pico-8 cartridge // http://www.pico-8.com
version 34
__lua__
-- generic shmup
-- by kistaro windrider

game = 1
win = 2
lose = 3

debug = {}

function _init()
-- create the pwr gradient
-- 15 is the gradient color
 poke(0x5f5f,0x3f)
 poke(0x5f68,10)
 poke(0x5f69,10)
 poke(0x5f6a,9)
 poke(0x5f6b,4)
 memset(0x5f78,0xa8,3)
 init_bullet_mt()
 init_ship_mt()
	wipe_level()
	primary_ship.special_gun = new_gun_of(blast_gun_t)
	load_level(example_level)
	state = game
end

function wipe_level()
 primary_ship = new_p1()
 pships = {primary_ship}
 eships = {}
 pbullets = {}
 ebullets = {}
 intangibles = {}
 events = {}
end

function _update60()
 if (state == game) updategame()
end

function updategame()
 local leveldone = level_frame()
	local deaths = {}
	for i, e in ipairs(events) do
	 if (e()) add(deaths, i)
	end
	bury_the_dead(events, deaths)
 for _, tbl in ipairs({pships, eships, pbullets, ebullets, intangibles}) do
	 local deaths = {}
	 for i, x in ipairs(tbl) do
	  if (x:move()) add(deaths, i)
	 end
	 bury_the_dead(tbl, deaths)
	end
	--then, calculate collisions
	local pdeaths = {}
	local edeaths = {}
	for ip, ps in ipairs(pships) do
	 for ie, es in ipairs(eships) do
	  if collides(hurtbox(ps), hurtbox(es)) then
	   if (es:hitship(ps)) add(edeaths, ie)
	   if ps:hitship(es) then
	    add(pdeaths, ip)
	    break
	   end
	  end
	 end
	end
	bury_the_dead(pships, pdeaths)
	bury_the_dead(eships, edeaths)
	pdeaths = {}
	edeaths = {}
	for ip, ps in ipairs(pships) do
	 for ie, eb in ipairs(ebullets) do
	  if collides(hurtbox(ps), hurtbox(eb)) then
	   if (eb:hitship(ps)) add(edeaths, ie)
	   if ps:hitbullet(eb) then
	    add(pdeaths, ip)
	    break
	   end
	  end
	 end
	end
	bury_the_dead(pships, pdeaths)
	bury_the_dead(ebullets, edeaths)
	pdeaths = {}
	edeaths = {}
	for ip, pb in ipairs(pbullets) do
	 for ie, es in ipairs(eships) do
	  if collides(hurtbox(pb), hurtbox(es)) then
	   if (es:hitbullet(pb)) add(edeaths, ie)
	   if pb:hitship(es) then
	    add(pdeaths, ip)
					break
				end
	  end
	 end
	end
	bury_the_dead(eships, edeaths)
	bury_the_dead(pbullets, pdeaths)
	
	if leveldone and ((#eships + #ebullets + #events) == 0) then
	  state = win
	end
	if #pships == 0 then
	  state = lose
	end
end

function _draw()
 drawgame()
 draw_debug()
 if (state == win) dropshadow("win",50,61,11)
 if (state == lose) dropshadow("fail",48,61,8)
end

function draw_debug()
 if (#debug==0) return
 cursor(0,0,7)
 foreach(debug,print)
 debug={}
end

function drawgame()
 cls()
 clip(0,0,112,128)
 for tbl in all{pbullets, pships, eships, intangibles, ebullets} do
  for x in all(tbl) do
   x:draw()
  end
 end
 clip(0,0,128,128)
 drawhud()
end

function drawhud()
 -- 112-and-right is hud zone
 rectfill(112, 0, 127, 127,0x56)
 rect(112,0,127,127,7)
 line(127,1,127,127,5)
 line(113,127)
 
 draw_gun_info("❎",116,3,primary_ship.main_gun)
 draw_gun_info("🅾️",116,31,primary_ship.special_gun)
 
 dropshadow("pwr",114,59,1)
 inset(114,66,125,92)
 vertmeter(115,67,124,91,primary_ship.power, primary_ship.max_power, 15)
 
 dropshadow("h s",114,97,1)
 inset(114,104,125,125)
 line(119,105,119,124,7)
 line(120,105,120,125,5)
 vertmeter(115,105,118,124,primary_ship.hp, primary_ship.maxhp, 8)
 vertmeter(121,105,124,124,primary_ship.shield, primary_ship.maxshield,12)
end

function draw_gun_info(lbl,x,y,gun)
 dropshadow(lbl,x,y,1)
 inset(114,y+7,125,y+18)
 inset(114,y+20,125,y+24)
 if(gun) then
  spr(gun.icon,116,y+9,1,1)
  --115 to 124 - ammo bar. round up
  if gun.ammo == nil then
   fillp(0xa5a5)
   rectfill(115,y+21,124,y+23,0xea)
   fillp(0)
  elseif gun.ammo > 0 then
   rectfill(
     115,y+21,
     115+flr(9*gun.ammo/gun.maxammo),
     y+23,10)
  else
   line(118, y+22, 121, y+22, 2)
  end
 end
end

function vertmeter(x0,y0,x1,y1,val,maxval,col)
 if (val <= 0) return
 local h = y1-y0
 local pxm1 = flr(h*val/maxval)
 rectfill(x0,y1-pxm1,x1,y1,col)
end

function inset(x0,y0,x1,y1)
 rectfill(x0,y0,x1,y1,0)
 rect(x0,y0,x1,y1,7)
 line(x1,y0,x0,y0,5)
 line(x0,y1,5)
end

function dropshadow(str, x, y, col)
 print(str, x+1, y+1, 5)
 print(str, x, y, col)
end

function grab_p1_butts()
 
 local b = btn()
 return {
  [0]=b&0x1,
  [1]=(b&0x2)>>1,
  [2]=(b&0x4)>>2,
  [3]=(b&0x8)>>3,
  [4]=(b&0x10)>>4,
  [5]=(b&0x20)>>5
 }
end

function bury_the_dead(tbl, dead)
 if (#dead == 0) return
 local tail = dead[1]
 local head = tail + 1
 local deaddex = 2
 
 while head <= #tbl do
  while deaddex <= #dead and head == dead[deaddex] do
   deaddex += 1
   head += 1
  end
  if (head > #tbl) break
  tbl[tail] = tbl[head] 
  head += 1
  tail += 1
 end
 
 for i=1,(head-tail) do
  deli(tbl)
 end
end
-->8
--ships, including player

function init_ship_mt()
 setmetatable(player, ship_t)
 setmetatable(frownie, ship_t)
 setmetatable(blocky, frownie_t)
end

player = {
 --shape
 sprite = 1, --index of ship sprite
 size = 2, --all ships are square; how many 8x8 sprites?
 hurt = { -- hurtbox - where this ship can be hit
  x_off = 6, -- upper left corner
  y_off = 6, -- relative to ship ulc
  width = 4,
  height = 4
 },
 
 -- health and power
 hp = 3, -- current health, non-regenerating
 maxhp = 3, -- player only; other ships never heal
 shield = 2, -- regenerates, using power
 maxshield = 2,
 shieldcost = 300, -- power cost to refill shield
 generator = 1.5,  -- 1 feels too slow

 -- gun
 main_gun = nil, -- assign at spawn time
 special_gun = nil,
 fire_off_x = 8,  -- offset where bullets come from
 fire_off_y = 0,

 -- position
 x=52, -- x and y are for upper left corner
 y=96,
 xmomentum = 0,
 ymomentum = 0,
 maxspd = 2.5, -- momentum cap
 thrust = 0.25, -- momentum added from button
 drag = 0.125, -- momentum lost per frame
 slip = false, -- does not slide down screen
 grab_butts = grab_p1_butts, -- button fetch algorithm
}

player_t = {
 __index = player
}

function new_p1()
 p = {
  main_gun = new_gun_of(zap_gun_t, false)
 }
 setmetatable(p, player_t)
 return p
end

frownie = {
 --shape
 sprite = 3, --index of ship sprite
 size = 1, --all ships are square; how many 8x8 sprites?
 hurt = { -- hurtbox - where this ship can be hit
  x_off = 1, -- upper left corner
  y_off = 1, -- relative to ship ulc
  width = 6,
  height = 6
 },
 
 -- health and power
 hp = 1, -- enemy ships need no max hp

 -- position
 x=60, -- x and y are for upper left corner
 y=8,
 xmomentum = 0,
 ymomentum = 0,
 maxspd = 2, -- momentum cap
 thrust = 0.12, -- momentum added from button
 drag = 0.07, -- momentum lost per frame
 slip = true,
 grab_butts = function(discard_self)
  -- buttons are effectively analog
  -- and negative buttons work just fine!
  local butts = {}
  local tstate = (1 + flr(4*t() + 0.5)) % 6
  butts[0] = ((tstate==1 or tstate==2) and 1) or 0
  butts[1] = ((tstate==4 or tstate==5) and 1) or 0
  for b=2, 5 do
   butts[b]=0
  end
  return butts
 end, -- button fetch algorithm
}
frownie_t = {
 __index = frownie
}

blocky = {
 sprite = 10,
 hp = 2,
 ow = function(self)
  if self.hp <= 1 then
   self.sprite = 11
  else
   self.sprite = 10
  end
 end
}

blocky_t = {
 __index = blocky
}
-->8
--ship behavior

scrollrate = 0.25 --in px/frame

ship_m = {

 -- ships have no shield by default
 shield = 0,
 maxshield = 0,
 shieldcost = 32767.9,
 shieldcooldown =  180,
 
 -- default generator behavior:
 -- 10 seconds for a full charge
 max_power = 600,
 power = 600,
 generator = 1, -- power gen per frame

 invincible_until = -32768,
 
 slip = true  -- most enemies slide
}

ship_t = {
  __index = ship_m,
}

function ship_m.die(_)
end

function ship_m.move(ship)
 ship:refresh_shield()
 ship.power = min(ship.max_power, ship.power + ship.generator)
 butt = ship.grab_butts()
 if (butt[5] > 0) ship:maybe_shoot(ship.main_gun)
 if (butt[4] > 0) ship:maybe_shoot(ship.special_gun)
 ship.xmomentum += (ship.thrust * butt[1]) - (ship.thrust * butt[0])
 ship.ymomentum += (ship.thrust * butt[3]) - (ship.thrust * butt[2])
 ship.xmomentum = mid(-ship.maxspd, ship.maxspd, ship.xmomentum)
 ship.ymomentum = mid(-ship.maxspd, ship.maxspd, ship.ymomentum)

 ship.x = mid(0, 112 - 8 * ship.size, ship.x + ship.xmomentum)
 if not ship.slip then
  ship.y = mid(0, 128 - 8 * ship.size, ship.y + ship.ymomentum)
 end
 
 --friction
 local xfric = 0
 local yfric = 0
 if (ship.xmomentum > 0) xfric = min(ship.xmomentum, ship.drag)
 if (ship.xmomentum < 0) xfric = max(ship.xmomentum, -ship.drag)
 if (ship.ymomentum > 0) yfric = min(ship.ymomentum, ship.drag)
 if (ship.ymomentum < 0) yfric = max(ship.ymomentum, -ship.drag)
 ship.xmomentum -= xfric
 ship.ymomentum -= yfric
 
 -- "scrolling" behavior
 if ship.slip then
  ship.y += scrollrate
  if ship.y >= 128 then
   ship:die()
   return true
  end
 end
 return false
end  -- moveship(ship)

function ship_m.draw(ship)
	spr(ship.sprite, ship.x, ship.y, ship.size, ship.size)
end

function hurtbox(ship)
 return {
  x=ship.x + ship.hurt.x_off,
  y=ship.y + ship.hurt.y_off,
  width=ship.hurt.width,
  height=ship.hurt.height
 }
end

function ship_m:maybe_shoot(gun)
 if (not gun) return
 if (self.power < gun.power) return
 if (not gun:shoot(self.x + self.fire_off_x, self.y + self.fire_off_y)) return
 self.power -= gun.power
end

function ship_m:hitship(other)
 return self:hitsomething(1)
end

function ship_m:hitbullet(b)
 return self:hitsomething(b.damage)
end

function ship_m:hitsomething(dmg)
 if (dmg <= 0) return false
 if (lframe < self.invincible_until) return false
 self.shield_refresh_ready = lframe + self.shieldcooldown
 if self.shield >= dmg then
  self.shield -= dmg
  self:ow()
  return false
 end	
 dmg -= self.shield
 self.shield = 0
 self.hp -= dmg
 if self.hp <= 0 then
  self:die()
  return true
 end
 self:ow()
 return false
end

function ship_m:ow()
 -- todo: implement damage blink
end

function ship_m:refresh_shield()
 if (self.shield >= self.maxshield) return
 if (lframe < self.shield_refresh_ready) return
 if (self.power < self.shieldcost) return
 self.shield += 1
 self.power -= self.shieldcost
 self.shield_refresh_ready = lframe + self.shieldcooldown
end
-->8
-- collisions

-- box: x, y, width, height

function collides(box1, box2)
	local dx = box2.x - box1.x
	local cx = dx >= 0 and dx <= (box1.width or 0)
	dx = box1.x - box2.x
	cx = cx or (dx >= 0 and dx <= (box2.width or 0))
	if (not cx) return false
	
	local dy = box2.y - box1.y
	local cy = dy >= 0 and dy <= (box1.height or 0)
	dy = box1.y - box2.y
	cy = cy or (dy >= 0 and dy <= (box2.height or 0))
	return cy
end
-->8
-- level and event system

-- a level is a map from
-- effective frame number to
-- callback for that frame.

-- effective frame number stops
-- when freeze count is nonzero

-- a level is won when it hits
-- the end-of-level sentinel 
-- and there are no more
-- tracked enemies.
-- lost when there are no
-- player ships left.

-- effective frame
distance = 0
-- actual frame count since
-- start of level
lframe = 0

-- do not advance distance when
-- nonzero
freeze = 0

eol = {}

function load_level(lvltbl)
 distance = 0
 lframe = 0
 freeze = 0
 current_level = {}
 for frame, cb in pairs(lvltbl) do
  current_level[frame] = cb
 end
end

function level_frame()
 lframe += 1
 if (current_level == nil) return true
 if freeze == 0 then 
  distance += 1
  local cb = current_level[distance]
  if cb ~= nil then
   if cb == eol then
    current_level = nil
    return true
   else
    cb()
   end
  end
 end
 return false
end
-->8
-- example level

function spawn_rnd_x(mt)
 s = {
  x = rnd(104),
  y = -(mt.__index.size * 8 - 1)
 }
 setmetatable(s, mt)
 add(eships, s)
end

function spawn_blocking_rnd_x(mt)
 freeze += 1
 s = {
  x = rnd(104),
  y = -7,
  die = function(self)
   freeze -= 1
   mt.__index.die(self)
  end
 }
 setmetatable(s, mt)
 add(eships, s)
end

function spawn_frownie()
 spawn_rnd_x(frownie_t)
end

function spawn_blocking_frownie()
 spawn_blocking_rnd_x(frownie_t)
end

function spawn_blocky()
 spawn_rnd_x(blocky_t)
end

function spawn_blocking_blocky()
 spawn_blocking_rnd_x(blocky_t)
end

example_level = {
 [1]=spawn_frownie,
 [60]=spawn_blocky,
 [61]=spawn_blocky,
 [250]=spawn_blocking_blocky,
 [310]=function()
  spawn_blocking_blocky()
  spawn_blocking_blocky()
  spawn_blocking_blocky()
 end,
 [311]=spawn_frownie,
 [401]=spawn_frownie,
 [420]=spawn_blocking_frownie,
 [450]=spawn_frownie,
 [451]=eol
}
-->8
-- bullets and guns

function init_bullet_mt()
 setmetatable(zap, bullet_t)
 setmetatable(zap_gun, gun_t)
 setmetatable(blast, bullet_t)
 setmetatable(blast_gun, gun_t)
end

zap = {
 --shape
 psprite = 8, --index of player ammo sprite
 esprite = 9, -- index of enemy ammo sprite
 width = 1, --in 8x8 blocks
 height = 1,
 hurt = { -- hurtbox - where this ship can be hit
  x_off = 0, -- upper left corner
  y_off = 0, -- relative to sprite
  width = 2,
  height = 8
 },
 center_x_off = 1, -- how to position by ship
 bottom_y_off = 0,
 top_y_off = 0,
 
 damage = 1,
 dx = 0,  -- px/frame
 dy = 8,

 hitship = function(_, _)
  return true
 end
}
zap_t = {
 __index = zap
}

zap_gun = {
 enemy = false,
 power = 30, -- power consumed per shot
 cooldown = 10, -- frames between shots
 ammo = nil, -- unlimited ammo - main gun
 t = zap_t -- metatable of bullet to fire
}

zap_gun_t = {
 __index = zap_gun
}

blast = {
 --shape
 psprite = 12, --index of player ammo sprite
 esprite = 3, -- index of enemy ammo sprite
 width = 1, --in 8x8 blocks
 height = 1,
 hurt = { -- hurtbox - where this ship can be hit
  x_off = 1, -- upper left corner
  y_off = 1, -- relative to sprite
  width = 6,
  height = 6
 },
 center_x_off = 4, -- how to position by ship
 bottom_y_off = 0,
 top_y_off = 0,
 
 damage = 4,
 dx = 0,  -- px/frame
 dy = 2,

 -- disable damage for 2 frames
 -- when hitting something
 hitship = function(self, _)
  self.damage = 0
  local wait = 2
  e = function()
   wait -= 1
   if wait <= 0 then
    self.damage = 4
    return true
   end
   return false
  end
  add(events, e)
 end
}
blast_t = {
 __index = blast
}

blast_gun = {
 icon = 13,
 enemy = false,
 power = 0, -- ammo, not power
 cooldown = 30, -- frames between shots
 ammo = 5,
 maxammo = 5,
 t = blast_t -- metatable of bullet to fire
}

blast_gun_t = {
 __index = blast_gun
}

function new_gun_of(mt, is_enemy)
 g = {
  enemy = e
 }
 setmetatable(g, mt)
 return g
end
-->8
-- bullet and gun behaviors

bullet_base = { }

bullet_t = {
 __index = bullet_base
}

gun_base = { 
 shoot_ready = -32768,
 
 icon = 20
}

gun_t = {
 __index = gun_base
}

function bullet_base:hitship(_)
 self:die()
 return true
end

function bullet_base:die()
end

function bullet_base:move()
 self.x += self.dx
 if self.enemy then
  self.y += self.dy
  if self.y > 128 then
   self:die()
   return true
  end
 else
  self.y -= self.dy
  if self.y < -8*self.height then
   self:die()
   return true
  end
 end
 return false
end

function bullet_base:draw()
 spr(self.sprite, self.x, self.y, self.width, self.height)
end

function bullet_base:spawn_at(x, y)
 self.x = x - self.center_x_off
 if self.enemy then
  self.y = y + self.top_y_off
  add(ebullets, self)
 else
  self.y = y - (8 * self.height) + self.bottom_y_off
  add(pbullets, self)
 end
end

function gun_base:shoot(x, y)
 if (lframe < self.shoot_ready) return false
 if self.ammo then
  if (self.ammo <= 0) return false
  self.ammo -= 1
 end
 self.shoot_ready = lframe + self.cooldown
 b = { }
 setmetatable(b, self.t)
 if self.enemy then
  b.enemy = true
  b.sprite = b.esprite
 else
  b.enemy = false
  b.sprite = b.psprite
 end
 b:spawn_at(x, y)
 return true
end
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