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e5b8a30cb6
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flotillas
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2964159858
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35980d801a
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734811bd62
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4fddbea82c
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f675e31967
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0bd1463416
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fa206c37c5
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2439fda068
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d13290f438
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3764063b20
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1b45bd3dc3
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71a7351d77
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80bb848468
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b227844d12
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ce14d03669
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ccd2c64103
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717
vacuum_gambit.p8
717
vacuum_gambit.p8
@ -127,7 +127,6 @@ function _init()
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mode = game_mode
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mode = game_mode
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init_blip_pals()
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init_blip_pals()
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wipe_game() -- 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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game_state = game
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pal(2,129)
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pal(2,129)
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pal()
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pal()
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@ -171,6 +170,10 @@ function wipe_game()
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new_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 = zap_gun_p.new()
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primary_ship.main_gun:peel()
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primary_ship.main_gun:peel()
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gframe = 0
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interlude = 0
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waves_complete = 0
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current_wave = nil
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end
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end
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function _update60()
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function _update60()
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@ -185,12 +188,44 @@ function call_move(x)
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return x:move()
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return x:move()
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end
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end
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function ones(n)
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local ret = 0
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while n != 0 do
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if (n&0x0.0001) ret += 1
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n >>= 1
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end
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return ret
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end
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function updategame()
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function updategame()
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if (primary_ship.xp >= primary_ship.xptarget) and (lframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
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if (primary_ship.xp >= primary_ship.xptarget) and (gframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
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mode = rearm_mode.new()
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mode = rearm_mode.new()
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return _update60()
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return _update60()
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end
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end
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leveldone = level_frame()
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gframe += 0x0.0001
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if current_wave then
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if current_wave:update() then
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-- end of stage
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waves_complete += 1
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current_wave = nil
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if waves_complete < 32767 then
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interlude = 59 -- plus one dead frame with load_level but no update
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else
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-- you maxed out the level
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-- counter. what the fuck
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-- is wrong with you?
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-- go outside.
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--
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-- do not spawn more levels.
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interlude = 32767
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end
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end
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elseif interlude > 0 then
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interlude -= 1
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else
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current_wave = flotilla.new()
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current_wave:load(0, 0, min(ones(waves_complete)\2, 4))
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end
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events:vore(new_events)
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events:vore(new_events)
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events:strip(call_move)
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events:strip(call_move)
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for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
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for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
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@ -254,7 +289,7 @@ function updategame()
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intangibles_fg:strip(call_move)
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intangibles_fg:strip(call_move)
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if leveldone and not eships.next and not ebullets.next and not events.next then
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if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then
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game_state = win
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game_state = win
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end
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end
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if (not pships.next) game_state = lose
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if (not pships.next) game_state = lose
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@ -466,6 +501,14 @@ end
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-->8
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-->8
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--ship behavior
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--ship behavior
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-- generic full sprite hurtbox
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box8 = {
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x_off = 0,
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y_off = 1,
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width = 8,
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height = 8
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}
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scrollrate = 0.25 --in px/frame
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scrollrate = 0.25 --in px/frame
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ship_m = mknew{
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ship_m = mknew{
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@ -611,7 +654,7 @@ end
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function ship_m:hitsomething(dmg)
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function ship_m:hitsomething(dmg)
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if (dmg <= 0) return false
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if (dmg <= 0) return false
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self.shield_refresh_ready = lframe + self.shieldpenalty
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self.shield_refresh_ready = gframe + self.shieldpenalty
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if self.shield > 0 then
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if self.shield > 0 then
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self.shield -= dmg
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self.shield -= dmg
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if self.shield > 0 then
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if self.shield > 0 then
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@ -633,10 +676,10 @@ end
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function ship_m:refresh_shield()
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function ship_m:refresh_shield()
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if (self.shield >= self.maxshield) return
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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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if (gframe < self.shield_refresh_ready) return
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self.shield += 1
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self.shield += 1
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self.shield = min(self.shield, self.maxshield)
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self.shield = min(self.shield, self.maxshield)
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self.shield_refresh_ready = lframe + self.shieldcooldown
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self.shield_refresh_ready = gframe + self.shieldcooldown
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end
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end
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-->8
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-->8
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@ -730,7 +773,7 @@ function gun_base:ammo_upgrade_opt()
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return {
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return {
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icon=self.icon,
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icon=self.icon,
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hdr=self.hdr,
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hdr=self.hdr,
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body=[[----------AMMO
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body=[[--------AMMO
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more shots
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more shots
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before you
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before you
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@ -754,20 +797,20 @@ function gun_base:rate_upgrade_opt()
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return {
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return {
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icon=self.icon,
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icon=self.icon,
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hdr=self.hdr,
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hdr=self.hdr,
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body=[[----------RATE
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body=[[--------RATE
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reduce delay
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reduce delay
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between shots
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between each
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in frames.
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shot when
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firing.
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fractions
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is: ]]..tostr(c)..[[f
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add up across
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minus: ]]..tostr(c-newc)..[[f
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upgrades.
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is: ]]..tostr(c)..[[
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minus: ]]..tostr(c-newc)..[[
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----------
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----------
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total: ]]..tostr(newc),
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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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action=function()
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self.cooldown=newc>>16
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self.cooldown=newc>>16
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self.cd_remainder=newc-rawnewc
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self.cd_remainder=newc-rawnewc
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@ -805,12 +848,12 @@ function bullet_base:spawn_at(x, y)
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end
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end
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function gun_base:shoot(x, y)
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function gun_base:shoot(x, y)
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if (lframe < self.shoot_ready) return false
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if (gframe < self.shoot_ready) return false
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if self.ammo then
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if self.ammo then
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if (self.ammo <= 0) return false
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if (self.ammo <= 0) return false
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self.ammo -= 1
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self.ammo -= 1
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end
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end
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self.shoot_ready = lframe + self.cooldown
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self.shoot_ready = gframe + self.cooldown
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self:actually_shoot(x, y)
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self:actually_shoot(x, y)
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return true
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return true
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end
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end
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@ -916,10 +959,12 @@ blast_gun = mknew(gun_base.new{
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maxammo = 5,
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maxammo = 5,
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munition = blast,
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munition = blast,
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hdr = "bLASTER",
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hdr = "bLASTER",
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body= [[plasma orb
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body= [[---------GUN
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plasma orb
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cuts through
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cuts through
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enemies.
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enemies.
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slow.
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slow.
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ammo: 5
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ammo: 5
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rate: 1/2sec
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rate: 1/2sec
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@ -988,9 +1033,11 @@ protron_gun_p = mknew(protron_gun_e.new{
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maxammo = 20,
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maxammo = 20,
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cooldown = 0x0.0018,
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cooldown = 0x0.0018,
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hdr = "pROTRON",
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hdr = "pROTRON",
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body = [[spray shots
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body = [[---------GUN
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in a dense
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arc.
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spray shots
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in a dense
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arc.
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ammo: 20
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ammo: 20
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rate: 2/sec
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rate: 2/sec
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@ -1049,9 +1096,10 @@ vulcan_gun_p = mknew(vulcan_gun_e.new{
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munition=vulcan_p,
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munition=vulcan_p,
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maxammo = 100,
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maxammo = 100,
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hdr = "vULCAN",
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hdr = "vULCAN",
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body = [[rapid fire
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body = [[---------GUN
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in a v
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shape.
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rapidly fire
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in a v.
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ammo: 100
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ammo: 100
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rate: 20/sec
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rate: 20/sec
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@ -1142,7 +1190,11 @@ function player:small_upgrade_opts()
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local ret = {{
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local ret = {{
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icon=53,
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icon=53,
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hdr="hull",
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hdr="hull",
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body=[[ armor
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body=[[--------SHIP
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survive more
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unshielded
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hits.
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+2 hp]],
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+2 hp]],
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action=function()
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action=function()
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@ -1151,8 +1203,13 @@ function player:small_upgrade_opts()
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end,
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end,
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},{
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},{
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icon=52,
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icon=52,
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hdr="shield",
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hdr="capacity",
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body=[[ capacity
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body=[[------SHIELD
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shield can
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absorb more
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hits before
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recharging.
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+1 hp]],
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+1 hp]],
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action=function()
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action=function()
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@ -1162,10 +1219,11 @@ function player:small_upgrade_opts()
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},{
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},{
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icon=1,
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icon=1,
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hdr="thrusters",
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hdr="thrusters",
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body=[[performance
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body=[[--------SHIP
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|
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move faster,
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move faster,
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steer faster]],
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steer more
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sharply.]],
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action=function()
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action=function()
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--maxspd thrust drag
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--maxspd thrust drag
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self.maxspd += 0.5
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self.maxspd += 0.5
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@ -1174,22 +1232,29 @@ steer faster]],
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end,
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end,
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},{
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},{
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icon=20,
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icon=20,
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hdr="hull",
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hdr="magnet",
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body=[[ magnet
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body=[[--------SHIP
|
||||||
|
|
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pick up xp
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pick up xp
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from further
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from further
|
||||||
away]],
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away.]],
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action=function ()
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action=function ()
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self.magnet += 2
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self.magnet += 2
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end,
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end,
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}}
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},
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self.main_gun:rate_upgrade_opt(),
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}
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|
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if cdr > 0 then
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if cdr > 0 then
|
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add(ret, {
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add(ret, {
|
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icon = 6,
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icon = 6,
|
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hdr = "shield",
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hdr = "recharge",
|
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body=[[charge rate
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body=[[------SHIELD
|
||||||
|
|
||||||
|
shield will
|
||||||
|
recharge at
|
||||||
|
a faster
|
||||||
|
pace.
|
||||||
|
|
||||||
]] .. tostr(ceil(100 * cdr / self.shieldcooldown)) .. "% faster",
|
]] .. tostr(ceil(100 * cdr / self.shieldcooldown)) .. "% faster",
|
||||||
action = function()
|
action = function()
|
||||||
@ -1201,8 +1266,15 @@ from further
|
|||||||
if pr > 0 then
|
if pr > 0 then
|
||||||
add(ret, {
|
add(ret, {
|
||||||
icon = 6,
|
icon = 6,
|
||||||
hdr = "shield",
|
hdr = "recovery",
|
||||||
body=[[disruption
|
body=[[------SHIELD
|
||||||
|
|
||||||
|
reduce the
|
||||||
|
delay after
|
||||||
|
a hit before
|
||||||
|
shield will
|
||||||
|
start to
|
||||||
|
recharge.
|
||||||
|
|
||||||
]] .. tostr(ceil(100 * pr / self.shieldpenalty)) .. "% shorter",
|
]] .. tostr(ceil(100 * pr / self.shieldpenalty)) .. "% shorter",
|
||||||
action = function()
|
action = function()
|
||||||
@ -1214,81 +1286,10 @@ from further
|
|||||||
return ret
|
return ret
|
||||||
end
|
end
|
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|
|
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frownie = mknew(ship_m.new{
|
-- original prototype leftover;
|
||||||
--shape
|
-- likely to be the basis of a
|
||||||
sprite = 3, --index of ship sprite
|
-- standard raider type, so
|
||||||
size = 1, --all ships are square; how many 8x8 sprites?
|
-- i am keeping it around
|
||||||
hurt = { -- hurtbox - where this ship can be hit
|
|
||||||
x_off = 0, -- upper left corner
|
|
||||||
y_off = 1, -- relative to ship ulc
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|
||||||
width = 8,
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|
||||||
height = 6
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|
||||||
},
|
|
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sparks = smokespark,
|
|
||||||
sparkodds = 8,
|
|
||||||
|
|
||||||
hp = 0.5, -- enemy ships need no max hp
|
|
||||||
xp = 0x0.0001,
|
|
||||||
|
|
||||||
-- position
|
|
||||||
x=60, -- x and y are for upper left corner
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|
||||||
y=8,
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|
||||||
xmomentum = 0,
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|
||||||
ymomentum = 0,
|
|
||||||
maxspd = 2, -- momentum cap
|
|
||||||
thrust = 0.12, -- momentum added from button
|
|
||||||
drag = 0.07, -- momentum lost per frame
|
|
||||||
slip = true,
|
|
||||||
act = function(self)
|
|
||||||
local tstate,dx = (1 + flr(4*t() + 0.5)) % 6,0
|
|
||||||
if (tstate==1 or tstate==2) dx=-self.thrust
|
|
||||||
if (tstate>=4) dx=self.thrust
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|
||||||
return dx,0,false,false
|
|
||||||
end,
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|
||||||
})
|
|
||||||
|
|
||||||
blocky = mknew(frownie.new{
|
|
||||||
sprite = 10,
|
|
||||||
hp = 1.5,
|
|
||||||
xp = 0x0.0002,
|
|
||||||
hurt = {
|
|
||||||
x_off = 0,
|
|
||||||
y_off = 0,
|
|
||||||
width = 8,
|
|
||||||
height = 7
|
|
||||||
},
|
|
||||||
|
|
||||||
ow = function(self)
|
|
||||||
if self.hp < 1 then
|
|
||||||
self.sprite = 11
|
|
||||||
else
|
|
||||||
self.sprite = 10
|
|
||||||
end
|
|
||||||
ship_m.ow(self)
|
|
||||||
end
|
|
||||||
})
|
|
||||||
|
|
||||||
spewy = mknew(frownie.new{
|
|
||||||
sprite=26,
|
|
||||||
xp = 0x0.0003,
|
|
||||||
hurt = {
|
|
||||||
x_off=0,
|
|
||||||
y_off=1,
|
|
||||||
width=8,
|
|
||||||
height=5
|
|
||||||
},
|
|
||||||
hp=0.5,
|
|
||||||
fire_off_x=4,
|
|
||||||
fire_off_y=7,
|
|
||||||
act=function(self)
|
|
||||||
local dx,dy,shoot_spec=frownie.act(self)
|
|
||||||
return dx, dy, shoot_spec, self.y > 10
|
|
||||||
end,
|
|
||||||
init = function(ship)
|
|
||||||
ship.main_gun=ship.main_gun or protron_gun_e.new{}
|
|
||||||
end
|
|
||||||
})
|
|
||||||
|
|
||||||
chasey = mknew(ship_m.new{
|
chasey = mknew(ship_m.new{
|
||||||
sprite = 5,
|
sprite = 5,
|
||||||
xp = 0x0.0004,
|
xp = 0x0.0004,
|
||||||
@ -1318,7 +1319,6 @@ chasey = mknew(ship_m.new{
|
|||||||
end
|
end
|
||||||
})
|
})
|
||||||
|
|
||||||
-- todo: use constraints
|
|
||||||
function chasey:act()
|
function chasey:act()
|
||||||
self.xmin = max(primary_ship.x-8, 0)
|
self.xmin = max(primary_ship.x-8, 0)
|
||||||
self.xmax = min(primary_ship.x + 8, 112 - 8*self.size)
|
self.xmax = min(primary_ship.x + 8, 112 - 8*self.size)
|
||||||
@ -1356,6 +1356,53 @@ xl_chasey=mknew(chasey.new{
|
|||||||
end,
|
end,
|
||||||
})
|
})
|
||||||
|
|
||||||
|
-- flotilla ships
|
||||||
|
|
||||||
|
ship_f = mknew(ship_m.new{
|
||||||
|
-- sprite required
|
||||||
|
size = 1,
|
||||||
|
hurt = box8,
|
||||||
|
-- no sparks
|
||||||
|
hp = 0.5,
|
||||||
|
xp = 0x0.0001,
|
||||||
|
|
||||||
|
maxspd = 3,
|
||||||
|
thrust = 0.1,
|
||||||
|
drag = 0.05,
|
||||||
|
slip = false,
|
||||||
|
act = function(self)
|
||||||
|
local wx,wy=self.want_x,self.want_y
|
||||||
|
self.xmin,self.xmax,self.ymin,self.ymax = wx,wx,wy,wy
|
||||||
|
return 0,0,false,false
|
||||||
|
end,
|
||||||
|
})
|
||||||
|
|
||||||
|
ship_mook = mknew(ship_f.new{
|
||||||
|
sprite=103
|
||||||
|
})
|
||||||
|
ship_defender = mknew(ship_f.new{
|
||||||
|
sprite=105,
|
||||||
|
hp = 2.5,
|
||||||
|
xp = 0x0.0003,
|
||||||
|
})
|
||||||
|
ship_turret = mknew(ship_f.new{
|
||||||
|
sprite=106,
|
||||||
|
xp = 0x0.0002,
|
||||||
|
})
|
||||||
|
ship_skirmisher = mknew(ship_f.new{
|
||||||
|
sprite=107,
|
||||||
|
xp = 0x0.0004,
|
||||||
|
spark = smokespark,
|
||||||
|
sparkodds = 4,
|
||||||
|
})
|
||||||
|
|
||||||
|
function rnd_spawn_loc()
|
||||||
|
local x,y = flr(rnd(304)), flr(rnd(32))
|
||||||
|
if (x<184) return x-40,-y-8
|
||||||
|
if (x<244) return -y-8,x-184
|
||||||
|
return 112+y, x-244
|
||||||
|
end
|
||||||
|
|
||||||
-->8
|
-->8
|
||||||
-- collisions
|
-- collisions
|
||||||
|
|
||||||
@ -1420,242 +1467,163 @@ function collider:get_collisions(item)
|
|||||||
end
|
end
|
||||||
return found
|
return found
|
||||||
end
|
end
|
||||||
|
|
||||||
-->8
|
-->8
|
||||||
-- level and event system
|
-- flotillas
|
||||||
|
|
||||||
-- a level is a map from
|
-- a template for a wave, read
|
||||||
-- effective frame number to
|
-- from the map. each ship can
|
||||||
-- a list of actions for that
|
-- alternate between "attack"
|
||||||
-- frame. an action is a
|
-- and "formation" modes, like
|
||||||
-- method name and its args.
|
-- galaxian or galaga. ships
|
||||||
|
-- with different roles have
|
||||||
|
-- different rules for becoming
|
||||||
|
-- aggressive, but aggression
|
||||||
|
-- ramps up during the wave.
|
||||||
|
|
||||||
-- effective frame number stops
|
-- flotilla placeholders are
|
||||||
-- when freeze count is nonzero
|
-- defined by sprite flags.
|
||||||
|
-- see obsidian vault for
|
||||||
|
-- full docs.
|
||||||
|
|
||||||
-- a level is won when it hits
|
flotilla = mknew{
|
||||||
-- the end-of-level sentinel
|
use_var = 0x1111,
|
||||||
-- and there are no more
|
opt_odds = split"0.5,0.5,0.5,0.5",
|
||||||
-- tracked enemies.
|
init=function(this)
|
||||||
-- lost when there are no
|
this.ship_bases={
|
||||||
-- player ships left.
|
[0]=mknew(ship_mook.new{ship_t=0}),
|
||||||
|
[1]=mknew(ship_mook.new{ship_t=1, sprite=104}),
|
||||||
-- effective frame
|
[4]=mknew(ship_defender.new{ship_t=4}),
|
||||||
distance = 0
|
[5]=mknew(ship_defender.new{ship_t=5, sprite=10}),
|
||||||
-- actual frame count since
|
[8]=mknew(ship_turret.new{ship_t=8}),
|
||||||
-- start of level times 0x0.0001
|
[9]=mknew(ship_turret.new{ship_t=9, sprite=4}),
|
||||||
lframe = 0
|
[12]=mknew(ship_skirmisher.new{ship_t=12}),
|
||||||
|
[13]=mknew(ship_skirmisher.new{ship_t=13, sprite=26}),
|
||||||
-- do not advance distance when
|
}
|
||||||
-- nonzero
|
end,
|
||||||
freeze = 0
|
|
||||||
|
|
||||||
eol = {}
|
|
||||||
|
|
||||||
function load_level(levelfile)
|
|
||||||
distance = 0
|
|
||||||
lframe = 0
|
|
||||||
freeze = 0
|
|
||||||
leveldone = false
|
|
||||||
current_level = {}
|
|
||||||
local found_eol = false
|
|
||||||
if (type(levelfile)=="string") levelfile = csv(levelfile)
|
|
||||||
for row in all(levelfile) do
|
|
||||||
local x = current_level[row[1]]
|
|
||||||
if row[2] == "eol" then
|
|
||||||
found_eol = true
|
|
||||||
assert(x==nil, "events on eol frame")
|
|
||||||
current_level[row[1]] = eol
|
|
||||||
else
|
|
||||||
row.next = x
|
|
||||||
current_level[row[1]]=row
|
|
||||||
end
|
|
||||||
end
|
|
||||||
assert(found_eol)
|
|
||||||
end
|
|
||||||
|
|
||||||
function level_frame()
|
|
||||||
lframe += 0x0.0001
|
|
||||||
if (current_level == nil) return true
|
|
||||||
if freeze == 0 then
|
|
||||||
distance += 1
|
|
||||||
local cbs = current_level[distance]
|
|
||||||
if cbs ~= nil then
|
|
||||||
if cbs == eol then
|
|
||||||
current_level = nil
|
|
||||||
return true
|
|
||||||
else
|
|
||||||
while cbs do
|
|
||||||
assert(cbs[1] == distance)
|
|
||||||
local f = _ENV[cbs[2]]
|
|
||||||
assert(type(f) == "function", cbs[2].." at "..distance.." is not a function")
|
|
||||||
f(unpack(cbs, 3))
|
|
||||||
cbs=cbs.next
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
-->8
|
|
||||||
-- example level
|
|
||||||
|
|
||||||
function spawn_blocking_rnd_x(typ)
|
|
||||||
freeze += 1
|
|
||||||
s = typ.new{
|
|
||||||
x = rnd(104),
|
|
||||||
y = -7,
|
|
||||||
ice = 1,
|
|
||||||
orig_die = typ.die,
|
|
||||||
die = function(self)
|
|
||||||
freeze -= self.ice
|
|
||||||
self.ice = 0
|
|
||||||
self:orig_die()
|
|
||||||
end,
|
|
||||||
}
|
|
||||||
eships:push_back(s)
|
|
||||||
return s
|
|
||||||
end
|
|
||||||
|
|
||||||
function spawn_frownie()
|
|
||||||
return spawn_rnd(frownie)
|
|
||||||
end
|
|
||||||
|
|
||||||
function spawn_blocking_frownie()
|
|
||||||
spawn_blocking_rnd_x(frownie)
|
|
||||||
end
|
|
||||||
|
|
||||||
function spawn_blocky()
|
|
||||||
spawn_rnd(blocky)
|
|
||||||
end
|
|
||||||
|
|
||||||
function spawn_blocking_blocky()
|
|
||||||
spawn_rnd(blocky, 1)
|
|
||||||
end
|
|
||||||
|
|
||||||
function spawn_spewy()
|
|
||||||
return spawn_rnd(spewy)
|
|
||||||
end
|
|
||||||
|
|
||||||
function spawn_chasey()
|
|
||||||
return spawn_rnd(chasey)
|
|
||||||
end
|
|
||||||
|
|
||||||
function spawn_blocking_spewy()
|
|
||||||
freeze += 1
|
|
||||||
local s = spawn_spewy()
|
|
||||||
s.ice = 1
|
|
||||||
s.die = function(self)
|
|
||||||
freeze -= self.ice
|
|
||||||
self.ice = 0
|
|
||||||
frownie.die(self)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function spawn_vulcan_chasey()
|
|
||||||
local c = spawn_chasey()
|
|
||||||
c.main_gun=vulcan_gun_e.new{enemy=true}
|
|
||||||
c.sprite=4
|
|
||||||
return c
|
|
||||||
end
|
|
||||||
|
|
||||||
helpers = {
|
|
||||||
spawn_frownie,
|
|
||||||
spawn_frownie,
|
|
||||||
spawn_frownie,
|
|
||||||
spawn_blocky,
|
|
||||||
spawn_blocky,
|
|
||||||
spawn_chasey,
|
|
||||||
spawn_spewy,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
function spawn_blocking_boss_chasey()
|
function flotilla:load(ulc_cx, ulc_cy, lvl)
|
||||||
local c = spawn_rnd(xl_chasey, 1)
|
local rows,cy,uv,counts={},ulc_cy,self.use_var,{
|
||||||
local nextspawn = lframe + 0x0.0080
|
[0]=0,
|
||||||
events:push_back{move=function()
|
[1]=0,
|
||||||
if lframe >= nextspawn then
|
[4]=0,
|
||||||
helpers[flr(rnd(#helpers))+1]()
|
[5]=0,
|
||||||
nextspawn += 0x0.0040
|
[8]=0,
|
||||||
end
|
[9]=0,
|
||||||
return c.dead
|
[12]=0,
|
||||||
end}
|
[13]=0,
|
||||||
|
|
||||||
return c
|
|
||||||
end
|
|
||||||
|
|
||||||
function std_spawn(tnm, n, blocking, goodie,altspr)
|
|
||||||
local typ = _ENV[tnm]
|
|
||||||
assert(typ and typ.new, tostr(tnm).." not a class")
|
|
||||||
for i=1,(n or 1) do
|
|
||||||
spawn_rnd(typ, blocking, goodie,altspr)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- blocking: 1 or 0
|
|
||||||
function spawn_rnd(typ, blocking, goodie,altspr)
|
|
||||||
blocking = blocking or 0
|
|
||||||
freeze += blocking
|
|
||||||
s = typ.new{
|
|
||||||
x = rnd(104),
|
|
||||||
y = -(typ.size * 8 - 1),
|
|
||||||
ice=blocking,
|
|
||||||
die=function(self)
|
|
||||||
freeze -= self.ice
|
|
||||||
self.ice=0
|
|
||||||
typ.die(self)
|
|
||||||
end,
|
|
||||||
}
|
}
|
||||||
if (altspr) s.spr = altspr
|
repeat
|
||||||
eships:push_back(s)
|
local row,cx,opt,f,mode= {},ulc_cx,{},0,0
|
||||||
return s
|
for i,v in ipairs(self.opt_odds) do
|
||||||
end
|
opt[i*4-4]=rnd()<v
|
||||||
|
|
||||||
function multi(times, interval, fnm, ...)
|
|
||||||
local f,irm,vargs = _ENV[fnm],interval,pack(...)
|
|
||||||
assert(type(f) == "function", fnm.." not a function")
|
|
||||||
f(...)
|
|
||||||
events:push_back{move=function()
|
|
||||||
irm-=1
|
|
||||||
if irm <= 0 then
|
|
||||||
irm=interval
|
|
||||||
times-=1
|
|
||||||
f(unpack(vargs))
|
|
||||||
return times <= 1
|
|
||||||
end
|
end
|
||||||
end}
|
repeat
|
||||||
|
f=fget(mget(cx, cy))
|
||||||
|
-- bits 0x03: control mark or ship?
|
||||||
|
mode = f&0x03
|
||||||
|
if mode==2 then
|
||||||
|
-- bits 0x0c: ship class
|
||||||
|
local ship_t = f&0x0c
|
||||||
|
-- bit 0x20: optional?
|
||||||
|
if f&0x20 == 0 or opt[ship_t] then
|
||||||
|
-- bit 0x10: alternate ship?
|
||||||
|
-- increment ship id if
|
||||||
|
-- alternate is requested
|
||||||
|
-- and we allow alternates
|
||||||
|
-- for this type of ship
|
||||||
|
ship_t+=(uv>>ship_t&0x1)&((f&0x10)>>4)
|
||||||
|
add(row, self.ship_bases[ship_t].new{col=cx-ulc_cx})
|
||||||
|
end
|
||||||
|
end
|
||||||
|
cx += 1
|
||||||
|
until mode==1
|
||||||
|
-- mode 1: end of line control mark
|
||||||
|
-- bits 0x18: what size flotilla is this row used for?
|
||||||
|
if (f&0x18)>>3 <= lvl then
|
||||||
|
-- keep the row; count it
|
||||||
|
for s in all(row) do
|
||||||
|
counts[s.ship_t] += 1
|
||||||
|
s.x,s.y=rnd_spawn_loc()
|
||||||
|
eships:push_back(s)
|
||||||
|
end
|
||||||
|
add(rows, row)
|
||||||
|
end
|
||||||
|
cy += 1
|
||||||
|
-- control mark bit 0x04: end of flotilla
|
||||||
|
until f&0x04 > 0
|
||||||
|
self.rows=rows
|
||||||
|
self:statisfy(counts)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- then convert sample_level to csv.
|
function flotilla:statisfy(counts)
|
||||||
-- spawn_spec_gun_at and spawn_main_gun_at will need parsed forms.
|
-- TODO: now that we know how
|
||||||
-- the boss also needs to be reachable, but one-off is fine.
|
-- many ships of each kind
|
||||||
-- each row of level csv is offset,event,event-args...
|
-- exist, build ships to match
|
||||||
-- where offset,eol is a special case.
|
-- difficulty target
|
||||||
|
--
|
||||||
|
-- no difficulty model is yet
|
||||||
|
-- implemented, though, so
|
||||||
|
-- just use base ships only
|
||||||
|
-- for this prototype
|
||||||
|
end
|
||||||
|
|
||||||
example_level_csv=[[1,spawn_frownie
|
function flotilla:update()
|
||||||
60,spawn_vulcan_chasey
|
-- algorithm: redistribute
|
||||||
61,spawn_blocky
|
-- TODO: alternate flotilla movement algorithms
|
||||||
85,spawn_spewy
|
|
||||||
115,spawn_spewy
|
-- find effective width and height
|
||||||
130,spawn_frownie
|
local min_col,max_col,live_rows=999,0,0
|
||||||
145,spawn_frownie
|
for row in all(self.rows) do
|
||||||
180,spawn_spewy
|
local row_alive=false
|
||||||
230,spawn_chasey
|
for ship in all(row) do
|
||||||
250,spawn_blocking_blocky
|
if not ship.dead then
|
||||||
310,spawn_blocking_blocky
|
row_alive=true
|
||||||
310,spawn_blocking_blocky
|
local col=ship.col
|
||||||
310,spawn_blocking_blocky
|
if (col < min_col) min_col = col
|
||||||
311,spawn_frownie
|
if (col > max_col) max_col = col
|
||||||
401,spawn_frownie
|
end
|
||||||
420,spawn_blocking_frownie
|
end -- scanned row
|
||||||
430,spawn_vulcan_chasey
|
if (row_alive) live_rows += 1
|
||||||
450,spawn_frownie
|
end -- extent search
|
||||||
465,spawn_frownie
|
|
||||||
480,spawn_chasey
|
if (live_rows == 0) return true -- done
|
||||||
500,multi,20,12,spawn_blocking_blocky
|
|
||||||
501,spawn_frownie
|
-- distribute across box:
|
||||||
620,spawn_blocking_blocky
|
-- x = [4, 100)
|
||||||
630,spawn_vulcan_chasey
|
-- y = [4, 60)
|
||||||
720,spawn_blocking_boss_chasey
|
|
||||||
721,eol]]
|
local x_interval,x_offset = 0,52
|
||||||
|
if min_col < max_col then
|
||||||
|
x_interval=96/(max_col-min_col)
|
||||||
|
x_offset = 4-min_col*x_interval
|
||||||
|
end
|
||||||
|
|
||||||
|
local y_interval,y_offset=0,40
|
||||||
|
if live_rows > 1 then
|
||||||
|
y_interval=52/(live_rows-1)
|
||||||
|
y_offset=4-y_interval
|
||||||
|
end
|
||||||
|
|
||||||
|
-- now assign target locations
|
||||||
|
local real_row=0
|
||||||
|
for row in all(self.rows) do
|
||||||
|
local row_alive = false
|
||||||
|
for ship in all(row) do
|
||||||
|
if not ship.dead then
|
||||||
|
if not row_alive then
|
||||||
|
real_row += 1
|
||||||
|
row_alive = true
|
||||||
|
end
|
||||||
|
ship.want_x = ship.col * x_interval + x_offset
|
||||||
|
ship.want_y = real_row * y_interval + y_offset
|
||||||
|
end -- ship updated
|
||||||
|
end -- row updated
|
||||||
|
end -- table updated
|
||||||
|
|
||||||
|
return false -- some ships remain
|
||||||
|
end
|
||||||
|
|
||||||
-->8
|
-->8
|
||||||
-- standard events
|
-- standard events
|
||||||
@ -1763,10 +1731,10 @@ function xp_gem:draw()
|
|||||||
-- sprite map position:
|
-- sprite map position:
|
||||||
-- sprite id to x and y,
|
-- sprite id to x and y,
|
||||||
-- offset shifts specific low
|
-- offset shifts specific low
|
||||||
-- bits of lframe up to the the
|
-- bits of gframe up to the the
|
||||||
-- bit with value 4 as a cheap
|
-- bit with value 4 as a cheap
|
||||||
-- way to pick an anim frame
|
-- way to pick an anim frame
|
||||||
if (lframe&0x0.003 == 0) qx, qy = (lframe&0x0.0004)<<16, (lframe&0x0.0008)<<15
|
if (gframe&0x0.003 == 0) qx, qy = (gframe&0x0.0004)<<16, (gframe&0x0.0008)<<15
|
||||||
sspr(
|
sspr(
|
||||||
(s%16<<3)+qx,
|
(s%16<<3)+qx,
|
||||||
(s\16<<3)+qy,
|
(s\16<<3)+qy,
|
||||||
@ -1792,7 +1760,7 @@ end
|
|||||||
function xp_gem:hitship(ship)
|
function xp_gem:hitship(ship)
|
||||||
if (ship ~= primary_ship or primary_ship.dead) return false
|
if (ship ~= primary_ship or primary_ship.dead) return false
|
||||||
primary_ship.xp += self.val
|
primary_ship.xp += self.val
|
||||||
primary_ship.last_xp_frame = lframe
|
primary_ship.last_xp_frame = gframe
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
|
|
||||||
@ -1863,7 +1831,12 @@ end
|
|||||||
-- ordinary upgrades
|
-- ordinary upgrades
|
||||||
function small_opts()
|
function small_opts()
|
||||||
-- todo: include gun opts
|
-- todo: include gun opts
|
||||||
return pick(primary_ship:small_upgrade_opts(), 2)
|
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
|
end
|
||||||
|
|
||||||
-->8
|
-->8
|
||||||
@ -1872,7 +1845,7 @@ end
|
|||||||
rearm_mode = mknew{
|
rearm_mode = mknew{
|
||||||
sel=1,
|
sel=1,
|
||||||
bfm=1,
|
bfm=1,
|
||||||
crt_frm = 1,
|
crt_frm = 0,
|
||||||
pos=-1,
|
pos=-1,
|
||||||
init=function(this)
|
init=function(this)
|
||||||
poke(0x5f5c, 255) --no btnp repeat
|
poke(0x5f5c, 255) --no btnp repeat
|
||||||
@ -1887,7 +1860,7 @@ function rearm_mode:glow_box(x0, y0, x1, y1, c, cf)
|
|||||||
i -= 1
|
i -= 1
|
||||||
rect(x0+i,y0+i,x1-i,y1-i,v)
|
rect(x0+i,y0+i,x1-i,y1-i,v)
|
||||||
end
|
end
|
||||||
fillp(crt[self.crt_frm&0xff])
|
fillp(crt[1+(self.crt_frm&7)])
|
||||||
rectfill(x0+4, y0+4, x1-4, y1-4, cf)
|
rectfill(x0+4, y0+4, x1-4, y1-4, cf)
|
||||||
fillp()
|
fillp()
|
||||||
end
|
end
|
||||||
@ -1919,7 +1892,7 @@ end
|
|||||||
|
|
||||||
function rearm_mode:draw_option(id)
|
function rearm_mode:draw_option(id)
|
||||||
local rec = self.options[id]
|
local rec = self.options[id]
|
||||||
self:glow_box(0,0,55,100,self:frame_col(self.sel == id),1)
|
self:glow_box(0,0,55,101,self:frame_col(self.sel == id),1)
|
||||||
spr(rec.icon,5, 5)
|
spr(rec.icon,5, 5)
|
||||||
print(rec.hdr, 13, 8, 7)
|
print(rec.hdr, 13, 8, 7)
|
||||||
print(rec.body, 5, 15, 6)
|
print(rec.body, 5, 15, 6)
|
||||||
@ -1955,9 +1928,9 @@ function rearm_mode:draw()
|
|||||||
camera(frac * -128 + (1-frac) * -56, 0)
|
camera(frac * -128 + (1-frac) * -56, 0)
|
||||||
self:draw_option(2)
|
self:draw_option(2)
|
||||||
camera(0, -28 * frac)
|
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)
|
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
|
end
|
||||||
|
|
||||||
function rearm_mode:update_pos()
|
function rearm_mode:update_pos()
|
||||||
@ -1977,6 +1950,7 @@ function rearm_mode:update_pos()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function rearm_mode:update()
|
function rearm_mode:update()
|
||||||
|
self.crt_frm+=0.25
|
||||||
self:update_pos()
|
self:update_pos()
|
||||||
if self.pos > 1 then
|
if self.pos > 1 then
|
||||||
mode = game_mode
|
mode = game_mode
|
||||||
@ -2071,21 +2045,21 @@ cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000
|
|||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
04444400044444440000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
044444000444444400000000000000000000000000000000000000000000000000000000000000000000000000000000000bb000000aa0000009900000088000
|
||||||
447777700477777a0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
447777700477777a0000000000000000000000000000000000000000000666000077700008888800000ab00006000060000bb000000aa0000009900000088000
|
||||||
477aaa7a0477aaaa0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
477aaa7a0477aaaa0000000000000000000000000000000000000000006ddd5007fff70008eeee20000ab00006c006d0000bb000000aa0000009900000088000
|
||||||
47a0047a047a00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
47a0047a047a0000000000000000000000000000000000000000000006dd7d5007ffff4008eeee200aaabbb006ccccd0000bb000000aa0000009900000088000
|
||||||
47a0447a047a00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
47a0447a047a0000000000000000000000000000000000000000000006d7dd5007ffff4008eeee200bbb333006ccccd0000bb000000aa0000009900000088000
|
||||||
47a4477a047a44400000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
47a4477a047a4440000000000000000000000000000000000000000006ddd500004fff4008eeee20000b300006d00cd0000bb000000aa0000009900000088000
|
||||||
477777a00477777a0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
477777a00477777a0000000000000000000000000000000000000000005550000004440002222200000b30000d0000d0000bb000000aa0000009900000088000
|
||||||
477770000422aaaa2222000200000200000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
477770000422aaaa22220002000002000000000000000000000000000000000000000000000000000000000000000000000bb000000aa0000009900000088000
|
||||||
47a77700022ee0002eeee002e00022e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
47a77700022ee0002eeee002e00022e00000000000000000000000000000000000000000000000000000000000000000000bb000000aa0000009900000088000
|
||||||
47a4777002ea2e002e002e02ee022ee0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
47a4777002ea2e002e002e02ee022ee00000000000000000000000000005600000474000028282000004b000060000000bbbbbb00aaaaaa00999999008888880
|
||||||
47a0477a22ea2e002e002e02e2e2e2e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
47a0477a22ea2e002e002e02e2e2e2e0000000000000000000000000005d0d0004f0f400080e0e00000a000000c000d00b0000b00a0000a00900009008000080
|
||||||
47a0047a2e2222e02e222e02e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
47a0047a2e2222e02e222e02e02e02e000000000000000000000000005d07050070f0f2002e0e02004a0b0b0060c0c000b0bb0b00a0aa0a00909909008088080
|
||||||
47a0047a2eeeeeea2eeee002e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
47a0047a2eeeeeea2eeee002e02e02e000000000000000000000000006070d1004f0f040080e0e000b0b035000c0c0d00b0bb0b00a0aa0a00909909008088080
|
||||||
0aa000aa2e7aa2ea2e00e002e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
0aa000aa2e7aa2ea2e00e002e02e02e000000000000000000000000000d0d100002f0f2002e0e0200000300006000c000b0000b00a0000a00900009008000080
|
||||||
000000002e0002e02e002e02e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
000000002e0002e02e002e02e02e02e0000000000000000000000000000510000002420002020200000b5000000000d00bbbbbb00aaaaaa00999999008888880
|
||||||
000000000e0000e00e000e00e00e00e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
000000000e0000e00e000e00e00e00e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
__label__
|
__label__
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007777777777777777
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007777777777777777
|
||||||
@ -2217,3 +2191,12 @@ __label__
|
|||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007555555555555555
|
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007555555555555555
|
||||||
|
|
||||||
|
__gff__
|
||||||
|
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000212060a0e01091119000000000000002232363a3e050d151d
|
||||||
|
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
__map__
|
||||||
|
00006b6b00006f00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
7b6a00006a7b6e00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
7778686878776c00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
6767777767676c00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
7877676777787d00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||||
|
Reference in New Issue
Block a user