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|
pico-8 cartridge // http://www.pico-8.com
version 43
__lua__
------------------------
-- don't you leave --
-- emprespresso, 2026 --
------------------------
walk_speed=35 -- powerup increase?
step_t=time()
step_dt=0
id=0
function next_id()
i=id
id=id+1
return i
end
types={
player=0,
sword=1,
enemy=2,
}
sword={
id=next_id(),
typ=types.sword,
theta=0, -- pi/2=1,discrete [0,1]
pos={x=10,y=10},
spritepos={x=10,y=10},
states={
equip={seq={83},dt=1},
},
state="equip",
state_t=step_t,
reflect={x=false,y=false},
}
player={
id=next_id(),
typ=types.player,
pos={x=10,y=10},
spritepos={x=10,y=10},
vel={x=0,y=0},
los={x=1,y=0}, -- lineofsight
states={
idlex={seq={0,1},dt=1},
idlepy={seq={3,19},dt=1},
idleny={seq={6,22},dt=1},
walkx={seq={2,0},dt=0.20},
walkpy={seq={4,5},dt=0.20},
walkny={seq={7,8},dt=0.20},
},
state="idle",
state_t=step_t,
equipped={sword},
reflect={x=false,y=false},
}
enemy={
id=next_id(),
typ=types.enemy,
pos={x=20,y=20},
spritepos={x=20,y=20},
vel={x=0,y=0},
los={x=-1,y=0}, -- lineofsight
states={
idlex={seq={32,33},dt=1},
idlepy={seq={32,33},dt=1},
idleny={seq={32,33},dt=1},
walkx={seq={32,34},dt=0.28},
walkpy={seq={32,34},dt=0.28},
walkny={seq={32,34},dt=0.28},
},
state="idle",
state_t=step_t,
reflect={x=false,y=false},
knockback={vector={x=0,y=0},remaining=0}
}
entities={player,sword,enemy}
sw,sh=8,8
function is_colliding(a,b)
ax1,bx1=a.pos.x,b.pos.x
ax2,bx2=ax1+sw,bx1+sw
ay1,by1=a.pos.y,b.pos.y
ay2,by2=ay1+sh,by1+sh
return (ax1<bx2 and ax2>bx1 and
ay1<by2 and ay2>by1)
end
function handle_collision(a,b)
if b.typ==types.enemy then
--print(b.id,100,100)
end
end
function run_collisions()
for _ai,a in ipairs(entities) do
for _bi,b in ipairs(entities) do
if a.id==b.id then
goto continue
end
if is_colliding(a,b) then
handle_collision(a,b)
end
::continue::
end
end
end
function enter_state(entity, state)
if state==entity.state then
return
end
entity.tstate=step_t
entity.state=state
end
-- prevent cobblestoning during
-- non-manhattan movement
-- by "lagging" the sprite
-- behind the physical position
--
function update_spritepos(entity)
--entity.spritepos.x=entity.pos.x
--entity.spritepos.y=entity.pos.y
-- step in only x or y.
-- we can snap to the grid
-- without cobblestoning.
if entity.vel.y==0 or entity.vel.x==0 then
entity.spritepos.x=entity.pos.x
entity.spritepos.y=entity.pos.y
return
end
nv=normalize(entity.vel)
dx,dy=abs(entity.pos.x-entity.spritepos.x),abs(entity.pos.y-entity.spritepos.y)
yslow=abs(entity.vel.y)<abs(entity.vel.x)
xslow=not yslow
pushx,pushy=false,false
jerkdelta=1+min(abs(abs(nv.y)-abs(nv.x)),0.4)
if dx>=jerkdelta and xslow
and dy>=1 then
pushx,pushy=true,true
elseif dy>=jerkdelta and yslow
and dx>=1 then
pushx,pushy=true,true
elseif xslow and dy>=1 then
pushy=true
elseif yslow and dx>=1 then
pushx=true
end
if pushx then
entity.spritepos.x=entity.pos.x
end
if pushy then
entity.spritepos.y=entity.pos.y
end
end
suffixes={"ny","","py"}
function update(entity)
if entity.vel != nil then
integral_vel=vec_scale(entity.vel,step_dt)
entity.pos=vec_add(entity.pos,integral_vel)
update_spritepos(entity)
dx,dy=entity.vel.x,entity.vel.y
ndx,ndy=normalize_scalar(dx),normalize_scalar(dy)
if ndy!=0 then
walksuffix=suffixes[ndy+2]
enter_state(entity,"walk"..walksuffix)
elseif ndx!=0 then
enter_state(entity,"walkx")
end
if ndx!=0 then
entity.los={x=ndx,y=0}
end
if ndy!=0 then
entity.los={x=0,y=ndy}
end
entity.reflect.x=(entity.los.x<0)
if ndx==0 and ndy==0 then
if entity.los.x!=0 then
enter_state(entity,"idlex")
elseif entity.los.y!=0 then
suffix=suffixes[entity.los.y+2]
enter_state(entity,"idle"..suffix)
end
end
end
if entity.equipped!=nil then
foreach(entity.equipped,
equipped_from(entity))
end
end
function equipped_from(entity)
return function(equipped)
if entity.los.y!=0 then
equipped.theta=1
else
equipped.theta=0
end
equipped.reflect={
x=(entity.los.x<0 or entity.los.y<0),
y=(entity.los.y>0)
}
equipped.pos.y=entity.pos.y+entity.los.y*6
equipped.pos.x=entity.pos.x+entity.los.x*6
equipped.spritepos.x=flr(entity.spritepos.x+entity.los.x*6)
equipped.spritepos.y=flr(entity.spritepos.y+entity.los.y*6)
end
end
function get_frame(anim,t,theta)
len=rawlen(anim.seq)
frames_passed=(t/anim.dt)
idx=flr(1+(frames_passed%len))
dspritey=0
if theta==1 then dspritey=16 end
return anim.seq[idx]+dspritey
end
function draw(entity)
a=entity.states[entity.state]
t=step_t-entity.state_t
f=get_frame(a,t,entity.theta)
spr(f,
entity.spritepos.x,entity.spritepos.y,
1,1,
entity.reflect.x,entity.reflect.y
)
end
function handle_input()
dx,dy=0,0
if btn(⬅️) then dx=dx-1 end
if btn(➡️) then dx=dx+1 end
if btn(⬇️) then dy=dy+1 end
if btn(⬆️) then dy=dy-1 end
player.vel=
vec_scale(
normalize({x=dx,y=dy}),
walk_speed
)
end
function _init()
end
function _update()
cls(0)
old_step=step_t
step_t=time()
step_dt=step_t-old_step
handle_input()
run_collisions()
foreach(entities,update)
end
function _draw()
foreach(entities,draw)
end
function magnitude(vec)
return sqrt(vec.x*vec.x+vec.y*vec.y)
end
function normalize_scalar(val)
if val!=0 then
return val/abs(val)
end
return val
end
function vec_scale(vec,s)
return {x=vec.x*s,y=vec.y*s}
end
function vec_add(a,b)
return {x=a.x+b.x,y=a.y+b.y}
end
function normalize(vec)
m=magnitude(vec)
if m!=0 then
return {x=vec.x/m,y=vec.y/m}
end
return vec
end
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|