chameleonic/chameleonic.p8
Pyrex 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

1892 lines
72 KiB
Lua

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
--
else
x[k]=v
end
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)
end
function _mnmx(x,y)
if (x>y)return y,x
return x,y
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 (x0<x1) sx=1
if (y0<y1) sy=1
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
err-=dy
if (err<0) y+=sy err+=dx
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
y+=sy
return oldx,oldy
end
end
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<<i)!=0
end
function kbd:btnp(i)
return self.pressed&(1<<i)!=0
end
function kbd:btnr(i)
return self.released&(1<<i)!=0
end
function kbd:release(i)
self.down&=~(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.."}"
end
if type(any)=="number" then
return ""..any
end
return "unknown" -- should never show
end
-->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.next_crate_id=1
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
end
for _,crate in pairs(self._crates) do
spr(crate.s,crate.px,crate.py)
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,
id=self.next_crate_id,
mx=mx,my=my,
px=px,py=py,
todo={}
}
self.next_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
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
end
function level:reanchor()
local anch_new={}
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:get_crate(mx0,my0) and
not self:mcoll(mx0,my1) and
not self:mcoll(mx1,my0) and
not self:mcoll(mx1,my1)
) then
local key="GEOM"..mx0..","..my0..","..dx..","..dy
anch_new[key]= {
ax=max(mx0,mx1),ay=max(my0,my1),adx=-dx,ady=-dy
}
end
end
end
for _,cr in pairs(self._crates) do
local key="CRATE"..cr.id..","..dx..","..dy
local mx0,my0=cr.mx,cr.my
local mx1,my1=mx0+dx,my0+dy
anch_new[key]={
ax=max(mx0,mx1),ay=max(my0,my1),adx=-dx,ady=-dy
}
end
end
local anch_old=self._anch
if (anch_old==nil) anch_old={}
for _,old in pairs(anch_old) do
old.dropped=true
end
for k,new in pairs(anch_new) do
local old=anch_old[k]
if old then
anch_new[k]=old
old.ax,old.ay,old.adx,old.ady=new.ax,new.ay,new.adx,new.ady
old.dropped=nil
end
end
self._anch=anch_new
self._anch_keys={}
for k,_ in pairs(self._anch) do
add(self._anch_keys,{key=k})
end
if (player.rope!=nil) player.rope:relax()
end
function level:win_at(mx,my)
return self._wins[_mix(mx,my)]
end
function level:anchor_points()
keys=all(self._anch_keys)
return function()
local k=keys()
if (k==nil) return nil
return self._anch[k.key]
end
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: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 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
self._wins[_mix(nx,ny)]=true
end
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: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,
ax_offset=dx1*0.5,
ay_offset=dy1*0.5,
rec={mx=mx,my=my,px=mx*8,py=my*8},
}
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 chk=false
if dmx==0 and dmy==-1 then
chk=player.rope:collide_mrect(mx0,my0-1,1,2,exclude_src,exclude_dst)
elseif dmx==0 and dmy==1 then
chk=player.rope:collide_mrect(mx0,my0,1,2,exclude_src,exclude_dst)
elseif dmx==-1 and dmy==0 then
chk=player.rope:collide_mrect(mx0-1,my0,2,1,exclude_src,exclude_dst)
elseif dmx==1 and dmy==0 then
chk=player.rope:collide_mrect(mx0,my0,2,1,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.todo={
{px=mx1*8+dmx,py=my1*8+dmy,mx=mx1,my=my1,update=function()
self:recollide()
self:reanchor()
return true
end},
{px=mx1*8,py=my1*8}
}
self._crates[mxy1]=existing
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+0.1,
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+self.px/8+0.5,self.y+self.py/8+0.1)
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
self.rope=nil
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.dead==true then
self:destroy()
end
end
if (not self:_check_sane()) self:destroy()
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 self.latch.rec and perc_to_show>=1.0 then
local x,y=self.latch.rec.px,self.latch.rec.py
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,y+3,x+2,y+4,color)
elseif self.latch.dx==1 and self.latch.dy==0 then
rectfill(x+5,y+3,x+7,y+4,color)
elseif self.latch.dx==0 and self.latch.dy==-1 then
rectfill(x+3,y,x+4,y+2,color)
elseif self.latch.dx==0 and self.latch.dy==1 then
rectfill(x+3,y+5,x+4,y+7,color)
end
end
-- debug
--[[
local n1=self.src
local sy=0
while true do
if (n1==nil) break
local x=n1.ax*8
local y=n1.ay*8
if n1.associated_with then
if (n1.associated_with.adx>0) x-=1
if (n1.associated_with.ady>0) y-=1
end
rectfill(x-1,y-1,x+1,y+1,12)
print("ax="..n1.ax..",ay="..n1.ay,0,sy)
sy+=7
local n0=n1.prev
local n2=n1.next
if n0!=nil and n2!=nil then
if n1.associated_with then
local _,_,_,adx,ady=would_stick(n0.ax,n0.ay,n1.associated_with,n2.ax,n2.ay)
assert(adx==-1 or adx==0 or adx==1)
assert(ady==-1 or ady==0 or ady==1)
--assert(not (adx==0 and ady==0))
local c=3
if (n1.associated_with.dropped) c=8
rectfill(x+2,y+2,x+4,y+4,c)
pset(x+adx*2,y,9)
pset(x,y+ady*2,9)
else
rectfill(x+2,y+2,x+4,y+4,2)
end
else
rectfill(x+2,y+2,x+4,y+4,4)
end
n1=n1.next
end
for _,p in pairs(level._anch) do
local x,y=p.ax*8,p.ay*8
if (p.adx>0) x-=1
if (p.ady>0) y-=1
pset(x,y,11)
pset(x+p.adx,y,11)
pset(x,y+p.ady,11)
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)
self:relax()
self:_drag(n1,ax_new,n1.ay)
self:_drag(n1,ax_new,ay_new)
self:relax()
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
if (n0==nil) return
local n1=n0.next
if (n1==nil) return
local n2=n1.next
if (n2==nil) return
if n1.associated_with!=nil then
local x0,y0=n0.ax,n0.ay
local x1,y1=n1.ax,n1.ay
local x2,y2=n2.ax,n2.ay
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))
self:_drag(n1,x1_new,y1_new)
n0=n1.prev
n2=n1.next
n0.next=n2
n2.prev=n0
n1.next=nil
n1.prev=nil
else n0=n0.next end
else n0=n0.next end
end
end
function rope:_check_sane()
if (self.state.name!="latched") return true
if (level:busy()) return true
local n0=self.src
local qxs,qys={},{}
while true do
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
n0=n1
end
local function _possible_tiles(qx,qy)
local mx0=(qx-1)\2
local mx1=qx\2
local my0=(qy-1)\2
local my1=qy\2
local poss={}
for mx=mx0,mx1 do
for my=my0,my1 do
add(poss,{mx=mx,my=my})
end
end
return poss
end
local function _blocked(qx,qy)
for i in all(_possible_tiles(qx,qy)) do
if (not level:mcoll(i.mx,i.my)) return false
end
return true
end
-- find cases where i move through an impassable zone
for i=1,#qxs do
if (_blocked(qxs[i],qys[i])) return false
end
-- find cases where i am cut off diagonally
for i=3,#qxs do
local qx1,qy1=qxs[i-1],qys[i-1]
if qx1%2==0 and qy1%2==0 then
local ok=false
for m0 in all(_possible_tiles(qxs[i-2],qys[i-2])) do
for m2 in all(_possible_tiles(qxs[i],qys[i])) do
local mx0,my0=m0.mx,m0.my
local mx2,my2=m2.mx,m2.my
if not (level:mcoll(mx0,my0) or level:mcoll(mx2,my2)) then
local dmx,dmy=abs(mx2-mx0),abs(my2-my0)
if dmx==1 and dmy==1 and level:mcoll(mx0,my2) and level:mcoll(mx2,my0) then
else
--printh("ok! "..tostring({qxs[i-2],qys[i-2]})..tostring({qxs[i],qys[i]})..tostring(m0)..tostring(m2))
ok=true
end
end
end
end
if (not ok) return false
end
end
return true
end
function would_stick(x0,y0,anchor,x2,y2)
local x1,y1=anchor.ax,anchor.ay
if (x0>x2) x0,y0,x2,y2=x2,y2,x0,y0
local dx=x2-x0
local dy=y2-y0
local adx,ady
local x1_new,y1_new
if abs(dx)>abs(dy) then
local dprop=(x1-x0)/dx
x1_new,y1_new=x1,y0+dprop*(y2-y0)
ady=sgn0(y1_new-y1)
adx=0
if (y0>y2) adx=ady
if (y0<y2) adx=-ady
else
local dprop=(y1-y0)/dy
x1_new,y1_new=x0+dprop*(x2-x0),y1
adx=sgn0(x1_new-x1)
ady=0
if (y0>y2) ady=adx
if (y0<y2) ady=-adx
end
local wouldnt=anchor.dropped or (anchor.adx==-adx or anchor.ady==-ady)
return not wouldnt,x1_new,y1_new,adx,ady
end
function rope:_drag(n1,ax1_new,ay1_new)
local function _sweep_radar(ax_pivot,ay_pivot,ax_far0,ay_far0,ax_far1,ay_far1)
if (ax_far0==ax_far1 and ay_far0==ay_far1) return nil
local function crossed(x,y)
return x!=y
end
if ax_far0==ax_far1 then
local ax_far=ax_far0
local ax0,ax1=_mnmx(ax_pivot,ax_far)
ay_far_old=ay_far0
for ay_far_new in _stepfrom(ay_far0,ay_far1) do
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_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
crossed(
_which_side(anchor.ax,anchor.ay,ax_pivot,ay_pivot,ax_far,ay_far_old),
_which_side(anchor.ax,anchor.ay,ax_pivot,ay_pivot,ax_far,ay_far_new)
)
then
return anchor
end
end
ay_far_old=ay_far_new
end
elseif ay_far0==ay_far1 then
local ay_far=ay_far0
local ay0,ay1=_mnmx(ay_pivot,ay_far)
ax_far_old=ax_far0
for ax_far_new in _stepfrom(ax_far0,ax_far1) do
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_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
crossed(
_which_side(anchor.ax,anchor.ay,ax_pivot,ay_pivot,ax_far_old,ay_far),
_which_side(anchor.ax,anchor.ay,ax_pivot,ay_pivot,ax_far_new,ay_far)
)
then
return anchor
end
end
ax_far_old=ax_far_new
end
end
end
local ax1_old,ay1_old=n1.ax,n1.ay
n1.ax=ax1_new
n1.ay=ay1_new
local n0=n1.prev
while true do
if (n0==nil) break
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))
n0.next=n05
n1.prev=n05
n0=n05
end
local n2=n1.next
while true do
if (n2==nil) break
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))
n1.next=n15
n2.prev=n15
n2=n15
end
end
function _stepfrom(x0,x1)
local done=false
if x0==x1 then
return function()
if (done) return nil
done=true return x0
end
end
local mul=0.5
x0*=2
x1*=2
if (x0>x1) x0,x1,mul=-x0,-x1,-mul
local i=flr(x0)
local top=flr(x1)
return function()
if (done) return nil
i+=1
if i>top then
done = true
if (x1!=flr(x1)) return mul*x1
return nil
end
return mul*i
end
end
function _which_side(x,y,x0,y0,x1,y1)
return sgn0((x1-x0)*(y-y0) - (y1-y0)*(x-x0))
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_mrect(mx0,my0,mw,mh,exclude_src,exclude_dst)
local mx1,my1=mx0+mw,my0+mh
local n0=self.src
mx0+=0.4
my0+=0.4
mx1-=0.4
my1-=0.4
while true do
local n1=n0.next
if (n1==nil) return false
local nd=n0
for i=1,exclude_dst do
nd=nd.next
if (nd==nil) return false
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
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
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=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=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
for o in all(ops) do
level:tug_crate(o.mx,o.my,o.dmx,o.dmy)
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.x<an.x-7 then
-- push right
mx=(a0.x+1)\8
dmx=1
else
return {}
end
for my=my0,my1,smy do
add(ops,{mx=mx,my=my,dmx=dmx,dmy=0})
end
end
if a0.y==a1.y then
local x0,x1=_mnmx(a0.x,a1.x)
local mx0,mx1,smx=(x0+1)\8,(x1-1)\8,1
if a0.x>a1.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.y<an.y-6 then
-- push down
my=(a0.y+1)\8
dmy=1
else
return {}
end
for mx=mx0,mx1,smx do
add(ops,{mx=mx,my=my,dmx=0,dmy=dmy})
end
end
local ops2={}
for o in all(ops) do
if not level:mcoll(o.mx,o.my) then
-- great!
else
local crate=level:get_crate(o.mx,o.my)
if crate==nil then
break
else
if not level:can_move(false,o.mx,o.my,o.dmx,o.dmy,0,0) then
break
end
end
add(ops2,o)
end
end
return ops2
end
function rope:_anchors_simplified()
-- todo: cache this
local points={}
local _slope = function(p0,p1)
return atan2(p1.y-p0.y,p1.x-p0.x)
end
a=self.src
while a!=nil do
local point={
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
end
if #points<=1 then
add(points,point)
elseif abs(
_slope(points[#points-1],points[#points])-
_slope(points[#points],point)
)==0 then -- epsilon?
points[#points]=point
else
add(points,point)
end
a=a.next
end
return points
end
-->8
--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__
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