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2 Commits
c90b56b603
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e0b8386849
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e0b8386849 | |||
2b02d2b94b |
@ -66,12 +66,13 @@ end
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-- vore eats another linked list
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-- vore eats another linked list
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-- by appending its contents.
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-- by appending its contents.
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-- the ingested linked
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-- the ingested linked is empty.
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-- list is no longer valid.
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function linked_list:vore(x)
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function linked_list:vore(x)
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if (not x.next) return
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if (not x.next) return
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self.tail.next = x.next
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self.tail.next = x.next
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self.tail = x.tail
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self.tail = x.tail
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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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-- strip calls f(x) for each
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-- strip calls f(x) for each
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@ -153,6 +154,7 @@ function wipe_level()
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intangibles_fg = linked_list.new()
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intangibles_fg = linked_list.new()
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intangibles_bg = linked_list.new()
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intangibles_bg = linked_list.new()
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events = linked_list.new()
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events = linked_list.new()
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new_events = linked_list.new()
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end
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end
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function _update60()
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function _update60()
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@ -169,9 +171,8 @@ end
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function updategame()
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function updategame()
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leveldone = level_frame()
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leveldone = level_frame()
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new_events = linked_list.new()
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events:strip(call_move)
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events:vore(new_events)
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events:vore(new_events)
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events:strip(call_move)
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for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
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for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
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lst:strip(call_move)
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lst:strip(call_move)
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end
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end
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@ -1166,21 +1167,32 @@ blast = {
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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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-- disable damage for 2 frames
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-- disable damage for 2 frames
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-- when hitting something
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-- when hitting something
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hitship = function(self, _)
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hitship = function(self, _)
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self.damage = 0
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if self.damage > 0 and not self.awaitcancel then
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local wait = 2
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self.awaitcancel = true
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events:push_back{move = function()
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events:push_back{move = function()
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wait -= 1
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new_events:push_back{
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if wait <= 0 then
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wait = 2,
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self.damage = 4
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obj = self,
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saved_dmg = self.damage,
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move = function(self)
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self.wait -= 1
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if self.wait <= 0 then
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self.obj.damage = self.saved_dmg
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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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return false
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end,
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}
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self.damage = 0
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self.awaitcancel = false
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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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end
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end
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}
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}
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blast_t = {
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blast_t = {
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__index = blast
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__index = blast
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