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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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@ -612,11 +601,19 @@ end
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function bullet_base:move()
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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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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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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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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 = self.munition.new{
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dx = i*m,
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dy = (4-i)*m,
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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 = self.munition.new{
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dx = -i*m,
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dy = (4-i)*m,
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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 = self.munition.new{
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dx=0,
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dy=4*m,
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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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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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|
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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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--
|
||||
-- p.hp = 0
|
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-- p.maxhp = 0
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-- p.shield = 0
|
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-- p.maxshield = 0
|
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end,
|
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})
|
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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{
|
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--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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})
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}
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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,
|
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hurt = {
|
||||
@ -980,9 +977,10 @@ blocky = mknew(frownie.new{
|
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end
|
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ship_m.ow(self)
|
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end
|
||||
})
|
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}
|
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mknew(blocky)
|
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|
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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]
|
||||
|
379
vacuum_gambit.p8
379
vacuum_gambit.p8
@ -26,9 +26,9 @@ end
|
||||
|
||||
-- generate standard "overlay"
|
||||
-- constructor for type tt.
|
||||
-- if tt.init is defined, generated
|
||||
-- new calls tt.init(ret) after
|
||||
-- ret is definitely not nil,
|
||||
-- if more is defined, generated
|
||||
-- new calls more(ret) after
|
||||
-- ret is definitely not nil
|
||||
-- before calling setmetatable.
|
||||
-- use to initialize mutables.
|
||||
--
|
||||
@ -37,8 +37,8 @@ end
|
||||
-- object *after* more, because
|
||||
-- this works better with the
|
||||
-- `more` impls i use.
|
||||
function mknew(tt)
|
||||
local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
|
||||
function mknew(tt, more)
|
||||
local mt,oldnew = {__index=tt},tt.new
|
||||
tt.new=function(ret)
|
||||
if(not ret) ret = {}
|
||||
if(more) more(ret)
|
||||
@ -46,18 +46,15 @@ function mknew(tt)
|
||||
setmetatable(ret, mt)
|
||||
return ret
|
||||
end
|
||||
return tt
|
||||
end
|
||||
|
||||
-- intrusive singly-linked list.
|
||||
-- cannot be nested!
|
||||
linked_list = mknew{
|
||||
is_linked_list=true,
|
||||
init = function(x)
|
||||
linked_list = {is_linked_list=true}
|
||||
mknew(linked_list, function(x)
|
||||
x.next=nil
|
||||
x.tail=x
|
||||
end,
|
||||
}
|
||||
end)
|
||||
|
||||
function linked_list:push_back(x)
|
||||
self.tail.next = x
|
||||
@ -337,30 +334,28 @@ function drawhud()
|
||||
line(113,127)
|
||||
|
||||
draw_gun_info("❎",1,116,3,primary_ship.main_gun)
|
||||
draw_gun_info("🅾️",1,116,29,primary_ship.special_gun)
|
||||
draw_gun_info("🅾️",1,116,31,primary_ship.special_gun)
|
||||
|
||||
inset(114,57,119,118)
|
||||
rectfill(119,57,124,58,13)
|
||||
inset(120,64,125,125)
|
||||
rectfill(114,124,120,125,7)
|
||||
print("XP",119,55,1)
|
||||
print("HP",114,122,1)
|
||||
dropshadow("p h",114,59,1)
|
||||
inset(114,66,119,125)
|
||||
fillp(0x5a5a)
|
||||
vertmeter(115,58,118,117,primary_ship.xp, primary_ship.xptarget, powcols)
|
||||
-- 59 px vertically
|
||||
vertmeter(115,67,118,124,primary_ship.power, primary_ship.max_power, powcols)
|
||||
|
||||
inset(120,66,125,125)
|
||||
-- 57 px vertically
|
||||
local mxs, cs, mxh, ch = primary_ship.maxshield, primary_ship.shield, primary_ship.maxhp, primary_ship.hp
|
||||
if (mxs > 0) and (mxh > 0) then
|
||||
local split = 59 * (mxs / (mxs + mxh)) \ 1 + 64
|
||||
local split = 57 * (mxs / (mxs + mxh)) \ 1 + 66
|
||||
line(121, split, 124, split, 0xba)
|
||||
vertmeter(121,65,124,split-1,cs, mxs,shlcols)
|
||||
vertmeter(121,67,124,split-1,cs, mxs,shlcols)
|
||||
vertmeter(121,split+1,124,124,ch, mxh, hpcols)
|
||||
elseif mxs > 0 then
|
||||
vertmeter(121,65,124,124,cs,mxs,shlcols)
|
||||
vertmeter(121,67,124,124,cs,mxs,shlcols)
|
||||
elseif mxh > 0 then
|
||||
vertmeter(121,65,124,124,ch,mxh,hpcols)
|
||||
vertmeter(121,67,124,124,ch,mxh,hpcols)
|
||||
else
|
||||
print("!", 122, 93, 9)
|
||||
print("!", 121, 92, 8)
|
||||
print("!", 122, 94, 9)
|
||||
print("!", 121, 93, 8)
|
||||
end
|
||||
fillp(0)
|
||||
end
|
||||
@ -409,7 +404,7 @@ function inset(x0,y0,x1,y1)
|
||||
-- fillp
|
||||
rect(x0,y0,x1,y1,119)
|
||||
line(x1,y0,x0,y0,85)
|
||||
line(x0,y1-1,85)
|
||||
line(x0,y1,85)
|
||||
end
|
||||
|
||||
function dropshadow(str, x, y, col)
|
||||
@ -422,14 +417,19 @@ end
|
||||
|
||||
scrollrate = 0.25 --in px/frame
|
||||
|
||||
ship_m = mknew{
|
||||
ship_m = {
|
||||
|
||||
-- ships have no shield by default
|
||||
shield = 0,
|
||||
maxshield = 0,
|
||||
shieldcost = 32767.9,
|
||||
shieldcooldown = 0x0.003c,--1s
|
||||
shieldpenalty = 0x0.012c, --5s
|
||||
|
||||
max_power = 120,
|
||||
power = 120,
|
||||
generator = 2, -- power gen per frame
|
||||
|
||||
slip = true, -- most enemies slide
|
||||
|
||||
xmomentum = 0,
|
||||
@ -442,6 +442,7 @@ ship_m = mknew{
|
||||
-- ymin, ymax default to nil
|
||||
-- pship needs more constraint
|
||||
}
|
||||
mknew(ship_m)
|
||||
|
||||
function ship_m:die()
|
||||
self.dead = true
|
||||
@ -489,6 +490,7 @@ end
|
||||
|
||||
function ship_m:move()
|
||||
self:refresh_shield()
|
||||
self.power = min(self.max_power, self.power + self.generator)
|
||||
local dx, dy, shoot_spec, shoot_main = self:act()
|
||||
dx = self:constrain(self.x, self.xmomentum, self.xmin, self.xmax, dx)
|
||||
dy = self:constrain(self.y, self.ymomentum, self.ymin, self.ymax, dy)
|
||||
@ -530,7 +532,9 @@ end
|
||||
|
||||
function ship_m:maybe_shoot(gun)
|
||||
if (not gun) return
|
||||
return gun:shoot(self.x + self.fire_off_x, self.y + self.fire_off_y)
|
||||
if (self.power < gun.power) return
|
||||
if (not gun:shoot(self.x + self.fire_off_x, self.y + self.fire_off_y)) return
|
||||
self.power -= gun.power
|
||||
end
|
||||
|
||||
function ship_m:hitship(other)
|
||||
@ -571,8 +575,10 @@ end
|
||||
function ship_m:refresh_shield()
|
||||
if (self.shield >= self.maxshield) return
|
||||
if (lframe < self.shield_refresh_ready) return
|
||||
if (self.power < self.shieldcost) return
|
||||
self.shield += 1
|
||||
self.shield = min(self.shield, self.maxshield)
|
||||
self.power -= self.shieldcost
|
||||
self.shield_refresh_ready = lframe + self.shieldcooldown
|
||||
end
|
||||
|
||||
@ -587,34 +593,14 @@ function enemy_blt_cat()
|
||||
return ebullets
|
||||
end
|
||||
|
||||
-- x, y: position
|
||||
-- dx, dy: movement (linear)
|
||||
-- f: frames remaining; nil for no limit
|
||||
-- sprite: what sprite to draw
|
||||
-- hurt -- hurtbox
|
||||
-- width, height -- in sprites
|
||||
-- x_off, y_off -- how to
|
||||
-- initially position relative
|
||||
-- to firing point. weird
|
||||
-- details, check impl
|
||||
-- damage -- damage to do to
|
||||
-- a ship that gets hit
|
||||
-- category -- function that
|
||||
-- returns which bullet list
|
||||
-- to spawn onto
|
||||
-- hitship -- event handler,
|
||||
-- takes ship as argument.
|
||||
-- default: die, return true.
|
||||
-- returns whether to delete
|
||||
-- the bullet
|
||||
-- die -- on-removal event,
|
||||
-- default no-op
|
||||
bullet_base = mknew{ }
|
||||
bullet_base = { }
|
||||
mknew(bullet_base)
|
||||
|
||||
gun_base = mknew{
|
||||
gun_base = {
|
||||
shoot_ready = -32768,
|
||||
icon = 20
|
||||
}
|
||||
mknew(gun_base)
|
||||
|
||||
function bullet_base:hitship(_)
|
||||
self:die()
|
||||
@ -627,8 +613,7 @@ end
|
||||
function bullet_base:move()
|
||||
self.x += self.dx
|
||||
self.y += self.dy
|
||||
if (self.f) self.f -= 1
|
||||
if (self.y > 128) or (self.y < -8 * self.height) or (self.f and self.f < 0) then
|
||||
if (self.y > 128) or (self.y < -8 * self.height) then
|
||||
self:die()
|
||||
return true
|
||||
end
|
||||
@ -667,9 +652,9 @@ end
|
||||
-->8
|
||||
-- bullets and guns
|
||||
|
||||
zap_e = mknew(bullet_base.new{
|
||||
zap_e = bullet_base.new{
|
||||
--shape
|
||||
sprite = 9, --index of ammo sprite
|
||||
sprite = 9, --index of enemy ammo sprite
|
||||
width = 1, --in 8x8 blocks
|
||||
height = 1,
|
||||
hurt = { -- hurtbox - where this ship can be hit
|
||||
@ -688,26 +673,31 @@ zap_e = mknew(bullet_base.new{
|
||||
hitship = const_fxn(true),
|
||||
|
||||
category = enemy_blt_cat,
|
||||
})
|
||||
}
|
||||
mknew(zap_e)
|
||||
|
||||
zap_p = mknew(zap_e.new{
|
||||
zap_p = zap_e.new{
|
||||
sprite = 8,
|
||||
dy = -8,
|
||||
y_off = 0,
|
||||
category = player_blt_cat,
|
||||
})
|
||||
}
|
||||
mknew(zap_p)
|
||||
|
||||
zap_gun_e = mknew(gun_base.new{
|
||||
zap_gun_e = gun_base.new{
|
||||
power = 20, -- power consumed per shot
|
||||
cooldown = 0x0.000a, -- frames between shots
|
||||
ammo = nil, -- unlimited ammo - main gun
|
||||
actually_shoot = spawn_one(zap_e),
|
||||
})
|
||||
}
|
||||
mknew(zap_gun_e)
|
||||
|
||||
zap_gun_p = mknew(zap_gun_e.new{
|
||||
zap_gun_p = zap_gun_e.new{
|
||||
actually_shoot = spawn_one(zap_p),
|
||||
})
|
||||
}
|
||||
mknew(zap_gun_p)
|
||||
|
||||
blast = mknew(bullet_base.new{
|
||||
blast = bullet_base.new{
|
||||
--shape
|
||||
sprite = 12, --index of player ammo sprite
|
||||
width = 1, --in 8x8 blocks
|
||||
@ -750,17 +740,20 @@ blast = mknew(bullet_base.new{
|
||||
end
|
||||
end,
|
||||
category=player_blt_cat
|
||||
})
|
||||
}
|
||||
mknew(blast)
|
||||
|
||||
blast_gun = mknew(gun_base.new{
|
||||
blast_gun = gun_base.new{
|
||||
icon = 13,
|
||||
power = 0, -- only cost is ammo
|
||||
cooldown = 0x0.0020, -- frames between shots
|
||||
ammo = 5,
|
||||
maxammo = 5,
|
||||
actually_shoot = spawn_one(blast),
|
||||
})
|
||||
}
|
||||
mknew(blast_gun)
|
||||
|
||||
protron_e = mknew(bullet_base.new{
|
||||
protron_e = bullet_base.new{
|
||||
--shape
|
||||
sprite = 24,
|
||||
width = 1, --in 8x8 blocks
|
||||
@ -778,22 +771,26 @@ protron_e = mknew(bullet_base.new{
|
||||
dym = 0.5, -- gun sets dy;
|
||||
-- this is mult
|
||||
category = enemy_blt_cat,
|
||||
})
|
||||
}
|
||||
mknew(protron_e)
|
||||
|
||||
protron_p = mknew(protron_e.new{
|
||||
protron_p = protron_e.new{
|
||||
sprite=23,
|
||||
dym = -1,
|
||||
y_off = 0,
|
||||
category=player_blt_cat,
|
||||
})
|
||||
}
|
||||
mknew(protron_p)
|
||||
|
||||
protron_gun_e = mknew(gun_base.new{
|
||||
protron_gun_e = gun_base.new{
|
||||
icon = 25,
|
||||
power = 60,
|
||||
cooldown = 0x0.000f, -- frames between shots
|
||||
ammo = nil,
|
||||
maxammo = nil,
|
||||
munition = protron_e
|
||||
})
|
||||
}
|
||||
mknew(protron_gun_e)
|
||||
|
||||
function protron_gun_e:actually_shoot(x, y)
|
||||
local m = self.munition.dym
|
||||
@ -816,11 +813,12 @@ function protron_gun_e:actually_shoot(x, y)
|
||||
bup:spawn_at(x,y)
|
||||
end
|
||||
|
||||
protron_gun_p = mknew(protron_gun_e.new{
|
||||
protron_gun_p = protron_gun_e.new{
|
||||
munition = protron_p,
|
||||
})
|
||||
}
|
||||
mknew(protron_gun_p)
|
||||
|
||||
vulcan_e = mknew(bullet_base.new{
|
||||
vulcan_e = bullet_base.new{
|
||||
--shape
|
||||
sprite = 21,
|
||||
width = 1, --in 8x8 blocks
|
||||
@ -838,18 +836,21 @@ vulcan_e = mknew(bullet_base.new{
|
||||
-- dx from gun
|
||||
dy = 2,
|
||||
category=enemy_blt_cat
|
||||
})
|
||||
}
|
||||
mknew(vulcan_e)
|
||||
|
||||
vulcan_p = mknew(vulcan_e.new{
|
||||
vulcan_p = vulcan_e.new{
|
||||
sprite=22,
|
||||
y_off = 4,
|
||||
dy = -4,
|
||||
category=player_blt_cat
|
||||
})
|
||||
}
|
||||
mknew(vulcan_p)
|
||||
|
||||
vulcan_gun_e = mknew(gun_base.new{
|
||||
vulcan_gun_e = gun_base.new{
|
||||
icon = 37,
|
||||
enemy = false,
|
||||
power = 8,
|
||||
cooldown = 0x0.0002, -- frames between shots
|
||||
ammo = nil,
|
||||
maxammo = nil,
|
||||
@ -865,11 +866,13 @@ vulcan_gun_e = mknew(gun_base.new{
|
||||
self.dxidx += 1
|
||||
if (self.dxidx > #self.dxs) self.dxidx = 1
|
||||
end
|
||||
})
|
||||
}
|
||||
mknew(vulcan_gun_e)
|
||||
|
||||
vulcan_gun_p = mknew(vulcan_gun_e.new{
|
||||
vulcan_gun_p = vulcan_gun_e.new{
|
||||
munition=vulcan_p,
|
||||
})
|
||||
}
|
||||
mknew(vulcan_gun_p)
|
||||
|
||||
-->8
|
||||
--ships, including player
|
||||
@ -877,7 +880,7 @@ vulcan_gun_p = mknew(vulcan_gun_e.new{
|
||||
firespark = split"9, 8, 2, 5, 1"
|
||||
smokespark = split"13, 13, 5, 5"
|
||||
|
||||
player = mknew(ship_m.new{
|
||||
player = ship_m.new{
|
||||
--shape
|
||||
sprite = 1, --index of ship sprite
|
||||
size = 1, --all ships are square; how many 8x8 sprites?
|
||||
@ -891,16 +894,13 @@ player = mknew(ship_m.new{
|
||||
sparkodds = 2,
|
||||
boss = true, -- dramatic special effects
|
||||
|
||||
-- health
|
||||
-- health and power
|
||||
hp = 3, -- current health, non-regenerating
|
||||
maxhp = 3, -- player only; other ships never heal
|
||||
shield = 2, -- regenerates
|
||||
shield = 2, -- regenerates, using power
|
||||
maxshield = 2,
|
||||
|
||||
-- xp, increments of 0x0.01
|
||||
xp = 0,
|
||||
xptarget = 0x0.05,
|
||||
level = 1,
|
||||
shieldcost = 60, -- power cost to refill shield
|
||||
generator = 2,
|
||||
|
||||
-- gun
|
||||
main_gun = nil, -- assign at spawn time
|
||||
@ -930,9 +930,10 @@ player = mknew(ship_m.new{
|
||||
end
|
||||
--dx, dy, shoot_spec, shoot_main
|
||||
return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
|
||||
end,
|
||||
|
||||
init = function(p)
|
||||
end
|
||||
}
|
||||
mknew(player,
|
||||
function(p)
|
||||
p.main_gun = zap_gun_p.new()
|
||||
-- ONE HIT MODE
|
||||
--
|
||||
@ -940,10 +941,10 @@ player = mknew(ship_m.new{
|
||||
-- p.maxhp = 0
|
||||
-- p.shield = 0
|
||||
-- p.maxshield = 0
|
||||
end,
|
||||
})
|
||||
end
|
||||
)
|
||||
|
||||
frownie = mknew(ship_m.new{
|
||||
frownie = ship_m.new{
|
||||
--shape
|
||||
sprite = 3, --index of ship sprite
|
||||
size = 1, --all ships are square; how many 8x8 sprites?
|
||||
@ -956,7 +957,7 @@ frownie = mknew(ship_m.new{
|
||||
sparks = smokespark,
|
||||
sparkodds = 8,
|
||||
|
||||
-- health
|
||||
-- health and power
|
||||
hp = 0.5, -- enemy ships need no max hp
|
||||
|
||||
-- position
|
||||
@ -974,9 +975,10 @@ frownie = mknew(ship_m.new{
|
||||
if (tstate>=4) dx=self.thrust
|
||||
return dx,0,false,false
|
||||
end,
|
||||
})
|
||||
}
|
||||
mknew(frownie)
|
||||
|
||||
blocky = mknew(frownie.new{
|
||||
blocky = frownie.new{
|
||||
sprite = 10,
|
||||
hp = 1.5,
|
||||
hurt = {
|
||||
@ -994,10 +996,12 @@ blocky = mknew(frownie.new{
|
||||
end
|
||||
ship_m.ow(self)
|
||||
end
|
||||
})
|
||||
}
|
||||
mknew(blocky)
|
||||
|
||||
spewy = mknew(frownie.new{
|
||||
spewy = frownie.new{
|
||||
sprite=26,
|
||||
power=-20,
|
||||
hurt = {
|
||||
x_off=0,
|
||||
y_off=1,
|
||||
@ -1005,18 +1009,20 @@ spewy = mknew(frownie.new{
|
||||
height=5
|
||||
},
|
||||
hp=0.5,
|
||||
maxpower=70,
|
||||
generator=0.5,
|
||||
fire_off_x=4,
|
||||
fire_off_y = 7,
|
||||
act=function(self)
|
||||
local dx,dy,shoot_spec=frownie.act(self)
|
||||
return dx, dy, shoot_spec, self.y > 10
|
||||
end,
|
||||
init = function(ship)
|
||||
ship.main_gun=ship.main_gun or protron_gun_e.new{}
|
||||
return dx, dy, shoot_spec, true
|
||||
end
|
||||
})
|
||||
}
|
||||
mknew(spewy, function(ship)
|
||||
ship.main_gun=ship.main_gun or protron_gun_e.new{enemy=true}
|
||||
end)
|
||||
|
||||
chasey = mknew(ship_m.new{
|
||||
chasey = ship_m.new{
|
||||
sprite = 5,
|
||||
size = 1,
|
||||
hurt = {
|
||||
@ -1030,6 +1036,7 @@ chasey = mknew(ship_m.new{
|
||||
hp = 1.5,
|
||||
shield = 1,
|
||||
maxshield = 1,
|
||||
shieldcost = 180,
|
||||
|
||||
fire_off_x = 4,
|
||||
fire_off_y = 7,
|
||||
@ -1038,19 +1045,18 @@ chasey = mknew(ship_m.new{
|
||||
thrust = 0.2,
|
||||
drag = 0.075,
|
||||
slip = true,
|
||||
|
||||
init = function(ship)
|
||||
}
|
||||
mknew(chasey, function(ship)
|
||||
ship.main_gun=ship.main_gun or zap_gun_e.new{}
|
||||
end
|
||||
})
|
||||
end)
|
||||
|
||||
function chasey:act()
|
||||
self.xmin = max(primary_ship.x-8, 0)
|
||||
self.xmax = min(primary_ship.x + 8, 112 - 8*self.size)
|
||||
return 0, 0, false, self.y > 10 and self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
|
||||
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 = {
|
||||
@ -1075,11 +1081,10 @@ xl_chasey=mknew(chasey.new{
|
||||
sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
|
||||
pal()
|
||||
end,
|
||||
init = function(ship)
|
||||
}
|
||||
mknew(xl_chasey, function(ship)
|
||||
ship.main_gun=ship.main_gun or zap_gun_e.new{}
|
||||
end,
|
||||
})
|
||||
|
||||
end)
|
||||
-->8
|
||||
-- collisions
|
||||
|
||||
@ -1093,11 +1098,12 @@ 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 = {}
|
||||
@ -1295,16 +1301,6 @@ function spawn_bonus_vulcan_chasey()
|
||||
return c
|
||||
end
|
||||
|
||||
function spawn_bonus_shield_chasey()
|
||||
local c = spawn_chasey()
|
||||
c.die = function(self)
|
||||
spawn_shield_upgrade_at(self.x-1, self.y-1)
|
||||
chasey.die(self)
|
||||
end
|
||||
c.sprite=4
|
||||
return c
|
||||
end
|
||||
|
||||
helpers = {
|
||||
spawn_frownie,
|
||||
spawn_frownie,
|
||||
@ -1394,7 +1390,7 @@ example_level_csv=[[1,spawn_frownie
|
||||
115,spawn_spewy
|
||||
130,spawn_bonus_frownie
|
||||
145,spawn_spewy
|
||||
200,spawn_bonus_shield_chasey
|
||||
200,spawn_chasey
|
||||
250,spawn_blocking_blocky
|
||||
285,spawn_spec_gun_at,35,-11,blast_gun
|
||||
310,spawn_blocking_blocky
|
||||
@ -1411,9 +1407,8 @@ example_level_csv=[[1,spawn_frownie
|
||||
500,multi,20,12,spawn_blocking_blocky
|
||||
501,spawn_bonus_frownie
|
||||
620,spawn_blocking_blocky
|
||||
630,spawn_bonus_shield_chasey
|
||||
720,spawn_blocking_boss_chasey
|
||||
721,eol]]
|
||||
700,spawn_blocking_boss_chasey
|
||||
701,eol]]
|
||||
|
||||
-->8
|
||||
-- readme.md
|
||||
@ -1465,6 +1460,10 @@ algorithm expressed.
|
||||
|
||||
guns
|
||||
----
|
||||
* power - cost in generator
|
||||
power to fire. may be 0.
|
||||
field directly read by ships;
|
||||
required in all guns.
|
||||
* t - metatable for bullet type.
|
||||
fired once in the bullet's
|
||||
default direction per shot.
|
||||
@ -1492,6 +1491,11 @@ actually_shoot to change
|
||||
projectile logic while keeping
|
||||
cooldown and ammo logic.
|
||||
|
||||
ships manage generator power
|
||||
before asking the gun to shoot.
|
||||
this behavior is in
|
||||
ship_m:maybe_shoot.
|
||||
|
||||
bullets
|
||||
-------
|
||||
* dx, dy - movement per frame.
|
||||
@ -1578,19 +1582,39 @@ 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 have power, from 0 to
|
||||
ship.maxpower, increasing by
|
||||
ship.generator per frame.
|
||||
in maybe_shoot, ships check that
|
||||
they have power to fire before
|
||||
trying to fire (the gun itself
|
||||
checks ammo and cooldown), and
|
||||
spend that power if they fire.
|
||||
|
||||
power is also used to restore
|
||||
shields - ship.shieldcost per
|
||||
point of shields. shieldcooldown
|
||||
is the interval between
|
||||
restoring shield points, which
|
||||
is reset to shieldpenalty when a
|
||||
ship takes damage (regardless of
|
||||
whether that damage is stopped
|
||||
by the shield or not).
|
||||
shieldpenalty is much worse than
|
||||
shieldcooldown (hALO shield).
|
||||
|
||||
therefore:
|
||||
* damaged ships spend power
|
||||
repairing shields, which may
|
||||
affect ability to fire guns.
|
||||
this looks like a slow firing
|
||||
rate because the ship will
|
||||
eventually recover enough
|
||||
energy to fire.
|
||||
* a ship firing nonstop will
|
||||
typically be unable to recover
|
||||
any shields because it will
|
||||
not have energy to do so.
|
||||
|
||||
ships do not repair hp on their
|
||||
own. negative-damage bullets
|
||||
@ -1774,7 +1798,7 @@ true, they are dropped.
|
||||
-->8
|
||||
-- standard events
|
||||
|
||||
blip_fx = mknew{
|
||||
blip_fx = {
|
||||
cancel=false
|
||||
}
|
||||
|
||||
@ -1792,6 +1816,8 @@ function blip_fx:abort()
|
||||
self.cancel=true
|
||||
end
|
||||
|
||||
mknew(blip_fx)
|
||||
|
||||
blip_pals = {}
|
||||
function init_blip_pals()
|
||||
for i=0,15 do
|
||||
@ -1826,7 +1852,8 @@ 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
|
||||
@ -1855,7 +1882,7 @@ 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
|
||||
@ -1876,7 +1903,8 @@ powerup = mknew(bullet_base.new{
|
||||
|
||||
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"
|
||||
@ -1896,7 +1924,7 @@ function powerup:draw()
|
||||
self.width, self.height)
|
||||
end
|
||||
|
||||
repair = mknew(powerup.new{
|
||||
repair = powerup.new{
|
||||
hurt = {
|
||||
x_off = -2,
|
||||
y_off = -2,
|
||||
@ -1906,37 +1934,23 @@ repair = mknew(powerup.new{
|
||||
x_off = 4,
|
||||
y_off = 0,
|
||||
sprites = sheen8x8,
|
||||
icon = 53,
|
||||
hitship = function(self, ship)
|
||||
if (ship ~= primary_ship) return false
|
||||
primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + 1)
|
||||
return true
|
||||
end,
|
||||
draw = function(self)
|
||||
spr(self.icon, self.x, self.y, self.width, self.height)
|
||||
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
|
||||
|
||||
shield_upgrade = mknew(repair.new{
|
||||
icon=52
|
||||
})
|
||||
|
||||
function shield_upgrade:hitship(ship)
|
||||
if (ship ~= primary_ship) return false
|
||||
primary_ship.maxshield += 1
|
||||
return true
|
||||
end
|
||||
|
||||
function spawn_shield_upgrade_at(x, y)
|
||||
shield_upgrade.new():spawn_at(x,y)
|
||||
end
|
||||
|
||||
gun_swap = mknew(powerup.new{
|
||||
gun_swap = powerup.new{
|
||||
hurt = {
|
||||
x_off = -2,
|
||||
y_off = -2,
|
||||
@ -1958,7 +1972,8 @@ 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]
|
||||
@ -2017,14 +2032,14 @@ __gfx__
|
||||
00000000000000000000000000000000000000000009080000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000000000000000000000000000000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000000000000000000000000000000000000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000000000000000000000000000cccccccccccccccc77000000007700000000770000000077000000000000000000000000000000000000000000000000
|
||||
00000000000000000000000000000000c116611dc11ee11d70000000077000000007700000000770000000070000000000000000000000000000000000000000
|
||||
00000000000000000000000000000000c1611c1dc11ee11d00000000770000000077000000007700000000770000000700000000000000000000000000000000
|
||||
00000000000000000000000000000000c61111cdceeeeeed00000000700000000770000000077000000007700000007700000000000000000000000000000000
|
||||
00000000000000000000000000000000c6111bcdceeeeeed00000000000000007700000000770000000077000000077000000007000000000000000000000000
|
||||
00000000000000000000000000000000c161bbbdc11ee11d00000000000000007000000007700000000770000000770000000077000000000000000000000000
|
||||
00000000000000000000000000000000c11ccb1dc11ee11d00000000000000000000000077000000007700000007700000000770000000070000000000000000
|
||||
00000000000000000000000000000000cdddddddcddddddd00000000000000000000000070000000077000000077000000007700000000770000000000000000
|
||||
0000000000000000000000000000000000000000cccccccc77000000007700000000770000000077000000000000000000000000000000000000000000000000
|
||||
0000000000000000000000000000000000000000c11ee11d70000000077000000007700000000770000000070000000000000000000000000000000000000000
|
||||
0000000000000000000000000000000000000000c11ee11d00000000770000000077000000007700000000770000000700000000000000000000000000000000
|
||||
0000000000000000000000000000000000000000ceeeeeed00000000700000000770000000077000000007700000007700000000000000000000000000000000
|
||||
0000000000000000000000000000000000000000ceeeeeed00000000000000007700000000770000000077000000077000000007000000000000000000000000
|
||||
0000000000000000000000000000000000000000c11ee11d00000000000000007000000007700000000770000000770000000077000000000000000000000000
|
||||
0000000000000000000000000000000000000000c11ee11d00000000000000000000000077000000007700000007700000000770000000070000000000000000
|
||||
0000000000000000000000000000000000000000cddddddd00000000000000000000000070000000077000000077000000007700000000770000000000000000
|
||||
cccccccccccc0000cccccccccccc0000cccccccccccc0000cccccccccccc0000cccccccccccc0000cccccccccccc0000cccccccccccc0000cccccccccccc0000
|
||||
c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000ceee2222eeed0000c2221111222d0000
|
||||
c1111111111d0000c1111111111d0000c1111111111d0000c1111111111d0000c111eeee111d0000c1ee2222ee1d0000ce22111122ed0000c2111111112d0000
|
||||
|
Loading…
Reference in New Issue
Block a user