6 Commits

Author SHA1 Message Date
c514c61b3a look at me. *look at me.* I'm the gun_base now 2025-06-01 17:41:07 -07:00
9be828dd5c blast gun is a trig gun
now there are no more base guns
2025-06-01 17:38:45 -07:00
2b51a3472b protron trig gun 2025-06-01 17:36:15 -07:00
95ea70baae vulcan_gun as trig gun
causes x offset to reverse for negative aim; may need to be careful
with how I make aiming guns actually work, but this should work for
deriving player guns from enemy guns (by using negative aim)!
2025-06-01 17:26:29 -07:00
b18b4f885d trig zap gun; fixes
use the trig gun for the zap gun
2025-06-01 17:00:28 -07:00
2fdb8d1a05 trigenometry gun prototype 2025-06-01 16:48:39 -07:00

View File

@ -730,6 +730,27 @@ gun_base = mknew{
-- cooldown reduction from
-- upgrades, not yet applied
cd_remainder = 0,
veloc = 1,
aim = 0.75, -- down; 0.25, or -0.75, is up
shot_idx = 0,
-- shots: list<list<[3]num>>
-- describing a cycling
-- firing pattern. shot_idx
-- tracks offset into pattern.
-- each nested list: a burst
-- of shots to fire; takes
-- 1 ammo; sequential
-- each shot: angle (turns,
-- relative to `aim`),
-- firing x-offset, velocity;
-- if x-offset is nil, use 0;
-- if velocity is nil, use
-- self.veloc instead
init = function(self)
if (not self.shots) self.shots = {{{0}}}
end
}
-- gun_base subtypes are
@ -754,12 +775,6 @@ function gun_base:peel()
self.munition = mknew(self.munition.new())
end
-- default firing behavior:
-- single shot
function gun_base:actually_shoot(x, y)
self.munition.new{}:spawn_at(x, y)
end
-- upgrade
function gun_base:small_upgrade_opts()
local ret = {
@ -874,6 +889,35 @@ function gun_base:shoot(x, y)
return true
end
function gun_base:actually_shoot(x, y)
local shots,veloc,aim,munition = self.shots,self.veloc,self.aim,self.munition
local idx = self.shot_idx % #shots + 1
self.shot_idx = idx
shots = shots[idx]
for s in all(shots) do
local a,xo,v = unpack(s)
v = v or veloc
xo = xo or 0
-- reverse x-offset for negative base angle
if (aim < 0) xo = -xo
a += aim
-- todo: switch munition
-- depending on angle
-- (allows for non-round
-- sprites and hitboxes on
-- shots from guns with
-- widely varying angles)
local m = munition.new{}
-- todo: automatically make
-- high velocity shots do
-- multiple collision checks
m.dy = sin(a) * veloc
m.dx = cos(a) * veloc
m:spawn_at(x+(xo or 0), y)
end
end
-->8
-- bullets and guns
@ -892,8 +936,6 @@ zap_e = mknew(bullet_base.new{
y_off = 8,
damage = 1,
dx = 0, -- px/frame
dy = 4,
hitship = const_fxn(true),
@ -902,19 +944,21 @@ zap_e = mknew(bullet_base.new{
zap_p = mknew(zap_e.new{
sprite = 8,
dy = -8,
y_off = 0,
category = player_blt_cat,
})
zap_gun_e = mknew(gun_base.new{
cooldown = 0x0.0020, -- frames between shots
veloc = 4,
munition = zap_e,
})
zap_gun_p = mknew(zap_gun_e.new{
icon = 19,
munition = zap_p,
veloc = 8,
aim = 0.25,
hdr = "mAIN gUN",
})
@ -971,6 +1015,7 @@ blast = mknew(bullet_base.new{
blast_gun = mknew(gun_base.new{
icon = 13,
cooldown = 0x0.0078, -- 120 frames between shots
aim = -0.75,
ammo = 5,
maxammo = 5,
munition = blast,
@ -1003,8 +1048,6 @@ protron_e = mknew(bullet_base.new{
y_off = 4,
damage = 1,
dym = 0.5, -- gun sets dy;
-- this is mult
category = enemy_blt_cat,
})
@ -1020,34 +1063,17 @@ protron_gun_e = mknew(gun_base.new{
cooldown = 0x0.0040, -- frames between shots
ammo = nil,
maxammo = nil,
munition = protron_e
munition = protron_e,
veloc = 2,
shots = {{{-0.25}, {-0.165}, {-0.0825}, {0}, {0.0825}, {0.165}, {0.25}}}
})
function protron_gun_e:actually_shoot(x, y)
local m = self.munition.dym
for i=1,3 do
local b = self.munition.new{
dx = i*m,
dy = (4-i)*m,
}
b:spawn_at(x,y)
local b2 = self.munition.new{
dx = -i*m,
dy = (4-i)*m,
}
b2:spawn_at(x,y)
end
local bup = self.munition.new{
dx=0,
dy=4*m,
}
bup:spawn_at(x,y)
end
protron_gun_p = mknew(protron_gun_e.new{
munition = protron_p,
maxammo = 20,
cooldown = 0x0.0018,
veloc = 4,
aim = -0.75,
hdr = "pROTRON",
body = [[---------GUN
@ -1076,15 +1102,12 @@ vulcan_e = mknew(bullet_base.new{
y_off = 0,
damage = 0.5,
-- dx from gun
dy = 2,
category=enemy_blt_cat
})
vulcan_p = mknew(vulcan_e.new{
sprite=22,
y_off = 4,
dy = -4,
category=player_blt_cat
})
@ -1094,30 +1117,22 @@ vulcan_gun_e = mknew(gun_base.new{
ammo = nil,
maxammo = nil,
munition=vulcan_e,
dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
xoffs = {1, 0, -1, 1, 0, -1},
dxidx = 1,
actually_shoot = function(self, x, y)
local b = self.munition.new{
dx = self.dxs[self.dxidx],
}
b:spawn_at(self.xoffs[self.dxidx]+x,y)
self.dxidx += 1
if (self.dxidx > #self.dxs) self.dxidx = 1
end
veloc = 2,
shots = {{{0.02, 2}}, {{-0.02,0}}, {{-0.03, -2}}, {{0.03, 2}}, {{0.02, 0}}, {{-0.02, -2}}}
})
machine_gun_e = mknew(vulcan_gun_e.new{
icon = 38,
clip_size = 12,
clip_interval = 0x0.005a,
dxs = {0, 0},
xoffs = {1, -1},
shots = {{{0, 2}}, {{0, -2}}}
})
vulcan_gun_p = mknew(vulcan_gun_e.new{
munition=vulcan_p,
maxammo = 100,
aim=-0.75,
veloc=4,
hdr = "vULCAN",
body = [[---------GUN
@ -1832,6 +1847,7 @@ end
-- add a new gun
function spec_gun_opts()
-- todo: avoid duplicates
return pick(spec_gunt, 2)
end
@ -1853,7 +1869,6 @@ end
-- ordinary upgrades
function small_opts()
-- todo: include gun opts
if(not primary_ship.special_guns) return pick(primary_ship:small_upgrade_opts(), 2)
local opts = {rnd(primary_ship:small_upgrade_opts())}
for g in all(primary_ship.special_guns) do
@ -1934,7 +1949,10 @@ function rearm_mode:shuffle()
-- until the upgrade deck
-- is a thing that exists
local lev = primary_ship.level + 1
if lev == 4 or lev == 12 then
-- for testing: more guns really early
-- if lev == 4 or lev == 12 then
if lev == 2 or lev == 3 then
self.options = spec_gun_opts()
elseif lev % 4 == 0 then
self.options = big_opts()