mmbshmup/vacuum_gambit.p8

1814 lines
54 KiB
Lua

pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
-- vacuum gambit
-- by kistaro windrider
game = 1
win = 2
lose = 3
function usplit(str)
return unpack(split(str))
end
function csv(s)
local ret=split(s,"\n")
for i,v in ipairs(ret) do
ret[i] = type(v) == "string" and split(v) or {v}
end
return ret
end
function const_fxn(x)
return function()
return x
end
end
-- generate standard "overlay"
-- constructor for type tt.
-- if tt.init is defined, generated
-- new calls tt.init(ret) after
-- ret is definitely not nil,
-- before calling setmetatable.
-- use to initialize mutables.
--
-- if there was a previous new,
-- it is invoked on the new
-- object *after* more, because
-- this works better with the
-- `more` impls i use.
function mknew(tt)
local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
tt.new=function(ret)
if(not ret) ret = {}
if(more) more(ret)
if(oldnew) oldnew(ret)
setmetatable(ret, mt)
return ret
end
return tt
end
-- intrusive singly-linked list.
-- cannot be nested!
linked_list = mknew{
is_linked_list=true,
init = function(x)
x.next=nil
x.tail=x
end,
}
function linked_list:push_back(x)
self.tail.next = x
self.tail = x
end
function linked_list:push_front(x)
if (not self.next) self.tail = x
x.next = self.next
self.next = x
end
-- vore eats another linked list
-- by appending its contents.
-- the ingested linked is empty.
function linked_list:vore(x)
if (not x.next) return
self.tail.next = x.next
self.tail = x.tail
x.next = nil
x.tail = x
end
-- strip calls f(x) for each
-- node, removing each node for
-- which f(x) returns true. it
-- returns the new tail; nil
-- if the list is now empty.
function linked_list:strip(f)
local p, n = self, self.next
while n do
if f(n) then
p.next = n.next
else
p = n
end
n = n.next
end
self.tail = p
return p
end
-- optimized special case -
-- could be done with strip but
-- this avoids extra function
-- calls and comparisions since
-- draw isn't allowed to kill
-- the item
function linked_list:draw()
local n = self.next
while n do
n:draw()
n = n.next
end
end
function linked_list:pop_front()
local ret = self.next
if (not ret) return
self.next = ret.next
if (not ret.next) ret.tail = nil
return ret
end
function _init()
init_blip_pals()
wipe_level()
primary_ship.main_gun = zap_gun_p.new() -- redundant?
load_level(example_level_csv)
state = game
pal(2,129)
pal()
end
function once_next_frame(f)
new_events:push_back{
move = function()
f()
return true
end,
}
end
-- health gradients for 1..5 hp
-- exactly, then all "more".
hpcols_lut = csv[[36
34, 136
34, 130, 136
34, 34, 130, 136
34, 34, 130, 130, 136]]
-- call after any change to maxhp
-- configures health gradient
function init_hpcols()
hpcols = hpcols_lut[min(primary_ship.maxhp,6)]
end
function wipe_level()
primary_ship = player.new()
init_hpcols()
pships = linked_list.new()
pships:push_back(primary_ship)
eships = linked_list.new()
pbullets = linked_list.new()
ebullets = linked_list.new()
intangibles_fg = linked_list.new()
intangibles_bg = linked_list.new()
events = linked_list.new()
new_events = linked_list.new()
end
function _update60()
updategame()
end
function call_f(x)
return x:f()
end
function call_move(x)
return x:move()
end
function updategame()
leveldone = level_frame()
events:vore(new_events)
events:strip(call_move)
for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
lst:strip(call_move)
end
pships:strip(
function(ps)
local pbox, pded = hurtbox(ps), false
eships:strip(
function(es)
if (not collides(pbox, hurtbox(es))) return
pded = pded or ps:hitship(es)
return es:hitship(ps)
end
)
return pded
end
)
pships:strip(
function(ps)
local pbox, pded = hurtbox(ps), false
ebullets:strip(
function(eb)
if (not collides(pbox, hurtbox(eb))) return
pded = pded or ps:hitbullet(eb)
return eb:hitship(ps)
end
)
return pded
end
)
-- many bullets and many enemy ships;
-- use bucket collider for efficiency
local pbullet_collider = collider.new()
local p, n = pbullets, pbullets.next
while n do
n.prev = p
pbullet_collider:insert(n)
p = n
n = p.next
end
eships:strip(
function(es)
for pb in all(pbullet_collider:get_collisions(es)) do
if pb:hitship(es) then
pbullet_collider:hide(pb)
pb.prev.next = pb.next
if pb.next then
pb.next.prev = pb.prev
else
pbullets.tail = pb.prev
end
end
if (es:hitbullet(pb)) return true
end
end
)
intangibles_fg:strip(call_move)
if leveldone and not eships.next and not ebullets.next and not events.next then
state = win
end
if (not pships.next) state = lose
end
function _draw()
fillp(0)
drawgame()
if (state == game) fadelvl = -45
if (state == win) dropshadow("win",50,61,11)
if (state == lose) dropshadow("fail",48,61,8)
fadescreen()
end
fadetable = split"0,1.5,1025.5,1029.5,1285.5,1413.5,9605.5,9637.5,-23130.5,-23066.5,-18970.5,-18954.5,-2570.5,-2568.5,-520.5,-8.5,-0.5"
function fadescreen()
fadelvl += 0.25
if (fadelvl < 1) return
local i = min(flr(fadelvl), #fadetable)
fillp(fadetable[#fadetable+1-i])
rectfill(0,0,128,128,0)
end
-- puke emits a verbose string
-- describing item, indented to
-- the specified depth (0 by
-- default). used for table
-- debugging. table-type keys
-- are not legible here
function puke(item, indent, seen, hidekey)
if (type(item) ~= "table") return tostr(item)
seen = seen or {}
if (seen[item]) return "<<...>>"
seen[item] = true
indent = indent or 0
local pfx = "\n"
for _=1,indent do
pfx ..= " "
end
local xpfx = pfx.." "
if item.is_linked_list then
local ret,n = "linked_list <",0
item:strip(function(x)
n += 1
ret ..= xpfx..tostr(n)..": "..puke(x, indent+2, seen, "next")
end)
return ret..pfx..">"
end
local ret = "{"
for k, v in pairs(item) do
if (k ~= hidekey) ret ..= xpfx..tostr(k)..": "..puke(v, indent+2, seen)
end
return ret..pfx.."}"
end
-- convenience for debugging
function puketh(item, ...)
printh(puke(item), ...)
end
function pukeboard(item)
puketh(item, "@clip")
end
function drawgame()
clip(0,0,112,128)
rectfill(0,0,112,128,0)
for slist in all{intangibles_bg, pbullets, pships, eships, ebullets, intangibles_fg} do
slist:draw()
end
clip(0,0,128,128)
drawhud()
end
powcols=split"170,154,153,148,68"
shlcols = split"204,220,221"
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("",1,116,3,primary_ship.main_gun)
draw_gun_info("🅾️",1,116,29,primary_ship.special_gun)
inset(114,57,119,118)
rectfill(119,57,124,58,13)
inset(120,64,125,125)
rectfill(114,124,120,125,7)
print("XP",119,55,1)
print("HP",114,122,1)
fillp(0x5a5a)
vertmeter(115,58,118,117,primary_ship.xp, primary_ship.xptarget, powcols)
-- 59 px vertically
local mxs, cs, mxh, ch = primary_ship.maxshield, primary_ship.shield, primary_ship.maxhp, primary_ship.hp
if (mxs > 0) and (mxh > 0) then
local split = 59 * (mxs / (mxs + mxh)) \ 1 + 64
line(121, split, 124, split, 0xba)
vertmeter(121,65,124,split-1,cs, mxs,shlcols)
vertmeter(121,split+1,124,124,ch, mxh, hpcols)
elseif mxs > 0 then
vertmeter(121,65,124,124,cs,mxs,shlcols)
elseif mxh > 0 then
vertmeter(121,65,124,124,ch,mxh,hpcols)
else
print("!", 122, 93, 9)
print("!", 121, 92, 8)
end
fillp(0)
end
function draw_gun_info(lbl,fgc,x,y,gun)
dropshadow(lbl,x,y,fgc)
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,cols)
if ((val <= 0) or (maxval <= 0)) return
local h = y1-y0
local px = val/maxval * h \ 1
local ncols = #cols
local firstcol = ((h-px)*ncols\h)+1
local lastbottom = y0+(h*firstcol\ncols)
rectfill(x0, y1-px, x1, lastbottom, cols[firstcol])
for i=firstcol+1,ncols do
local bottom = y0+h*i\ncols
rectfill(x0,lastbottom,x1,bottom,cols[i])
lastbottom = bottom
end
end
function inset(x0,y0,x1,y1)
rectfill(x0,y0,x1,y1,0)
-- use "wide colors" to draw
-- monochrome regardless of
-- fillp
rect(x0,y0,x1,y1,119)
line(x1,y0,x0,y0,85)
line(x0,y1-1,85)
end
function dropshadow(str, x, y, col)
print(str, x+1, y+1, 5)
print(str, x, y, col)
end
-->8
--ship behavior
scrollrate = 0.25 --in px/frame
ship_m = mknew{
-- ships have no shield by default
shield = 0,
maxshield = 0,
shieldcooldown = 0x0.003c,--1s
shieldpenalty = 0x0.012c, --5s
slip = true, -- most enemies slide
xmomentum = 0,
ymomentum = 0,
-- xmin, xmax, ymin, ymax:
-- movement constraints
-- enforced by `constrain`.
xmin = 0, xmax = 104,
-- ymin, ymax default to nil
-- pship needs more constraint
}
function ship_m:die()
self.dead = true
if (self.hp < 0) boom(self.x+self.size*4, self.y+self.size*4,12*self.size, self.boss)
end
function ship_m:calc_velocity(v0, t)
v0 = mid(v0 + t, self.maxspd, -self.maxspd)
return v0 - mid(self.drag, -self.drag, v0)
end
function ship_m:brake_dist(v0)
local brake_max = self.thrust + self.drag
local tri_frames = abs(v0\brake_max)
local chunks = tri_frames * (tri_frames - 1) >> 1
local chunk_zone = chunks * brake_max
local overage = abs(v0) - tri_frames * brake_max
return (chunk_zone + overage * (tri_frames + 1)) * sgn(v0), (overage > 0) and tri_frames + 1 or tri_frames
end
function ship_m:constrain(p, dp, pmin, pmax, want)
if (not pmin) return want
local v1, bd, bf, bp
function calc_targets()
-- velocity after move
v1 = self:calc_velocity(dp, want)
-- brake distance and frames
bd, bf = self:brake_dist(v1)
-- brake point
bp = p + bd + v1
end
calc_targets()
if bp < pmin then
-- undershoot. max thrust,
-- then treat as overshoot
-- targeting minimum bound
want, pmax = self.thrust, pmin
calc_targets()
end
if (bp <= pmax) return want
-- spread overshoot across frames
want -= (bp - pmax)/max(bf,1)
return max(want, -self.thrust)
end
function ship_m:move()
self:refresh_shield()
local dx, dy, shoot_spec, shoot_main = self:act()
dx = self:constrain(self.x, self.xmomentum, self.xmin, self.xmax, dx)
dy = self:constrain(self.y, self.ymomentum, self.ymin, self.ymax, dy)
if (shoot_main) self:maybe_shoot(self.main_gun)
if (shoot_spec) self:maybe_shoot(self.special_gun)
if (dx ~= 0 or dy ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
self.xmomentum = self:calc_velocity(self.xmomentum, dx)
self.ymomentum = self:calc_velocity(self.ymomentum, dy)
self.x += self.xmomentum
self.y += self.ymomentum
-- "scrolling" behavior
if self.slip then
self.y += scrollrate
if self.y >= 128 then
self:die()
return true
end
end
return false
end
function ship_m:draw()
if(self.fx_pal) pal(self.fx_pal)
spr(self.sprite, self.x, self.y, self.size, self.size)
pal()
end
function hurtbox(ship)
local h = ship.hurt
return {
x=ship.x + h.x_off,
y=ship.y + h.y_off,
width=h.width,
height=h.height
}
end
function ship_m:maybe_shoot(gun)
if (not gun) return
return gun:shoot(self.x + self.fire_off_x, self.y + self.fire_off_y)
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
self.shield_refresh_ready = lframe + self.shieldpenalty
if self.shield >= dmg then
self.shield -= dmg
self:ow(true)
return false
end
dmg -= self.shield
self.shield = 0
self.hp -= dmg
if self.hp < 0 then
self:die()
return true
end
self:ow(false)
return false
end
function ship_m:ow(shielded)
if (shielded) then
blip(self,12,3)
return
end
blip(self, 7, 3)
end
function ship_m:refresh_shield()
if (self.shield >= self.maxshield) return
if (lframe < self.shield_refresh_ready) return
self.shield += 1
self.shield = min(self.shield, self.maxshield)
self.shield_refresh_ready = lframe + self.shieldcooldown
end
-->8
-- bullet and gun behaviors
function player_blt_cat()
return pbullets
end
function enemy_blt_cat()
return ebullets
end
-- x, y: position
-- dx, dy: movement (linear)
-- f: frames remaining; nil for no limit
-- sprite: what sprite to draw
-- hurt -- hurtbox
-- width, height -- in sprites
-- x_off, y_off -- how to
-- initially position relative
-- to firing point. weird
-- details, check impl
-- damage -- damage to do to
-- a ship that gets hit
-- category -- function that
-- returns which bullet list
-- to spawn onto
-- hitship -- event handler,
-- takes ship as argument.
-- default: die, return true.
-- returns whether to delete
-- the bullet
-- die -- on-removal event,
-- default no-op
bullet_base = mknew{ }
gun_base = mknew{
shoot_ready = -32768,
icon = 20
}
function bullet_base:hitship(_)
self:die()
return true
end
function bullet_base:die()
end
function bullet_base:move()
self.x += self.dx
self.y += self.dy
if (self.f) self.f -= 1
if (self.y > 128) or (self.y < -8 * self.height) or (self.f and self.f < 0) then
self:die()
return true
end
return false
end
function bullet_base:draw()
spr(self.sprite, self.x, self.y, self.width, self.height)
end
-- An `actually_shoot` factory
-- for trivial guns
function spawn_one(t)
return function(gun, x, y)
t.new{}:spawn_at(x, y)
end
end
function bullet_base:spawn_at(x, y)
self.x = x - self.x_off
self.y = y - self.y_off
self.category():push_back(self)
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
self:actually_shoot(x, y)
return true
end
-->8
-- bullets and guns
zap_e = mknew(bullet_base.new{
--shape
sprite = 9, --index of 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
},
x_off = 1, -- how to position by ship
y_off = 8,
damage = 1,
dx = 0, -- px/frame
dy = 4,
hitship = const_fxn(true),
category = enemy_blt_cat,
})
zap_p = mknew(zap_e.new{
sprite = 8,
dy = -8,
y_off = 0,
category = player_blt_cat,
})
zap_gun_e = mknew(gun_base.new{
cooldown = 0x0.000a, -- frames between shots
ammo = nil, -- unlimited ammo - main gun
actually_shoot = spawn_one(zap_e),
})
zap_gun_p = mknew(zap_gun_e.new{
actually_shoot = spawn_one(zap_p),
})
blast = mknew(bullet_base.new{
--shape
sprite = 12, --index of player 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
},
x_off = 4, -- how to position by ship
y_off = 0,
damage = 4,
dx = 0, -- px/frame
dy = -2,
awaitcancel = false,
-- disable damage for 2 frames
-- when hitting something
hitship = function(self, _)
if self.damage > 0 and not self.awaitcancel then
self.awaitcancel = true
once_next_frame(function()
new_events:push_back{
wait = 2,
obj = self,
saved_dmg = self.damage,
move = function(self)
self.wait -= 1
if self.wait <= 0 then
self.obj.damage = self.saved_dmg
return true
end
end,
}
self.damage = 0
self.awaitcancel = false
end)
end
end,
category=player_blt_cat
})
blast_gun = mknew(gun_base.new{
icon = 13,
cooldown = 0x0.0020, -- frames between shots
ammo = 5,
maxammo = 5,
actually_shoot = spawn_one(blast),
})
protron_e = mknew(bullet_base.new{
--shape
sprite = 24,
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 = 2,
height = 2
},
x_off = 1, -- how to position by ship
y_off = 4,
damage = 1,
dym = 0.5, -- gun sets dy;
-- this is mult
category = enemy_blt_cat,
})
protron_p = mknew(protron_e.new{
sprite=23,
dym = -1,
y_off = 0,
category=player_blt_cat,
})
protron_gun_e = mknew(gun_base.new{
icon = 25,
cooldown = 0x0.000f, -- frames between shots
ammo = nil,
maxammo = nil,
munition = protron_e
})
function protron_gun_e:actually_shoot(x, y)
local m = self.munition.dym
for i=1,3 do
local b = self.munition.new{
dx = i*m,
dy = (4-i)*m,
}
b:spawn_at(x,y)
local b2 = self.munition.new{
dx = -i*m,
dy = (4-i)*m,
}
b2:spawn_at(x,y)
end
local bup = self.munition.new{
dx=0,
dy=4*m,
}
bup:spawn_at(x,y)
end
protron_gun_p = mknew(protron_gun_e.new{
munition = protron_p,
})
vulcan_e = mknew(bullet_base.new{
--shape
sprite = 21,
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 = 1,
height = 4
},
x_off = 0.5, -- how to position by ship
y_off = 0,
damage = 0.5,
-- dx from gun
dy = 2,
category=enemy_blt_cat
})
vulcan_p = mknew(vulcan_e.new{
sprite=22,
y_off = 4,
dy = -4,
category=player_blt_cat
})
vulcan_gun_e = mknew(gun_base.new{
icon = 37,
enemy = false,
cooldown = 0x0.0002, -- frames between shots
ammo = nil,
maxammo = nil,
munition=vulcan_e,
dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
xoffs = {1, 0, -1, 1, 0, -1},
dxidx = 1,
actually_shoot = function(self, x, y)
local b = self.munition.new{
dx = self.dxs[self.dxidx],
}
b:spawn_at(self.xoffs[self.dxidx]+x,y)
self.dxidx += 1
if (self.dxidx > #self.dxs) self.dxidx = 1
end
})
vulcan_gun_p = mknew(vulcan_gun_e.new{
munition=vulcan_p,
})
-->8
--ships, including player
firespark = split"9, 8, 2, 5, 1"
smokespark = split"13, 13, 5, 5"
player = mknew(ship_m.new{
--shape
sprite = 1, --index of ship sprite
size = 1, --all ships are square; how many 8x8 sprites?
hurt = { -- hurtbox - where this ship can be hit
x_off = 3, -- upper left corner
y_off = 2, -- relative to ship ulc
width = 1,
height = 3
},
sparks = firespark, -- see tab 9
sparkodds = 2,
boss = true, -- dramatic special effects
-- health
hp = 3, -- current health, non-regenerating
maxhp = 3, -- player only; other ships never heal
shield = 2, -- regenerates
maxshield = 2,
-- xp, increments of 0x0.01
xp = 0,
xptarget = 0x0.05,
level = 1,
-- gun
main_gun = nil, -- assign at spawn time
special_gun = nil,
fire_off_x = 4, -- 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
ymin = 0, ymax = 120, -- stay on screen
drag = 0.125, -- momentum lost per frame
slip = false, -- does not slide down screen
act = function(self) -- fetch buttons
local b,th = btn(),self.thrust
local blr = b&0x3
if blr == 1 then
self.sprite=17
elseif blr==2 then
self.sprite=18
else
self.sprite=1
end
--dx, dy, shoot_spec, shoot_main
return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
end,
init = function(p)
p.main_gun = zap_gun_p.new()
-- ONE HIT MODE
--
-- p.hp = 0
-- p.maxhp = 0
-- p.shield = 0
-- p.maxshield = 0
end,
})
frownie = mknew(ship_m.new{
--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 = 0, -- upper left corner
y_off = 1, -- relative to ship ulc
width = 8,
height = 6
},
sparks = smokespark,
sparkodds = 8,
-- health
hp = 0.5, -- 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,
act = function(self)
local tstate,dx = (1 + flr(4*t() + 0.5)) % 6,0
if (tstate==1 or tstate==2) dx=-self.thrust
if (tstate>=4) dx=self.thrust
return dx,0,false,false
end,
})
blocky = mknew(frownie.new{
sprite = 10,
hp = 1.5,
hurt = {
x_off = 0,
y_off = 0,
width = 8,
height = 7
},
ow = function(self)
if self.hp < 1 then
self.sprite = 11
else
self.sprite = 10
end
ship_m.ow(self)
end
})
spewy = mknew(frownie.new{
sprite=26,
hurt = {
x_off=0,
y_off=1,
width=8,
height=5
},
hp=0.5,
fire_off_x=4,
fire_off_y=7,
act=function(self)
local dx,dy,shoot_spec=frownie.act(self)
return dx, dy, shoot_spec, self.y > 10
end,
init = function(ship)
ship.main_gun=ship.main_gun or protron_gun_e.new{}
end
})
chasey = mknew(ship_m.new{
sprite = 5,
size = 1,
hurt = {
x_off = 1,
y_off = 2,
width = 6,
height = 5,
},
sparks = smokespark,
sparkodds = 8,
hp = 1.5,
shield = 1,
maxshield = 1,
fire_off_x = 4,
fire_off_y = 7,
maxspd = 2,
thrust = 0.2,
drag = 0.075,
slip = true,
init = function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{}
end
})
function chasey:act()
self.xmin = max(primary_ship.x-8, 0)
self.xmax = min(primary_ship.x + 8, 112 - 8*self.size)
return 0, 0, false, self.y > 10 and self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
end
xl_chasey=mknew(chasey.new{
size=2,
maxspd=1.25,
hurt = {
x_off = 2,
y_off = 4,
width = 12,
height = 10
},
fire_off_x = 8,
fire_off_y = 15,
hp = 19.5,
shield = 5,
boss = true,
slip = false,
act = function(self)
local dx,dy,shoot_spec,shoot_main = chasey.act(self)
if (self.y < 4) dy=self.thrust
return dx,dy,shoot_spec,shoot_main
end,
draw = function(self)
if(self.fx_pal) pal(self.fx_pal)
sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
pal()
end,
init = function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{}
end,
})
-->8
-- collisions
-- box: x, y, width, height
function collides(box1, box2)
return not (
box1.x>box2.x+box2.width
or box1.y>box2.y+box2.height
or box1.x+box1.width<box2.x
or box1.y+box1.height<box2.y)
end
collider = mknew{
init = function(x)
x.suppress = {}
end,
}
function collider_indexes(box)
local ret = {}
for x = box.x\8, (box.x+box.width)\8 do
for y = box.y\8, (box.y+box.height)\8 do
add(ret, x+256*y)
end
end
return ret
end
function collider:insert(item)
-- todo: separate "big items" list?
local bdx = collider_indexes(hurtbox(item))
for i in all(bdx) do
local x = self[i]
if not x then
x = {}
self[i] = x
end
add(x, item)
end
end
function collider:hide(item)
self.suppress[item]=true
end
function collider:get_collisions(item)
local found = { }
local seen = { }
local box = hurtbox(item)
local bucket_ids = collider_indexes(box)
for b_idx in all(bucket_ids) do
local bucket = self[b_idx]
if bucket then
for candidate in all(bucket) do
if not (seen[candidate] or self.suppress[candidate]) then
seen[candidate] = true
if (collides(box, hurtbox(candidate))) add(found, candidate)
end
end
end
end
return found
end
-->8
-- level and event system
-- a level is a map from
-- effective frame number to
-- a list of actions for that
-- frame. an action is a
-- method name and its args.
-- 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 times 0x0.0001
lframe = 0
-- do not advance distance when
-- nonzero
freeze = 0
eol = {}
function load_level(levelfile)
distance = 0
lframe = 0
freeze = 0
leveldone = false
current_level = {}
local found_eol = false
if (type(levelfile)=="string") levelfile = csv(levelfile)
for row in all(levelfile) do
local x = current_level[row[1]]
if row[2] == "eol" then
found_eol = true
assert(x==nil, "events on eol frame")
current_level[row[1]] = eol
else
row.next = x
current_level[row[1]]=row
end
end
assert(found_eol)
end
function level_frame()
lframe += 0x0.0001
if (current_level == nil) return true
if freeze == 0 then
distance += 1
local cbs = current_level[distance]
if cbs ~= nil then
if cbs == eol then
current_level = nil
return true
else
while cbs do
assert(cbs[1] == distance)
local f = _ENV[cbs[2]]
assert(type(f) == "function", cbs[2].." at "..distance.." is not a function")
f(unpack(cbs, 3))
cbs=cbs.next
end
end
end
end
return false
end
-->8
-- example level
function spawn_blocking_rnd_x(typ)
freeze += 1
s = typ.new{
x = rnd(104),
y = -7,
ice = 1,
orig_die = typ.die,
die = function(self)
freeze -= self.ice
self.ice = 0
self:orig_die()
end,
}
eships:push_back(s)
return s
end
function spawn_frownie()
return spawn_rnd(frownie)
end
function spawn_blocking_frownie()
spawn_blocking_rnd_x(frownie)
end
function spawn_blocky()
spawn_rnd(blocky)
end
function spawn_blocking_blocky()
spawn_rnd(blocky, 1)
end
function spawn_spewy()
return spawn_rnd(spewy)
end
function spawn_chasey()
return spawn_rnd(chasey)
end
function spawn_blocking_spewy()
freeze += 1
local s = spawn_spewy()
s.ice = 1
s.die = function(self)
freeze -= self.ice
self.ice = 0
frownie.die(self)
end
end
function spawn_bonus_frownie()
local f = spawn_frownie()
f.sprite = 7
f.die = function(self)
spawn_repair_at(self.x+4, self.y+4)
frownie.die(self)
end
end
function spawn_bonus_vulcan_chasey()
local c = spawn_chasey()
c.main_gun=vulcan_gun_e.new{enemy=true}
c.die = function(self)
spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p)
chasey.die(self)
end
c.sprite=4
return c
end
function spawn_bonus_shield_chasey()
local c = spawn_chasey()
c.die = function(self)
spawn_shield_upgrade_at(self.x-1, self.y-1)
chasey.die(self)
end
c.sprite=4
return c
end
helpers = {
spawn_frownie,
spawn_frownie,
spawn_frownie,
spawn_blocky,
spawn_blocky,
spawn_chasey,
spawn_spewy,
}
function spawn_blocking_boss_chasey()
local c = spawn_rnd(xl_chasey, 1)
local nextspawn = lframe + 0x0.0080
events:push_back{move=function()
if lframe >= nextspawn then
helpers[flr(rnd(#helpers))+1]()
nextspawn += 0x0.0040
end
return c.dead
end}
return c
end
function std_spawn(tnm, n, blocking, goodie,altspr)
local typ = _ENV[tnm]
assert(typ and typ.new, tostr(tnm).." not a class")
for i=1,(n or 1) do
spawn_rnd(typ, blocking, goodie,altspr)
end
end
-- blocking: 1 or 0
function spawn_rnd(typ, blocking, goodie,altspr)
blocking = blocking or 0
freeze += blocking
s = typ.new{
x = rnd(104),
y = -(typ.size * 8 - 1),
ice=blocking,
die=function(self)
freeze -= self.ice
self.ice=0
typ.die(self)
spawn_goodie(goodie, self.x, self.y, self.size)
end,
}
if (altspr) s.spr = altspr
eships:push_back(s)
return s
end
-- TODO: spawn_goodie compatible versions of gun drops
-- TODO: goodie table
function spawn_goodie(goodie_name, x, y, sz)
if (not goodie_name or #goodie_name == 0) return
local sh = sz and sz/2 or 0
_ENV[goodie_name].new{}:spawn_at(x+sh,y+sh)
end
function multi(times, interval, fnm, ...)
local f,irm,vargs = _ENV[fnm],interval,pack(...)
assert(type(f) == "function", fnm.." not a function")
f(...)
events:push_back{move=function()
irm-=1
if irm <= 0 then
irm=interval
times-=1
f(unpack(vargs))
return times <= 1
end
end}
end
-- then convert sample_level to csv.
-- spawn_spec_gun_at and spawn_main_gun_at will need parsed forms.
-- the boss also needs to be reachable, but one-off is fine.
-- each row of level csv is offset,event,event-args...
-- where offset,eol is a special case.
example_level_csv=[[1,spawn_frownie
60,spawn_bonus_vulcan_chasey
61,spawn_blocky
85,spawn_spewy
100,spawn_spewy
115,spawn_spewy
130,spawn_bonus_frownie
145,spawn_spewy
200,spawn_bonus_shield_chasey
250,spawn_blocking_blocky
285,spawn_spec_gun_at,35,-11,blast_gun
310,spawn_blocking_blocky
310,spawn_blocking_blocky
310,spawn_blocking_blocky
311,spawn_frownie
350,spawn_main_gun_at,70,-11,protron_gun_p
401,spawn_frownie
420,spawn_blocking_frownie
430,spawn_bonus_vulcan_chasey
450,spawn_frownie
465,spawn_bonus_frownie
480,spawn_chasey
500,multi,20,12,spawn_blocking_blocky
501,spawn_bonus_frownie
620,spawn_blocking_blocky
630,spawn_bonus_shield_chasey
720,spawn_blocking_boss_chasey
721,eol]]
-->8
-- standard events
blip_fx = mknew{
cancel=false
}
function blip_fx:move()
if (self.cancel) return true
self.frames -= 1
if self.frames < 0 then
self.obj.fx_pal = nil
return true
end
return false
end
function blip_fx:abort()
self.cancel=true
end
blip_pals = {}
function init_blip_pals()
for i=0,15 do
local pp = {[0]=0}
for j=1,15 do
pp[j] = i
end
blip_pals[i]=pp
end
end
function blip(obj, col, frames)
obj.fx_pal = blip_pals[col]
if (obj.___fx_pal_event) obj.___fx_pal_event:abort()
events:push_back(blip_fx.new{frames=frames, obj=obj})
end
bossspark = split"7,7,10,10,9,9,9,8,8,8,2,2,5,5"
function boom(x,y,boominess,is_boss)
local sp = firespark
if is_boss then
boominess *= 10
sp = bossspark
end
local boombase = min(0.023 * boominess, 0.25)
local boombonus = min(0.05 * boominess, 1.25)
for _=1,boominess do
local angle = rnd(1)
spark(sp,x+4,y+4,cos(angle), sin(angle),boombase+rnd(boombonus),1, true)
end
return
end
spark_particle=mknew{}
function spark_particle:move()
if (rnd(4) < 1) self.sidx += 1
if (self.sidx > #self.sprs) return true
self.x += self.dx
self.y += self.dy
self.dx -= mid(0.05,-0.05, self.dx)
self.dy -= mid(0.05,-0.05, self.dy)
end
function spark_particle:draw()
pset(self.x,self.y,self.sprs[self.sidx])
end
function spark(sprs, x, y, dx, dy, odds, fg)
if (sprs==nil or flr(rnd(odds)) ~= 0) return
local target = fg and intangibles_fg or intangibles_bg
target:push_back(spark_particle.new{
x = x + rnd(4) - 2,
y = y + rnd(4) - 2,
sprs = sprs,
sidx = 1,
dx = dx + rnd(2) - 1,
dy = dy + rnd(2) - 1,
})
end
-->8
-- powerups
powerup = mknew(bullet_base.new{
-- animated sprite array: "sprites"
-- to draw under or over anim,
-- override draw, draw the
-- under-part, call into
-- powerup.draw(self), then
-- draw the over-part
width = 1,
height = 1,
-- note: make hurtboxes larger
-- than sprite by 2px per side
-- since ship hitbox is tiny
-- but powerups should feel
-- easy to pick up
dx = 0,
dy = 1.5, -- 0.75 after enemyspd
category = enemy_blt_cat, -- collides with player ship
damage = 0,
anim_speed = 2,
loop_pause = 30 -- affected by animspeed
})
-- sprite indexes for "sheen" animation
sheen8x8 = split"2,54,55,56,57,58,59,60,61"
-- todo: draw two sprites
-- on top of each other here
-- so all powerups can share
-- the "sheen" animation?
function powerup:draw()
spr(self.sprites[max(1,
((lframe<<16)\self.anim_speed)
%(#self.sprites+self.loop_pause)
-self.loop_pause
+1)],
self.x, self.y,
self.width, self.height)
end
repair = mknew(powerup.new{
hurt = {
x_off = -2,
y_off = -2,
width = 12,
height = 12
},
x_off = 4,
y_off = 0,
sprites = sheen8x8,
icon = 53,
hitship = function(self, ship)
if (ship ~= primary_ship) return false
primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + 1)
return true
end,
draw = function(self)
spr(self.icon, self.x, self.y, self.width, self.height)
powerup.draw(self)
end
})
function spawn_repair_at(x, y)
repair.new():spawn_at(x, y)
end
shield_upgrade = mknew(repair.new{
icon=52
})
function shield_upgrade:hitship(ship)
if (ship ~= primary_ship) return false
primary_ship.maxshield += 1
return true
end
function spawn_shield_upgrade_at(x, y)
shield_upgrade.new():spawn_at(x,y)
end
gun_swap = mknew(powerup.new{
hurt = {
x_off = -2,
y_off = -2,
width = 16,
height = 16
},
-- gun = gun_type.new{}
x_off = 6,
y_off = 0,
width = 2,
height = 2,
sprites = {64, 66, 68, 70, 72, 74, 76, 78},
hitship = function(self, ship)
if (ship ~= primary_ship) return false
ship.main_gun = self.gun
return true
end,
draw = function(self)
powerup.draw(self)
spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
end
})
function spawn_main_gun_at(x, y, gunt)
if (type(gunt)=="string") gunt=_ENV[gunt]
local gun_p = gun_swap.new{
gun = gunt.new()
}
gun_p:spawn_at(x, y)
end
spec_gun_pl = {
[1] = 2,
[14] = 6,
[2] = 14
}
function spawn_spec_gun_at(x, y, gunt)
if (type(gunt)=="string") gunt=_ENV[gunt]
local gun_p = gun_swap.new{
gun = gunt.new(),
hitship = function(self, ship)
if (ship ~= primary_ship) return false
ship.special_gun = self.gun
return true
end,
draw = function(self)
pal(spec_gun_pl)
powerup.draw(self)
pal()
spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
end
}
gun_p:spawn_at(x, y)
end
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