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xvst.p8
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pico-8 cartridge // http://www.pico-8.com
version 16
__lua__
-- xwing vs. tie figther
-- by freds72
-- game globals
local time_t,good_side,bad_side=0,0x1,0x2
-- register json context here
local _tok={
['true']=true,
['false']=false}
function nop() return true end
local _g={
good_side=good_side,
bad_side=bad_side,
nop=nop}
-- json parser
-- from: https://gist.github.com/tylerneylon/59f4bcf316be525b30ab
local table_delims={['{']="}",['[']="]"}
local function match(s,tokens)
for i=1,#tokens do
if(s==sub(tokens,i,i)) return true
end
return false
end
local function skip_delim(str, pos, delim, err_if_missing)
if sub(str,pos,pos)!=delim then
--if(err_if_missing) assert'delimiter missing'
return pos,false
end
return pos+1,true
end
local function parse_str_val(str, pos, val)
val=val or ''
--[[
if pos>#str then
assert'end of input found while parsing string.'
end
]]
local c=sub(str,pos,pos)
-- lookup global refs
if(c=='"') return _g[val] or val,pos+1
return parse_str_val(str,pos+1,val..c)
end
local function parse_num_val(str,pos,val)
val=val or ''
--[[
if pos>#str then
assert'end of input found while parsing string.'
end
]]
local c=sub(str,pos,pos)
-- support base 10, 16 and 2 numbers
if(not match(c,"-xb0123456789abcdef.")) return tonum(val),pos
return parse_num_val(str,pos+1,val..c)
end
-- public values and functions.
function json_parse(str, pos, end_delim)
pos=pos or 1
-- if(pos>#str) assert'reached unexpected end of input.'
local first=sub(str,pos,pos)
if match(first,"{[") then
local obj,key,delim_found={},true,true
pos+=1
while true do
key,pos=json_parse(str, pos, table_delims[first])
if(key==nil) return obj,pos
-- if not delim_found then assert'comma missing between table items.' end
if first=="{" then
pos=skip_delim(str,pos,':',true) -- true -> error if missing.
obj[key],pos=json_parse(str,pos)
else
add(obj,key)
end
pos,delim_found=skip_delim(str, pos, ',')
end
elseif first=='"' then
-- parse a string (or a reference to a global object)
return parse_str_val(str,pos+1)
elseif match(first,"-0123456789") then
-- parse a number.
return parse_num_val(str, pos)
elseif first==end_delim then -- end of an object or array.
return nil,pos+1
else -- parse true, false
for lit_str,lit_val in pairs(_tok) do
local lit_end=pos+#lit_str-1
if sub(str,pos,lit_end)==lit_str then return lit_val,lit_end+1 end
end
-- assert'invalid json token'
end
end
-- false: chase
-- true: cockpit
local cockpit_view,cam=false
-- player
local plyr_playing,mission_score,invert_y,plyr=false,0,1
local actors,ground_actors,parts,all_parts={},{},{}
-- ground constants
local ground_shift,ground_colors,ground_level=2,json_parse'[1,13,6]'
-- screen management
local start_screen,game_screen,gameover_screen,cur_screen={},{},{}
-- camera shake
local shkx,shky=0,0
function screen_shake(pow)
shkx,shky=min(4,shkx+rnd(pow)),min(4,shky+rnd(pow))
end
function screen_update()
shkx*=-0.7-rnd(0.2)
shky*=-0.7-rnd(0.2)
if abs(shkx)<0.5 and abs(shky)<0.5 then
shkx,shky=0,0
end
camera(shkx,shky)
end
-- volumetric sound
local all_vol=json_parse'[0x700.0700,0x600.0600,0x500.0500,0x400.0400,0x300.0300,0x200.0200,0x100.0100,0x100.0100]'
function sfx_v(s,pos)
local d=sqr_dist(cam.pos,pos)
-- set volume
-- todo: move sqrt into volume array
local vol=lerparray(all_vol,sqrt(d)/64)
local src,dst=0x3200+68*s,0x3200+68*63
-- 2 notes/loop (eg 4 bytes)
-- 32 notes total
for k=1,16 do
-- copy sound + adjust volume
local pair=bor(band(peek4(src),0xf1ff.f1ff),vol)
poke4(dst,pair)
src+=4
dst+=4
end
-- misc sfx attributes
poke4(dst,peek4(src))
-- play
sfx(63)
end
-- zbuffer (kind of)
local drawables={}
function zbuf_clear()
drawables={}
end
function zbuf_draw()
local objs={}
for _,d in pairs(drawables) do
local p=d.pos
local x,y,z,w=cam:project(p[1],p[2],p[3])
if z>0 then
add(objs,{obj=d,key=z,x=x,y=y,z=z,w=w})
end
end
-- z-sorting
sort(objs)
-- actual draw
for i=1,#objs do
local d=objs[i]
d.obj:draw(d.x,d.y,d.z,d.w)
end
end
function zbuf_filter(array)
for _,a in pairs(array) do
if not a:update() then
del(array,a)
else
add(drawables,a)
end
end
end
function clone(src,dst)
dst=dst or {}
for k,v in pairs(src) do
if(not dst[k]) dst[k]=v
end
-- randomize selected values
if src.rnd then
for k,v in pairs(src.rnd) do
-- don't overwrite values
if not dst[k] then
dst[k]=v[3] and rndarray(v) or rndlerp(v[1],v[2])
end
end
end
return dst
end
function lerp(a,b,t)
return a*(1-t)+b*t
end
function rndlerp(a,b)
return lerp(b,a,1-rnd())
end
function smoothstep(t)
t=mid(t,0,1)
return t*t*(3-2*t)
end
function rndrng(ab)
return flr(rndlerp(ab[1],ab[2]))
end
function rndarray(a)
return a[flr(rnd(#a))+1]
end
function lerparray(a,t)
return a[mid(flr((#a-1)*t+0.5),1,#a)]
end
-- https://github.com/morgan3d/misc/tree/master/p8sort
function sort(data)
for num_sorted=1,#data-1 do
local new_val=data[num_sorted+1]
local new_val_key,i=new_val.key,num_sorted+1
while i>1 and new_val_key>data[i-1].key do
data[i]=data[i-1]
i-=1
end
data[i]=new_val
end
end
-- edge cases:
-- a: -23 -584 -21
-- b: 256 -595 256
function sqr_dist(a,b)
local dx,dy,dz=b[1]-a[1],b[2]-a[2],b[3]-a[3]
if abs(dx)>128 or abs(dy)>128 or abs(dz)>128 then
return 32000
end
local d=dx*dx+dy*dy+dz*dz
-- overflow?
return d<0 and 32000 or d
end
function make_rnd_v(scale)
local v={rnd()-0.5,rnd()-0.5,rnd()-0.5}
v_normz(v)
v_scale(v,scale)
return v
end
function make_rnd_pos_v(a,rng)
local p=make_rnd_v(8)
p[3]+=rng
local d,v=0
while d==0 do
v=make_v(p,make_rnd_v(4))
d=v_normz(v)
end
m_x_v(a.m,p)
return p,v
end
function make_v_cross(a,b)
local ax,ay,az=a[1],a[2],a[3]
local bx,by,bz=b[1],b[2],b[3]
return {ay*bz-az*by,az*bx-ax*bz,ax*by-ay*bx}
end
-- world axis
local v_fwd,v_right,v_up={0,0,1},{1,0,0},{0,1,0}
function make_v(a,b)
return {
b[1]-a[1],
b[2]-a[2],
b[3]-a[3]}
end
function v_clone(v)
return {v[1],v[2],v[3]}
end
function v_lerp(a,b,t)
return {
lerp(a[1],b[1],t),
lerp(a[2],b[2],t),
lerp(a[3],b[3],t)}
end
function v_dot(a,b)
return a[1]*b[1]+a[2]*b[2]+a[3]*b[3]
end
function v_normz(v)
local d=v_dot(v,v)
if d>0.001 then
d=sqrt(d)
v[1]/=d
v[2]/=d
v[3]/=d
end
return d
end
function v_clamp(v,l)
local d=v_dot(v,v)
if d>l*l then
v_scale(v,l/sqrt(d))
end
end
function v_scale(v,scale)
v[1]*=scale
v[2]*=scale
v[3]*=scale
end
function v_add(v,dv,scale)
scale=scale or 1
v[1]+=scale*dv[1]
v[2]+=scale*dv[2]
v[3]+=scale*dv[3]
end
function in_cone(p,t,fwd,angle,rng)
local v=make_v(p,t)
-- close enough?
if sqr_dist(v,v)<rng*rng then
v_normz(v)
-- in cone?
return v_dot(fwd,v)>angle
end
return false
end
-- matrix functions
function m_x_v(m,v)
local x,y,z=v[1],v[2],v[3]
v[1],v[2],v[3]=m[1]*x+m[5]*y+m[9]*z+m[13],m[2]*x+m[6]*y+m[10]*z+m[14],m[3]*x+m[7]*y+m[11]*z+m[15]
end
-- 3x3 matrix mul (orientation only)
function o_x_v(m,v)
local x,y,z=v[1],v[2],v[3]
v[1],v[2],v[3]=m[1]*x+m[5]*y+m[9]*z,m[2]*x+m[6]*y+m[10]*z,m[3]*x+m[7]*y+m[11]*z
end
function m_x_xyz(m,x,y,z)
return {
m[1]*x+m[5]*y+m[9]*z+m[13],
m[2]*x+m[6]*y+m[10]*z+m[14],
m[3]*x+m[7]*y+m[11]*z+m[15]}
end
function make_m(x,y,z)
local m={}
for i=1,16 do
m[i]=0
end
m[1],m[6],m[11],m[16]=1,1,1,1
m[13],m[14],m[15]=x or 0,y or 0,z or 0
return m
end
function make_m_toward(z,up)
local x=make_v_cross(up,z)
-- aligned?
if v_dot(x,x)<0.001 then
-- up and z //
if abs(up[3])==1 then
z[1]+=0.01
else
z[3]+=0.01
end
v_normz(z)
x=make_v_cross(up,z)
end
v_normz(x)
local y=make_v_cross(z,x)
v_normz(y)
return {
x[1],x[2],x[3],0,
y[1],y[2],y[3],0,
z[1],z[2],z[3],0,
0,0,0,1}
end
-- quaternion
function make_q(v,angle)
angle/=2
-- fix pico sin
local s=-sin(angle)
return {v[1]*s,
v[2]*s,
v[3]*s,
cos(angle)}
end
function q_clone(q)
return {q[1],q[2],q[3],q[4]}
end
function q_normz(q)
local d=v_dot(q,q)+q[4]*q[4]
if d>0 then
d=sqrt(d)
q[1]/=d
q[2]/=d
q[3]/=d
q[4]/=d
end
end
function q_x_q(a,b)
local qax,qay,qaz,qaw=a[1],a[2],a[3],a[4]
local qbx,qby,qbz,qbw=b[1],b[2],b[3],b[4]
a[1]=qax*qbw+qaw*qbx+qay*qbz-qaz*qby
a[2]=qay*qbw+qaw*qby+qaz*qbx-qax*qbz
a[3]=qaz*qbw+qaw*qbz+qax*qby-qay*qbx
a[4]=qaw*qbw-qax*qbx-qay*qby-qaz*qbz
end
function m_from_q(q)
local x,y,z,w=q[1],q[2],q[3],q[4]
local x2,y2,z2=x+x,y+y,z+z
local xx,xy,xz=x*x2,x*y2,x*z2
local yy,yz,zz=y*y2,y*z2,z*z2
local wx,wy,wz=w*x2,w*y2,w*z2
return {
1-(yy+zz),xy+wz,xz-wy,0,
xy-wz,1-(xx+zz),yz+wx,0,
xz+wy,yz-wx,1-(xx+yy),0,
0,0,0,1
}
end
-- only invert 3x3 part
function m_inv(m)
m[2],m[5]=m[5],m[2]
m[3],m[9]=m[9],m[3]
m[7],m[10]=m[10],m[7]
end
-- inline matrix invert
-- inc. position
function m_inv_x_v(m,v)
local x,y,z=v[1]-m[13],v[2]-m[14],v[3]-m[15]
v[1],v[2],v[3]=m[1]*x+m[2]*y+m[3]*z,m[5]*x+m[6]*y+m[7]*z,m[9]*x+m[10]*y+m[11]*z
end
function m_set_pos(m,v)
m[13],m[14],m[15]=v[1],v[2],v[3]
end
-- returns foward vector from matrix
function m_fwd(m)
return {m[9],m[10],m[11]}
end
-- returns up vector from matrix
function m_up(m)
return {m[5],m[6],m[7]}
end
-- models
local all_models=json_parse'{"logo":{"c":10},"deathstar":{"c":3},"trench1":{"c":13},"turret":{"c":8,"r":1.1,"wp":{"sfx":1,"part":"ground_laser","dmg":1,"dly":48,"pos":[[-0.4,1.6,1.4],[0.4,1.6,1.4]],"n":[[0,0,1],[0,0,1]]}},"xwing":{"c":7,"r":0.8,"engine_part":"purple_trail","engines":[[-0.57,0.44,-1.61],[-0.57,-0.44,-1.61],[0.57,0.44,-1.61],[0.57,-0.44,-1.61]],"proton_wp":{"dmg":4,"part":"proton","sfx":6,"dly":60,"pos":[0,-0.4,1.5],"n":[0,0,1]},"wp":{"sfx":2,"angle":0.9,"dmg":1,"dly":8,"pos":[[2.1,0.6,1.6],[2.1,-0.6,1.6],[-2.1,-0.6,1.6],[-2.1,0.6,1.6]],"n":[[-0.0452,-0.0129,0.9989],[-0.0452,0.0129,0.9989],[0.0452,0.0129,0.9989],[0.0452,-0.0129,0.9989]]}},"tie":{"c":5,"r":1.2,"engine_part":"blue_trail","engines":[[0,0,-0.5]],"wp":{"sfx":8,"angle":0.92,"dmg":1,"dly":18,"pos":[[0.7,-0.7,0.7],[-0.7,-0.7,0.7]],"n":[[0,0,1],[0,0,1]]}},"tiex1":{"c":13,"r":1.2,"wp":{"sfx":6,"angle":0.9,"dmg":2,"dly":24,"pos":[[0.7,-0.7,0.7],[-0.7,-0.7,0.7]],"n":[[0,0,1],[0,0,1]]}},"junk2":{"c":3,"r":1.2},"generator":{"c":6,"r":2},"mfalcon":{"c":5,"engine_part":"mfalcon_trail","engines":[[0,0,-5.86]],"wp":{"sfx":1,"angle":0,"dmg":1,"dly":45,"pos":[[0.45,1.1,0],[-0.45,1.1,0],[0.45,-1.3,0],[-0.45,1.3,0]],"n":[[0,0,1],[0,0,1],[0,0,1],[0,0,1]]}},"vent":{"c":5,"r":1},"ywing":{"c":7,"r":1,"wp":{"sfx":1,"angle":0.92,"dmg":4,"dly":45,"pos":[[0.13,0,3.1],[-0.13,0,3.1]],"n":[[0,0,1],[0,0,1]]}}}'
local dither_pat=json_parse'[0b1111111111111111,0b0111111111111111,0b0111111111011111,0b0101111111011111,0b0101111101011111,0b0101101101011111,0b0101101101011110,0b0101101001011110,0b0101101001011010,0b0001101001011010,0b0001101001001010,0b0000101001001010,0b0000101000001010,0b0000001000001010,0b0000001000001000,0b0000000000000000]'
function draw_actor(self,x,y,z,w)
--[[
local s=""
local recover=false
if self.overg_t>=32 then
s,recover=s.."⧗",true
end
if self.target then
s=s.."☉"
elseif not self.target then
s=s.."?"
end
s=s.." "..self.g.."["..(flr(10*self.overg_t)/10).."]"
print(s,x-8,y-w-8,recover and 8 or 11)
print(self.overg_t,x-8,y-w-8,6)
]]
-- distance culling
if w>1 then
draw_model(self.model,self.m,x,y,z,w)
else
circfill(x,y,1,self.model.c)
end
-- if(self.model.r) circ(x,y,self.model.r*w,7)
end
-- little hack to perform in-place data updates
local draw_session_id=0
function draw_model(model,m,x,y,z,w)
draw_session_id+=1
color(model.c)
-- distance dithering
if w then
fillp(lerparray(dither_pat,w/2)+0.1)
end
-- cam pos in object space
local cam_pos=v_clone(cam.pos)
m_inv_x_v(m,cam_pos)
-- faces
local f,n
for i=1,#model.f do
f,n=model.f[i],model.n[i]
-- viz calculation
if v_dot(n,cam_pos)>=model.cp[i] then
for k=1,f[2] do
model.e[f[k+2]][3]=draw_session_id
end
end
end
-- edges
local p={}
for _,e in pairs(model.e) do
if e[3]==true or e[3]==draw_session_id then
-- edges indices
local ak,bk=e[1],e[2]
-- edge positions
local a,b=p[ak],p[bk]
-- not in cache?
if not a then
local v=model.v[ak]
local x,y,z,w=v[1],v[2],v[3]
--m_x_v(m,v)
x,y,z,w=cam:project(m[1]*x+m[5]*y+m[9]*z+m[13],m[2]*x+m[6]*y+m[10]*z+m[14],m[3]*x+m[7]*y+m[11]*z+m[15])
p[ak]={x,y,z,w}
a=p[ak]
end
if not b then
local v=model.v[bk]
local x,y,z,w=v[1],v[2],v[3]
--m_x_v(m,v)
x,y,z,w=cam:project(m[1]*x+m[5]*y+m[9]*z+m[13],m[2]*x+m[6]*y+m[10]*z+m[14],m[3]*x+m[7]*y+m[11]*z+m[15])
p[bk]={x,y,z,w}
b=p[bk]
end
-- on screen? draw
if(a[3]>0 and b[3]>0) line(a[1],a[2],b[1],b[2])
end
end
fillp()
end
_g.die_plyr=function(self)
self.disabled=true
plyr_playing,cockpit_view=false,false
cam.flip=false
futures_add(function()
-- death spin
local death_q=make_q(v_fwd,rnd(0.04)-0.08)
wait_async(90,function(i)
q_x_q(plyr.q,death_q)
return true
end)
make_part("blast",self.pos)
screen_shake(4)
del(actors,self)
plyr=nil
end)
end
_g.die_actor=function(self)
make_part("blast",self.pos)
self.disabled=true
del(actors,self)
-- notifies listeners (if any)
if(self.on_die) self:on_die(true)
end
_g.update_waypoint=function(self)
if(not plyr) return false
if sqr_dist(self.pos,plyr.pos)<32 then
-- confirmation sound
sfx(0)
del(actors,self)
if (self.on_die) self:on_die(true)
return false
end
return true
end
-- returns a vector from pos to offset
-- offset: position relative to other
function follow(pos,other,offset)
local v=v_clone(offset)
-- offset into world position
m_x_v(other.m,v)
-- line to target
v_add(v,pos,-1)
return v
end
function avoid(self,pos,dist)
local v,n,d2={0,0,0},0,dist*dist
for _,a in pairs(actors) do
if a!=self then
local d=sqr_dist(pos,a.pos)
if d<d2 then
local force=1-smoothstep(d/d2)
v_add(v,pos,force)
v_add(v,a.pos,-force)
n+=1
end
end
end
-- average force
if(n>0) v_scale(v,1/n)
return v
end
function seek(self,fwd,dist)
for _,a in pairs(actors) do
if not a.disabled and band(a.side,self.side)==0 and in_cone(self.pos,a.pos,fwd,0.5,dist) then
-- avoid loops
if a.target!=self then
return a
end
end
end
end
-- return a pos in self space
function wander(self)
local p=make_rnd_v(1)
p[3]+=15
return p
end
function update_engines(self)
if self.model.engines and time_t%2==0 then
for _,v in pairs(self.model.engines) do
-- model to world
v=v_clone(v)
m_x_v(self.m,v)
local p=make_part(self.model.engine_part,v)
-- set part orientation
p.m=self.m
end
end
end
_g.update_flying_npc=function(self)
-- npc still in range?
if plyr and sqr_dist(self.pos,plyr.pos)>9216 then
-- notifies listeners (if any)
self:on_die()
return false
end
-- force application point
local pos,m={0,0,1},self.m
-- to world
m_x_v(m,pos)
-- forces
local can_fire,prev_fwd=false,m_fwd(m)
local force=v_clone(prev_fwd)
-- weight move ahead
v_scale(force,5)
-- difficulty = overg_t scale
local stamina=1-smoothstep(self.fatigue*self.overg_t)
if self.target and not self.target.disabled then
-- lead to target
can_fire,target_pos=true,{0,0,-rnd(15)}
v_add(force,follow(pos,self.target,target_pos),stamina)
else
-- search for target
self.target=seek(self,prev_fwd,24)
end
self.wander_t-=1
if not self.wander or self.wander_t<0 then
-- pick a random location
self.wander=wander(self)
self.wander_t=120+rnd(60)
end
-- add some 'noise' even when following a target
v_add(force,follow(pos,self,self.wander))
-- avoid other actors
v_add(force,avoid(self,pos,8),4)
-- clamp turn rate
v_clamp(force,self.turn_rate)
-- update orientation
v_add(pos,force)
v_add(pos,self.pos,-1)
v_normz(pos)
-- try to align w/ target
local up=m_up(m)
if self.target then
v_add(up,m_up(self.target.m),stamina*0.2)
v_normz(up)
end
m=make_m_toward(pos,up)
-- constant speed
local fwd=m_fwd(m)
v_add(self.pos,fwd,self.acc)
m_set_pos(m,self.pos)
self.m=m
-- engine effect
update_engines(self)
-- evaluate stress
local g=1-abs(v_dot(prev_fwd,fwd))
-- crude conversion to angle
self.overg_t=90*g
self.overg_t*=0.9
-- fire solution?
local wp=self.model.wp
self.fire_t-=1
if wp and can_fire and self.fire_t<0 and in_cone(self.pos,self.target.pos,fwd,wp.angle,64) then
self:fire(self.target)
end
return true
end
_g.hit_plyr=function(self,dmg)
if(self.disabled or self.safe_t>0) return
self.energy,self.safe_t=0,8
self.hp-=dmg
if self.hp<=0 then
self:die()
end
screen_shake(2)
end
_g.draw_plyr=function(self,x,y,z,w)
if(cockpit_view) return
draw_model(self.model,self.m,x,y,z,w)
end
_g.update_plyr=function(self)
-- timers
self.safe_t-=1
self.fire_t-=1
self.proton_t-=1
-- energy
self.energy=min(self.energy+0.005,1)
-- refill shield + proton
if self.energy==1 and self.hp!=5 then
self.hp,self.energy=min(self.hp+1,5),0
elseif self.energy==1 and self.proton_ammo!=4 then
self.proton_ammo,self.energy=min(self.proton_ammo+1,4),0
end
-- damping
self.roll*=0.8
self.turn*=0.9
self.turn_spring*=0.85
self.pitch*=0.85
self.boost*=self.dboost
-- engine trail
update_engines(self)
return true
end
_g.hit_npc=function(self,dmg)
-- avoid reentrancy
if(self.disabled) return
self.hp-=dmg
if self.hp<=0 then
self:die()
end
end
_g.hit_flying_npc=function(self,dmg,actor)
_g.hit_npc(self,dmg)
-- retaliate!
if actor==plyr then
self.target=plyr
end
end
_g.update_turret=function(self,i,j)
_g.update_ground_actor(self,i,j)
if(not plyr) return true
local dx,dy=self.pos[1]-plyr.pos[1],self.pos[3]-plyr.pos[3]
local angle=atan2(dx,dy)-0.25
-- rotation matrix
-- (simpler/faster than using quaternions)
local m,c,s=self.m,cos(angle),sin(angle)
m[1],m[3],m[9],m[11]=c,s,-s,c
-- delay fire for new turret
if time_t-self.local_t>45 then
self.pause_t=30+rnd(30)
end
-- fly low or die!
self.pause_t-=1
if plyr.pos[2]>self.pos[2]+5 and self.pause_t<0 then
self:fire(plyr)
end
self.local_t=time_t
return true
end
_g.update_ground_actor=function(self,i,j)
self.pos[1],self.pos[2],self.pos[3]=shl(i,ground_shift),abs(shl(i,ground_shift))<8 and ground_level-6 or ground_level,shl(j,ground_shift)
m_set_pos(self.m,self.pos)
end
function make_blt(self,wp,pos,u)
local pt=add(parts,clone(all_parts[wp.part or "laser"],{
actor=self, -- laser owner
pos=pos,
u=u,
side=self.side,
dmg=wp.dmg,
die_part=wp.die_part}))
pt.t=pt.dly
-- assumes there is always a bullet sound
sfx_v(wp.sfx,pos)
return pt
end
_g.make_laser=function(self,target)
if(self.fire_t>0) return false
local wp=self.model.wp
local i=self.laser_i%#wp.pos+1
-- rebase laser in world space
local p=v_clone(wp.pos[i])
m_x_v(self.m,p)
-- direction override?
local v=target and v_clone(target.pos) or v_clone(wp.n[i])
-- make sure npc can miss!
if target and self.fire_luck>rnd() then
-- compute lead for moving targets
local target_acc=target.acc
if target_acc then
-- don't forget boost for player!
target_acc+=(target.boost or 0)
local blt=all_parts[wp.part or "laser"]
-- crude 2 step converge
local lead_t=0
for i=1,2 do
lead_t=sqrt(sqr_dist(v,p))/blt.acc-lead_t
-- not converging
if(lead_t<0) break
v_add(v,m_fwd(target.m),lead_t*target_acc)
end
end
v_add(v,p,-1)
v_normz(v)
else
o_x_v(self.m,v)
end
self.laser_i+=1
local pt=make_blt(self,wp,p,v)
-- laser colors
local c=self.side==good_side and 8 or 11
pt.c,self.fire_t=c,wp.dly
make_part("flash",p,c)
end
_g.make_proton=function(self,target)
local wp=self.model.proton_wp
-- rebase wp in world space
local p=v_clone(wp.pos)
m_x_v(self.m,p)
-- fire direction in world space
local v=v_clone(wp.n)
o_x_v(self.m,v)
make_blt(self,wp,p,v).target=target
end
local all_actors=json_parse'{"plyr":{"hp":5,"turn_spring":0,"safe_t":0,"energy":1,"energy_t":0,"boost":0,"dboost":1,"acc":0.2,"model":"xwing","turn":0,"roll":0,"pitch":0,"laser_i":0,"fire_luck":1,"fire_t":0,"fire":"make_laser","lock_t":0,"proton_t":0,"proton_ammo":4,"fire_proton":"make_proton","side":"good_side","draw":"draw_plyr","update":"update_plyr","hit":"hit_plyr","die":"die_plyr"},"patrol":{"hp":10,"turn_rate":0.045,"acc":0.2,"overg_t":0,"fatigue":1,"rnd":{"model":["xwing","xwing","ywing"],"fire_luck":[0.7,0.9]},"side":"good_side","wander_t":0,"lock_t":0,"laser_i":0,"fire_t":0,"fire":"make_laser","update":"update_flying_npc","hit":"hit_npc","die":"die_actor","on_die":"nop"},"tie":{"acc":0.6,"turn_rate":0.04,"fatigue":48,"on_die":"nop","hp":8,"overg_t":0,"model":"tie","side":"bad_side","wander_t":0,"lock_t":0,"laser_i":0,"fire_t":0,"fire":"make_laser","update":"update_flying_npc","hit":"hit_flying_npc","die":"die_actor","fire_luck":0.7},"generator":{"waypt":true,"hp":10,"model":"generator","side":"bad_side","update":"nop","hit":"hit_npc","die":"die_actor"},"vent":{"waypt":true,"hp":12,"model":"vent","side":"bad_side","update":"nop","hit":"hit_npc","die":"die_actor"},"mfalcon":{"on_die":"nop","turn_rate":0.03,"fatigue":8,"hp":8,"acc":0.25,"overg_t":0,"model":"mfalcon","side":"good_side","wander_t":0,"lock_t":0,"laser_i":0,"fire_luck":0.8,"fire_t":0,"fire":"make_laser","update":"update_flying_npc","hit":"hit_npc","die":"die_actor"},"turret":{"hp":2,"model":"turret","side":"bad_side","local_t":0,"pause_t":0,"fire_luck":0.8,"fire_t":0,"laser_i":0,"fire":"make_laser","update":"update_turret","hit":"hit_npc","die":"die_actor"},"ground_junk":{"hp":2,"model":"junk2","side":"bad_side","update":"update_ground_actor","hit":"hit_npc","die":"die_actor"},"waypoint":{"draw":"nop","update":"update_waypoint","waypt":true},"vador":{"turn_rate":0.055,"fatigue":8,"hp":40,"acc":0.6,"overg_t":0,"model":"tiex1","side":"bad_side","wander_t":0,"lock_t":0,"laser_i":0,"fire_luck":0.8,"fire_t":0,"fire":"make_laser","update":"update_flying_npc","hit":"hit_flying_npc","die":"die_actor"}}'
function make_actor(src,p,q)
-- instance
local a=clone(all_actors[src],{
pos=v_clone(p),
q=q or make_q(v_up,0)
})
a.model,a.draw=all_models[a.model],a.draw or draw_actor
-- init orientation
local m=m_from_q(a.q)
m_set_pos(m,p)
a.m=m
return add(actors,a)
end
local rear_q=make_q(v_up,0.5)
function make_cam(focal)
local c={
pos={0,0,3},
q=make_q(v_up,0),
flip=false,
update=function(self)
self.m=m_from_q(self.q)
m_inv(self.m)
end,
track=function(self,pos,q)
self.pos,q=v_clone(pos),q_clone(q)
if self.flip then
q_x_q(q,rear_q)
end
self.q=q
end,
project=function(self,x,y,z)
-- world to view
x-=self.pos[1]
y-=self.pos[2]
z-=self.pos[3]
local v=m_x_xyz(self.m,x,y,z)
-- distance to camera plane
v[3]-=1
if(v[3]<0.001) return nil,nil,-1,nil
-- view to screen
local w=focal/v[3]
return 64+v[1]*w,64-v[2]*w,v[3],w
end
}
return c
end
-- 3d to 2d helper function for vectors
function v_project(v)
return cam:project(v[1],v[2],v[3])
end
_g.update_part=function(self)
self.t-=1
if(self.t<0 or self.r<=0) return false
self.r+=self.dr
return true
end
_g.update_blast=function(self)
if self.frame==8 then
self.kind,self.dr=5,0
for i=1,self.sparks do
local v=make_rnd_v(self.r)
v_add(v,self.pos)
make_part("spark",v)
end
end
self.frame+=1
return _g.update_part(self)
end
_g.die_blt=function(self)
make_part(self.die_part or "flash",self.pos,self.c)
-- to be removed from set
return false
end
function blt_obj_col(self,objs)
for _,a in pairs(objs) do
local r=a.model and a.model.r
if r and band(a.side,self.side)==0 then
r*=r
local hit=false
-- edge case: base or tip inside sphere
if sqr_dist(self.pos,a.pos)<r or sqr_dist(self.prev_pos,a.pos)<r then
hit=true
else
-- point to sphere
local ps=make_v(self.pos,a.pos)
-- projection on ray
local t=v_dot(self.u,ps)
if t>=0 and t<=self.acc then
-- distance to sphere?
local p=v_clone(self.u)
v_scale(p,t)
hit=sqr_dist(p,a.pos)<r
end
end
if hit then
make_part("impact",self.pos)
a:hit(self.dmg,self.actor)
return true
end
end
end
return false
end
_g.update_blt=function(self)
self.t-=1
if(self.t<0) return false
-- ground?
if ground_level and self.pos[2]<ground_level then
if abs(self.pos[1])>6 or self.pos[2]<ground_level-6 then
return self:die()
end
end
self.prev_pos=v_clone(self.pos)
v_add(self.pos,self.u,self.acc)
-- collision?
if blt_obj_col(self,actors) or blt_obj_col(self,ground_actors) then
return self:die()
end
return true
end
-- see: https://en.wikipedia.org/wiki/proportional_navigation
-- see: https://gamedev.stackexchange.com/questions/112048/finding-the-components-of-proportional-navigation-in-2d