Remove unused vars, convert tug_crate arg to table
The tug_crate conversion is for performance. `foreach(tbl, predefined_func)` is substantially faster than a standard `for` loop using the `all` iterator. However, if the function inside the foreach is defined inline, it's much slower due to closure-construction overhead (even though nothing is being closed over). Converting `tug_crate` to take a table as an argument allows foreach to feed right into it, and it also naturally suggests a rewrite a few lines down to get rid of duplicative listing of `mx0,my0,dmx,dmy`, saving several tokens.
I'm going to take a look at can_move to see if it's worth making iits mx0,my0,dmx,dmy arguments into a table as well.
can_move also takes a rope operation table
this is approximately token-neutral but performance-saving. each function parameter makes its call cost worse. When can_move is called inside a loop, we already have a table and we unpack to call can_move; moving the unpack into can_move saves us marshalling cost. It requires us to construct a table in a different spot (where we were not previously doing so) but that spot is not in a loop.
calc_push op loop golf
Reorganizing conditionals saves tokens here.
Fix syntax errors.
This also saves a few tokens and cycles by turning level:tug_crate into a free function. It's not _pretty_ but it's the least bad option.
_calc_push golf redux
Removed unnecessary variable declarations and conditional cases by using an "assume, alternate, verify assumption" pattern and reusing ax0/ay0 when they would never be referenced again.
Fix syntax errors.
Slightly more efficient fix to level_tug_crate.
Reviewed-on: #25
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
Save/load system. Not golfed.
Saves the music flag, the last level the player played, and the furthest level reached. Loads music flag on launch. Title screen starts on most recent level played; when in "release configuration" the title screen will only let the player pick levels up to the maximum reached through gameplay, but right now this is replaced with the 31.
Save file can be wiped by holding the down arrow at the title screen.
block writes while reading
Disabling writes during "wipe" and "first load" is not quite semantically what we want, it's writes during read we want to block. This happens because turning the music on or off tries to save the state, and it's easier to just ignore that persistence request than to rework the music code so it doesn't. "wipe" and "first load" are when we're actually reading (and enacting) state, but it's the act of reading rather than those two acts that should block writes.
It is also unwilling to write until it's done its first read, which I think is a feature; it makes it harder to accidentally blank out the player's data.
Show blocked moves as an animated X.
I am not convinced the sprite is very good. This could help the player learn what pulls were considered before proposing the ones that would occur if the player pulled the tongue. Or it's just visual noise that sucks. Anyway, this correctly captures what the blocked considered moves were, and we can decide whether to use it or not.
Reviewed-on: #24
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
Save/load system. Not golfed.
Saves the music flag, the last level the player played, and the furthest level reached. Loads music flag on launch. Title screen starts on most recent level played; when in "release configuration" the title screen will only let the player pick levels up to the maximum reached through gameplay, but right now this is replaced with the 31.
Save file can be wiped by holding the down arrow at the title screen.
block writes while reading
Disabling writes during "wipe" and "first load" is not quite semantically what we want, it's writes during read we want to block. This happens because turning the music on or off tries to save the state, and it's easier to just ignore that persistence request than to rework the music code so it doesn't. "wipe" and "first load" are when we're actually reading (and enacting) state, but it's the act of reading rather than those two acts that should block writes.
It is also unwilling to write until it's done its first read, which I think is a feature; it makes it harder to accidentally blank out the player's data.
Reviewed-on: #23
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
Debug mouse is now its own module, so it can be separated from the hint system, since it is useful for more than just positioning hints. It now has the following enhancements:
1. Clock-based table cyclng now has a helper function (cycle)
2. Debug mouse color cycling is distinct from hint color cycling, so debug position readout remains legible
3. Debug position readout now stays on screen even when the cursor is near or past the edges
4. Debug cursor cycles between a mouse sprite specifically marking the exact pixel that is being sampled, an "X" for text character sizing, and a "□" for positioning the centered 3x3 characters often used as hint target markers
5. Map cell coordinates (in square brackets) are displayed in addition to pixel coordnates (in parentheses)
Sprite 50 is now the mouse cursor. Color 15 is color cycling for debug readouts.
Debug mouse features can be disabled by commenting out `add(real_modules, debugmouse)`.
I've done a little bit of golfing but this is stiill a token expense. I'm going to write a crappy sprintf function to save tokens everywhere we're assembling strings from their component parts.
Simplify debug info display.
Save tokens by omitting parentheses and map coordinates. Adjust location to match.
Instead of cycling between symbols, the cursor shape can be chosen by using left, right, or both mouse buttons.
Reviewed-on: #20
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
most hints need to be 2 lines due to limited space.
Reviewed-on: #19
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
Test hints now both display on level 0
Allows testing progressive display of more hints.
Code review feedback, debug mode
Reviewed-on: #18
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
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: #16
I feel like there's a way to build on this theme. I think this is the minimal version of the puzzle; I'd be glad to remove elements if it turns out I can.
previous attempt tried to use shifts to get 0.4 to 0.2 or 0.8 and multiplication to get -0.8, forgetting that the multiplication would also turn 0.4 into 0 along the way. oops. I got ratholed on the mathematical approach, but a very straightforward lookup table can get more done.
Reviewed-on: #14
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
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.
comment the bullshit
it needs it
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.
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.
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.)
Trimming
Trim up redundant nil checks, sequential assignments that could be on a shared line, and repeated references to a deeply nested variable.
Reviewed-on: #13
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
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