11 Commits

Author SHA1 Message Date
1d816e0c6a test player-relative paths 2025-07-06 21:07:36 -07:00
be321db355 mirror paths for skirmishers in the right half 2025-07-06 20:49:05 -07:00
7c3fc833df fix paths
segment/path update logic was somewhat backwards.

the result is definitely good enough for the kind of movements I want!
2025-07-06 20:32:43 -07:00
10aef3b1ed paths sort of work but not really
figure out why they do not show the expected patterns
2025-07-06 20:02:21 -07:00
6efd05febe try using a path for a skirmisher
slightly stabilized but the length operator does not work in the presence of Lua Crimes like this so it needs more work
2025-07-06 19:25:43 -07:00
383491fc5d add load-bearing commas 2025-07-06 18:10:27 -07:00
8533720114 paths and segments are now factories instead
the factory/instance deliniation is not clean but it _is_ efficient.
2025-07-06 18:09:56 -07:00
797818214a fix lingering stuff from a previous iteration 2025-07-06 14:42:23 -07:00
ee24adf8b2 path prototype 2025-07-05 20:27:14 -07:00
0b98ee540d segment prototype 2025-07-05 20:18:31 -07:00
9d02a1f570 destination prototype
also ship bounds resets
2025-07-05 19:43:15 -07:00

View File

@ -194,7 +194,9 @@ function updategame()
interlude -= 1
else
current_wave = flotilla.new()
current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4))
--current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4))
current_wave:load(0, 0, min(ones(waves_complete)\2, 4))
current_wave:update()
end
events = filtermoved(events)
appendmove(events, new_events)
@ -466,9 +468,7 @@ ship_m = mknew{
-- xmin, xmax, ymin, ymax:
-- movement constraints
-- enforced by `constrain`.
xmin = 0, xmax = 104,
-- ymin, ymax default to nil
-- pship needs more constraint
xmin = 0, xmax = 104, ymin = 0, ymax = 120
}
function ship_m:die()
@ -510,6 +510,10 @@ function ship_m:brake_dist(v0)
return (chunk_zone + overage * (tri_frames + 1)) * sgn(v0), (overage > 0) and tri_frames + 1 or tri_frames
end
function ship_m:reset_bounds()
self.xmin, self.xmax, self.ymin, self.ymax = 0, 104, 0, 120
end
function ship_m:constrain(p, dp, pmin, pmax, want)
if (not pmin) return want
local v1, bd, bf, bp
@ -615,6 +619,190 @@ function ship_m:refresh_shield()
self.shield_refresh_ready = gframe + self.shieldcooldown
end
-->8
-- paths
-- destination: a point the
-- center of a ship approaches
destination = mknew{
-- 0..1: a point on a line
-- segment from the ship's
-- flotilla spot to the player;
-- -1 means center of play area
anchor_frac=0,
-- (0, 1]: relative to max
-- acceleration, how quickly
-- should the ship accelerate
-- to its destination?
-- 0: park here instead, using
-- constraint following
accel_frac=1,
-- how far to lerp between the
-- anchor and the screen bounds.
-- this is the "destination"-y
-- part of a destination.
x_off_frac = 0,
y_off_frac = 0
}
function lerp(a, b, f)
return (1-f)*a+b*f
end
function destination:anchor(fx, fy)
local af = self.anchor_frac
if (af == -1) return 51,59
return lerp(fx, primary_ship.x, af), lerp(fy, primary_ship.y, af)
end
function destination:target_from(fx, fy)
local rx, ry = self:anchor(fx, fy)
local xf, yf = self.x_off_frac, self.y_off_frac
if (xf < 0) rx = lerp(rx, 0, -xf)
if (xf > 0) rx = lerp(rx, 104, xf)
if (yf < 0) ry = lerp(ry, 0, -yf)
if (yf > 0) ry = lerp(ry, 120, yf)
return rx, ry, self.accel_frac
end
segment = mknew{
-- On loop, where to set index?
loop_idx = 1,
-- current index
current_idx = 1,
-- how long does this segment
-- last? 0 is erroneous,
-- positive values are a frame
-- count, negative values are
-- a number of loops.
limit = -1,
-- remain: remaining steps until end
-- prev_x, prev_y: stored previous
-- location to figure out
-- approach/depart
-- dest_x, dest_y: stored
-- current destination to
-- figure out approach/depart
-- dests[1..n]: destinations
init = function(x)
x.init = segment.reset
mknew(x)
if not x.mirror then
local mdests = {}
for i, v in ipairs(x.dests) do
mdests[i] = destination.new{
anchor_frac=v.anchor_frac,
accel_frac=v.accel_frac,
x_off_frac=-v.x_off_frac,
y_off_frac=v.y_off_frac,
}
end
x.mirror = mknew(x.new{mirror=x, init=segment.reset, dests=mdests})
end
end
}
function segment:reset()
self.current_idx = 1
self.remain = self.limit
self.prev_x = false
self.prev_y = false
self.was_approaching = false
end
function segment:target_from(fx, fy)
local rx, ry, af = self.dests[self.current_idx]:target_from(fx, fy)
self.dest_x, self.dest_y = rx, ry
return rx, ry, af
end
function segment:update(x, y)
local rem = self.remain
-- frame check
if (rem > 0) rem -= 1
if self:should_step(x, y) then
self.prev_x, self.prev_y, self.was_approaching = false, false, false
if self.current_idx == #self.dests then
self.current_idx = self.loop_idx
if (rem < 0) rem += 1
else
self.current_idx += 1
end
end
self.remain = rem
return rem != 0
end
function segment:should_step(x, y)
local dest_x, dest_y = self.dest_x, self.dest_y
local dx1, dy1 = x - dest_x, y-dest_y
if (abs(dx1) <= 1.5 and abs(dy1) <= 1.5) return true
if self.prev_x then
local dx0, dy0 = self.prev_x - dest_x, self.prev_y - dest_y
local d12, d02 = dx1 * dx1 + dy1 * dy1, dx0 * dx0 + dy0 * dy0
if d12 > d02 then
if (self.was_approaching) return true
else
if (d12 == d02 and self.was_approaching) return true
self.was_approaching = true
end
end
self.prev_x, self.prev_y = x, y
return false
end
path = mknew {
loop_idx = 1,
-- segs[1..n]: segments or subpaths
init=function(x)
if not x.mirror then
local msegs = {}
for i, v in ipairs(x.segs) do
msegs[i]=v.mirror
end
x.mirror = path.new{mirror=x, loop_idx=x.loop_idx, segs=msegs}
end
x.init = function(y)
local ysegs = {}
for i, v in ipairs(x.segs) do
ysegs[i]=v.new{}
end
y.segs = ysegs
y:reset()
end
mknew(x)
end,
}
function path:reset()
self.current_idx = 1
for s in all(self.segs) do
s:reset()
end
end
function path:target_from(fx, fy)
return self.segs[self.current_idx]:target_from(fx, fy)
end
function path:update(x, y)
local idx, segs = self.current_idx, self.segs
if not segs[idx]:update(x, y) then
segs[idx]:reset()
if idx == #segs then
self.current_idx = self.loop_idx
return
else
self.current_idx = idx+1
end
end
return true
end
-->8
-- bullet and gun behaviors
@ -1089,7 +1277,6 @@ player = mknew(ship_m.new{
ymomentum = 0,
maxspd = 1.5, -- momentum cap
thrust = 0.1875, -- momentum added from button
ymin = 0, ymax = 120, -- stay on screen
drag = 0.0625, -- momentum lost per frame
act = function(self) -- fetch buttons
local b,th = btn(),self.thrust
@ -1303,13 +1490,76 @@ ship_f = mknew(ship_m.new{
act = function(self)
local wx,wy=self.want_x,self.want_y
self.xmin,self.xmax,self.ymin,self.ymax = wx,wx,wy,wy
return 0,0,false,false
return 0,0
end,
init = function(self)
if (self.gun_proto) self.main_gun = self.gun_proto.new()
if (self.path) self.path = self.path.new()
end
})
diamond_loop = segment.new{
dests = {
destination.new{
x_off_frac=0.125
}, destination.new{
y_off_frac=0.125
}, destination.new {
x_off_frac = -0.125
}, destination.new {
y_off_frac = -0.125
},
},
}
park = segment.new{
dests = {
destination.new{
accel_frac = 0
}
}
}
diamond_bounce = path.new{
segs = {
park,
diamond_loop,
park,
diamond_loop.mirror,
},
}
swoop = segment.new {
dests = {
destination.new{
accel_frac = 0
}, destination.new{
x_off_frac = -0.75,
anchor_frac = 0.25,
}, destination.new {
x_off_frac = -0.375,
anchor_frac = 0.625,
}, destination.new {
y_off_frac = -0.125,
anchor_frac = 1,
}, destination.new {
x_off_frac = 0.375,
anchor_frac = 0.625,
},
},
}
swoop_loop = path.new {
segs = {
diamond_loop,
swoop,
park,
diamond_loop.mirror,
swoop.mirror,
park,
}
}
ship_mook = mknew(ship_f.new{
sprite=103
})
@ -1326,11 +1576,37 @@ ship_turret = mknew(ship_f.new{
ship_skirmisher = mknew(ship_f.new{
sprite=107,
xp = 0x0.0004,
hp = 1.5,
sparks = smokespark,
sparkodds = 3,
fire_off_y = 7,
xmin = -8,
xmax = 112,
path = swoop_loop,
})
function ship_skirmisher:reset_bounds()
self.xmin, self.xmax, self.ymin, self.ymax = -8, 112, 0, 128
end
function ship_skirmisher:act()
local tx, ty, af = self.path:target_from(self.want_x, self.want_y)
if af <= 0 then
self.xmin, self.xmax, self.ymin, self.ymax = tx,tx,ty,ty
return 0,0
end
self:reset_bounds()
local ax, ay, th = tx - self.x, ty - self.y, self.thrust*af
local ma = max(abs(ax), abs(ay))
return ax*th/ma, ay*th/ma
end
function ship_skirmisher:move()
if (not ship_f.move(self)) return
if (not self.path:update(self.x, self.y)) self.path:reset()
return true
end
function rnd_spawn_loc()
local x,y = flr(rnd(304)), flr(rnd(32))
if (x<184) return x-40,-y-8
@ -1431,7 +1707,7 @@ flotilla = mknew{
[8]=mknew(ship_turret.new{ship_t=8}),
[9]=mknew(ship_turret.new{ship_t=9, sprite=4}),
[12]=mknew(ship_skirmisher.new{ship_t=12}),
[13]=mknew(ship_skirmisher.new{ship_t=13, sprite=26}),
[13]=mknew(ship_skirmisher.new{ship_t=13, sprite=26, path=diamond_bounce}),
}
end,
}
@ -1447,6 +1723,7 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
[12]=0,
[13]=0,
}
local maxcol = 0
repeat
local row,cx,opt,f,mode = {},ulc_cx,{},0,0
for i,v in ipairs(self.opt_odds) do
@ -1458,7 +1735,7 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
mode = f&0x03
if mode==2 then
-- bits 0x0c: ship class
local ship_t = f&0x0c
local ship_t, col = f&0x0c, cx-ulc_cx
-- bit 0x20: optional?
if f&0x20 == 0 or opt[ship_t] then
-- bit 0x10: alternate ship?
@ -1467,7 +1744,8 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
-- and we allow alternates
-- for this type of ship
ship_t+=(uv>>ship_t&0x1)&((f&0x10)>>4)
add(row, self.ship_bases[ship_t].new{col=cx-ulc_cx})
add(row, self.ship_bases[ship_t].new{col=col})
if (col > maxcol) maxcol = col
end
end
cx += 1
@ -1487,6 +1765,13 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
-- control mark bit 0x04: end of flotilla
until f&0x04 > 0
self.rows=rows
-- mirror right half paths; alternate center column if odd
local rh = maxcol>>1
for r, row in ipairs(rows) do
for s in all(row) do
if ((s.path) and (s.col > rh or (s.col == rh and r & 1 == 1))) s.path = s.path.mirror.new()
end
end
self:statisfy(counts)
end