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			level_pars
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			hud-update
		
	
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					.DS_Store
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								autobrake_test.p8
									
									
									
									
									
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								autobrake_test.p8
									
									
									
									
									
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							@@ -0,0 +1,244 @@
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					pico-8 cartridge // http://www.pico-8.com
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					version 41
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					__lua__
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					-- vacuum gambit automatic brake test
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					-- by kistaro windrider
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					function usplit(str)
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					 return unpack(split(str))
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					end
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					function csv(s)
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					 local ret = split(s, "\n")
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					 for i, v in ipairs(ret) do
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					  ret[i] = type(v) == "string" and split(v) or { v }
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					 end
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					 return ret
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					end
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					-- generate standard "overlay"
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					-- constructor for type tt.
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					-- if more is defined, generated
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					-- new calls more(ret) after
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					-- ret is definitely not nil
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					-- before calling setmetatable.
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					-- use to initialize mutables.
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					--
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					-- if there was a previous new,
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					-- it is invoked on the new
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					-- object *after* more, because
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					-- this works better with the
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					-- `more` impls i use.
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					function mknew(tt, more)
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					 local mt, oldnew = { __index = tt }, tt.new
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					 tt.new = function(ret)
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					  if (not ret) ret = {}
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					  if (more) more(ret)
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					  if (oldnew) oldnew(ret)
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					  setmetatable(ret, mt)
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					  return ret
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					 end
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					end
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					function _init()
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					 pal(1,129,1)
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					 the_ship = ship.new()
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					 constraints:setup()
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					 slomo = 1
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					 sloc = 0
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					 reroll()
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					end
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					function reroll()
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					 frames=0
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					 sloc=0
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					 the_ship:reroll()
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					end
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					function _update60()
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					 if (btnp(4)) reroll()
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					 if (btnp(5)) constraints:cycle()
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					 if (btnp(3)) slomo <<= 1
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					 if (btnp(2)) slomo >>= 1
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					 slomo = (slomo < 1) and 1 or (slomo > 8192) and 8192 or slomo
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					 sloc += 1
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					 if sloc >= slomo then
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					  frames += 1
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					  the_ship:update()
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					  sloc=0
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					 end
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					end
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					function _draw()
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					 cls(1)
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					 constraints:draw()
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					 the_ship:draw()
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					 print("frames: " .. frames, 4, 64, 7)
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					 print("speed: 1/" .. slomo, 8, 70, 7)
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					 print("thrust: ".. actual_t, 4, 80, 7)
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					 meter(80, 80, 128, 84, actual_t/the_ship.thrust/2)
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					 print("dx: ".. the_ship.dx, 20, 86, 7)
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					 meter(80, 86, 128, 90, the_ship.dx/the_ship.maxspd/2)
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					 print("x: "..the_ship.x, 24, 92, 7)
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					 print("bx: "..gbx, 20, 98, 7)
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					 print("xmin:"..tostr(constraints.xmin), 12, 108, 7)
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					 print("xmax:"..tostr(constraints.xmax), 12, 114, 7)
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					end
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					function meter(x0, y0, x1, y1, frac)
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					 local c = 11
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					 if frac < 0 then
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					  frac = -frac
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					  c = 8
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					 end
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					 local range = x1-x0
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					 local midpoint = x0 + (range/2)
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					 rectfill(x0, y0-1, x0, y1+1, 13)
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					 rectfill(midpoint, y0-1, midpoint, y1 + 1, 13)
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					 local width = range * frac
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					 if (width ~= 0) rectfill(x0, y0, x0 + width, y1, c)
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					end
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					-->8
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					-- ship
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					ship = {
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					 maxspd=4,
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					 thrust=0.25,
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					 drag=0.0625,
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					 y=32,
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					}
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					mknew(ship)
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					function ship:reroll()
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					 self.x=rnd(128)
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					 self.dx=rnd(2*self.maxspd)-self.maxspd
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					end
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					function ship:draw()
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					 if self.x < -7 then
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					  spr(2, 0, self.y-7)
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					  spr(2, 0, self.y+8)
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					 elseif self.x > 127 then
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					  spr(2, 120, self.y-7, 1, 1, true)
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					  spr(2, 120, self.y+8, 1, 1, true)
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					 else
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					  spr(1,self.x,self.y)
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					 end
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					 --if (self.dx == 0) return
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					 local bd, f = brake_dist(self.dx, self.thrust + self.drag)
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					 gbx = self.x+bd
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					 spr(3, gbx-2,self.y-2)
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					 print(tostr(f), gbx-2, self.y - 8, 14)
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					end
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					function calc_velocity(v0, t, vmax, drag)
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					 v0 = mid(v0 + t, vmax, -vmax)
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					 return v0 - mid(drag, -drag, v0)
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					end
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					function ship:update()
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					 local t = btn(0) and -1 or btn(1) and 1 or 0
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					 t *= self.thrust
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					 t = constraints:constrain(self, t)
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					 -- t = constraints:constrain(self, t)
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					 -- t = constraints:constrain(self, t)
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					 local s = calc_velocity(self.dx, t, self.maxspd, self.drag)
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					 self.x += s
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					 self.dx = s
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					 actual_t = t
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					end
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					-->8
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					-- constraints
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					constraints = {
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					 ymin=20,
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					 ymax=52,
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					 color=10
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					}
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					function constraints:constrain(s, want)
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					 self.color=10
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					 if (not self.xmin) return want
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					 -- bmx: brake max
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					 local v1, bmx = calc_velocity(s.dx, want, s.maxspd, s.drag), s.thrust + s.drag
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					 local bd, bf = brake_dist(v1, bmx)
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					 local bx, txm = s.x + bd + v1, self.xmax
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					 if bx < self.xmin then
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					  -- predicted brake point left
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					  -- of xmin; apply max reverse
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					  -- thrust, treat xmin as our
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					  -- max target, and handle
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					  -- overbraking by coalescing
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					  -- with past +xmax case
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					  self.color = 9
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					  want = s.thrust
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					  txm = self.xmin
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					  v1 = calc_velocity(s.dx, want, s.maxspd, s.drag)
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					  bd, bf = brake_dist(v1, bmx)
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					  bx  = bd + s.x + v1
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					 end
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					 if (bx <= txm) return want
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					 self.color = 8
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					 local overage = bx - txm
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					 want -= overage/max(bf,1)
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					 if (want < -s.thrust) want = -s.thrust
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					 return want
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					end
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					function brake_dist(v0, brake_max)
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					 local tri_frames = abs(v0\brake_max)
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					 local chunks = tri_frames * (tri_frames - 1) >> 1
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					 local chunk_zone = chunks * brake_max
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					 local overage = abs(v0) - tri_frames * brake_max
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					 return (chunk_zone + overage * (tri_frames + 1)) * sgn(v0), (overage > 0) and tri_frames + 1 or tri_frames
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					end
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					function constraints:cycle()
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					 if self.ctype=="bounds" then
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					  self.ctype="point"
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					 elseif self.ctype=="point" then
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					  self.ctype="off"
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					 else
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					  self.ctype="bounds"
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					 end
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					 self:setup()
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					end
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					function constraints:setup()
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					 if self.ctype=="point" then
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					  self.xmin = 64
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					  self.xmax = 64
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					 elseif self.ctype=="bounds" then
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					  self.xmin = 32
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					  self.xmax = 96
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					 else
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					  self.xmin = nil
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					  self.xmax = nil
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					 end
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					end
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					function constraints:draw()
 | 
				
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 | 
					 if (not self.xmin) return
 | 
				
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					 rect(self.xmin, self.ymin, self.xmax, self.ymax, self.color)
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					end
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 | 
					
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 | 
					-->8
 | 
				
			||||||
 | 
					-- fx
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-- todo: spark ring buffer
 | 
				
			||||||
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					__gfx__
 | 
				
			||||||
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					000000008000000000080000a000a000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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					00000000006666000080000009090000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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					00000000067777600800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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					00000000675555758008888009090000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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					000000006750007508000000a000a000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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					00000000067777500080000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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					00000000005555000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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			||||||
							
								
								
									
										1
									
								
								code-of-conduct.md
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										1
									
								
								code-of-conduct.md
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1 @@
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					Trans rights.
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@@ -75,7 +75,7 @@ function updategame()
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	edeaths = {}
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						edeaths = {}
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	for ip, ps in ipairs(pships) do
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						for ip, ps in ipairs(pships) do
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	 for ie, eb in ipairs(ebullets) do
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						 for ie, eb in ipairs(ebullets) do
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	  if collides(hurtobx(ps), hurtbox(eb)) then
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						  if collides(hurtbox(ps), hurtbox(eb)) then
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	   if (eb:hitship(ps)) add(edeaths, ie)
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						   if (eb:hitship(ps)) add(edeaths, ie)
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	   if ps:hitbullet(eb) then
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						   if ps:hitbullet(eb) then
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	    add(pdeaths, ip)
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						    add(pdeaths, ip)
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			|||||||
							
								
								
									
										2162
									
								
								last_tyrianlike.p8
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										2162
									
								
								last_tyrianlike.p8
									
									
									
									
									
										Normal file
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							
							
								
								
									
										122
									
								
								updatedshmup.p8
									
									
									
									
									
								
							
							
						
						
									
										122
									
								
								updatedshmup.p8
									
									
									
									
									
								
							@@ -397,23 +397,6 @@ function dropshadow(str, x, y, col)
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 print(str, x, y, col)
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					 print(str, x, y, col)
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end
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					end
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function grab_p1_butts()
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 if state ~= game then
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  local r = {0,0,0,0,0}
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					 | 
				
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  r[0] = 0
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					 | 
				
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  return r
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 end
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 local b = btn()
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					 | 
				
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 return {
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					 | 
				
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  [0]=b&0x1,
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					 | 
				
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  [1]=(b&0x2)>>1,
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					 | 
				
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  [2]=(b&0x4)>>2,
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					 | 
				
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  [3]=(b&0x8)>>3,
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					 | 
				
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  [4]=(b&0x10)>>4,
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					 | 
				
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  [5]=(b&0x20)>>5
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 }
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end
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					 | 
				
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-->8
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					-->8
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--ship behavior
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					--ship behavior
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@@ -448,19 +431,19 @@ end
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function ship_m:move()
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					function ship_m:move()
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 self:refresh_shield()
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					 self:refresh_shield()
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 self.power = min(self.max_power, self.power + self.generator)
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					 self.power = min(self.max_power, self.power + self.generator)
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 butt = self:grab_butts()
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					 local dx, dy, shoot_spec, shoot_main = self:act()
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 if (butt[5] > 0) self:maybe_shoot(self.main_gun)
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					 if (shoot_main) self:maybe_shoot(self.main_gun)
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 if (butt[4] > 0) self:maybe_shoot(self.special_gun)
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					 if (shoot_spec) self:maybe_shoot(self.special_gun)
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 if (butt[0]-butt[1] ~= 0 or butt[2]-butt[3] ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, butt, self.thrust, self.sparkodds)
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					 if (dx ~= 0 or dy ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
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 self.xmomentum += (self.thrust * butt[1]) - (self.thrust * butt[0])
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					 self.xmomentum += dx
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 self.ymomentum += (self.thrust * butt[3]) - (self.thrust * butt[2])
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					 self.ymomentum += dy
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 self.xmomentum = mid(-self.maxspd, self.maxspd, self.xmomentum)
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					 self.xmomentum = mid(-self.maxspd, self.maxspd, self.xmomentum)
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 self.ymomentum = mid(-self.maxspd, self.maxspd, self.ymomentum)
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					 self.ymomentum = mid(-self.maxspd, self.maxspd, self.ymomentum)
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 self.x += self.xmomentum
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					 self.x += self.xmomentum
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 self.y += self.ymomentum
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					 self.y += self.ymomentum
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 if self == primary_self then
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					 if self == primary_ship then
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  self.x = mid(0, 112 - 8 * self.size, self.x)
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					  self.x = mid(0, 112 - 8 * self.size, self.x)
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  self.y = mid(0, 128 - 8 * self.size, self.y)
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					  self.y = mid(0, 128 - 8 * self.size, self.y)
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 end
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					 end
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@@ -869,16 +852,18 @@ player = ship_m.new{
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 thrust = 0.25, -- momentum added from button
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					 thrust = 0.25, -- momentum added from button
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 drag = 0.125, -- momentum lost per frame
 | 
					 drag = 0.125, -- momentum lost per frame
 | 
				
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 slip = false, -- does not slide down screen
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					 slip = false, -- does not slide down screen
 | 
				
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 grab_butts = function(self)  -- fetch buttons
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					 act = function(self)  -- fetch buttons
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  local butts = grab_p1_butts()
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					  local b,th = btn(),self.thrust
 | 
				
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  if butts[0] == butts[1] then
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					  local blr = b&0x3
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   self.sprite = 1
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					  if blr == 1 then
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  elseif butts[0] > 0 then
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					 | 
				
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   self.sprite=17
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					   self.sprite=17
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  else
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					  elseif blr==2 then
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   self.sprite=18
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					   self.sprite=18
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					  else
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					   self.sprite=1
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  end
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					  end
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  return butts
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					  --dx, dy, shoot_spec, shoot_main
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					  return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
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 end
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					 end
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}
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					}
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mknew(player,
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					mknew(player,
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@@ -912,18 +897,12 @@ frownie = ship_m.new{
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 thrust = 0.12, -- momentum added from button
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					 thrust = 0.12, -- momentum added from button
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 drag = 0.07, -- momentum lost per frame
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					 drag = 0.07, -- momentum lost per frame
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 slip = true,
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					 slip = true,
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 grab_butts = function(discard_self)
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					 act = function(self)
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  -- buttons are effectively analog
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					  local tstate,dx = (1 + flr(4*t() + 0.5)) % 6,0
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  -- and negative buttons work just fine!
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					  if (tstate==1 or tstate==2) dx=-self.thrust
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  local butts = {}
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					  if (tstate>=4) dx=self.thrust
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  local tstate = (1 + flr(4*t() + 0.5)) % 6
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					  return dx,0,false,false
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  butts[0] = ((tstate==1 or tstate==2) and 1) or 0
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					 end,
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  butts[1] = ((tstate==4 or tstate==5) and 1) or 0
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					 | 
				
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  for b=2, 5 do
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					 | 
				
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   butts[b]=0
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					 | 
				
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  end
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					 | 
				
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  return butts
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					 | 
				
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 end, -- button fetch algorithm
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					 | 
				
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}
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					}
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mknew(frownie)
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					mknew(frownie)
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@@ -962,10 +941,9 @@ spewy = frownie.new{
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 generator=0.5,
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					 generator=0.5,
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 fire_off_x=4,
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					 fire_off_x=4,
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 fire_off_y = 7,
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					 fire_off_y = 7,
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 grab_butts=function()
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					 act=function(self)
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  local butts=frownie.grab_butts()
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					  local dx,dy,shoot_spec=frownie.act(self)
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  butts[5]=1
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					  return dx, dy, shoot_spec, true
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  return butts
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					 | 
				
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 end
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					 end
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}
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					}
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mknew(spewy, function(ship)
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					mknew(spewy, function(ship)
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@@ -1000,12 +978,11 @@ mknew(chasey, function(ship)
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 ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
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					 ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
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end)
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					end)
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function chasey:grab_butts()
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					function chasey:act()
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 local butts = {[0]=0,0,0,0,0,0}
 | 
					 local dx = 0
 | 
				
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 if (self.x < primary_ship.x) butts[1] = 1
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					 if (self.x < primary_ship.x) dx=self.thrust
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 if (self.x > primary_ship.x) butts[0] = 1
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					 if (self.x > primary_ship.x) dx=-self.thrust
 | 
				
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 if (self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x) butts[5] = 1
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					 return dx, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
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 return butts
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end
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					end
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xl_chasey=chasey.new{
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					xl_chasey=chasey.new{
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@@ -1021,10 +998,10 @@ xl_chasey=chasey.new{
 | 
				
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 shield = 5,
 | 
					 shield = 5,
 | 
				
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 boss = true,
 | 
					 boss = true,
 | 
				
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 slip = false,
 | 
					 slip = false,
 | 
				
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 grab_butts = function(self)
 | 
					 act = function(self)
 | 
				
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  local butts = chasey.grab_butts(self)
 | 
					  local dx,dy,shoot_spec,shoot_main = chasey.act(self)
 | 
				
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  if (self.y < 4) butts[3] = 1
 | 
					  if (self.y < 4) dy=self.thrust
 | 
				
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  return butts
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					  return dx,dy,shoot_spec,shoot_main
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 end,
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					 end,
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 draw = function(self)
 | 
					 draw = function(self)
 | 
				
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  if(self.fx_pal) pal(self.fx_pal)
 | 
					  if(self.fx_pal) pal(self.fx_pal)
 | 
				
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@@ -1308,7 +1285,7 @@ end
 | 
				
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function spawn_goodie(goodie_name, x, y, sz)
 | 
					function spawn_goodie(goodie_name, x, y, sz)
 | 
				
			||||||
 if (not goodie_name or #goodie_name == 0) return
 | 
					 if (not goodie_name or #goodie_name == 0) return
 | 
				
			||||||
 local sh = sz and sz/2 or 0
 | 
					 local sh = sz and sz/2 or 0
 | 
				
			||||||
 goodies[goodie_name].new{}:spawn_at(x+sh,y+sh)
 | 
					 _ENV[goodie_name].new{}:spawn_at(x+sh,y+sh)
 | 
				
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end
 | 
					end
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function multi(times, interval, fnm, ...)
 | 
					function multi(times, interval, fnm, ...)
 | 
				
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@@ -1510,18 +1487,12 @@ like a player pushing buttons.
 | 
				
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the player ship actually reads
 | 
					the player ship actually reads
 | 
				
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buttons for this.
 | 
					buttons for this.
 | 
				
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 | 
					
 | 
				
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grab_butts - ship thrust control
 | 
					act -- returns new acceleration:
 | 
				
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based on btn() api. returns a
 | 
					dx, dy, shoot_spec, shoot_main.
 | 
				
			||||||
table indexed from 0..5 with
 | 
					dx and dy are change in momentum
 | 
				
			||||||
0 to not push this button and 1
 | 
					in px/frame. this is controls
 | 
				
			||||||
to push it. ships can use
 | 
					only -- friction is handled in
 | 
				
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fractional or out-of-range
 | 
					ship:move (`drag` value).
 | 
				
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numbers to get varying amounts
 | 
					 | 
				
			||||||
of thrust, including using
 | 
					 | 
				
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negative numbers for thrust in
 | 
					 | 
				
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the opposite direction. 4 and 5
 | 
					 | 
				
			||||||
just check for nonzeroness to
 | 
					 | 
				
			||||||
attempt to fire.
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
ships hitting another ship take
 | 
					ships hitting another ship take
 | 
				
			||||||
1 damage per frame of overlap.
 | 
					1 damage per frame of overlap.
 | 
				
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@@ -1800,9 +1771,7 @@ function boom(x,y,boominess,is_boss)
 | 
				
			|||||||
 local boombonus = min(0.05 * boominess, 1.25)
 | 
					 local boombonus = min(0.05 * boominess, 1.25)
 | 
				
			||||||
 for _=1,boominess do
 | 
					 for _=1,boominess do
 | 
				
			||||||
  local angle = rnd(1)
 | 
					  local angle = rnd(1)
 | 
				
			||||||
  local butts = {0, sin(angle), 0}
 | 
					  spark(sp,x+4,y+4,cos(angle), sin(angle),boombase+rnd(boombonus),1, true)
 | 
				
			||||||
  butts[0] = cos(angle)
 | 
					 | 
				
			||||||
  spark(sp,x+4,y+4,butts,boombase+rnd(boombonus),1, true)
 | 
					 | 
				
			||||||
 end
 | 
					 end
 | 
				
			||||||
 return
 | 
					 return
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
@@ -1822,17 +1791,16 @@ function spark_particle:draw()
 | 
				
			|||||||
 pset(self.x,self.y,self.sprs[self.sidx])
 | 
					 pset(self.x,self.y,self.sprs[self.sidx])
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
function spark(sprs, x, y, butts, thrust, odds, fg)
 | 
					function spark(sprs, x, y, dx, dy, odds, fg)
 | 
				
			||||||
 if (sprs==nil or flr(rnd(odds)) ~= 0) return
 | 
					 if (sprs==nil or flr(rnd(odds)) ~= 0) return
 | 
				
			||||||
 thrust *= 2.5
 | 
					 | 
				
			||||||
 local target = fg and intangibles_fg or intangibles_bg
 | 
					 local target = fg and intangibles_fg or intangibles_bg
 | 
				
			||||||
 target:push_back(spark_particle.new{
 | 
					 target:push_back(spark_particle.new{
 | 
				
			||||||
  x = x + rnd(4) - 2,
 | 
					  x = x + rnd(4) - 2,
 | 
				
			||||||
  y = y + rnd(4) - 2,
 | 
					  y = y + rnd(4) - 2,
 | 
				
			||||||
  sprs = sprs,
 | 
					  sprs = sprs,
 | 
				
			||||||
  sidx = 1,
 | 
					  sidx = 1,
 | 
				
			||||||
  dx = (butts[0] - butts[1]) * thrust + rnd(2) - 1,
 | 
					  dx = dx + rnd(2) - 1,
 | 
				
			||||||
  dy = (butts[2] - butts[3]) * thrust + rnd(2) - 1,
 | 
					  dy = dy + rnd(2) - 1,
 | 
				
			||||||
 })
 | 
					 })
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
-->8
 | 
					-->8
 | 
				
			||||||
 
 | 
				
			|||||||
							
								
								
									
										2169
									
								
								vacuum_gambit.p8
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										2169
									
								
								vacuum_gambit.p8
									
									
									
									
									
										Normal file
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							
		Reference in New Issue
	
	Block a user