22 Commits

Author SHA1 Message Date
528e67045d Trimming
Trim up redundant nil checks, sequential assignments that could be on a shared line, and repeated references to a deeply nested variable.
2022-12-23 00:34:00 -08:00
1995501583 Save tokens on movemebnt checks
I promise this is mathematically equivalent-ish to the original. (0.2 and its multiples are nonterminating decimals in base 2, so there's a little jank when the negative shift right is a shift left.)
2022-12-23 00:18:50 -08:00
9d93f30426 Fix crate math.
I forgot that -1 & 1 = 1 rather than 0 so all the bit math didn't work. But I can fix it with polynomial algebra! this is much better.
2022-12-23 00:02:02 -08:00
0fe3b1699f packed crate representation
don't bother exploding crates into four bools, and then comparing them all individually to a bunch of conditions. absurd bit manipulation bullshit saves cycles and tokens. leaving a crate's movement rule represented as four bits means we can exploit our previous calculation of dx1 and dy1, which must each either be 0x0001 or 0x8FFF, and violently hammer them down to align with this bit-packed representation, giving this glorious little atrocity.
2022-12-22 23:15:03 -08:00
b10447bb86 comment the bullshit
it needs it
2022-12-22 22:50:34 -08:00
fe3a68284f replace comparisons with bit math bullshit
integers in the range [0, 15] fit entirely in the bit mask 0x000F. integers out of that range will have at least one bit 0x0010 or higher, or will have the sign bit 0x8000 set. so to find out if one of two numbers is out of range [0, 15], we can check the bit mask of their bitwise or.

this saves tokens and cycles. it is also completely illegible. very in the spirit of Pico-8, I love it.
2022-12-22 22:49:27 -08:00
10948ce4a5 Turn off debug again for now 2022-12-22 19:24:41 -08:00
cf352fd918 Golf one thing on rope 2022-12-22 19:23:41 -08:00
930e27a8e3 Golf player a bit 2022-12-22 19:22:23 -08:00
ae7dc8374e Golf level slightly 2022-12-22 19:07:43 -08:00
9fbccee378 Golf level selector 2022-12-22 18:52:54 -08:00
137a390b65 Golf tostring() 2022-12-22 18:51:05 -08:00
58bf1d70bf Golf keyboard 2022-12-22 18:49:03 -08:00
1be4846698 Golf _rast 2022-12-22 18:42:44 -08:00
ed25ef0f94 Golf sgn0 2022-12-22 18:35:24 -08:00
94e4aea20b Golf _apply 2022-12-22 18:33:48 -08:00
2d565873b3 Golf linefill slightly more 2022-12-22 18:32:14 -08:00
f3a0b04cc4 Golf linefill 2022-12-22 18:30:05 -08:00
d782f6eb14 Fix another rope bug 2022-12-22 11:25:31 -08:00
791b49934f Add another case I missed 2022-12-21 21:55:21 -08:00
197c68dd88 Actually, that special case causes unnecessary rope shortening 2022-12-21 21:40:16 -08:00
4072499c4c This case shouldn't need to be special 2022-12-21 21:37:26 -08:00

View File

@ -53,21 +53,18 @@ function linefill(ax,ay,bx,by,r,c)
local dx,dy=bx-ax,by-ay
-- avoid overflow
-- credits: https://www.lexaloffle.com/bbs/?tid=28999
local d=max(abs(dx),abs(dy))
local n=min(abs(dx),abs(dy))/d
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 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=s[i][1],s[i][2]
local x1,y1=ax+u*ca+v*sa,ay-u*sa+v*ca
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)
@ -78,11 +75,8 @@ function linefill(ax,ay,bx,by,r,c)
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
if (span) rectfill(x0,y,span,y)
spans[y]=x0
x0+=dx
end
x0,y0=_x1,_y1
@ -92,19 +86,14 @@ end
function _apply(x,ts,a)
local t=deli(ts,1)
for k,v in pairs(t) do
if k=="update" then
--
else
x[k]=v
end
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)
if (x==0) return x
return sgn(x)
return x!=0 and sgn(x) or 0
end
function _mnmx(x,y)
@ -114,13 +103,14 @@ end
function _rast(
x0,y0,x1,y1
xs,ys,x0,y0,x1,y1
)
local dx=abs(x1-x0)
local dy=abs(y1-y0)
local x=x0
local y=y0
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
@ -129,27 +119,22 @@ function _rast(
local done=false,err
if dx>dy then
err=dx/2.0
return function()
if (done) return
if (x==x1) done=true return x1,y1
local oldx,oldy=x,y
while x0!=x1 do
_add()
err-=dy
if (err<0) y+=sy err+=dx
x+=sx
return oldx,oldy
if (err<0) y0+=sy err+=dx
x0+=sx
end
else
err=dy/2.0
return function()
if (done) return
if (y==y1) done=true return x1,y1
local oldx,oldy=x,y
while y0!=y1 do
_add()
err-=dx
if (err<0) x+=sx err+=dy
y+=sy
return oldx,oldy
if (err<0) x0+=sx err+=dy
y0+=sy
end
end
_add()
end
-->8
@ -158,74 +143,48 @@ kbd={}
add(real_modules,kbd)
function kbd:init()
self.real=btn()
self.down=0
self.state={btn=0}
end
function kbd:update()
-- figure out what keys are _really_ pressed
local now_real=btn()
local was_real=self.real
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 real_pressed=~was_real&now_real
local now_down=(self.down&now_real)|real_pressed
local was_down=self.down
self.down=now_down
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
local pressed=(~was_down)&now_down
local released=(~now_down)&was_down
self.pressed=pressed
self.released=released
state.btn,state.btnp,state.btnr=
now_down,
~was_down&now_down,
~now_down&was_down
end
function kbd:btn(i)
return self.down&(1<<i)!=0
end
function kbd:btnp(i)
return self.pressed&(1<<i)!=0
end
function kbd:btnr(i)
return self.released&(1<<i)!=0
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.down&=~(1<<i)
self.state.btn&=~(1<<i)
end
function tostring(any)
if type(any)=="function" then
return "function"
end
if any==nil then
return "nil"
end
if type(any)=="string" then
return any
end
if type(any)=="boolean" then
if any then return "true" end
return "false"
end
if type(any)=="table" then
local str = "{ "
for k,v in pairs(any) do
str=str..tostring(k).."->"..tostring(v).." "
end
return str.."}"
local str = "{ "
for k,v in pairs(any) do
str=str..tostring(k).."->"..tostring(v).." "
end
return str.."}"
end
if type(any)=="number" then
return ""..any
end
return "unknown" -- should never show
return tostr(any)
end
-->8
@ -233,11 +192,7 @@ end
title={}
add(modules,title)
function title:init()
end
blinkcol = 10
blinkcol=10
function title:draw()
cls(0)
-- this is right for 72x32
@ -250,29 +205,18 @@ function title:draw()
print(lvlstr,51,90,blinkcol)
end
start_level = 0
start_level=0
max_level=15
function title:update()
if time()*4\1%2==0 then
blinkcol=10
else
blinkcol=9
end
blinkcol=9
if (time()*4\1%2==0) blinkcol=10
if btnp(0) then
start_level -= 1
if (start_level<0) start_level=max_level
end
if btnp(1) then
start_level += 1
if (start_level>max_level) start_level=0
end
if btnp(4) or btnp(5) then
modules=real_modules
_init()
music(0)
end
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
@ -287,9 +231,7 @@ end
function level:reinit(n)
self.ix=n
self.todo={}
self.bigx=(n%8)
self.bigy=(n\8)
self.next_crate_id=1
self.bigx,self.bigy=n%8,n\8
self:load_dynobjs()
self:recollide()
@ -358,7 +300,7 @@ function level:update()
end
if #remove>0 then
self:recollide()
self:reanchor(true)
self:reanchor()
end
end
@ -366,6 +308,7 @@ 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)
@ -375,22 +318,16 @@ function level:load_dynobjs()
if def then
self._crates[mxy]={
s=s,def=def,
id=self.next_crate_id,
id=crate_id,
mx=mx,my=my,
px=px,py=py,
todo={}
}
self.next_crate_id+=1
crate_id+=1
end
if s==28 then -- pit
self._pits[mxy]={
s=s,
mx=mx,my=my,
px=px,py=py,
contents=nil
}
end
-- pit
if (s==28) self._pits[mxy]={s=s,mx=mx,my=my,px=px,py=py}
end
end
end
@ -461,17 +398,11 @@ function level:reanchor()
end
shellsort(self._anch_keys)
for point in self:anchor_points() do
if point.ax_old!=nil then
if (player.rope!=nil) player.rope:be_pushed_by(point,point.ax_old,point.ay_old)
point.ax_old=nil
point.ay_old=nil
end
end
for point in self:anchor_points() do
assert(not point.dropped)
if (point.ax_old and player.rope) player.rope:be_pushed_by(point,point.ax_old,point.ay_old)
point.ax_old,point.ay_old=nil,nil
end
if (player.rope!=nil) player.rope:relax()
if (player.rope) player.rope:relax()
end
function level:win_at(mx,my)
@ -507,7 +438,9 @@ function level:spawn_exit()
if (self:_mget(x,y)!=18) return
for nx=x-1,x+1 do
for ny=y-1,y+1 do
if nx<0 or ny<0 or nx>15 or ny>15 then
-- 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
@ -541,26 +474,24 @@ end
function _amix(ax,ay)
return ax..","..ay
--if (ax<0 or ay<0 or ax>31 or ay>31) return nil
--return ay*32+ax
end
function _mix(mx,my)
return mx..","..my
--if (mx<0 or my<0 or mx>15 or my>15) return nil
--return my*16+mx
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 nil
local s2=s-64
return {
up=s2&1!=0,
right=s2&2!=0,
down=s2&4!=0,
left=s2&8!=0
}
if (s<64 or s>=80) return
return s & 0x000F
end
function level:get_latch(dx,dy,px,py)
@ -571,12 +502,7 @@ function level:get_latch(dx,dy,px,py)
local dx1,dy1=-sgn0(dx),-sgn0(dy)
if crate then
if
(crate.def.up and dy>0) or
(crate.def.down and dy<0) or
(crate.def.left and dx>0) or
(crate.def.right and dx<0)
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,
@ -609,35 +535,23 @@ function level:can_move(
is_player,
mx0,my0,dmx,dmy,exclude_src,exclude_dst
)
if is_player and self:win_at(mx0+dmx,my0+dmy) then
return true
end
if is_player and self:get_open_pit(mx0+dmx,my0+dmy) then
return wrongbleep:adequately_warned()
end
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(mx0+dmx,my0+dmy) then
return false
end
if (self:mcoll(mx1,my1) or player.x==mx1 and player.y==my1) return false
if player.x==mx0+dmx and player.y==my0+dmy then
return false
end
-- todo: check tongue collision
if player.rope then
local chk=false
if dmx==0 and dmy==-1 then
chk=player.rope:collide_mrect(mx0+0.4,my0-0.8,0.2,1.6,exclude_src,exclude_dst)
elseif dmx==0 and dmy==1 then
chk=player.rope:collide_mrect(mx0+0.4,my0+0.2,0.2,1.6,exclude_src,exclude_dst)
elseif dmx==-1 and dmy==0 then
chk=player.rope:collide_mrect(mx0-0.8,my0+0.4,1.6,0.2,exclude_src,exclude_dst)
elseif dmx==1 and dmy==0 then
chk=player.rope:collide_mrect(mx0+0.2,my0+0.4,1.6,0.2,exclude_src,exclude_dst)
local w,h=1.6,0.2
if dmx==0 then
w,h=0.2,1.6
else
dmy = 0
end
rectx,recty=dmx*(0.4>>>dmx),dmy*(0.4>>>dmy)
if (chk) return false
if (player.rope:collide_mrect(mx0+rectx,my0+recty,w,h,exclude_src,exclude_dst)) return false
end
return true
@ -646,22 +560,21 @@ end
function level:tug_crate(mx0,my0,dmx,dmy)
local mxy0=_mix(mx0,my0)
local existing=self._crates[mxy0]
if (existing==nil) return
if (not existing) return
self._crates[mxy0]=nil
local mx1,my1=mx0+dmx,my0+dmy
local mxy1=_mix(mx1,my1)
local px1,py1=mx1*8,my1*8
existing.todo={
{px=mx1*8+dmx,py=my1*8+dmy,mx=mx1,my=my1,update=function()
{px=px1+dmx,py=py1+dmy,mx=mx1,my=my1,update=function()
self:recollide()
self:reanchor()
return true
end},
{px=mx1*8,py=my1*8}
{px=px1,py=py1}
}
self._crates[mxy1]=existing
self._crates[_mix(mx1,my1)]=existing
end
-->8
@ -670,54 +583,27 @@ player={}
add(real_modules,player)
function player:init()
--self:reinit(8,14)
-- 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=x
self.y=y
self.px=0
self.py=0
self.x,self.y=x,y
self.px,self.py=0,0
self.todo={}
self.fall_frame=0
self.reset_frame=0
self.orientx=-1
self.orienty=0
self.rope=nil
end
function player:any_busy()
if (#self.todo>0) return true
if (level:busy()) return true
return false
self.orientx,self.orienty=-1,0
end
function player:update()
local _addall=function(t,xs)
for i in all(xs) do
add(t,i)
end
end
local f4 = function(xs)
-- todo: other anim stuff
xs[#xs].px=0
xs[#xs].py=0
return xs
end
-- this is a non-gameplay action that takes precedence over
-- all gameplay actions
self:_vanish_if_requested()
if not self:any_busy() then
if not (#self.todo>0 or level:busy()) then
if level:win_at(self.x,self.y) then
level:advance()
return
@ -740,29 +626,25 @@ function player:update()
end
if kbd:btn(4) then
if kbd:btnp(4) and self.rope!=nil 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
if level:can_move(true,self.x,self.y,-1,0,0,2) then
self.todo=f4({{orientx=-1,orienty=0,px=-2},{px=-7},{x=self.x-1}})
else wrongbleep:bleep() end
try_move(-1,0,{{orientx=-1,orienty=0,px=-2},{px=-7},{x=self.x-1,px=0}})
elseif kbd:btn(1) then
if level:can_move(true,self.x,self.y,1,0,0,2) then
self.todo=f4({{orientx=1,orienty=0,px=2},{px=7},{x=self.x+1}})
else wrongbleep:bleep() end
try_move(1,0,{{orientx=1,orienty=0,px=2},{px=7},{x=self.x+1,px=0}})
elseif kbd:btn(2) then
if level:can_move(true,self.x,self.y,0,-1,0,2) then
self.todo=f4({{orienty=-1,py=-2},{py=-7},{y=self.y-1}})
else wrongbleep:bleep() end
try_move(0,-1,{{orienty=-1,py=-2},{py=-7},{y=self.y-1,py=0}})
elseif kbd:btn(3) then
if level:can_move(true,self.x,self.y,0,1,0,2) then
self.todo=f4({{orienty=1,py=2},{py=7},{y=self.y+1}})
else wrongbleep:bleep() end
elseif self.rope==nil and kbd:btnr(4) 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
@ -777,41 +659,35 @@ function player:update()
self.todo={{
update=function()
return self.rope==nil or self.rope:latched()
return not self.rope or self.rope:latched()
end
}}
elseif kbd:btnp(5) then
if self.rope!=nil then
if (not self.rope:tug()) wrongbleep:bleep(9)
end
if (self.rope and not self.rope:tug()) wrongbleep:bleep(9)
end
end
end
if self.rope then
self.rope:update()
end
_apply(self,self.todo)
if self.rope then
self.rope:update()
if self.rope:done_reeling() then
self.x=self.rope.latch.rec.mx+self.rope.latch.dx
self.y=self.rope.latch.rec.my+self.rope.latch.dy
local latch=self.rope.latch
self.x=latch.rec.mx+latch.dx
self.y=latch.rec.my+latch.dy
end
local rx=self.x+self.px/8+0.5
local ry=self.y+self.py/8+0.5
-- do the hokey pokey to work out kinks in the rope
self.rope:drag_dst(rx,ry)
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!=0) self.orientx=tdx
if (tdy!=0) self.orienty=tdy
if (tdx) self.orientx=tdx
if (tdy) self.orienty=tdy
if self.rope:done() then
self.rope=nil
end
if (self.rope:done()) self.rope=nil
end
end
@ -840,23 +716,27 @@ 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
--px+=sin(vanish_level*16)*max(vanish_level-0.1,0)*1
--[[
local HEAD=14--3
local BODY=12--12
local TAIL=14--14
local IRIS=7--9
local PUPIL=0--0
]]
local setpal=function()
-- base colors
pal{
-- 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,
@ -867,7 +747,8 @@ function player:draw()
[13]=TAIL,
[14]=TAIL,
[15]=TAIL,
}
]]
pal(palette)
-- vanish colors
local vanish=split"13,15,14,5,4,12,2,3,9,10"
@ -875,11 +756,7 @@ function player:draw()
if (vanish_level>i/#vanish) pal(ilc,1)
end
if self.fall_frame>3 then
local zc=@0x5f00&0xf0
for i=0x5f00,0x5f0c,4 do poke4(i,0x0101.0101) end
poke(0x5f00,zc|0x01)
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
@ -887,7 +764,7 @@ function player:draw()
if self.rope then
local rx_adj,ry_adj=self.rope:affected_src_xy(rx,ry)
if rx_adj!=nil then
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
@ -921,8 +798,8 @@ function rope:new(
local r={
id=0,
anchors={
{ax=src_ax,ay=src_ay,prev=nil,next=nil},
{ax=dst_ax,ay=dst_ay,prev=nil,next=nil}
{ax=src_ax,ay=src_ay},
{ax=dst_ax,ay=dst_ay}
},
state={name="cast",frame=0},
latch=latch,
@ -955,10 +832,7 @@ function rope:update()
elseif self.state.name=="latched" then
if (self.latch==nil) wrongbleep:bleep(5) self:destroy() return
if
self.latch!=nil and
self.latch.rec!=nil
then
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
@ -1020,11 +894,10 @@ end
function rope:draw(artificial_px,artificial_py)
local points,highlight=self:_tug(true)
if (self.state.name=="done") return
local perc_to_show=1.0
local from_end=false
if (self.state.name=="cast") perc_to_show=self.state.frame/2
if (self.state.name=="destroy") perc_to_show=(1.0-self.state.frame/8)^2
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}
@ -1134,7 +1007,7 @@ function rope:draw(artificial_px,artificial_py)
pset(x+p.adx,y,11)
pset(x,y+p.ady,11)
end
]]
]]--
end
function rope:drag_dst(x,y)
@ -1153,18 +1026,6 @@ function rope:drag(n1,ax_new,ay_new)
end
function rope:relax()
local n=self.src
while true do
if (n==nil) break
if (n.associated_with) then
self:_drag(n,n.associated_with.ax,n.associated_with.ay)
end
n=n.next
end
local n0=self.src
while true do
local n1=n0.next
@ -1173,7 +1034,7 @@ function rope:relax()
if n0.ax==n1.ax and n0.ay==n1.ay then
n0.next=n2
n2.prev=n0
if (n2!=nil) n2.prev=n0
else
n0=n0.next
end
@ -1193,9 +1054,14 @@ function rope:relax()
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("relaxing: "..tostring(n0.associated_with).."->"..tostring(n1.associated_with).."->"..tostring(n2.associated_with))
-- printh("relaxing: "..tostring(n0.associated_with).."->"..tostring(n1.associated_with).."->"..tostring(n2.associated_with))
self:_drag(n1,x1_new,y1_new)
n0=n1.prev
n2=n1.next
@ -1219,12 +1085,7 @@ function rope:_check_sane()
local n1=n0.next
if (n1==nil) break
for qx,qy in _rast(flr(n0.ax*2),flr(n0.ay*2),flr(n1.ax*2),flr(n1.ay*2)) do
if not (qx==qxs[#qxs] and qy==qys[#qys]) then
add(qxs,qx)
add(qys,qy)
end
end
_rast(qxs,qys,flr(n0.ax*2),flr(n0.ay*2),flr(n1.ax*2),flr(n1.ay*2))
n0=n1
end
@ -1287,6 +1148,14 @@ function would_stick(x0,y0,anchor,x2,y2)
local dx=x2-x0
local dy=y2-y0
-- there is no reason for an acute angle to stick around in this world
--[[
local ang0=atan2(x2-x1,y2-y1)
local ang2=atan2(x0-x1,y0-y1)
local diff=abs((ang0-ang2 + 0.5)%1-0.5)
if (diff<0.25) return false,x0,y0,0,0
]]--
local adx,ady
local x1_new,y1_new
if abs(dx)>abs(dy) then
@ -1317,14 +1186,17 @@ function rope:be_pushed_by(anchor,ax_old,ay_old)
local ax_new,ay_new=anchor.ax,anchor.ay
while true do
n1=n0.next
if (n1==nil) return
if (not n1) return
local nx0,ny0=n0.ax,n0.ay
local nx1,ny1=n1.ax,n1.ay
if
(ax_new==ax_old and nx0<=anchor.ax and anchor.ax<=nx1) and
(ay_new==ay_old and ny0<=anchor.ay and anchor.ay<=ny1) and
not (anchor.ax==nx0 and anchor.ay==ny0) and
not (anchor.ax==nx1 and anchor.ay==ny1) 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)
@ -1368,7 +1240,7 @@ function rope:_drag(n1,ax1_new,ay1_new)
for anchor in level:anchor_points() do
if
not (anchor.ax==ax_pivot and anchor.ay==ay_pivot) and
not (anchor.ax==ax_far0 and anchor.ay==ay_far0) and
-- not (anchor.ax==ax_far0 and anchor.ay==ay_far0) and
not (anchor.ax==ax_far1 and anchor.ay==ay_far1) and
(ax0<=anchor.ax and anchor.ax<=ax1) and
would_stick(ax_pivot,ay_pivot,anchor,ax_far,ay_far_new) and
@ -1391,7 +1263,7 @@ function rope:_drag(n1,ax1_new,ay1_new)
for anchor in level:anchor_points() do
if
not (anchor.ax==ax_pivot and anchor.ay==ay_pivot) and
not (anchor.ax==ax_far0 and anchor.ay==ay_far0) and
-- not (anchor.ax==ax_far0 and anchor.ay==ay_far0) and
not (anchor.ax==ax_far1 and anchor.ay==ay_far1) and
would_stick(ax_pivot,ay_pivot,anchor,ax_far_new,ay_far) and
(ay0<=anchor.ay and anchor.ay<=ay1) and
@ -1418,7 +1290,7 @@ function rope:_drag(n1,ax1_new,ay1_new)
local anch=_sweep_radar(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 post: "..tostring(n0.associated_with).."->"..tostring(n05.associated_with).."->"..tostring(n1.associated_with))
-- printh("creating pre: "..tostring(n0.associated_with).."->"..tostring(n05.associated_with).."->"..tostring(n1.associated_with))
n0.next=n05
n1.prev=n05
n0=n05
@ -1430,7 +1302,7 @@ function rope:_drag(n1,ax1_new,ay1_new)
local anch=_sweep_radar(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))
-- printh("creating post: "..tostring(n1.associated_with).."->"..tostring(n15.associated_with).."->"..tostring(n2.associated_with))
n1.next=n15
n2.prev=n15
n2=n15
@ -1441,7 +1313,7 @@ function _stepfrom(x0,x1)
local done=false
if x0==x1 then
return function()
if (done) return nil
if (done) return
done=true return x0
end
end
@ -1492,31 +1364,30 @@ function rope:collide_mrect(mx0,my0,mw,mh,exclude_src,exclude_dst)
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(n0.ax,n0.ay,n1.ax,n1.ay,mx0,my0,mx1,my0)) return true
if (_line_line(n0.ax,n0.ay,n1.ax,n1.ay,mx0,my0,mx0,my1)) return true
if (_line_line(n0.ax,n0.ay,n1.ax,n1.ay,mx0,my1,mx1,my1)) return true
if (_line_line(n0.ax,n0.ay,n1.ax,n1.ay,mx1,my0,mx1,my1)) return true
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
function _line_line(x1,y1,x2,y2,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
-->8
-- moved here because it's complicated
@ -1524,12 +1395,12 @@ function rope:tug_orientxy()
local a1=self.dst
local a0=self.dst.prev
local dx=a0.ax-a1.ax
local tdx=0
local tdx=nil
if (dx>3/8) tdx=1
if (dx<-3/8) tdx=-1
local dy=a0.ay-a1.ay
local tdy=0
local tdy=nil
if abs(dy)>abs(dx)/2 then
if (dy>3/8) tdy=1
if (dy<-3/8) tdy=-1
@ -1717,20 +1588,20 @@ function rope:_anchors_simplified()
x=flr(a.ax*8+0.5),y=flr(a.ay*8+0.5),
ax=a.ax,ay=a.ay
}
if a.associated_with then
if (a.associated_with.adx==1) point.x-=1
if (a.associated_with.ady==1) point.y-=1
elseif a.prev==nil and self.latch then
if (self.latch.ax_offset<0) point.x-=1
if (self.latch.ay_offset<0) point.y-=1
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
if #points<=1 then
local p0,p1=points[#points-1],points[#points]
if p0==nil then
add(points,point)
elseif abs(
_slope(points[#points-1],points[#points])-
_slope(points[#points],point)
)==0 then -- epsilon?
elseif _slope(p0,p1)==_slope(p1,point) then -- epsilon?
points[#points]=point
else
add(points,point)
@ -1778,14 +1649,14 @@ 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
lvl,x,y,s=unpack(split(row,"`"))
add(level_text.by_lvl[lvl],{x,y,s})
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[3],xys[1],xys[2],6)
print(xys[4],xys[2],xys[3],6)
end
end
__gfx__
@ -1963,22 +1834,22 @@ __gff__
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__map__
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