Compare commits
7 Commits
new_collis
...
bullet_ref
Author | SHA1 | Date | |
---|---|---|---|
ead2a7d874
|
|||
571412b15e
|
|||
907bd8318c
|
|||
7170552448
|
|||
01ab6d3969
|
|||
7869192dee
|
|||
a4658e3ef4
|
229
collisiontest.p8
229
collisiontest.p8
@ -1,229 +0,0 @@
|
|||||||
pico-8 cartridge // http://www.pico-8.com
|
|
||||||
version 42
|
|
||||||
__lua__
|
|
||||||
bx0=0
|
|
||||||
by0=0
|
|
||||||
bx1=127
|
|
||||||
by1=127
|
|
||||||
lx0=0
|
|
||||||
ly0=0
|
|
||||||
lx1=127
|
|
||||||
ly1=127
|
|
||||||
|
|
||||||
-->8
|
|
||||||
|
|
||||||
function collides()
|
|
||||||
local tmin,tmax=0,1
|
|
||||||
|
|
||||||
local ldx,ldy=lx1-lx0,ly1-ly0
|
|
||||||
|
|
||||||
|
|
||||||
-- x
|
|
||||||
if ldx==0 then
|
|
||||||
if (lx0<bx0 or lx0>bx1) return
|
|
||||||
else
|
|
||||||
local tx0=(bx0-lx0)/ldx
|
|
||||||
local tx1=(bx1-lx0)/ldx
|
|
||||||
if (tx0 > tx1) tx0,tx1=tx1,tx0
|
|
||||||
if (tmin < tx0) tmin=tx0
|
|
||||||
if (tmax > tx1) tmax=tx1
|
|
||||||
end
|
|
||||||
|
|
||||||
if ldy==0 then
|
|
||||||
if (ly0<by0 or ly0>by1) return
|
|
||||||
else
|
|
||||||
local ty0=(by0-ly0)/ldy
|
|
||||||
local ty1=(by1-ly0)/ldy
|
|
||||||
if (ty0 > ty1) ty0,ty1=ty1,ty0
|
|
||||||
if (tmin < ty0) tmin=ty0
|
|
||||||
if (tmax > ty1) tmax=ty1
|
|
||||||
end
|
|
||||||
|
|
||||||
if (tmax < tmin) return
|
|
||||||
return tmin,tmax
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
-->8
|
|
||||||
function _init()
|
|
||||||
poke(0x5f2d,1) -- enable mouse
|
|
||||||
end
|
|
||||||
|
|
||||||
function _bounce_screen(x)
|
|
||||||
return _bounce(x*128,128)
|
|
||||||
end
|
|
||||||
function _bounce(x,mx)
|
|
||||||
x=x%(mx * 2)
|
|
||||||
if (x>=mx)return mx-(x-mx)
|
|
||||||
return x
|
|
||||||
end
|
|
||||||
|
|
||||||
function _to_halfopen(x0,x1)
|
|
||||||
-- turn two numbers into a
|
|
||||||
-- half-open integer range
|
|
||||||
x0=flr(x0)
|
|
||||||
x1=flr(x1)
|
|
||||||
local lo=min(x0,x1)
|
|
||||||
local hi=max(x0,x1)
|
|
||||||
if (hi==lo) return lo,hi
|
|
||||||
return lo,hi-1
|
|
||||||
end
|
|
||||||
|
|
||||||
function _update60()
|
|
||||||
local t=time()/16
|
|
||||||
|
|
||||||
local bx0_=_bounce_screen(t*1)
|
|
||||||
local by0_=_bounce_screen(t*2)
|
|
||||||
local bx1_=_bounce_screen(t*3)
|
|
||||||
local by1_=_bounce_screen(t*4)
|
|
||||||
|
|
||||||
bx0,bx1=_to_halfopen(bx0_,bx1_)
|
|
||||||
by0,by1=_to_halfopen(by0_,by1_)
|
|
||||||
|
|
||||||
update_line()
|
|
||||||
|
|
||||||
--[[
|
|
||||||
local lx0_=_bounce_screen(t*1.5)
|
|
||||||
local ly0_=_bounce_screen(t*2.5)
|
|
||||||
local lx1_=_bounce_screen(t*3.5)
|
|
||||||
local ly1_=_bounce_screen(t*4.5)
|
|
||||||
|
|
||||||
lx0,lx1=lx0_,lx1_
|
|
||||||
ly0,ly1=ly0_,ly1_
|
|
||||||
]]--
|
|
||||||
end
|
|
||||||
|
|
||||||
was_down=false
|
|
||||||
last_mx,last_my=nil,nil
|
|
||||||
|
|
||||||
function update_line()
|
|
||||||
local mx,my=stat(32),stat(33)
|
|
||||||
local is_down=stat(34)!=0
|
|
||||||
|
|
||||||
if is_down then
|
|
||||||
if was_down then
|
|
||||||
lx1,ly1=mx,my
|
|
||||||
else
|
|
||||||
lx0,ly0=mx,my
|
|
||||||
end
|
|
||||||
end
|
|
||||||
was_down=is_down
|
|
||||||
last_mx,last_my=mx,my
|
|
||||||
end
|
|
||||||
-->8
|
|
||||||
function _draw()
|
|
||||||
cls(0)
|
|
||||||
rect(bx0,by0,bx1,by1,6)
|
|
||||||
--quickzot(lx1,ly1,2,lx1-lx0,ly1-ly0,10,9,8)
|
|
||||||
linefill(lx0, ly0, lx1, ly1, 2, 9)
|
|
||||||
line(lx0,ly0,lx1,ly1,2)
|
|
||||||
local cmin, cmax = collides()
|
|
||||||
if cmin then
|
|
||||||
local dx,dy=lx1-lx0,ly1-ly0
|
|
||||||
line(lx0 + dx*cmin,
|
|
||||||
ly0 + dy*cmin,
|
|
||||||
lx0 + dx*cmax,
|
|
||||||
ly0 + dy*cmax,
|
|
||||||
11)
|
|
||||||
pset(lx0 + dx*cmin,
|
|
||||||
ly0 + dy*cmin,
|
|
||||||
12)
|
|
||||||
end
|
|
||||||
|
|
||||||
pset(last_mx,last_my,7)
|
|
||||||
end
|
|
||||||
-->8
|
|
||||||
function zot_one(x, y, r, ir, dx, dy, hot, warm)
|
|
||||||
local x0, y0 = x-dx, y-dy
|
|
||||||
local rx,ry,irx,iry=r*sgn(dx),r*sgn(dy),ir*sgn(dx),ir*sgn(dy)
|
|
||||||
if warm then
|
|
||||||
line(x0+irx,y0-ry,x+rx,y-iry,warm)
|
|
||||||
line(x0-rx,y0+iry,x-irx,y+ry,warm)
|
|
||||||
--line(x0-rx,y0-ry,x+rx,y+ry,warm)
|
|
||||||
end
|
|
||||||
line(x0,y0,x+rx,y-iry,hot)
|
|
||||||
line(x0,y0,x-irx,y+ry,hot)
|
|
||||||
--line(x0,y0,x+rx,y+ry,hot)
|
|
||||||
end
|
|
||||||
|
|
||||||
function zot(x,y,r,dx,dy,hot,warm,cold)
|
|
||||||
local x0,y0,sdx,sdy=x-dx,y-dy,sgn(dx),sgn(dy)
|
|
||||||
local rx,ry=r*sdx,r*sdy
|
|
||||||
if cold then
|
|
||||||
rectfill(x0-rx,y0-ry,x0+rx,y0+ry,cold)
|
|
||||||
local sdxh,sdyh=sdx/2,sdy/2
|
|
||||||
line(x0-rx-sdxh,y0+ry+sdyh,x-rx,y+ry,cold)
|
|
||||||
line(x0+rx+sdxh,y0-ry-sdyh,x+rx,y-ry,cold)
|
|
||||||
end
|
|
||||||
for i=-r,r do
|
|
||||||
line(x0+i*sdx,y0-ry,x+rx,y-i*sdy,warm)
|
|
||||||
line(x0-rx,y0+i*sdy,x-i*sdx,y+ry,warm)
|
|
||||||
end
|
|
||||||
for i=-r,r do
|
|
||||||
line(x0,y0,x+rx,y-i*sdy,hot)
|
|
||||||
line(x0,y0,x-i*sdx,y+ry,hot)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function quickzot(x,y,r,dx,dy,hot,warm,cold)
|
|
||||||
local x0, y0, r2 = x-dx, y-dy, r/2
|
|
||||||
rectfill(x0-0.5-r2, y0-0.5-r2, x0+r2+0.5, y0+r2+0.5, cold)
|
|
||||||
local a = atan2(dx,dy)-0.25
|
|
||||||
local tdx,tdy=cos(a), sin(a)
|
|
||||||
for i=-r*0.65,r*0.65,0.65 do
|
|
||||||
line(x0+i*tdx, y0+i*tdy, x+i*tdx, y+i*tdy, warm)
|
|
||||||
end
|
|
||||||
rectfill(x-r2,y-r2,x+r2,y+r2,hot)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- linefill x0 y0 x1 y1 r [col]
|
|
||||||
-- draw a thicc line
|
|
||||||
-- https://www.lexaloffle.com/bbs/?tid=39016
|
|
||||||
function linefill(ax,ay,bx,by,r,c)
|
|
||||||
if(c) color(c)
|
|
||||||
local dx,dy=bx-ax,by-ay
|
|
||||||
-- avoid overflow
|
|
||||||
-- credits: https://www.lexaloffle.com/bbs/?tid=28999
|
|
||||||
local d,n = abs(dx),abs(dy)
|
|
||||||
if (d<n) d,n=n,d
|
|
||||||
n/=d
|
|
||||||
d*=sqrt(n*n+1)
|
|
||||||
if(d<0.001) return
|
|
||||||
local ca,sa=dx/d,-dy/d
|
|
||||||
|
|
||||||
-- polygon points
|
|
||||||
local s={
|
|
||||||
{0,-r},{d,-r},{d,r},{0,r}
|
|
||||||
}
|
|
||||||
local u,v,spans=s[4][1],s[4][2],{}
|
|
||||||
local x0,y0=ax+u*ca+v*sa,ay-u*sa+v*ca
|
|
||||||
for i=1,4 do
|
|
||||||
local u,v=unpack(s[i])
|
|
||||||
local x1,y1=ax+u*ca+v*sa,ay-u*sa+v*ca
|
|
||||||
local _x1,_y1=x1,y1
|
|
||||||
if(y0>y1) x0,y0,x1,y1=x1,y1,x0,y0
|
|
||||||
local dx=(x1-x0)/(y1-y0)
|
|
||||||
if(y0<0) x0-=y0*dx y0=-1
|
|
||||||
local cy0=y0\1+1
|
|
||||||
-- sub-pix shift
|
|
||||||
x0+=(cy0-y0)*dx
|
|
||||||
for y=y0\1+1,min(y1\1,127) do
|
|
||||||
-- open span?
|
|
||||||
local span=spans[y]
|
|
||||||
if span then
|
|
||||||
rectfill(x0,y,span,y)
|
|
||||||
else
|
|
||||||
spans[y]=x0
|
|
||||||
end
|
|
||||||
x0+=dx
|
|
||||||
end
|
|
||||||
x0,y0=_x1,_y1
|
|
||||||
end
|
|
||||||
end
|
|
||||||
__gfx__
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
@ -1,5 +1,5 @@
|
|||||||
pico-8 cartridge // http://www.pico-8.com
|
pico-8 cartridge // http://www.pico-8.com
|
||||||
version 42
|
version 41
|
||||||
__lua__
|
__lua__
|
||||||
-- vacuum gambit
|
-- vacuum gambit
|
||||||
-- by kistaro windrider
|
-- by kistaro windrider
|
||||||
@ -18,17 +18,12 @@ function csv(s)
|
|||||||
end
|
end
|
||||||
return ret
|
return ret
|
||||||
end
|
end
|
||||||
function const_fxn(x)
|
|
||||||
return function()
|
|
||||||
return x
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- generate standard "overlay"
|
-- generate standard "overlay"
|
||||||
-- constructor for type tt.
|
-- constructor for type tt.
|
||||||
-- if tt.init is defined, generated
|
-- if more is defined, generated
|
||||||
-- new calls tt.init(ret) after
|
-- new calls more(ret) after
|
||||||
-- ret is definitely not nil,
|
-- ret is definitely not nil
|
||||||
-- before calling setmetatable.
|
-- before calling setmetatable.
|
||||||
-- use to initialize mutables.
|
-- use to initialize mutables.
|
||||||
--
|
--
|
||||||
@ -37,8 +32,8 @@ end
|
|||||||
-- object *after* more, because
|
-- object *after* more, because
|
||||||
-- this works better with the
|
-- this works better with the
|
||||||
-- `more` impls i use.
|
-- `more` impls i use.
|
||||||
function mknew(tt)
|
function mknew(tt, more)
|
||||||
local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
|
local mt,oldnew = {__index=tt},tt.new
|
||||||
tt.new=function(ret)
|
tt.new=function(ret)
|
||||||
if(not ret) ret = {}
|
if(not ret) ret = {}
|
||||||
if(more) more(ret)
|
if(more) more(ret)
|
||||||
@ -46,18 +41,15 @@ function mknew(tt)
|
|||||||
setmetatable(ret, mt)
|
setmetatable(ret, mt)
|
||||||
return ret
|
return ret
|
||||||
end
|
end
|
||||||
return tt
|
|
||||||
end
|
end
|
||||||
|
|
||||||
-- intrusive singly-linked list.
|
-- intrusive singly-linked list.
|
||||||
-- cannot be nested!
|
-- cannot be nested!
|
||||||
linked_list = mknew{
|
linked_list = {is_linked_list=true}
|
||||||
is_linked_list=true,
|
mknew(linked_list, function(x)
|
||||||
init = function(x)
|
|
||||||
x.next=nil
|
x.next=nil
|
||||||
x.tail=x
|
x.tail=x
|
||||||
end,
|
end)
|
||||||
}
|
|
||||||
|
|
||||||
function linked_list:push_back(x)
|
function linked_list:push_back(x)
|
||||||
self.tail.next = x
|
self.tail.next = x
|
||||||
@ -126,7 +118,7 @@ end
|
|||||||
function _init()
|
function _init()
|
||||||
init_blip_pals()
|
init_blip_pals()
|
||||||
wipe_level()
|
wipe_level()
|
||||||
primary_ship.main_gun = zap_gun_p.new() -- redundant?
|
primary_ship.main_gun = zap_gun.new()
|
||||||
load_level(example_level_csv)
|
load_level(example_level_csv)
|
||||||
state = game
|
state = game
|
||||||
pal(2,129)
|
pal(2,129)
|
||||||
@ -420,7 +412,7 @@ end
|
|||||||
|
|
||||||
scrollrate = 0.25 --in px/frame
|
scrollrate = 0.25 --in px/frame
|
||||||
|
|
||||||
ship_m = mknew{
|
ship_m = {
|
||||||
|
|
||||||
-- ships have no shield by default
|
-- ships have no shield by default
|
||||||
shield = 0,
|
shield = 0,
|
||||||
@ -445,6 +437,7 @@ ship_m = mknew{
|
|||||||
-- ymin, ymax default to nil
|
-- ymin, ymax default to nil
|
||||||
-- pship needs more constraint
|
-- pship needs more constraint
|
||||||
}
|
}
|
||||||
|
mknew(ship_m)
|
||||||
|
|
||||||
function ship_m:die()
|
function ship_m:die()
|
||||||
self.dead = true
|
self.dead = true
|
||||||
@ -587,20 +580,16 @@ end
|
|||||||
-->8
|
-->8
|
||||||
-- bullet and gun behaviors
|
-- bullet and gun behaviors
|
||||||
|
|
||||||
function player_blt_cat()
|
bullet_base = {
|
||||||
return pbullets
|
enemyspd = 0.5
|
||||||
end
|
}
|
||||||
|
mknew(bullet_base)
|
||||||
|
|
||||||
function enemy_blt_cat()
|
gun_base = {
|
||||||
return ebullets
|
|
||||||
end
|
|
||||||
|
|
||||||
bullet_base = mknew{ }
|
|
||||||
|
|
||||||
gun_base = mknew{
|
|
||||||
shoot_ready = -32768,
|
shoot_ready = -32768,
|
||||||
icon = 20
|
icon = 20
|
||||||
}
|
}
|
||||||
|
mknew(gun_base)
|
||||||
|
|
||||||
function bullet_base:hitship(_)
|
function bullet_base:hitship(_)
|
||||||
self:die()
|
self:die()
|
||||||
@ -612,11 +601,19 @@ end
|
|||||||
|
|
||||||
function bullet_base:move()
|
function bullet_base:move()
|
||||||
self.x += self.dx
|
self.x += self.dx
|
||||||
|
if self.enemy then
|
||||||
self.y += self.dy
|
self.y += self.dy
|
||||||
if (self.y > 128) or (self.y < -8 * self.height) then
|
if self.y > 128 then
|
||||||
self:die()
|
self:die()
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
|
else
|
||||||
|
self.y -= self.dy
|
||||||
|
if self.y < -8*self.height then
|
||||||
|
self:die()
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
end
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
|
|
||||||
@ -624,18 +621,17 @@ function bullet_base:draw()
|
|||||||
spr(self.sprite, self.x, self.y, self.width, self.height)
|
spr(self.sprite, self.x, self.y, self.width, self.height)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- An `actually_shoot` factory
|
|
||||||
-- for trivial guns
|
|
||||||
function spawn_one(t)
|
|
||||||
return function(gun, x, y)
|
|
||||||
t.new{}:spawn_at(x, y)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function bullet_base:spawn_at(x, y)
|
function bullet_base:spawn_at(x, y)
|
||||||
self.x = x - self.x_off
|
self.x = x - self.center_x_off
|
||||||
self.y = y - self.y_off
|
if self.enemy then
|
||||||
self.category():push_back(self)
|
self.dx *= self.enemyspd
|
||||||
|
self.dy *= self.enemyspd
|
||||||
|
self.y = y + self.top_y_off
|
||||||
|
ebullets:push_back(self)
|
||||||
|
else
|
||||||
|
self.y = y - (8 * self.height) + self.bottom_y_off
|
||||||
|
pbullets:push_back(self)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function gun_base:shoot(x, y)
|
function gun_base:shoot(x, y)
|
||||||
@ -649,12 +645,23 @@ function gun_base:shoot(x, y)
|
|||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function gun_base:actually_shoot(x, y)
|
||||||
|
local typ = self.t
|
||||||
|
local b = typ.new{
|
||||||
|
enemy = self.enemy,
|
||||||
|
sprite = self.enemy and typ.esprite or typ.psprite,
|
||||||
|
}
|
||||||
|
b:spawn_at(x, y)
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
-->8
|
-->8
|
||||||
-- bullets and guns
|
-- bullets and guns
|
||||||
|
|
||||||
zap_e = mknew(bullet_base.new{
|
zap = bullet_base.new{
|
||||||
--shape
|
--shape
|
||||||
sprite = 9, --index of enemy ammo sprite
|
psprite = 8, --index of player ammo sprite
|
||||||
|
esprite = 9, -- index of enemy ammo sprite
|
||||||
width = 1, --in 8x8 blocks
|
width = 1, --in 8x8 blocks
|
||||||
height = 1,
|
height = 1,
|
||||||
hurt = { -- hurtbox - where this ship can be hit
|
hurt = { -- hurtbox - where this ship can be hit
|
||||||
@ -663,39 +670,33 @@ zap_e = mknew(bullet_base.new{
|
|||||||
width = 2,
|
width = 2,
|
||||||
height = 8
|
height = 8
|
||||||
},
|
},
|
||||||
x_off = 1, -- how to position by ship
|
center_x_off = 1, -- how to position by ship
|
||||||
y_off = 8,
|
bottom_y_off = 0,
|
||||||
|
top_y_off = 0,
|
||||||
|
|
||||||
damage = 1,
|
damage = 1,
|
||||||
dx = 0, -- px/frame
|
dx = 0, -- px/frame
|
||||||
dy = 4,
|
dy = 8,
|
||||||
|
|
||||||
hitship = const_fxn(true),
|
hitship = function(_, _)
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
}
|
||||||
|
mknew(zap)
|
||||||
|
|
||||||
category = enemy_blt_cat,
|
zap_gun = gun_base.new{
|
||||||
})
|
enemy = false,
|
||||||
|
|
||||||
zap_p = mknew(zap_e.new{
|
|
||||||
sprite = 8,
|
|
||||||
dy = -8,
|
|
||||||
y_off = 0,
|
|
||||||
category = player_blt_cat,
|
|
||||||
})
|
|
||||||
|
|
||||||
zap_gun_e = mknew(gun_base.new{
|
|
||||||
power = 20, -- power consumed per shot
|
power = 20, -- power consumed per shot
|
||||||
cooldown = 0x0.000a, -- frames between shots
|
cooldown = 0x0.000a, -- frames between shots
|
||||||
ammo = nil, -- unlimited ammo - main gun
|
ammo = nil, -- unlimited ammo - main gun
|
||||||
actually_shoot = spawn_one(zap_e),
|
t = zap -- metatable of bullet to fire
|
||||||
})
|
}
|
||||||
|
mknew(zap_gun)
|
||||||
|
|
||||||
zap_gun_p = mknew(zap_gun_e.new{
|
blast = bullet_base.new{
|
||||||
actually_shoot = spawn_one(zap_p),
|
|
||||||
})
|
|
||||||
|
|
||||||
blast = mknew(bullet_base.new{
|
|
||||||
--shape
|
--shape
|
||||||
sprite = 12, --index of player ammo sprite
|
psprite = 12, --index of player ammo sprite
|
||||||
|
esprite = 3, -- index of enemy ammo sprite
|
||||||
width = 1, --in 8x8 blocks
|
width = 1, --in 8x8 blocks
|
||||||
height = 1,
|
height = 1,
|
||||||
hurt = { -- hurtbox - where this ship can be hit
|
hurt = { -- hurtbox - where this ship can be hit
|
||||||
@ -704,12 +705,13 @@ blast = mknew(bullet_base.new{
|
|||||||
width = 6,
|
width = 6,
|
||||||
height = 6
|
height = 6
|
||||||
},
|
},
|
||||||
x_off = 4, -- how to position by ship
|
center_x_off = 4, -- how to position by ship
|
||||||
y_off = 0,
|
bottom_y_off = 0,
|
||||||
|
top_y_off = 0,
|
||||||
|
|
||||||
damage = 4,
|
damage = 4,
|
||||||
dx = 0, -- px/frame
|
dx = 0, -- px/frame
|
||||||
dy = -2,
|
dy = 2,
|
||||||
awaitcancel = false,
|
awaitcancel = false,
|
||||||
|
|
||||||
-- disable damage for 2 frames
|
-- disable damage for 2 frames
|
||||||
@ -734,22 +736,25 @@ blast = mknew(bullet_base.new{
|
|||||||
self.awaitcancel = false
|
self.awaitcancel = false
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
end,
|
end
|
||||||
category=player_blt_cat
|
}
|
||||||
})
|
mknew(blast)
|
||||||
|
|
||||||
blast_gun = mknew(gun_base.new{
|
blast_gun = gun_base.new{
|
||||||
icon = 13,
|
icon = 13,
|
||||||
power = 0, -- only cost is ammo
|
enemy = false,
|
||||||
|
power = 0, -- ammo, not power
|
||||||
cooldown = 0x0.0020, -- frames between shots
|
cooldown = 0x0.0020, -- frames between shots
|
||||||
ammo = 5,
|
ammo = 5,
|
||||||
maxammo = 5,
|
maxammo = 5,
|
||||||
actually_shoot = spawn_one(blast),
|
t = blast -- type of bullet to fire
|
||||||
})
|
}
|
||||||
|
mknew(blast_gun)
|
||||||
|
|
||||||
protron_e = mknew(bullet_base.new{
|
protron = bullet_base.new{
|
||||||
--shape
|
--shape
|
||||||
sprite = 24,
|
psprite = 23, --index of player ammo sprite
|
||||||
|
esprite = 24, -- index of enemy ammo sprite
|
||||||
width = 1, --in 8x8 blocks
|
width = 1, --in 8x8 blocks
|
||||||
height = 1,
|
height = 1,
|
||||||
hurt = { -- hurtbox - where this ship can be hit
|
hurt = { -- hurtbox - where this ship can be hit
|
||||||
@ -758,59 +763,56 @@ protron_e = mknew(bullet_base.new{
|
|||||||
width = 2,
|
width = 2,
|
||||||
height = 2
|
height = 2
|
||||||
},
|
},
|
||||||
x_off = 1, -- how to position by ship
|
center_x_off = 1, -- how to position by ship
|
||||||
y_off = 4,
|
bottom_y_off = 4,
|
||||||
|
top_y_off = 0,
|
||||||
|
|
||||||
damage = 1,
|
damage = 1,
|
||||||
dym = 0.5, -- gun sets dy;
|
dx = 0, -- px/frame
|
||||||
-- this is mult
|
dy = 3,
|
||||||
category = enemy_blt_cat,
|
}
|
||||||
})
|
mknew(protron)
|
||||||
|
|
||||||
protron_p = mknew(protron_e.new{
|
protron_gun = gun_base.new{
|
||||||
sprite=23,
|
|
||||||
dym = -1,
|
|
||||||
y_off = 0,
|
|
||||||
category=player_blt_cat,
|
|
||||||
})
|
|
||||||
|
|
||||||
protron_gun_e = mknew(gun_base.new{
|
|
||||||
icon = 25,
|
icon = 25,
|
||||||
|
enemy = false,
|
||||||
power = 60,
|
power = 60,
|
||||||
cooldown = 0x0.000f, -- frames between shots
|
cooldown = 0x0.000f, -- frames between shots
|
||||||
ammo = nil,
|
ammo = nil,
|
||||||
maxammo = nil,
|
maxammo = nil,
|
||||||
munition = protron_e
|
actually_shoot = function(self, x, y)
|
||||||
})
|
local sprite = protron.psprite
|
||||||
|
if (self.enemy) sprite=protron.esprite
|
||||||
function protron_gun_e:actually_shoot(x, y)
|
|
||||||
local m = self.munition.dym
|
|
||||||
for i=1,3 do
|
for i=1,3 do
|
||||||
local b = self.munition.new{
|
local b = protron.new{
|
||||||
dx = i*m,
|
enemy=self.enemy,
|
||||||
dy = (4-i)*m,
|
sprite=sprite,
|
||||||
|
dx = i,
|
||||||
|
dy = 4-i
|
||||||
}
|
}
|
||||||
b:spawn_at(x,y)
|
b:spawn_at(x,y)
|
||||||
local b2 = self.munition.new{
|
local b2 = protron.new{
|
||||||
dx = -i*m,
|
enemy=self.enemy,
|
||||||
dy = (4-i)*m,
|
sprite=sprite,
|
||||||
|
dx = -i,
|
||||||
|
dy = 4-i
|
||||||
}
|
}
|
||||||
b2:spawn_at(x,y)
|
b2:spawn_at(x,y)
|
||||||
end
|
end
|
||||||
local bup = self.munition.new{
|
local bup = protron.new{
|
||||||
dx=0,
|
enemy=self.enemy,
|
||||||
dy=4*m,
|
sprite=sprite,
|
||||||
|
dy=4
|
||||||
}
|
}
|
||||||
bup:spawn_at(x,y)
|
bup:spawn_at(x,y)
|
||||||
end
|
end
|
||||||
|
}
|
||||||
|
mknew(protron_gun)
|
||||||
|
|
||||||
protron_gun_p = mknew(protron_gun_e.new{
|
vulcan = bullet_base.new{
|
||||||
munition = protron_p,
|
|
||||||
})
|
|
||||||
|
|
||||||
vulcan_e = mknew(bullet_base.new{
|
|
||||||
--shape
|
--shape
|
||||||
sprite = 21,
|
psprite = 22, --index of player ammo sprite
|
||||||
|
esprite = 21, -- index of enemy ammo sprite
|
||||||
width = 1, --in 8x8 blocks
|
width = 1, --in 8x8 blocks
|
||||||
height = 1,
|
height = 1,
|
||||||
hurt = { -- hurtbox - where this ship can be hit
|
hurt = { -- hurtbox - where this ship can be hit
|
||||||
@ -819,46 +821,39 @@ vulcan_e = mknew(bullet_base.new{
|
|||||||
width = 1,
|
width = 1,
|
||||||
height = 4
|
height = 4
|
||||||
},
|
},
|
||||||
x_off = 0.5, -- how to position by ship
|
center_x_off = 0.5, -- how to position by ship
|
||||||
y_off = 0,
|
bottom_y_off = 4,
|
||||||
|
top_y_off = 0,
|
||||||
|
|
||||||
damage = 0.5,
|
damage = 0.5,
|
||||||
-- dx from gun
|
dx = 0, -- px/frame
|
||||||
dy = 2,
|
dy = 4,
|
||||||
category=enemy_blt_cat
|
}
|
||||||
})
|
mknew(vulcan)
|
||||||
|
|
||||||
vulcan_p = mknew(vulcan_e.new{
|
vulcan_gun = gun_base.new{
|
||||||
sprite=22,
|
|
||||||
y_off = 4,
|
|
||||||
dy = -4,
|
|
||||||
category=player_blt_cat
|
|
||||||
})
|
|
||||||
|
|
||||||
vulcan_gun_e = mknew(gun_base.new{
|
|
||||||
icon = 37,
|
icon = 37,
|
||||||
enemy = false,
|
enemy = false,
|
||||||
power = 8,
|
power = 8,
|
||||||
cooldown = 0x0.0002, -- frames between shots
|
cooldown = 0x0.0002, -- frames between shots
|
||||||
ammo = nil,
|
ammo = nil,
|
||||||
maxammo = nil,
|
maxammo = nil,
|
||||||
munition=vulcan_e,
|
|
||||||
dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
|
dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
|
||||||
xoffs = {1, 0, -1, 1, 0, -1},
|
xoffs = {1, 0, -1, 1, 0, -1},
|
||||||
dxidx = 1,
|
dxidx = 1,
|
||||||
actually_shoot = function(self, x, y)
|
actually_shoot = function(self, x, y)
|
||||||
local b = self.munition.new{
|
local sprite = self.enemy and vulcan.esprite or vulcan.psprite
|
||||||
|
local b = vulcan.new{
|
||||||
|
enemy=self.enemy,
|
||||||
|
sprite=sprite,
|
||||||
dx = self.dxs[self.dxidx],
|
dx = self.dxs[self.dxidx],
|
||||||
}
|
}
|
||||||
b:spawn_at(self.xoffs[self.dxidx]+x,y)
|
b:spawn_at(self.xoffs[self.dxidx]+x,y)
|
||||||
self.dxidx += 1
|
self.dxidx += 1
|
||||||
if (self.dxidx > #self.dxs) self.dxidx = 1
|
if (self.dxidx > #self.dxs) self.dxidx = 1
|
||||||
end
|
end
|
||||||
})
|
}
|
||||||
|
mknew(vulcan_gun)
|
||||||
vulcan_gun_p = mknew(vulcan_gun_e.new{
|
|
||||||
munition=vulcan_p,
|
|
||||||
})
|
|
||||||
|
|
||||||
-->8
|
-->8
|
||||||
--ships, including player
|
--ships, including player
|
||||||
@ -866,7 +861,7 @@ vulcan_gun_p = mknew(vulcan_gun_e.new{
|
|||||||
firespark = split"9, 8, 2, 5, 1"
|
firespark = split"9, 8, 2, 5, 1"
|
||||||
smokespark = split"13, 13, 5, 5"
|
smokespark = split"13, 13, 5, 5"
|
||||||
|
|
||||||
player = mknew(ship_m.new{
|
player = ship_m.new{
|
||||||
--shape
|
--shape
|
||||||
sprite = 1, --index of ship sprite
|
sprite = 1, --index of ship sprite
|
||||||
size = 1, --all ships are square; how many 8x8 sprites?
|
size = 1, --all ships are square; how many 8x8 sprites?
|
||||||
@ -916,20 +911,21 @@ player = mknew(ship_m.new{
|
|||||||
end
|
end
|
||||||
--dx, dy, shoot_spec, shoot_main
|
--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 (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
|
||||||
end,
|
end
|
||||||
|
}
|
||||||
init = function(p)
|
mknew(player,
|
||||||
p.main_gun = zap_gun_p.new()
|
function(p)
|
||||||
|
p.main_gun = zap_gun.new()
|
||||||
-- ONE HIT MODE
|
-- ONE HIT MODE
|
||||||
--
|
--
|
||||||
-- p.hp = 0
|
-- p.hp = 0
|
||||||
-- p.maxhp = 0
|
-- p.maxhp = 0
|
||||||
-- p.shield = 0
|
-- p.shield = 0
|
||||||
-- p.maxshield = 0
|
-- p.maxshield = 0
|
||||||
end,
|
end
|
||||||
})
|
)
|
||||||
|
|
||||||
frownie = mknew(ship_m.new{
|
frownie = ship_m.new{
|
||||||
--shape
|
--shape
|
||||||
sprite = 3, --index of ship sprite
|
sprite = 3, --index of ship sprite
|
||||||
size = 1, --all ships are square; how many 8x8 sprites?
|
size = 1, --all ships are square; how many 8x8 sprites?
|
||||||
@ -960,9 +956,10 @@ frownie = mknew(ship_m.new{
|
|||||||
if (tstate>=4) dx=self.thrust
|
if (tstate>=4) dx=self.thrust
|
||||||
return dx,0,false,false
|
return dx,0,false,false
|
||||||
end,
|
end,
|
||||||
})
|
}
|
||||||
|
mknew(frownie)
|
||||||
|
|
||||||
blocky = mknew(frownie.new{
|
blocky = frownie.new{
|
||||||
sprite = 10,
|
sprite = 10,
|
||||||
hp = 1.5,
|
hp = 1.5,
|
||||||
hurt = {
|
hurt = {
|
||||||
@ -980,9 +977,10 @@ blocky = mknew(frownie.new{
|
|||||||
end
|
end
|
||||||
ship_m.ow(self)
|
ship_m.ow(self)
|
||||||
end
|
end
|
||||||
})
|
}
|
||||||
|
mknew(blocky)
|
||||||
|
|
||||||
spewy = mknew(frownie.new{
|
spewy = frownie.new{
|
||||||
sprite=26,
|
sprite=26,
|
||||||
power=-20,
|
power=-20,
|
||||||
hurt = {
|
hurt = {
|
||||||
@ -999,13 +997,13 @@ spewy = mknew(frownie.new{
|
|||||||
act=function(self)
|
act=function(self)
|
||||||
local dx,dy,shoot_spec=frownie.act(self)
|
local dx,dy,shoot_spec=frownie.act(self)
|
||||||
return dx, dy, shoot_spec, true
|
return dx, dy, shoot_spec, true
|
||||||
end,
|
|
||||||
init = function(ship)
|
|
||||||
ship.main_gun=ship.main_gun or protron_gun_e.new{}
|
|
||||||
end
|
end
|
||||||
})
|
}
|
||||||
|
mknew(spewy, function(ship)
|
||||||
|
ship.main_gun=ship.main_gun or protron_gun.new{enemy=true}
|
||||||
|
end)
|
||||||
|
|
||||||
chasey = mknew(ship_m.new{
|
chasey = ship_m.new{
|
||||||
sprite = 5,
|
sprite = 5,
|
||||||
size = 1,
|
size = 1,
|
||||||
hurt = {
|
hurt = {
|
||||||
@ -1028,11 +1026,10 @@ chasey = mknew(ship_m.new{
|
|||||||
thrust = 0.2,
|
thrust = 0.2,
|
||||||
drag = 0.075,
|
drag = 0.075,
|
||||||
slip = true,
|
slip = true,
|
||||||
|
}
|
||||||
init = function(ship)
|
mknew(chasey, function(ship)
|
||||||
ship.main_gun=ship.main_gun or zap_gun_e.new{}
|
ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
|
||||||
end
|
end)
|
||||||
})
|
|
||||||
|
|
||||||
function chasey:act()
|
function chasey:act()
|
||||||
self.xmin = max(primary_ship.x-8, 0)
|
self.xmin = max(primary_ship.x-8, 0)
|
||||||
@ -1040,7 +1037,7 @@ function chasey:act()
|
|||||||
return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
|
return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
|
||||||
end
|
end
|
||||||
|
|
||||||
xl_chasey=mknew(chasey.new{
|
xl_chasey=chasey.new{
|
||||||
size=2,
|
size=2,
|
||||||
maxspd=1.25,
|
maxspd=1.25,
|
||||||
hurt = {
|
hurt = {
|
||||||
@ -1049,8 +1046,6 @@ xl_chasey=mknew(chasey.new{
|
|||||||
width = 12,
|
width = 12,
|
||||||
height = 10
|
height = 10
|
||||||
},
|
},
|
||||||
fire_off_x = 8,
|
|
||||||
fire_off_y = 15,
|
|
||||||
hp = 19.5,
|
hp = 19.5,
|
||||||
shield = 5,
|
shield = 5,
|
||||||
boss = true,
|
boss = true,
|
||||||
@ -1065,11 +1060,10 @@ xl_chasey=mknew(chasey.new{
|
|||||||
sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
|
sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
|
||||||
pal()
|
pal()
|
||||||
end,
|
end,
|
||||||
init = function(ship)
|
}
|
||||||
ship.main_gun=ship.main_gun or zap_gun_e.new{}
|
mknew(xl_chasey, function(ship)
|
||||||
end,
|
ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
|
||||||
})
|
end)
|
||||||
|
|
||||||
-->8
|
-->8
|
||||||
-- collisions
|
-- collisions
|
||||||
|
|
||||||
@ -1083,11 +1077,12 @@ function collides(box1, box2)
|
|||||||
or box1.y+box1.height<box2.y)
|
or box1.y+box1.height<box2.y)
|
||||||
end
|
end
|
||||||
|
|
||||||
collider = mknew{
|
collider = { }
|
||||||
init = function(x)
|
mknew(collider,
|
||||||
|
function(x)
|
||||||
x.suppress = {}
|
x.suppress = {}
|
||||||
end,
|
end
|
||||||
}
|
)
|
||||||
|
|
||||||
function collider_indexes(box)
|
function collider_indexes(box)
|
||||||
local ret = {}
|
local ret = {}
|
||||||
@ -1276,9 +1271,9 @@ end
|
|||||||
|
|
||||||
function spawn_bonus_vulcan_chasey()
|
function spawn_bonus_vulcan_chasey()
|
||||||
local c = spawn_chasey()
|
local c = spawn_chasey()
|
||||||
c.main_gun=vulcan_gun_e.new{enemy=true}
|
c.main_gun=vulcan_gun.new{enemy=true}
|
||||||
c.die = function(self)
|
c.die = function(self)
|
||||||
spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p)
|
spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun)
|
||||||
chasey.die(self)
|
chasey.die(self)
|
||||||
end
|
end
|
||||||
c.sprite=4
|
c.sprite=4
|
||||||
@ -1381,7 +1376,7 @@ example_level_csv=[[1,spawn_frownie
|
|||||||
310,spawn_blocking_blocky
|
310,spawn_blocking_blocky
|
||||||
310,spawn_blocking_blocky
|
310,spawn_blocking_blocky
|
||||||
311,spawn_frownie
|
311,spawn_frownie
|
||||||
350,spawn_main_gun_at,70,-11,protron_gun_p
|
350,spawn_main_gun_at,70,-11,protron_gun
|
||||||
401,spawn_frownie
|
401,spawn_frownie
|
||||||
420,spawn_blocking_frownie
|
420,spawn_blocking_frownie
|
||||||
430,spawn_bonus_vulcan_chasey
|
430,spawn_bonus_vulcan_chasey
|
||||||
@ -1491,9 +1486,8 @@ bullets
|
|||||||
shots much easier to dodge
|
shots much easier to dodge
|
||||||
* damage - damage per hit;
|
* damage - damage per hit;
|
||||||
used by ships
|
used by ships
|
||||||
* sprite - sprite index.
|
* psprite, esprite - index of
|
||||||
* x_off, y_off - renamed for
|
player or enemy sprite.
|
||||||
the next two vars. may revert
|
|
||||||
* center_off_x - the horizontal
|
* center_off_x - the horizontal
|
||||||
centerpoint of the bullet,
|
centerpoint of the bullet,
|
||||||
for positioning when firing.
|
for positioning when firing.
|
||||||
@ -1782,7 +1776,7 @@ true, they are dropped.
|
|||||||
-->8
|
-->8
|
||||||
-- standard events
|
-- standard events
|
||||||
|
|
||||||
blip_fx = mknew{
|
blip_fx = {
|
||||||
cancel=false
|
cancel=false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1800,6 +1794,8 @@ function blip_fx:abort()
|
|||||||
self.cancel=true
|
self.cancel=true
|
||||||
end
|
end
|
||||||
|
|
||||||
|
mknew(blip_fx)
|
||||||
|
|
||||||
blip_pals = {}
|
blip_pals = {}
|
||||||
function init_blip_pals()
|
function init_blip_pals()
|
||||||
for i=0,15 do
|
for i=0,15 do
|
||||||
@ -1834,7 +1830,8 @@ function boom(x,y,boominess,is_boss)
|
|||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
spark_particle=mknew{}
|
spark_particle={}
|
||||||
|
mknew(spark_particle)
|
||||||
|
|
||||||
function spark_particle:move()
|
function spark_particle:move()
|
||||||
if (rnd(4) < 1) self.sidx += 1
|
if (rnd(4) < 1) self.sidx += 1
|
||||||
@ -1863,7 +1860,7 @@ end
|
|||||||
-->8
|
-->8
|
||||||
-- powerups
|
-- powerups
|
||||||
|
|
||||||
powerup = mknew(bullet_base.new{
|
powerup = bullet_base.new{
|
||||||
-- animated sprite array: "sprites"
|
-- animated sprite array: "sprites"
|
||||||
-- to draw under or over anim,
|
-- to draw under or over anim,
|
||||||
-- override draw, draw the
|
-- override draw, draw the
|
||||||
@ -1879,12 +1876,13 @@ powerup = mknew(bullet_base.new{
|
|||||||
-- easy to pick up
|
-- easy to pick up
|
||||||
dx = 0,
|
dx = 0,
|
||||||
dy = 1.5, -- 0.75 after enemyspd
|
dy = 1.5, -- 0.75 after enemyspd
|
||||||
category = enemy_blt_cat, -- collides with player ship
|
enemy = true, -- collides with player ship
|
||||||
damage = 0,
|
damage = 0,
|
||||||
|
|
||||||
anim_speed = 2,
|
anim_speed = 2,
|
||||||
loop_pause = 30 -- affected by animspeed
|
loop_pause = 30 -- affected by animspeed
|
||||||
})
|
}
|
||||||
|
mknew(powerup)
|
||||||
|
|
||||||
-- sprite indexes for "sheen" animation
|
-- sprite indexes for "sheen" animation
|
||||||
sheen8x8 = split"2,54,55,56,57,58,59,60,61"
|
sheen8x8 = split"2,54,55,56,57,58,59,60,61"
|
||||||
@ -1904,15 +1902,16 @@ function powerup:draw()
|
|||||||
self.width, self.height)
|
self.width, self.height)
|
||||||
end
|
end
|
||||||
|
|
||||||
repair = mknew(powerup.new{
|
repair = powerup.new{
|
||||||
hurt = {
|
hurt = {
|
||||||
x_off = -2,
|
x_off = -2,
|
||||||
y_off = -2,
|
y_off = -2,
|
||||||
width = 12,
|
width = 12,
|
||||||
height = 12
|
height = 12
|
||||||
},
|
},
|
||||||
x_off = 4,
|
center_x_off = 4,
|
||||||
y_off = 0,
|
top_y_off = 0,
|
||||||
|
bottom_y_off = 0,
|
||||||
sprites = sheen8x8,
|
sprites = sheen8x8,
|
||||||
hitship = function(self, ship)
|
hitship = function(self, ship)
|
||||||
if (ship ~= primary_ship) return false
|
if (ship ~= primary_ship) return false
|
||||||
@ -1923,13 +1922,14 @@ repair = mknew(powerup.new{
|
|||||||
spr(53, self.x, self.y, self.width, self.height)
|
spr(53, self.x, self.y, self.width, self.height)
|
||||||
powerup.draw(self)
|
powerup.draw(self)
|
||||||
end
|
end
|
||||||
})
|
}
|
||||||
|
mknew(repair)
|
||||||
|
|
||||||
function spawn_repair_at(x, y)
|
function spawn_repair_at(x, y)
|
||||||
repair.new():spawn_at(x, y)
|
repair.new():spawn_at(x, y)
|
||||||
end
|
end
|
||||||
|
|
||||||
gun_swap = mknew(powerup.new{
|
gun_swap = powerup.new{
|
||||||
hurt = {
|
hurt = {
|
||||||
x_off = -2,
|
x_off = -2,
|
||||||
y_off = -2,
|
y_off = -2,
|
||||||
@ -1937,8 +1937,9 @@ gun_swap = mknew(powerup.new{
|
|||||||
height = 16
|
height = 16
|
||||||
},
|
},
|
||||||
-- gun = gun_type.new{}
|
-- gun = gun_type.new{}
|
||||||
x_off = 6,
|
center_x_off = 6,
|
||||||
y_off = 0,
|
top_y_off = 0,
|
||||||
|
bottom_y_off = 4,
|
||||||
width = 2,
|
width = 2,
|
||||||
height = 2,
|
height = 2,
|
||||||
sprites = {64, 66, 68, 70, 72, 74, 76, 78},
|
sprites = {64, 66, 68, 70, 72, 74, 76, 78},
|
||||||
@ -1951,7 +1952,8 @@ gun_swap = mknew(powerup.new{
|
|||||||
powerup.draw(self)
|
powerup.draw(self)
|
||||||
spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
|
spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
|
||||||
end
|
end
|
||||||
})
|
}
|
||||||
|
mknew(gun_swap)
|
||||||
|
|
||||||
function spawn_main_gun_at(x, y, gunt)
|
function spawn_main_gun_at(x, y, gunt)
|
||||||
if (type(gunt)=="string") gunt=_ENV[gunt]
|
if (type(gunt)=="string") gunt=_ENV[gunt]
|
||||||
|
245
magnitest.p8
245
magnitest.p8
@ -1,245 +0,0 @@
|
|||||||
pico-8 cartridge // http://www.pico-8.com
|
|
||||||
version 42
|
|
||||||
__lua__
|
|
||||||
--magnitest.p8
|
|
||||||
--accuracy and perf tests for
|
|
||||||
--vector calculation logic
|
|
||||||
|
|
||||||
-- profiler says 67 cycles
|
|
||||||
-- 39 lua, 28 system
|
|
||||||
function bbs28999alg(dx, dy)
|
|
||||||
local d = max(abs(dx),abs(dy))
|
|
||||||
local n = min(abs(dx),abs(dy)) / d
|
|
||||||
return sqrt(n*n + 1) * d
|
|
||||||
end
|
|
||||||
|
|
||||||
-- profiler says 56 cycles
|
|
||||||
-- 24 lua, 32 system
|
|
||||||
function bbs28999algopt(dx, dy)
|
|
||||||
local d,n=abs(dx),abs(dy)
|
|
||||||
if (d<n) d,n=n,d
|
|
||||||
n/=d
|
|
||||||
return (n*n + 1)^0.5 * d
|
|
||||||
end
|
|
||||||
|
|
||||||
-- profiler says 54 cycles
|
|
||||||
-- 26 lua, 28 system
|
|
||||||
function bbs28999algopt2(dx, dy)
|
|
||||||
local d,n=abs(dx),abs(dy)
|
|
||||||
if (d<n) d,n=n,d
|
|
||||||
n/=d
|
|
||||||
return sqrt(n*n + 1) * d
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
-- profiler says 18 cycles
|
|
||||||
-- 18 lua, 0 system
|
|
||||||
function trigalg(dx, dy)
|
|
||||||
local s = sin(atan2(dx,dy))
|
|
||||||
if (s==0) return abs(dx)
|
|
||||||
return abs(dy/s)
|
|
||||||
end
|
|
||||||
-->8
|
|
||||||
function _init()
|
|
||||||
gdx,gdy=0,0
|
|
||||||
acc=1
|
|
||||||
magnitude = 1
|
|
||||||
tresult=0
|
|
||||||
bresult=0
|
|
||||||
delta=0
|
|
||||||
dp=0
|
|
||||||
end
|
|
||||||
|
|
||||||
function _update60()
|
|
||||||
if (btn(0)) gdx -= acc
|
|
||||||
if (btn(1)) gdx += acc
|
|
||||||
if (btn(2)) gdy -= acc
|
|
||||||
if (btn(3)) gdy += acc
|
|
||||||
if (btn(4) and btn(5)) gdx,gdy=0,0
|
|
||||||
gdx=mid(-16000,16000,gdx)
|
|
||||||
gdy=mid(-16000,16000,gdy)
|
|
||||||
|
|
||||||
if btn() == 0 or btn(4) then
|
|
||||||
acc = 1
|
|
||||||
elseif btn(5) then
|
|
||||||
acc *= 1.05
|
|
||||||
else
|
|
||||||
acc *= 1.02
|
|
||||||
end
|
|
||||||
if (acc > 1024) acc=1024
|
|
||||||
|
|
||||||
local a,b=abs(gdx),abs(gdy)
|
|
||||||
if (b>a) a,b=b,a
|
|
||||||
magnitude = 1
|
|
||||||
while magnitude < a/64 do
|
|
||||||
magnitude *= 2
|
|
||||||
end
|
|
||||||
|
|
||||||
bresult=bbs28999algopt2(gdx,gdy)
|
|
||||||
tresult=trigalg(gdx,gdy)
|
|
||||||
delta=tresult-bresult
|
|
||||||
dp=(2*abs(delta)/abs(abs(bresult)+abs(tresult)))*100
|
|
||||||
if (delta == 0) dp=0
|
|
||||||
end
|
|
||||||
|
|
||||||
cols = {
|
|
||||||
6,7,
|
|
||||||
[4]=10,
|
|
||||||
[8]=9,
|
|
||||||
[16]=4,
|
|
||||||
[32]=14,
|
|
||||||
[64]=15,
|
|
||||||
[128]=11,
|
|
||||||
[256]=12,
|
|
||||||
[512]=13,
|
|
||||||
[1024]=8,
|
|
||||||
}
|
|
||||||
|
|
||||||
function _draw()
|
|
||||||
cls()
|
|
||||||
camera()
|
|
||||||
print("x: "..tostr(gdx).." y: "..tostr(gdy).."\nbase: "..tostr(bresult).."\ntrig: "..tostr(tresult).."\n\ndiff: "..tostr(delta).."\n %:"..tostr(dp),0,0,13)
|
|
||||||
print("⬆️⬇️⬅️➡️:move ❎:fast 🅾️:slow\n❎+🅾️:reset position",0,117,12)
|
|
||||||
camera(-63,-63)
|
|
||||||
line(0,0,gdx/magnitude,gdy/magnitude,cols[magnitude] or 2)
|
|
||||||
rectfill(0,0,gdx/magnitude,0,5)
|
|
||||||
rectfill(0,0,0,gdy/magnitude,5)
|
|
||||||
end
|
|
||||||
|
|
||||||
__gfx__
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
__label__
|
|
||||||
d0d000000000ddd0ddd0ddd0d0d00000ddd0d0d0ddd0ddd000000000d0d0000000000000dd00dd00ddd0ddd00000ddd0ddd0ddd0ddd000000000000000000000
|
|
||||||
d0d00d00000000d000d0d000d0d00000d0d0d0d000d000d000000000d0d00d00000000000d000d0000d0d0000000d0d0d000d000d00000000000000000000000
|
|
||||||
0d00000000000dd000d0ddd0ddd00000d0d0ddd0ddd000d000000000ddd000000000ddd00d000d00ddd0ddd00000ddd0ddd0ddd0ddd000000000000000000000
|
|
||||||
d0d00d00000000d000d000d000d00000d0d000d0d00000d00000000000d00d00000000000d000d00d00000d00000d0d000d000d000d000000000000000000000
|
|
||||||
d0d000000000ddd000d0ddd000d00d00ddd000d0ddd000d000000000ddd0000000000000ddd0ddd0ddd0ddd00d00ddd0ddd0ddd0ddd000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
ddd0ddd00dd0ddd000000000ddd0ddd0dd00ddd00000dd00ddd0ddd0dd0000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
d0d0d0d0d000d0000d00000000d0d0d00d00d0d000000d00d0d000d00d0000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
dd00ddd0ddd0dd00000000000dd0ddd00d00ddd000000d00ddd000d00d0000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
d0d0d0d000d0d0000d00000000d000d00d0000d000000d00d0d000d00d0000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
ddd0d0d0dd00ddd000000000ddd000d0ddd000d00d00ddd0ddd000d0ddd000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
ddd0ddd0ddd00dd000000000ddd0ddd0dd00ddd00000ddd0dd00ddd0ddd000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
0d00d0d00d00d0000d00000000d0d0d00d00d0d00000d0d00d00d00000d000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
0d00dd000d00d000000000000dd0ddd00d00ddd00000d0d00d00ddd0ddd000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
0d00d0d00d00d0d00d00000000d000d00d00d0d00000d0d00d0000d0d00000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
0d00d0d0ddd0ddd000000000ddd000d0ddd0ddd00d00ddd0ddd0ddd0ddd000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
dd00ddd0ddd0ddd0000000000000dd000000dd00ddd0dd00ddd00000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
d0d00d00d000d0000d00000000000d0000000d0000d00d00d0d00000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
d0d00d00dd00dd0000000000ddd00d0000000d0000d00d00ddd00000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
d0d00d00d000d0000d00000000000d0000000d0000d00d0000d00000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
ddd0ddd0d000d000000000000000ddd00d00ddd000d0ddd000d00000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
000000000000d0d00000ddd00000ddd0ddd0ddd00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000d00d00d0d00000d0d000d0d0d00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
0000000000000d000000d0d00000d0d0ddd0ddd00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
000000000000d0000d00d0d00000d0d0d00000d00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
000000000000d0d00000ddd00d00ddd0ddd000d00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
000000000000000000000000000000000000000000000000000000000000000500000000000000000000000000000000000000000000000000000000ff000000
|
|
||||||
000000000000000000000000000000000000000000000000000000000000000500000000000000000000000000000000000000000000000000000fff00000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000050000000000000000000000000000000000000000000000000ffff00000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000050000000000000000000000000000000000000000000000fff000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000050000000000000000000000000000000000000000000fff000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000050000000000000000000000000000000000000000fff000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000050000000000000000000000000000000000000fff000000000000000000000000
|
|
||||||
0000000000000000000000000000000000000000000000000000000000000005000000000000000000000000000000000ffff000000000000000000000000000
|
|
||||||
0000000000000000000000000000000000000000000000000000000000000005000000000000000000000000000000fff0000000000000000000000000000000
|
|
||||||
0000000000000000000000000000000000000000000000000000000000000005000000000000000000000000000fff0000000000000000000000000000000000
|
|
||||||
0000000000000000000000000000000000000000000000000000000000000005000000000000000000000000fff0000000000000000000000000000000000000
|
|
||||||
000000000000000000000000000000000000000000000000000000000000000500000000000000000000ffff0000000000000000000000000000000000000000
|
|
||||||
000000000000000000000000000000000000000000000000000000000000000500000000000000000fff00000000000000000000000000000000000000000000
|
|
||||||
000000000000000000000000000000000000000000000000000000000000000500000000000000fff00000000000000000000000000000000000000000000000
|
|
||||||
000000000000000000000000000000000000000000000000000000000000000500000000000fff00000000000000000000000000000000000000000000000000
|
|
||||||
000000000000000000000000000000000000000000000000000000000000000500000000fff00000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000050000ffff00000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000050fff000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000055555555555555555555555555555555555555555555555555555555555000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
0ccccc000ccccc000ccccc000ccccc000000ccc00cc0c0c0ccc0000000000ccccc000000ccc0ccc00cc0ccc000000ccccc0000000cc0c0000cc0c0c000000000
|
|
||||||
ccc0ccc0cc000cc0ccc00cc0cc00ccc00c00ccc0c0c0c0c0c00000000000cc0c0cc00c00c000c0c0c0000c000000cc000cc00c00c000c000c0c0c0c000000000
|
|
||||||
cc000cc0cc000cc0cc000cc0cc000cc00000c0c0c0c0c0c0cc0000000000ccc0ccc00000cc00ccc0ccc00c000000cc0c0cc00000ccc0c000c0c0c0c000000000
|
|
||||||
cc000cc0ccc0ccc0ccc00cc0cc00ccc00c00c0c0c0c0ccc0c00000000000cc0c0cc00c00c000c0c000c00c000000cc000cc00c0000c0c000c0c0ccc000000000
|
|
||||||
0ccccc000ccccc000ccccc000ccccc000000c0c0cc000c00ccc0000000000ccccc000000c000c0c0cc000c0000000ccccc000000cc00ccc0cc00ccc000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
0ccccc0000000ccccc000000ccc0ccc00cc0ccc0ccc00000ccc00cc00cc0ccc0ccc0ccc00cc0cc00000000000000000000000000000000000000000000000000
|
|
||||||
cc0c0cc00c00cc000cc00c00c0c0c000c000c0000c000000c0c0c0c0c0000c000c000c00c0c0c0c0000000000000000000000000000000000000000000000000
|
|
||||||
ccc0ccc0ccc0cc0c0cc00000cc00cc00ccc0cc000c000000ccc0c0c0ccc00c000c000c00c0c0c0c0000000000000000000000000000000000000000000000000
|
|
||||||
cc0c0cc00c00cc000cc00c00c0c0c00000c0c0000c000000c000c0c000c00c000c000c00c0c0c0c0000000000000000000000000000000000000000000000000
|
|
||||||
0ccccc0000000ccccc000000c0c0ccc0cc00ccc00c000000c000cc00cc00ccc00c00ccc0cc00c0c0000000000000000000000000000000000000000000000000
|
|
||||||
|
|
BIN
magnitest.p8.png
BIN
magnitest.p8.png
Binary file not shown.
Before Width: | Height: | Size: 4.6 KiB |
356
old_readme.md
356
old_readme.md
@ -1,356 +0,0 @@
|
|||||||
This file contains text that used to be in the cartridge itself, but
|
|
||||||
I'm getting increasingly anxious about cartridge space so I'm moving
|
|
||||||
it out ot a separate file.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
main loop sequence
|
|
||||||
==================
|
|
||||||
1. level_frame
|
|
||||||
2. events
|
|
||||||
3. merge new_events into events
|
|
||||||
4. update bg intangibles
|
|
||||||
5. move ships (player first)
|
|
||||||
6. move bullets (player first)
|
|
||||||
7. calculate collisions
|
|
||||||
1. pship on eship
|
|
||||||
2. ebullet on pship
|
|
||||||
3. pbullet on eship
|
|
||||||
8. update fg intangibles
|
|
||||||
9. check for end of level
|
|
||||||
|
|
||||||
draw order
|
|
||||||
----------
|
|
||||||
bottom to top:
|
|
||||||
1. intangibles_bg
|
|
||||||
2. player bullets
|
|
||||||
3. player ships
|
|
||||||
4. enemy ships
|
|
||||||
5. enemy bullets
|
|
||||||
6. intangibles_fg
|
|
||||||
|
|
||||||
notes
|
|
||||||
-----
|
|
||||||
intangibles_fg move()s after
|
|
||||||
all collisions and other moves
|
|
||||||
are processed. if an intangible
|
|
||||||
is added to the list as a result
|
|
||||||
of a collision or move, it will
|
|
||||||
itself be move()d before it is
|
|
||||||
drawn.
|
|
||||||
|
|
||||||
data-driven items
|
|
||||||
=================
|
|
||||||
guns and bullets both allow the
|
|
||||||
most common behaviors to be
|
|
||||||
expressed with data alone.
|
|
||||||
ships only need a movement
|
|
||||||
algorithm expressed.
|
|
||||||
|
|
||||||
guns
|
|
||||||
----
|
|
||||||
* t - metatable for bullet type.
|
|
||||||
fired once in the bullet's
|
|
||||||
default direction per shot.
|
|
||||||
* enemy - if true, fired bullets
|
|
||||||
are flagged as enemy bullets.
|
|
||||||
* icon - sprite index of an
|
|
||||||
8x8 sprite to display in the
|
|
||||||
hud when the player has this
|
|
||||||
gun. default is 20, a generic
|
|
||||||
crosshair bullseye thing.
|
|
||||||
* cooldown - min frames between
|
|
||||||
shots.
|
|
||||||
* ammo, maxammo - permitted
|
|
||||||
number of shots. 0 is empty
|
|
||||||
and unfireable. maxammo = 0
|
|
||||||
will cause a divide by zero
|
|
||||||
so don't do that. if nil,
|
|
||||||
ammo is infinite.
|
|
||||||
|
|
||||||
default guns manage ammo and
|
|
||||||
cooldown in shoot, then call
|
|
||||||
actually_shoot to create the
|
|
||||||
projectile. override only
|
|
||||||
actually_shoot to change
|
|
||||||
projectile logic while keeping
|
|
||||||
cooldown and ammo logic.
|
|
||||||
|
|
||||||
bullets
|
|
||||||
-------
|
|
||||||
* dx, dy - movement per frame.
|
|
||||||
player bullets use -dy
|
|
||||||
instead.
|
|
||||||
* enemyspd - multiplier for dx
|
|
||||||
and dy on enemy bullets.
|
|
||||||
default is 0.5, making enemy
|
|
||||||
shots much easier to dodge
|
|
||||||
* damage - damage per hit;
|
|
||||||
used by ships
|
|
||||||
* sprite - sprite index.
|
|
||||||
* x_off, y_off - renamed for
|
|
||||||
the next two vars. may revert
|
|
||||||
* center_off_x - the horizontal
|
|
||||||
centerpoint of the bullet,
|
|
||||||
for positioning when firing.
|
|
||||||
assume a pixel's coordinates
|
|
||||||
refer to the upper left corner
|
|
||||||
of the pixel; the center of
|
|
||||||
a 2-width bullet with an
|
|
||||||
upper left corner at 0 is 1,
|
|
||||||
not 0.5.
|
|
||||||
* top_off_y, bottom_off_y -
|
|
||||||
also for positioning when
|
|
||||||
firing. positive distance from
|
|
||||||
top or bottom edge to image.
|
|
||||||
top_off_y will usually be 0,
|
|
||||||
bottom_off_y will not be when
|
|
||||||
bullets are smaller than
|
|
||||||
the sprite box.
|
|
||||||
* width, height - measured in
|
|
||||||
full sprites (8x8 boxes), not
|
|
||||||
pixels. used for drawing.
|
|
||||||
|
|
||||||
bullets despawn when above or
|
|
||||||
below the screen (player or
|
|
||||||
enemy bullets, respectively).
|
|
||||||
|
|
||||||
by default, bullets despawn
|
|
||||||
when they hit something.
|
|
||||||
override hitship to change this.
|
|
||||||
|
|
||||||
ships
|
|
||||||
____
|
|
||||||
|
|
||||||
ships move by calculating
|
|
||||||
momentum, then offsetting their
|
|
||||||
position by that momentum, then
|
|
||||||
clamping their position to the
|
|
||||||
screen (horizontally only for
|
|
||||||
ships that autoscroll). ships
|
|
||||||
that autoscroll (slip==true)
|
|
||||||
then slide down by scrollspeed.
|
|
||||||
fractional coordinates are ok.
|
|
||||||
after movement, ships lose
|
|
||||||
momentum (ship.drag along each
|
|
||||||
axis). abs(momentum) can't
|
|
||||||
exceed ship.maxspeed.
|
|
||||||
|
|
||||||
ships gain momentum by acting
|
|
||||||
like a player pushing buttons.
|
|
||||||
the player ship actually reads
|
|
||||||
buttons for this.
|
|
||||||
|
|
||||||
act -- returns new acceleration:
|
|
||||||
dx, dy, shoot_spec, shoot_main.
|
|
||||||
dx and dy are change in momentum
|
|
||||||
in px/frame. this is controls
|
|
||||||
only -- friction is handled in
|
|
||||||
ship:move (`drag` value).
|
|
||||||
|
|
||||||
ships hitting another ship take
|
|
||||||
1 damage per frame of overlap.
|
|
||||||
ships hitting a bullet check
|
|
||||||
bullet.damage to find out how
|
|
||||||
much damage they take. damage
|
|
||||||
is applied to shields, then hp.
|
|
||||||
damaged ships flash briefly -
|
|
||||||
blue (12) if all damage was
|
|
||||||
shielded, white (7) if hp was
|
|
||||||
damaged. a ship that then has 0
|
|
||||||
or less hp calls self:die() and
|
|
||||||
tells the main game loop to
|
|
||||||
remove it.
|
|
||||||
|
|
||||||
shieldcooldown is the interval
|
|
||||||
between restoring shield points.
|
|
||||||
shieldpenalty is the delay
|
|
||||||
before restoring points after
|
|
||||||
any damage, reset to this value
|
|
||||||
on every damaging hit (whether
|
|
||||||
it is absorbed by the shield or
|
|
||||||
not) -- shield behaves like
|
|
||||||
halo and other shooters in its
|
|
||||||
heritage, where it recovers if
|
|
||||||
you avoid damage for a while.
|
|
||||||
not that there is any safe cover
|
|
||||||
in this kind of game.
|
|
||||||
|
|
||||||
ships do not repair hp on their
|
|
||||||
own. negative-damage bullets
|
|
||||||
are treated as 0, but a bullet
|
|
||||||
can choose to repair the ship
|
|
||||||
it hits in its own hitship
|
|
||||||
method, or otherwise edit it
|
|
||||||
(changing weapons, refilling
|
|
||||||
weapon ammo). powerups are
|
|
||||||
therefore a kind of bullet.
|
|
||||||
|
|
||||||
levels
|
|
||||||
======
|
|
||||||
|
|
||||||
a level is a table mapping
|
|
||||||
effective frame number to
|
|
||||||
functions. when a level starts,
|
|
||||||
it sets lframe ("level frame")
|
|
||||||
and distance to 0.
|
|
||||||
|
|
||||||
every frame, level_frame
|
|
||||||
increments lframe by 0x0.0001.
|
|
||||||
then if the level is not frozen,
|
|
||||||
it increments distance by 1.0
|
|
||||||
and runs the function in the
|
|
||||||
level table for exactly that
|
|
||||||
frame number (if any). distance
|
|
||||||
is therefore "nonfrozen frames",
|
|
||||||
and is used to trigger level
|
|
||||||
progress. lframe always
|
|
||||||
increments. ships are encouraged
|
|
||||||
to use lframe to control
|
|
||||||
animation and movement, and may
|
|
||||||
use distance to react to level
|
|
||||||
progress separately from overall
|
|
||||||
time. remember to multiply
|
|
||||||
lframe-related stuff by 0x0001.
|
|
||||||
|
|
||||||
a special sentinel value, eol,
|
|
||||||
marks the end of the level.
|
|
||||||
(the level engine doesn't know
|
|
||||||
when it's out of events, so
|
|
||||||
without eol, the level will
|
|
||||||
simply have no events forever.)
|
|
||||||
when it finds eol, level_frame
|
|
||||||
throws away the current level
|
|
||||||
and tells the main loop that it
|
|
||||||
might be done. the main loop
|
|
||||||
agrees the level is over and the
|
|
||||||
player has won when the level
|
|
||||||
has reached eol and there are
|
|
||||||
no more enemy ships, enemy
|
|
||||||
bullets, or background events
|
|
||||||
remaining. player ships, player
|
|
||||||
bullets, and intangibles are
|
|
||||||
not counted.
|
|
||||||
|
|
||||||
level freezing
|
|
||||||
--------------
|
|
||||||
the level is frozen when the
|
|
||||||
global value freeze > 0.
|
|
||||||
generally, something intending
|
|
||||||
to block level progress (a
|
|
||||||
miniboss, a minigame, etc.)
|
|
||||||
increments freeze and prepares
|
|
||||||
some means of decrementing it
|
|
||||||
when it no longer wants to block
|
|
||||||
level progress.
|
|
||||||
|
|
||||||
most commonly, we want to block
|
|
||||||
until some specific ship or
|
|
||||||
group of ships has died. for
|
|
||||||
these ships, override ship:die
|
|
||||||
to decrement freeze. make sure
|
|
||||||
to set ship.dead in any new
|
|
||||||
ship:die method so anything else
|
|
||||||
looking at it can recognize
|
|
||||||
the ship as dead.
|
|
||||||
|
|
||||||
for anything else, you probably
|
|
||||||
want an event to figure out when
|
|
||||||
to unfreeze.
|
|
||||||
|
|
||||||
levels start at 1
|
|
||||||
-----------------
|
|
||||||
|
|
||||||
distance is initialized to 0
|
|
||||||
but gets incremented before the
|
|
||||||
first time the engine looks for
|
|
||||||
events. therefore, the first
|
|
||||||
frame of the level executes
|
|
||||||
level[1]. since levelframe
|
|
||||||
executes before anything else,
|
|
||||||
level[1] sets up the first frame
|
|
||||||
drawn in the level. the player
|
|
||||||
does not see a blank world
|
|
||||||
before level[1] runs.
|
|
||||||
level[1] can therefore be used
|
|
||||||
to reconfigure the player ship,
|
|
||||||
set up backgrounds, start music,
|
|
||||||
kick off some kind of fade-in
|
|
||||||
animation, etc.
|
|
||||||
|
|
||||||
|
|
||||||
events
|
|
||||||
======
|
|
||||||
the global list "events" stores
|
|
||||||
0-argument functions which are
|
|
||||||
called every frame. if they
|
|
||||||
return true, they are removed
|
|
||||||
from the list and not run again;
|
|
||||||
if they return false, they stay
|
|
||||||
and will be called in later
|
|
||||||
frames. the level does not end
|
|
||||||
while the events table is
|
|
||||||
nonempty.
|
|
||||||
|
|
||||||
events are most commonly used
|
|
||||||
to set up something for later
|
|
||||||
(for example, blip uses an event
|
|
||||||
to remove the fx_pallete from
|
|
||||||
the flashing ship when the blip
|
|
||||||
expires), but can also be used
|
|
||||||
to implement a "level within a
|
|
||||||
level" that does something
|
|
||||||
complicated until it's done. if
|
|
||||||
you froze the level when
|
|
||||||
creating the event, remember
|
|
||||||
to thaw it (freeze -= 1) on all
|
|
||||||
paths that return true.
|
|
||||||
|
|
||||||
to do complex stuff in events,
|
|
||||||
use a closure or a metatable
|
|
||||||
that specifies __call.
|
|
||||||
|
|
||||||
to avoid editing the events
|
|
||||||
list while it is being iterated,
|
|
||||||
events that create new events
|
|
||||||
must add those events to
|
|
||||||
new_events rather than events.
|
|
||||||
new_events is only valid during
|
|
||||||
the "event execution" stage, so
|
|
||||||
events created at any other time
|
|
||||||
must go directly on events
|
|
||||||
without using new_events.
|
|
||||||
|
|
||||||
intangibles
|
|
||||||
===========
|
|
||||||
|
|
||||||
the intangibles_fg and
|
|
||||||
intangibles_bg lists contain
|
|
||||||
items with :move and :draw.
|
|
||||||
like ships and bullets, they
|
|
||||||
move during _update60 and
|
|
||||||
draw during _draw. they are
|
|
||||||
not checked for collisions.
|
|
||||||
|
|
||||||
intangibles_bg moves/draws
|
|
||||||
before anything else moves or
|
|
||||||
draws. intangibles_fg
|
|
||||||
moves/draws last. this controls
|
|
||||||
whether your intangible object
|
|
||||||
draws in front of or behind
|
|
||||||
other stuff. you probably want
|
|
||||||
intangibles_bg for decorative
|
|
||||||
elements and intangibles_fg
|
|
||||||
for explosions, score popups,
|
|
||||||
etc.
|
|
||||||
|
|
||||||
there's no scrolling background
|
|
||||||
engine but intangibles_bg could
|
|
||||||
be used to create one, including
|
|
||||||
using the map (otherwise unused
|
|
||||||
in this engine) for the purpose.
|
|
||||||
|
|
||||||
intangibles do not prevent the
|
|
||||||
level from ending. like bullets
|
|
||||||
and ships, if :move returns
|
|
||||||
true, they are dropped.
|
|
501
profiling.p8
501
profiling.p8
@ -1,501 +0,0 @@
|
|||||||
pico-8 cartridge // http://www.pico-8.com
|
|
||||||
version 42
|
|
||||||
__lua__
|
|
||||||
-- prof: cpu cycle counter v1.4
|
|
||||||
-- BY PANCELOR
|
|
||||||
--[[------------------------
|
|
||||||
|
|
||||||
|
|
||||||
use this cart to precisely
|
|
||||||
measure code execution time
|
|
||||||
|
|
||||||
--------------------------------
|
|
||||||
★ overview ★
|
|
||||||
--------------------------------
|
|
||||||
| tab 0 | usage guide |
|
|
||||||
| tab 1 | (internals) |
|
|
||||||
| tab 2 | your code here |
|
|
||||||
--------------------------------
|
|
||||||
|
|
||||||
|
|
||||||
-----------------------
|
|
||||||
-- ★ usage guide ★ --
|
|
||||||
-----------------------
|
|
||||||
|
|
||||||
|
|
||||||
웃: i have two code snippets;
|
|
||||||
which one is faster?
|
|
||||||
|
|
||||||
🐱: edit the last tab with your
|
|
||||||
snippets, then run the cart.
|
|
||||||
it will tell you precisely
|
|
||||||
how much cpu it takes to
|
|
||||||
run each snippet.
|
|
||||||
|
|
||||||
the results are also copied
|
|
||||||
to your clipboard.
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
웃: what do the numbers mean?
|
|
||||||
|
|
||||||
🐱: the cpu cost is reported
|
|
||||||
as lua and system cycle
|
|
||||||
counts. look up stat(1)
|
|
||||||
and stat(2) for more info.
|
|
||||||
|
|
||||||
if you're not sure, just
|
|
||||||
look at the first number.
|
|
||||||
lower is faster (better)
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
웃: why "{locals={9}}"
|
|
||||||
in the example?
|
|
||||||
|
|
||||||
🐱: accessing local variables
|
|
||||||
is faster than global vars.
|
|
||||||
|
|
||||||
so if your test involves
|
|
||||||
local variables, simulate
|
|
||||||
this by passing them in:
|
|
||||||
|
|
||||||
prof(function(a)
|
|
||||||
sqrt(a)
|
|
||||||
end,{ locals={9} })
|
|
||||||
|
|
||||||
/!\ /!\ /!\ /!\
|
|
||||||
local values from outside
|
|
||||||
the current scope are also
|
|
||||||
slower to access! example:
|
|
||||||
|
|
||||||
global = 4
|
|
||||||
local outer = 4
|
|
||||||
prof(function(x)
|
|
||||||
local _ = x --fast
|
|
||||||
end,function(x)
|
|
||||||
local _ = outer --slow
|
|
||||||
end,function(x)
|
|
||||||
local _ = global --slow
|
|
||||||
end,{ locals={4} })
|
|
||||||
/!\ /!\ /!\ /!\
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
웃: can i do "prof(myfunc)"?
|
|
||||||
|
|
||||||
🐱: no, this sometimes gives
|
|
||||||
wrong results! always use
|
|
||||||
inline functions:
|
|
||||||
|
|
||||||
prof(function()
|
|
||||||
--code for myfunc here
|
|
||||||
end)
|
|
||||||
|
|
||||||
as an example, "prof(sin)"
|
|
||||||
reports "-2" -- wrong! but
|
|
||||||
"prof(function()sin()end)"
|
|
||||||
correctly reports "4"
|
|
||||||
|
|
||||||
(see the technical notes at
|
|
||||||
the start of the next tab
|
|
||||||
for a brief explanation.
|
|
||||||
technically, "prof(myfunc)"
|
|
||||||
will work if myfunc was made
|
|
||||||
by the user, but you will
|
|
||||||
risk confusing yourself)
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
---------------
|
|
||||||
★ method 2 ★
|
|
||||||
---------------
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
this cart is based on
|
|
||||||
code by samhocevar:
|
|
||||||
https://www.lexaloffle.com/bbs/?pid=60198#p
|
|
||||||
|
|
||||||
if you do this method, be very
|
|
||||||
careful with local/global vars.
|
|
||||||
it's very easy to accidentally
|
|
||||||
measure the wrong thing.
|
|
||||||
|
|
||||||
here's an example of how to
|
|
||||||
measure cycles (ignoring this
|
|
||||||
cart and using the old method)
|
|
||||||
|
|
||||||
function _init()
|
|
||||||
local a=11.2 -- locals
|
|
||||||
|
|
||||||
local n=1024
|
|
||||||
flip()
|
|
||||||
local tot1,sys1=stat(1),stat(2)
|
|
||||||
for i=1,n do end --calibrate
|
|
||||||
local tot2,sys2=stat(1),stat(2)
|
|
||||||
for i=1,n do local _=sqrt(a) end --measure
|
|
||||||
local tot3,sys3=stat(1),stat(2)
|
|
||||||
|
|
||||||
function cyc(t0,t1,t2) return ((t2-t1)-(t1-t0))*128/n*256/stat(8)*256 end
|
|
||||||
local lua = cyc(tot1-sys1,tot2-sys2,tot3-sys3)
|
|
||||||
local sys = cyc(sys1,sys2,sys3)
|
|
||||||
print(lua.."+"..sys.."="..(lua+sys).." (lua+sys)")
|
|
||||||
end
|
|
||||||
|
|
||||||
run this once, see the results,
|
|
||||||
then change the "measure" line
|
|
||||||
to some other code you want
|
|
||||||
to measure.
|
|
||||||
|
|
||||||
note: wrapping the code inside
|
|
||||||
"_init()" is required, otherwise
|
|
||||||
builtin functions like "sin"
|
|
||||||
will be measured wrong.
|
|
||||||
(the reason is explained at
|
|
||||||
the start of the next tab)
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
---------------
|
|
||||||
★ method 3 ★
|
|
||||||
---------------
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
another way to measure cpu cost
|
|
||||||
is to run something like this:
|
|
||||||
|
|
||||||
function _draw()
|
|
||||||
cls(1)
|
|
||||||
local x=9
|
|
||||||
for i=1,1000 do
|
|
||||||
local a=sqrt(x) --snippet1
|
|
||||||
-- local b=x^0.5 --snippet2
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
while running, press ctrl-p to
|
|
||||||
see the performance monitor.
|
|
||||||
the middle number shows how much
|
|
||||||
of cpu is being used, as a
|
|
||||||
fraction. (0.60 = 60% used)
|
|
||||||
|
|
||||||
now, change the comments on the
|
|
||||||
two code snippets inside _draw()
|
|
||||||
and re-run. compare the new
|
|
||||||
result with the old to determine
|
|
||||||
which snippet is faster.
|
|
||||||
|
|
||||||
note: every loop iteration costs
|
|
||||||
an additional 2 cycles, so the
|
|
||||||
ratio of the two fractions will
|
|
||||||
not match the ratio of the
|
|
||||||
execution time of the snippets.
|
|
||||||
but this method can quickly tell
|
|
||||||
you which snippet is faster.
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
]]
|
|
||||||
|
|
||||||
-->8
|
|
||||||
--[[ profiler.lua
|
|
||||||
more info: https://www.lexaloffle.com/bbs/?tid=46117
|
|
||||||
|
|
||||||
usage:
|
|
||||||
prof(function()
|
|
||||||
memcpy(0,0x200,64)
|
|
||||||
end,function()
|
|
||||||
poke4(0,peek4(0x200,16))
|
|
||||||
end)
|
|
||||||
|
|
||||||
passing locals:
|
|
||||||
prof(
|
|
||||||
function(a,b)
|
|
||||||
local c=(a+1)*(b+1)-1
|
|
||||||
end,
|
|
||||||
function(a,b)
|
|
||||||
local c=a*b+a+b
|
|
||||||
end,
|
|
||||||
{locals={3,5}}
|
|
||||||
)
|
|
||||||
|
|
||||||
getting global/local variables exactly right
|
|
||||||
is very tricky; you should always use inline
|
|
||||||
functions like above; if you try e.g. prof(sin)
|
|
||||||
the results will be wrong.
|
|
||||||
|
|
||||||
|
|
||||||
# minutiae / notes to self:
|
|
||||||
---------------------------
|
|
||||||
doing this at top-level is awkward:
|
|
||||||
for _=1,n do end -- calibrate
|
|
||||||
for _=1,n do sin() end -- measure
|
|
||||||
b/c sin is secretly local at top-level,
|
|
||||||
so it gives a misleading result (3 cycles).
|
|
||||||
do it inside _init instead for a
|
|
||||||
more representative result (4 cycles).
|
|
||||||
|
|
||||||
## separate issue:
|
|
||||||
------------------
|
|
||||||
if you call prof(sin), it gives the wrong result (-2 cycles) because
|
|
||||||
it's comparing sin() against noop() (not truly nothing).
|
|
||||||
but we want the noop() there for normal inline prof() calls,
|
|
||||||
to avoid measuring the cost of the indirection
|
|
||||||
(calling func() from inside prof() is irrelevant to
|
|
||||||
how cpu-expensive func()'s body is)
|
|
||||||
]]
|
|
||||||
|
|
||||||
-- prof(fn1,fn2,...,fnN,[opts])
|
|
||||||
--
|
|
||||||
-- opts.locals: values to pass
|
|
||||||
-- opts.name: text label
|
|
||||||
-- opts.n: number of iterations
|
|
||||||
function prof(...)
|
|
||||||
local funcs={...}
|
|
||||||
local opts=type(funcs[#funcs])=="table" and deli(funcs) or {}
|
|
||||||
|
|
||||||
-- build output string
|
|
||||||
local msg=""
|
|
||||||
local function log(s)
|
|
||||||
msg..=s.."\n"
|
|
||||||
end
|
|
||||||
|
|
||||||
if opts.name then
|
|
||||||
log("prof: "..opts.name)
|
|
||||||
end
|
|
||||||
for fn in all(funcs) do
|
|
||||||
local dat=prof_one(fn,opts)
|
|
||||||
log(sub(" "..dat.total,-3)
|
|
||||||
.." ("
|
|
||||||
..dat.lua
|
|
||||||
.." lua, "
|
|
||||||
..dat.sys
|
|
||||||
.." sys)")
|
|
||||||
end
|
|
||||||
|
|
||||||
-- copy to clipboard
|
|
||||||
printh(msg,"@clip")
|
|
||||||
-- print + pause
|
|
||||||
cls()
|
|
||||||
stop(msg)
|
|
||||||
end
|
|
||||||
|
|
||||||
function prof_one(func, opts)
|
|
||||||
opts = opts or {}
|
|
||||||
local n = opts.n or 0x200 --how many times to call func
|
|
||||||
local locals = opts.locals or {} --locals to pass func
|
|
||||||
|
|
||||||
-- we want to type
|
|
||||||
-- local m = 0x80_0000/n
|
|
||||||
-- but 8MHz is too large to fit in a pico-8 number,
|
|
||||||
-- so we do (0x80_0000>>16)/(n>>16) instead
|
|
||||||
-- (n is always an integer, so n>>16 won't lose any bits)
|
|
||||||
local m = 0x80/(n>>16)
|
|
||||||
assert(0x80/m << 16 == n, "n is too small") -- make sure m didn't overflow
|
|
||||||
local fps = stat(8)
|
|
||||||
|
|
||||||
-- given three timestamps (pre-calibration, middle, post-measurement),
|
|
||||||
-- calculate how many more CPU cycles func() took compared to noop()
|
|
||||||
-- derivation:
|
|
||||||
-- T := ((t2-t1)-(t1-t0))/n (frames)
|
|
||||||
-- this is the extra time for each func call, compared to noop
|
|
||||||
-- this is measured in #-of-frames -- it will be a small fraction for most ops
|
|
||||||
-- F := 1/30 (seconds/frame) (or 1/60 if this test is running at 60fps)
|
|
||||||
-- this is just the framerate that the tests run at, not the framerate of your game
|
|
||||||
-- M := 256*256*128 = 0x80_0000 = 8MHz (cycles/second)
|
|
||||||
-- (PICO-8 runs at 8MHz; see https://www.lexaloffle.com/dl/docs/pico-8_manual.html#CPU)
|
|
||||||
-- cycles := T frames * F seconds/frame * M cycles/second
|
|
||||||
-- optimization / working around pico-8's fixed point numbers:
|
|
||||||
-- T2 := T*n = (t2-t1)-(t1-t0)
|
|
||||||
-- M2 := M/n = (M>>16)/(n>>16) := m (e.g. when n is 0x1000, m is 0x800)
|
|
||||||
-- cycles := T2*M2*F
|
|
||||||
local function cycles(t0,t1,t2)
|
|
||||||
local diff = (t2-t1)-(t1-t0)
|
|
||||||
local e1 = "must use inline functions -- see usage guide"
|
|
||||||
assert(0<=diff,e1)
|
|
||||||
local thresh = 0x7fff.ffff/(m/fps)
|
|
||||||
local e2 = "code is too large or slow -- try profiling manually with stat(1)"
|
|
||||||
assert(diff<=thresh,e2)
|
|
||||||
return diff*(m/fps)
|
|
||||||
end
|
|
||||||
|
|
||||||
local noop = function() end -- this must be local, because func is local
|
|
||||||
flip() --avoid flipping mid-measurement
|
|
||||||
local atot,asys=stat(1),stat(2)
|
|
||||||
for _=1,n do noop(unpack(locals)) end -- calibrate
|
|
||||||
local btot,bsys=stat(1),stat(2)
|
|
||||||
for _=1,n do func(unpack(locals)) end -- measure
|
|
||||||
local ctot,csys=stat(1),stat(2)
|
|
||||||
|
|
||||||
-- gather results
|
|
||||||
local tot=cycles(atot,btot,ctot)
|
|
||||||
local sys=cycles(asys,bsys,csys)
|
|
||||||
return {
|
|
||||||
lua=tot-sys,
|
|
||||||
sys=sys,
|
|
||||||
total=tot,
|
|
||||||
}
|
|
||||||
end
|
|
||||||
|
|
||||||
-->8
|
|
||||||
-- your code here
|
|
||||||
|
|
||||||
--edit me:
|
|
||||||
prof(function(dx,dy)
|
|
||||||
local d = max(abs(dx),abs(dy))
|
|
||||||
local n = min(abs(dx),abs(dy)) / d
|
|
||||||
return sqrt(n*n + 1) * d
|
|
||||||
end,function(dx, dy)
|
|
||||||
local d,n=abs(dx),abs(dy)
|
|
||||||
if (d<n) d,n=n,d
|
|
||||||
n/=d
|
|
||||||
return (n*n + 1)^0.5 * d
|
|
||||||
end,function(dx,dy)
|
|
||||||
local d,n=abs(dx),abs(dy)
|
|
||||||
if (d<n) d,n=n,d
|
|
||||||
n/=d
|
|
||||||
return sqrt(n*n + 1) * d
|
|
||||||
end,function(dx,dy)
|
|
||||||
local s = sin(atan2(dx,dy))
|
|
||||||
if (s==0) return abs(dx)
|
|
||||||
return abs(dy/s)
|
|
||||||
end,{ locals={3,4} })
|
|
||||||
|
|
||||||
-- "locals" (optional) are
|
|
||||||
-- passed in as args. see the
|
|
||||||
-- usage guide for details.
|
|
||||||
|
|
||||||
__label__
|
|
||||||
00006660000000006660000000006660000006006000606066600000066060600660060000000000000000000000000000000000000000000000000000000000
|
|
||||||
00006000060000006060666000006000000060006000606060600600600060606000006000000000000000000000000000000000000000000000000000000000
|
|
||||||
00006660666000006060000000006660000060006000606066606660666066606660006000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000060060000006060666000000060000060006000606060600600006000600060006000000000000000000000000000000000000000000000000000000000
|
|
||||||
00006660000000006660000000006660000006006660066060600000660066606600060000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00006060000000006660000000006060000006006000606066600000066060600660060000000000000000000000000000000000000000000000000000000000
|
|
||||||
00006060060000006060666000006060000060006000606060600600600060606000006000000000000000000000000000000000000000000000000000000000
|
|
||||||
00006660666000006060000000006660000060006000606066606660666066606660006000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000060060000006060666000000060000060006000606060600600006000600060006000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000060000000006660000000000060000006006660066060600000660066606600060000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
70000000888800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
07000000888800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00700000888800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
07000000888800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
70000000888800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
|
|
||||||
__sfx__
|
|
||||||
030100003052500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505
|
|
@ -1,223 +0,0 @@
|
|||||||
pico-8 cartridge // http://www.pico-8.com
|
|
||||||
version 42
|
|
||||||
__lua__
|
|
||||||
-- vacuum gambit
|
|
||||||
-- by kistaro windrider
|
|
||||||
|
|
||||||
-- stdlib
|
|
||||||
|
|
||||||
-- generate standard "overlay"
|
|
||||||
-- constructor for type tt.
|
|
||||||
-- if tt.init is defined, generated
|
|
||||||
-- new calls tt.init(ret) after
|
|
||||||
-- ret is definitely not nil,
|
|
||||||
-- before calling setmetatable.
|
|
||||||
-- use to initialize mutables.
|
|
||||||
--
|
|
||||||
-- if there was a previous new,
|
|
||||||
-- it is invoked on the new
|
|
||||||
-- object *after* more, because
|
|
||||||
-- this works better with the
|
|
||||||
-- `more` impls i use.
|
|
||||||
function mknew(tt)
|
|
||||||
local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
|
|
||||||
tt.new=function(ret)
|
|
||||||
if(not ret) ret = {}
|
|
||||||
if(more) more(ret)
|
|
||||||
if(oldnew) oldnew(ret)
|
|
||||||
setmetatable(ret, mt)
|
|
||||||
return ret
|
|
||||||
end
|
|
||||||
return tt
|
|
||||||
end
|
|
||||||
|
|
||||||
function easeoutbounce(t)
|
|
||||||
local n1=7.5625
|
|
||||||
local d1=2.75
|
|
||||||
|
|
||||||
if (t<1/d1) then
|
|
||||||
return n1*t*t;
|
|
||||||
elseif(t<2/d1) then
|
|
||||||
t-=1.5/d1
|
|
||||||
return n1*t*t+.75;
|
|
||||||
elseif(t<2.5/d1) then
|
|
||||||
t-=2.25/d1
|
|
||||||
return n1*t*t+.9375;
|
|
||||||
else
|
|
||||||
t-=2.625/d1
|
|
||||||
return n1*t*t+.984375;
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-->8
|
|
||||||
-- entry points
|
|
||||||
function _draw()
|
|
||||||
cls()
|
|
||||||
draw_hud_placeholder()
|
|
||||||
left_pane:draw()
|
|
||||||
right_pane:draw()
|
|
||||||
rearm_pane_instance:draw()
|
|
||||||
end
|
|
||||||
|
|
||||||
function _init()
|
|
||||||
item=1
|
|
||||||
bfm=1
|
|
||||||
crt_frm = 1
|
|
||||||
left_pane = weapon_pane.new{}
|
|
||||||
right_pane = weapon_pane.new{
|
|
||||||
is_left=false,
|
|
||||||
s = 2,
|
|
||||||
hdr = "vulc",
|
|
||||||
body = " rate\n\n faster\n firing\n rate",
|
|
||||||
hot = function() return item == 2 end}
|
|
||||||
rearm_pane_instance = rearm_pane.new{hot=function() return item < 0 end}
|
|
||||||
end
|
|
||||||
|
|
||||||
function _update60()
|
|
||||||
crt_frm += 0.25
|
|
||||||
if (crt_frm >= 9) crt_frm = 1
|
|
||||||
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
|
|
||||||
|
|
||||||
if btnp(4) then
|
|
||||||
left_pane.pos = -1
|
|
||||||
right_pane.pos = -1
|
|
||||||
rearm_pane_instance.pos = -1
|
|
||||||
end
|
|
||||||
|
|
||||||
if btnp(5) then
|
|
||||||
left_pane.pos = 1
|
|
||||||
right_pane.pos = 1
|
|
||||||
rearm_pane_instance.pos = 1
|
|
||||||
end
|
|
||||||
|
|
||||||
left_pane:update()
|
|
||||||
right_pane:update()
|
|
||||||
rearm_pane_instance:update()
|
|
||||||
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
|
|
||||||
|
|
||||||
-->8
|
|
||||||
-- rearm pane drawing
|
|
||||||
|
|
||||||
crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570}
|
|
||||||
|
|
||||||
function glow_box(x0, y0, x1, y1, c, cf)
|
|
||||||
for i,v in ipairs{c[1],c[2],c[1],0} do
|
|
||||||
i -= 1
|
|
||||||
rect(x0+i,y0+i,x1-i,y1-i,v)
|
|
||||||
end
|
|
||||||
fillp(crt[crt_frm&0xff])
|
|
||||||
rectfill(x0+4, y0+4, x1-4, y1-4, cf)
|
|
||||||
fillp()
|
|
||||||
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
|
|
||||||
|
|
||||||
-->8
|
|
||||||
-- rearm pane objects
|
|
||||||
easing_pane = mknew{
|
|
||||||
-- to enter: pos = -1; to exit: pos = 1
|
|
||||||
-- runs for 32 frames in, 16 frames out
|
|
||||||
}
|
|
||||||
|
|
||||||
function easing_pane:frac()
|
|
||||||
local pos = self.pos
|
|
||||||
if (not pos) return
|
|
||||||
if (pos < 0) return 1-easeoutbounce(1+pos)
|
|
||||||
if (pos > 0) return (1-pos)*(1-pos)
|
|
||||||
return 0
|
|
||||||
end
|
|
||||||
|
|
||||||
function easing_pane:update()
|
|
||||||
local pos = self.pos
|
|
||||||
if (not pos or pos == 0) return
|
|
||||||
if (pos < 0) pos = min(pos + 0x0.05, 0)
|
|
||||||
if pos > 0 then
|
|
||||||
pos -= 0x0.1
|
|
||||||
if (pos <= 0) pos = nil
|
|
||||||
end
|
|
||||||
self.pos = pos
|
|
||||||
end
|
|
||||||
|
|
||||||
weapon_pane = mknew(easing_pane.new{
|
|
||||||
is_left = true,
|
|
||||||
s = 1,
|
|
||||||
hdr = "hull",
|
|
||||||
body = "\n +1\n max\n health",
|
|
||||||
hot = function() return item == 1 end,
|
|
||||||
})
|
|
||||||
|
|
||||||
function weapon_pane:draw()
|
|
||||||
local frac, is_left = self:frac(), self.is_left
|
|
||||||
if (not frac) return
|
|
||||||
camera(
|
|
||||||
frac * (is_left and 55 or -128) + (1-frac) * (is_left and 0 or -56),
|
|
||||||
0)
|
|
||||||
glow_box(0,0,55,100,frame_col(self:hot()),1)
|
|
||||||
spr(self.s,5, 5)
|
|
||||||
print(self.hdr, 13, 8, 7)
|
|
||||||
print(self.body, 5, 15, 6)
|
|
||||||
camera()
|
|
||||||
end
|
|
||||||
|
|
||||||
rearm_pane = mknew(easing_pane.new{})
|
|
||||||
|
|
||||||
function rearm_pane:draw()
|
|
||||||
local frac = self:frac()
|
|
||||||
if (not frac) return
|
|
||||||
camera(0, -28 * frac)
|
|
||||||
glow_box(0,101,111,127,frame_col(self:hot()),1)
|
|
||||||
spr(5,15,107,4,2)
|
|
||||||
print("full ammo\nfull shield\n+50% health",54, 106, 6)
|
|
||||||
camera()
|
|
||||||
end
|
|
||||||
|
|
||||||
__gfx__
|
|
||||||
000000000b00000000000a0007700770000aa0000444440004444444000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000bba80880000008000aa00aa00a0880a0447777700477777a000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
007007000aaa28780a0000000990099008000080477aaa7a0477aaaa000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
0007000008a8887808000000099009900080080047a0047a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00007000088888820000a000088008800000000047a0447a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00700700008888200000800008800880a000000a47a4477a047a4440000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
000000000008820000a0000008800880080aa080477777a00477777a000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
0000000000002000008000000880088000088000477770000422aaaa222200020000020000000000000000000000000000000000000000000000000000000000
|
|
||||||
0d5000000000000000000000000000000000000047a77700022ee0002eeee002e00022e000000000000000000000000000000000000000000000000000000000
|
|
||||||
d00000000000000000000000000000000000000047a4777002ea2e002e002e02ee022ee000000000000000000000000000000000000000000000000000000000
|
|
||||||
500000000000000000000000000000000000000047a0477a22ea2e002e002e02e2e2e2e000000000000000000000000000000000000000000000000000000000
|
|
||||||
000000000000000000000000000000000000000047a0047a2e2222e02e222e02e02e02e000000000000000000000000000000000000000000000000000000000
|
|
||||||
000000000000000000000000000000000000000047a0047a2eeeeeea2eeee002e02e02e000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000aa000aa2e7aa2ea2e00e002e02e02e000000000000000000000000000000000000000000000000000000000
|
|
||||||
0000000000000000000000000000000000000000000000002e0002e02e002e02e02e02e000000000000000000000000000000000000000000000000000000000
|
|
||||||
0000000000000000000000000000000000000000000000000e0000e00e000e00e00e00e000000000000000000000000000000000000000000000000000000000
|
|
2277
vacuum_gambit.p8
2277
vacuum_gambit.p8
File diff suppressed because it is too large
Load Diff
598
zotprofiling.p8
598
zotprofiling.p8
@ -1,598 +0,0 @@
|
|||||||
pico-8 cartridge // http://www.pico-8.com
|
|
||||||
version 42
|
|
||||||
__lua__
|
|
||||||
-- prof: cpu cycle counter v1.4
|
|
||||||
-- BY PANCELOR
|
|
||||||
--[[------------------------
|
|
||||||
|
|
||||||
|
|
||||||
use this cart to precisely
|
|
||||||
measure code execution time
|
|
||||||
|
|
||||||
--------------------------------
|
|
||||||
★ overview ★
|
|
||||||
--------------------------------
|
|
||||||
| tab 0 | usage guide |
|
|
||||||
| tab 1 | (internals) |
|
|
||||||
| tab 2 | your code here |
|
|
||||||
--------------------------------
|
|
||||||
|
|
||||||
|
|
||||||
-----------------------
|
|
||||||
-- ★ usage guide ★ --
|
|
||||||
-----------------------
|
|
||||||
|
|
||||||
|
|
||||||
웃: i have two code snippets;
|
|
||||||
which one is faster?
|
|
||||||
|
|
||||||
🐱: edit the last tab with your
|
|
||||||
snippets, then run the cart.
|
|
||||||
it will tell you precisely
|
|
||||||
how much cpu it takes to
|
|
||||||
run each snippet.
|
|
||||||
|
|
||||||
the results are also copied
|
|
||||||
to your clipboard.
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
웃: what do the numbers mean?
|
|
||||||
|
|
||||||
🐱: the cpu cost is reported
|
|
||||||
as lua and system cycle
|
|
||||||
counts. look up stat(1)
|
|
||||||
and stat(2) for more info.
|
|
||||||
|
|
||||||
if you're not sure, just
|
|
||||||
look at the first number.
|
|
||||||
lower is faster (better)
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
웃: why "{locals={9}}"
|
|
||||||
in the example?
|
|
||||||
|
|
||||||
🐱: accessing local variables
|
|
||||||
is faster than global vars.
|
|
||||||
|
|
||||||
so if your test involves
|
|
||||||
local variables, simulate
|
|
||||||
this by passing them in:
|
|
||||||
|
|
||||||
prof(function(a)
|
|
||||||
sqrt(a)
|
|
||||||
end,{ locals={9} })
|
|
||||||
|
|
||||||
/!\ /!\ /!\ /!\
|
|
||||||
local values from outside
|
|
||||||
the current scope are also
|
|
||||||
slower to access! example:
|
|
||||||
|
|
||||||
global = 4
|
|
||||||
local outer = 4
|
|
||||||
prof(function(x)
|
|
||||||
local _ = x --fast
|
|
||||||
end,function(x)
|
|
||||||
local _ = outer --slow
|
|
||||||
end,function(x)
|
|
||||||
local _ = global --slow
|
|
||||||
end,{ locals={4} })
|
|
||||||
/!\ /!\ /!\ /!\
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
웃: can i do "prof(myfunc)"?
|
|
||||||
|
|
||||||
🐱: no, this sometimes gives
|
|
||||||
wrong results! always use
|
|
||||||
inline functions:
|
|
||||||
|
|
||||||
prof(function()
|
|
||||||
--code for myfunc here
|
|
||||||
end)
|
|
||||||
|
|
||||||
as an example, "prof(sin)"
|
|
||||||
reports "-2" -- wrong! but
|
|
||||||
"prof(function()sin()end)"
|
|
||||||
correctly reports "4"
|
|
||||||
|
|
||||||
(see the technical notes at
|
|
||||||
the start of the next tab
|
|
||||||
for a brief explanation.
|
|
||||||
technically, "prof(myfunc)"
|
|
||||||
will work if myfunc was made
|
|
||||||
by the user, but you will
|
|
||||||
risk confusing yourself)
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
---------------
|
|
||||||
★ method 2 ★
|
|
||||||
---------------
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
this cart is based on
|
|
||||||
code by samhocevar:
|
|
||||||
https://www.lexaloffle.com/bbs/?pid=60198#p
|
|
||||||
|
|
||||||
if you do this method, be very
|
|
||||||
careful with local/global vars.
|
|
||||||
it's very easy to accidentally
|
|
||||||
measure the wrong thing.
|
|
||||||
|
|
||||||
here's an example of how to
|
|
||||||
measure cycles (ignoring this
|
|
||||||
cart and using the old method)
|
|
||||||
|
|
||||||
function _init()
|
|
||||||
local a=11.2 -- locals
|
|
||||||
|
|
||||||
local n=1024
|
|
||||||
flip()
|
|
||||||
local tot1,sys1=stat(1),stat(2)
|
|
||||||
for i=1,n do end --calibrate
|
|
||||||
local tot2,sys2=stat(1),stat(2)
|
|
||||||
for i=1,n do local _=sqrt(a) end --measure
|
|
||||||
local tot3,sys3=stat(1),stat(2)
|
|
||||||
|
|
||||||
function cyc(t0,t1,t2) return ((t2-t1)-(t1-t0))*128/n*256/stat(8)*256 end
|
|
||||||
local lua = cyc(tot1-sys1,tot2-sys2,tot3-sys3)
|
|
||||||
local sys = cyc(sys1,sys2,sys3)
|
|
||||||
print(lua.."+"..sys.."="..(lua+sys).." (lua+sys)")
|
|
||||||
end
|
|
||||||
|
|
||||||
run this once, see the results,
|
|
||||||
then change the "measure" line
|
|
||||||
to some other code you want
|
|
||||||
to measure.
|
|
||||||
|
|
||||||
note: wrapping the code inside
|
|
||||||
"_init()" is required, otherwise
|
|
||||||
builtin functions like "sin"
|
|
||||||
will be measured wrong.
|
|
||||||
(the reason is explained at
|
|
||||||
the start of the next tab)
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
---------------
|
|
||||||
★ method 3 ★
|
|
||||||
---------------
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
another way to measure cpu cost
|
|
||||||
is to run something like this:
|
|
||||||
|
|
||||||
function _draw()
|
|
||||||
cls(1)
|
|
||||||
local x=9
|
|
||||||
for i=1,1000 do
|
|
||||||
local a=sqrt(x) --snippet1
|
|
||||||
-- local b=x^0.5 --snippet2
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
while running, press ctrl-p to
|
|
||||||
see the performance monitor.
|
|
||||||
the middle number shows how much
|
|
||||||
of cpu is being used, as a
|
|
||||||
fraction. (0.60 = 60% used)
|
|
||||||
|
|
||||||
now, change the comments on the
|
|
||||||
two code snippets inside _draw()
|
|
||||||
and re-run. compare the new
|
|
||||||
result with the old to determine
|
|
||||||
which snippet is faster.
|
|
||||||
|
|
||||||
note: every loop iteration costs
|
|
||||||
an additional 2 cycles, so the
|
|
||||||
ratio of the two fractions will
|
|
||||||
not match the ratio of the
|
|
||||||
execution time of the snippets.
|
|
||||||
but this method can quickly tell
|
|
||||||
you which snippet is faster.
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
]]
|
|
||||||
|
|
||||||
-->8
|
|
||||||
--[[ profiler.lua
|
|
||||||
more info: https://www.lexaloffle.com/bbs/?tid=46117
|
|
||||||
|
|
||||||
usage:
|
|
||||||
prof(function()
|
|
||||||
memcpy(0,0x200,64)
|
|
||||||
end,function()
|
|
||||||
poke4(0,peek4(0x200,16))
|
|
||||||
end)
|
|
||||||
|
|
||||||
passing locals:
|
|
||||||
prof(
|
|
||||||
function(a,b)
|
|
||||||
local c=(a+1)*(b+1)-1
|
|
||||||
end,
|
|
||||||
function(a,b)
|
|
||||||
local c=a*b+a+b
|
|
||||||
end,
|
|
||||||
{locals={3,5}}
|
|
||||||
)
|
|
||||||
|
|
||||||
getting global/local variables exactly right
|
|
||||||
is very tricky; you should always use inline
|
|
||||||
functions like above; if you try e.g. prof(sin)
|
|
||||||
the results will be wrong.
|
|
||||||
|
|
||||||
|
|
||||||
# minutiae / notes to self:
|
|
||||||
---------------------------
|
|
||||||
doing this at top-level is awkward:
|
|
||||||
for _=1,n do end -- calibrate
|
|
||||||
for _=1,n do sin() end -- measure
|
|
||||||
b/c sin is secretly local at top-level,
|
|
||||||
so it gives a misleading result (3 cycles).
|
|
||||||
do it inside _init instead for a
|
|
||||||
more representative result (4 cycles).
|
|
||||||
|
|
||||||
## separate issue:
|
|
||||||
------------------
|
|
||||||
if you call prof(sin), it gives the wrong result (-2 cycles) because
|
|
||||||
it's comparing sin() against noop() (not truly nothing).
|
|
||||||
but we want the noop() there for normal inline prof() calls,
|
|
||||||
to avoid measuring the cost of the indirection
|
|
||||||
(calling func() from inside prof() is irrelevant to
|
|
||||||
how cpu-expensive func()'s body is)
|
|
||||||
]]
|
|
||||||
|
|
||||||
-- prof(fn1,fn2,...,fnN,[opts])
|
|
||||||
--
|
|
||||||
-- opts.locals: values to pass
|
|
||||||
-- opts.name: text label
|
|
||||||
-- opts.n: number of iterations
|
|
||||||
function prof(...)
|
|
||||||
cls()
|
|
||||||
local funcs={...}
|
|
||||||
local opts=type(funcs[#funcs])=="table" and deli(funcs) or {}
|
|
||||||
|
|
||||||
-- build output string
|
|
||||||
local msg=""
|
|
||||||
local function log(s)
|
|
||||||
msg..=s.."\n"
|
|
||||||
end
|
|
||||||
|
|
||||||
if opts.name then
|
|
||||||
log("prof: "..opts.name)
|
|
||||||
end
|
|
||||||
for fn in all(funcs) do
|
|
||||||
local dat=prof_one(fn,opts)
|
|
||||||
log(sub(" "..dat.total,-3)
|
|
||||||
.." ("
|
|
||||||
..dat.lua
|
|
||||||
.." lua, "
|
|
||||||
..dat.sys
|
|
||||||
.." sys)")
|
|
||||||
end
|
|
||||||
|
|
||||||
-- copy to clipboard
|
|
||||||
printh(msg,"@clip")
|
|
||||||
-- print + pause
|
|
||||||
while btn() == 0 do
|
|
||||||
flip()
|
|
||||||
end
|
|
||||||
color(6)
|
|
||||||
stop(msg)
|
|
||||||
end
|
|
||||||
|
|
||||||
function prof_one(func, opts)
|
|
||||||
opts = opts or {}
|
|
||||||
local n = opts.n or 0x200 --how many times to call func
|
|
||||||
local locals = opts.locals or {} --locals to pass func
|
|
||||||
|
|
||||||
-- we want to type
|
|
||||||
-- local m = 0x80_0000/n
|
|
||||||
-- but 8MHz is too large to fit in a pico-8 number,
|
|
||||||
-- so we do (0x80_0000>>16)/(n>>16) instead
|
|
||||||
-- (n is always an integer, so n>>16 won't lose any bits)
|
|
||||||
local m = 0x80/(n>>16)
|
|
||||||
assert(0x80/m << 16 == n, "n is too small") -- make sure m didn't overflow
|
|
||||||
local fps = stat(8)
|
|
||||||
|
|
||||||
-- given three timestamps (pre-calibration, middle, post-measurement),
|
|
||||||
-- calculate how many more CPU cycles func() took compared to noop()
|
|
||||||
-- derivation:
|
|
||||||
-- T := ((t2-t1)-(t1-t0))/n (frames)
|
|
||||||
-- this is the extra time for each func call, compared to noop
|
|
||||||
-- this is measured in #-of-frames -- it will be a small fraction for most ops
|
|
||||||
-- F := 1/30 (seconds/frame) (or 1/60 if this test is running at 60fps)
|
|
||||||
-- this is just the framerate that the tests run at, not the framerate of your game
|
|
||||||
-- M := 256*256*128 = 0x80_0000 = 8MHz (cycles/second)
|
|
||||||
-- (PICO-8 runs at 8MHz; see https://www.lexaloffle.com/dl/docs/pico-8_manual.html#CPU)
|
|
||||||
-- cycles := T frames * F seconds/frame * M cycles/second
|
|
||||||
-- optimization / working around pico-8's fixed point numbers:
|
|
||||||
-- T2 := T*n = (t2-t1)-(t1-t0)
|
|
||||||
-- M2 := M/n = (M>>16)/(n>>16) := m (e.g. when n is 0x1000, m is 0x800)
|
|
||||||
-- cycles := T2*M2*F
|
|
||||||
local function cycles(t0,t1,t2)
|
|
||||||
local diff = (t2-t1)-(t1-t0)
|
|
||||||
local e1 = "must use inline functions -- see usage guide"
|
|
||||||
assert(0<=diff,e1)
|
|
||||||
local thresh = 0x7fff.ffff/(m/fps)
|
|
||||||
local e2 = "code is too large or slow -- try profiling manually with stat(1)"
|
|
||||||
assert(diff<=thresh,e2)
|
|
||||||
return diff*(m/fps)
|
|
||||||
end
|
|
||||||
|
|
||||||
local noop = function() end -- this must be local, because func is local
|
|
||||||
flip() --avoid flipping mid-measurement
|
|
||||||
local atot,asys=stat(1),stat(2)
|
|
||||||
for _=1,n do noop(unpack(locals)) end -- calibrate
|
|
||||||
local btot,bsys=stat(1),stat(2)
|
|
||||||
for _=1,n do func(unpack(locals)) end -- measure
|
|
||||||
local ctot,csys=stat(1),stat(2)
|
|
||||||
|
|
||||||
-- gather results
|
|
||||||
local tot=cycles(atot,btot,ctot)
|
|
||||||
local sys=cycles(asys,bsys,csys)
|
|
||||||
return {
|
|
||||||
lua=tot-sys,
|
|
||||||
sys=sys,
|
|
||||||
total=tot,
|
|
||||||
}
|
|
||||||
end
|
|
||||||
|
|
||||||
-->8
|
|
||||||
-- your code here
|
|
||||||
|
|
||||||
--edit me:
|
|
||||||
|
|
||||||
function linefill(ax,ay,dx,dy,r,c)
|
|
||||||
if(c) color(c)
|
|
||||||
-- avoid overflow
|
|
||||||
-- credits: https://www.lexaloffle.com/bbs/?tid=28999
|
|
||||||
local d,n = abs(dx),abs(dy)
|
|
||||||
if (d<n) d,n=n,d
|
|
||||||
n/=d
|
|
||||||
d*=sqrt(n*n+1)
|
|
||||||
if(d<0.001) return
|
|
||||||
local ca,sa=dx/d,-dy/d
|
|
||||||
|
|
||||||
-- polygon points
|
|
||||||
local s={
|
|
||||||
{0,-r},{d,-r},{d,r},{0,r}
|
|
||||||
}
|
|
||||||
local u,v,spans=s[4][1],s[4][2],{}
|
|
||||||
local x0,y0=ax+u*ca+v*sa,ay-u*sa+v*ca
|
|
||||||
for i=1,4 do
|
|
||||||
local u,v=unpack(s[i])
|
|
||||||
local x1,y1=ax+u*ca+v*sa,ay-u*sa+v*ca
|
|
||||||
local _x1,_y1=x1,y1
|
|
||||||
if(y0>y1) x0,y0,x1,y1=x1,y1,x0,y0
|
|
||||||
local dx=(x1-x0)/(y1-y0)
|
|
||||||
if(y0<0) x0-=y0*dx y0=-1
|
|
||||||
local cy0=y0\1+1
|
|
||||||
-- sub-pix shift
|
|
||||||
x0+=(cy0-y0)*dx
|
|
||||||
for y=y0\1+1,min(y1\1,127) do
|
|
||||||
-- open span?
|
|
||||||
local span=spans[y]
|
|
||||||
if span then
|
|
||||||
rectfill(x0,y,span,y)
|
|
||||||
else
|
|
||||||
spans[y]=x0
|
|
||||||
end
|
|
||||||
x0+=dx
|
|
||||||
end
|
|
||||||
x0,y0=_x1,_y1
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function quickzot(x,y,r,dx,dy,hot,warm,cold)
|
|
||||||
local x0, y0, r2 = x-dx, y-dy, r/2
|
|
||||||
rectfill(x0-0.5-r2, y0-0.5-r2, x0+r2+0.5, y0+r2+0.5, cold)
|
|
||||||
local a = atan2(dx,dy)-0.25
|
|
||||||
local tdx,tdy=cos(a), sin(a)
|
|
||||||
for i=-r*0.65,r*0.65,0.65 do
|
|
||||||
line(x0+i*tdx, y0+i*tdy, x+i*tdx, y+i*tdy, warm)
|
|
||||||
end
|
|
||||||
rectfill(x-r2,y-r2,x+r2,y+r2,hot)
|
|
||||||
end
|
|
||||||
|
|
||||||
function zot(x,y,r,dx,dy,hot,warm,cold)
|
|
||||||
local x0,y0,sdx,sdy=x-dx,y-dy,sgn(dx),sgn(dy)
|
|
||||||
local rx,ry=r*sdx,r*sdy
|
|
||||||
if cold then
|
|
||||||
rectfill(x0-rx,y0-ry,x0+rx,y0+ry,cold)
|
|
||||||
local sdxh,sdyh=sdx/2,sdy/2
|
|
||||||
line(x0-rx-sdxh,y0+ry+sdyh,x-rx,y+ry,cold)
|
|
||||||
line(x0+rx+sdxh,y0-ry-sdyh,x+rx,y-ry,cold)
|
|
||||||
end
|
|
||||||
for i=-r,r do
|
|
||||||
line(x0+i*sdx,y0-ry,x+rx,y-i*sdy,warm)
|
|
||||||
line(x0-rx,y0+i*sdy,x-i*sdx,y+ry,warm)
|
|
||||||
end
|
|
||||||
for i=-r,r do
|
|
||||||
line(x0,y0,x+rx,y-i*sdy,hot)
|
|
||||||
line(x0,y0,x-i*sdx,y+ry,hot)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function respr(x,y,dx,dy,r,s)
|
|
||||||
if (r==0) r=0.5
|
|
||||||
local n=ceil(max(abs(dx),abs(dy))/r/2)
|
|
||||||
local d1x,d1y=dx/n,dy/n
|
|
||||||
r/=4
|
|
||||||
for i=1,n do
|
|
||||||
spr(s,x,y,r,r)
|
|
||||||
x+=d1x
|
|
||||||
y+=d1y
|
|
||||||
end
|
|
||||||
pal()
|
|
||||||
spr(s,x,y,r,r)
|
|
||||||
end
|
|
||||||
|
|
||||||
darkpal = {
|
|
||||||
[7]=4,
|
|
||||||
[9]=2,
|
|
||||||
[10]=4,
|
|
||||||
[8]=2
|
|
||||||
}
|
|
||||||
|
|
||||||
prof(function(dx, dy, r)
|
|
||||||
linefill(32,32,dx,dy,r,10)
|
|
||||||
end,function(dx, dy, r)
|
|
||||||
quickzot(96,32,r,dx,dy,10,9,8)
|
|
||||||
end,function(dx,dy,r)
|
|
||||||
zot(32,96,r,dx,dy,10,9,8)
|
|
||||||
end,function(dx,dy,r)
|
|
||||||
pal(darkpal)
|
|
||||||
respr(96,96,dx,dy,r,r)
|
|
||||||
end,{ locals={4,-9,2} })
|
|
||||||
|
|
||||||
-- "locals" (optional) are
|
|
||||||
-- passed in as args. see the
|
|
||||||
-- usage guide for details.
|
|
||||||
|
|
||||||
__gfx__
|
|
||||||
a0000000aa0000000990000009999000009999000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000aa00000097a800009aaaa800097aaa900000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000009aa800009a7aa8009777aaa80000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
0000000000000000088000009aaaa8009a7aaaa80000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
0000000000000000000000009aaaa8009aaaaaa80000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
000000000000000000000000088880009aaaaaa80000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
0000000000000000000000000000000009aaaa800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000008888000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
__label__
|
|
||||||
00006660000000006660000000006660000006006000606066600000066060600660060000000000000000000000000000000000000000000000000000000000
|
|
||||||
00006000060000006060666000006000000060006000606060600600600060606000006000000000000000000000000000000000000000000000000000000000
|
|
||||||
00006660666000006060000000006660000060006000606066606660666066606660006000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000060060000006060666000000060000060006000606060600600006000600060006000000000000000000000000000000000000000000000000000000000
|
|
||||||
00006660000000006660000000006660000006006660066060600000660066606600060000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00006060000000006660000000006060000006006000606066600000066060600660060000000000000000000000000000000000000000000000000000000000
|
|
||||||
00006060060000006060666000006060000060006000606060600600600060606000006000000000000000000000000000000000000000000000000000000000
|
|
||||||
00006660666000006060000000006660000060006000606066606660666066606660006000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000060060000006060666000000060000060006000606060600600006000600060006000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000060000000006660000000000060000006006660066060600000660066606600060000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
70000000888800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
07000000888800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00700000888800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
07000000888800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
70000000888800000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
|
||||||
|
|
||||||
__sfx__
|
|
||||||
030100003052500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505
|
|
Reference in New Issue
Block a user