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  1. pico-8 cartridge // http://www.pico-8.com
  2. version 32
  3. __lua__
  4. -- library
  5. black = 0
  6. dark_blue = 1
  7. dark_purple = 2
  8. dark_green = 3
  9. brown = 4
  10. dark_gray = 5
  11. light_gray = 6
  12. white = 7
  13. red = 8
  14. orange = 9
  15. yellow = 10
  16. green = 11
  17. blue = 12
  18. indigo = 13
  19. pink = 14
  20. peach = 15
  21. function print_ctr(s,y,c)
  22. print(s,64 - #s * 2,y,c)
  23. end
  24. -->8
  25. -- game code
  26. bg = blue
  27. function _init()
  28. -- button-press initial delay
  29. poke(0x5f5c, 2)
  30. -- button-press repeat
  31. poke(0x5f5d, 2)
  32. init_world()
  33. end
  34. function init_world()
  35. player = {}
  36. player.x = 36
  37. player.y = 16
  38. player.spr = 1
  39. drops = {}
  40. ramps = {}
  41. levers = {}
  42. add_ramp(70,25,40,-5)
  43. add_ramp(50,20,15,10)
  44. add_ramp(60,50,15,-15)
  45. add_ramp(52,60,14,0)
  46. add_ramp(45,75,10,30)
  47. add_ramp(64,76,0,10)
  48. add_ramp(64,86,6,0)
  49. add_ramp(70,76,0,10)
  50. add_lever(30,30,20)
  51. end
  52. function add_ramp(x,y,dx,dy)
  53. r = {}
  54. r.x = x
  55. r.y = y
  56. r.dx = dx
  57. r.dy = dy
  58. add(ramps, r)
  59. end
  60. function add_lever(x,y,len)
  61. l = {}
  62. l.x = x
  63. l.y = y
  64. l.len = len
  65. l.angle = 0
  66. add(levers, l)
  67. end
  68. function _update()
  69. update_player()
  70. update_drops()
  71. foreach(levers, update_lever)
  72. end
  73. function update_player()
  74. if btn(0) then
  75. player.x -= 1
  76. end
  77. if btn(1) then
  78. player.x += 1
  79. end
  80. if btn(2) then
  81. player.y -= 1
  82. end
  83. if btn(3) then
  84. player.y += 1
  85. end
  86. player.x = mid(0, player.x, 127)
  87. player.y = mid(0, player.y, 127)
  88. if btnp(🅾️) then
  89. drop = {}
  90. drop.x = player.x
  91. drop.y = player.y
  92. add(drops, drop)
  93. end
  94. end
  95. function update_lever(l)
  96. l.angle -= 0.0005
  97. end
  98. function update_drop(d)
  99. if d.y == 127 or pget(d.x,d.y+1) == bg then
  100. d.y += 1
  101. return
  102. end
  103. left = pget(d.x-1,d.y) == bg and pget(d.x-1,d.y+1) == bg
  104. right = pget(d.x+1,d.y) == bg and pget(d.x+1,d.y+1) == bg
  105. if left and right then
  106. d.y += 1
  107. if rnd() < 0.5 then
  108. d.x -= 1
  109. else
  110. d.x += 1
  111. end
  112. elseif left then
  113. d.y += 1
  114. d.x -= 1
  115. elseif right then
  116. d.y += 1
  117. d.x += 1
  118. end
  119. end
  120. function update_drops()
  121. draw_world()
  122. new_drops = {}
  123. for i=1,#drops do
  124. d = drops[i]
  125. oldx = d.x
  126. oldy = d.y
  127. update_drop(d)
  128. if d.y < 128 then
  129. add(new_drops, d)
  130. end
  131. pset(oldx, oldy, bg)
  132. pset(d.x, d.y, white)
  133. end
  134. drops = new_drops
  135. end
  136. function _draw()
  137. draw_world()
  138. spr(player.spr,player.x-1,player.y-1)
  139. print("("..player.x..","..player.y..")", 1, 1, white)
  140. print("drops: "..#drops, 1, 7, white)
  141. end
  142. function draw_world()
  143. cls(bg)
  144. foreach(drops, draw_drop)
  145. foreach(ramps, draw_ramp)
  146. foreach(levers, draw_lever)
  147. end
  148. function draw_drop(drop)
  149. pset(drop.x, drop.y, white)
  150. end
  151. function draw_ramp(r)
  152. line(r.x,r.y,r.x+r.dx,r.y+r.dy,brown)
  153. end
  154. function draw_lever(l)
  155. dx = l.len * cos(l.angle)
  156. dy = l.len * sin(l.angle)
  157. line(l.x,l.y,l.x+dx,l.y+dy,brown)
  158. circ(l.x,l.y,1,black)
  159. end
  160. __gfx__
  161. 000000000a0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
  162. 00000000aaa000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
  163. 007007000a0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
  164. 00077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
  165. 00077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
  166. 00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000