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20 Commits
gun_upgrad
...
flotillas
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3151db5430
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2964159858
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95d4b6eb37
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96312e3adf
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bf9a45d87e
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36f7c6572f
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45b70d3aca
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35980d801a
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734811bd62
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4fddbea82c
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f675e31967
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0bd1463416
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267f8a3667
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fa206c37c5
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928e7f7418
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2439fda068
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d13290f438
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e3a2810f0a
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3764063b20
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90f6df2922
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604
vacuum_gambit.p8
604
vacuum_gambit.p8
@ -127,7 +127,6 @@ function _init()
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mode = game_mode
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init_blip_pals()
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wipe_game() -- redundant?
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load_level(example_level_csv)
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game_state = game
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pal(2,129)
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pal()
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@ -171,6 +170,10 @@ function wipe_game()
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new_events = linked_list.new()
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primary_ship.main_gun = zap_gun_p.new()
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primary_ship.main_gun:peel()
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gframe = 0
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interlude = 0
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waves_complete = 0
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current_wave = nil
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end
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function _update60()
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@ -185,12 +188,44 @@ function call_move(x)
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return x:move()
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end
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function ones(n)
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local ret = 0
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while n != 0 do
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if (n&0x0.0001) ret += 1
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n >>= 1
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end
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return ret
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end
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function updategame()
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if (primary_ship.xp >= primary_ship.xptarget) and (lframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
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if (primary_ship.xp >= primary_ship.xptarget) and (gframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
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mode = rearm_mode.new()
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return _update60()
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end
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leveldone = level_frame()
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gframe += 0x0.0001
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if current_wave then
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if current_wave:update() then
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-- end of stage
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waves_complete += 1
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current_wave = nil
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if waves_complete < 32767 then
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interlude = 59 -- plus one dead frame with load_level but no update
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else
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-- you maxed out the level
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-- counter. what the fuck
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-- is wrong with you?
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-- go outside.
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--
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-- do not spawn more levels.
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interlude = 32767
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end
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end
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elseif interlude > 0 then
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interlude -= 1
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else
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current_wave = flotilla.new()
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current_wave:load(0, 0, min(ones(waves_complete)\2, 4))
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end
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events:vore(new_events)
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events:strip(call_move)
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for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
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@ -254,7 +289,7 @@ function updategame()
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intangibles_fg:strip(call_move)
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if leveldone and not eships.next and not ebullets.next and not events.next then
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if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then
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game_state = win
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end
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if (not pships.next) game_state = lose
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@ -466,6 +501,14 @@ end
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-->8
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--ship behavior
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-- generic full sprite hurtbox
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box8 = {
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x_off = 0,
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y_off = 1,
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width = 8,
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height = 8
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}
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scrollrate = 0.25 --in px/frame
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ship_m = mknew{
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@ -611,7 +654,7 @@ end
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function ship_m:hitsomething(dmg)
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if (dmg <= 0) return false
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self.shield_refresh_ready = lframe + self.shieldpenalty
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self.shield_refresh_ready = gframe + self.shieldpenalty
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if self.shield > 0 then
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self.shield -= dmg
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if self.shield > 0 then
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@ -633,10 +676,10 @@ end
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function ship_m:refresh_shield()
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if (self.shield >= self.maxshield) return
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if (lframe < self.shield_refresh_ready) return
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if (gframe < self.shield_refresh_ready) return
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self.shield += 1
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self.shield = min(self.shield, self.maxshield)
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self.shield_refresh_ready = lframe + self.shieldcooldown
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self.shield_refresh_ready = gframe + self.shieldcooldown
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end
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-->8
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@ -805,12 +848,12 @@ function bullet_base:spawn_at(x, y)
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end
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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 (gframe < self.shoot_ready) return false
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if self.ammo then
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if (self.ammo <= 0) return false
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self.ammo -= 1
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end
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self.shoot_ready = lframe + self.cooldown
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self.shoot_ready = gframe + self.cooldown
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self:actually_shoot(x, y)
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return true
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end
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@ -1243,81 +1286,10 @@ shield will
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return ret
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end
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frownie = mknew(ship_m.new{
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--shape
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sprite = 3, --index of ship sprite
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size = 1, --all ships are square; how many 8x8 sprites?
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hurt = { -- hurtbox - where this ship can be hit
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x_off = 0, -- upper left corner
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y_off = 1, -- relative to ship ulc
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width = 8,
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height = 6
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},
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sparks = smokespark,
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sparkodds = 8,
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hp = 0.5, -- enemy ships need no max hp
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xp = 0x0.0001,
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-- position
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x=60, -- x and y are for upper left corner
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y=8,
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xmomentum = 0,
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ymomentum = 0,
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maxspd = 2, -- momentum cap
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thrust = 0.12, -- momentum added from button
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drag = 0.07, -- momentum lost per frame
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slip = true,
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act = function(self)
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local tstate,dx = (1 + flr(4*t() + 0.5)) % 6,0
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if (tstate==1 or tstate==2) dx=-self.thrust
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if (tstate>=4) dx=self.thrust
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return dx,0,false,false
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end,
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})
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blocky = mknew(frownie.new{
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sprite = 10,
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hp = 1.5,
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xp = 0x0.0002,
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hurt = {
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x_off = 0,
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y_off = 0,
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width = 8,
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height = 7
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},
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ow = function(self)
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if self.hp < 1 then
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self.sprite = 11
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else
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self.sprite = 10
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end
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ship_m.ow(self)
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end
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})
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spewy = mknew(frownie.new{
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sprite=26,
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xp = 0x0.0003,
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hurt = {
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x_off=0,
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y_off=1,
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width=8,
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height=5
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},
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hp=0.5,
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fire_off_x=4,
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fire_off_y=7,
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act=function(self)
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local dx,dy,shoot_spec=frownie.act(self)
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return dx, dy, shoot_spec, self.y > 10
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end,
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init = function(ship)
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ship.main_gun=ship.main_gun or protron_gun_e.new{}
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end
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})
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-- original prototype leftover;
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-- likely to be the basis of a
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-- standard raider type, so
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-- i am keeping it around
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chasey = mknew(ship_m.new{
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sprite = 5,
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xp = 0x0.0004,
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@ -1347,7 +1319,6 @@ chasey = mknew(ship_m.new{
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end
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})
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-- todo: use constraints
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function chasey:act()
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self.xmin = max(primary_ship.x-8, 0)
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self.xmax = min(primary_ship.x + 8, 112 - 8*self.size)
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@ -1385,6 +1356,53 @@ xl_chasey=mknew(chasey.new{
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end,
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})
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-- flotilla ships
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ship_f = mknew(ship_m.new{
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-- sprite required
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size = 1,
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hurt = box8,
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-- no sparks
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hp = 0.5,
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xp = 0x0.0001,
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maxspd = 3,
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thrust = 0.1,
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drag = 0.05,
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slip = false,
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act = function(self)
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local wx,wy=self.want_x,self.want_y
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self.xmin,self.xmax,self.ymin,self.ymax = wx,wx,wy,wy
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return 0,0,false,false
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end,
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})
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ship_mook = mknew(ship_f.new{
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sprite=103
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})
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ship_defender = mknew(ship_f.new{
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sprite=105,
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hp = 2.5,
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xp = 0x0.0003,
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})
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ship_turret = mknew(ship_f.new{
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sprite=106,
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xp = 0x0.0002,
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})
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ship_skirmisher = mknew(ship_f.new{
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sprite=107,
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xp = 0x0.0004,
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spark = smokespark,
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sparkodds = 4,
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})
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function rnd_spawn_loc()
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local x,y = flr(rnd(304)), flr(rnd(32))
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if (x<184) return x-40,-y-8
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if (x<244) return -y-8,x-184
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return 112+y, x-244
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end
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-->8
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-- collisions
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@ -1449,242 +1467,163 @@ function collider:get_collisions(item)
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end
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return found
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end
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-->8
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-- level and event system
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-- flotillas
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-- a level is a map from
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-- effective frame number to
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-- a list of actions for that
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-- frame. an action is a
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-- method name and its args.
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-- a template for a wave, read
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-- from the map. each ship can
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-- alternate between "attack"
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-- and "formation" modes, like
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-- galaxian or galaga. ships
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-- with different roles have
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-- different rules for becoming
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-- aggressive, but aggression
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-- ramps up during the wave.
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-- effective frame number stops
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-- when freeze count is nonzero
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-- flotilla placeholders are
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-- defined by sprite flags.
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-- see obsidian vault for
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-- full docs.
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-- a level is won when it hits
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-- the end-of-level sentinel
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-- and there are no more
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-- tracked enemies.
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-- lost when there are no
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-- player ships left.
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-- effective frame
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distance = 0
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-- actual frame count since
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-- start of level times 0x0.0001
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lframe = 0
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-- do not advance distance when
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-- nonzero
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freeze = 0
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eol = {}
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function load_level(levelfile)
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distance = 0
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lframe = 0
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freeze = 0
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leveldone = false
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current_level = {}
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local found_eol = false
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if (type(levelfile)=="string") levelfile = csv(levelfile)
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for row in all(levelfile) do
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local x = current_level[row[1]]
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if row[2] == "eol" then
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found_eol = true
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assert(x==nil, "events on eol frame")
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current_level[row[1]] = eol
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else
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row.next = x
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current_level[row[1]]=row
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end
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end
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assert(found_eol)
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end
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function level_frame()
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lframe += 0x0.0001
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if (current_level == nil) return true
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if freeze == 0 then
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distance += 1
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local cbs = current_level[distance]
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if cbs ~= nil then
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if cbs == eol then
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current_level = nil
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return true
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else
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while cbs do
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assert(cbs[1] == distance)
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local f = _ENV[cbs[2]]
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assert(type(f) == "function", cbs[2].." at "..distance.." is not a function")
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f(unpack(cbs, 3))
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cbs=cbs.next
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end
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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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end
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-->8
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-- example level
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function spawn_blocking_rnd_x(typ)
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freeze += 1
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s = typ.new{
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x = rnd(104),
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y = -7,
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ice = 1,
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orig_die = typ.die,
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die = function(self)
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freeze -= self.ice
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self.ice = 0
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self:orig_die()
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end,
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}
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eships:push_back(s)
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return s
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end
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function spawn_frownie()
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return spawn_rnd(frownie)
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end
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function spawn_blocking_frownie()
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spawn_blocking_rnd_x(frownie)
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end
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function spawn_blocky()
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spawn_rnd(blocky)
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end
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function spawn_blocking_blocky()
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spawn_rnd(blocky, 1)
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end
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function spawn_spewy()
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return spawn_rnd(spewy)
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end
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function spawn_chasey()
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return spawn_rnd(chasey)
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end
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function spawn_blocking_spewy()
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freeze += 1
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local s = spawn_spewy()
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s.ice = 1
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s.die = function(self)
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freeze -= self.ice
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self.ice = 0
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frownie.die(self)
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end
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end
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function spawn_vulcan_chasey()
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local c = spawn_chasey()
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c.main_gun=vulcan_gun_e.new{enemy=true}
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c.sprite=4
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return c
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end
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|
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helpers = {
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spawn_frownie,
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spawn_frownie,
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spawn_frownie,
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spawn_blocky,
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spawn_blocky,
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spawn_chasey,
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spawn_spewy,
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flotilla = mknew{
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use_var = 0x1111,
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opt_odds = split"0.5,0.5,0.5,0.5",
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init=function(this)
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this.ship_bases={
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[0]=mknew(ship_mook.new{ship_t=0}),
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[1]=mknew(ship_mook.new{ship_t=1, sprite=104}),
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[4]=mknew(ship_defender.new{ship_t=4}),
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[5]=mknew(ship_defender.new{ship_t=5, sprite=10}),
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[8]=mknew(ship_turret.new{ship_t=8}),
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[9]=mknew(ship_turret.new{ship_t=9, sprite=4}),
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[12]=mknew(ship_skirmisher.new{ship_t=12}),
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[13]=mknew(ship_skirmisher.new{ship_t=13, sprite=26}),
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}
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end,
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}
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|
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function spawn_blocking_boss_chasey()
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local c = spawn_rnd(xl_chasey, 1)
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local nextspawn = lframe + 0x0.0080
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events:push_back{move=function()
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if lframe >= nextspawn then
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helpers[flr(rnd(#helpers))+1]()
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nextspawn += 0x0.0040
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end
|
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return c.dead
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end}
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return c
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end
|
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|
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function std_spawn(tnm, n, blocking, goodie,altspr)
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local typ = _ENV[tnm]
|
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assert(typ and typ.new, tostr(tnm).." not a class")
|
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for i=1,(n or 1) do
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spawn_rnd(typ, blocking, goodie,altspr)
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end
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end
|
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|
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-- blocking: 1 or 0
|
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function spawn_rnd(typ, blocking, goodie,altspr)
|
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blocking = blocking or 0
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freeze += blocking
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s = typ.new{
|
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x = rnd(104),
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y = -(typ.size * 8 - 1),
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ice=blocking,
|
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die=function(self)
|
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freeze -= self.ice
|
||||
self.ice=0
|
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typ.die(self)
|
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end,
|
||||
function flotilla:load(ulc_cx, ulc_cy, lvl)
|
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local rows,cy,uv,counts={},ulc_cy,self.use_var,{
|
||||
[0]=0,
|
||||
[1]=0,
|
||||
[4]=0,
|
||||
[5]=0,
|
||||
[8]=0,
|
||||
[9]=0,
|
||||
[12]=0,
|
||||
[13]=0,
|
||||
}
|
||||
if (altspr) s.spr = altspr
|
||||
eships:push_back(s)
|
||||
return s
|
||||
end
|
||||
|
||||
function multi(times, interval, fnm, ...)
|
||||
local f,irm,vargs = _ENV[fnm],interval,pack(...)
|
||||
assert(type(f) == "function", fnm.." not a function")
|
||||
f(...)
|
||||
events:push_back{move=function()
|
||||
irm-=1
|
||||
if irm <= 0 then
|
||||
irm=interval
|
||||
times-=1
|
||||
f(unpack(vargs))
|
||||
return times <= 1
|
||||
repeat
|
||||
local row,cx,opt,f,mode= {},ulc_cx,{},0,0
|
||||
for i,v in ipairs(self.opt_odds) do
|
||||
opt[i*4-4]=rnd()<v
|
||||
end
|
||||
end}
|
||||
repeat
|
||||
f=fget(mget(cx, cy))
|
||||
-- bits 0x03: control mark or ship?
|
||||
mode = f&0x03
|
||||
if mode==2 then
|
||||
-- bits 0x0c: ship class
|
||||
local ship_t = f&0x0c
|
||||
-- bit 0x20: optional?
|
||||
if f&0x20 == 0 or opt[ship_t] then
|
||||
-- bit 0x10: alternate ship?
|
||||
-- increment ship id if
|
||||
-- alternate is requested
|
||||
-- and we allow alternates
|
||||
-- for this type of ship
|
||||
ship_t+=(uv>>ship_t&0x1)&((f&0x10)>>4)
|
||||
add(row, self.ship_bases[ship_t].new{col=cx-ulc_cx})
|
||||
end
|
||||
end
|
||||
cx += 1
|
||||
until mode==1
|
||||
-- mode 1: end of line control mark
|
||||
-- bits 0x18: what size flotilla is this row used for?
|
||||
if (f&0x18)>>3 <= lvl then
|
||||
-- keep the row; count it
|
||||
for s in all(row) do
|
||||
counts[s.ship_t] += 1
|
||||
s.x,s.y=rnd_spawn_loc()
|
||||
eships:push_back(s)
|
||||
end
|
||||
add(rows, row)
|
||||
end
|
||||
cy += 1
|
||||
-- control mark bit 0x04: end of flotilla
|
||||
until f&0x04 > 0
|
||||
self.rows=rows
|
||||
self:statisfy(counts)
|
||||
end
|
||||
|
||||
-- then convert sample_level to csv.
|
||||
-- spawn_spec_gun_at and spawn_main_gun_at will need parsed forms.
|
||||
-- the boss also needs to be reachable, but one-off is fine.
|
||||
-- each row of level csv is offset,event,event-args...
|
||||
-- where offset,eol is a special case.
|
||||
function flotilla:statisfy(counts)
|
||||
-- TODO: now that we know how
|
||||
-- many ships of each kind
|
||||
-- exist, build ships to match
|
||||
-- difficulty target
|
||||
--
|
||||
-- no difficulty model is yet
|
||||
-- implemented, though, so
|
||||
-- just use base ships only
|
||||
-- for this prototype
|
||||
end
|
||||
|
||||
example_level_csv=[[1,spawn_frownie
|
||||
60,spawn_vulcan_chasey
|
||||
61,spawn_blocky
|
||||
85,spawn_spewy
|
||||
115,spawn_spewy
|
||||
130,spawn_frownie
|
||||
145,spawn_frownie
|
||||
180,spawn_spewy
|
||||
230,spawn_chasey
|
||||
250,spawn_blocking_blocky
|
||||
310,spawn_blocking_blocky
|
||||
310,spawn_blocking_blocky
|
||||
310,spawn_blocking_blocky
|
||||
311,spawn_frownie
|
||||
401,spawn_frownie
|
||||
420,spawn_blocking_frownie
|
||||
430,spawn_vulcan_chasey
|
||||
450,spawn_frownie
|
||||
465,spawn_frownie
|
||||
480,spawn_chasey
|
||||
500,multi,20,12,spawn_blocking_blocky
|
||||
501,spawn_frownie
|
||||
620,spawn_blocking_blocky
|
||||
630,spawn_vulcan_chasey
|
||||
720,spawn_blocking_boss_chasey
|
||||
721,eol]]
|
||||
function flotilla:update()
|
||||
-- algorithm: redistribute
|
||||
-- TODO: alternate flotilla movement algorithms
|
||||
|
||||
-- find effective width and height
|
||||
local min_col,max_col,live_rows=999,0,0
|
||||
for row in all(self.rows) do
|
||||
local row_alive=false
|
||||
for ship in all(row) do
|
||||
if not ship.dead then
|
||||
row_alive=true
|
||||
local col=ship.col
|
||||
if (col < min_col) min_col = col
|
||||
if (col > max_col) max_col = col
|
||||
end
|
||||
end -- scanned row
|
||||
if (row_alive) live_rows += 1
|
||||
end -- extent search
|
||||
|
||||
if (live_rows == 0) return true -- done
|
||||
|
||||
-- distribute across box:
|
||||
-- x = [4, 100)
|
||||
-- y = [4, 60)
|
||||
|
||||
local x_interval,x_offset = 0,52
|
||||
if min_col < max_col then
|
||||
x_interval=96/(max_col-min_col)
|
||||
x_offset = 4-min_col*x_interval
|
||||
end
|
||||
|
||||
local y_interval,y_offset=0,40
|
||||
if live_rows > 1 then
|
||||
y_interval=52/(live_rows-1)
|
||||
y_offset=4-y_interval
|
||||
end
|
||||
|
||||
-- now assign target locations
|
||||
local real_row=0
|
||||
for row in all(self.rows) do
|
||||
local row_alive = false
|
||||
for ship in all(row) do
|
||||
if not ship.dead then
|
||||
if not row_alive then
|
||||
real_row += 1
|
||||
row_alive = true
|
||||
end
|
||||
ship.want_x = ship.col * x_interval + x_offset
|
||||
ship.want_y = real_row * y_interval + y_offset
|
||||
end -- ship updated
|
||||
end -- row updated
|
||||
end -- table updated
|
||||
|
||||
return false -- some ships remain
|
||||
end
|
||||
|
||||
-->8
|
||||
-- standard events
|
||||
@ -1792,10 +1731,10 @@ function xp_gem:draw()
|
||||
-- sprite map position:
|
||||
-- sprite id to x and y,
|
||||
-- offset shifts specific low
|
||||
-- bits of lframe up to the the
|
||||
-- bits of gframe up to the the
|
||||
-- bit with value 4 as a cheap
|
||||
-- way to pick an anim frame
|
||||
if (lframe&0x0.003 == 0) qx, qy = (lframe&0x0.0004)<<16, (lframe&0x0.0008)<<15
|
||||
if (gframe&0x0.003 == 0) qx, qy = (gframe&0x0.0004)<<16, (gframe&0x0.0008)<<15
|
||||
sspr(
|
||||
(s%16<<3)+qx,
|
||||
(s\16<<3)+qy,
|
||||
@ -1821,7 +1760,7 @@ end
|
||||
function xp_gem:hitship(ship)
|
||||
if (ship ~= primary_ship or primary_ship.dead) return false
|
||||
primary_ship.xp += self.val
|
||||
primary_ship.last_xp_frame = lframe
|
||||
primary_ship.last_xp_frame = gframe
|
||||
return true
|
||||
end
|
||||
|
||||
@ -2106,21 +2045,21 @@ cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
04444400044444440000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
447777700477777a0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
477aaa7a0477aaaa0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
47a0047a047a00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
47a0447a047a00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
47a4477a047a44400000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
477777a00477777a0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
477770000422aaaa2222000200000200000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
47a77700022ee0002eeee002e00022e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
47a4777002ea2e002e002e02ee022ee0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
47a0477a22ea2e002e002e02e2e2e2e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
47a0047a2e2222e02e222e02e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
47a0047a2eeeeeea2eeee002e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
0aa000aa2e7aa2ea2e00e002e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
000000002e0002e02e002e02e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
044444000444444400000000000000000000000000000000000000000000000000000000000000000000000000000000000bb000000aa0000009900000088000
|
||||
447777700477777a0000000000000000000000000000000000000000000666000077700008888800000ab00006000060000bb000000aa0000009900000088000
|
||||
477aaa7a0477aaaa0000000000000000000000000000000000000000006ddd5007fff70008eeee20000ab00006c006d0000bb000000aa0000009900000088000
|
||||
47a0047a047a0000000000000000000000000000000000000000000006dd7d5007ffff4008eeee200aaabbb006ccccd0000bb000000aa0000009900000088000
|
||||
47a0447a047a0000000000000000000000000000000000000000000006d7dd5007ffff4008eeee200bbb333006ccccd0000bb000000aa0000009900000088000
|
||||
47a4477a047a4440000000000000000000000000000000000000000006ddd500004fff4008eeee20000b300006d00cd0000bb000000aa0000009900000088000
|
||||
477777a00477777a0000000000000000000000000000000000000000005550000004440002222200000b30000d0000d0000bb000000aa0000009900000088000
|
||||
477770000422aaaa22220002000002000000000000000000000000000000000000000000000000000000000000000000000bb000000aa0000009900000088000
|
||||
47a77700022ee0002eeee002e00022e00000000000000000000000000000000000000000000000000000000000000000000bb000000aa0000009900000088000
|
||||
47a4777002ea2e002e002e02ee022ee00000000000000000000000000005600000474000028282000004b000060000000bbbbbb00aaaaaa00999999008888880
|
||||
47a0477a22ea2e002e002e02e2e2e2e0000000000000000000000000005d0d0004f0f400080e0e00000a000000c000d00b0000b00a0000a00900009008000080
|
||||
47a0047a2e2222e02e222e02e02e02e000000000000000000000000005d07050070f0f2002e0e02004a0b0b0060c0c000b0bb0b00a0aa0a00909909008088080
|
||||
47a0047a2eeeeeea2eeee002e02e02e000000000000000000000000006070d1004f0f040080e0e000b0b035000c0c0d00b0bb0b00a0aa0a00909909008088080
|
||||
0aa000aa2e7aa2ea2e00e002e02e02e000000000000000000000000000d0d100002f0f2002e0e0200000300006000c000b0000b00a0000a00900009008000080
|
||||
000000002e0002e02e002e02e02e02e0000000000000000000000000000510000002420002020200000b5000000000d00bbbbbb00aaaaaa00999999008888880
|
||||
000000000e0000e00e000e00e00e00e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
__label__
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007777777777777777
|
||||
@ -2252,3 +2191,12 @@ __label__
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
|
||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007555555555555555
|
||||
|
||||
__gff__
|
||||
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000212060a0e01091119000000000000002232363a3e050d151d
|
||||
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
__map__
|
||||
00006b6b00006f00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
7b6a00006a7b6e00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
7778686878776c00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
6767777767676c00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
7877676777787d00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
|
Reference in New Issue
Block a user