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			do_rearm
			...
			gun_upgrad
		
	
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										671
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							
							
						
						
									
										671
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							@@ -126,8 +126,7 @@ end
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		||||
function _init()
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 mode = game_mode
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		||||
 init_blip_pals()
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	wipe_level()
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	primary_ship.main_gun = zap_gun_p.new()  -- redundant?
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	wipe_game()  -- redundant?
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	load_level(example_level_csv)
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	game_state = game
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	pal(2,129)
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@@ -157,7 +156,7 @@ function init_hpcols()
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 hpcols = hpcols_lut[min(primary_ship.maxhp,6)]
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end
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function wipe_level()
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function wipe_game()
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 xpwhoosh = nil
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 primary_ship = player.new()
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 init_hpcols()
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@@ -170,6 +169,8 @@ function wipe_level()
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 intangibles_bg = linked_list.new()
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 events = linked_list.new()
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 new_events = linked_list.new()
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	primary_ship.main_gun = zap_gun_p.new()
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 primary_ship.main_gun:peel()
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end
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function _update60()
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@@ -363,8 +364,8 @@ 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 +405,26 @@ 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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@@ -501,14 +503,14 @@ function ship_m:die()
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  -- overage XP, min 100
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  spawn_xp_at(cx, cy, 0, xp-0x0.018f)
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  xp = 0x0.018f  -- dec 399
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  z += 1
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  z += 2
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 end
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 -- 100, 25, 5, 1
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 for gsz in all{0x0.0064, 0x0.0019, 0x0.0005, 0x0.0001} do
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  while xp >= gsz do
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   spawn_xp_at(cx, cy, z, gsz)
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   xp -= gsz
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   z += 1
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   z += 2
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  end
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 end
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end
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@@ -554,11 +556,12 @@ 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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@@ -609,30 +612,25 @@ end
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function ship_m:hitsomething(dmg)
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 if (dmg <= 0) return false
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 self.shield_refresh_ready = lframe + self.shieldpenalty
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 if self.shield >= dmg then
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 if self.shield > 0 then
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  self.shield -= dmg
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  self:ow(true)
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  if self.shield > 0 then
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   blip(self,12)
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  else
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   self.shield = 0
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   blip(self,7)
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  end
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  return false
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 end 
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 dmg -= self.shield
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 self.shield = 0
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 self.hp -= dmg
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 if self.hp < 0 then
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  self:die()
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  return true
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 end
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 self:ow(false)
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 blip(self, self.friendly and 8 or 7)
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 return false
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end
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function ship_m:ow(shielded)
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 if (shielded) then
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  blip(self,12,3)
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  return
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 end
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 blip(self, 7, 3)
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end
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function ship_m:refresh_shield()
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 if (self.shield >= self.maxshield) return
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 if (lframe < self.shield_refresh_ready) return
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@@ -678,9 +676,105 @@ bullet_base = mknew{ }
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gun_base = mknew{ 
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 shoot_ready = -32768,
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 icon = 20
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 icon = 20,
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 ammobonus = 1,
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 -- fractional frames of
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 -- cooldown reduction from
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 -- upgrades, not yet applied
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 cd_remainder = 0,
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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:peel()
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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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-- make shot type unique so
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-- stat modifications do not
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-- damage base data
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function gun_base:peel()
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 self.munition = mknew(self.munition.new())
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end
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-- default firing behavior:
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-- single shot
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function gun_base:actually_shoot(x, y)
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 self.munition.new{}:spawn_at(x, y)
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end
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-- upgrade 
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function gun_base:small_upgrade_opts()
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 local ret = {
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  self:ammo_upgrade_opt(),
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  self:rate_upgrade_opt(),
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 }
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 local s = self.special_upgrade_opt
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 if (s) add(ret, s(self))
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 return ret
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end
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function gun_base:ammo_upgrade_opt()
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 local a=self.maxammo
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 local x=a\10+self.ammobonus
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 return {
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  icon=self.icon,
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  hdr=self.hdr,
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  body=[[--------AMMO
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 more shots
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 before you
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  run out.
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   is: ]]..tostr(a)..[[ 
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  add: ]]..tostr(x)..[[ 
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----------
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total: ]]..tostr(a+x),
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  action=function()
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   self.maxammo+=x
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   self.ammo+=x
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  end,
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 }
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end
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function gun_base:rate_upgrade_opt()
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 local c=self.cooldown<<16
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 local rawnewc=0.85*(c-self.cd_remainder)
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 local newc=ceil(rawnewc)
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 return {
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  icon=self.icon,
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  hdr=self.hdr,
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  body=[[--------RATE
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reduce delay
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between each
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 shot when
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  firing.
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   is: ]]..tostr(c)..[[f
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minus: ]]..tostr(c-newc)..[[f
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----------
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total: ]]..tostr(newc)..[[f
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remainder:
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  ]]..sub(tostr(newc-rawnewc),0,5),
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  action=function()
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   self.cooldown=newc>>16
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   self.cd_remainder=newc-rawnewc
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  end,
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 }
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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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@@ -704,14 +798,6 @@ function bullet_base:draw()
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 spr(self.sprite, self.x, self.y, self.width, self.height)
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end
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-- An `actually_shoot` factory
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-- for trivial guns
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function spawn_one(t)
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 return function(gun, x, y)
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  t.new{}:spawn_at(x, y)
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 end
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end
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function bullet_base:spawn_at(x, y)
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 self.x = x - self.x_off
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 self.y = y - self.y_off
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@@ -763,13 +849,14 @@ 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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 actually_shoot = spawn_one(zap_e),
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 cooldown = 0x0.0020, -- frames between shots
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 munition = 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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 icon = 19,
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 munition = 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 +875,22 @@ 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 +911,22 @@ 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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 munition = blast,
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 hdr = "bLASTER",
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 body= [[---------GUN
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 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
 | 
			
		||||
]],
 | 
			
		||||
})
 | 
			
		||||
 | 
			
		||||
protron_e = mknew(bullet_base.new{
 | 
			
		||||
@@ -854,7 +958,7 @@ protron_p = mknew(protron_e.new{
 | 
			
		||||
 | 
			
		||||
protron_gun_e = mknew(gun_base.new{
 | 
			
		||||
 icon = 25,
 | 
			
		||||
 cooldown = 0x0.000f, -- frames between shots
 | 
			
		||||
 cooldown = 0x0.0040, -- frames between shots
 | 
			
		||||
 ammo = nil,
 | 
			
		||||
 maxammo = nil,
 | 
			
		||||
 munition = protron_e
 | 
			
		||||
@@ -883,6 +987,19 @@ end
 | 
			
		||||
 | 
			
		||||
protron_gun_p = mknew(protron_gun_e.new{
 | 
			
		||||
 munition = protron_p,
 | 
			
		||||
 maxammo = 20,
 | 
			
		||||
 cooldown = 0x0.0018,
 | 
			
		||||
 hdr = "pROTRON",
 | 
			
		||||
 body = [[---------GUN
 | 
			
		||||
 | 
			
		||||
 spray shots
 | 
			
		||||
 in a dense
 | 
			
		||||
    arc.
 | 
			
		||||
 | 
			
		||||
ammo: 20
 | 
			
		||||
rate: 2/sec
 | 
			
		||||
 dmg: 1
 | 
			
		||||
]],
 | 
			
		||||
})
 | 
			
		||||
 | 
			
		||||
vulcan_e = mknew(bullet_base.new{
 | 
			
		||||
@@ -915,7 +1032,7 @@ vulcan_p = mknew(vulcan_e.new{
 | 
			
		||||
vulcan_gun_e = mknew(gun_base.new{
 | 
			
		||||
 icon = 37,
 | 
			
		||||
 enemy = false,
 | 
			
		||||
 cooldown = 0x0.0002, -- frames between shots
 | 
			
		||||
 cooldown = 0x0.0003, -- frames between shots
 | 
			
		||||
 ammo = nil,
 | 
			
		||||
 maxammo = nil,
 | 
			
		||||
 munition=vulcan_e,
 | 
			
		||||
@@ -934,6 +1051,17 @@ vulcan_gun_e = mknew(gun_base.new{
 | 
			
		||||
 | 
			
		||||
vulcan_gun_p = mknew(vulcan_gun_e.new{
 | 
			
		||||
 munition=vulcan_p,
 | 
			
		||||
 maxammo = 100,
 | 
			
		||||
 hdr = "vULCAN",
 | 
			
		||||
 body = [[---------GUN
 | 
			
		||||
 | 
			
		||||
rapidly fire
 | 
			
		||||
  in a v.
 | 
			
		||||
 | 
			
		||||
ammo: 100
 | 
			
		||||
rate: 20/sec
 | 
			
		||||
 dmg: 0.5
 | 
			
		||||
]],
 | 
			
		||||
})
 | 
			
		||||
 | 
			
		||||
-->8
 | 
			
		||||
@@ -943,6 +1071,7 @@ firespark = split"9, 8, 2, 5, 1"
 | 
			
		||||
smokespark = split"13, 13, 5, 5"
 | 
			
		||||
 | 
			
		||||
player = mknew(ship_m.new{
 | 
			
		||||
 friendly=true,
 | 
			
		||||
 --shape
 | 
			
		||||
 sprite = 1, --index of ship sprite
 | 
			
		||||
 size = 1, --all ships are square; how many 8x8 sprites?
 | 
			
		||||
@@ -967,10 +1096,11 @@ player = mknew(ship_m.new{
 | 
			
		||||
 xptarget = 0x0.0004,
 | 
			
		||||
 last_xp_frame = 0,
 | 
			
		||||
 level = 1,
 | 
			
		||||
 magnet = 10,
 | 
			
		||||
 | 
			
		||||
 -- gun
 | 
			
		||||
 main_gun = nil, -- assign at spawn time
 | 
			
		||||
 special_gun = nil,
 | 
			
		||||
 special_guns = nil,
 | 
			
		||||
 fire_off_x = 4,  -- offset where bullets come from
 | 
			
		||||
 fire_off_y = 0,
 | 
			
		||||
 | 
			
		||||
@@ -979,10 +1109,10 @@ player = mknew(ship_m.new{
 | 
			
		||||
 y=96,
 | 
			
		||||
 xmomentum = 0,
 | 
			
		||||
 ymomentum = 0,
 | 
			
		||||
 maxspd = 2.5, -- momentum cap
 | 
			
		||||
 thrust = 0.25, -- momentum added from button
 | 
			
		||||
 maxspd = 1.5, -- momentum cap
 | 
			
		||||
 thrust = 0.1875, -- momentum added from button
 | 
			
		||||
 ymin = 0, ymax = 120, -- stay on screen
 | 
			
		||||
 drag = 0.125, -- momentum lost per frame
 | 
			
		||||
 drag = 0.0625, -- momentum lost per frame
 | 
			
		||||
 slip = false, -- does not slide down screen
 | 
			
		||||
 act = function(self)  -- fetch buttons
 | 
			
		||||
  local b,th = btn(),self.thrust
 | 
			
		||||
@@ -1009,6 +1139,110 @@ player = mknew(ship_m.new{
 | 
			
		||||
 end,
 | 
			
		||||
})
 | 
			
		||||
 | 
			
		||||
function player:small_upgrade_opts()
 | 
			
		||||
 local cdr, pr = (self.shieldcooldown - 0x0.000f) / 8, (self.shieldpenalty - 0x0.003c) / 9
 | 
			
		||||
 if (cdr == 0 and self.shieldcooldown > 0x0.000f) cdr = 0x0.0001
 | 
			
		||||
 if (pr == 0 and self.shieldpenalty > 0x0.003c) pr = 0x0.0001
 | 
			
		||||
 | 
			
		||||
 local ret = {{
 | 
			
		||||
  icon=53,
 | 
			
		||||
  hdr="hull",
 | 
			
		||||
  body=[[--------SHIP
 | 
			
		||||
 | 
			
		||||
survive more
 | 
			
		||||
 unshielded
 | 
			
		||||
    hits.
 | 
			
		||||
 | 
			
		||||
    +2 hp]],
 | 
			
		||||
  action=function()
 | 
			
		||||
   self.maxhp += 2
 | 
			
		||||
   self.hp += 2
 | 
			
		||||
  end,
 | 
			
		||||
 },{
 | 
			
		||||
  icon=52,
 | 
			
		||||
  hdr="capacity",
 | 
			
		||||
  body=[[------SHIELD
 | 
			
		||||
 | 
			
		||||
shield can
 | 
			
		||||
absorb more
 | 
			
		||||
hits before
 | 
			
		||||
recharging.
 | 
			
		||||
 | 
			
		||||
    +1 hp]],
 | 
			
		||||
  action=function()
 | 
			
		||||
   self.maxshield += 1
 | 
			
		||||
   self.shield += 1
 | 
			
		||||
  end,
 | 
			
		||||
 },{
 | 
			
		||||
  icon=1,
 | 
			
		||||
  hdr="thrusters",
 | 
			
		||||
  body=[[--------SHIP
 | 
			
		||||
 | 
			
		||||
move faster,
 | 
			
		||||
 steer more
 | 
			
		||||
  sharply.]],
 | 
			
		||||
 action=function()
 | 
			
		||||
  --maxspd thrust drag
 | 
			
		||||
  self.maxspd += 0.5
 | 
			
		||||
  self.thrust += 0.0625
 | 
			
		||||
  self.drag += 0.03125
 | 
			
		||||
 end,
 | 
			
		||||
 },{
 | 
			
		||||
  icon=20,
 | 
			
		||||
  hdr="magnet",
 | 
			
		||||
  body=[[--------SHIP
 | 
			
		||||
 | 
			
		||||
 pick up xp
 | 
			
		||||
from further
 | 
			
		||||
   away.]],
 | 
			
		||||
  action=function ()
 | 
			
		||||
   self.magnet += 2
 | 
			
		||||
  end,
 | 
			
		||||
 },
 | 
			
		||||
 self.main_gun:rate_upgrade_opt(),
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 if cdr > 0 then
 | 
			
		||||
  add(ret, {
 | 
			
		||||
   icon = 6,
 | 
			
		||||
   hdr = "recharge",
 | 
			
		||||
   body=[[------SHIELD
 | 
			
		||||
 | 
			
		||||
shield will
 | 
			
		||||
recharge at
 | 
			
		||||
 a faster
 | 
			
		||||
   pace.
 | 
			
		||||
 
 | 
			
		||||
  ]] .. tostr(ceil(100 * cdr / self.shieldcooldown)) .. "% faster",
 | 
			
		||||
   action = function()
 | 
			
		||||
    self.shieldcooldown -= cdr
 | 
			
		||||
   end
 | 
			
		||||
  })
 | 
			
		||||
 end
 | 
			
		||||
 | 
			
		||||
 if pr > 0 then
 | 
			
		||||
  add(ret, {
 | 
			
		||||
   icon = 6,
 | 
			
		||||
   hdr = "recovery",
 | 
			
		||||
   body=[[------SHIELD
 | 
			
		||||
 | 
			
		||||
 reduce the
 | 
			
		||||
delay after
 | 
			
		||||
a hit before
 | 
			
		||||
shield will
 | 
			
		||||
 start to
 | 
			
		||||
 recharge.
 | 
			
		||||
 
 | 
			
		||||
 ]] .. tostr(ceil(100 * pr / self.shieldpenalty)) .. "% shorter",
 | 
			
		||||
   action = function()
 | 
			
		||||
    self.shieldpenalty -= pr
 | 
			
		||||
   end
 | 
			
		||||
  })
 | 
			
		||||
 end
 | 
			
		||||
 | 
			
		||||
 return ret
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
frownie = mknew(ship_m.new{
 | 
			
		||||
 --shape
 | 
			
		||||
 sprite = 3, --index of ship sprite
 | 
			
		||||
@@ -1113,6 +1347,7 @@ chasey = mknew(ship_m.new{
 | 
			
		||||
 end
 | 
			
		||||
})
 | 
			
		||||
 | 
			
		||||
-- todo: use constraints
 | 
			
		||||
function chasey:act()
 | 
			
		||||
 self.xmin = max(primary_ship.x-8, 0)
 | 
			
		||||
 self.xmax = min(primary_ship.x + 8, 112 - 8*self.size)
 | 
			
		||||
@@ -1345,32 +1580,9 @@ function spawn_blocking_spewy()
 | 
			
		||||
 end
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function spawn_bonus_frownie()
 | 
			
		||||
 local f = spawn_frownie()
 | 
			
		||||
 f.sprite = 7
 | 
			
		||||
 f.die = function(self)
 | 
			
		||||
  spawn_repair_at(self.x+4, self.y+4)
 | 
			
		||||
  frownie.die(self)
 | 
			
		||||
 end
 | 
			
		||||
end 
 | 
			
		||||
 | 
			
		||||
function spawn_bonus_vulcan_chasey()
 | 
			
		||||
function spawn_vulcan_chasey()
 | 
			
		||||
 local c = spawn_chasey()
 | 
			
		||||
 c.main_gun=vulcan_gun_e.new{enemy=true}
 | 
			
		||||
 c.die = function(self)
 | 
			
		||||
  spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p)
 | 
			
		||||
  chasey.die(self)
 | 
			
		||||
 end
 | 
			
		||||
 c.sprite=4
 | 
			
		||||
 return c
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function spawn_bonus_shield_chasey()
 | 
			
		||||
 local c = spawn_chasey()
 | 
			
		||||
 c.die = function(self)
 | 
			
		||||
  spawn_shield_upgrade_at(self.x-1, self.y-1)
 | 
			
		||||
  chasey.die(self)
 | 
			
		||||
 end
 | 
			
		||||
 c.sprite=4
 | 
			
		||||
 return c
 | 
			
		||||
end
 | 
			
		||||
@@ -1419,7 +1631,6 @@ function spawn_rnd(typ, blocking, goodie,altspr)
 | 
			
		||||
   freeze -= self.ice
 | 
			
		||||
   self.ice=0
 | 
			
		||||
   typ.die(self)
 | 
			
		||||
   spawn_goodie(goodie, self.x, self.y, self.size)
 | 
			
		||||
  end,
 | 
			
		||||
 }
 | 
			
		||||
 if (altspr) s.spr = altspr
 | 
			
		||||
@@ -1427,14 +1638,6 @@ function spawn_rnd(typ, blocking, goodie,altspr)
 | 
			
		||||
 return s
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
-- TODO: spawn_goodie compatible versions of gun drops
 | 
			
		||||
-- TODO: goodie table
 | 
			
		||||
function spawn_goodie(goodie_name, x, y, sz)
 | 
			
		||||
 if (not goodie_name or #goodie_name == 0) return
 | 
			
		||||
 local sh = sz and sz/2 or 0
 | 
			
		||||
 _ENV[goodie_name].new{}:spawn_at(x+sh,y+sh)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function multi(times, interval, fnm, ...)
 | 
			
		||||
 local f,irm,vargs = _ENV[fnm],interval,pack(...)
 | 
			
		||||
 assert(type(f) == "function", fnm.." not a function")
 | 
			
		||||
@@ -1457,31 +1660,29 @@ end
 | 
			
		||||
-- where offset,eol is a special case.
 | 
			
		||||
 | 
			
		||||
example_level_csv=[[1,spawn_frownie
 | 
			
		||||
60,spawn_bonus_vulcan_chasey
 | 
			
		||||
60,spawn_vulcan_chasey
 | 
			
		||||
61,spawn_blocky
 | 
			
		||||
85,spawn_spewy
 | 
			
		||||
100,spawn_spewy
 | 
			
		||||
115,spawn_spewy
 | 
			
		||||
130,spawn_bonus_frownie
 | 
			
		||||
145,spawn_spewy
 | 
			
		||||
200,spawn_bonus_shield_chasey
 | 
			
		||||
130,spawn_frownie
 | 
			
		||||
145,spawn_frownie
 | 
			
		||||
180,spawn_spewy
 | 
			
		||||
230,spawn_chasey
 | 
			
		||||
250,spawn_blocking_blocky
 | 
			
		||||
285,spawn_spec_gun_at,35,-11,blast_gun
 | 
			
		||||
310,spawn_blocking_blocky
 | 
			
		||||
310,spawn_blocking_blocky
 | 
			
		||||
310,spawn_blocking_blocky
 | 
			
		||||
311,spawn_frownie
 | 
			
		||||
350,spawn_main_gun_at,70,-11,protron_gun_p
 | 
			
		||||
401,spawn_frownie
 | 
			
		||||
420,spawn_blocking_frownie
 | 
			
		||||
430,spawn_bonus_vulcan_chasey
 | 
			
		||||
430,spawn_vulcan_chasey
 | 
			
		||||
450,spawn_frownie
 | 
			
		||||
465,spawn_bonus_frownie
 | 
			
		||||
465,spawn_frownie
 | 
			
		||||
480,spawn_chasey
 | 
			
		||||
500,multi,20,12,spawn_blocking_blocky
 | 
			
		||||
501,spawn_bonus_frownie
 | 
			
		||||
501,spawn_frownie
 | 
			
		||||
620,spawn_blocking_blocky
 | 
			
		||||
630,spawn_bonus_shield_chasey
 | 
			
		||||
630,spawn_vulcan_chasey
 | 
			
		||||
720,spawn_blocking_boss_chasey
 | 
			
		||||
721,eol]]
 | 
			
		||||
 | 
			
		||||
@@ -1517,10 +1718,10 @@ function init_blip_pals()
 | 
			
		||||
 end
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function blip(obj, col, frames)
 | 
			
		||||
function blip(obj, col)
 | 
			
		||||
 obj.fx_pal = blip_pals[col]
 | 
			
		||||
 if (obj.___fx_pal_event) obj.___fx_pal_event:abort() 
 | 
			
		||||
 events:push_back(blip_fx.new{frames=frames, obj=obj})
 | 
			
		||||
 events:push_back(blip_fx.new{frames=3, obj=obj})
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
bossspark = split"7,7,10,10,9,9,9,8,8,8,2,2,5,5"
 | 
			
		||||
@@ -1603,11 +1804,22 @@ function xp_gem:draw()
 | 
			
		||||
 )
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function xp_gem:move()
 | 
			
		||||
 
 | 
			
		||||
 if not primary_ship.dead and abs(self.x + 1 - primary_ship.x - primary_ship.hurt.x_off) <= primary_ship.magnet and abs(self.y + 1 - primary_ship.y - primary_ship.hurt.y_off) <= primary_ship.magnet then
 | 
			
		||||
  if (self.x < primary_ship.x + 3) self.x += 1
 | 
			
		||||
  if (self.x > primary_ship.x + 5) self.x -= 1
 | 
			
		||||
  if (self.y < primary_ship.y + 3) self.y += 1
 | 
			
		||||
  if (self.y > primary_ship.y + 5) self.y -= 1
 | 
			
		||||
 end
 | 
			
		||||
 return bullet_base.move(self)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
-- todo: "magnetic" behavior
 | 
			
		||||
-- when near player ship
 | 
			
		||||
 | 
			
		||||
function xp_gem:hitship(ship)
 | 
			
		||||
 if (ship ~= primary_ship) return false
 | 
			
		||||
 if (ship ~= primary_ship or primary_ship.dead) return false
 | 
			
		||||
 primary_ship.xp += self.val
 | 
			
		||||
 primary_ship.last_xp_frame = lframe
 | 
			
		||||
 return true
 | 
			
		||||
@@ -1624,137 +1836,68 @@ function spawn_xp_at(x, y, off, amt)
 | 
			
		||||
 }:spawn_at(mid(x, 0, 124),mid(y,-4,125))
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
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
 | 
			
		||||
 -- draw the over-part
 | 
			
		||||
 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
 | 
			
		||||
})
 | 
			
		||||
-->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()
 | 
			
		||||
 -- todo: include gun opts
 | 
			
		||||
 if(not primary_ship.special_guns) return pick(primary_ship:small_upgrade_opts(), 2)
 | 
			
		||||
 local opts = {rnd(primary_ship:small_upgrade_opts())}
 | 
			
		||||
 for g in all(primary_ship.special_guns) do
 | 
			
		||||
  add(opts, rnd(g:small_upgrade_opts()))
 | 
			
		||||
 end
 | 
			
		||||
 return pick(opts, 2)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
-->8
 | 
			
		||||
@@ -1763,7 +1906,7 @@ end
 | 
			
		||||
rearm_mode = mknew{
 | 
			
		||||
 sel=1,
 | 
			
		||||
 bfm=1,
 | 
			
		||||
 crt_frm = 1,
 | 
			
		||||
 crt_frm = 0,
 | 
			
		||||
 pos=-1,
 | 
			
		||||
 init=function(this)
 | 
			
		||||
  poke(0x5f5c, 255) --no btnp repeat
 | 
			
		||||
@@ -1778,7 +1921,7 @@ function rearm_mode:glow_box(x0, y0, x1, y1, c, cf)
 | 
			
		||||
  i -= 1
 | 
			
		||||
  rect(x0+i,y0+i,x1-i,y1-i,v)
 | 
			
		||||
 end
 | 
			
		||||
 fillp(crt[self.crt_frm&0xff])
 | 
			
		||||
 fillp(crt[1+(self.crt_frm&7)])
 | 
			
		||||
 rectfill(x0+4, y0+4, x1-4, y1-4, cf)
 | 
			
		||||
 fillp()
 | 
			
		||||
end
 | 
			
		||||
@@ -1810,8 +1953,8 @@ 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)
 | 
			
		||||
 self:glow_box(0,0,55,101,self:frame_col(self.sel == id),1)
 | 
			
		||||
 spr(rec.icon,5, 5)
 | 
			
		||||
 print(rec.hdr, 13, 8, 7)
 | 
			
		||||
 print(rec.body, 5, 15, 6)
 | 
			
		||||
end
 | 
			
		||||
@@ -1828,17 +1971,14 @@ 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()
 | 
			
		||||
@@ -1849,9 +1989,9 @@ function rearm_mode:draw()
 | 
			
		||||
 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)
 | 
			
		||||
 self:glow_box(0,102,111,127,self:frame_col(self.sel < 0),1)
 | 
			
		||||
 spr(96,15,107,4,2)
 | 
			
		||||
 print("full ammo\nfull shield\n+50% health",54, 106, 6)
 | 
			
		||||
 print("full ammo\nfull shield\n+50% health",54, 107, 6)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function rearm_mode:update_pos()
 | 
			
		||||
@@ -1871,6 +2011,7 @@ function rearm_mode:update_pos()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function rearm_mode:update()
 | 
			
		||||
 self.crt_frm+=0.25
 | 
			
		||||
 self:update_pos()
 | 
			
		||||
 if self.pos > 1 then
 | 
			
		||||
  mode = game_mode
 | 
			
		||||
@@ -1894,7 +2035,11 @@ 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
 | 
			
		||||
@@ -1921,14 +2066,14 @@ __gfx__
 | 
			
		||||
0070070065666765000000000ddddd100b33355009444220c000000c03333350b7000000a800000008888820048488203bbaabb3288aa8820000000000000000
 | 
			
		||||
000000006506506500000000001111000b0b5050090920200c0000c00055550037000000a2000000008882000048420003bbbb30028888200000000000000000
 | 
			
		||||
00000000650000650000000000000000000b50000009200000c0cc00000000003b00000082000000000820000008200000333300002222000000000000000000
 | 
			
		||||
00000000000650000006500000000000b000000b80000000700000000bb0000008800000000000000009200000000000cccccccd000650000000000000000000
 | 
			
		||||
0000000000675000000765000000000000bbbb0080000000b0000000b76300008a920000000000009009200200000000c111111d006765000000000000000000
 | 
			
		||||
00000000006d6500006d6500000000000b0000b09000000030000000b663000089920000000550009994444200000000c111111d006d65000000000000000000
 | 
			
		||||
00000000067c6650067c6650000000000b0bb0b0a000000030000000033000000220000000576d009446544200000000c111111d067c66500000000000000000
 | 
			
		||||
00000000067d6650067d6650000000000b0bb0b00000000000000000000000000000000000566d009244442200000000c111111d067d66500000000000000000
 | 
			
		||||
000000005666657576667650000000000b0000b000000000000000000000000000000000000dd0009092220200000000c111111d656667650000000000000000
 | 
			
		||||
0000000056565066665656500000000000bbbb0000000000000000000000000000000000000000000090020000000000c111111d650650650000000000000000
 | 
			
		||||
00000000565000566500065000000000b000000b000000000000000000000000000000000000000000a00a0000000000cddddddd650000650000000000000000
 | 
			
		||||
0000000000065000000650000003b0000070070080000000700000000bb0000008800000000000000009200000000000cccccccd000650000000000000000000
 | 
			
		||||
000000000067500000076500000370000005500080000000b0000000b76300008a920000000000009009200200000000c111111d006765000000000000000000
 | 
			
		||||
00000000006d6500006d6500000b7000700660079000000030000000b663000089920000000550009994444200000000c111111d006d65000000000000000000
 | 
			
		||||
00000000067c6650067c6650000b7000056ccd50a000000030000000033000000220000000576d009446544200000000c111111d067c66500000000000000000
 | 
			
		||||
00000000067d6650067d6650000b7000056ccd500000000000000000000000000000000000566d009244442200000000c111111d067d66500000000000000000
 | 
			
		||||
000000005666657576667650000b7000700dd00700000000000000000000000000000000000dd0009092220200000000c111111d656667650000000000000000
 | 
			
		||||
000000005656506666565650000370000005500000000000000000000000000000000000000000000090020000000000c111111d650650650000000000000000
 | 
			
		||||
0000000056500056650006500003b00000700700000000000000000000000000000000000000000000a00a0000000000cddddddd650000650000000000000000
 | 
			
		||||
060007000600070006600770766c777c0000000000a0008000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
6cd07cd06cd07cd06ccd7ccd6ccd7ccd000000000090008000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
0d000d006cd07cd06ccd7ccd6ccd7ccd0000000000800a0000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user