This commit is contained in:
2025-07-26 16:33:08 +02:00
parent 69c8b1ae16
commit 2888f9dd96
7 changed files with 1388 additions and 60 deletions

BIN
.DS_Store vendored

Binary file not shown.

View File

@@ -24,7 +24,7 @@ function _init()
cartdata("savedgame")
timeset = dget(0)
stime=dt:new()
dc=time()
if (timeset==0) then
stime:from(currenttime())
-- printh("save:"..stime:tostring())
@@ -37,12 +37,16 @@ function _init()
cls()
-- printh("goaltime"..goaltime)
m:ctmap()
m:draw()
ui:draw()
end
function _update60()
function _update()
dc=time()
delta=dc-dp
dp=dc
ctime=dt:new()
m:update()
ctime:from(currenttime())
@@ -125,41 +129,55 @@ k={ --him
y=64,
m=1, --modifier
t = 0,
speed=.1,
speed=3,
target={x=-1,y=-1},
mv=function(self)--move
--bro what the fuck am i doing
if (self.target.x ==-1) then
self:tget()
else
printh(self.target.x)
self.x=self.target.x
self.y=self.target.y
printh(self.target.x)
printh(self.target.y)
tx=self.x-self.target.x
ty=self.target.y-self.y
if (abs(tx)>0) or (abs(ty)>0) then
--hit detection neede
self.x+=sgn(tx)*self.speed
self.y+=sgn(ty)*self.speed
printh(self.x)
printh(self.y)
end
end
end,
tget=function(self)--find target
if onscreen(self) then
sx,sy=flr(self.x/8),flr(self.y/8)
lowest,tx,ty=32000,0,0
if (m.dmap[sx][sy+1]<lowest) lowest,tx,ty=m.dmap[sx][sy+1],sx,sy+1
if (m.dmap[sx][sy-1]<lowest) lowest,tx,ty=m.dmap[sx][sy-1],sx,sy-1
if (m.dmap[sx+1][sy]<lowest) lowest,tx,ty=m.dmap[sx+1][sy],sx+1,sy
if (m.dmap[sx-1][sy]<lowest) lowest,tx,ty=m.dmap[sx-1][sy],sx-1,sy
if (lowest<m.dmap[sx][sy]) then
printh(lowest)
self.target.x,self.target.y=tx,ty
self.target.x*=8
self.target.y*=8
else
printh(lowest)
end
if onscreen(self) then
sx,sy=flr(self.x/8),flr(self.y/8)
lowest,tx,ty=m.dmap[sx][sy],0,0
if (m.dmap[sx][sy+1]<lowest) then
-- printh("lowest n:".. m.dmap[sx][sy+1])
-- printh("sx sy" .. sx .. " " .. sy+1)
lowest,tx,ty=m.dmap[sx][sy+1],sx,sy+1
end
end,
if (m.dmap[sx][sy-1]<lowest) then
-- printh("lowest s:".. m.dmap[sx][sy-1])
-- printh("sx sy" .. sx .. " " .. sy-1)
lowest,tx,ty=m.dmap[sx][sy-1],sx,sy-1
end
if (m.dmap[sx+1][sy]<lowest) then
-- printh("lowest e:".. m.dmap[sx+1][sy])
-- printh("sx sy" .. sx+1 .. " " .. sy)
lowest,tx,ty=m.dmap[sx+1][sy],sx+1,sy
end
if (m.dmap[sx-1][sy]<lowest) then
lowest,tx,ty=m.dmap[sx-1][sy],sx-1,sy
-- printh("lowest w:".. m.dmap[sx-1][sy])
-- printh("sx sy" .. sx-1 .. " " .. sy)
end
self.target.x,self.target.y=tx,ty
self.target.x*=8
self.target.y*=8
end
end,
growtime=3.600,
update = function(self,start,current)
self.m = dget(10) --get last m
@@ -217,51 +235,50 @@ m = { --map
ty=0,
t=false,--transition
dmap={{}},--dijkstra map
calcmap=function(self)
local dmap={{}}
tmap={{}},
cmap={{}},
skx={},
sky={},
ctmap=function(self)
for x=0,self.bounds[3] do
ty={}
cy={}
for y=0,self.bounds[4] do
ty[y]=30000
cy[y]=not fget(mget(x,y),0)
end
dmap[x]=ty
self.cmap[x]=cy
self.tmap[x]=ty
end
end,
calcmap=function(self)
local dmap=self.tmap
dmap[flr(p.x/8)][flr(p.y/7)]=0
nochange=false
repeat
ccount=0
for x=self.cx/8,(self.cx+127)/8 do
for y=self.cy/8,(self.cy+127)/8 do
if not fget(mget(x,y),0)
and dmap[x][y]>0 then
--not wall nor player
c=dmap[x][y]
u=dmap[x][y+1]
d=dmap[x][y-1]
r=dmap[x+1][y]
l=dmap[x-1][y]
lowest=c
printh("lets start, c:"..lowest)
lowest=min(lowest,u)
printh(lowest)
lowest=min(lowest,d)
printh(lowest)
lowest=min(lowest,l)
printh(lowest)
lowest=min(lowest,r)
printh(lowest)
--skip if change set
--set current to +1 lowest if true
lowest+=1
if (c>lowest) then
ccount+=1
dmap[x][y]=lowest
printh("final:"..dmap[x][y])
end
if self.cmap[x][y] then
if dmap[x][y]>0 then
--not wall nor player
c=dmap[x][y]
lowest=c
lowest=min(lowest,dmap[x][y+1])
lowest=min(lowest,dmap[x][y-1])
lowest=min(lowest,dmap[x+1][y])
lowest=min(lowest,dmap[x-1][y])
--skip if change set
--set current to +1 lowest if true
lowest+=1
if (c>lowest) then
ccount+=1
dmap[x][y]=lowest
end
end
end
end
end
printh(ccount)
until ccount==0
self.dmap=dmap
end,
@@ -288,6 +305,7 @@ m = { --map
self.cx-=128
p.x-=16
end
self:ctmap()
else
self.t=false
@@ -604,6 +622,9 @@ timescale=1
stime={}
ctime={}
timeset=0
delta=0
dp=0
dc=0
mapbounds={
x1=0,
y1=0,

81
lou.p8 Normal file
View File

@@ -0,0 +1,81 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
--main
function _init()
printh("lou is initializing")
cartdata("lou")
lou:init()
printh("lou has arrived :)")
end
function _update()
lou.age+=sincelast()
savedate()
printh("lou's current age: "..lou.age)
end
function _draw()
cls()
end
-->8
--globals
-->8
--functions
function savedate()
dset(0,stat(90))--year
dset(1,stat(91))--month
dset(2,stat(92))--day
dset(3,stat(93))--hour
dset(4,stat(94))--minute
dset(5,stat(95))--second
end
function sincelast()
y=stat(90)-dget(0)*311.040 --yeras
mo=stat(91)-dget(1)*25.920 --30 days in a month
d=stat(92)-dget(2)*864
h=stat(93)-dget(3)*36
m=stat(94)-dget(4)*.6
s=stat(95)-dget(5)*.01
return s+m+h+d+mo+y
end
-->8
--state
-->8
--lou
lou={
new=1,
age=0,
init=function(self)
self.new=dget(10)
if self.new == 0 then --new lou
self.new=1
self.age=0
--overwrite date for first time
savedate()
self:save()
else
self.age=dget(11)
self:save()
end
end,
save=function(self)
dset(0,self.new)
dset(1,self.age)
end
}
__gfx__
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00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

277
pushbox-2.p8 Normal file
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@@ -0,0 +1,277 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
function _init()
initmap()
win=false
hint=false
timer=60
end
function _update()
updateplayer()
check_win()
if btnp(❎) then
reload()
_init()
end
end
function _draw()
cls()
camera(-20,-20)
map()
drawboxes()
drawplayer()
if hint==true and timer>0 then
timer-=1
print("can you hear it",10,25,7)
end
if win==true then
rectfill(24,19,55,25,10)
print("you win!",25,20,8)
end
end
-->8
function initmap()
m={
w=9,
h=8,
wallmap={},
boxmap={}
}
boxes={}
box_i=1
box_words={
[5]="s",[6]="i",
[21]="l",[22]="e",
[37]="n",[38]="t"
} --number on box
box_target={"l","i","s","t","e","n"}
player={
x=0, --position
y=0,
dir=1,
--1 right 2 left 3 down 4 up
image={3,4,19,35}
}
last_move={
x=0,
y=0,
b=0
}
---map
for i=0,m.w do
m.wallmap[i]={}
m.boxmap[i]={}
for j=0,m.h do
m.boxmap[i][j]=0
local f=fget(mget(i,j))
if f==2 then
m.wallmap[i][j]=1 --wall
else
m.wallmap[i][j]=0 --void
---player
if f==4 then
player.x=i
player.y=j
mset(i,j,17)
---boxes
elseif f==8 then
local box={
x0=i,
y0=j,
x=i, --position
y=j,
image=mget(i,j),
letter=0
}
box.letter=box_words[box.image]
boxes[box_i]=box
m.boxmap[i][j]=box_i
box_i+=1
mset(i,j,17)
end
end
end
end
end
--new word order
function check_win()
local this_letter,next_letter
local this_x,this_y=-1,-1
local next_x,next_y=-2,-2
local success=true
for i=1,5 do
this_letter=box_target[i]
next_letter=box_target[i+1]
for b in all(boxes) do
if b.letter==this_letter then
this_x=b.x
this_y=b.y
elseif b.letter==next_letter then
next_x=b.x
next_y=b.y
end
end
if not(this_x+1==next_x and this_y==next_y) then
success=false
break
end
end
win=success
end
function drawboxes()
for b in all(boxes) do
spr(b.image,b.x*8,b.y*8)
end
end
-->8
function updateplayer()
if hint==false then
if btnp(➡️) or btnp(⬅️) or btnp(⬇️) or btnp(⬆️) then
hint=true
end
else
if btnp(➡️) then
player.dir=1
try_move(1,0)
elseif btnp(⬅️) then
player.dir=2
try_move(-1,0)
elseif btnp(⬇️) then
player.dir=3
try_move(0,1)
elseif btnp(⬆️) then
player.dir=4
try_move(0,-1)
elseif btnp(🅾️) then
undo()
end
end
end
function try_move(dx,dy)
--void + move
if m.boxmap[player.x+dx][player.y+dy]==0 and
m.wallmap[player.x+dx][player.y+dy]==0 then
player.x+=dx
player.y+=dy
last_move.x=dx
last_move.y=dy
last_move.b=0
--box + push
elseif inbounds(player.x+dx*2,player.y+dy*2)==true then
if m.boxmap[player.x+dx][player.y+dy]!=0 and
m.boxmap[player.x+dx*2][player.y+dy*2]==0 and
m.wallmap[player.x+dx*2][player.y+dy*2]==0 then
--box update
local bi=m.boxmap[player.x+dx][player.y+dy]
m.boxmap[player.x+dx][player.y+dy]=0
m.boxmap[player.x+dx*2][player.y+dy*2]=bi
boxes[bi].x+=dx
boxes[bi].y+=dy
player.x+=dx
player.y+=dy
last_move.x=dx
last_move.y=dy
last_move.b=bi
end
end
end
function undo()
local lx=last_move.x
local ly=last_move.y
local bi=last_move.b
player.x-=lx
player.y-=ly
--box undo
if bi>0 then
m.boxmap[boxes[bi].x][boxes[bi].y]=0
boxes[bi].x-=lx
boxes[bi].y-=ly
m.boxmap[boxes[bi].x][boxes[bi].y]=bi
end
last_move={
x=0,
y=0,
b=0
}
end
function inbounds(x,y)
if x>=0 and x<m.w
and y>=0 and y<m.h then
return true
else return false
end
end
function drawplayer()
spr(player.image[player.dir],player.x*8,player.y*8)
end
__gfx__
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__gff__
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__map__
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178
pushbox.p8 Normal file
View File

@@ -0,0 +1,178 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
function _init()
initmap()
end
function _update()
updateplayer()
if btnp(❎) then
reload()
_init()
end
end
function _draw()
cls()
camera(-20,-20)
map()
drawboxes()
drawplayer()
end
-->8
function initmap()
m={
w=8,
h=8,
wallmap={},
boxmap={}
}
boxes={}
box_i=1
box_number={[5]=1,[21]=2} --number on box
player={
x=0, --position
y=0,
dir=1,
--1 right 2 left 3 down 4 up
image={3,4,19,35}
}
---map
for i=0,m.w-1 do
m.wallmap[i]={}
m.boxmap[i]={}
for j=0,m.h-1 do
m.boxmap[i][j]=0
local f=fget(mget(i,j))
if f==2 then
m.wallmap[i][j]=1 --wall
else
m.wallmap[i][j]=0 --void
---player
if f==4 then
player.x=i
player.y=j
mset(i,j,17)
---boxes
elseif f==8 then
local box={
x0=i,
y0=j,
x=i, --position
y=j,
image=mget(i,j),
number=0
}
box.number=box_number[box.image]
boxes[box_i]=box
m.boxmap[i][j]=box_i
box_i+=1
mset(i,j,17)
end
end
end
end
end
function drawboxes()
for b in all(boxes) do
spr(b.image,b.x*8,b.y*8)
end
end
-->8
function updateplayer()
if btnp(➡️) then
player.dir=1
try_move(1,0)
elseif btnp(⬅️) then
player.dir=2
try_move(-1,0)
elseif btnp(⬇️) then
player.dir=3
try_move(0,1)
elseif btnp(⬆️) then
player.dir=4
try_move(0,-1)
end
end
function try_move(dx,dy)
--void + move
if m.boxmap[player.x+dx][player.y+dy]==0 and
m.wallmap[player.x+dx][player.y+dy]==0 then
player.x+=dx
player.y+=dy
--box + push
elseif m.boxmap[player.x+dx][player.y+dy]!=0 and
m.wallmap[player.x+dx*2][player.y+dy*2]==0 then
--box update
local bi=m.boxmap[player.x+dx][player.y+dy]
m.boxmap[player.x+dx][player.y+dy]=0
m.boxmap[player.x+dx*2][player.y+dy*2]=bi
boxes[bi].x+=dx
boxes[bi].y+=dy
player.x+=dx
player.y+=dy
end
end
function drawplayer()
spr(player.image[player.dir],player.x*8,player.y*8)
end
__gfx__
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__gff__
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__map__
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742
tetris.p8 Normal file
View File

@@ -0,0 +1,742 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
function _init()
mymap={
w=68,
h=11,
}
tetris_mode=false
coins_collected=false
chest_collected=false
initcoins()
initkey()
initchest()
inittetris()
initplayer()
initwater()
poke(0x5f5c,255) --disable btnp repeat
end
function _update()
-- updatewater()
if tetris_mode==false then
updateplayer()
end
if btnp(❎) then
reload()
_init()
end
if tetris_mode==false and
btnp(🅾️) then
tetris_mode=true
newtetris()
end
if tetris_mode==true and
current_t!=nil then
if current_t.stopped==true then
stoptetris()
end
updatetetris()
end
end
function _draw()
cls()
camera(player.x-20,-15)
map(0,0,0,0,mymap.w,mymap.h)
drawcoins()
-- drawkey()
-- drawchest()
if tetris_mode==true and current_t!=nil then
draw_t_falling()
end
-- drawwater()
drawplayer()
if coins_collected==true and chest_collected==true then
print("you win!\npress x to restart",player.x-5,9,3)
end
print("x to restart",player.x+40,1,4)
print("z to summon a tetris block",player.x-8,8,4)
end
-->8
function initplayer()
player={
x=8,
y=mymap.h-8,
dir=false,
vv=0,
vh=2,
w=8,
h=8,
image=3,
timer=0,
walking=false,
jumping=false,
inwater=false
}
v0=-4.5
gravity=0.5
vf=-1 --float
v1=-2.5 --jump in water
end
function updateplayer()
local dx=0
local dy=0
--walk
if btn(⬅️) and player.x>=10 then
dx=-player.vh
player.dir=true
for i=1,player.vh do
local new_x,new_y,_,_=trymove(player.x,player.y,-1,0)
player.x=new_x
player.walking=true
end
elseif btn(➡️) and player.x<=mymap.w*8-player.w-10 then
dx=player.vh
player.dir=false
for i=1,player.vh do
local new_x,new_y,_,_=trymove(player.x,player.y,1,0)
player.x=new_x
player.walking=true
end
else player.walking=false
end--if
--jump & fall
player.inwater=isinwater(player.x+4,player.y+4)
if player.inwater==false then
if isonground() then
player.vv=0
if btnp(⬆️) then
sfx(1)
player.vv=v0
player.walking=false
end
else
player.vv+=gravity
end
dy=player.vv --falling
if dy>0 then
dy=ceil(dy)
for i=1,dy do
local new_x,new_y,_,actual_dy=trymove(player.x,player.y,0,1)
player.y=new_y
if actual_dy==0 then
player.vv=0
break
end --if
end --for
elseif dy<0 then --jumping
dy=flr(dy)
for i=1,-dy do
local new_x,new_y,_,actual_dy=trymove(player.x,player.y,0,-1)
player.y=new_y
if actual_dy==0 then
player.vv=0
end --if
end --for
end
end
----in water
if player.inwater==true then
player.vv=vf
dy=player.vv
for i=1,-dy do
local new_x,new_y,_,actual_dy=trymove(player.x,player.y,0,-1)
player.y=new_y
if actual_dy==0 then
player.vv=0
end
end
end
if player.inwater==true or isinwater(player.x+4,player.y+14) then
if btnp(⬆️) then --jump in water
sfx(1)
player.vv=v1
end
end
--image state
if isonground()==false then
player.walking=false
player.jumping=true
else player.jumping=false
end
--eat coins
if coins_collected==false then
eatcoin()
end
-- getkey()
-- if chest_collected==false then
-- openchest()
-- end
end
function drawplayer()
if player.inwater==true then
player.image=36
elseif player.walking==true then
player.timer+=1
if player.timer%6==0 then
sfx(2)
if player.image==3 then
player.image=19
else
player.image=3
end
end
elseif player.jumping==true then
player.image=35
else player.image=3
end
spr(player.image,player.x,player.y,1,1,player.dir)
end
------------
function issolid(x,y)
local tile=mget(flr(x/8),flr(y/8))
local f=fget(tile)
if f==1 then
return true
else return false
end--if
end
function trymove(x,y,dx,dy)
local new_x=x+dx
local new_y=y+dy
local collided_x=false
local collided_y=false
if dx>0 then --right
for i=0,player.h-1 do
if issolid(new_x+player.w-1,new_y+i) then
collided_x=true
break
end --if
end --for
end --if
if dx<0 then --left
for i=0,player.h-1 do
if issolid(new_x,new_y+i) then
collided_x=true
break
end --if
end --for
end --if
if dy>0 then --down
for i=0,player.w-1 do
if issolid(new_x+i,new_y+player.h-1) then
collided_y=true
break
end --if
end --for
end --if
if dy<0 then --up
for i=0,player.w-1 do
if issolid(new_x+i,new_y) then
collided_y=true
break
end --if
end --for
end --if
if new_y<0 then
dy=0
collided_y=true
end
if collided_x==true then
dx=0
end
if collided_y==true then
dy=0
end
return x+dx,y+dy,dx,dy
end
function isonground()
for i=0,player.w-1 do
if issolid(player.x+i,player.y+player.h) then
return true
end --if
end --for
return false
end
----------
function isinwater(x,y)
local x1=flr(x/8)
local y1=flr(y/8)
if water_state[x1][y1]==true then
return true
else return false
end--if
end
-->8
function initwater()
water_map={}
water_state={}
water_level=mymap.h-1
rising=true
maxtime=30
water_timer=maxtime
for x=0,mymap.w-1 do
water_map[x]={}
water_state[x]={}
for y=0,mymap.h-1 do
local tile=mget(x,y)
local f=fget(tile)
if f!=1 and f!=4 then
water_map[x][y]=true --not solid
else water_map[x][y]=false --ground
end--if
water_state[x][y]=false
end
end
end
function water_rise()
if water_level>0 then
water_level-=1
for i=0,mymap.w-1 do
if water_map[i][water_level]==true then
water_state[i][water_level]=true
end
end
end
end
function water_fall()
if water_level<mymap.h-1 then
for i=0,mymap.w-1 do
if water_map[i][water_level]==true then
water_state[i][water_level]=false
end
end
water_level+=1
end
end
function updatewater()
water_timer-=1
if water_timer==0 then
water_timer=maxtime
if rising==true then
water_rise()
else water_fall()
end
end
---schedule
if water_level==3 and rising==true then
rising=false
elseif water_level==mymap.h-1 and rising==false then
rising=true
end
end
function drawwater()
for x=0,mymap.w-1 do
for y=0,mymap.h-1 do
if water_state[x][y]==true then
if y==water_level then
spr(20,x*8,y*8)
elseif fget(mget(x,y-1))==4 then
spr(20,x*8,y*8)
else
spr(4,x*8,y*8)
end
end
end
end
end
-->8
function initcoins()
score=0
totalscore=3
coins={}
for x=0,mymap.w do
for y=0,mymap.h do
local tile=mget(x,y)
if tile==5 then
add(coins,{
x=x*8,
y=y*8,
w=6,
collected=false,
timer=0
})
mset(x,y,2)
end--if
end
end
end
function eatcoin()
for c in all(coins) do
if c.collected==false and isoverlap(c.x,c.y,c.w)==true then
c.collected=true
sfx(0)
score+=1
c.timer=3
end--if
end--for
end
function isoverlap(x0,y0,w0)
local x=player.x
local y=player.y
if x+player.w<x0+(8-w0)/2 or x>x0+w0+(8-w0)/2 or y+player.h<y0+(8-w0)/2 or y>y0+w0+(8-w0)/2 then
return false
else return true
end
end
function drawcoins()
for c in all(coins) do
if c.collected==false then
spr(5,c.x,c.y)
elseif c.timer>0 then
spr(21,player.x+8,player.y)
spr(21,player.x-8,player.y,1,1,1)
c.timer-=1
end--if
end
print("score:"..score,player.x-8,1,4)
print("/"..totalscore,player.x+20,1,4)
if score==totalscore then
coins_collected=true
end
end
------------
function initkey()
for x=0,mymap.w do
for y=0,mymap.h do
local tile=mget(x,y)
if tile==6 then
key={
x=x*8,
y=y*8,
w=6,
collected=false
}
mset(x,y,34)
break
end--if
end
end
end
function getkey()
if key.collected==false and isoverlap(key.x,key.y,key.w)==true then
key.collected=true
sfx(0)
end--if
end
function drawkey()
if key.collected==false then
spr(6,key.x,key.y)
elseif chest_collected==false then
print("key:z to use",player.x+30,1,4)
end
end
function initchest()
for x=0,mymap.w do
for y=0,mymap.h do
local tile=mget(x,y)
if tile==7 then
chest={
x=x*8,
y=y*8,
w=8,
collected=false,
timer=0
}
mset(x,y,2)
spr(7,key.x,key.y)
break
end--if
end
end
end
function openchest()
if btnp(🅾️) and key.collected==true and chest.collected==false and isoverlap(chest.x,chest.y,chest.w)==true then
chest.collected=true
chest_collected=true
sfx(3)
chest.timer=15
end--if
end
function drawchest()
if chest.collected==false then
spr(7,chest.x,chest.y)
else
if chest.timer>0 then
chest.timer-=1
spr(8,chest.x,chest.y-12+chest.timer/3)
end
spr(23,chest.x,chest.y)
print("treasure found!",player.x+30,1,4)
end
end
-->8
function inittetris()
alltetris={}
current_t=nil
speed=15
t_type={
--l
[1]={{0,0},{0,1},{0,2},{1,2}},
--l2
[2]={{0,0},{1,0},{1,1},{1,2}},
--j
[3]={{1,0},{1,1},{1,2},{0,2}},
--j2
[4]={{0,0},{1,0},{0,1},{0,2}},
--t
[5]={{0,0},{1,0},{2,0},{1,1}},
--t2
[6]={{0,1},{1,0},{1,1},{1,2}},
--z
[7]={{0,0},{1,0},{1,1},{2,1}},
--z2
[8]={{0,1},{1,1},{1,0},{2,0}}
}
end
function newtetris()
current_t={
x=ceil(player.x/8)+2,
y=0,
x_min=ceil(player.x/8)+1,
y_min=0,
x_max=ceil(player.x/8)+8,
y_max=mymap.h,
type_id=flr(rnd(8))+1,
blocks={},
stopped=false,
timer=0
}
for b in all(t_type[current_t.type_id]) do
add(current_t.blocks,{b[1],b[2]})
end
end
function updatetetris()
if current_t!=nil then
current_t.timer+=1
if current_t.timer==speed then
trymove_t(0,1) --down
current_t.timer=0
end
if btnp(⬅️) then
trymove_t(-1,0)
elseif btnp(➡️) then
trymove_t(1,0)
end
end
end
function trymove_t(dx,dy)
for b in all(current_t.blocks) do
local bx=current_t.x+b[1]+dx
local by=current_t.y+b[2]+dy
if bx<current_t.x_min or
bx>current_t.x_max then
return
elseif issolid(bx*8,by*8+8)==true then
current_t.y+=dy
current_t.stopped=true
return
end
end
current_t.x+=dx
current_t.y+=dy
return
end
function stoptetris()
draw_t_stopped()
add(alltetris,current_t)
tetris_mode=false
current_t=nil
end
function draw_t_stopped()
if current_t!=nil then
for b in all(current_t.blocks) do
local bx=current_t.x+b[1]
local by=current_t.y+b[2]
mset(bx,by,10)
end
end
end
function draw_t_falling()
if current_t!=nil then
for b in all(current_t.blocks) do
local bx=current_t.x+b[1]
local by=current_t.y+b[2]
spr(10,bx*8,by*8)
end
end
end
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29
untitled_3.p8 Normal file
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@@ -0,0 +1,29 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
--main
function _init()
end
function _update()
end
function _draw()
end
-->8
--globals
-->8
--state
__gfx__
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