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109 Commits

Author SHA1 Message Date
8b6b2ce495 One last intermediate room 2023-07-02 23:00:15 -07:00
5cde2a8966 fucked up shit bhijn likes 2023-07-02 22:21:07 -07:00
2e6f806014 Reorder levels a bit 2023-07-02 21:43:52 -07:00
a041574f93 Add level 14 2023-07-02 21:39:45 -07:00
343fe4249a Another level? Why not? 2023-07-02 15:20:34 -07:00
a18d4087f5 Dump in some more levels 2023-07-02 14:37:10 -07:00
4599197d65 True up with local changes 2023-06-03 16:27:22 -07:00
e54a764ae2 I guess I'm working on this again! 2023-05-31 20:50:58 -07:00
2104ef8d1d A new level with bodyblocking and leverage 2023-01-04 18:10:47 -08:00
2a2d5edc98 More (modest) optimizations to level rebuild 2023-01-02 21:08:40 -08:00
2c29327db2 Use gsv in level build 2023-01-02 20:57:00 -08:00
20a1feb2bb Reduce CPU hit of level rebuild 2023-01-02 20:51:06 -08:00
9960aafd71 Simplify pinch detector 2023-01-02 20:43:59 -08:00
3911ae6eee Save just a few more tokens 2023-01-02 20:11:25 -08:00
64c8bca3c0 Save some tokens in _rast 2023-01-02 20:04:29 -08:00
617e7b3948 Remove inorder 2023-01-02 20:00:02 -08:00
9b1fc9ac94 Elude a few minor tokens 2023-01-02 19:59:34 -08:00
5482f900f0 Remove old frame tracker 2023-01-02 18:40:28 -08:00
c549f881a0 Move "blocked" preview further from tiles 2023-01-02 18:39:15 -08:00
70ffbd2465 Save a few more tokens here and there 2023-01-02 18:27:36 -08:00
be864f06bb Save a lot of tokens on segmenting the rope 2023-01-02 18:00:36 -08:00
4562128fa6 Assorted token golf in rope logic (#25)
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>
2023-01-03 01:06:57 +00:00
0aeeb1975b Show blocked crate moves (#24)
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>
2023-01-02 23:08:10 +00:00
b6d1a21b7e Basic save/load system (#23)
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>
2023-01-02 23:08:03 +00:00
7c209f1125 Level 23. Minimal "requires pivot to avoid occlusion". (#22)
Fix spurious pit.

Reviewed-on: #22
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2023-01-02 21:31:20 +00:00
5df3f00809 Fix another rope bug 2023-01-02 13:05:58 -08:00
c81b3a03d3 Crate push previews 2023-01-02 12:18:30 -08:00
a152f2ca1a Tidy the level 2023-01-01 20:24:24 -08:00
39cb0c9959 Reset start_level 2023-01-01 20:18:59 -08:00
a6330a7ad6 Level 24 is a proposed "hard" stage 2023-01-01 20:18:38 -08:00
abd6e5b498 Fix misc rope bugs 2023-01-01 19:17:20 -08:00
a5e884440a Fall animation: use gray, not blue 2023-01-01 18:06:11 -08:00
2ef1895711 Clean some debris 2023-01-01 18:03:55 -08:00
6e0233dcb3 Level 14: a big 4-layout level after the pivot 2023-01-01 17:24:05 -08:00
7524004136 Fix a minor rope bug 2023-01-01 16:31:44 -08:00
a1a4ad4d56 Better debug mouse (#20)
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>
2023-01-02 00:31:34 +00:00
526f5021d1 Don't track pit contents 2023-01-01 16:26:21 -08:00
051d682f2e Convert level text to gsv 2023-01-01 16:14:23 -08:00
fe72d6b92b Remove rot13 2023-01-01 16:11:20 -08:00
e6d0e306d5 Removed unintended solutions 2023-01-01 16:09:00 -08:00
9749052dd7 Undelete the part of the map I blew up 2023-01-01 15:46:03 -08:00
15a9ac5c2e Fix another rope bug 2023-01-01 15:36:55 -08:00
6d8ac03f48 Remove merged level prototypes 2023-01-01 15:04:49 -08:00
8b1d12f152 Add arrow hints and use them 2023-01-01 14:55:02 -08:00
a6debc3974 hints through room 3; two line hints (#19)
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>
2023-01-01 21:30:28 +00:00
693cdaa11d Implement hint system and music mute. (#18)
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>
2023-01-01 07:56:37 +00:00
f052186c97 Optimize raycast in sweep 2022-12-31 19:03:08 -08:00
0d0a2c41a7 Make all APIs point-oriented 2022-12-31 17:27:00 -08:00
71b150cb33 Golf the sweep code 2022-12-31 16:18:24 -08:00
dc33b46260 Misc golf and perf improvements 2022-12-31 15:07:23 -08:00
fa5c13eb0d Golf would_stick a bit 2022-12-31 14:48:24 -08:00
bef28a8d87 Fix misc rope bugs 2022-12-31 14:44:24 -08:00
cc6efb5e61 Re-refactor 1 2022-12-31 14:05:22 -08:00
08fa3cd46e Use bit math to keep player from leaving the map 2022-12-30 23:38:08 -08:00
ba14cc18f2 Remove unnecessary nils and falses 2022-12-30 23:30:05 -08:00
4987e71deb Shorten rope drawing code 2022-12-30 23:09:38 -08:00
95e5b3d0bf Shorten latch code 2022-12-30 23:04:27 -08:00
3f7f96a520 On reinit, take away the player's rope 2022-12-30 22:47:36 -08:00
59774303e4 Fix restart anim 2022-12-30 22:45:34 -08:00
003c6b5dc3 Rope timing fixes 2022-12-30 22:45:12 -08:00
37283c146d Fix an edge case in snappy controls 2022-12-30 22:41:08 -08:00
87219678ef Snappier controls 2022-12-30 22:39:15 -08:00
7c3cd44b9a Default level 0 2022-12-30 22:28:42 -08:00
0534e8df79 Crate-pushing puzzle before The Pivot 2022-12-30 21:09:01 -08:00
5955cf1695 Mirror two stages 2022-12-30 20:01:03 -08:00
5110c6c487 Remove some unnecessary walls 2022-12-30 19:38:24 -08:00
81c8e0182f Add The Pivot to the rotation 2022-12-30 19:28:07 -08:00
d32f522c7f Add a version of One Weird Trick to the level list 2022-12-30 19:16:57 -08:00
9e11f2ccaa Add yin-yang to standard puzzle cycle 2022-12-30 18:34:48 -08:00
8fae7affa6 New, fucked up level 15 2022-12-30 17:08:08 -08:00
2ba5adcca7 Make the level possible to complete 2022-12-30 15:46:45 -08:00
04779ede71 Readd Kistaro's level 15 with more visual polish 2022-12-30 15:35:33 -08:00
a5f1eea577 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: #16
2022-12-30 04:12:39 +00:00
1629749857 Merge branch 'intro_sequence' into level-29 2022-12-29 15:09:29 -08:00
77a174f8c3 Merge branch 'main' into intro_sequence 2022-12-29 15:09:19 -08:00
8393b9d2f2 Fix more known rope bugs 2022-12-29 14:54:08 -08:00
5c7f48baf5 Bullshitty puzzle in slot 29 2022-12-28 21:57:08 -08:00
cec52623eb
mini-puzzle in room 14
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.
2022-12-28 20:38:20 -08:00
f25b41a1c1 Proposed full tutorial 2022-12-28 18:11:41 -08:00
a1f9617842 Fix can_move constants to remove path dependence 2022-12-28 13:23:34 -08:00
812d619cc7 can_move golf, redux (#14)
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>
2022-12-28 21:12:23 +00:00
ad9d53887e Revert one broken golf attempt 2022-12-23 17:33:06 -08:00
9438597312 Save a few more tokens by removing an assertion 2022-12-23 16:09:57 -08:00
c480295b41 Save some tokens in horrible, horrible ways. (#13)
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>
2022-12-24 00:08:10 +00:00
8f65f884f2 Less annoying music 2022-12-23 16:05:38 -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
e2334f55f7 Allow reeling in 2022-12-21 19:54:09 -08:00
6658f71ba2 Correct when the rope crashes into the other side of something 2022-12-21 19:12:21 -08:00
672f1b3951 Hint text for certain levels 2022-12-21 18:11:19 -08:00
a27cc2e6ef Re-center rope 2022-12-21 17:50:06 -08:00
0606c0417f New crate sprites 2022-12-20 23:22:27 -08:00
838214c5c5 Prototype tutorial (#12)
Prototype tutorial starting at level 10 using existing mechanics.

Reviewed-on: #12
Co-authored-by: Kistaro Windrider <kistaro@gmail.com>
Co-committed-by: Kistaro Windrider <kistaro@gmail.com>
2022-12-21 07:22:11 +00:00
6be3fd51b0 Player can only walk into pit if they want to 2022-12-20 21:57:22 -08:00
d2ee3d2078 Rewrite rope (#11)
Rope rewrite, part one

We should only care about anchors on the old path

Add comment expressing uncertainty

Add further algo notes

One final note

Well, this is closer to right!!

Elide points as needed

Save current changes

First version I couldn't immediately break

Everything _seems_ to work

Clean up some residual messes

Tidy up more loose ends

Co-authored-by: Nyeogmi <economicsbat@gmail.com>
Reviewed-on: #11
2022-12-21 05:44:15 +00:00

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