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cc3ed20f76
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c5e49740c4
@ -328,26 +328,20 @@ function drawhud()
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line(113,127)
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draw_gun_info("❎",1,116,3,primary_ship.main_gun)
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draw_gun_info("🅾️",1,116,31,primary_ship.special_gun)
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draw_gun_info("🅾️",2,116,31,primary_ship.special_gun)
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dropshadow("p h",114,59,1)
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dropshadow("pwr",114,59,1)
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inset(114,66,119,125)
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fillp(0x5a5a)
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vertmeter(115,67,118,124,primary_ship.power, primary_ship.max_power, powcols)
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inset(120,66,125,125)
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-- 57 px vertically
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local mxs, mxh = primary_ship.maxshield, primary_ship.maxhp
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if mxs + mxh > 1 then
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local split = 57 * (mxs / (mxs + mxh-1)) \ 1 + 66
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line(121, split, 124, split, 0xba)
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vertmeter(121,67,124,split-1,primary_ship.shield, mxs,{204,220,221})
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vertmeter(121,split+1,124,124,primary_ship.hp-1, mxh-1, hpcols)
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else
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print("!", 122, 94, 9)
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print("!", 121, 93, 8)
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end
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fillp(0)
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line(120,96,125,96,119)
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line(120,97,125,97,85)
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pset(120, 125, 119)
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vertmeter(121,67,124,95,primary_ship.shield, primary_ship.maxshield,{204,220,221})
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vertmeter(121,98,124,124,primary_ship.hp, primary_ship.maxhp, hpcols)
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fillp(0)
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end
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function draw_gun_info(lbl,fgc,x,y,gun)
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@ -373,9 +367,9 @@ function draw_gun_info(lbl,fgc,x,y,gun)
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end
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function vertmeter(x0,y0,x1,y1,val,maxval,cols)
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if ((val <= 0) or (maxval <= 0)) return
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if (val <= 0) return
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local h = y1-y0
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local px = val/maxval * h \ 1
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local px = -flr(-(h*val)\maxval)
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local ncols = #cols
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local firstcol = ((h-px)*ncols\h)+1
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local lastbottom = y0+(h*firstcol\ncols)
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@ -568,7 +562,6 @@ function ship_m:refresh_shield()
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if (lframe < self.shield_refresh_ready) return
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if (self.power < self.shieldcost) return
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self.shield += 1
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self.shield = min(self.shield, self.maxshield)
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self.power -= self.shieldcost
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self.shield_refresh_ready = lframe + self.shieldcooldown
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end
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@ -912,11 +905,6 @@ player = ship_m.new{
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mknew(player,
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function(p)
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p.main_gun = zap_gun.new()
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-- ONE HIT MODE
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-- p.hp = 1
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-- p.maxhp = 1
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-- p.shield = 0
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-- p.maxshield = 0
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end
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)
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