Compare commits
	
		
			7 Commits
		
	
	
		
			main
			...
			bullet_ref
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| ead2a7d874 | |||
| 571412b15e | |||
| 907bd8318c | |||
| 7170552448 | |||
| 01ab6d3969 | |||
| 7869192dee | |||
| a4658e3ef4 | 
							
								
								
									
										282
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							
							
						
						
									
										282
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							| @@ -1,5 +1,5 @@ | ||||
| pico-8 cartridge // http://www.pico-8.com | ||||
| version 41 | ||||
| version 42 | ||||
| __lua__ | ||||
| -- vacuum gambit | ||||
| -- by kistaro windrider | ||||
| @@ -18,6 +18,11 @@ function csv(s) | ||||
|  end | ||||
|  return ret | ||||
| end | ||||
| function const_fxn(x) | ||||
|  return function() | ||||
|   return x | ||||
|  end | ||||
| end | ||||
|  | ||||
| -- generate standard "overlay" | ||||
| -- constructor for type tt. | ||||
| @@ -118,7 +123,7 @@ end | ||||
| function _init() | ||||
|  init_blip_pals() | ||||
| 	wipe_level() | ||||
| 	primary_ship.main_gun = zap_gun.new() | ||||
| 	primary_ship.main_gun = zap_gun_p.new()  -- redundant? | ||||
| 	load_level(example_level_csv) | ||||
| 	state = game | ||||
| 	pal(2,129) | ||||
| @@ -580,9 +585,15 @@ end | ||||
| -->8 | ||||
| -- bullet and gun behaviors | ||||
|  | ||||
| bullet_base = { | ||||
|  enemyspd = 0.5 | ||||
| } | ||||
| function player_blt_cat() | ||||
|  return pbullets | ||||
| end | ||||
|  | ||||
| function enemy_blt_cat() | ||||
|  return ebullets | ||||
| end | ||||
|  | ||||
| bullet_base = { } | ||||
| mknew(bullet_base) | ||||
|  | ||||
| gun_base = {  | ||||
| @@ -601,18 +612,10 @@ end | ||||
|  | ||||
| function bullet_base:move() | ||||
|  self.x += self.dx | ||||
|  if self.enemy then | ||||
|   self.y += self.dy | ||||
|   if self.y > 128 then | ||||
|    self:die() | ||||
|    return true | ||||
|   end | ||||
|  else | ||||
|   self.y -= self.dy | ||||
|   if self.y < -8*self.height then | ||||
|    self:die() | ||||
|    return true | ||||
|   end | ||||
|  self.y += self.dy | ||||
|  if (self.y > 128) or (self.y < -8 * self.height) then | ||||
|   self:die() | ||||
|   return true | ||||
|  end | ||||
|  return false | ||||
| end | ||||
| @@ -621,19 +624,20 @@ function bullet_base:draw() | ||||
|  spr(self.sprite, self.x, self.y, self.width, self.height) | ||||
| end | ||||
|  | ||||
| function bullet_base:spawn_at(x, y) | ||||
|  self.x = x - self.center_x_off | ||||
|  if self.enemy then | ||||
|   self.dx *= self.enemyspd | ||||
|   self.dy *= self.enemyspd | ||||
|   self.y = y + self.top_y_off | ||||
|   ebullets:push_back(self) | ||||
|  else | ||||
|   self.y = y - (8 * self.height) + self.bottom_y_off | ||||
|   pbullets:push_back(self) | ||||
| -- An `actually_shoot` factory | ||||
| -- for trivial guns | ||||
| function spawn_one(t) | ||||
|  return function(gun, x, y) | ||||
|   t.new{}:spawn_at(x, y) | ||||
|  end | ||||
| end | ||||
|  | ||||
| function bullet_base:spawn_at(x, y) | ||||
|  self.x = x - self.x_off | ||||
|  self.y = y - self.y_off | ||||
|  self.category():push_back(self) | ||||
| end | ||||
|  | ||||
| function gun_base:shoot(x, y) | ||||
|  if (lframe < self.shoot_ready) return false | ||||
|  if self.ammo then | ||||
| @@ -645,23 +649,12 @@ function gun_base:shoot(x, y) | ||||
|  return true | ||||
| end | ||||
|  | ||||
| function gun_base:actually_shoot(x, y) | ||||
|  local typ = self.t | ||||
|  local b = typ.new{ | ||||
|   enemy = self.enemy, | ||||
|   sprite = self.enemy and typ.esprite or typ.psprite, | ||||
|  } | ||||
|  b:spawn_at(x, y) | ||||
|  return true | ||||
| end | ||||
|  | ||||
| -->8 | ||||
| -- bullets and guns | ||||
|  | ||||
| zap = bullet_base.new{ | ||||
| zap_e = bullet_base.new{ | ||||
|  --shape | ||||
|  psprite = 8, --index of player ammo sprite | ||||
|  esprite = 9, -- index of enemy ammo sprite | ||||
|  sprite = 9, --index of enemy ammo sprite | ||||
|  width = 1, --in 8x8 blocks | ||||
|  height = 1, | ||||
|  hurt = { -- hurtbox - where this ship can be hit | ||||
| @@ -670,33 +663,43 @@ zap = bullet_base.new{ | ||||
|   width = 2, | ||||
|   height = 8 | ||||
|  }, | ||||
|  center_x_off = 1, -- how to position by ship | ||||
|  bottom_y_off = 0, | ||||
|  top_y_off = 0, | ||||
|  x_off = 1, -- how to position by ship | ||||
|  y_off = 8, | ||||
|   | ||||
|  damage = 1, | ||||
|  dx = 0,  -- px/frame | ||||
|  dy = 8, | ||||
|  dy = 4, | ||||
|  | ||||
|  hitship = function(_, _) | ||||
|   return true | ||||
|  end | ||||
|  hitship = const_fxn(true), | ||||
|  | ||||
|  category = enemy_blt_cat, | ||||
| } | ||||
| mknew(zap) | ||||
| mknew(zap_e) | ||||
|  | ||||
| zap_gun = gun_base.new{ | ||||
|  enemy = false, | ||||
| zap_p = zap_e.new{ | ||||
|  sprite = 8, | ||||
|  dy = -8, | ||||
|  y_off = 0, | ||||
|  category = player_blt_cat, | ||||
| } | ||||
| mknew(zap_p) | ||||
|  | ||||
| zap_gun_e = gun_base.new{ | ||||
|  power = 20, -- power consumed per shot | ||||
|  cooldown = 0x0.000a, -- frames between shots | ||||
|  ammo = nil, -- unlimited ammo - main gun | ||||
|  t = zap -- metatable of bullet to fire | ||||
|  actually_shoot = spawn_one(zap_e), | ||||
| } | ||||
| mknew(zap_gun) | ||||
| mknew(zap_gun_e) | ||||
|  | ||||
| zap_gun_p = zap_gun_e.new{ | ||||
|  actually_shoot = spawn_one(zap_p), | ||||
| } | ||||
| mknew(zap_gun_p) | ||||
|  | ||||
| blast = bullet_base.new{ | ||||
|  --shape | ||||
|  psprite = 12, --index of player ammo sprite | ||||
|  esprite = 3, -- index of enemy ammo sprite | ||||
|  sprite = 12, --index of player ammo sprite | ||||
|  width = 1, --in 8x8 blocks | ||||
|  height = 1, | ||||
|  hurt = { -- hurtbox - where this ship can be hit | ||||
| @@ -705,13 +708,12 @@ blast = bullet_base.new{ | ||||
|   width = 6, | ||||
|   height = 6 | ||||
|  }, | ||||
|  center_x_off = 4, -- how to position by ship | ||||
|  bottom_y_off = 0, | ||||
|  top_y_off = 0, | ||||
|  x_off = 4, -- how to position by ship | ||||
|  y_off = 0, | ||||
|   | ||||
|  damage = 4, | ||||
|  dx = 0,  -- px/frame | ||||
|  dy = 2, | ||||
|  dy = -2, | ||||
|  awaitcancel = false, | ||||
|  | ||||
|  -- disable damage for 2 frames | ||||
| @@ -736,25 +738,24 @@ blast = bullet_base.new{ | ||||
|     self.awaitcancel = false | ||||
|    end) | ||||
|   end | ||||
|  end | ||||
|  end, | ||||
|  category=player_blt_cat | ||||
| } | ||||
| mknew(blast) | ||||
|  | ||||
| blast_gun = gun_base.new{ | ||||
|  icon = 13, | ||||
|  enemy = false, | ||||
|  power = 0, -- ammo, not power | ||||
|  power = 0, -- only cost is ammo | ||||
|  cooldown = 0x0.0020, -- frames between shots | ||||
|  ammo = 5, | ||||
|  maxammo = 5, | ||||
|  t = blast -- type of bullet to fire | ||||
|  actually_shoot = spawn_one(blast), | ||||
| } | ||||
| mknew(blast_gun) | ||||
|  | ||||
| protron = bullet_base.new{ | ||||
| protron_e = bullet_base.new{ | ||||
|  --shape | ||||
|  psprite = 23, --index of player ammo sprite | ||||
|  esprite = 24, -- index of enemy ammo sprite | ||||
|  sprite = 24, | ||||
|  width = 1, --in 8x8 blocks | ||||
|  height = 1, | ||||
|  hurt = { -- hurtbox - where this ship can be hit | ||||
| @@ -763,56 +764,63 @@ protron = bullet_base.new{ | ||||
|   width = 2, | ||||
|   height = 2 | ||||
|  }, | ||||
|  center_x_off = 1, -- how to position by ship | ||||
|  bottom_y_off = 4, | ||||
|  top_y_off = 0, | ||||
|  x_off = 1, -- how to position by ship | ||||
|  y_off = 4, | ||||
|   | ||||
|  damage = 1, | ||||
|  dx = 0,  -- px/frame | ||||
|  dy = 3, | ||||
|  dym = 0.5, -- gun sets dy; | ||||
|              -- this is mult | ||||
|  category = enemy_blt_cat, | ||||
| } | ||||
| mknew(protron) | ||||
| mknew(protron_e) | ||||
|  | ||||
| protron_gun = gun_base.new{ | ||||
| protron_p = protron_e.new{ | ||||
|  sprite=23, | ||||
|  dym = -1, | ||||
|  y_off = 0, | ||||
|  category=player_blt_cat, | ||||
| } | ||||
| mknew(protron_p) | ||||
|  | ||||
| protron_gun_e = gun_base.new{ | ||||
|  icon = 25, | ||||
|  enemy = false, | ||||
|  power = 60, | ||||
|  cooldown = 0x0.000f, -- frames between shots | ||||
|  ammo = nil, | ||||
|  maxammo = nil, | ||||
|  actually_shoot = function(self, x, y) | ||||
|   local sprite = protron.psprite | ||||
|   if (self.enemy) sprite=protron.esprite | ||||
|   for i=1,3 do | ||||
|    local b = protron.new{ | ||||
|     enemy=self.enemy, | ||||
|     sprite=sprite, | ||||
|     dx = i, | ||||
|     dy = 4-i | ||||
|    } | ||||
|    b:spawn_at(x,y) | ||||
|    local b2 = protron.new{ | ||||
|     enemy=self.enemy, | ||||
|     sprite=sprite, | ||||
|     dx = -i, | ||||
|     dy = 4-i | ||||
|    } | ||||
|    b2:spawn_at(x,y) | ||||
|   end | ||||
|   local bup = protron.new{ | ||||
|    enemy=self.enemy, | ||||
|    sprite=sprite, | ||||
|    dy=4 | ||||
|   } | ||||
|   bup:spawn_at(x,y) | ||||
|  end | ||||
|  munition = protron_e | ||||
| } | ||||
| mknew(protron_gun) | ||||
| mknew(protron_gun_e) | ||||
|  | ||||
| vulcan = bullet_base.new{ | ||||
| function protron_gun_e:actually_shoot(x, y) | ||||
|  local m = self.munition.dym | ||||
|  for i=1,3 do | ||||
|   local b = self.munition.new{ | ||||
|    dx = i*m, | ||||
|    dy = (4-i)*m, | ||||
|   } | ||||
|   b:spawn_at(x,y) | ||||
|   local b2 = self.munition.new{ | ||||
|    dx = -i*m, | ||||
|    dy = (4-i)*m, | ||||
|   } | ||||
|   b2:spawn_at(x,y) | ||||
|  end | ||||
|  local bup = self.munition.new{ | ||||
|   dx=0, | ||||
|   dy=4*m, | ||||
|  } | ||||
|  bup:spawn_at(x,y) | ||||
| end | ||||
|  | ||||
| protron_gun_p = protron_gun_e.new{ | ||||
|  munition = protron_p, | ||||
| } | ||||
| mknew(protron_gun_p) | ||||
|  | ||||
| vulcan_e = bullet_base.new{ | ||||
|  --shape | ||||
|  psprite = 22, --index of player ammo sprite | ||||
|  esprite = 21, -- index of enemy ammo sprite | ||||
|  sprite = 21, | ||||
|  width = 1, --in 8x8 blocks | ||||
|  height = 1, | ||||
|  hurt = { -- hurtbox - where this ship can be hit | ||||
| @@ -821,31 +829,37 @@ vulcan = bullet_base.new{ | ||||
|   width = 1, | ||||
|   height = 4 | ||||
|  }, | ||||
|  center_x_off = 0.5, -- how to position by ship | ||||
|  bottom_y_off = 4, | ||||
|  top_y_off = 0, | ||||
|  x_off = 0.5, -- how to position by ship | ||||
|  y_off = 0, | ||||
|   | ||||
|  damage = 0.5, | ||||
|  dx = 0,  -- px/frame | ||||
|  dy = 4, | ||||
|  -- dx from gun | ||||
|  dy = 2, | ||||
|  category=enemy_blt_cat | ||||
| } | ||||
| mknew(vulcan) | ||||
| mknew(vulcan_e) | ||||
|  | ||||
| vulcan_gun = gun_base.new{ | ||||
| vulcan_p = vulcan_e.new{ | ||||
|  sprite=22, | ||||
|  y_off = 4, | ||||
|  dy = -4, | ||||
|  category=player_blt_cat | ||||
| } | ||||
| mknew(vulcan_p) | ||||
|  | ||||
| vulcan_gun_e = gun_base.new{ | ||||
|  icon = 37, | ||||
|  enemy = false, | ||||
|  power = 8, | ||||
|  cooldown = 0x0.0002, -- frames between shots | ||||
|  ammo = nil, | ||||
|  maxammo = nil, | ||||
|  munition=vulcan_e, | ||||
|  dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35}, | ||||
|  xoffs = {1, 0, -1, 1, 0, -1}, | ||||
|  dxidx = 1, | ||||
|  actually_shoot = function(self, x, y) | ||||
|   local sprite = self.enemy and vulcan.esprite or vulcan.psprite | ||||
|   local b = vulcan.new{ | ||||
|    enemy=self.enemy, | ||||
|    sprite=sprite, | ||||
|   local b = self.munition.new{ | ||||
|    dx = self.dxs[self.dxidx], | ||||
|   } | ||||
|   b:spawn_at(self.xoffs[self.dxidx]+x,y) | ||||
| @@ -853,7 +867,12 @@ vulcan_gun = gun_base.new{ | ||||
|   if (self.dxidx > #self.dxs) self.dxidx = 1 | ||||
|  end | ||||
| } | ||||
| mknew(vulcan_gun) | ||||
| mknew(vulcan_gun_e) | ||||
|  | ||||
| vulcan_gun_p = vulcan_gun_e.new{ | ||||
|  munition=vulcan_p, | ||||
| } | ||||
| mknew(vulcan_gun_p) | ||||
|  | ||||
| -->8 | ||||
| --ships, including player | ||||
| @@ -915,7 +934,7 @@ player = ship_m.new{ | ||||
| } | ||||
| mknew(player, | ||||
|  function(p) | ||||
|   p.main_gun = zap_gun.new() | ||||
|   p.main_gun = zap_gun_p.new() | ||||
|   -- ONE HIT MODE | ||||
|   -- | ||||
|   -- p.hp = 0 | ||||
| @@ -1000,7 +1019,7 @@ spewy = frownie.new{ | ||||
|  end | ||||
| } | ||||
| mknew(spewy, function(ship) | ||||
|  ship.main_gun=ship.main_gun or protron_gun.new{enemy=true} | ||||
|  ship.main_gun=ship.main_gun or protron_gun_e.new{enemy=true} | ||||
| end) | ||||
|  | ||||
| chasey = ship_m.new{ | ||||
| @@ -1028,7 +1047,7 @@ chasey = ship_m.new{ | ||||
|  slip = true, | ||||
| } | ||||
| mknew(chasey, function(ship) | ||||
|  ship.main_gun=ship.main_gun or zap_gun.new{enemy=true} | ||||
|  ship.main_gun=ship.main_gun or zap_gun_e.new{} | ||||
| end) | ||||
|  | ||||
| function chasey:act() | ||||
| @@ -1046,6 +1065,8 @@ xl_chasey=chasey.new{ | ||||
|   width = 12, | ||||
|   height = 10 | ||||
|  }, | ||||
|  fire_off_x = 8, | ||||
|  fire_off_y = 15, | ||||
|  hp = 19.5, | ||||
|  shield = 5, | ||||
|  boss = true, | ||||
| @@ -1062,7 +1083,7 @@ xl_chasey=chasey.new{ | ||||
|  end, | ||||
| } | ||||
| mknew(xl_chasey, function(ship) | ||||
|  ship.main_gun=ship.main_gun or zap_gun.new{enemy=true} | ||||
|  ship.main_gun=ship.main_gun or zap_gun_e.new{} | ||||
| end) | ||||
| -->8 | ||||
| -- collisions | ||||
| @@ -1271,9 +1292,9 @@ end | ||||
|  | ||||
| function spawn_bonus_vulcan_chasey() | ||||
|  local c = spawn_chasey() | ||||
|  c.main_gun=vulcan_gun.new{enemy=true} | ||||
|  c.main_gun=vulcan_gun_e.new{enemy=true} | ||||
|  c.die = function(self) | ||||
|   spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun) | ||||
|   spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p) | ||||
|   chasey.die(self) | ||||
|  end | ||||
|  c.sprite=4 | ||||
| @@ -1376,7 +1397,7 @@ example_level_csv=[[1,spawn_frownie | ||||
| 310,spawn_blocking_blocky | ||||
| 310,spawn_blocking_blocky | ||||
| 311,spawn_frownie | ||||
| 350,spawn_main_gun_at,70,-11,protron_gun | ||||
| 350,spawn_main_gun_at,70,-11,protron_gun_p | ||||
| 401,spawn_frownie | ||||
| 420,spawn_blocking_frownie | ||||
| 430,spawn_bonus_vulcan_chasey | ||||
| @@ -1486,8 +1507,9 @@ bullets | ||||
|   shots much easier to dodge | ||||
| * damage - damage per hit; | ||||
|   used by ships | ||||
| * psprite, esprite - index of | ||||
|   player or enemy sprite. | ||||
| * 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. | ||||
| @@ -1876,7 +1898,7 @@ powerup = bullet_base.new{ | ||||
|  -- easy to pick up | ||||
|  dx = 0, | ||||
|  dy = 1.5, -- 0.75 after enemyspd | ||||
|  enemy = true, -- collides with player ship | ||||
|  category = enemy_blt_cat, -- collides with player ship | ||||
|  damage = 0, | ||||
|   | ||||
|  anim_speed = 2, | ||||
| @@ -1909,9 +1931,8 @@ repair = powerup.new{ | ||||
|   width = 12, | ||||
|   height = 12 | ||||
|  }, | ||||
|  center_x_off = 4, | ||||
|  top_y_off = 0, | ||||
|  bottom_y_off = 0, | ||||
|  x_off = 4, | ||||
|  y_off = 0, | ||||
|  sprites = sheen8x8, | ||||
|  hitship = function(self, ship) | ||||
|   if (ship ~= primary_ship) return false | ||||
| @@ -1937,9 +1958,8 @@ gun_swap = powerup.new{ | ||||
|   height = 16 | ||||
|  }, | ||||
|  -- gun = gun_type.new{} | ||||
|  center_x_off = 6, | ||||
|  top_y_off = 0, | ||||
|  bottom_y_off = 4, | ||||
|  x_off = 6, | ||||
|  y_off = 0, | ||||
|  width = 2, | ||||
|  height = 2, | ||||
|  sprites = {64, 66, 68, 70, 72, 74, 76, 78}, | ||||
|   | ||||
		Reference in New Issue
	
	Block a user