chameleonic/chameleonic.p8
Pyrex fd585c97d9 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 04:46:04 +00:00

2087 lines
87 KiB
Lua

pico-8 cartridge // http://www.pico-8.com
version 39
__lua__
-- setup
modules={}
real_modules={}
frame=0
function _init()
-- printh("restarting")
_doall("init") end
function _update()
frame+=1
if (frame%1==0) _doall("update") end
function _draw()
_doall("draw") 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 _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=false,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
-- 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.ix=n
self.todo={}
self.bigx,self.bigy=n%8,n\8
self:load_dynobjs()
self:recollide()
self:reanchor(true)
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()
fillp(0b1111111110111111)
rectfill(0,0,127,127,0x55)
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 false
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
end
if #remove>0 then
self:recollide()
self:reanchor()
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()
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]!=nil
end
end
end
function level:reanchor()
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]= {
ax=max(mx0,mx1),ay=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]={
ax=max(mx0,mx1),ay=max(my0,my1),adx=-dx,ady=-dy
}
end
end
local anch_old=self._anch
if (anch_old==nil) anch_old={}
for _,old in pairs(anch_old) do
old.dropped=true
end
for k,new in pairs(anch_new) do
local old=anch_old[k]
if old then
anch_new[k]=old
old.ax_old,old.ay_old,old.ax,old.ay,old.adx,old.ady=old.ax,old.ay,new.ax,new.ay,new.adx,new.ady
old.dropped=nil
end
end
self._anch=anch_new
self._anch_keys={}
for k,_ in pairs(self._anch) do
add(self._anch_keys,{key=k})
end
shellsort(self._anch_keys)
for point in self:anchor_points() do
if point.ax_old and player.rope and (point.ax_old != point.ax or point.ay_old != point.ay) then
-- printh("moving: "..tostring({point.ax_old,point.ay_old}).."=>"..tostring({point.ax,point.ay}))
player.rope:be_pushed_by(point,point.ax_old,point.ay_old)
end
point.ax_old,point.ay_old=nil,nil
end
if (player.rope) player.rope:relax()
end
function level:win_at(mx,my)
return self._wins[_mix(mx,my)]
end
function level:anchor_points()
keys=all(self._anch_keys)
return function()
local k=keys()
if (k==nil) return nil
return self._anch[k.key]
end
end
function level:get_open_pit(mx,my)
local pit=self._pits[_mix(mx,my)]
if (pit and pit.contents==nil) return pit
end
function level:spawn_exit()
self._wins={}
local spawned=false
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)
return self._coll[_mix(mx,my)]!=false
end
function level:pcoll(px,py)
return self:mcoll(px\8,py\8)
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 _amix(ax,ay)
return ax..","..ay
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 false
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 false
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:recollide()
self:reanchor()
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.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
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 function try_move(dx,dy,f)
if (level:can_move(true,self.x,self.y,dx,dy,0,2)) self.todo=f return
wrongbleep:bleep()
end
if kbd:btn(0) then
try_move(-1,0,{{orientx=-1,orienty=0,px=-2},{px=-7},{x=self.x-1,px=0}})
elseif kbd:btn(1) then
try_move(1,0,{{orientx=1,orienty=0,px=2},{px=7},{x=self.x+1,px=0}})
elseif kbd:btn(2) then
try_move(0,-1,{{orienty=-1,py=-2},{py=-7},{y=self.y-1,py=0}})
elseif kbd:btn(3) then
try_move(0,1,{{orienty=1,py=2},{py=7},{y=self.y+1,py=0}})
elseif not self.rope and kbd:btnr(4) then
local dx,dy=self.orientx,self.orienty
if (dy!=0) dx=0
local x,y=self.x,self.y
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
_apply(self,self.todo)
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,1)
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_ax,src_ay,dst_ax,dst_ay,latch
)
local r={
id=0,
anchors={
{ax=src_ax,ay=src_ay},
{ax=dst_ax,ay=dst_ay}
},
state={name="cast",frame=0},
latch=latch,
}
r.src=r.anchors[1]
r.dst=r.anchors[2]
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 (self.latch==nil) wrongbleep:bleep(5) self:destroy() return
if self.latch and 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>=5) 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,false
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/8)^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
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
dx,dy=dx*coef,dy*coef
else
dx,dy=dx*coef,dy*coef
end
local color=8
if (highlight==i) color=12
linefill(x,y,x+0.25*dx,y+0.25*dy,1.0,color)
linefill(x+0.25*dx,y+0.25*dy,x+1*dx,y+1*dy,0.5,color)
linefill(x+0.9*dx,y+0.9*dy,x+dx,y+dy,1.0,color)
circfill(x+dx+0.5,y+dy+0.5,1.0,color)
end
end
-- draw latch
if self.latch!=nil and self.latch.rec and (perc_to_show>=1.0 or from_end) then
local x,y=self.latch.rec.px,self.latch.rec.py
local ldx,ldy=self.latch.dx,self.latch.dy
local color=8
if (highlight==0) color=12
if self.latch.dx==-1 and self.latch.dy==0 then
rectfill(x,y+3,x+2,y+4,color)
elseif self.latch.dx==1 and self.latch.dy==0 then
rectfill(x+5,y+3,x+7,y+4,color)
elseif self.latch.dx==0 and self.latch.dy==-1 then
rectfill(x+3,y,x+4,y+2,color)
elseif self.latch.dx==0 and self.latch.dy==1 then
rectfill(x+3,y+5,x+4,y+7,color)
end
end
-- debug
--[[
local n1=self.src
local sy=0
while true do
if (n1==nil) break
local x=n1.ax*8
local y=n1.ay*8
if n1.associated_with then
if (n1.associated_with.adx>0) x-=1
if (n1.associated_with.ady>0) y-=1
end
rectfill(x-1,y-1,x+1,y+1,12)
print("ax="..n1.ax..",ay="..n1.ay,72,sy)
print(tostring(n1.associated_with and (not n1.associated_with.dropped and n1.associated_with.ax==n1.ax and n1.associated_with.ay==n1.ay)),76,sy+7)
sy+=14
local n0=n1.prev
local n2=n1.next
if n0!=nil and n2!=nil then
if n1.associated_with then
local _,_,_,adx,ady=would_stick(n0.ax,n0.ay,n1.associated_with,n2.ax,n2.ay)
assert(adx==-1 or adx==0 or adx==1)
assert(ady==-1 or ady==0 or ady==1)
--assert(not (adx==0 and ady==0))
local c=3
if (n1.associated_with.dropped) c=4
rectfill(x+2,y+2,x+4,y+4,c)
pset(x+adx*2,y,9)
pset(x,y+ady*2,9)
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(x,y)
self:drag(self.dst,x,y)
end
function rope:drag_src(x,y)
self:drag(self.src,x,y)
end
function rope:drag(n1,ax_new,ay_new)
self:relax()
self:_drag(n1,ax_new,n1.ay)
self:_drag(n1,ax_new,ay_new)
self:relax()
end
function rope:relax()
local n0=self.src
while true do
if (n0==nil) break
if n0.associated_with and n0.associated_with.dropped then
for i in level:anchor_points() do
if i.ax==n0.ax and i.ay==n0.ay then
n0.associated_with=i
break
end
end
end
n0=n0.next
end
local n0=self.src
while true do
local n1=n0.next
if (n1==nil) break
local n2=n1.next
if n0.ax==n1.ax and n0.ay==n1.ay then
n0.next=n2
if (n2!=nil) n2.prev=n0
else
n0=n0.next
end
end
local n0=self.src
while true do
if (n0==nil) return
local n1=n0.next
if (n1==nil) return
local n2=n1.next
if (n2==nil) return
if n1.associated_with!=nil then
local x0,y0=n0.ax,n0.ay
local x1,y1=n1.ax,n1.ay
local x2,y2=n2.ax,n2.ay
if x1!=n1.associated_with.ax or y1!=n1.associated_with.ay then
-- printh("dragging home: "..tostring{n1.ax,n1.ay}.."->"..tostring(n1.associated_with))
self:_drag(n1,n1.associated_with.ax,n1.associated_with.ay)
end
local would,x1_new,y1_new=would_stick(x0,y0,n1.associated_with,x2,y2)
if not would and not (n1.ax==x1_new and n1.ay==y1_new) then
-- printh("dragging: "..tostring{n1.associated_with, {x1_new, y1_new}})
-- printh("relaxing: "..tostring(n0.associated_with).."->"..tostring(n1.associated_with).."->"..tostring(n2.associated_with))
self:_drag(n1,x1_new,y1_new,n1.ax,n1.ay)
n0=n1.prev
n2=n1.next
n0.next=n2
n2.prev=n0
n1.next=nil
n1.prev=nil
else n0=n0.next end
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 (n1==nil) break
_rast(qxs,qys,flr(n0.ax*2),flr(n0.ay*2),flr(n1.ax*2),flr(n1.ay*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 false
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 false
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=false
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
--printh("ok! "..tostring({qxs[i-2],qys[i-2]})..tostring({qxs[i],qys[i]})..tostring(m0)..tostring(m2))
ok=true
end
end
end
end
if (not ok) return false
end
end
return true
end
function would_stick(x0,y0,anchor,x2,y2)
local x1,y1=anchor.ax,anchor.ay
local dx=x2-x0
local dy=y2-y0
if (x1==x0 and y1==y0) return false
if (x1==x2 and y1==y2) return false
local adx,ady
local x1_new,y1_new
if abs(dx)>abs(dy) then
if (x0>x2) dx,x0,y0,x2,y2=-dx,x2,y2,x0,y0
local dprop=(x1-x0)/dx
x1_new,y1_new=x1,y0+dprop*(y2-y0)
ady=sgn0(y1_new-y1)
adx=0
if (y0>y2) adx=ady
if (y0<y2) adx=-ady
else
if (y0>y2) dy,x0,y0,x2,y2=-dy,x2,y2,x0,y0
local dprop=(y1-y0)/dy
x1_new,y1_new=x0+dprop*(x2-x0),y1
adx=sgn0(x1_new-x1)
ady=0
if (x0>x2) ady=adx
if (x0<x2) ady=-adx
end
local wouldnt=anchor.dropped or (anchor.adx!=adx or anchor.ady!=ady)
return not wouldnt,x1_new,y1_new,adx,ady
end
function rope:be_pushed_by(anchor,ax_old,ay_old)
local n0=self.src
local ax_new,ay_new=anchor.ax,anchor.ay
while true do
n1=n0.next
if (not n1) return
local nx0,ny0=n0.ax,n0.ay
local nx1,ny1=n1.ax,n1.ay
local nxmn,nxmx = _mnmx(nx0,nx1)
local nymn,nymx = _mnmx(ny0,ny1)
-- printh(tostring({anchor,nxmn,nxmx,nymn,nymx}))
if
(ax_new!=ax_old or (nxmn<=anchor.ax and anchor.ax<=nxmx)) and
(ay_new!=ay_old or (nymn<=anchor.ay and anchor.ay<=nymx)) and
(_which_side(ax_old,ay_old,nx0,ny0,nx1,ny1)!=
_which_side(ax_new,ay_new,nx0,ny0,nx1,ny1)
) and would_stick(nx0,ny0,anchor,nx1,ny1)
then
-- printh("found (in): "..tostring({{nx0,ny0},{nx1,ny1}, anchor}))
local nx05,ny05
if ax_new==ax_old then
nx05=anchor.ax
ny05=ny0+(nx05-nx0)/(nx1-nx0) * (ny1-ny0)
-- printh("found (x): "..tostring({nx05,ny05}))
elseif ay_new==ay_old then
ny05=anchor.ay
nx05=nx0+(ny05-ny0)/(ny1-ny0) * (nx1-nx0)
-- printh("found (y): "..tostring({nx05,ny05}))
else
assert(false,"wtf?")
end
local n05={ax=nx05,ay=ny05,associated_with=anchor,prev=n0,next=n1}
--printh("adding: "..tostring({nx05,ny05,anchor}))
n0.next=n05
n1.prev=n05
self:_drag(n05,anchor.ax,anchor.ay)
-- printh("dragged: "..tostring({n05.ax,n05.ay,anchor}))
-- printh("local: "..tostring(n0.associated_with).."->"..tostring(n05.associated_with).."->"..tostring(n1.associated_with))
else
n0=n0.next
end
end
end
function rope:_drag(n1,ax1_new,ay1_new,ax_removing,ay_removing)
local function _sweep_radar(ax_lhs,ay_lhs,ax_rhs,ay_rhs,ax_pivot,ay_pivot,ax_far0,ay_far0,ax_far1,ay_far1)
local function _uncreatable(anchor)
return (anchor.ax==ax_lhs and anchor.ay==ay_lhs) or
(anchor.ax==ax_rhs and anchor.ay==ay_rhs) or
(anchor.ax==ax_removing and anchor.ay==ay_removing)
end
if (ax_far0==ax_far1 and ay_far0==ay_far1) return nil
if ax_far0==ax_far1 then
local ax_far=ax_far0
local ax0,ax1=_mnmx(ax_pivot,ax_far)
ay_far_old=ay_far0
for ay_far_new in _stepfrom(ay_far0,ay_far1) do
for anchor in level:anchor_points() do
if
not _uncreatable(anchor) and
(ax0<=anchor.ax and anchor.ax<=ax1) and
would_stick(ax_pivot,ay_pivot,anchor,ax_far,ay_far_new) and
(
_which_side(anchor.ax,anchor.ay,ax_pivot,ay_pivot,ax_far,ay_far_old) !=
_which_side(anchor.ax,anchor.ay,ax_pivot,ay_pivot,ax_far,ay_far_new)
)
then
return anchor
end
end
ay_far_old=ay_far_new
end
elseif ay_far0==ay_far1 then
local ay_far=ay_far0
local ay0,ay1=_mnmx(ay_pivot,ay_far)
ax_far_old=ax_far0
for ax_far_new in _stepfrom(ax_far0,ax_far1) do
for anchor in level:anchor_points() do
if
not _uncreatable(anchor) and
(ay0<=anchor.ay and anchor.ay<=ay1) and
would_stick(ax_pivot,ay_pivot,anchor,ax_far_new,ay_far) and
(
_which_side(anchor.ax,anchor.ay,ax_pivot,ay_pivot,ax_far_old,ay_far) !=
_which_side(anchor.ax,anchor.ay,ax_pivot,ay_pivot,ax_far_new,ay_far)
)
then
return anchor
end
end
ax_far_old=ax_far_new
end
end
end
local ax1_old,ay1_old=n1.ax,n1.ay
n1.ax=ax1_new
n1.ay=ay1_new
local n0=n1.prev
while true do
if (n0==nil) break
local anch=_sweep_radar(
n0.ax,n0.ay,n1.ax,n1.ay,
n0.ax,n0.ay,ax1_old,ay1_old,ax1_new,ay1_new
)
if (anch==nil) break
local n05={ax=anch.ax,ay=anch.ay,associated_with=anch,prev=n0,next=n1}
-- printh("creating pre: "..tostring(n0.associated_with).."->"..tostring(n05.associated_with).."->"..tostring(n1.associated_with))
n0.next=n05
n1.prev=n05
n0=n05
end
local n2=n1.next
while true do
if (n2==nil) break
local anch=_sweep_radar(
n1.ax,n1.ay,n2.ax,n2.ay,
n2.ax,n2.ay,ax1_old,ay1_old,ax1_new,ay1_new
)
if (anch==nil) break
local n15={ax=anch.ax,ay=anch.ay,associated_with=anch,prev=n1,next=n2}
-- printh("creating post: "..tostring(n1.associated_with).."->"..tostring(n15.associated_with).."->"..tostring(n2.associated_with))
n1.next=n15
n2.prev=n15
n2=n15
end
end
function _stepfrom(x0,x1)
local done=false
if x0==x1 then
return function()
if (done) return
done=true return x0
end
end
local mul=0.5
x0*=2
x1*=2
if (x0>x1) x0,x1,mul=-x0,-x1,-mul
local i=flr(x0)
local top=flr(x1)
return function()
if (done) return nil
i+=1
if i>top then
done = true
if (x1!=flr(x1)) return mul*x1
return nil
end
return mul*i
end
end
function _which_side(x,y,x0,y0,x1,y1)
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 (n1==nil) return false
local nd=n0
for i=1,exclude_dst do
nd=nd.next
if (nd==nil) return false
end
local x1,y1,x2,y2=n0.ax,n0.ay,n1.ax,n1.ay
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 false
local ub=
((x2-x1)*(y1-y3)-(y2-y1)*(x1-x3))/denom
if (ub<0 or ub>1) return false
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 dx=a0.ax-a1.ax
local tdx=nil
if (dx>3/8) tdx=1
if (dx<-3/8) tdx=-1
local dy=a0.ay-a1.ay
local tdy=nil
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!=nil and latch.el=="eyehook" then
if (hypothetically) return ancs,0
player.todo={{
update=function(s)
if s.rope==nil or s.rope:done() then
return true
end
end
}}
self:destroy(true)
return true
end
if latch!=nil 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=false
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,nil
return false
end
function rope:_calc_push(
an,a0,a1,af
)
local ops={}
if (an==nil) 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==nil then
break
else
if not level:can_move(false,o.mx,o.my,o.dmx,o.dmy,0,0) then
break
end
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!=nil do
local point={
x=flr(a.ax*8+0.5),y=flr(a.ay*8+0.5),
ax=a.ax,ay=a.ay
}
local aw=a.associated_with
local l=self.latch
if aw then
if (aw.adx==1) point.x-=1
if (aw.ady==1) point.y-=1
elseif a.prev==nil 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 p0==nil 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
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