10 Commits

2 changed files with 305 additions and 208 deletions

61
the_parser.p8 Normal file
View File

@ -0,0 +1,61 @@
pico-8 cartridge // http://www.pico-8.com
version 41
__lua__
-- the parser
parser = {}
mknew(parser)
-- calls parse_into with a nop
-- emit function.
function parser:parse(str)
self:parse_into(str, function() end)
end
-- read a file of commands and
-- execute them, emitting the
-- results from each call into
-- `emit` as a table per row.
--
-- a "command" is a method on
-- self. a row alternates
-- commands with args. when
-- calling a command, it also
-- gets a table of previous
-- results as the first arg.
-- args are split on ','.
function parser:parse_into(str, emit)
for row in all(split(str, "\n")) do
local prev = {}
local sectors = split(row, ":")
for i=1,#sectors,2 do
local x = self[sectors[i]](self, prev, usplit(sectors[i+1]))
if (x) add(prev, x)
end
emit(prev)
end
end
-- saves prev[sel] as self.name.
-- if sel is unspecified, saves
-- all of prev (as a table).
function parser:saveas(prev, name, sel)
self[name] = sel and prev[sel] or prev
end
-- returns its args, ignoring
-- prev. Used to stuff things
-- into prev. args are packed
-- if there's multiple.
function parser:val(_, ...)
local ret := pack(...)
if (#ret == 1) return ret[1]
return ret
end
function parser:bind(_, fn, ...)
local f = self[fn]
return function()
f(...)
end
end

View File

@ -26,22 +26,19 @@ end
-- 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, more)
local mt = {__index=tt}
-- check "more" only once ever
if more then
tt.new = function(ret)
if (not ret) ret = {}
more(ret)
setmetatable(ret, mt)
return ret
end
else
tt.new=function(ret)
if (not ret) ret = {}
setmetatable(ret, mt)
return ret
end
local mt,oldnew = {__index=tt},tt.new
tt.new=function(ret)
if(not ret) ret = {}
if(more) more(ret)
if(oldnew) oldnew(ret)
setmetatable(ret, mt)
end
end
@ -121,9 +118,10 @@ function _init()
init_blip_pals()
wipe_level()
primary_ship.main_gun = zap_gun.new()
load_level(example_level)
load_level(example_level_csv)
state = game
pal(0)
pal(2,129)
pal()
end
function once_next_frame(f)
@ -135,8 +133,23 @@ function once_next_frame(f)
}
end
-- health gradients for 1..5 hp
-- exactly, then all "more".
hpcols_lut = csv[[36
34, 136
34, 130, 136
34, 34, 130, 136
34, 34, 130, 130, 136]]
-- call after any change to maxhp
-- configures health gradient
function init_hpcols()
hpcols = hpcols_lut[min(primary_ship.maxhp,6)]
end
function wipe_level()
primary_ship = player.new()
init_hpcols()
pships = linked_list.new()
pships:push_back(primary_ship)
eships = linked_list.new()
@ -231,17 +244,6 @@ function updategame()
if (not pships.next) state = lose
end
function parse_pal(str)
local ret = split(str)
for i=0,15 do
ret[i]=ret[i+1]
end
ret[16] = nil
return ret
end
mainpal = parse_pal"0,134,141,138,4,5,6,7,8,9,10,11,12,13,8,12"
function _draw()
fillp(0)
drawgame()
@ -307,8 +309,6 @@ function pukeboard(item)
end
function drawgame()
pal(0)
pal(mainpal, 1)
clip(0,0,112,128)
rectfill(0,0,112,128,0)
for slist in all{intangibles_bg, pbullets, pships, eships, ebullets, intangibles_fg} do
@ -318,6 +318,7 @@ function drawgame()
drawhud()
end
powcols=split"170,154,153,148,68"
function drawhud()
-- 112-and-right is hud zone
rectfill(112, 0, 127, 127,0x56)
@ -330,15 +331,17 @@ function drawhud()
dropshadow("pwr",114,59,1)
inset(114,66,125,92)
vertmeter(115,67,124,91,primary_ship.power, primary_ship.max_power, 9,8)
fillp(0x5a5a)
vertmeter(115,67,124,91,primary_ship.power, primary_ship.max_power, powcols)
dropshadow("h s",114,97,1)
inset(114,104,125,125)
line(119,105,119,124,119)
line(120,105,120,125,85)
vertmeter(115,105,118,124,primary_ship.hp, primary_ship.maxhp, 8,3)
vertmeter(121,105,124,124,primary_ship.shield, primary_ship.maxshield,12,3)
vertmeter(115,105,118,124,primary_ship.hp, primary_ship.maxhp, hpcols)
vertmeter(121,105,124,124,primary_ship.shield, primary_ship.maxshield,{204,220,221})
fillp(0)
end
function draw_gun_info(lbl,fgc,x,y,gun)
@ -363,17 +366,20 @@ function draw_gun_info(lbl,fgc,x,y,gun)
end
end
function vertmeter(x0,y0,x1,y1,val,maxval,col,seg)
function vertmeter(x0,y0,x1,y1,val,maxval,cols)
if (val <= 0) return
local h = y1-y0+1
local per_seg = ceil((h+1)/seg) - 1
local px = (h-seg+1)*val\maxval
while px > 0 do
rectfill (x0, y1-min(px, per_seg)+1, x1, y1, col)
px -= per_seg
y1 -= per_seg+1
end
local h = y1-y0
local px = -flr(-(h*val)\maxval)
local ncols = #cols
local firstcol = ((h-px)*ncols\h)+1
local lastbottom = y0+(h*firstcol\ncols)
rectfill(x0, y1-px, x1, lastbottom, cols[firstcol])
for i=firstcol+1,ncols do
local bottom = y0+h*i\ncols
rectfill(x0,lastbottom,x1,bottom,cols[i])
lastbottom = bottom
end
end
function inset(x0,y0,x1,y1)
rectfill(x0,y0,x1,y1,0)
@ -477,7 +483,7 @@ end
function ship_m:draw()
if(self.fx_pal) pal(self.fx_pal)
spr(self.sprite, self.x, self.y, self.size, self.size)
pal(0)
pal()
end
function hurtbox(ship)
@ -663,34 +669,29 @@ blocky = frownie.new{
}
mknew(blocky)
function spawn_spewy_at(x, y)
local spewy = frownie.new{
x = x,
y = y,
sprite = 26,
power = -20,
hurt = {
x_off = 0,
y_off = 1,
width = 8,
height = 5
},
hp = 1,
maxpower = 70,
generator = 0.5,
main_gun = protron_gun.new{enemy=true},
fire_off_x = 4,
fire_off_y = 7,
grab_butts = function()
local butts = frownie.grab_butts()
butts[5] = 1
return butts
end,
}
eships:push_back(spewy)
return spewy
end
spewy = frownie.new{
sprite=26,
power=-20,
hurt = {
x_off=0,
y_off=1,
width=8,
height=5
},
hp=1,
maxpower=70,
generator=0.5,
fire_off_x=4,
fire_off_y = 7,
grab_butts=function()
local butts=frownie.grab_butts()
butts[5]=1
return butts
end
}
mknew(spewy, function(ship)
ship.main_gun=ship.main_gun or protron_gun.new{enemy=true}
end})
chasey = ship_m.new{
sprite = 5,
@ -715,59 +716,47 @@ 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)
function chasey:grab_butts()
local butts = {[0]=0,0,0,0,0,0}
if (self.x < primary_ship.x) butts[1] = 1
if (self.x > primary_ship.x) butts[0] = 1
if (self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x) butts[5] = 1
return butts
end
xl_chasey=chasey.new{
size=2,
maxspd=1.25,
hurt = {
x_off = 2,
y_off = 4,
width = 12,
height = 10
},
hp = 20,
shield = 5,
boss = true,
slip = false,
main_gun = zap_gun.new{enemy=true},
grab_butts = function(self)
local butts = {0,0,0,0,0}
butts[0] = 0
if (self.x < primary_ship.x) butts[1] = 1
if (self.x > primary_ship.x) butts[0] = 1
if (self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x) butts[5] = 1
local butts = chasey.grab_butts(self)
if (self.y < 4) butts[3] = 1
return butts
end,
draw = function(self)
if(self.fx_pal) pal(self.fx_pal)
sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
pal()
end,
}
mknew(chasey)
function spawn_chasey_at(x, y)
local c = chasey.new{
x = x,
y = y,
main_gun = zap_gun.new{enemy=true},
}
eships:push_back(c)
return c
end
function spawn_xl_chasey_at(x, y)
local c = chasey.new{
x = x,
y = y,
size = 2,
maxspd = 1.25,
hurt = {
x_off = 2,
y_off = 4,
width = 12,
height = 10
},
hp = 20,
shield = 5,
boss = true,
slip = false,
main_gun = zap_gun.new{enemy=true},
grab_butts = function(self)
local butts = chasey.grab_butts(self)
if (self.y < 4) butts[3] = 1
return butts
end,
draw = function(self)
if(self.fx_pal) pal(self.fx_pal)
sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
pal(0)
end,
}
eships:push_back(c)
return c
end
mknew(xl_chasey, function(ship)
ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
end)
-->8
-- collisions
@ -838,7 +827,9 @@ end
-- a level is a map from
-- effective frame number to
-- callback for that frame.
-- a list of actions for that
-- frame. an action is a
-- method name and its args.
-- effective frame number stops
-- when freeze count is nonzero
@ -862,18 +853,26 @@ freeze = 0
eol = {}
function load_level(lvltbl)
function load_level(levelfile)
distance = 0
lframe = 0
freeze = 0
current_level = {}
-- copy the level so we can
-- modify it dynamically
-- without losing the original
for frame, cb in pairs(lvltbl) do
current_level[frame] = cb
end
leveldone = false
current_level = {}
local found_eol = false
if (type(levelfile)=="string") levelfile = csv(levelfile)
for row in all(levelfile) do
local x = current_level[row[1]]
if row[2] == "eol" then
found_eol = true
assert(x==nil, "events on eol frame")
current_level[row[1]] = eol
else
row.next = x
currentlevel[row[1]]=row
end
end
assert found_eol
end
function level_frame()
@ -881,13 +880,19 @@ function level_frame()
if (current_level == nil) return true
if freeze == 0 then
distance += 1
local cb = current_level[distance]
if cb ~= nil then
if cb == eol then
local cbs = current_level[distance]
if cbs ~= nil then
if cbs == eol then
current_level = nil
return true
else
cb()
while cbs do
assert(cbs[1] == distance)
local f = _ENV[cbs[2]]
assert(type(f) == "function", cbs[2].." at "..distance..." is not a function")
f(unpack(cbs, 3))
cbs=cbs.next
end
end
end
end
@ -896,14 +901,7 @@ end
-->8
-- example level
function spawn_rnd_x(typ)
s = typ.new{
x = rnd(104),
y = -(typ.size * 8 - 1)
}
eships:push_back(s)
return s
end
function spawn_blocking_rnd_x(typ)
freeze += 1
@ -1009,51 +1007,89 @@ function spawn_blocking_boss_chasey()
return c
end
example_level = {
[1]=spawn_frownie,
[60]=spawn_bonus_vulcan_chasey,
[61]=spawn_blocky,
[85]=spawn_spewy,
[100]=spawn_spewy,
[115]=spawn_spewy,
[130]=spawn_bonus_frownie,
[145]=spawn_spewy,
[200]=spawn_chasey,
[250]=spawn_blocking_blocky,
[285]=function()
spawn_spec_gun_at(35, -11, blast_gun)
end,
[310]=function()
spawn_blocking_blocky()
spawn_blocking_blocky()
spawn_blocking_blocky()
end,
[311]=spawn_frownie,
[350]=function()
spawn_main_gun_at(70, -11, protron_gun)
end,
[401]=spawn_frownie,
[420]=spawn_blocking_frownie,
[430]=spawn_bonus_vulcan_chasey,
[450]=spawn_frownie,
[465]=spawn_bonus_frownie,
[480]=spawn_chasey,
[500]=function()
local tnext = lframe
local remain = 20
events:push_back{move=function()
if (lframe < tnext) return false
spawn_blocking_blocky()
tnext = lframe + 0x0.000c
remain -= 1
return (remain <= 0)
end}
end,
[501]=spawn_bonus_frownie,
[620]=spawn_blocking_blocky,
[700]=spawn_blocking_boss_chasey,
[701]=eol
}
function std_spawn(tnm, n, blocking, goodie,altspr)
local typ = _ENV[tnm]
assert(typ and typ.new, tostr(tnm).." not a class")
for i=1,(n or 1) do
spawn_rnd(typ, blocking, goodie,altspr)
end
end
-- blocking: 1 or 0
function spawn_rnd(typ, blocking, goodie,altspr)
freeze += blocking
s = typ.new{
x = rnd(104),
y = -(typ.size * 8 - 1)
ice=blocking
die=function(self)
freeze -= self.ice
self.ice=0
typ.die(self)
spawn_goodie(goodie, self.x, self.y, self.size)
end
}
if (altspr) s.spr = altspr
eships:push_back(s)
return s
end
-- TODO: spawn_goodie compatible versions of gun drops
-- TODO: goodie table
function spawn_goodie(goodie_name, x, y, sz)
if (not goodie_name or #goodie_name == 0) return
local sh = sz and sz/2 or 0
goodies[goodie_name].new{}:spawn_at(x+sh,y+sh)
end
function multi(times, interval, fnm, ...)
local f,irm = _ENV[fnm],interval
assert(type(f) == "function", fnm.." not a function")
fnm(...)
events:push_back{move=function()
irm-=1
if irm <= 0 then
irm=interval
times-=1
fnm(...)
return times <= 1
end
end}
end
-- then convert sample_level to csv.
-- spawn_spec_gun_at and spawn_main_gun_at will need parsed forms.
-- the boss also needs to be reachable, but one-off is fine.
-- each row of level csv is offset,event,event-args...
-- where offset,eol is a special case.
example_level_csv=[[1,spawn_frownie
60,spawn_bonus_vulcan_chasey
61,spawn_blocky
85,spawn_spewy
100,spawn_spewy
115,spawn_spewy
130,spawn_bonus_frownie
145,spawn_spewy
200,spawn_chasey
250,spawn_blocking_blocky
285,spawn_spec_gun_at,35,-11,blast_gun
310,spawn_blocking_blocky
310,spawn_blocking_blocky
310,spawn_blocking_blocky
311,spawn_frownie
350,spawn_main_gun_at,70,-11,protron_gun
401,spawn_frownie
420,spawn_blocking_frownie
430,spawn_bonus_vulcan_chasey
450,spawn_frownie
465,spawn_bonus_frownie
480,spawn_chasey
500,multi,20,12,spawn_blocking_blocky
501,spawn_bonus_frownie
620,spawn_blocking_blocky
700,spawn_blocking_boss_chasey
701,eol]]
-->8
-- bullet and gun behaviors
@ -1930,29 +1966,29 @@ function spawn_spec_gun_at(x, y, gunt)
draw = function(self)
pal(spec_gun_pl)
powerup.draw(self)
pal(0)
pal()
spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
end
}
gun_p:spawn_at(x, y)
end
__gfx__
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00000000067c6650067c6650000000000b0bb0b0a000000030000000033000000220000000576d009446544200000000c111111d067c66500000000000000000
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000000005666657576667650000000000b0000b000000000000000000000000000000000000dd0009092220200000000c111111d656667650000000000000000
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000000000000000000000000000000000000000000a0008000000000000000000000000000000000000000000000000000000000000000000000000000000000
00000000000000000000000000000000000000000090008000000000000000000000000000000000000000000000000000000000000000000000000000000000
000000000000000000000000000000000000000000800a0000000000000000000000000000000000000000000000000000000000000000000000000000000000
@ -1962,12 +1998,12 @@ __gfx__
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