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			hud-update
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			gun_picker
		
	
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										356
									
								
								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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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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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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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
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  refer to the upper left corner
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  of the pixel; the center of
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  a 2-width bullet with an
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		||||
  upper left corner at 0 is 1,
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		||||
  not 0.5.
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* 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.
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		||||
  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.
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		||||
* width, height - measured in
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		||||
  full sprites (8x8 boxes), not
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		||||
  pixels. used for drawing.
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		||||
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		||||
bullets despawn when above or
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below the screen (player or
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enemy bullets, respectively).
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by default, bullets despawn
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when they hit something.
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override hitship to change this.
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ships
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____
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ships move by calculating
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momentum, then offsetting their
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position by that momentum, then
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clamping their position to the
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screen (horizontally only for
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ships that autoscroll). ships
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that autoscroll (slip==true)
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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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ships gain momentum by acting
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like a player pushing buttons.
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the player ship actually reads
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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
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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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ships do not repair hp on their
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own. negative-damage bullets
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are treated as 0, but a bullet
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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
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(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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a level is a table mapping
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effective frame number to
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		||||
functions. when a level starts,
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it sets lframe ("level frame")
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and distance to 0.
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every frame, level_frame
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increments lframe by 0x0.0001.
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then if the level is not frozen,
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it increments distance by 1.0
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and runs the function in the
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level table for exactly that
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frame number (if any). distance
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is therefore "nonfrozen frames",
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and is used to trigger level
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progress. lframe always
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increments. ships are encouraged
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to use lframe to control
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animation and movement, and may
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use distance to react to level
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		||||
progress separately from overall
 | 
			
		||||
time. remember to multiply
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lframe-related stuff by 0x0001.
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		||||
a special sentinel value, eol,
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marks the end of the level.
 | 
			
		||||
(the level engine doesn't know
 | 
			
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when it's out of events, so
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without eol, the level will
 | 
			
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simply have no events forever.)
 | 
			
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when it finds eol, level_frame
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throws away the current level
 | 
			
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and tells the main loop that it
 | 
			
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might be done. the main loop
 | 
			
		||||
agrees the level is over and the
 | 
			
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player has won when the level
 | 
			
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has reached eol and there are
 | 
			
		||||
no more enemy ships, enemy
 | 
			
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bullets, or background events
 | 
			
		||||
remaining. player ships, player
 | 
			
		||||
bullets, and intangibles are
 | 
			
		||||
not counted.
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level freezing
 | 
			
		||||
--------------
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		||||
the level is frozen when the
 | 
			
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global value freeze > 0.
 | 
			
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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
 | 
			
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to decrement freeze. make sure
 | 
			
		||||
to set ship.dead in any new
 | 
			
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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
 | 
			
		||||
							
								
								
									
										1012
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							
							
						
						
									
										1012
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							
		Reference in New Issue
	
	Block a user