chameleonic/chameleonic.p8
Kistaro Windrider 367f03be4a
fix section before first "%"
oops, need to special-case the first part of the split list.

amusingly, I don't need to special-case zero-length format strings because that will skip the entire loop and output "", which seems correct. (I am also not special-casing zero-length segments because `s[1] == nil` will go into the error handler and that seems fine.
2023-01-01 12:50:35 -08:00

2239 lines
88 KiB
Lua

pico-8 cartridge // http://www.pico-8.com
version 39
__lua__
-- setup
modules={}
real_modules={}
frame=0
function _init()
-- printh("restarting")
music_on()
_doall("init") end
function _update()
frame+=1
if (frame%1==0) _doall("update") end
function _draw()
_doall("draw") end
function music_on()
music(0)
menuitem(3, "music: on", music_off)
end
function music_off()
music(-1)
menuitem(3, "music: off", music_on)
end
function gsv(s)
local ret=split(s,"\n")
for i,v in ipairs(ret) do
ret[i] = type(v) == "string" and split(v,"`") or {v} end
return ret
end
function cycle(tbl,period)
period = period or 1
return tbl[t()%period*#tbl\period+1]
end
-- fake sprintf function
-- %~ for literal "%"
-- %v for param
-- %! for tostring(param)
-- which dumps tables
function fmt(f, ...)
local out, i = "", 0
for s in all(split(f,"%")) do
if i == 0 then
-- before first format directive
out ..= s
i = 1
else
local m = s[1]
if m == "~" then
out ..= "%"
else
local p = select(i,...)
i+=1
if m == "v" then
out ..= p
elseif m == "!" then
out ..= tostring(p)
else
out ..= "(?!:"..m..":"..tostring(p)..")"
end
end
out ..=sub(s,2)
end
end
return out
end
mnames={}
function names(root)
local n=mnames[root]
if(n)return all(n)
n={root.."0", root, root.."2", root.."3"}
mnames[root]=n
return all(n)
end
function _doall(x)
for n in names(x) do
for mod in all(modules) do
local f=mod[n]
if (f) f(mod)
end
end
end
-- source: https://www.lexaloffle.com/bbs/?pid=78990
gaps=split"57,23,10,4,1"
--{701,301,132,57,23,10,4,1}
function shellsort(a)
for gap in all(gaps) do
for i=gap+1,#a do
local x,j=a[i],i-gap
while j>=1 and a[j].key>x.key do
a[j+gap]=a[j]
j-=gap
end
a[j+gap]=x
end
end
end
function linefill(ax,ay,bx,by,r,c)
if(c) color(c)
local dx,dy=bx-ax,by-ay
-- avoid overflow
-- credits: https://www.lexaloffle.com/bbs/?tid=28999
local n,d=_mnmx(abs(dx),abs(dy))
n/=d
d*=sqrt(n*n+1)
if(d<0.001) return
local ca,sa=dx/d,-dy/d
-- polygon points
local spans={}
local function calcxy(u,v) return ax+u*ca+v*sa,ay-u*sa+v*ca end
local x0,y0=calcxy(0,r)
for s in all{{0,-r},{d,-r},{d,r},{0,r}} do
local x1,y1=calcxy(unpack(s))
local _x1,_y1=x1,y1
if(y0>y1) x0,y0,x1,y1=x1,y1,x0,y0
local dx=(x1-x0)/(y1-y0)
if(y0<0) x0-=y0*dx y0=-1
local cy0=y0\1+1
-- sub-pix shift
x0+=(cy0-y0)*dx
for y=y0\1+1,min(y1\1,127) do
-- open span?
local span=spans[y]
if (span) rectfill(x0,y,span,y)
spans[y]=x0
x0+=dx
end
x0,y0=_x1,_y1
end
end
function _apply(x,ts,a)
local t=deli(ts,1)
for k,v in pairs(t) do
if (k!="update") x[k]=v
end
if (t and t.update and not t.update(x,a)) add(ts,t,1)
end
function sgn0(x)
return x!=0 and sgn(x) or 0
end
function inorder(tbl)
local prev
for v in all(tbl) do
if (prev and v < prev) return
prev = v
end
return true
end
function _mnmx(x,y)
if (x>y)return y,x
return x,y
end
function _rast(
xs,ys,x0,y0,x1,y1
)
local function _add()
local n=#xs
if (n==0 or xs[n]!=x0 or ys[n]!=y0) add(xs,x0) add(ys,y0)
end
local dx,dy=abs(x1-x0),abs(y1-y0)
local sx=-1
local sy=-1
if (x0<x1) sx=1
if (y0<y1) sy=1
local done,err
if dx>dy then
err=dx/2.0
while x0!=x1 do
_add()
err-=dy
if (err<0) y0+=sy err+=dx
x0+=sx
end
else
err=dy/2.0
while y0!=y1 do
_add()
err-=dx
if (err<0) x0+=sx err+=dy
y0+=sy
end
end
_add()
end
-->8
-- anchor operations (for the rope code)
function _anch_eq(a0,a1)
if (a0 and a1) return a0[1]==a1[1] and a0[2]==a1[2]
return a0==a1
end
--[[
function _anch_unpack(anch)
assert(anch[1])
assert(anch[2])
return anch[1],anch[2]
end
]]--
_anch_unpack=unpack
function _anch_new(prev,next,xy)
local out={prev=prev,next=next,_anch_unpack(xy)}
if (prev) prev.next=out
if (next) next.prev=out
return out
end
function _anch_del(n1,xy)
local n0,n2=n1.prev,n1.next
if (n0) n0.next=n2
if (n2) n2.prev=n0
end
function _anch_update(a0,a1)
a0[1]=a1[1]
a0[2]=a1[2]
end
-->8
-- input
kbd={}
add(real_modules,kbd)
function kbd:init()
self.real=btn()
self.state={btn=0}
end
function kbd:update()
-- figure out what keys are _really_ pressed
local now_real,was_real=btn(),self.real
self.real=now_real
-- add keys that are really pressed
-- if they weren't really pressed before
-- (they may have been force-
-- released by :release())
local real_pressed=~was_real&now_real
local state=self.state
local now_down=state.btn&now_real|real_pressed
local was_down=state.btn
-- deduce pressed/released by changes in down
state.btn,state.btnp,state.btnr=
now_down,
~was_down&now_down,
~now_down&was_down
end
for _kbdi in all(split"btn,btnp,btnr") do
kbd[_kbdi]=function(self,i,t) return 1<<i&self.state[_kbdi]!=0 end
end
function kbd:release(i)
self.state.btn&=~(1<<i)
end
function tostring(any)
if type(any)=="table" then
local str = "{ "
for k,v in pairs(any) do
str=str..tostring(k).."->"..tostring(v).." "
end
return str.."}"
end
return tostr(any)
end
-->8
-- title screen
title={}
add(modules,title)
blinkcol=10
function title:draw()
cls(0)
-- this is right for 72x32
spr(96,28,56,9,2)
print("pyrex",32,73,7)
print("[nyeogmi]",62,73,7)
print("kistaro",32,79,7)
local lvlstr = "⬅️ "..start_level.." ➡️"
print(lvlstr,50,91,1)
print(lvlstr,51,90,blinkcol)
end
start_level=0
max_level=31
function title:update()
blinkcol=9
if (time()*4\1%2==0) blinkcol=10
if (btnp"0") start_level-=1
if (btnp"1") start_level+=1
start_level%=max_level
if (btnp"4" or btnp"5") modules=real_modules _init() music(0)
end
-->8
--level behaviors
level={}
add(real_modules,level)
function level:init()
level:reinit(start_level)
end
function level:reinit(n)
self.hintlevel = 0
self.ix=n
self.todo={}
self.bigx,self.bigy=n%8,n\8
self.dirty=false
self:load_dynobjs()
self:recollide_reanchor()
self:spawn_exit()
end
function level:restart()
self:reinit(self.ix)
end
function level:advance()
self:reinit(self.ix+1)
end
normpal = {[1]=0,[8]=0,[14]=0}
pitpal = {[8]=0,[13]=3,[4]=3,[7]=3}
function level:draw()
cls(5)
fillp()
pal(normpal)
map(
self.bigx*16,self.bigy*16,
0,0,16,16,
64 -- flag 6: visible
)
for _,pit in pairs(self._pits) do
local px,py=pit.px,pit.py
local pr=self._pits[_mix(px+1,py)]
spr(pit.s,px,py)
if pit.contents then
pal(pitpal)
palt(0,false)
--spr(pit.contents,pit.px,pit.py)
spr(79,pit.px,pit.py)
pal()
pal(normpal)
end
palt(8,true)
spr(pit.s,px,py)
palt()
end
for _,crate in pairs(self._crates) do
spr(crate.s,crate.px,crate.py)
end
pal()
end
function level:busy()
for _,crate in pairs(self._crates) do
if (#crate.todo>0) return true
end
return
end
function level:update()
_apply(self, self.todo)
local remove={}
for cix,crate in pairs(self._crates) do
_apply(crate, crate.todo)
if #crate.todo==0 then
local pit=self._pits[_mix(crate.mx,crate.my)]
if pit and not pit.contents then
add(remove,cix)
crate.dead=true
pit.contents=crate.s
end
end
end
for cix in all(remove) do
self._crates[cix]=nil
self.dirty=true
end
if self.dirty then
self:recollide_reanchor()
self.dirty=false
end
end
function level:load_dynobjs()
self._crates={}
self._pits={}
local crate_id=1
for mx=0,15,1 do
for my=0,15,1 do
local mxy=_mix(mx,my)
local px,py=mx*8,my*8
local s=self:_mget(mx,my)
local def=self:_get_cratedef(s)
if def then
self._crates[mxy]={
s=s,def=def,
id=crate_id,
mx=mx,my=my,
px=px,py=py,
todo={}
}
crate_id+=1
end
-- pit
if (fget(s,5)) self._pits[mxy]={s=s,mx=mx,my=my,px=px,py=py}
end
end
end
function level:recollide_reanchor()
self._coll={}
for mx=0,15 do
for my=0,15 do
local mxy=_mix(mx,my)
self._coll[mxy]=
fget(self:_mget(mx,my),7) or
self._crates[mxy]
end
end
local anch_new={}
for dxy in all{{-1,-1},{1,-1},{-1,1},{1,1}} do
local dx,dy=unpack(dxy)
assert(dx!=0 and dy!=0)
for mx0=0,15 do
for my0=0,15 do
local mx1,my1=mx0+dx,my0+dy
if (
self:mcoll(mx0,my0) and not self:get_crate(mx0,my0) and
not self:mcoll(mx0,my1) and
not self:mcoll(mx1,my0) and
not self:mcoll(mx1,my1)
) then
local key="GEOM"..mx0..","..my0..","..dx..","..dy
anch_new[key]= {
max(mx0,mx1),max(my0,my1),adx=-dx,ady=-dy
}
end
end
end
for _,cr in pairs(self._crates) do
local key="CRATE"..cr.id..","..dx..","..dy
local mx0,my0=cr.mx,cr.my
local mx1,my1=mx0+dx,my0+dy
anch_new[key]={
max(mx0,mx1),max(my0,my1),adx=-dx,ady=-dy
}
end
end
local moves={}
for k,new in pairs(anch_new) do
local old=(self._anch or {})[k]
if old then
anch_new[k]=new
if (not _anch_eq(old,new)) add(moves,{old,new,key=k})
end
end
self._anch=anch_new
self._anch_keys={}
self._anch_by_position={}
for k,v in pairs(self._anch) do
add(self._anch_keys,{key=k})
local pkey=_mix(_anch_unpack(v))
self._anch_by_position[pkey]=self._anch_by_position[pkey] or v
end
shellsort(self._anch_keys)
shellsort(moves)
if player.rope then
player.rope:experience_anchor_moves(moves)
end
for point in self:anchor_points() do
point.moved=nil
end
end
function level:win_at(mx,my)
return self._wins[_mix(mx,my)]
end
function level:anchor_points()
-- TODO: Return this to using all()
local keys=all(self._anch_keys)
return function()
local k=keys()
if (k) return self._anch[k.key]
end
end
function level:anchor_at(point)
return self._anch_by_position[_mix(_anch_unpack(point))]
end
function level:get_open_pit(mx,my)
local pit=self._pits[_mix(mx,my)]
if (pit and not pit.contents) return pit
end
function level:spawn_exit()
self._wins={}
local spawned
local spawn_at=function(x,y)
if (self:_mget(x,y)!=1) return
assert(not spawned,x..","..y)
spawned=true
player:reinit(x,y)
player.orientx=-1
if (x<8) player.orientx=1
end
local win_at=function(x,y)
if (self:_mget(x,y)!=18) return
for nx=x-1,x+1 do
for ny=y-1,y+1 do
-- next check: is at least one of
-- nx or ny out of range [0, 15]?
if (nx | ny) & 0xFFF0 ~= 0 then
self._wins[_mix(nx,ny)]=true
end
end
end
end
for f in all{spawn_at,win_at} do
for x=1,14 do f(x,0) f(x,15) end
for y=0,15 do f(0,y) f(15,y) end
end
assert(spawned)
end
function level:mcoll(mx,my)
if ((mx | my) & 0xFFF0!=0) return true
return self._coll[_mix(mx,my)]
end
function level:get_crate(mx,my)
return self._crates[_mix(mx,my)]
end
function level:_mget(mx,my)
return mget(
self.bigx*16+mx,
self.bigy*16+my
)
end
function _mix(mx,my)
return mx..","..my
end
-- crate spec:
-- "up" == 1
-- "right" == 2
-- "down" == 4
-- "left" == 8
--
-- +1+
-- 8 2
-- +4+
function level:_get_cratedef(s)
if (s<64 or s>=80) return
return s & 0x000F
end
function level:get_latch(dx,dy,px,py)
local mx,my=px\8,py\8
local mxy=_mix(mx,my)
local crate=self._crates[mxy]
local dx1,dy1=-sgn0(dx),-sgn0(dy)
if crate then
if crate.def & dy1*dy1*(2.5+1.5*dy1)+dx1*dx1*(5-3*dx1) ~= 0 then
return {
el="crate",
dx=dx1,dy=dy1,
ax_offset=dx1*0.5,
ay_offset=dy1*0.5,
rec=crate
}
end
end
local m=self:_mget(mx,my)
if
(m==60 and dy1<0) or
(m==61 and dx1>0) or
(m==62 and dy1>0) or
(m==63 and dx1<0)
then
return {
el="eyehook",
dx=dx1,dy=dy1,
ax_offset=dx1*0.5,
ay_offset=dy1*0.5,
rec={mx=mx,my=my,px=mx*8,py=my*8},
}
end
end
ropecheck=split"-0.6,0.4,0.4"
function level:can_move(
is_player,
mx0,my0,dmx,dmy,exclude_src,exclude_dst
)
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()
if (self:mcoll(mx1,my1) or player.x==mx1 and player.y==my1) return
if player.rope then
local w,h=1.2,0.2
if (dmx==0) w,h=0.2,1.2
if (player.rope:collide_mrect(mx0+ropecheck[dmx+2],my0+ropecheck[dmy+2],w,h,exclude_src,exclude_dst)) return
end
return true
end
function level:tug_crate(mx0,my0,dmx,dmy)
local mxy0=_mix(mx0,my0)
local existing=self._crates[mxy0]
if (not existing) return
self._crates[mxy0]=nil
local mx1,my1=mx0+dmx,my0+dmy
local px1,py1=mx1*8,my1*8
existing.todo={
{px=px1+dmx,py=py1+dmy,mx=mx1,my=my1,update=function()
self.dirty=true
return true
end},
{px=px1,py=py1}
}
self._crates[_mix(mx1,my1)]=existing
end
-->8
--player handling
player={}
add(real_modules,player)
function player:init()
-- don't change this on reinit:
-- it stays the same when the level is changed or reloaded
self.vanish_frame=0
end
function player:reinit(x,y)
self.x,self.y=x,y
self.px,self.py=0,0
self.todo={}
self.cooldown=4
self.rope=nil -- don't elide, needs to be cleared if present
self.fall_frame=0
self.orientx,self.orienty=-1,0
end
function player:update()
-- this is a non-gameplay action that takes precedence over
-- all gameplay actions
self:_vanish_if_requested()
if not (#self.todo>0 or level:busy()) then
if level:win_at(self.x,self.y) then
level:advance()
return
end
if level:get_open_pit(self.x,self.y) then
self.todo={{update=self._fall}}
return
end
if kbd:btn(0) then
self.orientx=-1
self.orienty=0
elseif kbd:btn(1) then
self.orientx=1
self.orienty=0
elseif kbd:btn(2) then
self.orienty=-1
elseif kbd:btn(3) then
self.orienty=1
end
function btncd(x)
return (kbd:btn(x) and self.cooldown==0) or kbd:btnp(x)
end
if kbd:btn(4) then
if kbd:btnp(4) and self.rope then
self.rope:destroy()
kbd:release(4)
end
-- wait for user to release it
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
self.todo=f
self.cooldown=3
local t=f[#f]
t.x=x+dx
t.y=y+dy
return
end
wrongbleep:bleep()
end
if btncd(0) then
try_move(-1,0,{{orientx=-1,orienty=0,px=-2,py=0},{px=1}})
elseif btncd(1) then
try_move(1,0,{{orientx=1,orienty=0,px=2,py=0},{px=-1}})
elseif btncd(2) then
try_move(0,-1,{{orienty=-1,px=0,py=-2},{py=1}})
elseif btncd(3) then
try_move(0,1,{{orienty=1,px=0,py=2},{py=-1}})
elseif not self.rope and kbd:btnr(4) then
local dx,dy=self.orientx,self.orienty
if (dy!=0) dx=0
while not level:mcoll(x,y) do x+=dx y+=dy end
self.rope=rope:new(
{x+0.5-dx*0.5,y+0.5-dy*0.5},
{self.x+0.5,self.y+0.5},
level:get_latch(dx,dy,x*8,y*8)
)
self.todo={{
update=function()
return not self.rope or self.rope:latched()
end
}}
elseif kbd:btnp(5) then
if (self.rope and not self.rope:tug()) wrongbleep:bleep(9)
end
end
end
if (#self.todo==0) self.px=0 self.py=0
_apply(self,self.todo)
if (self.cooldown>0) self.cooldown-=1
if self.rope then
self.rope:update()
if self.rope:done_reeling() then
local latch=self.rope.latch
self.x=latch.rec.mx+latch.dx
self.y=latch.rec.my+latch.dy
end
self.rope:drag_dst{
self.x+self.px/8+0.5,
self.y+self.py/8+0.5
}
local tdx,tdy=self.rope:tug_orientxy()
if (tdx) self.orientx=tdx
if (tdy) self.orienty=tdy
if (self.rope:done()) self.rope=nil
end
end
function player:_vanish_if_requested()
if kbd:btn(5) then
self.vanish_frame+=1
if (self.fall_frame>0 or self.vanish_frame>20) then
self.rope=nil
level:restart()
kbd:release(5)
self.vanish_frame=20
end
else
self.vanish_frame-=1
end
self.vanish_frame=max(self.vanish_frame,0)
end
function player:_fall()
if (self.fall_frame<10) self.fall_frame+=1
end
function player:draw()
local px=self.x*8+self.px+wrongbleep:vibrate()
local py=self.y*8+self.py+wrongbleep:vibrate()
local head=1-self.orienty
local vanish_level=max((self.vanish_frame-4)/16,0)
local invis_level=max(self.fall_frame/10,4*(vanish_level-0.75))
if (invis_level>=1.0) return
--[[
local HEAD=14--3
local BODY=12--12
local TAIL=14--14
local IRIS=7--9
local PUPIL=0--0
]]
-- in order: head,body,iris,pupil,body again,tail
local palette=split"-1,14,14,12,12,-1,-1,-1,7,0,-1,12,14,14,14"
local function setpal()
--[[
-- head
nil,14,14,
--body
[2]=HEAD,
[3]=HEAD,
[4]=BODY,
[5]=BODY,
[9]=IRIS,
[10]=PUPIL,
[12]=BODY,
[13]=TAIL,
[14]=TAIL,
[15]=TAIL,
]]
pal(palette)
-- vanish colors
local vanish=split"13,15,14,5,4,12,2,3,9,10"
for i,ilc in ipairs(vanish) do
if (vanish_level>i/#vanish) pal(ilc,5)
end
if (self.fall_frame>3) local zc=@0x5f00&0xf0 for i=0x5f00,0x5f0c,4 do poke4(i,0x0101.0101) end poke(0x5f00,zc|0x01)
end
local rx,ry=self.x*8+self.px+1,self.y*8+self.py+2
if (self.orientx==1) rx+=6
if self.rope then
local rx_adj,ry_adj=self.rope:affected_src_xy(rx,ry)
if rx_adj then
local drx,dry=rx_adj-rx,ry_adj-ry
rx,ry=rx+drx,ry+dry
px,py=px+drx,py+dry
end
end
if self.orientx==-1 then
setpal()
spr(16,px+6,py-2,1,1)
spr(17,px+1,py,1,1)
if (self.rope and invis_level<=0.25) pal() self.rope:draw(self.x*8+self.px+1,self.y*8+self.py+2) setpal()
spr(head,px-3,py-3,1,1)
else
setpal()
spr(16,px-6,py-2,1,1,true)
spr(17,px-1,py,1,1,true)
if (self.rope and invis_level<=0.25) pal() self.rope:draw(self.x*8+self.px+7,self.y*8+self.py+2) setpal()
spr(head,px+3,py-3,1,1,true)
end
pal()
end
-->8
-- rope physics
rope={}
rope.__index=rope
function rope:new(
src,dst,latch
)
local r={
id=0,
state={name="cast",frame=0},
latch=latch,
}
r.src=src
r.dst=dst
r.src.next=r.dst
r.dst.prev=r.src
setmetatable(r,rope)
return r
end
function rope:latched()
return self.state.name=="latched"
end
function rope:done()
return self.state.name=="done"
end
function rope:done_reeling()
return self.state.name=="done" and self.state.reelin
end
function rope:update()
if self.state.name=="cast" then
self.state.frame+=1
if (self.state.frame>=3) self.state={name="latched"}
elseif self.state.name=="latched" then
if (not self.latch) wrongbleep:bleep(5) self:destroy() return
if self.latch.rec then
self:drag_src{
self.latch.rec.mx+0.5+self.latch.ax_offset,
self.latch.rec.my+0.5+self.latch.ay_offset
}
if self.latch.rec.dead==true then
self:destroy()
end
end
if (not self:_check_sane()) self:destroy()
elseif self.state.name=="destroy" then -- destroy
self.state.frame+=1
if (self.state.frame>=4) self.state={name="done",reelin=self.state.reelin}
else
-- done state
end
end
function rope:destroy(reelin)
if (self.state.name=="destroy" or self.state.name=="done") return
self.state={name="destroy",frame=0,reelin=reelin}
end
function rope:affected_src_xy(artificial_px,artificial_py)
-- this is the loop from :draw but simplified
if (not self.state.reelin) return
perc_to_show=(1.0-self.state.frame/8)^2
local points=self:_anchors_simplified()
points[#points]={x=artificial_px,y=artificial_py}
local len=0
for i=1,#points-1 do len+=distance(points[i],points[i+1]) end
local len_to_show=perc_to_show*len
local len_cumulative=0
for i=1,#points-1 do
local src=points[i]
local dst=points[i+1]
local x,y=dst.x,dst.y
local dx,dy=src.x-x,src.y-y
local len_here=len_to_show-len_cumulative
local dist_base=distance_dxy(dx,dy)
len_cumulative+=dist_base
if len_here>0 and dist_base>0 then
local coef=min(len_here/dist_base,1.0)
return x+dx-dx*coef,y+dy-dy*coef
end
end
return points[1]
end
function rope:draw(artificial_px,artificial_py)
local points,highlight=self:_tug(true)
local n,perc_to_show,from_end = self.state.name,1.0
if (n=="done") return
if (n=="cast") perc_to_show=self.state.frame/2
if (n=="destroy") perc_to_show=(1.0-self.state.frame/4)^2
if (self.state.reelin) from_end=true
points[#points]={x=artificial_px,y=artificial_py}
local len=0
for i=1,#points-1 do
len+=distance(points[i],points[i+1])
end
local len_to_show=perc_to_show*len
local len_cumulative=0
local ia,iz,istep=#points-1,1,-1
if (from_end) ia,iz,istep=1,#points-1,1
local function colorh(ix)
color(8)
if (highlight==ix) color(12)
end
for i=ia,iz,istep do
local src=points[i]
local dst=points[i+1]
local x,y=dst.x,dst.y
local dx,dy=src.x-x,src.y-y
local len_here=len_to_show-len_cumulative
local dist_base=distance_dxy(dx,dy)
len_cumulative+=dist_base
if len_here>0 and dist_base>0 then
local coef=min(len_here/dist_base,1.0)
if from_end then
x,y=x+dx-dx*coef,y+dy-dy*coef
end
dx,dy=dx*coef,dy*coef
colorh(i)
local function lf(d0,d1,w)
linefill(x+d0*dx,y+d0*dy,x+d1*dx,y+d1*dy,w)
end
lf(0,0.25,1.0)
lf(0.25,1,0.5)
lf(0.9,1,1.0)
circfill(x+dx+0.5,y+dy+0.5,1.0)
end
end
-- draw latch
local l=self.latch
if l and l.rec and (perc_to_show>=1.0 or from_end) then
local function rfsplit(x) rectfill(unpack(split(x))) end
local ldx,ldy=l.dx,l.dy
colorh(0)
camera(-l.rec.px,-l.rec.py)
if (ldx==-1) rfsplit"0,3,2,4"
if (ldx==1) rfsplit"5,3,7,4"
if (ldy==-1) rfsplit"3,0,4,2"
if (ldy==1) rfsplit"3,5,4,7"
camera()
color()
end
-- debug
--[[
local n1=self.src
local sy=0
while true do
if (n1==nil) break
local anch=level:anchor_at(n1)
local x=n1.ax*8
local y=n1.ay*8
if anch then
if (anch.adx>0) x-=1
if (anch.ady>0) y-=1
end
rectfill(x-1,y-1,x+1,y+1,12)
print("ax="..n1.ax..",ay="..n1.ay,72,sy)
sy+=7
local n0=n1.prev
local n2=n1.next
if n0!=nil and n2!=nil then
if anch then
local _,_,_=would_stick(anch,n0.ax,n0.ay,n1.ax,n1.ay,n2.ax,n2.ay)
local c=3
if (anch.dropped) c=4
rectfill(x+2,y+2,x+4,y+4,c)
else
rectfill(x+2,y+2,x+4,y+4,2)
end
else
rectfill(x+2,y+2,x+4,y+4,4)
end
n1=n1.next
end
for _,p in pairs(level._anch) do
local x,y=p.ax*8,p.ay*8
if (p.adx>0) x-=1
if (p.ady>0) y-=1
pset(x,y,11)
pset(x+p.adx,y,11)
pset(x,y+p.ady,11)
end
]]
end
function rope:drag_dst(xy)
self:drag(self.dst,xy)
end
function rope:drag_src(xy)
self:drag(self.src,xy)
end
function rope:drag(n1,axy)
self:relax()
self:_drag(n1,{axy[1],n1[2]})
self:_drag(n1,axy)
self:relax()
end
function rope:relax()
local n0=self.src
while true do
local n1=n0.next
if (not n1) break
local n2=n1.next
if _anch_eq(n0,n1) then
_anch_del(n1)
else
n0=n0.next
end
end
local n0=self.src
while n0 do
local n1=n0.next
if (not n1) return
local n2=n1.next
if (not n2) return
local anch=level:anchor_at(n1)
local wouldstick,position_new=would_stick(anch,n0,n1,n2)
if not (wouldstick or _anch_eq(n1,position_new)) then
self:_drag(n1,position_new,{_anch_unpack(n1)})
_anch_del(n1)
else n0=n0.next end
end
end
function rope:_check_sane()
if (not self:latched()) return true
if (level:busy()) return true
local n0=self.src
local qxs,qys={},{}
while true do
local n1=n0.next
if (not n1) break
local n0ax,n0ay=_anch_unpack(n0)
local n1ax,n1ay=_anch_unpack(n1)
_rast(qxs,qys,flr(n0ax*2),flr(n0ay*2),flr(n1ax*2),flr(n1ay*2))
n0=n1
end
local function _possible_tiles(qx,qy)
local mx0=(qx-1)\2
local mx1=qx\2
local my0=(qy-1)\2
local my1=qy\2
local poss={}
for mx=mx0,mx1 do
for my=my0,my1 do
add(poss,{mx=mx,my=my})
end
end
return poss
end
local function _blocked(qx,qy)
for i in all(_possible_tiles(qx,qy)) do
if (not level:mcoll(i.mx,i.my)) return
end
return true
end
-- find cases where i move through an impassable zone
for i=1,#qxs do
if (_blocked(qxs[i],qys[i])) return
end
-- find cases where i am cut off diagonally
for i=3,#qxs do
local qx1,qy1=qxs[i-1],qys[i-1]
if qx1%2==0 and qy1%2==0 then
local ok
for m0 in all(_possible_tiles(qxs[i-2],qys[i-2])) do
for m2 in all(_possible_tiles(qxs[i],qys[i])) do
local mx0,my0=m0.mx,m0.my
local mx2,my2=m2.mx,m2.my
if not (level:mcoll(mx0,my0) or level:mcoll(mx2,my2)) then
local dmx,dmy=abs(mx2-mx0),abs(my2-my0)
if dmx==1 and dmy==1 and level:mcoll(mx0,my2) and level:mcoll(mx2,my0) then
else
ok=true
end
end
end
end
if (not ok) return
end
end
return true
end
function would_stick(anchor,xy0,xy1,xy2)
local x0,y0=_anch_unpack(xy0)
local x1,y1=_anch_unpack(xy1 or anchor)
local x2,y2=_anch_unpack(xy2)
local dx,dy=x2-x0,y2-y0
local function switch_ends()
dx,dy,x0,y0,x2,y2=-dx,-dy,x2,y2,x0,y0
end
local function signs(douter,dinner)
local adb=sgn0(dinner)
return -sgn0(douter)*adb,adb
end
local adx,ady,x1_new,y1_new
if abs(dx)>abs(dy) then
if (x0>x2) switch_ends()
x1_new,y1_new=x1,y0+(x1-x0)/dx*dy
adx,ady=signs(dy,y1_new-y1)
else
if (y0>y2) switch_ends()
x1_new,y1_new=x0+(y1-y0)/dy*dx,y1
ady,adx=signs(dx,x1_new-x1)
end
return
anchor and anchor.adx==adx and anchor.ady==ady,
{x1_new,y1_new}
end
function rope:experience_anchor_moves(moves)
self:_be_dragged_by(moves)
self:_be_pushed_by(moves)
self:relax()
end
function rope:_be_dragged_by(moves)
local n=self.src
while n do
for t in all(moves) do
local xy_old,xy_new=unpack(t)
if (_anch_eq(xy_old,n)) n.dest=xy_new break
end
n=n.next
end
n=self.src
while n do
if (n.dest) self:_drag(n,n.dest) n.dest=nil
n=n.next
end
end
function rope:_be_pushed_by(moves)
for i in all(moves) do
self:_be_pushed_by1(unpack(i))
end
end
function rope:_be_pushed_by1(anch_old,anch_new)
local n0=self.src
local ax_old,ay_old=_anch_unpack(anch_old)
local ax_new,ay_new=_anch_unpack(anch_new)
while n0 do
n1=n0.next
if (not n1) return
local nx0,ny0=_anch_unpack(n0)
local nx1,ny1=_anch_unpack(n1)
local nxmn,nxmx = _mnmx(nx0,nx1)
local nymn,nymx = _mnmx(ny0,ny1)
if
(ax_new!=ax_old or (nxmn<ax_new and ax_new<nxmx)) and
(ay_new!=ay_old or (nymn<ay_new and ay_new<nymx)) and
(_which_side(anch_old,n0,n1)!=
_which_side(anch_new,n0,n1)
) and would_stick(anch_new,n0,nil,n1)
then
local nx05,ny05
if ax_new==ax_old then
nx05=ax_new
ny05=ny0+(nx05-nx0)/(nx1-nx0) * (ny1-ny0)
elseif ay_new==ay_old then
ny05=ay_new
nx05=nx0+(ny05-ny0)/(ny1-ny0) * (nx1-nx0)
end
local n05=_anch_new(n0,n1,{nx05,ny05})
self:_drag(n05,{ax_new,ay_new})
else
n0=n0.next
end
end
end
function rope:_drag(n1,new,removing)
local function _sweep_radar(lhs,rhs,pivot,src,dst)
if (_anch_eq(src,dst)) return
local function _uncreatable(anchor)
return _anch_eq(anchor,lhs) or _anch_eq(anchor,lhs) or _anch_eq(anchor,removing)
end
local function _sweep(extent_orig,extent_final,cb_in_bounds,cb_make_point)
local eligible={}
local point_orig=cb_make_point(extent_orig)
local point_final=cb_make_point(extent_final)
for anchor in level:anchor_points() do
-- figure out which anchors we even can stick to
if cb_in_bounds(anchor) and not _uncreatable(anchor) then
local side_orig=_which_side(anchor,pivot,point_orig)
local side_final=_which_side(anchor,pivot,point_final)
if (side_orig!=side_final and would_stick(anchor,pivot,nil,point_final)) add(eligible,{anchor,side_final})
end
end
-- if no one's in the race, don't raycast
if (#eligible==0) return
if (#eligible==1) return eligible[1][1]
-- see who wins the race
for extent in _stepfrom(extent_orig,extent_final) do
local point = cb_make_point(extent)
for anchor_final in all(eligible) do
if (_which_side(anchor_final[1],pivot,point)==anchor_final[2]) return anchor_final[1]
end
end
end
local ax_pivot,ay_pivot=_anch_unpack(pivot)
local ax_src,ay_src=_anch_unpack(src)
local ax_dst,ay_dst=_anch_unpack(dst)
if ax_src==ax_dst then
return _sweep(
ay_src,ay_dst,
function(anchor) return mid(ax_pivot,anchor[1],ax_dst)==anchor[1] end,
function(ay) return {ax_dst,ay} end
)
else
return _sweep(
ax_src,ax_dst,
function(anchor) return mid(ay_pivot,anchor[2],ay_dst)==anchor[2] end,
function(ax) return {ax,ay_dst} end
)
end
end
local old={_anch_unpack(n1)}
_anch_update(n1,new)
local n0=n1.prev
while n0 do
local anch=_sweep_radar(n0,n1,n0,old,new)
if (not anch) break
n0=_anch_new(n0,n1,anch)
end
local n2=n1.next
while n2 do
local anch=_sweep_radar(n1,n2,n2,old,new)
if (not anch) break
n2=_anch_new(n1,n2,anch)
end
end
function _stepfrom(x0,x1)
local done
if x0==x1 then
return function()
if (done) return
done=true return x0
end
end
local mul=1
if (x0>x1) x0,x1,mul=-x0,-x1,-mul
local i=flr(x0)
local top=flr(x1)
return function()
if (done) return
i+=1
if i>top then
done = true
if (x1!=flr(x1)) return mul*x1
return
end
return mul*i
end
end
function _which_side(xy,x0y0,x1y1)
local x,y=_anch_unpack(xy)
local x0,y0=_anch_unpack(x0y0)
local x1,y1=_anch_unpack(x1y1)
return sgn0((x1-x0)*(y-y0) - (y1-y0)*(x-x0))
end
function distance_dxy(dx,dy)
return sqrt(dx*dx+dy*dy)
end
function distance(p1,p2)
local dx=p2.x-p1.x
local dy=p2.y-p1.y
return sqrt(dx*dx+dy*dy)
end
function rope:collide_mrect(mx0,my0,mw,mh,exclude_src,exclude_dst)
local mx1,my1=mx0+mw,my0+mh
local n0=self.src
while true do
local n1=n0.next
if (not n1) return
local nd=n0
for i=1,exclude_dst do
nd=nd.next
if (not nd) return
end
local x1,y1=_anch_unpack(n0)
local x2,y2=_anch_unpack(n1)
local function _line_line(x3,y3,x4,y4)
local denom=(y4-y3)*(x2-x1)-(x4-x3)*(y2-y1)
local ua=
((x4-x3)*(y1-y3)-(y4-y3)*(x1-x3))/denom
if (ua<0 or ua>1) return
local ub=
((x2-x1)*(y1-y3)-(y2-y1)*(x1-x3))/denom
if (ub<0 or ub>1) return
return true
end
if exclude_src<=0 then
if (_line_line(mx0,my0,mx1,my0) or _line_line(mx0,my0,mx0,my1) or _line_line(mx0,my1,mx1,my1) or _line_line(mx1,my0,mx1,my1)) return true
end
exclude_src-=1
n0=n1
end
end
-->8
-- moved here because it's complicated
function rope:tug_orientxy()
local a1=self.dst
local a0=self.dst.prev
local ax0,ay0=_anch_unpack(a0)
local ax1,ay1=_anch_unpack(a1)
local dx=ax0-ax1
local tdx
if (dx>3/8) tdx=1
if (dx<-3/8) tdx=-1
local dy=ay0-ay1
local tdy
if abs(dy)>abs(dx)/2 then
if (dy>3/8) tdy=1
if (dy<-3/8) tdy=-1
end
return tdx,tdy
end
function rope:tug()
if (not self:latched()) return
return self:_tug()
end
function rope:_tug(hypothetically)
local ancs=self:_anchors_simplified()
local touched={}
for i=#ancs-1,2,-1 do
local ops_before_trash=self:_calc_push(ancs[i+1],ancs[i],ancs[i-1],ancs[i-2])
local ops_to_do,corners={}
if #ops_before_trash>0 then
ops_to_do=ops_before_trash
else
local ops_after_trash=self:_calc_push(ancs[i-2],ancs[i-1],ancs[i],ancs[i+1])
ops_to_do=ops_after_trash
end
local ops=ops_to_do
if #ops>0 then
if (hypothetically) return ancs,i-1
local dmx,dmy=ops[1].dmx,ops[1].dmy
for o in all(ops) do
level:tug_crate(o.mx,o.my,o.dmx,o.dmy)
end
return true
end
end
local latch=self.latch
if latch and latch.el=="eyehook" then
if (hypothetically) return ancs,0
player.todo={{
update=function(s)
if not s.rope or s.rope:done() then
return true
end
end
}}
self:destroy(true)
return true
end
if latch and latch.el=="crate" then
local dmx,dmy=
sgn0(latch.dx),
sgn0(latch.dy)
local obj_anc=ancs[1]
local pull_anc=ancs[2]
local pull_dx=pull_anc.x-obj_anc.x
local pull_dy=pull_anc.y-obj_anc.y
local mx0=latch.rec.mx
local my0=latch.rec.my
local mxa=(pull_anc.x+dmx)\8
local mya=(pull_anc.y+dmy)\8
local invalid_move
if
(dmx!=0 and sgn0(pull_dx)!=dmx) or
(dmy!=0 and sgn0(pull_dy)!=dmy) or
sgn0(mx0-mxa)!=
sgn0(mx0+dmx-mxa) or
sgn0(my0-mya)!=
sgn0(my0+dmy-mya)
then
invalid_move=true
end
if not invalid_move and
level:can_move(false,mx0,my0,dmx,dmy,1,0)
then
if (hypothetically) return ancs,0
level:tug_crate(mx0,my0,dmx,dmy)
return true
end
end
if (hypothetically) return ancs
return
end
function rope:_calc_push(
an,a0,a1,af
)
local ops={}
if (not an) return ops
if a0.x==a1.x then
-- no far side applying pressure?
local y0,y1=_mnmx(a0.y,a1.y)
local my0,my1,smy=(y0+1)\8,(y1-1)\8,1
if a0.y>a1.y then
my0,my1=my1,my0
smy=-smy
end
local mx,dmx
if a0.x%8==0 and a0.x>an.x+7 then
-- push left
mx=(a0.x-1)\8
dmx=-1
elseif a0.x%8==7 and a0.x<an.x-7 then
-- push right
mx=(a0.x+1)\8
dmx=1
else
return {}
end
for my=my0,my1,smy do
add(ops,{mx=mx,my=my,dmx=dmx,dmy=0})
end
end
if a0.y==a1.y then
local x0,x1=_mnmx(a0.x,a1.x)
local mx0,mx1,smx=(x0+1)\8,(x1-1)\8,1
if a0.x>a1.x then
mx0,mx1=mx1,mx0
smx=-smx
end
local my,dmy
if a0.y%8==0 and a0.y>an.y+6 then
-- push up
my=(a0.y-1)\8
dmy=-1
elseif a0.y%8==7 and a0.y<an.y-6 then
-- push down
my=(a0.y+1)\8
dmy=1
else
return {}
end
for mx=mx0,mx1,smx do
add(ops,{mx=mx,my=my,dmx=0,dmy=dmy})
end
end
local ops2={}
for o in all(ops) do
if not level:mcoll(o.mx,o.my) then
-- great!
else
local crate=level:get_crate(o.mx,o.my)
if crate then
if not level:can_move(false,o.mx,o.my,o.dmx,o.dmy,0,0) then
break
end
else
break
end
add(ops2,o)
end
end
return ops2
end
function rope:_anchors_simplified()
-- todo: cache this
local points={}
local _slope = function(p0,p1)
return atan2(p1.y-p0.y,p1.x-p0.x)
end
a=self.src
while a do
local ax,ay=_anch_unpack(a)
local point={
ax,ay,
x=flr(ax*8+0.5),y=flr(ay*8+0.5),
}
local aw=level:anchor_at(a)
local l=self.latch
if aw then
if (aw.adx==1) point.x-=1
if (aw.ady==1) point.y-=1
elseif not a.prev and l then
if (l.ax_offset<0) point.x-=1
if (l.ay_offset<0) point.y-=1
end
local p0,p1=points[#points-1],points[#points]
if not p0 then
add(points,point)
elseif _slope(p0,p1)==_slope(p1,point) then -- epsilon?
points[#points]=point
else
add(points,point)
end
a=a.next
end
return points
end
-->8
--wrongbleeps
wrongbleep={}
add(real_modules,wrongbleep)
function wrongbleep:init()
self.duration=0
self.continuous=0
end
function wrongbleep:update()
if (self.duration>5) self.duration=5
if self.duration>0 then sfx(63,3) self.continuous+=1
else self.continuous=0 end
self.duration=max(self.duration-1,-4)
end
function wrongbleep:bleep(duration)
self.duration+=duration or 2
end
function wrongbleep:vibrate(duration)
if (self.continuous<10) return 0
return (rnd()*2-1)*min(self.continuous/10,2)
end
function wrongbleep:adequately_warned(duration)
return self.continuous>45
end
-->8
-- text
level_text={by_lvl={}}
add(real_modules,level_text)
level_text_raw={
"0`9`11`\f7\#0press 🅾️ to mlem & unmlem",
"0`33`17`\f7\#0❎ to yoink"
}
function level_text:init()
for i=0,32 do level_text.by_lvl[i]={} end
for row in all(level_text_raw) do
if row then
lvlxys=split(row,"`")
add(level_text.by_lvl[lvlxys[1]],lvlxys)
end
end
end
function level_text:draw()
for xys in all(level_text.by_lvl[level.ix]) do
print(xys[4],xys[2],xys[3],6)
end
end
-->8
--hint system
function rot13(s)
local sord = pack(ord(s,1,#s))
for i,c in ipairs(sord) do
if (inorder{65, c, 77} or inorder{97, c, 109}) sord[i]=c+13
if (inorder{78, c, 90} or inorder{110, c, 122}) sord[i]=c-13
end
return chr(unpack(sord))
end
--hint file format:
-- each row is one hint. 4 columns per row
-- separated with a grave (`) character
-- room# ` X (screen px) ` Y (screen px) ` message
-- message is ROT13d; works for a-zA-Z
hints = {}
add(real_modules,hints)
function hints:init()
local h = gsv[[0`64`64`zYRZ
0`32`32`fCYHOC]]
for rec in all(h) do
rec[4]=rot13(rec[4])
local lh = self[rec[1]]
if lh then
add(lh,rec)
else
self[rec[1]] = {rec}
end
end
menuitem(1,"get hint",function() level.hintlevel+=1 end)
menuitem(2,"hide hints",function() level.hintlevel=0 end)
end
hintflicker=split"7,10,9,8,8,9,10,7"
function hints:draw2()
pal()
local c=cycle(hintflicker)
for i,h in ipairs(self[level.ix]) do
if (i > level.hintlevel) return
local _,x,y,txt=unpack(h)
print(txt,x-1,y+1,1)
print(txt,x,y,c)
end
end
-->8
-- debug mouse support
debugmouse = {}
-- comment this out to disable debug mode
add(real_modules, debugmouse)
function debugmouse:init()
poke(0x5f2d,1)
end
debugflicker=split"5,6,7,15,14,8,2,4,9,10,11,3,12,13"
debugchs = split" ,x, ,□"
function debugmouse:draw3()
if (stat(34) == 0) return
pal(15,cycle(debugflicker,1.5))
local x, y, c = stat(32), stat(33), cycle(debugchs,2)
if (c == " ") spr(50,x,y)
print(c,x,y,15)
local px, py = mid(0,x,89), mid(0, y > 111 and y - 12 or y + 6, 117)
print("("..x..", "..y..")\n["..(x\8)..", "..(y\8).."]",px,py,15)
pal()
end
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