( 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 ( T I C K ) defer party defer entities : entity-at ( x y -- entity|0 ) 0 >rot entities each >r 2dup ( 0 x y x y r:e ) r@ entity.x @ r@ entity.y @ world>tile 2= ( 0 x y eq r:e ) if rot break ( e x y ) else rdrop then ( 0 x y ) more drop drop ; ( P L A Y E R ) var player.state var player.prevdir 1 const MOVING 2 const DRIVING 4 const NOCLIP 8 const ISMARY : player.driving? player.state DRIVING f@ ; : :playerwalk create , , does> player.state MOVING f@ not if cell + then @ execute ; ' {mary} ' {mary-walk} :playerwalk {pmary} ' {pete-stand} ' {pete-walk} :playerwalk {ppete} ' {jeanne} ' {jeanne-walk} :playerwalk {pjeanne} : {player} player.driving? if {car-drive} else player.state ISMARY f@ if {pmary} else {ppete} then then ; : player.canmove? ( x y -- ) player.state NOCLIP f@ not if player.driving? if DRIVABLE else WALKABLE then mapflag? else drop drop 1 then ; 12 9 N ' {player} defentity player : move-player 1 player.state MOVING f! player move-entity player.prevdir @ party each dup player != if dup entity.dir @ >r dup >rot entity.dir ! move-entity rot mapsize ( b x y w h ) rot ( b b x w ) >= or or ; : leaving? ( x y dir -- b ) dup N = if drop swap drop 0 < else dup W = if drop drop 0 < else S = if swap drop mapsize swap drop >= else drop mapsize drop >= then then then ; defer player-touch ( x y -- b ) : touch-begin each 2dup more >rot drop drop ; : touch-next dup if rdrop done then drop rswap ; : touch-last ' done , ; immediate : ;touch [ ' touch-last , ' [ , ] ; immediate : check-player-touch ( x y -- b ) touch-begin entity-at dup if EVTOUCH entity>do 1 then touch-next player-touch touch-next out-of-bounds touch-next player.canmove? not ;touch : try-move-player player entity-dst check-player-touch not if move-player then ; : follow ( e -- ) player entity>pos do more party each EVTICK entity>do more tick-mapedit tick-debounce q-level @ dup if 0 q-level ! reset-level loadlevel q-player.x @ q-player.y @ tile>world player entity.pos! party each follow more else drop then ; ' mode-move MODE-MOVE ! ' tick-debounce MODE-WAIT ! : draw-entity >r r@ entity.x @ r@ entity.y @ r@ entity.dir @ sprite draw-sprite ; var showmouse 1 showmouse ! var glitchlevel : full-draw player entity.x @ 152 - player entity.y @ 92 - scroll entities each draw-entity more party each draw-entity more showmouse @ if mouseworldpos 4 draw-sprite then glitchlevel @ glitch draw-screen draw-footer ; 16 18 W ' {horse} defentity p_chuck 16 18 W ' {pjeanne} defentity p_jeanne :noname reset-level MODE-MOVE @ ' tick redefine ' full-draw ' draw redefine :| player yield ISMARY player.state f@ if p_jeanne yield then CHUCK-FOLLOW flag@ if p_chuck yield then done |; ' party redefine ; ' onload redefine