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@@ -51,8 +51,6 @@ end
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particlePointer=1 -- points at the next particle to be spawned
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particlePointer=1 -- points at the next particle to be spawned
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weaponBgSize=16--12
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weaponBgSize=16--12
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-weaponBgTimer=0
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-weaponAmmo=3000
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p_bullets = {}
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p_bullets = {}
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p_big_bullets = {}
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p_big_bullets = {}
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@@ -71,6 +69,81 @@ math.randomseed(seed)
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drk={[0]=0,0,1,2,3,6,7,15,0,8,9,10,13,14,15,0}
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drk={[0]=0,0,1,2,3,6,7,15,0,8,9,10,13,14,15,0}
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+-- entity interface:
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+-- props: x, y, vx, vy, speed, t
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+-- methods: update, draw, setPosition
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+function createEntity(x, y, speed, t)
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+ local tm = t or 0
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+ local spd = speed or 0
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+ return { x=x, y=y, vx=0, vy=0, speed=spd, t=tm }
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+end
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+
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+local gunCounter = createEntity(50, 60)
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+gunCounter.value = 3000
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+gunCounter.p_val = 3000
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+gunCounter.t_def = 5
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+gunCounter.max_val = 3000
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+gunCounter.swaps = {}
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+
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+function gunCounter:setValue(val)
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+ self.value = val
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+ self.p_val = val
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+ self.max_val = val
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+end
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+
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+function gunCounter:setPosition(x, y)
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+ self.x = x
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+ self.y = y
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+end
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+
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+function gunCounter:dec()
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+ if self.value > 0 then
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+ self.p_val = self.value
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+ self.value = self.value - 1 -- decrement
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+ self.t = self.t_def -- reset timer
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+
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+ -- grab string differences and store indices in .swaps
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+ local prev = string.format("%04d", self.p_val)
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+ local cur = string.format("%04d", self.value)
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+
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+ self.swaps = {}
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+ for i=1,4 do
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+ if prev:sub(i,i) ~= cur:sub(i,i) then
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+ self.swaps[i] = true
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+ end
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+ end
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+ end
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+end
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+
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+function gunCounter:update()
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+end
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+
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+function gunCounter:draw()
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+ self.t = self.t - 1
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+ if self.t == 0 then
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+ self.swaps = {}
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+ self.p_val = self.value
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+ end
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+ local prev = string.format("%04d", self.p_val)
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+ local cur = string.format("%04d", self.value)
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+
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+ local color = 12
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+ if self.value / self.max_val < 0.1 then color = 4 end
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+
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+ -- clip this area
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+ clip(self.x - 1, self.y - 2, 18, 10)
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+ for i = 1,4 do
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+ local numY = self.y
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+ if self.t > 0 and self.swaps[i] then
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+ numY = self.y - (self.t_def - self.t)
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+ print(prev:sub(i, i), self.x + ((i-1)*4), numY + 6, color, true, 1, true)
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+ end
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+
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+ print(cur:sub(i, i), self.x + ((i-1)*4), numY, color, true, 1, true)
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+ end
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+ clip()
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+end
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+
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function drawParallelogram(x, y, w, h, skewpx, color)
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function drawParallelogram(x, y, w, h, skewpx, color)
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tri(x+skewpx, y, x+w, y+h, x, y+h, color)
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tri(x+skewpx, y, x+w, y+h, x, y+h, color)
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tri(x+skewpx, y, x+w, y+h, x+w+skewpx, y, color)
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tri(x+skewpx, y, x+w, y+h, x+w+skewpx, y, color)
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@@ -292,9 +365,11 @@ function drawUI()
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local guntext = gunnames[player.gun_held][3]
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local guntext = gunnames[player.gun_held][3]
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spr(lettersprite, 14, 118, 0, 1)
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spr(lettersprite, 14, 118, 0, 1)
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print(guntext, 24, 122, 12, true, 1, true)
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print(guntext, 24, 122, 12, true, 1, true)
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- print(weaponAmmo, 12, 129, 12, true, 1, true)
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+ print(gunCounter.value, 12, 129, 12, true, 1, true)
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end
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end
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+ gunCounter:draw()
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+
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-- multiplier
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-- multiplier
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-- TODO: need to do multipliers over 10, so the X needs to move left when that happens
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-- TODO: need to do multipliers over 10, so the X needs to move left when that happens
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spr(340, 164, 114, 0)
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spr(340, 164, 114, 0)
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@@ -363,6 +438,8 @@ function update()
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player.x = player.x + player.vx
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player.x = player.x + player.vx
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player.y = player.y + player.vy
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player.y = player.y + player.vy
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+ gunCounter:setPosition(player.x + 8, player.y + 22)
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+
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if player.x < 5 then player.x = 5 end
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if player.x < 5 then player.x = 5 end
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if player.x > 220 then player.x = 220 end
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if player.x > 220 then player.x = 220 end
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if player.y < 5 then player.y = 5 end
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if player.y < 5 then player.y = 5 end
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@@ -382,6 +459,7 @@ function update()
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if btn(5) then
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if btn(5) then
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if player.gun_held == 1 then
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if player.gun_held == 1 then
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player.is_firing = 1
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player.is_firing = 1
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+ gunCounter:dec()
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end
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end
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if player.gun_held == 2 then
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if player.gun_held == 2 then
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-- controlled by cooldown (or semi-auto)
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-- controlled by cooldown (or semi-auto)
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@@ -390,6 +468,7 @@ function update()
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if player.big_gun_cooldown == 0 then
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if player.big_gun_cooldown == 0 then
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player.big_gun_cooldown = 30
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player.big_gun_cooldown = 30
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player.is_firing = 1
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player.is_firing = 1
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+ gunCounter:dec()
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else
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else
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player.big_gun_cooldown = player.big_gun_cooldown - 1
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player.big_gun_cooldown = player.big_gun_cooldown - 1
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player.is_firing = 0
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player.is_firing = 0
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