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			do_rearm
		
	
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								old_readme.md
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										356
									
								
								old_readme.md
									
									
									
									
									
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							@@ -0,0 +1,356 @@
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This file contains text that used to be in the cartridge itself, but
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		||||
I'm getting increasingly anxious about cartridge space so I'm moving
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		||||
it out ot a separate file.
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		||||
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		||||
---
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		||||
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		||||
main loop sequence
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		||||
==================
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1. level_frame
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		||||
2. events
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		||||
3. merge new_events into events
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		||||
4. update bg intangibles
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		||||
5. move ships (player first)
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		||||
6. move bullets (player first)
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		||||
7. calculate collisions
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		||||
 1. pship on eship
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		||||
 2. ebullet on pship
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		||||
 3. pbullet on eship
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		||||
8. update fg intangibles
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		||||
9. check for end of level
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		||||
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draw order
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		||||
----------
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		||||
bottom to top:
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		||||
1. intangibles_bg
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2. player bullets
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		||||
3. player ships
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		||||
4. enemy ships
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		||||
5. enemy bullets
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		||||
6. intangibles_fg
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notes
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		||||
-----
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intangibles_fg move()s after
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		||||
all collisions and other moves
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		||||
are processed. if an intangible
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is added to the list as a result
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		||||
of a collision or move, it will
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		||||
itself be move()d before it is
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		||||
drawn.
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		||||
data-driven items
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		||||
=================
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		||||
guns and bullets both allow the
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		||||
most common behaviors to be
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expressed with data alone.
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ships only need a movement
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		||||
algorithm expressed.
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guns
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----
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* t - metatable for bullet type.
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  fired once in the bullet's
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  default direction per shot.
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* enemy - if true, fired bullets
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  are flagged as enemy bullets.
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		||||
* icon - sprite index of an
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		||||
  8x8 sprite to display in the
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		||||
  hud when the player has this
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		||||
  gun. default is 20, a generic
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		||||
  crosshair bullseye thing.
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		||||
* cooldown - min frames between
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		||||
  shots.
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		||||
* ammo, maxammo - permitted
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		||||
  number of shots. 0 is empty
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		||||
  and unfireable. maxammo = 0
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		||||
  will cause a divide by zero
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		||||
  so don't do that. if nil,
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		||||
  ammo is infinite.
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		||||
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		||||
default guns manage ammo and
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		||||
cooldown in shoot, then call
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		||||
actually_shoot to create the
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		||||
projectile. override only
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		||||
actually_shoot to change
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		||||
projectile logic while keeping
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		||||
cooldown and ammo logic.
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		||||
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		||||
bullets
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		||||
-------
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		||||
* dx, dy - movement per frame.
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  player bullets use -dy
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		||||
  instead.
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		||||
* enemyspd - multiplier for dx
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		||||
  and dy on enemy bullets.
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		||||
  default is 0.5, making enemy
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		||||
  shots much easier to dodge
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		||||
* damage - damage per hit;
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		||||
  used by ships
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		||||
* sprite - sprite index.
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* x_off, y_off - renamed for
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  the next two vars. may revert
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		||||
* center_off_x - the horizontal
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  centerpoint of the bullet,
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  for positioning when firing.
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  assume a pixel's coordinates
 | 
			
		||||
  refer to the upper left corner
 | 
			
		||||
  of the pixel; the center of
 | 
			
		||||
  a 2-width bullet with an
 | 
			
		||||
  upper left corner at 0 is 1,
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		||||
  not 0.5.
 | 
			
		||||
* top_off_y, bottom_off_y -
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		||||
  also for positioning when
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		||||
  firing. positive distance from
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		||||
  top or bottom edge to image.
 | 
			
		||||
  top_off_y will usually be 0,
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		||||
  bottom_off_y will not be when
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		||||
  bullets are smaller than
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		||||
  the sprite box.
 | 
			
		||||
* width, height - measured in
 | 
			
		||||
  full sprites (8x8 boxes), not
 | 
			
		||||
  pixels. used for drawing.
 | 
			
		||||
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		||||
bullets despawn when above or
 | 
			
		||||
below the screen (player or
 | 
			
		||||
enemy bullets, respectively).
 | 
			
		||||
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		||||
by default, bullets despawn
 | 
			
		||||
when they hit something.
 | 
			
		||||
override hitship to change this.
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		||||
ships
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		||||
____
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		||||
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		||||
ships move by calculating
 | 
			
		||||
momentum, then offsetting their
 | 
			
		||||
position by that momentum, then
 | 
			
		||||
clamping their position to the
 | 
			
		||||
screen (horizontally only for
 | 
			
		||||
ships that autoscroll). ships
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		||||
that autoscroll (slip==true)
 | 
			
		||||
then slide down by scrollspeed.
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		||||
fractional coordinates are ok.
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		||||
after movement, ships lose
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momentum (ship.drag along each
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		||||
axis). abs(momentum) can't
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exceed ship.maxspeed.
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		||||
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		||||
ships gain momentum by acting
 | 
			
		||||
like a player pushing buttons.
 | 
			
		||||
the player ship actually reads
 | 
			
		||||
buttons for this.
 | 
			
		||||
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		||||
act -- returns new acceleration:
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dx, dy, shoot_spec, shoot_main.
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		||||
dx and dy are change in momentum
 | 
			
		||||
in px/frame. this is controls
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		||||
only -- friction is handled in
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ship:move (`drag` value).
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ships hitting another ship take
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		||||
1 damage per frame of overlap.
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ships hitting a bullet check
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bullet.damage to find out how
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much damage they take. damage
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		||||
is applied to shields, then hp.
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damaged ships flash briefly -
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blue (12) if all damage was
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		||||
shielded, white (7) if hp was
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		||||
damaged. a ship that then has 0
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		||||
or less hp calls self:die() and
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tells the main game loop to
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remove it.
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		||||
shieldcooldown is the interval
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		||||
between restoring shield points.
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		||||
shieldpenalty is the delay
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		||||
before restoring points after
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		||||
any damage, reset to this value
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		||||
on every damaging hit (whether
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		||||
it is absorbed by the shield or
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		||||
not) -- shield behaves like
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		||||
halo and other shooters in its
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		||||
heritage, where it recovers if
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		||||
you avoid damage for a while.
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not that there is any safe cover
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		||||
in this kind of game.
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		||||
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		||||
ships do not repair hp on their
 | 
			
		||||
own. negative-damage bullets
 | 
			
		||||
are treated as 0, but a bullet
 | 
			
		||||
can choose to repair the ship
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		||||
it hits in its own hitship
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method, or otherwise edit it
 | 
			
		||||
(changing weapons, refilling
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		||||
weapon ammo). powerups are
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		||||
therefore a kind of bullet.
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		||||
levels
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		||||
======
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		||||
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		||||
a level is a table mapping
 | 
			
		||||
effective frame number to
 | 
			
		||||
functions. when a level starts,
 | 
			
		||||
it sets lframe ("level frame")
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		||||
and distance to 0.
 | 
			
		||||
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		||||
every frame, level_frame
 | 
			
		||||
increments lframe by 0x0.0001.
 | 
			
		||||
then if the level is not frozen,
 | 
			
		||||
it increments distance by 1.0
 | 
			
		||||
and runs the function in the
 | 
			
		||||
level table for exactly that
 | 
			
		||||
frame number (if any). distance
 | 
			
		||||
is therefore "nonfrozen frames",
 | 
			
		||||
and is used to trigger level
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		||||
progress. lframe always
 | 
			
		||||
increments. ships are encouraged
 | 
			
		||||
to use lframe to control
 | 
			
		||||
animation and movement, and may
 | 
			
		||||
use distance to react to level
 | 
			
		||||
progress separately from overall
 | 
			
		||||
time. remember to multiply
 | 
			
		||||
lframe-related stuff by 0x0001.
 | 
			
		||||
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		||||
a special sentinel value, eol,
 | 
			
		||||
marks the end of the level.
 | 
			
		||||
(the level engine doesn't know
 | 
			
		||||
when it's out of events, so
 | 
			
		||||
without eol, the level will
 | 
			
		||||
simply have no events forever.)
 | 
			
		||||
when it finds eol, level_frame
 | 
			
		||||
throws away the current level
 | 
			
		||||
and tells the main loop that it
 | 
			
		||||
might be done. the main loop
 | 
			
		||||
agrees the level is over and the
 | 
			
		||||
player has won when the level
 | 
			
		||||
has reached eol and there are
 | 
			
		||||
no more enemy ships, enemy
 | 
			
		||||
bullets, or background events
 | 
			
		||||
remaining. player ships, player
 | 
			
		||||
bullets, and intangibles are
 | 
			
		||||
not counted.
 | 
			
		||||
 | 
			
		||||
level freezing
 | 
			
		||||
--------------
 | 
			
		||||
the level is frozen when the
 | 
			
		||||
global value freeze > 0.
 | 
			
		||||
generally, something intending
 | 
			
		||||
to block level progress (a
 | 
			
		||||
miniboss, a minigame, etc.)
 | 
			
		||||
increments freeze and prepares
 | 
			
		||||
some means of decrementing it
 | 
			
		||||
when it no longer wants to block
 | 
			
		||||
level progress.
 | 
			
		||||
 | 
			
		||||
most commonly, we want to block
 | 
			
		||||
until some specific ship or
 | 
			
		||||
group of ships has died. for
 | 
			
		||||
these ships, override ship:die
 | 
			
		||||
to decrement freeze. make sure
 | 
			
		||||
to set ship.dead in any new
 | 
			
		||||
ship:die method so anything else
 | 
			
		||||
looking at it can recognize
 | 
			
		||||
the ship as dead.
 | 
			
		||||
 | 
			
		||||
for anything else, you probably
 | 
			
		||||
want an event to figure out when
 | 
			
		||||
to unfreeze.
 | 
			
		||||
 | 
			
		||||
levels start at 1
 | 
			
		||||
-----------------
 | 
			
		||||
 | 
			
		||||
distance is initialized to 0
 | 
			
		||||
but gets incremented before the
 | 
			
		||||
first time the engine looks for
 | 
			
		||||
events. therefore, the first
 | 
			
		||||
frame of the level executes
 | 
			
		||||
level[1]. since levelframe
 | 
			
		||||
executes before anything else,
 | 
			
		||||
level[1] sets up the first frame
 | 
			
		||||
drawn in the level. the player
 | 
			
		||||
does not see a blank world
 | 
			
		||||
before level[1] runs.
 | 
			
		||||
level[1] can therefore be used
 | 
			
		||||
to reconfigure the player ship,
 | 
			
		||||
set up backgrounds, start music,
 | 
			
		||||
kick off some kind of fade-in
 | 
			
		||||
animation, etc.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
events
 | 
			
		||||
======
 | 
			
		||||
the global list "events" stores
 | 
			
		||||
0-argument functions which are
 | 
			
		||||
called every frame. if they
 | 
			
		||||
return true, they are removed
 | 
			
		||||
from the list and not run again;
 | 
			
		||||
if they return false, they stay
 | 
			
		||||
and will be called in later
 | 
			
		||||
frames. the level does not end
 | 
			
		||||
while the events table is
 | 
			
		||||
nonempty.
 | 
			
		||||
 | 
			
		||||
events are most commonly used
 | 
			
		||||
to set up something for later
 | 
			
		||||
(for example, blip uses an event
 | 
			
		||||
to remove the fx_pallete from
 | 
			
		||||
the flashing ship when the blip
 | 
			
		||||
expires), but can also be used
 | 
			
		||||
to implement a "level within a
 | 
			
		||||
level" that does something
 | 
			
		||||
complicated until it's done. if
 | 
			
		||||
you froze the level when
 | 
			
		||||
creating the event, remember
 | 
			
		||||
to thaw it (freeze -= 1) on all
 | 
			
		||||
paths that return true.
 | 
			
		||||
 | 
			
		||||
to do complex stuff in events,
 | 
			
		||||
use a closure or a metatable
 | 
			
		||||
that specifies __call.
 | 
			
		||||
 | 
			
		||||
to avoid editing the events
 | 
			
		||||
list while it is being iterated,
 | 
			
		||||
events that create new events
 | 
			
		||||
must add those events to
 | 
			
		||||
new_events rather than events.
 | 
			
		||||
new_events is only valid during
 | 
			
		||||
the "event execution" stage, so
 | 
			
		||||
events created at any other time
 | 
			
		||||
must go directly on events
 | 
			
		||||
without using new_events.
 | 
			
		||||
 | 
			
		||||
intangibles
 | 
			
		||||
===========
 | 
			
		||||
 | 
			
		||||
the intangibles_fg and
 | 
			
		||||
intangibles_bg lists contain
 | 
			
		||||
items with :move and :draw.
 | 
			
		||||
like ships and bullets, they
 | 
			
		||||
move during _update60 and
 | 
			
		||||
draw during _draw. they are
 | 
			
		||||
not checked for collisions.
 | 
			
		||||
 | 
			
		||||
intangibles_bg moves/draws
 | 
			
		||||
before anything else moves or
 | 
			
		||||
draws. intangibles_fg
 | 
			
		||||
moves/draws last. this controls
 | 
			
		||||
whether your intangible object
 | 
			
		||||
draws in front of or behind
 | 
			
		||||
other stuff. you probably want
 | 
			
		||||
intangibles_bg for decorative
 | 
			
		||||
elements and intangibles_fg
 | 
			
		||||
for explosions, score popups,
 | 
			
		||||
etc.
 | 
			
		||||
 | 
			
		||||
there's no scrolling background
 | 
			
		||||
engine but intangibles_bg could
 | 
			
		||||
be used to create one, including
 | 
			
		||||
using the map (otherwise unused
 | 
			
		||||
in this engine) for the purpose.
 | 
			
		||||
 | 
			
		||||
intangibles do not prevent the
 | 
			
		||||
level from ending. like bullets
 | 
			
		||||
and ships, if :move returns
 | 
			
		||||
true, they are dropped.
 | 
			
		||||
							
								
								
									
										223
									
								
								rearm_prototype.p8
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										223
									
								
								rearm_prototype.p8
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,223 @@
 | 
			
		||||
pico-8 cartridge // http://www.pico-8.com
 | 
			
		||||
version 42
 | 
			
		||||
__lua__
 | 
			
		||||
-- vacuum gambit
 | 
			
		||||
-- by kistaro windrider
 | 
			
		||||
 | 
			
		||||
-- stdlib
 | 
			
		||||
 | 
			
		||||
-- generate standard "overlay"
 | 
			
		||||
-- constructor for type tt.
 | 
			
		||||
-- if tt.init is defined, generated
 | 
			
		||||
-- new calls tt.init(ret) after
 | 
			
		||||
-- ret is definitely not nil,
 | 
			
		||||
-- before calling setmetatable.
 | 
			
		||||
-- use to initialize mutables.
 | 
			
		||||
--
 | 
			
		||||
-- if there was a previous new,
 | 
			
		||||
-- it is invoked on the new
 | 
			
		||||
-- object *after* more, because
 | 
			
		||||
-- this works better with the
 | 
			
		||||
-- `more` impls i use.
 | 
			
		||||
function mknew(tt)
 | 
			
		||||
 local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
 | 
			
		||||
 tt.new=function(ret)
 | 
			
		||||
  if(not ret) ret = {}
 | 
			
		||||
  if(more) more(ret)
 | 
			
		||||
  if(oldnew) oldnew(ret)
 | 
			
		||||
  setmetatable(ret, mt)
 | 
			
		||||
  return ret
 | 
			
		||||
 end
 | 
			
		||||
 return tt
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function easeoutbounce(t)
 | 
			
		||||
	local n1=7.5625
 | 
			
		||||
	local d1=2.75
 | 
			
		||||
 | 
			
		||||
	if (t<1/d1) then
 | 
			
		||||
		return n1*t*t;
 | 
			
		||||
	elseif(t<2/d1) then
 | 
			
		||||
		t-=1.5/d1
 | 
			
		||||
		return n1*t*t+.75;
 | 
			
		||||
	elseif(t<2.5/d1) then
 | 
			
		||||
		t-=2.25/d1
 | 
			
		||||
		return n1*t*t+.9375;
 | 
			
		||||
	else
 | 
			
		||||
		t-=2.625/d1
 | 
			
		||||
		return n1*t*t+.984375;
 | 
			
		||||
	end
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
-->8
 | 
			
		||||
-- entry points
 | 
			
		||||
function _draw()
 | 
			
		||||
 cls()
 | 
			
		||||
 draw_hud_placeholder()
 | 
			
		||||
 left_pane:draw()
 | 
			
		||||
 right_pane:draw()
 | 
			
		||||
 rearm_pane_instance:draw()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function _init()
 | 
			
		||||
 item=1
 | 
			
		||||
 bfm=1
 | 
			
		||||
 crt_frm = 1
 | 
			
		||||
 left_pane = weapon_pane.new{}
 | 
			
		||||
 right_pane = weapon_pane.new{
 | 
			
		||||
  is_left=false,
 | 
			
		||||
  s = 2,
 | 
			
		||||
  hdr = "vulc",
 | 
			
		||||
  body = "   rate\n\n  faster\n  firing\n   rate",
 | 
			
		||||
  hot = function() return item == 2 end}
 | 
			
		||||
 rearm_pane_instance = rearm_pane.new{hot=function() return item < 0 end}
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function _update60()
 | 
			
		||||
 crt_frm += 0.25
 | 
			
		||||
 if (crt_frm >= 9) crt_frm = 1
 | 
			
		||||
 if (btn(3) and item > 0 or btn(2) and item < 0) item = -item
 | 
			
		||||
 if (btn(0)) item = 1
 | 
			
		||||
 if (btn(1)) item = 2
 | 
			
		||||
 if (btn() & 0xF ~= 0) and bfm >= 10 or bfm >= 30 then
 | 
			
		||||
  bfm = 1
 | 
			
		||||
 else
 | 
			
		||||
  bfm += 1
 | 
			
		||||
 end
 | 
			
		||||
 | 
			
		||||
 if btnp(4) then
 | 
			
		||||
  left_pane.pos = -1
 | 
			
		||||
  right_pane.pos = -1
 | 
			
		||||
  rearm_pane_instance.pos = -1
 | 
			
		||||
 end
 | 
			
		||||
 | 
			
		||||
 if btnp(5) then 
 | 
			
		||||
  left_pane.pos = 1
 | 
			
		||||
  right_pane.pos = 1
 | 
			
		||||
  rearm_pane_instance.pos = 1
 | 
			
		||||
 end
 | 
			
		||||
 | 
			
		||||
 left_pane:update()
 | 
			
		||||
 right_pane:update()
 | 
			
		||||
 rearm_pane_instance:update()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function draw_hud_placeholder()
 | 
			
		||||
 rectfill(112, 0, 127, 127,0x56)
 | 
			
		||||
 rect(112,0,127,127,7)
 | 
			
		||||
 line(127,1,127,127,5)
 | 
			
		||||
 line(113,127)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
-->8
 | 
			
		||||
-- rearm pane drawing
 | 
			
		||||
 | 
			
		||||
crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570}
 | 
			
		||||
 | 
			
		||||
function glow_box(x0, y0, x1, y1, c, cf)
 | 
			
		||||
 for i,v in ipairs{c[1],c[2],c[1],0} do
 | 
			
		||||
  i -= 1
 | 
			
		||||
  rect(x0+i,y0+i,x1-i,y1-i,v)
 | 
			
		||||
 end
 | 
			
		||||
 fillp(crt[crt_frm&0xff])
 | 
			
		||||
 rectfill(x0+4, y0+4, x1-4, y1-4, cf)
 | 
			
		||||
 fillp()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function frame_col(hot)
 | 
			
		||||
 if (not hot) return {4,10}
 | 
			
		||||
 if (bfm<=16) return {14,7}
 | 
			
		||||
 return {2,8}
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function draw_weap_opt(x, y, c, s, hdr, body)
 | 
			
		||||
 camera(-x,-y)
 | 
			
		||||
 glow_box(0,0,55,100,c,1)
 | 
			
		||||
 spr(s,5, 5)
 | 
			
		||||
 print(hdr, 13, 8, 7)
 | 
			
		||||
 print(body, 5, 15, 6)
 | 
			
		||||
 camera()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function draw_rearm(c)
 | 
			
		||||
 glow_box(0,101,111,127,c,1)
 | 
			
		||||
 spr(5,15,107,4,2)
 | 
			
		||||
 print("full ammo\nfull shield\n+50% health",54, 106, 6)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
-->8
 | 
			
		||||
-- rearm pane objects
 | 
			
		||||
easing_pane = mknew{
 | 
			
		||||
 -- to enter: pos = -1; to exit: pos = 1
 | 
			
		||||
 -- runs for 32 frames in, 16 frames out
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function easing_pane:frac()
 | 
			
		||||
 local pos = self.pos
 | 
			
		||||
 if (not pos) return
 | 
			
		||||
 if (pos < 0) return 1-easeoutbounce(1+pos)
 | 
			
		||||
 if (pos > 0) return (1-pos)*(1-pos)
 | 
			
		||||
 return 0
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function easing_pane:update()
 | 
			
		||||
 local pos = self.pos
 | 
			
		||||
 if (not pos or pos == 0) return
 | 
			
		||||
 if (pos < 0) pos = min(pos + 0x0.05, 0)
 | 
			
		||||
 if pos > 0 then
 | 
			
		||||
  pos -= 0x0.1
 | 
			
		||||
  if (pos <= 0) pos = nil
 | 
			
		||||
 end
 | 
			
		||||
 self.pos = pos
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
weapon_pane = mknew(easing_pane.new{
 | 
			
		||||
 is_left = true,
 | 
			
		||||
 s = 1,
 | 
			
		||||
 hdr = "hull",
 | 
			
		||||
 body = "\n    +1\n   max\n  health",
 | 
			
		||||
 hot = function() return item == 1 end,
 | 
			
		||||
})
 | 
			
		||||
 | 
			
		||||
function weapon_pane:draw()
 | 
			
		||||
 local frac, is_left = self:frac(), self.is_left
 | 
			
		||||
 if (not frac) return
 | 
			
		||||
 camera(
 | 
			
		||||
  frac * (is_left and 55 or -128) + (1-frac) * (is_left and 0 or -56),
 | 
			
		||||
  0)
 | 
			
		||||
 glow_box(0,0,55,100,frame_col(self:hot()),1)
 | 
			
		||||
 spr(self.s,5, 5)
 | 
			
		||||
 print(self.hdr, 13, 8, 7)
 | 
			
		||||
 print(self.body, 5, 15, 6)
 | 
			
		||||
 camera()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
rearm_pane = mknew(easing_pane.new{})
 | 
			
		||||
 | 
			
		||||
function rearm_pane:draw()
 | 
			
		||||
 local frac = self:frac()
 | 
			
		||||
 if (not frac) return
 | 
			
		||||
 camera(0, -28 * frac)
 | 
			
		||||
 glow_box(0,101,111,127,frame_col(self:hot()),1)
 | 
			
		||||
 spr(5,15,107,4,2)
 | 
			
		||||
 print("full ammo\nfull shield\n+50% health",54, 106, 6)
 | 
			
		||||
 camera()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
__gfx__
 | 
			
		||||
000000000b00000000000a0007700770000aa0000444440004444444000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000bba80880000008000aa00aa00a0880a0447777700477777a000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
007007000aaa28780a0000000990099008000080477aaa7a0477aaaa000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
0007000008a8887808000000099009900080080047a0047a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00007000088888820000a000088008800000000047a0447a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00700700008888200000800008800880a000000a47a4477a047a4440000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
000000000008820000a0000008800880080aa080477777a00477777a000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
0000000000002000008000000880088000088000477770000422aaaa222200020000020000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
0d5000000000000000000000000000000000000047a77700022ee0002eeee002e00022e000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
d00000000000000000000000000000000000000047a4777002ea2e002e002e02ee022ee000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
500000000000000000000000000000000000000047a0477a22ea2e002e002e02e2e2e2e000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
000000000000000000000000000000000000000047a0047a2e2222e02e222e02e02e02e000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
000000000000000000000000000000000000000047a0047a2eeeeeea2eeee002e02e02e000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000000000000000000000000000000000000aa000aa2e7aa2ea2e00e002e02e02e000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
0000000000000000000000000000000000000000000000002e0002e02e002e02e02e02e000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
0000000000000000000000000000000000000000000000000e0000e00e000e00e00e00e000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
							
								
								
									
										718
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							
							
						
						
									
										718
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							@@ -124,11 +124,12 @@ function linked_list:pop_front()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function _init()
 | 
			
		||||
 mode = game_mode
 | 
			
		||||
 init_blip_pals()
 | 
			
		||||
	wipe_level()
 | 
			
		||||
	primary_ship.main_gun = zap_gun_p.new()  -- redundant?
 | 
			
		||||
	load_level(example_level_csv)
 | 
			
		||||
	state = game
 | 
			
		||||
	game_state = game
 | 
			
		||||
	pal(2,129)
 | 
			
		||||
	pal()
 | 
			
		||||
end
 | 
			
		||||
@@ -157,6 +158,7 @@ function init_hpcols()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function wipe_level()
 | 
			
		||||
 xpwhoosh = nil
 | 
			
		||||
 primary_ship = player.new()
 | 
			
		||||
 init_hpcols()
 | 
			
		||||
 pships = linked_list.new()
 | 
			
		||||
@@ -171,7 +173,7 @@ function wipe_level()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function _update60()
 | 
			
		||||
 updategame()
 | 
			
		||||
 mode:update()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function call_f(x)
 | 
			
		||||
@@ -183,6 +185,10 @@ function call_move(x)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function updategame()
 | 
			
		||||
 if (primary_ship.xp >= primary_ship.xptarget) and (lframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
 | 
			
		||||
  mode = rearm_mode.new()
 | 
			
		||||
  return _update60()
 | 
			
		||||
 end
 | 
			
		||||
 leveldone = level_frame()
 | 
			
		||||
 events:vore(new_events)
 | 
			
		||||
 events:strip(call_move)
 | 
			
		||||
@@ -248,20 +254,41 @@ function updategame()
 | 
			
		||||
 intangibles_fg:strip(call_move)
 | 
			
		||||
 | 
			
		||||
	if leveldone and not eships.next and not ebullets.next and not events.next then
 | 
			
		||||
	  state = win
 | 
			
		||||
	  game_state = win
 | 
			
		||||
	end
 | 
			
		||||
	if (not pships.next) game_state = lose
 | 
			
		||||
 | 
			
		||||
 if primary_ship.xp >= primary_ship.xptarget then
 | 
			
		||||
  if not xpwhoosh then
 | 
			
		||||
   xpwhoosh = 0
 | 
			
		||||
  else
 | 
			
		||||
   xpwhoosh += 1
 | 
			
		||||
   if (xpwhoosh > 60) xpwhoosh = 0
 | 
			
		||||
  end
 | 
			
		||||
 else
 | 
			
		||||
  xpwhoosh = nil
 | 
			
		||||
 end
 | 
			
		||||
	if (not pships.next) state = lose
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function _draw()
 | 
			
		||||
 mode:draw()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function drawgame_top()
 | 
			
		||||
 camera()
 | 
			
		||||
 fillp(0)
 | 
			
		||||
 drawgame()
 | 
			
		||||
 if (state == game) fadelvl = -45
 | 
			
		||||
 if (state == win) dropshadow("win",50,61,11)
 | 
			
		||||
 if (state == lose) dropshadow("fail",48,61,8)
 | 
			
		||||
 if (game_state == game) fadelvl = -45
 | 
			
		||||
 if (game_state == win) dropshadow("win",50,61,11)
 | 
			
		||||
 if (game_state == lose) dropshadow("fail",48,61,8)
 | 
			
		||||
 fadescreen()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
game_mode = {
 | 
			
		||||
 update = updategame,
 | 
			
		||||
 draw = drawgame_top,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
fadetable = split"0,1.5,1025.5,1029.5,1285.5,1413.5,9605.5,9637.5,-23130.5,-23066.5,-18970.5,-18954.5,-2570.5,-2568.5,-520.5,-8.5,-0.5"
 | 
			
		||||
 | 
			
		||||
function fadescreen()
 | 
			
		||||
@@ -340,14 +367,26 @@ function drawhud()
 | 
			
		||||
 draw_gun_info("🅾️",1,116,29,primary_ship.special_gun)
 | 
			
		||||
 
 | 
			
		||||
 inset(114,57,119,118)
 | 
			
		||||
 rectfill(119,57,125,58,13)
 | 
			
		||||
 rectfill(119,57,124,58,13)
 | 
			
		||||
 inset(120,64,125,125)
 | 
			
		||||
 rectfill(114,124,120,125,13)
 | 
			
		||||
 print("XP",120,56,1)
 | 
			
		||||
 print("HP",113,121,1)
 | 
			
		||||
 rectfill(114,124,120,125,7)
 | 
			
		||||
 print("XP",119,55,1)
 | 
			
		||||
 print("HP",114,122,1)
 | 
			
		||||
 fillp(0x5a5a)
 | 
			
		||||
 if xpwhoosh then
 | 
			
		||||
  clip(115,58,4,60)
 | 
			
		||||
  rectfill(115,58,118,117,0xaa)
 | 
			
		||||
  local voff = 5*xpwhoosh+6
 | 
			
		||||
  rectfill(115,118-voff,118,117-voff+10,0xbb)
 | 
			
		||||
  rectfill(115,118-voff+11,118,117-voff+20,0xba)
 | 
			
		||||
  clip()
 | 
			
		||||
 else
 | 
			
		||||
  vertmeter(115,58,118,117,primary_ship.xp, primary_ship.xptarget, powcols)
 | 
			
		||||
 -- 59 px vertically
 | 
			
		||||
 end
 | 
			
		||||
 -- 60 px vertically. note that
 | 
			
		||||
 -- there was at one point an
 | 
			
		||||
 -- off-by-one and I'm not sure
 | 
			
		||||
 -- it's actually fixed
 | 
			
		||||
 local mxs, cs, mxh, ch = primary_ship.maxshield, primary_ship.shield, primary_ship.maxhp, primary_ship.hp
 | 
			
		||||
 if (mxs > 0) and (mxh > 0) then
 | 
			
		||||
  local split = 59 * (mxs / (mxs + mxh)) \ 1 + 64
 | 
			
		||||
@@ -389,8 +428,13 @@ end
 | 
			
		||||
 | 
			
		||||
function vertmeter(x0,y0,x1,y1,val,maxval,cols)
 | 
			
		||||
 if ((val <= 0) or (maxval <= 0)) return
 | 
			
		||||
 if val < 0x0.001 or maxval < 0x0.001 then
 | 
			
		||||
  val *= 16
 | 
			
		||||
  maxval *= 16
 | 
			
		||||
 end
 | 
			
		||||
 val=min(val, maxval)
 | 
			
		||||
 local h = y1-y0
 | 
			
		||||
 local px = val/maxval * h \ 1
 | 
			
		||||
 local px = val*h/maxval \ 1
 | 
			
		||||
 local ncols = #cols
 | 
			
		||||
 local firstcol = ((h-px)*ncols\h)+1
 | 
			
		||||
 local lastbottom = y0+(h*firstcol\ncols)
 | 
			
		||||
@@ -409,7 +453,7 @@ function inset(x0,y0,x1,y1)
 | 
			
		||||
 -- fillp
 | 
			
		||||
 rect(x0,y0,x1,y1,119)
 | 
			
		||||
 line(x1,y0,x0,y0,85)
 | 
			
		||||
 line(x0,y1,85)
 | 
			
		||||
 line(x0,y1-1,85)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function dropshadow(str, x, y, col)
 | 
			
		||||
@@ -429,6 +473,7 @@ ship_m = mknew{
 | 
			
		||||
 maxshield = 0,
 | 
			
		||||
 shieldcooldown =  0x0.003c,--1s
 | 
			
		||||
 shieldpenalty = 0x0.012c, --5s
 | 
			
		||||
 shield_refresh_ready = 0,
 | 
			
		||||
 
 | 
			
		||||
 slip = true,  -- most enemies slide
 | 
			
		||||
 
 | 
			
		||||
@@ -445,7 +490,27 @@ ship_m = mknew{
 | 
			
		||||
 | 
			
		||||
function ship_m:die()
 | 
			
		||||
 self.dead = true
 | 
			
		||||
 if (self.hp < 0) boom(self.x+self.size*4, self.y+self.size*4,12*self.size, self.boss)
 | 
			
		||||
 if (self.hp >= 0) return
 | 
			
		||||
 | 
			
		||||
 -- blow up and drop xp
 | 
			
		||||
 local sz4 = self.size * 4
 | 
			
		||||
 local cx, cy, xp, z = self.x + sz4, self.y + sz4, self.xp or 0, 0
 | 
			
		||||
 boom(cx, cy, 3*sz4, self.boss)
 | 
			
		||||
 if xp > 0x0.01f3 then  -- dec 499
 | 
			
		||||
  -- spawn a huge gem with all
 | 
			
		||||
  -- overage XP, min 100
 | 
			
		||||
  spawn_xp_at(cx, cy, 0, xp-0x0.018f)
 | 
			
		||||
  xp = 0x0.018f  -- dec 399
 | 
			
		||||
  z += 1
 | 
			
		||||
 end
 | 
			
		||||
 -- 100, 25, 5, 1
 | 
			
		||||
 for gsz in all{0x0.0064, 0x0.0019, 0x0.0005, 0x0.0001} do
 | 
			
		||||
  while xp >= gsz do
 | 
			
		||||
   spawn_xp_at(cx, cy, z, gsz)
 | 
			
		||||
   xp -= gsz
 | 
			
		||||
   z += 1
 | 
			
		||||
  end
 | 
			
		||||
 end
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function ship_m:calc_velocity(v0, t)
 | 
			
		||||
@@ -628,7 +693,7 @@ function bullet_base:move()
 | 
			
		||||
 self.x += self.dx
 | 
			
		||||
 self.y += self.dy
 | 
			
		||||
 if (self.f) self.f -= 1
 | 
			
		||||
 if (self.y > 128) or (self.y < -8 * self.height) or (self.f and self.f < 0) then
 | 
			
		||||
 if (self.y > 145) or (self.y < -8 * self.height) or (self.f and self.f < 0) then
 | 
			
		||||
  self:die()
 | 
			
		||||
  return true
 | 
			
		||||
 end
 | 
			
		||||
@@ -897,9 +962,10 @@ player = mknew(ship_m.new{
 | 
			
		||||
 shield = 2, -- regenerates
 | 
			
		||||
 maxshield = 2,
 | 
			
		||||
 | 
			
		||||
 -- xp, increments of 0x0.01
 | 
			
		||||
 -- xp in increments of 0x0.0001
 | 
			
		||||
 xp = 0,
 | 
			
		||||
 xptarget = 0x0.05,
 | 
			
		||||
 xptarget = 0x0.0004,
 | 
			
		||||
 last_xp_frame = 0,
 | 
			
		||||
 level = 1,
 | 
			
		||||
 | 
			
		||||
 -- gun
 | 
			
		||||
@@ -956,8 +1022,8 @@ frownie = mknew(ship_m.new{
 | 
			
		||||
 sparks = smokespark,
 | 
			
		||||
 sparkodds = 8,
 | 
			
		||||
 
 | 
			
		||||
 -- health
 | 
			
		||||
 hp = 0.5, -- enemy ships need no max hp
 | 
			
		||||
 xp = 0x0.0001,
 | 
			
		||||
 | 
			
		||||
 -- position
 | 
			
		||||
 x=60, -- x and y are for upper left corner
 | 
			
		||||
@@ -979,6 +1045,7 @@ frownie = mknew(ship_m.new{
 | 
			
		||||
blocky = mknew(frownie.new{
 | 
			
		||||
 sprite = 10,
 | 
			
		||||
 hp = 1.5,
 | 
			
		||||
 xp = 0x0.0002,
 | 
			
		||||
 hurt = {
 | 
			
		||||
  x_off = 0,
 | 
			
		||||
  y_off = 0,
 | 
			
		||||
@@ -998,6 +1065,7 @@ blocky = mknew(frownie.new{
 | 
			
		||||
 | 
			
		||||
spewy = mknew(frownie.new{
 | 
			
		||||
 sprite=26,
 | 
			
		||||
 xp = 0x0.0003,
 | 
			
		||||
 hurt = {
 | 
			
		||||
  x_off=0,
 | 
			
		||||
  y_off=1,
 | 
			
		||||
@@ -1018,6 +1086,7 @@ spewy = mknew(frownie.new{
 | 
			
		||||
 | 
			
		||||
chasey = mknew(ship_m.new{
 | 
			
		||||
 sprite = 5,
 | 
			
		||||
 xp = 0x0.0004,
 | 
			
		||||
 size = 1,
 | 
			
		||||
 hurt = {
 | 
			
		||||
  x_off = 1,
 | 
			
		||||
@@ -1052,6 +1121,7 @@ end
 | 
			
		||||
 | 
			
		||||
xl_chasey=mknew(chasey.new{
 | 
			
		||||
 size=2,
 | 
			
		||||
 xp = 0x0.000a,
 | 
			
		||||
 maxspd=1.25,
 | 
			
		||||
 hurt = {
 | 
			
		||||
  x_off = 2,
 | 
			
		||||
@@ -1415,362 +1485,6 @@ example_level_csv=[[1,spawn_frownie
 | 
			
		||||
720,spawn_blocking_boss_chasey
 | 
			
		||||
721,eol]]
 | 
			
		||||
 | 
			
		||||
-->8
 | 
			
		||||
-- readme.md
 | 
			
		||||
 | 
			
		||||
--[[
 | 
			
		||||
 | 
			
		||||
main loop sequence
 | 
			
		||||
==================
 | 
			
		||||
1. level_frame
 | 
			
		||||
2. events
 | 
			
		||||
3. merge new_events into events
 | 
			
		||||
4. update bg intangibles
 | 
			
		||||
5. move ships (player first)
 | 
			
		||||
6. move bullets (player first)
 | 
			
		||||
7. calculate collisions
 | 
			
		||||
 1. pship on eship
 | 
			
		||||
 2. ebullet on pship
 | 
			
		||||
 3. pbullet on eship
 | 
			
		||||
8. update fg intangibles
 | 
			
		||||
9. check for end of level
 | 
			
		||||
 | 
			
		||||
draw order
 | 
			
		||||
----------
 | 
			
		||||
bottom to top:
 | 
			
		||||
1. intangibles_bg
 | 
			
		||||
2. player bullets
 | 
			
		||||
3. player ships
 | 
			
		||||
4. enemy ships
 | 
			
		||||
5. enemy bullets
 | 
			
		||||
6. intangibles_fg
 | 
			
		||||
 | 
			
		||||
notes
 | 
			
		||||
-----
 | 
			
		||||
intangibles_fg move()s after
 | 
			
		||||
all collisions and other moves
 | 
			
		||||
are processed. if an intangible
 | 
			
		||||
is added to the list as a result
 | 
			
		||||
of a collision or move, it will
 | 
			
		||||
itself be move()d before it is
 | 
			
		||||
drawn.
 | 
			
		||||
 | 
			
		||||
data-driven items
 | 
			
		||||
=================
 | 
			
		||||
guns and bullets both allow the
 | 
			
		||||
most common behaviors to be
 | 
			
		||||
expressed with data alone.
 | 
			
		||||
ships only need a movement
 | 
			
		||||
algorithm expressed.
 | 
			
		||||
 | 
			
		||||
guns
 | 
			
		||||
----
 | 
			
		||||
* t - metatable for bullet type.
 | 
			
		||||
  fired once in the bullet's
 | 
			
		||||
  default direction per shot.
 | 
			
		||||
* enemy - if true, fired bullets
 | 
			
		||||
  are flagged as enemy bullets.
 | 
			
		||||
* icon - sprite index of an
 | 
			
		||||
  8x8 sprite to display in the
 | 
			
		||||
  hud when the player has this
 | 
			
		||||
  gun. default is 20, a generic
 | 
			
		||||
  crosshair bullseye thing.
 | 
			
		||||
* cooldown - min frames between
 | 
			
		||||
  shots.
 | 
			
		||||
* ammo, maxammo - permitted
 | 
			
		||||
  number of shots. 0 is empty
 | 
			
		||||
  and unfireable. maxammo = 0
 | 
			
		||||
  will cause a divide by zero
 | 
			
		||||
  so don't do that. if nil,
 | 
			
		||||
  ammo is infinite.
 | 
			
		||||
 | 
			
		||||
default guns manage ammo and
 | 
			
		||||
cooldown in shoot, then call
 | 
			
		||||
actually_shoot to create the
 | 
			
		||||
projectile. override only
 | 
			
		||||
actually_shoot to change
 | 
			
		||||
projectile logic while keeping
 | 
			
		||||
cooldown and ammo logic.
 | 
			
		||||
 | 
			
		||||
bullets
 | 
			
		||||
-------
 | 
			
		||||
* dx, dy - movement per frame.
 | 
			
		||||
  player bullets use -dy
 | 
			
		||||
  instead.
 | 
			
		||||
* enemyspd - multiplier for dx
 | 
			
		||||
  and dy on enemy bullets.
 | 
			
		||||
  default is 0.5, making enemy
 | 
			
		||||
  shots much easier to dodge
 | 
			
		||||
* damage - damage per hit;
 | 
			
		||||
  used by ships
 | 
			
		||||
* sprite - sprite index.
 | 
			
		||||
* x_off, y_off - renamed for
 | 
			
		||||
  the next two vars. may revert
 | 
			
		||||
* center_off_x - the horizontal
 | 
			
		||||
  centerpoint of the bullet,
 | 
			
		||||
  for positioning when firing.
 | 
			
		||||
  assume a pixel's coordinates
 | 
			
		||||
  refer to the upper left corner
 | 
			
		||||
  of the pixel; the center of
 | 
			
		||||
  a 2-width bullet with an
 | 
			
		||||
  upper left corner at 0 is 1,
 | 
			
		||||
  not 0.5.
 | 
			
		||||
* top_off_y, bottom_off_y -
 | 
			
		||||
  also for positioning when
 | 
			
		||||
  firing. positive distance from
 | 
			
		||||
  top or bottom edge to image.
 | 
			
		||||
  top_off_y will usually be 0,
 | 
			
		||||
  bottom_off_y will not be when
 | 
			
		||||
  bullets are smaller than
 | 
			
		||||
  the sprite box.
 | 
			
		||||
* width, height - measured in
 | 
			
		||||
  full sprites (8x8 boxes), not
 | 
			
		||||
  pixels. used for drawing.
 | 
			
		||||
 | 
			
		||||
bullets despawn when above or
 | 
			
		||||
below the screen (player or
 | 
			
		||||
enemy bullets, respectively).
 | 
			
		||||
 | 
			
		||||
by default, bullets despawn
 | 
			
		||||
when they hit something.
 | 
			
		||||
override hitship to change this.
 | 
			
		||||
 | 
			
		||||
ships
 | 
			
		||||
____
 | 
			
		||||
 | 
			
		||||
ships move by calculating
 | 
			
		||||
momentum, then offsetting their
 | 
			
		||||
position by that momentum, then
 | 
			
		||||
clamping their position to the
 | 
			
		||||
screen (horizontally only for
 | 
			
		||||
ships that autoscroll). ships
 | 
			
		||||
that autoscroll (slip==true)
 | 
			
		||||
then slide down by scrollspeed.
 | 
			
		||||
fractional coordinates are ok.
 | 
			
		||||
after movement, ships lose
 | 
			
		||||
momentum (ship.drag along each
 | 
			
		||||
axis). abs(momentum) can't
 | 
			
		||||
exceed ship.maxspeed.
 | 
			
		||||
 | 
			
		||||
ships gain momentum by acting
 | 
			
		||||
like a player pushing buttons.
 | 
			
		||||
the player ship actually reads
 | 
			
		||||
buttons for this.
 | 
			
		||||
 | 
			
		||||
act -- returns new acceleration:
 | 
			
		||||
dx, dy, shoot_spec, shoot_main.
 | 
			
		||||
dx and dy are change in momentum
 | 
			
		||||
in px/frame. this is controls
 | 
			
		||||
only -- friction is handled in
 | 
			
		||||
ship:move (`drag` value).
 | 
			
		||||
 | 
			
		||||
ships hitting another ship take
 | 
			
		||||
1 damage per frame of overlap.
 | 
			
		||||
ships hitting a bullet check
 | 
			
		||||
bullet.damage to find out how
 | 
			
		||||
much damage they take. damage
 | 
			
		||||
is applied to shields, then hp.
 | 
			
		||||
damaged ships flash briefly -
 | 
			
		||||
blue (12) if all damage was
 | 
			
		||||
shielded, white (7) if hp was
 | 
			
		||||
damaged. a ship that then has 0
 | 
			
		||||
or less hp calls self:die() and
 | 
			
		||||
tells the main game loop to
 | 
			
		||||
remove it.
 | 
			
		||||
 | 
			
		||||
shieldcooldown is the interval
 | 
			
		||||
between restoring shield points.
 | 
			
		||||
shieldpenalty is the delay
 | 
			
		||||
before restoring points after
 | 
			
		||||
any damage, reset to this value
 | 
			
		||||
on every damaging hit (whether
 | 
			
		||||
it is absorbed by the shield or
 | 
			
		||||
not) -- shield behaves like
 | 
			
		||||
halo and other shooters in its
 | 
			
		||||
heritage, where it recovers if
 | 
			
		||||
you avoid damage for a while.
 | 
			
		||||
not that there is any safe cover
 | 
			
		||||
in this kind of game.
 | 
			
		||||
 | 
			
		||||
ships do not repair hp on their
 | 
			
		||||
own. negative-damage bullets
 | 
			
		||||
are treated as 0, but a bullet
 | 
			
		||||
can choose to repair the ship
 | 
			
		||||
it hits in its own hitship
 | 
			
		||||
method, or otherwise edit it
 | 
			
		||||
(changing weapons, refilling
 | 
			
		||||
weapon ammo). powerups are
 | 
			
		||||
therefore a kind of bullet.
 | 
			
		||||
 | 
			
		||||
levels
 | 
			
		||||
======
 | 
			
		||||
 | 
			
		||||
a level is a table mapping
 | 
			
		||||
effective frame number to
 | 
			
		||||
functions. when a level starts,
 | 
			
		||||
it sets lframe ("level frame")
 | 
			
		||||
and distance to 0.
 | 
			
		||||
 | 
			
		||||
every frame, level_frame
 | 
			
		||||
increments lframe by 0x0.0001.
 | 
			
		||||
then if the level is not frozen,
 | 
			
		||||
it increments distance by 1.0
 | 
			
		||||
and runs the function in the
 | 
			
		||||
level table for exactly that
 | 
			
		||||
frame number (if any). distance
 | 
			
		||||
is therefore "nonfrozen frames",
 | 
			
		||||
and is used to trigger level
 | 
			
		||||
progress. lframe always
 | 
			
		||||
increments. ships are encouraged
 | 
			
		||||
to use lframe to control
 | 
			
		||||
animation and movement, and may
 | 
			
		||||
use distance to react to level
 | 
			
		||||
progress separately from overall
 | 
			
		||||
time. remember to multiply
 | 
			
		||||
lframe-related stuff by 0x0001.
 | 
			
		||||
 | 
			
		||||
a special sentinel value, eol,
 | 
			
		||||
marks the end of the level.
 | 
			
		||||
(the level engine doesn't know
 | 
			
		||||
when it's out of events, so
 | 
			
		||||
without eol, the level will
 | 
			
		||||
simply have no events forever.)
 | 
			
		||||
when it finds eol, level_frame
 | 
			
		||||
throws away the current level
 | 
			
		||||
and tells the main loop that it
 | 
			
		||||
might be done. the main loop
 | 
			
		||||
agrees the level is over and the
 | 
			
		||||
player has won when the level
 | 
			
		||||
has reached eol and there are
 | 
			
		||||
no more enemy ships, enemy
 | 
			
		||||
bullets, or background events
 | 
			
		||||
remaining. player ships, player
 | 
			
		||||
bullets, and intangibles are
 | 
			
		||||
not counted.
 | 
			
		||||
 | 
			
		||||
level freezing
 | 
			
		||||
--------------
 | 
			
		||||
the level is frozen when the
 | 
			
		||||
global value freeze > 0.
 | 
			
		||||
generally, something intending
 | 
			
		||||
to block level progress (a
 | 
			
		||||
miniboss, a minigame, etc.)
 | 
			
		||||
increments freeze and prepares
 | 
			
		||||
some means of decrementing it
 | 
			
		||||
when it no longer wants to block
 | 
			
		||||
level progress.
 | 
			
		||||
 | 
			
		||||
most commonly, we want to block
 | 
			
		||||
until some specific ship or
 | 
			
		||||
group of ships has died. for
 | 
			
		||||
these ships, override ship:die
 | 
			
		||||
to decrement freeze. make sure
 | 
			
		||||
to set ship.dead in any new
 | 
			
		||||
ship:die method so anything else
 | 
			
		||||
looking at it can recognize
 | 
			
		||||
the ship as dead.
 | 
			
		||||
 | 
			
		||||
for anything else, you probably
 | 
			
		||||
want an event to figure out when
 | 
			
		||||
to unfreeze.
 | 
			
		||||
 | 
			
		||||
levels start at 1
 | 
			
		||||
-----------------
 | 
			
		||||
 | 
			
		||||
distance is initialized to 0
 | 
			
		||||
but gets incremented before the
 | 
			
		||||
first time the engine looks for
 | 
			
		||||
events. therefore, the first
 | 
			
		||||
frame of the level executes
 | 
			
		||||
level[1]. since levelframe
 | 
			
		||||
executes before anything else,
 | 
			
		||||
level[1] sets up the first frame
 | 
			
		||||
drawn in the level. the player
 | 
			
		||||
does not see a blank world
 | 
			
		||||
before level[1] runs.
 | 
			
		||||
level[1] can therefore be used
 | 
			
		||||
to reconfigure the player ship,
 | 
			
		||||
set up backgrounds, start music,
 | 
			
		||||
kick off some kind of fade-in
 | 
			
		||||
animation, etc.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
events
 | 
			
		||||
======
 | 
			
		||||
the global list "events" stores
 | 
			
		||||
0-argument functions which are
 | 
			
		||||
called every frame. if they
 | 
			
		||||
return true, they are removed
 | 
			
		||||
from the list and not run again;
 | 
			
		||||
if they return false, they stay
 | 
			
		||||
and will be called in later
 | 
			
		||||
frames. the level does not end
 | 
			
		||||
while the events table is
 | 
			
		||||
nonempty.
 | 
			
		||||
 | 
			
		||||
events are most commonly used
 | 
			
		||||
to set up something for later
 | 
			
		||||
(for example, blip uses an event
 | 
			
		||||
to remove the fx_pallete from
 | 
			
		||||
the flashing ship when the blip
 | 
			
		||||
expires), but can also be used
 | 
			
		||||
to implement a "level within a
 | 
			
		||||
level" that does something
 | 
			
		||||
complicated until it's done. if
 | 
			
		||||
you froze the level when
 | 
			
		||||
creating the event, remember
 | 
			
		||||
to thaw it (freeze -= 1) on all
 | 
			
		||||
paths that return true.
 | 
			
		||||
 | 
			
		||||
to do complex stuff in events,
 | 
			
		||||
use a closure or a metatable
 | 
			
		||||
that specifies __call.
 | 
			
		||||
 | 
			
		||||
to avoid editing the events
 | 
			
		||||
list while it is being iterated,
 | 
			
		||||
events that create new events
 | 
			
		||||
must add those events to
 | 
			
		||||
new_events rather than events.
 | 
			
		||||
new_events is only valid during
 | 
			
		||||
the "event execution" stage, so
 | 
			
		||||
events created at any other time
 | 
			
		||||
must go directly on events
 | 
			
		||||
without using new_events.
 | 
			
		||||
 | 
			
		||||
intangibles
 | 
			
		||||
===========
 | 
			
		||||
 | 
			
		||||
the intangibles_fg and
 | 
			
		||||
intangibles_bg lists contain
 | 
			
		||||
items with :move and :draw.
 | 
			
		||||
like ships and bullets, they
 | 
			
		||||
move during _update60 and
 | 
			
		||||
draw during _draw. they are
 | 
			
		||||
not checked for collisions.
 | 
			
		||||
 | 
			
		||||
intangibles_bg moves/draws
 | 
			
		||||
before anything else moves or
 | 
			
		||||
draws. intangibles_fg
 | 
			
		||||
moves/draws last. this controls
 | 
			
		||||
whether your intangible object
 | 
			
		||||
draws in front of or behind
 | 
			
		||||
other stuff. you probably want
 | 
			
		||||
intangibles_bg for decorative
 | 
			
		||||
elements and intangibles_fg
 | 
			
		||||
for explosions, score popups,
 | 
			
		||||
etc.
 | 
			
		||||
 | 
			
		||||
there's no scrolling background
 | 
			
		||||
engine but intangibles_bg could
 | 
			
		||||
be used to create one, including
 | 
			
		||||
using the map (otherwise unused
 | 
			
		||||
in this engine) for the purpose.
 | 
			
		||||
 | 
			
		||||
intangibles do not prevent the
 | 
			
		||||
level from ending. like bullets
 | 
			
		||||
and ships, if :move returns
 | 
			
		||||
true, they are dropped.
 | 
			
		||||
]]
 | 
			
		||||
-->8
 | 
			
		||||
-- standard events
 | 
			
		||||
 | 
			
		||||
@@ -1855,6 +1569,61 @@ end
 | 
			
		||||
-->8
 | 
			
		||||
-- powerups
 | 
			
		||||
 | 
			
		||||
xp_gem = mknew(bullet_base.new{
 | 
			
		||||
 dx = 0,
 | 
			
		||||
 dy = 0.75,
 | 
			
		||||
 width=1, -- not used for spr but
 | 
			
		||||
 height=1,-- bullet_base uses it
 | 
			
		||||
 category = enemy_blt_cat,
 | 
			
		||||
 damage = 0,
 | 
			
		||||
 hurt = {
 | 
			
		||||
  x_off = -2,
 | 
			
		||||
  y_off = -2,
 | 
			
		||||
  width = 8,
 | 
			
		||||
  height = 8,
 | 
			
		||||
 },
 | 
			
		||||
 x_off = 2,
 | 
			
		||||
 y_off = 2,
 | 
			
		||||
})
 | 
			
		||||
 | 
			
		||||
function xp_gem:draw()
 | 
			
		||||
 local s,qx,qy = self.qsprite,0,0
 | 
			
		||||
 -- sprite map position:
 | 
			
		||||
 -- sprite id to x and y,
 | 
			
		||||
 -- offset shifts specific low
 | 
			
		||||
 -- bits of lframe 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
 | 
			
		||||
 sspr(
 | 
			
		||||
  (s%16<<3)+qx,
 | 
			
		||||
  (s\16<<3)+qy,
 | 
			
		||||
  4, 4,
 | 
			
		||||
  self.x, self.y
 | 
			
		||||
 )
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
-- todo: "magnetic" behavior
 | 
			
		||||
-- when near player ship
 | 
			
		||||
 | 
			
		||||
function xp_gem:hitship(ship)
 | 
			
		||||
 if (ship ~= primary_ship) return false
 | 
			
		||||
 primary_ship.xp += self.val
 | 
			
		||||
 primary_ship.last_xp_frame = lframe
 | 
			
		||||
 return true
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
-- small gems for 1, 5, 25
 | 
			
		||||
-- exactly; else huge
 | 
			
		||||
function spawn_xp_at(x, y, off, amt)
 | 
			
		||||
 x += rnd(off+off)-off
 | 
			
		||||
 y += rnd(off+off)-off
 | 
			
		||||
 xp_gem.new{
 | 
			
		||||
  qsprite=amt == 0x0.0001 and 32 or amt == 0x0.0005 and 33 or amt == 0x0.0019 and 34 or 35,
 | 
			
		||||
  val = amt,
 | 
			
		||||
 }:spawn_at(mid(x, 0, 124),mid(y,-4,125))
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
powerup = mknew(bullet_base.new{
 | 
			
		||||
 -- animated sprite array: "sprites"
 | 
			
		||||
 -- to draw under or over anim,
 | 
			
		||||
@@ -1870,7 +1639,7 @@ powerup = mknew(bullet_base.new{
 | 
			
		||||
 -- but powerups should feel
 | 
			
		||||
 -- easy to pick up
 | 
			
		||||
 dx = 0,
 | 
			
		||||
 dy = 1.5, -- 0.75 after enemyspd
 | 
			
		||||
 dy = 0.75,
 | 
			
		||||
 category = enemy_blt_cat, -- collides with player ship
 | 
			
		||||
 damage = 0,
 | 
			
		||||
 
 | 
			
		||||
@@ -1881,11 +1650,6 @@ powerup = mknew(bullet_base.new{
 | 
			
		||||
-- sprite indexes for "sheen" animation
 | 
			
		||||
sheen8x8 = split"2,54,55,56,57,58,59,60,61"
 | 
			
		||||
 | 
			
		||||
-- todo: draw two sprites
 | 
			
		||||
-- on top of each other here
 | 
			
		||||
-- so all powerups can share
 | 
			
		||||
-- the "sheen" animation?
 | 
			
		||||
 | 
			
		||||
function powerup:draw()
 | 
			
		||||
 spr(self.sprites[max(1,
 | 
			
		||||
       ((lframe<<16)\self.anim_speed)
 | 
			
		||||
@@ -1992,6 +1756,162 @@ function spawn_spec_gun_at(x, y, gunt)
 | 
			
		||||
 }
 | 
			
		||||
 gun_p:spawn_at(x, y)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
-->8
 | 
			
		||||
-- rearm screen
 | 
			
		||||
 | 
			
		||||
rearm_mode = mknew{
 | 
			
		||||
 sel=1,
 | 
			
		||||
 bfm=1,
 | 
			
		||||
 crt_frm = 1,
 | 
			
		||||
 pos=-1,
 | 
			
		||||
 init=function(this)
 | 
			
		||||
  poke(0x5f5c, 255) --no btnp repeat
 | 
			
		||||
  rearm_mode.shuffle(this)
 | 
			
		||||
 end,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570}
 | 
			
		||||
 | 
			
		||||
function rearm_mode:glow_box(x0, y0, x1, y1, c, cf)
 | 
			
		||||
 for i,v in ipairs{c[1],c[2],c[1],0} do
 | 
			
		||||
  i -= 1
 | 
			
		||||
  rect(x0+i,y0+i,x1-i,y1-i,v)
 | 
			
		||||
 end
 | 
			
		||||
 fillp(crt[self.crt_frm&0xff])
 | 
			
		||||
 rectfill(x0+4, y0+4, x1-4, y1-4, cf)
 | 
			
		||||
 fillp()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function easeoutbounce(t)
 | 
			
		||||
	local n1=7.5625
 | 
			
		||||
	local d1=2.75
 | 
			
		||||
 | 
			
		||||
	if (t<1/d1) then
 | 
			
		||||
		return n1*t*t;
 | 
			
		||||
	elseif(t<2/d1) then
 | 
			
		||||
		t-=1.5/d1
 | 
			
		||||
		return n1*t*t+.75;
 | 
			
		||||
	elseif(t<2.5/d1) then
 | 
			
		||||
		t-=2.25/d1
 | 
			
		||||
		return n1*t*t+.9375;
 | 
			
		||||
	else
 | 
			
		||||
		t-=2.625/d1
 | 
			
		||||
		return n1*t*t+.984375;
 | 
			
		||||
	end
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
function rearm_mode:frame_col(hot)
 | 
			
		||||
 if (not hot) return {4,10}
 | 
			
		||||
 if (self.bfm<=16) return {14,7}
 | 
			
		||||
 return {2,8}
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function rearm_mode:draw_option(id)
 | 
			
		||||
 local rec = self.options[id]
 | 
			
		||||
 self:glow_box(0,0,55,100,self:frame_col(self.sel == id),1)
 | 
			
		||||
 spr(rec.s,5, 5)
 | 
			
		||||
 print(rec.hdr, 13, 8, 7)
 | 
			
		||||
 print(rec.body, 5, 15, 6)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function rearm_mode:pos_frac()
 | 
			
		||||
 local pos = self.pos
 | 
			
		||||
 if (not pos) return
 | 
			
		||||
 if (pos < 0) return 1-easeoutbounce(1+pos)
 | 
			
		||||
 if (pos > 0) return (1-pos)*(1-pos)
 | 
			
		||||
 return 0
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function rearm_mode:shuffle()
 | 
			
		||||
 -- these will be placeholders
 | 
			
		||||
 -- until the upgrade deck
 | 
			
		||||
 -- is a thing that exists
 | 
			
		||||
 self.options = {{
 | 
			
		||||
  s=1,
 | 
			
		||||
  hdr=" hull",
 | 
			
		||||
  body = "\n    +1\n   max\n  health",
 | 
			
		||||
  action = function() end,
 | 
			
		||||
 },{
 | 
			
		||||
  s=37,
 | 
			
		||||
  hdr=" vulc",
 | 
			
		||||
  body = "\nplaceholder",
 | 
			
		||||
  action = function() end,
 | 
			
		||||
 }}
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function rearm_mode:draw()
 | 
			
		||||
 drawgame_top()
 | 
			
		||||
 local frac = self:pos_frac()
 | 
			
		||||
 camera(frac * 55, 0)
 | 
			
		||||
 self:draw_option(1)
 | 
			
		||||
 camera(frac * -128 + (1-frac) * -56, 0)
 | 
			
		||||
 self:draw_option(2)
 | 
			
		||||
 camera(0, -28 * frac)
 | 
			
		||||
 self:glow_box(0,101,111,127,self:frame_col(self.sel < 0),1)
 | 
			
		||||
 spr(96,15,107,4,2)
 | 
			
		||||
 print("full ammo\nfull shield\n+50% health",54, 106, 6)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function rearm_mode:update_pos()
 | 
			
		||||
 local pos = self.pos
 | 
			
		||||
 if (not pos) return
 | 
			
		||||
 if (pos == 0) then
 | 
			
		||||
  if (primary_ship.xp < primary_ship.xptarget) self.pos = 1
 | 
			
		||||
  xpwhoosh = nil
 | 
			
		||||
  return
 | 
			
		||||
 end
 | 
			
		||||
 if (pos < 0) pos = min(pos + 0x0.05, 0)
 | 
			
		||||
 if pos > 0 then
 | 
			
		||||
  pos -= 0x0.1
 | 
			
		||||
  if (pos <= 0) pos = 999
 | 
			
		||||
 end
 | 
			
		||||
 self.pos = pos
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function rearm_mode:update()
 | 
			
		||||
 self:update_pos()
 | 
			
		||||
 if self.pos > 1 then
 | 
			
		||||
  mode = game_mode
 | 
			
		||||
  return  -- do not advance frame
 | 
			
		||||
 end
 | 
			
		||||
 local sel, bfm = self.sel, self.bfm
 | 
			
		||||
 if (btn(3) and sel > 0 or btn(2) and sel < 0) sel=-sel
 | 
			
		||||
 if (btn(0)) sel = 1
 | 
			
		||||
 if (btn(1)) sel = 2
 | 
			
		||||
 if (btn()&0xF ~= 0) and bfm >= 10 or bfm >= 30 then
 | 
			
		||||
  bfm = 1
 | 
			
		||||
 else
 | 
			
		||||
  bfm += 1
 | 
			
		||||
 end
 | 
			
		||||
 self.bfm = bfm
 | 
			
		||||
 | 
			
		||||
 if primary_ship.xp < primary_ship.xptarget then
 | 
			
		||||
  sel = 0
 | 
			
		||||
 elseif btnp(4) or btnp(5) and self.pos == 0 then
 | 
			
		||||
  if sel < 0 then
 | 
			
		||||
   -- todo: sound: rearm
 | 
			
		||||
   primary_ship.shield = primary_ship.maxshield
 | 
			
		||||
   -- todo: rewrite for three guns
 | 
			
		||||
   if (primary_ship.special_gun) primary_ship.special_gun.ammo = primary_ship.special_gun.max_ammo
 | 
			
		||||
   primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + primary_ship.maxhp/2)
 | 
			
		||||
   primary_ship.xp -= primary_ship.xptarget / 2
 | 
			
		||||
  else
 | 
			
		||||
   local c = self.options[sel]
 | 
			
		||||
   if c then
 | 
			
		||||
    -- todo: sound: upgrade
 | 
			
		||||
    c:action()
 | 
			
		||||
    primary_ship.xp -= primary_ship.xptarget
 | 
			
		||||
    primary_ship.xptarget += primary_ship.level * 0x0.0002
 | 
			
		||||
    primary_ship.level += 1
 | 
			
		||||
    if (primary_ship.xp >= primary_ship.xptarget) self:shuffle()
 | 
			
		||||
   end
 | 
			
		||||
  end
 | 
			
		||||
 end
 | 
			
		||||
 self.sel = sel
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
__gfx__
 | 
			
		||||
00000000000650000000000000000000bb0b50b59909209200cc0c00000000003b00000082000000e00e8002e00e800200333300002222000000000000000000
 | 
			
		||||
00000000006765000000000000cccc00b50b3055920940220c0000c000bbbb0037000000a2000000e0e8880240e8480403bbbb30028888200000000000000000
 | 
			
		||||
@@ -2009,14 +1929,14 @@ __gfx__
 | 
			
		||||
000000005666657576667650000000000b0000b000000000000000000000000000000000000dd0009092220200000000c111111d656667650000000000000000
 | 
			
		||||
0000000056565066665656500000000000bbbb0000000000000000000000000000000000000000000090020000000000c111111d650650650000000000000000
 | 
			
		||||
00000000565000566500065000000000b000000b000000000000000000000000000000000000000000a00a0000000000cddddddd650000650000000000000000
 | 
			
		||||
000000000000000000000000000000000000000000a0008000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000000000000000000000000000000000000090008000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
000000000000000000000000000000000000000000800a0000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000000000000000000000000000000000000080090000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
0000000000000000000000000000000000000000000a080000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000000000000000000000000000000000000009080000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000000000000000000000000000000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000000000000000000000000000000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
060007000600070006600770766c777c0000000000a0008000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
6cd07cd06cd07cd06ccd7ccd6ccd7ccd000000000090008000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
0d000d006cd07cd06ccd7ccd6ccd7ccd0000000000800a0000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
000000000d000d000dd00dd0cdd1cdd0000000000080090000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
0600060006000600066006607667766c00000000000a080000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
67d06c7067d06c70677d6cc7677d6cc7000000000009080000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
0d00070067d06c7067cd6cc767cd6cc7000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
000000000d0007000dd007707dd1c771000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000000000000000000000000000cccccccccccccccc77000000007700000000770000000077000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000000000000000000000000000c116611dc11ee11d70000000077000000007700000000770000000070000000000000000000000000000000000000000
 | 
			
		||||
00000000000000000000000000000000c1611c1dc11ee11d00000000770000000077000000007700000000770000000700000000000000000000000000000000
 | 
			
		||||
@@ -2037,6 +1957,26 @@ c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000c11e2222e11d0000
 | 
			
		||||
c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000c1ee2222ee1d0000ce22111122ed0000c2111111112d0000
 | 
			
		||||
c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000ceee2222eeed0000c2221111222d0000
 | 
			
		||||
cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000cddddddddddd0000
 | 
			
		||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
04444400044444440000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
447777700477777a0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
477aaa7a0477aaaa0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
47a0047a047a00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
47a0447a047a00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
47a4477a047a44400000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
477777a00477777a0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
477770000422aaaa2222000200000200000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
47a77700022ee0002eeee002e00022e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
47a4777002ea2e002e002e02ee022ee0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
47a0477a22ea2e002e002e02e2e2e2e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
47a0047a2e2222e02e222e02e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
47a0047a2eeeeeea2eeee002e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
0aa000aa2e7aa2ea2e00e002e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
000000002e0002e02e002e02e02e02e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
000000000e0000e00e000e00e00e00e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
__label__
 | 
			
		||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007777777777777777
 | 
			
		||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007666666666666665
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user