forked from pyrex/chameleonic
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: pyrex/chameleonic#13 Co-authored-by: Kistaro Windrider <kistaro@gmail.com> Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
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@ -438,7 +438,9 @@ function level:spawn_exit()
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if (self:_mget(x,y)!=18) return
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if (self:_mget(x,y)!=18) return
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for nx=x-1,x+1 do
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for nx=x-1,x+1 do
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for ny=y-1,y+1 do
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for ny=y-1,y+1 do
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if nx<0 or ny<0 or nx>15 or ny>15 then
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-- next check: is at least one of
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-- nx or ny out of range [0, 15]?
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if (nx | ny) & 0xFFF0 ~= 0 then
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self._wins[_mix(nx,ny)]=true
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self._wins[_mix(nx,ny)]=true
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end
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end
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end
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end
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@ -478,16 +480,18 @@ function _mix(mx,my)
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return mx..","..my
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return mx..","..my
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end
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end
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-- crate spec:
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-- "up" == 1
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-- "right" == 2
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-- "down" == 4
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-- "left" == 8
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--
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-- +1+
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-- 8 2
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-- +4+
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function level:_get_cratedef(s)
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function level:_get_cratedef(s)
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if (s<64 or s>=80) return nil
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if (s<64 or s>=80) return
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return s & 0x000F
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local s2=s-64
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return {
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up=s2&1!=0,
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right=s2&2!=0,
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down=s2&4!=0,
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left=s2&8!=0
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}
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end
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end
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function level:get_latch(dx,dy,px,py)
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function level:get_latch(dx,dy,px,py)
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@ -498,12 +502,7 @@ function level:get_latch(dx,dy,px,py)
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local dx1,dy1=-sgn0(dx),-sgn0(dy)
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local dx1,dy1=-sgn0(dx),-sgn0(dy)
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if crate then
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if crate then
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if
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if crate.def & dy1*dy1*(2.5+1.5*dy1)+dx1*dx1*(5-3*dx1) ~= 0 then
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(crate.def.up and dy>0) or
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(crate.def.down and dy<0) or
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(crate.def.left and dx>0) or
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(crate.def.right and dx<0)
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then
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return {
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return {
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el="crate",
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el="crate",
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dx=dx1,dy=dy1,
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dx=dx1,dy=dy1,
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@ -545,12 +544,12 @@ function level:can_move(
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if player.rope then
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if player.rope then
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local chk=false
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local chk=false
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local w,h=1.6,0.2
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local w,h=1.6,0.2
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if (dmx==0) w,h=0.2,1.6
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if dmx==0 then
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w,h=0.2,1.6
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if (dmy==-1) rectx,recty=0.4,-0.8
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else
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if (dmy==1) rectx,recty=0.4,0.2
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dmy = 0
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if (dmx==-1) rectx,recty=-0.8,0.4
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end
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if (dmx==1) rectx,recty=0.2,0.4
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rectx,recty=dmx*(0.4>>>dmx),dmy*(0.4>>>dmy)
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if (player.rope:collide_mrect(mx0+rectx,my0+recty,w,h,exclude_src,exclude_dst)) return false
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if (player.rope:collide_mrect(mx0+rectx,my0+recty,w,h,exclude_src,exclude_dst)) return false
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end
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end
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@ -627,7 +626,7 @@ function player:update()
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end
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end
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if kbd:btn(4) then
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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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if kbd:btnp(4) and self.rope then
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self.rope:destroy()
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self.rope:destroy()
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kbd:release(4)
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kbd:release(4)
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end
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end
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@ -660,7 +659,7 @@ function player:update()
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self.todo={{
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self.todo={{
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update=function()
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update=function()
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return self.rope==nil or self.rope:latched()
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return not self.rope or self.rope:latched()
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end
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end
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}}
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}}
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elseif kbd:btnp(5) then
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elseif kbd:btnp(5) then
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@ -765,7 +764,7 @@ function player:draw()
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if self.rope then
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if self.rope then
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local rx_adj,ry_adj=self.rope:affected_src_xy(rx,ry)
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local rx_adj,ry_adj=self.rope:affected_src_xy(rx,ry)
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if rx_adj!=nil then
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if rx_adj then
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local drx,dry=rx_adj-rx,ry_adj-ry
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local drx,dry=rx_adj-rx,ry_adj-ry
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rx,ry=rx+drx,ry+dry
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rx,ry=rx+drx,ry+dry
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px,py=px+drx,py+dry
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px,py=px+drx,py+dry
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@ -833,10 +832,7 @@ function rope:update()
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elseif self.state.name=="latched" then
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elseif self.state.name=="latched" then
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if (self.latch==nil) wrongbleep:bleep(5) self:destroy() return
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if (self.latch==nil) wrongbleep:bleep(5) self:destroy() return
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if
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if self.latch and self.latch.rec then
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self.latch!=nil and
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self.latch.rec!=nil
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then
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self:drag_src(
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self:drag_src(
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self.latch.rec.mx+0.5+self.latch.ax_offset,
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self.latch.rec.mx+0.5+self.latch.ax_offset,
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self.latch.rec.my+0.5+self.latch.ay_offset
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self.latch.rec.my+0.5+self.latch.ay_offset
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@ -898,11 +894,10 @@ end
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function rope:draw(artificial_px,artificial_py)
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function rope:draw(artificial_px,artificial_py)
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local points,highlight=self:_tug(true)
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local points,highlight=self:_tug(true)
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if (self.state.name=="done") return
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local n,perc_to_show,from_end = self.state.name,1.0,false
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local perc_to_show=1.0
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if (n=="done") return
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local from_end=false
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if (n=="cast") perc_to_show=self.state.frame/2
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if (self.state.name=="cast") perc_to_show=self.state.frame/2
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if (n=="destroy") perc_to_show=(1.0-self.state.frame/8)^2
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if (self.state.name=="destroy") perc_to_show=(1.0-self.state.frame/8)^2
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if (self.state.reelin) from_end=true
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if (self.state.reelin) from_end=true
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points[#points]={x=artificial_px,y=artificial_py}
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points[#points]={x=artificial_px,y=artificial_py}
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@ -1191,7 +1186,7 @@ function rope:be_pushed_by(anchor,ax_old,ay_old)
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local ax_new,ay_new=anchor.ax,anchor.ay
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local ax_new,ay_new=anchor.ax,anchor.ay
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while true do
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while true do
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n1=n0.next
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n1=n0.next
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if (n1==nil) return
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if (not n1) return
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local nx0,ny0=n0.ax,n0.ay
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local nx0,ny0=n0.ax,n0.ay
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local nx1,ny1=n1.ax,n1.ay
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local nx1,ny1=n1.ax,n1.ay
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@ -1318,7 +1313,7 @@ function _stepfrom(x0,x1)
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local done=false
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local done=false
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if x0==x1 then
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if x0==x1 then
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return function()
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return function()
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if (done) return nil
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if (done) return
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done=true return x0
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done=true return x0
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end
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end
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end
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end
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