-
Notifications
You must be signed in to change notification settings - Fork 0
/
heliopause.p8
2349 lines (2148 loc) · 93.5 KB
/
heliopause.p8
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
pico-8 cartridge // http://www.pico-8.com
version 38
__lua__
-- heliopause
-- by anthony digirolamo
local object = {}
object.__index = object
function object:new() end
function object:extend()
local cls = {}
for k, v in pairs(self) do
if sub(k, 1, 2) == "__" then
cls[k] = v
end
end
cls.__index = cls
cls.super = self
setmetatable(cls, self)
return cls
end
function object:__call(...)
local obj = setmetatable({}, self)
obj:new(...)
return obj
end
function split(s)
-- split a string into an array
-- first char changes modes
-- a: strings
-- n: decimal numbers
-- x: hex numbers
local t, start_index, ti = {}, 2, split_start or 0
local mode = sub(s, 1, 1)
for i = 2, #s do
local c = sub(s, i, i)
if mode == "x" then
t[ti] = ("0x" .. c) + 0
ti+=1
elseif c == "," then
local sstr = sub(s, start_index, i - 1)
if mode == "a" then
if sstr == "nil" then
sstr = nil
end
t[ti] = sstr
else
t[ti] = sstr + 0
end
ti+=1
start_index = i + 1
end
end
return t
end
function nsplit(s)
-- split a string into an array of arrays
-- arrays are terminated by |
local t, start_index, ti = {}, 1, split_start or 0
for i = 1, #s do
if sub(s, i, i) == "|" then
t[ti] = split(sub(s, start_index, i - 1))
ti+=1
start_index = i + 1
end
end
return t
end
v = object:extend()
function v:new(x, y)
self.x = x or 0
self.y = y or 0
end
function v:add(v)
self.x+=v.x
self.y+=v.y
return self
end
function v.__add(a, b)
return v(a.x + b.x, a.y + b.y)
end
function v.__sub(a, b)
return v(a.x - b.x, a.y - b.y)
end
function v.__mul(a, b)
return v(a.x * b, a.y * b)
end
function v.__div(a, b)
return v(a.x / b, a.y / b)
end
function v:clone()
return v(self.x, self.y)
end
function v:about_equals(v)
return ro(v.x) == self.x and ro(v.y) == self.y
end
function v:angle()
return atan2(self.x, self.y)
end
function v:length()
return sqrt(self.x ^ 2 + self.y ^ 2)
end
function v:scaled_length()
return 182 * sqrt((self.x / 182) ^ 2 + (self.y / 182) ^ 2)
end
function scaled_dist(a, b)
return (b - a):scaled_length()
end
function v:perpendicular()
return v(-self.y, self.x)
end
function v:normalize()
local l = self:length()
self.x/=l
self.y/=l
return self
end
function v:rotate(phi)
local c = cos(phi)
local s = sin(phi)
local x = self.x
local y = self.y
self.x = c * x - s * y
self.y = s * x + c * y
return self
end
function v:ro()
self.x = ro(self.x)
self.y = ro(self.y)
return self
end
function v:draw_point(c)
pset(ro(self.x), ro(self.y), c)
end
function v:draw_line(v, c)
line(ro(self.x), ro(self.y), ro(v.x), ro(v.y), c)
end
function v:draw_circle(radius, c, fill)
local method = circ
if fill then
method = circfill
end
method(ro(self.x), ro(self.y), ro(radius), c)
end
function ra(len)
return rotatedv(rnd(), len)
end
function rotatedv(angle, x, y)
return v(x or 1, y):rotate(angle)
end
function ro(i)
return flr(i + .5)
end
function ceil(x)
return -flr(-x)
end
function ri(n, minimum)
local m = minimum or 0
return m + flr(rnd(32767)) % (n - m)
end
function format(num)
local n = flr(num * 10 + 0.5) / 10
return flr(n) .. "." .. ro((n % 1) * 10)
end
ship = object:extend()
function ship:new(h)
self.npc = false
self.hostile = h
self.scrp = screen_center
self.secp = v()
self.cur_deltav = 0
self.cur_gees = 0
self.angle = 0
self.angle_radians = 0
self.heading = 90
self.velocity_angle = 0
self.velocity_angle_opposite = 180
self.velocity = 0
self.velocity_vector = v()
self.orders = {}
self.last_fire_time = -6
end
function ship:buildship(seed, stype)
self.stypei = stype or ri(#ship_types) + 1
local seed_value = seed or ri(32767)
srand(seed_value)
self.seed_value = seed_value
self.name = ship_names[self.stypei]
local shape = ship_types[self.stypei]
local scs = split "x6789abcdef"
for i = 1, 6 do
del(scs, scs[ri(#scs) + 1])
end
local hp = 0
local ship_mask = {}
local rows = ri(shape[#shape] + 1, shape[#shape - 1])
local cols = flr(rows / 2)
for y = 1, rows do
add(ship_mask, {})
for x = 1, cols do
add(ship_mask[y], scs[4])
end
end
local slopei, slope = 2, v(1, shape[1])
for y = 2, rows - 1 do
for x = 1, cols do
local color = scs[1 + flr((y + ri(3) - 1) / rows * 3)]
if cols - x < max(0, flr(slope.y)) then
if rnd() < .6 then
ship_mask[y][x] = color
hp+=1
if ship_mask[y - 1][x] == scs[4] then
ship_mask[y][x] = darkshipcolors[color]
end
end
end
end
if y >= flr(shape[slopei + 1] * rows) then
slopei+=2
end
slope+=v(1, shape[slopei])
if slope.y > 0 and y > 3 and y < rows - 1 then
for i = 1, ri(ro(slope.y / 4) + 1) do
ship_mask[y][cols - i] = 5
hp+=2
end
end
end
local odd_columns = ri(2)
for y = rows, 1, -1 do
for x = cols - odd_columns, 1, -1 do
add(ship_mask[y], ship_mask[y][x])
end
end
if self.stypei == #ship_types then
hp*=4
end
self.hp = hp
self.max_hp = hp
self.hp_percent = 1
self.deltav = max(hp * -0.0188 + 4.5647, 1) * 0.0326
local turn_factor = 1
if self.stypei == 4 then
turn_factor*=.5
end
self.turn_rate = ro(turn_factor * max(hp * -0.0470 + 11.4117, 2))
self.sprite_rows = rows
self.sprite_columns = #ship_mask[1]
self.transparent_color = scs[4]
self.sprite = ship_mask
return self
end
function ship:set_position_near_object(obj)
local radius = obj.radius or obj.sprite_rows
self.secp = ra(1.2 * radius) + obj.secp
self:reset_velocity()
end
function ship:clear_target()
self.target_index = nil
self.target = nil
end
function ship:targeted_color()
if self.hostile then
return 8, 2
else
return 11, 3
end
end
function ship:draw_sprite_rotated(offscreen_pos, angle)
if self.dead then
return
end
local scrp = offscreen_pos or self.scrp
local a = angle or self.angle_radians
local rows, cols = self.sprite_rows, self.sprite_columns
local tcolor = self.transparent_color
local projectile_hit_by
local close_projectiles = {}
if self.targeted then
local targetcircle_radius = ro(rows / 2) + 4
local circlecolor, circleshadow = self:targeted_color()
if offscreen_pos then
(scrp + v(1, 1)):draw_circle(targetcircle_radius, circleshadow, true)
scrp:draw_circle(targetcircle_radius, 0, true)
end
scrp:draw_circle(targetcircle_radius, circlecolor)
end
for p in all(projectiles) do
if p.firing_ship ~= self then
if (p.secp and offscreen_pos and (self.secp - p.secp):scaled_length() <= rows) or scaled_dist(p.scrp, scrp) < rows then
add(close_projectiles, p)
end
end
end
for y = 1, cols do
for x = 1, rows do
local color = self.sprite[x][y]
if color ~= tcolor and color ~= nil then
local pixel1 = v(rows - x - flr(rows / 2), y - flr(cols / 2) - 1)
local pixel2 = v(pixel1.x + 1, pixel1.y)
pixel1:rotate(a):add(scrp):ro()
pixel2:rotate(a):add(scrp):ro()
if self.hp < 1 and rnd() < .8 then
add(particles, explosion(pixel1, rows / 2, 18, self.velocity_vector))
sfx(55, 2)
if not offscreen_pos then
add(particles, spark(pixel1, ra(rnd(.25) + .25) + self.velocity_vector, color, 128 + ri(32)))
end
else
for projectile in all(close_projectiles) do
local impact = false
if not offscreen_pos and
(pixel1:about_equals(projectile.scrp) or
(projectile.position2 and pixel1:about_equals(projectile.position2))) then
impact = true
elseif offscreen_pos and projectile.last_offscreen_pos and
pixel1:about_equals(projectile.last_offscreen_pos) then
impact = true
end
if impact then
projectile_hit_by = projectile.firing_ship
local damage = projectile.damage or 1
self.hp-=damage
if damage > 10 then
add(particles, explosion(pixel1, 8, 12, self.velocity_vector))
sfx(57, 1)
else
add(particles, explosion(pixel1, 2, 6, self.velocity_vector))
sfx(56, 2)
end
local old_hp_percent = self.hp_percent
self.hp_percent = self.hp / self.max_hp
if not self.npc and old_hp_percent > .1 and self.hp_percent <= .1 then
note_add("thruster malfunction")
end
if rnd() < .5 then
add(particles, spark(pixel1, ra(rnd(2) + 1) + self.velocity_vector, color, 128))
end
del(projectiles, projectile)
self.sprite[x][y] = -5
color = -5
break
end
end
if color < 0 then
color = 5
end
rectfill(pixel1.x, pixel1.y, pixel2.x, pixel2.y, color)
end
end
end
end
if projectile_hit_by then
self.last_hit_time = secondcount
self.last_hit_attacking_ship = projectile_hit_by
end
end
function ship:turn_left()
self:rotate(self.turn_rate)
end
function ship:turn_right()
self:rotate(-self.turn_rate)
end
function ship:rotate(signed_degrees)
self.angle = (self.angle + signed_degrees) % 360
self.angle_radians = self.angle / 360
self.heading = (450 - self.angle) % 360
end
function ship:draw()
text(self:hp_string(), 0, 0, self:hp_color())
local o = nil
local co = self.orders[#self.orders]
if co == self.full_stop then
o = "stopping"
elseif co == self.seek then
o = "following"
elseif co == self.fly_towards_destination then
o = "flying to nearest planet"
end
if o then
text(o, 1, 22, 12, true)
end
if self.last_fire_time + 5 >= secondcount then
text("reloading", 1, 31, 10, true)
end
text("pixels/sec " .. format(10 * self.velocity), 0, 7)
if self.accelerating then
text(format(self.cur_gees) .. " g", 0, 14)
end
self:draw_sprite_rotated()
end
function ship:hp_color()
return health_colormap[ceil(10 * self.hp_percent)]
end
function ship:hp_string()
return "♥"..ro(100*self.hp_percent).."% "..self.hp.."/"..self.max_hp
end
function ship:data(y)
rectfill(0,y+34,127,y,0)
rect(0,y+34,127,y,6)
self:draw_sprite_rotated(v(104,y+17),0)
text(self.name.."\nmodel "..self.seed_value.."\nmax hull♥ "..self.max_hp.."\nmax thrust "..format(self.deltav*30.593514175).." g\nturn rate "..self.turn_rate.." deg/sec",3,y+3)
end
function ship:is_visible(player_ship_pos)
local size = ro(self.sprite_rows / 2)
local scrp = (self.secp - player_ship_pos + screen_center):ro()
self.scrp = scrp
return scrp.x < 128 + size and scrp.x > 0 - size and scrp.y < 128 + size and scrp.y > 0 - size
end
function ship:update_location()
if self.velocity > 0 then
self.secp:add(self.velocity_vector)
end
end
function ship:reset_velocity()
self.velocity_vector = v()
self.velocity = 0
end
function ship:predict_sector_position()
if self.velocity > 0 then
return self.secp + self.velocity_vector * 4
else
return self.secp
end
end
function ship:set_destination(dest)
if dest == nil then
self:reset_orders()
return
end
self.destination = dest.secp
self:update_steering_velocity()
self.max_distance_to_destination = self.distance_to_destination
end
function ship:flee()
self:set_destination(self.last_hit_attacking_ship)
self:update_steering_velocity(1)
local away_from_enemy = self.steer_vel:angle()
local toward_enemy = (away_from_enemy + .5) % 1
if self.distance_to_destination < 55 then
self:rotate_towards_heading(away_from_enemy)
self:apply_thrust()
else
self:full_stop()
if self.hostile and self.angle_radians < toward_enemy + .1 and self.angle_radians > toward_enemy - .1 then
self:fire_weapon()
end
end
end
function ship:update_steering_velocity(modifier)
local desired_velocity = self.secp - self.destination
self.distance_to_destination = desired_velocity:scaled_length()
self.steer_vel = (desired_velocity - self.velocity_vector) * (modifier or -1)
end
function ship:seek()
if self.seektime % 20 == 0 then
self:set_destination(self.target)
end
self.seektime+=1
local target_offset = self.destination - self.secp
local distance = target_offset:scaled_length()
self.distance_to_destination = distance
local maxspeed = distance / 50
local ramped_speed = (distance / (self.max_distance_to_destination * .7)) * maxspeed
local clipped_speed = min(ramped_speed, maxspeed)
local desired_velocity = target_offset * (ramped_speed / distance)
self.steer_vel = desired_velocity - self.velocity_vector
if self:rotate_towards_heading(self.steer_vel:angle()) then
self:apply_thrust(self.steer_vel:scaled_length())
end
if self.hostile then
if distance < 128 then
self:fire_weapon()
self:fire_missile()
end
end
end
function ship:fly_towards_destination()
self:update_steering_velocity()
if self.distance_to_destination > self.max_distance_to_destination * .9 then
if self:rotate_towards_heading(self.steer_vel:angle()) then
self:apply_thrust()
end
else
self.accelerating = false
self:reverse_direction()
if self.distance_to_destination <= self.max_distance_to_destination * .11 then
self:order_done(self.full_stop)
end
end
end
function ship:approach_object(obj)
local obj = obj or sect.planets[ri(#sect.planets) + 1]
self:set_destination(obj)
self:reset_orders(self.fly_towards_destination)
if self.velocity > 0 then
add(self.orders, self.full_stop)
end
end
function ship:follow_cur_order()
local order = self.orders[#self.orders]
if order then
order(self)
end
end
function ship:order_done(new_order)
self.orders[#self.orders] = new_order
end
function ship:reset_orders(new_order)
self.orders = {}
if new_order then
add(self.orders, new_order)
end
end
function ship:cut_thrust()
self.accelerating = false
self.cur_deltav = 0
end
function ship:wait()
if secondcount > self.wait_duration + self.wait_time then
self:order_done()
end
end
function ship:full_stop()
if self.velocity > 0 and self:reverse_direction() then
self:apply_thrust()
if self.velocity < 1.2 * self.deltav then
self:reset_velocity()
self:order_done()
end
end
end
function ship:fire_missile(weapon)
if self.target and secondcount > 5 + self.last_fire_time then
self.last_fire_time = secondcount
add(projectiles, missile(self, self.target))
self:pilotsfx(54)
end
end
function ship:pilotsfx(n, c)
if self == pilot then
sfx(n, c or 1)
end
end
function ship:fire_weapon()
local hardpoints = {1, -1}
if self.stypei ~= 2 then
hardpoints = {0}
end
local rate = 3
if self.npc then
rate = 5
end
if framecount % rate == 0 then
for y in all(hardpoints) do
add(projectiles,
cannon(rotatedv(self.angle_radians, self.sprite_rows / 2 - 1, y * (self.sprite_columns / 4)) + self.scrp,
rotatedv(self.angle_radians, 6) + self.velocity_vector, 12, self))
end
self:pilotsfx(36)
end
end
function ship:apply_thrust(max_velocity)
self.accelerating = true
if self.cur_deltav < self.deltav then
self.cur_deltav+=self.deltav / 30
else
self.cur_deltav = self.deltav
end
local dv = self.cur_deltav
self:pilotsfx(38 + flr(12 * dv / self.deltav), 2)
if max_velocity and dv > max_velocity then
dv = max_velocity
end
if self.hp_percent <= rnd(.1) then
dv = 0
end
self.cur_gees = dv * 30.593514175
local a = self.angle_radians
local additional_velocity_vector = v(cos(a) * dv, sin(a) * dv)
local velocity_vector = self.velocity_vector
local velocity
local engine_location = rotatedv(a, self.sprite_rows * -.5) + self.scrp
add(particles, thrustexhaust(engine_location, additional_velocity_vector * -1.3 * self.sprite_rows))
velocity_vector:add(additional_velocity_vector)
velocity = velocity_vector:length()
self.velocity_angle = velocity_vector:angle()
self.velocity_angle_opposite = (self.velocity_angle + 0.5) % 1
self.velocity = velocity
self.velocity_vector = velocity_vector
end
function ship:dampen_speed()
if self.velocity < 1.2 * self.deltav then
self:reset_velocity()
else
local cvn = self.velocity_vector:clone()
cvn:normalize()
self.velocity_vector += cvn * -0.3 * self.deltav
self.velocity = self.velocity_vector:length()
end
end
function ship:reverse_direction()
if self.velocity > 0 then
return self:rotate_towards_heading(self.velocity_angle_opposite)
end
end
function ship:rotate_towards_heading(heading)
local delta = (heading * 360 - self.angle + 180) % 360 - 180
if delta ~= 0 then
local r = self.turn_rate * delta / abs(delta)
if abs(delta) > abs(r) then
delta = r
end
self:rotate(delta)
end
return delta < 0.1 and delta > -.1
end
function nearest_planet()
local planet
local dist = 32767
for p in all(sect.planets) do
if p.planet_type then
local d = scaled_dist(pilot.secp, p.secp)
if d < dist then
dist = d
planet = p
end
end
end
return planet, dist
end
function land_at_nearest_planet()
local planet, dist = nearest_planet()
if dist < planet.radius * 1.4 then
if pilot.velocity < .5 then
sect:reset_planet_visibility()
landed_front_rendered = false
landed_back_rendered = false
landed_planet = planet
landed = true
landed_menu()
draw_rect(128, 128, 0)
else
note_add("moving too fast to land")
end
else
note_add("too far to land")
end
return false
end
function takeoff()
sect:reset_planet_visibility()
pilot:set_position_near_object(landed_planet)
landed = false
return false
end
function clear_targeted_ship_flags()
foreach(npcships, function(ship)
ship.targeted = false
end)
end
function next_hostile_target(ship)
local targeting_ship = ship or pilot
local hostile
for i = 1, #npcships do
next_ship_target(ship)
if targeting_ship.target.hostile then
break
end
end
return true
end
function next_ship_target(ship, random)
local targeting_ship = ship or pilot
if random then
targeting_ship.target_index = ri(#npcships) + 1
else
targeting_ship.target_index = (targeting_ship.target_index or #npcships) % #npcships + 1
end
targeting_ship.target = npcships[targeting_ship.target_index]
if targeting_ship == targeting_ship.target then
targeting_ship.target = pilot
end
if not ship then
clear_targeted_ship_flags()
targeting_ship.target.targeted = true
end
return true
end
missile = ship:extend()
function missile:new(fship, t)
self.secp = fship.secp:clone()
self.scrp = fship.scrp:clone()
self.velocity_vector = fship.velocity_vector:clone()
self.velocity = fship.velocity
self.target = t
self.sprite_rows = 1
self.firing_ship = fship
self.cur_deltav = .1
self.deltav = .1
self.hp_percent = 1
self.duration = 512
self.damage = 20
end
function missile:update()
self.destination = self.target:predict_sector_position()
self:update_steering_velocity()
self.angle_radians = self.steer_vel:angle()
self:apply_thrust(self.steer_vel:scaled_length())
self.duration-=1
self:update_location()
end
function missile:draw(shipvel, offscreen_pos)
local scrp = offscreen_pos or self.scrp
self.last_offscreen_pos = offscreen_pos
if self:is_visible(pilot.secp) or offscreen_pos then
scrp:draw_line(scrp + rotatedv(self.angle_radians, 4), 6)
end
end
star = object:extend()
function star:new()
self.position = v()
self.color = 7
self.speed = 1
return self
end
function star:reset(x, y)
self.position = v(x or ri(128), y or ri(128))
self.color = ri(#star_colors[star_color_monochrome + star_color_index + 1]) + 1
self.speed = rnd(0.75) + 0.25
return self
end
sun = object:extend()
function sun:new(radius, x, y)
local r = radius or 64 + ri(128)
local c = ri(6, 1)
self.scrp = v()
self.radius = r
self.sun_color_index = c
self.color = sun_colors[c + 5]
self.secp = v(x or 0, y or 0)
end
function sun:draw(ship_pos)
if stellar_object_is_visible(self, ship_pos) then
for i = 0, 1 do
self.scrp:draw_circle(self.radius - i * 3, sun_colors[i * 5 + self.sun_color_index], true)
end
end
end
function stellar_object_is_visible(obj, ship_pos)
obj.scrp = obj.secp - ship_pos + screen_center
return
obj.scrp.x < 128 + obj.radius and obj.scrp.x > 0 - obj.radius and obj.scrp.y < 128 + obj.radius and obj.scrp.y > 0 -
obj.radius
end
starfield_count = 40
sector = object:extend()
function sector:new()
self.seed = ri(32767)
self.planets = {}
self.starfield = {}
srand(self.seed)
for i = 1, starfield_count do
add(self.starfield, star():reset())
end
end
function sector:reset_planet_visibility()
foreach(self.planets, function(p)
p.rendered_circle = false
p.rendered_terrain = false
end)
end
function sector:new_planet_along_elipse()
local x, y, sdist
local planet_nearby = true
while (planet_nearby) do
x = rnd(150)
y = sqrt((rnd(35) + 40) ^ 2 * (1 - x ^ 2 / (rnd(50) + 100) ^ 2))
if rnd() < .5 then
x*=-1
end
if rnd() < .75 then
y*=-1
end
if #self.planets == 0 then
break
end
sdist = 32767
for p in all(self.planets) do
sdist = min(sdist, scaled_dist(v(x, y), p.secp / 33))
end
planet_nearby = sdist < 15
end
return planet(x * 33, y * 33, ((1 - v(x, y):angle()) - .25) % 1)
end
function sector:draw_starfield(shipvel)
local lstart, lend
for star in all(self.starfield) do
lstart = star.position + (shipvel * star.speed * -.5)
lend = star.position + (shipvel * star.speed * .5)
local i = star_color_monochrome + star_color_index + 1
local star_color_count = #star_colors[i]
local color_index = 1 + ((star.color - 1) % star_color_count)
star.position:draw_line(lend, star_colors[i + 1][color_index])
lstart:draw_line(star.position, star_colors[i][color_index])
end
end
function sector:scroll_starfield(shipvel)
local diff = starfield_count - #self.starfield
for i = 1, diff do
add(self.starfield, star():reset())
end
for star in all(self.starfield) do
star.position:add(shipvel * star.speed * -1)
if diff < 0 then
del(self.starfield, star)
diff+=1
elseif star.position.x > 134 then
star:reset(-6)
elseif star.position.x < -6 then
star:reset(134)
elseif star.position.y > 134 then
star:reset(false, -6)
elseif star.position.y < -6 then
star:reset(false, 134)
end
end
end
function is_offscreen(p, m)
local margin = m or 0
local mincoord = 0 - margin
local maxcoord = 128 + margin
local x, y = p.scrp.x, p.scrp.y
local duration_up = p.duration < 0
if p.deltav then
return duration_up
else
return duration_up or x > maxcoord or x < mincoord or y > maxcoord or y < mincoord
end
end
spark = object:extend()
function spark:new(p, pv, c, d)
self.scrp = p
self.particle_velocity = pv
self.color = c
self.duration = d or ri(7, 2)
end
function spark:update(shipvel)
self.scrp:add(self.particle_velocity - shipvel)
self.duration-=1
end
function spark:draw(shipvel)
pset(self.scrp.x, self.scrp.y, self.color)
self:update(shipvel)
end
explosion = spark:extend()
function explosion:new(position, size, colorcount, shipvel)
local explosion_size_factor = rnd()
self.scrp = position:clone()
self.particle_velocity = shipvel:clone()
self.radius = explosion_size_factor * size
self.radius_delta = explosion_size_factor * rnd(.5)
self.len = colorcount - 3
self.duration = colorcount
end
function explosion:draw(shipvel)
local r = ro(self.radius)
for i = r + 3, r, -1 do
local c = damage_colors[self.len - self.duration + i]
if c then
self.scrp:draw_circle(i, c, true)
end
end
self:update(shipvel)
self.radius-=self.radius_delta
end
cannon = object:extend()
function cannon:new(p, pv, c, ship)
self.scrp = p
self.position2 = p:clone()
self.particle_velocity = pv + pv:perpendicular():normalize() * (rnd(2) - 1)
self.color = c
self.firing_ship = ship
self.duration = 16
end
function cannon:update(shipvel)
self.position2 = self.scrp:clone()
self.scrp:add(self.particle_velocity - shipvel)
self.duration-=1