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do_rearm
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223
rearm_prototype.p8
Normal file
223
rearm_prototype.p8
Normal file
@ -0,0 +1,223 @@
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pico-8 cartridge // http://www.pico-8.com
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version 42
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__lua__
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-- vacuum gambit
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-- by kistaro windrider
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-- stdlib
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-- generate standard "overlay"
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-- constructor for type tt.
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-- if tt.init is defined, generated
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-- new calls tt.init(ret) after
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-- ret is definitely not nil,
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-- before calling setmetatable.
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-- use to initialize mutables.
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--
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-- if there was a previous new,
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-- it is invoked on the new
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-- object *after* more, because
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-- this works better with the
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-- `more` impls i use.
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function mknew(tt)
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local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
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tt.new=function(ret)
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if(not ret) ret = {}
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if(more) more(ret)
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if(oldnew) oldnew(ret)
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setmetatable(ret, mt)
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return ret
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end
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return tt
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end
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function easeoutbounce(t)
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local n1=7.5625
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local d1=2.75
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if (t<1/d1) then
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return n1*t*t;
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elseif(t<2/d1) then
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t-=1.5/d1
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return n1*t*t+.75;
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elseif(t<2.5/d1) then
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t-=2.25/d1
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return n1*t*t+.9375;
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else
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t-=2.625/d1
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return n1*t*t+.984375;
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end
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end
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-->8
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-- entry points
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function _draw()
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cls()
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draw_hud_placeholder()
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left_pane:draw()
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right_pane:draw()
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rearm_pane_instance:draw()
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end
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function _init()
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item=1
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bfm=1
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crt_frm = 1
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left_pane = weapon_pane.new{}
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right_pane = weapon_pane.new{
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is_left=false,
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s = 2,
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hdr = "vulc",
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body = " rate\n\n faster\n firing\n rate",
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hot = function() return item == 2 end}
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rearm_pane_instance = rearm_pane.new{hot=function() return item < 0 end}
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end
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function _update60()
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crt_frm += 0.25
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if (crt_frm >= 9) crt_frm = 1
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if (btn(3) and item > 0 or btn(2) and item < 0) item = -item
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if (btn(0)) item = 1
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if (btn(1)) item = 2
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if (btn() & 0xF ~= 0) and bfm >= 10 or bfm >= 30 then
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bfm = 1
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else
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bfm += 1
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end
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if btnp(4) then
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left_pane.pos = -1
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right_pane.pos = -1
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rearm_pane_instance.pos = -1
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end
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if btnp(5) then
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left_pane.pos = 1
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right_pane.pos = 1
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rearm_pane_instance.pos = 1
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end
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left_pane:update()
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right_pane:update()
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rearm_pane_instance:update()
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end
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function draw_hud_placeholder()
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rectfill(112, 0, 127, 127,0x56)
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rect(112,0,127,127,7)
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line(127,1,127,127,5)
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line(113,127)
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end
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-->8
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-- rearm pane drawing
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crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570}
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function glow_box(x0, y0, x1, y1, c, cf)
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for i,v in ipairs{c[1],c[2],c[1],0} do
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i -= 1
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rect(x0+i,y0+i,x1-i,y1-i,v)
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end
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fillp(crt[crt_frm&0xff])
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rectfill(x0+4, y0+4, x1-4, y1-4, cf)
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fillp()
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end
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function frame_col(hot)
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if (not hot) return {4,10}
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if (bfm<=16) return {14,7}
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return {2,8}
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end
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function draw_weap_opt(x, y, c, s, hdr, body)
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camera(-x,-y)
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glow_box(0,0,55,100,c,1)
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spr(s,5, 5)
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print(hdr, 13, 8, 7)
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print(body, 5, 15, 6)
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camera()
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end
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function draw_rearm(c)
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glow_box(0,101,111,127,c,1)
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spr(5,15,107,4,2)
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print("full ammo\nfull shield\n+50% health",54, 106, 6)
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end
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-->8
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-- rearm pane objects
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easing_pane = mknew{
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-- to enter: pos = -1; to exit: pos = 1
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-- runs for 32 frames in, 16 frames out
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}
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function easing_pane:frac()
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local pos = self.pos
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if (not pos) return
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if (pos < 0) return 1-easeoutbounce(1+pos)
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if (pos > 0) return (1-pos)*(1-pos)
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return 0
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end
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function easing_pane:update()
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local pos = self.pos
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if (not pos or pos == 0) return
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if (pos < 0) pos = min(pos + 0x0.05, 0)
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if pos > 0 then
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pos -= 0x0.1
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if (pos <= 0) pos = nil
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end
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self.pos = pos
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end
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weapon_pane = mknew(easing_pane.new{
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is_left = true,
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s = 1,
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hdr = "hull",
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body = "\n +1\n max\n health",
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hot = function() return item == 1 end,
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})
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function weapon_pane:draw()
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local frac, is_left = self:frac(), self.is_left
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if (not frac) return
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camera(
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frac * (is_left and 55 or -128) + (1-frac) * (is_left and 0 or -56),
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0)
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glow_box(0,0,55,100,frame_col(self:hot()),1)
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spr(self.s,5, 5)
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print(self.hdr, 13, 8, 7)
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print(self.body, 5, 15, 6)
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camera()
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end
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rearm_pane = mknew(easing_pane.new{})
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function rearm_pane:draw()
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local frac = self:frac()
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if (not frac) return
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camera(0, -28 * frac)
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glow_box(0,101,111,127,frame_col(self:hot()),1)
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spr(5,15,107,4,2)
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print("full ammo\nfull shield\n+50% health",54, 106, 6)
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camera()
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end
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__gfx__
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000000000b00000000000a0007700770000aa0000444440004444444000000000000000000000000000000000000000000000000000000000000000000000000
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00000000bba80880000008000aa00aa00a0880a0447777700477777a000000000000000000000000000000000000000000000000000000000000000000000000
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007007000aaa28780a0000000990099008000080477aaa7a0477aaaa000000000000000000000000000000000000000000000000000000000000000000000000
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0007000008a8887808000000099009900080080047a0047a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
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00007000088888820000a000088008800000000047a0447a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
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00700700008888200000800008800880a000000a47a4477a047a4440000000000000000000000000000000000000000000000000000000000000000000000000
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000000000008820000a0000008800880080aa080477777a00477777a000000000000000000000000000000000000000000000000000000000000000000000000
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0000000000002000008000000880088000088000477770000422aaaa222200020000020000000000000000000000000000000000000000000000000000000000
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0d5000000000000000000000000000000000000047a77700022ee0002eeee002e00022e000000000000000000000000000000000000000000000000000000000
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d00000000000000000000000000000000000000047a4777002ea2e002e002e02ee022ee000000000000000000000000000000000000000000000000000000000
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500000000000000000000000000000000000000047a0477a22ea2e002e002e02e2e2e2e000000000000000000000000000000000000000000000000000000000
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000000000000000000000000000000000000000047a0047a2e2222e02e222e02e02e02e000000000000000000000000000000000000000000000000000000000
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000000000000000000000000000000000000000047a0047a2eeeeeea2eeee002e02e02e000000000000000000000000000000000000000000000000000000000
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00000000000000000000000000000000000000000aa000aa2e7aa2ea2e00e002e02e02e000000000000000000000000000000000000000000000000000000000
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0000000000000000000000000000000000000000000000002e0002e02e002e02e02e02e000000000000000000000000000000000000000000000000000000000
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0000000000000000000000000000000000000000000000000e0000e00e000e00e00e00e000000000000000000000000000000000000000000000000000000000
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354
vacuum_gambit.p8
354
vacuum_gambit.p8
@ -124,11 +124,12 @@ function linked_list:pop_front()
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end
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end
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function _init()
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function _init()
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mode = game_mode
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init_blip_pals()
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init_blip_pals()
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wipe_level()
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wipe_level()
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primary_ship.main_gun = zap_gun_p.new() -- redundant?
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primary_ship.main_gun = zap_gun_p.new() -- redundant?
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load_level(example_level_csv)
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load_level(example_level_csv)
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state = game
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game_state = game
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pal(2,129)
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pal(2,129)
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pal()
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pal()
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end
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end
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@ -157,6 +158,7 @@ function init_hpcols()
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end
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end
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function wipe_level()
|
function wipe_level()
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xpwhoosh = nil
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primary_ship = player.new()
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primary_ship = player.new()
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init_hpcols()
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init_hpcols()
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pships = linked_list.new()
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pships = linked_list.new()
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@ -171,7 +173,7 @@ function wipe_level()
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end
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end
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function _update60()
|
function _update60()
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updategame()
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mode:update()
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end
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end
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function call_f(x)
|
function call_f(x)
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@ -183,6 +185,10 @@ function call_move(x)
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end
|
end
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function updategame()
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function updategame()
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if (primary_ship.xp >= primary_ship.xptarget) and (lframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
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mode = rearm_mode.new()
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return _update60()
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end
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leveldone = level_frame()
|
leveldone = level_frame()
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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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events:strip(call_move)
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@ -248,20 +254,41 @@ function updategame()
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intangibles_fg:strip(call_move)
|
intangibles_fg:strip(call_move)
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if leveldone and not eships.next and not ebullets.next and not events.next then
|
if leveldone and not eships.next and not ebullets.next and not events.next then
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state = win
|
game_state = win
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end
|
end
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if (not pships.next) state = lose
|
if (not pships.next) game_state = lose
|
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|
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|
if primary_ship.xp >= primary_ship.xptarget then
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|
if not xpwhoosh then
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|
xpwhoosh = 0
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|
else
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xpwhoosh += 1
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|
if (xpwhoosh > 60) xpwhoosh = 0
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|
end
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|
else
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xpwhoosh = nil
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|
end
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end
|
end
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|
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function _draw()
|
function _draw()
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|
mode:draw()
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|
end
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|
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|
function drawgame_top()
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|
camera()
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fillp(0)
|
fillp(0)
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drawgame()
|
drawgame()
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if (state == game) fadelvl = -45
|
if (game_state == game) fadelvl = -45
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if (state == win) dropshadow("win",50,61,11)
|
if (game_state == win) dropshadow("win",50,61,11)
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if (state == lose) dropshadow("fail",48,61,8)
|
if (game_state == lose) dropshadow("fail",48,61,8)
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fadescreen()
|
fadescreen()
|
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end
|
end
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|
|
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|
game_mode = {
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|
update = updategame,
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|
draw = drawgame_top,
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|
}
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|
|
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fadetable = split"0,1.5,1025.5,1029.5,1285.5,1413.5,9605.5,9637.5,-23130.5,-23066.5,-18970.5,-18954.5,-2570.5,-2568.5,-520.5,-8.5,-0.5"
|
fadetable = split"0,1.5,1025.5,1029.5,1285.5,1413.5,9605.5,9637.5,-23130.5,-23066.5,-18970.5,-18954.5,-2570.5,-2568.5,-520.5,-8.5,-0.5"
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|
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function fadescreen()
|
function fadescreen()
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@ -346,8 +373,20 @@ function drawhud()
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print("XP",119,55,1)
|
print("XP",119,55,1)
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print("HP",114,122,1)
|
print("HP",114,122,1)
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fillp(0x5a5a)
|
fillp(0x5a5a)
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vertmeter(115,58,118,117,primary_ship.xp, primary_ship.xptarget, powcols)
|
if xpwhoosh then
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-- 59 px vertically
|
clip(115,58,4,60)
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|
rectfill(115,58,118,117,0xaa)
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|
local voff = 5*xpwhoosh+6
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||||||
|
rectfill(115,118-voff,118,117-voff+10,0xbb)
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||||||
|
rectfill(115,118-voff+11,118,117-voff+20,0xba)
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||||||
|
clip()
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||||||
|
else
|
||||||
|
vertmeter(115,58,118,117,primary_ship.xp, primary_ship.xptarget, powcols)
|
||||||
|
end
|
||||||
|
-- 60 px vertically. note that
|
||||||
|
-- there was at one point an
|
||||||
|
-- off-by-one and I'm not sure
|
||||||
|
-- it's actually fixed
|
||||||
local mxs, cs, mxh, ch = primary_ship.maxshield, primary_ship.shield, primary_ship.maxhp, primary_ship.hp
|
local mxs, cs, mxh, ch = primary_ship.maxshield, primary_ship.shield, primary_ship.maxhp, primary_ship.hp
|
||||||
if (mxs > 0) and (mxh > 0) then
|
if (mxs > 0) and (mxh > 0) then
|
||||||
local split = 59 * (mxs / (mxs + mxh)) \ 1 + 64
|
local split = 59 * (mxs / (mxs + mxh)) \ 1 + 64
|
||||||
@ -389,8 +428,13 @@ end
|
|||||||
|
|
||||||
function vertmeter(x0,y0,x1,y1,val,maxval,cols)
|
function vertmeter(x0,y0,x1,y1,val,maxval,cols)
|
||||||
if ((val <= 0) or (maxval <= 0)) return
|
if ((val <= 0) or (maxval <= 0)) return
|
||||||
|
if val < 0x0.001 or maxval < 0x0.001 then
|
||||||
|
val *= 16
|
||||||
|
maxval *= 16
|
||||||
|
end
|
||||||
|
val=min(val, maxval)
|
||||||
local h = y1-y0
|
local h = y1-y0
|
||||||
local px = val/maxval * h \ 1
|
local px = val*h/maxval \ 1
|
||||||
local ncols = #cols
|
local ncols = #cols
|
||||||
local firstcol = ((h-px)*ncols\h)+1
|
local firstcol = ((h-px)*ncols\h)+1
|
||||||
local lastbottom = y0+(h*firstcol\ncols)
|
local lastbottom = y0+(h*firstcol\ncols)
|
||||||
@ -429,6 +473,7 @@ ship_m = mknew{
|
|||||||
maxshield = 0,
|
maxshield = 0,
|
||||||
shieldcooldown = 0x0.003c,--1s
|
shieldcooldown = 0x0.003c,--1s
|
||||||
shieldpenalty = 0x0.012c, --5s
|
shieldpenalty = 0x0.012c, --5s
|
||||||
|
shield_refresh_ready = 0,
|
||||||
|
|
||||||
slip = true, -- most enemies slide
|
slip = true, -- most enemies slide
|
||||||
|
|
||||||
@ -445,7 +490,27 @@ ship_m = mknew{
|
|||||||
|
|
||||||
function ship_m:die()
|
function ship_m:die()
|
||||||
self.dead = true
|
self.dead = true
|
||||||
if (self.hp < 0) boom(self.x+self.size*4, self.y+self.size*4,12*self.size, self.boss)
|
if (self.hp >= 0) return
|
||||||
|
|
||||||
|
-- blow up and drop xp
|
||||||
|
local sz4 = self.size * 4
|
||||||
|
local cx, cy, xp, z = self.x + sz4, self.y + sz4, self.xp or 0, 0
|
||||||
|
boom(cx, cy, 3*sz4, self.boss)
|
||||||
|
if xp > 0x0.01f3 then -- dec 499
|
||||||
|
-- spawn a huge gem with all
|
||||||
|
-- overage XP, min 100
|
||||||
|
spawn_xp_at(cx, cy, 0, xp-0x0.018f)
|
||||||
|
xp = 0x0.018f -- dec 399
|
||||||
|
z += 1
|
||||||
|
end
|
||||||
|
-- 100, 25, 5, 1
|
||||||
|
for gsz in all{0x0.0064, 0x0.0019, 0x0.0005, 0x0.0001} do
|
||||||
|
while xp >= gsz do
|
||||||
|
spawn_xp_at(cx, cy, z, gsz)
|
||||||
|
xp -= gsz
|
||||||
|
z += 1
|
||||||
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function ship_m:calc_velocity(v0, t)
|
function ship_m:calc_velocity(v0, t)
|
||||||
@ -628,7 +693,7 @@ function bullet_base:move()
|
|||||||
self.x += self.dx
|
self.x += self.dx
|
||||||
self.y += self.dy
|
self.y += self.dy
|
||||||
if (self.f) self.f -= 1
|
if (self.f) self.f -= 1
|
||||||
if (self.y > 128) or (self.y < -8 * self.height) or (self.f and self.f < 0) then
|
if (self.y > 145) or (self.y < -8 * self.height) or (self.f and self.f < 0) then
|
||||||
self:die()
|
self:die()
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
@ -897,9 +962,10 @@ player = mknew(ship_m.new{
|
|||||||
shield = 2, -- regenerates
|
shield = 2, -- regenerates
|
||||||
maxshield = 2,
|
maxshield = 2,
|
||||||
|
|
||||||
-- xp, increments of 0x0.01
|
-- xp in increments of 0x0.0001
|
||||||
xp = 0,
|
xp = 0,
|
||||||
xptarget = 0x0.05,
|
xptarget = 0x0.0004,
|
||||||
|
last_xp_frame = 0,
|
||||||
level = 1,
|
level = 1,
|
||||||
|
|
||||||
-- gun
|
-- gun
|
||||||
@ -956,8 +1022,8 @@ frownie = mknew(ship_m.new{
|
|||||||
sparks = smokespark,
|
sparks = smokespark,
|
||||||
sparkodds = 8,
|
sparkodds = 8,
|
||||||
|
|
||||||
-- health
|
|
||||||
hp = 0.5, -- enemy ships need no max hp
|
hp = 0.5, -- enemy ships need no max hp
|
||||||
|
xp = 0x0.0001,
|
||||||
|
|
||||||
-- position
|
-- position
|
||||||
x=60, -- x and y are for upper left corner
|
x=60, -- x and y are for upper left corner
|
||||||
@ -979,6 +1045,7 @@ frownie = mknew(ship_m.new{
|
|||||||
blocky = mknew(frownie.new{
|
blocky = mknew(frownie.new{
|
||||||
sprite = 10,
|
sprite = 10,
|
||||||
hp = 1.5,
|
hp = 1.5,
|
||||||
|
xp = 0x0.0002,
|
||||||
hurt = {
|
hurt = {
|
||||||
x_off = 0,
|
x_off = 0,
|
||||||
y_off = 0,
|
y_off = 0,
|
||||||
@ -998,6 +1065,7 @@ blocky = mknew(frownie.new{
|
|||||||
|
|
||||||
spewy = mknew(frownie.new{
|
spewy = mknew(frownie.new{
|
||||||
sprite=26,
|
sprite=26,
|
||||||
|
xp = 0x0.0003,
|
||||||
hurt = {
|
hurt = {
|
||||||
x_off=0,
|
x_off=0,
|
||||||
y_off=1,
|
y_off=1,
|
||||||
@ -1018,6 +1086,7 @@ spewy = mknew(frownie.new{
|
|||||||
|
|
||||||
chasey = mknew(ship_m.new{
|
chasey = mknew(ship_m.new{
|
||||||
sprite = 5,
|
sprite = 5,
|
||||||
|
xp = 0x0.0004,
|
||||||
size = 1,
|
size = 1,
|
||||||
hurt = {
|
hurt = {
|
||||||
x_off = 1,
|
x_off = 1,
|
||||||
@ -1052,6 +1121,7 @@ end
|
|||||||
|
|
||||||
xl_chasey=mknew(chasey.new{
|
xl_chasey=mknew(chasey.new{
|
||||||
size=2,
|
size=2,
|
||||||
|
xp = 0x0.000a,
|
||||||
maxspd=1.25,
|
maxspd=1.25,
|
||||||
hurt = {
|
hurt = {
|
||||||
x_off = 2,
|
x_off = 2,
|
||||||
@ -1499,6 +1569,61 @@ end
|
|||||||
-->8
|
-->8
|
||||||
-- powerups
|
-- powerups
|
||||||
|
|
||||||
|
xp_gem = mknew(bullet_base.new{
|
||||||
|
dx = 0,
|
||||||
|
dy = 0.75,
|
||||||
|
width=1, -- not used for spr but
|
||||||
|
height=1,-- bullet_base uses it
|
||||||
|
category = enemy_blt_cat,
|
||||||
|
damage = 0,
|
||||||
|
hurt = {
|
||||||
|
x_off = -2,
|
||||||
|
y_off = -2,
|
||||||
|
width = 8,
|
||||||
|
height = 8,
|
||||||
|
},
|
||||||
|
x_off = 2,
|
||||||
|
y_off = 2,
|
||||||
|
})
|
||||||
|
|
||||||
|
function xp_gem:draw()
|
||||||
|
local s,qx,qy = self.qsprite,0,0
|
||||||
|
-- sprite map position:
|
||||||
|
-- sprite id to x and y,
|
||||||
|
-- offset shifts specific low
|
||||||
|
-- bits of lframe up to the the
|
||||||
|
-- bit with value 4 as a cheap
|
||||||
|
-- way to pick an anim frame
|
||||||
|
if (lframe&0x0.003 == 0) qx, qy = (lframe&0x0.0004)<<16, (lframe&0x0.0008)<<15
|
||||||
|
sspr(
|
||||||
|
(s%16<<3)+qx,
|
||||||
|
(s\16<<3)+qy,
|
||||||
|
4, 4,
|
||||||
|
self.x, self.y
|
||||||
|
)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- todo: "magnetic" behavior
|
||||||
|
-- when near player ship
|
||||||
|
|
||||||
|
function xp_gem:hitship(ship)
|
||||||
|
if (ship ~= primary_ship) return false
|
||||||
|
primary_ship.xp += self.val
|
||||||
|
primary_ship.last_xp_frame = lframe
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
|
-- small gems for 1, 5, 25
|
||||||
|
-- exactly; else huge
|
||||||
|
function spawn_xp_at(x, y, off, amt)
|
||||||
|
x += rnd(off+off)-off
|
||||||
|
y += rnd(off+off)-off
|
||||||
|
xp_gem.new{
|
||||||
|
qsprite=amt == 0x0.0001 and 32 or amt == 0x0.0005 and 33 or amt == 0x0.0019 and 34 or 35,
|
||||||
|
val = amt,
|
||||||
|
}:spawn_at(mid(x, 0, 124),mid(y,-4,125))
|
||||||
|
end
|
||||||
|
|
||||||
powerup = mknew(bullet_base.new{
|
powerup = mknew(bullet_base.new{
|
||||||
-- animated sprite array: "sprites"
|
-- animated sprite array: "sprites"
|
||||||
-- to draw under or over anim,
|
-- to draw under or over anim,
|
||||||
@ -1514,7 +1639,7 @@ powerup = mknew(bullet_base.new{
|
|||||||
-- but powerups should feel
|
-- but powerups should feel
|
||||||
-- easy to pick up
|
-- easy to pick up
|
||||||
dx = 0,
|
dx = 0,
|
||||||
dy = 1.5, -- 0.75 after enemyspd
|
dy = 0.75,
|
||||||
category = enemy_blt_cat, -- collides with player ship
|
category = enemy_blt_cat, -- collides with player ship
|
||||||
damage = 0,
|
damage = 0,
|
||||||
|
|
||||||
@ -1525,11 +1650,6 @@ powerup = mknew(bullet_base.new{
|
|||||||
-- sprite indexes for "sheen" animation
|
-- sprite indexes for "sheen" animation
|
||||||
sheen8x8 = split"2,54,55,56,57,58,59,60,61"
|
sheen8x8 = split"2,54,55,56,57,58,59,60,61"
|
||||||
|
|
||||||
-- todo: draw two sprites
|
|
||||||
-- on top of each other here
|
|
||||||
-- so all powerups can share
|
|
||||||
-- the "sheen" animation?
|
|
||||||
|
|
||||||
function powerup:draw()
|
function powerup:draw()
|
||||||
spr(self.sprites[max(1,
|
spr(self.sprites[max(1,
|
||||||
((lframe<<16)\self.anim_speed)
|
((lframe<<16)\self.anim_speed)
|
||||||
@ -1636,6 +1756,162 @@ function spawn_spec_gun_at(x, y, gunt)
|
|||||||
}
|
}
|
||||||
gun_p:spawn_at(x, y)
|
gun_p:spawn_at(x, y)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-->8
|
||||||
|
-- rearm screen
|
||||||
|
|
||||||
|
rearm_mode = mknew{
|
||||||
|
sel=1,
|
||||||
|
bfm=1,
|
||||||
|
crt_frm = 1,
|
||||||
|
pos=-1,
|
||||||
|
init=function(this)
|
||||||
|
poke(0x5f5c, 255) --no btnp repeat
|
||||||
|
rearm_mode.shuffle(this)
|
||||||
|
end,
|
||||||
|
}
|
||||||
|
|
||||||
|
crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570}
|
||||||
|
|
||||||
|
function rearm_mode:glow_box(x0, y0, x1, y1, c, cf)
|
||||||
|
for i,v in ipairs{c[1],c[2],c[1],0} do
|
||||||
|
i -= 1
|
||||||
|
rect(x0+i,y0+i,x1-i,y1-i,v)
|
||||||
|
end
|
||||||
|
fillp(crt[self.crt_frm&0xff])
|
||||||
|
rectfill(x0+4, y0+4, x1-4, y1-4, cf)
|
||||||
|
fillp()
|
||||||
|
end
|
||||||
|
|
||||||
|
function easeoutbounce(t)
|
||||||
|
local n1=7.5625
|
||||||
|
local d1=2.75
|
||||||
|
|
||||||
|
if (t<1/d1) then
|
||||||
|
return n1*t*t;
|
||||||
|
elseif(t<2/d1) then
|
||||||
|
t-=1.5/d1
|
||||||
|
return n1*t*t+.75;
|
||||||
|
elseif(t<2.5/d1) then
|
||||||
|
t-=2.25/d1
|
||||||
|
return n1*t*t+.9375;
|
||||||
|
else
|
||||||
|
t-=2.625/d1
|
||||||
|
return n1*t*t+.984375;
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
function rearm_mode:frame_col(hot)
|
||||||
|
if (not hot) return {4,10}
|
||||||
|
if (self.bfm<=16) return {14,7}
|
||||||
|
return {2,8}
|
||||||
|
end
|
||||||
|
|
||||||
|
function rearm_mode:draw_option(id)
|
||||||
|
local rec = self.options[id]
|
||||||
|
self:glow_box(0,0,55,100,self:frame_col(self.sel == id),1)
|
||||||
|
spr(rec.s,5, 5)
|
||||||
|
print(rec.hdr, 13, 8, 7)
|
||||||
|
print(rec.body, 5, 15, 6)
|
||||||
|
end
|
||||||
|
|
||||||
|
function rearm_mode:pos_frac()
|
||||||
|
local pos = self.pos
|
||||||
|
if (not pos) return
|
||||||
|
if (pos < 0) return 1-easeoutbounce(1+pos)
|
||||||
|
if (pos > 0) return (1-pos)*(1-pos)
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
|
||||||
|
function rearm_mode:shuffle()
|
||||||
|
-- these will be placeholders
|
||||||
|
-- until the upgrade deck
|
||||||
|
-- is a thing that exists
|
||||||
|
self.options = {{
|
||||||
|
s=1,
|
||||||
|
hdr=" hull",
|
||||||
|
body = "\n +1\n max\n health",
|
||||||
|
action = function() end,
|
||||||
|
},{
|
||||||
|
s=37,
|
||||||
|
hdr=" vulc",
|
||||||
|
body = "\nplaceholder",
|
||||||
|
action = function() end,
|
||||||
|
}}
|
||||||
|
end
|
||||||
|
|
||||||
|
function rearm_mode:draw()
|
||||||
|
drawgame_top()
|
||||||
|
local frac = self:pos_frac()
|
||||||
|
camera(frac * 55, 0)
|
||||||
|
self:draw_option(1)
|
||||||
|
camera(frac * -128 + (1-frac) * -56, 0)
|
||||||
|
self:draw_option(2)
|
||||||
|
camera(0, -28 * frac)
|
||||||
|
self:glow_box(0,101,111,127,self:frame_col(self.sel < 0),1)
|
||||||
|
spr(96,15,107,4,2)
|
||||||
|
print("full ammo\nfull shield\n+50% health",54, 106, 6)
|
||||||
|
end
|
||||||
|
|
||||||
|
function rearm_mode:update_pos()
|
||||||
|
local pos = self.pos
|
||||||
|
if (not pos) return
|
||||||
|
if (pos == 0) then
|
||||||
|
if (primary_ship.xp < primary_ship.xptarget) self.pos = 1
|
||||||
|
xpwhoosh = nil
|
||||||
|
return
|
||||||
|
end
|
||||||
|
if (pos < 0) pos = min(pos + 0x0.05, 0)
|
||||||
|
if pos > 0 then
|
||||||
|
pos -= 0x0.1
|
||||||
|
if (pos <= 0) pos = 999
|
||||||
|
end
|
||||||
|
self.pos = pos
|
||||||
|
end
|
||||||
|
|
||||||
|
function rearm_mode:update()
|
||||||
|
self:update_pos()
|
||||||
|
if self.pos > 1 then
|
||||||
|
mode = game_mode
|
||||||
|
return -- do not advance frame
|
||||||
|
end
|
||||||
|
local sel, bfm = self.sel, self.bfm
|
||||||
|
if (btn(3) and sel > 0 or btn(2) and sel < 0) sel=-sel
|
||||||
|
if (btn(0)) sel = 1
|
||||||
|
if (btn(1)) sel = 2
|
||||||
|
if (btn()&0xF ~= 0) and bfm >= 10 or bfm >= 30 then
|
||||||
|
bfm = 1
|
||||||
|
else
|
||||||
|
bfm += 1
|
||||||
|
end
|
||||||
|
self.bfm = bfm
|
||||||
|
|
||||||
|
if primary_ship.xp < primary_ship.xptarget then
|
||||||
|
sel = 0
|
||||||
|
elseif btnp(4) or btnp(5) and self.pos == 0 then
|
||||||
|
if sel < 0 then
|
||||||
|
-- todo: sound: rearm
|
||||||
|
primary_ship.shield = primary_ship.maxshield
|
||||||
|
-- todo: rewrite for three guns
|
||||||
|
if (primary_ship.special_gun) primary_ship.special_gun.ammo = primary_ship.special_gun.max_ammo
|
||||||
|
primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + primary_ship.maxhp/2)
|
||||||
|
primary_ship.xp -= primary_ship.xptarget / 2
|
||||||
|
else
|
||||||
|
local c = self.options[sel]
|
||||||
|
if c then
|
||||||
|
-- todo: sound: upgrade
|
||||||
|
c:action()
|
||||||
|
primary_ship.xp -= primary_ship.xptarget
|
||||||
|
primary_ship.xptarget += primary_ship.level * 0x0.0002
|
||||||
|
primary_ship.level += 1
|
||||||
|
if (primary_ship.xp >= primary_ship.xptarget) self:shuffle()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
self.sel = sel
|
||||||
|
end
|
||||||
|
|
||||||
__gfx__
|
__gfx__
|
||||||
00000000000650000000000000000000bb0b50b59909209200cc0c00000000003b00000082000000e00e8002e00e800200333300002222000000000000000000
|
00000000000650000000000000000000bb0b50b59909209200cc0c00000000003b00000082000000e00e8002e00e800200333300002222000000000000000000
|
||||||
00000000006765000000000000cccc00b50b3055920940220c0000c000bbbb0037000000a2000000e0e8880240e8480403bbbb30028888200000000000000000
|
00000000006765000000000000cccc00b50b3055920940220c0000c000bbbb0037000000a2000000e0e8880240e8480403bbbb30028888200000000000000000
|
||||||
@ -1653,14 +1929,14 @@ __gfx__
|
|||||||
000000005666657576667650000000000b0000b000000000000000000000000000000000000dd0009092220200000000c111111d656667650000000000000000
|
000000005666657576667650000000000b0000b000000000000000000000000000000000000dd0009092220200000000c111111d656667650000000000000000
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||||||
0000000056565066665656500000000000bbbb0000000000000000000000000000000000000000000090020000000000c111111d650650650000000000000000
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0000000056565066665656500000000000bbbb0000000000000000000000000000000000000000000090020000000000c111111d650650650000000000000000
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||||||
00000000565000566500065000000000b000000b000000000000000000000000000000000000000000a00a0000000000cddddddd650000650000000000000000
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||||||
000000000000000000000000000000000000000000a0008000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
00000000000000000000000000000000000000000090008000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
000000000000000000000000000000000000000000800a0000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
00000000000000000000000000000000000000000080090000000000000000000000000000000000000000000000000000000000000000000000000000000000
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000000000d000d000dd00dd0cdd1cdd0000000000080090000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
0000000000000000000000000000000000000000000a080000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0600060006000600066006607667766c00000000000a080000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
00000000000000000000000000000000000000000009080000000000000000000000000000000000000000000000000000000000000000000000000000000000
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67d06c7067d06c70677d6cc7677d6cc7000000000009080000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
00000000000000000000000000000000000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
00000000000000000000000000000000000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000000000000000000000000000cccccccccccccccc77000000007700000000770000000077000000000000000000000000000000000000000000000000
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00000000000000000000000000000000cccccccccccccccc77000000007700000000770000000077000000000000000000000000000000000000000000000000
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||||||
00000000000000000000000000000000c116611dc11ee11d70000000077000000007700000000770000000070000000000000000000000000000000000000000
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00000000000000000000000000000000c116611dc11ee11d70000000077000000007700000000770000000070000000000000000000000000000000000000000
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||||||
00000000000000000000000000000000c1611c1dc11ee11d00000000770000000077000000007700000000770000000700000000000000000000000000000000
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00000000000000000000000000000000c1611c1dc11ee11d00000000770000000077000000007700000000770000000700000000000000000000000000000000
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||||||
@ -1681,6 +1957,26 @@ c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000c11e2222e11d0000
|
|||||||
c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000c1ee2222ee1d0000ce22111122ed0000c2111111112d0000
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c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000c1ee2222ee1d0000ce22111122ed0000c2111111112d0000
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||||||
c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000ceee2222eeed0000c2221111222d0000
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c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000ceee2222eeed0000c2221111222d0000
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||||||
cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000
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cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000
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||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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04444400044444440000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
|
447777700477777a0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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477aaa7a0477aaaa0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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47a0047a047a00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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47a0447a047a00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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47a4477a047a44400000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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|
477777a00477777a0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
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477770000422aaaa2222000200000200000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
|
47a77700022ee0002eeee002e00022e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
|
47a4777002ea2e002e002e02ee022ee0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
|
47a0477a22ea2e002e002e02e2e2e2e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
|
47a0047a2e2222e02e222e02e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
|
47a0047a2eeeeeea2eeee002e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
|
0aa000aa2e7aa2ea2e00e002e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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||||||
|
000000002e0002e02e002e02e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
000000000e0000e00e000e00e00e00e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
__label__
|
__label__
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007777777777777777
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007777777777777777
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||||
|
Reference in New Issue
Block a user