Implement infinite scrolling.
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@ -2,7 +2,7 @@ pico-8 cartridge // http://www.pico-8.com
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version 18
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__lua__
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#include mapgen.lua
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#include movement.lua
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#include player.lua
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#include main.lua
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__gfx__
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000000000000000033333333335555333344443338333333333333e3383333830000000000000000000000000000000000000000000000000000000000000000
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27
main.lua
27
main.lua
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@ -1,6 +1,6 @@
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function _init()
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init_mapgen()
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init_movement({block_size/2, block_size/2})
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init_player({block_size/2, block_size/2})
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generate_map({0, 0})
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debug = false
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end
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@ -8,6 +8,7 @@ end
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function _update()
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handle_input()
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handle_map_update()
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if (btn(5) and btn(4) and btnp(3)) debug = not debug
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end
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@ -21,14 +22,28 @@ function _draw()
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end
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end
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-- decide whether we need to regenerate the map.
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-- if so, call generate_map appropriately and reset coordinates.
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function handle_map_update()
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if out_of_bounds(camera_pos) then -- out_of_bounds() checks all screen bounds
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-- we need to regenerate the map, so we generate a map chunk that
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-- places the player in the middle of it.
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generate_map({player_pos[1]-block_size/2, player_pos[2]-block_size/2})
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camera_pos = {block_size/2 - 8, block_size/2 - 8}
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end
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end
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function out_of_bounds(pos)
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return pos[1] < 0 or pos[1] > block_size-16 or pos[2] < 0 or pos[2] > block_size-16
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end
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function render_debug_info()
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clip(0, 0, 32, 32)
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rectfill(0, 0, 32, 32, 0)
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clip(0, 0, 32, 24)
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rectfill(0, 0, 32, 24, 0)
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print(stat(0), 0, 0, 15)
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print(camera_pos[1], 0, 8, 15)
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print(camera_pos[2], 16, 8, 15)
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print(facing[1], 0, 16, 15)
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print(facing[2], 16, 16, 15)
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print(fget(mget(camera_pos[1]+8, camera_pos[2]+8)), 0, 24, 15)
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print(player_pos[1], 0, 16, 15)
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print(player_pos[2], 16, 16, 15)
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clip()
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end
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74
movement.lua
74
movement.lua
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@ -1,74 +0,0 @@
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function init_movement(start_pos)
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camera_pos = start_pos
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-- [1] is vertical facing, [2] is horizontal, -1 is up/left, 0 is neutral,
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-- and 1 is down/right
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facing = {1, 0}
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-- this is a constant for looking up player sprites by facing
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player_lookup = {
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[0] = {
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[0] = -1, -- error state
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[-1] = 122, -- left
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[1] = 123, -- right
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},
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[-1] = {
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[0] = 120, -- up
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[-1] = 124, -- up-left
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[1] = 125, -- up-right
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},
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[1] = {
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[0] = 121, -- down
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[-1] = 126, -- down-left
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[1] = 127, -- down-right
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},
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}
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end
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function handle_input()
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local new_pos = {camera_pos[1], camera_pos[2]}
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if btnp(0) or btnp(1) or btnp(2) or btnp(3) then
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if btnp(0) then
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new_pos[1] -= 1 -- move left
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facing[2] = -1
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end
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if btnp(1) then
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new_pos[1] += 1 -- move right
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facing[2] = 1
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end
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if not (btnp(0) or btnp(1)) then
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facing[2] = 0
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end
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if btnp(2) then
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new_pos[2] -= 1 -- move up
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facing[1] = -1
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end
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if btnp(3) then
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new_pos[2] += 1 -- move down
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facing[1] = 1
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end
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if not (btnp(2) or btnp(3)) then
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facing[1] = 0
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end
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end
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if legal_move(new_pos) then
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camera_pos = new_pos
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end
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-- todo: determine whether we need to regen map and what that means
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end
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function draw_player()
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spr(player_lookup[facing[1]][facing[2]], 64, 64)
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-- todo: animate the character on move
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end
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-- pos is camera position, meaning the player position is
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-- pos + {8, 8}.
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function legal_move(pos)
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return not fget(mget(pos[1]+8, pos[2]+8), 0)
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end
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106
player.lua
Normal file
106
player.lua
Normal file
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@ -0,0 +1,106 @@
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-- this module assumes all objects and the player are
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-- 1x1 sprite in size. larger sprites are not currently supported
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--
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-- exported variables:
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-- player_pos # integer tuple {x,y}. absolute position of the player on the
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-- # 'world map'
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-- camera_pos # integer tuple {x,y}. Represents top-left position of the
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-- # pico-8 camera on the pico-8 map
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-- facing # integer tuple {v,h}. Current facing of the player. Values of
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-- # each element can be -1 (up or left), 0 (neutral),
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-- # or 1 (down or right)
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--
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-- exported constants:
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-- player_lookup # used internally to look up the sprite to render for a
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-- # given facing
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--
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-- functions:
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-- init_player({x,y}) # call this in _init(). Sets player starting position,
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-- # assumes the top-left of the pico-8 map is currently
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-- # world position 0,0
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-- handle_input() # call in _update() to handle movement key presses.
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-- # Assumes any sprite with flag 0 set is an obstacle.
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-- draw_player() # call in _draw(). Draws the player sprite.
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function init_player(start_pos)
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-- camera_pos is the relative coordinate of the camera
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-- on the currently generated map chunk. player_pos is
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-- the *absolute* world coordinates of the player.
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player_pos = start_pos
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camera_pos = {start_pos[1]-8, start_pos[2]-8}
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-- [1] is vertical facing, [2] is horizontal, -1 is up/left, 0 is neutral,
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-- and 1 is down/right
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facing = {1, 0}
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-- this is a constant for looking up player sprites by facing
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player_lookup = {
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[0] = {
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[0] = -1, -- error state
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[-1] = 122, -- left
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[1] = 123, -- right
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},
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[-1] = {
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[0] = 120, -- up
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[-1] = 124, -- up-left
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[1] = 125, -- up-right
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},
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[1] = {
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[0] = 121, -- down
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[-1] = 126, -- down-left
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[1] = 127, -- down-right
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},
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}
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end
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function handle_input()
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local new_pos = {camera_pos[1], camera_pos[2]}
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local new_ppos = {player_pos[1], player_pos[2]}
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if btnp(0) or btnp(1) or btnp(2) or btnp(3) then
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if btnp(0) then
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new_pos[1] -= 1 -- move left
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new_ppos[1] -= 1
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facing[2] = -1
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end
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if btnp(1) then
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new_pos[1] += 1 -- move right
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new_ppos[1] += 1 -- move right
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facing[2] = 1
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end
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if not (btnp(0) or btnp(1)) then
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facing[2] = 0
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end
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if btnp(2) then
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new_pos[2] -= 1 -- move up
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new_ppos[2] -= 1 -- move up
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facing[1] = -1
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end
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if btnp(3) then
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new_pos[2] += 1 -- move down
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new_ppos[2] += 1 -- move down
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facing[1] = 1
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end
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if not (btnp(2) or btnp(3)) then
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facing[1] = 0
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end
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end
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if _legal_move(new_pos) then
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camera_pos = new_pos
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player_pos = new_ppos
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end
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end
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function draw_player()
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spr(player_lookup[facing[1]][facing[2]], 64, 64)
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-- todo: animate the character on move
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end
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-- pos is camera position, meaning the map-relative player
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-- position is pos + {8, 8}.
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function _legal_move(pos)
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return not fget(mget(pos[1]+8, pos[2]+8), 0)
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end
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