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2 changed files with 55 additions and 22 deletions

View File

@ -136,12 +136,8 @@ function ship:draw()
end
function calc_velocity(v0, t, vmax, drag)
local v1 = v0 + t
local sg = sgn(v1)
v1 -= sg*drag
if (sgn(v1) != sg) return 0
if (abs(v1) > vmax) return sg*vmax
return v1
v0 = mid(v0 + t, vmax, -vmax)
return v0 - mid(drag, -drag, v0)
end
function ship:update()
@ -191,7 +187,7 @@ function constraints:constrain(s, want)
if (bx <= txm) return want
self.color = 8
local overage = bx - txm
want -= overage/(bf+1)
want -= overage/max(bf,1)
if (want < -s.thrust) want = -s.thrust
return want
end

View File

@ -420,6 +420,13 @@ ship_m = {
xmomentum = 0,
ymomentum = 0,
-- xmin, xmax, ymin, ymax:
-- movement constraints
-- enforced by `constrain`.
xmin = 0, xmax = 104,
-- ymin, ymax default to nil
-- pship needs more constraint
}
mknew(ship_m)
@ -428,31 +435,60 @@ function ship_m:die()
if (self.hp <= 0) boom(self.x+self.size*4, self.y+self.size*4,12*self.size, self.boss)
end
function ship_m:calc_velocity(v0, t)
v0 = mid(v0 + t, self.maxspd, -self.maxspd)
return v0 - mid(self.drag, -self.drag, v0)
end
function ship_m:brake_dist(v0)
local brake_max = self.thrust + self.drag
local tri_frames = abs(v0\brake_max)
local chunks = tri_frames * (tri_frames - 1) >> 1
local chunk_zone = chunks * brake_max
local overage = abs(v0) - tri_frames * brake_max
return (chunk_zone + overage * (tri_frames + 1)) * sgn(v0), (overage > 0) and tri_frames + 1 or tri_frames
end
function ship_m:constrain(p, dp, pmin, pmax, want)
if (not pmin) return want
local v1, bd, bf, bp
function calc_targets()
-- velocity after move
v1 = self:calc_velocity(dp, want)
-- brake distance and frames
bd, bf = self:brake_dist(v1)
-- brake point
bp = p + bd + v1
end
calc_targets()
if bp < pmin then
-- undershoot. max thrust,
-- then treat as overshoot
-- targeting minimum bound
want, pmax = self.thrust, pmin
calc_targets()
end
if (bp <= pmax) return want
-- spread overshoot across frames
want -= (bp - pmax)/max(bf,1)
return max(want, -self.thrust)
end
function ship_m:move()
self:refresh_shield()
self.power = min(self.max_power, self.power + self.generator)
local dx, dy, shoot_spec, shoot_main = self:act()
dx = self:constrain(self.x, self.xmomentum, self.xmin, self.xmax, dx)
dy = self:constrain(self.y, self.ymomentum, self.ymin, self.ymax, dy)
if (shoot_main) self:maybe_shoot(self.main_gun)
if (shoot_spec) self:maybe_shoot(self.special_gun)
if (dx ~= 0 or dy ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
self.xmomentum += dx
self.ymomentum += dy
self.xmomentum = mid(-self.maxspd, self.maxspd, self.xmomentum)
self.ymomentum = mid(-self.maxspd, self.maxspd, self.ymomentum)
self.xmomentum = self:calc_velocity(self.xmomentum, dx)
self.ymomentum = self:calc_velocity(self.ymomentum, dy)
self.x += self.xmomentum
self.y += self.ymomentum
if self == primary_ship then
self.x = mid(0, 112 - 8 * self.size, self.x)
self.y = mid(0, 128 - 8 * self.size, self.y)
end
--friction
local d = self.drag
self.xmomentum -= mid(d, -d, self.xmomentum)
self.ymomentum -= mid(d, -d, self.ymomentum)
-- "scrolling" behavior
if self.slip then
self.y += scrollrate
@ -850,6 +886,7 @@ player = ship_m.new{
ymomentum = 0,
maxspd = 2.5, -- momentum cap
thrust = 0.25, -- momentum added from button
ymin = 0, ymax = 120, -- stay on screen
drag = 0.125, -- momentum lost per frame
slip = false, -- does not slide down screen
act = function(self) -- fetch buttons