428 lines
9.8 KiB
Plaintext
Executable file
428 lines
9.8 KiB
Plaintext
Executable file
: blah ' seremit task-emit ! ;
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blah
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: start-repl activate blah
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s" .:: J O R T H ( jean forth) ::." type cr
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begin receive loadstring s" ok" type cr again ;
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task const REPL
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REPL start-repl
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1 const ^ESC
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28 const ^ENTER
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29 const ^CTRL
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51 const ^<
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52 const ^>
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56 const ^ALT
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57 const ^SPACE
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72 const ^UP
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75 const ^LEFT
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77 const ^RIGHT
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80 const ^DOWN
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: wait-key ( k -- ) begin dup key-pressed not while suspend repeat drop ;
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: udelta ( u u -- u )
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2dup u> if
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swap -1 swap - + 1 +
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else
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swap -
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then ;
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: sleep ( count -- )
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ticks swap begin over ticks udelta over u< while suspend repeat drop drop ;
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defer tick
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defer draw
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0 const EVTICK
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1 const EVTOUCH
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: defentity ( x y dir anim -- ) array ' drop , , , 4 << , 4 << , ;
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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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: entity>do ( entity event ) swap @ execute ;
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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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: ;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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: 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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N = if 0 -1
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else 0 1 then ;
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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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: sprindex ( dir frame ) 2 << frames + + b@ ;
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: defstatic ( frame -- ) create b, does> b@ sprindex ;
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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 -- )
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dup dup 1 + b@ swap b@ ( dir a count tpf )
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ticks swap / swap % ( dir a index )
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2 + + b@ sprindex ;
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0 defstatic {car}
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1 defstatic {pete-stand}
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1 2 2 5 defanim {pete-walk}
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( timer + lerping )
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: clamp0 ( range val -- i )
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2dup <= if drop else
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dup 0 <= if drop drop 0 else
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swap drop then then ;
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: >ratio ( range value -- f )
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over swap clamp0 swap />ratio ;
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: <ratio ( range ratio -- v ) *<ratio ;
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: >range ( start end -- start range ) over - ;
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: <range ( start range -- start end ) over + ;
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: lerpr ( start end ratio ) r> >range r< <ratio + ;
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: lerpn ( start1 end1 start2 end2 val )
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r> >range r< <rot - >ratio lerpr ;
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: lerp ( start end duration start -- i )
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ticks udelta ( start end duration delta )
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>ratio lerpr ;
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: triggered ( duration timer -- b )
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dup r> @ ticks udelta ( duration delta )
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2dup <= if drop r< +! 1 else drop drop rdrop 0 then ;
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: now! ( timer -- ) ticks swap ! ;
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: advance! ( timer -- delta )
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dup @ ticks udelta ( timer delta )
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dup <rot +! ;
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( F O O T E R )
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var footer-y
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0 footer-y !
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: draw-footer footer-y @ split-screen ;
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0 const BLACK
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1 const BLUE
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2 const GREEN
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3 const CYAN
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4 const RED
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5 const MAGENTA
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6 const BROWN
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7 const LGRAY
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8 const DGRAY
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9 const LBLUE
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10 const LGREEN
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11 const LCYAN
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12 const PINK
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13 const LMAGENTA
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14 const YELLOW
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15 const WHITE
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var text-color
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WHITE text-color !
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: statusy 7 swap <rot text-color @ text ;
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: status0 10 statusy ;
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: status1 20 statusy ;
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: status2 30 statusy ;
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var textx
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var texty
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2 const textspeed
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: nltext 7 textx ! 10 texty +! ;
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: inctextx
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textx @ 1 + dup 38 <= if textx !
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else drop nltext then ;
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key \ const '\'
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: statusc
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dup dup '\' = swap '\n' = or if drop nltext
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else dup '\r' = if drop
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else textx @ texty @ <rot text-color @ textc inctextx then then ;
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var texttimer
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: textnextc ( s -- s )
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dup b@ dup if statusc 1 + else drop then ;
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: slowtext ( s -- )
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texttimer now!
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begin dup b@ while
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texttimer advance! textspeed * 0 for textnextc next
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suspend repeat drop ;
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: clear
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text-color @
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WHITE text-color !
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s" " dup dup status0 status1 status2
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text-color !
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7 textx !
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10 texty ! ;
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: move-to ( target speed p -- )
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dup r> @ >rot ticks ( from to duration start )
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begin
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4dup lerp r@ !
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<rot dup r@ @ != ( from duration start to !done )
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while
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>rot suspend
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repeat rdrop drop drop drop drop ;
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: show-footer 48 10 footer-y move-to ;
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: hide-footer 0 10 footer-y move-to ;
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: footer-wait show-footer ^ENTER wait-key ;
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: say ( s -- ) clear show-footer slowtext footer-wait ;
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: say" [ ' s" , ] ' say expile ; immediate
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: character ( iportrait color ) create , ,
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does> dup @ text-color ! cell + @ draw-portrait ;
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0 GREEN character pete
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1 MAGENTA character mary
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2 BROWN character chuck
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( M O U S E )
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var prevbutton
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: tick-debounce
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mousebuttons prevbutton ! ;
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1 const MOUSEL
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2 const MOUSER
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: mousedown ( button -- bool ) mousebuttons & ;
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: clicked ( button -- bool )
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dup mousedown not swap
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prevbutton @ & and ;
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( M A P )
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: +pos ( x1 y1 x2 y2 -- x y )
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<rot + >rot + swap ;
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var tileselect
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8 const MAXTILE
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: mouseworldpos mousepos scrollpos +pos ;
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: world>tile 4 >> swap 4 >> swap ;
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: mousetile mouseworldpos world>tile ;
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: tile ( x y -- ptr ) mapsize drop * + map + ;
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1 const WALKABLE
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2 const DRIVABLE
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array tileflags
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( grass ) WALKABLE b,
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( dirt ) WALKABLE b,
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( water ) 0 b,
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( pavement ) WALKABLE DRIVABLE | b,
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( brick ) 0 b,
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( forest ) 0 b,
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( roof ) 0 b,
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( brick ) 0 b,
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( window ) 0 b,
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: mapflag? ( x y flag -- b ) >rot tile b@ tileflags + b@ & ;
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: walkable? ( x y -- b ) WALKABLE mapflag? ;
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: drivable? ( x y -- b ) DRIVABLE mapflag? ;
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: tick-mapedit
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tileselect @
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^< key-pressed if 1 - then
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^> key-pressed if 1 + then
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dup 0 < if drop MAXTILE then
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dup MAXTILE > if drop 0 then
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tileselect !
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MOUSEL mousedown if tileselect @ mousetile tile b! then
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MOUSER clicked if mouseworldpos world>tile swap . . then ;
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: copy-mapseg ( neww oldw y -- )
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r> ( oldw neww r: y )
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2dup min >rot ( copyw neww oldw )
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r@ * map + ( copyw neww src )
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swap r< * map + ( copyw src dst )
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swap <rot memmove ;
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: resize-map ( neww newh -- )
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swap mapsize r> ( newh neww oldw r: oldh )
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2dup < if 1 r< else r< 1 - 0 then ( newh neww copyw ystart ylim )
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for 2dup i copy-mapseg next
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drop swap mapsize! ;
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: save-map ( filename -- )
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fdeactivate swap overwrite
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mapsize swap fput fput
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mapsize * map fwrite
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factivate ;
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: load-map ( filename -- )
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fdeactivate swap open
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fget fget
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2dup * map fread
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mapsize!
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factivate ;
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( J O B )
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var MODE-MOVE
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var MODE-WAIT
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: listen-for-jobs activate blah
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begin receive
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MODE-WAIT @ ' tick redefine
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execute
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hide-footer
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MODE-MOVE @ ' tick redefine
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again ;
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task const JOB
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JOB listen-for-jobs
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( T I C K )
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defer entities
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: entity-at ( x y -- entity|0 )
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0 >rot
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entities each r> 2dup ( 0 x y x y r:e )
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r@ entity.x @ r@ entity.y @ world>tile 2= ( 0 x y eq r:e )
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if <rot drop r< >rot break ( e x y )
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else rdrop then ( 0 x y )
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more drop drop ;
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( P L A Y E R )
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var player.state
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defer player
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1 const MOVING
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2 const DRIVING
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: {player}
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player.state DRIVING f@ if {car}
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else player.state MOVING f@ if {pete-walk}
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else {pete-stand} then then ;
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: player.canmove? ( x y -- )
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player.state DRIVING f@ if DRIVABLE else WALKABLE then mapflag? ;
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12 9 N ' {player} defentity player
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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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: move-player
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1 player.state MOVING f!
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player move-entity
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0 player.state MOVING f! ;
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: out-of-bounds ( x y -- b )
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2dup 0 < swap 0 < or >rot mapsize ( b x y w h )
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<rot <= >rot ( b b x w )
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>= or or ;
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: no-touch drop drop 0 ;
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defer player-touch ( x y -- b )
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' no-touch ' player-touch redefine
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: check-player-touch ( x y -- b )
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2dup entity-at dup if EVTOUCH entity>do drop drop 1 else drop
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2dup player-touch if drop drop 1 else
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2dup out-of-bounds if drop drop 1 else
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player.canmove? if 0 else 1 then then then then ;
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: try-move-player
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player entity-dst check-player-touch not if move-player then ;
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: check-entity-touch ( x y -- b )
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2dup entity-at if drop drop 1 else
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2dup out-of-bounds if 1 else
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WALKABLE mapflag? if 0 else 1 then then then ;
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: try-move-entity ( e -- )
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dup entity-dst check-entity-touch not if move-entity then ;
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player :tick
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0 ^LEFT key-down if drop 1 W player entity.dir ! then
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^RIGHT key-down if drop 1 E player entity.dir ! then
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^UP key-down if drop 1 N player entity.dir ! then
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^DOWN key-down if drop 1 S player entity.dir ! then
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if ' try-move-player JOB send then
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;entity
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( S T U F F )
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: hello-world
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mary say" Hello, world!"
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say" How are you\today?"
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player.state DRIVING f@ not player.state DRIVING f! ;
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: mode-move
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entities each EVTICK entity>do more
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tick-mapedit
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^SPACE key-pressed if
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' hello-world JOB send
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then
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tick-debounce ;
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' mode-move MODE-MOVE !
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' tick-debounce MODE-WAIT !
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: draw-entity
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r> r@ entity.x @ r@ entity.y @
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r@ entity.dir @ r< entity>sprite
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draw-sprite ;
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: full-draw
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player entity.x @ 152 -
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player entity.y @ 92 -
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scroll
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entities each draw-entity more
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mouseworldpos 4 draw-sprite
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draw-screen
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draw-footer ;
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MODE-MOVE @ ' tick redefine
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' full-draw ' draw redefine
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( P E T E )
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8 8 E ' {car} defentity car
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var cartimer
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cartimer now!
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car :tick 60 cartimer triggered if
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:| car entity.dir @ E = if W else E then car entity.dir !
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car try-move-entity |; JOB send
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then
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:touch pete say" What an old rustbucket.
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Hasn't driven in years."
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;entity
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:noname
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player yield
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car yield
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0 ;
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' entities redefine
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s" pete.map" load-map
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