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bullet_ref
Author | SHA1 | Date | |
---|---|---|---|
ead2a7d874 | |||
571412b15e | |||
907bd8318c | |||
7170552448 | |||
01ab6d3969 | |||
7869192dee | |||
a4658e3ef4 |
@ -1,5 +1,5 @@
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pico-8 cartridge // http://www.pico-8.com
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version 42
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version 41
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__lua__
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-- vacuum gambit
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-- by kistaro windrider
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@ -18,17 +18,12 @@ function csv(s)
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end
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return ret
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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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-- constructor for type tt.
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-- if tt.init is defined, generated
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-- new calls tt.init(ret) after
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-- ret is definitely not nil,
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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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@ -37,8 +32,8 @@ end
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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)
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local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
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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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@ -46,18 +41,15 @@ function mknew(tt)
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setmetatable(ret, mt)
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return ret
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end
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return tt
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end
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-- intrusive singly-linked list.
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-- cannot be nested!
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linked_list = mknew{
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is_linked_list=true,
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init = function(x)
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linked_list = {is_linked_list=true}
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mknew(linked_list, function(x)
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x.next=nil
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x.tail=x
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end,
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}
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end)
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function linked_list:push_back(x)
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self.tail.next = x
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@ -126,7 +118,7 @@ end
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function _init()
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init_blip_pals()
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wipe_level()
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primary_ship.main_gun = zap_gun_p.new() -- redundant?
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primary_ship.main_gun = zap_gun.new()
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load_level(example_level_csv)
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state = game
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pal(2,129)
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@ -420,7 +412,7 @@ end
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scrollrate = 0.25 --in px/frame
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ship_m = mknew{
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ship_m = {
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-- ships have no shield by default
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shield = 0,
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@ -445,6 +437,7 @@ ship_m = mknew{
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-- ymin, ymax default to nil
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-- pship needs more constraint
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}
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mknew(ship_m)
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function ship_m:die()
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self.dead = true
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@ -587,20 +580,16 @@ end
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-->8
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-- bullet and gun behaviors
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function player_blt_cat()
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return pbullets
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end
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bullet_base = {
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enemyspd = 0.5
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}
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mknew(bullet_base)
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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 = mknew{ }
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gun_base = mknew{
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gun_base = {
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shoot_ready = -32768,
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icon = 20
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}
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mknew(gun_base)
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function bullet_base:hitship(_)
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self:die()
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@ -612,10 +601,18 @@ end
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function bullet_base:move()
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self.x += self.dx
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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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self:die()
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return true
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if self.enemy then
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self.y += self.dy
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if self.y > 128 then
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self:die()
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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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return false
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end
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@ -624,18 +621,17 @@ function bullet_base:draw()
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spr(self.sprite, self.x, self.y, self.width, self.height)
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end
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-- An `actually_shoot` factory
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-- for trivial guns
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function spawn_one(t)
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return function(gun, x, y)
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t.new{}:spawn_at(x, y)
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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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self.x = x - self.center_x_off
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if self.enemy then
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self.dx *= self.enemyspd
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self.dy *= self.enemyspd
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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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function gun_base:shoot(x, y)
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@ -649,12 +645,23 @@ function gun_base:shoot(x, y)
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return true
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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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-- bullets and guns
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zap_e = mknew(bullet_base.new{
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zap = bullet_base.new{
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--shape
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sprite = 9, --index of enemy ammo sprite
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psprite = 8, --index of player 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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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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@ -663,39 +670,33 @@ zap_e = mknew(bullet_base.new{
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width = 2,
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height = 8
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},
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x_off = 1, -- how to position by ship
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y_off = 8,
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center_x_off = 1, -- how to position by ship
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bottom_y_off = 0,
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top_y_off = 0,
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damage = 1,
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dx = 0, -- px/frame
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dy = 4,
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dy = 8,
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hitship = const_fxn(true),
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hitship = function(_, _)
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return true
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end
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}
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mknew(zap)
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category = enemy_blt_cat,
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})
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zap_p = mknew(zap_e.new{
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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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zap_gun_e = mknew(gun_base.new{
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zap_gun = gun_base.new{
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enemy = false,
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power = 20, -- power consumed per shot
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cooldown = 0x0.000a, -- frames between shots
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ammo = nil, -- unlimited ammo - main gun
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actually_shoot = spawn_one(zap_e),
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})
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t = zap -- metatable of bullet to fire
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}
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mknew(zap_gun)
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zap_gun_p = mknew(zap_gun_e.new{
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actually_shoot = spawn_one(zap_p),
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})
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blast = mknew(bullet_base.new{
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blast = bullet_base.new{
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--shape
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sprite = 12, --index of player ammo sprite
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psprite = 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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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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@ -704,12 +705,13 @@ blast = mknew(bullet_base.new{
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width = 6,
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height = 6
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},
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x_off = 4, -- how to position by ship
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y_off = 0,
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center_x_off = 4, -- how to position by ship
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bottom_y_off = 0,
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top_y_off = 0,
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damage = 4,
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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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-- disable damage for 2 frames
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@ -734,22 +736,25 @@ blast = mknew(bullet_base.new{
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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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category=player_blt_cat
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})
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end
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}
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mknew(blast)
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blast_gun = mknew(gun_base.new{
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blast_gun = gun_base.new{
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icon = 13,
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power = 0, -- only cost is ammo
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enemy = false,
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power = 0, -- ammo, not power
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cooldown = 0x0.0020, -- frames between shots
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ammo = 5,
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maxammo = 5,
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actually_shoot = spawn_one(blast),
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})
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t = blast -- type of bullet to fire
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}
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mknew(blast_gun)
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protron_e = mknew(bullet_base.new{
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protron = bullet_base.new{
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--shape
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sprite = 24,
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psprite = 23, --index of player ammo sprite
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esprite = 24, -- index of enemy ammo sprite
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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@ -758,59 +763,56 @@ protron_e = mknew(bullet_base.new{
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width = 2,
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height = 2
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},
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x_off = 1, -- how to position by ship
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y_off = 4,
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center_x_off = 1, -- how to position by ship
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bottom_y_off = 4,
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top_y_off = 0,
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damage = 1,
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dym = 0.5, -- gun sets dy;
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-- this is mult
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category = enemy_blt_cat,
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})
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dx = 0, -- px/frame
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dy = 3,
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}
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mknew(protron)
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protron_p = mknew(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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protron_gun_e = mknew(gun_base.new{
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protron_gun = gun_base.new{
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icon = 25,
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enemy = false,
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power = 60,
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cooldown = 0x0.000f, -- frames between shots
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ammo = nil,
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maxammo = nil,
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munition = protron_e
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})
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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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actually_shoot = function(self, x, y)
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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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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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bup: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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}
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mknew(protron_gun)
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protron_gun_p = mknew(protron_gun_e.new{
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munition = protron_p,
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})
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vulcan_e = mknew(bullet_base.new{
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vulcan = bullet_base.new{
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--shape
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sprite = 21,
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psprite = 22, --index of player ammo sprite
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esprite = 21, -- index of enemy ammo sprite
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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@ -819,46 +821,39 @@ vulcan_e = mknew(bullet_base.new{
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width = 1,
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height = 4
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},
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x_off = 0.5, -- how to position by ship
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y_off = 0,
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center_x_off = 0.5, -- how to position by ship
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bottom_y_off = 4,
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top_y_off = 0,
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damage = 0.5,
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-- dx from gun
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dy = 2,
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category=enemy_blt_cat
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})
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dx = 0, -- px/frame
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dy = 4,
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}
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mknew(vulcan)
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vulcan_p = mknew(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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vulcan_gun_e = mknew(gun_base.new{
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vulcan_gun = gun_base.new{
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icon = 37,
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enemy = false,
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power = 8,
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cooldown = 0x0.0002, -- frames between shots
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ammo = 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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xoffs = {1, 0, -1, 1, 0, -1},
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dxidx = 1,
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actually_shoot = function(self, x, y)
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local b = self.munition.new{
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local sprite = self.enemy and vulcan.esprite or vulcan.psprite
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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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}
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b:spawn_at(self.xoffs[self.dxidx]+x,y)
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self.dxidx += 1
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if (self.dxidx > #self.dxs) self.dxidx = 1
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end
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})
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vulcan_gun_p = mknew(vulcan_gun_e.new{
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munition=vulcan_p,
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})
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}
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mknew(vulcan_gun)
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-->8
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--ships, including player
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@ -866,7 +861,7 @@ vulcan_gun_p = mknew(vulcan_gun_e.new{
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firespark = split"9, 8, 2, 5, 1"
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smokespark = split"13, 13, 5, 5"
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player = mknew(ship_m.new{
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player = ship_m.new{
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--shape
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sprite = 1, --index of ship sprite
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size = 1, --all ships are square; how many 8x8 sprites?
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@ -916,20 +911,21 @@ player = mknew(ship_m.new{
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end
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--dx, dy, shoot_spec, shoot_main
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return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
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end,
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init = function(p)
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p.main_gun = zap_gun_p.new()
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end
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}
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mknew(player,
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function(p)
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p.main_gun = zap_gun.new()
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-- ONE HIT MODE
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--
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-- p.hp = 0
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-- p.maxhp = 0
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-- p.shield = 0
|
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-- p.maxshield = 0
|
||||
end,
|
||||
})
|
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end
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)
|
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|
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frownie = mknew(ship_m.new{
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frownie = ship_m.new{
|
||||
--shape
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sprite = 3, --index of ship sprite
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||||
size = 1, --all ships are square; how many 8x8 sprites?
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||||
@ -960,9 +956,10 @@ frownie = mknew(ship_m.new{
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if (tstate>=4) dx=self.thrust
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return dx,0,false,false
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end,
|
||||
})
|
||||
}
|
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mknew(frownie)
|
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|
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blocky = mknew(frownie.new{
|
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blocky = frownie.new{
|
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sprite = 10,
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hp = 1.5,
|
||||
hurt = {
|
||||
@ -980,9 +977,10 @@ blocky = mknew(frownie.new{
|
||||
end
|
||||
ship_m.ow(self)
|
||||
end
|
||||
})
|
||||
}
|
||||
mknew(blocky)
|
||||
|
||||
spewy = mknew(frownie.new{
|
||||
spewy = frownie.new{
|
||||
sprite=26,
|
||||
power=-20,
|
||||
hurt = {
|
||||
@ -999,13 +997,13 @@ spewy = mknew(frownie.new{
|
||||
act=function(self)
|
||||
local dx,dy,shoot_spec=frownie.act(self)
|
||||
return dx, dy, shoot_spec, true
|
||||
end,
|
||||
init = function(ship)
|
||||
ship.main_gun=ship.main_gun or protron_gun_e.new{}
|
||||
end
|
||||
})
|
||||
}
|
||||
mknew(spewy, function(ship)
|
||||
ship.main_gun=ship.main_gun or protron_gun.new{enemy=true}
|
||||
end)
|
||||
|
||||
chasey = mknew(ship_m.new{
|
||||
chasey = ship_m.new{
|
||||
sprite = 5,
|
||||
size = 1,
|
||||
hurt = {
|
||||
@ -1028,11 +1026,10 @@ chasey = mknew(ship_m.new{
|
||||
thrust = 0.2,
|
||||
drag = 0.075,
|
||||
slip = true,
|
||||
|
||||
init = function(ship)
|
||||
ship.main_gun=ship.main_gun or zap_gun_e.new{}
|
||||
end
|
||||
})
|
||||
}
|
||||
mknew(chasey, function(ship)
|
||||
ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
|
||||
end)
|
||||
|
||||
function chasey:act()
|
||||
self.xmin = max(primary_ship.x-8, 0)
|
||||
@ -1040,7 +1037,7 @@ function chasey:act()
|
||||
return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
|
||||
end
|
||||
|
||||
xl_chasey=mknew(chasey.new{
|
||||
xl_chasey=chasey.new{
|
||||
size=2,
|
||||
maxspd=1.25,
|
||||
hurt = {
|
||||
@ -1049,8 +1046,6 @@ xl_chasey=mknew(chasey.new{
|
||||
width = 12,
|
||||
height = 10
|
||||
},
|
||||
fire_off_x = 8,
|
||||
fire_off_y = 15,
|
||||
hp = 19.5,
|
||||
shield = 5,
|
||||
boss = true,
|
||||
@ -1065,11 +1060,10 @@ xl_chasey=mknew(chasey.new{
|
||||
sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
|
||||
pal()
|
||||
end,
|
||||
init = function(ship)
|
||||
ship.main_gun=ship.main_gun or zap_gun_e.new{}
|
||||
end,
|
||||
})
|
||||
|
||||
}
|
||||
mknew(xl_chasey, function(ship)
|
||||
ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
|
||||
end)
|
||||
-->8
|
||||
-- collisions
|
||||
|
||||
@ -1083,11 +1077,12 @@ function collides(box1, box2)
|
||||
or box1.y+box1.height<box2.y)
|
||||
end
|
||||
|
||||
collider = mknew{
|
||||
init = function(x)
|
||||
collider = { }
|
||||
mknew(collider,
|
||||
function(x)
|
||||
x.suppress = {}
|
||||
end,
|
||||
}
|
||||
end
|
||||
)
|
||||
|
||||
function collider_indexes(box)
|
||||
local ret = {}
|
||||
@ -1276,9 +1271,9 @@ end
|
||||
|
||||
function spawn_bonus_vulcan_chasey()
|
||||
local c = spawn_chasey()
|
||||
c.main_gun=vulcan_gun_e.new{enemy=true}
|
||||
c.main_gun=vulcan_gun.new{enemy=true}
|
||||
c.die = function(self)
|
||||
spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p)
|
||||
spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun)
|
||||
chasey.die(self)
|
||||
end
|
||||
c.sprite=4
|
||||
@ -1381,7 +1376,7 @@ 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_p
|
||||
350,spawn_main_gun_at,70,-11,protron_gun
|
||||
401,spawn_frownie
|
||||
420,spawn_blocking_frownie
|
||||
430,spawn_bonus_vulcan_chasey
|
||||
@ -1491,9 +1486,8 @@ bullets
|
||||
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
|
||||
* psprite, esprite - index of
|
||||
player or enemy sprite.
|
||||
* center_off_x - the horizontal
|
||||
centerpoint of the bullet,
|
||||
for positioning when firing.
|
||||
@ -1782,7 +1776,7 @@ true, they are dropped.
|
||||
-->8
|
||||
-- standard events
|
||||
|
||||
blip_fx = mknew{
|
||||
blip_fx = {
|
||||
cancel=false
|
||||
}
|
||||
|
||||
@ -1800,6 +1794,8 @@ function blip_fx:abort()
|
||||
self.cancel=true
|
||||
end
|
||||
|
||||
mknew(blip_fx)
|
||||
|
||||
blip_pals = {}
|
||||
function init_blip_pals()
|
||||
for i=0,15 do
|
||||
@ -1834,7 +1830,8 @@ function boom(x,y,boominess,is_boss)
|
||||
return
|
||||
end
|
||||
|
||||
spark_particle=mknew{}
|
||||
spark_particle={}
|
||||
mknew(spark_particle)
|
||||
|
||||
function spark_particle:move()
|
||||
if (rnd(4) < 1) self.sidx += 1
|
||||
@ -1863,7 +1860,7 @@ end
|
||||
-->8
|
||||
-- powerups
|
||||
|
||||
powerup = mknew(bullet_base.new{
|
||||
powerup = bullet_base.new{
|
||||
-- animated sprite array: "sprites"
|
||||
-- to draw under or over anim,
|
||||
-- override draw, draw the
|
||||
@ -1879,12 +1876,13 @@ powerup = mknew(bullet_base.new{
|
||||
-- easy to pick up
|
||||
dx = 0,
|
||||
dy = 1.5, -- 0.75 after enemyspd
|
||||
category = enemy_blt_cat, -- collides with player ship
|
||||
enemy = true, -- collides with player ship
|
||||
damage = 0,
|
||||
|
||||
anim_speed = 2,
|
||||
loop_pause = 30 -- affected by animspeed
|
||||
})
|
||||
}
|
||||
mknew(powerup)
|
||||
|
||||
-- sprite indexes for "sheen" animation
|
||||
sheen8x8 = split"2,54,55,56,57,58,59,60,61"
|
||||
@ -1904,15 +1902,16 @@ function powerup:draw()
|
||||
self.width, self.height)
|
||||
end
|
||||
|
||||
repair = mknew(powerup.new{
|
||||
repair = powerup.new{
|
||||
hurt = {
|
||||
x_off = -2,
|
||||
y_off = -2,
|
||||
width = 12,
|
||||
height = 12
|
||||
},
|
||||
x_off = 4,
|
||||
y_off = 0,
|
||||
center_x_off = 4,
|
||||
top_y_off = 0,
|
||||
bottom_y_off = 0,
|
||||
sprites = sheen8x8,
|
||||
hitship = function(self, ship)
|
||||
if (ship ~= primary_ship) return false
|
||||
@ -1923,13 +1922,14 @@ repair = mknew(powerup.new{
|
||||
spr(53, self.x, self.y, self.width, self.height)
|
||||
powerup.draw(self)
|
||||
end
|
||||
})
|
||||
}
|
||||
mknew(repair)
|
||||
|
||||
function spawn_repair_at(x, y)
|
||||
repair.new():spawn_at(x, y)
|
||||
end
|
||||
|
||||
gun_swap = mknew(powerup.new{
|
||||
gun_swap = powerup.new{
|
||||
hurt = {
|
||||
x_off = -2,
|
||||
y_off = -2,
|
||||
@ -1937,8 +1937,9 @@ gun_swap = mknew(powerup.new{
|
||||
height = 16
|
||||
},
|
||||
-- gun = gun_type.new{}
|
||||
x_off = 6,
|
||||
y_off = 0,
|
||||
center_x_off = 6,
|
||||
top_y_off = 0,
|
||||
bottom_y_off = 4,
|
||||
width = 2,
|
||||
height = 2,
|
||||
sprites = {64, 66, 68, 70, 72, 74, 76, 78},
|
||||
@ -1951,7 +1952,8 @@ gun_swap = mknew(powerup.new{
|
||||
powerup.draw(self)
|
||||
spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
|
||||
end
|
||||
})
|
||||
}
|
||||
mknew(gun_swap)
|
||||
|
||||
function spawn_main_gun_at(x, y, gunt)
|
||||
if (type(gunt)=="string") gunt=_ENV[gunt]
|
||||
|
356
old_readme.md
356
old_readme.md
@ -1,356 +0,0 @@
|
||||
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.
|
@ -1,87 +0,0 @@
|
||||
pico-8 cartridge // http://www.pico-8.com
|
||||
version 42
|
||||
__lua__
|
||||
-- vacuum gambit
|
||||
-- by kistaro windrider
|
||||
|
||||
function _draw()
|
||||
cls()
|
||||
draw_hud_placeholder()
|
||||
draw_weap_opt(0,0,frame_col(item==1),1,"hull","\n +1\n max\nhealth")
|
||||
draw_weap_opt(56,0,frame_col(item==2),2,"vulc"," rate\n\n faster\n firing\n rate")
|
||||
draw_rearm(frame_col(item<0))
|
||||
end
|
||||
|
||||
function _init()
|
||||
item=1
|
||||
bfm=1
|
||||
end
|
||||
|
||||
function _update()
|
||||
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
|
||||
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
|
||||
|
||||
function glow_box(x0, y0, x1, y1, c, cf)
|
||||
rect(x0, y0, x1, y1, c[1])
|
||||
rect(x0+1, y0+1, x1-1, y1-1, c[2])
|
||||
rect(x0+2, y0+2, x1-2, y1-2, c[1])
|
||||
if cf then
|
||||
-- todo: animate "dot crawl" background
|
||||
fillp(…)
|
||||
rectfill(x0+3, y0+3, x1-3, y1-3, cf)
|
||||
fillp()
|
||||
end
|
||||
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
|
||||
|
||||
__gfx__
|
||||
000000000b00000000000a0007700770000aa0000444440004444444000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000bba80880000008000aa00aa00a0880a0447777700477777a000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
007007000aaa28780a0000000990099008000080477aaa7a0477aaaa000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
0007000008a8887808000000099009900080080047a0047a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00007000088888820000a000088008800000000047a0447a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00700700008888200000800008800880a000000a47a4477a047a4440000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
000000000008820000a0000008800880080aa080477777a00477777a000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
0000000000002000008000000880088000088000477770000422aaaa222200020000020000000000000000000000000000000000000000000000000000000000
|
||||
000000000000000000000000000000000000000047a77700022ee0002eeee002e00022e000000000000000000000000000000000000000000000000000000000
|
||||
000000000000000000000000000000000000000047a4777002ea2e002e002e02ee022ee000000000000000000000000000000000000000000000000000000000
|
||||
000000000000000000000000000000000000000047a0477a22ea2e002e002e02e2e2e2e000000000000000000000000000000000000000000000000000000000
|
||||
000000000000000000000000000000000000000047a0047a2e2222e02e222e02e02e02e000000000000000000000000000000000000000000000000000000000
|
||||
000000000000000000000000000000000000000047a0047a2eeeeeea2eeee002e02e02e000000000000000000000000000000000000000000000000000000000
|
||||
00000000000000000000000000000000000000000aa000aa2e7aa2ea2e00e002e02e02e000000000000000000000000000000000000000000000000000000000
|
||||
0000000000000000000000000000000000000000000000002e0002e02e002e02e02e02e000000000000000000000000000000000000000000000000000000000
|
||||
0000000000000000000000000000000000000000000000000e0000e00e000e00e00e00e000000000000000000000000000000000000000000000000000000000
|
719
vacuum_gambit.p8
719
vacuum_gambit.p8
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user