Compare commits

...

10 Commits

Author SHA1 Message Date
39d53c45aa
xp and hp brighter and closer to meters 2024-09-07 16:36:30 -07:00
5870c129eb
staggered "xp", "hp" labels in UI 2024-09-07 16:33:58 -07:00
68863280f3
stagger the bars 2024-09-07 16:17:38 -07:00
3f7c4f59c0
stretch meter area 2024-09-07 16:15:00 -07:00
804eb62ae7
p is now x in ui
"x" looks pretty bad with a drop shadow! will tweak soon anyway
2024-09-07 16:07:40 -07:00
303148876d
Remove power mechanics. Replace with XP stub.
Also a few random comments and cleanups along the way.
2024-09-07 16:04:01 -07:00
b379e47dbf
bonus shield powerup
mostly to test whether redistributing the shield and health meters works
2024-09-02 15:22:33 -07:00
4ca3913637
it's still tyrian-like so update last_tyrianlike 2024-09-02 15:09:27 -07:00
f9ba59d992
refactor mknew
saves tokens, harder to forget to use it
2024-09-02 15:08:58 -07:00
dd143060ac
squash: refactor bullets to remove enemy flag
commit ead2a7d874
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 14:45:56 2024 -0700

    fix remaining `vulcan`-family bug

commit 571412b15e
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 14:15:56 2024 -0700

    fix chasey xl offsets

commit 907bd8318c
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 14:12:35 2024 -0700

    several more fixes, now runs to the end but shot offset is wrong

commit 7170552448
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 13:41:42 2024 -0700

    first three waves of bug fixes

commit 01ab6d3969
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 12:59:49 2024 -0700

    maybe the rest of the refactor?

commit 7869192dee
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Tue Aug 20 01:21:13 2024 -0700

    partial refactor continued

commit a4658e3ef4
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Aug 19 16:00:16 2024 -0700

    halfway through bullet refactor
2024-09-02 14:46:51 -07:00
2 changed files with 498 additions and 495 deletions

View File

@ -1,5 +1,5 @@
pico-8 cartridge // http://www.pico-8.com
version 41
version 42
__lua__
-- vacuum gambit
-- by kistaro windrider
@ -18,12 +18,17 @@ function csv(s)
end
return ret
end
function const_fxn(x)
return function()
return x
end
end
-- generate standard "overlay"
-- constructor for type tt.
-- if more is defined, generated
-- new calls more(ret) after
-- ret is definitely not nil
-- if tt.init is defined, generated
-- new calls tt.init(ret) after
-- ret is definitely not nil,
-- before calling setmetatable.
-- use to initialize mutables.
--
@ -32,8 +37,8 @@ end
-- object *after* more, because
-- this works better with the
-- `more` impls i use.
function mknew(tt, more)
local mt,oldnew = {__index=tt},tt.new
function mknew(tt)
local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
tt.new=function(ret)
if(not ret) ret = {}
if(more) more(ret)
@ -41,15 +46,18 @@ function mknew(tt, more)
setmetatable(ret, mt)
return ret
end
return tt
end
-- intrusive singly-linked list.
-- cannot be nested!
linked_list = {is_linked_list=true}
mknew(linked_list, function(x)
linked_list = mknew{
is_linked_list=true,
init = function(x)
x.next=nil
x.tail=x
end)
end,
}
function linked_list:push_back(x)
self.tail.next = x
@ -118,7 +126,7 @@ end
function _init()
init_blip_pals()
wipe_level()
primary_ship.main_gun = zap_gun.new()
primary_ship.main_gun = zap_gun_p.new() -- redundant?
load_level(example_level_csv)
state = game
pal(2,129)
@ -412,7 +420,7 @@ end
scrollrate = 0.25 --in px/frame
ship_m = {
ship_m = mknew{
-- ships have no shield by default
shield = 0,
@ -437,7 +445,6 @@ ship_m = {
-- ymin, ymax default to nil
-- pship needs more constraint
}
mknew(ship_m)
function ship_m:die()
self.dead = true
@ -580,16 +587,20 @@ end
-->8
-- bullet and gun behaviors
bullet_base = {
enemyspd = 0.5
}
mknew(bullet_base)
function player_blt_cat()
return pbullets
end
gun_base = {
function enemy_blt_cat()
return ebullets
end
bullet_base = mknew{ }
gun_base = mknew{
shoot_ready = -32768,
icon = 20
}
mknew(gun_base)
function bullet_base:hitship(_)
self:die()
@ -601,19 +612,11 @@ end
function bullet_base:move()
self.x += self.dx
if self.enemy then
self.y += self.dy
if self.y > 128 then
if (self.y > 128) or (self.y < -8 * self.height) 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
@ -621,19 +624,20 @@ 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.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)
-- 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)
self.x = x - self.x_off
self.y = y - self.y_off
self.category():push_back(self)
end
function gun_base:shoot(x, y)
if (lframe < self.shoot_ready) return false
if self.ammo then
@ -645,23 +649,12 @@ function gun_base:shoot(x, y)
return true
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
-- bullets and guns
zap = bullet_base.new{
zap_e = mknew(bullet_base.new{
--shape
psprite = 8, --index of player ammo sprite
esprite = 9, -- index of enemy ammo sprite
sprite = 9, --index of enemy ammo sprite
width = 1, --in 8x8 blocks
height = 1,
hurt = { -- hurtbox - where this ship can be hit
@ -670,33 +663,39 @@ zap = bullet_base.new{
width = 2,
height = 8
},
center_x_off = 1, -- how to position by ship
bottom_y_off = 0,
top_y_off = 0,
x_off = 1, -- how to position by ship
y_off = 8,
damage = 1,
dx = 0, -- px/frame
dy = 8,
dy = 4,
hitship = function(_, _)
return true
end
}
mknew(zap)
hitship = const_fxn(true),
zap_gun = gun_base.new{
enemy = false,
category = enemy_blt_cat,
})
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
cooldown = 0x0.000a, -- frames between shots
ammo = nil, -- unlimited ammo - main gun
t = zap -- metatable of bullet to fire
}
mknew(zap_gun)
actually_shoot = spawn_one(zap_e),
})
blast = bullet_base.new{
zap_gun_p = mknew(zap_gun_e.new{
actually_shoot = spawn_one(zap_p),
})
blast = mknew(bullet_base.new{
--shape
psprite = 12, --index of player ammo sprite
esprite = 3, -- index of enemy ammo sprite
sprite = 12, --index of player ammo sprite
width = 1, --in 8x8 blocks
height = 1,
hurt = { -- hurtbox - where this ship can be hit
@ -705,13 +704,12 @@ blast = bullet_base.new{
width = 6,
height = 6
},
center_x_off = 4, -- how to position by ship
bottom_y_off = 0,
top_y_off = 0,
x_off = 4, -- how to position by ship
y_off = 0,
damage = 4,
dx = 0, -- px/frame
dy = 2,
dy = -2,
awaitcancel = false,
-- disable damage for 2 frames
@ -736,25 +734,22 @@ blast = bullet_base.new{
self.awaitcancel = false
end)
end
end
}
mknew(blast)
end,
category=player_blt_cat
})
blast_gun = gun_base.new{
blast_gun = mknew(gun_base.new{
icon = 13,
enemy = false,
power = 0, -- ammo, not power
power = 0, -- only cost is ammo
cooldown = 0x0.0020, -- frames between shots
ammo = 5,
maxammo = 5,
t = blast -- type of bullet to fire
}
mknew(blast_gun)
actually_shoot = spawn_one(blast),
})
protron = bullet_base.new{
protron_e = mknew(bullet_base.new{
--shape
psprite = 23, --index of player ammo sprite
esprite = 24, -- index of enemy ammo sprite
sprite = 24,
width = 1, --in 8x8 blocks
height = 1,
hurt = { -- hurtbox - where this ship can be hit
@ -763,56 +758,59 @@ protron = bullet_base.new{
width = 2,
height = 2
},
center_x_off = 1, -- how to position by ship
bottom_y_off = 4,
top_y_off = 0,
x_off = 1, -- how to position by ship
y_off = 4,
damage = 1,
dx = 0, -- px/frame
dy = 3,
}
mknew(protron)
dym = 0.5, -- gun sets dy;
-- this is mult
category = enemy_blt_cat,
})
protron_gun = gun_base.new{
protron_p = mknew(protron_e.new{
sprite=23,
dym = -1,
y_off = 0,
category=player_blt_cat,
})
protron_gun_e = mknew(gun_base.new{
icon = 25,
enemy = false,
power = 60,
cooldown = 0x0.000f, -- frames between shots
ammo = nil,
maxammo = nil,
actually_shoot = function(self, x, y)
local sprite = protron.psprite
if (self.enemy) sprite=protron.esprite
munition = protron_e
})
function protron_gun_e:actually_shoot(x, y)
local m = self.munition.dym
for i=1,3 do
local b = protron.new{
enemy=self.enemy,
sprite=sprite,
dx = i,
dy = 4-i
local b = self.munition.new{
dx = i*m,
dy = (4-i)*m,
}
b:spawn_at(x,y)
local b2 = protron.new{
enemy=self.enemy,
sprite=sprite,
dx = -i,
dy = 4-i
local b2 = self.munition.new{
dx = -i*m,
dy = (4-i)*m,
}
b2:spawn_at(x,y)
end
local bup = protron.new{
enemy=self.enemy,
sprite=sprite,
dy=4
local bup = self.munition.new{
dx=0,
dy=4*m,
}
bup:spawn_at(x,y)
end
}
mknew(protron_gun)
end
vulcan = bullet_base.new{
protron_gun_p = mknew(protron_gun_e.new{
munition = protron_p,
})
vulcan_e = mknew(bullet_base.new{
--shape
psprite = 22, --index of player ammo sprite
esprite = 21, -- index of enemy ammo sprite
sprite = 21,
width = 1, --in 8x8 blocks
height = 1,
hurt = { -- hurtbox - where this ship can be hit
@ -821,39 +819,46 @@ vulcan = bullet_base.new{
width = 1,
height = 4
},
center_x_off = 0.5, -- how to position by ship
bottom_y_off = 4,
top_y_off = 0,
x_off = 0.5, -- how to position by ship
y_off = 0,
damage = 0.5,
dx = 0, -- px/frame
dy = 4,
}
mknew(vulcan)
-- dx from gun
dy = 2,
category=enemy_blt_cat
})
vulcan_gun = gun_base.new{
vulcan_p = mknew(vulcan_e.new{
sprite=22,
y_off = 4,
dy = -4,
category=player_blt_cat
})
vulcan_gun_e = mknew(gun_base.new{
icon = 37,
enemy = false,
power = 8,
cooldown = 0x0.0002, -- frames between shots
ammo = nil,
maxammo = nil,
munition=vulcan_e,
dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
xoffs = {1, 0, -1, 1, 0, -1},
dxidx = 1,
actually_shoot = function(self, x, y)
local sprite = self.enemy and vulcan.esprite or vulcan.psprite
local b = vulcan.new{
enemy=self.enemy,
sprite=sprite,
local b = self.munition.new{
dx = self.dxs[self.dxidx],
}
b:spawn_at(self.xoffs[self.dxidx]+x,y)
self.dxidx += 1
if (self.dxidx > #self.dxs) self.dxidx = 1
end
}
mknew(vulcan_gun)
})
vulcan_gun_p = mknew(vulcan_gun_e.new{
munition=vulcan_p,
})
-->8
--ships, including player
@ -861,7 +866,7 @@ mknew(vulcan_gun)
firespark = split"9, 8, 2, 5, 1"
smokespark = split"13, 13, 5, 5"
player = ship_m.new{
player = mknew(ship_m.new{
--shape
sprite = 1, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites?
@ -911,21 +916,20 @@ player = ship_m.new{
end
--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
end
}
mknew(player,
function(p)
p.main_gun = zap_gun.new()
end,
init = function(p)
p.main_gun = zap_gun_p.new()
-- ONE HIT MODE
--
-- p.hp = 0
-- p.maxhp = 0
-- p.shield = 0
-- p.maxshield = 0
end
)
end,
})
frownie = ship_m.new{
frownie = mknew(ship_m.new{
--shape
sprite = 3, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites?
@ -956,10 +960,9 @@ frownie = ship_m.new{
if (tstate>=4) dx=self.thrust
return dx,0,false,false
end,
}
mknew(frownie)
})
blocky = frownie.new{
blocky = mknew(frownie.new{
sprite = 10,
hp = 1.5,
hurt = {
@ -977,10 +980,9 @@ blocky = frownie.new{
end
ship_m.ow(self)
end
}
mknew(blocky)
})
spewy = frownie.new{
spewy = mknew(frownie.new{
sprite=26,
power=-20,
hurt = {
@ -997,13 +999,13 @@ spewy = frownie.new{
act=function(self)
local dx,dy,shoot_spec=frownie.act(self)
return dx, dy, shoot_spec, true
end,
init = function(ship)
ship.main_gun=ship.main_gun or protron_gun_e.new{}
end
}
mknew(spewy, function(ship)
ship.main_gun=ship.main_gun or protron_gun.new{enemy=true}
end)
})
chasey = ship_m.new{
chasey = mknew(ship_m.new{
sprite = 5,
size = 1,
hurt = {
@ -1026,10 +1028,11 @@ chasey = ship_m.new{
thrust = 0.2,
drag = 0.075,
slip = true,
}
mknew(chasey, function(ship)
ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
end)
init = function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{}
end
})
function chasey:act()
self.xmin = max(primary_ship.x-8, 0)
@ -1037,7 +1040,7 @@ function chasey:act()
return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
end
xl_chasey=chasey.new{
xl_chasey=mknew(chasey.new{
size=2,
maxspd=1.25,
hurt = {
@ -1046,6 +1049,8 @@ xl_chasey=chasey.new{
width = 12,
height = 10
},
fire_off_x = 8,
fire_off_y = 15,
hp = 19.5,
shield = 5,
boss = true,
@ -1060,10 +1065,11 @@ xl_chasey=chasey.new{
sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
pal()
end,
}
mknew(xl_chasey, function(ship)
ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
end)
init = function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{}
end,
})
-->8
-- collisions
@ -1077,12 +1083,11 @@ function collides(box1, box2)
or box1.y+box1.height<box2.y)
end
collider = { }
mknew(collider,
function(x)
collider = mknew{
init = function(x)
x.suppress = {}
end
)
end,
}
function collider_indexes(box)
local ret = {}
@ -1271,9 +1276,9 @@ end
function spawn_bonus_vulcan_chasey()
local c = spawn_chasey()
c.main_gun=vulcan_gun.new{enemy=true}
c.main_gun=vulcan_gun_e.new{enemy=true}
c.die = function(self)
spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun)
spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p)
chasey.die(self)
end
c.sprite=4
@ -1376,7 +1381,7 @@ example_level_csv=[[1,spawn_frownie
310,spawn_blocking_blocky
310,spawn_blocking_blocky
311,spawn_frownie
350,spawn_main_gun_at,70,-11,protron_gun
350,spawn_main_gun_at,70,-11,protron_gun_p
401,spawn_frownie
420,spawn_blocking_frownie
430,spawn_bonus_vulcan_chasey
@ -1486,8 +1491,9 @@ bullets
shots much easier to dodge
* damage - damage per hit;
used by ships
* psprite, esprite - index of
player or enemy sprite.
* sprite - sprite index.
* x_off, y_off - renamed for
the next two vars. may revert
* center_off_x - the horizontal
centerpoint of the bullet,
for positioning when firing.
@ -1776,7 +1782,7 @@ true, they are dropped.
-->8
-- standard events
blip_fx = {
blip_fx = mknew{
cancel=false
}
@ -1794,8 +1800,6 @@ function blip_fx:abort()
self.cancel=true
end
mknew(blip_fx)
blip_pals = {}
function init_blip_pals()
for i=0,15 do
@ -1830,8 +1834,7 @@ function boom(x,y,boominess,is_boss)
return
end
spark_particle={}
mknew(spark_particle)
spark_particle=mknew{}
function spark_particle:move()
if (rnd(4) < 1) self.sidx += 1
@ -1860,7 +1863,7 @@ end
-->8
-- powerups
powerup = bullet_base.new{
powerup = mknew(bullet_base.new{
-- animated sprite array: "sprites"
-- to draw under or over anim,
-- override draw, draw the
@ -1876,13 +1879,12 @@ powerup = bullet_base.new{
-- easy to pick up
dx = 0,
dy = 1.5, -- 0.75 after enemyspd
enemy = true, -- collides with player ship
category = enemy_blt_cat, -- collides with player ship
damage = 0,
anim_speed = 2,
loop_pause = 30 -- affected by animspeed
}
mknew(powerup)
})
-- sprite indexes for "sheen" animation
sheen8x8 = split"2,54,55,56,57,58,59,60,61"
@ -1902,16 +1904,15 @@ function powerup:draw()
self.width, self.height)
end
repair = powerup.new{
repair = mknew(powerup.new{
hurt = {
x_off = -2,
y_off = -2,
width = 12,
height = 12
},
center_x_off = 4,
top_y_off = 0,
bottom_y_off = 0,
x_off = 4,
y_off = 0,
sprites = sheen8x8,
hitship = function(self, ship)
if (ship ~= primary_ship) return false
@ -1922,14 +1923,13 @@ repair = powerup.new{
spr(53, self.x, self.y, self.width, self.height)
powerup.draw(self)
end
}
mknew(repair)
})
function spawn_repair_at(x, y)
repair.new():spawn_at(x, y)
end
gun_swap = powerup.new{
gun_swap = mknew(powerup.new{
hurt = {
x_off = -2,
y_off = -2,
@ -1937,9 +1937,8 @@ gun_swap = powerup.new{
height = 16
},
-- gun = gun_type.new{}
center_x_off = 6,
top_y_off = 0,
bottom_y_off = 4,
x_off = 6,
y_off = 0,
width = 2,
height = 2,
sprites = {64, 66, 68, 70, 72, 74, 76, 78},
@ -1952,8 +1951,7 @@ gun_swap = powerup.new{
powerup.draw(self)
spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
end
}
mknew(gun_swap)
})
function spawn_main_gun_at(x, y, gunt)
if (type(gunt)=="string") gunt=_ENV[gunt]

File diff suppressed because it is too large Load Diff