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No commits in common. "main" and "do_rearm" have entirely different histories.
555
vacuum_gambit.p8
555
vacuum_gambit.p8
@ -126,7 +126,8 @@ end
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function _init()
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mode = game_mode
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init_blip_pals()
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wipe_game() -- redundant?
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wipe_level()
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primary_ship.main_gun = zap_gun_p.new() -- redundant?
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load_level(example_level_csv)
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game_state = game
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pal(2,129)
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@ -156,7 +157,7 @@ function init_hpcols()
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hpcols = hpcols_lut[min(primary_ship.maxhp,6)]
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end
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function wipe_game()
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function wipe_level()
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xpwhoosh = nil
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primary_ship = player.new()
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init_hpcols()
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@ -169,8 +170,6 @@ function wipe_game()
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intangibles_bg = linked_list.new()
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events = linked_list.new()
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new_events = linked_list.new()
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primary_ship.main_gun = zap_gun_p.new()
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primary_ship.main_gun:peel()
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end
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function _update60()
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@ -364,8 +363,8 @@ function drawhud()
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line(127,1,127,127,5)
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line(113,127)
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draw_gun_info("❎",1,116,3,1)
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draw_gun_info("🅾️",1,116,29,2)
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draw_gun_info("❎",1,116,3,primary_ship.main_gun)
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draw_gun_info("🅾️",1,116,29,primary_ship.special_gun)
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inset(114,57,119,118)
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rectfill(119,57,124,58,13)
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@ -405,26 +404,25 @@ function drawhud()
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fillp(0)
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end
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function draw_gun_info(lbl,fgc,x,y,gn)
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function draw_gun_info(lbl,fgc,x,y,gun)
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dropshadow(lbl,x,y,fgc)
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inset(114,y+7,125,y+18)
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inset(114,y+20,125,y+24)
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if (not primary_ship.special_guns) return
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local gun = primary_ship.special_guns[gn]
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if (not gun) return
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spr(gun.icon,116,y+9,1,1)
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--115 to 124 - ammo bar. round up
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if gun.ammo == nil then
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fillp(0xa5a5)
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rectfill(115,y+21,124,y+23,0xea)
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fillp(0)
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elseif gun.ammo > 0 then
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rectfill(
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115,y+21,
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115+flr(9*gun.ammo/gun.maxammo),
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y+23,10)
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else
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line(118, y+22, 121, y+22, 2)
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if(gun) then
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spr(gun.icon,116,y+9,1,1)
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--115 to 124 - ammo bar. round up
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if gun.ammo == nil then
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fillp(0xa5a5)
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rectfill(115,y+21,124,y+23,0xea)
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fillp(0)
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elseif gun.ammo > 0 then
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rectfill(
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115,y+21,
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115+flr(9*gun.ammo/gun.maxammo),
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y+23,10)
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else
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line(118, y+22, 121, y+22, 2)
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end
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end
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end
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@ -503,14 +501,14 @@ function ship_m:die()
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-- overage XP, min 100
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spawn_xp_at(cx, cy, 0, xp-0x0.018f)
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xp = 0x0.018f -- dec 399
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z += 2
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z += 1
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end
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-- 100, 25, 5, 1
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for gsz in all{0x0.0064, 0x0.0019, 0x0.0005, 0x0.0001} do
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while xp >= gsz do
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spawn_xp_at(cx, cy, z, gsz)
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xp -= gsz
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z += 2
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z += 1
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end
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end
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end
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@ -556,12 +554,11 @@ end
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function ship_m:move()
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self:refresh_shield()
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local dx, dy, shoot_spec1, shoot_spec2 = self:act()
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local dx, dy, shoot_spec, shoot_main = self:act()
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dx = self:constrain(self.x, self.xmomentum, self.xmin, self.xmax, dx)
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dy = self:constrain(self.y, self.ymomentum, self.ymin, self.ymax, dy)
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self:maybe_shoot(self.main_gun)
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if (shoot_spec1 and self.special_guns) self:maybe_shoot(self.special_guns[1])
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if (shoot_spec2 and self.special_guns) self:maybe_shoot(self.special_guns[2])
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if (shoot_main) self:maybe_shoot(self.main_gun)
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if (shoot_spec) self:maybe_shoot(self.special_gun)
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if (dx ~= 0 or dy ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
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self.xmomentum = self:calc_velocity(self.xmomentum, dx)
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self.ymomentum = self:calc_velocity(self.ymomentum, dy)
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@ -612,25 +609,30 @@ end
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function ship_m:hitsomething(dmg)
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if (dmg <= 0) return false
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self.shield_refresh_ready = lframe + self.shieldpenalty
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if self.shield > 0 then
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if self.shield >= dmg then
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self.shield -= dmg
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if self.shield > 0 then
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blip(self,12)
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else
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self.shield = 0
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blip(self,8)
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end
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self:ow(true)
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return false
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end
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dmg -= self.shield
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self.shield = 0
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self.hp -= dmg
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if self.hp < 0 then
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self:die()
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return true
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end
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blip(self, 7)
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self:ow(false)
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return false
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end
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function ship_m:ow(shielded)
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if (shielded) then
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blip(self,12,3)
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return
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end
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blip(self, 7, 3)
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end
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function ship_m:refresh_shield()
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if (self.shield >= self.maxshield) return
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if (lframe < self.shield_refresh_ready) return
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@ -679,34 +681,6 @@ gun_base = mknew{
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icon = 20
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}
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-- gun_base subtypes are
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-- level-up options that,
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-- as an action, assign
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-- themselves to the player
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function gun_base:action()
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local item = self.new()
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item:peel()
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item.ammo = item.maxammo
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if not primary_ship.special_guns then
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primary_ship.special_guns = {item}
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else
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add(primary_ship.special_guns, item)
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end
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end
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-- make shot type unique so
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-- stat modifications do not
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-- damage base data
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function gun_base:peel()
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self.munition = mknew(self.munition.new())
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end
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-- default firing behavior:
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-- single shot
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function gun_base:actually_shoot(x, y)
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self.munition.new{}:spawn_at(x, y)
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end
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function bullet_base:hitship(_)
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self:die()
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return true
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@ -730,6 +704,14 @@ 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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@ -781,14 +763,13 @@ zap_p = mknew(zap_e.new{
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})
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zap_gun_e = mknew(gun_base.new{
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cooldown = 0x0.0020, -- frames between shots
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munition = zap_e,
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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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zap_gun_p = mknew(zap_gun_e.new{
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icon = 19,
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munition = zap_p,
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hdr = "mAIN gUN",
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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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@ -807,22 +788,17 @@ blast = mknew(bullet_base.new{
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damage = 4,
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dx = 0, -- px/frame
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dy = -1,
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dy = -2,
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awaitcancel = false,
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-- disable damage for 4 frames
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-- disable damage for 2 frames
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-- when hitting something
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-- todo: rewrite all ship hit
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-- logic so i can avoid
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-- repeating hits to the
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-- same ship instead of
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-- using a cooldown
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hitship = function(self, _)
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if self.damage > 0 and not self.awaitcancel then
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self.awaitcancel = true
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once_next_frame(function()
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new_events:push_back{
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wait = 4,
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wait = 2,
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obj = self,
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saved_dmg = self.damage,
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move = function(self)
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@ -843,20 +819,10 @@ blast = mknew(bullet_base.new{
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blast_gun = mknew(gun_base.new{
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icon = 13,
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cooldown = 0x0.0078, -- 120 frames between shots
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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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munition = blast,
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hdr = "bLASTER",
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body= [[plasma orb
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cuts through
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enemies.
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slow.
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ammo: 5
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rate: 1/2sec
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dmg: 4
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]],
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actually_shoot = spawn_one(blast),
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})
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protron_e = mknew(bullet_base.new{
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@ -888,7 +854,7 @@ protron_p = mknew(protron_e.new{
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protron_gun_e = mknew(gun_base.new{
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icon = 25,
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cooldown = 0x0.0040, -- frames between shots
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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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@ -917,17 +883,6 @@ end
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protron_gun_p = mknew(protron_gun_e.new{
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munition = protron_p,
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maxammo = 20,
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cooldown = 0x0.0018,
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hdr = "pROTRON",
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body = [[spray shots
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in a dense
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arc.
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ammo: 20
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rate: 2/sec
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dmg: 1
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]],
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})
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vulcan_e = mknew(bullet_base.new{
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@ -960,7 +915,7 @@ vulcan_p = mknew(vulcan_e.new{
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vulcan_gun_e = mknew(gun_base.new{
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icon = 37,
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enemy = false,
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cooldown = 0x0.0003, -- frames between shots
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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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@ -979,16 +934,6 @@ vulcan_gun_e = mknew(gun_base.new{
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vulcan_gun_p = mknew(vulcan_gun_e.new{
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munition=vulcan_p,
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maxammo = 100,
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hdr = "vULCAN",
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body = [[rapid fire
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in a v
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shape.
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ammo: 100
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rate: 20/sec
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dmg: 0.5
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]],
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})
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-->8
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@ -1022,11 +967,10 @@ player = mknew(ship_m.new{
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xptarget = 0x0.0004,
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last_xp_frame = 0,
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level = 1,
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magnet = 10,
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-- gun
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main_gun = nil, -- assign at spawn time
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special_guns = nil,
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special_gun = nil,
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fire_off_x = 4, -- offset where bullets come from
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fire_off_y = 0,
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@ -1035,10 +979,10 @@ player = mknew(ship_m.new{
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y=96,
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xmomentum = 0,
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ymomentum = 0,
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maxspd = 1.5, -- momentum cap
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thrust = 0.1875, -- momentum added from button
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maxspd = 2.5, -- momentum cap
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thrust = 0.25, -- momentum added from button
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ymin = 0, ymax = 120, -- stay on screen
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drag = 0.0625, -- momentum lost per frame
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drag = 0.125, -- momentum lost per frame
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slip = false, -- does not slide down screen
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act = function(self) -- fetch buttons
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local b,th = btn(),self.thrust
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@ -1065,86 +1009,6 @@ player = mknew(ship_m.new{
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end,
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})
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function player:small_upgrade_opts()
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local cdr, pr = (self.shieldcooldown - 0x0.000f) / 8, (self.shieldpenalty - 0x0.003c) / 9
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if (cdr == 0 and self.shieldcooldown > 0x0.000f) cdr = 0x0.0001
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if (pr == 0 and self.shieldpenalty > 0x0.003c) pr = 0x0.0001
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local ret = {{
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icon=53,
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hdr="hull",
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body=[[ armor
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+2 hp]],
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action=function()
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self.maxhp += 2
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self.hp += 2
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end,
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},{
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icon=52,
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hdr="shield",
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body=[[ capacity
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+1 hp]],
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action=function()
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self.maxshield += 1
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self.shield += 1
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end,
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},{
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icon=1,
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hdr="thrusters",
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body=[[performance
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move faster,
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steer faster]],
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action=function()
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--maxspd thrust drag
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self.maxspd += 0.5
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self.thrust += 0.0625
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self.drag += 0.03125
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end,
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},{
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icon=20,
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hdr="hull",
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body=[[ magnet
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pick up xp
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from further
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away]],
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action=function ()
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self.magnet += 2
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end,
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}}
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if cdr > 0 then
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add(ret, {
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icon = 6,
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hdr = "shield",
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body=[[charge rate
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]] .. tostr(ceil(100 * cdr / self.shieldcooldown)) .. "% faster",
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action = function()
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self.shieldcooldown -= cdr
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end
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})
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end
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if pr > 0 then
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add(ret, {
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icon = 6,
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hdr = "shield",
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body=[[disruption
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]] .. tostr(ceil(100 * pr / self.shieldpenalty)) .. "% shorter",
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action = function()
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self.shieldpenalty -= pr
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end
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})
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end
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return ret
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end
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frownie = mknew(ship_m.new{
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--shape
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sprite = 3, --index of ship sprite
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@ -1249,7 +1113,6 @@ chasey = mknew(ship_m.new{
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end
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})
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-- todo: use constraints
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function chasey:act()
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self.xmin = max(primary_ship.x-8, 0)
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self.xmax = min(primary_ship.x + 8, 112 - 8*self.size)
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@ -1482,9 +1345,32 @@ function spawn_blocking_spewy()
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end
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end
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function spawn_vulcan_chasey()
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function spawn_bonus_frownie()
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local f = spawn_frownie()
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f.sprite = 7
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f.die = function(self)
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spawn_repair_at(self.x+4, self.y+4)
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frownie.die(self)
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end
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end
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function spawn_bonus_vulcan_chasey()
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local c = spawn_chasey()
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c.main_gun=vulcan_gun_e.new{enemy=true}
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c.die = function(self)
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spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p)
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chasey.die(self)
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end
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c.sprite=4
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return c
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end
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function spawn_bonus_shield_chasey()
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local c = spawn_chasey()
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c.die = function(self)
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spawn_shield_upgrade_at(self.x-1, self.y-1)
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chasey.die(self)
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end
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c.sprite=4
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return c
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end
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@ -1533,6 +1419,7 @@ function spawn_rnd(typ, blocking, goodie,altspr)
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freeze -= self.ice
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self.ice=0
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typ.die(self)
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spawn_goodie(goodie, self.x, self.y, self.size)
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end,
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}
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if (altspr) s.spr = altspr
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@ -1540,6 +1427,14 @@ function spawn_rnd(typ, blocking, goodie,altspr)
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return s
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end
|
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|
||||
-- TODO: spawn_goodie compatible versions of gun drops
|
||||
-- TODO: goodie table
|
||||
function spawn_goodie(goodie_name, x, y, sz)
|
||||
if (not goodie_name or #goodie_name == 0) return
|
||||
local sh = sz and sz/2 or 0
|
||||
_ENV[goodie_name].new{}:spawn_at(x+sh,y+sh)
|
||||
end
|
||||
|
||||
function multi(times, interval, fnm, ...)
|
||||
local f,irm,vargs = _ENV[fnm],interval,pack(...)
|
||||
assert(type(f) == "function", fnm.." not a function")
|
||||
@ -1562,29 +1457,31 @@ end
|
||||
-- where offset,eol is a special case.
|
||||
|
||||
example_level_csv=[[1,spawn_frownie
|
||||
60,spawn_vulcan_chasey
|
||||
60,spawn_bonus_vulcan_chasey
|
||||
61,spawn_blocky
|
||||
85,spawn_spewy
|
||||
100,spawn_spewy
|
||||
115,spawn_spewy
|
||||
130,spawn_frownie
|
||||
145,spawn_frownie
|
||||
180,spawn_spewy
|
||||
230,spawn_chasey
|
||||
130,spawn_bonus_frownie
|
||||
145,spawn_spewy
|
||||
200,spawn_bonus_shield_chasey
|
||||
250,spawn_blocking_blocky
|
||||
285,spawn_spec_gun_at,35,-11,blast_gun
|
||||
310,spawn_blocking_blocky
|
||||
310,spawn_blocking_blocky
|
||||
310,spawn_blocking_blocky
|
||||
311,spawn_frownie
|
||||
350,spawn_main_gun_at,70,-11,protron_gun_p
|
||||
401,spawn_frownie
|
||||
420,spawn_blocking_frownie
|
||||
430,spawn_vulcan_chasey
|
||||
430,spawn_bonus_vulcan_chasey
|
||||
450,spawn_frownie
|
||||
465,spawn_frownie
|
||||
465,spawn_bonus_frownie
|
||||
480,spawn_chasey
|
||||
500,multi,20,12,spawn_blocking_blocky
|
||||
501,spawn_frownie
|
||||
501,spawn_bonus_frownie
|
||||
620,spawn_blocking_blocky
|
||||
630,spawn_vulcan_chasey
|
||||
630,spawn_bonus_shield_chasey
|
||||
720,spawn_blocking_boss_chasey
|
||||
721,eol]]
|
||||
|
||||
@ -1620,10 +1517,10 @@ function init_blip_pals()
|
||||
end
|
||||
end
|
||||
|
||||
function blip(obj, col)
|
||||
function blip(obj, col, frames)
|
||||
obj.fx_pal = blip_pals[col]
|
||||
if (obj.___fx_pal_event) obj.___fx_pal_event:abort()
|
||||
events:push_back(blip_fx.new{frames=3, obj=obj})
|
||||
events:push_back(blip_fx.new{frames=frames, obj=obj})
|
||||
end
|
||||
|
||||
bossspark = split"7,7,10,10,9,9,9,8,8,8,2,2,5,5"
|
||||
@ -1706,22 +1603,11 @@ function xp_gem:draw()
|
||||
)
|
||||
end
|
||||
|
||||
function xp_gem:move()
|
||||
|
||||
if not primary_ship.dead and abs(self.x + 1 - primary_ship.x - primary_ship.hurt.x_off) <= primary_ship.magnet and abs(self.y + 1 - primary_ship.y - primary_ship.hurt.y_off) <= primary_ship.magnet then
|
||||
if (self.x < primary_ship.x + 3) self.x += 1
|
||||
if (self.x > primary_ship.x + 5) self.x -= 1
|
||||
if (self.y < primary_ship.y + 3) self.y += 1
|
||||
if (self.y > primary_ship.y + 5) self.y -= 1
|
||||
end
|
||||
return bullet_base.move(self)
|
||||
end
|
||||
|
||||
-- todo: "magnetic" behavior
|
||||
-- when near player ship
|
||||
|
||||
function xp_gem:hitship(ship)
|
||||
if (ship ~= primary_ship or primary_ship.dead) return false
|
||||
if (ship ~= primary_ship) return false
|
||||
primary_ship.xp += self.val
|
||||
primary_ship.last_xp_frame = lframe
|
||||
return true
|
||||
@ -1738,63 +1624,137 @@ function spawn_xp_at(x, y, off, amt)
|
||||
}:spawn_at(mid(x, 0, 124),mid(y,-4,125))
|
||||
end
|
||||
|
||||
-->8
|
||||
-- upgrade options
|
||||
powerup = mknew(bullet_base.new{
|
||||
-- animated sprite array: "sprites"
|
||||
-- to draw under or over anim,
|
||||
-- override draw, draw the
|
||||
-- under-part, call into
|
||||
-- powerup.draw(self), then
|
||||
-- draw the over-part
|
||||
width = 1,
|
||||
height = 1,
|
||||
-- note: make hurtboxes larger
|
||||
-- than sprite by 2px per side
|
||||
-- since ship hitbox is tiny
|
||||
-- but powerups should feel
|
||||
-- easy to pick up
|
||||
dx = 0,
|
||||
dy = 0.75,
|
||||
category = enemy_blt_cat, -- collides with player ship
|
||||
damage = 0,
|
||||
|
||||
anim_speed = 2,
|
||||
loop_pause = 30 -- affected by animspeed
|
||||
})
|
||||
|
||||
-- all these return
|
||||
-- a [2] of rearm_t:
|
||||
--
|
||||
-- icon: sprite id
|
||||
-- hdr: title text
|
||||
-- body: text
|
||||
-- action: callback
|
||||
-- (method)
|
||||
-- sprite indexes for "sheen" animation
|
||||
sheen8x8 = split"2,54,55,56,57,58,59,60,61"
|
||||
|
||||
spec_gunt = {
|
||||
protron_gun_p,
|
||||
vulcan_gun_p,
|
||||
blast_gun,
|
||||
function powerup:draw()
|
||||
spr(self.sprites[max(1,
|
||||
((lframe<<16)\self.anim_speed)
|
||||
%(#self.sprites+self.loop_pause)
|
||||
-self.loop_pause
|
||||
+1)],
|
||||
self.x, self.y,
|
||||
self.width, self.height)
|
||||
end
|
||||
|
||||
repair = mknew(powerup.new{
|
||||
hurt = {
|
||||
x_off = -2,
|
||||
y_off = -2,
|
||||
width = 12,
|
||||
height = 12
|
||||
},
|
||||
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)
|
||||
powerup.draw(self)
|
||||
end
|
||||
})
|
||||
|
||||
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{
|
||||
hurt = {
|
||||
x_off = -2,
|
||||
y_off = -2,
|
||||
width = 16,
|
||||
height = 16
|
||||
},
|
||||
-- gun = gun_type.new{}
|
||||
x_off = 6,
|
||||
y_off = 0,
|
||||
width = 2,
|
||||
height = 2,
|
||||
sprites = {64, 66, 68, 70, 72, 74, 76, 78},
|
||||
hitship = function(self, ship)
|
||||
if (ship ~= primary_ship) return false
|
||||
ship.main_gun = self.gun
|
||||
return true
|
||||
end,
|
||||
draw = function(self)
|
||||
powerup.draw(self)
|
||||
spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
|
||||
end
|
||||
})
|
||||
|
||||
function spawn_main_gun_at(x, y, gunt)
|
||||
if (type(gunt)=="string") gunt=_ENV[gunt]
|
||||
local gun_p = gun_swap.new{
|
||||
gun = gunt.new()
|
||||
}
|
||||
gun_p:spawn_at(x, y)
|
||||
end
|
||||
|
||||
spec_gun_pl = {
|
||||
[1] = 2,
|
||||
[14] = 6,
|
||||
[2] = 14
|
||||
}
|
||||
|
||||
-- picks n random items from
|
||||
-- tbl; permutes tbl, selected
|
||||
-- items at end
|
||||
function pick(tbl, n)
|
||||
local ret, top={}, #tbl
|
||||
for x=top,top-n,-1 do
|
||||
local idx = 1+rnd(x)\1
|
||||
add(ret, tbl[idx])
|
||||
tbl[idx]=tbl[x]
|
||||
tbl[x]=ret[#ret]
|
||||
end
|
||||
return ret
|
||||
end
|
||||
|
||||
-- add a new gun
|
||||
function spec_gun_opts()
|
||||
return pick(spec_gunt, 2)
|
||||
end
|
||||
|
||||
-- major upgrades
|
||||
function big_opts()
|
||||
return {{
|
||||
icon=1,
|
||||
hdr="placeholder",
|
||||
body="placeholder",
|
||||
action = function() end,
|
||||
},
|
||||
{
|
||||
icon=1,
|
||||
hdr="placeholder",
|
||||
body="placeholder",
|
||||
action = function() end,
|
||||
}}
|
||||
end
|
||||
|
||||
-- ordinary upgrades
|
||||
function small_opts()
|
||||
-- todo: include gun opts
|
||||
return pick(primary_ship:small_upgrade_opts(), 2)
|
||||
function spawn_spec_gun_at(x, y, gunt)
|
||||
if (type(gunt)=="string") gunt=_ENV[gunt]
|
||||
local gun_p = gun_swap.new{
|
||||
gun = gunt.new(),
|
||||
hitship = function(self, ship)
|
||||
if (ship ~= primary_ship) return false
|
||||
ship.special_gun = self.gun
|
||||
return true
|
||||
end,
|
||||
draw = function(self)
|
||||
pal(spec_gun_pl)
|
||||
powerup.draw(self)
|
||||
pal()
|
||||
spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
|
||||
end
|
||||
}
|
||||
gun_p:spawn_at(x, y)
|
||||
end
|
||||
|
||||
-->8
|
||||
@ -1851,7 +1811,7 @@ end
|
||||
function rearm_mode:draw_option(id)
|
||||
local rec = self.options[id]
|
||||
self:glow_box(0,0,55,100,self:frame_col(self.sel == id),1)
|
||||
spr(rec.icon,5, 5)
|
||||
spr(rec.s,5, 5)
|
||||
print(rec.hdr, 13, 8, 7)
|
||||
print(rec.body, 5, 15, 6)
|
||||
end
|
||||
@ -1868,14 +1828,17 @@ function rearm_mode:shuffle()
|
||||
-- these will be placeholders
|
||||
-- until the upgrade deck
|
||||
-- is a thing that exists
|
||||
local lev = primary_ship.level
|
||||
if lev == 4 or lev == 12 then
|
||||
self.options = spec_gun_opts()
|
||||
elseif lev % 4 == 0 then
|
||||
self.options = big_opts()
|
||||
else
|
||||
self.options = small_opts()
|
||||
end
|
||||
self.options = {{
|
||||
s=1,
|
||||
hdr=" hull",
|
||||
body = "\n +1\n max\n health",
|
||||
action = function() end,
|
||||
},{
|
||||
s=37,
|
||||
hdr=" vulc",
|
||||
body = "\nplaceholder",
|
||||
action = function() end,
|
||||
}}
|
||||
end
|
||||
|
||||
function rearm_mode:draw()
|
||||
@ -1931,11 +1894,7 @@ function rearm_mode:update()
|
||||
-- todo: sound: rearm
|
||||
primary_ship.shield = primary_ship.maxshield
|
||||
-- todo: rewrite for three guns
|
||||
local specs = primary_ship.special_guns
|
||||
if specs then
|
||||
specs[1].ammo = specs[1].maxammo
|
||||
if (specs[2]) specs[2].ammo = specs[2].maxammo
|
||||
end
|
||||
if (primary_ship.special_gun) primary_ship.special_gun.ammo = primary_ship.special_gun.max_ammo
|
||||
primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + primary_ship.maxhp/2)
|
||||
primary_ship.xp -= primary_ship.xptarget / 2
|
||||
else
|
||||
@ -1962,14 +1921,14 @@ __gfx__
|
||||
0070070065666765000000000ddddd100b33355009444220c000000c03333350b7000000a800000008888820048488203bbaabb3288aa8820000000000000000
|
||||
000000006506506500000000001111000b0b5050090920200c0000c00055550037000000a2000000008882000048420003bbbb30028888200000000000000000
|
||||
00000000650000650000000000000000000b50000009200000c0cc00000000003b00000082000000000820000008200000333300002222000000000000000000
|
||||
0000000000065000000650000003b0000070070080000000700000000bb0000008800000000000000009200000000000cccccccd000650000000000000000000
|
||||
000000000067500000076500000370000005500080000000b0000000b76300008a920000000000009009200200000000c111111d006765000000000000000000
|
||||
00000000006d6500006d6500000b7000700660079000000030000000b663000089920000000550009994444200000000c111111d006d65000000000000000000
|
||||
00000000067c6650067c6650000b7000056ccd50a000000030000000033000000220000000576d009446544200000000c111111d067c66500000000000000000
|
||||
00000000067d6650067d6650000b7000056ccd500000000000000000000000000000000000566d009244442200000000c111111d067d66500000000000000000
|
||||
000000005666657576667650000b7000700dd00700000000000000000000000000000000000dd0009092220200000000c111111d656667650000000000000000
|
||||
000000005656506666565650000370000005500000000000000000000000000000000000000000000090020000000000c111111d650650650000000000000000
|
||||
0000000056500056650006500003b00000700700000000000000000000000000000000000000000000a00a0000000000cddddddd650000650000000000000000
|
||||
00000000000650000006500000000000b000000b80000000700000000bb0000008800000000000000009200000000000cccccccd000650000000000000000000
|
||||
0000000000675000000765000000000000bbbb0080000000b0000000b76300008a920000000000009009200200000000c111111d006765000000000000000000
|
||||
00000000006d6500006d6500000000000b0000b09000000030000000b663000089920000000550009994444200000000c111111d006d65000000000000000000
|
||||
00000000067c6650067c6650000000000b0bb0b0a000000030000000033000000220000000576d009446544200000000c111111d067c66500000000000000000
|
||||
00000000067d6650067d6650000000000b0bb0b00000000000000000000000000000000000566d009244442200000000c111111d067d66500000000000000000
|
||||
000000005666657576667650000000000b0000b000000000000000000000000000000000000dd0009092220200000000c111111d656667650000000000000000
|
||||
0000000056565066665656500000000000bbbb0000000000000000000000000000000000000000000090020000000000c111111d650650650000000000000000
|
||||
00000000565000566500065000000000b000000b000000000000000000000000000000000000000000a00a0000000000cddddddd650000650000000000000000
|
||||
060007000600070006600770766c777c0000000000a0008000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
6cd07cd06cd07cd06ccd7ccd6ccd7ccd000000000090008000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
0d000d006cd07cd06ccd7ccd6ccd7ccd0000000000800a0000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
|
Loading…
x
Reference in New Issue
Block a user