chameleonic/chameleonic.p8

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pico-8 cartridge // http://www.pico-8.com
version 39
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__lua__
-- setup
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modules={}
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real_modules={}
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frame=0
function _init()
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-- printh("restarting")
_doall("init")
end
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function _update()
frame+=1
if (frame%1==0) _doall("update") end
function _draw()
_doall("draw") end
function music_on()
if (stat(54) ~= 0) music(0)
persist.music=true
persist:write()
menuitem(3, "music: on", music_off)
end
function music_off()
music(-1)
persist.music=false
persist:write()
menuitem(3, "music: off", music_on)
end
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function gsv(s,sep1,sep2)
local ret=split(s,sep1 or "\n")
for i,v in ipairs(ret) do
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ret[i] = type(v) == "string" and split(v,sep2 or "`") or {v} end
return ret
end
Better debug mouse (#20) Debug mouse is now its own module, so it can be separated from the hint system, since it is useful for more than just positioning hints. It now has the following enhancements: 1. Clock-based table cyclng now has a helper function (cycle) 2. Debug mouse color cycling is distinct from hint color cycling, so debug position readout remains legible 3. Debug position readout now stays on screen even when the cursor is near or past the edges 4. Debug cursor cycles between a mouse sprite specifically marking the exact pixel that is being sampled, an "X" for text character sizing, and a "□" for positioning the centered 3x3 characters often used as hint target markers 5. Map cell coordinates (in square brackets) are displayed in addition to pixel coordnates (in parentheses) Sprite 50 is now the mouse cursor. Color 15 is color cycling for debug readouts. Debug mouse features can be disabled by commenting out `add(real_modules, debugmouse)`. I've done a little bit of golfing but this is stiill a token expense. I'm going to write a crappy sprintf function to save tokens everywhere we're assembling strings from their component parts. Simplify debug info display. Save tokens by omitting parentheses and map coordinates. Adjust location to match. Instead of cycling between symbols, the cursor shape can be chosen by using left, right, or both mouse buttons. Reviewed-on: https://git.chromaticdragon.app/pyrex/chameleonic/pulls/20 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
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function cycle(tbl,period)
period = period or 1
return tbl[t()%period*#tbl\period+1]
end
mnames={}
function names(root)
local n=mnames[root]
if(n)return all(n)
n={root.."0", root, root.."2", root.."3"}
mnames[root]=n
return all(n)
end
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function _doall(x)
for n in names(x) do
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for mod in all(modules) do
local f=mod[n]
if (f) f(mod)
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end
end
end
-- source: https://www.lexaloffle.com/bbs/?pid=78990
gaps=split"57,23,10,4,1"
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--{701,301,132,57,23,10,4,1}
function shellsort(a)
for gap in all(gaps) do
for i=gap+1,#a do
local x,j=a[i],i-gap
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while j>=1 and a[j].key>x.key do
a[j+gap]=a[j]
j-=gap
end
a[j+gap]=x
end
end
end
function linefill(ax,ay,bx,by,r,c)
if(c) color(c)
local dx,dy=bx-ax,by-ay
-- avoid overflow
-- credits: https://www.lexaloffle.com/bbs/?tid=28999
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local n,d=_mnmx(abs(dx),abs(dy))
n/=d
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d*=sqrt(n*n+1)
if(d<0.001) return
local ca,sa=dx/d,-dy/d
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-- polygon points
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local spans={}
local function calcxy(u,v) return ax+u*ca+v*sa,ay-u*sa+v*ca end
local x0,y0=calcxy(0,r)
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for s in all{{0,-r},{d,-r},{d,r},{0,r}} do
local x1,y1=calcxy(unpack(s))
local _x1,_y1=x1,y1
if(y0>y1) x0,y0,x1,y1=x1,y1,x0,y0
local dx=(x1-x0)/(y1-y0)
if(y0<0) x0-=y0*dx y0=-1
local cy0=y0\1+1
-- sub-pix shift
x0+=(cy0-y0)*dx
for y=y0\1+1,min(y1\1,127) do
-- open span?
local span=spans[y]
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if (span) rectfill(x0,y,span,y)
spans[y]=x0
x0+=dx
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end
x0,y0=_x1,_y1
end
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end
function _apply(x,ts,a)
local t=deli(ts,1)
for k,v in pairs(t) do
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if (k!="update") x[k]=v
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end
if (t and t.update and not t.update(x,a)) add(ts,t,1)
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end
function sgn0(x)
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return x!=0 and sgn(x) or 0
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end
function inorder(tbl)
local prev
for v in all(tbl) do
if (prev and v < prev) return
prev = v
end
return true
end
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function _mnmx(x,y)
if (x>y)return y,x
return x,y
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end
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function _rast(
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xs,ys,x0,y0,x1,y1
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)
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local function _add()
local n=#xs
if (n==0 or xs[n]!=x0 or ys[n]!=y0) add(xs,x0) add(ys,y0)
end
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local dx,dy=abs(x1-x0),abs(y1-y0)
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local sx=-1
local sy=-1
if (x0<x1) sx=1
if (y0<y1) sy=1
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local done,err
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if dx>dy then
err=dx/2.0
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while x0!=x1 do
_add()
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err-=dy
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if (err<0) y0+=sy err+=dx
x0+=sx
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end
else
err=dy/2.0
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while y0!=y1 do
_add()
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err-=dx
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if (err<0) x0+=sx err+=dy
y0+=sy
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end
end
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_add()
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end
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-->8
-- anchor operations (for the rope code)
function _anch_eq(a0,a1)
if (a0 and a1) return a0[1]==a1[1] and a0[2]==a1[2]
return a0==a1
end
--[[
function _anch_unpack(anch)
assert(anch[1])
assert(anch[2])
return anch[1],anch[2]
end
]]--
_anch_unpack=unpack
function _anch_new(prev,next,xy)
local out={prev=prev,next=next,_anch_unpack(xy)}
if (prev) prev.next=out
if (next) next.prev=out
return out
end
function _anch_del(n1,xy)
local n0,n2=n1.prev,n1.next
if (n0) n0.next=n2
if (n2) n2.prev=n0
end
function _anch_update(a0,a1)
a0[1]=a1[1]
a0[2]=a1[2]
end
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-->8
-- input
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kbd={}
add(real_modules,kbd)
function kbd:init()
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self.real=btn()
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self.state={btn=0}
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end
function kbd:update()
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-- figure out what keys are _really_ pressed
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local now_real,was_real=btn(),self.real
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self.real=now_real
-- add keys that are really pressed
-- if they weren't really pressed before
-- (they may have been force-
-- released by :release())
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local real_pressed=~was_real&now_real
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local state=self.state
local now_down=state.btn&now_real|real_pressed
local was_down=state.btn
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-- deduce pressed/released by changes in down
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state.btn,state.btnp,state.btnr=
now_down,
~was_down&now_down,
~now_down&was_down
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end
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for _kbdi in all(split"btn,btnp,btnr") do
kbd[_kbdi]=function(self,i,t) return 1<<i&self.state[_kbdi]!=0 end
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end
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function kbd:release(i)
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self.state.btn&=~(1<<i)
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end
function tostring(any)
if type(any)=="table" then
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local str = "{ "
for k,v in pairs(any) do
str=str..tostring(k).."->"..tostring(v).." "
end
return str.."}"
end
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return tostr(any)
end
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-->8
-- title screen
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title={}
add(modules,title)
lvlshimmer = {4,9,10,10,9}
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function title:draw()
cls(0)
-- this is right for 72x32
spr(96,28,56,9,2)
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print("pyrex",32,73,7)
print("[nyeogmi]",62,73,7)
print("kistaro",32,79,7)
local lvlstr = "⬅️ "..start_level.." ➡️"
local lx, ly = 51+wrongbleep:vibrate(), 90+wrongbleep:vibrate()
print(lvlstr,lx-1,ly+1,1)
print(lvlstr,lx,ly,cycle(lvlshimmer))
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end
function title:init()
start_level=persist.recent_level
-- max_level=persist.max_level
max_level = 31 --debugging/coding
wiped = false
end
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function title:update()
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if (btnp"0") start_level-=1
if (btnp"1") start_level+=1
start_level%=(max_level+1)
if btn"3" and not wiped then
wrongbleep:bleep()
if (wrongbleep:adequately_warned()) then
persist:wipe()
max_level = 0
start_level = 0
wiped=true
-- todo: sfx(kaboom!)
end
end
if (btnp"4" or btnp"5") modules=real_modules _init()
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end
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-->8
--level behaviors
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level={}
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add(real_modules,level)
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function level:init()
level:reinit(start_level)
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end
function level:reinit(n)
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self.hintlevel=0
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self.ix=n
self.todo={}
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self.bigx,self.bigy=n%8,n\8
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self.dirty=false
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player.rope=nil -- reanchor will touch the rope otherwise
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self:load_dynobjs()
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self:recollide_reanchor()
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self:spawn_exit()
persist:lvlstart()
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end
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function level:restart()
self:reinit(self.ix)
end
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function level:advance()
self:reinit(self.ix+1)
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end
normpal = {[1]=0,[8]=0,[14]=0}
pitpal = {[8]=0,[13]=3,[4]=3,[7]=3}
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function level:draw()
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cls(5)
fillp()
pal(normpal)
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map(
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self.bigx*16,self.bigy*16,
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0,0,16,16,
64 -- flag 6: visible
)
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for _,pit in pairs(self._pits) do
local px,py=pit.px,pit.py
local pr=self._pits[_mix(px+1,py)]
spr(pit.s,px,py)
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if pit.full then
pal(pitpal)
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palt(0,false)
spr(79,pit.px,pit.py)
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pal()
pal(normpal)
end
palt(8,true)
spr(pit.s,px,py)
palt()
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end
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for _,crate in pairs(self._crates) do
spr(crate.s,crate.px,crate.py)
end
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pal()
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end
function level:busy()
for _,crate in pairs(self._crates) do
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if (#crate.todo>0) return true
end
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return
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end
function level:update()
_apply(self, self.todo)
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local remove={}
for cix,crate in pairs(self._crates) do
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_apply(crate, crate.todo)
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if #crate.todo==0 then
local pit=self._pits[_mix(crate.mx,crate.my)]
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if pit and not pit.full then
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add(remove,cix)
crate.dead=true
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pit.full=true
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end
end
end
for cix in all(remove) do
self._crates[cix]=nil
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self.dirty=true
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end
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if self.dirty then
self:recollide_reanchor()
self.dirty=false
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end
end
function level:load_dynobjs()
self._crates={}
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self._pits={}
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local crate_id=1
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for mx=0,15,1 do
for my=0,15,1 do
local mxy=_mix(mx,my)
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local px,py=mx*8,my*8
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local s=self:_mget(mx,my)
local def=self:_get_cratedef(s)
if def then
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self._crates[mxy]={
s=s,def=def,
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id=crate_id,
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mx=mx,my=my,
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px=px,py=py,
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todo={}
}
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crate_id+=1
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end
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-- pit
if (fget(s,5)) self._pits[mxy]={s=s,mx=mx,my=my,px=px,py=py}
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end
end
end
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function level:recollide_reanchor()
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self._coll={}
for mx=0,15 do
for my=0,15 do
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local mxy=_mix(mx,my)
self._coll[mxy]=
fget(self:_mget(mx,my),7) or
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self._crates[mxy]
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end
end
local anch_new={}
for dxy in all{{-1,-1},{1,-1},{-1,1},{1,1}} do
local dx,dy=unpack(dxy)
assert(dx!=0 and dy!=0)
for mx0=0,15 do
for my0=0,15 do
local mx1,my1=mx0+dx,my0+dy
if (
self:mcoll(mx0,my0) and not self:get_crate(mx0,my0) and
not self:mcoll(mx0,my1) and
not self:mcoll(mx1,my0) and
not self:mcoll(mx1,my1)
) then
local key="GEOM"..mx0..","..my0..","..dx..","..dy
anch_new[key]= {
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max(mx0,mx1),max(my0,my1),adx=-dx,ady=-dy
}
end
end
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end
for _,cr in pairs(self._crates) do
local key="CRATE"..cr.id..","..dx..","..dy
local mx0,my0=cr.mx,cr.my
local mx1,my1=mx0+dx,my0+dy
anch_new[key]={
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max(mx0,mx1),max(my0,my1),adx=-dx,ady=-dy
}
end
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end
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local moves={}
for k,new in pairs(anch_new) do
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local old=(self._anch or {})[k]
if old then
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anch_new[k]=new
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if (not _anch_eq(old,new)) add(moves,{old,new,key=k})
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end
end
self._anch=anch_new
self._anch_keys={}
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self._anch_by_position={}
for k,v in pairs(self._anch) do
add(self._anch_keys,{key=k})
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local pkey=_mix(_anch_unpack(v))
self._anch_by_position[pkey]=self._anch_by_position[pkey] or v
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end
shellsort(self._anch_keys)
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shellsort(moves)
if player.rope then
player.rope:experience_anchor_moves(moves)
end
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for point in self:anchor_points() do
point.moved=nil
end
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end
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function level:win_at(mx,my)
return self._wins[_mix(mx,my)]
end
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function level:anchor_points()
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-- TODO: Return this to using all()
local keys=all(self._anch_keys)
return function()
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local k=keys()
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if (k) return self._anch[k.key]
end
end
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function level:anchor_at(point)
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return self._anch_by_position[_mix(_anch_unpack(point))]
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end
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function level:get_open_pit(mx,my)
local pit=self._pits[_mix(mx,my)]
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if (pit and not pit.full) return pit
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end
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function level:spawn_exit()
self._wins={}
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local spawned
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local spawn_at=function(x,y)
if (self:_mget(x,y)!=1) return
assert(not spawned,x..","..y)
spawned=true
player:reinit(x,y)
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player.orientx=-1
if (x<8) player.orientx=1
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end
local win_at=function(x,y)
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if (self:_mget(x,y)!=18) return
for nx=x-1,x+1 do
for ny=y-1,y+1 do
Save some tokens in horrible, horrible ways. (#13) replace comparisons with bit math bullshit integers in the range [0, 15] fit entirely in the bit mask 0x000F. integers out of that range will have at least one bit 0x0010 or higher, or will have the sign bit 0x8000 set. so to find out if one of two numbers is out of range [0, 15], we can check the bit mask of their bitwise or. this saves tokens and cycles. it is also completely illegible. very in the spirit of Pico-8, I love it. comment the bullshit it needs it packed crate representation don't bother exploding crates into four bools, and then comparing them all individually to a bunch of conditions. absurd bit manipulation bullshit saves cycles and tokens. leaving a crate's movement rule represented as four bits means we can exploit our previous calculation of dx1 and dy1, which must each either be 0x0001 or 0x8FFF, and violently hammer them down to align with this bit-packed representation, giving this glorious little atrocity. Fix crate math. I forgot that -1 & 1 = 1 rather than 0 so all the bit math didn't work. But I can fix it with polynomial algebra! this is much better. Save tokens on movemebnt checks I promise this is mathematically equivalent-ish to the original. (0.2 and its multiples are nonterminating decimals in base 2, so there's a little jank when the negative shift right is a shift left.) Trimming Trim up redundant nil checks, sequential assignments that could be on a shared line, and repeated references to a deeply nested variable. Reviewed-on: https://git.chromaticdragon.app/pyrex/chameleonic/pulls/13 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2022-12-24 00:08:10 +00:00
-- next check: is at least one of
-- nx or ny out of range [0, 15]?
if (nx | ny) & 0xFFF0 ~= 0 then
self._wins[_mix(nx,ny)]=true
end
2022-12-17 23:08:54 +00:00
end
end
end
for f in all{spawn_at,win_at} do
for x=1,14 do f(x,0) f(x,15) end
for y=0,15 do f(0,y) f(15,y) end
end
assert(spawned)
end
2022-12-17 20:16:26 +00:00
function level:mcoll(mx,my)
2022-12-31 22:44:24 +00:00
if ((mx | my) & 0xFFF0!=0) return true
2022-12-31 07:30:05 +00:00
return self._coll[_mix(mx,my)]
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end
function level:get_crate(mx,my)
return self._crates[_mix(mx,my)]
end
function level:_mget(mx,my)
return mget(
self.bigx*16+mx,
self.bigy*16+my
)
end
function _mix(mx,my)
return mx..","..my
end
Save some tokens in horrible, horrible ways. (#13) replace comparisons with bit math bullshit integers in the range [0, 15] fit entirely in the bit mask 0x000F. integers out of that range will have at least one bit 0x0010 or higher, or will have the sign bit 0x8000 set. so to find out if one of two numbers is out of range [0, 15], we can check the bit mask of their bitwise or. this saves tokens and cycles. it is also completely illegible. very in the spirit of Pico-8, I love it. comment the bullshit it needs it packed crate representation don't bother exploding crates into four bools, and then comparing them all individually to a bunch of conditions. absurd bit manipulation bullshit saves cycles and tokens. leaving a crate's movement rule represented as four bits means we can exploit our previous calculation of dx1 and dy1, which must each either be 0x0001 or 0x8FFF, and violently hammer them down to align with this bit-packed representation, giving this glorious little atrocity. Fix crate math. I forgot that -1 & 1 = 1 rather than 0 so all the bit math didn't work. But I can fix it with polynomial algebra! this is much better. Save tokens on movemebnt checks I promise this is mathematically equivalent-ish to the original. (0.2 and its multiples are nonterminating decimals in base 2, so there's a little jank when the negative shift right is a shift left.) Trimming Trim up redundant nil checks, sequential assignments that could be on a shared line, and repeated references to a deeply nested variable. Reviewed-on: https://git.chromaticdragon.app/pyrex/chameleonic/pulls/13 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2022-12-24 00:08:10 +00:00
-- crate spec:
-- "up" == 1
-- "right" == 2
-- "down" == 4
-- "left" == 8
--
-- +1+
-- 8 2
-- +4+
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function level:_get_cratedef(s)
Save some tokens in horrible, horrible ways. (#13) replace comparisons with bit math bullshit integers in the range [0, 15] fit entirely in the bit mask 0x000F. integers out of that range will have at least one bit 0x0010 or higher, or will have the sign bit 0x8000 set. so to find out if one of two numbers is out of range [0, 15], we can check the bit mask of their bitwise or. this saves tokens and cycles. it is also completely illegible. very in the spirit of Pico-8, I love it. comment the bullshit it needs it packed crate representation don't bother exploding crates into four bools, and then comparing them all individually to a bunch of conditions. absurd bit manipulation bullshit saves cycles and tokens. leaving a crate's movement rule represented as four bits means we can exploit our previous calculation of dx1 and dy1, which must each either be 0x0001 or 0x8FFF, and violently hammer them down to align with this bit-packed representation, giving this glorious little atrocity. Fix crate math. I forgot that -1 & 1 = 1 rather than 0 so all the bit math didn't work. But I can fix it with polynomial algebra! this is much better. Save tokens on movemebnt checks I promise this is mathematically equivalent-ish to the original. (0.2 and its multiples are nonterminating decimals in base 2, so there's a little jank when the negative shift right is a shift left.) Trimming Trim up redundant nil checks, sequential assignments that could be on a shared line, and repeated references to a deeply nested variable. Reviewed-on: https://git.chromaticdragon.app/pyrex/chameleonic/pulls/13 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2022-12-24 00:08:10 +00:00
if (s<64 or s>=80) return
return s & 0x000F
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end
function level:get_latch(dx,dy,px,py)
local mx,my=px\8,py\8
local mxy=_mix(mx,my)
local crate=self._crates[mxy]
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local dx1,dy1=-sgn0(dx),-sgn0(dy)
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if crate then
Save some tokens in horrible, horrible ways. (#13) replace comparisons with bit math bullshit integers in the range [0, 15] fit entirely in the bit mask 0x000F. integers out of that range will have at least one bit 0x0010 or higher, or will have the sign bit 0x8000 set. so to find out if one of two numbers is out of range [0, 15], we can check the bit mask of their bitwise or. this saves tokens and cycles. it is also completely illegible. very in the spirit of Pico-8, I love it. comment the bullshit it needs it packed crate representation don't bother exploding crates into four bools, and then comparing them all individually to a bunch of conditions. absurd bit manipulation bullshit saves cycles and tokens. leaving a crate's movement rule represented as four bits means we can exploit our previous calculation of dx1 and dy1, which must each either be 0x0001 or 0x8FFF, and violently hammer them down to align with this bit-packed representation, giving this glorious little atrocity. Fix crate math. I forgot that -1 & 1 = 1 rather than 0 so all the bit math didn't work. But I can fix it with polynomial algebra! this is much better. Save tokens on movemebnt checks I promise this is mathematically equivalent-ish to the original. (0.2 and its multiples are nonterminating decimals in base 2, so there's a little jank when the negative shift right is a shift left.) Trimming Trim up redundant nil checks, sequential assignments that could be on a shared line, and repeated references to a deeply nested variable. Reviewed-on: https://git.chromaticdragon.app/pyrex/chameleonic/pulls/13 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2022-12-24 00:08:10 +00:00
if crate.def & dy1*dy1*(2.5+1.5*dy1)+dx1*dx1*(5-3*dx1) ~= 0 then
2022-12-17 20:16:26 +00:00
return {
el="crate",
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dx=dx1,dy=dy1,
ax_offset=dx1*0.5,
ay_offset=dy1*0.5,
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rec=crate
}
end
end
local m=self:_mget(mx,my)
if
2022-12-19 00:46:46 +00:00
(m==60 and dy1<0) or
(m==61 and dx1>0) or
(m==62 and dy1>0) or
(m==63 and dx1<0)
2022-12-17 20:16:26 +00:00
then
return {
el="eyehook",
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dx=dx1,dy=dy1,
ax_offset=dx1*0.5,
ay_offset=dy1*0.5,
rec={mx=mx,my=my,px=mx*8,py=my*8},
2022-12-17 20:16:26 +00:00
}
end
end
ropecheck=split"-0.6,0.4,0.4"
2022-12-17 20:16:26 +00:00
function level:can_move(
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is_player,
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mx0,my0,dmx,dmy,exclude_src,exclude_dst
)
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local mx1,my1=mx0+dmx,my0+dmy
if (is_player and self:win_at(mx1,my1)) return true
if (is_player and self:get_open_pit(mx1,my1)) return wrongbleep:adequately_warned()
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2022-12-31 07:30:05 +00:00
if (self:mcoll(mx1,my1) or player.x==mx1 and player.y==my1) return
2022-12-18 00:57:47 +00:00
2022-12-17 20:16:26 +00:00
if player.rope then
local w,h=1.2,0.2
if (dmx==0) w,h=0.2,1.2
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if (player.rope:collide_mrect(mx0+ropecheck[dmx+2],my0+ropecheck[dmy+2],w,h,exclude_src,exclude_dst)) return
2022-12-17 20:16:26 +00:00
end
return true
end
function level:tug_crate(mx0,my0,dmx,dmy)
local mxy0=_mix(mx0,my0)
local existing=self._crates[mxy0]
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if (not existing) return
2022-12-17 20:16:26 +00:00
self._crates[mxy0]=nil
local mx1,my1=mx0+dmx,my0+dmy
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local px1,py1=mx1*8,my1*8
2022-12-17 20:16:26 +00:00
existing.todo={
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{px=px1+dmx,py=py1+dmy,mx=mx1,my=my1,update=function()
2022-12-31 23:07:23 +00:00
self.dirty=true
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return true
end},
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{px=px1,py=py1}
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}
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self._crates[_mix(mx1,my1)]=existing
2022-12-20 05:36:11 +00:00
end
2022-12-17 20:16:26 +00:00
-->8
--player handling
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player={}
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add(real_modules,player)
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function player:init()
2022-12-18 00:25:20 +00:00
-- don't change this on reinit:
-- it stays the same when the level is changed or reloaded
self.vanish_frame=0
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end
function player:reinit(x,y)
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self.x,self.y=x,y
self.px,self.py=0,0
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self.todo={}
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self.cooldown=4
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self.rope=nil -- don't elide, needs to be cleared if present
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self.fall_frame=0
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2022-12-23 03:22:23 +00:00
self.orientx,self.orienty=-1,0
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end
function player:update()
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-- this is a non-gameplay action that takes precedence over
-- all gameplay actions
self:_vanish_if_requested()
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if not (#self.todo>0 or level:busy()) then
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if level:win_at(self.x,self.y) then
level:advance()
return
end
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if level:get_open_pit(self.x,self.y) then
self.todo={{update=self._fall}}
return
end
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if kbd:btn(0) then
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self.orientx=-1
self.orienty=0
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elseif kbd:btn(1) then
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self.orientx=1
self.orienty=0
2022-12-18 04:38:49 +00:00
elseif kbd:btn(2) then
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self.orienty=-1
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elseif kbd:btn(3) then
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self.orienty=1
end
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function btncd(x)
return (kbd:btn(x) and self.cooldown==0) or kbd:btnp(x)
end
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if kbd:btn(4) then
Save some tokens in horrible, horrible ways. (#13) replace comparisons with bit math bullshit integers in the range [0, 15] fit entirely in the bit mask 0x000F. integers out of that range will have at least one bit 0x0010 or higher, or will have the sign bit 0x8000 set. so to find out if one of two numbers is out of range [0, 15], we can check the bit mask of their bitwise or. this saves tokens and cycles. it is also completely illegible. very in the spirit of Pico-8, I love it. comment the bullshit it needs it packed crate representation don't bother exploding crates into four bools, and then comparing them all individually to a bunch of conditions. absurd bit manipulation bullshit saves cycles and tokens. leaving a crate's movement rule represented as four bits means we can exploit our previous calculation of dx1 and dy1, which must each either be 0x0001 or 0x8FFF, and violently hammer them down to align with this bit-packed representation, giving this glorious little atrocity. Fix crate math. I forgot that -1 & 1 = 1 rather than 0 so all the bit math didn't work. But I can fix it with polynomial algebra! this is much better. Save tokens on movemebnt checks I promise this is mathematically equivalent-ish to the original. (0.2 and its multiples are nonterminating decimals in base 2, so there's a little jank when the negative shift right is a shift left.) Trimming Trim up redundant nil checks, sequential assignments that could be on a shared line, and repeated references to a deeply nested variable. Reviewed-on: https://git.chromaticdragon.app/pyrex/chameleonic/pulls/13 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2022-12-24 00:08:10 +00:00
if kbd:btnp(4) and self.rope then
2022-12-20 00:25:38 +00:00
self.rope:destroy()
kbd:release(4)
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end
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-- wait for user to release it
else
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local x,y=self.x,self.y
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local function try_move(dx,dy,f)
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if level:can_move(true,x,y,dx,dy,0,2) then
self.todo=f
self.cooldown=3
local t=f[#f]
t.x=x+dx
t.y=y+dy
return
end
2022-12-23 03:22:23 +00:00
wrongbleep:bleep()
end
2022-12-31 06:39:15 +00:00
if btncd(0) then
2022-12-31 06:41:08 +00:00
try_move(-1,0,{{orientx=-1,orienty=0,px=-2,py=0},{px=1}})
2022-12-31 06:39:15 +00:00
elseif btncd(1) then
2022-12-31 06:41:08 +00:00
try_move(1,0,{{orientx=1,orienty=0,px=2,py=0},{px=-1}})
2022-12-31 06:39:15 +00:00
elseif btncd(2) then
2022-12-31 06:41:08 +00:00
try_move(0,-1,{{orienty=-1,px=0,py=-2},{py=1}})
2022-12-31 06:39:15 +00:00
elseif btncd(3) then
2022-12-31 06:41:08 +00:00
try_move(0,1,{{orienty=1,px=0,py=2},{py=-1}})
2022-12-23 03:22:23 +00:00
elseif not self.rope and kbd:btnr(4) then
local dx,dy=self.orientx,self.orienty
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if (dy!=0) dx=0
while not level:mcoll(x,y) do x+=dx y+=dy end
self.rope=rope:new(
2023-01-01 03:02:33 +00:00
{x+0.5-dx*0.5,y+0.5-dy*0.5},
{self.x+0.5,self.y+0.5},
level:get_latch(dx,dy,x*8,y*8)
)
2022-12-17 20:16:26 +00:00
self.todo={{
update=function()
Save some tokens in horrible, horrible ways. (#13) replace comparisons with bit math bullshit integers in the range [0, 15] fit entirely in the bit mask 0x000F. integers out of that range will have at least one bit 0x0010 or higher, or will have the sign bit 0x8000 set. so to find out if one of two numbers is out of range [0, 15], we can check the bit mask of their bitwise or. this saves tokens and cycles. it is also completely illegible. very in the spirit of Pico-8, I love it. comment the bullshit it needs it packed crate representation don't bother exploding crates into four bools, and then comparing them all individually to a bunch of conditions. absurd bit manipulation bullshit saves cycles and tokens. leaving a crate's movement rule represented as four bits means we can exploit our previous calculation of dx1 and dy1, which must each either be 0x0001 or 0x8FFF, and violently hammer them down to align with this bit-packed representation, giving this glorious little atrocity. Fix crate math. I forgot that -1 & 1 = 1 rather than 0 so all the bit math didn't work. But I can fix it with polynomial algebra! this is much better. Save tokens on movemebnt checks I promise this is mathematically equivalent-ish to the original. (0.2 and its multiples are nonterminating decimals in base 2, so there's a little jank when the negative shift right is a shift left.) Trimming Trim up redundant nil checks, sequential assignments that could be on a shared line, and repeated references to a deeply nested variable. Reviewed-on: https://git.chromaticdragon.app/pyrex/chameleonic/pulls/13 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2022-12-24 00:08:10 +00:00
return not self.rope or self.rope:latched()
2022-12-17 20:16:26 +00:00
end
2022-12-20 00:25:38 +00:00
}}
elseif kbd:btnp(5) then
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if (self.rope and not self.rope:tug()) wrongbleep:bleep(9)
2022-12-17 20:16:26 +00:00
end
end
end
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if (#self.todo==0) self.px=0 self.py=0
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_apply(self,self.todo)
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if (self.cooldown>0) self.cooldown-=1
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if self.rope then
self.rope:update()
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if self.rope:done_reeling() then
2022-12-23 03:22:23 +00:00
local latch=self.rope.latch
self.x=latch.rec.mx+latch.dx
self.y=latch.rec.my+latch.dy
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end
2023-01-01 03:02:33 +00:00
self.rope:drag_dst{
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self.x+self.px/8+0.5,
self.y+self.py/8+0.5
2023-01-01 03:02:33 +00:00
}
2022-12-17 20:16:26 +00:00
2022-12-18 00:57:47 +00:00
local tdx,tdy=self.rope:tug_orientxy()
2022-12-23 03:22:23 +00:00
if (tdx) self.orientx=tdx
if (tdy) self.orienty=tdy
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2022-12-23 03:22:23 +00:00
if (self.rope:done()) self.rope=nil
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end
end
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function player:_vanish_if_requested()
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if kbd:btn(5) then
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self.vanish_frame+=1
2022-12-18 00:26:30 +00:00
if (self.fall_frame>0 or self.vanish_frame>20) then
self.rope=nil
2022-12-18 00:25:20 +00:00
level:restart()
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kbd:release(5)
2022-12-18 00:26:30 +00:00
self.vanish_frame=20
2022-12-18 00:25:20 +00:00
end
else
self.vanish_frame-=1
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end
2022-12-18 00:25:20 +00:00
self.vanish_frame=max(self.vanish_frame,0)
end
function player:_fall()
if (self.fall_frame<10) self.fall_frame+=1
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end
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function player:draw()
local px=self.x*8+self.px+wrongbleep:vibrate()
local py=self.y*8+self.py+wrongbleep:vibrate()
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local head=1-self.orienty
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local vanish_level=max((self.vanish_frame-4)/16,0)
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local invis_level=max(self.fall_frame/10,4*(vanish_level-0.75))
if (invis_level>=1.0) return
2022-12-23 03:22:23 +00:00
--[[
local HEAD=14--3
local BODY=12--12
local TAIL=14--14
local IRIS=7--9
local PUPIL=0--0
2022-12-23 03:22:23 +00:00
]]
-- in order: head,body,iris,pupil,body again,tail
local palette=split"-1,14,14,12,12,-1,-1,-1,7,0,-1,12,14,14,14"
local function setpal()
--[[
-- head
nil,14,14,
--body
[2]=HEAD,
[3]=HEAD,
[4]=BODY,
[5]=BODY,
[9]=IRIS,
[10]=PUPIL,
[12]=BODY,
[13]=TAIL,
[14]=TAIL,
[15]=TAIL,
2022-12-23 03:22:23 +00:00
]]
pal(palette)
-- vanish colors
local vanish=split"13,15,14,5,4,12,2,3,9,10"
for i,ilc in ipairs(vanish) do
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if (vanish_level>i/#vanish) pal(ilc,5)
end
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2023-01-02 02:06:11 +00:00
if (self.fall_frame>3) local zc=@0x5f00&0xf0 for i=0x5f00,0x5f0c,4 do poke4(i,0x0505.0505) end poke(0x5f00,zc|0x01)
2022-12-17 23:48:52 +00:00
end
2022-12-22 03:54:09 +00:00
local rx,ry=self.x*8+self.px+1,self.y*8+self.py+2
if (self.orientx==1) rx+=6
if self.rope then
local rx_adj,ry_adj=self.rope:affected_src_xy(rx,ry)
Save some tokens in horrible, horrible ways. (#13) replace comparisons with bit math bullshit integers in the range [0, 15] fit entirely in the bit mask 0x000F. integers out of that range will have at least one bit 0x0010 or higher, or will have the sign bit 0x8000 set. so to find out if one of two numbers is out of range [0, 15], we can check the bit mask of their bitwise or. this saves tokens and cycles. it is also completely illegible. very in the spirit of Pico-8, I love it. comment the bullshit it needs it packed crate representation don't bother exploding crates into four bools, and then comparing them all individually to a bunch of conditions. absurd bit manipulation bullshit saves cycles and tokens. leaving a crate's movement rule represented as four bits means we can exploit our previous calculation of dx1 and dy1, which must each either be 0x0001 or 0x8FFF, and violently hammer them down to align with this bit-packed representation, giving this glorious little atrocity. Fix crate math. I forgot that -1 & 1 = 1 rather than 0 so all the bit math didn't work. But I can fix it with polynomial algebra! this is much better. Save tokens on movemebnt checks I promise this is mathematically equivalent-ish to the original. (0.2 and its multiples are nonterminating decimals in base 2, so there's a little jank when the negative shift right is a shift left.) Trimming Trim up redundant nil checks, sequential assignments that could be on a shared line, and repeated references to a deeply nested variable. Reviewed-on: https://git.chromaticdragon.app/pyrex/chameleonic/pulls/13 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2022-12-24 00:08:10 +00:00
if rx_adj then
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local drx,dry=rx_adj-rx,ry_adj-ry
rx,ry=rx+drx,ry+dry
px,py=px+drx,py+dry
end
end
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if self.orientx==-1 then
setpal()
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spr(16,px+6,py-2,1,1)
spr(17,px+1,py,1,1)
2022-12-22 02:11:19 +00:00
if (self.rope and invis_level<=0.25) pal() self.rope:draw(self.x*8+self.px+1,self.y*8+self.py+2) setpal()
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spr(head,px-3,py-3,1,1)
else
setpal()
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spr(16,px-6,py-2,1,1,true)
spr(17,px-1,py,1,1,true)
2022-12-22 02:11:19 +00:00
if (self.rope and invis_level<=0.25) pal() self.rope:draw(self.x*8+self.px+7,self.y*8+self.py+2) setpal()
2022-12-17 20:16:26 +00:00
spr(head,px+3,py-3,1,1,true)
end
2022-12-17 23:48:52 +00:00
pal()
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end
-->8
-- rope physics
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rope={}
rope.__index=rope
function rope:new(
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src,dst,latch
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)
local r={
id=0,
state={name="cast",frame=0},
latch=latch,
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}
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r.src=src
r.dst=dst
r.src.next=r.dst
r.dst.prev=r.src
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setmetatable(r,rope)
return r
end
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function rope:latched()
return self.state.name=="latched"
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end
function rope:done()
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return self.state.name=="done"
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end
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function rope:done_reeling()
return self.state.name=="done" and self.state.reelin
end
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function rope:update()
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if self.state.name=="cast" then
self.state.frame+=1
if (self.state.frame>=3) self.state={name="latched"}
2022-12-18 04:10:01 +00:00
elseif self.state.name=="latched" then
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if (not self.latch) wrongbleep:bleep(5) self:destroy() return
2022-12-19 00:07:15 +00:00
2022-12-31 07:30:05 +00:00
if self.latch.rec then
if self.latch.rec.dead==true then
self:destroy()
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end
end
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if (not self:_check_pinch()) self:destroy()
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elseif self.state.name=="destroy" then -- destroy
self.state.frame+=1
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if (self.state.frame>=4) self.state={name="done",reelin=self.state.reelin}
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else
-- done state
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end
2022-12-18 04:10:01 +00:00
end
2022-12-17 20:16:26 +00:00
2022-12-22 03:54:09 +00:00
function rope:destroy(reelin)
2022-12-18 04:10:01 +00:00
if (self.state.name=="destroy" or self.state.name=="done") return
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self.state={name="destroy",frame=0,reelin=reelin}
end
function rope:affected_src_xy(artificial_px,artificial_py)
-- this is the loop from :draw but simplified
if (not self.state.reelin) return
perc_to_show=(1.0-self.state.frame/8)^2
local points=self:_anchors_simplified()
points[#points]={x=artificial_px,y=artificial_py}
local len=0
for i=1,#points-1 do len+=distance(points[i],points[i+1]) end
local len_to_show=perc_to_show*len
local len_cumulative=0
for i=1,#points-1 do
local src=points[i]
local dst=points[i+1]
local x,y=dst.x,dst.y
local dx,dy=src.x-x,src.y-y
local len_here=len_to_show-len_cumulative
local dist_base=distance_dxy(dx,dy)
len_cumulative+=dist_base
if len_here>0 and dist_base>0 then
local coef=min(len_here/dist_base,1.0)
return x+dx-dx*coef,y+dy-dy*coef
end
end
return points[1]
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end
2022-12-22 02:11:19 +00:00
function rope:draw(artificial_px,artificial_py)
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local points,highlight=self:_tug(true)
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local n,perc_to_show,from_end = self.state.name,1.0
Save some tokens in horrible, horrible ways. (#13) replace comparisons with bit math bullshit integers in the range [0, 15] fit entirely in the bit mask 0x000F. integers out of that range will have at least one bit 0x0010 or higher, or will have the sign bit 0x8000 set. so to find out if one of two numbers is out of range [0, 15], we can check the bit mask of their bitwise or. this saves tokens and cycles. it is also completely illegible. very in the spirit of Pico-8, I love it. comment the bullshit it needs it packed crate representation don't bother exploding crates into four bools, and then comparing them all individually to a bunch of conditions. absurd bit manipulation bullshit saves cycles and tokens. leaving a crate's movement rule represented as four bits means we can exploit our previous calculation of dx1 and dy1, which must each either be 0x0001 or 0x8FFF, and violently hammer them down to align with this bit-packed representation, giving this glorious little atrocity. Fix crate math. I forgot that -1 & 1 = 1 rather than 0 so all the bit math didn't work. But I can fix it with polynomial algebra! this is much better. Save tokens on movemebnt checks I promise this is mathematically equivalent-ish to the original. (0.2 and its multiples are nonterminating decimals in base 2, so there's a little jank when the negative shift right is a shift left.) Trimming Trim up redundant nil checks, sequential assignments that could be on a shared line, and repeated references to a deeply nested variable. Reviewed-on: https://git.chromaticdragon.app/pyrex/chameleonic/pulls/13 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2022-12-24 00:08:10 +00:00
if (n=="done") return
if (n=="cast") perc_to_show=self.state.frame/2
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if (n=="destroy") perc_to_show=(1.0-self.state.frame/4)^2
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if (self.state.reelin) from_end=true
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points[#points]={x=artificial_px,y=artificial_py}
2022-12-19 02:14:15 +00:00
2022-12-18 04:10:01 +00:00
local len=0
for i=1,#points-1 do
len+=distance(points[i],points[i+1])
end
local len_to_show=perc_to_show*len
local len_cumulative=0
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local ia,iz,istep=#points-1,1,-1
if (from_end) ia,iz,istep=1,#points-1,1
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local function colorh(ix)
color(8)
if (highlight==ix) color(12)
end
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for i=ia,iz,istep do
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local src=points[i]
local dst=points[i+1]
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local x,y=dst.x,dst.y
local dx,dy=src.x-x,src.y-y
local len_here=len_to_show-len_cumulative
local dist_base=distance_dxy(dx,dy)
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len_cumulative+=dist_base
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if len_here>0 and dist_base>0 then
local coef=min(len_here/dist_base,1.0)
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if from_end then
x,y=x+dx-dx*coef,y+dy-dy*coef
end
2022-12-31 07:09:38 +00:00
dx,dy=dx*coef,dy*coef
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2022-12-31 07:04:27 +00:00
colorh(i)
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2022-12-31 07:09:38 +00:00
local function lf(d0,d1,w)
linefill(x+d0*dx,y+d0*dy,x+d1*dx,y+d1*dy,w)
end
lf(0,0.25,1.0)
lf(0.25,1,0.5)
lf(0.9,1,1.0)
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circfill(x+dx+0.5,y+dy+0.5,1.0)
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end
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end
2022-12-19 00:46:46 +00:00
-- draw latch
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local l=self.latch
if l and l.rec and (perc_to_show>=1.0 or from_end) then
local function rfsplit(x) rectfill(unpack(split(x))) end
local ldx,ldy=l.dx,l.dy
colorh(0)
camera(-l.rec.px,-l.rec.py)
if (ldx==-1) rfsplit"0,3,2,4"
if (ldx==1) rfsplit"5,3,7,4"
if (ldy==-1) rfsplit"3,0,4,2"
if (ldy==1) rfsplit"3,5,4,7"
camera()
color()
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end
-- debug
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--[[
local n1=self.src
local sy=0
while true do
if (n1==nil) break
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local anch=level:anchor_at(n1)
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local ax,ay=_anch_unpack(n1)
local x=ax*8
local y=ay*8
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if anch then
if (anch.adx>0) x-=1
if (anch.ady>0) y-=1
end
rectfill(x-1,y-1,x+1,y+1,12)
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print("ax="..ax..",ay="..ay,72,sy)
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sy+=7
local n0=n1.prev
local n2=n1.next
if n0!=nil and n2!=nil then
2022-12-31 22:44:24 +00:00
if anch then
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rectfill(x+2,y+2,x+4,y+4,3)
else
2023-01-01 23:36:55 +00:00
rectfill(x+2,y+2,x+4,y+4,2)
end
else
rectfill(x+2,y+2,x+4,y+4,4)
end
n1=n1.next
end
2022-12-17 20:16:26 +00:00
for _,p in pairs(level._anch) do
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local ax,ay=_anch_unpack(p)
local x,y=ax*8,ay*8
if (p.adx>0) x-=1
if (p.ady>0) y-=1
pset(x,y,11)
pset(x+p.adx,y,11)
pset(x,y+p.ady,11)
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end
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]]
2022-12-17 20:16:26 +00:00
end
2023-01-01 03:02:33 +00:00
function rope:drag_dst(xy)
self:drag(self.dst,xy)
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end
2023-01-01 03:02:33 +00:00
function rope:drag(n1,axy)
self:relax()
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self:_drag(n1,{axy[1],n1[2]})
self:_drag(n1,axy)
self:relax()
2022-12-20 02:01:02 +00:00
end
function rope:relax()
local n0=self.src
while true do
local n1=n0.next
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if (not n1) break
local n2=n1.next
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if _anch_eq(n0,n1) then
2023-01-01 03:02:33 +00:00
_anch_del(n1)
else
n0=n0.next
end
end
local n0=self.src
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while n0 do
local n1=n0.next
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if (not n1) return
local n2=n1.next
2022-12-31 07:30:05 +00:00
if (not n2) return
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local anch=level:anchor_at(n1)
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local wouldstick,position_new=would_stick(anch,n0,n1,n2)
if not (wouldstick or _anch_eq(n1,position_new)) then
self:_drag(n1,position_new,{_anch_unpack(n1)})
_anch_del(n1)
else n0=n0.next end
end
end
2023-01-01 23:36:55 +00:00
function rope:_check_pinch()
2022-12-22 03:54:09 +00:00
if (not self:latched()) return true
if (level:busy()) return true
local n0=self.src
local qxs,qys={},{}
while true do
local n1=n0.next
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if (not n1) break
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local n0ax,n0ay=_anch_unpack(n0)
local n1ax,n1ay=_anch_unpack(n1)
_rast(qxs,qys,flr(n0ax*2),flr(n0ay*2),flr(n1ax*2),flr(n1ay*2))
n0=n1
end
2022-12-17 21:52:37 +00:00
local function _possible_tiles(qx,qy)
local mx0=(qx-1)\2
local mx1=qx\2
local my0=(qy-1)\2
local my1=qy\2
2022-12-19 00:07:15 +00:00
local poss={}
for mx=mx0,mx1 do
for my=my0,my1 do
add(poss,{mx=mx,my=my})
end
2022-12-19 00:07:15 +00:00
end
return poss
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end
local function _blocked(qx,qy)
for i in all(_possible_tiles(qx,qy)) do
2022-12-31 07:30:05 +00:00
if (not level:mcoll(i.mx,i.my)) return
end
return true
end
-- find cases where i move through an impassable zone
for i=1,#qxs do
2022-12-31 07:30:05 +00:00
if (_blocked(qxs[i],qys[i])) return
end
-- find cases where i am cut off diagonally
for i=3,#qxs do
local qx1,qy1=qxs[i-1],qys[i-1]
if qx1%2==0 and qy1%2==0 then
2022-12-31 07:30:05 +00:00
local ok
for m0 in all(_possible_tiles(qxs[i-2],qys[i-2])) do
for m2 in all(_possible_tiles(qxs[i],qys[i])) do
local mx0,my0=m0.mx,m0.my
local mx2,my2=m2.mx,m2.my
if not (level:mcoll(mx0,my0) or level:mcoll(mx2,my2)) then
local dmx,dmy=abs(mx2-mx0),abs(my2-my0)
if dmx==1 and dmy==1 and level:mcoll(mx0,my2) and level:mcoll(mx2,my0) then
else
ok=true
end
end
end
end
2022-12-19 00:07:15 +00:00
2022-12-31 07:30:05 +00:00
if (not ok) return
end
end
return true
2022-12-17 20:16:26 +00:00
end
2023-01-01 01:27:00 +00:00
function would_stick(anchor,xy0,xy1,xy2)
local x0,y0=_anch_unpack(xy0)
local x1,y1=_anch_unpack(xy1 or anchor)
local x2,y2=_anch_unpack(xy2)
2022-12-17 20:16:26 +00:00
2022-12-31 23:07:23 +00:00
local dx,dy=x2-x0,y2-y0
2022-12-22 05:37:26 +00:00
2022-12-31 23:07:23 +00:00
local function switch_ends()
dx,dy,x0,y0,x2,y2=-dx,-dy,x2,y2,x0,y0
end
local function signs(douter,dinner)
local adb=sgn0(dinner)
return -sgn0(douter)*adb,adb
end
local adx,ady,x1_new,y1_new
if abs(dx)>abs(dy) then
2022-12-31 23:07:23 +00:00
if (x0>x2) switch_ends()
x1_new,y1_new=x1,y0+(x1-x0)/dx*dy
adx,ady=signs(dy,y1_new-y1)
else
2022-12-31 23:07:23 +00:00
if (y0>y2) switch_ends()
x1_new,y1_new=x0+(y1-y0)/dy*dx,y1
ady,adx=signs(dx,x1_new-x1)
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end
2022-12-31 23:07:23 +00:00
return
anchor and anchor.adx==adx and anchor.ady==ady,
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{x1_new,y1_new}
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end
2022-12-31 22:05:22 +00:00
function rope:experience_anchor_moves(moves)
2023-01-01 23:36:55 +00:00
local latch=self.latch
2022-12-31 22:05:22 +00:00
self:_be_dragged_by(moves)
self:_be_pushed_by(moves)
2023-01-01 23:36:55 +00:00
if latch.rec then
self:_drag(self.src,{
latch.rec.mx+0.5+latch.ax_offset,
latch.rec.my+0.5+latch.ay_offset
})
end
2022-12-31 22:05:22 +00:00
self:relax()
end
function rope:_be_dragged_by(moves)
local n=self.src
while n do
for t in all(moves) do
2023-01-01 03:02:33 +00:00
local xy_old,xy_new=unpack(t)
if (_anch_eq(xy_old,n)) n.dest=xy_new break
2022-12-31 22:05:22 +00:00
end
n=n.next
end
n=self.src
while n do
2023-01-01 01:27:00 +00:00
if (n.dest) self:_drag(n,n.dest) n.dest=nil
2022-12-31 22:05:22 +00:00
n=n.next
end
end
function rope:_be_pushed_by(moves)
for i in all(moves) do
self:_be_pushed_by1(unpack(i))
end
end
2023-01-01 01:27:00 +00:00
function rope:_be_pushed_by1(anch_old,anch_new)
local n0=self.src
2023-01-01 01:27:00 +00:00
local ax_old,ay_old=_anch_unpack(anch_old)
local ax_new,ay_new=_anch_unpack(anch_new)
while n0 do
n1=n0.next
Save some tokens in horrible, horrible ways. (#13) replace comparisons with bit math bullshit integers in the range [0, 15] fit entirely in the bit mask 0x000F. integers out of that range will have at least one bit 0x0010 or higher, or will have the sign bit 0x8000 set. so to find out if one of two numbers is out of range [0, 15], we can check the bit mask of their bitwise or. this saves tokens and cycles. it is also completely illegible. very in the spirit of Pico-8, I love it. comment the bullshit it needs it packed crate representation don't bother exploding crates into four bools, and then comparing them all individually to a bunch of conditions. absurd bit manipulation bullshit saves cycles and tokens. leaving a crate's movement rule represented as four bits means we can exploit our previous calculation of dx1 and dy1, which must each either be 0x0001 or 0x8FFF, and violently hammer them down to align with this bit-packed representation, giving this glorious little atrocity. Fix crate math. I forgot that -1 & 1 = 1 rather than 0 so all the bit math didn't work. But I can fix it with polynomial algebra! this is much better. Save tokens on movemebnt checks I promise this is mathematically equivalent-ish to the original. (0.2 and its multiples are nonterminating decimals in base 2, so there's a little jank when the negative shift right is a shift left.) Trimming Trim up redundant nil checks, sequential assignments that could be on a shared line, and repeated references to a deeply nested variable. Reviewed-on: https://git.chromaticdragon.app/pyrex/chameleonic/pulls/13 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2022-12-24 00:08:10 +00:00
if (not n1) return
2023-01-01 01:27:00 +00:00
local nx0,ny0=_anch_unpack(n0)
local nx1,ny1=_anch_unpack(n1)
2022-12-29 22:54:08 +00:00
local nxmn,nxmx = _mnmx(nx0,nx1)
local nymn,nymx = _mnmx(ny0,ny1)
if
2022-12-31 22:44:24 +00:00
(ax_new!=ax_old or (nxmn<ax_new and ax_new<nxmx)) and
(ay_new!=ay_old or (nymn<ay_new and ay_new<nymx)) and
2022-12-22 05:55:21 +00:00
2023-01-01 01:27:00 +00:00
(_which_side(anch_old,n0,n1)!=
_which_side(anch_new,n0,n1)
) and would_stick(anch_new,n0,nil,n1)
then
local nx05,ny05
if ax_new==ax_old then
2022-12-31 22:44:24 +00:00
nx05=ax_new
ny05=ny0+(nx05-nx0)/(nx1-nx0) * (ny1-ny0)
elseif ay_new==ay_old then
2022-12-31 22:44:24 +00:00
ny05=ay_new
nx05=nx0+(ny05-ny0)/(ny1-ny0) * (nx1-nx0)
end
2023-01-01 03:02:33 +00:00
local n05=_anch_new(n0,n1,{nx05,ny05})
self:_drag(n05,{ax_new,ay_new})
else
n0=n0.next
end
end
end
2023-01-01 01:27:00 +00:00
function rope:_drag(n1,new,removing)
local function _sweep_radar(lhs,rhs,pivot,src,dst)
if (_anch_eq(src,dst)) return
2023-01-01 00:18:24 +00:00
2022-12-29 22:54:08 +00:00
local function _uncreatable(anchor)
2023-01-01 01:27:00 +00:00
return _anch_eq(anchor,lhs) or _anch_eq(anchor,lhs) or _anch_eq(anchor,removing)
2022-12-29 22:54:08 +00:00
end
2023-01-01 03:02:33 +00:00
local function _sweep(extent_orig,extent_final,cb_in_bounds,cb_make_point)
local eligible={}
local point_orig=cb_make_point(extent_orig)
local point_final=cb_make_point(extent_final)
for anchor in level:anchor_points() do
-- figure out which anchors we even can stick to
if cb_in_bounds(anchor) and not _uncreatable(anchor) then
local side_orig=_which_side(anchor,pivot,point_orig)
local side_final=_which_side(anchor,pivot,point_final)
if (side_orig!=side_final and would_stick(anchor,pivot,nil,point_final)) add(eligible,{anchor,side_final})
end
end
-- if no one's in the race, don't raycast
if (#eligible==0) return
if (#eligible==1) return eligible[1][1]
-- see who wins the race
for extent in _stepfrom(extent_orig,extent_final) do
local point = cb_make_point(extent)
for anchor_final in all(eligible) do
if (_which_side(anchor_final[1],pivot,point)==anchor_final[2]) return anchor_final[1]
end
end
2023-01-01 00:18:24 +00:00
end
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local ax_pivot,ay_pivot=_anch_unpack(pivot)
local ax_src,ay_src=_anch_unpack(src)
local ax_dst,ay_dst=_anch_unpack(dst)
if ax_src==ax_dst then
2023-01-01 00:18:24 +00:00
return _sweep(
2023-01-01 03:02:33 +00:00
ay_src,ay_dst,
function(anchor) return mid(ax_pivot,anchor[1],ax_dst)==anchor[1] end,
function(ay) return {ax_dst,ay} end
2023-01-01 00:18:24 +00:00
)
else
return _sweep(
2023-01-01 03:02:33 +00:00
ax_src,ax_dst,
function(anchor) return mid(ay_pivot,anchor[2],ay_dst)==anchor[2] end,
function(ax) return {ax,ay_dst} end
2023-01-01 00:18:24 +00:00
)
2022-12-17 20:16:26 +00:00
end
end
2023-01-01 03:02:33 +00:00
local old={_anch_unpack(n1)}
_anch_update(n1,new)
2022-12-17 20:16:26 +00:00
local n0=n1.prev
2022-12-31 07:30:05 +00:00
while n0 do
2023-01-01 01:27:00 +00:00
local anch=_sweep_radar(n0,n1,n0,old,new)
2022-12-31 07:30:05 +00:00
if (not anch) break
2023-01-01 03:02:33 +00:00
n0=_anch_new(n0,n1,anch)
end
2022-12-17 20:16:26 +00:00
local n2=n1.next
2022-12-31 07:30:05 +00:00
while n2 do
2023-01-01 01:27:00 +00:00
local anch=_sweep_radar(n1,n2,n2,old,new)
2022-12-31 07:30:05 +00:00
if (not anch) break
2023-01-01 03:02:33 +00:00
n2=_anch_new(n1,n2,anch)
2022-12-17 20:16:26 +00:00
end
end
function _stepfrom(x0,x1)
2022-12-31 07:30:05 +00:00
local done
if x0==x1 then
return function()
Save some tokens in horrible, horrible ways. (#13) replace comparisons with bit math bullshit integers in the range [0, 15] fit entirely in the bit mask 0x000F. integers out of that range will have at least one bit 0x0010 or higher, or will have the sign bit 0x8000 set. so to find out if one of two numbers is out of range [0, 15], we can check the bit mask of their bitwise or. this saves tokens and cycles. it is also completely illegible. very in the spirit of Pico-8, I love it. comment the bullshit it needs it packed crate representation don't bother exploding crates into four bools, and then comparing them all individually to a bunch of conditions. absurd bit manipulation bullshit saves cycles and tokens. leaving a crate's movement rule represented as four bits means we can exploit our previous calculation of dx1 and dy1, which must each either be 0x0001 or 0x8FFF, and violently hammer them down to align with this bit-packed representation, giving this glorious little atrocity. Fix crate math. I forgot that -1 & 1 = 1 rather than 0 so all the bit math didn't work. But I can fix it with polynomial algebra! this is much better. Save tokens on movemebnt checks I promise this is mathematically equivalent-ish to the original. (0.2 and its multiples are nonterminating decimals in base 2, so there's a little jank when the negative shift right is a shift left.) Trimming Trim up redundant nil checks, sequential assignments that could be on a shared line, and repeated references to a deeply nested variable. Reviewed-on: https://git.chromaticdragon.app/pyrex/chameleonic/pulls/13 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2022-12-24 00:08:10 +00:00
if (done) return
done=true return x0
2022-12-17 20:16:26 +00:00
end
end
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local mul=1
if (x0>x1) x0,x1,mul=-x0,-x1,-mul
local i=flr(x0)
local top=flr(x1)
return function()
2022-12-31 07:30:05 +00:00
if (done) return
i+=1
if i>top then
done = true
if (x1!=flr(x1)) return mul*x1
2022-12-31 07:30:05 +00:00
return
end
return mul*i
end
2022-12-17 20:16:26 +00:00
end
2023-01-01 01:27:00 +00:00
function _which_side(xy,x0y0,x1y1)
local x,y=_anch_unpack(xy)
local x0,y0=_anch_unpack(x0y0)
local x1,y1=_anch_unpack(x1y1)
return sgn0((x1-x0)*(y-y0) - (y1-y0)*(x-x0))
2022-12-17 20:16:26 +00:00
end
2022-12-18 04:10:01 +00:00
function distance_dxy(dx,dy)
return sqrt(dx*dx+dy*dy)
end
2022-12-17 20:16:26 +00:00
function distance(p1,p2)
local dx=p2.x-p1.x
local dy=p2.y-p1.y
return sqrt(dx*dx+dy*dy)
end
function rope:collide_mrect(mx0,my0,mw,mh,exclude_src,exclude_dst)
local mx1,my1=mx0+mw,my0+mh
local n0=self.src
while true do
local n1=n0.next
2022-12-31 07:30:05 +00:00
if (not n1) return
local nd=n0
for i=1,exclude_dst do
nd=nd.next
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if (not nd) return
end
2023-01-01 03:02:33 +00:00
local x1,y1=_anch_unpack(n0)
local x2,y2=_anch_unpack(n1)
2022-12-22 19:25:31 +00:00
local function _line_line(x3,y3,x4,y4)
2022-12-31 07:30:05 +00:00
local denom=(y4-y3)*(x2-x1)-(x4-x3)*(y2-y1)
2022-12-22 19:25:31 +00:00
local ua=
((x4-x3)*(y1-y3)-(y4-y3)*(x1-x3))/denom
2022-12-31 07:30:05 +00:00
if (ua<0 or ua>1) return
2022-12-22 19:25:31 +00:00
local ub=
((x2-x1)*(y1-y3)-(y2-y1)*(x1-x3))/denom
2022-12-31 07:30:05 +00:00
if (ub<0 or ub>1) return
2022-12-22 19:25:31 +00:00
return true
end
if exclude_src<=0 then
2022-12-22 19:25:31 +00:00
if (_line_line(mx0,my0,mx1,my0) or _line_line(mx0,my0,mx0,my1) or _line_line(mx0,my1,mx1,my1) or _line_line(mx1,my0,mx1,my1)) return true
end
exclude_src-=1
n0=n1
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end
end
-->8
-- moved here because it's complicated
2022-12-18 00:57:47 +00:00
function rope:tug_orientxy()
local a1=self.dst
local a0=self.dst.prev
2023-01-01 03:02:33 +00:00
local ax0,ay0=_anch_unpack(a0)
local ax1,ay1=_anch_unpack(a1)
local dx=ax0-ax1
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local tdx
if (dx>3/8) tdx=1
if (dx<-3/8) tdx=-1
2022-12-18 00:57:47 +00:00
2023-01-01 03:02:33 +00:00
local dy=ay0-ay1
2022-12-31 07:30:05 +00:00
local tdy
2022-12-18 00:57:47 +00:00
if abs(dy)>abs(dx)/2 then
if (dy>3/8) tdy=1
if (dy<-3/8) tdy=-1
2022-12-18 00:57:47 +00:00
end
return tdx,tdy
end
2022-12-17 20:16:26 +00:00
function rope:tug()
2022-12-18 04:10:01 +00:00
if (not self:latched()) return
return self:_tug()
2022-12-17 20:16:26 +00:00
end
2022-12-18 22:53:58 +00:00
function rope:_tug(hypothetically)
2022-12-17 20:16:26 +00:00
local ancs=self:_anchors_simplified()
local touched={}
for i=#ancs-1,2,-1 do
local ops_before_trash=self:_calc_push(ancs[i+1],ancs[i],ancs[i-1],ancs[i-2])
2022-12-20 02:01:02 +00:00
local ops_to_do,corners={}
2022-12-19 00:07:15 +00:00
if #ops_before_trash>0 then
ops_to_do=ops_before_trash
else
local ops_after_trash=self:_calc_push(ancs[i-2],ancs[i-1],ancs[i],ancs[i+1])
2022-12-19 00:46:46 +00:00
ops_to_do=ops_after_trash
end
local ops=ops_to_do
2022-12-19 00:07:15 +00:00
2022-12-18 22:53:58 +00:00
if #ops>0 then
if (hypothetically) return ancs,i-1
2022-12-17 20:16:26 +00:00
local dmx,dmy=ops[1].dmx,ops[1].dmy
for o in all(ops) do
2022-12-20 02:01:02 +00:00
level:tug_crate(o.mx,o.my,o.dmx,o.dmy)
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end
2022-12-20 00:38:21 +00:00
return true
2022-12-17 20:16:26 +00:00
end
end
local latch=self.latch
2022-12-31 07:30:05 +00:00
if latch and latch.el=="eyehook" then
2022-12-22 03:54:09 +00:00
if (hypothetically) return ancs,0
player.todo={{
update=function(s)
2022-12-31 07:30:05 +00:00
if not s.rope or s.rope:done() then
2022-12-22 03:54:09 +00:00
return true
end
end
}}
self:destroy(true)
return true
end
2022-12-31 07:30:05 +00:00
if latch and latch.el=="crate" then
2022-12-17 20:16:26 +00:00
local dmx,dmy=
sgn0(latch.dx),
sgn0(latch.dy)
2022-12-19 00:07:15 +00:00
local obj_anc=ancs[1]
local pull_anc=ancs[2]
2022-12-19 00:07:15 +00:00
local pull_dx=pull_anc.x-obj_anc.x
local pull_dy=pull_anc.y-obj_anc.y
2022-12-17 20:16:26 +00:00
local mx0=latch.rec.mx
local my0=latch.rec.my
2022-12-19 00:07:15 +00:00
local mxa=(pull_anc.x+dmx)\8
local mya=(pull_anc.y+dmy)\8
2022-12-17 20:16:26 +00:00
2022-12-31 07:30:05 +00:00
local invalid_move
2022-12-17 20:16:26 +00:00
if
2022-12-19 00:07:15 +00:00
(dmx!=0 and sgn0(pull_dx)!=dmx) or
(dmy!=0 and sgn0(pull_dy)!=dmy) or
2022-12-17 20:16:26 +00:00
sgn0(mx0-mxa)!=
sgn0(mx0+dmx-mxa) or
sgn0(my0-mya)!=
sgn0(my0+dmy-mya)
then
invalid_move=true
2022-12-17 20:16:26 +00:00
end
if not invalid_move and
2022-12-17 23:08:54 +00:00
level:can_move(false,mx0,my0,dmx,dmy,1,0)
2022-12-17 20:16:26 +00:00
then
2022-12-19 00:46:46 +00:00
if (hypothetically) return ancs,0
2022-12-18 22:53:58 +00:00
level:tug_crate(mx0,my0,dmx,dmy)
2022-12-20 00:38:21 +00:00
return true
2022-12-17 20:16:26 +00:00
end
end
2022-12-18 22:53:58 +00:00
2022-12-31 07:30:05 +00:00
if (hypothetically) return ancs
return
2022-12-17 20:16:26 +00:00
end
function rope:_calc_push(
2022-12-19 01:20:59 +00:00
an,a0,a1,af
2022-12-17 20:16:26 +00:00
)
local ops={}
2022-12-31 07:30:05 +00:00
if (not an) return ops
2022-12-19 01:20:59 +00:00
2023-01-02 03:17:20 +00:00
local ax0,ay0=_anch_unpack(a0)
local ax1,ay1=_anch_unpack(a1)
local anch=level:anchor_at(a0)
2023-01-02 04:18:38 +00:00
if (not anch) return ops
2023-01-02 03:17:20 +00:00
if ax0==ax1 then
2022-12-19 01:20:59 +00:00
-- no far side applying pressure?
2022-12-17 20:16:26 +00:00
local y0,y1=_mnmx(a0.y,a1.y)
2022-12-18 22:53:58 +00:00
local my0,my1,smy=(y0+1)\8,(y1-1)\8,1
if a0.y>a1.y then
my0,my1=my1,my0
smy=-smy
end
2022-12-17 20:16:26 +00:00
local mx,dmx
2023-01-02 03:17:20 +00:00
if anch.adx==-1 and a0.x>an.x+7 then
2022-12-17 20:16:26 +00:00
-- push left
2023-01-02 03:17:20 +00:00
mx=ax0-1
2022-12-17 20:16:26 +00:00
dmx=-1
2023-01-02 03:17:20 +00:00
elseif anch.adx==1 and a0.x<an.x-7 then
2022-12-17 20:16:26 +00:00
-- push right
2023-01-02 03:17:20 +00:00
mx=ax0
2022-12-17 20:16:26 +00:00
dmx=1
else
return {}
end
2022-12-18 22:53:58 +00:00
for my=my0,my1,smy do
2022-12-17 20:16:26 +00:00
add(ops,{mx=mx,my=my,dmx=dmx,dmy=0})
end
end
2023-01-02 03:17:20 +00:00
if ay0==ay1 then
2022-12-17 20:16:26 +00:00
local x0,x1=_mnmx(a0.x,a1.x)
2022-12-18 22:53:58 +00:00
local mx0,mx1,smx=(x0+1)\8,(x1-1)\8,1
if a0.x>a1.x then
mx0,mx1=mx1,mx0
smx=-smx
end
2022-12-17 20:16:26 +00:00
local my,dmy
2023-01-02 03:17:20 +00:00
if anch.ady==-1 and a0.y>an.y+6 then
2022-12-17 20:16:26 +00:00
-- push up
2023-01-02 03:17:20 +00:00
my=ay0-1
2022-12-17 20:16:26 +00:00
dmy=-1
2023-01-02 03:17:20 +00:00
elseif anch.ady==1 and a0.y<an.y-6 then
2022-12-17 20:16:26 +00:00
-- push down
2023-01-02 03:17:20 +00:00
my=ay0
2022-12-17 20:16:26 +00:00
dmy=1
else
return {}
end
2022-12-18 22:53:58 +00:00
for mx=mx0,mx1,smx do
2022-12-17 20:16:26 +00:00
add(ops,{mx=mx,my=my,dmx=0,dmy=dmy})
end
end
2022-12-19 00:46:46 +00:00
local ops2={}
for o in all(ops) do
if not level:mcoll(o.mx,o.my) then
-- great!
else
local crate=level:get_crate(o.mx,o.my)
2022-12-31 07:30:05 +00:00
if crate then
2022-12-19 00:46:46 +00:00
if not level:can_move(false,o.mx,o.my,o.dmx,o.dmy,0,0) then
break
end
2022-12-31 07:30:05 +00:00
else
break
2022-12-19 00:46:46 +00:00
end
add(ops2,o)
end
end
return ops2
2022-12-17 20:16:26 +00:00
end
function rope:_anchors_simplified()
-- todo: cache this
local points={}
local _slope = function(p0,p1)
return atan2(p1.y-p0.y,p1.x-p0.x)
end
a=self.src
2022-12-31 07:30:05 +00:00
while a do
2023-01-01 03:02:33 +00:00
local ax,ay=_anch_unpack(a)
local point={
2023-01-01 03:02:33 +00:00
ax,ay,
x=flr(ax*8+0.5),y=flr(ay*8+0.5),
}
2023-01-01 01:27:00 +00:00
local aw=level:anchor_at(a)
2022-12-22 19:25:31 +00:00
local l=self.latch
if aw then
if (aw.adx==1) point.x-=1
if (aw.ady==1) point.y-=1
2022-12-31 07:30:05 +00:00
elseif not a.prev and l then
2022-12-22 19:25:31 +00:00
if (l.ax_offset<0) point.x-=1
if (l.ay_offset<0) point.y-=1
end
2022-12-22 19:25:31 +00:00
local p0,p1=points[#points-1],points[#points]
2022-12-31 07:30:05 +00:00
if not p0 then
add(points,point)
2022-12-22 19:25:31 +00:00
elseif _slope(p0,p1)==_slope(p1,point) then -- epsilon?
points[#points]=point
2022-12-17 20:16:26 +00:00
else
add(points,point)
2022-12-17 20:16:26 +00:00
end
a=a.next
2022-12-17 20:16:26 +00:00
end
return points
end
2022-12-20 00:38:21 +00:00
-->8
--wrongbleeps
wrongbleep={}
add(modules,wrongbleep)
2022-12-20 00:38:21 +00:00
add(real_modules,wrongbleep)
function wrongbleep:init()
self.duration=0
self.continuous=0
2022-12-20 00:38:21 +00:00
end
function wrongbleep:update()
if (self.duration>5) self.duration=5
if self.duration>0 then
sfx(63,3)
self.continuous+=1
else
self.continuous=0
end
self.duration=max(self.duration-1,-4)
2022-12-20 00:38:21 +00:00
end
function wrongbleep:bleep(duration)
self.duration+=duration or 2
end
function wrongbleep:vibrate(duration)
if (self.continuous<10) return 0
return (rnd()*2-1)*min(self.continuous/10,2)
end
function wrongbleep:adequately_warned(duration)
return self.continuous>45
end
2022-12-20 00:38:21 +00:00
2022-12-17 20:16:26 +00:00
2022-12-22 02:11:19 +00:00
-->8
-- text
level_text={by_lvl={}}
add(real_modules,level_text)
2023-01-02 00:14:23 +00:00
level_text_raw=gsv[[
0`9`11`press 🅾️ to mlem & unmlem,
0`33`17`❎ to yoink]]
2022-12-22 02:11:19 +00:00
function level_text:init()
2023-01-02 00:14:23 +00:00
for i=0,31 do self.by_lvl[i]={} end
2022-12-22 02:11:19 +00:00
for row in all(level_text_raw) do
2023-01-02 00:14:23 +00:00
if (row) add(self.by_lvl[row[1]],row)
2022-12-22 02:11:19 +00:00
end
end
2023-01-02 00:14:23 +00:00
function level_text:draw2()
for xys in all(self.by_lvl[level.ix]) do
print(xys[4],xys[2],xys[3],7)
2022-12-22 02:11:19 +00:00
end
end
-->8
--hint system
--hint file format:
-- each row is one hint.
-- 4 or 5 columns
-- separated with a
-- grave (`) character
-- [1] room#
-- [2] x coord
-- [3] y coord
-- [4] message line 1 (rot13)
-- [5] message llne 2 (rot13)
2023-01-01 22:55:02 +00:00
-- [6] arrow (semicolon separated list: each element is two comma-separated integers)
-- row 5 can be omitted
-- for a 1-line hint
2023-01-01 22:55:02 +00:00
-- row 6 can be omitted if there is no arrow
--
-- multiple hints for the same
-- room are revealed in order
hints = {}
add(real_modules,hints)
function hints:init()
2023-01-02 00:11:20 +00:00
local h = gsv[[0`42`57`🅾️ pULL` ■
0`42`73`❎, ❎ pULL``69,67;55,67
1`35`33`⁘` pULL`62,35;41,35
1`79`82`pULL ■``100,94;100,88
1`42`98`⁘`IGNORE`66,99;52,99;52,75;28,75;28,120
2023-01-01 22:55:02 +00:00
2`75`65` `⁘`86,67;76,67;76,71
2023-01-02 00:11:20 +00:00
2`104`73` ■`pULL`81,75;86,75
2023-01-01 22:55:02 +00:00
2`27`42`⁘``36,16;36,44;31,44
3`51`106`■``52,97;52,104
3`-1`-1```28,78;28,45
3`-1`-1```65,35;83,35
2023-01-02 04:18:38 +00:00
3`-1`-1```97,35;105,35
24`-1`-1```41,51;47,51
24`59`49`■
24`-1`-1```75,62;75,51
24`-1`-1```78,49;67,49
24`-1`-1```36,62;36,51
24`-1`-1```56,59;56,51
24`67`17`■
24`-1`-1```62,83;58,83
]]
for rec in all(h) do
2023-01-01 22:55:02 +00:00
if(rec[6]) rec[6]=gsv(rec[6],";",",")
local lh = self[rec[1]]
if lh then
add(lh,rec)
else
self[rec[1]] = {rec}
end
end
menuitem(1,"get hint",function() level.hintlevel+=1 end)
menuitem(2,"hide hints",function() level.hintlevel=0 end)
end
Better debug mouse (#20) Debug mouse is now its own module, so it can be separated from the hint system, since it is useful for more than just positioning hints. It now has the following enhancements: 1. Clock-based table cyclng now has a helper function (cycle) 2. Debug mouse color cycling is distinct from hint color cycling, so debug position readout remains legible 3. Debug position readout now stays on screen even when the cursor is near or past the edges 4. Debug cursor cycles between a mouse sprite specifically marking the exact pixel that is being sampled, an "X" for text character sizing, and a "□" for positioning the centered 3x3 characters often used as hint target markers 5. Map cell coordinates (in square brackets) are displayed in addition to pixel coordnates (in parentheses) Sprite 50 is now the mouse cursor. Color 15 is color cycling for debug readouts. Debug mouse features can be disabled by commenting out `add(real_modules, debugmouse)`. I've done a little bit of golfing but this is stiill a token expense. I'm going to write a crappy sprintf function to save tokens everywhere we're assembling strings from their component parts. Simplify debug info display. Save tokens by omitting parentheses and map coordinates. Adjust location to match. Instead of cycling between symbols, the cursor shape can be chosen by using left, right, or both mouse buttons. Reviewed-on: https://git.chromaticdragon.app/pyrex/chameleonic/pulls/20 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2023-01-02 00:31:34 +00:00
hintflicker=split"7,10,9,8,8,9,10,7"
function hints:draw2()
pal()
Better debug mouse (#20) Debug mouse is now its own module, so it can be separated from the hint system, since it is useful for more than just positioning hints. It now has the following enhancements: 1. Clock-based table cyclng now has a helper function (cycle) 2. Debug mouse color cycling is distinct from hint color cycling, so debug position readout remains legible 3. Debug position readout now stays on screen even when the cursor is near or past the edges 4. Debug cursor cycles between a mouse sprite specifically marking the exact pixel that is being sampled, an "X" for text character sizing, and a "□" for positioning the centered 3x3 characters often used as hint target markers 5. Map cell coordinates (in square brackets) are displayed in addition to pixel coordnates (in parentheses) Sprite 50 is now the mouse cursor. Color 15 is color cycling for debug readouts. Debug mouse features can be disabled by commenting out `add(real_modules, debugmouse)`. I've done a little bit of golfing but this is stiill a token expense. I'm going to write a crappy sprintf function to save tokens everywhere we're assembling strings from their component parts. Simplify debug info display. Save tokens by omitting parentheses and map coordinates. Adjust location to match. Instead of cycling between symbols, the cursor shape can be chosen by using left, right, or both mouse buttons. Reviewed-on: https://git.chromaticdragon.app/pyrex/chameleonic/pulls/20 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2023-01-02 00:31:34 +00:00
local c=cycle(hintflicker)
2023-01-01 22:55:02 +00:00
local function body()
for i,h in ipairs(self[level.ix]) do
if (i > level.hintlevel) return
local _,x,y,txt,txt2,arrow=unpack(h)
print(txt,x,y)
if (txt2) print(txt2,x,y+8)
if arrow then
line()
local x0,y0,x1,y1
for i=1,#arrow do
x0,y0,x1,y1=x1,y1,unpack(arrow[i])
line(x1,y1)
end
local dir=atan2(x1-x0,y1-y0)
local function _ahead(d,r)
line(x1+r*sgn0(cos(dir+d)),y1+r*sgn0(sin(dir+d)))
end
_ahead(0.375,2) _ahead(0.625,2) _ahead(0,0)
end
end
end
2023-01-01 22:55:02 +00:00
color(7)
camera(1,-1) pal(7,1) body()
camera() pal(7,c) body()
pal()
end
Better debug mouse (#20) Debug mouse is now its own module, so it can be separated from the hint system, since it is useful for more than just positioning hints. It now has the following enhancements: 1. Clock-based table cyclng now has a helper function (cycle) 2. Debug mouse color cycling is distinct from hint color cycling, so debug position readout remains legible 3. Debug position readout now stays on screen even when the cursor is near or past the edges 4. Debug cursor cycles between a mouse sprite specifically marking the exact pixel that is being sampled, an "X" for text character sizing, and a "□" for positioning the centered 3x3 characters often used as hint target markers 5. Map cell coordinates (in square brackets) are displayed in addition to pixel coordnates (in parentheses) Sprite 50 is now the mouse cursor. Color 15 is color cycling for debug readouts. Debug mouse features can be disabled by commenting out `add(real_modules, debugmouse)`. I've done a little bit of golfing but this is stiill a token expense. I'm going to write a crappy sprintf function to save tokens everywhere we're assembling strings from their component parts. Simplify debug info display. Save tokens by omitting parentheses and map coordinates. Adjust location to match. Instead of cycling between symbols, the cursor shape can be chosen by using left, right, or both mouse buttons. Reviewed-on: https://git.chromaticdragon.app/pyrex/chameleonic/pulls/20 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2023-01-02 00:31:34 +00:00
-->8
-- debug mouse support
debugmouse = {}
-- comment this out to disable debug mode
add(real_modules, debugmouse)
function debugmouse:init()
poke(0x5f2d,1)
end
debugflicker=split"5,6,7,15,14,8,2,4,9,10,11,3,12,13"
debugchs = split" ,□,x"
function debugmouse:draw3()
if (stat(34) == 0) return
pal(15,cycle(debugflicker,1.5))
local x, y, c = stat(32), stat(33), debugchs[stat(34) & 0x3]
if not c or c == " " then
spr(50,x,y)
else
print(c,x,y,15)
end
print(x..", "..y,
mid(0,x,97),
mid(0, y > 117 and y - 6 or y + 6, 117),
15)
pal()
end
-->8
-- save/load
persist={}
add(modules, persist)
add(real_modules, persist)
function persist:init0()
cartdata("ulimate_lizard_total_destruction_0_1")
self.init0 = self.read
self:read()
self.ready=true
end
function persist:read()
local m = dget(0) == 0
self.music = m
if m then music_on() else music_off() end
self.max_level = dget(1)
self.recent_level = dget(2)
end
function persist:wipe()
self.ready=false
for i=0,64 do
dset(i,0)
end
self:read()
self.ready=true
end
function persist:lvlstart()
self.recent_level = level.ix
self.max_level = max(self.max_level, level.ix)
self:write()
end
function persist:write()
if (not self.ready) return
dset(0, self.music and 0 or -1)
dset(1, self.max_level)
dset(2, self.recent_level)
end
2022-12-17 20:16:26 +00:00
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2022-12-31 03:28:07 +00:00
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Better debug mouse (#20) Debug mouse is now its own module, so it can be separated from the hint system, since it is useful for more than just positioning hints. It now has the following enhancements: 1. Clock-based table cyclng now has a helper function (cycle) 2. Debug mouse color cycling is distinct from hint color cycling, so debug position readout remains legible 3. Debug position readout now stays on screen even when the cursor is near or past the edges 4. Debug cursor cycles between a mouse sprite specifically marking the exact pixel that is being sampled, an "X" for text character sizing, and a "□" for positioning the centered 3x3 characters often used as hint target markers 5. Map cell coordinates (in square brackets) are displayed in addition to pixel coordnates (in parentheses) Sprite 50 is now the mouse cursor. Color 15 is color cycling for debug readouts. Debug mouse features can be disabled by commenting out `add(real_modules, debugmouse)`. I've done a little bit of golfing but this is stiill a token expense. I'm going to write a crappy sprintf function to save tokens everywhere we're assembling strings from their component parts. Simplify debug info display. Save tokens by omitting parentheses and map coordinates. Adjust location to match. Instead of cycling between symbols, the cursor shape can be chosen by using left, right, or both mouse buttons. Reviewed-on: https://git.chromaticdragon.app/pyrex/chameleonic/pulls/20 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2023-01-02 00:31:34 +00:00
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2022-12-29 02:11:41 +00:00
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