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b18b4f885d
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b18b4f885d
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2fdb8d1a05
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@ -874,6 +874,54 @@ function gun_base:shoot(x, y)
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return true
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end
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trig_gun = mknew(gun_base.new{
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veloc = 1,
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aim = 0.75, -- down; 0.25 is up
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shot_idx = 0,
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-- shots: list<list<[3]num>>
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-- describing a cycling
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-- firing pattern. shot_idx
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-- tracks offset into pattern.
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-- each nested list: a burst
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-- of shots to fire; takes
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-- 1 ammo; sequential
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-- each shot: angle (turns,
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-- relative to `aim`),
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-- velocity, firing x-offset;
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-- if velocity is nil, use
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-- self.veloc instead;
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-- if x-offset is nil, use 0
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init = function(self)
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if (not self.shots) self.shots = {{{0}}}
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end
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})
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function trig_gun:actually_shoot(x, y)
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local shots,veloc,aim,munition = self.shots,self.veloc,self.aim,self.munition
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local idx = self.shot_idx % #shots + 1
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self.shot_idx = idx
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shots = shots[idx]
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for s in all(shots) do
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local a,v,xo = unpack(s)
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v = v or veloc
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a += aim
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-- todo: switch munition
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-- depending on angle
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-- (allows for non-round
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-- sprites and hitboxes on
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-- shots from guns with
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-- widely varying angles)
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local m = munition.new{}
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-- todo: automatically make
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-- high velocity shots do
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-- multiple collision checks
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m.dy = sin(a) * veloc
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m.dx = cos(a) * veloc
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m:spawn_at(x+(xo or 0), y)
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end
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end
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-->8
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-- bullets and guns
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@ -892,8 +940,6 @@ zap_e = mknew(bullet_base.new{
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y_off = 8,
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damage = 1,
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dx = 0, -- px/frame
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dy = 4,
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hitship = const_fxn(true),
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@ -902,19 +948,21 @@ zap_e = mknew(bullet_base.new{
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zap_p = mknew(zap_e.new{
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sprite = 8,
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dy = -8,
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y_off = 0,
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category = player_blt_cat,
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})
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zap_gun_e = mknew(gun_base.new{
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zap_gun_e = mknew(trig_gun.new{
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cooldown = 0x0.0020, -- frames between shots
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veloc = 4,
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munition = zap_e,
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})
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zap_gun_p = mknew(zap_gun_e.new{
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icon = 19,
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munition = zap_p,
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veloc = 8,
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aim = 0.25,
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hdr = "mAIN gUN",
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})
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