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