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No commits in common. "bad8452f3cc1ff994f92301bc2321b82d86919c8" and "e8ed97be9e512b24ca15c89cd72fd82a607f86d1" have entirely different histories.
bad8452f3c
...
e8ed97be9e
361
updatedshmup.p8
361
updatedshmup.p8
@ -153,7 +153,7 @@ function init_hpcols()
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end
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function wipe_level()
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primary_ship = player.new()
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primary_ship = new_p1()
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init_hpcols()
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pships = linked_list.new()
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pships:push_back(primary_ship)
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@ -440,150 +440,22 @@ function grab_p1_butts()
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}
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end
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-->8
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--ship behavior
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scrollrate = 0.25 --in px/frame
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ship_m = {
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-- ships have no shield by default
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shield = 0,
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maxshield = 0,
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shieldcost = 32767.9,
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shieldcooldown = 180,
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-- default generator behavior:
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-- 10 seconds for a full charge
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max_power = 600,
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power = 600,
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generator = 1, -- power gen per frame
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invincible_until = -32768,
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slip = true, -- most enemies slide
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xmomentum = 0,
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ymomentum = 0,
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}
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mknew(ship_m)
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function ship_m:die()
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self.dead = true
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if (self.hp <= 0) boom(self.x+self.size*4, self.y+self.size*4,12*self.size, self.boss)
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end
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function ship_m:move()
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self:refresh_shield()
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self.power = min(self.max_power, self.power + self.generator)
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butt = self:grab_butts()
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if (butt[5] > 0) self:maybe_shoot(self.main_gun)
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if (butt[4] > 0) self:maybe_shoot(self.special_gun)
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if (butt[0]-butt[1] ~= 0 or butt[2]-butt[3] ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, butt, self.thrust, self.sparkodds)
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self.xmomentum += (self.thrust * butt[1]) - (self.thrust * butt[0])
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self.ymomentum += (self.thrust * butt[3]) - (self.thrust * butt[2])
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self.xmomentum = mid(-self.maxspd, self.maxspd, self.xmomentum)
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self.ymomentum = mid(-self.maxspd, self.maxspd, self.ymomentum)
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self.x += self.xmomentum
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self.y += self.ymomentum
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if self == primary_self then
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self.x = mid(0, 112 - 8 * self.size, self.x)
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self.y = mid(0, 128 - 8 * self.size, self.y)
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end
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--friction
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local d = self.drag
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self.xmomentum -= mid(d, -d, self.xmomentum)
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self.ymomentum -= mid(d, -d, self.ymomentum)
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-- "scrolling" behavior
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if self.slip then
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self.y += scrollrate
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if self.y >= 128 then
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self:die()
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return true
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end
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end
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return false
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end
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function ship_m:draw()
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if(self.fx_pal) pal(self.fx_pal)
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spr(self.sprite, self.x, self.y, self.size, self.size)
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pal()
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end
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function hurtbox(ship)
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local h = ship.hurt
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return {
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x=ship.x + h.x_off,
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y=ship.y + h.y_off,
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width=h.width,
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height=h.height
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}
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end
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function ship_m:maybe_shoot(gun)
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if (not gun) return
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if (self.power < gun.power) return
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if (not gun:shoot(self.x + self.fire_off_x, self.y + self.fire_off_y)) return
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self.power -= gun.power
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end
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function ship_m:hitship(other)
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return self:hitsomething(1)
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end
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function ship_m:hitbullet(b)
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return self:hitsomething(b.damage)
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end
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function ship_m:hitsomething(dmg)
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if (dmg <= 0) return false
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if (lframe < self.invincible_until) return false
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self.shield_refresh_ready = lframe + self.shieldcooldown
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if self.shield >= dmg then
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self.shield -= dmg
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self:ow(true)
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return false
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end
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dmg -= self.shield
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self.shield = 0
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self.hp -= dmg
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if self.hp <= 0 then
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self:die()
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return true
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end
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self:ow(false)
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return false
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end
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function ship_m:ow(shielded)
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if (shielded) then
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blip(self,12,3)
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return
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end
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blip(self, 7, 3)
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end
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function ship_m:refresh_shield()
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if (self.shield >= self.maxshield) return
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if (lframe < self.shield_refresh_ready) return
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if (self.power < self.shieldcost) return
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self.shield += 1
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self.power -= self.shieldcost
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self.shield_refresh_ready = lframe + self.shieldcooldown
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end
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-->8
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--ships, including player
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-- XXX BOOKMARK XXX
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function init_ship_mt()
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setmetatable(player, ship_t)
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setmetatable(frownie, ship_t)
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setmetatable(blocky, frownie_t)
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setmetatable(chasey, ship_t)
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end
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firespark = split"9, 8, 2, 5, 1"
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smokespark = split"13, 13, 5, 5"
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player = ship_m.new{
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player = {
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--shape
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sprite = 1, --index of ship sprite
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size = 1, --all ships are square; how many 8x8 sprites?
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@ -632,13 +504,20 @@ player = ship_m.new{
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return butts
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end
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}
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mknew(player,
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function(p)
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p.main_gun = new_gun_of(zap_gun_t, false)
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end
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)
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frownie = ship_m.new{
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player_t = {
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__index = player
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}
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function new_p1()
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p = {
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main_gun = new_gun_of(zap_gun_t, false)
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}
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setmetatable(p, player_t)
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return p
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end
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frownie = {
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--shape
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sprite = 3, --index of ship sprite
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size = 1, --all ships are square; how many 8x8 sprites?
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@ -676,9 +555,11 @@ frownie = ship_m.new{
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return butts
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end, -- button fetch algorithm
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}
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mknew(frownie)
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frownie_t = {
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__index = frownie
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}
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blocky = frownie.new{
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blocky = {
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sprite = 10,
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hp = 2,
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hurt = {
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@ -694,13 +575,16 @@ blocky = frownie.new{
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else
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self.sprite = 10
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end
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ship_m.ow(self)
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ship_t.__index.ow(self)
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end
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}
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mknew(blocky)
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blocky_t = {
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__index = blocky
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}
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function spawn_spewy_at(x, y)
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local spewy = frownie.new{
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local spewy = {
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x = x,
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y = y,
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sprite = 26,
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@ -724,11 +608,12 @@ function spawn_spewy_at(x, y)
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return butts
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end,
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}
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setmetatable(spewy, frownie_t)
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eships:push_back(spewy)
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return spewy
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end
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chasey = ship_m.new{
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chasey = {
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sprite = 5,
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size = 1,
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hurt = {
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@ -761,20 +646,22 @@ chasey = ship_m.new{
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return butts
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end,
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}
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mknew(chasey)
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chasey_t = {
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__index = chasey
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}
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function spawn_chasey_at(x, y)
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local c = chasey.new{
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local c = {
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x = x,
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y = y,
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main_gun = new_gun_of(zap_gun_t, true)
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}
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setmetatable(c, chasey_t)
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eships:push_back(c)
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return c
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end
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function spawn_xl_chasey_at(x, y)
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local c = chasey.new{
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local c = {
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x = x,
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y = y,
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size = 2,
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@ -801,10 +688,150 @@ function spawn_xl_chasey_at(x, y)
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pal()
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end,
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}
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setmetatable(c, chasey_t)
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eships:push_back(c)
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return c
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end
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-->8
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--ship behavior
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scrollrate = 0.25 --in px/frame
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ship_m = {
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-- ships have no shield by default
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shield = 0,
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maxshield = 0,
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shieldcost = 32767.9,
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shieldcooldown = 180,
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-- default generator behavior:
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-- 10 seconds for a full charge
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max_power = 600,
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power = 600,
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generator = 1, -- power gen per frame
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invincible_until = -32768,
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slip = true, -- most enemies slide
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xmomentum = 0,
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ymomentum = 0,
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}
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ship_t = {
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__index = ship_m,
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}
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function ship_m:die()
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self.dead = true
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if (self.hp <= 0) boom(self.x+self.size*4, self.y+self.size*4,12*self.size, self.boss)
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end
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function ship_m:move()
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self:refresh_shield()
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self.power = min(self.max_power, self.power + self.generator)
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butt = self:grab_butts()
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if (butt[5] > 0) self:maybe_shoot(self.main_gun)
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if (butt[4] > 0) self:maybe_shoot(self.special_gun)
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if (butt[0]-butt[1] ~= 0 or butt[2]-butt[3] ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, butt, self.thrust, self.sparkodds)
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self.xmomentum += (self.thrust * butt[1]) - (self.thrust * butt[0])
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self.ymomentum += (self.thrust * butt[3]) - (self.thrust * butt[2])
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self.xmomentum = mid(-self.maxspd, self.maxspd, self.xmomentum)
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self.ymomentum = mid(-self.maxspd, self.maxspd, self.ymomentum)
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self.x += self.xmomentum
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self.y += self.ymomentum
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if self == primary_self then
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self.x = mid(0, 112 - 8 * self.size, self.x)
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self.y = mid(0, 128 - 8 * self.size, self.y)
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end
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--friction
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local d = self.drag
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self.xmomentum -= mid(d, -d, self.xmomentum)
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self.ymomentum -= mid(d, -d, self.ymomentum)
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-- "scrolling" behavior
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if self.slip then
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self.y += scrollrate
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if self.y >= 128 then
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self:die()
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return true
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end
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end
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return false
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end
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function ship_m:draw()
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if(self.fx_pal) pal(self.fx_pal)
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spr(self.sprite, self.x, self.y, self.size, self.size)
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pal()
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end
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function hurtbox(ship)
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local h = ship.hurt
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return {
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x=ship.x + h.x_off,
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y=ship.y + h.y_off,
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width=h.width,
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height=h.height
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}
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end
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function ship_m:maybe_shoot(gun)
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if (not gun) return
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if (self.power < gun.power) return
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if (not gun:shoot(self.x + self.fire_off_x, self.y + self.fire_off_y)) return
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self.power -= gun.power
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end
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function ship_m:hitship(other)
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return self:hitsomething(1)
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end
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function ship_m:hitbullet(b)
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return self:hitsomething(b.damage)
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end
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function ship_m:hitsomething(dmg)
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if (dmg <= 0) return false
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if (lframe < self.invincible_until) return false
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self.shield_refresh_ready = lframe + self.shieldcooldown
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if self.shield >= dmg then
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self.shield -= dmg
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self:ow(true)
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return false
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end
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dmg -= self.shield
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self.shield = 0
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self.hp -= dmg
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if self.hp <= 0 then
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self:die()
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return true
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end
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self:ow(false)
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return false
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end
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function ship_m:ow(shielded)
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if (shielded) then
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blip(self,12,3)
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return
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end
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blip(self, 7, 3)
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end
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function ship_m:refresh_shield()
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if (self.shield >= self.maxshield) return
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if (lframe < self.shield_refresh_ready) return
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if (self.power < self.shieldcost) return
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self.shield += 1
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self.power -= self.shieldcost
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self.shield_refresh_ready = lframe + self.shieldcooldown
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end
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-->8
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-- collisions
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-- box: x, y, width, height
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@ -936,18 +963,19 @@ end
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-->8
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-- example level
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function spawn_rnd_x(typ)
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s = typ.new{
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function spawn_rnd_x(mt)
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s = {
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x = rnd(104),
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y = -(mt.__index.size * 8 - 1)
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}
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setmetatable(s, mt)
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eships:push_back(s)
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return s
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end
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function spawn_blocking_rnd_x(typ)
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function spawn_blocking_rnd_x(mt)
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freeze += 1
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s = typ.new{
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s = {
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x = rnd(104),
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y = -7,
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ice = 1,
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@ -957,24 +985,25 @@ function spawn_blocking_rnd_x(typ)
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mt.__index.die(self)
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end
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}
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setmetatable(s, mt)
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eships:push_back(s)
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return s
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end
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function spawn_frownie()
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return spawn_rnd_x(frownie)
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return spawn_rnd_x(frownie_t)
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end
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function spawn_blocking_frownie()
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spawn_blocking_rnd_x(frownie)
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spawn_blocking_rnd_x(frownie_t)
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end
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function spawn_blocky()
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spawn_rnd_x(blocky)
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spawn_rnd_x(blocky_t)
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end
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function spawn_blocking_blocky()
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spawn_blocking_rnd_x(blocky)
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spawn_blocking_rnd_x(blocky_t)
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end
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function spawn_spewy()
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@ -992,7 +1021,7 @@ function spawn_blocking_spewy()
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s.die = function(self)
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freeze -= self.ice
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self.ice = 0
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frownie.die(self)
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frownie_t.__index.die(self)
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end
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end
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@ -1001,7 +1030,7 @@ function spawn_bonus_frownie()
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f.sprite = 7
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f.die = function(self)
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spawn_repair_at(self.x+4, self.y+4)
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frownie.die(self)
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frownie_t.__index.die(self)
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end
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end
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@ -1033,7 +1062,7 @@ function spawn_blocking_boss_chasey()
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c.die = function(self)
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freeze -= self.ice
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self.ice = 0
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chasey.die(self)
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chasey_t.__index.die(self)
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end
|
||||
|
||||
local nextspawn = lframe + 120
|
||||
|
Loading…
Reference in New Issue
Block a user