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@gabrielflorit
Last active November 16, 2023 22:33
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SCRIPT-8
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// title: 1px movement
// what is this?
// this is my attempt at making a platformer with integer movements.
// in other words, nothing moves smaller than 1px per frame.
// this simplifies collision detection.
// TODO:
// make bonus bricks.
// add enemies.
// add enemy collisions.
// add death conditions.
// convenience object to help us track sprite flags
const spriteFlags = {
hard: 1,
bonus: 2
}
// help stop typing Math. everywhere
const { floor, ceil, min, max, abs, sign } = Math
// the initial game state
initialState = {
globalCounter: 0,
actors: [
{
id: 'player',
x: 8 * 12,
y: 8 * 5,
dy: 0,
dx: 0,
flipH: false,
sprite: 0,
counter: 0,
isOnGround: true,
mode: 'idle'
}
]
}
// sprite cycles
// each cycle corresponds to one of the states in our state machine
// (see fsm further down)
// the stepDuration is the number of frames to wait until we move to
// the next step in `steps`
const cycles = {
player: {
idle: {
steps: [...range(40).map(d => 0), 7],
stepDuration: 6
},
run: {
steps: [1, 2, 3, 4, 5, 6],
stepDuration: 4
},
prejump: {
steps: [8],
stepDuration: 1,
},
jump: {
steps: [9],
stepDuration: 1,
},
fall: {
steps: [10],
stepDuration: 1
},
postfall: {
steps: [8],
stepDuration: 1
}
}
}
// constants that won't change at all
const constants = {
player: {
maxDx: 1
}
}
// game state machine. this helps us transition from state to state.
// do not be confused by the two different 'state' naming conventions
// one is the script-8 state, which is what you change in `update`.
// the other, this one below, is the more traditional state, found
// in state machines.
const fsm = new StateMachine({
init: 'idle',
transitions: [
{ name: 'leftright', from: 'idle', to: 'run' },
{ name: 'noleftright', from: 'run', to: 'idle' },
{ name: 'a', from: 'idle', to: 'prejump' },
{ name: 'a', from: 'run', to: 'prejump' },
{ name: 'sinkholed', from: 'idle', to: 'fall' },
{ name: 'sinkholed', from: 'run', to: 'fall' },
{ name: 'launch', from: 'prejump', to: 'jump' },
{ name: 'falling', from: 'jump', to: 'fall' },
{ name: 'landed', from: 'fall', to: 'postfall' },
{ name: 'jumpagain', from: 'postfall', to: 'jump' },
{ name: 'recovered', from: 'postfall', to: 'idle' }
]
})
// ---- scanning/collision functions
// if found, get tiles directly under.
const getTilesUnder = ({ x, y }) => {
if (y % 8) {
return []
} else {
const tileX = floor(x / 8)
const tileY = floor(y / 8) + 1
const tiles = [{
x: tileX,
y: tileY,
tile: getTile(tileX, tileY)
}, x % 8 ? {
x: tileX + 1,
y: tileY,
tile: getTile(tileX + 1, tileY)
} : null]
return tiles.filter(d => d)
}
}
// check if actor is directly on ground
const isOnGround = actor =>
getTilesUnder(actor)
.filter(d => d.tile && d.tile.type === spriteFlags.hard)
.length
// scan vertically, either up or down, and if found,
// return a blocking tile within dy of y
const scanTileV = ({ x, y, dy }) => {
if (!dy) return null
const up = dy < 0
const start = (up ? floor(y / 8) : ceil(y / 8) + 1) * 8
const end = (up ? floor((y + dy) / 8) : ceil((y + dy) / 8) + 1) * 8
for (let i = start; up ? i >= end : i <= end; i += up ? -8 : 8) {
const tileX = floor(x / 8)
const tileY = i / 8
const blockingTiles = (x % 8 === 0
? [getTile(tileX, tileY)]
: [getTile(tileX, tileY), getTile(tileX + 1, tileY)]
).filter(d => d && d.type === spriteFlags.hard)
if (blockingTiles.length) {
return { tile: blockingTiles[0], y: i }
}
}
return null
}
// scan horizontally, either left or right, and if found,
// return a blocking tile within dx of x
const scanTileH = ({ x, dx, y }) => {
if (!dx) return null
const movingLeft = dx < 0
const start = (movingLeft ? floor(x / 8) : ceil(x / 8) + 1) * 8
const end = (movingLeft ? floor((x + dx) / 8) : ceil((x + dx) / 8) + 1) * 8
if (movingLeft && end <= 0) {
return { x: -8 }
}
for (let i = start; movingLeft ? i >= end : i <= end; i += movingLeft ? -8 : 8) {
const tileX = i / 8
const tileY = floor(y / 8)
const blockingTiles = (y % 8 === 0
? [getTile(tileX, tileY)]
: [getTile(tileX, tileY), getTile(tileX, tileY + 1)]
).filter(d => d && d.type === spriteFlags.hard)
if (blockingTiles.length) {
return { tile: blockingTiles[0], x: i }
}
}
return null
}
// --- movement functions
const movePlayerHorizontally = (state, input) => {
const player = state.actors.find(d => d.id === 'player')
let { x, dx, y } = player
const { maxDx } = constants.player
if (input.left) {
dx = clamp(dx - 1, -maxDx, maxDx)
player.flipH = true
} else if (input.right) {
dx = clamp(dx + 1, -maxDx, maxDx)
player.flipH = false
} else {
dx = sign(dx) * max(abs(dx) - 1, 0)
}
// Scan left or right and stop at first tile.
if (dx) {
const blockingTile = scanTileH({ x, dx, y })
if (blockingTile) {
const distanceToCollider = blockingTile.x - x - (sign(dx) * 8)
dx = sign(dx) * min(abs(distanceToCollider), abs(dx))
}
}
player.x = x
player.dx = dx
// Move x by dx.
player.x += player.dx
}
const movePlayer = (state, input) => {
const player = state.actors.find(d => d.id === 'player')
const { globalCounter } = state
const { maxDy } = constants.player
const { stepDuration, steps } = cycles.player[fsm.state]
// Increase counter (for spriting).
globalCounter % stepDuration === 0 && player.counter++
// Cycle through sprites.
player.sprite = steps[player.counter % steps.length]
if (fsm.state === 'idle') {
movePlayerHorizontally(state, input)
// Check if we're on the ground.
player.isOnGround = isOnGround(player)
// Disallow idling on air.
if (!player.isOnGround) {
fsm.can('sinkholed') && fsm.sinkholed()
}
// Handle left / right press.
if (input.left || input.right) {
fsm.can('leftright') && fsm.leftright()
}
// Handle jumping.
if (input.a && fsm.can('a')) {
playPhrase(62)
fsm.a()
}
} else if (fsm.state === 'run') {
movePlayerHorizontally(state, input)
// Disallow walking on air.
player.isOnGround = isOnGround(player)
!player.isOnGround && fsm.can('sinkholed') && fsm.sinkholed()
// Handle not pressing left or right.
if (!input.left && !input.right) {
fsm.can('noleftright') && fsm.noleftright()
}
// If we're pressing `a`, and we can fire the `a` event,
if (input.a && fsm.can('a')) {
// fire it.
playPhrase(62)
fsm.a()
}
} else if (fsm.state === 'prejump') {
movePlayerHorizontally(state, input)
// Set jump velocity.
player.dy = -maxDy
// Go to launch after one cycle here.
fsm.can('launch') && fsm.launch()
} else if (fsm.state === 'jump') {
movePlayerHorizontally(state, input)
const prevDy = player.dy
// Jump speeds.
// TODO: reduce duplication here and below.
const speeds = [5, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0]
// Decrease jump speed.
player.dy = speeds[player.counter] * -1
// Scan up. If we find a tile, adjust the dy.
const blockingTile = scanTileV(player)
if (blockingTile) {
const distanceToCollider = blockingTile.y - player.y + 8
player.dy = max(distanceToCollider, player.dy)
}
// If we've gone from going up to going down, switch to falling mode.
if (prevDy < 0 && player.dy >= 0) {
fsm.can('falling') && fsm.falling()
}
// Move player vertically.
player.y += player.dy
} else if (fsm.state === 'fall') {
movePlayerHorizontally(state, input)
// Fall speeds.
const speeds = [0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 4, 4]
player.dy = player.counter < speeds.length ? speeds[player.counter] : 5
// Scan down. If we find a tile, adjust the dy.
const blockingTile = scanTileV(player)
if (blockingTile) {
const distanceToCollider = blockingTile.y - player.y - 8
player.dy = min(distanceToCollider, player.dy)
}
// Move player.
player.y += player.dy
// Check if we're on the ground.
player.isOnGround = isOnGround(player)
// If we are, switch to landed mode.
player.isOnGround && fsm.can('landed') && fsm.landed()
} else if (fsm.state === 'postfall') {
movePlayerHorizontally(state, input)
// Clear out y-velocity.
player.dy = 0
player.counter === 3 && fsm.can('recovered') && fsm.recovered()
// Handle jumping again.
if (input.a && fsm.can('jumpagain')) {
playPhrase(62)
fsm.jumpagain()
}
}
// If we changed states,
if (fsm.state !== player.mode) {
// reset counter.
player.counter = 0
}
// Now that the fsm has updated, write fsm
// state to our player's mode.
player.mode = fsm.state
}
update = (state, input) => {
state.globalCounter++
movePlayer(state, input)
}
draw = state => {
const player = state.actors.find(d => d.id === 'player')
clear(6)
const cameraX = player.x - 32
camera(Math.max(cameraX, 0))
// camera(floor((player.x + 3) / 128) * 128)
map()
drawActors(state)
print(1, 0 * 1 + 2, `mode: ${player.mode}`, 0)
print(1, 8 * 1 + 2, `isOnGround: ${!!player.isOnGround}`, 0)
print(1, 8 * 2 + 2, `dx: ${player.dx}`, 0)
print(1, 8 * 3 + 2, `dy: ${player.dy}`, 0)
// print(1, 8 * 4 + 2, `playercounter: ${player.counter}`, 0)
}
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