Commit Graph

127 Commits

Author SHA1 Message Date
7c1b12e9ac
Better debug mouse
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.
2023-01-01 15:22:08 -08:00
6d8ac03f48 Remove merged level prototypes 2023-01-01 15:04:49 -08:00
8b1d12f152 Add arrow hints and use them 2023-01-01 14:55:02 -08:00
a6debc3974 hints through room 3; two line hints (#19)
most hints need to be 2 lines due to limited space.

Reviewed-on: pyrex/chameleonic#19
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2023-01-01 21:30:28 +00:00
693cdaa11d Implement hint system and music mute. (#18)
Test hints now both display on level 0

Allows testing progressive display of more hints.

Code review feedback, debug mode

Reviewed-on: pyrex/chameleonic#18
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2023-01-01 07:56:37 +00:00
f052186c97 Optimize raycast in sweep 2022-12-31 19:03:08 -08:00
0d0a2c41a7 Make all APIs point-oriented 2022-12-31 17:27:00 -08:00
71b150cb33 Golf the sweep code 2022-12-31 16:18:24 -08:00
dc33b46260 Misc golf and perf improvements 2022-12-31 15:07:23 -08:00
fa5c13eb0d Golf would_stick a bit 2022-12-31 14:48:24 -08:00
bef28a8d87 Fix misc rope bugs 2022-12-31 14:44:24 -08:00
cc6efb5e61 Re-refactor 1 2022-12-31 14:05:22 -08:00
08fa3cd46e Use bit math to keep player from leaving the map 2022-12-30 23:38:08 -08:00
ba14cc18f2 Remove unnecessary nils and falses 2022-12-30 23:30:05 -08:00
4987e71deb Shorten rope drawing code 2022-12-30 23:09:38 -08:00
95e5b3d0bf Shorten latch code 2022-12-30 23:04:27 -08:00
3f7f96a520 On reinit, take away the player's rope 2022-12-30 22:47:36 -08:00
59774303e4 Fix restart anim 2022-12-30 22:45:34 -08:00
003c6b5dc3 Rope timing fixes 2022-12-30 22:45:12 -08:00
37283c146d Fix an edge case in snappy controls 2022-12-30 22:41:08 -08:00
87219678ef Snappier controls 2022-12-30 22:39:15 -08:00
7c3cd44b9a Default level 0 2022-12-30 22:28:42 -08:00
0534e8df79 Crate-pushing puzzle before The Pivot 2022-12-30 21:09:01 -08:00
5955cf1695 Mirror two stages 2022-12-30 20:01:03 -08:00
5110c6c487 Remove some unnecessary walls 2022-12-30 19:38:24 -08:00
81c8e0182f Add The Pivot to the rotation 2022-12-30 19:28:07 -08:00
d32f522c7f Add a version of One Weird Trick to the level list 2022-12-30 19:16:57 -08:00
9e11f2ccaa Add yin-yang to standard puzzle cycle 2022-12-30 18:34:48 -08:00
8fae7affa6 New, fucked up level 15 2022-12-30 17:08:08 -08:00
2ba5adcca7 Make the level possible to complete 2022-12-30 15:46:45 -08:00
04779ede71 Readd Kistaro's level 15 with more visual polish 2022-12-30 15:35:33 -08:00
a5f1eea577 Add a prettier tileset (#16)
Tileset fuckery

First servicable

Better, black BG

Redo crate graphics

Make debug wall a less confusing color

Redo first few levels

Do another level!

Tile the whole intro

Merge branch 'main' into tiles (bad)

Fix bad merge

Co-authored-by: Nyeogmi <economicsbat@gmail.com>
Reviewed-on: pyrex/chameleonic#16
2022-12-30 04:12:39 +00:00
1629749857 Merge branch 'intro_sequence' into level-29 2022-12-29 15:09:29 -08:00
77a174f8c3 Merge branch 'main' into intro_sequence 2022-12-29 15:09:19 -08:00
8393b9d2f2 Fix more known rope bugs 2022-12-29 14:54:08 -08:00
5c7f48baf5 Bullshitty puzzle in slot 29 2022-12-28 21:57:08 -08:00
cec52623eb
mini-puzzle in room 14
I feel like there's a way to build on this theme. I think this is the minimal version of the puzzle; I'd be glad to remove elements if it turns out I can.
2022-12-28 20:38:20 -08:00
f25b41a1c1 Proposed full tutorial 2022-12-28 18:11:41 -08:00
a1f9617842 Fix can_move constants to remove path dependence 2022-12-28 13:23:34 -08:00
812d619cc7 can_move golf, redux (#14)
previous attempt tried to use shifts to get 0.4 to 0.2 or 0.8 and multiplication to get -0.8, forgetting that the multiplication would also turn 0.4 into 0 along the way. oops. I got ratholed on the mathematical approach, but a very straightforward lookup table can get more done.

Reviewed-on: pyrex/chameleonic#14
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2022-12-28 21:12:23 +00:00
ad9d53887e Revert one broken golf attempt 2022-12-23 17:33:06 -08:00
9438597312 Save a few more tokens by removing an assertion 2022-12-23 16:09:57 -08:00
c480295b41 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>
2022-12-24 00:08:10 +00:00
8f65f884f2 Less annoying music 2022-12-23 16:05:38 -08:00
10948ce4a5 Turn off debug again for now 2022-12-22 19:24:41 -08:00
cf352fd918 Golf one thing on rope 2022-12-22 19:23:41 -08:00
930e27a8e3 Golf player a bit 2022-12-22 19:22:23 -08:00
ae7dc8374e Golf level slightly 2022-12-22 19:07:43 -08:00
9fbccee378 Golf level selector 2022-12-22 18:52:54 -08:00
137a390b65 Golf tostring() 2022-12-22 18:51:05 -08:00