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f736f50870
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d33d7ad6d1
@ -136,8 +136,12 @@ function ship:draw()
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end
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function calc_velocity(v0, t, vmax, drag)
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v0 = mid(v0 + t, vmax, -vmax)
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return v0 - mid(drag, -drag, v0)
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local v1 = v0 + t
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local sg = sgn(v1)
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v1 -= sg*drag
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if (sgn(v1) != sg) return 0
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if (abs(v1) > vmax) return sg*vmax
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return v1
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end
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function ship:update()
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@ -187,7 +191,7 @@ function constraints:constrain(s, want)
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if (bx <= txm) return want
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self.color = 8
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local overage = bx - txm
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want -= overage/max(bf,1)
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want -= overage/(bf+1)
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if (want < -s.thrust) want = -s.thrust
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return want
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end
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@ -420,13 +420,6 @@ ship_m = {
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xmomentum = 0,
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ymomentum = 0,
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-- xmin, xmax, ymin, ymax:
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-- movement constraints
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-- enforced by `constrain`.
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xmin = 0, xmax = 104,
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-- ymin, ymax default to nil
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-- pship needs more constraint
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}
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mknew(ship_m)
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@ -435,60 +428,31 @@ function ship_m:die()
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if (self.hp <= 0) boom(self.x+self.size*4, self.y+self.size*4,12*self.size, self.boss)
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end
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function ship_m:calc_velocity(v0, t)
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v0 = mid(v0 + t, self.maxspd, -self.maxspd)
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return v0 - mid(self.drag, -self.drag, v0)
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end
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function ship_m:brake_dist(v0)
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local brake_max = self.thrust + self.drag
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local tri_frames = abs(v0\brake_max)
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local chunks = tri_frames * (tri_frames - 1) >> 1
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local chunk_zone = chunks * brake_max
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local overage = abs(v0) - tri_frames * brake_max
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return (chunk_zone + overage * (tri_frames + 1)) * sgn(v0), (overage > 0) and tri_frames + 1 or tri_frames
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end
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function ship_m:constrain(p, dp, pmin, pmax, want)
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if (not pmin) return want
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local v1, bd, bf, bp
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function calc_targets()
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-- velocity after move
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v1 = self:calc_velocity(dp, want)
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-- brake distance and frames
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bd, bf = self:brake_dist(v1)
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-- brake point
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bp = p + bd + v1
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end
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calc_targets()
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if bp < pmin then
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-- undershoot. max thrust,
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-- then treat as overshoot
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-- targeting minimum bound
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want, pmax = self.thrust, pmin
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calc_targets()
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end
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if (bp <= pmax) return want
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-- spread overshoot across frames
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want -= (bp - pmax)/max(bf,1)
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return max(want, -self.thrust)
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end
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function ship_m:move()
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self:refresh_shield()
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self.power = min(self.max_power, self.power + self.generator)
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local dx, dy, shoot_spec, shoot_main = 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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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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self.xmomentum += dx
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self.ymomentum += dy
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self.xmomentum = mid(-self.maxspd, self.maxspd, self.xmomentum)
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self.ymomentum = mid(-self.maxspd, self.maxspd, self.ymomentum)
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self.x += self.xmomentum
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self.y += self.ymomentum
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if self == primary_ship then
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self.x = mid(0, 112 - 8 * self.size, self.x)
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self.y = mid(0, 128 - 8 * self.size, self.y)
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end
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--friction
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local d = self.drag
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self.xmomentum -= mid(d, -d, self.xmomentum)
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self.ymomentum -= mid(d, -d, self.ymomentum)
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-- "scrolling" behavior
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if self.slip then
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self.y += scrollrate
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@ -886,7 +850,6 @@ player = ship_m.new{
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ymomentum = 0,
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maxspd = 2.5, -- momentum cap
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thrust = 0.25, -- momentum added from button
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ymin = 0, ymax = 120, -- stay on screen
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drag = 0.125, -- momentum lost per frame
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slip = false, -- does not slide down screen
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act = function(self) -- fetch buttons
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