7 Commits

2 changed files with 314 additions and 316 deletions

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@ -1,5 +1,5 @@
pico-8 cartridge // http://www.pico-8.com pico-8 cartridge // http://www.pico-8.com
version 42 version 41
__lua__ __lua__
-- vacuum gambit -- vacuum gambit
-- by kistaro windrider -- by kistaro windrider
@ -18,17 +18,12 @@ function csv(s)
end end
return ret return ret
end end
function const_fxn(x)
return function()
return x
end
end
-- generate standard "overlay" -- generate standard "overlay"
-- constructor for type tt. -- constructor for type tt.
-- if tt.init is defined, generated -- if more is defined, generated
-- new calls tt.init(ret) after -- new calls more(ret) after
-- ret is definitely not nil, -- ret is definitely not nil
-- before calling setmetatable. -- before calling setmetatable.
-- use to initialize mutables. -- use to initialize mutables.
-- --
@ -37,8 +32,8 @@ end
-- object *after* more, because -- object *after* more, because
-- this works better with the -- this works better with the
-- `more` impls i use. -- `more` impls i use.
function mknew(tt) function mknew(tt, more)
local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init") local mt,oldnew = {__index=tt},tt.new
tt.new=function(ret) tt.new=function(ret)
if(not ret) ret = {} if(not ret) ret = {}
if(more) more(ret) if(more) more(ret)
@ -46,18 +41,15 @@ function mknew(tt)
setmetatable(ret, mt) setmetatable(ret, mt)
return ret return ret
end end
return tt
end end
-- intrusive singly-linked list. -- intrusive singly-linked list.
-- cannot be nested! -- cannot be nested!
linked_list = mknew{ linked_list = {is_linked_list=true}
is_linked_list=true, mknew(linked_list, function(x)
init = function(x)
x.next=nil x.next=nil
x.tail=x x.tail=x
end, end)
}
function linked_list:push_back(x) function linked_list:push_back(x)
self.tail.next = x self.tail.next = x
@ -126,7 +118,7 @@ end
function _init() function _init()
init_blip_pals() init_blip_pals()
wipe_level() wipe_level()
primary_ship.main_gun = zap_gun_p.new() -- redundant? primary_ship.main_gun = zap_gun.new()
load_level(example_level_csv) load_level(example_level_csv)
state = game state = game
pal(2,129) pal(2,129)
@ -420,7 +412,7 @@ end
scrollrate = 0.25 --in px/frame scrollrate = 0.25 --in px/frame
ship_m = mknew{ ship_m = {
-- ships have no shield by default -- ships have no shield by default
shield = 0, shield = 0,
@ -445,6 +437,7 @@ ship_m = mknew{
-- ymin, ymax default to nil -- ymin, ymax default to nil
-- pship needs more constraint -- pship needs more constraint
} }
mknew(ship_m)
function ship_m:die() function ship_m:die()
self.dead = true self.dead = true
@ -587,20 +580,16 @@ end
-->8 -->8
-- bullet and gun behaviors -- bullet and gun behaviors
function player_blt_cat() bullet_base = {
return pbullets enemyspd = 0.5
end }
mknew(bullet_base)
function enemy_blt_cat() gun_base = {
return ebullets
end
bullet_base = mknew{ }
gun_base = mknew{
shoot_ready = -32768, shoot_ready = -32768,
icon = 20 icon = 20
} }
mknew(gun_base)
function bullet_base:hitship(_) function bullet_base:hitship(_)
self:die() self:die()
@ -612,10 +601,18 @@ end
function bullet_base:move() function bullet_base:move()
self.x += self.dx self.x += self.dx
self.y += self.dy if self.enemy then
if (self.y > 128) or (self.y < -8 * self.height) then self.y += self.dy
self:die() if self.y > 128 then
return true self:die()
return true
end
else
self.y -= self.dy
if self.y < -8*self.height then
self:die()
return true
end
end end
return false return false
end end
@ -624,18 +621,17 @@ function bullet_base:draw()
spr(self.sprite, self.x, self.y, self.width, self.height) spr(self.sprite, self.x, self.y, self.width, self.height)
end end
-- An `actually_shoot` factory
-- for trivial guns
function spawn_one(t)
return function(gun, x, y)
t.new{}:spawn_at(x, y)
end
end
function bullet_base:spawn_at(x, y) function bullet_base:spawn_at(x, y)
self.x = x - self.x_off self.x = x - self.center_x_off
self.y = y - self.y_off if self.enemy then
self.category():push_back(self) self.dx *= self.enemyspd
self.dy *= self.enemyspd
self.y = y + self.top_y_off
ebullets:push_back(self)
else
self.y = y - (8 * self.height) + self.bottom_y_off
pbullets:push_back(self)
end
end end
function gun_base:shoot(x, y) function gun_base:shoot(x, y)
@ -649,12 +645,23 @@ function gun_base:shoot(x, y)
return true return true
end end
function gun_base:actually_shoot(x, y)
local typ = self.t
local b = typ.new{
enemy = self.enemy,
sprite = self.enemy and typ.esprite or typ.psprite,
}
b:spawn_at(x, y)
return true
end
-->8 -->8
-- bullets and guns -- bullets and guns
zap_e = mknew(bullet_base.new{ zap = bullet_base.new{
--shape --shape
sprite = 9, --index of enemy ammo sprite psprite = 8, --index of player ammo sprite
esprite = 9, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
height = 1, height = 1,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
@ -663,39 +670,33 @@ zap_e = mknew(bullet_base.new{
width = 2, width = 2,
height = 8 height = 8
}, },
x_off = 1, -- how to position by ship center_x_off = 1, -- how to position by ship
y_off = 8, bottom_y_off = 0,
top_y_off = 0,
damage = 1, damage = 1,
dx = 0, -- px/frame dx = 0, -- px/frame
dy = 4, dy = 8,
hitship = const_fxn(true), hitship = function(_, _)
return true
end
}
mknew(zap)
category = enemy_blt_cat, zap_gun = gun_base.new{
}) enemy = false,
zap_p = mknew(zap_e.new{
sprite = 8,
dy = -8,
y_off = 0,
category = player_blt_cat,
})
zap_gun_e = mknew(gun_base.new{
power = 20, -- power consumed per shot power = 20, -- power consumed per shot
cooldown = 0x0.000a, -- frames between shots cooldown = 0x0.000a, -- frames between shots
ammo = nil, -- unlimited ammo - main gun ammo = nil, -- unlimited ammo - main gun
actually_shoot = spawn_one(zap_e), t = zap -- metatable of bullet to fire
}) }
mknew(zap_gun)
zap_gun_p = mknew(zap_gun_e.new{ blast = bullet_base.new{
actually_shoot = spawn_one(zap_p),
})
blast = mknew(bullet_base.new{
--shape --shape
sprite = 12, --index of player ammo sprite psprite = 12, --index of player ammo sprite
esprite = 3, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
height = 1, height = 1,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
@ -704,12 +705,13 @@ blast = mknew(bullet_base.new{
width = 6, width = 6,
height = 6 height = 6
}, },
x_off = 4, -- how to position by ship center_x_off = 4, -- how to position by ship
y_off = 0, bottom_y_off = 0,
top_y_off = 0,
damage = 4, damage = 4,
dx = 0, -- px/frame dx = 0, -- px/frame
dy = -2, dy = 2,
awaitcancel = false, awaitcancel = false,
-- disable damage for 2 frames -- disable damage for 2 frames
@ -734,22 +736,25 @@ blast = mknew(bullet_base.new{
self.awaitcancel = false self.awaitcancel = false
end) end)
end end
end, end
category=player_blt_cat }
}) mknew(blast)
blast_gun = mknew(gun_base.new{ blast_gun = gun_base.new{
icon = 13, icon = 13,
power = 0, -- only cost is ammo enemy = false,
power = 0, -- ammo, not power
cooldown = 0x0.0020, -- frames between shots cooldown = 0x0.0020, -- frames between shots
ammo = 5, ammo = 5,
maxammo = 5, maxammo = 5,
actually_shoot = spawn_one(blast), t = blast -- type of bullet to fire
}) }
mknew(blast_gun)
protron_e = mknew(bullet_base.new{ protron = bullet_base.new{
--shape --shape
sprite = 24, psprite = 23, --index of player ammo sprite
esprite = 24, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
height = 1, height = 1,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
@ -758,59 +763,56 @@ protron_e = mknew(bullet_base.new{
width = 2, width = 2,
height = 2 height = 2
}, },
x_off = 1, -- how to position by ship center_x_off = 1, -- how to position by ship
y_off = 4, bottom_y_off = 4,
top_y_off = 0,
damage = 1, damage = 1,
dym = 0.5, -- gun sets dy; dx = 0, -- px/frame
-- this is mult dy = 3,
category = enemy_blt_cat, }
}) mknew(protron)
protron_p = mknew(protron_e.new{ protron_gun = gun_base.new{
sprite=23,
dym = -1,
y_off = 0,
category=player_blt_cat,
})
protron_gun_e = mknew(gun_base.new{
icon = 25, icon = 25,
enemy = false,
power = 60, power = 60,
cooldown = 0x0.000f, -- frames between shots cooldown = 0x0.000f, -- frames between shots
ammo = nil, ammo = nil,
maxammo = nil, maxammo = nil,
munition = protron_e actually_shoot = function(self, x, y)
}) local sprite = protron.psprite
if (self.enemy) sprite=protron.esprite
function protron_gun_e:actually_shoot(x, y) for i=1,3 do
local m = self.munition.dym local b = protron.new{
for i=1,3 do enemy=self.enemy,
local b = self.munition.new{ sprite=sprite,
dx = i*m, dx = i,
dy = (4-i)*m, dy = 4-i
}
b:spawn_at(x,y)
local b2 = protron.new{
enemy=self.enemy,
sprite=sprite,
dx = -i,
dy = 4-i
}
b2:spawn_at(x,y)
end
local bup = protron.new{
enemy=self.enemy,
sprite=sprite,
dy=4
} }
b:spawn_at(x,y) bup:spawn_at(x,y)
local b2 = self.munition.new{
dx = -i*m,
dy = (4-i)*m,
}
b2:spawn_at(x,y)
end end
local bup = self.munition.new{ }
dx=0, mknew(protron_gun)
dy=4*m,
}
bup:spawn_at(x,y)
end
protron_gun_p = mknew(protron_gun_e.new{ vulcan = bullet_base.new{
munition = protron_p,
})
vulcan_e = mknew(bullet_base.new{
--shape --shape
sprite = 21, psprite = 22, --index of player ammo sprite
esprite = 21, -- index of enemy ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
height = 1, height = 1,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
@ -819,46 +821,39 @@ vulcan_e = mknew(bullet_base.new{
width = 1, width = 1,
height = 4 height = 4
}, },
x_off = 0.5, -- how to position by ship center_x_off = 0.5, -- how to position by ship
y_off = 0, bottom_y_off = 4,
top_y_off = 0,
damage = 0.5, damage = 0.5,
-- dx from gun dx = 0, -- px/frame
dy = 2, dy = 4,
category=enemy_blt_cat }
}) mknew(vulcan)
vulcan_p = mknew(vulcan_e.new{ vulcan_gun = gun_base.new{
sprite=22,
y_off = 4,
dy = -4,
category=player_blt_cat
})
vulcan_gun_e = mknew(gun_base.new{
icon = 37, icon = 37,
enemy = false, enemy = false,
power = 8, power = 8,
cooldown = 0x0.0002, -- frames between shots cooldown = 0x0.0002, -- frames between shots
ammo = nil, ammo = nil,
maxammo = nil, maxammo = nil,
munition=vulcan_e,
dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35}, dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
xoffs = {1, 0, -1, 1, 0, -1}, xoffs = {1, 0, -1, 1, 0, -1},
dxidx = 1, dxidx = 1,
actually_shoot = function(self, x, y) actually_shoot = function(self, x, y)
local b = self.munition.new{ local sprite = self.enemy and vulcan.esprite or vulcan.psprite
local b = vulcan.new{
enemy=self.enemy,
sprite=sprite,
dx = self.dxs[self.dxidx], dx = self.dxs[self.dxidx],
} }
b:spawn_at(self.xoffs[self.dxidx]+x,y) b:spawn_at(self.xoffs[self.dxidx]+x,y)
self.dxidx += 1 self.dxidx += 1
if (self.dxidx > #self.dxs) self.dxidx = 1 if (self.dxidx > #self.dxs) self.dxidx = 1
end end
}) }
mknew(vulcan_gun)
vulcan_gun_p = mknew(vulcan_gun_e.new{
munition=vulcan_p,
})
-->8 -->8
--ships, including player --ships, including player
@ -866,7 +861,7 @@ vulcan_gun_p = mknew(vulcan_gun_e.new{
firespark = split"9, 8, 2, 5, 1" firespark = split"9, 8, 2, 5, 1"
smokespark = split"13, 13, 5, 5" smokespark = split"13, 13, 5, 5"
player = mknew(ship_m.new{ player = ship_m.new{
--shape --shape
sprite = 1, --index of ship sprite sprite = 1, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites? size = 1, --all ships are square; how many 8x8 sprites?
@ -916,20 +911,21 @@ player = mknew(ship_m.new{
end end
--dx, dy, shoot_spec, shoot_main --dx, dy, shoot_spec, shoot_main
return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0 return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
end, end
}
init = function(p) mknew(player,
p.main_gun = zap_gun_p.new() function(p)
p.main_gun = zap_gun.new()
-- ONE HIT MODE -- ONE HIT MODE
-- --
-- p.hp = 0 -- p.hp = 0
-- p.maxhp = 0 -- p.maxhp = 0
-- p.shield = 0 -- p.shield = 0
-- p.maxshield = 0 -- p.maxshield = 0
end, end
}) )
frownie = mknew(ship_m.new{ frownie = ship_m.new{
--shape --shape
sprite = 3, --index of ship sprite sprite = 3, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites? size = 1, --all ships are square; how many 8x8 sprites?
@ -960,9 +956,10 @@ frownie = mknew(ship_m.new{
if (tstate>=4) dx=self.thrust if (tstate>=4) dx=self.thrust
return dx,0,false,false return dx,0,false,false
end, end,
}) }
mknew(frownie)
blocky = mknew(frownie.new{ blocky = frownie.new{
sprite = 10, sprite = 10,
hp = 1.5, hp = 1.5,
hurt = { hurt = {
@ -980,9 +977,10 @@ blocky = mknew(frownie.new{
end end
ship_m.ow(self) ship_m.ow(self)
end end
}) }
mknew(blocky)
spewy = mknew(frownie.new{ spewy = frownie.new{
sprite=26, sprite=26,
power=-20, power=-20,
hurt = { hurt = {
@ -999,13 +997,13 @@ spewy = mknew(frownie.new{
act=function(self) act=function(self)
local dx,dy,shoot_spec=frownie.act(self) local dx,dy,shoot_spec=frownie.act(self)
return dx, dy, shoot_spec, true return dx, dy, shoot_spec, true
end,
init = function(ship)
ship.main_gun=ship.main_gun or protron_gun_e.new{}
end end
}) }
mknew(spewy, function(ship)
ship.main_gun=ship.main_gun or protron_gun.new{enemy=true}
end)
chasey = mknew(ship_m.new{ chasey = ship_m.new{
sprite = 5, sprite = 5,
size = 1, size = 1,
hurt = { hurt = {
@ -1028,11 +1026,10 @@ chasey = mknew(ship_m.new{
thrust = 0.2, thrust = 0.2,
drag = 0.075, drag = 0.075,
slip = true, slip = true,
}
init = function(ship) mknew(chasey, function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{} ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
end end)
})
function chasey:act() function chasey:act()
self.xmin = max(primary_ship.x-8, 0) self.xmin = max(primary_ship.x-8, 0)
@ -1040,7 +1037,7 @@ function chasey:act()
return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
end end
xl_chasey=mknew(chasey.new{ xl_chasey=chasey.new{
size=2, size=2,
maxspd=1.25, maxspd=1.25,
hurt = { hurt = {
@ -1049,8 +1046,6 @@ xl_chasey=mknew(chasey.new{
width = 12, width = 12,
height = 10 height = 10
}, },
fire_off_x = 8,
fire_off_y = 15,
hp = 19.5, hp = 19.5,
shield = 5, shield = 5,
boss = true, boss = true,
@ -1065,11 +1060,10 @@ xl_chasey=mknew(chasey.new{
sspr(40, 0, 8, 8, self.x, self.y, 16, 16) sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
pal() pal()
end, end,
init = function(ship) }
ship.main_gun=ship.main_gun or zap_gun_e.new{} mknew(xl_chasey, function(ship)
end, ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
}) end)
-->8 -->8
-- collisions -- collisions
@ -1083,11 +1077,12 @@ function collides(box1, box2)
or box1.y+box1.height<box2.y) or box1.y+box1.height<box2.y)
end end
collider = mknew{ collider = { }
init = function(x) mknew(collider,
function(x)
x.suppress = {} x.suppress = {}
end, end
} )
function collider_indexes(box) function collider_indexes(box)
local ret = {} local ret = {}
@ -1276,9 +1271,9 @@ end
function spawn_bonus_vulcan_chasey() function spawn_bonus_vulcan_chasey()
local c = spawn_chasey() local c = spawn_chasey()
c.main_gun=vulcan_gun_e.new{enemy=true} c.main_gun=vulcan_gun.new{enemy=true}
c.die = function(self) c.die = function(self)
spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p) spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun)
chasey.die(self) chasey.die(self)
end end
c.sprite=4 c.sprite=4
@ -1381,7 +1376,7 @@ example_level_csv=[[1,spawn_frownie
310,spawn_blocking_blocky 310,spawn_blocking_blocky
310,spawn_blocking_blocky 310,spawn_blocking_blocky
311,spawn_frownie 311,spawn_frownie
350,spawn_main_gun_at,70,-11,protron_gun_p 350,spawn_main_gun_at,70,-11,protron_gun
401,spawn_frownie 401,spawn_frownie
420,spawn_blocking_frownie 420,spawn_blocking_frownie
430,spawn_bonus_vulcan_chasey 430,spawn_bonus_vulcan_chasey
@ -1491,9 +1486,8 @@ bullets
shots much easier to dodge shots much easier to dodge
* damage - damage per hit; * damage - damage per hit;
used by ships used by ships
* sprite - sprite index. * psprite, esprite - index of
* x_off, y_off - renamed for player or enemy sprite.
the next two vars. may revert
* center_off_x - the horizontal * center_off_x - the horizontal
centerpoint of the bullet, centerpoint of the bullet,
for positioning when firing. for positioning when firing.
@ -1782,7 +1776,7 @@ true, they are dropped.
-->8 -->8
-- standard events -- standard events
blip_fx = mknew{ blip_fx = {
cancel=false cancel=false
} }
@ -1800,6 +1794,8 @@ function blip_fx:abort()
self.cancel=true self.cancel=true
end end
mknew(blip_fx)
blip_pals = {} blip_pals = {}
function init_blip_pals() function init_blip_pals()
for i=0,15 do for i=0,15 do
@ -1834,7 +1830,8 @@ function boom(x,y,boominess,is_boss)
return return
end end
spark_particle=mknew{} spark_particle={}
mknew(spark_particle)
function spark_particle:move() function spark_particle:move()
if (rnd(4) < 1) self.sidx += 1 if (rnd(4) < 1) self.sidx += 1
@ -1863,7 +1860,7 @@ end
-->8 -->8
-- powerups -- powerups
powerup = mknew(bullet_base.new{ powerup = bullet_base.new{
-- animated sprite array: "sprites" -- animated sprite array: "sprites"
-- to draw under or over anim, -- to draw under or over anim,
-- override draw, draw the -- override draw, draw the
@ -1879,12 +1876,13 @@ powerup = mknew(bullet_base.new{
-- easy to pick up -- easy to pick up
dx = 0, dx = 0,
dy = 1.5, -- 0.75 after enemyspd dy = 1.5, -- 0.75 after enemyspd
category = enemy_blt_cat, -- collides with player ship enemy = true, -- collides with player ship
damage = 0, damage = 0,
anim_speed = 2, anim_speed = 2,
loop_pause = 30 -- affected by animspeed loop_pause = 30 -- affected by animspeed
}) }
mknew(powerup)
-- sprite indexes for "sheen" animation -- sprite indexes for "sheen" animation
sheen8x8 = split"2,54,55,56,57,58,59,60,61" sheen8x8 = split"2,54,55,56,57,58,59,60,61"
@ -1904,15 +1902,16 @@ function powerup:draw()
self.width, self.height) self.width, self.height)
end end
repair = mknew(powerup.new{ repair = powerup.new{
hurt = { hurt = {
x_off = -2, x_off = -2,
y_off = -2, y_off = -2,
width = 12, width = 12,
height = 12 height = 12
}, },
x_off = 4, center_x_off = 4,
y_off = 0, top_y_off = 0,
bottom_y_off = 0,
sprites = sheen8x8, sprites = sheen8x8,
hitship = function(self, ship) hitship = function(self, ship)
if (ship ~= primary_ship) return false if (ship ~= primary_ship) return false
@ -1923,13 +1922,14 @@ repair = mknew(powerup.new{
spr(53, self.x, self.y, self.width, self.height) spr(53, self.x, self.y, self.width, self.height)
powerup.draw(self) powerup.draw(self)
end end
}) }
mknew(repair)
function spawn_repair_at(x, y) function spawn_repair_at(x, y)
repair.new():spawn_at(x, y) repair.new():spawn_at(x, y)
end end
gun_swap = mknew(powerup.new{ gun_swap = powerup.new{
hurt = { hurt = {
x_off = -2, x_off = -2,
y_off = -2, y_off = -2,
@ -1937,8 +1937,9 @@ gun_swap = mknew(powerup.new{
height = 16 height = 16
}, },
-- gun = gun_type.new{} -- gun = gun_type.new{}
x_off = 6, center_x_off = 6,
y_off = 0, top_y_off = 0,
bottom_y_off = 4,
width = 2, width = 2,
height = 2, height = 2,
sprites = {64, 66, 68, 70, 72, 74, 76, 78}, sprites = {64, 66, 68, 70, 72, 74, 76, 78},
@ -1951,7 +1952,8 @@ gun_swap = mknew(powerup.new{
powerup.draw(self) powerup.draw(self)
spr(self.gun.icon, self.x+2, self.y+2, 1, 1) spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
end end
}) }
mknew(gun_swap)
function spawn_main_gun_at(x, y, gunt) function spawn_main_gun_at(x, y, gunt)
if (type(gunt)=="string") gunt=_ENV[gunt] if (type(gunt)=="string") gunt=_ENV[gunt]

View File

@ -26,9 +26,9 @@ end
-- generate standard "overlay" -- generate standard "overlay"
-- constructor for type tt. -- constructor for type tt.
-- if tt.init is defined, generated -- if more is defined, generated
-- new calls tt.init(ret) after -- new calls more(ret) after
-- ret is definitely not nil, -- ret is definitely not nil
-- before calling setmetatable. -- before calling setmetatable.
-- use to initialize mutables. -- use to initialize mutables.
-- --
@ -37,8 +37,8 @@ end
-- object *after* more, because -- object *after* more, because
-- this works better with the -- this works better with the
-- `more` impls i use. -- `more` impls i use.
function mknew(tt) function mknew(tt, more)
local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init") local mt,oldnew = {__index=tt},tt.new
tt.new=function(ret) tt.new=function(ret)
if(not ret) ret = {} if(not ret) ret = {}
if(more) more(ret) if(more) more(ret)
@ -46,18 +46,15 @@ function mknew(tt)
setmetatable(ret, mt) setmetatable(ret, mt)
return ret return ret
end end
return tt
end end
-- intrusive singly-linked list. -- intrusive singly-linked list.
-- cannot be nested! -- cannot be nested!
linked_list = mknew{ linked_list = {is_linked_list=true}
is_linked_list=true, mknew(linked_list, function(x)
init = function(x)
x.next=nil x.next=nil
x.tail=x x.tail=x
end, end)
}
function linked_list:push_back(x) function linked_list:push_back(x)
self.tail.next = x self.tail.next = x
@ -420,7 +417,7 @@ end
scrollrate = 0.25 --in px/frame scrollrate = 0.25 --in px/frame
ship_m = mknew{ ship_m = {
-- ships have no shield by default -- ships have no shield by default
shield = 0, shield = 0,
@ -445,6 +442,7 @@ ship_m = mknew{
-- ymin, ymax default to nil -- ymin, ymax default to nil
-- pship needs more constraint -- pship needs more constraint
} }
mknew(ship_m)
function ship_m:die() function ship_m:die()
self.dead = true self.dead = true
@ -595,12 +593,14 @@ function enemy_blt_cat()
return ebullets return ebullets
end end
bullet_base = mknew{ } bullet_base = { }
mknew(bullet_base)
gun_base = mknew{ gun_base = {
shoot_ready = -32768, shoot_ready = -32768,
icon = 20 icon = 20
} }
mknew(gun_base)
function bullet_base:hitship(_) function bullet_base:hitship(_)
self:die() self:die()
@ -652,7 +652,7 @@ end
-->8 -->8
-- bullets and guns -- bullets and guns
zap_e = mknew(bullet_base.new{ zap_e = bullet_base.new{
--shape --shape
sprite = 9, --index of enemy ammo sprite sprite = 9, --index of enemy ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
@ -673,27 +673,31 @@ zap_e = mknew(bullet_base.new{
hitship = const_fxn(true), hitship = const_fxn(true),
category = enemy_blt_cat, category = enemy_blt_cat,
}) }
mknew(zap_e)
zap_p = mknew(zap_e.new{ zap_p = zap_e.new{
sprite = 8, sprite = 8,
dy = -8, dy = -8,
y_off = 0, y_off = 0,
category = player_blt_cat, category = player_blt_cat,
}) }
mknew(zap_p)
zap_gun_e = mknew(gun_base.new{ zap_gun_e = gun_base.new{
power = 20, -- power consumed per shot power = 20, -- power consumed per shot
cooldown = 0x0.000a, -- frames between shots cooldown = 0x0.000a, -- frames between shots
ammo = nil, -- unlimited ammo - main gun ammo = nil, -- unlimited ammo - main gun
actually_shoot = spawn_one(zap_e), actually_shoot = spawn_one(zap_e),
}) }
mknew(zap_gun_e)
zap_gun_p = mknew(zap_gun_e.new{ zap_gun_p = zap_gun_e.new{
actually_shoot = spawn_one(zap_p), actually_shoot = spawn_one(zap_p),
}) }
mknew(zap_gun_p)
blast = mknew(bullet_base.new{ blast = bullet_base.new{
--shape --shape
sprite = 12, --index of player ammo sprite sprite = 12, --index of player ammo sprite
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
@ -736,18 +740,20 @@ blast = mknew(bullet_base.new{
end end
end, end,
category=player_blt_cat category=player_blt_cat
}) }
mknew(blast)
blast_gun = mknew(gun_base.new{ blast_gun = gun_base.new{
icon = 13, icon = 13,
power = 0, -- only cost is ammo power = 0, -- only cost is ammo
cooldown = 0x0.0020, -- frames between shots cooldown = 0x0.0020, -- frames between shots
ammo = 5, ammo = 5,
maxammo = 5, maxammo = 5,
actually_shoot = spawn_one(blast), actually_shoot = spawn_one(blast),
}) }
mknew(blast_gun)
protron_e = mknew(bullet_base.new{ protron_e = bullet_base.new{
--shape --shape
sprite = 24, sprite = 24,
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
@ -765,23 +771,26 @@ protron_e = mknew(bullet_base.new{
dym = 0.5, -- gun sets dy; dym = 0.5, -- gun sets dy;
-- this is mult -- this is mult
category = enemy_blt_cat, category = enemy_blt_cat,
}) }
mknew(protron_e)
protron_p = mknew(protron_e.new{ protron_p = protron_e.new{
sprite=23, sprite=23,
dym = -1, dym = -1,
y_off = 0, y_off = 0,
category=player_blt_cat, category=player_blt_cat,
}) }
mknew(protron_p)
protron_gun_e = mknew(gun_base.new{ protron_gun_e = gun_base.new{
icon = 25, icon = 25,
power = 60, power = 60,
cooldown = 0x0.000f, -- frames between shots cooldown = 0x0.000f, -- frames between shots
ammo = nil, ammo = nil,
maxammo = nil, maxammo = nil,
munition = protron_e munition = protron_e
}) }
mknew(protron_gun_e)
function protron_gun_e:actually_shoot(x, y) function protron_gun_e:actually_shoot(x, y)
local m = self.munition.dym local m = self.munition.dym
@ -804,11 +813,12 @@ function protron_gun_e:actually_shoot(x, y)
bup:spawn_at(x,y) bup:spawn_at(x,y)
end end
protron_gun_p = mknew(protron_gun_e.new{ protron_gun_p = protron_gun_e.new{
munition = protron_p, munition = protron_p,
}) }
mknew(protron_gun_p)
vulcan_e = mknew(bullet_base.new{ vulcan_e = bullet_base.new{
--shape --shape
sprite = 21, sprite = 21,
width = 1, --in 8x8 blocks width = 1, --in 8x8 blocks
@ -826,16 +836,18 @@ vulcan_e = mknew(bullet_base.new{
-- dx from gun -- dx from gun
dy = 2, dy = 2,
category=enemy_blt_cat category=enemy_blt_cat
}) }
mknew(vulcan_e)
vulcan_p = mknew(vulcan_e.new{ vulcan_p = vulcan_e.new{
sprite=22, sprite=22,
y_off = 4, y_off = 4,
dy = -4, dy = -4,
category=player_blt_cat category=player_blt_cat
}) }
mknew(vulcan_p)
vulcan_gun_e = mknew(gun_base.new{ vulcan_gun_e = gun_base.new{
icon = 37, icon = 37,
enemy = false, enemy = false,
power = 8, power = 8,
@ -854,11 +866,13 @@ vulcan_gun_e = mknew(gun_base.new{
self.dxidx += 1 self.dxidx += 1
if (self.dxidx > #self.dxs) self.dxidx = 1 if (self.dxidx > #self.dxs) self.dxidx = 1
end end
}) }
mknew(vulcan_gun_e)
vulcan_gun_p = mknew(vulcan_gun_e.new{ vulcan_gun_p = vulcan_gun_e.new{
munition=vulcan_p, munition=vulcan_p,
}) }
mknew(vulcan_gun_p)
-->8 -->8
--ships, including player --ships, including player
@ -866,7 +880,7 @@ vulcan_gun_p = mknew(vulcan_gun_e.new{
firespark = split"9, 8, 2, 5, 1" firespark = split"9, 8, 2, 5, 1"
smokespark = split"13, 13, 5, 5" smokespark = split"13, 13, 5, 5"
player = mknew(ship_m.new{ player = ship_m.new{
--shape --shape
sprite = 1, --index of ship sprite sprite = 1, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites? size = 1, --all ships are square; how many 8x8 sprites?
@ -916,9 +930,10 @@ player = mknew(ship_m.new{
end end
--dx, dy, shoot_spec, shoot_main --dx, dy, shoot_spec, shoot_main
return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0 return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
end, end
}
init = function(p) mknew(player,
function(p)
p.main_gun = zap_gun_p.new() p.main_gun = zap_gun_p.new()
-- ONE HIT MODE -- ONE HIT MODE
-- --
@ -926,10 +941,10 @@ player = mknew(ship_m.new{
-- p.maxhp = 0 -- p.maxhp = 0
-- p.shield = 0 -- p.shield = 0
-- p.maxshield = 0 -- p.maxshield = 0
end, end
}) )
frownie = mknew(ship_m.new{ frownie = ship_m.new{
--shape --shape
sprite = 3, --index of ship sprite sprite = 3, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites? size = 1, --all ships are square; how many 8x8 sprites?
@ -960,9 +975,10 @@ frownie = mknew(ship_m.new{
if (tstate>=4) dx=self.thrust if (tstate>=4) dx=self.thrust
return dx,0,false,false return dx,0,false,false
end, end,
}) }
mknew(frownie)
blocky = mknew(frownie.new{ blocky = frownie.new{
sprite = 10, sprite = 10,
hp = 1.5, hp = 1.5,
hurt = { hurt = {
@ -980,9 +996,10 @@ blocky = mknew(frownie.new{
end end
ship_m.ow(self) ship_m.ow(self)
end end
}) }
mknew(blocky)
spewy = mknew(frownie.new{ spewy = frownie.new{
sprite=26, sprite=26,
power=-20, power=-20,
hurt = { hurt = {
@ -999,13 +1016,13 @@ spewy = mknew(frownie.new{
act=function(self) act=function(self)
local dx,dy,shoot_spec=frownie.act(self) local dx,dy,shoot_spec=frownie.act(self)
return dx, dy, shoot_spec, true return dx, dy, shoot_spec, true
end,
init = function(ship)
ship.main_gun=ship.main_gun or protron_gun_e.new{}
end end
}) }
mknew(spewy, function(ship)
ship.main_gun=ship.main_gun or protron_gun_e.new{enemy=true}
end)
chasey = mknew(ship_m.new{ chasey = ship_m.new{
sprite = 5, sprite = 5,
size = 1, size = 1,
hurt = { hurt = {
@ -1028,11 +1045,10 @@ chasey = mknew(ship_m.new{
thrust = 0.2, thrust = 0.2,
drag = 0.075, drag = 0.075,
slip = true, slip = true,
}
init = function(ship) mknew(chasey, function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{} ship.main_gun=ship.main_gun or zap_gun_e.new{}
end end)
})
function chasey:act() function chasey:act()
self.xmin = max(primary_ship.x-8, 0) self.xmin = max(primary_ship.x-8, 0)
@ -1040,7 +1056,7 @@ function chasey:act()
return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
end end
xl_chasey=mknew(chasey.new{ xl_chasey=chasey.new{
size=2, size=2,
maxspd=1.25, maxspd=1.25,
hurt = { hurt = {
@ -1065,11 +1081,10 @@ xl_chasey=mknew(chasey.new{
sspr(40, 0, 8, 8, self.x, self.y, 16, 16) sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
pal() pal()
end, end,
init = function(ship) }
ship.main_gun=ship.main_gun or zap_gun_e.new{} mknew(xl_chasey, function(ship)
end, ship.main_gun=ship.main_gun or zap_gun_e.new{}
}) end)
-->8 -->8
-- collisions -- collisions
@ -1083,11 +1098,12 @@ function collides(box1, box2)
or box1.y+box1.height<box2.y) or box1.y+box1.height<box2.y)
end end
collider = mknew{ collider = { }
init = function(x) mknew(collider,
function(x)
x.suppress = {} x.suppress = {}
end, end
} )
function collider_indexes(box) function collider_indexes(box)
local ret = {} local ret = {}
@ -1283,17 +1299,7 @@ function spawn_bonus_vulcan_chasey()
end end
c.sprite=4 c.sprite=4
return c return c
end end
function spawn_bonus_shield_chasey()
local c = spawn_chasey()
c.die = function(self)
spawn_shield_upgrade_at(self.x-1, self.y-1)
chasey.die(self)
end
c.sprite=4
return c
end
helpers = { helpers = {
spawn_frownie, spawn_frownie,
@ -1384,7 +1390,7 @@ example_level_csv=[[1,spawn_frownie
115,spawn_spewy 115,spawn_spewy
130,spawn_bonus_frownie 130,spawn_bonus_frownie
145,spawn_spewy 145,spawn_spewy
200,spawn_bonus_shield_chasey 200,spawn_chasey
250,spawn_blocking_blocky 250,spawn_blocking_blocky
285,spawn_spec_gun_at,35,-11,blast_gun 285,spawn_spec_gun_at,35,-11,blast_gun
310,spawn_blocking_blocky 310,spawn_blocking_blocky
@ -1401,9 +1407,8 @@ example_level_csv=[[1,spawn_frownie
500,multi,20,12,spawn_blocking_blocky 500,multi,20,12,spawn_blocking_blocky
501,spawn_bonus_frownie 501,spawn_bonus_frownie
620,spawn_blocking_blocky 620,spawn_blocking_blocky
630,spawn_bonus_shield_chasey 700,spawn_blocking_boss_chasey
720,spawn_blocking_boss_chasey 701,eol]]
721,eol]]
-->8 -->8
-- readme.md -- readme.md
@ -1793,7 +1798,7 @@ true, they are dropped.
-->8 -->8
-- standard events -- standard events
blip_fx = mknew{ blip_fx = {
cancel=false cancel=false
} }
@ -1811,6 +1816,8 @@ function blip_fx:abort()
self.cancel=true self.cancel=true
end end
mknew(blip_fx)
blip_pals = {} blip_pals = {}
function init_blip_pals() function init_blip_pals()
for i=0,15 do for i=0,15 do
@ -1845,7 +1852,8 @@ function boom(x,y,boominess,is_boss)
return return
end end
spark_particle=mknew{} spark_particle={}
mknew(spark_particle)
function spark_particle:move() function spark_particle:move()
if (rnd(4) < 1) self.sidx += 1 if (rnd(4) < 1) self.sidx += 1
@ -1874,7 +1882,7 @@ end
-->8 -->8
-- powerups -- powerups
powerup = mknew(bullet_base.new{ powerup = bullet_base.new{
-- animated sprite array: "sprites" -- animated sprite array: "sprites"
-- to draw under or over anim, -- to draw under or over anim,
-- override draw, draw the -- override draw, draw the
@ -1895,7 +1903,8 @@ powerup = mknew(bullet_base.new{
anim_speed = 2, anim_speed = 2,
loop_pause = 30 -- affected by animspeed loop_pause = 30 -- affected by animspeed
}) }
mknew(powerup)
-- sprite indexes for "sheen" animation -- sprite indexes for "sheen" animation
sheen8x8 = split"2,54,55,56,57,58,59,60,61" sheen8x8 = split"2,54,55,56,57,58,59,60,61"
@ -1915,7 +1924,7 @@ function powerup:draw()
self.width, self.height) self.width, self.height)
end end
repair = mknew(powerup.new{ repair = powerup.new{
hurt = { hurt = {
x_off = -2, x_off = -2,
y_off = -2, y_off = -2,
@ -1925,37 +1934,23 @@ repair = mknew(powerup.new{
x_off = 4, x_off = 4,
y_off = 0, y_off = 0,
sprites = sheen8x8, sprites = sheen8x8,
icon = 53,
hitship = function(self, ship) hitship = function(self, ship)
if (ship ~= primary_ship) return false if (ship ~= primary_ship) return false
primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + 1) primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + 1)
return true return true
end, end,
draw = function(self) draw = function(self)
spr(self.icon, self.x, self.y, self.width, self.height) spr(53, self.x, self.y, self.width, self.height)
powerup.draw(self) powerup.draw(self)
end end
}) }
mknew(repair)
function spawn_repair_at(x, y) function spawn_repair_at(x, y)
repair.new():spawn_at(x, y) repair.new():spawn_at(x, y)
end end
shield_upgrade = mknew(repair.new{ gun_swap = powerup.new{
icon=52
})
function shield_upgrade:hitship(ship)
if (ship ~= primary_ship) return false
primary_ship.maxshield += 1
return true
end
function spawn_shield_upgrade_at(x, y)
shield_upgrade.new():spawn_at(x,y)
end
gun_swap = mknew(powerup.new{
hurt = { hurt = {
x_off = -2, x_off = -2,
y_off = -2, y_off = -2,
@ -1977,7 +1972,8 @@ gun_swap = mknew(powerup.new{
powerup.draw(self) powerup.draw(self)
spr(self.gun.icon, self.x+2, self.y+2, 1, 1) spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
end end
}) }
mknew(gun_swap)
function spawn_main_gun_at(x, y, gunt) function spawn_main_gun_at(x, y, gunt)
if (type(gunt)=="string") gunt=_ENV[gunt] if (type(gunt)=="string") gunt=_ENV[gunt]
@ -2036,14 +2032,14 @@ __gfx__
00000000000000000000000000000000000000000009080000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000009080000000000000000000000000000000000000000000000000000000000000000000000000000000000
00000000000000000000000000000000000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00000000000000000000000000000000000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00000000000000000000000000000000cccccccccccccccc77000000007700000000770000000077000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000000cccccccc77000000007700000000770000000077000000000000000000000000000000000000000000000000
00000000000000000000000000000000c116611dc11ee11d70000000077000000007700000000770000000070000000000000000000000000000000000000000 0000000000000000000000000000000000000000c11ee11d70000000077000000007700000000770000000070000000000000000000000000000000000000000
00000000000000000000000000000000c1611c1dc11ee11d00000000770000000077000000007700000000770000000700000000000000000000000000000000 0000000000000000000000000000000000000000c11ee11d00000000770000000077000000007700000000770000000700000000000000000000000000000000
00000000000000000000000000000000c61111cdceeeeeed00000000700000000770000000077000000007700000007700000000000000000000000000000000 0000000000000000000000000000000000000000ceeeeeed00000000700000000770000000077000000007700000007700000000000000000000000000000000
00000000000000000000000000000000c6111bcdceeeeeed00000000000000007700000000770000000077000000077000000007000000000000000000000000 0000000000000000000000000000000000000000ceeeeeed00000000000000007700000000770000000077000000077000000007000000000000000000000000
00000000000000000000000000000000c161bbbdc11ee11d00000000000000007000000007700000000770000000770000000077000000000000000000000000 0000000000000000000000000000000000000000c11ee11d00000000000000007000000007700000000770000000770000000077000000000000000000000000
00000000000000000000000000000000c11ccb1dc11ee11d00000000000000000000000077000000007700000007700000000770000000070000000000000000 0000000000000000000000000000000000000000c11ee11d00000000000000000000000077000000007700000007700000000770000000070000000000000000
00000000000000000000000000000000cdddddddcddddddd00000000000000000000000070000000077000000077000000007700000000770000000000000000 0000000000000000000000000000000000000000cddddddd00000000000000000000000070000000077000000077000000007700000000770000000000000000
cccccccccccc0000cccccccccccc0000cccccccccccc0000cccccccccccc0000cccccccccccc0000cccccccccccc0000cccccccccccc0000cccccccccccc0000 cccccccccccc0000cccccccccccc0000cccccccccccc0000cccccccccccc0000cccccccccccc0000cccccccccccc0000cccccccccccc0000cccccccccccc0000
c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000ceee2222eeed0000c2221111222d0000 c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000ceee2222eeed0000c2221111222d0000
c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000c1ee2222ee1d0000ce22111122ed0000c2111111112d0000 c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000c1ee2222ee1d0000ce22111122ed0000c2111111112d0000