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hud-update
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2
.gitignore
vendored
Normal file
2
.gitignore
vendored
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
.DS_Store
|
||||||
|
.vscode/settings.json
|
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
|
||||||
|
__lua__
|
||||||
|
|
||||||
|
-- vacuum gambit automatic brake test
|
||||||
|
-- by kistaro windrider
|
||||||
|
|
||||||
|
function usplit(str)
|
||||||
|
return unpack(split(str))
|
||||||
|
end
|
||||||
|
function csv(s)
|
||||||
|
local ret = split(s, "\n")
|
||||||
|
for i, v in ipairs(ret) do
|
||||||
|
ret[i] = type(v) == "string" and split(v) or { v }
|
||||||
|
end
|
||||||
|
return ret
|
||||||
|
end
|
||||||
|
|
||||||
|
-- generate standard "overlay"
|
||||||
|
-- constructor for type tt.
|
||||||
|
-- if more is defined, generated
|
||||||
|
-- new calls more(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, more)
|
||||||
|
local mt, oldnew = { __index = tt }, tt.new
|
||||||
|
tt.new = function(ret)
|
||||||
|
if (not ret) ret = {}
|
||||||
|
if (more) more(ret)
|
||||||
|
if (oldnew) oldnew(ret)
|
||||||
|
setmetatable(ret, mt)
|
||||||
|
return ret
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
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
|
||||||
|
reroll()
|
||||||
|
end
|
||||||
|
|
||||||
|
function reroll()
|
||||||
|
frames=0
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||||||
|
sloc=0
|
||||||
|
the_ship:reroll()
|
||||||
|
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()
|
||||||
|
cls(1)
|
||||||
|
constraints:draw()
|
||||||
|
the_ship:draw()
|
||||||
|
print("frames: " .. frames, 4, 64, 7)
|
||||||
|
print("speed: 1/" .. slomo, 8, 70, 7)
|
||||||
|
|
||||||
|
print("thrust: ".. actual_t, 4, 80, 7)
|
||||||
|
meter(80, 80, 128, 84, actual_t/the_ship.thrust/2)
|
||||||
|
print("dx: ".. the_ship.dx, 20, 86, 7)
|
||||||
|
meter(80, 86, 128, 90, the_ship.dx/the_ship.maxspd/2)
|
||||||
|
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__
|
||||||
|
000000000000000aa00000000088880090000009e00000000000000e00dddd003b00000082000000066666600555555000333300002222000000000000000000
|
||||||
|
000000000000000aa00000000822228099000009ee0000000000000e0d1111d037000000a2000000655555565555555503bbbb30028888200000000000000000
|
||||||
|
00700700000000aaaa00000082a22a280990009000ee0000000000eed171171db7000000a800000065755756557557553bbaabb3288aa8820000000000000000
|
||||||
|
00077000000000aaaa0000008222222800990900000ee00000000ee0d111111db7000000a800000065555556555555553ba77ab328a77a820000000000000000
|
||||||
|
0007700000000aaaaaa00000822aa228000990000000ee000000ee00d117711db7000000a800000065555556555775553ba77ab328a77a820000000000000000
|
||||||
|
0070070000000aaaaaa0000082a22a2800999900000000eee00ee000d171171db7000000a800000065777756557557553bbaabb3288aa8820000000000000000
|
||||||
|
000000000000aaaaaaaa0000082222800990099000000000eeee00000d1111d037000000a2000000655555565557755503bbbb30028888200000000000000000
|
||||||
|
000000000000aa8888aa0000008888009900009900000000eeee000000dddd003b00000082000000066666600555555000333300002222000000000000000000
|
||||||
|
00000000000aaa8888aaa00000000000b000000b0000000ee00ee000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
00000000000aaa8888aaa0000000000000bbbb00000000ee000eeee0000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
0000000000aaaa8888aaaa00000000000b0000b000000ee0000eeee0000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
0000000000aaaaaaaaaaaa00000000000b0bb0b00000ee000000eee0000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
000000000aaaaaaaaaaaaaa0000000000b0bb0b0000ee00000000eee000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
000000000aaaaaaaaaaaaaa0000000000b0000b000ee000000000eee000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
00000000aaaaaaaaaaaaaaaa0000000000bbbb00ee000000000000ee000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
00000000aaaaaaaaaaaaaaaa00000000b000000be0000000000000ee000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
__label__
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007777777777777777
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666611111666665
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666115151166665
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666111611156665
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666115161156665
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666611111556665
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666665555566665
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007655555555555565
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650b000000b0765
|
||||||
|
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765000bbbb000765
|
||||||
|
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000076500b0000b00765
|
||||||
|
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000076500b0bb0b00765
|
||||||
|
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000076500b0bb0b00765
|
||||||
|
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000076500b0000b00765
|
||||||
|
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765000bbbb000765
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650b000000b0765
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007657777777777765
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007655555555555565
|
||||||
|
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765aeaeaeaeae765
|
||||||
|
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765eaeaeaeaea765
|
||||||
|
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765aeaeaeaeae765
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007657777777777765
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||||||
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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||||||
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||||||
|
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||||||
|
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|
||||||
|
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|
||||||
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765028a77a820765
|
||||||
|
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||||||
|
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|
||||||
|
00000000000000000000000000000000000657557560000000000000000000000000000000000000557557550657557560000000000000007650028888200765
|
||||||
|
00000000000000000000000000000000000655555560000000000000000000000000000000000000555555550655555560000000000000007650002222000765
|
||||||
|
00000000000000000000000000000000000655555560000000000000000000000000000000000000555775550655555560000000000000007650000000000765
|
||||||
|
00000000000000000000000000000000000657777560000000000000000000000000000000000000557557550657777560000000000000007657777777777765
|
||||||
|
00000000000000000000000000000000000655555560000000000000000000000000000000000000555775550655555560000000000000007666666666666665
|
||||||
|
00000000000000000000000000000000000066666600000000000000000000000000000000000000055555500066666600000000000000007655555555555565
|
||||||
|
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765aaaaaaaaaa765
|
||||||
|
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765aaaaaaaaaa765
|
||||||
|
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000765aaaaaaaaaa765
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007657777777777765
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007665666555656565
|
||||||
|
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|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007655555555555565
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007650000000000765
|
||||||
|
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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
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
2169
vacuum_gambit.p8
Normal file
2169
vacuum_gambit.p8
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user