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pushback.p8
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pushback.p8
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pico-8 cartridge // http://www.pico-8.com
version 8
__lua__
-- pushback
-- you need to push them back!
cartdata("pushback_high_scores")
alphabet = "abcdefghijklmnopqrstuvwxyz "
-- constants {
-- coordinate systems
sp_world = 0
sp_local = 1
sp_screen_native = 2
sp_screen_center = 3
-- block kinds
bk_goon = 8
bk_pushable_box = 11
-- shiftable
ss_inert = 0
ss_shiftable = 1
ss_pushable = 2
g_goon_sprite = 70
g_pusher_sprite = 74
g_current_level = 1
g_current_score = 0
st_playing = 0
st_menu = 2
st_freeze = 3
g_freeze_frame = nil
g_freeze_framecount = nil
-- }
-- function clear_scores()
-- for i=0,63 do
-- dset(i, 1)
-- end
-- end
-- clear_scores()
-- next iteration:
-- - [tabled] facial expression on goon
-- - some way to get health back (heart box)
-- - super pellet?
function make_rain(x, y, angle, length, col, speed)
local start=g_tick
return {
x=x,
y=y,
space=sp_screen_native,
angle=angle,
length=length,
to_x = length*cos(angle),
to_y = length*sin(angle),
col=col,
speed=speed,
offset=0,
update=function(t)
t.offset=t.speed*elapsed(start_rain)
end,
draw=function(t)
local x=t.x
local y=(t.offset+t.y)%128
line(
x,
y,
x+t.to_x,
y+t.to_y,
t.col
)
end
}
end
function make_title()
start_rain = g_tick
local speeds={0.4,1.4}
for i=0,50 do
local speed=speeds[flr(rnd(2))+1]
add_gobjs(
make_rain(rnd(128), rnd(128), 0.25, 4, 1, rnd(1)+speed)
)
end
add_gobjs({
x=30,
y=20,
created=g_tick,
off_right_x = 2,
off_right_y = 1,
off_left_x = -2,
off_left_y = -1,
next_flash=300+flr(rnd(60)),
update=function(t)
local flash_mod = elapsed(t.created) % t.next_flash
if flash_mod == 0 or flash_mod == 10 then
set_freeze_frame(rnd(6))
if elapsed(t.created) % t.next_flash == 10 then
t.next_flash = 300 + flr(rnd(60))
end
end
end,
draw=function(t)
-- background
rectfill(-t.x, 33, 124-t.x, 58, 11)
rectfill(-t.x, 34, 124-t.x, 57, 0)
-- title text
for i=0,4 do
sspr(i*8, 32, 8, 8, i*14, 0, 16, 16)
sspr(i*8, 40, 8, 8, i*14, 16, 16, 16)
end
local amount = elapsed(t.created) / 240
local off = 10*sin(amount)
local off_pre = 10*sin(elapsed(t.created+10)/240)
local off_post = 10*sin(elapsed(t.created-18)/240)
local s = 9
local grimace=sin(1.25*amount)
local eye_dart = cos(2.5*amount)
if grimace > 0.25 then
eye_dart = cos(6.5*amount)
s = 10
end
local eye_dir = 13
if eye_dart > 0 then
eye_dir = 15
end
for i=12,15 do
local c = 7
if i > 13 then
c = 6
end
if i == eye_dir then
c = 1
end
if s != 12 then
pal(i, c)
end
end
local y_off = 43
for i=2,5 do
pal(i, 8)
end
spr(s, 24+off, y_off)
pal()
-- green block
spr(g_pusher_sprite,24+off_pre+20, y_off)
spr(g_pusher_sprite,24+off_post-20, y_off)
-- goons
local off_pre = 10*sin(elapsed(t.created+15)/240)
pushc(-(24+off_pre+30+t.off_right_x), -(y_off+t.off_right_y))
draw_goon()
popc()
local off_post = 10*sin(elapsed(t.created-21)/240)
pushc(-(24+off_post-30+t.off_left_x),- (y_off+t.off_left_y))
draw_goon()
popc()
end
})
local speeds={2.4,4.4}
for i=0,10 do
local speed=speeds[flr(rnd(2))+1]
add_gobjs(
make_rain(rnd(128), rnd(128), 0.25, 4, 6, rnd(1)+speed)
)
end
end
function _init()
stdinit()
make_title()
add_gobjs(
make_menu(
{
'go',
'high scores',
},
function (t, i, s)
add (
s,
make_trans(
function()
if i == 0 then
game_start()
else
g_current_score = 10
add_gobjs(make_high_score_list())
end
end
)
)
end
)
)
end
function _update60()
stdupdate()
end
function color_opaque_pixels(tgt_color)
local lines_to_color = 127
if g_dying and g_freeze_frame then
local frames_elapsed = elapsed(g_freeze_frame)
lines_to_color = rescale(frames_elapsed, 0, g_freeze_framecount, 0, 127)
end
for i=0,127 do
for j=0,lines_to_color do
if pget(i, j) != 0 then
pset(i, j, tgt_color)
end
end
end
end
function _draw()
stddraw()
if g_state == st_freeze then
targetc = 7
if g_dying then
targetc = 2
end
color_opaque_pixels(targetc)
else
if g_being_attacked then
color_opaque_pixels(8)
if elapsed(g_being_attacked) > 3 then
g_being_attacked = false
end
end
end
-- frozen objects draw after color operations
drawobjs(g_frozen_objs)
end
-- @{ useful utility function for getting started
function add_gobjs(thing)
add(g_objs, thing)
return thing
end
-- @}
function make_cell(x,y)
return {
x=1+9*(x-1)+1,
y=1+9*(y-1)+1,
space=sp_local,
grid_x=x,
grid_y=y,
containing=nil,
world_coords=function(t, from_center)
local result = vecadd(g_board, t)
if from_center == true then
result = vecadd(result, vecmake(3,3))
end
return result
end,
mark_for_contain=function(t, c, amt)
t.containing = c
if c.container then
c.container.containing = nil
end
mark_for_move(c, t, amt)
c.container = t
end,
draw=function(t)
rect(0,0,7,7, 5)
end
}
end
function make_goon(x, y)
-- goons are red for now
local newgoon = make_merge_box(bk_goon)
g_board:mark_cell_for_contain(x, y, newgoon, 1)
add(g_board.watch_cells, newgoon)
newgoon.time_last_move = g_tick
newgoon.shiftable = ss_pushable
newgoon.brain = br_move_at_player
g_goon_count += 1
return newgoon
end
function _pop_lowest_rank_in(some_list)
local lowest = some_list[1]
local lowest_rank = lowest.rank
for i=2,#some_list do
if some_list[i].rank < lowest_rank then
lowest = some_list[i]
lowest_rank = lowest.rank
end
end
del(some_list, lowest)
return lowest.cell
end
function neighbor_cells_of(x, y)
local neighbors = {}
-- + - x
if x > 1 then
add(neighbors, g_board.all_cells[x - 1][y])
end
if x < g_board.size_x then
add(neighbors, g_board.all_cells[x + 1][y])
end
-- + - y
if y > 1 then
add(neighbors, g_board.all_cells[x][y - 1])
end
if y < g_board.size_y then
add(neighbors, g_board.all_cells[x][y + 1])
end
return neighbors
end
function distance_to_player_heuristic(from_cell)
local dx = abs(from_cell.grid_x - g_player_piece.grid_x)
local dy = abs(from_cell.grid_y - g_player_piece.grid_y)
return (dx+dy)
end
function compute_path(from_cell, to_cell)
local frontier = {{cell=from_cell, rank=0}}
local came_from = {}
local cost_so_far = {}
came_from[from_cell] = nil
cost_so_far[from_cell] = 0
local move_cost = 1
while #frontier > 0 do
local current_cell = _pop_lowest_rank_in(frontier)
if current_cell == to_cell then
return came_from, cost_so_far
end
local new_cost = cost_so_far[current_cell] + move_cost
for _, next in pairs(current_cell.neighbors) do
if (
not (cell_is_not_empty(next) and next != to_cell)
)
and
(
cost_so_far[next] == nil or new_cost < cost_so_far[next]
) then
cost_so_far[next] = new_cost
local priority = new_cost + distance_to_player_heuristic(to_cell, next)
add(frontier, {cell=next, rank=priority})
came_from[next] = current_cell
end
end
end
return came_from, cost_so_far
end
function make_lose(t)
-- freeze the screen -- make trans back to menu?
-- @todo: better feedback that game is over
set_freeze_frame(240)
g_dying = true
add(g_frozen_objs,make_text(16, 6))
add_gobjs(make_trans(function() _game_over() end))
end
function rescale(current, from_low, from_hi, to_low, to_hi)
if not to_hi then
to_hi = 1
end
if not to_low then
to_low = 0
end
clamp(current, from_low, from_hi)
return (
((current - from_low) / (from_hi - from_low)) * (to_hi - to_low) + to_low
)
end
-- todo: could use a bit more sauce
function make_game_over_screen(score)
return {
x=-20,
y=-6,
space=sp_screen_center,
draw=function(t)
rect(0, 0, 38, 14, 8)
print("game over", 2, 2, 2)
print("score: "..score, 2, 8, 12)
end
}
end
function find_new_score_loc(scores, score)
if #scores >= 5 and scores[5][2] >= score then
return nil
end
ind = 1
for scr_tpl in all(scores) do
if score > scr_tpl[2] then
return ind
end
ind += 1
end
return ind
end
function load_high_score_table()
local highscore_table = {}
-- initials
for entry=0, 19, 4 do
local initials = ""
for i=0, 2 do
local current = dget(entry+i)
initials = initials .. sub(alphabet, current, current)
end
local score = dget(entry+3)
add(highscore_table, {initials, score})
end
return highscore_table
end
function save_score(scores, new_score_loc, initials, score)
new_scores = {}
for i=1, max(#scores, new_score_loc) do
if i == new_score_loc then
add(new_scores, {initials, score})
-- print(i..": ".."new: "..initials[1]..initials[2]..initials[3].. " ".. score)
end
if i <= #scores then
add(new_scores, {intified(scores[i][1]), scores[i][2]})
-- print(i..": "..scores[i][1])
end
end
for i=1, #new_scores do
for l=0,2 do
dset(4*(i-1)+l, new_scores[i][1][l+1])
-- print((i-1)*4+l)
end
dset(4*(i-1)+3, new_scores[i][2])
-- print(3+(i-1)*4)
end
end
function make_enter_score(score)
-- load the previous high scores
local scores = load_high_score_table()
local new_score_loc = find_new_score_loc(scores, score)
-- assume that score saved to table is sorted
if not new_score_loc then
-- show high score list
add_gobjs(make_retry(np))
add_gobjs(make_high_score_list(scores))
return
end
return {
x=0,
y=0,
initials = {1, 1, 1},
initial_str="aaa",
current_letter=0,
update=function(t)
if btnn(0) then
t.current_letter = max(t.current_letter - 1, 0)
end
if btnn(1) then
t.current_letter = min(t.current_letter + 1, 3)
end
-- down
if t.current_letter < 3 then
if btnn(3) then
t.initials[t.current_letter + 1] = min(
27,
t.initials[t.current_letter+1] + 1
)
if t.initials[t.current_letter + 1] == 27 then
t.initials[t.current_letter + 1] = 1
end
end
-- up
if btnn(2) then
t.initials[t.current_letter + 1] = max(
0,
t.initials[t.current_letter+1] - 1
)
if t.initials[t.current_letter + 1] == 0 then
t.initials[t.current_letter + 1] = 26
end
end
else
if btnn(4) or btnn(5) then
save_score(scores, new_score_loc, t.initials, score)
add_gobjs(make_retry())
add_gobjs(make_high_score_list())
del(g_go, t)
end
end
t.initial_str = ""
for i=1,3 do
t.initial_str = (t.initial_str..sub(alphabet, t.initials[i], t.initials[i]))
end
end,
draw=function(t)
-- background
rect(45,79,90,96,0)
rectfill(46,80,89,95,5)
print(t.initial_str,55,82,12)
print("high score!", 47, 90, 12)
if t.current_letter == 3 then
pal(1, 11)
end
spr(225, 67, 80, 2, 2)
if t.current_letter == 3 then
pal(1, 1)
end
-- cursor
if t.current_letter < 3 then
rect(54+4*t.current_letter, 81, 54+4*t.current_letter+4, 87, 11)
end
end
}
end
function _game_over()
local final_score = g_current_score
reset()
add_gobjs(make_enter_score(g_current_score))
end
function digits(num)
local result = 1
while (num/10 >= 1) do
result += 1
num = flr(num/10)
end
return result
end
function make_high_score_list(scores)
if not scores then
scores = load_high_score_table()
end
return {
x=40,
y=20,
ndigits=digits(scores[1][2]),
scores=scores,
draw=function(t)
cursor(0, 0)
rectfill(0,0, 2+(8+t.ndigits)*4+3, 2+6*5-1, 5)
rectfill(-1,-1, 3+(8+t.ndigits)*4, 2+6*5-2, 6)
rect(-2,-2, 2+(8+t.ndigits)*4+2, 2+6*5-2, 0)
for i, stuff in pairs(scores) do
if i == 1 then
color(8)
else
color(0)
end
print("["..i.."] "..stuff[1]..": "..stuff[2])
end
end
}
end
function intified(str)
result = {}
for i=1,3 do
for l=1,26 do
if sub(str, i, i) == sub(alphabet, l, l) then
add(result, l)
end
end
end
return result
end
function make_retry()
add_gobjs(make_game_over_screen(g_current_score))
add_gobjs(
make_menu(
{
"play again",
"main menu"
},
function (t, i, s)
add(
s,
make_trans(
function()
if i == 0 then
game_start()
else
_init()
end
end
)
)
end
)
)
end
function attack_player()
g_being_attacked = g_tick
shake_screen(15, 10, 3)
g_health -= 1
end
function br_move_at_player(t)
if t.attacking != nil and elapsed(t.attacking) % 60 == 0 then
attack_player(t)
end
local path, _ = compute_path(t.container, g_player_piece.container)
-- attack if next to the player
if path[g_player_piece.container] == t.container then
if t.attacking == nil then
t.attacking = g_tick
end
elseif t.attacking != nil then
t.attacking = nil
t.shake_offset = nil
end
if t.attacking then
t.shake_offset = vecrand(2, true)
end
if elapsed(t.time_last_move) > 45 and true then
t.time_last_move = g_tick
local current = g_player_piece.container
while path != {} and path[current] != nil do
last = current
current = path[current]
del(path, current)
if (
path[current] == t.container
and current == g_player_piece.container
) then
return
end
if (
path[current] == t.container
and current != g_player_piece.container
) then
current:mark_for_contain(t)
return
end
end
end
end
--[[
this needs to be refactored. instead a "want to move" buffer, then sweep and
resolve approach should be used.
]]--
function mark_for_move(t, to_cell, amt)
if amt and amt == 1 then
vecset(t, to_cell)
else
t.from_loc = vecmake(t.x, t.y)
t.to_loc = vecmake(to_cell.x, to_cell.y)
t.to_amount = amt or 0
add(g_board.dust,make_dust(t.from_loc))
end
t.grid_x = to_cell.grid_x
t.grid_y = to_cell.grid_y
end
function draw_goon()
local spr_offset=0
if g_tick % 10 <= 5 then
spr_offset=2
end
spr(g_goon_sprite+spr_offset, -4, -4,2,2)
end
function make_merge_box(block_kind)
return {
x=0,
y=0,
space=sp_local,
container=nil,
to_amount=1,
block_kind = block_kind,
shiftable=ss_shiftable,
brain=nil,
neighbor=function(t, inc_x, inc_y)
return (
g_board.all_cells[
t.container.grid_x+inc_x
][
t.container.grid_y+inc_y
].containing
)
end,
update=function(t)
if t.brain then
t:brain()
end
if t.from_loc and t.to_loc then
t.to_amount += 0.1
local interp_amount = smootherstep(0, 1, t.to_amount)
vecset(t, veclerp(t.from_loc, t.to_loc, interp_amount))
if t.to_amount == 1 then
t.from_loc = nil
t.to_loc = nil
end
end
if t.block_kind == bk_pushable_box then
t.shake_offset = nil
for x_dir = -1, 1, 2 do
if blocks_to_edge(t.container.grid_x, x_dir, 'x') == 1 then
local next_block = g_board:block(
t.container.grid_x + x_dir,
t.container.grid_y
)
if next_block and next_block.block_kind == bk_goon then
t.shake_offset = vecrand(2, true)
end
end
end
for y_dir = -1, 1, 2 do
if blocks_to_edge(t.container.grid_y, y_dir, 'y') == 1 then
local next_block = g_board:block(
t.container.grid_x,
t.container.grid_y + y_dir
)
if next_block and next_block.block_kind == bk_goon then
t.shake_offset = vecrand(2, true)
end
end
end
end
end,
draw=function(t)
local offset = t.shake_offset
if offset == nil then
offset = null_v
end
pushc(offset.x, offset.y)
if t.block_kind == bk_goon then
draw_goon()
else
spr(g_pusher_sprite, 0, 0)
end
popc()
end
}
end
function make_player_controller(player)
return {
x=0,
y=0,
space=sp_world,
player=player or 0,
update=function(t)
if not g_board then
return
end
-- input @{
if not (g_state == st_playing) then
return
end
local dir = vecmake(0,0)
local did_shift = false
if btnn(0, t.player) then
did_shift = g_board:shift_cells(1, 0)
dir.x=1
elseif btnn(1, t.player) then
did_shift = g_board:shift_cells(-1, 0)
dir.x = -1
elseif btnn(2, t.player) then
did_shift = g_board:shift_cells(0,1)
dir.y = 1
elseif btnn(3, t.player) then
did_shift = g_board:shift_cells(0,-1)
dir.y = -1
end
-- @}
if did_shift then
local eye_dir = 12
if dir.x == 1 then
eye_dir = 13
elseif dir.y == -1 then
eye_dir = 14
elseif dir.x == -1 then
eye_dir = 15
end
g_player_piece.eye_dir = eye_dir
end
end,
}
end
function empty_cells_on_edges(valid_edges)
local empty_cells = {}
for i=1,g_board.size_x do
for j=1,g_board.size_y do
-- only check border cells
if (
not valid_edges
or i==1 or i==g_board.size_x
or j==1 or j==g_board.size_y
) then
if (
not valid_edges
or (valid_edges.x ~= 0 and i == valid_edges.x)
or (valid_edges.y ~= 0 and j == valid_edges.y)
) then
if not block_is_not_empty(i, j) then
add(empty_cells, {i, j})
end
end
end
end
end
return empty_cells
end
-- if valid_edges is null, this will put boxes anywhere on the grid
function random_empty_cell(valid_edges)
local empty_cells = empty_cells_on_edges(valid_edges)
local num_empty_cells = #empty_cells
return empty_cells[flr(rnd(num_empty_cells))+1]
end
function cell_is_not_empty(cell)
return cell.containing != nil
end
function make_dust(loc)
local offsets={}
for i=1,3 do
add(offsets, {rnd(7), rnd(7)})
end
return {
x=loc.x,
y=loc.y,
space=sp_local,
start=g_tick,
offsets=offsets,
showing=#offsets,
update=function(t)
local e = elapsed(t.start)
if e > 10 then
del(g_board.dust, t)
end
if e % 3 == 0 then
t.showing -= 1
end
end,
draw=function(t)
for i=1,#t.offsets do
if i <= t.showing then
local o = t.offsets[i]
rect(o[1],o[2],o[1]+1,o[2]+1,6)
end
end
end
}
end
function make_level_transition()
g_current_level += 1
g_state = st_menu
make_level_complete()
end
function make_text(nspr, nchars)
return {
x=-(7*nchars)/2,
y=-4,
space=sp_screen_center,
start=g_tick,
draw=function(t)
for i=0,nchars do
local offset = 8*sin((elapsed(t.start+2*i)%90)/90)
spr(nspr+i, i*6, offset)
end
end
}
end
function make_level_complete()
add_gobjs(make_text(32, 5))
add_gobjs(make_scoreboard())
add_gobjs(
make_menu(
{
'continue!',
},
function(t,i,s)
add(
s,
make_trans(
function()
reset(false)
make_level()
end
)
)
end
)
)
end
function block_is_empty(i, j)
return (
i > 0 and i <= g_board.size_x and
j > 0 and j <= g_board.size_y and
not cell_is_not_empty(g_board.all_cells[i][j])
)
end
function block_is_not_empty(i, j)
return (
i > 0 and i <= g_board.size_x and
j > 0 and j <= g_board.size_y and
cell_is_not_empty(g_board.all_cells[i][j])
)
end
-- compute the number of blocks until the block edge
-- if dir is positive, go to the highest coordinate, negative goes towards 0
function blocks_to_edge(dim, dir, axis)
-- blocks_to_edge(1, 1) -> 4 || grid size: 5, 5
-- blocks_to_edge(2, 1) -> 3 || grid size: 5, 5
-- blocks_to_edge(3, 1) -> 2 || grid size: 5, 5
-- blocks_to_edge(4, 1) -> 1
-- blocks_to_edge(5, 1) -> 0
-- blocks_to_edge(1, -1) -> 0 || grid size: 5, 5
-- blocks_to_edge(2, -1) -> 1 || grid size: 5, 5
-- blocks_to_edge(3, -1) -> 2 || grid size: 5, 5
-- blocks_to_edge(4, -1) -> 3
-- blocks_to_edge(5, -1) -> 4
local size = 1
if dir > 0 then
size = g_board.size_x
if axis == 'y' then
size = g_board.size_y
end
end
return dir * (size - dim)
end
function shift_push_buffer(t, push_buffer, x_dir, y_dir)
local did_shift = false
if #push_buffer > 0 then