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44 Commits

Author SHA1 Message Date
8b6b2ce495 One last intermediate room 2023-07-02 23:00:15 -07:00
5cde2a8966 fucked up shit bhijn likes 2023-07-02 22:21:07 -07:00
2e6f806014 Reorder levels a bit 2023-07-02 21:43:52 -07:00
a041574f93 Add level 14 2023-07-02 21:39:45 -07:00
343fe4249a Another level? Why not? 2023-07-02 15:20:34 -07:00
a18d4087f5 Dump in some more levels 2023-07-02 14:37:10 -07:00
4599197d65 True up with local changes 2023-06-03 16:27:22 -07:00
e54a764ae2 I guess I'm working on this again! 2023-05-31 20:50:58 -07:00
2104ef8d1d A new level with bodyblocking and leverage 2023-01-04 18:10:47 -08:00
2a2d5edc98 More (modest) optimizations to level rebuild 2023-01-02 21:08:40 -08:00
2c29327db2 Use gsv in level build 2023-01-02 20:57:00 -08:00
20a1feb2bb Reduce CPU hit of level rebuild 2023-01-02 20:51:06 -08:00
9960aafd71 Simplify pinch detector 2023-01-02 20:43:59 -08:00
3911ae6eee Save just a few more tokens 2023-01-02 20:11:25 -08:00
64c8bca3c0 Save some tokens in _rast 2023-01-02 20:04:29 -08:00
617e7b3948 Remove inorder 2023-01-02 20:00:02 -08:00
9b1fc9ac94 Elude a few minor tokens 2023-01-02 19:59:34 -08:00
5482f900f0 Remove old frame tracker 2023-01-02 18:40:28 -08:00
c549f881a0 Move "blocked" preview further from tiles 2023-01-02 18:39:15 -08:00
70ffbd2465 Save a few more tokens here and there 2023-01-02 18:27:36 -08:00
be864f06bb Save a lot of tokens on segmenting the rope 2023-01-02 18:00:36 -08:00
4562128fa6 Assorted token golf in rope logic (#25)
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>
2023-01-03 01:06:57 +00:00
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
7c209f1125 Level 23. Minimal "requires pivot to avoid occlusion". (#22)
Fix spurious pit.

Reviewed-on: pyrex/chameleonic#22
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2023-01-02 21:31:20 +00:00
5df3f00809 Fix another rope bug 2023-01-02 13:05:58 -08:00
c81b3a03d3 Crate push previews 2023-01-02 12:18:30 -08:00
a152f2ca1a Tidy the level 2023-01-01 20:24:24 -08:00
39cb0c9959 Reset start_level 2023-01-01 20:18:59 -08:00
a6330a7ad6 Level 24 is a proposed "hard" stage 2023-01-01 20:18:38 -08:00
abd6e5b498 Fix misc rope bugs 2023-01-01 19:17:20 -08:00
a5e884440a Fall animation: use gray, not blue 2023-01-01 18:06:11 -08:00
2ef1895711 Clean some debris 2023-01-01 18:03:55 -08:00
6e0233dcb3 Level 14: a big 4-layout level after the pivot 2023-01-01 17:24:05 -08:00
7524004136 Fix a minor rope bug 2023-01-01 16:31:44 -08:00
a1a4ad4d56 Better debug mouse (#20)
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.

Simplify debug info display.

Save tokens by omitting parentheses and map coordinates. Adjust location to match.

Instead of cycling between symbols, the cursor shape can be chosen by using left, right, or both mouse buttons.

Reviewed-on: pyrex/chameleonic#20
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2023-01-02 00:31:34 +00:00
526f5021d1 Don't track pit contents 2023-01-01 16:26:21 -08:00
051d682f2e Convert level text to gsv 2023-01-01 16:14:23 -08:00
fe72d6b92b Remove rot13 2023-01-01 16:11:20 -08:00
e6d0e306d5 Removed unintended solutions 2023-01-01 16:09:00 -08:00
9749052dd7 Undelete the part of the map I blew up 2023-01-01 15:46:03 -08:00
15a9ac5c2e Fix another rope bug 2023-01-01 15:36:55 -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

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