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3 Commits
flotillas
...
297e6e4996
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297e6e4996
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9b3120c47b
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abee6d1206
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@ -29,23 +29,32 @@ end
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-- if tt.init is defined, generated
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-- new calls tt.init(ret) after
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-- ret is definitely not nil,
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-- before calling setmetatable.
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-- after calling setmetatable.
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-- use to initialize mutables.
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--
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-- if there was a previous new,
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-- it is invoked on the new
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-- object *after* more, because
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-- this works better with the
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-- `more` impls i use.
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-- it is invoked before
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-- setting tt's metatable, so
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-- each new will see its
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-- inheritance chain.
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function mknew(tt)
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local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
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local mt,oldinit,more = {__index=tt},tt.superinit,rawget(tt, "init")
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tt.new=function(ret)
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if(not ret) ret = {}
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if(more) more(ret)
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if(oldnew) oldnew(ret)
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setmetatable(ret, mt)
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if(oldinit) oldinit(ret)
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if (more) more(ret)
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return ret
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end
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if oldinit and more then
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tt.superinit = function(ret)
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oldinit(ret)
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more(ret)
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end
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elseif more then
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tt.superinit = more
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end
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return tt
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end
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@ -605,7 +614,7 @@ function ship_m:move()
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self:maybe_shoot(self.main_gun)
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if (shoot_spec1 and self.special_guns) self:maybe_shoot(self.special_guns[1])
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if (shoot_spec2 and self.special_guns) self:maybe_shoot(self.special_guns[2])
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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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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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@ -719,6 +728,10 @@ bullet_base = mknew{ }
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gun_base = mknew{
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shoot_ready = -32768,
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new_clip = -32768,
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clip_size = false,
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clip_remain = 0,
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clip_interval = 0x0.80,
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icon = 20,
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ammobonus = 1,
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@ -849,10 +862,22 @@ end
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function gun_base:shoot(x, y)
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if (gframe < self.shoot_ready) return false
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local csz,crm = self.clip_size, self.clip_remain
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if csz then
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if crm < csz and gframe >= self.new_clip then
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self.clip_remain = csz
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self.new_clip = gframe + self.clip_interval
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elseif crm == 0 then
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return false
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end
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end
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if self.ammo then
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if (self.ammo <= 0) return false
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self.ammo -= 1
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end
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if csz then
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self.clip_remain -= 1
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end
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self.shoot_ready = gframe + self.cooldown
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self:actually_shoot(x, y)
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return true
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@ -1074,7 +1099,6 @@ vulcan_p = mknew(vulcan_e.new{
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vulcan_gun_e = mknew(gun_base.new{
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icon = 37,
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enemy = false,
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cooldown = 0x0.0003, -- frames between shots
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ammo = nil,
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maxammo = nil,
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@ -1092,6 +1116,14 @@ vulcan_gun_e = mknew(gun_base.new{
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end
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})
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machine_gun_e = mknew(vulcan_gun_e.new{
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icon = 38,
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clip_size = 12,
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clip_interval = 0x0.005a,
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dxs = {0, 0},
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xoffs = {1, -1},
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})
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vulcan_gun_p = mknew(vulcan_gun_e.new{
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munition=vulcan_p,
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maxammo = 100,
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@ -1351,9 +1383,6 @@ xl_chasey=mknew(chasey.new{
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sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
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pal()
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end,
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init = function(ship)
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ship.main_gun=ship.main_gun or zap_gun_e.new{}
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end,
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})
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-- flotilla ships
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@ -1365,6 +1394,8 @@ ship_f = mknew(ship_m.new{
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-- no sparks
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hp = 0.5,
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xp = 0x0.0001,
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fire_off_x = 4,
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fire_off_y = 4,
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maxspd = 3,
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thrust = 0.1,
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@ -1375,6 +1406,9 @@ ship_f = mknew(ship_m.new{
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self.xmin,self.xmax,self.ymin,self.ymax = wx,wx,wy,wy
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return 0,0,false,false
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end,
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init = function(self)
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if (self.gun_proto) self.main_gun = self.gun_proto.new()
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end
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})
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ship_mook = mknew(ship_f.new{
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@ -1388,12 +1422,14 @@ ship_defender = mknew(ship_f.new{
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ship_turret = mknew(ship_f.new{
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sprite=106,
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xp = 0x0.0002,
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gun_proto = machine_gun_e,
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})
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ship_skirmisher = mknew(ship_f.new{
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sprite=107,
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xp = 0x0.0004,
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spark = smokespark,
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sparkodds = 4,
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sparks = smokespark,
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sparkodds = 3,
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fire_off_y = 7,
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})
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function rnd_spawn_loc()
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@ -1695,15 +1731,15 @@ function spark_particle:draw()
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end
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function spark(sprs, x, y, dx, dy, odds, fg)
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if (sprs==nil or flr(rnd(odds)) ~= 0) return
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if (sprs==nil or flr(rnd(odds) or (abs(dx) < 0.5 and abs(dy))) ~= 0) return
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local target = fg and intangibles_fg or intangibles_bg
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target:push_back(spark_particle.new{
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x = x + rnd(4) - 2,
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y = y + rnd(4) - 2,
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sprs = sprs,
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sidx = 1,
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dx = dx + rnd(2) - 1,
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dy = dy + rnd(2) - 1,
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dx = dx * rnd(2),
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dy = dy * rnd(2),
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})
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end
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-->8
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