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12 Commits
Author | SHA1 | Date | |
---|---|---|---|
85d28ae28b | |||
c514c61b3a | |||
9be828dd5c | |||
2b51a3472b | |||
95ea70baae | |||
b18b4f885d | |||
2fdb8d1a05 | |||
fc1f84fa28 | |||
93b63a5831 | |||
297e6e4996 | |||
9b3120c47b | |||
abee6d1206 |
251
vacuum_gambit.p8
251
vacuum_gambit.p8
@ -29,23 +29,33 @@ 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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ret.new = false
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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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@ -159,8 +169,6 @@ function wipe_game()
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xpwhoosh = nil
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primary_ship = player.new()
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init_hpcols()
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pships = linked_list.new()
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pships:push_back(primary_ship)
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eships = linked_list.new()
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pbullets = linked_list.new()
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ebullets = linked_list.new()
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@ -198,7 +206,8 @@ function ones(n)
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end
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function updategame()
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if (primary_ship.xp >= primary_ship.xptarget) and (gframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
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local ps = primary_ship
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if (ps.xp >= ps.xptarget) and (gframe - ps.last_xp_frame > 0x0.000f) and (not ps.dead) then
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mode = rearm_mode.new()
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return _update60()
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end
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@ -228,36 +237,24 @@ function updategame()
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end
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events:vore(new_events)
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events:strip(call_move)
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for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
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for _, lst in ipairs{intangibles_bg, eships, pbullets, ebullets} do
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lst:strip(call_move)
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end
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pships:strip(
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function(ps)
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local pbox, pded = hurtbox(ps), false
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eships:strip(
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function(es)
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if (not collides(pbox, hurtbox(es))) return
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pded = pded or ps:hitship(es)
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if not ps.dead then
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ps:move()
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local pbox = hurtbox(ps)
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eships:strip(function(es)
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if(not collides(pbox, hurtbox(es))) return
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ps:hitship(es)
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return es:hitship(ps)
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end
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)
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return pded
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end
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)
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pships:strip(
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function(ps)
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local pbox, pded = hurtbox(ps), false
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ebullets:strip(
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function(eb)
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end)
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ebullets:strip(function(eb)
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if (not collides(pbox, hurtbox(eb))) return
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pded = pded or ps:hitbullet(eb)
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ps:hitbullet(eb)
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return eb:hitship(ps)
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end)
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end
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)
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return pded
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end
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)
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-- many bullets and many enemy ships;
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-- use bucket collider for efficiency
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@ -292,9 +289,9 @@ function updategame()
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if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then
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game_state = win
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end
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if (not pships.next) game_state = lose
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if (ps.dead) game_state = lose
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if primary_ship.xp >= primary_ship.xptarget then
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if ps.xp >= ps.xptarget then
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if not xpwhoosh then
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xpwhoosh = 0
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else
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@ -383,8 +380,8 @@ end
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function drawgame()
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clip(0,0,112,128)
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rectfill(0,0,112,128,0)
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for slist in all{intangibles_bg, pbullets, pships, eships, ebullets, intangibles_fg} do
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slist:draw()
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for drawable in all{intangibles_bg, pbullets, primary_ship, eships, ebullets, intangibles_fg} do
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drawable:draw()
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end
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clip(0,0,128,128)
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drawhud()
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@ -520,8 +517,6 @@ ship_m = mknew{
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shieldpenalty = 0x0.012c, --5s
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shield_refresh_ready = 0,
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slip = true, -- most enemies slide
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xmomentum = 0,
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ymomentum = 0,
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@ -605,25 +600,18 @@ 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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self.x += self.xmomentum
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self.y += 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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if self.y >= 128 then
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self:die()
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return true
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end
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end
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return false
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end
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function ship_m:draw()
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if (self.dead) return
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if(self.fx_pal) pal(self.fx_pal)
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spr(self.sprite, self.x, self.y, self.size, self.size)
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pal()
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@ -719,6 +707,10 @@ 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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@ -726,6 +718,27 @@ gun_base = mknew{
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-- cooldown reduction from
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-- upgrades, not yet applied
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cd_remainder = 0,
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veloc = 1,
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aim = 0.75, -- down; 0.25, or -0.75, 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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-- firing x-offset, velocity;
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-- if x-offset is nil, use 0;
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-- if velocity is nil, use
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-- self.veloc instead
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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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-- gun_base subtypes are
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@ -750,12 +763,6 @@ function gun_base:peel()
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self.munition = mknew(self.munition.new())
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end
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-- default firing behavior:
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-- single shot
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function gun_base:actually_shoot(x, y)
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self.munition.new{}:spawn_at(x, y)
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end
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-- upgrade
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function gun_base:small_upgrade_opts()
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local ret = {
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@ -849,15 +856,56 @@ 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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end
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function gun_base: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,xo,v = unpack(s)
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v = v or veloc
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xo = xo or 0
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-- reverse x-offset for negative base angle
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if (aim < 0) xo = -xo
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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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@ -876,8 +924,6 @@ 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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@ -886,19 +932,21 @@ 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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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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@ -955,6 +1003,7 @@ blast = mknew(bullet_base.new{
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blast_gun = mknew(gun_base.new{
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icon = 13,
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cooldown = 0x0.0078, -- 120 frames between shots
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aim = -0.75,
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ammo = 5,
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maxammo = 5,
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munition = blast,
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@ -987,8 +1036,6 @@ protron_e = mknew(bullet_base.new{
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y_off = 4,
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damage = 1,
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dym = 0.5, -- gun sets dy;
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-- this is mult
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category = enemy_blt_cat,
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})
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@ -1004,34 +1051,17 @@ protron_gun_e = mknew(gun_base.new{
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cooldown = 0x0.0040, -- frames between shots
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ammo = nil,
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maxammo = nil,
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munition = protron_e
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munition = protron_e,
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veloc = 2,
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shots = {{{-0.25}, {-0.165}, {-0.0825}, {0}, {0.0825}, {0.165}, {0.25}}}
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})
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function protron_gun_e:actually_shoot(x, y)
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local m = self.munition.dym
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for i=1,3 do
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local b = self.munition.new{
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dx = i*m,
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dy = (4-i)*m,
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}
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b:spawn_at(x,y)
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local b2 = self.munition.new{
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dx = -i*m,
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dy = (4-i)*m,
|
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}
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b2:spawn_at(x,y)
|
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end
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local bup = self.munition.new{
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dx=0,
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dy=4*m,
|
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}
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bup:spawn_at(x,y)
|
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end
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protron_gun_p = mknew(protron_gun_e.new{
|
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munition = protron_p,
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maxammo = 20,
|
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cooldown = 0x0.0018,
|
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veloc = 4,
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aim = -0.75,
|
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hdr = "pROTRON",
|
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body = [[---------GUN
|
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|
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@ -1060,41 +1090,37 @@ vulcan_e = mknew(bullet_base.new{
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y_off = 0,
|
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|
||||
damage = 0.5,
|
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-- dx from gun
|
||||
dy = 2,
|
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category=enemy_blt_cat
|
||||
})
|
||||
|
||||
vulcan_p = mknew(vulcan_e.new{
|
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sprite=22,
|
||||
y_off = 4,
|
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dy = -4,
|
||||
category=player_blt_cat
|
||||
})
|
||||
|
||||
vulcan_gun_e = mknew(gun_base.new{
|
||||
icon = 37,
|
||||
enemy = false,
|
||||
cooldown = 0x0.0003, -- frames between shots
|
||||
ammo = nil,
|
||||
maxammo = nil,
|
||||
munition=vulcan_e,
|
||||
dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
|
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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,
|
||||
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
|
||||
|
||||
@ -1156,7 +1182,6 @@ player = mknew(ship_m.new{
|
||||
thrust = 0.1875, -- momentum added from button
|
||||
ymin = 0, ymax = 120, -- stay on screen
|
||||
drag = 0.0625, -- momentum lost per frame
|
||||
slip = false, -- does not slide down screen
|
||||
act = function(self) -- fetch buttons
|
||||
local b,th = btn(),self.thrust
|
||||
local blr = b&0x3
|
||||
@ -1312,7 +1337,6 @@ chasey = mknew(ship_m.new{
|
||||
maxspd = 2,
|
||||
thrust = 0.2,
|
||||
drag = 0.075,
|
||||
slip = true,
|
||||
|
||||
init = function(ship)
|
||||
ship.main_gun=ship.main_gun or zap_gun_e.new{}
|
||||
@ -1340,7 +1364,6 @@ xl_chasey=mknew(chasey.new{
|
||||
hp = 19.5,
|
||||
shield = 5,
|
||||
boss = true,
|
||||
slip = false,
|
||||
act = function(self)
|
||||
local dx,dy,shoot_spec,shoot_main = chasey.act(self)
|
||||
if (self.y < 4) dy=self.thrust
|
||||
@ -1351,9 +1374,6 @@ xl_chasey=mknew(chasey.new{
|
||||
sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
|
||||
pal()
|
||||
end,
|
||||
init = function(ship)
|
||||
ship.main_gun=ship.main_gun or zap_gun_e.new{}
|
||||
end,
|
||||
})
|
||||
|
||||
-- flotilla ships
|
||||
@ -1365,16 +1385,20 @@ ship_f = mknew(ship_m.new{
|
||||
-- no sparks
|
||||
hp = 0.5,
|
||||
xp = 0x0.0001,
|
||||
fire_off_x = 4,
|
||||
fire_off_y = 4,
|
||||
|
||||
maxspd = 3,
|
||||
thrust = 0.1,
|
||||
drag = 0.05,
|
||||
slip = false,
|
||||
act = function(self)
|
||||
local wx,wy=self.want_x,self.want_y
|
||||
self.xmin,self.xmax,self.ymin,self.ymax = wx,wx,wy,wy
|
||||
return 0,0,false,false
|
||||
end,
|
||||
init = function(self)
|
||||
if (self.gun_proto) self.main_gun = self.gun_proto.new()
|
||||
end
|
||||
})
|
||||
|
||||
ship_mook = mknew(ship_f.new{
|
||||
@ -1388,12 +1412,14 @@ ship_defender = mknew(ship_f.new{
|
||||
ship_turret = mknew(ship_f.new{
|
||||
sprite=106,
|
||||
xp = 0x0.0002,
|
||||
gun_proto = machine_gun_e,
|
||||
})
|
||||
ship_skirmisher = mknew(ship_f.new{
|
||||
sprite=107,
|
||||
xp = 0x0.0004,
|
||||
spark = smokespark,
|
||||
sparkodds = 4,
|
||||
sparks = smokespark,
|
||||
sparkodds = 3,
|
||||
fire_off_y = 7,
|
||||
})
|
||||
|
||||
function rnd_spawn_loc()
|
||||
@ -1695,15 +1721,15 @@ function spark_particle:draw()
|
||||
end
|
||||
|
||||
function spark(sprs, x, y, dx, dy, odds, fg)
|
||||
if (sprs==nil or flr(rnd(odds)) ~= 0) return
|
||||
if (sprs==nil or flr(rnd(odds) or (abs(dx) < 0.5 and abs(dy))) ~= 0) return
|
||||
local target = fg and intangibles_fg or intangibles_bg
|
||||
target:push_back(spark_particle.new{
|
||||
x = x + rnd(4) - 2,
|
||||
y = y + rnd(4) - 2,
|
||||
sprs = sprs,
|
||||
sidx = 1,
|
||||
dx = dx + rnd(2) - 1,
|
||||
dy = dy + rnd(2) - 1,
|
||||
dx = dx * rnd(2),
|
||||
dy = dy * rnd(2),
|
||||
})
|
||||
end
|
||||
-->8
|
||||
@ -1809,6 +1835,7 @@ end
|
||||
|
||||
-- add a new gun
|
||||
function spec_gun_opts()
|
||||
-- todo: avoid duplicates
|
||||
return pick(spec_gunt, 2)
|
||||
end
|
||||
|
||||
@ -1830,7 +1857,6 @@ 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
|
||||
@ -1911,7 +1937,10 @@ 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()
|
||||
|
Loading…
x
Reference in New Issue
Block a user