Compare commits
7 Commits
do_rearm
...
gun_picker
Author | SHA1 | Date | |
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26c3a5b91e
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44c70a028f
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a90caeba85
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cd5b79ef4a
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637eed1eb8
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55ab256539
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22d13121a9
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384
vacuum_gambit.p8
384
vacuum_gambit.p8
@ -363,8 +363,8 @@ function drawhud()
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line(127,1,127,127,5)
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line(113,127)
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draw_gun_info("❎",1,116,3,primary_ship.main_gun)
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draw_gun_info("🅾️",1,116,29,primary_ship.special_gun)
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draw_gun_info("❎",1,116,3,1)
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draw_gun_info("🅾️",1,116,29,2)
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inset(114,57,119,118)
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rectfill(119,57,124,58,13)
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@ -404,25 +404,26 @@ function drawhud()
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fillp(0)
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end
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function draw_gun_info(lbl,fgc,x,y,gun)
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function draw_gun_info(lbl,fgc,x,y,gn)
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dropshadow(lbl,x,y,fgc)
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inset(114,y+7,125,y+18)
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inset(114,y+20,125,y+24)
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if(gun) then
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spr(gun.icon,116,y+9,1,1)
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--115 to 124 - ammo bar. round up
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if gun.ammo == nil then
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fillp(0xa5a5)
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rectfill(115,y+21,124,y+23,0xea)
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fillp(0)
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elseif gun.ammo > 0 then
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rectfill(
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115,y+21,
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115+flr(9*gun.ammo/gun.maxammo),
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y+23,10)
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else
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line(118, y+22, 121, y+22, 2)
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end
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if (not primary_ship.special_guns) return
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local gun = primary_ship.special_guns[gn]
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if (not gun) return
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spr(gun.icon,116,y+9,1,1)
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--115 to 124 - ammo bar. round up
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if gun.ammo == nil then
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fillp(0xa5a5)
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rectfill(115,y+21,124,y+23,0xea)
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fillp(0)
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elseif gun.ammo > 0 then
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rectfill(
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115,y+21,
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115+flr(9*gun.ammo/gun.maxammo),
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y+23,10)
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else
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line(118, y+22, 121, y+22, 2)
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end
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end
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@ -554,11 +555,12 @@ end
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function ship_m:move()
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self:refresh_shield()
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local dx, dy, shoot_spec, shoot_main = self:act()
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local dx, dy, shoot_spec1, shoot_spec2 = self:act()
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dx = self:constrain(self.x, self.xmomentum, self.xmin, self.xmax, dx)
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dy = self:constrain(self.y, self.ymomentum, self.ymin, self.ymax, dy)
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if (shoot_main) self:maybe_shoot(self.main_gun)
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if (shoot_spec) self:maybe_shoot(self.special_gun)
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self:maybe_shoot(self.main_gun)
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if (shoot_spec1 and self.special_guns) self:maybe_shoot(self.special_guns[1])
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if (shoot_spec2 and self.special_guns) self:maybe_shoot(self.special_guns[2])
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if (dx ~= 0 or dy ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
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self.xmomentum = self:calc_velocity(self.xmomentum, dx)
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self.ymomentum = self:calc_velocity(self.ymomentum, dy)
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@ -681,6 +683,20 @@ gun_base = mknew{
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icon = 20
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}
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-- gun_base subtypes are
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-- level-up options that,
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-- as an action, assign
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-- themselves to the player
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function gun_base:action()
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local item = self.new()
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item.ammo = item.maxammo
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if not primary_ship.special_guns then
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primary_ship.special_guns = {item}
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else
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add(primary_ship.special_guns, item)
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end
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end
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function bullet_base:hitship(_)
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self:die()
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return true
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@ -763,13 +779,13 @@ zap_p = mknew(zap_e.new{
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})
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zap_gun_e = mknew(gun_base.new{
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cooldown = 0x0.000a, -- frames between shots
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ammo = nil, -- unlimited ammo - main gun
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cooldown = 0x0.0020, -- frames between shots
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actually_shoot = spawn_one(zap_e),
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})
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zap_gun_p = mknew(zap_gun_e.new{
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actually_shoot = spawn_one(zap_p),
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hdr = "mAIN gUN",
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})
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blast = mknew(bullet_base.new{
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@ -788,17 +804,22 @@ blast = mknew(bullet_base.new{
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damage = 4,
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dx = 0, -- px/frame
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dy = -2,
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dy = -1,
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awaitcancel = false,
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-- disable damage for 2 frames
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-- disable damage for 4 frames
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-- when hitting something
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-- todo: rewrite all ship hit
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-- logic so i can avoid
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-- repeating hits to the
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-- same ship instead of
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-- using a cooldown
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hitship = function(self, _)
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if self.damage > 0 and not self.awaitcancel then
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self.awaitcancel = true
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once_next_frame(function()
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new_events:push_back{
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wait = 2,
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wait = 4,
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obj = self,
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saved_dmg = self.damage,
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move = function(self)
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@ -819,10 +840,20 @@ blast = mknew(bullet_base.new{
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blast_gun = mknew(gun_base.new{
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icon = 13,
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cooldown = 0x0.0020, -- frames between shots
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cooldown = 0x0.0078, -- 120 frames between shots
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ammo = 5,
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maxammo = 5,
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actually_shoot = spawn_one(blast),
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hdr = "bLASTER",
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body= [[plasma orb
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cuts through
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enemies.
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slow.
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ammo: 5
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rate: 1/2sec
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dmg: 4
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]],
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})
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protron_e = mknew(bullet_base.new{
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@ -854,7 +885,7 @@ protron_p = mknew(protron_e.new{
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protron_gun_e = mknew(gun_base.new{
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icon = 25,
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cooldown = 0x0.000f, -- frames between shots
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cooldown = 0x0.0040, -- frames between shots
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ammo = nil,
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maxammo = nil,
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munition = protron_e
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@ -883,6 +914,17 @@ end
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protron_gun_p = mknew(protron_gun_e.new{
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munition = protron_p,
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maxammo = 20,
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cooldown = 0x0.0018,
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hdr = "pROTRON",
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body = [[spray shots
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in a dense
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arc.
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ammo: 20
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rate: 2/sec
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dmg: 1
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]],
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})
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vulcan_e = mknew(bullet_base.new{
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@ -915,7 +957,7 @@ vulcan_p = mknew(vulcan_e.new{
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vulcan_gun_e = mknew(gun_base.new{
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icon = 37,
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enemy = false,
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cooldown = 0x0.0002, -- frames between shots
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cooldown = 0x0.0003, -- frames between shots
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ammo = nil,
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maxammo = nil,
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munition=vulcan_e,
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@ -934,6 +976,16 @@ vulcan_gun_e = mknew(gun_base.new{
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vulcan_gun_p = mknew(vulcan_gun_e.new{
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munition=vulcan_p,
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maxammo = 100,
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hdr = "vULCAN",
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body = [[rapid fire
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in a v
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shape.
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ammo: 100
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rate: 20/sec
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dmg: 0.5
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]],
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})
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-->8
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@ -970,7 +1022,7 @@ player = mknew(ship_m.new{
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-- gun
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main_gun = nil, -- assign at spawn time
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special_gun = nil,
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special_guns = nil,
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fire_off_x = 4, -- offset where bullets come from
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fire_off_y = 0,
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@ -1113,6 +1165,7 @@ chasey = mknew(ship_m.new{
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end
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})
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-- todo: use constraints
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function chasey:act()
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self.xmin = max(primary_ship.x-8, 0)
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self.xmax = min(primary_ship.x + 8, 112 - 8*self.size)
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@ -1345,32 +1398,9 @@ function spawn_blocking_spewy()
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end
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end
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function spawn_bonus_frownie()
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local f = spawn_frownie()
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f.sprite = 7
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f.die = function(self)
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spawn_repair_at(self.x+4, self.y+4)
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frownie.die(self)
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end
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end
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function spawn_bonus_vulcan_chasey()
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function spawn_vulcan_chasey()
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local c = spawn_chasey()
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c.main_gun=vulcan_gun_e.new{enemy=true}
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c.die = function(self)
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spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p)
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chasey.die(self)
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end
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c.sprite=4
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return c
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end
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function spawn_bonus_shield_chasey()
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local c = spawn_chasey()
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c.die = function(self)
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spawn_shield_upgrade_at(self.x-1, self.y-1)
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chasey.die(self)
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end
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c.sprite=4
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return c
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end
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@ -1419,7 +1449,6 @@ function spawn_rnd(typ, blocking, goodie,altspr)
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freeze -= self.ice
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self.ice=0
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typ.die(self)
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spawn_goodie(goodie, self.x, self.y, self.size)
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end,
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}
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if (altspr) s.spr = altspr
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@ -1427,14 +1456,6 @@ function spawn_rnd(typ, blocking, goodie,altspr)
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return s
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end
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-- TODO: spawn_goodie compatible versions of gun drops
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-- TODO: goodie table
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function spawn_goodie(goodie_name, x, y, sz)
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if (not goodie_name or #goodie_name == 0) return
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local sh = sz and sz/2 or 0
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_ENV[goodie_name].new{}:spawn_at(x+sh,y+sh)
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end
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function multi(times, interval, fnm, ...)
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local f,irm,vargs = _ENV[fnm],interval,pack(...)
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assert(type(f) == "function", fnm.." not a function")
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@ -1457,31 +1478,29 @@ end
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-- where offset,eol is a special case.
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example_level_csv=[[1,spawn_frownie
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60,spawn_bonus_vulcan_chasey
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60,spawn_vulcan_chasey
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61,spawn_blocky
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85,spawn_spewy
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100,spawn_spewy
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115,spawn_spewy
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130,spawn_bonus_frownie
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145,spawn_spewy
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200,spawn_bonus_shield_chasey
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130,spawn_frownie
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145,spawn_frownie
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180,spawn_spewy
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230,spawn_chasey
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250,spawn_blocking_blocky
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285,spawn_spec_gun_at,35,-11,blast_gun
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310,spawn_blocking_blocky
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310,spawn_blocking_blocky
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310,spawn_blocking_blocky
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311,spawn_frownie
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350,spawn_main_gun_at,70,-11,protron_gun_p
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401,spawn_frownie
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420,spawn_blocking_frownie
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430,spawn_bonus_vulcan_chasey
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430,spawn_vulcan_chasey
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450,spawn_frownie
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465,spawn_bonus_frownie
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465,spawn_frownie
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480,spawn_chasey
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500,multi,20,12,spawn_blocking_blocky
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501,spawn_bonus_frownie
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501,spawn_frownie
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620,spawn_blocking_blocky
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630,spawn_bonus_shield_chasey
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630,spawn_vulcan_chasey
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720,spawn_blocking_boss_chasey
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721,eol]]
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@ -1624,137 +1643,73 @@ function spawn_xp_at(x, y, off, amt)
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}:spawn_at(mid(x, 0, 124),mid(y,-4,125))
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end
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powerup = mknew(bullet_base.new{
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-- animated sprite array: "sprites"
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-- to draw under or over anim,
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-- override draw, draw the
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-- under-part, call into
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-- powerup.draw(self), then
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-- draw the over-part
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width = 1,
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height = 1,
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-- note: make hurtboxes larger
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-- than sprite by 2px per side
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-- since ship hitbox is tiny
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-- but powerups should feel
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-- easy to pick up
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dx = 0,
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dy = 0.75,
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category = enemy_blt_cat, -- collides with player ship
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damage = 0,
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anim_speed = 2,
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loop_pause = 30 -- affected by animspeed
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})
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-->8
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-- upgrade options
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-- sprite indexes for "sheen" animation
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sheen8x8 = split"2,54,55,56,57,58,59,60,61"
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-- all these return
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-- a [2] of rearm_t:
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--
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-- icon: sprite id
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-- hdr: title text
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-- body: text
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-- action: callback
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-- (method)
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function powerup:draw()
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spr(self.sprites[max(1,
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((lframe<<16)\self.anim_speed)
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%(#self.sprites+self.loop_pause)
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-self.loop_pause
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+1)],
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self.x, self.y,
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self.width, self.height)
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end
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repair = mknew(powerup.new{
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hurt = {
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x_off = -2,
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y_off = -2,
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width = 12,
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height = 12
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},
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x_off = 4,
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y_off = 0,
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sprites = sheen8x8,
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icon = 53,
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hitship = function(self, ship)
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if (ship ~= primary_ship) return false
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primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + 1)
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return true
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end,
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draw = function(self)
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spr(self.icon, self.x, self.y, self.width, self.height)
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powerup.draw(self)
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end
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})
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function spawn_repair_at(x, y)
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repair.new():spawn_at(x, y)
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end
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shield_upgrade = mknew(repair.new{
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icon=52
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})
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function shield_upgrade:hitship(ship)
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if (ship ~= primary_ship) return false
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primary_ship.maxshield += 1
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return true
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end
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function spawn_shield_upgrade_at(x, y)
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shield_upgrade.new():spawn_at(x,y)
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end
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gun_swap = mknew(powerup.new{
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hurt = {
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x_off = -2,
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y_off = -2,
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width = 16,
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height = 16
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},
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-- gun = gun_type.new{}
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x_off = 6,
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y_off = 0,
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width = 2,
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height = 2,
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sprites = {64, 66, 68, 70, 72, 74, 76, 78},
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hitship = function(self, ship)
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if (ship ~= primary_ship) return false
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ship.main_gun = self.gun
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return true
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end,
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draw = function(self)
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powerup.draw(self)
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spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
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end
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})
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function spawn_main_gun_at(x, y, gunt)
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if (type(gunt)=="string") gunt=_ENV[gunt]
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local gun_p = gun_swap.new{
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gun = gunt.new()
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}
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gun_p:spawn_at(x, y)
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end
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spec_gun_pl = {
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[1] = 2,
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[14] = 6,
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[2] = 14
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spec_gunt = {
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protron_gun_p,
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vulcan_gun_p,
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blast_gun,
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}
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function spawn_spec_gun_at(x, y, gunt)
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if (type(gunt)=="string") gunt=_ENV[gunt]
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local gun_p = gun_swap.new{
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gun = gunt.new(),
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hitship = function(self, ship)
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if (ship ~= primary_ship) return false
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ship.special_gun = self.gun
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return true
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end,
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draw = function(self)
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pal(spec_gun_pl)
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powerup.draw(self)
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pal()
|
||||
spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
|
||||
end
|
||||
}
|
||||
gun_p:spawn_at(x, y)
|
||||
-- picks n random items from
|
||||
-- tbl; permutes tbl, selected
|
||||
-- items at end
|
||||
function pick(tbl, n)
|
||||
local ret, top={}, #tbl
|
||||
for x=top,top-n,-1 do
|
||||
local idx = 1+rnd(x)\1
|
||||
add(ret, tbl[idx])
|
||||
tbl[idx]=tbl[x]
|
||||
tbl[x]=ret[#ret]
|
||||
end
|
||||
return ret
|
||||
end
|
||||
|
||||
-- add a new gun
|
||||
function spec_gun_opts()
|
||||
return pick(spec_gunt, 2)
|
||||
end
|
||||
|
||||
-- major upgrades
|
||||
function big_opts()
|
||||
return {{
|
||||
icon=1,
|
||||
hdr="placeholder",
|
||||
body="placeholder",
|
||||
action = function() end,
|
||||
},
|
||||
{
|
||||
icon=1,
|
||||
hdr="placeholder",
|
||||
body="placeholder",
|
||||
action = function() end,
|
||||
}}
|
||||
end
|
||||
|
||||
-- ordinary upgrades
|
||||
function small_opts()
|
||||
return {{
|
||||
icon=1,
|
||||
hdr="placeholder",
|
||||
body="placeholder",
|
||||
action = function() end,
|
||||
},
|
||||
{
|
||||
icon=1,
|
||||
hdr="placeholder",
|
||||
body="placeholder",
|
||||
action = function() end,
|
||||
}}
|
||||
end
|
||||
|
||||
-->8
|
||||
@ -1811,7 +1766,7 @@ 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)
|
||||
spr(rec.icon,5, 5)
|
||||
print(rec.hdr, 13, 8, 7)
|
||||
print(rec.body, 5, 15, 6)
|
||||
end
|
||||
@ -1828,17 +1783,14 @@ 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,
|
||||
}}
|
||||
local lev = primary_ship.level + 1
|
||||
if lev == 4 or lev == 12 then
|
||||
self.options = spec_gun_opts()
|
||||
elseif lev % 4 == 0 then
|
||||
self.options = big_opts()
|
||||
else
|
||||
self.options = small_opts()
|
||||
end
|
||||
end
|
||||
|
||||
function rearm_mode:draw()
|
||||
@ -1894,7 +1846,11 @@ function rearm_mode:update()
|
||||
-- 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
|
||||
local specs = primary_ship.special_guns
|
||||
if specs then
|
||||
specs[1].ammo = specs[1].maxammo
|
||||
if (specs[2]) specs[2].ammo = specs[2].maxammo
|
||||
end
|
||||
primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + primary_ship.maxhp/2)
|
||||
primary_ship.xp -= primary_ship.xptarget / 2
|
||||
else
|
||||
|
Reference in New Issue
Block a user