25 Commits

Author SHA1 Message Date
58da8e6dc3 fix hokey pokey menu
the menu eases in, the menu eases out, the menu eases in and you shake it all about
2025-01-20 18:02:50 -08:00
8ff0732cbc draw rearm pane; exit behavior is broken
Nil transparency has screwed me over; I am uploading this version as
an illustrative example
2025-01-20 17:43:21 -08:00
c88e7c0657 I really wish Lua had real classes rather than forcing you to assemble it yourself 2025-01-20 17:09:47 -08:00
ff3552bc45 fix unit error for xp frame logic 2025-01-20 17:02:02 -08:00
2dcb95b0cd menu prototype 2025-01-20 16:59:57 -08:00
87451bbd3a incomplete start to porting ui 2025-01-12 22:58:20 -08:00
89a42e6c8b improve xp gem art 2025-01-12 21:51:32 -08:00
e2be11a2da fix order of magnitude error in XP logic 2025-01-12 21:47:11 -08:00
175099d778 make maxval work better near p8 precision limits 2024-12-29 23:44:39 -08:00
33fede4ed8 update comment about off-by-1 error 2024-12-29 23:41:47 -08:00
afa1f22170 go back to 0x0.0001 increments for xp
I foresee the 32K limit being a bigger problem than the math in vertmeter, although I will probably need to go patch vertmeter up too
2024-12-29 23:39:56 -08:00
78b200272e fix shield crash 2024-12-29 23:33:45 -08:00
42ac2abc20 groundwork for full mode switching 2024-12-29 23:26:48 -08:00
c55ea000fd whoosh animation when level up pending 2024-12-28 19:56:42 -08:00
2c1ad0a0b3 drop xp gems 2024-12-28 19:27:54 -08:00
e0b784ce7d clean up, run at 60 fps
now the bounce animation feels like it takes too long, trying to fix it
2024-12-26 17:43:04 -08:00
e1a70cc6fc dark blue, not dark gray, for pane bg 2024-12-26 17:16:48 -08:00
cbdf2a27cd fast quadratic exit feels better 2024-12-26 17:05:55 -08:00
caaf848722 fixed it 2024-12-26 16:59:43 -08:00
25f58d5cce messed up entry animation but it's a start
* wrong Y positions for everything
* both directions are "enter"
2024-12-26 16:19:52 -08:00
c15ec61494 partial prototype of object-oriented drawing and entry 2024-12-26 12:32:31 -08:00
7ff5cf97ad functioning prototype 2024-12-24 19:23:14 -08:00
f761d1a172 prototype for REARM screen UI 2024-12-24 19:04:07 -08:00
98f56328a6 off by 1 2024-12-24 18:10:48 -08:00
93792c36c9 sketch for possible REARM ui blank 2024-12-24 18:10:17 -08:00
2 changed files with 548 additions and 29 deletions

223
rearm_prototype.p8 Normal file
View File

@ -0,0 +1,223 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
-- vacuum gambit
-- by kistaro windrider
-- stdlib
-- generate standard "overlay"
-- constructor for type tt.
-- if tt.init is defined, generated
-- new calls tt.init(ret) after
-- 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)
local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
tt.new=function(ret)
if(not ret) ret = {}
if(more) more(ret)
if(oldnew) oldnew(ret)
setmetatable(ret, mt)
return ret
end
return tt
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
-->8
-- entry points
function _draw()
cls()
draw_hud_placeholder()
left_pane:draw()
right_pane:draw()
rearm_pane_instance:draw()
end
function _init()
item=1
bfm=1
crt_frm = 1
left_pane = weapon_pane.new{}
right_pane = weapon_pane.new{
is_left=false,
s = 2,
hdr = "vulc",
body = " rate\n\n faster\n firing\n rate",
hot = function() return item == 2 end}
rearm_pane_instance = rearm_pane.new{hot=function() return item < 0 end}
end
function _update60()
crt_frm += 0.25
if (crt_frm >= 9) crt_frm = 1
if (btn(3) and item > 0 or btn(2) and item < 0) item = -item
if (btn(0)) item = 1
if (btn(1)) item = 2
if (btn() & 0xF ~= 0) and bfm >= 10 or bfm >= 30 then
bfm = 1
else
bfm += 1
end
if btnp(4) then
left_pane.pos = -1
right_pane.pos = -1
rearm_pane_instance.pos = -1
end
if btnp(5) then
left_pane.pos = 1
right_pane.pos = 1
rearm_pane_instance.pos = 1
end
left_pane:update()
right_pane:update()
rearm_pane_instance:update()
end
function draw_hud_placeholder()
rectfill(112, 0, 127, 127,0x56)
rect(112,0,127,127,7)
line(127,1,127,127,5)
line(113,127)
end
-->8
-- rearm pane drawing
crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570}
function 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[crt_frm&0xff])
rectfill(x0+4, y0+4, x1-4, y1-4, cf)
fillp()
end
function frame_col(hot)
if (not hot) return {4,10}
if (bfm<=16) return {14,7}
return {2,8}
end
function draw_weap_opt(x, y, c, s, hdr, body)
camera(-x,-y)
glow_box(0,0,55,100,c,1)
spr(s,5, 5)
print(hdr, 13, 8, 7)
print(body, 5, 15, 6)
camera()
end
function draw_rearm(c)
glow_box(0,101,111,127,c,1)
spr(5,15,107,4,2)
print("full ammo\nfull shield\n+50% health",54, 106, 6)
end
-->8
-- rearm pane objects
easing_pane = mknew{
-- to enter: pos = -1; to exit: pos = 1
-- runs for 32 frames in, 16 frames out
}
function easing_pane: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 easing_pane:update()
local pos = self.pos
if (not pos or pos == 0) return
if (pos < 0) pos = min(pos + 0x0.05, 0)
if pos > 0 then
pos -= 0x0.1
if (pos <= 0) pos = nil
end
self.pos = pos
end
weapon_pane = mknew(easing_pane.new{
is_left = true,
s = 1,
hdr = "hull",
body = "\n +1\n max\n health",
hot = function() return item == 1 end,
})
function weapon_pane:draw()
local frac, is_left = self:frac(), self.is_left
if (not frac) return
camera(
frac * (is_left and 55 or -128) + (1-frac) * (is_left and 0 or -56),
0)
glow_box(0,0,55,100,frame_col(self:hot()),1)
spr(self.s,5, 5)
print(self.hdr, 13, 8, 7)
print(self.body, 5, 15, 6)
camera()
end
rearm_pane = mknew(easing_pane.new{})
function rearm_pane:draw()
local frac = self:frac()
if (not frac) return
camera(0, -28 * frac)
glow_box(0,101,111,127,frame_col(self:hot()),1)
spr(5,15,107,4,2)
print("full ammo\nfull shield\n+50% health",54, 106, 6)
camera()
end
__gfx__
000000000b00000000000a0007700770000aa0000444440004444444000000000000000000000000000000000000000000000000000000000000000000000000
00000000bba80880000008000aa00aa00a0880a0447777700477777a000000000000000000000000000000000000000000000000000000000000000000000000
007007000aaa28780a0000000990099008000080477aaa7a0477aaaa000000000000000000000000000000000000000000000000000000000000000000000000
0007000008a8887808000000099009900080080047a0047a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
00007000088888820000a000088008800000000047a0447a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
00700700008888200000800008800880a000000a47a4477a047a4440000000000000000000000000000000000000000000000000000000000000000000000000
000000000008820000a0000008800880080aa080477777a00477777a000000000000000000000000000000000000000000000000000000000000000000000000
0000000000002000008000000880088000088000477770000422aaaa222200020000020000000000000000000000000000000000000000000000000000000000
0d5000000000000000000000000000000000000047a77700022ee0002eeee002e00022e000000000000000000000000000000000000000000000000000000000
d00000000000000000000000000000000000000047a4777002ea2e002e002e02ee022ee000000000000000000000000000000000000000000000000000000000
500000000000000000000000000000000000000047a0477a22ea2e002e002e02e2e2e2e000000000000000000000000000000000000000000000000000000000
000000000000000000000000000000000000000047a0047a2e2222e02e222e02e02e02e000000000000000000000000000000000000000000000000000000000
000000000000000000000000000000000000000047a0047a2eeeeeea2eeee002e02e02e000000000000000000000000000000000000000000000000000000000
00000000000000000000000000000000000000000aa000aa2e7aa2ea2e00e002e02e02e000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000002e0002e02e002e02e02e02e000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000e0000e00e000e00e00e00e000000000000000000000000000000000000000000000000000000000

View File

@ -124,11 +124,12 @@ function linked_list:pop_front()
end end
function _init() function _init()
mode = game_mode
init_blip_pals() init_blip_pals()
wipe_level() wipe_level()
primary_ship.main_gun = zap_gun_p.new() -- redundant? primary_ship.main_gun = zap_gun_p.new() -- redundant?
load_level(example_level_csv) load_level(example_level_csv)
state = game game_state = game
pal(2,129) pal(2,129)
pal() pal()
end end
@ -157,6 +158,7 @@ function init_hpcols()
end end
function wipe_level() function wipe_level()
xpwhoosh = nil
primary_ship = player.new() primary_ship = player.new()
init_hpcols() init_hpcols()
pships = linked_list.new() pships = linked_list.new()
@ -171,7 +173,7 @@ function wipe_level()
end end
function _update60() function _update60()
updategame() mode:update()
end end
function call_f(x) function call_f(x)
@ -183,6 +185,10 @@ function call_move(x)
end end
function updategame() function updategame()
if (primary_ship.xp >= primary_ship.xptarget) and (lframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
mode = rearm_mode.new()
return _update60()
end
leveldone = level_frame() leveldone = level_frame()
events:vore(new_events) events:vore(new_events)
events:strip(call_move) events:strip(call_move)
@ -248,20 +254,41 @@ function updategame()
intangibles_fg:strip(call_move) intangibles_fg:strip(call_move)
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
state = win game_state = win
end end
if (not pships.next) state = lose if (not pships.next) game_state = lose
if primary_ship.xp >= primary_ship.xptarget then
if not xpwhoosh then
xpwhoosh = 0
else
xpwhoosh += 1
if (xpwhoosh > 60) xpwhoosh = 0
end
else
xpwhoosh = nil
end
end end
function _draw() function _draw()
mode:draw()
end
function drawgame_top()
camera()
fillp(0) fillp(0)
drawgame() drawgame()
if (state == game) fadelvl = -45 if (game_state == game) fadelvl = -45
if (state == win) dropshadow("win",50,61,11) if (game_state == win) dropshadow("win",50,61,11)
if (state == lose) dropshadow("fail",48,61,8) if (game_state == lose) dropshadow("fail",48,61,8)
fadescreen() fadescreen()
end end
game_mode = {
update = updategame,
draw = drawgame_top,
}
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"
function fadescreen() function fadescreen()
@ -346,8 +373,20 @@ function drawhud()
print("XP",119,55,1) print("XP",119,55,1)
print("HP",114,122,1) print("HP",114,122,1)
fillp(0x5a5a) fillp(0x5a5a)
vertmeter(115,58,118,117,primary_ship.xp, primary_ship.xptarget, powcols) if xpwhoosh then
-- 59 px vertically clip(115,58,4,60)
rectfill(115,58,118,117,0xaa)
local voff = 5*xpwhoosh+6
rectfill(115,118-voff,118,117-voff+10,0xbb)
rectfill(115,118-voff+11,118,117-voff+20,0xba)
clip()
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
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