Compare commits
3 Commits
flotillas
...
5634fcf4a4
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5634fcf4a4
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447a1bedd0
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0f7c7a810b
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2
.gitignore
vendored
2
.gitignore
vendored
@ -1,2 +0,0 @@
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.DS_Store
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.vscode/settings.json
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@ -1,244 +0,0 @@
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pico-8 cartridge // http://www.pico-8.com
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version 41
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__lua__
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-- vacuum gambit automatic brake test
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-- by kistaro windrider
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function usplit(str)
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return unpack(split(str))
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end
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function csv(s)
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local ret = split(s, "\n")
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for i, v in ipairs(ret) do
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ret[i] = type(v) == "string" and split(v) or { v }
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end
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return ret
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end
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-- generate standard "overlay"
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-- constructor for type tt.
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-- if more is defined, generated
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-- new calls more(ret) after
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-- ret is definitely not nil
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-- before 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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function mknew(tt, more)
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local mt, oldnew = { __index = tt }, tt.new
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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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return ret
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end
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end
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function _init()
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pal(1,129,1)
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the_ship = ship.new()
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constraints:setup()
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slomo = 1
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sloc = 0
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reroll()
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end
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function reroll()
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frames=0
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sloc=0
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the_ship:reroll()
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end
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function _update60()
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if (btnp(4)) reroll()
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if (btnp(5)) constraints:cycle()
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if (btnp(3)) slomo <<= 1
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if (btnp(2)) slomo >>= 1
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slomo = (slomo < 1) and 1 or (slomo > 8192) and 8192 or slomo
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sloc += 1
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if sloc >= slomo then
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frames += 1
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the_ship:update()
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sloc=0
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end
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end
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function _draw()
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cls(1)
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constraints:draw()
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the_ship:draw()
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print("frames: " .. frames, 4, 64, 7)
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print("speed: 1/" .. slomo, 8, 70, 7)
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print("thrust: ".. actual_t, 4, 80, 7)
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meter(80, 80, 128, 84, actual_t/the_ship.thrust/2)
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print("dx: ".. the_ship.dx, 20, 86, 7)
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meter(80, 86, 128, 90, the_ship.dx/the_ship.maxspd/2)
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print("x: "..the_ship.x, 24, 92, 7)
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print("bx: "..gbx, 20, 98, 7)
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print("xmin:"..tostr(constraints.xmin), 12, 108, 7)
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print("xmax:"..tostr(constraints.xmax), 12, 114, 7)
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end
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function meter(x0, y0, x1, y1, frac)
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local c = 11
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if frac < 0 then
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frac = -frac
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c = 8
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end
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local range = x1-x0
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local midpoint = x0 + (range/2)
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rectfill(x0, y0-1, x0, y1+1, 13)
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rectfill(midpoint, y0-1, midpoint, y1 + 1, 13)
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local width = range * frac
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if (width ~= 0) rectfill(x0, y0, x0 + width, y1, c)
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end
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-->8
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-- ship
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ship = {
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maxspd=4,
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thrust=0.25,
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drag=0.0625,
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y=32,
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}
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mknew(ship)
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function ship:reroll()
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self.x=rnd(128)
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self.dx=rnd(2*self.maxspd)-self.maxspd
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end
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function ship:draw()
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if self.x < -7 then
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spr(2, 0, self.y-7)
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spr(2, 0, self.y+8)
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elseif self.x > 127 then
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spr(2, 120, self.y-7, 1, 1, true)
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spr(2, 120, self.y+8, 1, 1, true)
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else
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spr(1,self.x,self.y)
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end
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--if (self.dx == 0) return
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local bd, f = brake_dist(self.dx, self.thrust + self.drag)
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gbx = self.x+bd
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spr(3, gbx-2,self.y-2)
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print(tostr(f), gbx-2, self.y - 8, 14)
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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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end
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function ship:update()
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local t = btn(0) and -1 or btn(1) and 1 or 0
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t *= self.thrust
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t = constraints:constrain(self, t)
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-- t = constraints:constrain(self, t)
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-- t = constraints:constrain(self, t)
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local s = calc_velocity(self.dx, t, self.maxspd, self.drag)
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self.x += s
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self.dx = s
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actual_t = t
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end
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-->8
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-- constraints
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constraints = {
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ymin=20,
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ymax=52,
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color=10
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}
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function constraints:constrain(s, want)
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self.color=10
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if (not self.xmin) return want
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-- bmx: brake max
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local v1, bmx = calc_velocity(s.dx, want, s.maxspd, s.drag), s.thrust + s.drag
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local bd, bf = brake_dist(v1, bmx)
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local bx, txm = s.x + bd + v1, self.xmax
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if bx < self.xmin then
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-- predicted brake point left
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-- of xmin; apply max reverse
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-- thrust, treat xmin as our
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-- max target, and handle
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-- overbraking by coalescing
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-- with past +xmax case
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self.color = 9
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want = s.thrust
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txm = self.xmin
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v1 = calc_velocity(s.dx, want, s.maxspd, s.drag)
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bd, bf = brake_dist(v1, bmx)
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bx = bd + s.x + v1
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end
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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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if (want < -s.thrust) want = -s.thrust
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return want
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end
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function brake_dist(v0, brake_max)
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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 constraints:cycle()
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if self.ctype=="bounds" then
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self.ctype="point"
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elseif self.ctype=="point" then
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self.ctype="off"
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else
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self.ctype="bounds"
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end
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self:setup()
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end
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function constraints:setup()
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if self.ctype=="point" then
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self.xmin = 64
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self.xmax = 64
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elseif self.ctype=="bounds" then
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self.xmin = 32
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self.xmax = 96
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else
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self.xmin = nil
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self.xmax = nil
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end
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end
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function constraints:draw()
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if (not self.xmin) return
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rect(self.xmin, self.ymin, self.xmax, self.ymax, self.color)
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end
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-->8
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-- fx
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-- todo: spark ring buffer
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__gfx__
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000000008000000000080000a000a000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000006666000080000009090000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000067777600800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000675555758008888009090000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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000000006750007508000000a000a000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000067777500080000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000005555000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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@ -1 +0,0 @@
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Trans rights.
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@ -75,7 +75,7 @@ function updategame()
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edeaths = {}
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edeaths = {}
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for ip, ps in ipairs(pships) do
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for ip, ps in ipairs(pships) do
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for ie, eb in ipairs(ebullets) do
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for ie, eb in ipairs(ebullets) do
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if collides(hurtbox(ps), hurtbox(eb)) then
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if collides(hurtobx(ps), hurtbox(eb)) then
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if (eb:hitship(ps)) add(edeaths, ie)
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if (eb:hitship(ps)) add(edeaths, ie)
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if ps:hitbullet(eb) then
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if ps:hitbullet(eb) then
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add(pdeaths, ip)
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add(pdeaths, ip)
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2162
last_tyrianlike.p8
2162
last_tyrianlike.p8
File diff suppressed because it is too large
Load Diff
356
old_readme.md
356
old_readme.md
@ -1,356 +0,0 @@
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This file contains text that used to be in the cartridge itself, but
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I'm getting increasingly anxious about cartridge space so I'm moving
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it out ot a separate file.
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---
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main loop sequence
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==================
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1. level_frame
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2. events
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3. merge new_events into events
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4. update bg intangibles
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5. move ships (player first)
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6. move bullets (player first)
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7. calculate collisions
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1. pship on eship
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2. ebullet on pship
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3. pbullet on eship
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8. update fg intangibles
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9. check for end of level
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draw order
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----------
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bottom to top:
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1. intangibles_bg
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2. player bullets
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3. player ships
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4. enemy ships
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5. enemy bullets
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6. intangibles_fg
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notes
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-----
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intangibles_fg move()s after
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all collisions and other moves
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are processed. if an intangible
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is added to the list as a result
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of a collision or move, it will
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itself be move()d before it is
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drawn.
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data-driven items
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||||||
=================
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guns and bullets both allow the
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most common behaviors to be
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expressed with data alone.
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ships only need a movement
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algorithm expressed.
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guns
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----
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* t - metatable for bullet type.
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fired once in the bullet's
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default direction per shot.
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* enemy - if true, fired bullets
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are flagged as enemy bullets.
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* icon - sprite index of an
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8x8 sprite to display in the
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hud when the player has this
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gun. default is 20, a generic
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crosshair bullseye thing.
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* cooldown - min frames between
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shots.
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* ammo, maxammo - permitted
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number of shots. 0 is empty
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and unfireable. maxammo = 0
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will cause a divide by zero
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so don't do that. if nil,
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ammo is infinite.
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default guns manage ammo and
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cooldown in shoot, then call
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|
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actually_shoot to create the
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|
||||||
projectile. override only
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||||||
actually_shoot to change
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|
||||||
projectile logic while keeping
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||||||
cooldown and ammo logic.
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||||||
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|
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bullets
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||||||
-------
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|
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* dx, dy - movement per frame.
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player bullets use -dy
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|
||||||
instead.
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* enemyspd - multiplier for dx
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|
||||||
and dy on enemy bullets.
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||||||
default is 0.5, making enemy
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|
||||||
shots much easier to dodge
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||||||
* damage - damage per hit;
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|
||||||
used by ships
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||||||
* sprite - sprite index.
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||||||
* x_off, y_off - renamed for
|
|
||||||
the next two vars. may revert
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||||||
* center_off_x - the horizontal
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|
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centerpoint of the bullet,
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|
||||||
for positioning when firing.
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|
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assume a pixel's coordinates
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|
||||||
refer to the upper left corner
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|
||||||
of the pixel; the center of
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||||||
a 2-width bullet with an
|
|
||||||
upper left corner at 0 is 1,
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|
||||||
not 0.5.
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|
||||||
* top_off_y, bottom_off_y -
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|
||||||
also for positioning when
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|
||||||
firing. positive distance from
|
|
||||||
top or bottom edge to image.
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|
||||||
top_off_y will usually be 0,
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||||||
bottom_off_y will not be when
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|
||||||
bullets are smaller than
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|
||||||
the sprite box.
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||||||
* width, height - measured in
|
|
||||||
full sprites (8x8 boxes), not
|
|
||||||
pixels. used for drawing.
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||||||
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|
||||||
bullets despawn when above or
|
|
||||||
below the screen (player or
|
|
||||||
enemy bullets, respectively).
|
|
||||||
|
|
||||||
by default, bullets despawn
|
|
||||||
when they hit something.
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|
||||||
override hitship to change this.
|
|
||||||
|
|
||||||
ships
|
|
||||||
____
|
|
||||||
|
|
||||||
ships move by calculating
|
|
||||||
momentum, then offsetting their
|
|
||||||
position by that momentum, then
|
|
||||||
clamping their position to the
|
|
||||||
screen (horizontally only for
|
|
||||||
ships that autoscroll). ships
|
|
||||||
that autoscroll (slip==true)
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|
||||||
then slide down by scrollspeed.
|
|
||||||
fractional coordinates are ok.
|
|
||||||
after movement, ships lose
|
|
||||||
momentum (ship.drag along each
|
|
||||||
axis). abs(momentum) can't
|
|
||||||
exceed ship.maxspeed.
|
|
||||||
|
|
||||||
ships gain momentum by acting
|
|
||||||
like a player pushing buttons.
|
|
||||||
the player ship actually reads
|
|
||||||
buttons for this.
|
|
||||||
|
|
||||||
act -- returns new acceleration:
|
|
||||||
dx, dy, shoot_spec, shoot_main.
|
|
||||||
dx and dy are change in momentum
|
|
||||||
in px/frame. this is controls
|
|
||||||
only -- friction is handled in
|
|
||||||
ship:move (`drag` value).
|
|
||||||
|
|
||||||
ships hitting another ship take
|
|
||||||
1 damage per frame of overlap.
|
|
||||||
ships hitting a bullet check
|
|
||||||
bullet.damage to find out how
|
|
||||||
much damage they take. damage
|
|
||||||
is applied to shields, then hp.
|
|
||||||
damaged ships flash briefly -
|
|
||||||
blue (12) if all damage was
|
|
||||||
shielded, white (7) if hp was
|
|
||||||
damaged. a ship that then has 0
|
|
||||||
or less hp calls self:die() and
|
|
||||||
tells the main game loop to
|
|
||||||
remove it.
|
|
||||||
|
|
||||||
shieldcooldown is the interval
|
|
||||||
between restoring shield points.
|
|
||||||
shieldpenalty is the delay
|
|
||||||
before restoring points after
|
|
||||||
any damage, reset to this value
|
|
||||||
on every damaging hit (whether
|
|
||||||
it is absorbed by the shield or
|
|
||||||
not) -- shield behaves like
|
|
||||||
halo and other shooters in its
|
|
||||||
heritage, where it recovers if
|
|
||||||
you avoid damage for a while.
|
|
||||||
not that there is any safe cover
|
|
||||||
in this kind of game.
|
|
||||||
|
|
||||||
ships do not repair hp on their
|
|
||||||
own. negative-damage bullets
|
|
||||||
are treated as 0, but a bullet
|
|
||||||
can choose to repair the ship
|
|
||||||
it hits in its own hitship
|
|
||||||
method, or otherwise edit it
|
|
||||||
(changing weapons, refilling
|
|
||||||
weapon ammo). powerups are
|
|
||||||
therefore a kind of bullet.
|
|
||||||
|
|
||||||
levels
|
|
||||||
======
|
|
||||||
|
|
||||||
a level is a table mapping
|
|
||||||
effective frame number to
|
|
||||||
functions. when a level starts,
|
|
||||||
it sets lframe ("level frame")
|
|
||||||
and distance to 0.
|
|
||||||
|
|
||||||
every frame, level_frame
|
|
||||||
increments lframe by 0x0.0001.
|
|
||||||
then if the level is not frozen,
|
|
||||||
it increments distance by 1.0
|
|
||||||
and runs the function in the
|
|
||||||
level table for exactly that
|
|
||||||
frame number (if any). distance
|
|
||||||
is therefore "nonfrozen frames",
|
|
||||||
and is used to trigger level
|
|
||||||
progress. lframe always
|
|
||||||
increments. ships are encouraged
|
|
||||||
to use lframe to control
|
|
||||||
animation and movement, and may
|
|
||||||
use distance to react to level
|
|
||||||
progress separately from overall
|
|
||||||
time. remember to multiply
|
|
||||||
lframe-related stuff by 0x0001.
|
|
||||||
|
|
||||||
a special sentinel value, eol,
|
|
||||||
marks the end of the level.
|
|
||||||
(the level engine doesn't know
|
|
||||||
when it's out of events, so
|
|
||||||
without eol, the level will
|
|
||||||
simply have no events forever.)
|
|
||||||
when it finds eol, level_frame
|
|
||||||
throws away the current level
|
|
||||||
and tells the main loop that it
|
|
||||||
might be done. the main loop
|
|
||||||
agrees the level is over and the
|
|
||||||
player has won when the level
|
|
||||||
has reached eol and there are
|
|
||||||
no more enemy ships, enemy
|
|
||||||
bullets, or background events
|
|
||||||
remaining. player ships, player
|
|
||||||
bullets, and intangibles are
|
|
||||||
not counted.
|
|
||||||
|
|
||||||
level freezing
|
|
||||||
--------------
|
|
||||||
the level is frozen when the
|
|
||||||
global value freeze > 0.
|
|
||||||
generally, something intending
|
|
||||||
to block level progress (a
|
|
||||||
miniboss, a minigame, etc.)
|
|
||||||
increments freeze and prepares
|
|
||||||
some means of decrementing it
|
|
||||||
when it no longer wants to block
|
|
||||||
level progress.
|
|
||||||
|
|
||||||
most commonly, we want to block
|
|
||||||
until some specific ship or
|
|
||||||
group of ships has died. for
|
|
||||||
these ships, override ship:die
|
|
||||||
to decrement freeze. make sure
|
|
||||||
to set ship.dead in any new
|
|
||||||
ship:die method so anything else
|
|
||||||
looking at it can recognize
|
|
||||||
the ship as dead.
|
|
||||||
|
|
||||||
for anything else, you probably
|
|
||||||
want an event to figure out when
|
|
||||||
to unfreeze.
|
|
||||||
|
|
||||||
levels start at 1
|
|
||||||
-----------------
|
|
||||||
|
|
||||||
distance is initialized to 0
|
|
||||||
but gets incremented before the
|
|
||||||
first time the engine looks for
|
|
||||||
events. therefore, the first
|
|
||||||
frame of the level executes
|
|
||||||
level[1]. since levelframe
|
|
||||||
executes before anything else,
|
|
||||||
level[1] sets up the first frame
|
|
||||||
drawn in the level. the player
|
|
||||||
does not see a blank world
|
|
||||||
before level[1] runs.
|
|
||||||
level[1] can therefore be used
|
|
||||||
to reconfigure the player ship,
|
|
||||||
set up backgrounds, start music,
|
|
||||||
kick off some kind of fade-in
|
|
||||||
animation, etc.
|
|
||||||
|
|
||||||
|
|
||||||
events
|
|
||||||
======
|
|
||||||
the global list "events" stores
|
|
||||||
0-argument functions which are
|
|
||||||
called every frame. if they
|
|
||||||
return true, they are removed
|
|
||||||
from the list and not run again;
|
|
||||||
if they return false, they stay
|
|
||||||
and will be called in later
|
|
||||||
frames. the level does not end
|
|
||||||
while the events table is
|
|
||||||
nonempty.
|
|
||||||
|
|
||||||
events are most commonly used
|
|
||||||
to set up something for later
|
|
||||||
(for example, blip uses an event
|
|
||||||
to remove the fx_pallete from
|
|
||||||
the flashing ship when the blip
|
|
||||||
expires), but can also be used
|
|
||||||
to implement a "level within a
|
|
||||||
level" that does something
|
|
||||||
complicated until it's done. if
|
|
||||||
you froze the level when
|
|
||||||
creating the event, remember
|
|
||||||
to thaw it (freeze -= 1) on all
|
|
||||||
paths that return true.
|
|
||||||
|
|
||||||
to do complex stuff in events,
|
|
||||||
use a closure or a metatable
|
|
||||||
that specifies __call.
|
|
||||||
|
|
||||||
to avoid editing the events
|
|
||||||
list while it is being iterated,
|
|
||||||
events that create new events
|
|
||||||
must add those events to
|
|
||||||
new_events rather than events.
|
|
||||||
new_events is only valid during
|
|
||||||
the "event execution" stage, so
|
|
||||||
events created at any other time
|
|
||||||
must go directly on events
|
|
||||||
without using new_events.
|
|
||||||
|
|
||||||
intangibles
|
|
||||||
===========
|
|
||||||
|
|
||||||
the intangibles_fg and
|
|
||||||
intangibles_bg lists contain
|
|
||||||
items with :move and :draw.
|
|
||||||
like ships and bullets, they
|
|
||||||
move during _update60 and
|
|
||||||
draw during _draw. they are
|
|
||||||
not checked for collisions.
|
|
||||||
|
|
||||||
intangibles_bg moves/draws
|
|
||||||
before anything else moves or
|
|
||||||
draws. intangibles_fg
|
|
||||||
moves/draws last. this controls
|
|
||||||
whether your intangible object
|
|
||||||
draws in front of or behind
|
|
||||||
other stuff. you probably want
|
|
||||||
intangibles_bg for decorative
|
|
||||||
elements and intangibles_fg
|
|
||||||
for explosions, score popups,
|
|
||||||
etc.
|
|
||||||
|
|
||||||
there's no scrolling background
|
|
||||||
engine but intangibles_bg could
|
|
||||||
be used to create one, including
|
|
||||||
using the map (otherwise unused
|
|
||||||
in this engine) for the purpose.
|
|
||||||
|
|
||||||
intangibles do not prevent the
|
|
||||||
level from ending. like bullets
|
|
||||||
and ships, if :move returns
|
|
||||||
true, they are dropped.
|
|
@ -1,223 +0,0 @@
|
|||||||
pico-8 cartridge // http://www.pico-8.com
|
|
||||||
version 42
|
|
||||||
__lua__
|
|
||||||
-- vacuum gambit
|
|
||||||
-- by kistaro windrider
|
|
||||||
|
|
||||||
-- stdlib
|
|
||||||
|
|
||||||
-- generate standard "overlay"
|
|
||||||
-- constructor for type tt.
|
|
||||||
-- if tt.init is defined, generated
|
|
||||||
-- new calls tt.init(ret) after
|
|
||||||
-- ret is definitely not nil,
|
|
||||||
-- before calling setmetatable.
|
|
||||||
-- use to initialize mutables.
|
|
||||||
--
|
|
||||||
-- if there was a previous new,
|
|
||||||
-- it is invoked on the new
|
|
||||||
-- object *after* more, because
|
|
||||||
-- this works better with the
|
|
||||||
-- `more` impls i use.
|
|
||||||
function mknew(tt)
|
|
||||||
local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
|
|
||||||
tt.new=function(ret)
|
|
||||||
if(not ret) ret = {}
|
|
||||||
if(more) more(ret)
|
|
||||||
if(oldnew) oldnew(ret)
|
|
||||||
setmetatable(ret, mt)
|
|
||||||
return ret
|
|
||||||
end
|
|
||||||
return tt
|
|
||||||
end
|
|
||||||
|
|
||||||
function easeoutbounce(t)
|
|
||||||
local n1=7.5625
|
|
||||||
local d1=2.75
|
|
||||||
|
|
||||||
if (t<1/d1) then
|
|
||||||
return n1*t*t;
|
|
||||||
elseif(t<2/d1) then
|
|
||||||
t-=1.5/d1
|
|
||||||
return n1*t*t+.75;
|
|
||||||
elseif(t<2.5/d1) then
|
|
||||||
t-=2.25/d1
|
|
||||||
return n1*t*t+.9375;
|
|
||||||
else
|
|
||||||
t-=2.625/d1
|
|
||||||
return n1*t*t+.984375;
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-->8
|
|
||||||
-- entry points
|
|
||||||
function _draw()
|
|
||||||
cls()
|
|
||||||
draw_hud_placeholder()
|
|
||||||
left_pane:draw()
|
|
||||||
right_pane:draw()
|
|
||||||
rearm_pane_instance:draw()
|
|
||||||
end
|
|
||||||
|
|
||||||
function _init()
|
|
||||||
item=1
|
|
||||||
bfm=1
|
|
||||||
crt_frm = 1
|
|
||||||
left_pane = weapon_pane.new{}
|
|
||||||
right_pane = weapon_pane.new{
|
|
||||||
is_left=false,
|
|
||||||
s = 2,
|
|
||||||
hdr = "vulc",
|
|
||||||
body = " rate\n\n faster\n firing\n rate",
|
|
||||||
hot = function() return item == 2 end}
|
|
||||||
rearm_pane_instance = rearm_pane.new{hot=function() return item < 0 end}
|
|
||||||
end
|
|
||||||
|
|
||||||
function _update60()
|
|
||||||
crt_frm += 0.25
|
|
||||||
if (crt_frm >= 9) crt_frm = 1
|
|
||||||
if (btn(3) and item > 0 or btn(2) and item < 0) item = -item
|
|
||||||
if (btn(0)) item = 1
|
|
||||||
if (btn(1)) item = 2
|
|
||||||
if (btn() & 0xF ~= 0) and bfm >= 10 or bfm >= 30 then
|
|
||||||
bfm = 1
|
|
||||||
else
|
|
||||||
bfm += 1
|
|
||||||
end
|
|
||||||
|
|
||||||
if btnp(4) then
|
|
||||||
left_pane.pos = -1
|
|
||||||
right_pane.pos = -1
|
|
||||||
rearm_pane_instance.pos = -1
|
|
||||||
end
|
|
||||||
|
|
||||||
if btnp(5) then
|
|
||||||
left_pane.pos = 1
|
|
||||||
right_pane.pos = 1
|
|
||||||
rearm_pane_instance.pos = 1
|
|
||||||
end
|
|
||||||
|
|
||||||
left_pane:update()
|
|
||||||
right_pane:update()
|
|
||||||
rearm_pane_instance:update()
|
|
||||||
end
|
|
||||||
|
|
||||||
function draw_hud_placeholder()
|
|
||||||
rectfill(112, 0, 127, 127,0x56)
|
|
||||||
rect(112,0,127,127,7)
|
|
||||||
line(127,1,127,127,5)
|
|
||||||
line(113,127)
|
|
||||||
end
|
|
||||||
|
|
||||||
-->8
|
|
||||||
-- rearm pane drawing
|
|
||||||
|
|
||||||
crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570}
|
|
||||||
|
|
||||||
function glow_box(x0, y0, x1, y1, c, cf)
|
|
||||||
for i,v in ipairs{c[1],c[2],c[1],0} do
|
|
||||||
i -= 1
|
|
||||||
rect(x0+i,y0+i,x1-i,y1-i,v)
|
|
||||||
end
|
|
||||||
fillp(crt[crt_frm&0xff])
|
|
||||||
rectfill(x0+4, y0+4, x1-4, y1-4, cf)
|
|
||||||
fillp()
|
|
||||||
end
|
|
||||||
|
|
||||||
function frame_col(hot)
|
|
||||||
if (not hot) return {4,10}
|
|
||||||
if (bfm<=16) return {14,7}
|
|
||||||
return {2,8}
|
|
||||||
end
|
|
||||||
|
|
||||||
function draw_weap_opt(x, y, c, s, hdr, body)
|
|
||||||
camera(-x,-y)
|
|
||||||
glow_box(0,0,55,100,c,1)
|
|
||||||
spr(s,5, 5)
|
|
||||||
print(hdr, 13, 8, 7)
|
|
||||||
print(body, 5, 15, 6)
|
|
||||||
camera()
|
|
||||||
end
|
|
||||||
|
|
||||||
function draw_rearm(c)
|
|
||||||
glow_box(0,101,111,127,c,1)
|
|
||||||
spr(5,15,107,4,2)
|
|
||||||
print("full ammo\nfull shield\n+50% health",54, 106, 6)
|
|
||||||
end
|
|
||||||
|
|
||||||
-->8
|
|
||||||
-- rearm pane objects
|
|
||||||
easing_pane = mknew{
|
|
||||||
-- to enter: pos = -1; to exit: pos = 1
|
|
||||||
-- runs for 32 frames in, 16 frames out
|
|
||||||
}
|
|
||||||
|
|
||||||
function easing_pane:frac()
|
|
||||||
local pos = self.pos
|
|
||||||
if (not pos) return
|
|
||||||
if (pos < 0) return 1-easeoutbounce(1+pos)
|
|
||||||
if (pos > 0) return (1-pos)*(1-pos)
|
|
||||||
return 0
|
|
||||||
end
|
|
||||||
|
|
||||||
function easing_pane:update()
|
|
||||||
local pos = self.pos
|
|
||||||
if (not pos or pos == 0) return
|
|
||||||
if (pos < 0) pos = min(pos + 0x0.05, 0)
|
|
||||||
if pos > 0 then
|
|
||||||
pos -= 0x0.1
|
|
||||||
if (pos <= 0) pos = nil
|
|
||||||
end
|
|
||||||
self.pos = pos
|
|
||||||
end
|
|
||||||
|
|
||||||
weapon_pane = mknew(easing_pane.new{
|
|
||||||
is_left = true,
|
|
||||||
s = 1,
|
|
||||||
hdr = "hull",
|
|
||||||
body = "\n +1\n max\n health",
|
|
||||||
hot = function() return item == 1 end,
|
|
||||||
})
|
|
||||||
|
|
||||||
function weapon_pane:draw()
|
|
||||||
local frac, is_left = self:frac(), self.is_left
|
|
||||||
if (not frac) return
|
|
||||||
camera(
|
|
||||||
frac * (is_left and 55 or -128) + (1-frac) * (is_left and 0 or -56),
|
|
||||||
0)
|
|
||||||
glow_box(0,0,55,100,frame_col(self:hot()),1)
|
|
||||||
spr(self.s,5, 5)
|
|
||||||
print(self.hdr, 13, 8, 7)
|
|
||||||
print(self.body, 5, 15, 6)
|
|
||||||
camera()
|
|
||||||
end
|
|
||||||
|
|
||||||
rearm_pane = mknew(easing_pane.new{})
|
|
||||||
|
|
||||||
function rearm_pane:draw()
|
|
||||||
local frac = self:frac()
|
|
||||||
if (not frac) return
|
|
||||||
camera(0, -28 * frac)
|
|
||||||
glow_box(0,101,111,127,frame_col(self:hot()),1)
|
|
||||||
spr(5,15,107,4,2)
|
|
||||||
print("full ammo\nfull shield\n+50% health",54, 106, 6)
|
|
||||||
camera()
|
|
||||||
end
|
|
||||||
|
|
||||||
__gfx__
|
|
||||||
000000000b00000000000a0007700770000aa0000444440004444444000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000bba80880000008000aa00aa00a0880a0447777700477777a000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
007007000aaa28780a0000000990099008000080477aaa7a0477aaaa000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
0007000008a8887808000000099009900080080047a0047a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00007000088888820000a000088008800000000047a0447a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00700700008888200000800008800880a000000a47a4477a047a4440000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
000000000008820000a0000008800880080aa080477777a00477777a000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
0000000000002000008000000880088000088000477770000422aaaa222200020000020000000000000000000000000000000000000000000000000000000000
|
|
||||||
0d5000000000000000000000000000000000000047a77700022ee0002eeee002e00022e000000000000000000000000000000000000000000000000000000000
|
|
||||||
d00000000000000000000000000000000000000047a4777002ea2e002e002e02ee022ee000000000000000000000000000000000000000000000000000000000
|
|
||||||
500000000000000000000000000000000000000047a0477a22ea2e002e002e02e2e2e2e000000000000000000000000000000000000000000000000000000000
|
|
||||||
000000000000000000000000000000000000000047a0047a2e2222e02e222e02e02e02e000000000000000000000000000000000000000000000000000000000
|
|
||||||
000000000000000000000000000000000000000047a0047a2eeeeeea2eeee002e02e02e000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000aa000aa2e7aa2ea2e00e002e02e02e000000000000000000000000000000000000000000000000000000000
|
|
||||||
0000000000000000000000000000000000000000000000002e0002e02e002e02e02e02e000000000000000000000000000000000000000000000000000000000
|
|
||||||
0000000000000000000000000000000000000000000000000e0000e00e000e00e00e00e000000000000000000000000000000000000000000000000000000000
|
|
@ -1,61 +0,0 @@
|
|||||||
pico-8 cartridge // http://www.pico-8.com
|
|
||||||
version 41
|
|
||||||
__lua__
|
|
||||||
-- the parser
|
|
||||||
|
|
||||||
parser = {}
|
|
||||||
mknew(parser)
|
|
||||||
|
|
||||||
-- calls parse_into with a nop
|
|
||||||
-- emit function.
|
|
||||||
function parser:parse(str)
|
|
||||||
self:parse_into(str, function() end)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- read a file of commands and
|
|
||||||
-- execute them, emitting the
|
|
||||||
-- results from each call into
|
|
||||||
-- `emit` as a table per row.
|
|
||||||
--
|
|
||||||
-- a "command" is a method on
|
|
||||||
-- self. a row alternates
|
|
||||||
-- commands with args. when
|
|
||||||
-- calling a command, it also
|
|
||||||
-- gets a table of previous
|
|
||||||
-- results as the first arg.
|
|
||||||
-- args are split on ','.
|
|
||||||
function parser:parse_into(str, emit)
|
|
||||||
for row in all(split(str, "\n")) do
|
|
||||||
local prev = {}
|
|
||||||
local sectors = split(row, ":")
|
|
||||||
for i=1,#sectors,2 do
|
|
||||||
local x = self[sectors[i]](self, prev, usplit(sectors[i+1]))
|
|
||||||
if (x) add(prev, x)
|
|
||||||
end
|
|
||||||
emit(prev)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- saves prev[sel] as self.name.
|
|
||||||
-- if sel is unspecified, saves
|
|
||||||
-- all of prev (as a table).
|
|
||||||
function parser:saveas(prev, name, sel)
|
|
||||||
self[name] = sel and prev[sel] or prev
|
|
||||||
end
|
|
||||||
|
|
||||||
-- returns its args, ignoring
|
|
||||||
-- prev. Used to stuff things
|
|
||||||
-- into prev. args are packed
|
|
||||||
-- if there's multiple.
|
|
||||||
function parser:val(_, ...)
|
|
||||||
local ret := pack(...)
|
|
||||||
if (#ret == 1) return ret[1]
|
|
||||||
return ret
|
|
||||||
end
|
|
||||||
|
|
||||||
function parser:bind(_, fn, ...)
|
|
||||||
local f = self[fn]
|
|
||||||
return function()
|
|
||||||
f(...)
|
|
||||||
end
|
|
||||||
end
|
|
1243
updatedshmup.p8
1243
updatedshmup.p8
File diff suppressed because it is too large
Load Diff
2202
vacuum_gambit.p8
2202
vacuum_gambit.p8
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user