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level_pars
Author | SHA1 | Date | |
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b91ebeb775 | |||
ab687f8f6d | |||
bef95df6a1 | |||
24435a3c15 | |||
0c3a36f1fd | |||
a39c419e5f | |||
9ef762268f | |||
e50f516b11 | |||
f9e28fa0e2 | |||
38a054dec1 | |||
fd391ff3bc | |||
fbd9f97429 | |||
2a61e8b5d6 | |||
4ccbe1dc35 | |||
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
124
updatedshmup.p8
124
updatedshmup.p8
@ -397,6 +397,23 @@ function dropshadow(str, x, y, col)
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print(str, x, y, col)
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end
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function grab_p1_butts()
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if state ~= game then
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local r = {0,0,0,0,0}
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r[0] = 0
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return r
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end
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local b = btn()
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return {
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[0]=b&0x1,
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[1]=(b&0x2)>>1,
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[2]=(b&0x4)>>2,
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[3]=(b&0x8)>>3,
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[4]=(b&0x10)>>4,
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[5]=(b&0x20)>>5
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}
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end
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-->8
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--ship behavior
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@ -431,19 +448,19 @@ end
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function ship_m:move()
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self:refresh_shield()
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self.power = min(self.max_power, self.power + self.generator)
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local dx, dy, shoot_spec, shoot_main = self:act()
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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 += dx
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self.ymomentum += dy
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butt = self:grab_butts()
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if (butt[5] > 0) self:maybe_shoot(self.main_gun)
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if (butt[4] > 0) self:maybe_shoot(self.special_gun)
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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)
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self.xmomentum += (self.thrust * butt[1]) - (self.thrust * butt[0])
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self.ymomentum += (self.thrust * butt[3]) - (self.thrust * butt[2])
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self.xmomentum = mid(-self.maxspd, self.maxspd, self.xmomentum)
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self.ymomentum = mid(-self.maxspd, self.maxspd, self.ymomentum)
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self.x += self.xmomentum
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self.y += self.ymomentum
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if self == primary_ship then
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if self == primary_self then
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self.x = mid(0, 112 - 8 * self.size, self.x)
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self.y = mid(0, 128 - 8 * self.size, self.y)
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end
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@ -852,18 +869,16 @@ player = ship_m.new{
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thrust = 0.25, -- momentum added from button
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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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local blr = b&0x3
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if blr == 1 then
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self.sprite=17
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elseif blr==2 then
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self.sprite=18
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else
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grab_butts = function(self) -- fetch buttons
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local butts = grab_p1_butts()
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if butts[0] == butts[1] then
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self.sprite = 1
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elseif butts[0] > 0 then
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self.sprite = 17
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else
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self.sprite = 18
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end
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--dx, dy, shoot_spec, shoot_main
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return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
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return butts
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end
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}
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mknew(player,
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@ -897,12 +912,18 @@ frownie = ship_m.new{
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thrust = 0.12, -- momentum added from button
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drag = 0.07, -- momentum lost per frame
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slip = true,
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act = function(self)
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local tstate,dx = (1 + flr(4*t() + 0.5)) % 6,0
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if (tstate==1 or tstate==2) dx=-self.thrust
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if (tstate>=4) dx=self.thrust
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return dx,0,false,false
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end,
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grab_butts = function(discard_self)
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-- buttons are effectively analog
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-- and negative buttons work just fine!
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local butts = {}
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local tstate = (1 + flr(4*t() + 0.5)) % 6
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butts[0] = ((tstate==1 or tstate==2) and 1) or 0
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butts[1] = ((tstate==4 or tstate==5) and 1) or 0
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for b=2, 5 do
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butts[b]=0
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end
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return butts
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end, -- button fetch algorithm
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}
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mknew(frownie)
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@ -941,9 +962,10 @@ spewy = frownie.new{
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generator=0.5,
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fire_off_x=4,
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fire_off_y = 7,
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act=function(self)
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local dx,dy,shoot_spec=frownie.act(self)
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return dx, dy, shoot_spec, true
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grab_butts=function()
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local butts=frownie.grab_butts()
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butts[5]=1
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return butts
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end
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}
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mknew(spewy, function(ship)
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@ -978,11 +1000,12 @@ mknew(chasey, function(ship)
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ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
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end)
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function chasey:act()
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local dx = 0
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if (self.x < primary_ship.x) dx=self.thrust
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if (self.x > primary_ship.x) dx=-self.thrust
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return dx, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
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function chasey:grab_butts()
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local butts = {[0]=0,0,0,0,0,0}
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if (self.x < primary_ship.x) butts[1] = 1
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if (self.x > primary_ship.x) butts[0] = 1
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if (self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x) butts[5] = 1
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return butts
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end
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xl_chasey=chasey.new{
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@ -998,10 +1021,10 @@ xl_chasey=chasey.new{
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shield = 5,
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boss = true,
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slip = false,
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act = function(self)
|
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local dx,dy,shoot_spec,shoot_main = chasey.act(self)
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if (self.y < 4) dy=self.thrust
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return dx,dy,shoot_spec,shoot_main
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grab_butts = function(self)
|
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local butts = chasey.grab_butts(self)
|
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if (self.y < 4) butts[3] = 1
|
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return butts
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end,
|
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draw = function(self)
|
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if(self.fx_pal) pal(self.fx_pal)
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@ -1285,7 +1308,7 @@ end
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function spawn_goodie(goodie_name, x, y, sz)
|
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if (not goodie_name or #goodie_name == 0) return
|
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local sh = sz and sz/2 or 0
|
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_ENV[goodie_name].new{}:spawn_at(x+sh,y+sh)
|
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goodies[goodie_name].new{}:spawn_at(x+sh,y+sh)
|
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end
|
||||
|
||||
function multi(times, interval, fnm, ...)
|
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@ -1487,12 +1510,18 @@ like a player pushing buttons.
|
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the player ship actually reads
|
||||
buttons for this.
|
||||
|
||||
act -- returns new acceleration:
|
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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
|
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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)
|
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local boombonus = min(0.05 * boominess, 1.25)
|
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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
|
||||
|
2169
vacuum_gambit.p8
2169
vacuum_gambit.p8
File diff suppressed because it is too large
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Reference in New Issue
Block a user