pico-8 cartridge // http://www.pico-8.com version 39 __lua__ -- setup modules={} real_modules={} frame=0 function _init() _doall("init") end function _update() frame+=1 if (frame%1==0) _doall("update") end function _draw() _doall("draw") end mnames={} function names(root) local n=mnames[root] if(n)return all(n) n={root.."0", root, root.."2", root.."3"} mnames[root]=n return all(n) end function _doall(x) for n in names(x) do for mod in all(modules) do local f=mod[n] if (f) f(mod) end end end -- source: https://www.lexaloffle.com/bbs/?pid=78990 gaps=split"57,23,10,4,1" --{701,301,132,57,23,10,4,1} function shellsort(a) for gap in all(gaps) do for i=gap+1,#a do local x,j=a[i],i-gap while j>=1 and a[j].key>x.key do a[j+gap]=a[j] j-=gap end a[j+gap]=x end end end function linefill(ax,ay,bx,by,r,c) if(c) color(c) local dx,dy=bx-ax,by-ay -- avoid overflow -- credits: https://www.lexaloffle.com/bbs/?tid=28999 local d=max(abs(dx),abs(dy)) local n=min(abs(dx),abs(dy))/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 _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 _apply(x,ts,a) local t=deli(ts,1) for k,v in pairs(t) do if k=="update" then if not v(x,a) then add(ts,t,1) end else x[k]=v end end end function sgn0(x) if (x==0) return x return sgn(x) end function _mnmx(x,y) if (x>y)return y,x return x,y end function _rastn( x0,y0,x1,y1,dx,dy ) -- todo: more optimized implementation? local iter=_rast(x0,y0,x1,y1) local prevx,prevy=nil,nil local done=false return function() while not done do local x,y=iter() if (x==nil) done=true return x1, y1 local x8 = x\dx local y8 = y\dy if not (x8==prevx and y8==prevy) then prevx,prevy=x8,y8 return x,y end end end end function _rast( x0,y0,x1,y1 ) local dx=abs(x1-x0) local dy=abs(y1-y0) local x=x0 local y=y0 local sx=-1 local sy=-1 if (x0dy then err=dx/2.0 return function() if (done) return if (x==x1) done=true return x1,y1 local oldx,oldy=x,y err-=dy if (err<0) y+=sy err+=dx+dy return oldx,y x+=sx return oldx,oldy end else err=dy/2.0 return function() if (done) return if (y==y1) done=true return x1,y1 local oldx,oldy=x,y err-=dx if (err<0) x+=sx err+=dy+dx return x,oldy y+=sy return oldx,oldy end end end function _point_eq(p1,p2) return p1.x==p2.x and p1.y==p2.y end -->8 -- input kbd={} add(real_modules,kbd) function kbd:init() self.real=btn() self.down=0 end function kbd:update() -- figure out what keys are _really_ pressed local now_real=btn() local was_real=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 now_down=(self.down&now_real)|real_pressed local was_down=self.down self.down=now_down -- 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 end function kbd:btn(i) return self.down&(1<8 -- title screen title={} add(modules,title) function title:init() end blinkcol = 10 function title:draw() cls(0) -- this is right for 72x32 spr(3,28,56,9,2) print("pyrex",32,73,7) print("[nyeogmi]",62,73,7) print("kistaro",32,79,7) local lvlstr = "⬅️ "..start_level.." ➡️" print(lvlstr,50,91,1) print(lvlstr,51,90,blinkcol) end start_level = 0 max_level=15 function title:update() if time()*4\1%2==0 then blinkcol=10 else blinkcol=9 end 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 end -->8 --level behaviors level={} add(real_modules,level) function level:init() level:reinit(start_level) end function level:reinit(n) self.ix=n self.todo={} self.bigx=(n%8) self.bigy=(n\8) self.cache_can_stretch=dcache:new() self:load_dynobjs() self:recollide() self:reanchor(true) self:spawn_exit() end function level:restart() self:reinit(self.ix) end function level:advance() self:reinit(self.ix+1) end pitpal = {[0]=1,[7]=0} function level:draw() cls(1) pal(1,0) map( self.bigx*16,self.bigy*16, 0,0,16,16, 64 -- flag 6: visible ) for _,pit in pairs(self._pits) do spr(pit.s,pit.px,pit.py) if pit.contents then pal(pitpal) palt(0,false) spr(pit.contents,pit.px,pit.py) pal() pal(1,0) end for _,crate in pairs(self._crates) do spr(crate.s,crate.px,crate.py) end end pal() end function level:busy() for _,crate in pairs(self.crates) do if (#crate.todo>0) return true end return false end function level:update() _apply(self, self.todo) local remove={} for cix,crate in pairs(self._crates) do _apply(crate, crate.todo) if #crate.todo==0 then local pit=self._pits[_mix(crate.mx,crate.my)] if pit and not pit.contents then add(remove,cix) crate.dead=true pit.contents=crate.s end end end for cix in all(remove) do self._crates[cix]=nil end if #remove>0 then self:recollide() self:reanchor(true) end end function level:load_dynobjs() self._crates={} self._pits={} for mx=0,15,1 do for my=0,15,1 do local mxy=_mix(mx,my) local px,py=mx*8,my*8 local s=self:_mget(mx,my) local def=self:_get_cratedef(s) if def then self._crates[mxy]={ s=s,def=def, mx=mx,my=my, px=px,py=py, todo={} } end if s==28 then -- pit self._pits[mxy]={ s=s, mx=mx,my=my, px=px,py=py, contents=nil } end end end end function level:recollide() self._coll={} for mx=0,15 do for my=0,15 do local mxy=_mix(mx,my) self._coll[mxy]= fget(self:_mget(mx,my),7) or self._crates[mxy]!=nil end end self.cache_can_stretch:clear() end function add_adjacent_anchors(tbl,mx,my) for ax in all{mx*2-1,mx*2+2} do for ay in all{my*2-1,my*2+2} do local px,py=level:a2p(ax,ay) tbl[_amix(ax,ay)]={ax=ax0,ay=ay0,x=px,y=py} end end end function level:reanchor() self._anch={} for dxy in all{{-1,-1},{1,-1},{-1,1},{1,1}} do local dx,dy=unpack(dxy) assert(dx!=0 and dy!=0) for mx0=0,15 do for my0=0,15 do local mx1,my1=mx0+dx,my0+dy if ( self:mcoll(mx0,my0) and not self:mcoll(mx0,my1) and not self:mcoll(mx1,my0) and not self:mcoll(mx1,my1) ) then add(self._anch, { ax=max(mx0,mx1),ay=max(my0,my1),adx=-dx,ady=-dy }) end end end end end function level:win_at(mx,my) return self._wins[_mix(mx,my)] end function level:anchor_points() return pairs(self._anch) end function level:get_open_pit(mx,my) local pit=self._pits[_mix(mx,my)] if (pit and pit.contents==nil) return pit end function level:point_anchor(px,py) local ax,ay=self:p2a(px,py) local anc=self._anch[_amix(ax,ay)] return anc end function level:spawn_exit() self._wins={} local spawned=false local spawn_at=function(x,y) if (self:_mget(x,y)!=1) return assert(not spawned,x..","..y) spawned=true player:reinit(x,y) player.orientx=-1 if (x<8) player.orientx=1 end local win_at=function(x,y) if (self:_mget(x,y)!=18) return for n in all(neighbors{x=x,y=y}) do if n.x<0 or n.y<0 or n.x>15 or n.y>15 then self._wins[_mix(n.x,n.y)]=true end end end for f in all{spawn_at,win_at} do for x=1,14 do f(x,0) f(x,15) end for y=0,15 do f(0,y) f(15,y) end end assert(spawned) end function level:p2a(px,py) return px\4,py\4 end function level:a2p(ax,ay) local px=ax*4+3*(ax%2) local py=ay*4+3*(ay%2) return px,py end function level:mcoll(mx,my) return self._coll[_mix(mx,my)]!=false end function level:pcoll(px,py) return self:mcoll(px\8,py\8) end function level:get_crate(mx,my) return self._crates[_mix(mx,my)] end function level:_mget(mx,my) return mget( self.bigx*16+mx, self.bigy*16+my ) end function _amix(ax,ay) return ax..","..ay --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 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 } end function level:get_latch(dx,dy,px,py) local mx,my=px\8,py\8 local mxy=_mix(mx,my) local crate=self._crates[mxy] local dx1,dy1=-sgn0(dx),-sgn0(dy) if crate then if (crate.def.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 return { el="crate", dx=dx1,dy=dy1, ax_offset=dx1*0.5, ay_offset=dy1*0.5, rec=crate } end end local m=self:_mget(mx,my) if (m==60 and dy1<0) or (m==61 and dx1>0) or (m==62 and dy1>0) or (m==63 and dx1<0) then return { el="eyehook", dx=dx1,dy=dy1, mx=mx,my=my } end end 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 self:mcoll(mx0+dmx,my0+dmy) then return false end if player.x==mx0+dmx and player.y==my0+dmy then return false end -- todo: check tongue collision if player.rope then local px,py=mx0*8,my0*8 local chk=false if dmx==0 and dmy==-1 then chk=player.rope:collide_rect(px+3,py-5,px+4,py+5,exclude_src,exclude_dst) elseif dmx==0 and dmy==1 then chk=player.rope:collide_rect(px+3,py+3,px+4,py+13,exclude_src,exclude_dst) elseif dmx==-1 and dmy==0 then chk=player.rope:collide_rect(px-5,py+3,px+5,py+4,exclude_src,exclude_dst) elseif dmx==1 and dmy==0 then chk=player.rope:collide_rect(px+3,py+3,px+13,py+4,exclude_src,exclude_dst) end if (chk) return false end return true end function level:tug_crate(mx0,my0,dmx,dmy) local mxy0=_mix(mx0,my0) local existing=self._crates[mxy0] if (existing==nil) return self._crates[mxy0]=nil local mx1,my1=mx0+dmx,my0+dmy local mxy1=_mix(mx1,my1) existing.mx=mx1 existing.my=my1 existing.todo={ {px=mx0*8+dmx*2,py=my0*8+dmy*2}, {px=mx0*8+dmx*7,py=my0*8+dmy*7}, {px=mx1*8,py=my1*8,update=function() self:reanchor(true) return true end} } self._crates[mxy1]=existing self:recollide() self:reanchor(false) end -->8 -- collision checks function level:can_stretch( p1,p2 ) local key=p1.x..","..p1.y..","..p2.x..","..p2.y return self.cache_can_stretch:wrap(key,function() return self:_can_stretch(p1,p2) end) end function level:_can_stretch( p1,p2 ) -- faster implementation for straight lines if p1.y\8==p2.y\8 then local my=p2.y\8 for mx=p1.x\8,p2.x\8 do if (level:mcoll(mx,my)) return false end end if p1.x\8==p2.x\8 then local mx=p2.x\8 for my=p1.y\8,p2.y\8 do if (level:mcoll(mx,my)) return false end end if (level:pcoll(p1.x,p1.y)) return false if (level:pcoll(p2.x,p2.y)) return false local res=true for x,y in _rastn(p1.x,p1.y,p2.x,p2.y,8,8) do if level:pcoll(x,y) then res=false break end end return res end -->8 --cache impl for collision checks dcache={} dcache.__index=dcache function dcache:new() local d={} setmetatable(d,dcache) d:clear() return d end function dcache:clear() self.old,self.new,self.new_n={},{},0 end function dcache:wrap(key,f) local el=self.new[key] if (el!=nil) return el local el=self.old[key] if (el==nil) el=f() self.new[key]=el self.new_n+=1 if (self.new_n>1000) self.old,self.new,self.new_n=self.new,{},0 return el end -->8 --player handling 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.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 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 level:win_at(self.x,self.y) then level:advance() return end if level:get_open_pit(self.x,self.y) then self.todo={{update=self._fall}} return end if kbd:btn(0) then self.orientx=-1 self.orienty=0 elseif kbd:btn(1) then self.orientx=1 self.orienty=0 elseif kbd:btn(2) then self.orienty=-1 elseif kbd:btn(3) then self.orienty=1 end if kbd:btn(4) then if kbd:btnp(4) and self.rope!=nil then self.rope:destroy() kbd:release(4) end -- wait for user to release it else 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 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 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 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 local dx,dy=self.orientx,self.orienty if (dy!=0) dx=0 local x,y=self.x,self.y while not level:mcoll(x,y) do x+=dx y+=dy end self.rope=rope:new( x+0.5-dx*0.5,y+0.5-dy*0.5, self.x+0.5,self.y+0.5, level:get_latch(dx,dy,x*8,y*8) ) self.todo={{ update=function() return self.rope==nil or self.rope:latched() end }} elseif kbd:btnp(5) then if self.rope!=nil then if (not self.rope:tug()) wrongbleep:bleep(7) end end end end _apply(self,self.todo) if self.rope then self.rope:update() self.rope:drag_dst(self.x+0.5,self.y+0.5) local tdx,tdy=self.rope:tug_orientxy() if (tdx!=0) self.orientx=tdx if (tdy!=0) self.orienty=tdy if self.rope:done() then self.rope=nil end end end function player:_vanish_if_requested() if kbd:btn(5) then self.vanish_frame+=1 if (self.fall_frame>0 or self.vanish_frame>20) then level:restart() kbd:release(5) self.vanish_frame=20 end else self.vanish_frame-=1 end self.vanish_frame=max(self.vanish_frame,0) end function player:_fall() if (self.fall_frame<10) self.fall_frame+=1 end function player:draw() local px=self.x*8+self.px local py=self.y*8+self.py 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{ [2]=HEAD, [3]=HEAD, [4]=BODY, [5]=BODY, [9]=IRIS, [10]=PUPIL, [12]=BODY, [13]=TAIL, [14]=TAIL, [15]=TAIL, } -- vanish colors local vanish=split"13,15,14,5,4,12,2,3,9,10" for i,ilc in ipairs(vanish) do if (vanish_level>i/#vanish) pal(ilc,1) end if self.fall_frame>3 then local zc=@0x5f00&0xf0 for i=0x5f00,0x5f0c,4 do poke4(i,0x0101.0101) end poke(0x5f00,zc|0x01) end end if self.orientx==-1 then setpal() spr(16,px+6,py-2,1,1) spr(17,px+1,py,1,1) if (self.rope and invis_level<=0.25) pal() self.rope:draw(-2,-1) setpal() spr(head,px-3,py-3,1,1) else setpal() spr(16,px-6,py-2,1,1,true) spr(17,px-1,py,1,1,true) if (self.rope and invis_level<=0.25) pal() self.rope:draw(2,-1) setpal() spr(head,px+3,py-3,1,1,true) end pal() end -->8 -- rope physics rope={} rope.__index=rope function rope:new( src_ax,src_ay,dst_ax,dst_ay,latch ) local r={ id=0, anchors={ {ax=src_ax,ay=src_ay,prev=nil,next=nil}, {ax=dst_ax,ay=dst_ay,prev=nil,next=nil} }, state={name="cast",frame=0}, latch=latch, } r.src=r.anchors[1] r.dst=r.anchors[2] r.src.next=r.dst r.dst.prev=r.src setmetatable(r,rope) return r end function rope:latched() return self.state.name=="latched" end function rope:done() return self.state.name=="done" end function rope:update() if self.state.name=="cast" then self.state.frame+=1 if (self.state.frame>=3) self.state={name="latched"} elseif self.state.name=="latched" then if (self.latch==nil) wrongbleep:bleep(3) self:destroy() return if self.latch!=nil and self.latch.rec!=nil then self:drag_src( self.latch.rec.mx+0.5+self.latch.ax_offset, self.latch.rec.my+0.5+self.latch.ay_offset ) if #self.latch.rec.todo==0 then if self.latch.rec.dead==true then self:destroy() end end end elseif self.state.name=="destroy" then -- destroy self.state.frame+=1 if (self.state.frame>=5) self.state={name="done"} else -- done state end end function rope:destroy() if (self.state.name=="destroy" or self.state.name=="done") return self.state={name="destroy",frame=0} end function rope:draw(artificial_dx,artificial_dy) local points,highlight=self:_tug(true) if (self.state.name=="done") return local perc_to_show=1.0 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/5)^2 points[#points]={x=points[#points].x+artificial_dx,y=points[#points].y+artificial_dy} local len=0 for i=1,#points-1 do len+=distance(points[i],points[i+1]) end local len_to_show=perc_to_show*len local len_cumulative=0 for i=#points-1,1,-1 do local src=points[i] local dst=points[i+1] local x,y=dst.x,dst.y local dx,dy=src.x-x,src.y-y local len_here=len_to_show-len_cumulative local dist_base=distance_dxy(dx,dy) len_cumulative+=dist_base if len_here>0 and dist_base>0 then local coef=min(len_here/dist_base,1.0) dx,dy=dx*coef,dy*coef local color=8 if (highlight==i) color=12 linefill(x,y,x+0.25*dx,y+0.25*dy,1.0,color) linefill(x+0.25*dx,y+0.25*dy,x+1*dx,y+1*dy,0.5,color) linefill(x+0.9*dx,y+0.9*dy,x+dx,y+dy,1.0,color) circfill(x+dx+0.5,y+dy+0.5,1.0,color) end end -- draw latch if self.latch!=nil and perc_to_show>=1.0 then local x,y=points[1].x,points[1].y local ldx,ldy=self.latch.dx,self.latch.dy local color=8 if (highlight==0) color=12 if self.latch.dx==-1 and self.latch.dy==0 then rectfill(x+1,y,x+3,y+1,color) elseif self.latch.dx==1 and self.latch.dy==0 then rectfill(x-1,y,x-3,y+1,color) elseif self.latch.dx==0 and self.latch.dy==-1 then rectfill(x,y+1,x-1,y+3,color) elseif self.latch.dx==0 and self.latch.dy==1 then rectfill(x,y-1,x-1,y-3,color) end end for _,p in pairs(level._anch) do pset(p.ax*8,p.ay*8,11) pset(p.ax*8+p.adx,p.ay*8,11) pset(p.ax*8,p.ay*8+p.ady,11) end --[[ for i=0,#self.ancs+1 do p=self:_anc(i) local c=12 if (p.dirty) c=13 rectfill(p.x-1,p.y-1,p.x+1,p.y+1,c) print(tostr(p.id)..":"..p.x..","..p.y..","..#p.todo,0,i*8,12) end print("dirty:"..tostr(self.dirty),32,0,9) print("busy:"..tostr(self:busy()),32,7,9) print("state:"..tostr(self.state.name),32,14,9) if self.all_ops!=nil then for i,o in ipairs(self.all_ops) do rect(o.mx*8,o.my*8,o.mx*8+7,o.my*8+7,4) --print(o.mx..","..o.my,0,i*8,3) end end ]]-- end function rope:drag_dst(x,y) self:drag(self.dst,x,y) end function rope:drag_src(x,y) self:drag(self.src,x,y) end function rope:drag( n1,ax_new,ay_new ) -- TODO: stepwise? rope:_drag1(n1,ax_new,ay_new) end -- TODO: Upon adding a point, start from there to see if we need another -- rather than adding at most one function rope:_drag1(n1,ax1_new,ay1_new) local ax1_old,ay1_old=n1.ax,n1.ay local n0=n1.prev if n0!=nil then local ax0,ay0=n0.ax,n0.ay for _,anchor in level:anchor_points() do if (_in_box(anchor.ax,anchor.ay,ax0,ay0,ax1_old,ay1_old) or _in_box(anchor.ax,anchor.ay,ax0,ay0,ax1_new,ay1_new)) and _which_side(anchor.ax,anchor.ay,ax0,ay0,ax1_old,ay1_old) != _which_side(anchor.ax,anchor.ay,ax0,ay0,ax1_new,ay1_new) then local n05={ax=anchor.ax,ay=anchor.ay,prev=n0,next=n1} n0.next = n05 n1.prev = n05 end end end local n2=n1.next if n2!=nil then local ax2,ay2=n2.ax,n2.ay for _,anchor in level:anchor_points() do if (_in_box(anchor.ax,anchor.ay,ax1_old,ay1_old,ax2,ay2) or _in_box(anchor.ax,anchor.ay,ax1_new,ay1_new,ax2,ay2)) and _which_side(anchor.ax,anchor.ay,ax1_old,ay1_old,ax2,ay2) != _which_side(anchor.ax,anchor.ay,ax1_new,ay1_new,ax2,ay2) then local n15={ax=anchor.ax,ay=anchor.ay,prev=n1,next=n2} n1.next = n15 n2.prev = n15 end end end n1.ax=ax1_new n1.ay=ay1_new end function _in_box(x,y,x0,y0,x1,y1) x0,x1=_mnmx(x0,x1) y0,y1=_mnmx(y0,y1) return x0<=x and y0<=y and x<=x1 and y<=y1 end function _which_side(x,y,x0,y0,x1,y1) return sgn0((x1-x0)*(y-y0) - (y1-y0)*(x-x0)) end function _linedist(x0,v,x1) return 100 * (sum_distance(x0,v,x1)-distance(x0,x1))/distance(x0,x1) end function sum_distance(x,y,z) return distance(x,y) + distance(y,z) end function distance_dxy(dx,dy) return sqrt(dx*dx+dy*dy) end function distance(p1,p2) local dx=p2.x-p1.x local dy=p2.y-p1.y return sqrt(dx*dx+dy*dy) end function rope:collide_rect(x1,y1,x2,y2,exclude_src,exclude_dst) local a0=self.src while true do local a1=a0.next if (a1==nil) return false --[[ if (_line_line(a0.x,a0.y,a1.x,a1.y,x1,y1,x2,y1)) return true if (_line_line(a0.x,a0.y,a1.x,a1.y,x1,y1,x1,y2)) return true if (_line_line(a0.x,a0.y,a1.x,a1.y,x1,y2,x2,y2)) return true if (_line_line(a0.x,a0.y,a1.x,a1.y,x2,y1,x2,y2)) return true ]]-- a0=a0.next 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 function neighbors(p) local r={} for dx=-1,1,1 do for dy=-1,1,1 do if dx!=0 or dy!=0 then add(r,{x=p.x+dx,y=p.y+dy}) end end end return r end -->8 -- moved here because it's complicated function rope:tug_orientxy() local a1=self.dst local a0=self.dst.prev local dx=a0.ax-a1.ax local tdx=0 if (dx>3/8) tdx=1 if (dx<-3/8) tdx=-1 local dy=a0.ay-a1.ay local tdy=0 if abs(dy)>abs(dx)/2 then if (dy>3/8) tdy=1 if (dy<-3/8) tdy=-1 end return tdx,tdy end function rope:tug() if (not self:latched()) return return self:_tug() end function rope:_tug(hypothetically) local ancs=self:_anchors_simplified() local touched={} for i=#ancs-1,2,-1 do local ops_before_trash,hit_end1=self:_calc_push(ancs[i+1],ancs[i],ancs[i-1],ancs[i-2]) local ops_to_do,corners={} if #ops_before_trash>0 then ops_to_do=ops_before_trash else local ops_after_trash,hit_end2=self:_calc_push(ancs[i-2],ancs[i-1],ancs[i],ancs[i+1]) ops_to_do=ops_after_trash end local ops=ops_to_do if #ops>0 then if (hypothetically) return ancs,i-1 local dmx,dmy=ops[1].dmx,ops[1].dmy local adjacent_ancs={} for o in all(ops) do add_adjacent_anchors(adjacent_ancs,o.mx,o.my) level:tug_crate(o.mx,o.my,o.dmx,o.dmy) end for node=ancs[i-1].ix,ancs[i].ix do local anc=self:_anc(node) local x0,y0=anc.x,anc.y local upd=function(x,y,force) return {update=function(s,i) if force or not level:pcoll(x,y) then s.x=x s.y=y end s.dirty=true self.dirty=true return true end} end local dmxh,dmyh=dmx,dmy local ax,ay=level:p2a(x0,y0) if (adjacent_ancs[_amix(ax,ay)]==nil) dmxh,dmyh=0,0 anc.todo={ {}, upd(x0+dmxh*2,y0+dmyh*2), upd(x0+dmxh*7,y0+dmyh*7), upd(x0+dmxh*8,y0+dmyh*8), } end for node=ancs[i-1].ix-1,ancs[i].ix+1 do local anc=self:_anc(node) end return true end end local latch=self.latch if latch!=nil and latch.el=="crate" then local dmx,dmy= sgn0(latch.dx), sgn0(latch.dy) local obj_anc=ancs[1] local pull_anc=ancs[2] local pull_dx=pull_anc.x-obj_anc.x local pull_dy=pull_anc.y-obj_anc.y local mx0=latch.rec.mx local my0=latch.rec.my local mxa=(pull_anc.x+dmx)\8 local mya=(pull_anc.y+dmy)\8 local invalid_move=false if (dmx!=0 and sgn0(pull_dx)!=dmx) or (dmy!=0 and sgn0(pull_dy)!=dmy) or sgn0(mx0-mxa)!= sgn0(mx0+dmx-mxa) or sgn0(my0-mya)!= sgn0(my0+dmy-mya) then invalid_move=true end if not invalid_move and level:can_move(false,mx0,my0,dmx,dmy,1,0) then if (hypothetically) return ancs,0 level:tug_crate(mx0,my0,dmx,dmy) return true end end if (hypothetically) return ancs,nil return false end function rope:_calc_push( an,a0,a1,af ) local ops={} if (an==nil) return ops if a0.x==a1.x then -- no far side applying pressure? local y0,y1=_mnmx(a0.y,a1.y) local my0,my1,smy=(y0+1)\8,(y1-1)\8,1 if a0.y>a1.y then my0,my1=my1,my0 smy=-smy end local mx,dmx if a0.x%8==0 and a0.x>an.x+7 then -- push left mx=(a0.x-1)\8 dmx=-1 elseif a0.x%8==7 and a0.xa1.x then mx0,mx1=mx1,mx0 smx=-smx end local my,dmy if a0.y%8==0 and a0.y>an.y+6 then -- push up my=(a0.y-1)\8 dmy=-1 elseif a0.y%8==7 and a0.y8 --wrongbleeps wrongbleep={} add(real_modules,wrongbleep) function wrongbleep:init() self.duration=0 end function wrongbleep:update() if (self.duration>5) self.duration=5 if (self.duration>0) sfx(63,3) self.duration=max(self.duration-1,-2) end function wrongbleep:bleep(duration) self.duration+=duration or 2 end __gfx__ 000030000000002200003000000cc0cc0cccccccccccccccccccccccccccccccc0bb0000000000000000000000000000dddddddd000000000005000000000000 003333300000332200333330000cc0cc0000cc0000000000000000000cc0000000bb0bb0bbbb0bbbbb0bbbbb0bbb0000dddddddd000000000000500000000000 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