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45 Commits
bullet_ref
...
gun_picker
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@ -1,5 +1,5 @@
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pico-8 cartridge // http://www.pico-8.com
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pico-8 cartridge // http://www.pico-8.com
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version 41
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version 42
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__lua__
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__lua__
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-- vacuum gambit
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-- vacuum gambit
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-- by kistaro windrider
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-- by kistaro windrider
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@ -18,12 +18,17 @@ function csv(s)
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end
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end
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return ret
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return ret
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end
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end
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function const_fxn(x)
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return function()
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return x
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end
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end
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-- generate standard "overlay"
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-- generate standard "overlay"
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-- constructor for type tt.
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-- constructor for type tt.
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-- if more is defined, generated
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-- if tt.init is defined, generated
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-- new calls more(ret) after
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-- new calls tt.init(ret) after
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-- ret is definitely not nil
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-- ret is definitely not nil,
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-- before calling setmetatable.
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-- before calling setmetatable.
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-- use to initialize mutables.
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-- use to initialize mutables.
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--
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--
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@ -32,8 +37,8 @@ end
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-- object *after* more, because
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-- object *after* more, because
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-- this works better with the
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-- this works better with the
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-- `more` impls i use.
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-- `more` impls i use.
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function mknew(tt, more)
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function mknew(tt)
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local mt,oldnew = {__index=tt},tt.new
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local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
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tt.new=function(ret)
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tt.new=function(ret)
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if(not ret) ret = {}
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if(not ret) ret = {}
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if(more) more(ret)
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if(more) more(ret)
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@ -41,15 +46,18 @@ function mknew(tt, more)
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setmetatable(ret, mt)
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setmetatable(ret, mt)
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return ret
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return ret
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end
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end
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return tt
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end
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end
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-- intrusive singly-linked list.
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-- intrusive singly-linked list.
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-- cannot be nested!
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-- cannot be nested!
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linked_list = {is_linked_list=true}
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linked_list = mknew{
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mknew(linked_list, function(x)
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is_linked_list=true,
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init = function(x)
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x.next=nil
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x.next=nil
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x.tail=x
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x.tail=x
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end)
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end,
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}
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function linked_list:push_back(x)
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function linked_list:push_back(x)
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self.tail.next = x
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self.tail.next = x
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@ -118,7 +126,7 @@ end
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function _init()
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function _init()
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init_blip_pals()
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init_blip_pals()
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wipe_level()
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wipe_level()
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primary_ship.main_gun = zap_gun.new()
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primary_ship.main_gun = zap_gun_p.new() -- redundant?
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load_level(example_level_csv)
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load_level(example_level_csv)
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state = game
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state = game
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pal(2,129)
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pal(2,129)
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@ -412,7 +420,7 @@ end
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scrollrate = 0.25 --in px/frame
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scrollrate = 0.25 --in px/frame
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ship_m = {
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ship_m = mknew{
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-- ships have no shield by default
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-- ships have no shield by default
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shield = 0,
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shield = 0,
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@ -437,7 +445,6 @@ ship_m = {
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-- ymin, ymax default to nil
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-- ymin, ymax default to nil
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-- pship needs more constraint
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-- pship needs more constraint
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}
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}
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mknew(ship_m)
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function ship_m:die()
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function ship_m:die()
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self.dead = true
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self.dead = true
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@ -580,16 +587,20 @@ end
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-->8
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-->8
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-- bullet and gun behaviors
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-- bullet and gun behaviors
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bullet_base = {
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function player_blt_cat()
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enemyspd = 0.5
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return pbullets
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}
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end
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mknew(bullet_base)
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gun_base = {
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function enemy_blt_cat()
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return ebullets
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end
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bullet_base = mknew{ }
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gun_base = mknew{
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shoot_ready = -32768,
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shoot_ready = -32768,
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icon = 20
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icon = 20
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}
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}
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mknew(gun_base)
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function bullet_base:hitship(_)
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function bullet_base:hitship(_)
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self:die()
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self:die()
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@ -601,18 +612,10 @@ end
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function bullet_base:move()
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function bullet_base:move()
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self.x += self.dx
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self.x += self.dx
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if self.enemy then
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self.y += self.dy
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self.y += self.dy
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if (self.y > 128) or (self.y < -8 * self.height) then
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if self.y > 128 then
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self:die()
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self:die()
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return true
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return true
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end
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else
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self.y -= self.dy
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if self.y < -8*self.height 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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end
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return false
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return false
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end
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end
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@ -621,19 +624,20 @@ function bullet_base:draw()
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spr(self.sprite, self.x, self.y, self.width, self.height)
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spr(self.sprite, self.x, self.y, self.width, self.height)
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end
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end
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function bullet_base:spawn_at(x, y)
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-- An `actually_shoot` factory
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self.x = x - self.center_x_off
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-- for trivial guns
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if self.enemy then
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function spawn_one(t)
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self.dx *= self.enemyspd
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return function(gun, x, y)
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self.dy *= self.enemyspd
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t.new{}:spawn_at(x, y)
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self.y = y + self.top_y_off
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ebullets:push_back(self)
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else
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self.y = y - (8 * self.height) + self.bottom_y_off
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pbullets:push_back(self)
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end
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end
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end
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end
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function bullet_base:spawn_at(x, y)
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self.x = x - self.x_off
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self.y = y - self.y_off
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self.category():push_back(self)
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end
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function gun_base:shoot(x, y)
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function gun_base:shoot(x, y)
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if (lframe < self.shoot_ready) return false
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if (lframe < self.shoot_ready) return false
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if self.ammo then
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if self.ammo then
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@ -645,23 +649,12 @@ function gun_base:shoot(x, y)
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return true
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return true
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end
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end
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function gun_base:actually_shoot(x, y)
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local typ = self.t
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local b = typ.new{
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enemy = self.enemy,
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sprite = self.enemy and typ.esprite or typ.psprite,
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}
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b:spawn_at(x, y)
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return true
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end
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-->8
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-->8
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-- bullets and guns
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-- bullets and guns
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zap = bullet_base.new{
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zap_e = mknew(bullet_base.new{
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--shape
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--shape
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psprite = 8, --index of player ammo sprite
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sprite = 9, --index of enemy ammo sprite
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esprite = 9, -- index of enemy ammo sprite
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width = 1, --in 8x8 blocks
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width = 1, --in 8x8 blocks
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height = 1,
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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hurt = { -- hurtbox - where this ship can be hit
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@ -670,33 +663,39 @@ zap = bullet_base.new{
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width = 2,
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width = 2,
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height = 8
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height = 8
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},
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},
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center_x_off = 1, -- how to position by ship
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x_off = 1, -- how to position by ship
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bottom_y_off = 0,
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y_off = 8,
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top_y_off = 0,
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damage = 1,
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damage = 1,
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dx = 0, -- px/frame
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dx = 0, -- px/frame
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dy = 8,
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dy = 4,
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hitship = function(_, _)
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hitship = const_fxn(true),
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return true
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end
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}
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mknew(zap)
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zap_gun = gun_base.new{
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category = enemy_blt_cat,
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enemy = false,
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})
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zap_p = mknew(zap_e.new{
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sprite = 8,
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dy = -8,
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y_off = 0,
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category = player_blt_cat,
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})
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zap_gun_e = mknew(gun_base.new{
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power = 20, -- power consumed per shot
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power = 20, -- power consumed per shot
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cooldown = 0x0.000a, -- frames between shots
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cooldown = 0x0.000a, -- frames between shots
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ammo = nil, -- unlimited ammo - main gun
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ammo = nil, -- unlimited ammo - main gun
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t = zap -- metatable of bullet to fire
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actually_shoot = spawn_one(zap_e),
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}
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})
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mknew(zap_gun)
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blast = bullet_base.new{
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zap_gun_p = mknew(zap_gun_e.new{
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actually_shoot = spawn_one(zap_p),
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})
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blast = mknew(bullet_base.new{
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--shape
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--shape
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psprite = 12, --index of player ammo sprite
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sprite = 12, --index of player ammo sprite
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esprite = 3, -- index of enemy ammo sprite
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width = 1, --in 8x8 blocks
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width = 1, --in 8x8 blocks
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height = 1,
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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hurt = { -- hurtbox - where this ship can be hit
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@ -705,13 +704,12 @@ blast = bullet_base.new{
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width = 6,
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width = 6,
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height = 6
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height = 6
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},
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},
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center_x_off = 4, -- how to position by ship
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x_off = 4, -- how to position by ship
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bottom_y_off = 0,
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y_off = 0,
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top_y_off = 0,
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damage = 4,
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damage = 4,
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dx = 0, -- px/frame
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dx = 0, -- px/frame
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dy = 2,
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dy = -2,
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awaitcancel = false,
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awaitcancel = false,
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-- disable damage for 2 frames
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-- disable damage for 2 frames
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@ -736,25 +734,22 @@ blast = bullet_base.new{
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self.awaitcancel = false
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self.awaitcancel = false
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end)
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end)
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end
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end
|
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end
|
end,
|
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}
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category=player_blt_cat
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mknew(blast)
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})
|
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|
|
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blast_gun = gun_base.new{
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blast_gun = mknew(gun_base.new{
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icon = 13,
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icon = 13,
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enemy = false,
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power = 0, -- only cost is ammo
|
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power = 0, -- ammo, not power
|
|
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cooldown = 0x0.0020, -- frames between shots
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cooldown = 0x0.0020, -- frames between shots
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ammo = 5,
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ammo = 5,
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maxammo = 5,
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maxammo = 5,
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t = blast -- type of bullet to fire
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actually_shoot = spawn_one(blast),
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}
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})
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mknew(blast_gun)
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|
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|
|
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protron = bullet_base.new{
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protron_e = mknew(bullet_base.new{
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--shape
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--shape
|
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psprite = 23, --index of player ammo sprite
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sprite = 24,
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esprite = 24, -- index of enemy ammo sprite
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|
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width = 1, --in 8x8 blocks
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width = 1, --in 8x8 blocks
|
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height = 1,
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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hurt = { -- hurtbox - where this ship can be hit
|
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@ -763,56 +758,59 @@ protron = bullet_base.new{
|
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width = 2,
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width = 2,
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height = 2
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height = 2
|
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},
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},
|
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center_x_off = 1, -- how to position by ship
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x_off = 1, -- how to position by ship
|
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bottom_y_off = 4,
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y_off = 4,
|
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top_y_off = 0,
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|
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|
|
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damage = 1,
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damage = 1,
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dx = 0, -- px/frame
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dym = 0.5, -- gun sets dy;
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dy = 3,
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-- this is mult
|
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}
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category = enemy_blt_cat,
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mknew(protron)
|
})
|
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|
|
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protron_gun = gun_base.new{
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protron_p = mknew(protron_e.new{
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sprite=23,
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dym = -1,
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y_off = 0,
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category=player_blt_cat,
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})
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protron_gun_e = mknew(gun_base.new{
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icon = 25,
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icon = 25,
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enemy = false,
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power = 60,
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power = 60,
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cooldown = 0x0.000f, -- frames between shots
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cooldown = 0x0.000f, -- frames between shots
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ammo = nil,
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ammo = nil,
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maxammo = nil,
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maxammo = nil,
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actually_shoot = function(self, x, y)
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munition = protron_e
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local sprite = protron.psprite
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})
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if (self.enemy) sprite=protron.esprite
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for i=1,3 do
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local b = protron.new{
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enemy=self.enemy,
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sprite=sprite,
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dx = i,
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dy = 4-i
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}
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b:spawn_at(x,y)
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local b2 = protron.new{
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enemy=self.enemy,
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sprite=sprite,
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dx = -i,
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dy = 4-i
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}
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b2:spawn_at(x,y)
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|
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end
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|
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local bup = protron.new{
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|
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enemy=self.enemy,
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|
||||||
sprite=sprite,
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|
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dy=4
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|
||||||
}
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bup:spawn_at(x,y)
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|
||||||
end
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|
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}
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|
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mknew(protron_gun)
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|
||||||
|
|
||||||
vulcan = bullet_base.new{
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function protron_gun_e:actually_shoot(x, y)
|
||||||
|
local m = self.munition.dym
|
||||||
|
for i=1,3 do
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||||||
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local b = self.munition.new{
|
||||||
|
dx = i*m,
|
||||||
|
dy = (4-i)*m,
|
||||||
|
}
|
||||||
|
b:spawn_at(x,y)
|
||||||
|
local b2 = self.munition.new{
|
||||||
|
dx = -i*m,
|
||||||
|
dy = (4-i)*m,
|
||||||
|
}
|
||||||
|
b2:spawn_at(x,y)
|
||||||
|
end
|
||||||
|
local bup = self.munition.new{
|
||||||
|
dx=0,
|
||||||
|
dy=4*m,
|
||||||
|
}
|
||||||
|
bup:spawn_at(x,y)
|
||||||
|
end
|
||||||
|
|
||||||
|
protron_gun_p = mknew(protron_gun_e.new{
|
||||||
|
munition = protron_p,
|
||||||
|
})
|
||||||
|
|
||||||
|
vulcan_e = mknew(bullet_base.new{
|
||||||
--shape
|
--shape
|
||||||
psprite = 22, --index of player ammo sprite
|
sprite = 21,
|
||||||
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
|
||||||
@ -821,39 +819,46 @@ vulcan = bullet_base.new{
|
|||||||
width = 1,
|
width = 1,
|
||||||
height = 4
|
height = 4
|
||||||
},
|
},
|
||||||
center_x_off = 0.5, -- how to position by ship
|
x_off = 0.5, -- how to position by ship
|
||||||
bottom_y_off = 4,
|
y_off = 0,
|
||||||
top_y_off = 0,
|
|
||||||
|
|
||||||
damage = 0.5,
|
damage = 0.5,
|
||||||
dx = 0, -- px/frame
|
-- dx from gun
|
||||||
dy = 4,
|
dy = 2,
|
||||||
}
|
category=enemy_blt_cat
|
||||||
mknew(vulcan)
|
})
|
||||||
|
|
||||||
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,
|
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 sprite = self.enemy and vulcan.esprite or vulcan.psprite
|
local b = self.munition.new{
|
||||||
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
|
||||||
@ -861,7 +866,7 @@ mknew(vulcan_gun)
|
|||||||
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 = ship_m.new{
|
player = mknew(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?
|
||||||
@ -911,21 +916,20 @@ player = 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,
|
||||||
}
|
|
||||||
mknew(player,
|
init = function(p)
|
||||||
function(p)
|
p.main_gun = zap_gun_p.new()
|
||||||
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 = ship_m.new{
|
frownie = mknew(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?
|
||||||
@ -956,10 +960,9 @@ frownie = 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 = frownie.new{
|
blocky = mknew(frownie.new{
|
||||||
sprite = 10,
|
sprite = 10,
|
||||||
hp = 1.5,
|
hp = 1.5,
|
||||||
hurt = {
|
hurt = {
|
||||||
@ -977,10 +980,9 @@ blocky = frownie.new{
|
|||||||
end
|
end
|
||||||
ship_m.ow(self)
|
ship_m.ow(self)
|
||||||
end
|
end
|
||||||
}
|
})
|
||||||
mknew(blocky)
|
|
||||||
|
|
||||||
spewy = frownie.new{
|
spewy = mknew(frownie.new{
|
||||||
sprite=26,
|
sprite=26,
|
||||||
power=-20,
|
power=-20,
|
||||||
hurt = {
|
hurt = {
|
||||||
@ -997,13 +999,13 @@ spewy = 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 = ship_m.new{
|
chasey = mknew(ship_m.new{
|
||||||
sprite = 5,
|
sprite = 5,
|
||||||
size = 1,
|
size = 1,
|
||||||
hurt = {
|
hurt = {
|
||||||
@ -1026,10 +1028,11 @@ chasey = ship_m.new{
|
|||||||
thrust = 0.2,
|
thrust = 0.2,
|
||||||
drag = 0.075,
|
drag = 0.075,
|
||||||
slip = true,
|
slip = true,
|
||||||
}
|
|
||||||
mknew(chasey, function(ship)
|
init = function(ship)
|
||||||
ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
|
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)
|
||||||
@ -1037,7 +1040,7 @@ 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=chasey.new{
|
xl_chasey=mknew(chasey.new{
|
||||||
size=2,
|
size=2,
|
||||||
maxspd=1.25,
|
maxspd=1.25,
|
||||||
hurt = {
|
hurt = {
|
||||||
@ -1046,6 +1049,8 @@ xl_chasey=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,
|
||||||
@ -1060,10 +1065,11 @@ xl_chasey=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)
|
||||||
mknew(xl_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)
|
})
|
||||||
|
|
||||||
-->8
|
-->8
|
||||||
-- collisions
|
-- collisions
|
||||||
|
|
||||||
@ -1077,12 +1083,11 @@ function collides(box1, box2)
|
|||||||
or box1.y+box1.height<box2.y)
|
or box1.y+box1.height<box2.y)
|
||||||
end
|
end
|
||||||
|
|
||||||
collider = { }
|
collider = mknew{
|
||||||
mknew(collider,
|
init = function(x)
|
||||||
function(x)
|
|
||||||
x.suppress = {}
|
x.suppress = {}
|
||||||
end
|
end,
|
||||||
)
|
}
|
||||||
|
|
||||||
function collider_indexes(box)
|
function collider_indexes(box)
|
||||||
local ret = {}
|
local ret = {}
|
||||||
@ -1271,9 +1276,9 @@ end
|
|||||||
|
|
||||||
function spawn_bonus_vulcan_chasey()
|
function spawn_bonus_vulcan_chasey()
|
||||||
local c = spawn_chasey()
|
local c = spawn_chasey()
|
||||||
c.main_gun=vulcan_gun.new{enemy=true}
|
c.main_gun=vulcan_gun_e.new{enemy=true}
|
||||||
c.die = function(self)
|
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)
|
chasey.die(self)
|
||||||
end
|
end
|
||||||
c.sprite=4
|
c.sprite=4
|
||||||
@ -1376,7 +1381,7 @@ 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
|
350,spawn_main_gun_at,70,-11,protron_gun_p
|
||||||
401,spawn_frownie
|
401,spawn_frownie
|
||||||
420,spawn_blocking_frownie
|
420,spawn_blocking_frownie
|
||||||
430,spawn_bonus_vulcan_chasey
|
430,spawn_bonus_vulcan_chasey
|
||||||
@ -1486,8 +1491,9 @@ 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
|
||||||
* psprite, esprite - index of
|
* sprite - sprite index.
|
||||||
player or enemy sprite.
|
* x_off, y_off - renamed for
|
||||||
|
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.
|
||||||
@ -1776,7 +1782,7 @@ true, they are dropped.
|
|||||||
-->8
|
-->8
|
||||||
-- standard events
|
-- standard events
|
||||||
|
|
||||||
blip_fx = {
|
blip_fx = mknew{
|
||||||
cancel=false
|
cancel=false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1794,8 +1800,6 @@ 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
|
||||||
@ -1830,8 +1834,7 @@ function boom(x,y,boominess,is_boss)
|
|||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
spark_particle={}
|
spark_particle=mknew{}
|
||||||
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
|
||||||
@ -1860,7 +1863,7 @@ end
|
|||||||
-->8
|
-->8
|
||||||
-- powerups
|
-- powerups
|
||||||
|
|
||||||
powerup = bullet_base.new{
|
powerup = mknew(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
|
||||||
@ -1876,13 +1879,12 @@ powerup = 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
|
||||||
enemy = true, -- collides with player ship
|
category = enemy_blt_cat, -- 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"
|
||||||
@ -1902,16 +1904,15 @@ function powerup:draw()
|
|||||||
self.width, self.height)
|
self.width, self.height)
|
||||||
end
|
end
|
||||||
|
|
||||||
repair = powerup.new{
|
repair = mknew(powerup.new{
|
||||||
hurt = {
|
hurt = {
|
||||||
x_off = -2,
|
x_off = -2,
|
||||||
y_off = -2,
|
y_off = -2,
|
||||||
width = 12,
|
width = 12,
|
||||||
height = 12
|
height = 12
|
||||||
},
|
},
|
||||||
center_x_off = 4,
|
x_off = 4,
|
||||||
top_y_off = 0,
|
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
|
||||||
@ -1922,14 +1923,13 @@ repair = 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 = powerup.new{
|
gun_swap = mknew(powerup.new{
|
||||||
hurt = {
|
hurt = {
|
||||||
x_off = -2,
|
x_off = -2,
|
||||||
y_off = -2,
|
y_off = -2,
|
||||||
@ -1937,9 +1937,8 @@ gun_swap = powerup.new{
|
|||||||
height = 16
|
height = 16
|
||||||
},
|
},
|
||||||
-- gun = gun_type.new{}
|
-- gun = gun_type.new{}
|
||||||
center_x_off = 6,
|
x_off = 6,
|
||||||
top_y_off = 0,
|
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},
|
||||||
@ -1952,8 +1951,7 @@ gun_swap = 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]
|
||||||
|
356
old_readme.md
Normal file
356
old_readme.md
Normal file
@ -0,0 +1,356 @@
|
|||||||
|
This file contains text that used to be in the cartridge itself, but
|
||||||
|
I'm getting increasingly anxious about cartridge space so I'm moving
|
||||||
|
it out ot a separate file.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
main loop sequence
|
||||||
|
==================
|
||||||
|
1. level_frame
|
||||||
|
2. events
|
||||||
|
3. merge new_events into events
|
||||||
|
4. update bg intangibles
|
||||||
|
5. move ships (player first)
|
||||||
|
6. move bullets (player first)
|
||||||
|
7. calculate collisions
|
||||||
|
1. pship on eship
|
||||||
|
2. ebullet on pship
|
||||||
|
3. pbullet on eship
|
||||||
|
8. update fg intangibles
|
||||||
|
9. check for end of level
|
||||||
|
|
||||||
|
draw order
|
||||||
|
----------
|
||||||
|
bottom to top:
|
||||||
|
1. intangibles_bg
|
||||||
|
2. player bullets
|
||||||
|
3. player ships
|
||||||
|
4. enemy ships
|
||||||
|
5. enemy bullets
|
||||||
|
6. intangibles_fg
|
||||||
|
|
||||||
|
notes
|
||||||
|
-----
|
||||||
|
intangibles_fg move()s after
|
||||||
|
all collisions and other moves
|
||||||
|
are processed. if an intangible
|
||||||
|
is added to the list as a result
|
||||||
|
of a collision or move, it will
|
||||||
|
itself be move()d before it is
|
||||||
|
drawn.
|
||||||
|
|
||||||
|
data-driven items
|
||||||
|
=================
|
||||||
|
guns and bullets both allow the
|
||||||
|
most common behaviors to be
|
||||||
|
expressed with data alone.
|
||||||
|
ships only need a movement
|
||||||
|
algorithm expressed.
|
||||||
|
|
||||||
|
guns
|
||||||
|
----
|
||||||
|
* t - metatable for bullet type.
|
||||||
|
fired once in the bullet's
|
||||||
|
default direction per shot.
|
||||||
|
* enemy - if true, fired bullets
|
||||||
|
are flagged as enemy bullets.
|
||||||
|
* icon - sprite index of an
|
||||||
|
8x8 sprite to display in the
|
||||||
|
hud when the player has this
|
||||||
|
gun. default is 20, a generic
|
||||||
|
crosshair bullseye thing.
|
||||||
|
* cooldown - min frames between
|
||||||
|
shots.
|
||||||
|
* ammo, maxammo - permitted
|
||||||
|
number of shots. 0 is empty
|
||||||
|
and unfireable. maxammo = 0
|
||||||
|
will cause a divide by zero
|
||||||
|
so don't do that. if nil,
|
||||||
|
ammo is infinite.
|
||||||
|
|
||||||
|
default guns manage ammo and
|
||||||
|
cooldown in shoot, then call
|
||||||
|
actually_shoot to create the
|
||||||
|
projectile. override only
|
||||||
|
actually_shoot to change
|
||||||
|
projectile logic while keeping
|
||||||
|
cooldown and ammo logic.
|
||||||
|
|
||||||
|
bullets
|
||||||
|
-------
|
||||||
|
* dx, dy - movement per frame.
|
||||||
|
player bullets use -dy
|
||||||
|
instead.
|
||||||
|
* enemyspd - multiplier for dx
|
||||||
|
and dy on enemy bullets.
|
||||||
|
default is 0.5, making enemy
|
||||||
|
shots much easier to dodge
|
||||||
|
* damage - damage per hit;
|
||||||
|
used by ships
|
||||||
|
* sprite - sprite index.
|
||||||
|
* x_off, y_off - renamed for
|
||||||
|
the next two vars. may revert
|
||||||
|
* center_off_x - the horizontal
|
||||||
|
centerpoint of the bullet,
|
||||||
|
for positioning when firing.
|
||||||
|
assume a pixel's coordinates
|
||||||
|
refer to the upper left corner
|
||||||
|
of the pixel; the center of
|
||||||
|
a 2-width bullet with an
|
||||||
|
upper left corner at 0 is 1,
|
||||||
|
not 0.5.
|
||||||
|
* top_off_y, bottom_off_y -
|
||||||
|
also for positioning when
|
||||||
|
firing. positive distance from
|
||||||
|
top or bottom edge to image.
|
||||||
|
top_off_y will usually be 0,
|
||||||
|
bottom_off_y will not be when
|
||||||
|
bullets are smaller than
|
||||||
|
the sprite box.
|
||||||
|
* width, height - measured in
|
||||||
|
full sprites (8x8 boxes), not
|
||||||
|
pixels. used for drawing.
|
||||||
|
|
||||||
|
bullets despawn when above or
|
||||||
|
below the screen (player or
|
||||||
|
enemy bullets, respectively).
|
||||||
|
|
||||||
|
by default, bullets despawn
|
||||||
|
when they hit something.
|
||||||
|
override hitship to change this.
|
||||||
|
|
||||||
|
ships
|
||||||
|
____
|
||||||
|
|
||||||
|
ships move by calculating
|
||||||
|
momentum, then offsetting their
|
||||||
|
position by that momentum, then
|
||||||
|
clamping their position to the
|
||||||
|
screen (horizontally only for
|
||||||
|
ships that autoscroll). ships
|
||||||
|
that autoscroll (slip==true)
|
||||||
|
then slide down by scrollspeed.
|
||||||
|
fractional coordinates are ok.
|
||||||
|
after movement, ships lose
|
||||||
|
momentum (ship.drag along each
|
||||||
|
axis). abs(momentum) can't
|
||||||
|
exceed ship.maxspeed.
|
||||||
|
|
||||||
|
ships gain momentum by acting
|
||||||
|
like a player pushing buttons.
|
||||||
|
the player ship actually reads
|
||||||
|
buttons for this.
|
||||||
|
|
||||||
|
act -- returns new acceleration:
|
||||||
|
dx, dy, shoot_spec, shoot_main.
|
||||||
|
dx and dy are change in momentum
|
||||||
|
in px/frame. this is controls
|
||||||
|
only -- friction is handled in
|
||||||
|
ship:move (`drag` value).
|
||||||
|
|
||||||
|
ships hitting another ship take
|
||||||
|
1 damage per frame of overlap.
|
||||||
|
ships hitting a bullet check
|
||||||
|
bullet.damage to find out how
|
||||||
|
much damage they take. damage
|
||||||
|
is applied to shields, then hp.
|
||||||
|
damaged ships flash briefly -
|
||||||
|
blue (12) if all damage was
|
||||||
|
shielded, white (7) if hp was
|
||||||
|
damaged. a ship that then has 0
|
||||||
|
or less hp calls self:die() and
|
||||||
|
tells the main game loop to
|
||||||
|
remove it.
|
||||||
|
|
||||||
|
shieldcooldown is the interval
|
||||||
|
between restoring shield points.
|
||||||
|
shieldpenalty is the delay
|
||||||
|
before restoring points after
|
||||||
|
any damage, reset to this value
|
||||||
|
on every damaging hit (whether
|
||||||
|
it is absorbed by the shield or
|
||||||
|
not) -- shield behaves like
|
||||||
|
halo and other shooters in its
|
||||||
|
heritage, where it recovers if
|
||||||
|
you avoid damage for a while.
|
||||||
|
not that there is any safe cover
|
||||||
|
in this kind of game.
|
||||||
|
|
||||||
|
ships do not repair hp on their
|
||||||
|
own. negative-damage bullets
|
||||||
|
are treated as 0, but a bullet
|
||||||
|
can choose to repair the ship
|
||||||
|
it hits in its own hitship
|
||||||
|
method, or otherwise edit it
|
||||||
|
(changing weapons, refilling
|
||||||
|
weapon ammo). powerups are
|
||||||
|
therefore a kind of bullet.
|
||||||
|
|
||||||
|
levels
|
||||||
|
======
|
||||||
|
|
||||||
|
a level is a table mapping
|
||||||
|
effective frame number to
|
||||||
|
functions. when a level starts,
|
||||||
|
it sets lframe ("level frame")
|
||||||
|
and distance to 0.
|
||||||
|
|
||||||
|
every frame, level_frame
|
||||||
|
increments lframe by 0x0.0001.
|
||||||
|
then if the level is not frozen,
|
||||||
|
it increments distance by 1.0
|
||||||
|
and runs the function in the
|
||||||
|
level table for exactly that
|
||||||
|
frame number (if any). distance
|
||||||
|
is therefore "nonfrozen frames",
|
||||||
|
and is used to trigger level
|
||||||
|
progress. lframe always
|
||||||
|
increments. ships are encouraged
|
||||||
|
to use lframe to control
|
||||||
|
animation and movement, and may
|
||||||
|
use distance to react to level
|
||||||
|
progress separately from overall
|
||||||
|
time. remember to multiply
|
||||||
|
lframe-related stuff by 0x0001.
|
||||||
|
|
||||||
|
a special sentinel value, eol,
|
||||||
|
marks the end of the level.
|
||||||
|
(the level engine doesn't know
|
||||||
|
when it's out of events, so
|
||||||
|
without eol, the level will
|
||||||
|
simply have no events forever.)
|
||||||
|
when it finds eol, level_frame
|
||||||
|
throws away the current level
|
||||||
|
and tells the main loop that it
|
||||||
|
might be done. the main loop
|
||||||
|
agrees the level is over and the
|
||||||
|
player has won when the level
|
||||||
|
has reached eol and there are
|
||||||
|
no more enemy ships, enemy
|
||||||
|
bullets, or background events
|
||||||
|
remaining. player ships, player
|
||||||
|
bullets, and intangibles are
|
||||||
|
not counted.
|
||||||
|
|
||||||
|
level freezing
|
||||||
|
--------------
|
||||||
|
the level is frozen when the
|
||||||
|
global value freeze > 0.
|
||||||
|
generally, something intending
|
||||||
|
to block level progress (a
|
||||||
|
miniboss, a minigame, etc.)
|
||||||
|
increments freeze and prepares
|
||||||
|
some means of decrementing it
|
||||||
|
when it no longer wants to block
|
||||||
|
level progress.
|
||||||
|
|
||||||
|
most commonly, we want to block
|
||||||
|
until some specific ship or
|
||||||
|
group of ships has died. for
|
||||||
|
these ships, override ship:die
|
||||||
|
to decrement freeze. make sure
|
||||||
|
to set ship.dead in any new
|
||||||
|
ship:die method so anything else
|
||||||
|
looking at it can recognize
|
||||||
|
the ship as dead.
|
||||||
|
|
||||||
|
for anything else, you probably
|
||||||
|
want an event to figure out when
|
||||||
|
to unfreeze.
|
||||||
|
|
||||||
|
levels start at 1
|
||||||
|
-----------------
|
||||||
|
|
||||||
|
distance is initialized to 0
|
||||||
|
but gets incremented before the
|
||||||
|
first time the engine looks for
|
||||||
|
events. therefore, the first
|
||||||
|
frame of the level executes
|
||||||
|
level[1]. since levelframe
|
||||||
|
executes before anything else,
|
||||||
|
level[1] sets up the first frame
|
||||||
|
drawn in the level. the player
|
||||||
|
does not see a blank world
|
||||||
|
before level[1] runs.
|
||||||
|
level[1] can therefore be used
|
||||||
|
to reconfigure the player ship,
|
||||||
|
set up backgrounds, start music,
|
||||||
|
kick off some kind of fade-in
|
||||||
|
animation, etc.
|
||||||
|
|
||||||
|
|
||||||
|
events
|
||||||
|
======
|
||||||
|
the global list "events" stores
|
||||||
|
0-argument functions which are
|
||||||
|
called every frame. if they
|
||||||
|
return true, they are removed
|
||||||
|
from the list and not run again;
|
||||||
|
if they return false, they stay
|
||||||
|
and will be called in later
|
||||||
|
frames. the level does not end
|
||||||
|
while the events table is
|
||||||
|
nonempty.
|
||||||
|
|
||||||
|
events are most commonly used
|
||||||
|
to set up something for later
|
||||||
|
(for example, blip uses an event
|
||||||
|
to remove the fx_pallete from
|
||||||
|
the flashing ship when the blip
|
||||||
|
expires), but can also be used
|
||||||
|
to implement a "level within a
|
||||||
|
level" that does something
|
||||||
|
complicated until it's done. if
|
||||||
|
you froze the level when
|
||||||
|
creating the event, remember
|
||||||
|
to thaw it (freeze -= 1) on all
|
||||||
|
paths that return true.
|
||||||
|
|
||||||
|
to do complex stuff in events,
|
||||||
|
use a closure or a metatable
|
||||||
|
that specifies __call.
|
||||||
|
|
||||||
|
to avoid editing the events
|
||||||
|
list while it is being iterated,
|
||||||
|
events that create new events
|
||||||
|
must add those events to
|
||||||
|
new_events rather than events.
|
||||||
|
new_events is only valid during
|
||||||
|
the "event execution" stage, so
|
||||||
|
events created at any other time
|
||||||
|
must go directly on events
|
||||||
|
without using new_events.
|
||||||
|
|
||||||
|
intangibles
|
||||||
|
===========
|
||||||
|
|
||||||
|
the intangibles_fg and
|
||||||
|
intangibles_bg lists contain
|
||||||
|
items with :move and :draw.
|
||||||
|
like ships and bullets, they
|
||||||
|
move during _update60 and
|
||||||
|
draw during _draw. they are
|
||||||
|
not checked for collisions.
|
||||||
|
|
||||||
|
intangibles_bg moves/draws
|
||||||
|
before anything else moves or
|
||||||
|
draws. intangibles_fg
|
||||||
|
moves/draws last. this controls
|
||||||
|
whether your intangible object
|
||||||
|
draws in front of or behind
|
||||||
|
other stuff. you probably want
|
||||||
|
intangibles_bg for decorative
|
||||||
|
elements and intangibles_fg
|
||||||
|
for explosions, score popups,
|
||||||
|
etc.
|
||||||
|
|
||||||
|
there's no scrolling background
|
||||||
|
engine but intangibles_bg could
|
||||||
|
be used to create one, including
|
||||||
|
using the map (otherwise unused
|
||||||
|
in this engine) for the purpose.
|
||||||
|
|
||||||
|
intangibles do not prevent the
|
||||||
|
level from ending. like bullets
|
||||||
|
and ships, if :move returns
|
||||||
|
true, they are dropped.
|
223
rearm_prototype.p8
Normal file
223
rearm_prototype.p8
Normal file
@ -0,0 +1,223 @@
|
|||||||
|
pico-8 cartridge // http://www.pico-8.com
|
||||||
|
version 42
|
||||||
|
__lua__
|
||||||
|
-- vacuum gambit
|
||||||
|
-- by kistaro windrider
|
||||||
|
|
||||||
|
-- stdlib
|
||||||
|
|
||||||
|
-- generate standard "overlay"
|
||||||
|
-- constructor for type tt.
|
||||||
|
-- if tt.init is defined, generated
|
||||||
|
-- new calls tt.init(ret) after
|
||||||
|
-- ret is definitely not nil,
|
||||||
|
-- before calling setmetatable.
|
||||||
|
-- use to initialize mutables.
|
||||||
|
--
|
||||||
|
-- if there was a previous new,
|
||||||
|
-- it is invoked on the new
|
||||||
|
-- object *after* more, because
|
||||||
|
-- this works better with the
|
||||||
|
-- `more` impls i use.
|
||||||
|
function mknew(tt)
|
||||||
|
local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
|
||||||
|
tt.new=function(ret)
|
||||||
|
if(not ret) ret = {}
|
||||||
|
if(more) more(ret)
|
||||||
|
if(oldnew) oldnew(ret)
|
||||||
|
setmetatable(ret, mt)
|
||||||
|
return ret
|
||||||
|
end
|
||||||
|
return tt
|
||||||
|
end
|
||||||
|
|
||||||
|
function easeoutbounce(t)
|
||||||
|
local n1=7.5625
|
||||||
|
local d1=2.75
|
||||||
|
|
||||||
|
if (t<1/d1) then
|
||||||
|
return n1*t*t;
|
||||||
|
elseif(t<2/d1) then
|
||||||
|
t-=1.5/d1
|
||||||
|
return n1*t*t+.75;
|
||||||
|
elseif(t<2.5/d1) then
|
||||||
|
t-=2.25/d1
|
||||||
|
return n1*t*t+.9375;
|
||||||
|
else
|
||||||
|
t-=2.625/d1
|
||||||
|
return n1*t*t+.984375;
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-->8
|
||||||
|
-- entry points
|
||||||
|
function _draw()
|
||||||
|
cls()
|
||||||
|
draw_hud_placeholder()
|
||||||
|
left_pane:draw()
|
||||||
|
right_pane:draw()
|
||||||
|
rearm_pane_instance:draw()
|
||||||
|
end
|
||||||
|
|
||||||
|
function _init()
|
||||||
|
item=1
|
||||||
|
bfm=1
|
||||||
|
crt_frm = 1
|
||||||
|
left_pane = weapon_pane.new{}
|
||||||
|
right_pane = weapon_pane.new{
|
||||||
|
is_left=false,
|
||||||
|
s = 2,
|
||||||
|
hdr = "vulc",
|
||||||
|
body = " rate\n\n faster\n firing\n rate",
|
||||||
|
hot = function() return item == 2 end}
|
||||||
|
rearm_pane_instance = rearm_pane.new{hot=function() return item < 0 end}
|
||||||
|
end
|
||||||
|
|
||||||
|
function _update60()
|
||||||
|
crt_frm += 0.25
|
||||||
|
if (crt_frm >= 9) crt_frm = 1
|
||||||
|
if (btn(3) and item > 0 or btn(2) and item < 0) item = -item
|
||||||
|
if (btn(0)) item = 1
|
||||||
|
if (btn(1)) item = 2
|
||||||
|
if (btn() & 0xF ~= 0) and bfm >= 10 or bfm >= 30 then
|
||||||
|
bfm = 1
|
||||||
|
else
|
||||||
|
bfm += 1
|
||||||
|
end
|
||||||
|
|
||||||
|
if btnp(4) then
|
||||||
|
left_pane.pos = -1
|
||||||
|
right_pane.pos = -1
|
||||||
|
rearm_pane_instance.pos = -1
|
||||||
|
end
|
||||||
|
|
||||||
|
if btnp(5) then
|
||||||
|
left_pane.pos = 1
|
||||||
|
right_pane.pos = 1
|
||||||
|
rearm_pane_instance.pos = 1
|
||||||
|
end
|
||||||
|
|
||||||
|
left_pane:update()
|
||||||
|
right_pane:update()
|
||||||
|
rearm_pane_instance:update()
|
||||||
|
end
|
||||||
|
|
||||||
|
function draw_hud_placeholder()
|
||||||
|
rectfill(112, 0, 127, 127,0x56)
|
||||||
|
rect(112,0,127,127,7)
|
||||||
|
line(127,1,127,127,5)
|
||||||
|
line(113,127)
|
||||||
|
end
|
||||||
|
|
||||||
|
-->8
|
||||||
|
-- rearm pane drawing
|
||||||
|
|
||||||
|
crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570}
|
||||||
|
|
||||||
|
function glow_box(x0, y0, x1, y1, c, cf)
|
||||||
|
for i,v in ipairs{c[1],c[2],c[1],0} do
|
||||||
|
i -= 1
|
||||||
|
rect(x0+i,y0+i,x1-i,y1-i,v)
|
||||||
|
end
|
||||||
|
fillp(crt[crt_frm&0xff])
|
||||||
|
rectfill(x0+4, y0+4, x1-4, y1-4, cf)
|
||||||
|
fillp()
|
||||||
|
end
|
||||||
|
|
||||||
|
function frame_col(hot)
|
||||||
|
if (not hot) return {4,10}
|
||||||
|
if (bfm<=16) return {14,7}
|
||||||
|
return {2,8}
|
||||||
|
end
|
||||||
|
|
||||||
|
function draw_weap_opt(x, y, c, s, hdr, body)
|
||||||
|
camera(-x,-y)
|
||||||
|
glow_box(0,0,55,100,c,1)
|
||||||
|
spr(s,5, 5)
|
||||||
|
print(hdr, 13, 8, 7)
|
||||||
|
print(body, 5, 15, 6)
|
||||||
|
camera()
|
||||||
|
end
|
||||||
|
|
||||||
|
function draw_rearm(c)
|
||||||
|
glow_box(0,101,111,127,c,1)
|
||||||
|
spr(5,15,107,4,2)
|
||||||
|
print("full ammo\nfull shield\n+50% health",54, 106, 6)
|
||||||
|
end
|
||||||
|
|
||||||
|
-->8
|
||||||
|
-- rearm pane objects
|
||||||
|
easing_pane = mknew{
|
||||||
|
-- to enter: pos = -1; to exit: pos = 1
|
||||||
|
-- runs for 32 frames in, 16 frames out
|
||||||
|
}
|
||||||
|
|
||||||
|
function easing_pane:frac()
|
||||||
|
local pos = self.pos
|
||||||
|
if (not pos) return
|
||||||
|
if (pos < 0) return 1-easeoutbounce(1+pos)
|
||||||
|
if (pos > 0) return (1-pos)*(1-pos)
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
|
||||||
|
function easing_pane:update()
|
||||||
|
local pos = self.pos
|
||||||
|
if (not pos or pos == 0) return
|
||||||
|
if (pos < 0) pos = min(pos + 0x0.05, 0)
|
||||||
|
if pos > 0 then
|
||||||
|
pos -= 0x0.1
|
||||||
|
if (pos <= 0) pos = nil
|
||||||
|
end
|
||||||
|
self.pos = pos
|
||||||
|
end
|
||||||
|
|
||||||
|
weapon_pane = mknew(easing_pane.new{
|
||||||
|
is_left = true,
|
||||||
|
s = 1,
|
||||||
|
hdr = "hull",
|
||||||
|
body = "\n +1\n max\n health",
|
||||||
|
hot = function() return item == 1 end,
|
||||||
|
})
|
||||||
|
|
||||||
|
function weapon_pane:draw()
|
||||||
|
local frac, is_left = self:frac(), self.is_left
|
||||||
|
if (not frac) return
|
||||||
|
camera(
|
||||||
|
frac * (is_left and 55 or -128) + (1-frac) * (is_left and 0 or -56),
|
||||||
|
0)
|
||||||
|
glow_box(0,0,55,100,frame_col(self:hot()),1)
|
||||||
|
spr(self.s,5, 5)
|
||||||
|
print(self.hdr, 13, 8, 7)
|
||||||
|
print(self.body, 5, 15, 6)
|
||||||
|
camera()
|
||||||
|
end
|
||||||
|
|
||||||
|
rearm_pane = mknew(easing_pane.new{})
|
||||||
|
|
||||||
|
function rearm_pane:draw()
|
||||||
|
local frac = self:frac()
|
||||||
|
if (not frac) return
|
||||||
|
camera(0, -28 * frac)
|
||||||
|
glow_box(0,101,111,127,frame_col(self:hot()),1)
|
||||||
|
spr(5,15,107,4,2)
|
||||||
|
print("full ammo\nfull shield\n+50% health",54, 106, 6)
|
||||||
|
camera()
|
||||||
|
end
|
||||||
|
|
||||||
|
__gfx__
|
||||||
|
000000000b00000000000a0007700770000aa0000444440004444444000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
00000000bba80880000008000aa00aa00a0880a0447777700477777a000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
007007000aaa28780a0000000990099008000080477aaa7a0477aaaa000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
0007000008a8887808000000099009900080080047a0047a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
00007000088888820000a000088008800000000047a0447a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
00700700008888200000800008800880a000000a47a4477a047a4440000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
000000000008820000a0000008800880080aa080477777a00477777a000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
0000000000002000008000000880088000088000477770000422aaaa222200020000020000000000000000000000000000000000000000000000000000000000
|
||||||
|
0d5000000000000000000000000000000000000047a77700022ee0002eeee002e00022e000000000000000000000000000000000000000000000000000000000
|
||||||
|
d00000000000000000000000000000000000000047a4777002ea2e002e002e02ee022ee000000000000000000000000000000000000000000000000000000000
|
||||||
|
500000000000000000000000000000000000000047a0477a22ea2e002e002e02e2e2e2e000000000000000000000000000000000000000000000000000000000
|
||||||
|
000000000000000000000000000000000000000047a0047a2e2222e02e222e02e02e02e000000000000000000000000000000000000000000000000000000000
|
||||||
|
000000000000000000000000000000000000000047a0047a2eeeeeea2eeee002e02e02e000000000000000000000000000000000000000000000000000000000
|
||||||
|
00000000000000000000000000000000000000000aa000aa2e7aa2ea2e00e002e02e02e000000000000000000000000000000000000000000000000000000000
|
||||||
|
0000000000000000000000000000000000000000000000002e0002e02e002e02e02e02e000000000000000000000000000000000000000000000000000000000
|
||||||
|
0000000000000000000000000000000000000000000000000e0000e00e000e00e00e00e000000000000000000000000000000000000000000000000000000000
|
1323
vacuum_gambit.p8
1323
vacuum_gambit.p8
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user