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mazeburger.p8
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mazeburger.p8
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pico-8 cartridge // http://www.pico-8.com
version 8
__lua__
-- maze burger
-- savoury action game
--
cartdata("mazeburgersave")
function _init()
--[[
g_dbgnohit = false
g_dbgforcecell = nil
g_dbgmove = false
--]]
menuitem(1, 'reset high score',
function()
g_hiscore = 0
dset(0, 0)
end
)
g_rotbtnfnc = btnn
g_maxcells = 8
g_rotsignalobjs = {}
g_score = 0
g_hiscore = dget(0)
stdinit()
--supports bg color
g_mazecols = {
{8,14,176,5},
{12,13,118,6},
{3,11},
{4,9,113,4},
}
g_mazecol = g_mazecols[1]
-- init map cells
for i = 0,g_maxcells-1 do
local y = (i%4) * 8
for j = 0,2 do
local x = flr(i/4)*32
rotmapcw(x+j*8,y,x+j*8+8,y,8)
end
end
add(g_objs, make_main())
end
------------------------------
function stdinit()
g_tick=0 --time
g_ct=0 --controllers
g_ctl=0 --last controllers
g_cs = {} --camera stack
g_objs = {} --objects
g_camx = 0
g_camy = 0
end
function _update()
g_tick = max(0,g_tick+1)
-- current/last controller
g_ctl = g_ct
g_ct = btn()
updateobjs(g_objs)
end
function updateobjs(objs)
foreach(objs, function(t)
if t.update then
t:update(objs)
end
end)
end
function _draw()
cls()
-- to opt: not animating
local n = 8
local s = g_mazecol[3] or 74
local l = g_mazecol[4] or 1
sprcpy(32,s+
flr((g_tick%(n*l))/n)
,1,1)
--pal(14,1)
--pal(1, g_mazecol[3] or 1)
map(112,47,0,-(g_tick%8),
16,17)
--pal()
-- -(g_tick%48)/6
pushc(g_camx, g_camy)
drawobjs(g_objs)
popc()
end
function drawobjs(objs)
foreach(objs, function(t)
if t.draw then
pushc(-t.x,-t.y)
t:draw(objs)
popc()
end
end)
end
--returns state,changed
function btns(i,p)
i=shl(1,i)
if p==1 then
i=shl(i,8)
end
local c,cng =
band(i,g_ct),
band(i,g_ctl)
return c>0,c~=cng
end
--returns new press only
function btnn(i,p)
if p==-1 then --either
return btnn(i,0) or btnn(i,1)
end
local pr,chg=btns(i,p)
return pr and chg
end
function getspraddr(n)
return flr(n/16)*512+(n%16)*4
end
function sprcpy(dst,src,w,h)
w = w or 1
h = h or 1
for i=0,h*8-1 do
memcpy(getspraddr(dst)+64*i,
getspraddr(src)+64*i,4*w)
end
end
function pushc(x, y)
local l=g_cs[#g_cs] or {0,0}
local n={l[1]+x,l[2]+y}
add(g_cs, n)
camera(n[1], n[2])
end
function popc()
local len = #g_cs
g_cs[len] = nil
len -= 1
if len > 0 then
local xy=g_cs[len]
camera(xy[1],xy[2])
else
camera()
end
end
function vecadd(a, b)
return {x=a.x+b.x, y=a.y+b.y}
end
function vecsub(a, b)
return {x=a.x-b.x, y=a.y-b.y}
end
function vecscale(v, m)
return {x=v.x*m, y=v.y*m}
end
function vecrot(v, a)
local s = sin(a/360)
local c = cos(a/360)
return {
x=v.x * c - v.y * s,
y=v.x * s + v.y * c,
}
end
function vecang(a, b)
local d = vecsub(b, a)
return atan2(d.x, d.y) * 360
end
function vecdistsq(a, b, sf)
if sf then
a = vecscale(a, sf)
b = vecscale(b, sf)
end
local distsq =
(b.x-a.x)^2 + (b.y-a.y)^2
if sf then
distsq = distsq/sf
end
return distsq
end
function rectsect(
x1,y1,x2,y2,x3,y3,x4,y4)
return (
x1 <= x4
and x2 >= x3
and y1 <= y4
and y2 >= y3)
end
function linesect(
x1,y1,x2,y2,x3,y3,x4,y4)
local sx1 = x2 - x1
local sy1 = y2 - y1
local sx2 = x4 - x3
local sy2 = y4 - y3
local t = ( sx2 * (y1 - y3)
- sy2 * (x1 - x3)) /
(-sx2 * sy1 + sx1 * sy2)
return {
x = x1 + (t * sx1),
y = y1 + (t * sy1)
}
end
--todo, sget simpler?
function sprstochcpy(
dst, src, prob, w, h)
local s = getspraddr(src)
local d = getspraddr(dst)
local m1 = 15
local m2 = shl(m1, 4)
w = w or 1
h = h or 1
for y=0,h*8-1 do
for x=0,w*4-1 do
local p = peek(s+64*y+x)
if p ~= 0 then
local v1 = band(p, m1)
local v2 = band(p, m2)
local dp = peek(d+64*y+x)
if v1 > 0 and
rnd(100) < prob then
dp = bor(
band(dp, m2), v1)
end
if v2 > 0 and
rnd(100) < prob then
dp = bor(
band(dp, m1), v2)
end
poke(d+64*y+x, dp)
end
end
end
end
function elapsed(t)
if g_tick>=t then
return g_tick - t
end
return 32767-t+g_tick
end
function make_trans(f,d,i)
--if (not i) sfx(0)
return {
d=d,
e=g_tick,
f=f,
i=i,
x=0,
y=0,
update=function(t,s)
if elapsed(t.e)>10 then
if (t.f) t:f(s)
del(s,t)
if not t.i then
add(s,
make_trans(nil,nil,1))
end
end
end,
draw=function(t)
local x=flr(elapsed(t.e)/2)
if t.i then
x=5-x
end
draw_wave(x*2, 64, g_tick/10)
end
}
end
------------------------------
function getcell(t,mzx,mzy)
if (not mzx) mzx = t.mzx
if (not mzy) mzy = t.mzy
local cx = flr(mzx/8)
local cy = flr(mzy/8)
local row = t.maze.b[cy+1]
if (not row) return nil
return row[cx+1]
end
------------------------------
function cango(t, dr)
local v = g_drdirs[dr]
local s, ix, iy, cx, cy =
getmazespr(
t.maze.b,t.mzx+v[3],
t.mzy+v[4])
if ix == 7 and dr == 1 then
if not cellhasdr(
getcell(t),1) or
not cellhasdr(
getcell(t, t.mzx+8,
t.mzy) ,3)
then
return false
end
end
if ix == 0 and dr == 3 then
if not cellhasdr(
getcell(t),3) or
not cellhasdr(
getcell(t, t.mzx-8,
t.mzy) ,1)
then
return false
end
end
if iy == 0 and dr == 0 then
if not cellhasdr(
getcell(t),0) or
not cellhasdr(
getcell(t, t.mzx,
t.mzy-8) ,2)
then
return false
end
end
if iy == 7 and dr == 2 then
if not cellhasdr(
getcell(t),2) or
not cellhasdr(
getcell(t, t.mzx,
t.mzy+8) ,0)
then
return false
end
end
return s and s > 0 and
not fget(s,v[5])
end
function candirs(t,omit)
result = {}
for i = 0,3 do
if omit ~= i
and cango(t, i) then
add(result, i)
end
end
return result
end
function char_rotdone(t,maze)
local iscur = shouldrot(t)
if not iscur then
revdrcheck(t)
return
end
local ox = t.maze.cx * 8
local oy = t.maze.cy * 8
local ix = t.mzx - ox
local iy = t.mzy - oy
if maze.state == 0 then
-- todo, move in from edges
elseif maze.state == 2 then
if t.dr then
t.dr = (t.dr + 1) % 4
end
-- huh? 6?
t.mzx = (ox+6)-iy
t.mzy = oy + ix
else
if t.dr then
t.dr = (t.dr - 1) % 4
end
t.mzx = ox + iy
t.mzy = (oy+6)-ix
end
--reverse direction
--if now cannot go
revdrcheck(t)
end
function revdrcheck(t)
if t.dr then
if not cango(t, t.dr) then
t.dr = (t.dr + 2) % 4
if t.step and t.step ~= 0
then
--taco
t.step = t.rate - t.step
v = g_drdirs[t.dr]
t.mzx -= v[1]
t.mzy -= v[2]
end
end
end
end
function shouldrot(t)
local cx = flr(t.mzx/8)
local cy = flr(t.mzy/8)
local ix = flr(t.mzx)%8
local iy = flr(t.mzy)%8
local incell = cx == t.maze.cx
and cy == t.maze.cy
if not incell then
--todo, allow from left
if cx + 1 == t.maze.cx
and cy == t.maze.cy
and t.dr == 1
and ix == 7
then
--xxx need to update rotdone
return true
-- and from top
elseif cy + 1 == t.maze.cy
and cx == t.maze.cx
and t.dr == 2
and iy == 7
then
--xxx need to update rotdone
return true
end
return false
--else
-- xxx, extends the dir
--return true
end
if t.step then
if
--(t.dr == 0 and iy == 0)
--or
(t.dr == 1 and ix == 7)
or
(t.dr == 2 and iy == 7)
--or
--(t.dr == 3 and ix == 0)
then
if t.step > 0 then
return false
end
end
end
return true
end
function char_getpos(t)
local ox, oy =
t.mzx*8, t.mzy*8
if t.step then
local v = g_drdirs[t.dr]
local r = t.step/t.rate
ox += v[1]*r*8
oy += v[2]*r*8
end
if t.maze.state > 0
and shouldrot(t)
then
local px = t.maze.cx*64+24
local py = t.maze.cy*64+24
local x = ox - px
local y = oy - py
local r =
vecrot({x=x,y=y},
t.maze.ang)
ox = -(r.x + px)
oy = -(r.y + py)
else
ox = -ox
oy = -oy
end
return ox, oy, {x=-ox,y=-oy}
end
-- [1] x movement delta
-- [2] y movement delta
-- [3] x map test
-- [4] y map test
-- [5] direction flag
g_drdirs = {
[0]={0,-1, 0,0, 1},
[1]={1,0, 1, 0, 2},
[2]={0,1, 0,1, 1},
[3]={-1,0, 0,0,2},
}
function make_mark(maze)
local t = {
x=0,
y=0,
mzx=0,
mzy=0,
step=0,
rate=8,
dr=1,
dst=100,
dstthr=16,
maze=maze,
ro=rnd(360),
rotdone=char_rotdone,
trail={},
update=function(t,s)
if (t.maze.state~=0) return
local flagdst =
vecdistsq(
{x=t.mzx,y=t.mzy},
{x=g_flag.mzx,
y=g_flag.mzy})
local dst =
vecdistsq(
{x=t.mzx,y=t.mzy},
{x=g_pmx,y=g_pmy})
t.dst = dst
if dst < t.dstthr then
--moveherdable(t)
--move away from player
movetarget(t,
{mzx=g_pmx,mzy=g_pmy})
elseif flagdst < 10 then
--move toward flag
movetarget(t, g_flag, true)
else
moverandom2(t)
end
end,
draw=function(t)
local ox, oy =
char_getpos(t)
if rectsect(
-ox+4,-oy+4,-ox+12,-oy+12,
g_camx, g_camy,
g_camx + 127, g_camy + 127)
then
local r =
vecrot({x=-1.5,y=0},
g_tick*10+t.ro)
local upset =
t.dst < t.dstthr
if not upset then
r.x = 0
r.y = 0
end
addtrail(t, ox+r.x, oy+r.y,
154 + (g_tick % 4), 5)
pushc(ox+r.x, oy+r.y)
spr(100+g_tick%6,4,4,1,1)
--[[
if upset
and g_tick % 2 == 0 then
local f= flr(
(g_tick%8)/2)
--spr(84+f,1,4)
--spr(84+f,7,4,1,1,true)
end
--]]
--[[
if g_dbgmove then
pushc(0,-8)
print(t.step, 10,0,7)
print(flr(t.mzx)%8, 10,7,7)
print(flr(t.mzy)%8, 10,14,7)
print(t.dr, 10,21,7)
print(shouldrot(t),
10,28,7)
popc()
end
--]]
popc()
--pal()
else
draw_radararrow(
-ox+8,-oy+8,10)
end
end
}
return t
end
function moverandom2(t)
if t.step == 0 then
--random movement
if not cango(t, t.dr) then
local drs =
candirs(t, t.dr)
local idx = flr(rnd(
#drs)) + 1
if (idx > #drs) idx = #drs
if #drs > 0 then
t.dr = drs[idx]
end
else
local drs =
candirs(t, (t.dr+2)%4)
local idx = flr(rnd(
#drs)) + 1
if (idx > #drs) idx = #drs
--xxx
--[[
if #drs == 0 then
return
end
--]]
if #drs > 0 then
t.dr = drs[idx]
end
end
end
t.step += 1
if t.step >= t.rate then
local cal v = g_drdirs[t.dr]
t.step = 0
t.mzx += v[1]
t.mzy += v[2]
end
end
function movetarget(t,t2,
towards)
local checkdr = false
if t.step then
checkdr = t.step == 0
else
checkdr = t.mzx % 1 == 0
and t.mzy % 1 == 0
end
if checkdr then
local lngdrs = {}
local lngdst = 0
local mult = 1
if towards then
mult = -1
lngdst = -20000
end
for dr in all(
candirs(t)) do
local v = g_drdirs[dr]
local x = t.mzx
+ v[1]
local y = t.mzy
+ v[2]
local dst =
vecdistsq({x=x,y=y},
{x=t2.mzx,y=t2.mzy})
*mult
if dst > lngdst then
lngdrs = {dr}
lngdst = dst
elseif dst == lngdst
then
add(lngdrs, dr)
end
end
--xxx
if #lngdrs == 0 then
return
end
local idx = flr(rnd(
#lngdrs)) + 1
--xxx, why?
if idx > #lngdrs then
idx = #lngdrs
end
if idx <= #lngdrs then
t.dr = lngdrs[idx]
end
end
local v = g_drdirs[t.dr]
if t.step then
t.step += 1
if t.step >= t.rate then
t.step = 0
t.mzx += v[1]
t.mzy += v[2]
end
else
t.mzx = t.mzx + v[1]*0.125
t.mzy = t.mzy + v[2]*0.125
end
end
function make_enemy2(maze)
return {
x=0,
y=0,
mzx=0,
mzy=0,
dr=0,
step=0,
rate=10,
mvmode=flr(rnd(2.99)),
maze=maze,
rotdone=char_rotdone,
trail={},
update=function(t,s)
if t.maze.state == 0 then
if t.mvmode == 0 then
moverandom2(t)
elseif t.mvmode == 1 then
movetarget(t, g_player,true)
else
movetarget(t, g_player,false)
end
end
end,
draw=function(t)
local ox, oy =
char_getpos(t)
if rectsect(
-ox+4,-oy+4,-ox+12,-oy+12,
g_camx, g_camy,
g_camx + 127, g_camy + 127)
then
addtrail(t, ox, oy,
170 + flr(rnd(5)), 5)
pushc(ox,oy)
if g_tick % 2 == 0 then
pal(5, 6)
end
local s = 64
local cyc = g_tick % 64
if (cyc > 59) s += 1
if (cyc > 61) s += 1
spr(s,4,4,1,1)
popc()
pal()
else
draw_radararrow(
-ox+8,-oy+8,8)
end
end
}
end
function make_flag(maze)
local t = {
x=0,
y=0,
mzx=0,
mzy=0,
maze=maze,
ups={},
rotdone=char_rotdone,
update=function(t,s)
g_fx = t.mzx
g_fy = t.mzy
for up in all(t.ups) do
up:update(t.ups)
end
end,
draw=function(t,s)
local ox, oy =
char_getpos(t)
if rectsect(
-ox+4,-oy+4,-ox+12,-oy+12,
g_camx, g_camy,
g_camx + 127, g_camy + 127)
then
pushc(ox, oy)
for up in all(t.ups) do
local x,y = up:getxy()
if y >= 0 then
up:draw()
end
end
spr(14,0,-4,2,2)
if t.multval and g_tick % 2 == 0 then
pal(1, 9)
clip(0, -oy-g_camy-4 +
16*(1-t.multval), 128,
16)
spr(14,0,-4,2,2)
clip()
pal()
end
for up in all(t.ups) do
local x,y = up:getxy()
if y < 0 then
up:draw()
end
end
popc()
else
draw_radararrow(
-ox+8,-oy+8,3)
end
end
}
return t
end
function make_player(maze,mzy)
local t = {