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silly-shot
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797818214a
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ee24adf8b2
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0b98ee540d
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9d02a1f570
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174
vacuum_gambit.p8
174
vacuum_gambit.p8
@ -466,9 +466,7 @@ ship_m = mknew{
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-- xmin, xmax, ymin, ymax:
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-- xmin, xmax, ymin, ymax:
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-- movement constraints
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-- movement constraints
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-- enforced by `constrain`.
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-- enforced by `constrain`.
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xmin = 0, xmax = 104,
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xmin = 0, xmax = 104, ymin = 0, ymax = 120
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-- ymin, ymax default to nil
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-- pship needs more constraint
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}
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}
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function ship_m:die()
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function ship_m:die()
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@ -510,6 +508,10 @@ function ship_m:brake_dist(v0)
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return (chunk_zone + overage * (tri_frames + 1)) * sgn(v0), (overage > 0) and tri_frames + 1 or tri_frames
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return (chunk_zone + overage * (tri_frames + 1)) * sgn(v0), (overage > 0) and tri_frames + 1 or tri_frames
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end
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end
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function ship_m:reset_bounds()
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self.xmin, self.xmax, self.ymin, self.ymax = 0, 104, 0, 120
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end
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function ship_m:constrain(p, dp, pmin, pmax, want)
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function ship_m:constrain(p, dp, pmin, pmax, want)
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if (not pmin) return want
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if (not pmin) return want
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local v1, bd, bf, bp
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local v1, bd, bf, bp
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@ -615,6 +617,159 @@ function ship_m:refresh_shield()
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self.shield_refresh_ready = gframe + self.shieldcooldown
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self.shield_refresh_ready = gframe + self.shieldcooldown
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end
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end
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-->8
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-- paths
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-- destination: a point the
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-- center of a ship approaches
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destination = mknew{
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-- 0..1: a point on a line
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-- segment from the ship's
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-- flotilla spot to the player;
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-- -1 means center of play area
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anchor_frac=0,
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-- (0, 1]: relative to max
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-- acceleration, how quickly
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-- should the ship accelerate
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-- to its destination?
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-- 0: park here instead, using
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-- constraint following
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accel_frac=1,
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-- how far to lerp between the
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-- anchor and the screen bounds.
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-- this is the "destination"-y
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-- part of a destination.
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x_off_frac = 0,
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y_off_frac = 0
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}
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function lerp(a, b, f)
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return (1-f)*a+b*f
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end
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function destination:anchor(fx, fy)
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local af = self.anchor_frac
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if (af == -1) return 55,63
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return lerp(fx, primary_ship.x + 4, af), lerp(fy, primary_ship.y + 4, af)
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end
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function destination:target_from(fx, fy)
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local rx, ry = self:anchor(fx, fy)
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local xf, yf = self.x_off_frac, self.y_off_frac
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if (xf < 0) rx = lerp(rx, 0, -xf)
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if (xf > 0) rx = lerp(rx, 112, xf)
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if (yf < 0) ry = lerp(ry, 0, -yf)
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if (yf > 0) ry = lerp(ry, 128, yf)
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return rx, ry
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end
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segment = mknew{
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-- On loop, where to set index?
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loop_idx = 1,
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-- current index
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current_idx = 1,
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-- how long does this segment
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-- last? 0 is erroneous,
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-- positive values are a frame
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-- count, negative values are
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-- a number of loops.
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limit = -1,
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-- remain: remaining steps until end
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-- prev_x, prev_y: stored previous
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-- location to figure out
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-- approach/depart
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-- dest_x, dest_y: stored
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-- current destination to
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-- figure out approach/depart
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-- [1..n]: destinations
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init = function(x)
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x.remain = x.limit
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end
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}
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function segment:reset()
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self.current_idx = 1
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self.remain = self.limit
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self.prev_x = nil
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self.prev_y = nil
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self.was_approaching = false
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end
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function segment:target_from(fx, fy)
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local rx, ry = self[self.current_idx]:target_from(fx, fy)
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self.dest_x, self.dest_y = rx, ry
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return rx, ry
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end
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function segment:update(x, y)
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local rem = self.remain
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-- frame check
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if (rem > 0) rem -= 1
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if self:should_step(x, y) then
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if self.current_idx == #self then
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self.current_idx = self.loop_idx
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if (rem < 0) rem += 1
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else
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self.current_idx += 1
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end
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end
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self.remain = rem
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return rem != 0
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end
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function segment:should_step(x, y)
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local dest_x, dest_y, ret = self.dest_x, self.dest_y, false
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local dx1, dy1 = x - dest_x, y-dest_y
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if abs(dx1) <= 4 and abs(dy1) <= 4 then
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self.was_approaching = false
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ret = true
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end
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if self.prev_x then
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local dx0, dy0 = self.prev_x - dest_x, self.prev_y - dest_y
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if dx1 * dx1 + dy1 * dy1 > dx0 * dx0 + dy0 * dy0 then
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if self.was_approaching then
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self.was_approaching = false
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ret = true
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end
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else
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self.was_approaching = true
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end
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end
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self.prev_x, self.prev_y = x, y
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return ret
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end
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path = mknew {
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loop_idx = 1,
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current_idx = 1,
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-- [1..n]: destinations
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}
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function path:reset()
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self.loop_idx = 1
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self.current_idx = 1
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end
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function path:target_from(fx, fy)
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return self[self.current_idx]:target_from(fx, fy)
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end
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function path:update(x, y)
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local idx = self.current_idx
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if self[idx]:update(x, y) then
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if idx == #self then
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self.current_idx = self.loop_idx
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return true
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else
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self.current_idx = idx+1
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end
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end
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end
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-->8
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-->8
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-- bullet and gun behaviors
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-- bullet and gun behaviors
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@ -1022,7 +1177,7 @@ machine_gun_e = mknew(vulcan_gun_e.new{
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icon = 38,
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icon = 38,
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clip_size = 12,
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clip_size = 12,
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clip_interval = 0x0.005a,
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clip_interval = 0x0.005a,
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shots = {{{0.0625, 2}}, {{-0.0625, -2}}}
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shots = {{{0, 2}}, {{0, -2}}}
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})
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})
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vulcan_gun_p = mknew(vulcan_gun_e.new{
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vulcan_gun_p = mknew(vulcan_gun_e.new{
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@ -1064,8 +1219,8 @@ player = mknew(ship_m.new{
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boss = true, -- dramatic special effects
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boss = true, -- dramatic special effects
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-- health
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-- health
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hp = 1024, -- current health, non-regenerating
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hp = 3, -- current health, non-regenerating
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maxhp = 1024, -- player only; other ships never heal
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maxhp = 3, -- player only; other ships never heal
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shield = 2, -- regenerates
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shield = 2, -- regenerates
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maxshield = 2,
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maxshield = 2,
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@ -1089,7 +1244,6 @@ player = mknew(ship_m.new{
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ymomentum = 0,
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ymomentum = 0,
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maxspd = 1.5, -- momentum cap
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maxspd = 1.5, -- momentum cap
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thrust = 0.1875, -- momentum added from button
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thrust = 0.1875, -- momentum added from button
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ymin = 0, ymax = 120, -- stay on screen
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drag = 0.0625, -- momentum lost per frame
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drag = 0.0625, -- momentum lost per frame
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act = function(self) -- fetch buttons
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act = function(self) -- fetch buttons
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local b,th = btn(),self.thrust
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local b,th = btn(),self.thrust
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@ -1329,8 +1483,14 @@ ship_skirmisher = mknew(ship_f.new{
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sparks = smokespark,
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sparks = smokespark,
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sparkodds = 3,
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sparkodds = 3,
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fire_off_y = 7,
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fire_off_y = 7,
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xmin = -8,
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xmax = 112,
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})
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})
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function ship_skirmisher:reset_bounds()
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self.xmin, self.xmax, self.ymin, self.ymax = -8, 112, 0, 120
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end
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function rnd_spawn_loc()
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function rnd_spawn_loc()
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local x,y = flr(rnd(304)), flr(rnd(32))
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local x,y = flr(rnd(304)), flr(rnd(32))
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if (x<184) return x-40,-y-8
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if (x<184) return x-40,-y-8
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Reference in New Issue
Block a user