2020-02-02 23:33:07 +00:00
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0 const EVTICK
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1 const EVTOUCH
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2020-02-02 23:30:11 +00:00
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2 const EVUNTOUCH
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3 const EVACT
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4 const EVDEACT
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5 const EVTOG
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2020-02-02 23:33:07 +00:00
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: world>tile 4 >> swap 4 >> swap ; userword
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: tile>world 4 << swap 4 << swap ; userword
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: +pos ( x1 y1 x2 y2 -- x y )
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<rot + >rot + swap ; userword
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: -pos ( x1 y1 x2 y2 -- x y )
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negate swap negate swap +pos ; userword
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2020-02-02 23:29:49 +00:00
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: allotentity ( x y dir anim -- ) ' drop , , , tile>world , , ;
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: defentity ( x y dir anim -- ) array allotentity ;
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var _responder
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: responder _responder @ ;
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: entity.user 5 cells + ;
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2020-02-02 23:33:07 +00:00
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: entity.x 4 cells + ;
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: entity.y 3 cells + ;
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: entity.dir 2 cells + ;
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: entity>sprite cell + @ execute ;
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2020-02-02 23:29:49 +00:00
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: entity>do ( entity event )
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swap dup if
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2020-02-02 23:30:11 +00:00
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responder >rot
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2020-02-02 23:29:49 +00:00
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dup _responder !
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@ execute
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2020-02-02 23:30:11 +00:00
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_responder !
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2020-02-02 23:29:49 +00:00
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else drop drop then ;
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2020-02-02 23:33:07 +00:00
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: entity>pos dup entity.x @ swap entity.y @ ; userword
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: entity.pos! ( x y entity ) <rot over entity.x ! entity.y ! ; userword
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2020-02-02 23:30:11 +00:00
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( TODO: I think this can die, it sucks )
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2020-02-02 23:33:07 +00:00
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var entity-defstate
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: entitydo-ev ( [cp ifhere] ev -- )
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entity-defstate @ if swap [ ' then , ]
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else 1 entity-defstate ! :noname swap then
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' dup , lit ' = , [ ' if , ] ;
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: :touch EVTOUCH entitydo-ev ; immediate
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: :tick EVTICK entitydo-ev ; immediate
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2020-02-02 23:29:49 +00:00
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: :act EVACT entitydo-ev ; immediate
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2020-02-02 23:33:07 +00:00
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: ;entity ( entity cp ifhere -- )
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[ ' then , ] ' drop , [ ' ; , ]
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0 entity-defstate ! swap ! ; immediate
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0 const W
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1 const E
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2 const N
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3 const S
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4 const NODIR
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: dir>pos ( dir -- dx dy )
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dup W = if drop -1 0 ret then
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dup E = if drop 1 0 ret then
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dup N = if drop 0 -1 ret then
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S = if 0 1 else 0 0 then ;
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: pos>dir ( dx dy -- dir )
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dup 0 < if drop drop N else
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0 > if drop S else
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dup 0 < if drop W else
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0 > if E else NODIR then then then then ;
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: facing ( x1 y1 x2 y2 -- dir ) -pos pos>dir ;
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: entity-dst ( e -- x y )
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>r r@ entity.dir @ dir>pos
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r@ entity.x @ <r entity.y @ world>tile +pos ;
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: move-entity ( e -- )
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dup entity.dir @ dir>pos ( e dx dy )
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dup if swap drop swap entity.y
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else drop swap entity.x then
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swap 16 * over @ + 4 <rot move-to ;
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: frame ( s n e w ) b, b, b, b, ;
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array frames
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( 0: car ) 3 1 0 2 frame
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( 1: pete stand ) 11 9 7 5 frame
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( 2: pete walk ) 12 10 8 6 frame
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( 3: mary stand ) 17 20 22 24 frame
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( 4: mary walk ) 19 21 23 25 frame
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( 5: car lights ) 29 27 26 28 frame
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( 6: jeanne stand ) 30 32 34 36 frame
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( 7: jeanne walk ) 31 33 35 37 frame
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( 8: boat w/ pete ) 42 41 40 39 frame
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( 9: duck ) 44 45 44 45 frame
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: sprindex ( dir frame ) 2 << frames + + b@ ;
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: defstatic ( frame -- ) create b, does> b@ sprindex ;
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: defsingle ( sprindex -- ) create b, does> swap drop b@ ;
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: lookup-frame ( anim -- val )
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dup dup 1 + b@ swap b@ ( a count tpf )
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ticks swap / swap % ( a index )
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2 + + b@ ;
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: defanim ( frame... framecount ticks-per-frame -- )
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create b, dup b, 0 for b, next
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does> ( dir a -- ) lookup-frame sprindex ;
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: defmulti ( sprindex... framecount ticks-per-frame -- )
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create b, dup b, 0 for b, next
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does> ( dir a -- ) swap drop lookup-frame ;
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2020-02-02 23:30:00 +00:00
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-1 defsingle {blank}
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2020-02-02 23:33:07 +00:00
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0 defstatic {car}
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5 defstatic {car-lit}
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1 defstatic {pete-stand}
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1 2 2 5 defanim {pete-walk}
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13 defsingle {pete-table}
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14 defsingle {chair}
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15 defsingle {pete-bed}
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16 defsingle {horse}
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3 defstatic {mary}
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3 4 2 5 defanim {mary-walk}
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6 defstatic {jeanne}
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6 7 2 5 defanim {jeanne-walk}
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18 defsingle {phone}
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38 defsingle {fridge}
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43 defsingle {boat}
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8 defstatic {boat-pete}
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9 defstatic {duck}
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46 defsingle {aliem}
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13 14 2 5 defmulti {neut}
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: sprite-bob ( x y sprindex -- x y sprindex )
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dup 13 >= over 14 <= and if
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>rot 2dup + ticks + 40 % 20 < if 1 + then <rot
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then ;
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