Initial commit.
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c0f9ebbdb8
29
infimap.lua
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29
infimap.lua
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function _init()
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init_movement()
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init_mapgen()
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generate_map({0, 0})
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debug = true
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end
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function _update()
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handle_input()
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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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function _draw()
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rectfill(0, 0, 127, 127, 0)
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-- the screen is 128x128 pixels, so we can only draw 16x16 sprites
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map(camera_pos[1], camera_pos[2], 0, 0, 16, 16)
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draw_player()
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debug_me_baby()
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end
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function debug_me_baby()
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if debug then
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clip(0, 0, 32, 8)
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rectfill(0, 0, 32, 8, 0)
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print(stat(0), 0, 0, 15)
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clip()
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end
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end
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15
infimap.p8
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15
infimap.p8
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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 infimap.lua
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__gfx__
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000000000000000033333333335555333344443338333333333333e3383333830000000000000000000000000000000000000000000000000000000000000000
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00000000000000003333333335554553344444438a833383333e3e9e888338880000000000000000000000000000000000000000000000000000000000000000
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0070070000000000333333335555555534444443383338a833e9e3e3373333730000000000000000000000000000000000000000000000000000000000000000
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000770000000000033333333554554553344443333333383333e3333333333330000000000000000000000000000000000000000000000000000000000000000
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00077000000000003333333355555555333553333333833333333333333338330000000000000000000000000000000000000000000000000000000000000000
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00700700000000003333333355545555333553333338a8333e333e33333388830000000000000000000000000000000000000000000000000000000000000000
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000000000000000033333333355555533335533333338333e9e3e9e3333337330000000000000000000000000000000000000000000000000000000000000000
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0000000000000000333333333355553333555533333333333e333e33333333330000000000000000000000000000000000000000000000000000000000000000
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64
mapgen.lua
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64
mapgen.lua
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--- Procedural generation methods
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function init_mapgen()
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uid_seed = 1229 -- arbitrarily chosen number
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block_size = 128
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-- Sprite ratios for different biomes, of the form { "biome_name": {frequency, sprite index} ... } }
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-- frequencies don't have to add up to 100, but they should by convention
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--
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-- Sprites are:
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-- * 2 - grass
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-- * 3 - bush
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-- * 4 - tree
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-- * 5 - red flowers
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-- * 6 - pink flowers
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-- * 7 - mushrooms
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biomes = { grassland = { {40, 2}, {28, 5}, {28, 6}, {3, 3}, {1, 4} },
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forest = { {40, 2}, {50, 4}, {5, 3}, {4, 5}, {1, 7} } }
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build_biome("forest")
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end
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-- use biome1
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function build_biome(biome1, biome2, mix)
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if mix == true then
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else
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frequencies = biomes[biome1]
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end
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-- global variable used for lookup during mapgen
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biome_lookup = {}
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for i=1,#frequencies do
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local tuple=frequencies[i]
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for j=1,tuple[1] do
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add(biome_lookup, tuple[2])
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end
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end
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end
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-- generates a unique identifier for a position
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-- uses srand() and rand() to get an unpredictable value (is this too slow?)
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function generate_uid(pos)
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srand((pos[1] + uid_seed) * (pos[2] + (uid_seed^2)))
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return flr(rnd(-1))
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end
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-- determine what sprite to render for a given position
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function get_tile(pos)
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return biome_lookup[(generate_uid(pos) % #biome_lookup) + 1]
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end
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-- generate the map and writes to the map area from 0 - block_size,
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-- assuming 'start' as the top-left corner of the map area to generate.
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-- writes block_size x block_size tiles
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-- after a call to generate_map you should always center the camera/player over the map, i.e.
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-- camera at { (block_size / 2) - 8, (block_size / 2) - 8 }
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function generate_map(start)
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for x=0,block_size-1 do
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for y=0,block_size-1 do
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mset(x, y, get_tile({start[1]+x, start[2]+y}))
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end
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end
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end
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26
movement.lua
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26
movement.lua
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function init_movement()
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camera_pos = {0, 0}
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end
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function handle_input()
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new_pos = camera_pos
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if (btnp(0)) new_pos[1] -= 1 -- move left
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if (btnp(1)) new_pos[1] += 1 -- move right
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if (btnp(2)) new_pos[2] -= 1 -- move up
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if (btnp(3)) new_pos[2] += 1 -- move down
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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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end
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function legal_move(pos)
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return true
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end
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