54 Commits

Author SHA1 Message Date
67970a5164 add draw/update stat readout
surprisingly, update is most of my problem
2025-06-21 17:50:03 -07:00
eaea42f993 fix shot axis 2025-06-21 17:38:05 -07:00
929f47fc78 bullet microoptimization and velocity fix 2025-06-21 17:36:27 -07:00
430a0a4b14 ship_m:move micro-optimizations 2025-06-21 17:17:44 -07:00
e4062d3ccd back out of fast bullet changes, keep optimizations
in the "nothing but turrets" worst-case scenario, fast bullet logic costs 133% of slow bullet logic even when almost all shots on screen are slow. when I back out of this, that scenario is _still_ over 300% CPU but at least it's not 400%. note that this is with a screen mostly full of enemies, so processing all of them and their potential collisions also has cost, so the actual bullet-specific change is closer to 150%, maybe 200%. this is genuinely not as bad as I had thought but it doesn't feel like it will be workable; while my worst-case scenario is implausibly bad it's not actually 3x-likely-peak bad. so I'm going to need to find more optimizations, and probably give up on fast bullets. But I can keep the fast bullet branch around in case I find the headroom to reintroduce it later.
2025-06-21 17:05:36 -07:00
c9d7437ffe trim up draw costs a bit 2025-06-21 16:40:23 -07:00
d0de757b0e test the worst case scenario for shots
way too slow
2025-06-21 16:36:36 -07:00
a8b5b9dbe6 fast shot rendering prototype
it's slow *and* it sucks, and making it not suck will make it much slower. this is bad
2025-06-21 16:07:23 -07:00
2596f8aa6c I can't spell 2025-06-21 15:13:07 -07:00
ef40c245f8 multi-step shot prototype
nothing reaches this new logic yet, and multiple steps aren't drawn
2025-06-21 15:12:40 -07:00
6d6e13cf3b special case strip(call_move) to stripmove()
this gets called so much the extra function overhead actually seems bad
2025-06-21 14:55:20 -07:00
99323be298 despawn shots aggressively when offscreen
avoids hitting enemies before they spawn in.

may need to revisit this for the X coordinate if I want to implement a "Wild Ball" kind of weapon, but I think I won't have the tokens for that anyway
2025-06-20 19:13:28 -07:00
85c5091804 pbullets also move just before the collision check.
This also sets up for the "fast shots" refactor.
2025-06-20 19:08:58 -07:00
a77180d89a bullet_base:die doesn't actually make sense 2025-06-20 18:55:48 -07:00
c01c3400b7 fix eternal horizontal bullets 2025-06-20 18:51:58 -07:00
0f791b193c more efficient collision iteration, fix eternal shots 2025-06-20 18:50:04 -07:00
d3351d9a05 Use eship_collider for ship collisions, too. 2025-06-20 17:56:57 -07:00
ecddb56d72 loops work better when you increment them 2025-06-20 17:50:03 -07:00
723c0f791c Refactor collider to collaborate with linked_list.
The only use of a collider is intertwined with the ship list, so I can combine the "prepare to yoink" and "populate collider" and "iterate list" steps, and I can combine the "hide" and "yoink" steps. This doesn't save tokens now but it's about to, when I use the eship collider to test pship collision.
2025-06-20 17:48:02 -07:00
e018578754 keep animating bullets while dead 2025-06-20 16:36:18 -07:00
bf8297eb72 prevify eships when setting up collider
I will refactor this next: collider.new will take the linked list to ingest, perform the `insert` and "prevify" loops itself, then replace `hide` with `yoink`, which yoinks the item out of the original list. This pairs the `yoink` operation with the context that makes it possible to do (that is, the context when prevification was implemented); eships therefore cannot be edited in complex ways while the collider is still valid, but we can append to it as long as we don't expect those items to be procesesd correctly this frame. a new_eships+vore plan might be better if we turn out to need it, but presently we don't; flotilla spawning and raider spawning happen at a different point.
2025-06-20 16:31:18 -07:00
1c8bcae44c put ebullet moves inside the collision check loop 2025-06-20 16:01:59 -07:00
325d7444e7 invert eship/pbullet collision
Also mildly trims up linked_list impl.
2025-06-20 15:09:18 -07:00
789cdf6a7a profile the drawing options 2025-06-08 17:36:50 -07:00
372133c15e sqrt is actually faster 2025-06-08 16:55:15 -07:00
b38ebcc603 magnitest: cover image, png file 2025-06-08 16:16:16 -07:00
d9a10a7d07 fastest sqrt version, fix percentage 2025-06-08 16:14:18 -07:00
3ec786f416 fix deceleration 2025-06-08 15:11:36 -07:00
9955df6844 fix scaling alg 2025-06-08 15:11:07 -07:00
9e52e65ad1 fix font color 2025-06-08 15:10:12 -07:00
a9765bee1a fix missed cls 2025-06-08 15:09:27 -07:00
b919eb824d testing vector magnitude calculation 2025-06-08 15:08:58 -07:00
2c37784ad7 try this linefill func and start optimizing it 2025-06-08 14:35:49 -07:00
37d9e3d30e more experiments with drawing these collision boxes. still sucks 2025-06-08 14:10:23 -07:00
1ef5b56c58 wait this version of zot actually looks good 2025-06-01 23:46:59 -07:00
44fb8482a5 a version of zot that does not look awful
performance impact is probably not acceptable though
2025-06-01 23:29:03 -07:00
62f8f27829 a zot prototype that looks awful
I need to draw all the hot parts last
2025-06-01 23:06:44 -07:00
542acc5308 nano-optimizations 2025-06-01 21:03:04 -07:00
4e66c875ad improve legibility 2025-06-01 20:58:21 -07:00
812d32e70c micro-optimizations 2025-06-01 20:58:12 -07:00
d2ec1b39df Show approximation of contact zone 2025-06-01 20:38:56 -07:00
a3ac8074ae line-box collision implemented by Pyrex&Nyeo 2025-06-01 20:29:02 -07:00
85d28ae28b get rid of pships
lots of things rely on exactly one primary ship now, so this was just
overhead and wasted tokens / cspace.
2025-06-01 17:55:46 -07:00
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
fc1f84fa28 Delete slip behavior 2025-06-01 16:15:46 -07:00
93b63a5831 Prevent new calls that won't work as expected 2025-06-01 16:11:35 -07:00
297e6e4996 implement clip reload time
two tiers of cooldowns, pretty much
2025-06-01 15:55:11 -07:00
9b3120c47b rewrite mknew to inherit fields before init
I am horrified to admit that C++'s constructor static initialization
list syntax abruptly makes sense to me and I understand the problem
it is trying to solve
2025-06-01 15:53:50 -07:00
abee6d1206 fix skirmisher sparks 2025-05-31 23:44:36 -07:00
6 changed files with 1828 additions and 238 deletions

229
collisiontest.p8 Normal file
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pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
bx0=0
by0=0
bx1=127
by1=127
lx0=0
ly0=0
lx1=127
ly1=127
-->8
function collides()
local tmin,tmax=0,1
local ldx,ldy=lx1-lx0,ly1-ly0
-- x
if ldx==0 then
if (lx0<bx0 or lx0>bx1) return
else
local tx0=(bx0-lx0)/ldx
local tx1=(bx1-lx0)/ldx
if (tx0 > tx1) tx0,tx1=tx1,tx0
if (tmin < tx0) tmin=tx0
if (tmax > tx1) tmax=tx1
end
if ldy==0 then
if (ly0<by0 or ly0>by1) return
else
local ty0=(by0-ly0)/ldy
local ty1=(by1-ly0)/ldy
if (ty0 > ty1) ty0,ty1=ty1,ty0
if (tmin < ty0) tmin=ty0
if (tmax > ty1) tmax=ty1
end
if (tmax < tmin) return
return tmin,tmax
end
-->8
function _init()
poke(0x5f2d,1) -- enable mouse
end
function _bounce_screen(x)
return _bounce(x*128,128)
end
function _bounce(x,mx)
x=x%(mx * 2)
if (x>=mx)return mx-(x-mx)
return x
end
function _to_halfopen(x0,x1)
-- turn two numbers into a
-- half-open integer range
x0=flr(x0)
x1=flr(x1)
local lo=min(x0,x1)
local hi=max(x0,x1)
if (hi==lo) return lo,hi
return lo,hi-1
end
function _update60()
local t=time()/16
local bx0_=_bounce_screen(t*1)
local by0_=_bounce_screen(t*2)
local bx1_=_bounce_screen(t*3)
local by1_=_bounce_screen(t*4)
bx0,bx1=_to_halfopen(bx0_,bx1_)
by0,by1=_to_halfopen(by0_,by1_)
update_line()
--[[
local lx0_=_bounce_screen(t*1.5)
local ly0_=_bounce_screen(t*2.5)
local lx1_=_bounce_screen(t*3.5)
local ly1_=_bounce_screen(t*4.5)
lx0,lx1=lx0_,lx1_
ly0,ly1=ly0_,ly1_
]]--
end
was_down=false
last_mx,last_my=nil,nil
function update_line()
local mx,my=stat(32),stat(33)
local is_down=stat(34)!=0
if is_down then
if was_down then
lx1,ly1=mx,my
else
lx0,ly0=mx,my
end
end
was_down=is_down
last_mx,last_my=mx,my
end
-->8
function _draw()
cls(0)
rect(bx0,by0,bx1,by1,6)
--quickzot(lx1,ly1,2,lx1-lx0,ly1-ly0,10,9,8)
linefill(lx0, ly0, lx1, ly1, 2, 9)
line(lx0,ly0,lx1,ly1,2)
local cmin, cmax = collides()
if cmin then
local dx,dy=lx1-lx0,ly1-ly0
line(lx0 + dx*cmin,
ly0 + dy*cmin,
lx0 + dx*cmax,
ly0 + dy*cmax,
11)
pset(lx0 + dx*cmin,
ly0 + dy*cmin,
12)
end
pset(last_mx,last_my,7)
end
-->8
function zot_one(x, y, r, ir, dx, dy, hot, warm)
local x0, y0 = x-dx, y-dy
local rx,ry,irx,iry=r*sgn(dx),r*sgn(dy),ir*sgn(dx),ir*sgn(dy)
if warm then
line(x0+irx,y0-ry,x+rx,y-iry,warm)
line(x0-rx,y0+iry,x-irx,y+ry,warm)
--line(x0-rx,y0-ry,x+rx,y+ry,warm)
end
line(x0,y0,x+rx,y-iry,hot)
line(x0,y0,x-irx,y+ry,hot)
--line(x0,y0,x+rx,y+ry,hot)
end
function zot(x,y,r,dx,dy,hot,warm,cold)
local x0,y0,sdx,sdy=x-dx,y-dy,sgn(dx),sgn(dy)
local rx,ry=r*sdx,r*sdy
if cold then
rectfill(x0-rx,y0-ry,x0+rx,y0+ry,cold)
local sdxh,sdyh=sdx/2,sdy/2
line(x0-rx-sdxh,y0+ry+sdyh,x-rx,y+ry,cold)
line(x0+rx+sdxh,y0-ry-sdyh,x+rx,y-ry,cold)
end
for i=-r,r do
line(x0+i*sdx,y0-ry,x+rx,y-i*sdy,warm)
line(x0-rx,y0+i*sdy,x-i*sdx,y+ry,warm)
end
for i=-r,r do
line(x0,y0,x+rx,y-i*sdy,hot)
line(x0,y0,x-i*sdx,y+ry,hot)
end
end
function quickzot(x,y,r,dx,dy,hot,warm,cold)
local x0, y0, r2 = x-dx, y-dy, r/2
rectfill(x0-0.5-r2, y0-0.5-r2, x0+r2+0.5, y0+r2+0.5, cold)
local a = atan2(dx,dy)-0.25
local tdx,tdy=cos(a), sin(a)
for i=-r*0.65,r*0.65,0.65 do
line(x0+i*tdx, y0+i*tdy, x+i*tdx, y+i*tdy, warm)
end
rectfill(x-r2,y-r2,x+r2,y+r2,hot)
end
-- linefill x0 y0 x1 y1 r [col]
-- draw a thicc line
-- https://www.lexaloffle.com/bbs/?tid=39016
function linefill(ax,ay,bx,by,r,c)
if(c) color(c)
local dx,dy=bx-ax,by-ay
-- avoid overflow
-- credits: https://www.lexaloffle.com/bbs/?tid=28999
local d,n = abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
d*=sqrt(n*n+1)
if(d<0.001) return
local ca,sa=dx/d,-dy/d
-- polygon points
local s={
{0,-r},{d,-r},{d,r},{0,r}
}
local u,v,spans=s[4][1],s[4][2],{}
local x0,y0=ax+u*ca+v*sa,ay-u*sa+v*ca
for i=1,4 do
local u,v=unpack(s[i])
local x1,y1=ax+u*ca+v*sa,ay-u*sa+v*ca
local _x1,_y1=x1,y1
if(y0>y1) x0,y0,x1,y1=x1,y1,x0,y0
local dx=(x1-x0)/(y1-y0)
if(y0<0) x0-=y0*dx y0=-1
local cy0=y0\1+1
-- sub-pix shift
x0+=(cy0-y0)*dx
for y=y0\1+1,min(y1\1,127) do
-- open span?
local span=spans[y]
if span then
rectfill(x0,y,span,y)
else
spans[y]=x0
end
x0+=dx
end
x0,y0=_x1,_y1
end
end
__gfx__
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00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

245
magnitest.p8 Normal file
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@ -0,0 +1,245 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
--magnitest.p8
--accuracy and perf tests for
--vector calculation logic
-- profiler says 67 cycles
-- 39 lua, 28 system
function bbs28999alg(dx, dy)
local d = max(abs(dx),abs(dy))
local n = min(abs(dx),abs(dy)) / d
return sqrt(n*n + 1) * d
end
-- profiler says 56 cycles
-- 24 lua, 32 system
function bbs28999algopt(dx, dy)
local d,n=abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
return (n*n + 1)^0.5 * d
end
-- profiler says 54 cycles
-- 26 lua, 28 system
function bbs28999algopt2(dx, dy)
local d,n=abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
return sqrt(n*n + 1) * d
end
-- profiler says 18 cycles
-- 18 lua, 0 system
function trigalg(dx, dy)
local s = sin(atan2(dx,dy))
if (s==0) return abs(dx)
return abs(dy/s)
end
-->8
function _init()
gdx,gdy=0,0
acc=1
magnitude = 1
tresult=0
bresult=0
delta=0
dp=0
end
function _update60()
if (btn(0)) gdx -= acc
if (btn(1)) gdx += acc
if (btn(2)) gdy -= acc
if (btn(3)) gdy += acc
if (btn(4) and btn(5)) gdx,gdy=0,0
gdx=mid(-16000,16000,gdx)
gdy=mid(-16000,16000,gdy)
if btn() == 0 or btn(4) then
acc = 1
elseif btn(5) then
acc *= 1.05
else
acc *= 1.02
end
if (acc > 1024) acc=1024
local a,b=abs(gdx),abs(gdy)
if (b>a) a,b=b,a
magnitude = 1
while magnitude < a/64 do
magnitude *= 2
end
bresult=bbs28999algopt2(gdx,gdy)
tresult=trigalg(gdx,gdy)
delta=tresult-bresult
dp=(2*abs(delta)/abs(abs(bresult)+abs(tresult)))*100
if (delta == 0) dp=0
end
cols = {
6,7,
[4]=10,
[8]=9,
[16]=4,
[32]=14,
[64]=15,
[128]=11,
[256]=12,
[512]=13,
[1024]=8,
}
function _draw()
cls()
camera()
print("x: "..tostr(gdx).." y: "..tostr(gdy).."\nbase: "..tostr(bresult).."\ntrig: "..tostr(tresult).."\n\ndiff: "..tostr(delta).."\n %:"..tostr(dp),0,0,13)
print("⬆️⬇️⬅️➡️:move ❎:fast 🅾️:slow\n❎+🅾️:reset position",0,117,12)
camera(-63,-63)
line(0,0,gdx/magnitude,gdy/magnitude,cols[magnitude] or 2)
rectfill(0,0,gdx/magnitude,0,5)
rectfill(0,0,0,gdy/magnitude,5)
end
__gfx__
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@ -0,0 +1,501 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
-- prof: cpu cycle counter v1.4
-- BY PANCELOR
--[[------------------------
use this cart to precisely
measure code execution time
--------------------------------
★ overview ★
--------------------------------
| tab 0 | usage guide |
| tab 1 | (internals) |
| tab 2 | your code here |
--------------------------------
-----------------------
-- ★ usage guide ★ --
-----------------------
웃: i have two code snippets;
which one is faster?
🐱: edit the last tab with your
snippets, then run the cart.
it will tell you precisely
how much cpu it takes to
run each snippet.
the results are also copied
to your clipboard.
웃: what do the numbers mean?
🐱: the cpu cost is reported
as lua and system cycle
counts. look up stat(1)
and stat(2) for more info.
if you're not sure, just
look at the first number.
lower is faster (better)
웃: why "{locals={9}}"
in the example?
🐱: accessing local variables
is faster than global vars.
so if your test involves
local variables, simulate
this by passing them in:
prof(function(a)
sqrt(a)
end,{ locals={9} })
/!\ /!\ /!\ /!\
local values from outside
the current scope are also
slower to access! example:
global = 4
local outer = 4
prof(function(x)
local _ = x --fast
end,function(x)
local _ = outer --slow
end,function(x)
local _ = global --slow
end,{ locals={4} })
/!\ /!\ /!\ /!\
웃: can i do "prof(myfunc)"?
🐱: no, this sometimes gives
wrong results! always use
inline functions:
prof(function()
--code for myfunc here
end)
as an example, "prof(sin)"
reports "-2" -- wrong! but
"prof(function()sin()end)"
correctly reports "4"
(see the technical notes at
the start of the next tab
for a brief explanation.
technically, "prof(myfunc)"
will work if myfunc was made
by the user, but you will
risk confusing yourself)
---------------
★ method 2 ★
---------------
this cart is based on
code by samhocevar:
https://www.lexaloffle.com/bbs/?pid=60198#p
if you do this method, be very
careful with local/global vars.
it's very easy to accidentally
measure the wrong thing.
here's an example of how to
measure cycles (ignoring this
cart and using the old method)
function _init()
local a=11.2 -- locals
local n=1024
flip()
local tot1,sys1=stat(1),stat(2)
for i=1,n do end --calibrate
local tot2,sys2=stat(1),stat(2)
for i=1,n do local _=sqrt(a) end --measure
local tot3,sys3=stat(1),stat(2)
function cyc(t0,t1,t2) return ((t2-t1)-(t1-t0))*128/n*256/stat(8)*256 end
local lua = cyc(tot1-sys1,tot2-sys2,tot3-sys3)
local sys = cyc(sys1,sys2,sys3)
print(lua.."+"..sys.."="..(lua+sys).." (lua+sys)")
end
run this once, see the results,
then change the "measure" line
to some other code you want
to measure.
note: wrapping the code inside
"_init()" is required, otherwise
builtin functions like "sin"
will be measured wrong.
(the reason is explained at
the start of the next tab)
---------------
★ method 3 ★
---------------
another way to measure cpu cost
is to run something like this:
function _draw()
cls(1)
local x=9
for i=1,1000 do
local a=sqrt(x) --snippet1
-- local b=x^0.5 --snippet2
end
end
while running, press ctrl-p to
see the performance monitor.
the middle number shows how much
of cpu is being used, as a
fraction. (0.60 = 60% used)
now, change the comments on the
two code snippets inside _draw()
and re-run. compare the new
result with the old to determine
which snippet is faster.
note: every loop iteration costs
an additional 2 cycles, so the
ratio of the two fractions will
not match the ratio of the
execution time of the snippets.
but this method can quickly tell
you which snippet is faster.
]]
-->8
--[[ profiler.lua
more info: https://www.lexaloffle.com/bbs/?tid=46117
usage:
prof(function()
memcpy(0,0x200,64)
end,function()
poke4(0,peek4(0x200,16))
end)
passing locals:
prof(
function(a,b)
local c=(a+1)*(b+1)-1
end,
function(a,b)
local c=a*b+a+b
end,
{locals={3,5}}
)
getting global/local variables exactly right
is very tricky; you should always use inline
functions like above; if you try e.g. prof(sin)
the results will be wrong.
# minutiae / notes to self:
---------------------------
doing this at top-level is awkward:
for _=1,n do end -- calibrate
for _=1,n do sin() end -- measure
b/c sin is secretly local at top-level,
so it gives a misleading result (3 cycles).
do it inside _init instead for a
more representative result (4 cycles).
## separate issue:
------------------
if you call prof(sin), it gives the wrong result (-2 cycles) because
it's comparing sin() against noop() (not truly nothing).
but we want the noop() there for normal inline prof() calls,
to avoid measuring the cost of the indirection
(calling func() from inside prof() is irrelevant to
how cpu-expensive func()'s body is)
]]
-- prof(fn1,fn2,...,fnN,[opts])
--
-- opts.locals: values to pass
-- opts.name: text label
-- opts.n: number of iterations
function prof(...)
local funcs={...}
local opts=type(funcs[#funcs])=="table" and deli(funcs) or {}
-- build output string
local msg=""
local function log(s)
msg..=s.."\n"
end
if opts.name then
log("prof: "..opts.name)
end
for fn in all(funcs) do
local dat=prof_one(fn,opts)
log(sub(" "..dat.total,-3)
.." ("
..dat.lua
.." lua, "
..dat.sys
.." sys)")
end
-- copy to clipboard
printh(msg,"@clip")
-- print + pause
cls()
stop(msg)
end
function prof_one(func, opts)
opts = opts or {}
local n = opts.n or 0x200 --how many times to call func
local locals = opts.locals or {} --locals to pass func
-- we want to type
-- local m = 0x80_0000/n
-- but 8MHz is too large to fit in a pico-8 number,
-- so we do (0x80_0000>>16)/(n>>16) instead
-- (n is always an integer, so n>>16 won't lose any bits)
local m = 0x80/(n>>16)
assert(0x80/m << 16 == n, "n is too small") -- make sure m didn't overflow
local fps = stat(8)
-- given three timestamps (pre-calibration, middle, post-measurement),
-- calculate how many more CPU cycles func() took compared to noop()
-- derivation:
-- T := ((t2-t1)-(t1-t0))/n (frames)
-- this is the extra time for each func call, compared to noop
-- this is measured in #-of-frames -- it will be a small fraction for most ops
-- F := 1/30 (seconds/frame) (or 1/60 if this test is running at 60fps)
-- this is just the framerate that the tests run at, not the framerate of your game
-- M := 256*256*128 = 0x80_0000 = 8MHz (cycles/second)
-- (PICO-8 runs at 8MHz; see https://www.lexaloffle.com/dl/docs/pico-8_manual.html#CPU)
-- cycles := T frames * F seconds/frame * M cycles/second
-- optimization / working around pico-8's fixed point numbers:
-- T2 := T*n = (t2-t1)-(t1-t0)
-- M2 := M/n = (M>>16)/(n>>16) := m (e.g. when n is 0x1000, m is 0x800)
-- cycles := T2*M2*F
local function cycles(t0,t1,t2)
local diff = (t2-t1)-(t1-t0)
local e1 = "must use inline functions -- see usage guide"
assert(0<=diff,e1)
local thresh = 0x7fff.ffff/(m/fps)
local e2 = "code is too large or slow -- try profiling manually with stat(1)"
assert(diff<=thresh,e2)
return diff*(m/fps)
end
local noop = function() end -- this must be local, because func is local
flip() --avoid flipping mid-measurement
local atot,asys=stat(1),stat(2)
for _=1,n do noop(unpack(locals)) end -- calibrate
local btot,bsys=stat(1),stat(2)
for _=1,n do func(unpack(locals)) end -- measure
local ctot,csys=stat(1),stat(2)
-- gather results
local tot=cycles(atot,btot,ctot)
local sys=cycles(asys,bsys,csys)
return {
lua=tot-sys,
sys=sys,
total=tot,
}
end
-->8
-- your code here
--edit me:
prof(function(dx,dy)
local d = max(abs(dx),abs(dy))
local n = min(abs(dx),abs(dy)) / d
return sqrt(n*n + 1) * d
end,function(dx, dy)
local d,n=abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
return (n*n + 1)^0.5 * d
end,function(dx,dy)
local d,n=abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
return sqrt(n*n + 1) * d
end,function(dx,dy)
local s = sin(atan2(dx,dy))
if (s==0) return abs(dx)
return abs(dy/s)
end,{ locals={3,4} })
-- "locals" (optional) are
-- passed in as args. see the
-- usage guide for details.
__label__
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__sfx__
030100003052500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505

View File

@ -29,28 +29,38 @@ end
-- if tt.init is defined, generated -- if tt.init is defined, generated
-- new calls tt.init(ret) after -- new calls tt.init(ret) after
-- ret is definitely not nil, -- ret is definitely not nil,
-- before calling setmetatable. -- after calling setmetatable.
-- use to initialize mutables. -- use to initialize mutables.
-- --
-- if there was a previous new, -- if there was a previous new,
-- it is invoked on the new -- it is invoked before
-- object *after* more, because -- setting tt's metatable, so
-- this works better with the -- each new will see its
-- `more` impls i use. -- inheritance chain.
function mknew(tt) function mknew(tt)
local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init") local mt,oldinit,more = {__index=tt},tt.superinit,rawget(tt, "init")
tt.new=function(ret) tt.new=function(ret)
if(not ret) ret = {} if(not ret) ret = {}
if(more) more(ret) ret.new = false
if(oldnew) oldnew(ret)
setmetatable(ret, mt) setmetatable(ret, mt)
if(oldinit) oldinit(ret)
if (more) more(ret)
return ret return ret
end end
if oldinit and more then
tt.superinit = function(ret)
oldinit(ret)
more(ret)
end
elseif more then
tt.superinit = more
end
return tt return tt
end end
-- intrusive singly-linked list. -- intrusive singly-linked list.
-- cannot be nested! -- cannot be nested or crossed!
linked_list = mknew{ linked_list = mknew{
is_linked_list=true, is_linked_list=true,
init = function(x) init = function(x)
@ -83,9 +93,7 @@ end
-- strip calls f(x) for each -- strip calls f(x) for each
-- node, removing each node for -- node, removing each node for
-- which f(x) returns true. it -- which f(x) returns true.
-- returns the new tail; nil
-- if the list is now empty.
function linked_list:strip(f) function linked_list:strip(f)
local p, n = self, self.next local p, n = self, self.next
while n do while n do
@ -97,7 +105,22 @@ function linked_list:strip(f)
n = n.next n = n.next
end end
self.tail = p self.tail = p
return p end
-- stripmove calls x:move() for
-- each node, removing each node
-- for which x:move() is true.
function linked_list:stripmove()
local p, n = self, self.next
while n do
if n:move() then
p.next = n.next
else
p = n
end
n = n.next
end
self.tail = p
end end
-- optimized special case - -- optimized special case -
@ -159,8 +182,6 @@ function wipe_game()
xpwhoosh = nil xpwhoosh = nil
primary_ship = player.new() primary_ship = player.new()
init_hpcols() init_hpcols()
pships = linked_list.new()
pships:push_back(primary_ship)
eships = linked_list.new() eships = linked_list.new()
pbullets = linked_list.new() pbullets = linked_list.new()
ebullets = linked_list.new() ebullets = linked_list.new()
@ -178,14 +199,7 @@ end
function _update60() function _update60()
mode:update() mode:update()
end ustat = stat(1)
function call_f(x)
return x:f()
end
function call_move(x)
return x:move()
end end
function ones(n) function ones(n)
@ -198,7 +212,8 @@ function ones(n)
end end
function updategame() function updategame()
if (primary_ship.xp >= primary_ship.xptarget) and (gframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then local ps = primary_ship
if (ps.xp >= ps.xptarget) and (gframe - ps.last_xp_frame > 0x0.000f) and (not ps.dead) then
mode = rearm_mode.new() mode = rearm_mode.new()
return _update60() return _update60()
end end
@ -224,77 +239,50 @@ function updategame()
interlude -= 1 interlude -= 1
else else
current_wave = flotilla.new() current_wave = flotilla.new()
current_wave:load(0, 0, min(ones(waves_complete)\2, 4)) current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4))
end end
events:vore(new_events) events:vore(new_events)
events:strip(call_move) for _, lst in ipairs{events, intangibles_bg, eships} do
for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do lst:stripmove()
lst:strip(call_move)
end end
pships:strip( -- eship collider will be used
function(ps) -- both for pship and pbullets.
local pbox, pded = hurtbox(ps), false local eship_collider = collider.new{from=eships}
eships:strip(
function(es)
if (not collides(pbox, hurtbox(es))) return
pded = pded or ps:hitship(es)
return es:hitship(ps)
end
)
return pded
end
)
pships:strip(
function(ps)
local pbox, pded = hurtbox(ps), false
ebullets:strip(
function(eb)
if (not collides(pbox, hurtbox(eb))) return
pded = pded or ps:hitbullet(eb)
return eb:hitship(ps)
end
)
return pded
end
)
-- many bullets and many enemy ships; if not ps.dead then
-- use bucket collider for efficiency ps:move()
local pbullet_collider = collider.new() local pbox = hurtbox(ps)
local p, n = pbullets, pbullets.next for es in eship_collider:iterate_collisions(pbox) do
while n do ps:hitship(es)
n.prev = p if(es:hitship(ps)) eship_collider:yoink(es)
pbullet_collider:insert(n) end
p = n ebullets:strip(function(eb)
n = p.next if (eb:move()) return true
if (not collides(pbox, hurtbox(eb))) return
ps:hitbullet(eb)
return eb:hitship(ps)
end)
else
ebullets:stripmove()
end end
eships:strip( pbullets:strip(function(pb)
function(es) if (pb:move()) return true
for pb in all(pbullet_collider:get_collisions(es)) do for es in eship_collider:iterate_collisions(hurtbox(pb)) do
if pb:hitship(es) then if (es:hitbullet(pb)) eship_collider:yoink(es)
pbullet_collider:hide(pb) if (pb:hitship(es)) return true
pb.prev.next = pb.next
if pb.next then
pb.next.prev = pb.prev
else
pbullets.tail = pb.prev
end
end
if (es:hitbullet(pb)) return true
end
end end
) end)
intangibles_fg:strip(call_move) intangibles_fg:stripmove()
if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then
game_state = win game_state = win
end end
if (not pships.next) game_state = lose if (ps.dead) game_state = lose
if primary_ship.xp >= primary_ship.xptarget then if ps.xp >= ps.xptarget then
if not xpwhoosh then if not xpwhoosh then
xpwhoosh = 0 xpwhoosh = 0
else else
@ -308,6 +296,8 @@ end
function _draw() function _draw()
mode:draw() mode:draw()
local ds = stat(1)
print(tostr(ustat).." + "..tostr(ds-ustat), 0, 122, 7)
end end
function drawgame_top() function drawgame_top()
@ -383,8 +373,8 @@ end
function drawgame() function drawgame()
clip(0,0,112,128) clip(0,0,112,128)
rectfill(0,0,112,128,0) rectfill(0,0,112,128,0)
for slist in all{intangibles_bg, pbullets, pships, eships, ebullets, intangibles_fg} do for drawable in all{intangibles_bg, pbullets, primary_ship, eships, ebullets, intangibles_fg} do
slist:draw() drawable:draw()
end end
clip(0,0,128,128) clip(0,0,128,128)
drawhud() drawhud()
@ -520,8 +510,6 @@ ship_m = mknew{
shieldpenalty = 0x0.012c, --5s shieldpenalty = 0x0.012c, --5s
shield_refresh_ready = 0, shield_refresh_ready = 0,
slip = true, -- most enemies slide
xmomentum = 0, xmomentum = 0,
ymomentum = 0, ymomentum = 0,
@ -600,30 +588,28 @@ end
function ship_m:move() function ship_m:move()
self:refresh_shield() self:refresh_shield()
local dx, dy, shoot_spec1, shoot_spec2 = self:act() local dx, dy, shoot_spec1, shoot_spec2 = self:act()
dx = self:constrain(self.x, self.xmomentum, self.xmin, self.xmax, dx) local sg, xm, ym = self.special_guns, self.xmomentum, self.ymomentum
dy = self:constrain(self.y, self.ymomentum, self.ymin, self.ymax, dy) dx = self:constrain(self.x, xm, self.xmin, self.xmax, dx)
dy = self:constrain(self.y, ym, self.ymin, self.ymax, dy)
self:maybe_shoot(self.main_gun) self:maybe_shoot(self.main_gun)
if (shoot_spec1 and self.special_guns) self:maybe_shoot(self.special_guns[1]) if sg then
if (shoot_spec2 and self.special_guns) self:maybe_shoot(self.special_guns[2]) if (shoot_spec1) self:maybe_shoot(sg[1])
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) if (shoot_spec2) self:maybe_shoot(sg[2])
self.xmomentum = self:calc_velocity(self.xmomentum, dx)
self.ymomentum = self:calc_velocity(self.ymomentum, dy)
self.x += self.xmomentum
self.y += self.ymomentum
-- "scrolling" behavior
if self.slip then
self.y += scrollrate
if self.y >= 128 then
self:die()
return true
end
end end
spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
xm = self:calc_velocity(xm, dx)
ym = self:calc_velocity(ym, dy)
self.x += xm
self.y += ym
self.xmomentum = xm
self.ymomentum = ym
return false return false
end end
function ship_m:draw() function ship_m:draw()
if (self.dead) return
if(self.fx_pal) pal(self.fx_pal) if(self.fx_pal) pal(self.fx_pal)
spr(self.sprite, self.x, self.y, self.size, self.size) spr(self.sprite, self.x, self.y, self.size, self.size)
pal() pal()
@ -713,12 +699,14 @@ end
-- default: die, return true. -- default: die, return true.
-- returns whether to delete -- returns whether to delete
-- the bullet -- the bullet
-- die -- on-removal event, bullet_base = mknew{}
-- default no-op
bullet_base = mknew{ }
gun_base = mknew{ gun_base = mknew{
shoot_ready = -32768, shoot_ready = -32768,
new_clip = -32768,
clip_size = false,
clip_remain = 0,
clip_interval = 0x0.80,
icon = 20, icon = 20,
ammobonus = 1, ammobonus = 1,
@ -726,6 +714,27 @@ gun_base = mknew{
-- cooldown reduction from -- cooldown reduction from
-- upgrades, not yet applied -- upgrades, not yet applied
cd_remainder = 0, 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 -- gun_base subtypes are
@ -750,12 +759,6 @@ function gun_base:peel()
self.munition = mknew(self.munition.new()) self.munition = mknew(self.munition.new())
end end
-- default firing behavior:
-- single shot
function gun_base:actually_shoot(x, y)
self.munition.new{}:spawn_at(x, y)
end
-- upgrade -- upgrade
function gun_base:small_upgrade_opts() function gun_base:small_upgrade_opts()
local ret = { local ret = {
@ -819,22 +822,17 @@ remainder:
end end
function bullet_base:hitship(_) function bullet_base:hitship(_)
self:die()
return true return true
end end
function bullet_base:die()
end
function bullet_base:move() function bullet_base:move()
self.x += self.dx local x,y,f = self.x + self.dx, self.y+self.dy,self.f
self.y += self.dy self.x,self.y=x,y
if (self.f) self.f -= 1 if f then
if (self.y > 145) or (self.y < -8 * self.height) or (self.f and self.f < 0) then self.f = f-1
self:die() if (f <= 0) return true
return true
end end
return false return (y> 130) or (y < -(self.height<<3)) or (x > 128) or (x < -(self.width<<3))
end end
function bullet_base:draw() function bullet_base:draw()
@ -849,55 +847,79 @@ end
function gun_base:shoot(x, y) function gun_base:shoot(x, y)
if (gframe < self.shoot_ready) return false if (gframe < self.shoot_ready) return false
local csz,crm = self.clip_size, self.clip_remain
if csz then
if crm < csz and gframe >= self.new_clip then
self.clip_remain = csz
self.new_clip = gframe + self.clip_interval
elseif crm == 0 then
return false
end
end
if self.ammo then if self.ammo then
if (self.ammo <= 0) return false if (self.ammo <= 0) return false
self.ammo -= 1 self.ammo -= 1
end end
if csz then
self.clip_remain -= 1
end
self.shoot_ready = gframe + self.cooldown self.shoot_ready = gframe + self.cooldown
self:actually_shoot(x, y) self:actually_shoot(x, y)
return true return true
end 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 = s[1]+aim, s[2] or 0, s[3] or veloc
-- reverse x-offset for negative base angle
if (aim < 0) xo = -xo
-- 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{
dx=cos(a)*v,
dy=sin(a)*v
}
m:spawn_at(x+xo, y)
end
end
-->8 -->8
-- bullets and guns -- bullets and guns
zap_e = mknew(bullet_base.new{ zap_p = mknew(bullet_base.new{
--shape --shape
sprite = 9, --index of ammo sprite sprite = 8, --index of ammo sprite
width = 1, --in 8x8 blocks width = 0.25, --in 8x8 blocks
height = 1, height = 1,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
x_off = 0, -- upper left corner x_off = 0, -- upper left corner
y_off = 0, -- relative to sprite y_off = 0, -- relative to sprite
width = 2, width = 2,
height = 8 height = 8,
}, },
x_off = 1, -- how to position by ship x_off = 1, -- how to position by ship
y_off = 8, y_off = 0,
damage = 1, damage = 1,
dx = 0, -- px/frame
dy = 4,
hitship = const_fxn(true), hitship = const_fxn(true),
category = enemy_blt_cat,
})
zap_p = mknew(zap_e.new{
sprite = 8,
dy = -8,
y_off = 0,
category = player_blt_cat, category = player_blt_cat,
}) })
zap_gun_e = mknew(gun_base.new{ zap_gun_p = mknew(gun_base.new{
cooldown = 0x0.0020, -- frames between shots
munition = zap_e,
})
zap_gun_p = mknew(zap_gun_e.new{
icon = 19, icon = 19,
cooldown = 0x0.0020, -- frames between shots
veloc = 7,
aim = 0.25,
munition = zap_p, munition = zap_p,
hdr = "mAIN gUN", hdr = "mAIN gUN",
}) })
@ -955,6 +977,7 @@ blast = mknew(bullet_base.new{
blast_gun = mknew(gun_base.new{ blast_gun = mknew(gun_base.new{
icon = 13, icon = 13,
cooldown = 0x0.0078, -- 120 frames between shots cooldown = 0x0.0078, -- 120 frames between shots
aim = -0.75,
ammo = 5, ammo = 5,
maxammo = 5, maxammo = 5,
munition = blast, munition = blast,
@ -987,8 +1010,6 @@ protron_e = mknew(bullet_base.new{
y_off = 4, y_off = 4,
damage = 1, damage = 1,
dym = 0.5, -- gun sets dy;
-- this is mult
category = enemy_blt_cat, category = enemy_blt_cat,
}) })
@ -1004,34 +1025,17 @@ protron_gun_e = mknew(gun_base.new{
cooldown = 0x0.0040, -- frames between shots cooldown = 0x0.0040, -- frames between shots
ammo = nil, ammo = nil,
maxammo = 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{ protron_gun_p = mknew(protron_gun_e.new{
munition = protron_p, munition = protron_p,
maxammo = 20, maxammo = 20,
cooldown = 0x0.0018, cooldown = 0x0.0018,
veloc = 4,
aim = -0.75,
hdr = "pROTRON", hdr = "pROTRON",
body = [[---------GUN body = [[---------GUN
@ -1048,8 +1052,8 @@ rate: 2/sec
vulcan_e = mknew(bullet_base.new{ vulcan_e = mknew(bullet_base.new{
--shape --shape
sprite = 21, sprite = 21,
width = 1, --in 8x8 blocks width = 0.125, --in 8x8 blocks
height = 1, height = 0.5,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
x_off = 0, -- upper left corner x_off = 0, -- upper left corner
y_off = 0, -- relative to sprite y_off = 0, -- relative to sprite
@ -1060,41 +1064,37 @@ vulcan_e = mknew(bullet_base.new{
y_off = 0, y_off = 0,
damage = 0.5, damage = 0.5,
-- dx from gun
dy = 2,
category=enemy_blt_cat category=enemy_blt_cat
}) })
vulcan_p = mknew(vulcan_e.new{ vulcan_p = mknew(vulcan_e.new{
sprite=22, sprite=22,
y_off = 4, y_off = 4,
dy = -4,
category=player_blt_cat category=player_blt_cat
}) })
vulcan_gun_e = mknew(gun_base.new{ vulcan_gun_e = mknew(gun_base.new{
icon = 37, icon = 37,
enemy = false,
cooldown = 0x0.0003, -- frames between shots cooldown = 0x0.0003, -- frames between shots
ammo = nil, ammo = nil,
maxammo = nil, maxammo = nil,
munition=vulcan_e, munition=vulcan_e,
dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35}, veloc = 2,
xoffs = {1, 0, -1, 1, 0, -1}, shots = {{{0.02, 2}}, {{-0.02,0}}, {{-0.03, -2}}, {{0.03, 2}}, {{0.02, 0}}, {{-0.02, -2}}}
dxidx = 1, })
actually_shoot = function(self, x, y)
local b = self.munition.new{ machine_gun_e = mknew(vulcan_gun_e.new{
dx = self.dxs[self.dxidx], icon = 38,
} clip_size = 12,
b:spawn_at(self.xoffs[self.dxidx]+x,y) clip_interval = 0x0.005a,
self.dxidx += 1 shots = {{{0, 2}}, {{0, -2}}}
if (self.dxidx > #self.dxs) self.dxidx = 1
end
}) })
vulcan_gun_p = mknew(vulcan_gun_e.new{ vulcan_gun_p = mknew(vulcan_gun_e.new{
munition=vulcan_p, munition=vulcan_p,
maxammo = 100, maxammo = 100,
aim=-0.75,
veloc=4,
hdr = "vULCAN", hdr = "vULCAN",
body = [[---------GUN body = [[---------GUN
@ -1156,7 +1156,6 @@ player = mknew(ship_m.new{
thrust = 0.1875, -- momentum added from button thrust = 0.1875, -- momentum added from button
ymin = 0, ymax = 120, -- stay on screen ymin = 0, ymax = 120, -- stay on screen
drag = 0.0625, -- momentum lost per frame drag = 0.0625, -- momentum lost per frame
slip = false, -- does not slide down screen
act = function(self) -- fetch buttons act = function(self) -- fetch buttons
local b,th = btn(),self.thrust local b,th = btn(),self.thrust
local blr = b&0x3 local blr = b&0x3
@ -1312,10 +1311,9 @@ chasey = mknew(ship_m.new{
maxspd = 2, maxspd = 2,
thrust = 0.2, thrust = 0.2,
drag = 0.075, drag = 0.075,
slip = true,
init = function(ship) init = function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{} --ship.main_gun=ship.main_gun or zap_gun_e.new{}
end end
}) })
@ -1340,7 +1338,6 @@ xl_chasey=mknew(chasey.new{
hp = 19.5, hp = 19.5,
shield = 5, shield = 5,
boss = true, boss = true,
slip = false,
act = function(self) act = function(self)
local dx,dy,shoot_spec,shoot_main = chasey.act(self) local dx,dy,shoot_spec,shoot_main = chasey.act(self)
if (self.y < 4) dy=self.thrust if (self.y < 4) dy=self.thrust
@ -1351,9 +1348,6 @@ xl_chasey=mknew(chasey.new{
sspr(40, 0, 8, 8, self.x, self.y, 16, 16) sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
pal() pal()
end, end,
init = function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{}
end,
}) })
-- flotilla ships -- flotilla ships
@ -1365,16 +1359,20 @@ ship_f = mknew(ship_m.new{
-- no sparks -- no sparks
hp = 0.5, hp = 0.5,
xp = 0x0.0001, xp = 0x0.0001,
fire_off_x = 4,
fire_off_y = 4,
maxspd = 3, maxspd = 3,
thrust = 0.1, thrust = 0.1,
drag = 0.05, drag = 0.05,
slip = false,
act = function(self) act = function(self)
local wx,wy=self.want_x,self.want_y local wx,wy=self.want_x,self.want_y
self.xmin,self.xmax,self.ymin,self.ymax = wx,wx,wy,wy self.xmin,self.xmax,self.ymin,self.ymax = wx,wx,wy,wy
return 0,0,false,false return 0,0,false,false
end, end,
init = function(self)
if (self.gun_proto) self.main_gun = self.gun_proto.new()
end
}) })
ship_mook = mknew(ship_f.new{ ship_mook = mknew(ship_f.new{
@ -1388,12 +1386,14 @@ ship_defender = mknew(ship_f.new{
ship_turret = mknew(ship_f.new{ ship_turret = mknew(ship_f.new{
sprite=106, sprite=106,
xp = 0x0.0002, xp = 0x0.0002,
gun_proto = machine_gun_e,
}) })
ship_skirmisher = mknew(ship_f.new{ ship_skirmisher = mknew(ship_f.new{
sprite=107, sprite=107,
xp = 0x0.0004, xp = 0x0.0004,
spark = smokespark, sparks = smokespark,
sparkodds = 4, sparkodds = 3,
fire_off_y = 7,
}) })
function rnd_spawn_loc() function rnd_spawn_loc()
@ -1419,6 +1419,22 @@ end
collider = mknew{ collider = mknew{
init = function(x) init = function(x)
x.suppress = {} x.suppress = {}
local p, n = x.from, x.from.next
while n do
-- insert
for i in all(collider_indexes(hurtbox(n))) do
local a = x[i]
if not a then
a = {}
x[i] = a
end
add(a, n)
end
-- prepare yoink
n.prev = p
p = n
n = n.next
end
end, end,
} }
@ -1432,40 +1448,39 @@ function collider_indexes(box)
return ret return ret
end end
function collider:insert(item) function collider:yoink(item)
-- todo: separate "big items" list?
local bdx = collider_indexes(hurtbox(item))
for i in all(bdx) do
local x = self[i]
if not x then
x = {}
self[i] = x
end
add(x, item)
end
end
function collider:hide(item)
self.suppress[item]=true self.suppress[item]=true
local p,n = item.prev,item.next
p.next = n
if n then
n.prev = p
else
self.from.tail = p
end
end end
function collider:get_collisions(item) function collider:iterate_collisions(box)
local found = { }
local seen = { } local seen = { }
local box = hurtbox(item)
local bucket_ids = collider_indexes(box) local bucket_ids = collider_indexes(box)
for b_idx in all(bucket_ids) do local bii, bidl, bucket, bi, blen = 1, #bucket_ids, false, 1, 0
local bucket = self[b_idx] return function()
if bucket then while bii <= bidl do
for candidate in all(bucket) do if not bucket then
if not (seen[candidate] or self.suppress[candidate]) then bucket,blen = self[bucket_ids[bii]],0
seen[candidate] = true if (bucket) blen=#bucket
if (collides(box, hurtbox(candidate))) add(found, candidate)
end
end end
while bi <= blen do
local candidate = bucket[bi]
bi += 1
if not seen[candidate] then
seen[candidate] = true
if (not self.suppress[candidate] and collides(box, hurtbox(candidate))) return candidate
end
end -- done with this bucket
bi=1
bii += 1
end end
end end -- end of closure def
return found
end end
-->8 -->8
@ -1695,15 +1710,15 @@ function spark_particle:draw()
end end
function spark(sprs, x, y, dx, dy, odds, fg) 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 local target = fg and intangibles_fg or intangibles_bg
target:push_back(spark_particle.new{ target:push_back(spark_particle.new{
x = x + rnd(4) - 2, x = x + rnd(4) - 2,
y = y + rnd(4) - 2, y = y + rnd(4) - 2,
sprs = sprs, sprs = sprs,
sidx = 1, sidx = 1,
dx = dx + rnd(2) - 1, dx = dx * rnd(2),
dy = dy + rnd(2) - 1, dy = dy * rnd(2),
}) })
end end
-->8 -->8
@ -1744,7 +1759,6 @@ function xp_gem:draw()
end end
function xp_gem:move() function xp_gem:move()
if not primary_ship.dead and abs(self.x + 1 - primary_ship.x - primary_ship.hurt.x_off) <= primary_ship.magnet and abs(self.y + 1 - primary_ship.y - primary_ship.hurt.y_off) <= primary_ship.magnet then if not primary_ship.dead and abs(self.x + 1 - primary_ship.x - primary_ship.hurt.x_off) <= primary_ship.magnet and abs(self.y + 1 - primary_ship.y - primary_ship.hurt.y_off) <= primary_ship.magnet then
if (self.x < primary_ship.x + 3) self.x += 1 if (self.x < primary_ship.x + 3) self.x += 1
if (self.x > primary_ship.x + 5) self.x -= 1 if (self.x > primary_ship.x + 5) self.x -= 1
@ -1754,9 +1768,6 @@ function xp_gem:move()
return bullet_base.move(self) return bullet_base.move(self)
end end
-- todo: "magnetic" behavior
-- when near player ship
function xp_gem:hitship(ship) function xp_gem:hitship(ship)
if (ship ~= primary_ship or primary_ship.dead) return false if (ship ~= primary_ship or primary_ship.dead) return false
primary_ship.xp += self.val primary_ship.xp += self.val
@ -1809,6 +1820,7 @@ end
-- add a new gun -- add a new gun
function spec_gun_opts() function spec_gun_opts()
-- todo: avoid duplicates
return pick(spec_gunt, 2) return pick(spec_gunt, 2)
end end
@ -1830,7 +1842,6 @@ end
-- ordinary upgrades -- ordinary upgrades
function small_opts() function small_opts()
-- todo: include gun opts
if(not primary_ship.special_guns) return pick(primary_ship:small_upgrade_opts(), 2) if(not primary_ship.special_guns) return pick(primary_ship:small_upgrade_opts(), 2)
local opts = {rnd(primary_ship:small_upgrade_opts())} local opts = {rnd(primary_ship:small_upgrade_opts())}
for g in all(primary_ship.special_guns) do for g in all(primary_ship.special_guns) do
@ -1911,7 +1922,10 @@ function rearm_mode:shuffle()
-- until the upgrade deck -- until the upgrade deck
-- is a thing that exists -- is a thing that exists
local lev = primary_ship.level + 1 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() self.options = spec_gun_opts()
elseif lev % 4 == 0 then elseif lev % 4 == 0 then
self.options = big_opts() self.options = big_opts()
@ -2003,8 +2017,8 @@ __gfx__
00077000067c665000000000cdd10cd10b3dd350094dd42000c0000cb3350b35b7000000a8000000e88e2882484e24423ba77ab328a77a820000000000000000 00077000067c665000000000cdd10cd10b3dd350094dd42000c0000cb3350b35b7000000a8000000e88e2882484e24423ba77ab328a77a820000000000000000
00077000067d665000000000cd10cdd100b3350000944200c0000000b350b335b7000000a8000000e88e2882e84e28823ba77ab328a77a820000000000000000 00077000067d665000000000cd10cdd100b3350000944200c0000000b350b335b7000000a8000000e88e2882e84e28823ba77ab328a77a820000000000000000
0070070065666765000000000ddddd100b33355009444220c000000c03333350b7000000a800000008888820048488203bbaabb3288aa8820000000000000000 0070070065666765000000000ddddd100b33355009444220c000000c03333350b7000000a800000008888820048488203bbaabb3288aa8820000000000000000
000000006506506500000000001111000b0b5050090920200c0000c00055550037000000a2000000008882000048420003bbbb30028888200000000000000000 000000006506506500000000001111000b0b5050090920200c0000c000555500b7000000a2000000008882000048420003bbbb30028888200000000000000000
00000000650000650000000000000000000b50000009200000c0cc00000000003b00000082000000000820000008200000333300002222000000000000000000 00000000650000650000000000000000000b50000009200000c0cc0000000000b700000082000000000820000008200000333300002222000000000000000000
0000000000065000000650000003b0000070070080000000700000000bb0000008800000000000000009200000000000cccccccd000650000000000000000000 0000000000065000000650000003b0000070070080000000700000000bb0000008800000000000000009200000000000cccccccd000650000000000000000000
000000000067500000076500000370000005500080000000b0000000b76300008a920000000000009009200200000000c111111d006765000000000000000000 000000000067500000076500000370000005500080000000b0000000b76300008a920000000000009009200200000000c111111d006765000000000000000000
00000000006d6500006d6500000b7000700660079000000030000000b663000089920000000550009994444200000000c111111d006d65000000000000000000 00000000006d6500006d6500000b7000700660079000000030000000b663000089920000000550009994444200000000c111111d006d65000000000000000000
@ -2195,8 +2209,11 @@ __gff__
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000212060a0e01091119000000000000002232363a3e050d151d 000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000212060a0e01091119000000000000002232363a3e050d151d
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
__map__ __map__
00006b6b00006f00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00006b6b00006f6a6a6a6a6a6a6a6a6a6a6a6f00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
7b6a00006a7b6e00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 7b6a00006a7b6e6a6a6a6a6a6a6a6a6a6a6a6f00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
7778686878776c00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 7778686878776c6a6a6a6a6a6a6a6a6a6a6a6e00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
6767777767676c00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 6767777767676c6a6a6a6a6a6a6a6a6a6a6a6e00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
7877676777787d00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 7877676777787d6a6a6a6a6a6a6a6a6a6a6a6d00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
000000000000006a6a6a6a6a6a6a6a6a6a6a6d00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
000000000000006a6a6a6a6a6a6a6a6a6a6a6c00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
000000000000006a6a6a6a6a6a6a6a6a6a6a7c00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

598
zotprofiling.p8 Normal file
View File

@ -0,0 +1,598 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
-- prof: cpu cycle counter v1.4
-- BY PANCELOR
--[[------------------------
use this cart to precisely
measure code execution time
--------------------------------
★ overview ★
--------------------------------
| tab 0 | usage guide |
| tab 1 | (internals) |
| tab 2 | your code here |
--------------------------------
-----------------------
-- ★ usage guide ★ --
-----------------------
웃: i have two code snippets;
which one is faster?
🐱: edit the last tab with your
snippets, then run the cart.
it will tell you precisely
how much cpu it takes to
run each snippet.
the results are also copied
to your clipboard.
웃: what do the numbers mean?
🐱: the cpu cost is reported
as lua and system cycle
counts. look up stat(1)
and stat(2) for more info.
if you're not sure, just
look at the first number.
lower is faster (better)
웃: why "{locals={9}}"
in the example?
🐱: accessing local variables
is faster than global vars.
so if your test involves
local variables, simulate
this by passing them in:
prof(function(a)
sqrt(a)
end,{ locals={9} })
/!\ /!\ /!\ /!\
local values from outside
the current scope are also
slower to access! example:
global = 4
local outer = 4
prof(function(x)
local _ = x --fast
end,function(x)
local _ = outer --slow
end,function(x)
local _ = global --slow
end,{ locals={4} })
/!\ /!\ /!\ /!\
웃: can i do "prof(myfunc)"?
🐱: no, this sometimes gives
wrong results! always use
inline functions:
prof(function()
--code for myfunc here
end)
as an example, "prof(sin)"
reports "-2" -- wrong! but
"prof(function()sin()end)"
correctly reports "4"
(see the technical notes at
the start of the next tab
for a brief explanation.
technically, "prof(myfunc)"
will work if myfunc was made
by the user, but you will
risk confusing yourself)
---------------
★ method 2 ★
---------------
this cart is based on
code by samhocevar:
https://www.lexaloffle.com/bbs/?pid=60198#p
if you do this method, be very
careful with local/global vars.
it's very easy to accidentally
measure the wrong thing.
here's an example of how to
measure cycles (ignoring this
cart and using the old method)
function _init()
local a=11.2 -- locals
local n=1024
flip()
local tot1,sys1=stat(1),stat(2)
for i=1,n do end --calibrate
local tot2,sys2=stat(1),stat(2)
for i=1,n do local _=sqrt(a) end --measure
local tot3,sys3=stat(1),stat(2)
function cyc(t0,t1,t2) return ((t2-t1)-(t1-t0))*128/n*256/stat(8)*256 end
local lua = cyc(tot1-sys1,tot2-sys2,tot3-sys3)
local sys = cyc(sys1,sys2,sys3)
print(lua.."+"..sys.."="..(lua+sys).." (lua+sys)")
end
run this once, see the results,
then change the "measure" line
to some other code you want
to measure.
note: wrapping the code inside
"_init()" is required, otherwise
builtin functions like "sin"
will be measured wrong.
(the reason is explained at
the start of the next tab)
---------------
★ method 3 ★
---------------
another way to measure cpu cost
is to run something like this:
function _draw()
cls(1)
local x=9
for i=1,1000 do
local a=sqrt(x) --snippet1
-- local b=x^0.5 --snippet2
end
end
while running, press ctrl-p to
see the performance monitor.
the middle number shows how much
of cpu is being used, as a
fraction. (0.60 = 60% used)
now, change the comments on the
two code snippets inside _draw()
and re-run. compare the new
result with the old to determine
which snippet is faster.
note: every loop iteration costs
an additional 2 cycles, so the
ratio of the two fractions will
not match the ratio of the
execution time of the snippets.
but this method can quickly tell
you which snippet is faster.
]]
-->8
--[[ profiler.lua
more info: https://www.lexaloffle.com/bbs/?tid=46117
usage:
prof(function()
memcpy(0,0x200,64)
end,function()
poke4(0,peek4(0x200,16))
end)
passing locals:
prof(
function(a,b)
local c=(a+1)*(b+1)-1
end,
function(a,b)
local c=a*b+a+b
end,
{locals={3,5}}
)
getting global/local variables exactly right
is very tricky; you should always use inline
functions like above; if you try e.g. prof(sin)
the results will be wrong.
# minutiae / notes to self:
---------------------------
doing this at top-level is awkward:
for _=1,n do end -- calibrate
for _=1,n do sin() end -- measure
b/c sin is secretly local at top-level,
so it gives a misleading result (3 cycles).
do it inside _init instead for a
more representative result (4 cycles).
## separate issue:
------------------
if you call prof(sin), it gives the wrong result (-2 cycles) because
it's comparing sin() against noop() (not truly nothing).
but we want the noop() there for normal inline prof() calls,
to avoid measuring the cost of the indirection
(calling func() from inside prof() is irrelevant to
how cpu-expensive func()'s body is)
]]
-- prof(fn1,fn2,...,fnN,[opts])
--
-- opts.locals: values to pass
-- opts.name: text label
-- opts.n: number of iterations
function prof(...)
cls()
local funcs={...}
local opts=type(funcs[#funcs])=="table" and deli(funcs) or {}
-- build output string
local msg=""
local function log(s)
msg..=s.."\n"
end
if opts.name then
log("prof: "..opts.name)
end
for fn in all(funcs) do
local dat=prof_one(fn,opts)
log(sub(" "..dat.total,-3)
.." ("
..dat.lua
.." lua, "
..dat.sys
.." sys)")
end
-- copy to clipboard
printh(msg,"@clip")
-- print + pause
while btn() == 0 do
flip()
end
color(6)
stop(msg)
end
function prof_one(func, opts)
opts = opts or {}
local n = opts.n or 0x200 --how many times to call func
local locals = opts.locals or {} --locals to pass func
-- we want to type
-- local m = 0x80_0000/n
-- but 8MHz is too large to fit in a pico-8 number,
-- so we do (0x80_0000>>16)/(n>>16) instead
-- (n is always an integer, so n>>16 won't lose any bits)
local m = 0x80/(n>>16)
assert(0x80/m << 16 == n, "n is too small") -- make sure m didn't overflow
local fps = stat(8)
-- given three timestamps (pre-calibration, middle, post-measurement),
-- calculate how many more CPU cycles func() took compared to noop()
-- derivation:
-- T := ((t2-t1)-(t1-t0))/n (frames)
-- this is the extra time for each func call, compared to noop
-- this is measured in #-of-frames -- it will be a small fraction for most ops
-- F := 1/30 (seconds/frame) (or 1/60 if this test is running at 60fps)
-- this is just the framerate that the tests run at, not the framerate of your game
-- M := 256*256*128 = 0x80_0000 = 8MHz (cycles/second)
-- (PICO-8 runs at 8MHz; see https://www.lexaloffle.com/dl/docs/pico-8_manual.html#CPU)
-- cycles := T frames * F seconds/frame * M cycles/second
-- optimization / working around pico-8's fixed point numbers:
-- T2 := T*n = (t2-t1)-(t1-t0)
-- M2 := M/n = (M>>16)/(n>>16) := m (e.g. when n is 0x1000, m is 0x800)
-- cycles := T2*M2*F
local function cycles(t0,t1,t2)
local diff = (t2-t1)-(t1-t0)
local e1 = "must use inline functions -- see usage guide"
assert(0<=diff,e1)
local thresh = 0x7fff.ffff/(m/fps)
local e2 = "code is too large or slow -- try profiling manually with stat(1)"
assert(diff<=thresh,e2)
return diff*(m/fps)
end
local noop = function() end -- this must be local, because func is local
flip() --avoid flipping mid-measurement
local atot,asys=stat(1),stat(2)
for _=1,n do noop(unpack(locals)) end -- calibrate
local btot,bsys=stat(1),stat(2)
for _=1,n do func(unpack(locals)) end -- measure
local ctot,csys=stat(1),stat(2)
-- gather results
local tot=cycles(atot,btot,ctot)
local sys=cycles(asys,bsys,csys)
return {
lua=tot-sys,
sys=sys,
total=tot,
}
end
-->8
-- your code here
--edit me:
function linefill(ax,ay,dx,dy,r,c)
if(c) color(c)
-- avoid overflow
-- credits: https://www.lexaloffle.com/bbs/?tid=28999
local d,n = abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
d*=sqrt(n*n+1)
if(d<0.001) return
local ca,sa=dx/d,-dy/d
-- polygon points
local s={
{0,-r},{d,-r},{d,r},{0,r}
}
local u,v,spans=s[4][1],s[4][2],{}
local x0,y0=ax+u*ca+v*sa,ay-u*sa+v*ca
for i=1,4 do
local u,v=unpack(s[i])
local x1,y1=ax+u*ca+v*sa,ay-u*sa+v*ca
local _x1,_y1=x1,y1
if(y0>y1) x0,y0,x1,y1=x1,y1,x0,y0
local dx=(x1-x0)/(y1-y0)
if(y0<0) x0-=y0*dx y0=-1
local cy0=y0\1+1
-- sub-pix shift
x0+=(cy0-y0)*dx
for y=y0\1+1,min(y1\1,127) do
-- open span?
local span=spans[y]
if span then
rectfill(x0,y,span,y)
else
spans[y]=x0
end
x0+=dx
end
x0,y0=_x1,_y1
end
end
function quickzot(x,y,r,dx,dy,hot,warm,cold)
local x0, y0, r2 = x-dx, y-dy, r/2
rectfill(x0-0.5-r2, y0-0.5-r2, x0+r2+0.5, y0+r2+0.5, cold)
local a = atan2(dx,dy)-0.25
local tdx,tdy=cos(a), sin(a)
for i=-r*0.65,r*0.65,0.65 do
line(x0+i*tdx, y0+i*tdy, x+i*tdx, y+i*tdy, warm)
end
rectfill(x-r2,y-r2,x+r2,y+r2,hot)
end
function zot(x,y,r,dx,dy,hot,warm,cold)
local x0,y0,sdx,sdy=x-dx,y-dy,sgn(dx),sgn(dy)
local rx,ry=r*sdx,r*sdy
if cold then
rectfill(x0-rx,y0-ry,x0+rx,y0+ry,cold)
local sdxh,sdyh=sdx/2,sdy/2
line(x0-rx-sdxh,y0+ry+sdyh,x-rx,y+ry,cold)
line(x0+rx+sdxh,y0-ry-sdyh,x+rx,y-ry,cold)
end
for i=-r,r do
line(x0+i*sdx,y0-ry,x+rx,y-i*sdy,warm)
line(x0-rx,y0+i*sdy,x-i*sdx,y+ry,warm)
end
for i=-r,r do
line(x0,y0,x+rx,y-i*sdy,hot)
line(x0,y0,x-i*sdx,y+ry,hot)
end
end
function respr(x,y,dx,dy,r,s)
if (r==0) r=0.5
local n=ceil(max(abs(dx),abs(dy))/r/2)
local d1x,d1y=dx/n,dy/n
r/=4
for i=1,n do
spr(s,x,y,r,r)
x+=d1x
y+=d1y
end
pal()
spr(s,x,y,r,r)
end
darkpal = {
[7]=4,
[9]=2,
[10]=4,
[8]=2
}
prof(function(dx, dy, r)
linefill(32,32,dx,dy,r,10)
end,function(dx, dy, r)
quickzot(96,32,r,dx,dy,10,9,8)
end,function(dx,dy,r)
zot(32,96,r,dx,dy,10,9,8)
end,function(dx,dy,r)
pal(darkpal)
respr(96,96,dx,dy,r,r)
end,{ locals={4,-9,2} })
-- "locals" (optional) are
-- passed in as args. see the
-- usage guide for details.
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