forked from pyrex/chameleonic
Revise controls 1
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108
chameleonic.p8
108
chameleonic.p8
@ -117,22 +117,46 @@ end
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kbd={}
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add(real_modules,kbd)
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function kbd:init()
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self.prev_real=btn()
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self.real=btn()
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self.down=0
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end
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function kbd:update()
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local now=btn()
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local pressed=now&~self.prev_real
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self.down&=now
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self.down|=pressed
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self.prev_real=now
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-- figure out what keys are _really_ pressed
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local now_real=btn()
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local was_real=self.real
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self.real=now_real
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-- add keys that are really pressed
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-- if they weren't really pressed before
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-- (they may have been force-
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-- released by :release())
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local real_pressed=(~was_real)&now_real
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local now_down=(self.down&now_real)|real_pressed
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local was_down=self.down
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self.down=now_down
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-- deduce pressed/released by changes in down
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local pressed=(~was_down)&now_down
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local released=(~now_down)&was_down
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self.pressed=pressed
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self.released=released
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end
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function kbd:btn(i)
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return self.down&(1<<i)!=0
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end
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function kbd:btnp(i)
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return self.pressed&(1<<i)!=0
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end
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function kbd:btnr(i)
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return self.released&(1<<i)!=0
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end
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function kbd:release(i)
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self.down&=~(1<<i)
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end
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@ -624,33 +648,41 @@ function player:update()
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end
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if kbd:btn(0) then
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if level:can_move(true,self.x,self.y,-1,0,0,2) then
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self.todo=f4({{orientx=-1,orienty=0,px=-2},{px=-7},{x=self.x-1}})
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else
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self.orientx=-1
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self.orienty=0
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end
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self.orientx=-1
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self.orienty=0
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elseif kbd:btn(1) then
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if level:can_move(true,self.x,self.y,1,0,0,2) then
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self.todo=f4({{orientx=1,orienty=0,px=2},{px=7},{x=self.x+1}})
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else
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self.orientx=1
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self.orienty=0
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end
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self.orientx=1
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self.orienty=0
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elseif kbd:btn(2) then
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if level:can_move(true,self.x,self.y,0,-1,0,2) then
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self.todo=f4({{orienty=-1,py=-2},{py=-7},{y=self.y-1}})
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else
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self.orienty=-1
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end
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self.orienty=-1
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elseif kbd:btn(3) then
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if level:can_move(true,self.x,self.y,0,1,0,2) then
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self.todo=f4({{orienty=1,py=2},{py=7},{y=self.y+1}})
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else
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self.orienty=1
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self.orienty=1
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end
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if kbd:btn(4) then
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if kbd:btnp(4) and self.rope!=nil then
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self.rope:destroy()
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kbd:release(4)
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end
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elseif kbd:btn(4) then
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if self.rope==nil then
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-- wait for user to release it
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else
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if kbd:btn(0) then
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if level:can_move(true,self.x,self.y,-1,0,0,2) then
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self.todo=f4({{orientx=-1,orienty=0,px=-2},{px=-7},{x=self.x-1}})
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end
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elseif kbd:btn(1) then
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if level:can_move(true,self.x,self.y,1,0,0,2) then
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self.todo=f4({{orientx=1,orienty=0,px=2},{px=7},{x=self.x+1}})
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end
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elseif kbd:btn(2) then
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if level:can_move(true,self.x,self.y,0,-1,0,2) then
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self.todo=f4({{orienty=-1,py=-2},{py=-7},{y=self.y-1}})
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end
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elseif kbd:btn(3) then
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if level:can_move(true,self.x,self.y,0,1,0,2) then
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self.todo=f4({{orienty=1,py=2},{py=7},{y=self.y+1}})
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end
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elseif self.rope==nil and kbd:btnr(4) then
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local rx,ry,rx2,ry2=self:_rope_pos()
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local dx,dy=12*self.orientx,12*self.orienty
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if (dy!=0) dx=0
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@ -660,19 +692,16 @@ function player:update()
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update=function()
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return self.rope==nil or self.rope:latched()
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end
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},{},{}}
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else
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self.rope:tug()
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self.todo={{},{},{}}
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end
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elseif kbd:btn(5) then
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if self.rope!=nil then
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self.rope:destroy()
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}}
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elseif kbd:btnp(5) then
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if self.rope!=nil then
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self.rope:tug()
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end
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end
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end
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end
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if (self.rope) self.rope:prevent_highlight(#self.todo>0)
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if (self.rope) self.rope:prevent_highlight(#self.todo>0)
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_apply(self,self.todo)
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if self.rope then
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@ -686,9 +715,6 @@ function player:update()
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if self.rope:done() then
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self.rope=nil
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add(self.todo,{})
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add(self.todo,{})
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add(self.todo,{})
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end
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end
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end
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