WIP tile transition
This commit is contained in:
parent
c5497d85d5
commit
57409bb7d6
11
0hh1.p8
11
0hh1.p8
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@ -1,23 +1,28 @@
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pico-8 cartridge // http://www.pico-8.com
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version 36
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__lua__
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-- enable mouse
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poke(0x5F2D, 3)
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-- Font M3X6 by daniel linssen
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poke(0x5600, 4, 4, 7)
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poke4(0x5700,unpack(split"0x0000.0000,0x0000.0000,0x0202.0202,0x0000.0200,0x0000.0505,0x0000.0000,0x0505.0705,0x0000.0507,0x0407.0106,0x0000.0203,0x0204.0100,0x0000.0401,0x0102.0502,0x0000.0305,0x0000.0102,0x0000.0000,0x0101.0102,0x0000.0201,0x0202.0201,0x0000.0102,0x0205.0000,0x0000.0005,0x0702.0000,0x0000.0002,0x0000.0000,0x0000.0102,0x0700.0000,0x0000.0000,0x0000.0000,0x0000.0200,0x0202.0404,0x0000.0101,0x0505.0506,0x0000.0305,0x0202.0302,0x0000.0702,0x0204.0403,0x0000.0701,0x0403.0403,0x0000.0304,0x0406.0505,0x0000.0404,0x0403.0107,0x0000.0304,0x0503.0106,0x0000.0605,0x0204.0407,0x0000.0202,0x0502.0506,0x0000.0305,0x0605.0503,0x0000.0304,0x0002.0000,0x0000.0002,0x0002.0000,0x0000.0102,0x0102.0400,0x0000.0402,0x0007.0000,0x0000.0007,0x0402.0100,0x0000.0102,0x0204.0403,0x0000.0200,0x0505.0506,0x0000.0601,0x0604.0300,0x0000.0705,0x0505.0301,0x0000.0705,0x0101.0600,0x0000.0701,0x0505.0604,0x0000.0705,0x0705.0600,0x0000.0601,0x0702.0204,0x0000.0202,0x0705.0600,0x0000.0304,0x0505.0301,0x0000.0505,0x0202.0002,0x0000.0202,0x0202.0002,0x0000.0102,0x0305.0101,0x0000.0505,0x0202.0202,0x0000.0402,0x0707.0300,0x0000.0507,0x0505.0300,0x0000.0505,0x0505.0600,0x0000.0305,0x0305.0700,0x0000.0101,0x0705.0600,0x0000.0404,0x0101.0600,0x0000.0101,0x0701.0600,0x0000.0304,0x0207.0202,0x0000.0202,0x0505.0500,0x0000.0705,0x0505.0500,0x0000.0205,0x0705.0500,0x0000.0507,0x0205.0500,0x0000.0505,0x0605.0500,0x0000.0304,0x0204.0700,0x0000.0701,0x0101.0103,0x0000.0301,0x0202.0101,0x0000.0404,0x0202.0203,0x0000.0302,0x0000.0502,0x0000.0000,0x0000.0000,0x0000.0403,0x0000.0201,0x0000.0000,0x0507.0506,0x0000.0505,0x0507.0503,0x0000.0705,0x0101.0106,0x0000.0701,0x0505.0503,0x0000.0305,0x0103.0107,0x0000.0701,0x0301.0106,0x0000.0101,0x0501.0106,0x0000.0705,0x0507.0505,0x0000.0505,0x0202.0207,0x0000.0702,0x0404.0407,0x0000.0304,0x0503.0505,0x0000.0505,0x0101.0101,0x0000.0701,0x0507.0705,0x0000.0505,0x0505.0503,0x0000.0505,0x0505.0506,0x0000.0305,0x0103.0507,0x0000.0101,0x0505.0506,0x0000.0403,0x0503.0507,0x0000.0505,0x0407.0106,0x0000.0304,0x0202.0207,0x0000.0202,0x0505.0505,0x0000.0705,0x0505.0505,0x0000.0205,0x0705.0505,0x0000.0507,0x0202.0505,0x0000.0505,0x0205.0505,0x0000.0202,0x0202.0407,0x0000.0701,0x0302.0204,0x0000.0402,0x0202.0202,0x0000.0202,0x0602.0201,0x0000.0102,0x0704.0000,0x0000.0001,0x0205.0200,0x0000.0000"))
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#include main.lua
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#include globals.lua
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--
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#include board.lua
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#include coroutines.lua
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#include ui.lua
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#include utils.lua
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#include bg.lua
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#include visuals.lua
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--
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#include states/menu.lua
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#include states/loading.lua
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#include states/game.lua
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#include states/rules.lua
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#include states/endgame.lua
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--
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#include main.lua
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__gfx__
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00000000110000000001110000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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4
bg.lua
4
bg.lua
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@ -28,4 +28,8 @@ function draw_animated_bg(startx)
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i,
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color)
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end
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end
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function draw_bg_menu()
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end
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21
board.lua
21
board.lua
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@ -2,7 +2,7 @@ local Board = {}
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function Board.new()
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local debug = false
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local width = 8 -- tiles
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local width = 4 -- tiles
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local tile_width = 10 -- pixels
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local padding = 1
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local tiles = {}
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@ -68,13 +68,21 @@ function Board.new()
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end,
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try_flip_tile = function(self, id)
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local to_color = nil
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if locked[id] then return end
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local from_color = tiles[id]
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if tiles[id] == 0 then
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tiles[id] = YELLOW
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to_color = YELLOW
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elseif tiles[id] == YELLOW then
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tiles[id] = BLUE
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to_color = BLUE
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else tiles[id] = 0
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-- empty tile
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end
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if to_color then
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tiles[id] = to_color
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end
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local x,y = self:draw_coords(id)
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spawn_tile_transition(x, y, tile_width-1, tile_width-1, from_color, to_color)
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end,
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get_rows = function(self)
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@ -420,14 +428,15 @@ function Board.new()
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local v = tiles[idx]
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if v > 0 then
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local x,y = self:draw_coords(idx)
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local color = v == BLUE and 12 or 8
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local color = get_main_color(v)
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local shade = get_shade_color(v)
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if color == 1 then fillp(▒) else fillp(█) end
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if self:is_locked(idx) then
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rectfill2(x, y, w, w, color)
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else
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roundedrect(x, y, w, w, color)
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line(x+1, y+w-1, x+w-2, y+w-1, color+1)
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line(x+w-1, y+1, x+w-1, y+w-2, color+1)
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line(x+1, y+w-1, x+w-2, y+w-1, shade)
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line(x+w-1, y+1, x+w-1, y+w-2, shade)
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end
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else
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fillp(█)
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@ -23,12 +23,12 @@ end
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-- to be used inside a coroutine
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function wait(seconds)
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wait_frames(seconds*60)
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wait_frames(seconds*30)
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end
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-- to be used inside a coroutine
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function wait_frames(frames)
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for i=1,frames do
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yield()
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yield()
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end
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end
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32
globals.lua
32
globals.lua
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@ -1,3 +1,33 @@
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local amplitude = 128
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local mouse_x = 0
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local mouse_y = 0
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local mouse_y = 0
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--
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-- constants
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--
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local BLUE = 1
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local YELLOW = 2
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-- 🅾️ Z[C]N ❎ [X]VM
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-- X and C have the same position on QWERTY and AZERTY
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local LEFT,RIGHT,UP,DOWN,BTN_O,BTN_X = 0,1,2,3,4,5
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local patterns = {
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0b1000000000000000,
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0b1000000000100000,
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0b1010000000100000,
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0b1010000010100000,
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0b1010010010100000,
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0b1010010010100001,
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0b1010010110100001,
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0b1010010110100101,
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0b1110010110100101,
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0b1110010110110101,
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0b1111010110110101,
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0b1111010111110101,
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0b1111110111110101,
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0b1111110111110111,
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0b1111111111110111,
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0b1111111111111111,
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}
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24
main.lua
24
main.lua
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@ -1,14 +1,3 @@
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--
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-- constants
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--
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local BLUE = 1
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local YELLOW = 2
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-- 🅾️ Z[C]N ❎ [X]VM
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-- X and C have the same position on QWERTY and AZERTY
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local LEFT,RIGHT,UP,DOWN,BTN_O,BTN_X = 0,1,2,3,4,5
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--
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-- Utils
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--
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@ -118,25 +107,30 @@ function _init()
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states = {
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rules = state_rules(),
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menu = state_menu(),
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game = state_game(),
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loading = state_loading(),
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game = state_game(),
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endgame = state_endgame(),
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}
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set_state(states.loading)
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set_state(states.menu)
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end
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function _update60()
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frame_count += 1
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_coresolve()
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gs._update()
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-- update mouse coords
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mouse_x = stat(32)
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mouse_y = stat(33)
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_coresolve()
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gs._update()
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end
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function _draw()
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gs._draw()
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for overlay in all(overlays) do
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overlay:_draw()
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end
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spr(1, stat(32), stat(33))
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end
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51
states/endgame.lua
Normal file
51
states/endgame.lua
Normal file
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@ -0,0 +1,51 @@
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function state_endgame()
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local board
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local message = "웃웃 yay! 웃웃"
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local message_x = 0
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local btn_back = make_button({x=1, y=118, h=7, text="🅾️/C bACK TO mENU", color=8,
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on_click=function() go_to_menu() end,
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on_hover=function(btn) btn.color = 7 end})
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local function go_to_menu()
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set_state(states.menu)
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end
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local function _enter(_board)
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board = _board
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message_x = (128 - print(message,0,-100))/2
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end
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local function _update()
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btn_back:update()
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if btnp(BTN_O) then
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go_to_menu()
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end
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end
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local function _draw()
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cls()
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board:draw()
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-- wavy message
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local offset=0
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for i = 1, #message, 1 do -- loop through every letter
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letter = sub(message, i, i) -- grab this letter
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local st = t() + 0.125 * i -- create a modified time for this letter
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print(letter, message_x + offset, 20 + sin(st*0.5)*10, 7) -- draw this letter
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offset += print(letter,0,-100)
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end
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btn_back:draw()
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end
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local function _leave()
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end
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return {
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_enter = _enter,
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_update = _update,
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_draw = _draw,
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_leave = _leave
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}
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end
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@ -3,6 +3,7 @@ function state_game()
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local board
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local selected_id = 1
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local timer_clue = 0
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local mx,mx = 0,0
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local clues = {}
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local function show_clues()
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@ -27,7 +28,6 @@ function state_game()
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fillp(█)
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end
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local mx,mx = 0,0
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local function update_mouse()
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-- update mouse position
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if mx == mouse_x and my == mouse_y then return end
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@ -39,10 +39,19 @@ function state_game()
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local x = mid(1, (mouse_x - board_x) \ tw + 1, bw)
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local y = mid(1, (mouse_y - board_y) \ tw + 1, bw)
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selected_id = board:xy_idx(x,y)
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printh("x: " .. x .. " y: " .. y .. " id: " .. selected_id)
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-- printh("x: " .. x .. " y: " .. y .. " id: " .. selected_id)
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end
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local function check_endgame()
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if board:is_complete() and board:is_valid() then
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set_state(states.endgame, board)
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end
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end
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local function _enter(_board)
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-- mouse bound to buttons
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poke(0x5F2D, 3)
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board = _board
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-- lock the initial tiles
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board:lock_tiles()
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@ -52,6 +61,43 @@ function state_game()
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-- stopcoroutine(show_clues)
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end
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local function _update()
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local size = board:get_size()
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local x, y = board:idx_xy(selected_id)
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local moved = false
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if btnp(UP) then
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moved = true
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y -= 1
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elseif btnp(DOWN) then
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moved = true
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y += 1
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elseif btnp(LEFT) then
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moved = true
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x -= 1
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elseif btnp(RIGHT) then
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moved = true
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x += 1
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end
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if moved then
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selected_id = board:xy_idx(x, y)
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end
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if btnp(BTN_X) then
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board:try_flip_tile(selected_id)
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show_clues()
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end
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update_mouse()
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if (x<1) x=size
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if (x>size) x=1
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if (y<1) y=size
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if (y>size) y=1
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check_endgame()
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end
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local function _draw()
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cls()
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local x,y = board:draw_coords(1)
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@ -80,40 +126,6 @@ function state_game()
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palt()
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end
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local function _update()
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local size = board:get_size()
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local x, y = board:idx_xy(selected_id)
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local moved = false
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if btnp(UP) then
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moved = true
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y -= 1
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elseif btnp(DOWN) then
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moved = true
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y += 1
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elseif btnp(LEFT) then
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moved = true
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x -= 1
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elseif btnp(RIGHT) then
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moved = true
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x += 1
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end
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if moved then
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selected_id = board:xy_idx(x, y)
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end
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if btnp(BTN_X) then
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board:try_flip_tile(selected_id)
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show_clues()
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end
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update_mouse()
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if (x<1) x=size
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if (x>size) x=1
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if (y<1) y=size
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if (y>size) y=1
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end
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return {
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_enter = _enter,
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_update = _update,
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@ -114,7 +114,6 @@ function state_loading()
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end
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messages_str ..= "tHANK YOU FOR YOUR PATIENCE"
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custom_font()
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startcoroutine(create_board)
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end
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@ -8,18 +8,28 @@ function state_menu()
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end
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local buttons = {
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make_button({x=10, y=10, w=30, text="play", data={i=1},
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make_button({x=10, y=10, w=30, text="pLAY", data={i=1},
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on_click=function() set_state(states.loading) end,
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on_hover=function(btn) btn.color = 7 selected = 1 end,
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on_draw=on_btn_draw}),
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make_button({x=10, y=20, w=30, text="rules", data={i=2},
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make_button({x=10, y=20, w=30, text="rULES", data={i=2},
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on_click=function() set_state(states.rules) end,
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on_hover=function(btn) btn.color = 7 selected = 2 end,
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on_draw=on_btn_draw})
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}
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local function _enter()
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-- mouse not bound to buttons
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poke(0x5F2D, 1)
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end
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local function _draw()
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cls()
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draw_bg_menu()
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for k,button in ipairs(buttons) do
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button:draw(selected == k)
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end
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print("pRESS ❎/X TO CONTINUE", 8, 120, 7)
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end
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return {
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@ -34,19 +44,13 @@ function state_menu()
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selected -= 1
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elseif btnp(DOWN) then
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selected += 1
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elseif btnp(BTN_O) then
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elseif btnp(BTN_X) then
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buttons[selected]:on_click()
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end
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selected = mid(1, selected, #buttons)
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end,
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_draw = function()
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cls()
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for k,button in ipairs(buttons) do
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button:draw(selected == k)
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end
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print("press 🅾️/c to continue", 8, 120, 7)
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end
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_draw = _draw
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}
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end
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@ -11,11 +11,19 @@ function state_rules()
|
|||
set_state(states.menu)
|
||||
end
|
||||
|
||||
local btn_back = make_button({x=1, y=118, w=30, h=7, text="❎menu", color=8,
|
||||
local btn_back = make_button({x=1, y=118, w=30, h=7, text="🅾️/C mENU", color=8,
|
||||
on_click=function() go_back() end,
|
||||
on_hover=function(btn) btn.color = 7 end})
|
||||
|
||||
return {
|
||||
_enter = function()
|
||||
custom_font()
|
||||
end,
|
||||
|
||||
_exit = function()
|
||||
standard_font()
|
||||
end,
|
||||
|
||||
_update=function()
|
||||
if frame_count%8==0 then
|
||||
color += 1
|
||||
|
@ -34,7 +42,6 @@ function state_rules()
|
|||
|
||||
_draw=function()
|
||||
cls()
|
||||
custom_font()
|
||||
|
||||
print("1) yOU CAN'T HAVE MORE THAN\n TWO (2) CONSECUTIVE TILES\n OF THE SAME COLOR", 2,2, 7)
|
||||
local x = 14
|
||||
|
|
8
ui.lua
8
ui.lua
|
@ -1,9 +1,10 @@
|
|||
function make_button(options)
|
||||
local state = 0 -- 0 = normal, 1 = hovered, 2 = pressed
|
||||
local w = print(options.text, 0, -100)
|
||||
return {
|
||||
x = options.x,
|
||||
y = options.y,
|
||||
w = options.w,
|
||||
w = options.w or w,
|
||||
h = options.h or 6,
|
||||
data = options.data,
|
||||
text = options.text,
|
||||
|
@ -38,9 +39,4 @@ function make_button(options)
|
|||
end
|
||||
end
|
||||
}
|
||||
end
|
||||
|
||||
function print_shadow(text, x, y, color)
|
||||
print(text, x+1, y+1, 0)
|
||||
print(text, x, y, color)
|
||||
end
|
|
@ -7,7 +7,7 @@ function print(t,x,y,col1,col2)
|
|||
end
|
||||
end
|
||||
end
|
||||
oldprint(t, x, y, col1)
|
||||
return oldprint(t, x, y, col1)
|
||||
end
|
||||
|
||||
function str_width(str)
|
||||
|
|
40
visuals.lua
Normal file
40
visuals.lua
Normal file
|
@ -0,0 +1,40 @@
|
|||
local overlays = {}
|
||||
|
||||
function get_main_color(tint)
|
||||
if tint == BLUE then
|
||||
return 12
|
||||
elseif tint == YELLOW then
|
||||
return 8
|
||||
else
|
||||
return 1
|
||||
end
|
||||
end
|
||||
|
||||
function get_shade_color(tint)
|
||||
if tint == BLUE then
|
||||
return 13
|
||||
elseif tint == YELLOW then
|
||||
return 4
|
||||
else
|
||||
return 1
|
||||
end
|
||||
end
|
||||
|
||||
function spawn_tile_transition(x, y, w, h, from_tint, to_tint)
|
||||
local p = #patterns
|
||||
printh(patterns)
|
||||
local from_color = get_main_color(from_tint)
|
||||
local to_color = get_main_color(to_tint)
|
||||
add(overlays, {
|
||||
_draw = function(self)
|
||||
fillp()
|
||||
rectfill(x, y, x + w, y + h, from_color)
|
||||
fillp(patterns[p]+0b0.1)
|
||||
rectfill(x, y, x + w, y + h, to_color)
|
||||
p -= 2
|
||||
if p < 1 then
|
||||
del(overlays, self)
|
||||
end
|
||||
end
|
||||
})
|
||||
end
|
Loading…
Reference in New Issue
Block a user