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1d816e0c6a
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be321db355
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7c3fc833df
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10aef3b1ed
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6efd05febe
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383491fc5d
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8533720114
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797818214a
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ee24adf8b2
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0b98ee540d
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9d02a1f570
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303
vacuum_gambit.p8
303
vacuum_gambit.p8
@ -194,7 +194,9 @@ function updategame()
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interlude -= 1
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else
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current_wave = flotilla.new()
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current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4))
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--current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4))
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current_wave:load(0, 0, min(ones(waves_complete)\2, 4))
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current_wave:update()
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end
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events = filtermoved(events)
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appendmove(events, new_events)
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@ -466,9 +468,7 @@ ship_m = mknew{
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-- xmin, xmax, ymin, ymax:
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-- movement constraints
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-- enforced by `constrain`.
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xmin = 0, xmax = 104,
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-- ymin, ymax default to nil
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-- pship needs more constraint
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xmin = 0, xmax = 104, ymin = 0, ymax = 120
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}
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function ship_m:die()
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@ -510,6 +510,10 @@ 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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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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if (not pmin) return want
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local v1, bd, bf, bp
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@ -615,6 +619,190 @@ function ship_m:refresh_shield()
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self.shield_refresh_ready = gframe + self.shieldcooldown
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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 51,59
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return lerp(fx, primary_ship.x, af), lerp(fy, primary_ship.y, 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, 104, xf)
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if (yf < 0) ry = lerp(ry, 0, -yf)
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if (yf > 0) ry = lerp(ry, 120, yf)
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return rx, ry, self.accel_frac
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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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-- dests[1..n]: destinations
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init = function(x)
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x.init = segment.reset
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mknew(x)
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if not x.mirror then
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local mdests = {}
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for i, v in ipairs(x.dests) do
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mdests[i] = destination.new{
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anchor_frac=v.anchor_frac,
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accel_frac=v.accel_frac,
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x_off_frac=-v.x_off_frac,
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y_off_frac=v.y_off_frac,
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}
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end
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x.mirror = mknew(x.new{mirror=x, init=segment.reset, dests=mdests})
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end
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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 = false
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self.prev_y = false
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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, af = self.dests[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, af
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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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self.prev_x, self.prev_y, self.was_approaching = false, false, false
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if self.current_idx == #self.dests 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 = self.dest_x, self.dest_y
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local dx1, dy1 = x - dest_x, y-dest_y
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if (abs(dx1) <= 1.5 and abs(dy1) <= 1.5) return true
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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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local d12, d02 = dx1 * dx1 + dy1 * dy1, dx0 * dx0 + dy0 * dy0
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if d12 > d02 then
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if (self.was_approaching) return true
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else
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if (d12 == d02 and self.was_approaching) return true
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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 false
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end
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path = mknew {
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loop_idx = 1,
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-- segs[1..n]: segments or subpaths
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init=function(x)
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if not x.mirror then
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local msegs = {}
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for i, v in ipairs(x.segs) do
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msegs[i]=v.mirror
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end
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x.mirror = path.new{mirror=x, loop_idx=x.loop_idx, segs=msegs}
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end
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x.init = function(y)
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local ysegs = {}
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for i, v in ipairs(x.segs) do
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ysegs[i]=v.new{}
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end
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y.segs = ysegs
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y:reset()
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end
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mknew(x)
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end,
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}
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function path:reset()
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self.current_idx = 1
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for s in all(self.segs) do
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s:reset()
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end
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end
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function path:target_from(fx, fy)
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return self.segs[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, segs = self.current_idx, self.segs
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if not segs[idx]:update(x, y) then
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segs[idx]:reset()
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if idx == #segs then
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self.current_idx = self.loop_idx
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return
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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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return true
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end
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-->8
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-- bullet and gun behaviors
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@ -1089,7 +1277,6 @@ player = mknew(ship_m.new{
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ymomentum = 0,
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maxspd = 1.5, -- momentum cap
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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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act = function(self) -- fetch buttons
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local b,th = btn(),self.thrust
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@ -1303,13 +1490,76 @@ ship_f = mknew(ship_m.new{
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act = function(self)
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local wx,wy=self.want_x,self.want_y
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self.xmin,self.xmax,self.ymin,self.ymax = wx,wx,wy,wy
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return 0,0,false,false
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return 0,0
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end,
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init = function(self)
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if (self.gun_proto) self.main_gun = self.gun_proto.new()
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if (self.path) self.path = self.path.new()
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end
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})
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diamond_loop = segment.new{
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dests = {
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destination.new{
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x_off_frac=0.125
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}, destination.new{
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y_off_frac=0.125
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}, destination.new {
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x_off_frac = -0.125
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}, destination.new {
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y_off_frac = -0.125
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},
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},
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}
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park = segment.new{
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dests = {
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destination.new{
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accel_frac = 0
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}
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}
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}
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diamond_bounce = path.new{
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segs = {
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park,
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diamond_loop,
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park,
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diamond_loop.mirror,
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},
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}
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swoop = segment.new {
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dests = {
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destination.new{
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accel_frac = 0
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}, destination.new{
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x_off_frac = -0.75,
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anchor_frac = 0.25,
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}, destination.new {
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x_off_frac = -0.375,
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anchor_frac = 0.625,
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}, destination.new {
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y_off_frac = -0.125,
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anchor_frac = 1,
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}, destination.new {
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x_off_frac = 0.375,
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anchor_frac = 0.625,
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},
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},
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}
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swoop_loop = path.new {
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segs = {
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diamond_loop,
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swoop,
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park,
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diamond_loop.mirror,
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swoop.mirror,
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park,
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}
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}
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ship_mook = mknew(ship_f.new{
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sprite=103
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})
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@ -1326,11 +1576,37 @@ ship_turret = mknew(ship_f.new{
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ship_skirmisher = mknew(ship_f.new{
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sprite=107,
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xp = 0x0.0004,
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hp = 1.5,
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sparks = smokespark,
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sparkodds = 3,
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fire_off_y = 7,
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xmin = -8,
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xmax = 112,
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path = swoop_loop,
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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, 128
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end
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function ship_skirmisher:act()
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local tx, ty, af = self.path:target_from(self.want_x, self.want_y)
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if af <= 0 then
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self.xmin, self.xmax, self.ymin, self.ymax = tx,tx,ty,ty
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return 0,0
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end
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self:reset_bounds()
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local ax, ay, th = tx - self.x, ty - self.y, self.thrust*af
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local ma = max(abs(ax), abs(ay))
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return ax*th/ma, ay*th/ma
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end
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function ship_skirmisher:move()
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if (not ship_f.move(self)) return
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if (not self.path:update(self.x, self.y)) self.path:reset()
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return true
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end
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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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if (x<184) return x-40,-y-8
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@ -1431,7 +1707,7 @@ flotilla = mknew{
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[8]=mknew(ship_turret.new{ship_t=8}),
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[9]=mknew(ship_turret.new{ship_t=9, sprite=4}),
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[12]=mknew(ship_skirmisher.new{ship_t=12}),
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[13]=mknew(ship_skirmisher.new{ship_t=13, sprite=26}),
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[13]=mknew(ship_skirmisher.new{ship_t=13, sprite=26, path=diamond_bounce}),
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}
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end,
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}
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@ -1447,6 +1723,7 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
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[12]=0,
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[13]=0,
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}
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local maxcol = 0
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repeat
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local row,cx,opt,f,mode = {},ulc_cx,{},0,0
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for i,v in ipairs(self.opt_odds) do
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@ -1458,7 +1735,7 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
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mode = f&0x03
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if mode==2 then
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-- bits 0x0c: ship class
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local ship_t = f&0x0c
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local ship_t, col = f&0x0c, cx-ulc_cx
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-- bit 0x20: optional?
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if f&0x20 == 0 or opt[ship_t] then
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-- bit 0x10: alternate ship?
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@ -1467,7 +1744,8 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
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-- and we allow alternates
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-- for this type of ship
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ship_t+=(uv>>ship_t&0x1)&((f&0x10)>>4)
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add(row, self.ship_bases[ship_t].new{col=cx-ulc_cx})
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add(row, self.ship_bases[ship_t].new{col=col})
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if (col > maxcol) maxcol = col
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end
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end
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cx += 1
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@ -1487,6 +1765,13 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
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-- control mark bit 0x04: end of flotilla
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until f&0x04 > 0
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self.rows=rows
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-- mirror right half paths; alternate center column if odd
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local rh = maxcol>>1
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for r, row in ipairs(rows) do
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for s in all(row) do
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if ((s.path) and (s.col > rh or (s.col == rh and r & 1 == 1))) s.path = s.path.mirror.new()
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end
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end
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self:statisfy(counts)
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end
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Reference in New Issue
Block a user