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level_pars
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b536d2c987 |
2
.gitignore
vendored
2
.gitignore
vendored
@ -1,2 +0,0 @@
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.DS_Store
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.vscode/settings.json
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@ -1,244 +0,0 @@
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pico-8 cartridge // http://www.pico-8.com
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version 41
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__lua__
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-- vacuum gambit automatic brake test
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-- by kistaro windrider
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function usplit(str)
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return unpack(split(str))
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end
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function csv(s)
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local ret = split(s, "\n")
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for i, v in ipairs(ret) do
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ret[i] = type(v) == "string" and split(v) or { v }
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end
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return ret
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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 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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-- if there was a previous new,
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-- it is invoked on the new
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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, 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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if (oldnew) oldnew(ret)
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setmetatable(ret, mt)
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return ret
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end
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end
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function _init()
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pal(1,129,1)
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the_ship = ship.new()
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constraints:setup()
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slomo = 1
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sloc = 0
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reroll()
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end
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function reroll()
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frames=0
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sloc=0
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the_ship:reroll()
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end
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function _update60()
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if (btnp(4)) reroll()
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if (btnp(5)) constraints:cycle()
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if (btnp(3)) slomo <<= 1
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if (btnp(2)) slomo >>= 1
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slomo = (slomo < 1) and 1 or (slomo > 8192) and 8192 or slomo
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sloc += 1
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if sloc >= slomo then
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frames += 1
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the_ship:update()
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sloc=0
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end
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end
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function _draw()
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cls(1)
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constraints:draw()
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the_ship:draw()
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print("frames: " .. frames, 4, 64, 7)
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print("speed: 1/" .. slomo, 8, 70, 7)
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print("thrust: ".. actual_t, 4, 80, 7)
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meter(80, 80, 128, 84, actual_t/the_ship.thrust/2)
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print("dx: ".. the_ship.dx, 20, 86, 7)
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meter(80, 86, 128, 90, the_ship.dx/the_ship.maxspd/2)
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print("x: "..the_ship.x, 24, 92, 7)
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print("bx: "..gbx, 20, 98, 7)
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print("xmin:"..tostr(constraints.xmin), 12, 108, 7)
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print("xmax:"..tostr(constraints.xmax), 12, 114, 7)
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end
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function meter(x0, y0, x1, y1, frac)
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local c = 11
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if frac < 0 then
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frac = -frac
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c = 8
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end
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local range = x1-x0
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local midpoint = x0 + (range/2)
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rectfill(x0, y0-1, x0, y1+1, 13)
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rectfill(midpoint, y0-1, midpoint, y1 + 1, 13)
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local width = range * frac
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if (width ~= 0) rectfill(x0, y0, x0 + width, y1, c)
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end
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-->8
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-- ship
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ship = {
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maxspd=4,
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thrust=0.25,
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drag=0.0625,
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y=32,
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}
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mknew(ship)
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function ship:reroll()
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self.x=rnd(128)
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self.dx=rnd(2*self.maxspd)-self.maxspd
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end
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function ship:draw()
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if self.x < -7 then
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spr(2, 0, self.y-7)
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spr(2, 0, self.y+8)
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elseif self.x > 127 then
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spr(2, 120, self.y-7, 1, 1, true)
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spr(2, 120, self.y+8, 1, 1, true)
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else
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spr(1,self.x,self.y)
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end
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--if (self.dx == 0) return
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local bd, f = brake_dist(self.dx, self.thrust + self.drag)
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gbx = self.x+bd
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spr(3, gbx-2,self.y-2)
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print(tostr(f), gbx-2, self.y - 8, 14)
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end
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function calc_velocity(v0, t, vmax, drag)
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v0 = mid(v0 + t, vmax, -vmax)
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return v0 - mid(drag, -drag, v0)
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end
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function ship:update()
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local t = btn(0) and -1 or btn(1) and 1 or 0
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t *= self.thrust
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t = constraints:constrain(self, t)
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-- t = constraints:constrain(self, t)
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-- t = constraints:constrain(self, t)
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local s = calc_velocity(self.dx, t, self.maxspd, self.drag)
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self.x += s
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self.dx = s
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actual_t = t
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end
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-->8
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-- constraints
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constraints = {
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ymin=20,
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ymax=52,
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color=10
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}
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function constraints:constrain(s, want)
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self.color=10
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if (not self.xmin) return want
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-- bmx: brake max
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local v1, bmx = calc_velocity(s.dx, want, s.maxspd, s.drag), s.thrust + s.drag
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local bd, bf = brake_dist(v1, bmx)
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local bx, txm = s.x + bd + v1, self.xmax
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if bx < self.xmin then
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-- predicted brake point left
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-- of xmin; apply max reverse
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-- thrust, treat xmin as our
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-- max target, and handle
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-- overbraking by coalescing
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-- with past +xmax case
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self.color = 9
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want = s.thrust
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txm = self.xmin
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v1 = calc_velocity(s.dx, want, s.maxspd, s.drag)
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bd, bf = brake_dist(v1, bmx)
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bx = bd + s.x + v1
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end
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if (bx <= txm) return want
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self.color = 8
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local overage = bx - txm
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want -= overage/max(bf,1)
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if (want < -s.thrust) want = -s.thrust
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return want
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end
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function brake_dist(v0, brake_max)
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local tri_frames = abs(v0\brake_max)
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local chunks = tri_frames * (tri_frames - 1) >> 1
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local chunk_zone = chunks * brake_max
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local overage = abs(v0) - tri_frames * brake_max
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return (chunk_zone + overage * (tri_frames + 1)) * sgn(v0), (overage > 0) and tri_frames + 1 or tri_frames
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end
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function constraints:cycle()
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if self.ctype=="bounds" then
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self.ctype="point"
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elseif self.ctype=="point" then
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self.ctype="off"
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else
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self.ctype="bounds"
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end
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self:setup()
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end
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function constraints:setup()
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if self.ctype=="point" then
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self.xmin = 64
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self.xmax = 64
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elseif self.ctype=="bounds" then
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self.xmin = 32
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self.xmax = 96
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else
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self.xmin = nil
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self.xmax = nil
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end
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end
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function constraints:draw()
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if (not self.xmin) return
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rect(self.xmin, self.ymin, self.xmax, self.ymax, self.color)
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end
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-->8
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-- fx
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-- todo: spark ring buffer
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__gfx__
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000000008000000000080000a000a000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000006666000080000009090000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000067777600800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000675555758008888009090000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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000000006750007508000000a000a000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000067777500080000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000005555000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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@ -1 +0,0 @@
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Trans rights.
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@ -75,7 +75,7 @@ function updategame()
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edeaths = {}
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for ip, ps in ipairs(pships) do
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for ie, eb in ipairs(ebullets) do
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if collides(hurtbox(ps), hurtbox(eb)) then
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if collides(hurtobx(ps), hurtbox(eb)) then
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if (eb:hitship(ps)) add(edeaths, ie)
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if ps:hitbullet(eb) then
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add(pdeaths, ip)
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|
2162
last_tyrianlike.p8
2162
last_tyrianlike.p8
File diff suppressed because it is too large
Load Diff
356
old_readme.md
356
old_readme.md
@ -1,356 +0,0 @@
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This file contains text that used to be in the cartridge itself, but
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I'm getting increasingly anxious about cartridge space so I'm moving
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it out ot a separate file.
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---
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main loop sequence
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==================
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1. level_frame
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2. events
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3. merge new_events into events
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4. update bg intangibles
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5. move ships (player first)
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6. move bullets (player first)
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7. calculate collisions
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1. pship on eship
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2. ebullet on pship
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3. pbullet on eship
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8. update fg intangibles
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9. check for end of level
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draw order
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----------
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bottom to top:
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1. intangibles_bg
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2. player bullets
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3. player ships
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4. enemy ships
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5. enemy bullets
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6. intangibles_fg
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notes
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-----
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intangibles_fg move()s after
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all collisions and other moves
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are processed. if an intangible
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is added to the list as a result
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of a collision or move, it will
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itself be move()d before it is
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drawn.
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data-driven items
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=================
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guns and bullets both allow the
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most common behaviors to be
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expressed with data alone.
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ships only need a movement
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algorithm expressed.
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guns
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----
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* t - metatable for bullet type.
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fired once in the bullet's
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default direction per shot.
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* enemy - if true, fired bullets
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are flagged as enemy bullets.
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* icon - sprite index of an
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8x8 sprite to display in the
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hud when the player has this
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gun. default is 20, a generic
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crosshair bullseye thing.
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* cooldown - min frames between
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shots.
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* ammo, maxammo - permitted
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number of shots. 0 is empty
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and unfireable. maxammo = 0
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will cause a divide by zero
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so don't do that. if nil,
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ammo is infinite.
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default guns manage ammo and
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cooldown in shoot, then call
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actually_shoot to create the
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projectile. override only
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actually_shoot to change
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projectile logic while keeping
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cooldown and ammo logic.
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bullets
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-------
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* dx, dy - movement per frame.
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player bullets use -dy
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instead.
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* enemyspd - multiplier for dx
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and dy on enemy bullets.
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default is 0.5, making enemy
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shots much easier to dodge
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* damage - damage per hit;
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used by ships
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* sprite - sprite index.
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* x_off, y_off - renamed for
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the next two vars. may revert
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* center_off_x - the horizontal
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centerpoint of the bullet,
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for positioning when firing.
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assume a pixel's coordinates
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refer to the upper left corner
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of the pixel; the center of
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a 2-width bullet with an
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upper left corner at 0 is 1,
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not 0.5.
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* top_off_y, bottom_off_y -
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also for positioning when
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firing. positive distance from
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top or bottom edge to image.
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top_off_y will usually be 0,
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bottom_off_y will not be when
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bullets are smaller than
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the sprite box.
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* width, height - measured in
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full sprites (8x8 boxes), not
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pixels. used for drawing.
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bullets despawn when above or
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below the screen (player or
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enemy bullets, respectively).
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by default, bullets despawn
|
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when they hit something.
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override hitship to change this.
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ships
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____
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ships move by calculating
|
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momentum, then offsetting their
|
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position by that momentum, then
|
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clamping their position to the
|
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screen (horizontally only for
|
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ships that autoscroll). ships
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that autoscroll (slip==true)
|
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then slide down by scrollspeed.
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fractional coordinates are ok.
|
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after movement, ships lose
|
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momentum (ship.drag along each
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axis). abs(momentum) can't
|
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exceed ship.maxspeed.
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|
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ships gain momentum by acting
|
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like a player pushing buttons.
|
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the player ship actually reads
|
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buttons for this.
|
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|
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act -- returns new acceleration:
|
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dx, dy, shoot_spec, shoot_main.
|
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dx and dy are change in momentum
|
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in px/frame. this is controls
|
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only -- friction is handled in
|
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ship:move (`drag` value).
|
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|
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ships hitting another ship take
|
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1 damage per frame of overlap.
|
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ships hitting a bullet check
|
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bullet.damage to find out how
|
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much damage they take. damage
|
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is applied to shields, then hp.
|
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damaged ships flash briefly -
|
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blue (12) if all damage was
|
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shielded, white (7) if hp was
|
||||
damaged. a ship that then has 0
|
||||
or less hp calls self:die() and
|
||||
tells the main game loop to
|
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remove it.
|
||||
|
||||
shieldcooldown is the interval
|
||||
between restoring shield points.
|
||||
shieldpenalty is the delay
|
||||
before restoring points after
|
||||
any damage, reset to this value
|
||||
on every damaging hit (whether
|
||||
it is absorbed by the shield or
|
||||
not) -- shield behaves like
|
||||
halo and other shooters in its
|
||||
heritage, where it recovers if
|
||||
you avoid damage for a while.
|
||||
not that there is any safe cover
|
||||
in this kind of game.
|
||||
|
||||
ships do not repair hp on their
|
||||
own. negative-damage bullets
|
||||
are treated as 0, but a bullet
|
||||
can choose to repair the ship
|
||||
it hits in its own hitship
|
||||
method, or otherwise edit it
|
||||
(changing weapons, refilling
|
||||
weapon ammo). powerups are
|
||||
therefore a kind of bullet.
|
||||
|
||||
levels
|
||||
======
|
||||
|
||||
a level is a table mapping
|
||||
effective frame number to
|
||||
functions. when a level starts,
|
||||
it sets lframe ("level frame")
|
||||
and distance to 0.
|
||||
|
||||
every frame, level_frame
|
||||
increments lframe by 0x0.0001.
|
||||
then if the level is not frozen,
|
||||
it increments distance by 1.0
|
||||
and runs the function in the
|
||||
level table for exactly that
|
||||
frame number (if any). distance
|
||||
is therefore "nonfrozen frames",
|
||||
and is used to trigger level
|
||||
progress. lframe always
|
||||
increments. ships are encouraged
|
||||
to use lframe to control
|
||||
animation and movement, and may
|
||||
use distance to react to level
|
||||
progress separately from overall
|
||||
time. remember to multiply
|
||||
lframe-related stuff by 0x0001.
|
||||
|
||||
a special sentinel value, eol,
|
||||
marks the end of the level.
|
||||
(the level engine doesn't know
|
||||
when it's out of events, so
|
||||
without eol, the level will
|
||||
simply have no events forever.)
|
||||
when it finds eol, level_frame
|
||||
throws away the current level
|
||||
and tells the main loop that it
|
||||
might be done. the main loop
|
||||
agrees the level is over and the
|
||||
player has won when the level
|
||||
has reached eol and there are
|
||||
no more enemy ships, enemy
|
||||
bullets, or background events
|
||||
remaining. player ships, player
|
||||
bullets, and intangibles are
|
||||
not counted.
|
||||
|
||||
level freezing
|
||||
--------------
|
||||
the level is frozen when the
|
||||
global value freeze > 0.
|
||||
generally, something intending
|
||||
to block level progress (a
|
||||
miniboss, a minigame, etc.)
|
||||
increments freeze and prepares
|
||||
some means of decrementing it
|
||||
when it no longer wants to block
|
||||
level progress.
|
||||
|
||||
most commonly, we want to block
|
||||
until some specific ship or
|
||||
group of ships has died. for
|
||||
these ships, override ship:die
|
||||
to decrement freeze. make sure
|
||||
to set ship.dead in any new
|
||||
ship:die method so anything else
|
||||
looking at it can recognize
|
||||
the ship as dead.
|
||||
|
||||
for anything else, you probably
|
||||
want an event to figure out when
|
||||
to unfreeze.
|
||||
|
||||
levels start at 1
|
||||
-----------------
|
||||
|
||||
distance is initialized to 0
|
||||
but gets incremented before the
|
||||
first time the engine looks for
|
||||
events. therefore, the first
|
||||
frame of the level executes
|
||||
level[1]. since levelframe
|
||||
executes before anything else,
|
||||
level[1] sets up the first frame
|
||||
drawn in the level. the player
|
||||
does not see a blank world
|
||||
before level[1] runs.
|
||||
level[1] can therefore be used
|
||||
to reconfigure the player ship,
|
||||
set up backgrounds, start music,
|
||||
kick off some kind of fade-in
|
||||
animation, etc.
|
||||
|
||||
|
||||
events
|
||||
======
|
||||
the global list "events" stores
|
||||
0-argument functions which are
|
||||
called every frame. if they
|
||||
return true, they are removed
|
||||
from the list and not run again;
|
||||
if they return false, they stay
|
||||
and will be called in later
|
||||
frames. the level does not end
|
||||
while the events table is
|
||||
nonempty.
|
||||
|
||||
events are most commonly used
|
||||
to set up something for later
|
||||
(for example, blip uses an event
|
||||
to remove the fx_pallete from
|
||||
the flashing ship when the blip
|
||||
expires), but can also be used
|
||||
to implement a "level within a
|
||||
level" that does something
|
||||
complicated until it's done. if
|
||||
you froze the level when
|
||||
creating the event, remember
|
||||
to thaw it (freeze -= 1) on all
|
||||
paths that return true.
|
||||
|
||||
to do complex stuff in events,
|
||||
use a closure or a metatable
|
||||
that specifies __call.
|
||||
|
||||
to avoid editing the events
|
||||
list while it is being iterated,
|
||||
events that create new events
|
||||
must add those events to
|
||||
new_events rather than events.
|
||||
new_events is only valid during
|
||||
the "event execution" stage, so
|
||||
events created at any other time
|
||||
must go directly on events
|
||||
without using new_events.
|
||||
|
||||
intangibles
|
||||
===========
|
||||
|
||||
the intangibles_fg and
|
||||
intangibles_bg lists contain
|
||||
items with :move and :draw.
|
||||
like ships and bullets, they
|
||||
move during _update60 and
|
||||
draw during _draw. they are
|
||||
not checked for collisions.
|
||||
|
||||
intangibles_bg moves/draws
|
||||
before anything else moves or
|
||||
draws. intangibles_fg
|
||||
moves/draws last. this controls
|
||||
whether your intangible object
|
||||
draws in front of or behind
|
||||
other stuff. you probably want
|
||||
intangibles_bg for decorative
|
||||
elements and intangibles_fg
|
||||
for explosions, score popups,
|
||||
etc.
|
||||
|
||||
there's no scrolling background
|
||||
engine but intangibles_bg could
|
||||
be used to create one, including
|
||||
using the map (otherwise unused
|
||||
in this engine) for the purpose.
|
||||
|
||||
intangibles do not prevent the
|
||||
level from ending. like bullets
|
||||
and ships, if :move returns
|
||||
true, they are dropped.
|
@ -1,87 +0,0 @@
|
||||
pico-8 cartridge // http://www.pico-8.com
|
||||
version 42
|
||||
__lua__
|
||||
-- vacuum gambit
|
||||
-- by kistaro windrider
|
||||
|
||||
function _draw()
|
||||
cls()
|
||||
draw_hud_placeholder()
|
||||
draw_weap_opt(0,0,frame_col(item==1),1,"hull","\n +1\n max\nhealth")
|
||||
draw_weap_opt(56,0,frame_col(item==2),2,"vulc"," rate\n\n faster\n firing\n rate")
|
||||
draw_rearm(frame_col(item<0))
|
||||
end
|
||||
|
||||
function _init()
|
||||
item=1
|
||||
bfm=1
|
||||
end
|
||||
|
||||
function _update()
|
||||
if (btn(3) and item > 0 or btn(2) and item < 0) item = -item
|
||||
if (btn(0)) item = 1
|
||||
if (btn(1)) item = 2
|
||||
if (btn() & 0xF ~= 0) and bfm >= 10 or bfm >= 30 then
|
||||
bfm = 1
|
||||
else
|
||||
bfm += 1
|
||||
end
|
||||
end
|
||||
|
||||
function draw_hud_placeholder()
|
||||
rectfill(112, 0, 127, 127,0x56)
|
||||
rect(112,0,127,127,7)
|
||||
line(127,1,127,127,5)
|
||||
line(113,127)
|
||||
end
|
||||
|
||||
function glow_box(x0, y0, x1, y1, c, cf)
|
||||
rect(x0, y0, x1, y1, c[1])
|
||||
rect(x0+1, y0+1, x1-1, y1-1, c[2])
|
||||
rect(x0+2, y0+2, x1-2, y1-2, c[1])
|
||||
if cf then
|
||||
-- todo: animate "dot crawl" background
|
||||
fillp(…)
|
||||
rectfill(x0+3, y0+3, x1-3, y1-3, cf)
|
||||
fillp()
|
||||
end
|
||||
end
|
||||
|
||||
function frame_col(hot)
|
||||
if (not hot) return {4,10}
|
||||
if (bfm<=16) return {14,7}
|
||||
return {2,8}
|
||||
end
|
||||
|
||||
function draw_weap_opt(x, y, c, s, hdr, body)
|
||||
camera(-x,-y)
|
||||
glow_box(0,0,55,100,c,1)
|
||||
spr(s,5, 5)
|
||||
print(hdr, 13, 8, 7)
|
||||
print(body, 5, 15, 6)
|
||||
camera()
|
||||
end
|
||||
|
||||
function draw_rearm(c)
|
||||
glow_box(0,101,111,127,c,1)
|
||||
spr(5,15,107,4,2)
|
||||
print("full ammo\nfull shield\n+50% health",54, 106, 6)
|
||||
end
|
||||
|
||||
__gfx__
|
||||
000000000b00000000000a0007700770000aa0000444440004444444000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00000000bba80880000008000aa00aa00a0880a0447777700477777a000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
007007000aaa28780a0000000990099008000080477aaa7a0477aaaa000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
0007000008a8887808000000099009900080080047a0047a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00007000088888820000a000088008800000000047a0447a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
00700700008888200000800008800880a000000a47a4477a047a4440000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
000000000008820000a0000008800880080aa080477777a00477777a000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
0000000000002000008000000880088000088000477770000422aaaa222200020000020000000000000000000000000000000000000000000000000000000000
|
||||
000000000000000000000000000000000000000047a77700022ee0002eeee002e00022e000000000000000000000000000000000000000000000000000000000
|
||||
000000000000000000000000000000000000000047a4777002ea2e002e002e02ee022ee000000000000000000000000000000000000000000000000000000000
|
||||
000000000000000000000000000000000000000047a0477a22ea2e002e002e02e2e2e2e000000000000000000000000000000000000000000000000000000000
|
||||
000000000000000000000000000000000000000047a0047a2e2222e02e222e02e02e02e000000000000000000000000000000000000000000000000000000000
|
||||
000000000000000000000000000000000000000047a0047a2eeeeeea2eeee002e02e02e000000000000000000000000000000000000000000000000000000000
|
||||
00000000000000000000000000000000000000000aa000aa2e7aa2ea2e00e002e02e02e000000000000000000000000000000000000000000000000000000000
|
||||
0000000000000000000000000000000000000000000000002e0002e02e002e02e02e02e000000000000000000000000000000000000000000000000000000000
|
||||
0000000000000000000000000000000000000000000000000e0000e00e000e00e00e00e000000000000000000000000000000000000000000000000000000000
|
124
updatedshmup.p8
124
updatedshmup.p8
@ -397,6 +397,23 @@ function dropshadow(str, x, y, col)
|
||||
print(str, x, y, col)
|
||||
end
|
||||
|
||||
function grab_p1_butts()
|
||||
if state ~= game then
|
||||
local r = {0,0,0,0,0}
|
||||
r[0] = 0
|
||||
return r
|
||||
end
|
||||
local b = btn()
|
||||
return {
|
||||
[0]=b&0x1,
|
||||
[1]=(b&0x2)>>1,
|
||||
[2]=(b&0x4)>>2,
|
||||
[3]=(b&0x8)>>3,
|
||||
[4]=(b&0x10)>>4,
|
||||
[5]=(b&0x20)>>5
|
||||
}
|
||||
end
|
||||
|
||||
-->8
|
||||
--ship behavior
|
||||
|
||||
@ -431,19 +448,19 @@ 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()
|
||||
if (shoot_main) self:maybe_shoot(self.main_gun)
|
||||
if (shoot_spec) self:maybe_shoot(self.special_gun)
|
||||
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)
|
||||
self.xmomentum += dx
|
||||
self.ymomentum += dy
|
||||
butt = self:grab_butts()
|
||||
if (butt[5] > 0) self:maybe_shoot(self.main_gun)
|
||||
if (butt[4] > 0) self:maybe_shoot(self.special_gun)
|
||||
if (butt[0]-butt[1] ~= 0 or butt[2]-butt[3] ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, butt, self.thrust, self.sparkodds)
|
||||
self.xmomentum += (self.thrust * butt[1]) - (self.thrust * butt[0])
|
||||
self.ymomentum += (self.thrust * butt[3]) - (self.thrust * butt[2])
|
||||
self.xmomentum = mid(-self.maxspd, self.maxspd, self.xmomentum)
|
||||
self.ymomentum = mid(-self.maxspd, self.maxspd, self.ymomentum)
|
||||
|
||||
self.x += self.xmomentum
|
||||
self.y += self.ymomentum
|
||||
|
||||
if self == primary_ship then
|
||||
if self == primary_self then
|
||||
self.x = mid(0, 112 - 8 * self.size, self.x)
|
||||
self.y = mid(0, 128 - 8 * self.size, self.y)
|
||||
end
|
||||
@ -852,18 +869,16 @@ player = ship_m.new{
|
||||
thrust = 0.25, -- momentum added from button
|
||||
drag = 0.125, -- momentum lost per frame
|
||||
slip = false, -- does not slide down screen
|
||||
act = function(self) -- fetch buttons
|
||||
local b,th = btn(),self.thrust
|
||||
local blr = b&0x3
|
||||
if blr == 1 then
|
||||
self.sprite=17
|
||||
elseif blr==2 then
|
||||
self.sprite=18
|
||||
grab_butts = function(self) -- fetch buttons
|
||||
local butts = grab_p1_butts()
|
||||
if butts[0] == butts[1] then
|
||||
self.sprite = 1
|
||||
elseif butts[0] > 0 then
|
||||
self.sprite = 17
|
||||
else
|
||||
self.sprite=1
|
||||
self.sprite = 18
|
||||
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
|
||||
return butts
|
||||
end
|
||||
}
|
||||
mknew(player,
|
||||
@ -897,12 +912,18 @@ frownie = ship_m.new{
|
||||
thrust = 0.12, -- momentum added from button
|
||||
drag = 0.07, -- momentum lost per frame
|
||||
slip = true,
|
||||
act = function(self)
|
||||
local tstate,dx = (1 + flr(4*t() + 0.5)) % 6,0
|
||||
if (tstate==1 or tstate==2) dx=-self.thrust
|
||||
if (tstate>=4) dx=self.thrust
|
||||
return dx,0,false,false
|
||||
end,
|
||||
grab_butts = function(discard_self)
|
||||
-- buttons are effectively analog
|
||||
-- and negative buttons work just fine!
|
||||
local butts = {}
|
||||
local tstate = (1 + flr(4*t() + 0.5)) % 6
|
||||
butts[0] = ((tstate==1 or tstate==2) and 1) or 0
|
||||
butts[1] = ((tstate==4 or tstate==5) and 1) or 0
|
||||
for b=2, 5 do
|
||||
butts[b]=0
|
||||
end
|
||||
return butts
|
||||
end, -- button fetch algorithm
|
||||
}
|
||||
mknew(frownie)
|
||||
|
||||
@ -941,9 +962,10 @@ spewy = frownie.new{
|
||||
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, true
|
||||
grab_butts=function()
|
||||
local butts=frownie.grab_butts()
|
||||
butts[5]=1
|
||||
return butts
|
||||
end
|
||||
}
|
||||
mknew(spewy, function(ship)
|
||||
@ -978,11 +1000,12 @@ mknew(chasey, function(ship)
|
||||
ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
|
||||
end)
|
||||
|
||||
function chasey:act()
|
||||
local dx = 0
|
||||
if (self.x < primary_ship.x) dx=self.thrust
|
||||
if (self.x > primary_ship.x) dx=-self.thrust
|
||||
return dx, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
|
||||
function chasey:grab_butts()
|
||||
local butts = {[0]=0,0,0,0,0,0}
|
||||
if (self.x < primary_ship.x) butts[1] = 1
|
||||
if (self.x > primary_ship.x) butts[0] = 1
|
||||
if (self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x) butts[5] = 1
|
||||
return butts
|
||||
end
|
||||
|
||||
xl_chasey=chasey.new{
|
||||
@ -998,10 +1021,10 @@ xl_chasey=chasey.new{
|
||||
shield = 5,
|
||||
boss = true,
|
||||
slip = false,
|
||||
act = function(self)
|
||||
local dx,dy,shoot_spec,shoot_main = chasey.act(self)
|
||||
if (self.y < 4) dy=self.thrust
|
||||
return dx,dy,shoot_spec,shoot_main
|
||||
grab_butts = function(self)
|
||||
local butts = chasey.grab_butts(self)
|
||||
if (self.y < 4) butts[3] = 1
|
||||
return butts
|
||||
end,
|
||||
draw = function(self)
|
||||
if(self.fx_pal) pal(self.fx_pal)
|
||||
@ -1285,7 +1308,7 @@ end
|
||||
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)
|
||||
goodies[goodie_name].new{}:spawn_at(x+sh,y+sh)
|
||||
end
|
||||
|
||||
function multi(times, interval, fnm, ...)
|
||||
@ -1487,12 +1510,18 @@ like a player pushing buttons.
|
||||
the player ship actually reads
|
||||
buttons for this.
|
||||
|
||||
act -- returns new acceleration:
|
||||
dx, dy, shoot_spec, shoot_main.
|
||||
dx and dy are change in momentum
|
||||
in px/frame. this is controls
|
||||
only -- friction is handled in
|
||||
ship:move (`drag` value).
|
||||
grab_butts - ship thrust control
|
||||
based on btn() api. returns a
|
||||
table indexed from 0..5 with
|
||||
0 to not push this button and 1
|
||||
to push it. ships can use
|
||||
fractional or out-of-range
|
||||
numbers to get varying amounts
|
||||
of thrust, including using
|
||||
negative numbers for thrust in
|
||||
the opposite direction. 4 and 5
|
||||
just check for nonzeroness to
|
||||
attempt to fire.
|
||||
|
||||
ships hitting another ship take
|
||||
1 damage per frame of overlap.
|
||||
@ -1771,7 +1800,9 @@ function boom(x,y,boominess,is_boss)
|
||||
local boombonus = min(0.05 * boominess, 1.25)
|
||||
for _=1,boominess do
|
||||
local angle = rnd(1)
|
||||
spark(sp,x+4,y+4,cos(angle), sin(angle),boombase+rnd(boombonus),1, true)
|
||||
local butts = {0, sin(angle), 0}
|
||||
butts[0] = cos(angle)
|
||||
spark(sp,x+4,y+4,butts,boombase+rnd(boombonus),1, true)
|
||||
end
|
||||
return
|
||||
end
|
||||
@ -1791,16 +1822,17 @@ function spark_particle:draw()
|
||||
pset(self.x,self.y,self.sprs[self.sidx])
|
||||
end
|
||||
|
||||
function spark(sprs, x, y, dx, dy, odds, fg)
|
||||
function spark(sprs, x, y, butts, thrust, odds, fg)
|
||||
if (sprs==nil or flr(rnd(odds)) ~= 0) return
|
||||
thrust *= 2.5
|
||||
local target = fg and intangibles_fg or intangibles_bg
|
||||
target:push_back(spark_particle.new{
|
||||
x = x + rnd(4) - 2,
|
||||
y = y + rnd(4) - 2,
|
||||
sprs = sprs,
|
||||
sidx = 1,
|
||||
dx = dx + rnd(2) - 1,
|
||||
dy = dy + rnd(2) - 1,
|
||||
dx = (butts[0] - butts[1]) * thrust + rnd(2) - 1,
|
||||
dy = (butts[2] - butts[3]) * thrust + rnd(2) - 1,
|
||||
})
|
||||
end
|
||||
-->8
|
||||
|
1813
vacuum_gambit.p8
1813
vacuum_gambit.p8
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user