3 Commits

Author SHA1 Message Date
5634fcf4a4 recolor!
this looks terrible
2023-10-01 16:00:00 -07:00
447a1bedd0 set up candidate "tyrian" palette 2023-10-01 15:47:01 -07:00
0f7c7a810b remove gradients from meters, make vertmeter segmented 2023-10-01 15:41:58 -07:00
15 changed files with 624 additions and 7474 deletions

2
.gitignore vendored
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.DS_Store
.vscode/settings.json

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@ -1,244 +0,0 @@
pico-8 cartridge // http://www.pico-8.com
version 41
__lua__
-- vacuum gambit automatic brake test
-- by kistaro windrider
function usplit(str)
return unpack(split(str))
end
function csv(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
-- generate standard "overlay"
-- constructor for type tt.
-- if more is defined, generated
-- new calls more(ret) after
-- ret is definitely not nil
-- before calling setmetatable.
-- use to initialize mutables.
--
-- if there was a previous new,
-- it is invoked on the new
-- object *after* more, because
-- this works better with the
-- `more` impls i use.
function mknew(tt, more)
local mt, oldnew = { __index = tt }, tt.new
tt.new = function(ret)
if (not ret) ret = {}
if (more) more(ret)
if (oldnew) oldnew(ret)
setmetatable(ret, mt)
return ret
end
end
function _init()
pal(1,129,1)
the_ship = ship.new()
constraints:setup()
slomo = 1
sloc = 0
reroll()
end
function reroll()
frames=0
sloc=0
the_ship:reroll()
end
function _update60()
if (btnp(4)) reroll()
if (btnp(5)) constraints:cycle()
if (btnp(3)) slomo <<= 1
if (btnp(2)) slomo >>= 1
slomo = (slomo < 1) and 1 or (slomo > 8192) and 8192 or slomo
sloc += 1
if sloc >= slomo then
frames += 1
the_ship:update()
sloc=0
end
end
function _draw()
cls(1)
constraints:draw()
the_ship:draw()
print("frames: " .. frames, 4, 64, 7)
print("speed: 1/" .. slomo, 8, 70, 7)
print("thrust: ".. actual_t, 4, 80, 7)
meter(80, 80, 128, 84, actual_t/the_ship.thrust/2)
print("dx: ".. the_ship.dx, 20, 86, 7)
meter(80, 86, 128, 90, the_ship.dx/the_ship.maxspd/2)
print("x: "..the_ship.x, 24, 92, 7)
print("bx: "..gbx, 20, 98, 7)
print("xmin:"..tostr(constraints.xmin), 12, 108, 7)
print("xmax:"..tostr(constraints.xmax), 12, 114, 7)
end
function meter(x0, y0, x1, y1, frac)
local c = 11
if frac < 0 then
frac = -frac
c = 8
end
local range = x1-x0
local midpoint = x0 + (range/2)
rectfill(x0, y0-1, x0, y1+1, 13)
rectfill(midpoint, y0-1, midpoint, y1 + 1, 13)
local width = range * frac
if (width ~= 0) rectfill(x0, y0, x0 + width, y1, c)
end
-->8
-- ship
ship = {
maxspd=4,
thrust=0.25,
drag=0.0625,
y=32,
}
mknew(ship)
function ship:reroll()
self.x=rnd(128)
self.dx=rnd(2*self.maxspd)-self.maxspd
end
function ship:draw()
if self.x < -7 then
spr(2, 0, self.y-7)
spr(2, 0, self.y+8)
elseif self.x > 127 then
spr(2, 120, self.y-7, 1, 1, true)
spr(2, 120, self.y+8, 1, 1, true)
else
spr(1,self.x,self.y)
end
--if (self.dx == 0) return
local bd, f = brake_dist(self.dx, self.thrust + self.drag)
gbx = self.x+bd
spr(3, gbx-2,self.y-2)
print(tostr(f), gbx-2, self.y - 8, 14)
end
function calc_velocity(v0, t, vmax, drag)
v0 = mid(v0 + t, vmax, -vmax)
return v0 - mid(drag, -drag, v0)
end
function ship:update()
local t = btn(0) and -1 or btn(1) and 1 or 0
t *= self.thrust
t = constraints:constrain(self, t)
-- t = constraints:constrain(self, t)
-- t = constraints:constrain(self, t)
local s = calc_velocity(self.dx, t, self.maxspd, self.drag)
self.x += s
self.dx = s
actual_t = t
end
-->8
-- constraints
constraints = {
ymin=20,
ymax=52,
color=10
}
function constraints:constrain(s, want)
self.color=10
if (not self.xmin) return want
-- bmx: brake max
local v1, bmx = calc_velocity(s.dx, want, s.maxspd, s.drag), s.thrust + s.drag
local bd, bf = brake_dist(v1, bmx)
local bx, txm = s.x + bd + v1, self.xmax
if bx < self.xmin then
-- predicted brake point left
-- of xmin; apply max reverse
-- thrust, treat xmin as our
-- max target, and handle
-- overbraking by coalescing
-- with past +xmax case
self.color = 9
want = s.thrust
txm = self.xmin
v1 = calc_velocity(s.dx, want, s.maxspd, s.drag)
bd, bf = brake_dist(v1, bmx)
bx = bd + s.x + v1
end
if (bx <= txm) return want
self.color = 8
local overage = bx - txm
want -= overage/max(bf,1)
if (want < -s.thrust) want = -s.thrust
return want
end
function brake_dist(v0, brake_max)
local tri_frames = abs(v0\brake_max)
local chunks = tri_frames * (tri_frames - 1) >> 1
local chunk_zone = chunks * brake_max
local overage = abs(v0) - tri_frames * brake_max
return (chunk_zone + overage * (tri_frames + 1)) * sgn(v0), (overage > 0) and tri_frames + 1 or tri_frames
end
function constraints:cycle()
if self.ctype=="bounds" then
self.ctype="point"
elseif self.ctype=="point" then
self.ctype="off"
else
self.ctype="bounds"
end
self:setup()
end
function constraints:setup()
if self.ctype=="point" then
self.xmin = 64
self.xmax = 64
elseif self.ctype=="bounds" then
self.xmin = 32
self.xmax = 96
else
self.xmin = nil
self.xmax = nil
end
end
function constraints:draw()
if (not self.xmin) return
rect(self.xmin, self.ymin, self.xmax, self.ymax, self.color)
end
-->8
-- fx
-- todo: spark ring buffer
__gfx__
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00000000675555758008888009090000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
000000006750007508000000a000a000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00000000067777500080000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00000000005555000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

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@ -1 +0,0 @@
Trans rights.

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@ -1,229 +0,0 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
bx0=0
by0=0
bx1=127
by1=127
lx0=0
ly0=0
lx1=127
ly1=127
-->8
function collides()
local tmin,tmax=0,1
local ldx,ldy=lx1-lx0,ly1-ly0
-- x
if ldx==0 then
if (lx0<bx0 or lx0>bx1) return
else
local tx0=(bx0-lx0)/ldx
local tx1=(bx1-lx0)/ldx
if (tx0 > tx1) tx0,tx1=tx1,tx0
if (tmin < tx0) tmin=tx0
if (tmax > tx1) tmax=tx1
end
if ldy==0 then
if (ly0<by0 or ly0>by1) return
else
local ty0=(by0-ly0)/ldy
local ty1=(by1-ly0)/ldy
if (ty0 > ty1) ty0,ty1=ty1,ty0
if (tmin < ty0) tmin=ty0
if (tmax > ty1) tmax=ty1
end
if (tmax < tmin) return
return tmin,tmax
end
-->8
function _init()
poke(0x5f2d,1) -- enable mouse
end
function _bounce_screen(x)
return _bounce(x*128,128)
end
function _bounce(x,mx)
x=x%(mx * 2)
if (x>=mx)return mx-(x-mx)
return x
end
function _to_halfopen(x0,x1)
-- turn two numbers into a
-- half-open integer range
x0=flr(x0)
x1=flr(x1)
local lo=min(x0,x1)
local hi=max(x0,x1)
if (hi==lo) return lo,hi
return lo,hi-1
end
function _update60()
local t=time()/16
local bx0_=_bounce_screen(t*1)
local by0_=_bounce_screen(t*2)
local bx1_=_bounce_screen(t*3)
local by1_=_bounce_screen(t*4)
bx0,bx1=_to_halfopen(bx0_,bx1_)
by0,by1=_to_halfopen(by0_,by1_)
update_line()
--[[
local lx0_=_bounce_screen(t*1.5)
local ly0_=_bounce_screen(t*2.5)
local lx1_=_bounce_screen(t*3.5)
local ly1_=_bounce_screen(t*4.5)
lx0,lx1=lx0_,lx1_
ly0,ly1=ly0_,ly1_
]]--
end
was_down=false
last_mx,last_my=nil,nil
function update_line()
local mx,my=stat(32),stat(33)
local is_down=stat(34)!=0
if is_down then
if was_down then
lx1,ly1=mx,my
else
lx0,ly0=mx,my
end
end
was_down=is_down
last_mx,last_my=mx,my
end
-->8
function _draw()
cls(0)
rect(bx0,by0,bx1,by1,6)
--quickzot(lx1,ly1,2,lx1-lx0,ly1-ly0,10,9,8)
linefill(lx0, ly0, lx1, ly1, 2, 9)
line(lx0,ly0,lx1,ly1,2)
local cmin, cmax = collides()
if cmin then
local dx,dy=lx1-lx0,ly1-ly0
line(lx0 + dx*cmin,
ly0 + dy*cmin,
lx0 + dx*cmax,
ly0 + dy*cmax,
11)
pset(lx0 + dx*cmin,
ly0 + dy*cmin,
12)
end
pset(last_mx,last_my,7)
end
-->8
function zot_one(x, y, r, ir, dx, dy, hot, warm)
local x0, y0 = x-dx, y-dy
local rx,ry,irx,iry=r*sgn(dx),r*sgn(dy),ir*sgn(dx),ir*sgn(dy)
if warm then
line(x0+irx,y0-ry,x+rx,y-iry,warm)
line(x0-rx,y0+iry,x-irx,y+ry,warm)
--line(x0-rx,y0-ry,x+rx,y+ry,warm)
end
line(x0,y0,x+rx,y-iry,hot)
line(x0,y0,x-irx,y+ry,hot)
--line(x0,y0,x+rx,y+ry,hot)
end
function zot(x,y,r,dx,dy,hot,warm,cold)
local x0,y0,sdx,sdy=x-dx,y-dy,sgn(dx),sgn(dy)
local rx,ry=r*sdx,r*sdy
if cold then
rectfill(x0-rx,y0-ry,x0+rx,y0+ry,cold)
local sdxh,sdyh=sdx/2,sdy/2
line(x0-rx-sdxh,y0+ry+sdyh,x-rx,y+ry,cold)
line(x0+rx+sdxh,y0-ry-sdyh,x+rx,y-ry,cold)
end
for i=-r,r do
line(x0+i*sdx,y0-ry,x+rx,y-i*sdy,warm)
line(x0-rx,y0+i*sdy,x-i*sdx,y+ry,warm)
end
for i=-r,r do
line(x0,y0,x+rx,y-i*sdy,hot)
line(x0,y0,x-i*sdx,y+ry,hot)
end
end
function quickzot(x,y,r,dx,dy,hot,warm,cold)
local x0, y0, r2 = x-dx, y-dy, r/2
rectfill(x0-0.5-r2, y0-0.5-r2, x0+r2+0.5, y0+r2+0.5, cold)
local a = atan2(dx,dy)-0.25
local tdx,tdy=cos(a), sin(a)
for i=-r*0.65,r*0.65,0.65 do
line(x0+i*tdx, y0+i*tdy, x+i*tdx, y+i*tdy, warm)
end
rectfill(x-r2,y-r2,x+r2,y+r2,hot)
end
-- linefill x0 y0 x1 y1 r [col]
-- draw a thicc line
-- https://www.lexaloffle.com/bbs/?tid=39016
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 d,n = abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
d*=sqrt(n*n+1)
if(d<0.001) return
local ca,sa=dx/d,-dy/d
-- polygon points
local s={
{0,-r},{d,-r},{d,r},{0,r}
}
local u,v,spans=s[4][1],s[4][2],{}
local x0,y0=ax+u*ca+v*sa,ay-u*sa+v*ca
for i=1,4 do
local u,v=unpack(s[i])
local x1,y1=ax+u*ca+v*sa,ay-u*sa+v*ca
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 then
rectfill(x0,y,span,y)
else
spans[y]=x0
end
x0+=dx
end
x0,y0=_x1,_y1
end
end
__gfx__
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

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@ -75,7 +75,7 @@ function updategame()
edeaths = {}
for ip, ps in ipairs(pships) do
for ie, eb in ipairs(ebullets) do
if collides(hurtbox(ps), hurtbox(eb)) then
if collides(hurtobx(ps), hurtbox(eb)) then
if (eb:hitship(ps)) add(edeaths, ie)
if ps:hitbullet(eb) then
add(pdeaths, ip)

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pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
--magnitest.p8
--accuracy and perf tests for
--vector calculation logic
-- profiler says 67 cycles
-- 39 lua, 28 system
function bbs28999alg(dx, dy)
local d = max(abs(dx),abs(dy))
local n = min(abs(dx),abs(dy)) / d
return sqrt(n*n + 1) * d
end
-- profiler says 56 cycles
-- 24 lua, 32 system
function bbs28999algopt(dx, dy)
local d,n=abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
return (n*n + 1)^0.5 * d
end
-- profiler says 54 cycles
-- 26 lua, 28 system
function bbs28999algopt2(dx, dy)
local d,n=abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
return sqrt(n*n + 1) * d
end
-- profiler says 18 cycles
-- 18 lua, 0 system
function trigalg(dx, dy)
local s = sin(atan2(dx,dy))
if (s==0) return abs(dx)
return abs(dy/s)
end
-->8
function _init()
gdx,gdy=0,0
acc=1
magnitude = 1
tresult=0
bresult=0
delta=0
dp=0
end
function _update60()
if (btn(0)) gdx -= acc
if (btn(1)) gdx += acc
if (btn(2)) gdy -= acc
if (btn(3)) gdy += acc
if (btn(4) and btn(5)) gdx,gdy=0,0
gdx=mid(-16000,16000,gdx)
gdy=mid(-16000,16000,gdy)
if btn() == 0 or btn(4) then
acc = 1
elseif btn(5) then
acc *= 1.05
else
acc *= 1.02
end
if (acc > 1024) acc=1024
local a,b=abs(gdx),abs(gdy)
if (b>a) a,b=b,a
magnitude = 1
while magnitude < a/64 do
magnitude *= 2
end
bresult=bbs28999algopt2(gdx,gdy)
tresult=trigalg(gdx,gdy)
delta=tresult-bresult
dp=(2*abs(delta)/abs(abs(bresult)+abs(tresult)))*100
if (delta == 0) dp=0
end
cols = {
6,7,
[4]=10,
[8]=9,
[16]=4,
[32]=14,
[64]=15,
[128]=11,
[256]=12,
[512]=13,
[1024]=8,
}
function _draw()
cls()
camera()
print("x: "..tostr(gdx).." y: "..tostr(gdy).."\nbase: "..tostr(bresult).."\ntrig: "..tostr(tresult).."\n\ndiff: "..tostr(delta).."\n %:"..tostr(dp),0,0,13)
print("⬆️⬇️⬅️➡️:move ❎:fast 🅾️:slow\n❎+🅾️:reset position",0,117,12)
camera(-63,-63)
line(0,0,gdx/magnitude,gdy/magnitude,cols[magnitude] or 2)
rectfill(0,0,gdx/magnitude,0,5)
rectfill(0,0,0,gdy/magnitude,5)
end
__gfx__
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@ -1,356 +0,0 @@
This file contains text that used to be in the cartridge itself, but
I'm getting increasingly anxious about cartridge space so I'm moving
it out ot a separate file.
---
main loop sequence
==================
1. level_frame
2. events
3. merge new_events into events
4. update bg intangibles
5. move ships (player first)
6. move bullets (player first)
7. calculate collisions
1. pship on eship
2. ebullet on pship
3. pbullet on eship
8. update fg intangibles
9. check for end of level
draw order
----------
bottom to top:
1. intangibles_bg
2. player bullets
3. player ships
4. enemy ships
5. enemy bullets
6. intangibles_fg
notes
-----
intangibles_fg move()s after
all collisions and other moves
are processed. if an intangible
is added to the list as a result
of a collision or move, it will
itself be move()d before it is
drawn.
data-driven items
=================
guns and bullets both allow the
most common behaviors to be
expressed with data alone.
ships only need a movement
algorithm expressed.
guns
----
* t - metatable for bullet type.
fired once in the bullet's
default direction per shot.
* enemy - if true, fired bullets
are flagged as enemy bullets.
* icon - sprite index of an
8x8 sprite to display in the
hud when the player has this
gun. default is 20, a generic
crosshair bullseye thing.
* cooldown - min frames between
shots.
* ammo, maxammo - permitted
number of shots. 0 is empty
and unfireable. maxammo = 0
will cause a divide by zero
so don't do that. if nil,
ammo is infinite.
default guns manage ammo and
cooldown in shoot, then call
actually_shoot to create the
projectile. override only
actually_shoot to change
projectile logic while keeping
cooldown and ammo logic.
bullets
-------
* dx, dy - movement per frame.
player bullets use -dy
instead.
* enemyspd - multiplier for dx
and dy on enemy bullets.
default is 0.5, making enemy
shots much easier to dodge
* damage - damage per hit;
used by ships
* sprite - sprite index.
* x_off, y_off - renamed for
the next two vars. may revert
* center_off_x - the horizontal
centerpoint of the bullet,
for positioning when firing.
assume a pixel's coordinates
refer to the upper left corner
of the pixel; the center of
a 2-width bullet with an
upper left corner at 0 is 1,
not 0.5.
* top_off_y, bottom_off_y -
also for positioning when
firing. positive distance from
top or bottom edge to image.
top_off_y will usually be 0,
bottom_off_y will not be when
bullets are smaller than
the sprite box.
* width, height - measured in
full sprites (8x8 boxes), not
pixels. used for drawing.
bullets despawn when above or
below the screen (player or
enemy bullets, respectively).
by default, bullets despawn
when they hit something.
override hitship to change this.
ships
____
ships move by calculating
momentum, then offsetting their
position by that momentum, then
clamping their position to the
screen (horizontally only for
ships that autoscroll). ships
that autoscroll (slip==true)
then slide down by scrollspeed.
fractional coordinates are ok.
after movement, ships lose
momentum (ship.drag along each
axis). abs(momentum) can't
exceed ship.maxspeed.
ships gain momentum by acting
like a player pushing buttons.
the player ship actually reads
buttons for this.
act -- returns new acceleration:
dx, dy, shoot_spec, shoot_main.
dx and dy are change in momentum
in px/frame. this is controls
only -- friction is handled in
ship:move (`drag` value).
ships hitting another ship take
1 damage per frame of overlap.
ships hitting a bullet check
bullet.damage to find out how
much damage they take. damage
is applied to shields, then hp.
damaged ships flash briefly -
blue (12) if all damage was
shielded, white (7) if hp was
damaged. a ship that then has 0
or less hp calls self:die() and
tells the main game loop to
remove it.
shieldcooldown is the interval
between restoring shield points.
shieldpenalty is the delay
before restoring points after
any damage, reset to this value
on every damaging hit (whether
it is absorbed by the shield or
not) -- shield behaves like
halo and other shooters in its
heritage, where it recovers if
you avoid damage for a while.
not that there is any safe cover
in this kind of game.
ships do not repair hp on their
own. negative-damage bullets
are treated as 0, but a bullet
can choose to repair the ship
it hits in its own hitship
method, or otherwise edit it
(changing weapons, refilling
weapon ammo). powerups are
therefore a kind of bullet.
levels
======
a level is a table mapping
effective frame number to
functions. when a level starts,
it sets lframe ("level frame")
and distance to 0.
every frame, level_frame
increments lframe by 0x0.0001.
then if the level is not frozen,
it increments distance by 1.0
and runs the function in the
level table for exactly that
frame number (if any). distance
is therefore "nonfrozen frames",
and is used to trigger level
progress. lframe always
increments. ships are encouraged
to use lframe to control
animation and movement, and may
use distance to react to level
progress separately from overall
time. remember to multiply
lframe-related stuff by 0x0001.
a special sentinel value, eol,
marks the end of the level.
(the level engine doesn't know
when it's out of events, so
without eol, the level will
simply have no events forever.)
when it finds eol, level_frame
throws away the current level
and tells the main loop that it
might be done. the main loop
agrees the level is over and the
player has won when the level
has reached eol and there are
no more enemy ships, enemy
bullets, or background events
remaining. player ships, player
bullets, and intangibles are
not counted.
level freezing
--------------
the level is frozen when the
global value freeze > 0.
generally, something intending
to block level progress (a
miniboss, a minigame, etc.)
increments freeze and prepares
some means of decrementing it
when it no longer wants to block
level progress.
most commonly, we want to block
until some specific ship or
group of ships has died. for
these ships, override ship:die
to decrement freeze. make sure
to set ship.dead in any new
ship:die method so anything else
looking at it can recognize
the ship as dead.
for anything else, you probably
want an event to figure out when
to unfreeze.
levels start at 1
-----------------
distance is initialized to 0
but gets incremented before the
first time the engine looks for
events. therefore, the first
frame of the level executes
level[1]. since levelframe
executes before anything else,
level[1] sets up the first frame
drawn in the level. the player
does not see a blank world
before level[1] runs.
level[1] can therefore be used
to reconfigure the player ship,
set up backgrounds, start music,
kick off some kind of fade-in
animation, etc.
events
======
the global list "events" stores
0-argument functions which are
called every frame. if they
return true, they are removed
from the list and not run again;
if they return false, they stay
and will be called in later
frames. the level does not end
while the events table is
nonempty.
events are most commonly used
to set up something for later
(for example, blip uses an event
to remove the fx_pallete from
the flashing ship when the blip
expires), but can also be used
to implement a "level within a
level" that does something
complicated until it's done. if
you froze the level when
creating the event, remember
to thaw it (freeze -= 1) on all
paths that return true.
to do complex stuff in events,
use a closure or a metatable
that specifies __call.
to avoid editing the events
list while it is being iterated,
events that create new events
must add those events to
new_events rather than events.
new_events is only valid during
the "event execution" stage, so
events created at any other time
must go directly on events
without using new_events.
intangibles
===========
the intangibles_fg and
intangibles_bg lists contain
items with :move and :draw.
like ships and bullets, they
move during _update60 and
draw during _draw. they are
not checked for collisions.
intangibles_bg moves/draws
before anything else moves or
draws. intangibles_fg
moves/draws last. this controls
whether your intangible object
draws in front of or behind
other stuff. you probably want
intangibles_bg for decorative
elements and intangibles_fg
for explosions, score popups,
etc.
there's no scrolling background
engine but intangibles_bg could
be used to create one, including
using the map (otherwise unused
in this engine) for the purpose.
intangibles do not prevent the
level from ending. like bullets
and ships, if :move returns
true, they are dropped.

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@ -1,501 +0,0 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
-- prof: cpu cycle counter v1.4
-- BY PANCELOR
--[[------------------------
use this cart to precisely
measure code execution time
--------------------------------
★ overview ★
--------------------------------
| tab 0 | usage guide |
| tab 1 | (internals) |
| tab 2 | your code here |
--------------------------------
-----------------------
-- ★ usage guide ★ --
-----------------------
웃: i have two code snippets;
which one is faster?
🐱: edit the last tab with your
snippets, then run the cart.
it will tell you precisely
how much cpu it takes to
run each snippet.
the results are also copied
to your clipboard.
웃: what do the numbers mean?
🐱: the cpu cost is reported
as lua and system cycle
counts. look up stat(1)
and stat(2) for more info.
if you're not sure, just
look at the first number.
lower is faster (better)
웃: why "{locals={9}}"
in the example?
🐱: accessing local variables
is faster than global vars.
so if your test involves
local variables, simulate
this by passing them in:
prof(function(a)
sqrt(a)
end,{ locals={9} })
/!\ /!\ /!\ /!\
local values from outside
the current scope are also
slower to access! example:
global = 4
local outer = 4
prof(function(x)
local _ = x --fast
end,function(x)
local _ = outer --slow
end,function(x)
local _ = global --slow
end,{ locals={4} })
/!\ /!\ /!\ /!\
웃: can i do "prof(myfunc)"?
🐱: no, this sometimes gives
wrong results! always use
inline functions:
prof(function()
--code for myfunc here
end)
as an example, "prof(sin)"
reports "-2" -- wrong! but
"prof(function()sin()end)"
correctly reports "4"
(see the technical notes at
the start of the next tab
for a brief explanation.
technically, "prof(myfunc)"
will work if myfunc was made
by the user, but you will
risk confusing yourself)
---------------
★ method 2 ★
---------------
this cart is based on
code by samhocevar:
https://www.lexaloffle.com/bbs/?pid=60198#p
if you do this method, be very
careful with local/global vars.
it's very easy to accidentally
measure the wrong thing.
here's an example of how to
measure cycles (ignoring this
cart and using the old method)
function _init()
local a=11.2 -- locals
local n=1024
flip()
local tot1,sys1=stat(1),stat(2)
for i=1,n do end --calibrate
local tot2,sys2=stat(1),stat(2)
for i=1,n do local _=sqrt(a) end --measure
local tot3,sys3=stat(1),stat(2)
function cyc(t0,t1,t2) return ((t2-t1)-(t1-t0))*128/n*256/stat(8)*256 end
local lua = cyc(tot1-sys1,tot2-sys2,tot3-sys3)
local sys = cyc(sys1,sys2,sys3)
print(lua.."+"..sys.."="..(lua+sys).." (lua+sys)")
end
run this once, see the results,
then change the "measure" line
to some other code you want
to measure.
note: wrapping the code inside
"_init()" is required, otherwise
builtin functions like "sin"
will be measured wrong.
(the reason is explained at
the start of the next tab)
---------------
★ method 3 ★
---------------
another way to measure cpu cost
is to run something like this:
function _draw()
cls(1)
local x=9
for i=1,1000 do
local a=sqrt(x) --snippet1
-- local b=x^0.5 --snippet2
end
end
while running, press ctrl-p to
see the performance monitor.
the middle number shows how much
of cpu is being used, as a
fraction. (0.60 = 60% used)
now, change the comments on the
two code snippets inside _draw()
and re-run. compare the new
result with the old to determine
which snippet is faster.
note: every loop iteration costs
an additional 2 cycles, so the
ratio of the two fractions will
not match the ratio of the
execution time of the snippets.
but this method can quickly tell
you which snippet is faster.
]]
-->8
--[[ profiler.lua
more info: https://www.lexaloffle.com/bbs/?tid=46117
usage:
prof(function()
memcpy(0,0x200,64)
end,function()
poke4(0,peek4(0x200,16))
end)
passing locals:
prof(
function(a,b)
local c=(a+1)*(b+1)-1
end,
function(a,b)
local c=a*b+a+b
end,
{locals={3,5}}
)
getting global/local variables exactly right
is very tricky; you should always use inline
functions like above; if you try e.g. prof(sin)
the results will be wrong.
# minutiae / notes to self:
---------------------------
doing this at top-level is awkward:
for _=1,n do end -- calibrate
for _=1,n do sin() end -- measure
b/c sin is secretly local at top-level,
so it gives a misleading result (3 cycles).
do it inside _init instead for a
more representative result (4 cycles).
## separate issue:
------------------
if you call prof(sin), it gives the wrong result (-2 cycles) because
it's comparing sin() against noop() (not truly nothing).
but we want the noop() there for normal inline prof() calls,
to avoid measuring the cost of the indirection
(calling func() from inside prof() is irrelevant to
how cpu-expensive func()'s body is)
]]
-- prof(fn1,fn2,...,fnN,[opts])
--
-- opts.locals: values to pass
-- opts.name: text label
-- opts.n: number of iterations
function prof(...)
local funcs={...}
local opts=type(funcs[#funcs])=="table" and deli(funcs) or {}
-- build output string
local msg=""
local function log(s)
msg..=s.."\n"
end
if opts.name then
log("prof: "..opts.name)
end
for fn in all(funcs) do
local dat=prof_one(fn,opts)
log(sub(" "..dat.total,-3)
.." ("
..dat.lua
.." lua, "
..dat.sys
.." sys)")
end
-- copy to clipboard
printh(msg,"@clip")
-- print + pause
cls()
stop(msg)
end
function prof_one(func, opts)
opts = opts or {}
local n = opts.n or 0x200 --how many times to call func
local locals = opts.locals or {} --locals to pass func
-- we want to type
-- local m = 0x80_0000/n
-- but 8MHz is too large to fit in a pico-8 number,
-- so we do (0x80_0000>>16)/(n>>16) instead
-- (n is always an integer, so n>>16 won't lose any bits)
local m = 0x80/(n>>16)
assert(0x80/m << 16 == n, "n is too small") -- make sure m didn't overflow
local fps = stat(8)
-- given three timestamps (pre-calibration, middle, post-measurement),
-- calculate how many more CPU cycles func() took compared to noop()
-- derivation:
-- T := ((t2-t1)-(t1-t0))/n (frames)
-- this is the extra time for each func call, compared to noop
-- this is measured in #-of-frames -- it will be a small fraction for most ops
-- F := 1/30 (seconds/frame) (or 1/60 if this test is running at 60fps)
-- this is just the framerate that the tests run at, not the framerate of your game
-- M := 256*256*128 = 0x80_0000 = 8MHz (cycles/second)
-- (PICO-8 runs at 8MHz; see https://www.lexaloffle.com/dl/docs/pico-8_manual.html#CPU)
-- cycles := T frames * F seconds/frame * M cycles/second
-- optimization / working around pico-8's fixed point numbers:
-- T2 := T*n = (t2-t1)-(t1-t0)
-- M2 := M/n = (M>>16)/(n>>16) := m (e.g. when n is 0x1000, m is 0x800)
-- cycles := T2*M2*F
local function cycles(t0,t1,t2)
local diff = (t2-t1)-(t1-t0)
local e1 = "must use inline functions -- see usage guide"
assert(0<=diff,e1)
local thresh = 0x7fff.ffff/(m/fps)
local e2 = "code is too large or slow -- try profiling manually with stat(1)"
assert(diff<=thresh,e2)
return diff*(m/fps)
end
local noop = function() end -- this must be local, because func is local
flip() --avoid flipping mid-measurement
local atot,asys=stat(1),stat(2)
for _=1,n do noop(unpack(locals)) end -- calibrate
local btot,bsys=stat(1),stat(2)
for _=1,n do func(unpack(locals)) end -- measure
local ctot,csys=stat(1),stat(2)
-- gather results
local tot=cycles(atot,btot,ctot)
local sys=cycles(asys,bsys,csys)
return {
lua=tot-sys,
sys=sys,
total=tot,
}
end
-->8
-- your code here
--edit me:
prof(function(dx,dy)
local d = max(abs(dx),abs(dy))
local n = min(abs(dx),abs(dy)) / d
return sqrt(n*n + 1) * d
end,function(dx, dy)
local d,n=abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
return (n*n + 1)^0.5 * d
end,function(dx,dy)
local d,n=abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
return sqrt(n*n + 1) * d
end,function(dx,dy)
local s = sin(atan2(dx,dy))
if (s==0) return abs(dx)
return abs(dy/s)
end,{ locals={3,4} })
-- "locals" (optional) are
-- passed in as args. see the
-- usage guide for details.
__label__
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__sfx__
030100003052500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505

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@ -1,223 +0,0 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
-- vacuum gambit
-- by kistaro windrider
-- stdlib
-- generate standard "overlay"
-- constructor for type tt.
-- if tt.init is defined, generated
-- new calls tt.init(ret) after
-- ret is definitely not nil,
-- before calling setmetatable.
-- use to initialize mutables.
--
-- if there was a previous new,
-- it is invoked on the new
-- object *after* more, because
-- this works better with the
-- `more` impls i use.
function mknew(tt)
local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
tt.new=function(ret)
if(not ret) ret = {}
if(more) more(ret)
if(oldnew) oldnew(ret)
setmetatable(ret, mt)
return ret
end
return tt
end
function easeoutbounce(t)
local n1=7.5625
local d1=2.75
if (t<1/d1) then
return n1*t*t;
elseif(t<2/d1) then
t-=1.5/d1
return n1*t*t+.75;
elseif(t<2.5/d1) then
t-=2.25/d1
return n1*t*t+.9375;
else
t-=2.625/d1
return n1*t*t+.984375;
end
end
-->8
-- entry points
function _draw()
cls()
draw_hud_placeholder()
left_pane:draw()
right_pane:draw()
rearm_pane_instance:draw()
end
function _init()
item=1
bfm=1
crt_frm = 1
left_pane = weapon_pane.new{}
right_pane = weapon_pane.new{
is_left=false,
s = 2,
hdr = "vulc",
body = " rate\n\n faster\n firing\n rate",
hot = function() return item == 2 end}
rearm_pane_instance = rearm_pane.new{hot=function() return item < 0 end}
end
function _update60()
crt_frm += 0.25
if (crt_frm >= 9) crt_frm = 1
if (btn(3) and item > 0 or btn(2) and item < 0) item = -item
if (btn(0)) item = 1
if (btn(1)) item = 2
if (btn() & 0xF ~= 0) and bfm >= 10 or bfm >= 30 then
bfm = 1
else
bfm += 1
end
if btnp(4) then
left_pane.pos = -1
right_pane.pos = -1
rearm_pane_instance.pos = -1
end
if btnp(5) then
left_pane.pos = 1
right_pane.pos = 1
rearm_pane_instance.pos = 1
end
left_pane:update()
right_pane:update()
rearm_pane_instance:update()
end
function draw_hud_placeholder()
rectfill(112, 0, 127, 127,0x56)
rect(112,0,127,127,7)
line(127,1,127,127,5)
line(113,127)
end
-->8
-- rearm pane drawing
crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570}
function glow_box(x0, y0, x1, y1, c, cf)
for i,v in ipairs{c[1],c[2],c[1],0} do
i -= 1
rect(x0+i,y0+i,x1-i,y1-i,v)
end
fillp(crt[crt_frm&0xff])
rectfill(x0+4, y0+4, x1-4, y1-4, cf)
fillp()
end
function frame_col(hot)
if (not hot) return {4,10}
if (bfm<=16) return {14,7}
return {2,8}
end
function draw_weap_opt(x, y, c, s, hdr, body)
camera(-x,-y)
glow_box(0,0,55,100,c,1)
spr(s,5, 5)
print(hdr, 13, 8, 7)
print(body, 5, 15, 6)
camera()
end
function draw_rearm(c)
glow_box(0,101,111,127,c,1)
spr(5,15,107,4,2)
print("full ammo\nfull shield\n+50% health",54, 106, 6)
end
-->8
-- rearm pane objects
easing_pane = mknew{
-- to enter: pos = -1; to exit: pos = 1
-- runs for 32 frames in, 16 frames out
}
function easing_pane:frac()
local pos = self.pos
if (not pos) return
if (pos < 0) return 1-easeoutbounce(1+pos)
if (pos > 0) return (1-pos)*(1-pos)
return 0
end
function easing_pane:update()
local pos = self.pos
if (not pos or pos == 0) return
if (pos < 0) pos = min(pos + 0x0.05, 0)
if pos > 0 then
pos -= 0x0.1
if (pos <= 0) pos = nil
end
self.pos = pos
end
weapon_pane = mknew(easing_pane.new{
is_left = true,
s = 1,
hdr = "hull",
body = "\n +1\n max\n health",
hot = function() return item == 1 end,
})
function weapon_pane:draw()
local frac, is_left = self:frac(), self.is_left
if (not frac) return
camera(
frac * (is_left and 55 or -128) + (1-frac) * (is_left and 0 or -56),
0)
glow_box(0,0,55,100,frame_col(self:hot()),1)
spr(self.s,5, 5)
print(self.hdr, 13, 8, 7)
print(self.body, 5, 15, 6)
camera()
end
rearm_pane = mknew(easing_pane.new{})
function rearm_pane:draw()
local frac = self:frac()
if (not frac) return
camera(0, -28 * frac)
glow_box(0,101,111,127,frame_col(self:hot()),1)
spr(5,15,107,4,2)
print("full ammo\nfull shield\n+50% health",54, 106, 6)
camera()
end
__gfx__
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View File

@ -1,61 +0,0 @@
pico-8 cartridge // http://www.pico-8.com
version 41
__lua__
-- the parser
parser = {}
mknew(parser)
-- calls parse_into with a nop
-- emit function.
function parser:parse(str)
self:parse_into(str, function() end)
end
-- read a file of commands and
-- execute them, emitting the
-- results from each call into
-- `emit` as a table per row.
--
-- a "command" is a method on
-- self. a row alternates
-- commands with args. when
-- calling a command, it also
-- gets a table of previous
-- results as the first arg.
-- args are split on ','.
function parser:parse_into(str, emit)
for row in all(split(str, "\n")) do
local prev = {}
local sectors = split(row, ":")
for i=1,#sectors,2 do
local x = self[sectors[i]](self, prev, usplit(sectors[i+1]))
if (x) add(prev, x)
end
emit(prev)
end
end
-- saves prev[sel] as self.name.
-- if sel is unspecified, saves
-- all of prev (as a table).
function parser:saveas(prev, name, sel)
self[name] = sel and prev[sel] or prev
end
-- returns its args, ignoring
-- prev. Used to stuff things
-- into prev. args are packed
-- if there's multiple.
function parser:val(_, ...)
local ret := pack(...)
if (#ret == 1) return ret[1]
return ret
end
function parser:bind(_, fn, ...)
local f = self[fn]
return function()
f(...)
end
end

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -1,598 +0,0 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
-- prof: cpu cycle counter v1.4
-- BY PANCELOR
--[[------------------------
use this cart to precisely
measure code execution time
--------------------------------
★ overview ★
--------------------------------
| tab 0 | usage guide |
| tab 1 | (internals) |
| tab 2 | your code here |
--------------------------------
-----------------------
-- ★ usage guide ★ --
-----------------------
웃: i have two code snippets;
which one is faster?
🐱: edit the last tab with your
snippets, then run the cart.
it will tell you precisely
how much cpu it takes to
run each snippet.
the results are also copied
to your clipboard.
웃: what do the numbers mean?
🐱: the cpu cost is reported
as lua and system cycle
counts. look up stat(1)
and stat(2) for more info.
if you're not sure, just
look at the first number.
lower is faster (better)
웃: why "{locals={9}}"
in the example?
🐱: accessing local variables
is faster than global vars.
so if your test involves
local variables, simulate
this by passing them in:
prof(function(a)
sqrt(a)
end,{ locals={9} })
/!\ /!\ /!\ /!\
local values from outside
the current scope are also
slower to access! example:
global = 4
local outer = 4
prof(function(x)
local _ = x --fast
end,function(x)
local _ = outer --slow
end,function(x)
local _ = global --slow
end,{ locals={4} })
/!\ /!\ /!\ /!\
웃: can i do "prof(myfunc)"?
🐱: no, this sometimes gives
wrong results! always use
inline functions:
prof(function()
--code for myfunc here
end)
as an example, "prof(sin)"
reports "-2" -- wrong! but
"prof(function()sin()end)"
correctly reports "4"
(see the technical notes at
the start of the next tab
for a brief explanation.
technically, "prof(myfunc)"
will work if myfunc was made
by the user, but you will
risk confusing yourself)
---------------
★ method 2 ★
---------------
this cart is based on
code by samhocevar:
https://www.lexaloffle.com/bbs/?pid=60198#p
if you do this method, be very
careful with local/global vars.
it's very easy to accidentally
measure the wrong thing.
here's an example of how to
measure cycles (ignoring this
cart and using the old method)
function _init()
local a=11.2 -- locals
local n=1024
flip()
local tot1,sys1=stat(1),stat(2)
for i=1,n do end --calibrate
local tot2,sys2=stat(1),stat(2)
for i=1,n do local _=sqrt(a) end --measure
local tot3,sys3=stat(1),stat(2)
function cyc(t0,t1,t2) return ((t2-t1)-(t1-t0))*128/n*256/stat(8)*256 end
local lua = cyc(tot1-sys1,tot2-sys2,tot3-sys3)
local sys = cyc(sys1,sys2,sys3)
print(lua.."+"..sys.."="..(lua+sys).." (lua+sys)")
end
run this once, see the results,
then change the "measure" line
to some other code you want
to measure.
note: wrapping the code inside
"_init()" is required, otherwise
builtin functions like "sin"
will be measured wrong.
(the reason is explained at
the start of the next tab)
---------------
★ method 3 ★
---------------
another way to measure cpu cost
is to run something like this:
function _draw()
cls(1)
local x=9
for i=1,1000 do
local a=sqrt(x) --snippet1
-- local b=x^0.5 --snippet2
end
end
while running, press ctrl-p to
see the performance monitor.
the middle number shows how much
of cpu is being used, as a
fraction. (0.60 = 60% used)
now, change the comments on the
two code snippets inside _draw()
and re-run. compare the new
result with the old to determine
which snippet is faster.
note: every loop iteration costs
an additional 2 cycles, so the
ratio of the two fractions will
not match the ratio of the
execution time of the snippets.
but this method can quickly tell
you which snippet is faster.
]]
-->8
--[[ profiler.lua
more info: https://www.lexaloffle.com/bbs/?tid=46117
usage:
prof(function()
memcpy(0,0x200,64)
end,function()
poke4(0,peek4(0x200,16))
end)
passing locals:
prof(
function(a,b)
local c=(a+1)*(b+1)-1
end,
function(a,b)
local c=a*b+a+b
end,
{locals={3,5}}
)
getting global/local variables exactly right
is very tricky; you should always use inline
functions like above; if you try e.g. prof(sin)
the results will be wrong.
# minutiae / notes to self:
---------------------------
doing this at top-level is awkward:
for _=1,n do end -- calibrate
for _=1,n do sin() end -- measure
b/c sin is secretly local at top-level,
so it gives a misleading result (3 cycles).
do it inside _init instead for a
more representative result (4 cycles).
## separate issue:
------------------
if you call prof(sin), it gives the wrong result (-2 cycles) because
it's comparing sin() against noop() (not truly nothing).
but we want the noop() there for normal inline prof() calls,
to avoid measuring the cost of the indirection
(calling func() from inside prof() is irrelevant to
how cpu-expensive func()'s body is)
]]
-- prof(fn1,fn2,...,fnN,[opts])
--
-- opts.locals: values to pass
-- opts.name: text label
-- opts.n: number of iterations
function prof(...)
cls()
local funcs={...}
local opts=type(funcs[#funcs])=="table" and deli(funcs) or {}
-- build output string
local msg=""
local function log(s)
msg..=s.."\n"
end
if opts.name then
log("prof: "..opts.name)
end
for fn in all(funcs) do
local dat=prof_one(fn,opts)
log(sub(" "..dat.total,-3)
.." ("
..dat.lua
.." lua, "
..dat.sys
.." sys)")
end
-- copy to clipboard
printh(msg,"@clip")
-- print + pause
while btn() == 0 do
flip()
end
color(6)
stop(msg)
end
function prof_one(func, opts)
opts = opts or {}
local n = opts.n or 0x200 --how many times to call func
local locals = opts.locals or {} --locals to pass func
-- we want to type
-- local m = 0x80_0000/n
-- but 8MHz is too large to fit in a pico-8 number,
-- so we do (0x80_0000>>16)/(n>>16) instead
-- (n is always an integer, so n>>16 won't lose any bits)
local m = 0x80/(n>>16)
assert(0x80/m << 16 == n, "n is too small") -- make sure m didn't overflow
local fps = stat(8)
-- given three timestamps (pre-calibration, middle, post-measurement),
-- calculate how many more CPU cycles func() took compared to noop()
-- derivation:
-- T := ((t2-t1)-(t1-t0))/n (frames)
-- this is the extra time for each func call, compared to noop
-- this is measured in #-of-frames -- it will be a small fraction for most ops
-- F := 1/30 (seconds/frame) (or 1/60 if this test is running at 60fps)
-- this is just the framerate that the tests run at, not the framerate of your game
-- M := 256*256*128 = 0x80_0000 = 8MHz (cycles/second)
-- (PICO-8 runs at 8MHz; see https://www.lexaloffle.com/dl/docs/pico-8_manual.html#CPU)
-- cycles := T frames * F seconds/frame * M cycles/second
-- optimization / working around pico-8's fixed point numbers:
-- T2 := T*n = (t2-t1)-(t1-t0)
-- M2 := M/n = (M>>16)/(n>>16) := m (e.g. when n is 0x1000, m is 0x800)
-- cycles := T2*M2*F
local function cycles(t0,t1,t2)
local diff = (t2-t1)-(t1-t0)
local e1 = "must use inline functions -- see usage guide"
assert(0<=diff,e1)
local thresh = 0x7fff.ffff/(m/fps)
local e2 = "code is too large or slow -- try profiling manually with stat(1)"
assert(diff<=thresh,e2)
return diff*(m/fps)
end
local noop = function() end -- this must be local, because func is local
flip() --avoid flipping mid-measurement
local atot,asys=stat(1),stat(2)
for _=1,n do noop(unpack(locals)) end -- calibrate
local btot,bsys=stat(1),stat(2)
for _=1,n do func(unpack(locals)) end -- measure
local ctot,csys=stat(1),stat(2)
-- gather results
local tot=cycles(atot,btot,ctot)
local sys=cycles(asys,bsys,csys)
return {
lua=tot-sys,
sys=sys,
total=tot,
}
end
-->8
-- your code here
--edit me:
function linefill(ax,ay,dx,dy,r,c)
if(c) color(c)
-- avoid overflow
-- credits: https://www.lexaloffle.com/bbs/?tid=28999
local d,n = abs(dx),abs(dy)
if (d<n) d,n=n,d
n/=d
d*=sqrt(n*n+1)
if(d<0.001) return
local ca,sa=dx/d,-dy/d
-- polygon points
local s={
{0,-r},{d,-r},{d,r},{0,r}
}
local u,v,spans=s[4][1],s[4][2],{}
local x0,y0=ax+u*ca+v*sa,ay-u*sa+v*ca
for i=1,4 do
local u,v=unpack(s[i])
local x1,y1=ax+u*ca+v*sa,ay-u*sa+v*ca
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 then
rectfill(x0,y,span,y)
else
spans[y]=x0
end
x0+=dx
end
x0,y0=_x1,_y1
end
end
function quickzot(x,y,r,dx,dy,hot,warm,cold)
local x0, y0, r2 = x-dx, y-dy, r/2
rectfill(x0-0.5-r2, y0-0.5-r2, x0+r2+0.5, y0+r2+0.5, cold)
local a = atan2(dx,dy)-0.25
local tdx,tdy=cos(a), sin(a)
for i=-r*0.65,r*0.65,0.65 do
line(x0+i*tdx, y0+i*tdy, x+i*tdx, y+i*tdy, warm)
end
rectfill(x-r2,y-r2,x+r2,y+r2,hot)
end
function zot(x,y,r,dx,dy,hot,warm,cold)
local x0,y0,sdx,sdy=x-dx,y-dy,sgn(dx),sgn(dy)
local rx,ry=r*sdx,r*sdy
if cold then
rectfill(x0-rx,y0-ry,x0+rx,y0+ry,cold)
local sdxh,sdyh=sdx/2,sdy/2
line(x0-rx-sdxh,y0+ry+sdyh,x-rx,y+ry,cold)
line(x0+rx+sdxh,y0-ry-sdyh,x+rx,y-ry,cold)
end
for i=-r,r do
line(x0+i*sdx,y0-ry,x+rx,y-i*sdy,warm)
line(x0-rx,y0+i*sdy,x-i*sdx,y+ry,warm)
end
for i=-r,r do
line(x0,y0,x+rx,y-i*sdy,hot)
line(x0,y0,x-i*sdx,y+ry,hot)
end
end
function respr(x,y,dx,dy,r,s)
if (r==0) r=0.5
local n=ceil(max(abs(dx),abs(dy))/r/2)
local d1x,d1y=dx/n,dy/n
r/=4
for i=1,n do
spr(s,x,y,r,r)
x+=d1x
y+=d1y
end
pal()
spr(s,x,y,r,r)
end
darkpal = {
[7]=4,
[9]=2,
[10]=4,
[8]=2
}
prof(function(dx, dy, r)
linefill(32,32,dx,dy,r,10)
end,function(dx, dy, r)
quickzot(96,32,r,dx,dy,10,9,8)
end,function(dx,dy,r)
zot(32,96,r,dx,dy,10,9,8)
end,function(dx,dy,r)
pal(darkpal)
respr(96,96,dx,dy,r,r)
end,{ locals={4,-9,2} })
-- "locals" (optional) are
-- passed in as args. see the
-- usage guide for details.
__gfx__
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__sfx__
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