20,
|
||||
ymax=52,
|
||||
color=10
|
||||
}
|
||||
|
||||
function constraints:constrain(s, want)
|
||||
self.color=10
|
||||
if (not self.xmin) return want
|
||||
|
||||
-- bmx: brake max
|
||||
local v1, bmx = calc_velocity(s.dx, want, s.maxspd, s.drag), s.thrust + s.drag
|
||||
local bd, bf = brake_dist(v1, bmx)
|
||||
local bx, txm = s.x + bd + v1, self.xmax
|
||||
if bx < self.xmin then
|
||||
-- predicted brake point left
|
||||
-- of xmin; apply max reverse
|
||||
-- thrust, treat xmin as our
|
||||
-- max target, and handle
|
||||
-- overbraking by coalescing
|
||||
-- with past +xmax case
|
||||
self.color = 9
|
||||
want = s.thrust
|
||||
txm = self.xmin
|
||||
v1 = calc_velocity(s.dx, want, s.maxspd, s.drag)
|
||||
bd, bf = brake_dist(v1, bmx)
|
||||
bx = bd + s.x + v1
|
||||
end
|
||||
if (bx <= txm) return want
|
||||
self.color = 8
|
||||
local overage = bx - txm
|
||||
want -= overage/max(bf,1)
|
||||
if (want < -s.thrust) want = -s.thrust
|
||||
return want
|
||||
end
|
||||
|
||||
function brake_dist(v0, brake_max)
|
||||
local tri_frames = abs(v0\brake_max)
|
||||
local chunks = tri_frames * (tri_frames - 1) >> 1
|
||||
local chunk_zone = chunks * brake_max
|
||||
local overage = abs(v0) - tri_frames * brake_max
|
||||
return (chunk_zone + overage * (tri_frames + 1)) * sgn(v0), (overage > 0) and tri_frames + 1 or tri_frames
|
||||
end
|
||||
|
||||
function constraints:cycle()
|
||||
if self.ctype=="bounds" then
|
||||
self.ctype="point"
|
||||
elseif self.ctype=="point" then
|
||||
self.ctype="off"
|
||||
else
|
||||
self.ctype="bounds"
|
||||
end
|
||||
self:setup()
|
||||
end
|
||||
|
||||
function constraints:setup()
|
||||
if self.ctype=="point" then
|
||||
self.xmin = 64
|
||||
self.xmax = 64
|
||||
elseif self.ctype=="bounds" then
|
||||
self.xmin = 32
|
||||
self.xmax = 96
|
||||
else
|
||||
self.xmin = nil
|
||||
self.xmax = nil
|
||||
end
|
||||
end
|
||||
|
||||
function constraints:draw()
|
||||
if (not self.xmin) return
|
||||
rect(self.xmin, self.ymin, self.xmax, self.ymax, self.color)
|
||||
end
|
||||
|
||||
-->8
|
||||
-- fx
|
||||
|
||||
-- todo: spark ring buffer
|
||||
|
||||
__gfx__
|
||||
000000008000000000080000a000a000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000006666000080000009090000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000067777600800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000675555758008888009090000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
000000006750007508000000a000a000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000067777500080000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000005555000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
1
code-of-conduct.md
Normal file
1
code-of-conduct.md
Normal file
@ -0,0 +1 @@
|
||||
Trans rights.
|
BIN
genericshmup-basic-collision..p8.png
Normal file
BIN
genericshmup-basic-collision..p8.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 15 KiB |
945
genericshmup.p8
Normal file
945
genericshmup.p8
Normal file
@ -0,0 +1,945 @@
|
||||
pico-8 cartridge // http://www.pico-8.com
|
||||
version 34
|
||||
__lua__
|
||||
-- generic shmup
|
||||
-- by kistaro windrider
|
||||
|
||||
game = 1
|
||||
win = 2
|
||||
lose = 3
|
||||
|
||||
debug = {}
|
||||
|
||||
function _init()
|
||||
-- create the pwr gradient
|
||||
-- 15 is the gradient color
|
||||
poke(0x5f5f,0x3f)
|
||||
poke(0x5f68,10)
|
||||
poke(0x5f69,10)
|
||||
poke(0x5f6a,9)
|
||||
poke(0x5f6b,4)
|
||||
memset(0x5f78,0xa8,3)
|
||||
init_bullet_mt()
|
||||
init_ship_mt()
|
||||
wipe_level()
|
||||
primary_ship.special_gun = new_gun_of(blast_gun_t)
|
||||
load_level(example_level)
|
||||
state = game
|
||||
end
|
||||
|
||||
function wipe_level()
|
||||
primary_ship = new_p1()
|
||||
pships = {primary_ship}
|
||||
eships = {}
|
||||
pbullets = {}
|
||||
ebullets = {}
|
||||
intangibles = {}
|
||||
events = {}
|
||||
end
|
||||
|
||||
function _update60()
|
||||
if (state == game) updategame()
|
||||
end
|
||||
|
||||
function updategame()
|
||||
local leveldone = level_frame()
|
||||
local deaths = {}
|
||||
for i, e in ipairs(events) do
|
||||
if (e()) add(deaths, i)
|
||||
end
|
||||
bury_the_dead(events, deaths)
|
||||
for _, tbl in ipairs({pships, eships, pbullets, ebullets, intangibles}) do
|
||||
local deaths = {}
|
||||
for i, x in ipairs(tbl) do
|
||||
if (x:move()) add(deaths, i)
|
||||
end
|
||||
bury_the_dead(tbl, deaths)
|
||||
end
|
||||
--then, calculate collisions
|
||||
local pdeaths = {}
|
||||
local edeaths = {}
|
||||
for ip, ps in ipairs(pships) do
|
||||
for ie, es in ipairs(eships) do
|
||||
if collides(hurtbox(ps), hurtbox(es)) then
|
||||
if (es:hitship(ps)) add(edeaths, ie)
|
||||
if ps:hitship(es) then
|
||||
add(pdeaths, ip)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
bury_the_dead(pships, pdeaths)
|
||||
bury_the_dead(eships, edeaths)
|
||||
pdeaths = {}
|
||||
edeaths = {}
|
||||
for ip, ps in ipairs(pships) do
|
||||
for ie, eb in ipairs(ebullets) do
|
||||
if collides(hurtbox(ps), hurtbox(eb)) then
|
||||
if (eb:hitship(ps)) add(edeaths, ie)
|
||||
if ps:hitbullet(eb) then
|
||||
add(pdeaths, ip)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
bury_the_dead(pships, pdeaths)
|
||||
bury_the_dead(ebullets, edeaths)
|
||||
pdeaths = {}
|
||||
edeaths = {}
|
||||
for ip, pb in ipairs(pbullets) do
|
||||
for ie, es in ipairs(eships) do
|
||||
if collides(hurtbox(pb), hurtbox(es)) then
|
||||
if (es:hitbullet(pb)) add(edeaths, ie)
|
||||
if pb:hitship(es) then
|
||||
add(pdeaths, ip)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
bury_the_dead(eships, edeaths)
|
||||
bury_the_dead(pbullets, pdeaths)
|
||||
|
||||
if leveldone and ((#eships + #ebullets + #events) == 0) then
|
||||
state = win
|
||||
end
|
||||
if #pships == 0 then
|
||||
state = lose
|
||||
end
|
||||
end
|
||||
|
||||
function _draw()
|
||||
drawgame()
|
||||
draw_debug()
|
||||
if (state == win) dropshadow("win",50,61,11)
|
||||
if (state == lose) dropshadow("fail",48,61,8)
|
||||
end
|
||||
|
||||
function draw_debug()
|
||||
if (#debug==0) return
|
||||
cursor(0,0,7)
|
||||
foreach(debug,print)
|
||||
debug={}
|
||||
end
|
||||
|
||||
function drawgame()
|
||||
cls()
|
||||
clip(0,0,112,128)
|
||||
for tbl in all{pbullets, pships, eships, intangibles, ebullets} do
|
||||
for x in all(tbl) do
|
||||
x:draw()
|
||||
end
|
||||
end
|
||||
clip(0,0,128,128)
|
||||
drawhud()
|
||||
end
|
||||
|
||||
function drawhud()
|
||||
-- 112-and-right is hud zone
|
||||
rectfill(112, 0, 127, 127,0x56)
|
||||
rect(112,0,127,127,7)
|
||||
line(127,1,127,127,5)
|
||||
line(113,127)
|
||||
|
||||
draw_gun_info("❎",116,3,primary_ship.main_gun)
|
||||
draw_gun_info("🅾️",116,31,primary_ship.special_gun)
|
||||
|
||||
dropshadow("pwr",114,59,1)
|
||||
inset(114,66,125,92)
|
||||
vertmeter(115,67,124,91,primary_ship.power, primary_ship.max_power, 15)
|
||||
|
||||
dropshadow("h s",114,97,1)
|
||||
inset(114,104,125,125)
|
||||
line(119,105,119,124,7)
|
||||
line(120,105,120,125,5)
|
||||
vertmeter(115,105,118,124,primary_ship.hp, primary_ship.maxhp, 8)
|
||||
vertmeter(121,105,124,124,primary_ship.shield, primary_ship.maxshield,12)
|
||||
end
|
||||
|
||||
function draw_gun_info(lbl,x,y,gun)
|
||||
dropshadow(lbl,x,y,1)
|
||||
inset(114,y+7,125,y+18)
|
||||
inset(114,y+20,125,y+24)
|
||||
if(gun) then
|
||||
spr(gun.icon,116,y+9,1,1)
|
||||
--115 to 124 - ammo bar. round up
|
||||
if gun.ammo == nil then
|
||||
fillp(0xa5a5)
|
||||
rectfill(115,y+21,124,y+23,0xea)
|
||||
fillp(0)
|
||||
elseif gun.ammo > 0 then
|
||||
rectfill(
|
||||
115,y+21,
|
||||
115+flr(9*gun.ammo/gun.maxammo),
|
||||
y+23,10)
|
||||
else
|
||||
line(118, y+22, 121, y+22, 2)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function vertmeter(x0,y0,x1,y1,val,maxval,col)
|
||||
if (val <= 0) return
|
||||
local h = y1-y0
|
||||
local pxm1 = flr(h*val/maxval)
|
||||
rectfill(x0,y1-pxm1,x1,y1,col)
|
||||
end
|
||||
|
||||
function inset(x0,y0,x1,y1)
|
||||
rectfill(x0,y0,x1,y1,0)
|
||||
rect(x0,y0,x1,y1,7)
|
||||
line(x1,y0,x0,y0,5)
|
||||
line(x0,y1,5)
|
||||
end
|
||||
|
||||
function dropshadow(str, x, y, col)
|
||||
print(str, x+1, y+1, 5)
|
||||
print(str, x, y, col)
|
||||
end
|
||||
|
||||
function grab_p1_butts()
|
||||
|
||||
local b = btn()
|
||||
return {
|
||||
[0]=b&0x1,
|
||||
[1]=(b&0x2)>>1,
|
||||
[2]=(b&0x4)>>2,
|
||||
[3]=(b&0x8)>>3,
|
||||
[4]=(b&0x10)>>4,
|
||||
[5]=(b&0x20)>>5
|
||||
}
|
||||
end
|
||||
|
||||
function bury_the_dead(tbl, dead)
|
||||
if (#dead == 0) return
|
||||
local tail = dead[1]
|
||||
local head = tail + 1
|
||||
local deaddex = 2
|
||||
|
||||
while head <= #tbl do
|
||||
while deaddex <= #dead and head == dead[deaddex] do
|
||||
deaddex += 1
|
||||
head += 1
|
||||
end
|
||||
if (head > #tbl) break
|
||||
tbl[tail] = tbl[head]
|
||||
head += 1
|
||||
tail += 1
|
||||
end
|
||||
|
||||
for i=1,(head-tail) do
|
||||
deli(tbl)
|
||||
end
|
||||
end
|
||||
-->8
|
||||
--ships, including player
|
||||
|
||||
function init_ship_mt()
|
||||
setmetatable(player, ship_t)
|
||||
setmetatable(frownie, ship_t)
|
||||
setmetatable(blocky, frownie_t)
|
||||
end
|
||||
|
||||
player = {
|
||||
--shape
|
||||
sprite = 1, --index of ship sprite
|
||||
size = 2, --all ships are square; how many 8x8 sprites?
|
||||
hurt = { -- hurtbox - where this ship can be hit
|
||||
x_off = 6, -- upper left corner
|
||||
y_off = 6, -- relative to ship ulc
|
||||
width = 4,
|
||||
height = 4
|
||||
},
|
||||
|
||||
-- health and power
|
||||
hp = 3, -- current health, non-regenerating
|
||||
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
|
||||
|
||||
-- gun
|
||||
main_gun = nil, -- assign at spawn time
|
||||
special_gun = nil,
|
||||
fire_off_x = 8, -- offset where bullets come from
|
||||
fire_off_y = 0,
|
||||
|
||||
-- position
|
||||
x=52, -- x and y are for upper left corner
|
||||
y=96,
|
||||
xmomentum = 0,
|
||||
ymomentum = 0,
|
||||
maxspd = 2.5, -- momentum cap
|
||||
thrust = 0.25, -- momentum added from button
|
||||
drag = 0.125, -- momentum lost per frame
|
||||
slip = false, -- does not slide down screen
|
||||
grab_butts = grab_p1_butts, -- button fetch algorithm
|
||||
}
|
||||
|
||||
player_t = {
|
||||
__index = player
|
||||
}
|
||||
|
||||
function new_p1()
|
||||
p = {
|
||||
main_gun = new_gun_of(zap_gun_t, false)
|
||||
}
|
||||
setmetatable(p, player_t)
|
||||
return p
|
||||
end
|
||||
|
||||
frownie = {
|
||||
--shape
|
||||
sprite = 3, --index of ship sprite
|
||||
size = 1, --all ships are square; how many 8x8 sprites?
|
||||
hurt = { -- hurtbox - where this ship can be hit
|
||||
x_off = 1, -- upper left corner
|
||||
y_off = 1, -- relative to ship ulc
|
||||
width = 6,
|
||||
height = 6
|
||||
},
|
||||
|
||||
-- health and power
|
||||
hp = 1, -- enemy ships need no max hp
|
||||
|
||||
-- position
|
||||
x=60, -- x and y are for upper left corner
|
||||
y=8,
|
||||
xmomentum = 0,
|
||||
ymomentum = 0,
|
||||
maxspd = 2, -- momentum cap
|
||||
thrust = 0.12, -- momentum added from button
|
||||
drag = 0.07, -- momentum lost per frame
|
||||
slip = true,
|
||||
grab_butts = function(discard_self)
|
||||
-- buttons are effectively analog
|
||||
-- and negative buttons work just fine!
|
||||
local butts = {}
|
||||
local tstate = (1 + flr(4*t() + 0.5)) % 6
|
||||
butts[0] = ((tstate==1 or tstate==2) and 1) or 0
|
||||
butts[1] = ((tstate==4 or tstate==5) and 1) or 0
|
||||
for b=2, 5 do
|
||||
butts[b]=0
|
||||
end
|
||||
return butts
|
||||
end, -- button fetch algorithm
|
||||
}
|
||||
frownie_t = {
|
||||
__index = frownie
|
||||
}
|
||||
|
||||
blocky = {
|
||||
sprite = 10,
|
||||
hp = 2,
|
||||
ow = function(self)
|
||||
if self.hp <= 1 then
|
||||
self.sprite = 11
|
||||
else
|
||||
self.sprite = 10
|
||||
end
|
||||
end
|
||||
}
|
||||
|
||||
blocky_t = {
|
||||
__index = blocky
|
||||
}
|
||||
-->8
|
||||
--ship behavior
|
||||
|
||||
scrollrate = 0.25 --in px/frame
|
||||
|
||||
ship_m = {
|
||||
|
||||
-- ships have no shield by default
|
||||
shield = 0,
|
||||
maxshield = 0,
|
||||
shieldcost = 32767.9,
|
||||
shieldcooldown = 180,
|
||||
|
||||
-- default generator behavior:
|
||||
-- 10 seconds for a full charge
|
||||
max_power = 600,
|
||||
power = 600,
|
||||
generator = 1, -- power gen per frame
|
||||
|
||||
invincible_until = -32768,
|
||||
|
||||
slip = true -- most enemies slide
|
||||
}
|
||||
|
||||
ship_t = {
|
||||
__index = ship_m,
|
||||
}
|
||||
|
||||
function ship_m.die(_)
|
||||
end
|
||||
|
||||
function ship_m.move(ship)
|
||||
ship:refresh_shield()
|
||||
ship.power = min(ship.max_power, ship.power + ship.generator)
|
||||
butt = ship.grab_butts()
|
||||
if (butt[5] > 0) ship:maybe_shoot(ship.main_gun)
|
||||
if (butt[4] > 0) ship:maybe_shoot(ship.special_gun)
|
||||
ship.xmomentum += (ship.thrust * butt[1]) - (ship.thrust * butt[0])
|
||||
ship.ymomentum += (ship.thrust * butt[3]) - (ship.thrust * butt[2])
|
||||
ship.xmomentum = mid(-ship.maxspd, ship.maxspd, ship.xmomentum)
|
||||
ship.ymomentum = mid(-ship.maxspd, ship.maxspd, ship.ymomentum)
|
||||
|
||||
ship.x = mid(0, 112 - 8 * ship.size, ship.x + ship.xmomentum)
|
||||
if not ship.slip then
|
||||
ship.y = mid(0, 128 - 8 * ship.size, ship.y + ship.ymomentum)
|
||||
end
|
||||
|
||||
--friction
|
||||
local xfric = 0
|
||||
local yfric = 0
|
||||
if (ship.xmomentum > 0) xfric = min(ship.xmomentum, ship.drag)
|
||||
if (ship.xmomentum < 0) xfric = max(ship.xmomentum, -ship.drag)
|
||||
if (ship.ymomentum > 0) yfric = min(ship.ymomentum, ship.drag)
|
||||
if (ship.ymomentum < 0) yfric = max(ship.ymomentum, -ship.drag)
|
||||
ship.xmomentum -= xfric
|
||||
ship.ymomentum -= yfric
|
||||
|
||||
-- "scrolling" behavior
|
||||
if ship.slip then
|
||||
ship.y += scrollrate
|
||||
if ship.y >= 128 then
|
||||
ship:die()
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end -- moveship(ship)
|
||||
|
||||
function ship_m.draw(ship)
|
||||
spr(ship.sprite, ship.x, ship.y, ship.size, ship.size)
|
||||
end
|
||||
|
||||
function hurtbox(ship)
|
||||
return {
|
||||
x=ship.x + ship.hurt.x_off,
|
||||
y=ship.y + ship.hurt.y_off,
|
||||
width=ship.hurt.width,
|
||||
height=ship.hurt.height
|
||||
}
|
||||
end
|
||||
|
||||
function ship_m:maybe_shoot(gun)
|
||||
if (not gun) return
|
||||
if (self.power < gun.power) return
|
||||
if (not gun:shoot(self.x + self.fire_off_x, self.y + self.fire_off_y)) return
|
||||
self.power -= gun.power
|
||||
end
|
||||
|
||||
function ship_m:hitship(other)
|
||||
return self:hitsomething(1)
|
||||
end
|
||||
|
||||
function ship_m:hitbullet(b)
|
||||
return self:hitsomething(b.damage)
|
||||
end
|
||||
|
||||
function ship_m:hitsomething(dmg)
|
||||
if (dmg <= 0) return false
|
||||
if (lframe < self.invincible_until) return false
|
||||
self.shield_refresh_ready = lframe + self.shieldcooldown
|
||||
if self.shield >= dmg then
|
||||
self.shield -= dmg
|
||||
self:ow()
|
||||
return false
|
||||
end
|
||||
dmg -= self.shield
|
||||
self.shield = 0
|
||||
self.hp -= dmg
|
||||
if self.hp <= 0 then
|
||||
self:die()
|
||||
return true
|
||||
end
|
||||
self:ow()
|
||||
return false
|
||||
end
|
||||
|
||||
function ship_m:ow()
|
||||
-- todo: implement damage blink
|
||||
end
|
||||
|
||||
function ship_m:refresh_shield()
|
||||
if (self.shield >= self.maxshield) return
|
||||
if (lframe < self.shield_refresh_ready) return
|
||||
if (self.power < self.shieldcost) return
|
||||
self.shield += 1
|
||||
self.power -= self.shieldcost
|
||||
self.shield_refresh_ready = lframe + self.shieldcooldown
|
||||
end
|
||||
-->8
|
||||
-- collisions
|
||||
|
||||
-- box: x, y, width, height
|
||||
|
||||
function collides(box1, box2)
|
||||
local dx = box2.x - box1.x
|
||||
local cx = dx >= 0 and dx <= (box1.width or 0)
|
||||
dx = box1.x - box2.x
|
||||
cx = cx or (dx >= 0 and dx <= (box2.width or 0))
|
||||
if (not cx) return false
|
||||
|
||||
local dy = box2.y - box1.y
|
||||
local cy = dy >= 0 and dy <= (box1.height or 0)
|
||||
dy = box1.y - box2.y
|
||||
cy = cy or (dy >= 0 and dy <= (box2.height or 0))
|
||||
return cy
|
||||
end
|
||||
-->8
|
||||
-- level and event system
|
||||
|
||||
-- a level is a map from
|
||||
-- effective frame number to
|
||||
-- callback for that frame.
|
||||
|
||||
-- effective frame number stops
|
||||
-- when freeze count is nonzero
|
||||
|
||||
-- a level is won when it hits
|
||||
-- the end-of-level sentinel
|
||||
-- and there are no more
|
||||
-- tracked enemies.
|
||||
-- lost when there are no
|
||||
-- player ships left.
|
||||
|
||||
-- effective frame
|
||||
distance = 0
|
||||
-- actual frame count since
|
||||
-- start of level
|
||||
lframe = 0
|
||||
|
||||
-- do not advance distance when
|
||||
-- nonzero
|
||||
freeze = 0
|
||||
|
||||
eol = {}
|
||||
|
||||
function load_level(lvltbl)
|
||||
distance = 0
|
||||
lframe = 0
|
||||
freeze = 0
|
||||
current_level = {}
|
||||
for frame, cb in pairs(lvltbl) do
|
||||
current_level[frame] = cb
|
||||
end
|
||||
end
|
||||
|
||||
function level_frame()
|
||||
lframe += 1
|
||||
if (current_level == nil) return true
|
||||
if freeze == 0 then
|
||||
distance += 1
|
||||
local cb = current_level[distance]
|
||||
if cb ~= nil then
|
||||
if cb == eol then
|
||||
current_level = nil
|
||||
return true
|
||||
else
|
||||
cb()
|
||||
end
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
-->8
|
||||
-- example level
|
||||
|
||||
function spawn_rnd_x(mt)
|
||||
s = {
|
||||
x = rnd(104),
|
||||
y = -(mt.__index.size * 8 - 1)
|
||||
}
|
||||
setmetatable(s, mt)
|
||||
add(eships, s)
|
||||
end
|
||||
|
||||
function spawn_blocking_rnd_x(mt)
|
||||
freeze += 1
|
||||
s = {
|
||||
x = rnd(104),
|
||||
y = -7,
|
||||
die = function(self)
|
||||
freeze -= 1
|
||||
mt.__index.die(self)
|
||||
end
|
||||
}
|
||||
setmetatable(s, mt)
|
||||
add(eships, s)
|
||||
end
|
||||
|
||||
function spawn_frownie()
|
||||
spawn_rnd_x(frownie_t)
|
||||
end
|
||||
|
||||
function spawn_blocking_frownie()
|
||||
spawn_blocking_rnd_x(frownie_t)
|
||||
end
|
||||
|
||||
function spawn_blocky()
|
||||
spawn_rnd_x(blocky_t)
|
||||
end
|
||||
|
||||
function spawn_blocking_blocky()
|
||||
spawn_blocking_rnd_x(blocky_t)
|
||||
end
|
||||
|
||||
example_level = {
|
||||
[1]=spawn_frownie,
|
||||
[60]=spawn_blocky,
|
||||
[61]=spawn_blocky,
|
||||
[250]=spawn_blocking_blocky,
|
||||
[310]=function()
|
||||
spawn_blocking_blocky()
|
||||
spawn_blocking_blocky()
|
||||
spawn_blocking_blocky()
|
||||
end,
|
||||
[311]=spawn_frownie,
|
||||
[401]=spawn_frownie,
|
||||
[420]=spawn_blocking_frownie,
|
||||
[450]=spawn_frownie,
|
||||
[451]=eol
|
||||
}
|
||||
-->8
|
||||
-- bullets and guns
|
||||
|
||||
function init_bullet_mt()
|
||||
setmetatable(zap, bullet_t)
|
||||
setmetatable(zap_gun, gun_t)
|
||||
setmetatable(blast, bullet_t)
|
||||
setmetatable(blast_gun, gun_t)
|
||||
end
|
||||
|
||||
zap = {
|
||||
--shape
|
||||
psprite = 8, --index of player ammo sprite
|
||||
esprite = 9, -- index of enemy ammo sprite
|
||||
width = 1, --in 8x8 blocks
|
||||
height = 1,
|
||||
hurt = { -- hurtbox - where this ship can be hit
|
||||
x_off = 0, -- upper left corner
|
||||
y_off = 0, -- relative to sprite
|
||||
width = 2,
|
||||
height = 8
|
||||
},
|
||||
center_x_off = 1, -- how to position by ship
|
||||
bottom_y_off = 0,
|
||||
top_y_off = 0,
|
||||
|
||||
damage = 1,
|
||||
dx = 0, -- px/frame
|
||||
dy = 8,
|
||||
|
||||
hitship = function(_, _)
|
||||
return true
|
||||
end
|
||||
}
|
||||
zap_t = {
|
||||
__index = zap
|
||||
}
|
||||
|
||||
zap_gun = {
|
||||
enemy = false,
|
||||
power = 30, -- power consumed per shot
|
||||
cooldown = 10, -- frames between shots
|
||||
ammo = nil, -- unlimited ammo - main gun
|
||||
t = zap_t -- metatable of bullet to fire
|
||||
}
|
||||
|
||||
zap_gun_t = {
|
||||
__index = zap_gun
|
||||
}
|
||||
|
||||
blast = {
|
||||
--shape
|
||||
psprite = 12, --index of player ammo sprite
|
||||
esprite = 3, -- index of enemy ammo sprite
|
||||
width = 1, --in 8x8 blocks
|
||||
height = 1,
|
||||
hurt = { -- hurtbox - where this ship can be hit
|
||||
x_off = 1, -- upper left corner
|
||||
y_off = 1, -- relative to sprite
|
||||
width = 6,
|
||||
height = 6
|
||||
},
|
||||
center_x_off = 4, -- how to position by ship
|
||||
bottom_y_off = 0,
|
||||
top_y_off = 0,
|
||||
|
||||
damage = 4,
|
||||
dx = 0, -- px/frame
|
||||
dy = 2,
|
||||
|
||||
-- disable damage for 2 frames
|
||||
-- when hitting something
|
||||
hitship = function(self, _)
|
||||
self.damage = 0
|
||||
local wait = 2
|
||||
e = function()
|
||||
wait -= 1
|
||||
if wait <= 0 then
|
||||
self.damage = 4
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
add(events, e)
|
||||
end
|
||||
}
|
||||
blast_t = {
|
||||
__index = blast
|
||||
}
|
||||
|
||||
blast_gun = {
|
||||
icon = 13,
|
||||
enemy = false,
|
||||
power = 0, -- ammo, not power
|
||||
cooldown = 30, -- frames between shots
|
||||
ammo = 5,
|
||||
maxammo = 5,
|
||||
t = blast_t -- metatable of bullet to fire
|
||||
}
|
||||
|
||||
blast_gun_t = {
|
||||
__index = blast_gun
|
||||
}
|
||||
|
||||
function new_gun_of(mt, is_enemy)
|
||||
g = {
|
||||
enemy = e
|
||||
}
|
||||
setmetatable(g, mt)
|
||||
return g
|
||||
end
|
||||
-->8
|
||||
-- bullet and gun behaviors
|
||||
|
||||
bullet_base = { }
|
||||
|
||||
bullet_t = {
|
||||
__index = bullet_base
|
||||
}
|
||||
|
||||
gun_base = {
|
||||
shoot_ready = -32768,
|
||||
|
||||
icon = 20
|
||||
}
|
||||
|
||||
gun_t = {
|
||||
__index = gun_base
|
||||
}
|
||||
|
||||
function bullet_base:hitship(_)
|
||||
self:die()
|
||||
return true
|
||||
end
|
||||
|
||||
function bullet_base:die()
|
||||
end
|
||||
|
||||
function bullet_base:move()
|
||||
self.x += self.dx
|
||||
if self.enemy then
|
||||
self.y += self.dy
|
||||
if self.y > 128 then
|
||||
self:die()
|
||||
return true
|
||||
end
|
||||
else
|
||||
self.y -= self.dy
|
||||
if self.y < -8*self.height then
|
||||
self:die()
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function bullet_base:draw()
|
||||
spr(self.sprite, self.x, self.y, self.width, self.height)
|
||||
end
|
||||
|
||||
function bullet_base:spawn_at(x, y)
|
||||
self.x = x - self.center_x_off
|
||||
if self.enemy then
|
||||
self.y = y + self.top_y_off
|
||||
add(ebullets, self)
|
||||
else
|
||||
self.y = y - (8 * self.height) + self.bottom_y_off
|
||||
add(pbullets, self)
|
||||
end
|
||||
end
|
||||
|
||||
function gun_base:shoot(x, y)
|
||||
if (lframe < self.shoot_ready) return false
|
||||
if self.ammo then
|
||||
if (self.ammo <= 0) return false
|
||||
self.ammo -= 1
|
||||
end
|
||||
self.shoot_ready = lframe + self.cooldown
|
||||
b = { }
|
||||
setmetatable(b, self.t)
|
||||
if self.enemy then
|
||||
b.enemy = true
|
||||
b.sprite = b.esprite
|
||||
else
|
||||
b.enemy = false
|
||||
b.sprite = b.psprite
|
||||
end
|
||||
b:spawn_at(x, y)
|
||||
return true
|
||||
end
|
||||
__gfx__
|
||||
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|
BIN
genericshmup.p8.png
Normal file
BIN
genericshmup.p8.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 31 KiB |
2162
last_tyrianlike.p8
Normal file
2162
last_tyrianlike.p8
Normal file
File diff suppressed because it is too large
Load Diff
356
old_readme.md
Normal file
356
old_readme.md
Normal file
@ -0,0 +1,356 @@
|
||||
This file contains text that used to be in the cartridge itself, but
|
||||
I'm getting increasingly anxious about cartridge space so I'm moving
|
||||
it out ot a separate file.
|
||||
|
||||
---
|
||||
|
||||
main loop sequence
|
||||
==================
|
||||
1. level_frame
|
||||
2. events
|
||||
3. merge new_events into events
|
||||
4. update bg intangibles
|
||||
5. move ships (player first)
|
||||
6. move bullets (player first)
|
||||
7. calculate collisions
|
||||
1. pship on eship
|
||||
2. ebullet on pship
|
||||
3. pbullet on eship
|
||||
8. update fg intangibles
|
||||
9. check for end of level
|
||||
|
||||
draw order
|
||||
----------
|
||||
bottom to top:
|
||||
1. intangibles_bg
|
||||
2. player bullets
|
||||
3. player ships
|
||||
4. enemy ships
|
||||
5. enemy bullets
|
||||
6. intangibles_fg
|
||||
|
||||
notes
|
||||
-----
|
||||
intangibles_fg move()s after
|
||||
all collisions and other moves
|
||||
are processed. if an intangible
|
||||
is added to the list as a result
|
||||
of a collision or move, it will
|
||||
itself be move()d before it is
|
||||
drawn.
|
||||
|
||||
data-driven items
|
||||
=================
|
||||
guns and bullets both allow the
|
||||
most common behaviors to be
|
||||
expressed with data alone.
|
||||
ships only need a movement
|
||||
algorithm expressed.
|
||||
|
||||
guns
|
||||
----
|
||||
* t - metatable for bullet type.
|
||||
fired once in the bullet's
|
||||
default direction per shot.
|
||||
* enemy - if true, fired bullets
|
||||
are flagged as enemy bullets.
|
||||
* icon - sprite index of an
|
||||
8x8 sprite to display in the
|
||||
hud when the player has this
|
||||
gun. default is 20, a generic
|
||||
crosshair bullseye thing.
|
||||
* cooldown - min frames between
|
||||
shots.
|
||||
* ammo, maxammo - permitted
|
||||
number of shots. 0 is empty
|
||||
and unfireable. maxammo = 0
|
||||
will cause a divide by zero
|
||||
so don't do that. if nil,
|
||||
ammo is infinite.
|
||||
|
||||
default guns manage ammo and
|
||||
cooldown in shoot, then call
|
||||
actually_shoot to create the
|
||||
projectile. override only
|
||||
actually_shoot to change
|
||||
projectile logic while keeping
|
||||
cooldown and ammo logic.
|
||||
|
||||
bullets
|
||||
-------
|
||||
* dx, dy - movement per frame.
|
||||
player bullets use -dy
|
||||
instead.
|
||||
* enemyspd - multiplier for dx
|
||||
and dy on enemy bullets.
|
||||
default is 0.5, making enemy
|
||||
shots much easier to dodge
|
||||
* damage - damage per hit;
|
||||
used by ships
|
||||
* 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.
|
||||
assume a pixel's coordinates
|
||||
refer to the upper left corner
|
||||
of the pixel; the center of
|
||||
a 2-width bullet with an
|
||||
upper left corner at 0 is 1,
|
||||
not 0.5.
|
||||
* top_off_y, bottom_off_y -
|
||||
also for positioning when
|
||||
firing. positive distance from
|
||||
top or bottom edge to image.
|
||||
top_off_y will usually be 0,
|
||||
bottom_off_y will not be when
|
||||
bullets are smaller than
|
||||
the sprite box.
|
||||
* width, height - measured in
|
||||
full sprites (8x8 boxes), not
|
||||
pixels. used for drawing.
|
||||
|
||||
bullets despawn when above or
|
||||
below the screen (player or
|
||||
enemy bullets, respectively).
|
||||
|
||||
by default, bullets despawn
|
||||
when they hit something.
|
||||
override hitship to change this.
|
||||
|
||||
ships
|
||||
____
|
||||
|
||||
ships move by calculating
|
||||
momentum, then offsetting their
|
||||
position by that momentum, then
|
||||
clamping their position to the
|
||||
screen (horizontally only for
|
||||
ships that autoscroll). ships
|
||||
that autoscroll (slip==true)
|
||||
then slide down by scrollspeed.
|
||||
fractional coordinates are ok.
|
||||
after movement, ships lose
|
||||
momentum (ship.drag along each
|
||||
axis). abs(momentum) can't
|
||||
exceed ship.maxspeed.
|
||||
|
||||
ships gain momentum by acting
|
||||
like a player pushing buttons.
|
||||
the player ship actually reads
|
||||
buttons for this.
|
||||
|
||||
act -- returns new acceleration:
|
||||
dx, dy, shoot_spec, shoot_main.
|
||||
dx and dy are change in momentum
|
||||
in px/frame. this is controls
|
||||
only -- friction is handled in
|
||||
ship:move (`drag` value).
|
||||
|
||||
ships hitting another ship take
|
||||
1 damage per frame of overlap.
|
||||
ships hitting a bullet check
|
||||
bullet.damage to find out how
|
||||
much damage they take. damage
|
||||
is applied to shields, then hp.
|
||||
damaged ships flash briefly -
|
||||
blue (12) if all damage was
|
||||
shielded, white (7) if hp was
|
||||
damaged. a ship that then has 0
|
||||
or less hp calls self:die() and
|
||||
tells the main game loop to
|
||||
remove it.
|
||||
|
||||
shieldcooldown is the interval
|
||||
between restoring shield points.
|
||||
shieldpenalty is the delay
|
||||
before restoring points after
|
||||
any damage, reset to this value
|
||||
on every damaging hit (whether
|
||||
it is absorbed by the shield or
|
||||
not) -- shield behaves like
|
||||
halo and other shooters in its
|
||||
heritage, where it recovers if
|
||||
you avoid damage for a while.
|
||||
not that there is any safe cover
|
||||
in this kind of game.
|
||||
|
||||
ships do not repair hp on their
|
||||
own. negative-damage bullets
|
||||
are treated as 0, but a bullet
|
||||
can choose to repair the ship
|
||||
it hits in its own hitship
|
||||
method, or otherwise edit it
|
||||
(changing weapons, refilling
|
||||
weapon ammo). powerups are
|
||||
therefore a kind of bullet.
|
||||
|
||||
levels
|
||||
======
|
||||
|
||||
a level is a table mapping
|
||||
effective frame number to
|
||||
functions. when a level starts,
|
||||
it sets lframe ("level frame")
|
||||
and distance to 0.
|
||||
|
||||
every frame, level_frame
|
||||
increments lframe by 0x0.0001.
|
||||
then if the level is not frozen,
|
||||
it increments distance by 1.0
|
||||
and runs the function in the
|
||||
level table for exactly that
|
||||
frame number (if any). distance
|
||||
is therefore "nonfrozen frames",
|
||||
and is used to trigger level
|
||||
progress. lframe always
|
||||
increments. ships are encouraged
|
||||
to use lframe to control
|
||||
animation and movement, and may
|
||||
use distance to react to level
|
||||
progress separately from overall
|
||||
time. remember to multiply
|
||||
lframe-related stuff by 0x0001.
|
||||
|
||||
a special sentinel value, eol,
|
||||
marks the end of the level.
|
||||
(the level engine doesn't know
|
||||
when it's out of events, so
|
||||
without eol, the level will
|
||||
simply have no events forever.)
|
||||
when it finds eol, level_frame
|
||||
throws away the current level
|
||||
and tells the main loop that it
|
||||
might be done. the main loop
|
||||
agrees the level is over and the
|
||||
player has won when the level
|
||||
has reached eol and there are
|
||||
no more enemy ships, enemy
|
||||
bullets, or background events
|
||||
remaining. player ships, player
|
||||
bullets, and intangibles are
|
||||
not counted.
|
||||
|
||||
level freezing
|
||||
--------------
|
||||
the level is frozen when the
|
||||
global value freeze > 0.
|
||||
generally, something intending
|
||||
to block level progress (a
|
||||
miniboss, a minigame, etc.)
|
||||
increments freeze and prepares
|
||||
some means of decrementing it
|
||||
when it no longer wants to block
|
||||
level progress.
|
||||
|
||||
most commonly, we want to block
|
||||
until some specific ship or
|
||||
group of ships has died. for
|
||||
these ships, override ship:die
|
||||
to decrement freeze. make sure
|
||||
to set ship.dead in any new
|
||||
ship:die method so anything else
|
||||
looking at it can recognize
|
||||
the ship as dead.
|
||||
|
||||
for anything else, you probably
|
||||
want an event to figure out when
|
||||
to unfreeze.
|
||||
|
||||
levels start at 1
|
||||
-----------------
|
||||
|
||||
distance is initialized to 0
|
||||
but gets incremented before the
|
||||
first time the engine looks for
|
||||
events. therefore, the first
|
||||
frame of the level executes
|
||||
level[1]. since levelframe
|
||||
executes before anything else,
|
||||
level[1] sets up the first frame
|
||||
drawn in the level. the player
|
||||
does not see a blank world
|
||||
before level[1] runs.
|
||||
level[1] can therefore be used
|
||||
to reconfigure the player ship,
|
||||
set up backgrounds, start music,
|
||||
kick off some kind of fade-in
|
||||
animation, etc.
|
||||
|
||||
|
||||
events
|
||||
======
|
||||
the global list "events" stores
|
||||
0-argument functions which are
|
||||
called every frame. if they
|
||||
return true, they are removed
|
||||
from the list and not run again;
|
||||
if they return false, they stay
|
||||
and will be called in later
|
||||
frames. the level does not end
|
||||
while the events table is
|
||||
nonempty.
|
||||
|
||||
events are most commonly used
|
||||
to set up something for later
|
||||
(for example, blip uses an event
|
||||
to remove the fx_pallete from
|
||||
the flashing ship when the blip
|
||||
expires), but can also be used
|
||||
to implement a "level within a
|
||||
level" that does something
|
||||
complicated until it's done. if
|
||||
you froze the level when
|
||||
creating the event, remember
|
||||
to thaw it (freeze -= 1) on all
|
||||
paths that return true.
|
||||
|
||||
to do complex stuff in events,
|
||||
use a closure or a metatable
|
||||
that specifies __call.
|
||||
|
||||
to avoid editing the events
|
||||
list while it is being iterated,
|
||||
events that create new events
|
||||
must add those events to
|
||||
new_events rather than events.
|
||||
new_events is only valid during
|
||||
the "event execution" stage, so
|
||||
events created at any other time
|
||||
must go directly on events
|
||||
without using new_events.
|
||||
|
||||
intangibles
|
||||
===========
|
||||
|
||||
the intangibles_fg and
|
||||
intangibles_bg lists contain
|
||||
items with :move and :draw.
|
||||
like ships and bullets, they
|
||||
move during _update60 and
|
||||
draw during _draw. they are
|
||||
not checked for collisions.
|
||||
|
||||
intangibles_bg moves/draws
|
||||
before anything else moves or
|
||||
draws. intangibles_fg
|
||||
moves/draws last. this controls
|
||||
whether your intangible object
|
||||
draws in front of or behind
|
||||
other stuff. you probably want
|
||||
intangibles_bg for decorative
|
||||
elements and intangibles_fg
|
||||
for explosions, score popups,
|
||||
etc.
|
||||
|
||||
there's no scrolling background
|
||||
engine but intangibles_bg could
|
||||
be used to create one, including
|
||||
using the map (otherwise unused
|
||||
in this engine) for the purpose.
|
||||
|
||||
intangibles do not prevent the
|
||||
level from ending. like bullets
|
||||
and ships, if :move returns
|
||||
true, they are dropped.
|
223
rearm_prototype.p8
Normal file
223
rearm_prototype.p8
Normal file
@ -0,0 +1,223 @@
|
||||
pico-8 cartridge // http://www.pico-8.com
|
||||
version 42
|
||||
__lua__
|
||||
-- vacuum gambit
|
||||
-- by kistaro windrider
|
||||
|
||||
-- stdlib
|
||||
|
||||
-- generate standard "overlay"
|
||||
-- constructor for type tt.
|
||||
-- if tt.init is defined, generated
|
||||
-- new calls tt.init(ret) after
|
||||
-- ret is definitely not nil,
|
||||
-- before calling setmetatable.
|
||||
-- use to initialize mutables.
|
||||
--
|
||||
-- if there was a previous new,
|
||||
-- it is invoked on the new
|
||||
-- object *after* more, because
|
||||
-- this works better with the
|
||||
-- `more` impls i use.
|
||||
function mknew(tt)
|
||||
local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
|
||||
tt.new=function(ret)
|
||||
if(not ret) ret = {}
|
||||
if(more) more(ret)
|
||||
if(oldnew) oldnew(ret)
|
||||
setmetatable(ret, mt)
|
||||
return ret
|
||||
end
|
||||
return tt
|
||||
end
|
||||
|
||||
function easeoutbounce(t)
|
||||
local n1=7.5625
|
||||
local d1=2.75
|
||||
|
||||
if (t<1/d1) then
|
||||
return n1*t*t;
|
||||
elseif(t<2/d1) then
|
||||
t-=1.5/d1
|
||||
return n1*t*t+.75;
|
||||
elseif(t<2.5/d1) then
|
||||
t-=2.25/d1
|
||||
return n1*t*t+.9375;
|
||||
else
|
||||
t-=2.625/d1
|
||||
return n1*t*t+.984375;
|
||||
end
|
||||
end
|
||||
|
||||
-->8
|
||||
-- entry points
|
||||
function _draw()
|
||||
cls()
|
||||
draw_hud_placeholder()
|
||||
left_pane:draw()
|
||||
right_pane:draw()
|
||||
rearm_pane_instance:draw()
|
||||
end
|
||||
|
||||
function _init()
|
||||
item=1
|
||||
bfm=1
|
||||
crt_frm = 1
|
||||
left_pane = weapon_pane.new{}
|
||||
right_pane = weapon_pane.new{
|
||||
is_left=false,
|
||||
s = 2,
|
||||
hdr = "vulc",
|
||||
body = " rate\n\n faster\n firing\n rate",
|
||||
hot = function() return item == 2 end}
|
||||
rearm_pane_instance = rearm_pane.new{hot=function() return item < 0 end}
|
||||
end
|
||||
|
||||
function _update60()
|
||||
crt_frm += 0.25
|
||||
if (crt_frm >= 9) crt_frm = 1
|
||||
if (btn(3) and item > 0 or btn(2) and item < 0) item = -item
|
||||
if (btn(0)) item = 1
|
||||
if (btn(1)) item = 2
|
||||
if (btn() & 0xF ~= 0) and bfm >= 10 or bfm >= 30 then
|
||||
bfm = 1
|
||||
else
|
||||
bfm += 1
|
||||
end
|
||||
|
||||
if btnp(4) then
|
||||
left_pane.pos = -1
|
||||
right_pane.pos = -1
|
||||
rearm_pane_instance.pos = -1
|
||||
end
|
||||
|
||||
if btnp(5) then
|
||||
left_pane.pos = 1
|
||||
right_pane.pos = 1
|
||||
rearm_pane_instance.pos = 1
|
||||
end
|
||||
|
||||
left_pane:update()
|
||||
right_pane:update()
|
||||
rearm_pane_instance:update()
|
||||
end
|
||||
|
||||
function draw_hud_placeholder()
|
||||
rectfill(112, 0, 127, 127,0x56)
|
||||
rect(112,0,127,127,7)
|
||||
line(127,1,127,127,5)
|
||||
line(113,127)
|
||||
end
|
||||
|
||||
-->8
|
||||
-- rearm pane drawing
|
||||
|
||||
crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570}
|
||||
|
||||
function glow_box(x0, y0, x1, y1, c, cf)
|
||||
for i,v in ipairs{c[1],c[2],c[1],0} do
|
||||
i -= 1
|
||||
rect(x0+i,y0+i,x1-i,y1-i,v)
|
||||
end
|
||||
fillp(crt[crt_frm&0xff])
|
||||
rectfill(x0+4, y0+4, x1-4, y1-4, cf)
|
||||
fillp()
|
||||
end
|
||||
|
||||
function frame_col(hot)
|
||||
if (not hot) return {4,10}
|
||||
if (bfm<=16) return {14,7}
|
||||
return {2,8}
|
||||
end
|
||||
|
||||
function draw_weap_opt(x, y, c, s, hdr, body)
|
||||
camera(-x,-y)
|
||||
glow_box(0,0,55,100,c,1)
|
||||
spr(s,5, 5)
|
||||
print(hdr, 13, 8, 7)
|
||||
print(body, 5, 15, 6)
|
||||
camera()
|
||||
end
|
||||
|
||||
function draw_rearm(c)
|
||||
glow_box(0,101,111,127,c,1)
|
||||
spr(5,15,107,4,2)
|
||||
print("full ammo\nfull shield\n+50% health",54, 106, 6)
|
||||
end
|
||||
|
||||
-->8
|
||||
-- rearm pane objects
|
||||
easing_pane = mknew{
|
||||
-- to enter: pos = -1; to exit: pos = 1
|
||||
-- runs for 32 frames in, 16 frames out
|
||||
}
|
||||
|
||||
function easing_pane:frac()
|
||||
local pos = self.pos
|
||||
if (not pos) return
|
||||
if (pos < 0) return 1-easeoutbounce(1+pos)
|
||||
if (pos > 0) return (1-pos)*(1-pos)
|
||||
return 0
|
||||
end
|
||||
|
||||
function easing_pane:update()
|
||||
local pos = self.pos
|
||||
if (not pos or pos == 0) return
|
||||
if (pos < 0) pos = min(pos + 0x0.05, 0)
|
||||
if pos > 0 then
|
||||
pos -= 0x0.1
|
||||
if (pos <= 0) pos = nil
|
||||
end
|
||||
self.pos = pos
|
||||
end
|
||||
|
||||
weapon_pane = mknew(easing_pane.new{
|
||||
is_left = true,
|
||||
s = 1,
|
||||
hdr = "hull",
|
||||
body = "\n +1\n max\n health",
|
||||
hot = function() return item == 1 end,
|
||||
})
|
||||
|
||||
function weapon_pane:draw()
|
||||
local frac, is_left = self:frac(), self.is_left
|
||||
if (not frac) return
|
||||
camera(
|
||||
frac * (is_left and 55 or -128) + (1-frac) * (is_left and 0 or -56),
|
||||
0)
|
||||
glow_box(0,0,55,100,frame_col(self:hot()),1)
|
||||
spr(self.s,5, 5)
|
||||
print(self.hdr, 13, 8, 7)
|
||||
print(self.body, 5, 15, 6)
|
||||
camera()
|
||||
end
|
||||
|
||||
rearm_pane = mknew(easing_pane.new{})
|
||||
|
||||
function rearm_pane:draw()
|
||||
local frac = self:frac()
|
||||
if (not frac) return
|
||||
camera(0, -28 * frac)
|
||||
glow_box(0,101,111,127,frame_col(self:hot()),1)
|
||||
spr(5,15,107,4,2)
|
||||
print("full ammo\nfull shield\n+50% health",54, 106, 6)
|
||||
camera()
|
||||
end
|
||||
|
||||
__gfx__
|
||||
000000000b00000000000a0007700770000aa0000444440004444444000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000bba80880000008000aa00aa00a0880a0447777700477777a000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
007007000aaa28780a0000000990099008000080477aaa7a0477aaaa000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
0007000008a8887808000000099009900080080047a0047a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00007000088888820000a000088008800000000047a0447a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00700700008888200000800008800880a000000a47a4477a047a4440000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
000000000008820000a0000008800880080aa080477777a00477777a000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
0000000000002000008000000880088000088000477770000422aaaa222200020000020000000000000000000000000000000000000000000000000000000000
|
||||
0d5000000000000000000000000000000000000047a77700022ee0002eeee002e00022e000000000000000000000000000000000000000000000000000000000
|
||||
d00000000000000000000000000000000000000047a4777002ea2e002e002e02ee022ee000000000000000000000000000000000000000000000000000000000
|
||||
500000000000000000000000000000000000000047a0477a22ea2e002e002e02e2e2e2e000000000000000000000000000000000000000000000000000000000
|
||||
000000000000000000000000000000000000000047a0047a2e2222e02e222e02e02e02e000000000000000000000000000000000000000000000000000000000
|
||||
000000000000000000000000000000000000000047a0047a2eeeeeea2eeee002e02e02e000000000000000000000000000000000000000000000000000000000
|
||||
00000000000000000000000000000000000000000aa000aa2e7aa2ea2e00e002e02e02e000000000000000000000000000000000000000000000000000000000
|
||||
0000000000000000000000000000000000000000000000002e0002e02e002e02e02e02e000000000000000000000000000000000000000000000000000000000
|
||||
0000000000000000000000000000000000000000000000000e0000e00e000e00e00e00e000000000000000000000000000000000000000000000000000000000
|
61
the_parser.p8
Normal file
61
the_parser.p8
Normal file
@ -0,0 +1,61 @@
|
||||
pico-8 cartridge // http://www.pico-8.com
|
||||
version 41
|
||||
__lua__
|
||||
-- the parser
|
||||
|
||||
parser = {}
|
||||
mknew(parser)
|
||||
|
||||
-- calls parse_into with a nop
|
||||
-- emit function.
|
||||
function parser:parse(str)
|
||||
self:parse_into(str, function() end)
|
||||
end
|
||||
|
||||
-- read a file of commands and
|
||||
-- execute them, emitting the
|
||||
-- results from each call into
|
||||
-- `emit` as a table per row.
|
||||
--
|
||||
-- a "command" is a method on
|
||||
-- self. a row alternates
|
||||
-- commands with args. when
|
||||
-- calling a command, it also
|
||||
-- gets a table of previous
|
||||
-- results as the first arg.
|
||||
-- args are split on ','.
|
||||
function parser:parse_into(str, emit)
|
||||
for row in all(split(str, "\n")) do
|
||||
local prev = {}
|
||||
local sectors = split(row, ":")
|
||||
for i=1,#sectors,2 do
|
||||
local x = self[sectors[i]](self, prev, usplit(sectors[i+1]))
|
||||
if (x) add(prev, x)
|
||||
end
|
||||
emit(prev)
|
||||
end
|
||||
end
|
||||
|
||||
-- saves prev[sel] as self.name.
|
||||
-- if sel is unspecified, saves
|
||||
-- all of prev (as a table).
|
||||
function parser:saveas(prev, name, sel)
|
||||
self[name] = sel and prev[sel] or prev
|
||||
end
|
||||
|
||||
-- returns its args, ignoring
|
||||
-- prev. Used to stuff things
|
||||
-- into prev. args are packed
|
||||
-- if there's multiple.
|
||||
function parser:val(_, ...)
|
||||
local ret := pack(...)
|
||||
if (#ret == 1) return ret[1]
|
||||
return ret
|
||||
end
|
||||
|
||||
function parser:bind(_, fn, ...)
|
||||
local f = self[fn]
|
||||
return function()
|
||||
f(...)
|
||||
end
|
||||
end
|
45
todo.md
Normal file
45
todo.md
Normal file
@ -0,0 +1,45 @@
|
||||
## 1. refine existing engine (knowing what I know now)
|
||||
|
||||
- [x] rewrite event queue as a linked list
|
||||
- [x] rewrite animator stacks as linked lists
|
||||
- [x] rewrite ship/bullet collections as linked lists
|
||||
- [ ] update/draw mode switching system (high-efficiency version)
|
||||
- [ ] render ship shields (even for large ships)
|
||||
- [ ] duplicate file -- about to split away from Tyrian features
|
||||
|
||||
## 2. convert from Tyrian clone to MMBN clone
|
||||
|
||||
- [ ] remove PWR meter, replace with weapon queue
|
||||
- [ ] remove power mechanics from _player_ ship (only!)
|
||||
- [ ] all player weapons are now ammo limited except pea shooter
|
||||
- [ ] remove weapon drops
|
||||
- [ ] implement fallback pea shooter
|
||||
- [ ] implement turn timer (screen-height bar)
|
||||
- [ ] replace per-frame CLR with rectfill (saves time)
|
||||
- [ ] implement extremely crude prototype for weapon select intermezzo
|
||||
- [ ] implement "deck"
|
||||
- [ ] implement basic weapon cards
|
||||
- [ ] implement starter deck
|
||||
- [ ] stabilize this with just starter deck and sample level
|
||||
|
||||
## 3. add deckbuilder mechanics
|
||||
|
||||
- [ ] implement post-encounter "get a card"
|
||||
- [ ] implement deck lister
|
||||
- [ ] implement more cards, mini-encounters for deck buildup
|
||||
- [ ] implement card levels?
|
||||
- [ ] implement card removal (shop?)
|
||||
|
||||
## 4. make it a real game
|
||||
|
||||
- [ ] actually design a branching encounter sequence
|
||||
- [ ] map
|
||||
- [ ] "minimap"/scanner on weapon picker
|
||||
- [ ] high score board (difficulty x time)
|
||||
- [ ] difficulty increase system
|
||||
- [ ] as much more crap as I can fit in under the token limit, which
|
||||
is probably not much at this point
|
||||
|
||||
## 5. this is just futile isn't it
|
||||
|
||||
- [ ] give up and move to TIC-80 because the token limits
|
2110
updatedshmup.p8
Normal file
2110
updatedshmup.p8
Normal file
File diff suppressed because it is too large
Load Diff
2254
vacuum_gambit.p8
Normal file
2254
vacuum_gambit.p8
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user