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3 Commits
hud-update
...
2a61e8b5d6
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2a61e8b5d6
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4ccbe1dc35
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b536d2c987
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61
the_parser.p8
Normal file
61
the_parser.p8
Normal file
@ -0,0 +1,61 @@
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pico-8 cartridge // http://www.pico-8.com
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version 41
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__lua__
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-- the parser
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parser = {}
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mknew(parser)
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-- calls parse_into with a nop
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-- emit function.
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function parser:parse(str)
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self:parse_into(str, function() end)
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end
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-- read a file of commands and
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-- execute them, emitting the
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-- results from each call into
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-- `emit` as a table per row.
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--
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-- a "command" is a method on
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-- self. a row alternates
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-- commands with args. when
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-- calling a command, it also
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-- gets a table of previous
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-- results as the first arg.
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-- args are split on ','.
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function parser:parse_into(str, emit)
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for row in all(split(str, "\n")) do
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local prev = {}
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local sectors = split(row, ":")
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for i=1,#sectors,2 do
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local x = self[sectors[i]](self, prev, usplit(sectors[i+1]))
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if (x) add(prev, x)
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end
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emit(prev)
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end
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end
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-- saves prev[sel] as self.name.
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-- if sel is unspecified, saves
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-- all of prev (as a table).
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function parser:saveas(prev, name, sel)
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self[name] = sel and prev[sel] or prev
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end
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-- returns its args, ignoring
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-- prev. Used to stuff things
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-- into prev. args are packed
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-- if there's multiple.
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function parser:val(_, ...)
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local ret := pack(...)
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if (#ret == 1) return ret[1]
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return ret
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end
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function parser:bind(_, fn, ...)
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local f = self[fn]
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return function()
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f(...)
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end
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end
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230
updatedshmup.p8
230
updatedshmup.p8
@ -26,22 +26,19 @@ end
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-- ret is definitely not nil
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-- ret is definitely not nil
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-- before calling setmetatable.
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-- before calling setmetatable.
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-- use to initialize mutables.
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-- use to initialize mutables.
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--
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-- if there was a previous new,
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-- it is invoked on the new
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-- object *after* more, because
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-- this works better with the
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-- `more` impls i use.
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function mknew(tt, more)
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function mknew(tt, more)
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local mt = {__index=tt}
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local mt,oldnew = {__index=tt},tt.new
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-- check "more" only once ever
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if more then
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tt.new=function(ret)
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tt.new=function(ret)
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if(not ret) ret = {}
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if(not ret) ret = {}
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more(ret)
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if(more) more(ret)
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if(oldnew) oldnew(ret)
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setmetatable(ret, mt)
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setmetatable(ret, mt)
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return ret
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end
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else
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tt.new=function(ret)
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if (not ret) ret = {}
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setmetatable(ret, mt)
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return ret
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end
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end
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end
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end
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end
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@ -416,59 +413,6 @@ function grab_p1_butts()
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}
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}
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end
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end
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-->8
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-- the parser
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parser = {}
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mknew(parser)
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-- calls parse_into with a nop
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-- emit function.
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function parser:parse(str)
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self:parse_into(str, function() end)
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end
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-- read a file of commands and
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-- execute them, emitting the
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-- results from each call into
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-- `emit` as a table per row.
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--
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-- a "command" is a method on
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-- self. a row alternates
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-- commands with args. when
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-- calling a command, it also
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-- gets a table of previous
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-- results as the first arg.
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-- args are split on ','.
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function parser:parse_into(str, emit)
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for row in all(split(str, "\n")) do
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local prev = {}
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local sectors = split(row, ":")
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for i=1,#sectors,2 do
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local x = self[sectors[i]](self, prev, usplit(sectors[i+1]))
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if (x) add(prev, x)
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end
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emit(prev)
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end
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end
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-- saves prev[sel] as self.name.
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-- if sel is unspecified, saves
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-- all of prev (as a table).
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function parser:saveas(prev, name, sel)
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self[name] = sel and prev[sel] or prev
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end
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-- returns its args, ignoring
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-- prev. Used to stuff things
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-- into prev. args are packed
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-- if there's multiple.
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function parser:val(_, ...)
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local ret := pack(...)
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if (#ret == 1) return ret[1]
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return ret
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end
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-->8
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-->8
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--ship behavior
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--ship behavior
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@ -725,10 +669,7 @@ blocky = frownie.new{
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}
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}
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mknew(blocky)
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mknew(blocky)
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function spawn_spewy_at(x, y)
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spewy = frownie.new{
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local spewy = frownie.new{
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x = x,
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y = y,
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sprite=26,
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sprite=26,
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power=-20,
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power=-20,
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hurt = {
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hurt = {
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@ -737,22 +678,20 @@ function spawn_spewy_at(x, y)
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width=8,
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width=8,
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height=5
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height=5
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},
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},
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hp=1,
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hp=1,
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maxpower=70,
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maxpower=70,
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generator=0.5,
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generator=0.5,
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main_gun = protron_gun.new{enemy=true},
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fire_off_x=4,
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fire_off_x=4,
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fire_off_y = 7,
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fire_off_y = 7,
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grab_butts=function()
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grab_butts=function()
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local butts=frownie.grab_butts()
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local butts=frownie.grab_butts()
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butts[5]=1
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butts[5]=1
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return butts
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return butts
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end,
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}
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eships:push_back(spewy)
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return spewy
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end
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end
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}
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mknew(spewy, function(ship)
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ship.main_gun=ship.main_gun or protron_gun.new{enemy=true}
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end}
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chasey = ship_m.new{
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chasey = ship_m.new{
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sprite = 5,
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sprite = 5,
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@ -777,32 +716,20 @@ chasey = ship_m.new{
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thrust = 0.2,
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thrust = 0.2,
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drag = 0.075,
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drag = 0.075,
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slip = true,
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slip = true,
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}
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mknew(chasey, function(ship)
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ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
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end)
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grab_butts = function(self)
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function chasey:grab_butts()
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local butts = {0,0,0,0,0}
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local butts = {[0]=0,0,0,0,0,0}
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butts[0] = 0
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if (self.x < primary_ship.x) butts[1] = 1
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if (self.x < primary_ship.x) butts[1] = 1
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if (self.x > primary_ship.x) butts[0] = 1
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if (self.x > primary_ship.x) butts[0] = 1
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if (self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x) butts[5] = 1
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if (self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x) butts[5] = 1
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return butts
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return butts
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end,
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}
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mknew(chasey)
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function spawn_chasey_at(x, y)
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local c = chasey.new{
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x = x,
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y = y,
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main_gun = zap_gun.new{enemy=true},
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}
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eships:push_back(c)
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return c
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end
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end
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function spawn_xl_chasey_at(x, y)
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xl_chasey=chasey.new{
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local c = chasey.new{
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x = x,
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y = y,
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size=2,
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size=2,
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maxspd=1.25,
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maxspd=1.25,
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hurt = {
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hurt = {
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@ -827,9 +754,9 @@ function spawn_xl_chasey_at(x, y)
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pal()
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pal()
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end,
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end,
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}
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}
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eships:push_back(c)
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mknew(xl_chasey, function(ship)
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return c
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ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
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end
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end)
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-->8
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-->8
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-- collisions
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-- collisions
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@ -900,7 +827,9 @@ end
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-- a level is a map from
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-- a level is a map from
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-- effective frame number to
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-- effective frame number to
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-- callback for that frame.
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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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-- effective frame number stops
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-- effective frame number stops
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-- when freeze count is nonzero
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-- when freeze count is nonzero
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@ -924,16 +853,20 @@ freeze = 0
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eol = {}
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eol = {}
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function load_level(lvltbl)
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function load_level(levelfile)
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distance = 0
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distance = 0
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lframe = 0
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lframe = 0
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freeze = 0
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freeze = 0
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current_level = {}
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current_level = {}
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-- copy the level so we can
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for row in all(csv(levelfile)) do
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-- modify it dynamically
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local x = current_level[row[1]]
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-- without losing the original
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if row[2] == "eol" then
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for frame, cb in pairs(lvltbl) do
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assert(x==nil, "events on eol frame")
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current_level[frame] = cb
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row[1] = eol
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else
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add(x, row)
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end
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row[1]=x
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end
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end
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leveldone = false
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leveldone = false
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end
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end
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@ -943,13 +876,16 @@ function level_frame()
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if (current_level == nil) return true
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if (current_level == nil) return true
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if freeze == 0 then
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if freeze == 0 then
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distance += 1
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distance += 1
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local cb = current_level[distance]
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local cbs = current_level[distance]
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if cb ~= nil then
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if cbs ~= nil then
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if cb == eol then
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if cbs == eol then
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current_level = nil
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current_level = nil
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return true
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return true
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else
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else
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cb()
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for c in all(cbs) do
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assert(c[1] == distance)
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level_events[c[2]](unpack(c.params, 3))
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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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end
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@ -958,14 +894,7 @@ end
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-->8
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-->8
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-- example level
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-- example level
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function spawn_rnd_x(typ)
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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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}
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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_blocking_rnd_x(typ)
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function spawn_blocking_rnd_x(typ)
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freeze += 1
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freeze += 1
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@ -1071,6 +1000,75 @@ function spawn_blocking_boss_chasey()
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return c
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return c
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end
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end
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spawns = {
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chasey = chasey,
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frownie = frownie,
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blocky = blocky,
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spewy = spewy,
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spewy_xl=spewy_xl,
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-- TODO: populate this
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}
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function std_spawn(tnm, n, blocking, goodie,altspr)
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local typ = spawns[tnm]
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assert(typ, tostr(tnm).." not a spawnable")
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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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-- blocking: 1 or 0
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function spawn_rnd(typ, blocking, goodie,altspr)
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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
|
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self.ice=0
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typ.die(self)
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spawn_goodie(goodie, self.x, self.y, self.size)
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end
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}
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if (altspr) s.spr = altspr
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eships:push_back(s)
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return s
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end
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||||||
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|
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-- TODO: spawn_goodie compatible versions of gun drops
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-- TODO: goodie table
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function spawn_goodie(goodie_name, x, y, sz)
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|
if (not goodie_name or #goodie_name == 0) return
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|
local sh = sz and sz/2 or 0
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goodies[goodie_name].new{}:spawn_at(x+sh,y+sh)
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|
end
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|
||||||
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-- TODO: populate level_events
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||||||
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|
||||||
|
-- to implement: multi(times, interval, f, ...)
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||||||
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-- once on this frame, then times-1 times after that spaced interval
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||||||
|
-- frames apart, f(...). schedule this like the one-off written in
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||||||
|
-- example_level.
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||||||
|
function multi(times, interval, fnm, ...)
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|
local f,irm = level_events[fnm],interval
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||||||
|
fnm(...)
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||||||
|
events:push_back{move=function()
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||||||
|
irm-=1
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||||||
|
if irm <= 0 then
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||||||
|
irm=interval
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||||||
|
times-=1
|
||||||
|
fnm(...)
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||||||
|
return times <= 1
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||||||
|
end
|
||||||
|
end}
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||||||
|
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.
|
||||||
|
|
||||||
example_level = {
|
example_level = {
|
||||||
[1]=spawn_frownie,
|
[1]=spawn_frownie,
|
||||||
[60]=spawn_bonus_vulcan_chasey,
|
[60]=spawn_bonus_vulcan_chasey,
|
||||||
|
Reference in New Issue
Block a user