Rope rewrite, part one
We should only care about anchors on the old path
Add comment expressing uncertainty
Add further algo notes
One final note
Well, this is closer to right!!
Elide points as needed
Save current changes
First version I couldn't immediately break
Everything _seems_ to work
Clean up some residual messes
Tidy up more loose ends
Co-authored-by: Nyeogmi <economicsbat@gmail.com>
Reviewed-on: pyrex/chameleonic#11
Also adds a placeholder level 8, which will eventually become my general physics experimentation box and I'll start making levels in 9 and later.
Reviewed-on: pyrex/chameleonic#9
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
Add "dotted lines" spacing out level placement in the map. Also crudely drawn ID numbers.
Write a crappy level selector for debug/dev purposes.
Reviewed-on: pyrex/chameleonic#8
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
This gets rid of the (substantial!) overhead of preparing a list and then iterating over it, in exchange for a bit of bookkeeping to simulate the prior behavior of the for loop, which is much cheaper.
Reviewed-on: pyrex/chameleonic#4
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
Some of these are pure token optimizations, some spend tokens for performance. Function calls are particularly expensive in Pico-8, so using the table form of `pal` whenever changing multiple colors seems worth it.
Also fixes a bug in palette swapping.
Reviewed-on: pyrex/chameleonic#3
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>