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trigenomet
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d2ec1b39df
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d2ec1b39df
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a3ac8074ae
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85d28ae28b
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143
collisiontest.p8
Normal file
143
collisiontest.p8
Normal file
@ -0,0 +1,143 @@
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pico-8 cartridge // http://www.pico-8.com
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version 42
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__lua__
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bx0=0
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by0=0
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bx1=127
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by1=127
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lx0=0
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ly0=0
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lx1=127
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ly1=127
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-->8
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function collides()
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local tmin=0
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local tmax=1
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local ldx=lx1-lx0
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local ldy=ly1-ly0
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-- x
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if ldx==0 then
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local lx=lx0 -- which ==lx1
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if (lx<bx0 or lx>=bx1) return nil
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else
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local tx0=(bx0-lx0)/ldx
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local tx1=(bx1-lx0)/ldx
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tmin=max(tmin,min(tx0,tx1))
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tmax=min(tmax,max(tx0,tx1))
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end
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if ldy==0 then
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local ly=ly0 -- which ==ly1
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if (ly<by0 or ly>=by1) return nil
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else
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local ty0=(by0-ly0)/ldy
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local ty1=(by1-ly0)/ldy
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tmin=max(tmin,min(ty0,ty1))
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tmax=min(tmax,max(ty0,ty1))
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end
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if (tmax < tmin) return nil
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return tmin,tmax
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end
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-->8
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function _init()
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poke(0x5f2d,1) -- enable mouse
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end
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function _bounce_screen(x)
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return _bounce(x*128,128)
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end
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function _bounce(x,mx)
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x=x%(mx * 2)
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if (x>=mx)return mx-(x-mx)
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return x
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end
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function _to_halfopen(x0,x1)
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-- turn two numbers into a
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-- half-open integer range
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x0=flr(x0)
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x1=flr(x1)
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local lo=min(x0,x1)
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local hi=max(x0,x1)
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if (hi==lo) return lo,hi
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return lo,hi-1
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end
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function _update60()
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local t=time()/16
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local bx0_=_bounce_screen(t*1)
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local by0_=_bounce_screen(t*2)
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local bx1_=_bounce_screen(t*3)
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local by1_=_bounce_screen(t*4)
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bx0,bx1=_to_halfopen(bx0_,bx1_)
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by0,by1=_to_halfopen(by0_,by1_)
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update_line()
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--[[
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local lx0_=_bounce_screen(t*1.5)
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local ly0_=_bounce_screen(t*2.5)
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local lx1_=_bounce_screen(t*3.5)
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local ly1_=_bounce_screen(t*4.5)
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lx0,lx1=lx0_,lx1_
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ly0,ly1=ly0_,ly1_
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]]--
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end
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was_down=false
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last_mx,last_my=nil,nil
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function update_line()
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local mx,my=stat(32),stat(33)
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local is_down=stat(34)!=0
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if is_down then
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if was_down then
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lx1,ly1=mx,my
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else
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lx0,ly0=mx,my
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end
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end
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was_down=is_down
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last_mx,last_my=mx,my
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end
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-->8
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function _draw()
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cls(0)
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rect(bx0,by0,bx1,by1,6)
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line(lx0,ly0,lx1,ly1,2)
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local cmin, cmax = collides()
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if cmin then
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local dx,dy=lx1-lx0,ly1-ly0
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line(lx0 + dx*cmin,
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ly0 + dy*cmin,
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lx0 + dx*cmax,
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ly0 + dy*cmax,
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8)
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pset(lx0 + dx*cmin,
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ly0 + dy*cmin,
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10)
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end
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pset(last_mx,last_my,7)
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end
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__gfx__
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00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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@ -169,8 +169,6 @@ function wipe_game()
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xpwhoosh = nil
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primary_ship = player.new()
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init_hpcols()
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pships = linked_list.new()
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pships:push_back(primary_ship)
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eships = linked_list.new()
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pbullets = linked_list.new()
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ebullets = linked_list.new()
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@ -208,7 +206,8 @@ function ones(n)
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end
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function updategame()
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if (primary_ship.xp >= primary_ship.xptarget) and (gframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
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local ps = primary_ship
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if (ps.xp >= ps.xptarget) and (gframe - ps.last_xp_frame > 0x0.000f) and (not ps.dead) then
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mode = rearm_mode.new()
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return _update60()
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end
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@ -238,36 +237,24 @@ function updategame()
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end
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events:vore(new_events)
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events:strip(call_move)
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for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
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for _, lst in ipairs{intangibles_bg, eships, pbullets, ebullets} do
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lst:strip(call_move)
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end
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pships:strip(
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function(ps)
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local pbox, pded = hurtbox(ps), false
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eships:strip(
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function(es)
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if (not collides(pbox, hurtbox(es))) return
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pded = pded or ps:hitship(es)
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if not ps.dead then
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ps:move()
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local pbox = hurtbox(ps)
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eships:strip(function(es)
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if(not collides(pbox, hurtbox(es))) return
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ps:hitship(es)
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return es:hitship(ps)
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end
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)
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return pded
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end
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)
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pships:strip(
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function(ps)
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local pbox, pded = hurtbox(ps), false
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ebullets:strip(
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function(eb)
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end)
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ebullets:strip(function(eb)
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if (not collides(pbox, hurtbox(eb))) return
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pded = pded or ps:hitbullet(eb)
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ps:hitbullet(eb)
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return eb:hitship(ps)
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end)
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end
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)
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return pded
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end
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)
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-- many bullets and many enemy ships;
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-- use bucket collider for efficiency
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@ -302,9 +289,9 @@ function updategame()
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if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then
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game_state = win
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end
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if (not pships.next) game_state = lose
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if (ps.dead) game_state = lose
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if primary_ship.xp >= primary_ship.xptarget then
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if ps.xp >= ps.xptarget then
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if not xpwhoosh then
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xpwhoosh = 0
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else
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@ -393,8 +380,8 @@ end
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function drawgame()
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clip(0,0,112,128)
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rectfill(0,0,112,128,0)
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for slist in all{intangibles_bg, pbullets, pships, eships, ebullets, intangibles_fg} do
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slist:draw()
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for drawable in all{intangibles_bg, pbullets, primary_ship, eships, ebullets, intangibles_fg} do
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drawable:draw()
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end
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clip(0,0,128,128)
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drawhud()
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@ -624,6 +611,7 @@ function ship_m:move()
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end
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function ship_m:draw()
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if (self.dead) return
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if(self.fx_pal) pal(self.fx_pal)
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spr(self.sprite, self.x, self.y, self.size, self.size)
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pal()
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