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			139 Commits
		
	
	
		
			level_pars
			...
			trigenomet
		
	
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										2
									
								
								.gitignore
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										2
									
								
								.gitignore
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@@ -0,0 +1,2 @@
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.DS_Store
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.vscode/settings.json
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		||||
							
								
								
									
										244
									
								
								autobrake_test.p8
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										244
									
								
								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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		||||
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-- vacuum gambit automatic brake test
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-- by kistaro windrider
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		||||
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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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		||||
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		||||
function ship:reroll()
 | 
			
		||||
 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
 | 
			
		||||
  -- max target, and handle
 | 
			
		||||
  -- overbraking by coalescing
 | 
			
		||||
  -- with past +xmax case
 | 
			
		||||
  self.color = 9
 | 
			
		||||
  want = s.thrust
 | 
			
		||||
  txm = self.xmin
 | 
			
		||||
  v1 = calc_velocity(s.dx, want, s.maxspd, s.drag)
 | 
			
		||||
  bd, bf = brake_dist(v1, bmx)
 | 
			
		||||
  bx  = bd + s.x + v1
 | 
			
		||||
 end
 | 
			
		||||
 if (bx <= txm) return want
 | 
			
		||||
 self.color = 8
 | 
			
		||||
 local overage = bx - txm
 | 
			
		||||
 want -= overage/max(bf,1)
 | 
			
		||||
 if (want < -s.thrust) want = -s.thrust
 | 
			
		||||
 return want
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function brake_dist(v0, brake_max)
 | 
			
		||||
 local tri_frames = abs(v0\brake_max)
 | 
			
		||||
 local chunks = tri_frames * (tri_frames - 1) >> 1
 | 
			
		||||
 local chunk_zone = chunks * brake_max
 | 
			
		||||
 local overage = abs(v0) - tri_frames * brake_max
 | 
			
		||||
 return (chunk_zone + overage * (tri_frames + 1)) * sgn(v0), (overage > 0) and tri_frames + 1 or tri_frames
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function constraints:cycle()
 | 
			
		||||
 if self.ctype=="bounds" then
 | 
			
		||||
  self.ctype="point"
 | 
			
		||||
 elseif self.ctype=="point" then
 | 
			
		||||
  self.ctype="off"
 | 
			
		||||
 else
 | 
			
		||||
  self.ctype="bounds"
 | 
			
		||||
 end
 | 
			
		||||
 self:setup()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function constraints:setup()
 | 
			
		||||
 if self.ctype=="point" then
 | 
			
		||||
  self.xmin = 64
 | 
			
		||||
  self.xmax = 64
 | 
			
		||||
 elseif self.ctype=="bounds" then
 | 
			
		||||
  self.xmin = 32
 | 
			
		||||
  self.xmax = 96
 | 
			
		||||
 else
 | 
			
		||||
  self.xmin = nil
 | 
			
		||||
  self.xmax = nil
 | 
			
		||||
 end
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function constraints:draw()
 | 
			
		||||
 if (not self.xmin) return
 | 
			
		||||
 rect(self.xmin, self.ymin, self.xmax, self.ymax, self.color)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
-->8
 | 
			
		||||
-- fx
 | 
			
		||||
 | 
			
		||||
-- todo: spark ring buffer
 | 
			
		||||
 | 
			
		||||
__gfx__
 | 
			
		||||
000000008000000000080000a000a000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000006666000080000009090000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000067777600800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000675555758008888009090000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
000000006750007508000000a000a000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000067777500080000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
00000000005555000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
							
								
								
									
										1
									
								
								code-of-conduct.md
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										1
									
								
								code-of-conduct.md
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1 @@
 | 
			
		||||
Trans rights.
 | 
			
		||||
@@ -75,7 +75,7 @@ function updategame()
 | 
			
		||||
	edeaths = {}
 | 
			
		||||
	for ip, ps in ipairs(pships) do
 | 
			
		||||
	 for ie, eb in ipairs(ebullets) do
 | 
			
		||||
	  if collides(hurtobx(ps), hurtbox(eb)) then
 | 
			
		||||
	  if collides(hurtbox(ps), hurtbox(eb)) then
 | 
			
		||||
	   if (eb:hitship(ps)) add(edeaths, ie)
 | 
			
		||||
	   if ps:hitbullet(eb) then
 | 
			
		||||
	    add(pdeaths, ip)
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										2162
									
								
								last_tyrianlike.p8
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										2162
									
								
								last_tyrianlike.p8
									
									
									
									
									
										Normal file
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							
							
								
								
									
										356
									
								
								old_readme.md
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										356
									
								
								old_readme.md
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,356 @@
 | 
			
		||||
This file contains text that used to be in the cartridge itself, but
 | 
			
		||||
I'm getting increasingly anxious about cartridge space so I'm moving
 | 
			
		||||
it out ot a separate file.
 | 
			
		||||
 | 
			
		||||
---
 | 
			
		||||
 | 
			
		||||
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.
 | 
			
		||||
							
								
								
									
										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
 | 
			
		||||
							
								
								
									
										122
									
								
								updatedshmup.p8
									
									
									
									
									
								
							
							
						
						
									
										122
									
								
								updatedshmup.p8
									
									
									
									
									
								
							@@ -397,23 +397,6 @@ function dropshadow(str, x, y, col)
 | 
			
		||||
 print(str, x, y, col)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function grab_p1_butts()
 | 
			
		||||
 if state ~= game then
 | 
			
		||||
  local r = {0,0,0,0,0}
 | 
			
		||||
  r[0] = 0
 | 
			
		||||
  return r
 | 
			
		||||
 end
 | 
			
		||||
 local b = btn()
 | 
			
		||||
 return {
 | 
			
		||||
  [0]=b&0x1,
 | 
			
		||||
  [1]=(b&0x2)>>1,
 | 
			
		||||
  [2]=(b&0x4)>>2,
 | 
			
		||||
  [3]=(b&0x8)>>3,
 | 
			
		||||
  [4]=(b&0x10)>>4,
 | 
			
		||||
  [5]=(b&0x20)>>5
 | 
			
		||||
 }
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
-->8
 | 
			
		||||
--ship behavior
 | 
			
		||||
 | 
			
		||||
@@ -448,19 +431,19 @@ end
 | 
			
		||||
function ship_m:move()
 | 
			
		||||
 self:refresh_shield()
 | 
			
		||||
 self.power = min(self.max_power, self.power + self.generator)
 | 
			
		||||
 butt = self:grab_butts()
 | 
			
		||||
 if (butt[5] > 0) self:maybe_shoot(self.main_gun)
 | 
			
		||||
 if (butt[4] > 0) self:maybe_shoot(self.special_gun)
 | 
			
		||||
 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)
 | 
			
		||||
 self.xmomentum += (self.thrust * butt[1]) - (self.thrust * butt[0])
 | 
			
		||||
 self.ymomentum += (self.thrust * butt[3]) - (self.thrust * butt[2])
 | 
			
		||||
 local dx, dy, shoot_spec, shoot_main = self:act()
 | 
			
		||||
 if (shoot_main) self:maybe_shoot(self.main_gun)
 | 
			
		||||
 if (shoot_spec) self:maybe_shoot(self.special_gun)
 | 
			
		||||
 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)
 | 
			
		||||
 self.xmomentum += dx
 | 
			
		||||
 self.ymomentum += dy
 | 
			
		||||
 self.xmomentum = mid(-self.maxspd, self.maxspd, self.xmomentum)
 | 
			
		||||
 self.ymomentum = mid(-self.maxspd, self.maxspd, self.ymomentum)
 | 
			
		||||
 
 | 
			
		||||
 self.x += self.xmomentum
 | 
			
		||||
 self.y += self.ymomentum
 | 
			
		||||
 
 | 
			
		||||
 if self == primary_self then
 | 
			
		||||
 if self == primary_ship then
 | 
			
		||||
  self.x = mid(0, 112 - 8 * self.size, self.x)
 | 
			
		||||
  self.y = mid(0, 128 - 8 * self.size, self.y)
 | 
			
		||||
 end
 | 
			
		||||
@@ -869,16 +852,18 @@ player = ship_m.new{
 | 
			
		||||
 thrust = 0.25, -- momentum added from button
 | 
			
		||||
 drag = 0.125, -- momentum lost per frame
 | 
			
		||||
 slip = false, -- does not slide down screen
 | 
			
		||||
 grab_butts = function(self)  -- fetch buttons
 | 
			
		||||
  local butts = grab_p1_butts()
 | 
			
		||||
  if butts[0] == butts[1] then
 | 
			
		||||
   self.sprite = 1
 | 
			
		||||
  elseif butts[0] > 0 then
 | 
			
		||||
 act = function(self)  -- fetch buttons
 | 
			
		||||
  local b,th = btn(),self.thrust
 | 
			
		||||
  local blr = b&0x3
 | 
			
		||||
  if blr == 1 then
 | 
			
		||||
   self.sprite=17
 | 
			
		||||
  else
 | 
			
		||||
  elseif blr==2 then
 | 
			
		||||
   self.sprite=18
 | 
			
		||||
  else
 | 
			
		||||
   self.sprite=1
 | 
			
		||||
  end
 | 
			
		||||
  return butts
 | 
			
		||||
  --dx, dy, shoot_spec, shoot_main
 | 
			
		||||
  return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
 | 
			
		||||
 end
 | 
			
		||||
}
 | 
			
		||||
mknew(player,
 | 
			
		||||
@@ -912,18 +897,12 @@ frownie = ship_m.new{
 | 
			
		||||
 thrust = 0.12, -- momentum added from button
 | 
			
		||||
 drag = 0.07, -- momentum lost per frame
 | 
			
		||||
 slip = true,
 | 
			
		||||
 grab_butts = function(discard_self)
 | 
			
		||||
  -- buttons are effectively analog
 | 
			
		||||
  -- and negative buttons work just fine!
 | 
			
		||||
  local butts = {}
 | 
			
		||||
  local tstate = (1 + flr(4*t() + 0.5)) % 6
 | 
			
		||||
  butts[0] = ((tstate==1 or tstate==2) and 1) or 0
 | 
			
		||||
  butts[1] = ((tstate==4 or tstate==5) and 1) or 0
 | 
			
		||||
  for b=2, 5 do
 | 
			
		||||
   butts[b]=0
 | 
			
		||||
  end
 | 
			
		||||
  return butts
 | 
			
		||||
 end, -- button fetch algorithm
 | 
			
		||||
 act = function(self)
 | 
			
		||||
  local tstate,dx = (1 + flr(4*t() + 0.5)) % 6,0
 | 
			
		||||
  if (tstate==1 or tstate==2) dx=-self.thrust
 | 
			
		||||
  if (tstate>=4) dx=self.thrust
 | 
			
		||||
  return dx,0,false,false
 | 
			
		||||
 end,
 | 
			
		||||
}
 | 
			
		||||
mknew(frownie)
 | 
			
		||||
 | 
			
		||||
@@ -962,10 +941,9 @@ spewy = frownie.new{
 | 
			
		||||
 generator=0.5,
 | 
			
		||||
 fire_off_x=4,
 | 
			
		||||
 fire_off_y = 7,
 | 
			
		||||
 grab_butts=function()
 | 
			
		||||
  local butts=frownie.grab_butts()
 | 
			
		||||
  butts[5]=1
 | 
			
		||||
  return butts
 | 
			
		||||
 act=function(self)
 | 
			
		||||
  local dx,dy,shoot_spec=frownie.act(self)
 | 
			
		||||
  return dx, dy, shoot_spec, true
 | 
			
		||||
 end
 | 
			
		||||
}
 | 
			
		||||
mknew(spewy, function(ship)
 | 
			
		||||
@@ -1000,12 +978,11 @@ mknew(chasey, function(ship)
 | 
			
		||||
 ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
 | 
			
		||||
end)
 | 
			
		||||
 | 
			
		||||
function chasey:grab_butts()
 | 
			
		||||
 local butts = {[0]=0,0,0,0,0,0}
 | 
			
		||||
 if (self.x < primary_ship.x) butts[1] = 1
 | 
			
		||||
 if (self.x > primary_ship.x) butts[0] = 1
 | 
			
		||||
 if (self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x) butts[5] = 1
 | 
			
		||||
 return butts
 | 
			
		||||
function chasey:act()
 | 
			
		||||
 local dx = 0
 | 
			
		||||
 if (self.x < primary_ship.x) dx=self.thrust
 | 
			
		||||
 if (self.x > primary_ship.x) dx=-self.thrust
 | 
			
		||||
 return dx, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
xl_chasey=chasey.new{
 | 
			
		||||
@@ -1021,10 +998,10 @@ xl_chasey=chasey.new{
 | 
			
		||||
 shield = 5,
 | 
			
		||||
 boss = true,
 | 
			
		||||
 slip = false,
 | 
			
		||||
 grab_butts = function(self)
 | 
			
		||||
  local butts = chasey.grab_butts(self)
 | 
			
		||||
  if (self.y < 4) butts[3] = 1
 | 
			
		||||
  return butts
 | 
			
		||||
 act = function(self)
 | 
			
		||||
  local dx,dy,shoot_spec,shoot_main = chasey.act(self)
 | 
			
		||||
  if (self.y < 4) dy=self.thrust
 | 
			
		||||
  return dx,dy,shoot_spec,shoot_main
 | 
			
		||||
 end,
 | 
			
		||||
 draw = function(self)
 | 
			
		||||
  if(self.fx_pal) pal(self.fx_pal)
 | 
			
		||||
@@ -1308,7 +1285,7 @@ end
 | 
			
		||||
function spawn_goodie(goodie_name, x, y, sz)
 | 
			
		||||
 if (not goodie_name or #goodie_name == 0) return
 | 
			
		||||
 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)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function multi(times, interval, fnm, ...)
 | 
			
		||||
@@ -1510,18 +1487,12 @@ like a player pushing buttons.
 | 
			
		||||
the player ship actually reads
 | 
			
		||||
buttons for this.
 | 
			
		||||
 | 
			
		||||
grab_butts - ship thrust control
 | 
			
		||||
based on btn() api. returns a
 | 
			
		||||
table indexed from 0..5 with
 | 
			
		||||
0 to not push this button and 1
 | 
			
		||||
to push it. ships can use
 | 
			
		||||
fractional or out-of-range
 | 
			
		||||
numbers to get varying amounts
 | 
			
		||||
of thrust, including using
 | 
			
		||||
negative numbers for thrust in
 | 
			
		||||
the opposite direction. 4 and 5
 | 
			
		||||
just check for nonzeroness to
 | 
			
		||||
attempt to fire.
 | 
			
		||||
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.
 | 
			
		||||
@@ -1800,9 +1771,7 @@ function boom(x,y,boominess,is_boss)
 | 
			
		||||
 local boombonus = min(0.05 * boominess, 1.25)
 | 
			
		||||
 for _=1,boominess do
 | 
			
		||||
  local angle = rnd(1)
 | 
			
		||||
  local butts = {0, sin(angle), 0}
 | 
			
		||||
  butts[0] = cos(angle)
 | 
			
		||||
  spark(sp,x+4,y+4,butts,boombase+rnd(boombonus),1, true)
 | 
			
		||||
  spark(sp,x+4,y+4,cos(angle), sin(angle),boombase+rnd(boombonus),1, true)
 | 
			
		||||
 end
 | 
			
		||||
 return
 | 
			
		||||
end
 | 
			
		||||
@@ -1822,17 +1791,16 @@ function spark_particle:draw()
 | 
			
		||||
 pset(self.x,self.y,self.sprs[self.sidx])
 | 
			
		||||
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
 | 
			
		||||
 thrust *= 2.5
 | 
			
		||||
 local target = fg and intangibles_fg or intangibles_bg
 | 
			
		||||
 target:push_back(spark_particle.new{
 | 
			
		||||
  x = x + rnd(4) - 2,
 | 
			
		||||
  y = y + rnd(4) - 2,
 | 
			
		||||
  sprs = sprs,
 | 
			
		||||
  sidx = 1,
 | 
			
		||||
  dx = (butts[0] - butts[1]) * thrust + rnd(2) - 1,
 | 
			
		||||
  dy = (butts[2] - butts[3]) * thrust + rnd(2) - 1,
 | 
			
		||||
  dx = dx + rnd(2) - 1,
 | 
			
		||||
  dy = dy + rnd(2) - 1,
 | 
			
		||||
 })
 | 
			
		||||
end
 | 
			
		||||
-->8
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										2243
									
								
								vacuum_gambit.p8
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										2243
									
								
								vacuum_gambit.p8
									
									
									
									
									
										Normal file
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							
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