Compare commits
No commits in common. "d799947c46daa36fe0c0c578e2e2a7645383016d" and "1a7bc7094edf8e3d1ba30df4b39b31da923216fc" have entirely different histories.
d799947c46
...
1a7bc7094e
356
old_readme.md
356
old_readme.md
@ -1,356 +0,0 @@
|
|||||||
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.
|
|
356
vacuum_gambit.p8
356
vacuum_gambit.p8
@ -1415,6 +1415,362 @@ example_level_csv=[[1,spawn_frownie
|
|||||||
720,spawn_blocking_boss_chasey
|
720,spawn_blocking_boss_chasey
|
||||||
721,eol]]
|
721,eol]]
|
||||||
|
|
||||||
|
-->8
|
||||||
|
-- readme.md
|
||||||
|
|
||||||
|
--[[
|
||||||
|
|
||||||
|
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.
|
||||||
|
]]
|
||||||
-->8
|
-->8
|
||||||
-- standard events
|
-- standard events
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user