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entry.lua
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entry.lua
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pico-8 cartridge // http://www.pico-8.com
version 29
__lua__
function vector(x,y)
return {x=x,y=y}
end
function rectangle(x,y,w,h)
return {x=x,y=y,w=w,h=h}
end
-- [globals]
room,
objects,got_fruit,
freeze,shake,delay_restart,sfx_timer,music_timer,
screenshake=
vector(0,0),
{},{},
0,0,0,0,0,
true
-- [entry point]
function _init()
title_screen()
end
function title_screen()
frames,start_game_flash=0,0
music(40,0,7)
load_room(7,3)
end
function begin_game()
max_djump,deaths,frames,seconds,minutes,music_timer=1,0,0,0,0,0
music(0,0,7)
load_room(0,0)
end
function level_index()
return room.y*8+room.x+1
end
function is_title()
return level_index()==32
end
-- [effects]
clouds={}
for i=0,16 do
add(clouds,{
x=rnd(128),
y=rnd(128),
spd=1+rnd(4),
w=32+rnd(32)
})
end
particles={}
for i=0,24 do
add(particles,{
x=rnd(128),
y=rnd(128),
s=flr(rnd(1.25)),
spd=0.25+rnd(1),
off=rnd(1),
c=9+rnd(2),
})
end
dead_particles={}
-- [player entity]
player={
init=function(this)
this.grace,this.jbuffer=0,0
this.djump=max_djump
this.dash_time,this.dash_effect_time=0,0
this.dash_target_x,this.dash_target_y=0,0
this.dash_accel_x,this.dash_accel_y=0,0
this.hitbox=rectangle(1,3,6,5)
this.spr_off=0
this.solids=true
create_hair(this)
end,
update=function(this)
if pause_player then
return
end
-- horizontal input
local h_input=btn(➡️) and 1 or btn(⬅️) and -1 or 0
-- spike collision / bottom death
if spikes_at(this.left(),this.top(),this.right(),this.bottom(),this.spd.x,this.spd.y) or
this.y>128 then
kill_player(this)
end
-- on ground checks
local on_ground=this.is_solid(0,1)
-- landing smoke
if on_ground and not this.was_on_ground then
this.init_smoke(0,4)
end
-- jump and dash input
local jump,dash=btn(🅾️) and not this.p_jump,btn(❎) and not this.p_dash
this.p_jump,this.p_dash=btn(🅾️),btn(❎)
-- jump buffer
if jump then
this.jbuffer=4
elseif this.jbuffer>0 then
this.jbuffer-=1
end
-- grace frames and dash restoration
if on_ground then
this.grace=6
if this.djump<max_djump then
psfx(54)
this.djump=max_djump
end
elseif this.grace>0 then
this.grace-=1
end
-- dash effect timer (for dash-triggered events, e.g., berry blocks)
this.dash_effect_time-=1
-- dash startup period, accel toward dash target speed
if this.dash_time>0 then
this.init_smoke()
this.dash_time-=1
this.spd=vector(
appr(this.spd.x,this.dash_target_x,this.dash_accel_x),
appr(this.spd.y,this.dash_target_y,this.dash_accel_y)
)
else
-- x movement
local maxrun=1
local accel=this.is_ice(0,1) and 0.05 or on_ground and 0.6 or 0.4
local deccel=0.15
-- set x speed
this.spd.x=abs(this.spd.x)<=maxrun and
appr(this.spd.x,h_input*maxrun,accel) or
appr(this.spd.x,sign(this.spd.x)*maxrun,deccel)
-- facing direction
if this.spd.x~=0 then
this.flip.x=this.spd.x<0
end
-- y movement
local maxfall=2
-- wall slide
if h_input~=0 and this.is_solid(h_input,0) and not this.is_ice(h_input,0) then
maxfall=0.4
-- wall slide smoke
if rnd(10)<2 then
this.init_smoke(h_input*6)
end
end
-- apply gravity
if not on_ground then
this.spd.y=appr(this.spd.y,maxfall,abs(this.spd.y)>0.15 and 0.21 or 0.105)
end
-- jump
if this.jbuffer>0 then
if this.grace>0 then
-- normal jump
psfx(1)
this.jbuffer=0
this.grace=0
this.spd.y=-2
this.init_smoke(0,4)
else
-- wall jump
local wall_dir=(this.is_solid(-3,0) and -1 or this.is_solid(3,0) and 1 or 0)
if wall_dir~=0 then
psfx(2)
this.jbuffer=0
this.spd=vector(wall_dir*(-1-maxrun),-2)
if not this.is_ice(wall_dir*3,0) then
-- wall jump smoke
this.init_smoke(wall_dir*6)
end
end
end
end
-- dash
local d_full=5
local d_half=3.5355339059 -- 5 * sqrt(2)
if this.djump>0 and dash then
this.init_smoke()
this.djump-=1
this.dash_time=4
has_dashed=true
this.dash_effect_time=10
-- vertical input
local v_input=btn(⬆️) and -1 or btn(⬇️) and 1 or 0
-- calculate dash speeds
this.spd=vector(
h_input~=0 and h_input*(v_input~=0 and d_half or d_full) or (v_input~=0 and 0 or this.flip.x and -1 or 1),
v_input~=0 and v_input*(h_input~=0 and d_half or d_full) or 0
)
-- effects
psfx(3)
freeze=2
shake=6
-- dash target speeds and accels
this.dash_target_x=2*sign(this.spd.x)
this.dash_target_y=(this.spd.y>=0 and 2 or 1.5)*sign(this.spd.y)
this.dash_accel_x=this.spd.y==0 and 1.5 or 1.06066017177 -- 1.5 * sqrt()
this.dash_accel_y=this.spd.x==0 and 1.5 or 1.06066017177
elseif this.djump<=0 and dash then
-- failed dash smoke
psfx(9)
this.init_smoke()
end
end
-- animation
this.spr_off+=0.25
this.spr = not on_ground and (this.is_solid(h_input,0) and 5 or 3) or -- wall slide or mid air
btn(⬇️) and 6 or -- crouch
btn(⬆️) and 7 or -- look up
1+(this.spd.x~=0 and h_input~=0 and this.spr_off%4 or 0) -- walk or stand
-- exit level off the top (except summit)
if this.y<-4 and level_index()<31 then
next_room()
end
-- was on the ground
this.was_on_ground=on_ground
end,
draw=function(this)
-- clamp in screen
if this.x<-1 or this.x>121 then
this.x=mid(this.x,-1,121)
this.spd.x=0
end
-- draw player hair and sprite
set_hair_color(this.djump)
draw_hair(this)
draw_obj_sprite(this)
--spr(this.spr,this.x,this.y,1,1,this.flip.x,this.flip.y)
unset_hair_color()
end
}
function create_hair(obj)
obj.hair={}
for i=1,5 do
add(obj.hair,vector(obj.x,obj.y))
end
end
function set_hair_color(djump)
pal(8,djump==1 and 8 or djump==2 and 7+(frames\3)%2*4 or 12)
end
function draw_hair(obj)
local last=vector(obj.x+4-(obj.flip.x and -1 or 1)*2,obj.y+(btn(⬇️) and 4 or 3))
for i,h in pairs(obj.hair) do
h.x+=(last.x-h.x)/1.5
h.y+=(last.y+0.5-h.y)/1.5
circfill(h.x,h.y,mid(4-i,1,2),10)
last=h
end
end
function unset_hair_color()
pal() -- use pal(8,8) to preserve other palette swaps
end
-- [other entities]
player_spawn={
init=function(this)
sfx(4)
this.spr=3
this.target=this.y
this.y=128
this.spd.y=-4
this.state=0
this.delay=0
create_hair(this)
end,
update=function(this)
-- jumping up
if this.state==0 then
if this.y<this.target+16 then
this.state=1
this.delay=3
end
-- falling
elseif this.state==1 then
this.spd.y+=0.5
if this.spd.y>0 then
if this.delay>0 then
-- stall at peak
this.spd.y=0
this.delay-=1
elseif this.y>this.target then
-- clamp at target y
this.y=this.target
this.spd=vector(0,0)
this.state=2
this.delay=5
shake=5
this.init_smoke(0,4)
sfx(5)
end
end
-- landing and spawning player object
elseif this.state==2 then
this.delay-=1
this.spr=6
if this.delay<0 then
destroy_object(this)
init_object(player,this.x,this.y)
end
end
end,
draw=function(this)
set_hair_color(max_djump)
draw_hair(this)
draw_obj_sprite(this)
--spr(this.spr,this.x,this.y)
unset_hair_color()
end
}
spring={
init=function(this)
this.hide_in=0
this.hide_for=0
end,
update=function(this)
if this.hide_for>0 then
this.hide_for-=1
if this.hide_for<=0 then
this.spr=18
this.delay=0
end
elseif this.spr==18 then
local hit=this.player_here()
if hit and hit.spd.y>=0 then
this.spr=19
hit.y=this.y-4
hit.spd.x*=0.2
hit.spd.y=-3
hit.djump=max_djump
this.delay=10
this.init_smoke()
-- crumble below spring
local below=this.check(fall_floor,0,1)
if below then
break_fall_floor(below)
end
psfx(8)
end
elseif this.delay>0 then
this.delay-=1
if this.delay<=0 then
this.spr=18
end
end
-- begin hiding
if this.hide_in>0 then
this.hide_in-=1
if this.hide_in<=0 then
this.hide_for=60
this.spr=0
end
end
end
}
function break_spring(obj)
obj.hide_in=15
end
balloon={
init=function(this)
this.offset=rnd(1)
this.start=this.y
this.timer=0
this.hitbox=rectangle(-1,-1,10,10)
end,
update=function(this)
if this.spr==22 then
this.offset+=0.01
this.y=this.start+sin(this.offset)*2
local hit=this.player_here()
if hit and hit.djump<max_djump then
psfx(6)
this.init_smoke()
hit.djump=max_djump
this.spr=0
this.timer=60
end
elseif this.timer>0 then
this.timer-=1
else
psfx(7)
this.init_smoke()
this.spr=22
end
end,
draw=function(this)
if this.spr==22 then
spr(13+(this.offset*8)%3,this.x,this.y+6)
draw_obj_sprite(this)
--spr(this.spr,this.x,this.y)
end
end
}
fall_floor={
init=function(this)
this.state=0
--this.delay=0
end,
update=function(this)
-- idling
if this.state==0 then
if this.check(player,0,-1) or this.check(player,-1,0) or this.check(player,1,0) then
break_fall_floor(this)
end
-- shaking
elseif this.state==1 then
this.delay-=1
if this.delay<=0 then
this.state=2
this.delay=60--how long it hides for
this.collideable=false
end
-- invisible, waiting to reset
elseif this.state==2 then
this.delay-=1
if this.delay<=0 and not this.player_here() then
psfx(7)
this.state=0
this.collideable=true
this.init_smoke()
end
end
end,
draw=function(this)
if this.state~=2 then
spr(this.state==1 and 26-this.delay/5 or 23,this.x,this.y)
end
end
}
function break_fall_floor(obj)
if obj.state==0 then
psfx(15)
obj.state=1
obj.delay=15--how long until it falls
obj.init_smoke()
local hit=obj.check(spring,0,-1)
if hit then
break_spring(hit)
end
end
end
smoke={
init=function(this)
this.spd=vector(0.3+rnd(0.2),-0.1)
this.x+=-1+rnd(2)
this.y+=-1+rnd(2)
this.flip=vector(maybe(),maybe())
end,
update=function(this)
this.spr+=0.2
if this.spr>=32 then
destroy_object(this)
end
end
}
fruit={
if_not_fruit=true,
init=function(this)
this.start=this.y
this.off=0
end,
update=function(this)
check_fruit(this)
this.off+=0.025
this.y=this.start+sin(this.off)*2.5
end
}
fly_fruit={
if_not_fruit=true,
init=function(this)
this.start=this.y
this.off=0.5
this.sfx_delay=8
end,
update=function(this)
--fly away
if has_dashed then
if this.sfx_delay>0 then
this.sfx_delay-=1
if this.sfx_delay<=0 then
sfx_timer=20
sfx(14)
end
end
this.spd.y=appr(this.spd.y,-3.5,0.25)
if this.y<-16 then
destroy_object(this)
end
-- wait
else
this.off+=0.05
this.spd.y=sin(this.off)*0.5
end
-- collect
check_fruit(this)
end,
draw=function(this)
draw_obj_sprite(this)
--spr(this.spr,this.x,this.y)
for ox=-6,6,12 do
spr((has_dashed or sin(this.off)>=0) and 45 or this.y>this.start and 47 or 46,this.x+ox,this.y-2,1,1,ox==-6)
end
end
}
function check_fruit(this)
local hit=this.player_here()
if hit then
hit.djump=max_djump
sfx_timer=20
sfx(13)
got_fruit[level_index()]=true
init_object(lifeup,this.x,this.y)
destroy_object(this)
end
end
lifeup={
init=function(this)
this.spd.y=-0.25
this.duration=30
this.x-=2
this.y-=4
this.flash=0
end,
update=function(this)
this.duration-=1
if this.duration<=0 then
destroy_object(this)
end
end,
draw=function(this)
this.flash+=0.5
?"1000",this.x-2,this.y,7+this.flash%2
end
}
fake_wall={
if_not_fruit=true,
update=function(this)
this.hitbox=rectangle(-1,-1,18,18)
local hit=this.player_here()
if hit and hit.dash_effect_time>0 then
hit.spd=vector(sign(hit.spd.x)*-1.5,-1.5)
hit.dash_time=-1
for ox=0,8,8 do
for oy=0,8,8 do
this.init_smoke(ox,oy)
end
end
init_fruit(this,4,4)
end
this.hitbox=rectangle(0,0,16,16)
end,
draw=function(this)
spr(64,this.x,this.y,2,2)
end
}
function init_fruit(this,ox,oy)
sfx_timer=20
sfx(16)
init_object(fruit,this.x+ox,this.y+oy,26)
destroy_object(this)
end
key={
if_not_fruit=true,
update=function(this)
local was=flr(this.spr)
this.spr=9.5+sin(frames/30)
if this.spr==10 and this.spr~=was then
this.flip.x=not this.flip.x
end
if this.player_here() then
sfx(23)
sfx_timer=10
destroy_object(this)
has_key=true
end
end
}
chest={
if_not_fruit=true,
init=function(this)
this.x-=4
this.start=this.x
this.timer=20
end,
update=function(this)
if has_key then
this.timer-=1
this.x=this.start-1+rnd(3)
if this.timer<=0 then
init_fruit(this,0,-4)
end
end
end
}
platform={
init=function(this)
this.x-=4
this.hitbox.w=16
this.last=this.x
this.dir=this.spr==11 and -1 or 1
end,
update=function(this)
this.spd.x=this.dir*0.65
if this.x<-16 then this.x=128
elseif this.x>128 then this.x=-16 end
if not this.player_here() then
local hit=this.check(player,0,-1)
if hit then
--hit.move_x(this.x-this.last,1)
--hit.move_loop(this.x-this.last,1,"x")
hit.move(this.x-this.last,0,1)
end
end
this.last=this.x
end,
draw=function(this)
spr(11,this.x,this.y-1,2,1)
end
}
message={
draw=function(this)
this.text="-- celeste mountain --#this memorial to those# perished on the climb"
if this.check(player,4,0) then
if this.index<#this.text then
this.index+=0.5
if this.index>=this.last+1 then
this.last+=1
sfx(35)
end
end
local _x,_y=8,96
for i=1,this.index do
if sub(this.text,i,i)~="#" then
rectfill(_x-2,_y-2,_x+7,_y+6 ,7)
?sub(this.text,i,i),_x,_y,0
_x+=5
else
_x=8
_y+=7
end
end
else
this.index=0
this.last=0
end
end
}
big_chest={
init=function(this)
this.state=0
this.hitbox.w=16
end,
draw=function(this)
if this.state==0 then
local hit=this.check(player,0,8)
if hit and hit.is_solid(0,1) then
music(-1,500,7)
sfx(37)
pause_player=true
hit.spd=vector(0,0)
this.state=1
this.init_smoke()
this.init_smoke(8)
this.timer=60
this.particles={}
end
sspr(0,48,16,8,this.x,this.y)
elseif this.state==1 then
this.timer-=1
shake=5
flash_bg=true
if this.timer<=45 and #this.particles<50 then
add(this.particles,{
x=1+rnd(14),
y=0,
h=32+rnd(32),
spd=8+rnd(8)
})
end
if this.timer<0 then
this.state=2
this.particles={}
flash_bg=false
new_bg=true
init_object(orb,this.x+4,this.y+4)
pause_player=false
end
foreach(this.particles,function(p)
p.y+=p.spd
line(this.x+p.x,this.y+8-p.y,this.x+p.x,min(this.y+8-p.y+p.h,this.y+8),7)
end)
end
sspr(0,56,16,8,this.x,this.y+8)
end
}
orb={
init=function(this)
this.spd.y=-4
end,
draw=function(this)
this.spd.y=appr(this.spd.y,0,0.5)
local hit=this.player_here()
if this.spd.y==0 and hit then
music_timer=45
sfx(51)
freeze=10
shake=10
destroy_object(this)
max_djump=2
hit.djump=2
end
spr(102,this.x,this.y)
for i=0,0.875,0.125 do
circfill(this.x+4+cos(frames/30+i)*8,this.y+4+sin(frames/30+i)*8,1,7)
end
end
}
flag={
init=function(this)
--this.show=false
this.x+=5
this.score=0
for _ in pairs(got_fruit) do
this.score+=1
end
end,
draw=function(this)
this.spr=118+frames/5%3
draw_obj_sprite(this)
--spr(this.spr,this.x,this.y)
if this.show then
rectfill(32,2,96,31,0)
spr(26,55,6)
?"x"..this.score,64,9,7
draw_time(49,16)
?"deaths:"..deaths,48,24,7
elseif this.player_here() then
sfx(55)
sfx_timer=30
this.show=true
end
end
}
room_title={
init=function(this)
this.delay=5
end,
draw=function(this)
this.delay-=1
if this.delay<-30 then
destroy_object(this)
elseif this.delay<0 then
rectfill(24,58,104,70,0)
local level=level_index()
if level==12 then
?"old site",48,62,7
elseif level==31 then
?"summit",52,62,7
else
?level.."00 m",level<10 and 54 or 54,62,7
end
draw_time(4,4)
end
end
}
psfx=function(num)
if sfx_timer<=0 then
sfx(num)
end
end
-- [tile dict]
tiles={
[1]=player_spawn,
[8]=key,
[11]=platform,
[12]=platform,
[18]=spring,
[20]=chest,
[22]=balloon,
[23]=fall_floor,
[26]=fruit,
[28]=fly_fruit,
[64]=fake_wall,
[86]=message,
[96]=big_chest,
[118]=flag
}
-- [object functions]
flag.show=true
if level_index() == 10 then
obj.flag.show=true
return
end
function init_object(type,x,y,tile)
if type.if_not_fruit and got_fruit[level_index()] then
return
end
local obj={
type=type,
collideable=true,
solids=false,
spr=tile,
flip=vector(),
x=x,
y=y,
hitbox=rectangle(0,0,8,8),
spd=vector(0,0),
rem=vector(0,0),
}
function obj.left() return obj.x+obj.hitbox.x end
function obj.right() return obj.left()+obj.hitbox.w-1 end
function obj.top() return obj.y+obj.hitbox.y end
function obj.bottom() return obj.top()+obj.hitbox.h-1 end
function obj.init_smoke(ox,oy)
init_object(smoke,obj.x+(ox or 0),obj.y+(oy or 0),29)
end
function obj.is_solid(ox,oy)
return (oy>0 and not obj.check(platform,ox,0) and obj.check(platform,ox,oy)) or
obj.is_flag(ox,oy,0) or
obj.check(fall_floor,ox,oy) or
obj.check(fake_wall,ox,oy)
end
function obj.is_ice(ox,oy)
return obj.is_flag(ox,oy,4)
end
function obj.is_flag(ox,oy,flag)
for i=max(0,(obj.left()+ox)\8),min(15,(obj.right()+ox)/8) do
for j=max(0,(obj.top()+oy)\8),min(15,(obj.bottom()+oy)/8) do
if fget(tile_at(i,j),flag) then
return true
end
end
end
--return tile_flag_at(obj.left()+ox,obj.top()+oy,obj.right()+ox,obj.bottom()+oy,flag)
end
function obj.check(type,ox,oy)
for other in all(objects) do
if other and other.type==type and other~=obj and other.collideable and
other.right()>=obj.left()+ox and
other.bottom()>=obj.top()+oy and
other.left()<=obj.right()+ox and
other.top()<=obj.bottom()+oy then
return other
end
end
end
function obj.player_here()
return obj.check(player,0,0)
end
function obj.move(ox,oy,start)
for axis in all({"x","y"}) do
obj.rem[axis]+=axis=="x" and ox or oy
local amt=flr(obj.rem[axis]+0.5)
obj.rem[axis]-=amt
if obj.solids then
local step=sign(amt)
local d=axis=="x" and step or 0
for i=start,abs(amt) do
if not obj.is_solid(d,step-d) then
obj[axis]+=step
else
obj.spd[axis],obj.rem[axis]=0,0
break
end
end
else
obj[axis]+=amt
end
end
end
add(objects,obj);
(obj.type.init or stat)(obj)
return obj
end
function destroy_object(obj)
del(objects,obj)
end
function kill_player(obj)
sfx_timer=12
sfx(0)
deaths+=1
shake=10
destroy_object(obj)
dead_particles={}
for dir=0,0.875,0.125 do
add(dead_particles,{
x=obj.x+4,
y=obj.y+4,
t=2,--10,
dx=sin(dir)*3,
dy=cos(dir)*3
})
end
--restart_room()
delay_restart=15
end
-- [room functions]
--function restart_room()
-- delay_restart=15
--end
function next_room()
local level=level_index()
if level==11 or level==21 or level==30 then -- quiet for old site, 2200m, summit
music(30,500,7)
elseif level==12 then -- 1300m
music(20,500,7)
end
load_room(level%8,level\8)
end
function load_room(x,y)
has_dashed,has_key=false,false
--remove existing objects
foreach(objects,destroy_object)
--current room
room.x,room.y=x,y
-- entities
for tx=0,15 do
for ty=0,15 do
local tile=tile_at(tx,ty)
if tiles[tile] then
init_object(tiles[tile],tx*8,ty*8,tile)