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			7 Commits
		
	
	
		
			do_rearm
			...
			gun_picker
		
	
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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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 | 
			
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powerup = mknew(bullet_base.new{
 | 
			
		||||
 -- animated sprite array: "sprites"
 | 
			
		||||
 -- to draw under or over anim,
 | 
			
		||||
 -- override draw, draw the
 | 
			
		||||
 -- under-part, call into
 | 
			
		||||
 -- powerup.draw(self), then
 | 
			
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 -- draw the over-part
 | 
			
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 width = 1,
 | 
			
		||||
 height = 1,
 | 
			
		||||
 -- note: make hurtboxes larger
 | 
			
		||||
 -- than sprite by 2px per side
 | 
			
		||||
 -- since ship hitbox is tiny
 | 
			
		||||
 -- but powerups should feel
 | 
			
		||||
 -- easy to pick up
 | 
			
		||||
 dx = 0,
 | 
			
		||||
 dy = 0.75,
 | 
			
		||||
 category = enemy_blt_cat, -- collides with player ship
 | 
			
		||||
 damage = 0,
 | 
			
		||||
 
 | 
			
		||||
 anim_speed = 2,
 | 
			
		||||
 loop_pause = 30 -- affected by animspeed
 | 
			
		||||
})
 | 
			
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-->8
 | 
			
		||||
-- upgrade options
 | 
			
		||||
 | 
			
		||||
-- sprite indexes for "sheen" animation
 | 
			
		||||
sheen8x8 = split"2,54,55,56,57,58,59,60,61"
 | 
			
		||||
-- all these return
 | 
			
		||||
-- a [2] of rearm_t:
 | 
			
		||||
--
 | 
			
		||||
-- icon: sprite id
 | 
			
		||||
-- hdr: title text
 | 
			
		||||
-- body: text
 | 
			
		||||
-- action: callback
 | 
			
		||||
--    (method)
 | 
			
		||||
 | 
			
		||||
function powerup:draw()
 | 
			
		||||
 spr(self.sprites[max(1,
 | 
			
		||||
       ((lframe<<16)\self.anim_speed)
 | 
			
		||||
       %(#self.sprites+self.loop_pause)
 | 
			
		||||
       -self.loop_pause
 | 
			
		||||
       +1)],
 | 
			
		||||
     self.x, self.y,
 | 
			
		||||
     self.width, self.height) 
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
repair = mknew(powerup.new{
 | 
			
		||||
 hurt = {
 | 
			
		||||
  x_off = -2,
 | 
			
		||||
  y_off = -2,
 | 
			
		||||
  width = 12,
 | 
			
		||||
  height = 12
 | 
			
		||||
 },
 | 
			
		||||
 x_off = 4,
 | 
			
		||||
 y_off = 0,
 | 
			
		||||
 sprites = sheen8x8,
 | 
			
		||||
 icon = 53,
 | 
			
		||||
 hitship = function(self, ship)
 | 
			
		||||
  if (ship ~= primary_ship) return false
 | 
			
		||||
  primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + 1)
 | 
			
		||||
  return true
 | 
			
		||||
 end,
 | 
			
		||||
 draw = function(self)
 | 
			
		||||
  spr(self.icon, self.x, self.y, self.width, self.height)
 | 
			
		||||
  powerup.draw(self)
 | 
			
		||||
 end  
 | 
			
		||||
})
 | 
			
		||||
 | 
			
		||||
function spawn_repair_at(x, y)
 | 
			
		||||
 repair.new():spawn_at(x, y)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
shield_upgrade = mknew(repair.new{
 | 
			
		||||
 icon=52
 | 
			
		||||
})
 | 
			
		||||
 | 
			
		||||
function shield_upgrade:hitship(ship)
 | 
			
		||||
 if (ship ~= primary_ship) return false
 | 
			
		||||
 primary_ship.maxshield += 1
 | 
			
		||||
 return true
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function spawn_shield_upgrade_at(x, y)
 | 
			
		||||
 shield_upgrade.new():spawn_at(x,y)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
gun_swap = mknew(powerup.new{
 | 
			
		||||
 hurt = {
 | 
			
		||||
  x_off = -2,
 | 
			
		||||
  y_off = -2,
 | 
			
		||||
  width = 16,
 | 
			
		||||
  height = 16
 | 
			
		||||
 },
 | 
			
		||||
 -- gun = gun_type.new{}
 | 
			
		||||
 x_off = 6,
 | 
			
		||||
 y_off = 0,
 | 
			
		||||
 width = 2,
 | 
			
		||||
 height = 2,
 | 
			
		||||
 sprites = {64, 66, 68, 70, 72, 74, 76, 78},
 | 
			
		||||
 hitship = function(self, ship)
 | 
			
		||||
  if (ship ~= primary_ship) return false
 | 
			
		||||
  ship.main_gun = self.gun
 | 
			
		||||
  return true
 | 
			
		||||
 end,
 | 
			
		||||
 draw = function(self)
 | 
			
		||||
  powerup.draw(self)
 | 
			
		||||
  spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
 | 
			
		||||
 end
 | 
			
		||||
})
 | 
			
		||||
 | 
			
		||||
function spawn_main_gun_at(x, y, gunt)
 | 
			
		||||
 if (type(gunt)=="string") gunt=_ENV[gunt]
 | 
			
		||||
 local gun_p = gun_swap.new{
 | 
			
		||||
  gun = gunt.new()
 | 
			
		||||
 }
 | 
			
		||||
 gun_p:spawn_at(x, y)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
spec_gun_pl = {
 | 
			
		||||
 [1] = 2,
 | 
			
		||||
 [14] = 6,
 | 
			
		||||
 [2] = 14
 | 
			
		||||
spec_gunt = {
 | 
			
		||||
 protron_gun_p,
 | 
			
		||||
 vulcan_gun_p,
 | 
			
		||||
 blast_gun,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function spawn_spec_gun_at(x, y, gunt)
 | 
			
		||||
 if (type(gunt)=="string") gunt=_ENV[gunt]
 | 
			
		||||
 local gun_p = gun_swap.new{
 | 
			
		||||
  gun = gunt.new(),
 | 
			
		||||
  hitship = function(self, ship)
 | 
			
		||||
   if (ship ~= primary_ship) return false
 | 
			
		||||
   ship.special_gun = self.gun
 | 
			
		||||
  return true
 | 
			
		||||
  end,
 | 
			
		||||
  draw = function(self)
 | 
			
		||||
   pal(spec_gun_pl)
 | 
			
		||||
   powerup.draw(self)
 | 
			
		||||
   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