9 Commits

Author SHA1 Message Date
a177660344 Slightly more efficient fix to level_tug_crate. 2023-01-02 16:26:30 -08:00
49284d44a8 Fix syntax errors. 2023-01-02 16:25:18 -08:00
b2dbd9ec60 _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.
2023-01-02 16:22:10 -08:00
cb36faac23 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.
2023-01-02 16:04:42 -08:00
78f0a96529 calc_push op loop golf
Reorganizing conditionals saves tokens here.
2023-01-02 15:58:23 -08:00
d792831370 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.
2023-01-02 15:57:27 -08:00
b1cc74fe3b 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.
2023-01-02 15:35:10 -08:00
0aeeb1975b Show blocked crate moves (#24)
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>
2023-01-02 23:08:10 +00:00
b6d1a21b7e Basic save/load system (#23)
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

View File

@ -633,10 +633,12 @@ end
ropecheck=split"-0.6,0.4,0.4"
-- argument "o" is a rope operation:
-- array of [mx0,my0,dmx,dmy]
function level:can_move(
is_player,
mx0,my0,dmx,dmy,exclude_src,exclude_dst
is_player,o,exclude_src,exclude_dst
)
local mx0,my0,dmx,dmy=unpack(o)
local mx1,my1=mx0+dmx,my0+dmy
if (is_player and self:win_at(mx1,my1)) return true
if (is_player and self:get_open_pit(mx1,my1)) return wrongbleep:adequately_warned()
@ -652,7 +654,12 @@ function level:can_move(
return true
end
function level:tug_crate(mx0,my0,dmx,dmy)
-- argument is a rope operation:
-- array of [mx0,my0,dmx,dmy]
-- must be a free function
-- to use as a foreach target
function level_tug_crate(t)
local self,mx0,my0,dmx,dmy=level,unpack(t)
local mxy0=_mix{mx0,my0}
local existing=self._crates[mxy0]
if (not existing) return
@ -734,7 +741,7 @@ function player:update()
else
local x,y=self.x,self.y
local function try_move(dx,dy,f)
if level:can_move(true,x,y,dx,dy,0,2) then
if level:can_move(true,{x,y,dx,dy},0,2) then
self.todo=f
self.cooldown=3
local t=f[#f]
@ -1540,22 +1547,19 @@ function rope:_tug(hypothetically)
local blocks = {}
for i=#ancs-1,2,-1 do
local ops_before_trash,blocks_before_trash=self:_calc_push(ancs[i+1],ancs[i],ancs[i-1],ancs[i-2])
local ops_to_do,corners={}
local ops = {}
for b in all(blocks_before_trash) do add(blocks, b) end
if #ops_before_trash>0 then
ops_to_do=ops_before_trash
ops=ops_before_trash
else
local ops_after_trash,blocks_after_trash=self:_calc_push(ancs[i-2],ancs[i-1],ancs[i],ancs[i+1])
ops_to_do=ops_after_trash
ops=ops_after_trash
for b in all(blocks_after_trash) do add(blocks,b) end
end
local ops=ops_to_do
if #ops>0 then
if (hypothetically) return ancs,i-1,ops,blocks
for o in all(ops) do level:tug_crate(unpack(o)) end
foreach(ops, level_tug_crate)
return true
end
end
@ -1604,13 +1608,14 @@ function rope:_tug(hypothetically)
end
if not invalid_move then
if level:can_move(false,mx0,my0,dmx,dmy,1,0) then
if (hypothetically) return ancs,0,{{mx0,my0,dmx,dmy}},blocks
local mv = {mx0,my0,dmx,dmy}
if level:can_move(false,mv,1,0) then
if (hypothetically) return ancs,0,{mv},blocks
level:tug_crate(mx0,my0,dmx,dmy)
level_tug_crate(mv)
return true
else
add(blocks, {mx0,my0,dmx,dmy})
add(blocks, mv)
end
end
end
@ -1640,21 +1645,16 @@ function rope:_calc_push(
smy=-smy
end
local mx,dmx
local dmx=1 -- maybe push right?
if anch.adx==-1 and a0.x>an.x+7 then
-- push left
mx=ax0-1
dmx=-1
elseif anch.adx==1 and a0.x<an.x-7 then
-- push right
mx=ax0
dmx=1
else
ax0, dmx=ax0-1,-1
elseif anch.adx!=1 or a0.x>=an.x-7 then
return {}
end
for my=my0,my1,smy do
add(ops,{mx,my,dmx,0})
add(ops,{ax0,my,dmx,0})
end
end
@ -1666,38 +1666,26 @@ function rope:_calc_push(
smx=-smx
end
local my,dmy
local dmy=1 -- maybe push down?
if anch.ady==-1 and a0.y>an.y+6 then
-- push up
my=ay0-1
dmy=-1
elseif anch.ady==1 and a0.y<an.y-6 then
-- push down
my=ay0
dmy=1
else
ay0,dmy=ay0-1,-1
elseif anch.ady!=1 or a0.y>=an.y-6 then
return {}
end
for mx=mx0,mx1,smx do
add(ops,{mx,my,0,dmy})
add(ops,{mx,ay0,0,dmy})
end
end
local ops2,blocked={},{}
for o in all(ops) do
local mx,my,dmx,dmy=unpack(o)
if not level:mcoll(mx,my) then
-- great!
else
local crate=level:get_crate(mx,my)
if crate then
if not level:can_move(false,mx,my,dmx,dmy,0,0) then
add(blocked,o)
break
end
else
local mx,my=unpack(o)
if level:mcoll(mx,my) then
if (not level:get_crate(mx, my)) break
if not level:can_move(false,o,0,0) then
add(blocked,o)
break
end
add(ops2,o)