pete286/game.jor

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: blah
' seremit task-emit !
' log-emit task-echo ! ;
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' seremit task-emit !
: start-repl activate blah
s" .:: J O R T H ( jean forth) ::." type cr
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begin receive loadstring s" ok" type cr again ;
task const REPL
REPL start-repl
1 const ^ESC
28 const ^ENTER
29 const ^CTRL
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51 const ^<
52 const ^>
56 const ^ALT
57 const ^SPACE
72 const ^UP
75 const ^LEFT
77 const ^RIGHT
80 const ^DOWN
: wait-key ( k -- ) begin dup key-pressed not while suspend repeat drop ;
: udelta ( u u -- u )
2dup u> if
swap -1 swap - + 1 +
else
swap -
then ;
: sleep ( count -- )
ticks swap begin over ticks udelta over u< while suspend repeat drop drop ;
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defer tick
defer draw
: defentity var 2 cells allot ;
: entity.x ;
: entity.y cell + ;
: entity.dir 2 cells + ;
0 const W
1 const E
2 const N
3 const S
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: dir>pos ( dir -- dx dy )
dup W = if drop -1 0 ret then
dup E = if drop 1 0 ret then
N = if 0 -1
else 0 1 then ;
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: defsprite ( s n e w ) b, b, b, b, here 4 - const ;
: sprindex ( sprite dir ) + b@ ;
3 1 0 2 defsprite s_car
defentity player
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128 player entity.x !
128 player entity.y !
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( timer + lerping )
: clamp0 ( range val -- i )
2dup <= if drop else
dup 0 <= if drop drop 0 else
swap drop then then ;
: >ratio ( range value -- f )
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over swap clamp0 swap />ratio ;
: <ratio ( range ratio -- v ) *<ratio ;
: >range ( start end -- start range ) over - ;
: <range ( start range -- start end ) over + ;
: lerpr ( start end ratio ) r> >range r< <ratio + ;
: lerpn ( start1 end1 start2 end2 val )
r> >range r< <rot - >ratio lerpr ;
: lerp ( start end duration start -- i )
ticks udelta ( start end duration delta )
>ratio lerpr ;
: triggered ( duration timer -- b )
dup r> @ ticks udelta ( duration delta )
2dup <= if drop r< +! 1 else drop drop 0 then ;
: now! ( timer -- ) ticks swap ! ;
( F O O T E R )
var footer-y
0 footer-y !
: draw-footer footer-y @ split-screen ;
: text1 6 4 <rot text ;
: text2 6 12 <rot text ;
: clear s" " dup text1 text2 ;
: move-to ( target speed p -- )
dup r> @ >rot ticks ( from to duration start )
begin
4dup lerp r@ !
<rot dup r@ @ != ( from duration start to !done )
while
>rot suspend
repeat rdrop drop drop drop drop ;
: show-footer 24 10 footer-y move-to ;
: hide-footer 0 10 footer-y move-to ;
: say1 ( s -- ) clear text1 show-footer ^ENTER wait-key ;
: say2 ( s1 s2 -- ) clear text2 text1 show-footer ^ENTER wait-key ;
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( M O U S E )
var prevbutton
: tick-debounce
mousebuttons prevbutton ! ;
1 const MOUSEL
: mousedown ( button -- bool ) mousebuttons & ;
: clicked ( button -- bool )
dup mousedown not swap
prevbutton @ & and ;
( M A P )
: +pos ( x1 y1 x2 y2 -- x y )
<rot + >rot + swap ;
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var tileselect
3 const MAXTILE
: mouseworldpos mousepos scrollpos +pos ;
: mousetile mouseworldpos 4 >> swap 4 >> swap ;
: tile ( x y -- ptr ) mapsize drop * + map + ;
: tick-mapedit
tileselect @
^< key-pressed if 1 - then
^> key-pressed if 1 + then
dup 0 < if drop MAXTILE then
dup MAXTILE > if drop 0 then
tileselect !
MOUSEL mousedown if tileselect @ mousetile tile b! then ;
: save-map ( filename -- )
fdeactivate swap overwrite
mapsize swap fput fput
mapsize * map fwrite
factivate ;
: load-map ( filename -- )
fdeactivate swap open
fget fget
2dup * map fread
mapsize!
factivate ;
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( J O B )
var MODE-MOVE
var MODE-WAIT
: listen-for-jobs activate blah
begin receive
MODE-WAIT @ ' tick redefine
execute
hide-footer
MODE-MOVE @ ' tick redefine
again ;
task const JOB
JOB listen-for-jobs
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( T I C K )
: move-player
player entity.dir @ dir>pos
dup if swap drop player entity.y ( d v -- )
else drop player entity.x then
swap 16 * over @ + 4 <rot move-to ;
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: tick-player
0 ^LEFT key-down if drop 1 W player entity.dir ! then
^RIGHT key-down if drop 1 E player entity.dir ! then
^UP key-down if drop 1 N player entity.dir ! then
^DOWN key-down if drop 1 S player entity.dir ! then
if ' move-player JOB send then ;
: hello-world
s" Hello, world!" say1
s" How are you" s" today?" say2 ;
: mode-move
tick-player
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tick-mapedit
^SPACE key-pressed if
' hello-world JOB send
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then
tick-debounce ;
' mode-move MODE-MOVE !
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' tick-debounce MODE-WAIT !
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: draw-player
player entity.x @
player entity.y @
s_car player entity.dir @ sprindex
draw-sprite ;
: full-draw
player entity.x @ 152 -
player entity.y @ 92 -
scroll
draw-player
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48 64 0 draw-sprite
640 640 2 draw-sprite
mouseworldpos 4 draw-sprite
draw-screen
draw-footer ;
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MODE-MOVE @ ' tick redefine
' full-draw ' draw redefine