Remove unused vars, convert tug_crate arg to table
The tug_crate conversion is for performance. `foreach(tbl, predefined_func)` is substantially faster than a standard `for` loop using the `all` iterator. However, if the function inside the foreach is defined inline, it's much slower due to closure-construction overhead (even though nothing is being closed over). Converting `tug_crate` to take a table as an argument allows foreach to feed right into it, and it also naturally suggests a rewrite a few lines down to get rid of duplicative listing of `mx0,my0,dmx,dmy`, saving several tokens.
I'm going to take a look at can_move to see if it's worth making iits mx0,my0,dmx,dmy arguments into a table as well.
can_move also takes a rope operation table
this is approximately token-neutral but performance-saving. each function parameter makes its call cost worse. When can_move is called inside a loop, we already have a table and we unpack to call can_move; moving the unpack into can_move saves us marshalling cost. It requires us to construct a table in a different spot (where we were not previously doing so) but that spot is not in a loop.
calc_push op loop golf
Reorganizing conditionals saves tokens here.
Fix syntax errors.
This also saves a few tokens and cycles by turning level:tug_crate into a free function. It's not _pretty_ but it's the least bad option.
_calc_push golf redux
Removed unnecessary variable declarations and conditional cases by using an "assume, alternate, verify assumption" pattern and reusing ax0/ay0 when they would never be referenced again.
Fix syntax errors.
Slightly more efficient fix to level_tug_crate.
Reviewed-on: pyrex/chameleonic#25
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
Save/load system. Not golfed.
Saves the music flag, the last level the player played, and the furthest level reached. Loads music flag on launch. Title screen starts on most recent level played; when in "release configuration" the title screen will only let the player pick levels up to the maximum reached through gameplay, but right now this is replaced with the 31.
Save file can be wiped by holding the down arrow at the title screen.
block writes while reading
Disabling writes during "wipe" and "first load" is not quite semantically what we want, it's writes during read we want to block. This happens because turning the music on or off tries to save the state, and it's easier to just ignore that persistence request than to rework the music code so it doesn't. "wipe" and "first load" are when we're actually reading (and enacting) state, but it's the act of reading rather than those two acts that should block writes.
It is also unwilling to write until it's done its first read, which I think is a feature; it makes it harder to accidentally blank out the player's data.
Show blocked moves as an animated X.
I am not convinced the sprite is very good. This could help the player learn what pulls were considered before proposing the ones that would occur if the player pulled the tongue. Or it's just visual noise that sucks. Anyway, this correctly captures what the blocked considered moves were, and we can decide whether to use it or not.
Reviewed-on: pyrex/chameleonic#24
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
Save/load system. Not golfed.
Saves the music flag, the last level the player played, and the furthest level reached. Loads music flag on launch. Title screen starts on most recent level played; when in "release configuration" the title screen will only let the player pick levels up to the maximum reached through gameplay, but right now this is replaced with the 31.
Save file can be wiped by holding the down arrow at the title screen.
block writes while reading
Disabling writes during "wipe" and "first load" is not quite semantically what we want, it's writes during read we want to block. This happens because turning the music on or off tries to save the state, and it's easier to just ignore that persistence request than to rework the music code so it doesn't. "wipe" and "first load" are when we're actually reading (and enacting) state, but it's the act of reading rather than those two acts that should block writes.
It is also unwilling to write until it's done its first read, which I think is a feature; it makes it harder to accidentally blank out the player's data.
Reviewed-on: pyrex/chameleonic#23
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2023-01-02 23:08:03 +00:00
1 changed files with 369 additions and 309 deletions
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