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			gun_picker
			...
			bullet_ref
		
	
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						ead2a7d874
	
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						571412b15e
	
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						907bd8318c
	
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						01ab6d3969
	
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						7869192dee
	
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						a4658e3ef4
	
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										282
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							
							
						
						
									
										282
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							@@ -1,5 +1,5 @@
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pico-8 cartridge // http://www.pico-8.com
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					pico-8 cartridge // http://www.pico-8.com
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version 41
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					version 42
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__lua__
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					__lua__
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-- vacuum gambit
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					-- vacuum gambit
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-- by kistaro windrider
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					-- by kistaro windrider
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@@ -18,6 +18,11 @@ function csv(s)
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 end
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					 end
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 return ret
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					 return ret
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end
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					end
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					function const_fxn(x)
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					 return function()
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					  return x
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					 end
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					end
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-- generate standard "overlay"
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					-- generate standard "overlay"
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-- constructor for type tt.
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					-- constructor for type tt.
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@@ -118,7 +123,7 @@ end
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function _init()
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					function _init()
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 init_blip_pals()
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					 init_blip_pals()
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	wipe_level()
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						wipe_level()
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	primary_ship.main_gun = zap_gun.new()
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						primary_ship.main_gun = zap_gun_p.new()  -- redundant?
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	load_level(example_level_csv)
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						load_level(example_level_csv)
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	state = game
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						state = game
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	pal(2,129)
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						pal(2,129)
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@@ -580,9 +585,15 @@ end
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-->8
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					-->8
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-- bullet and gun behaviors
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					-- bullet and gun behaviors
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bullet_base = {
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					function player_blt_cat()
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 enemyspd = 0.5
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					 return pbullets
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}
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					end
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					function enemy_blt_cat()
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					 return ebullets
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					end
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					bullet_base = { }
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mknew(bullet_base)
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					mknew(bullet_base)
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gun_base = { 
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					gun_base = { 
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@@ -601,18 +612,10 @@ end
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function bullet_base:move()
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					function bullet_base:move()
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 self.x += self.dx
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					 self.x += self.dx
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 if self.enemy then
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					 self.y += self.dy
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  self.y += self.dy
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					 if (self.y > 128) or (self.y < -8 * self.height) then
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  if self.y > 128 then
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					  self:die()
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   self:die()
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					  return true
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   return true
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  end
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					 | 
				
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 else
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  self.y -= self.dy
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  if self.y < -8*self.height then
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   self:die()
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   return true
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  end
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 end
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					 end
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 return false
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					 return false
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end
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					end
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@@ -621,19 +624,20 @@ function bullet_base:draw()
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 spr(self.sprite, self.x, self.y, self.width, self.height)
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					 spr(self.sprite, self.x, self.y, self.width, self.height)
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end
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					end
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function bullet_base:spawn_at(x, y)
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					-- An `actually_shoot` factory
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 self.x = x - self.center_x_off
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					-- for trivial guns
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 if self.enemy then
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					function spawn_one(t)
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  self.dx *= self.enemyspd
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					 return function(gun, x, y)
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  self.dy *= self.enemyspd
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					  t.new{}:spawn_at(x, y)
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  self.y = y + self.top_y_off
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					 | 
				
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  ebullets:push_back(self)
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 else
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  self.y = y - (8 * self.height) + self.bottom_y_off
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  pbullets:push_back(self)
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 end
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					 end
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end
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					end
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					function bullet_base:spawn_at(x, y)
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					 self.x = x - self.x_off
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					 self.y = y - self.y_off
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					 self.category():push_back(self)
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					end
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function gun_base:shoot(x, y)
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					function gun_base:shoot(x, y)
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 if (lframe < self.shoot_ready) return false
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					 if (lframe < self.shoot_ready) return false
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 if self.ammo then
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					 if self.ammo then
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@@ -645,23 +649,12 @@ function gun_base:shoot(x, y)
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 return true
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					 return true
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end
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					end
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function gun_base:actually_shoot(x, y)
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 local typ = self.t
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 local b = typ.new{
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  enemy = self.enemy,
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  sprite = self.enemy and typ.esprite or typ.psprite,
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					 | 
				
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 }
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 b:spawn_at(x, y)
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 return true
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					 | 
				
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end
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					 | 
				
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					 | 
				
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-->8
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					-->8
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-- bullets and guns
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					-- bullets and guns
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zap = bullet_base.new{
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					zap_e = bullet_base.new{
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 --shape
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					 --shape
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 psprite = 8, --index of player ammo sprite
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					 sprite = 9, --index of enemy ammo sprite
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 esprite = 9, -- index of enemy ammo sprite
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					 | 
				
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 width = 1, --in 8x8 blocks
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					 width = 1, --in 8x8 blocks
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 height = 1,
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					 height = 1,
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 hurt = { -- hurtbox - where this ship can be hit
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					 hurt = { -- hurtbox - where this ship can be hit
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@@ -670,33 +663,43 @@ zap = bullet_base.new{
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  width = 2,
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					  width = 2,
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  height = 8
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					  height = 8
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 },
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					 },
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 center_x_off = 1, -- how to position by ship
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					 x_off = 1, -- how to position by ship
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 bottom_y_off = 0,
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					 y_off = 8,
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 top_y_off = 0,
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					 | 
				
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 damage = 1,
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					 damage = 1,
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 dx = 0,  -- px/frame
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					 dx = 0,  -- px/frame
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 dy = 8,
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					 dy = 4,
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 hitship = function(_, _)
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					 hitship = const_fxn(true),
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  return true
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 end
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					 category = enemy_blt_cat,
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}
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					}
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mknew(zap)
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					mknew(zap_e)
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zap_gun = gun_base.new{
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					zap_p = zap_e.new{
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 enemy = false,
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					 sprite = 8,
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					 dy = -8,
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					 y_off = 0,
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					 category = player_blt_cat,
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					}
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					mknew(zap_p)
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					zap_gun_e = gun_base.new{
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 power = 20, -- power consumed per shot
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					 power = 20, -- power consumed per shot
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 cooldown = 0x0.000a, -- frames between shots
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					 cooldown = 0x0.000a, -- frames between shots
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 ammo = nil, -- unlimited ammo - main gun
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					 ammo = nil, -- unlimited ammo - main gun
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 t = zap -- metatable of bullet to fire
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					 actually_shoot = spawn_one(zap_e),
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}
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					}
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mknew(zap_gun)
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					mknew(zap_gun_e)
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					zap_gun_p = zap_gun_e.new{
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					 actually_shoot = spawn_one(zap_p),
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					}
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					mknew(zap_gun_p)
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blast = bullet_base.new{
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					blast = bullet_base.new{
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 --shape
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					 --shape
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 psprite = 12, --index of player ammo sprite
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					 sprite = 12, --index of player ammo sprite
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 esprite = 3, -- index of enemy ammo sprite
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					 | 
				
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 width = 1, --in 8x8 blocks
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					 width = 1, --in 8x8 blocks
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 height = 1,
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					 height = 1,
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 hurt = { -- hurtbox - where this ship can be hit
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					 hurt = { -- hurtbox - where this ship can be hit
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@@ -705,13 +708,12 @@ blast = bullet_base.new{
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  width = 6,
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					  width = 6,
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  height = 6
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					  height = 6
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 },
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					 },
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 center_x_off = 4, -- how to position by ship
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					 x_off = 4, -- how to position by ship
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 bottom_y_off = 0,
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					 y_off = 0,
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 top_y_off = 0,
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					 | 
				
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 damage = 4,
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					 damage = 4,
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 dx = 0,  -- px/frame
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					 dx = 0,  -- px/frame
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 dy = 2,
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					 dy = -2,
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 awaitcancel = false,
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					 awaitcancel = false,
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 -- disable damage for 2 frames
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					 -- disable damage for 2 frames
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@@ -736,25 +738,24 @@ blast = bullet_base.new{
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    self.awaitcancel = false
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					    self.awaitcancel = false
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   end)
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					   end)
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  end
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					  end
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 end
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					 end,
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					 category=player_blt_cat
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}
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					}
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mknew(blast)
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					mknew(blast)
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blast_gun = gun_base.new{
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					blast_gun = gun_base.new{
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 icon = 13,
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					 icon = 13,
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 enemy = false,
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					 power = 0, -- only cost is ammo
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 power = 0, -- ammo, not power
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					 | 
				
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 cooldown = 0x0.0020, -- frames between shots
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					 cooldown = 0x0.0020, -- frames between shots
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 ammo = 5,
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					 ammo = 5,
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 maxammo = 5,
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					 maxammo = 5,
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 t = blast -- type of bullet to fire
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					 actually_shoot = spawn_one(blast),
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}
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					}
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mknew(blast_gun)
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					mknew(blast_gun)
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protron = bullet_base.new{
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					protron_e = bullet_base.new{
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 --shape
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					 --shape
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 psprite = 23, --index of player ammo sprite
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					 sprite = 24,
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 esprite = 24, -- index of enemy ammo sprite
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					 | 
				
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 width = 1, --in 8x8 blocks
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					 width = 1, --in 8x8 blocks
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 height = 1,
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					 height = 1,
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 hurt = { -- hurtbox - where this ship can be hit
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					 hurt = { -- hurtbox - where this ship can be hit
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@@ -763,56 +764,63 @@ protron = bullet_base.new{
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  width = 2,
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					  width = 2,
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  height = 2
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					  height = 2
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 },
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					 },
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 center_x_off = 1, -- how to position by ship
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					 x_off = 1, -- how to position by ship
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 bottom_y_off = 4,
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					 y_off = 4,
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 top_y_off = 0,
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					 | 
				
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 damage = 1,
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					 damage = 1,
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 dx = 0,  -- px/frame
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					 dym = 0.5, -- gun sets dy;
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 dy = 3,
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					             -- this is mult
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					 category = enemy_blt_cat,
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}
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					}
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mknew(protron)
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					mknew(protron_e)
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protron_gun = gun_base.new{
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					protron_p = protron_e.new{
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					 sprite=23,
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					 dym = -1,
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					 y_off = 0,
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					 category=player_blt_cat,
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					}
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					mknew(protron_p)
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					protron_gun_e = gun_base.new{
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 icon = 25,
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					 icon = 25,
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 enemy = false,
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					 | 
				
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 power = 60,
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					 power = 60,
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 cooldown = 0x0.000f, -- frames between shots
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					 cooldown = 0x0.000f, -- frames between shots
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 ammo = nil,
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					 ammo = nil,
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 maxammo = nil,
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					 maxammo = nil,
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 actually_shoot = function(self, x, y)
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					 munition = protron_e
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  local sprite = protron.psprite
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					 | 
				
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  if (self.enemy) sprite=protron.esprite
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					 | 
				
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  for i=1,3 do
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					 | 
				
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   local b = protron.new{
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    enemy=self.enemy,
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					 | 
				
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    sprite=sprite,
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					 | 
				
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    dx = i,
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					 | 
				
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    dy = 4-i
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					 | 
				
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   }
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					 | 
				
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   b:spawn_at(x,y)
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   local b2 = protron.new{
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    enemy=self.enemy,
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    sprite=sprite,
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					 | 
				
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    dx = -i,
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					 | 
				
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    dy = 4-i
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					 | 
				
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   }
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					 | 
				
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   b2:spawn_at(x,y)
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					 | 
				
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  end
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					 | 
				
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  local bup = protron.new{
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					 | 
				
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   enemy=self.enemy,
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					 | 
				
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   sprite=sprite,
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					 | 
				
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   dy=4
 | 
					 | 
				
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  }
 | 
					 | 
				
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  bup:spawn_at(x,y)
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					 | 
				
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 end
 | 
					 | 
				
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}
 | 
					}
 | 
				
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mknew(protron_gun)
 | 
					mknew(protron_gun_e)
 | 
				
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 | 
					
 | 
				
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vulcan = bullet_base.new{
 | 
					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 = protron_gun_e.new{
 | 
				
			||||||
 | 
					 munition = protron_p,
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					mknew(protron_gun_p)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					vulcan_e = bullet_base.new{
 | 
				
			||||||
 --shape
 | 
					 --shape
 | 
				
			||||||
 psprite = 22, --index of player ammo sprite
 | 
					 sprite = 21,
 | 
				
			||||||
 esprite = 21, -- index of enemy ammo sprite
 | 
					 | 
				
			||||||
 width = 1, --in 8x8 blocks
 | 
					 width = 1, --in 8x8 blocks
 | 
				
			||||||
 height = 1,
 | 
					 height = 1,
 | 
				
			||||||
 hurt = { -- hurtbox - where this ship can be hit
 | 
					 hurt = { -- hurtbox - where this ship can be hit
 | 
				
			||||||
@@ -821,31 +829,37 @@ vulcan = bullet_base.new{
 | 
				
			|||||||
  width = 1,
 | 
					  width = 1,
 | 
				
			||||||
  height = 4
 | 
					  height = 4
 | 
				
			||||||
 },
 | 
					 },
 | 
				
			||||||
 center_x_off = 0.5, -- how to position by ship
 | 
					 x_off = 0.5, -- how to position by ship
 | 
				
			||||||
 bottom_y_off = 4,
 | 
					 y_off = 0,
 | 
				
			||||||
 top_y_off = 0,
 | 
					 | 
				
			||||||
 
 | 
					 
 | 
				
			||||||
 damage = 0.5,
 | 
					 damage = 0.5,
 | 
				
			||||||
 dx = 0,  -- px/frame
 | 
					 -- dx from gun
 | 
				
			||||||
 dy = 4,
 | 
					 dy = 2,
 | 
				
			||||||
 | 
					 category=enemy_blt_cat
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
mknew(vulcan)
 | 
					mknew(vulcan_e)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
vulcan_gun = gun_base.new{
 | 
					vulcan_p = vulcan_e.new{
 | 
				
			||||||
 | 
					 sprite=22,
 | 
				
			||||||
 | 
					 y_off = 4,
 | 
				
			||||||
 | 
					 dy = -4,
 | 
				
			||||||
 | 
					 category=player_blt_cat
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					mknew(vulcan_p)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					vulcan_gun_e = gun_base.new{
 | 
				
			||||||
 icon = 37,
 | 
					 icon = 37,
 | 
				
			||||||
 enemy = false,
 | 
					 enemy = false,
 | 
				
			||||||
 power = 8,
 | 
					 power = 8,
 | 
				
			||||||
 cooldown = 0x0.0002, -- frames between shots
 | 
					 cooldown = 0x0.0002, -- frames between shots
 | 
				
			||||||
 ammo = nil,
 | 
					 ammo = nil,
 | 
				
			||||||
 maxammo = nil,
 | 
					 maxammo = nil,
 | 
				
			||||||
 | 
					 munition=vulcan_e,
 | 
				
			||||||
 dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
 | 
					 dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
 | 
				
			||||||
 xoffs = {1, 0, -1, 1, 0, -1},
 | 
					 xoffs = {1, 0, -1, 1, 0, -1},
 | 
				
			||||||
 dxidx = 1,
 | 
					 dxidx = 1,
 | 
				
			||||||
 actually_shoot = function(self, x, y)
 | 
					 actually_shoot = function(self, x, y)
 | 
				
			||||||
  local sprite = self.enemy and vulcan.esprite or vulcan.psprite
 | 
					  local b = self.munition.new{
 | 
				
			||||||
  local b = vulcan.new{
 | 
					 | 
				
			||||||
   enemy=self.enemy,
 | 
					 | 
				
			||||||
   sprite=sprite,
 | 
					 | 
				
			||||||
   dx = self.dxs[self.dxidx],
 | 
					   dx = self.dxs[self.dxidx],
 | 
				
			||||||
  }
 | 
					  }
 | 
				
			||||||
  b:spawn_at(self.xoffs[self.dxidx]+x,y)
 | 
					  b:spawn_at(self.xoffs[self.dxidx]+x,y)
 | 
				
			||||||
@@ -853,7 +867,12 @@ vulcan_gun = gun_base.new{
 | 
				
			|||||||
  if (self.dxidx > #self.dxs) self.dxidx = 1
 | 
					  if (self.dxidx > #self.dxs) self.dxidx = 1
 | 
				
			||||||
 end
 | 
					 end
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
mknew(vulcan_gun)
 | 
					mknew(vulcan_gun_e)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					vulcan_gun_p = vulcan_gun_e.new{
 | 
				
			||||||
 | 
					 munition=vulcan_p,
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					mknew(vulcan_gun_p)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
-->8
 | 
					-->8
 | 
				
			||||||
--ships, including player
 | 
					--ships, including player
 | 
				
			||||||
@@ -915,7 +934,7 @@ player = ship_m.new{
 | 
				
			|||||||
}
 | 
					}
 | 
				
			||||||
mknew(player,
 | 
					mknew(player,
 | 
				
			||||||
 function(p)
 | 
					 function(p)
 | 
				
			||||||
  p.main_gun = zap_gun.new()
 | 
					  p.main_gun = zap_gun_p.new()
 | 
				
			||||||
  -- ONE HIT MODE
 | 
					  -- ONE HIT MODE
 | 
				
			||||||
  --
 | 
					  --
 | 
				
			||||||
  -- p.hp = 0
 | 
					  -- p.hp = 0
 | 
				
			||||||
@@ -1000,7 +1019,7 @@ spewy = frownie.new{
 | 
				
			|||||||
 end
 | 
					 end
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
mknew(spewy, function(ship)
 | 
					mknew(spewy, function(ship)
 | 
				
			||||||
 ship.main_gun=ship.main_gun or protron_gun.new{enemy=true}
 | 
					 ship.main_gun=ship.main_gun or protron_gun_e.new{enemy=true}
 | 
				
			||||||
end)
 | 
					end)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
chasey = ship_m.new{
 | 
					chasey = ship_m.new{
 | 
				
			||||||
@@ -1028,7 +1047,7 @@ chasey = ship_m.new{
 | 
				
			|||||||
 slip = true,
 | 
					 slip = true,
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
mknew(chasey, function(ship)
 | 
					mknew(chasey, function(ship)
 | 
				
			||||||
 ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
 | 
					 ship.main_gun=ship.main_gun or zap_gun_e.new{}
 | 
				
			||||||
end)
 | 
					end)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
function chasey:act()
 | 
					function chasey:act()
 | 
				
			||||||
@@ -1046,6 +1065,8 @@ xl_chasey=chasey.new{
 | 
				
			|||||||
  width = 12,
 | 
					  width = 12,
 | 
				
			||||||
  height = 10
 | 
					  height = 10
 | 
				
			||||||
 },
 | 
					 },
 | 
				
			||||||
 | 
					 fire_off_x = 8,
 | 
				
			||||||
 | 
					 fire_off_y = 15,
 | 
				
			||||||
 hp = 19.5,
 | 
					 hp = 19.5,
 | 
				
			||||||
 shield = 5,
 | 
					 shield = 5,
 | 
				
			||||||
 boss = true,
 | 
					 boss = true,
 | 
				
			||||||
@@ -1062,7 +1083,7 @@ xl_chasey=chasey.new{
 | 
				
			|||||||
 end,
 | 
					 end,
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
mknew(xl_chasey, function(ship)
 | 
					mknew(xl_chasey, function(ship)
 | 
				
			||||||
 ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
 | 
					 ship.main_gun=ship.main_gun or zap_gun_e.new{}
 | 
				
			||||||
end)
 | 
					end)
 | 
				
			||||||
-->8
 | 
					-->8
 | 
				
			||||||
-- collisions
 | 
					-- collisions
 | 
				
			||||||
@@ -1271,9 +1292,9 @@ end
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
function spawn_bonus_vulcan_chasey()
 | 
					function spawn_bonus_vulcan_chasey()
 | 
				
			||||||
 local c = spawn_chasey()
 | 
					 local c = spawn_chasey()
 | 
				
			||||||
 c.main_gun=vulcan_gun.new{enemy=true}
 | 
					 c.main_gun=vulcan_gun_e.new{enemy=true}
 | 
				
			||||||
 c.die = function(self)
 | 
					 c.die = function(self)
 | 
				
			||||||
  spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun)
 | 
					  spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p)
 | 
				
			||||||
  chasey.die(self)
 | 
					  chasey.die(self)
 | 
				
			||||||
 end
 | 
					 end
 | 
				
			||||||
 c.sprite=4
 | 
					 c.sprite=4
 | 
				
			||||||
@@ -1376,7 +1397,7 @@ example_level_csv=[[1,spawn_frownie
 | 
				
			|||||||
310,spawn_blocking_blocky
 | 
					310,spawn_blocking_blocky
 | 
				
			||||||
310,spawn_blocking_blocky
 | 
					310,spawn_blocking_blocky
 | 
				
			||||||
311,spawn_frownie
 | 
					311,spawn_frownie
 | 
				
			||||||
350,spawn_main_gun_at,70,-11,protron_gun
 | 
					350,spawn_main_gun_at,70,-11,protron_gun_p
 | 
				
			||||||
401,spawn_frownie
 | 
					401,spawn_frownie
 | 
				
			||||||
420,spawn_blocking_frownie
 | 
					420,spawn_blocking_frownie
 | 
				
			||||||
430,spawn_bonus_vulcan_chasey
 | 
					430,spawn_bonus_vulcan_chasey
 | 
				
			||||||
@@ -1486,8 +1507,9 @@ bullets
 | 
				
			|||||||
  shots much easier to dodge
 | 
					  shots much easier to dodge
 | 
				
			||||||
* damage - damage per hit;
 | 
					* damage - damage per hit;
 | 
				
			||||||
  used by ships
 | 
					  used by ships
 | 
				
			||||||
* psprite, esprite - index of
 | 
					* sprite - sprite index.
 | 
				
			||||||
  player or enemy sprite.
 | 
					* x_off, y_off - renamed for
 | 
				
			||||||
 | 
					  the next two vars. may revert
 | 
				
			||||||
* center_off_x - the horizontal
 | 
					* center_off_x - the horizontal
 | 
				
			||||||
  centerpoint of the bullet,
 | 
					  centerpoint of the bullet,
 | 
				
			||||||
  for positioning when firing.
 | 
					  for positioning when firing.
 | 
				
			||||||
@@ -1876,7 +1898,7 @@ powerup = bullet_base.new{
 | 
				
			|||||||
 -- easy to pick up
 | 
					 -- easy to pick up
 | 
				
			||||||
 dx = 0,
 | 
					 dx = 0,
 | 
				
			||||||
 dy = 1.5, -- 0.75 after enemyspd
 | 
					 dy = 1.5, -- 0.75 after enemyspd
 | 
				
			||||||
 enemy = true, -- collides with player ship
 | 
					 category = enemy_blt_cat, -- collides with player ship
 | 
				
			||||||
 damage = 0,
 | 
					 damage = 0,
 | 
				
			||||||
 
 | 
					 
 | 
				
			||||||
 anim_speed = 2,
 | 
					 anim_speed = 2,
 | 
				
			||||||
@@ -1909,9 +1931,8 @@ repair = powerup.new{
 | 
				
			|||||||
  width = 12,
 | 
					  width = 12,
 | 
				
			||||||
  height = 12
 | 
					  height = 12
 | 
				
			||||||
 },
 | 
					 },
 | 
				
			||||||
 center_x_off = 4,
 | 
					 x_off = 4,
 | 
				
			||||||
 top_y_off = 0,
 | 
					 y_off = 0,
 | 
				
			||||||
 bottom_y_off = 0,
 | 
					 | 
				
			||||||
 sprites = sheen8x8,
 | 
					 sprites = sheen8x8,
 | 
				
			||||||
 hitship = function(self, ship)
 | 
					 hitship = function(self, ship)
 | 
				
			||||||
  if (ship ~= primary_ship) return false
 | 
					  if (ship ~= primary_ship) return false
 | 
				
			||||||
@@ -1937,9 +1958,8 @@ gun_swap = powerup.new{
 | 
				
			|||||||
  height = 16
 | 
					  height = 16
 | 
				
			||||||
 },
 | 
					 },
 | 
				
			||||||
 -- gun = gun_type.new{}
 | 
					 -- gun = gun_type.new{}
 | 
				
			||||||
 center_x_off = 6,
 | 
					 x_off = 6,
 | 
				
			||||||
 top_y_off = 0,
 | 
					 y_off = 0,
 | 
				
			||||||
 bottom_y_off = 4,
 | 
					 | 
				
			||||||
 width = 2,
 | 
					 width = 2,
 | 
				
			||||||
 height = 2,
 | 
					 height = 2,
 | 
				
			||||||
 sprites = {64, 66, 68, 70, 72, 74, 76, 78},
 | 
					 sprites = {64, 66, 68, 70, 72, 74, 76, 78},
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user