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							| @@ -0,0 +1,2 @@ | ||||
| .DS_Store | ||||
| .vscode/settings.json | ||||
							
								
								
									
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							| @@ -0,0 +1,244 @@ | ||||
| pico-8 cartridge // http://www.pico-8.com | ||||
| version 41 | ||||
| __lua__ | ||||
|  | ||||
| -- vacuum gambit automatic brake test | ||||
| -- by kistaro windrider | ||||
|  | ||||
| function usplit(str) | ||||
|  return unpack(split(str)) | ||||
| end | ||||
| function csv(s) | ||||
|  local ret = split(s, "\n") | ||||
|  for i, v in ipairs(ret) do | ||||
|   ret[i] = type(v) == "string" and split(v) or { v } | ||||
|  end | ||||
|  return ret | ||||
| end | ||||
|  | ||||
| -- generate standard "overlay" | ||||
| -- constructor for type tt. | ||||
| -- if more is defined, generated | ||||
| -- new calls more(ret) after | ||||
| -- ret is definitely not nil | ||||
| -- before calling setmetatable. | ||||
| -- use to initialize mutables. | ||||
| -- | ||||
| -- if there was a previous new, | ||||
| -- it is invoked on the new | ||||
| -- object *after* more, because | ||||
| -- this works better with the | ||||
| -- `more` impls i use. | ||||
| function mknew(tt, more) | ||||
|  local mt, oldnew = { __index = tt }, tt.new | ||||
|  tt.new = function(ret) | ||||
|   if (not ret) ret = {} | ||||
|   if (more) more(ret) | ||||
|   if (oldnew) oldnew(ret) | ||||
|   setmetatable(ret, mt) | ||||
|   return ret | ||||
|  end | ||||
| end | ||||
|  | ||||
| function _init() | ||||
|  pal(1,129,1) | ||||
|  the_ship = ship.new() | ||||
|  constraints:setup() | ||||
|  slomo = 1 | ||||
|  sloc = 0 | ||||
|  reroll() | ||||
| end | ||||
|  | ||||
| function reroll() | ||||
|  frames=0 | ||||
|  sloc=0 | ||||
|  the_ship:reroll() | ||||
| end | ||||
|  | ||||
| function _update60() | ||||
|  if (btnp(4)) reroll() | ||||
|  if (btnp(5)) constraints:cycle() | ||||
|  if (btnp(3)) slomo <<= 1 | ||||
|  if (btnp(2)) slomo >>= 1 | ||||
|  slomo = (slomo < 1) and 1 or (slomo > 8192) and 8192 or slomo | ||||
|  sloc += 1 | ||||
|  if sloc >= slomo then | ||||
|   frames += 1 | ||||
|   the_ship:update() | ||||
|   sloc=0 | ||||
|  end | ||||
| end | ||||
|  | ||||
| function _draw() | ||||
|  cls(1) | ||||
|  constraints:draw() | ||||
|  the_ship:draw() | ||||
|  print("frames: " .. frames, 4, 64, 7) | ||||
|  print("speed: 1/" .. slomo, 8, 70, 7) | ||||
|  | ||||
|  print("thrust: ".. actual_t, 4, 80, 7) | ||||
|  meter(80, 80, 128, 84, actual_t/the_ship.thrust/2) | ||||
|  print("dx: ".. the_ship.dx, 20, 86, 7) | ||||
|  meter(80, 86, 128, 90, the_ship.dx/the_ship.maxspd/2) | ||||
|  print("x: "..the_ship.x, 24, 92, 7) | ||||
|  print("bx: "..gbx, 20, 98, 7) | ||||
|  | ||||
|  print("xmin:"..tostr(constraints.xmin), 12, 108, 7) | ||||
|  print("xmax:"..tostr(constraints.xmax), 12, 114, 7) | ||||
| end | ||||
|  | ||||
| function meter(x0, y0, x1, y1, frac) | ||||
|  local c = 11 | ||||
|  if frac < 0 then | ||||
|   frac = -frac | ||||
|   c = 8 | ||||
|  end | ||||
|  local range = x1-x0 | ||||
|  local midpoint = x0 + (range/2) | ||||
|  rectfill(x0, y0-1, x0, y1+1, 13) | ||||
|  rectfill(midpoint, y0-1, midpoint, y1 + 1, 13) | ||||
|  local width = range * frac | ||||
|  if (width ~= 0) rectfill(x0, y0, x0 + width, y1, c) | ||||
| end | ||||
|  | ||||
| -->8 | ||||
| -- ship | ||||
|  | ||||
| ship = { | ||||
|  maxspd=4, | ||||
|  thrust=0.25, | ||||
|  drag=0.0625, | ||||
|  y=32, | ||||
| } | ||||
| mknew(ship) | ||||
|  | ||||
| function ship:reroll() | ||||
|  self.x=rnd(128) | ||||
|  self.dx=rnd(2*self.maxspd)-self.maxspd | ||||
| end | ||||
|  | ||||
| function ship:draw() | ||||
|  if self.x < -7 then | ||||
|   spr(2, 0, self.y-7) | ||||
|   spr(2, 0, self.y+8) | ||||
|  elseif self.x > 127 then | ||||
|   spr(2, 120, self.y-7, 1, 1, true) | ||||
|   spr(2, 120, self.y+8, 1, 1, true) | ||||
|  else | ||||
|   spr(1,self.x,self.y) | ||||
|  end | ||||
|  | ||||
|  --if (self.dx == 0) return | ||||
|  local bd, f = brake_dist(self.dx, self.thrust + self.drag) | ||||
|  gbx = self.x+bd | ||||
|  spr(3, gbx-2,self.y-2) | ||||
|  print(tostr(f), gbx-2, self.y - 8, 14) | ||||
| end | ||||
|  | ||||
| function calc_velocity(v0, t, vmax, drag) | ||||
|  v0 = mid(v0 + t, vmax, -vmax) | ||||
|  return v0 - mid(drag, -drag, v0) | ||||
| end | ||||
|  | ||||
| function ship:update() | ||||
|  local t = btn(0) and -1 or btn(1) and 1 or 0 | ||||
|  t *= self.thrust | ||||
|  t = constraints:constrain(self, t) | ||||
|  -- t = constraints:constrain(self, t) | ||||
|  -- t = constraints:constrain(self, t) | ||||
|  local s = calc_velocity(self.dx, t, self.maxspd, self.drag) | ||||
|  | ||||
|  self.x += s | ||||
|  self.dx = s | ||||
|  actual_t = t | ||||
| end | ||||
|  | ||||
| -->8 | ||||
| -- constraints | ||||
|  | ||||
| constraints = { | ||||
|  ymin=20, | ||||
|  ymax=52, | ||||
|  color=10 | ||||
| } | ||||
|  | ||||
| function constraints:constrain(s, want) | ||||
|  self.color=10 | ||||
|  if (not self.xmin) return want | ||||
|  | ||||
|  -- bmx: brake max | ||||
|  local v1, bmx = calc_velocity(s.dx, want, s.maxspd, s.drag), s.thrust + s.drag | ||||
|  local bd, bf = brake_dist(v1, bmx) | ||||
|  local bx, txm = s.x + bd + v1, self.xmax | ||||
|  if bx < self.xmin then | ||||
|   -- predicted brake point left | ||||
|   -- of xmin; apply max reverse | ||||
|   -- thrust, treat xmin as our | ||||
|   -- max target, and handle | ||||
|   -- overbraking by coalescing | ||||
|   -- with past +xmax case | ||||
|   self.color = 9 | ||||
|   want = s.thrust | ||||
|   txm = self.xmin | ||||
|   v1 = calc_velocity(s.dx, want, s.maxspd, s.drag) | ||||
|   bd, bf = brake_dist(v1, bmx) | ||||
|   bx  = bd + s.x + v1 | ||||
|  end | ||||
|  if (bx <= txm) return want | ||||
|  self.color = 8 | ||||
|  local overage = bx - txm | ||||
|  want -= overage/max(bf,1) | ||||
|  if (want < -s.thrust) want = -s.thrust | ||||
|  return want | ||||
| end | ||||
|  | ||||
| function brake_dist(v0, brake_max) | ||||
|  local tri_frames = abs(v0\brake_max) | ||||
|  local chunks = tri_frames * (tri_frames - 1) >> 1 | ||||
|  local chunk_zone = chunks * brake_max | ||||
|  local overage = abs(v0) - tri_frames * brake_max | ||||
|  return (chunk_zone + overage * (tri_frames + 1)) * sgn(v0), (overage > 0) and tri_frames + 1 or tri_frames | ||||
| end | ||||
|  | ||||
| function constraints:cycle() | ||||
|  if self.ctype=="bounds" then | ||||
|   self.ctype="point" | ||||
|  elseif self.ctype=="point" then | ||||
|   self.ctype="off" | ||||
|  else | ||||
|   self.ctype="bounds" | ||||
|  end | ||||
|  self:setup() | ||||
| end | ||||
|  | ||||
| function constraints:setup() | ||||
|  if self.ctype=="point" then | ||||
|   self.xmin = 64 | ||||
|   self.xmax = 64 | ||||
|  elseif self.ctype=="bounds" then | ||||
|   self.xmin = 32 | ||||
|   self.xmax = 96 | ||||
|  else | ||||
|   self.xmin = nil | ||||
|   self.xmax = nil | ||||
|  end | ||||
| end | ||||
|  | ||||
| function constraints:draw() | ||||
|  if (not self.xmin) return | ||||
|  rect(self.xmin, self.ymin, self.xmax, self.ymax, self.color) | ||||
| end | ||||
|  | ||||
| -->8 | ||||
| -- fx | ||||
|  | ||||
| -- todo: spark ring buffer | ||||
|  | ||||
| __gfx__ | ||||
| 000000008000000000080000a000a000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 | ||||
| 00000000006666000080000009090000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 | ||||
| 00000000067777600800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 | ||||
| 00000000675555758008888009090000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 | ||||
| 000000006750007508000000a000a000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 | ||||
| 00000000067777500080000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 | ||||
| 00000000005555000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 | ||||
							
								
								
									
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							| @@ -0,0 +1 @@ | ||||
| Trans rights. | ||||
| @@ -75,7 +75,7 @@ function updategame() | ||||
| 	edeaths = {} | ||||
| 	for ip, ps in ipairs(pships) do | ||||
| 	 for ie, eb in ipairs(ebullets) do | ||||
| 	  if collides(hurtobx(ps), hurtbox(eb)) then | ||||
| 	  if collides(hurtbox(ps), hurtbox(eb)) then | ||||
| 	   if (eb:hitship(ps)) add(edeaths, ie) | ||||
| 	   if ps:hitbullet(eb) then | ||||
| 	    add(pdeaths, ip) | ||||
|   | ||||
							
								
								
									
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							| @@ -0,0 +1,356 @@ | ||||
| This file contains text that used to be in the cartridge itself, but | ||||
| I'm getting increasingly anxious about cartridge space so I'm moving | ||||
| it out ot a separate file. | ||||
|  | ||||
| --- | ||||
|  | ||||
| main loop sequence | ||||
| ================== | ||||
| 1. level_frame | ||||
| 2. events | ||||
| 3. merge new_events into events | ||||
| 4. update bg intangibles | ||||
| 5. move ships (player first) | ||||
| 6. move bullets (player first) | ||||
| 7. calculate collisions | ||||
|  1. pship on eship | ||||
|  2. ebullet on pship | ||||
|  3. pbullet on eship | ||||
| 8. update fg intangibles | ||||
| 9. check for end of level | ||||
|  | ||||
| draw order | ||||
| ---------- | ||||
| bottom to top: | ||||
| 1. intangibles_bg | ||||
| 2. player bullets | ||||
| 3. player ships | ||||
| 4. enemy ships | ||||
| 5. enemy bullets | ||||
| 6. intangibles_fg | ||||
|  | ||||
| notes | ||||
| ----- | ||||
| intangibles_fg move()s after | ||||
| all collisions and other moves | ||||
| are processed. if an intangible | ||||
| is added to the list as a result | ||||
| of a collision or move, it will | ||||
| itself be move()d before it is | ||||
| drawn. | ||||
|  | ||||
| data-driven items | ||||
| ================= | ||||
| guns and bullets both allow the | ||||
| most common behaviors to be | ||||
| expressed with data alone. | ||||
| ships only need a movement | ||||
| algorithm expressed. | ||||
|  | ||||
| guns | ||||
| ---- | ||||
| * t - metatable for bullet type. | ||||
|   fired once in the bullet's | ||||
|   default direction per shot. | ||||
| * enemy - if true, fired bullets | ||||
|   are flagged as enemy bullets. | ||||
| * icon - sprite index of an | ||||
|   8x8 sprite to display in the | ||||
|   hud when the player has this | ||||
|   gun. default is 20, a generic | ||||
|   crosshair bullseye thing. | ||||
| * cooldown - min frames between | ||||
|   shots. | ||||
| * ammo, maxammo - permitted | ||||
|   number of shots. 0 is empty | ||||
|   and unfireable. maxammo = 0 | ||||
|   will cause a divide by zero | ||||
|   so don't do that. if nil, | ||||
|   ammo is infinite. | ||||
|  | ||||
| default guns manage ammo and | ||||
| cooldown in shoot, then call | ||||
| actually_shoot to create the | ||||
| projectile. override only | ||||
| actually_shoot to change | ||||
| projectile logic while keeping | ||||
| cooldown and ammo logic. | ||||
|  | ||||
| bullets | ||||
| ------- | ||||
| * dx, dy - movement per frame. | ||||
|   player bullets use -dy | ||||
|   instead. | ||||
| * enemyspd - multiplier for dx | ||||
|   and dy on enemy bullets. | ||||
|   default is 0.5, making enemy | ||||
|   shots much easier to dodge | ||||
| * damage - damage per hit; | ||||
|   used by ships | ||||
| * sprite - sprite index. | ||||
| * x_off, y_off - renamed for | ||||
|   the next two vars. may revert | ||||
| * center_off_x - the horizontal | ||||
|   centerpoint of the bullet, | ||||
|   for positioning when firing. | ||||
|   assume a pixel's coordinates | ||||
|   refer to the upper left corner | ||||
|   of the pixel; the center of | ||||
|   a 2-width bullet with an | ||||
|   upper left corner at 0 is 1, | ||||
|   not 0.5. | ||||
| * top_off_y, bottom_off_y - | ||||
|   also for positioning when | ||||
|   firing. positive distance from | ||||
|   top or bottom edge to image. | ||||
|   top_off_y will usually be 0, | ||||
|   bottom_off_y will not be when | ||||
|   bullets are smaller than | ||||
|   the sprite box. | ||||
| * width, height - measured in | ||||
|   full sprites (8x8 boxes), not | ||||
|   pixels. used for drawing. | ||||
|  | ||||
| bullets despawn when above or | ||||
| below the screen (player or | ||||
| enemy bullets, respectively). | ||||
|  | ||||
| by default, bullets despawn | ||||
| when they hit something. | ||||
| override hitship to change this. | ||||
|  | ||||
| ships | ||||
| ____ | ||||
|  | ||||
| ships move by calculating | ||||
| momentum, then offsetting their | ||||
| position by that momentum, then | ||||
| clamping their position to the | ||||
| screen (horizontally only for | ||||
| ships that autoscroll). ships | ||||
| that autoscroll (slip==true) | ||||
| then slide down by scrollspeed. | ||||
| fractional coordinates are ok. | ||||
| after movement, ships lose | ||||
| momentum (ship.drag along each | ||||
| axis). abs(momentum) can't | ||||
| exceed ship.maxspeed. | ||||
|  | ||||
| ships gain momentum by acting | ||||
| like a player pushing buttons. | ||||
| the player ship actually reads | ||||
| buttons for this. | ||||
|  | ||||
| act -- returns new acceleration: | ||||
| dx, dy, shoot_spec, shoot_main. | ||||
| dx and dy are change in momentum | ||||
| in px/frame. this is controls | ||||
| only -- friction is handled in | ||||
| ship:move (`drag` value). | ||||
|  | ||||
| ships hitting another ship take | ||||
| 1 damage per frame of overlap. | ||||
| ships hitting a bullet check | ||||
| bullet.damage to find out how | ||||
| much damage they take. damage | ||||
| is applied to shields, then hp. | ||||
| damaged ships flash briefly - | ||||
| blue (12) if all damage was | ||||
| shielded, white (7) if hp was | ||||
| damaged. a ship that then has 0 | ||||
| or less hp calls self:die() and | ||||
| tells the main game loop to | ||||
| remove it. | ||||
|  | ||||
| shieldcooldown is the interval | ||||
| between restoring shield points. | ||||
| shieldpenalty is the delay | ||||
| before restoring points after | ||||
| any damage, reset to this value | ||||
| on every damaging hit (whether | ||||
| it is absorbed by the shield or | ||||
| not) -- shield behaves like | ||||
| halo and other shooters in its | ||||
| heritage, where it recovers if | ||||
| you avoid damage for a while. | ||||
| not that there is any safe cover | ||||
| in this kind of game. | ||||
|  | ||||
| ships do not repair hp on their | ||||
| own. negative-damage bullets | ||||
| are treated as 0, but a bullet | ||||
| can choose to repair the ship | ||||
| it hits in its own hitship | ||||
| method, or otherwise edit it | ||||
| (changing weapons, refilling | ||||
| weapon ammo). powerups are | ||||
| therefore a kind of bullet. | ||||
|  | ||||
| levels | ||||
| ====== | ||||
|  | ||||
| a level is a table mapping | ||||
| effective frame number to | ||||
| functions. when a level starts, | ||||
| it sets lframe ("level frame") | ||||
| and distance to 0. | ||||
|  | ||||
| every frame, level_frame | ||||
| increments lframe by 0x0.0001. | ||||
| then if the level is not frozen, | ||||
| it increments distance by 1.0 | ||||
| and runs the function in the | ||||
| level table for exactly that | ||||
| frame number (if any). distance | ||||
| is therefore "nonfrozen frames", | ||||
| and is used to trigger level | ||||
| progress. lframe always | ||||
| increments. ships are encouraged | ||||
| to use lframe to control | ||||
| animation and movement, and may | ||||
| use distance to react to level | ||||
| progress separately from overall | ||||
| time. remember to multiply | ||||
| lframe-related stuff by 0x0001. | ||||
|  | ||||
| a special sentinel value, eol, | ||||
| marks the end of the level. | ||||
| (the level engine doesn't know | ||||
| when it's out of events, so | ||||
| without eol, the level will | ||||
| simply have no events forever.) | ||||
| when it finds eol, level_frame | ||||
| throws away the current level | ||||
| and tells the main loop that it | ||||
| might be done. the main loop | ||||
| agrees the level is over and the | ||||
| player has won when the level | ||||
| has reached eol and there are | ||||
| no more enemy ships, enemy | ||||
| bullets, or background events | ||||
| remaining. player ships, player | ||||
| bullets, and intangibles are | ||||
| not counted. | ||||
|  | ||||
| level freezing | ||||
| -------------- | ||||
| the level is frozen when the | ||||
| global value freeze > 0. | ||||
| generally, something intending | ||||
| to block level progress (a | ||||
| miniboss, a minigame, etc.) | ||||
| increments freeze and prepares | ||||
| some means of decrementing it | ||||
| when it no longer wants to block | ||||
| level progress. | ||||
|  | ||||
| most commonly, we want to block | ||||
| until some specific ship or | ||||
| group of ships has died. for | ||||
| these ships, override ship:die | ||||
| to decrement freeze. make sure | ||||
| to set ship.dead in any new | ||||
| ship:die method so anything else | ||||
| looking at it can recognize | ||||
| the ship as dead. | ||||
|  | ||||
| for anything else, you probably | ||||
| want an event to figure out when | ||||
| to unfreeze. | ||||
|  | ||||
| levels start at 1 | ||||
| ----------------- | ||||
|  | ||||
| distance is initialized to 0 | ||||
| but gets incremented before the | ||||
| first time the engine looks for | ||||
| events. therefore, the first | ||||
| frame of the level executes | ||||
| level[1]. since levelframe | ||||
| executes before anything else, | ||||
| level[1] sets up the first frame | ||||
| drawn in the level. the player | ||||
| does not see a blank world | ||||
| before level[1] runs. | ||||
| level[1] can therefore be used | ||||
| to reconfigure the player ship, | ||||
| set up backgrounds, start music, | ||||
| kick off some kind of fade-in | ||||
| animation, etc. | ||||
|  | ||||
|  | ||||
| events | ||||
| ====== | ||||
| the global list "events" stores | ||||
| 0-argument functions which are | ||||
| called every frame. if they | ||||
| return true, they are removed | ||||
| from the list and not run again; | ||||
| if they return false, they stay | ||||
| and will be called in later | ||||
| frames. the level does not end | ||||
| while the events table is | ||||
| nonempty. | ||||
|  | ||||
| events are most commonly used | ||||
| to set up something for later | ||||
| (for example, blip uses an event | ||||
| to remove the fx_pallete from | ||||
| the flashing ship when the blip | ||||
| expires), but can also be used | ||||
| to implement a "level within a | ||||
| level" that does something | ||||
| complicated until it's done. if | ||||
| you froze the level when | ||||
| creating the event, remember | ||||
| to thaw it (freeze -= 1) on all | ||||
| paths that return true. | ||||
|  | ||||
| to do complex stuff in events, | ||||
| use a closure or a metatable | ||||
| that specifies __call. | ||||
|  | ||||
| to avoid editing the events | ||||
| list while it is being iterated, | ||||
| events that create new events | ||||
| must add those events to | ||||
| new_events rather than events. | ||||
| new_events is only valid during | ||||
| the "event execution" stage, so | ||||
| events created at any other time | ||||
| must go directly on events | ||||
| without using new_events. | ||||
|  | ||||
| intangibles | ||||
| =========== | ||||
|  | ||||
| the intangibles_fg and | ||||
| intangibles_bg lists contain | ||||
| items with :move and :draw. | ||||
| like ships and bullets, they | ||||
| move during _update60 and | ||||
| draw during _draw. they are | ||||
| not checked for collisions. | ||||
|  | ||||
| intangibles_bg moves/draws | ||||
| before anything else moves or | ||||
| draws. intangibles_fg | ||||
| moves/draws last. this controls | ||||
| whether your intangible object | ||||
| draws in front of or behind | ||||
| other stuff. you probably want | ||||
| intangibles_bg for decorative | ||||
| elements and intangibles_fg | ||||
| for explosions, score popups, | ||||
| etc. | ||||
|  | ||||
| there's no scrolling background | ||||
| engine but intangibles_bg could | ||||
| be used to create one, including | ||||
| using the map (otherwise unused | ||||
| in this engine) for the purpose. | ||||
|  | ||||
| intangibles do not prevent the | ||||
| level from ending. like bullets | ||||
| and ships, if :move returns | ||||
| true, they are dropped. | ||||
							
								
								
									
										223
									
								
								rearm_prototype.p8
									
									
									
									
									
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										223
									
								
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							| @@ -0,0 +1,223 @@ | ||||
| pico-8 cartridge // http://www.pico-8.com | ||||
| version 42 | ||||
| __lua__ | ||||
| -- vacuum gambit | ||||
| -- by kistaro windrider | ||||
|  | ||||
| -- stdlib | ||||
|  | ||||
| -- generate standard "overlay" | ||||
| -- constructor for type tt. | ||||
| -- if tt.init is defined, generated | ||||
| -- new calls tt.init(ret) after | ||||
| -- ret is definitely not nil, | ||||
| -- before calling setmetatable. | ||||
| -- use to initialize mutables. | ||||
| -- | ||||
| -- if there was a previous new, | ||||
| -- it is invoked on the new | ||||
| -- object *after* more, because | ||||
| -- this works better with the | ||||
| -- `more` impls i use. | ||||
| function mknew(tt) | ||||
|  local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init") | ||||
|  tt.new=function(ret) | ||||
|   if(not ret) ret = {} | ||||
|   if(more) more(ret) | ||||
|   if(oldnew) oldnew(ret) | ||||
|   setmetatable(ret, mt) | ||||
|   return ret | ||||
|  end | ||||
|  return tt | ||||
| end | ||||
|  | ||||
| function easeoutbounce(t) | ||||
| 	local n1=7.5625 | ||||
| 	local d1=2.75 | ||||
|  | ||||
| 	if (t<1/d1) then | ||||
| 		return n1*t*t; | ||||
| 	elseif(t<2/d1) then | ||||
| 		t-=1.5/d1 | ||||
| 		return n1*t*t+.75; | ||||
| 	elseif(t<2.5/d1) then | ||||
| 		t-=2.25/d1 | ||||
| 		return n1*t*t+.9375; | ||||
| 	else | ||||
| 		t-=2.625/d1 | ||||
| 		return n1*t*t+.984375; | ||||
| 	end | ||||
| end | ||||
|  | ||||
| -->8 | ||||
| -- entry points | ||||
| function _draw() | ||||
|  cls() | ||||
|  draw_hud_placeholder() | ||||
|  left_pane:draw() | ||||
|  right_pane:draw() | ||||
|  rearm_pane_instance:draw() | ||||
| end | ||||
|  | ||||
| function _init() | ||||
|  item=1 | ||||
|  bfm=1 | ||||
|  crt_frm = 1 | ||||
|  left_pane = weapon_pane.new{} | ||||
|  right_pane = weapon_pane.new{ | ||||
|   is_left=false, | ||||
|   s = 2, | ||||
|   hdr = "vulc", | ||||
|   body = "   rate\n\n  faster\n  firing\n   rate", | ||||
|   hot = function() return item == 2 end} | ||||
|  rearm_pane_instance = rearm_pane.new{hot=function() return item < 0 end} | ||||
| end | ||||
|  | ||||
| function _update60() | ||||
|  crt_frm += 0.25 | ||||
|  if (crt_frm >= 9) crt_frm = 1 | ||||
|  if (btn(3) and item > 0 or btn(2) and item < 0) item = -item | ||||
|  if (btn(0)) item = 1 | ||||
|  if (btn(1)) item = 2 | ||||
|  if (btn() & 0xF ~= 0) and bfm >= 10 or bfm >= 30 then | ||||
|   bfm = 1 | ||||
|  else | ||||
|   bfm += 1 | ||||
|  end | ||||
|  | ||||
|  if btnp(4) then | ||||
|   left_pane.pos = -1 | ||||
|   right_pane.pos = -1 | ||||
|   rearm_pane_instance.pos = -1 | ||||
|  end | ||||
|  | ||||
|  if btnp(5) then  | ||||
|   left_pane.pos = 1 | ||||
|   right_pane.pos = 1 | ||||
|   rearm_pane_instance.pos = 1 | ||||
|  end | ||||
|  | ||||
|  left_pane:update() | ||||
|  right_pane:update() | ||||
|  rearm_pane_instance:update() | ||||
| end | ||||
|  | ||||
| function draw_hud_placeholder() | ||||
|  rectfill(112, 0, 127, 127,0x56) | ||||
|  rect(112,0,127,127,7) | ||||
|  line(127,1,127,127,5) | ||||
|  line(113,127) | ||||
| end | ||||
|  | ||||
| -->8 | ||||
| -- rearm pane drawing | ||||
|  | ||||
| crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570} | ||||
|  | ||||
| function glow_box(x0, y0, x1, y1, c, cf) | ||||
|  for i,v in ipairs{c[1],c[2],c[1],0} do | ||||
|   i -= 1 | ||||
|   rect(x0+i,y0+i,x1-i,y1-i,v) | ||||
|  end | ||||
|  fillp(crt[crt_frm&0xff]) | ||||
|  rectfill(x0+4, y0+4, x1-4, y1-4, cf) | ||||
|  fillp() | ||||
| end | ||||
|  | ||||
| function frame_col(hot) | ||||
|  if (not hot) return {4,10} | ||||
|  if (bfm<=16) return {14,7} | ||||
|  return {2,8} | ||||
| end | ||||
|  | ||||
| function draw_weap_opt(x, y, c, s, hdr, body) | ||||
|  camera(-x,-y) | ||||
|  glow_box(0,0,55,100,c,1) | ||||
|  spr(s,5, 5) | ||||
|  print(hdr, 13, 8, 7) | ||||
|  print(body, 5, 15, 6) | ||||
|  camera() | ||||
| end | ||||
|  | ||||
| function draw_rearm(c) | ||||
|  glow_box(0,101,111,127,c,1) | ||||
|  spr(5,15,107,4,2) | ||||
|  print("full ammo\nfull shield\n+50% health",54, 106, 6) | ||||
| end | ||||
|  | ||||
| -->8 | ||||
| -- rearm pane objects | ||||
| easing_pane = mknew{ | ||||
|  -- to enter: pos = -1; to exit: pos = 1 | ||||
|  -- runs for 32 frames in, 16 frames out | ||||
| } | ||||
|  | ||||
| function easing_pane:frac() | ||||
|  local pos = self.pos | ||||
|  if (not pos) return | ||||
|  if (pos < 0) return 1-easeoutbounce(1+pos) | ||||
|  if (pos > 0) return (1-pos)*(1-pos) | ||||
|  return 0 | ||||
| end | ||||
|  | ||||
| function easing_pane:update() | ||||
|  local pos = self.pos | ||||
|  if (not pos or pos == 0) return | ||||
|  if (pos < 0) pos = min(pos + 0x0.05, 0) | ||||
|  if pos > 0 then | ||||
|   pos -= 0x0.1 | ||||
|   if (pos <= 0) pos = nil | ||||
|  end | ||||
|  self.pos = pos | ||||
| end | ||||
|  | ||||
| weapon_pane = mknew(easing_pane.new{ | ||||
|  is_left = true, | ||||
|  s = 1, | ||||
|  hdr = "hull", | ||||
|  body = "\n    +1\n   max\n  health", | ||||
|  hot = function() return item == 1 end, | ||||
| }) | ||||
|  | ||||
| function weapon_pane:draw() | ||||
|  local frac, is_left = self:frac(), self.is_left | ||||
|  if (not frac) return | ||||
|  camera( | ||||
|   frac * (is_left and 55 or -128) + (1-frac) * (is_left and 0 or -56), | ||||
|   0) | ||||
|  glow_box(0,0,55,100,frame_col(self:hot()),1) | ||||
|  spr(self.s,5, 5) | ||||
|  print(self.hdr, 13, 8, 7) | ||||
|  print(self.body, 5, 15, 6) | ||||
|  camera() | ||||
| end | ||||
|  | ||||
| rearm_pane = mknew(easing_pane.new{}) | ||||
|  | ||||
| function rearm_pane:draw() | ||||
|  local frac = self:frac() | ||||
|  if (not frac) return | ||||
|  camera(0, -28 * frac) | ||||
|  glow_box(0,101,111,127,frame_col(self:hot()),1) | ||||
|  spr(5,15,107,4,2) | ||||
|  print("full ammo\nfull shield\n+50% health",54, 106, 6) | ||||
|  camera() | ||||
| end | ||||
|  | ||||
| __gfx__ | ||||
| 000000000b00000000000a0007700770000aa0000444440004444444000000000000000000000000000000000000000000000000000000000000000000000000 | ||||
| 00000000bba80880000008000aa00aa00a0880a0447777700477777a000000000000000000000000000000000000000000000000000000000000000000000000 | ||||
| 007007000aaa28780a0000000990099008000080477aaa7a0477aaaa000000000000000000000000000000000000000000000000000000000000000000000000 | ||||
| 0007000008a8887808000000099009900080080047a0047a047a0000000000000000000000000000000000000000000000000000000000000000000000000000 | ||||
| 00007000088888820000a000088008800000000047a0447a047a0000000000000000000000000000000000000000000000000000000000000000000000000000 | ||||
| 00700700008888200000800008800880a000000a47a4477a047a4440000000000000000000000000000000000000000000000000000000000000000000000000 | ||||
| 000000000008820000a0000008800880080aa080477777a00477777a000000000000000000000000000000000000000000000000000000000000000000000000 | ||||
| 0000000000002000008000000880088000088000477770000422aaaa222200020000020000000000000000000000000000000000000000000000000000000000 | ||||
| 0d5000000000000000000000000000000000000047a77700022ee0002eeee002e00022e000000000000000000000000000000000000000000000000000000000 | ||||
| d00000000000000000000000000000000000000047a4777002ea2e002e002e02ee022ee000000000000000000000000000000000000000000000000000000000 | ||||
| 500000000000000000000000000000000000000047a0477a22ea2e002e002e02e2e2e2e000000000000000000000000000000000000000000000000000000000 | ||||
| 000000000000000000000000000000000000000047a0047a2e2222e02e222e02e02e02e000000000000000000000000000000000000000000000000000000000 | ||||
| 000000000000000000000000000000000000000047a0047a2eeeeeea2eeee002e02e02e000000000000000000000000000000000000000000000000000000000 | ||||
| 00000000000000000000000000000000000000000aa000aa2e7aa2ea2e00e002e02e02e000000000000000000000000000000000000000000000000000000000 | ||||
| 0000000000000000000000000000000000000000000000002e0002e02e002e02e02e02e000000000000000000000000000000000000000000000000000000000 | ||||
| 0000000000000000000000000000000000000000000000000e0000e00e000e00e00e00e000000000000000000000000000000000000000000000000000000000 | ||||
							
								
								
									
										61
									
								
								the_parser.p8
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										61
									
								
								the_parser.p8
									
									
									
									
									
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							| @@ -0,0 +1,61 @@ | ||||
| pico-8 cartridge // http://www.pico-8.com | ||||
| version 41 | ||||
| __lua__ | ||||
| -- the parser | ||||
|  | ||||
| parser = {} | ||||
| mknew(parser) | ||||
|  | ||||
| -- calls parse_into with a nop | ||||
| -- emit function. | ||||
| function parser:parse(str) | ||||
|  self:parse_into(str, function() end) | ||||
| end | ||||
|  | ||||
| -- read a file of commands and | ||||
| -- execute them, emitting the | ||||
| -- results from each call into | ||||
| -- `emit` as a table per row. | ||||
| -- | ||||
| -- a "command" is a method on | ||||
| -- self. a row alternates | ||||
| -- commands with args. when | ||||
| -- calling a command, it also | ||||
| -- gets a table of previous | ||||
| -- results as the first arg. | ||||
| -- args are split on ','. | ||||
| function parser:parse_into(str, emit) | ||||
|  for row in all(split(str, "\n")) do | ||||
|   local prev = {} | ||||
|   local sectors = split(row, ":") | ||||
|   for i=1,#sectors,2 do | ||||
|    local x = self[sectors[i]](self, prev, usplit(sectors[i+1])) | ||||
|    if (x) add(prev, x) | ||||
|   end | ||||
|   emit(prev) | ||||
|  end | ||||
| end | ||||
|  | ||||
| -- saves prev[sel] as self.name. | ||||
| -- if sel is unspecified, saves | ||||
| -- all of prev (as a table). | ||||
| function parser:saveas(prev, name, sel) | ||||
|  self[name] = sel and prev[sel] or prev | ||||
| end | ||||
|  | ||||
| -- returns its args, ignoring | ||||
| -- prev. Used to stuff things | ||||
| -- into prev. args are packed | ||||
| -- if there's multiple. | ||||
| function parser:val(_, ...) | ||||
|  local ret := pack(...) | ||||
|  if (#ret == 1) return ret[1] | ||||
|  return ret | ||||
| end | ||||
|  | ||||
| function parser:bind(_, fn, ...) | ||||
|  local f = self[fn] | ||||
|  return function() | ||||
|   f(...) | ||||
|  end | ||||
| end | ||||
							
								
								
									
										6
									
								
								todo.md
									
									
									
									
									
								
							
							
						
						
									
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								todo.md
									
									
									
									
									
								
							| @@ -1,8 +1,8 @@ | ||||
| ## 1. refine existing engine (knowing what I know now) | ||||
|  | ||||
| - [ ] rewrite event queue as a linked list | ||||
| - [ ] rewrite animator stacks as linked lists | ||||
| - [ ] rewrite ship/bullet collections as linked lists | ||||
| - [x] rewrite event queue as a linked list | ||||
| - [x] rewrite animator stacks as linked lists | ||||
| - [x] rewrite ship/bullet collections as linked lists | ||||
| - [ ] update/draw mode switching system (high-efficiency version) | ||||
| - [ ] render ship shields (even for large ships) | ||||
| - [ ] duplicate file -- about to split away from Tyrian features | ||||
|   | ||||
							
								
								
									
										1841
									
								
								updatedshmup.p8
									
									
									
									
									
								
							
							
						
						
									
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										2202
									
								
								vacuum_gambit.p8
									
									
									
									
									
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										2202
									
								
								vacuum_gambit.p8
									
									
									
									
									
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		Reference in New Issue
	
	Block a user