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			bullet_ref
			...
			gun_upgrad
		
	
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@@ -1,5 +1,5 @@
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		||||
pico-8 cartridge // http://www.pico-8.com
 | 
			
		||||
version 41
 | 
			
		||||
version 42
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		||||
__lua__
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		||||
-- vacuum gambit
 | 
			
		||||
-- by kistaro windrider
 | 
			
		||||
@@ -18,12 +18,17 @@ function csv(s)
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		||||
 end
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		||||
 return ret
 | 
			
		||||
end
 | 
			
		||||
function const_fxn(x)
 | 
			
		||||
 return function()
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		||||
  return x
 | 
			
		||||
 end
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		||||
end
 | 
			
		||||
 | 
			
		||||
-- generate standard "overlay"
 | 
			
		||||
-- constructor for type tt.
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		||||
-- if more is defined, generated
 | 
			
		||||
-- new calls more(ret) after
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		||||
-- ret is definitely not nil
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		||||
-- if tt.init is defined, generated
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		||||
-- new calls tt.init(ret) after
 | 
			
		||||
-- ret is definitely not nil,
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		||||
-- before calling setmetatable.
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		||||
-- use to initialize mutables.
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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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-- this works better with the
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		||||
-- `more` impls i use.
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		||||
function mknew(tt, more)
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		||||
 local mt,oldnew = {__index=tt},tt.new
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function mknew(tt)
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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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		||||
  if(not ret) 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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  return ret
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		||||
 end
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		||||
 return tt
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		||||
end
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		||||
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		||||
-- intrusive singly-linked list.
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		||||
-- cannot be nested!
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		||||
linked_list = {is_linked_list=true}
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		||||
mknew(linked_list, function(x)
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		||||
linked_list = mknew{
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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.tail=x
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		||||
 end)
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		||||
 end,
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		||||
}
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		||||
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		||||
function linked_list:push_back(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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		||||
 init_blip_pals()
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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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	state = game
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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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ship_m = {
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ship_m = mknew{
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 -- ships have no shield by default
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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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 --   pship needs more constraint 
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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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@@ -580,16 +587,20 @@ end
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-->8
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-- bullet and gun behaviors
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bullet_base = {
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 enemyspd = 0.5
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}
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mknew(bullet_base)
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function player_blt_cat()
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 return pbullets
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end
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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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 icon = 20
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}
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mknew(gun_base)
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function bullet_base:hitship(_)
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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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 self.x += self.dx
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 if self.enemy then
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  self.y += self.dy
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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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 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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 self.y += self.dy
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 if (self.y > 128) or (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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 return false
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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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end
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function bullet_base:spawn_at(x, y)
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 self.x = x - self.center_x_off
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 if self.enemy then
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  self.dx *= self.enemyspd
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  self.dy *= self.enemyspd
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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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-- An `actually_shoot` factory
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-- for trivial guns
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function spawn_one(t)
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 return function(gun, x, y)
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  t.new{}:spawn_at(x, y)
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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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 if (lframe < self.shoot_ready) return false
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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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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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-- 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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 psprite = 8, --index of player ammo sprite
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 esprite = 9, -- index of enemy ammo sprite
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 sprite = 9, --index of enemy ammo sprite
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 width = 1, --in 8x8 blocks
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 height = 1,
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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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  height = 8
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 },
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 center_x_off = 1, -- how to position by ship
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 bottom_y_off = 0,
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 top_y_off = 0,
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 x_off = 1, -- how to position by ship
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 y_off = 8,
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 damage = 1,
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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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  return true
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 end
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}
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mknew(zap)
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 hitship = const_fxn(true),
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zap_gun = gun_base.new{
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 enemy = false,
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 category = enemy_blt_cat,
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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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 cooldown = 0x0.000a, -- frames between shots
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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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}
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mknew(zap_gun)
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 actually_shoot = spawn_one(zap_e),
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})
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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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 psprite = 12, --index of player ammo sprite
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 esprite = 3, -- index of enemy ammo sprite
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 sprite = 12, --index of player ammo sprite
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 width = 1, --in 8x8 blocks
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 height = 1,
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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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  height = 6
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 },
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 center_x_off = 4, -- how to position by ship
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		||||
 bottom_y_off = 0,
 | 
			
		||||
 top_y_off = 0,
 | 
			
		||||
 x_off = 4, -- how to position by ship
 | 
			
		||||
 y_off = 0,
 | 
			
		||||
 
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		||||
 damage = 4,
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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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 -- 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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   end)
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  end
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 end
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}
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mknew(blast)
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 end,
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		||||
 category=player_blt_cat
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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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 enemy = false,
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 power = 0, -- ammo, not power
 | 
			
		||||
 power = 0, -- only cost is ammo
 | 
			
		||||
 cooldown = 0x0.0020, -- frames between shots
 | 
			
		||||
 ammo = 5,
 | 
			
		||||
 maxammo = 5,
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 t = blast -- type of bullet to fire
 | 
			
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}
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mknew(blast_gun)
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		||||
 actually_shoot = spawn_one(blast),
 | 
			
		||||
})
 | 
			
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 | 
			
		||||
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
 | 
			
		||||
  for i=1,3 do
 | 
			
		||||
   local b = protron.new{
 | 
			
		||||
    enemy=self.enemy,
 | 
			
		||||
    sprite=sprite,
 | 
			
		||||
    dx = i,
 | 
			
		||||
    dy = 4-i
 | 
			
		||||
   }
 | 
			
		||||
   b:spawn_at(x,y)
 | 
			
		||||
   local b2 = protron.new{
 | 
			
		||||
    enemy=self.enemy,
 | 
			
		||||
    sprite=sprite,
 | 
			
		||||
    dx = -i,
 | 
			
		||||
    dy = 4-i
 | 
			
		||||
   }
 | 
			
		||||
   b2:spawn_at(x,y)
 | 
			
		||||
  end
 | 
			
		||||
  local bup = protron.new{
 | 
			
		||||
   enemy=self.enemy,
 | 
			
		||||
   sprite=sprite,
 | 
			
		||||
   dy=4
 | 
			
		||||
  }
 | 
			
		||||
  bup:spawn_at(x,y)
 | 
			
		||||
 end
 | 
			
		||||
}
 | 
			
		||||
mknew(protron_gun)
 | 
			
		||||
 munition = protron_e
 | 
			
		||||
})
 | 
			
		||||
 | 
			
		||||
vulcan = bullet_base.new{
 | 
			
		||||
function protron_gun_e:actually_shoot(x, y)
 | 
			
		||||
 local m = self.munition.dym
 | 
			
		||||
 for i=1,3 do
 | 
			
		||||
  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
 | 
			
		||||
 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]
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										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
 | 
			
		||||
							
								
								
									
										1608
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							
							
						
						
									
										1608
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							
		Reference in New Issue
	
	Block a user