Log In  
Follow
Shadowblitz16

can someone tell me why this always fails?
it isn't garenteed to always reach 63,63 even through i floor it.

function main()
	domain=true

	while domain do
	 cls()
		spr(16,4,0,15,2)

		for i=0,8 do star() end
		yield()

	end
end

function star()
 dostar=true
 inst  =
 {
  sx=rnd(127),
  sy=127,
  ex=63,
  ey=63,
 }

	while dostar do
		local dx=flr(inst.sx)==flr(inst.ex)
		local dy=flr(inst.sy)==flr(inst.ey)
		rectfill(0,0,127,24,0)
		print(tostr(dx)..","..tostr(dy),0,0,7)
		if dx and dy then	
			dostar=false
		else
		 pset (inst.sx,inst.sy,7)
		 print(flr(inst.sx).."/"..flr(inst.ex),0,8,7)
		 print(flr(inst.sy).."/"..flr(inst.ey),0,16,7)
			inst.sx+=(inst.ex-inst.sx)*mainstarspd
			inst.sy+=(inst.ey-inst.sy)*mainstarspd
		end
		yield()
	end
end
2 comments



is it possible to create a await function?

for example..

if await(60,"my identifer") then
 --done
end

here is my code

function await(t,id)
  if not cofun[id] then
    --don't know how to return true here
    add(cofun,cocreate(function()
      while t>0 do
        t-=1
	yield()
      end
    end))
  else
   return false
  end	
end

function coupdate()
 for c in all(cofun) do
  if costatus(c) then
    coresume(c)
  else
    del(cofun,c)
  end
 end
end

EDIT: idk if this is possible but maybe something like this..

--id is determined by function execution index
if await(60) then
 --done
end

for example..

await(60)--await id 0
await(60)--await id 1
await(60)--await id 2
--nextframe
await(60)--await id 0
await(60)--await id 1
await(60)--await id 2
2 comments



can someone tell me how to fix this bug?

function range(low,high,step)
	local t={}
	for i=low,high,step do
		add(t,flr(i/step)*step)--
	end
	return t
end

for example I am doing this for my menus..

function run_menu1()
	scene.upd = upd_menu1
	scene.drw = drw_menu1

	--options selectors
	optiony=1 --optiony
	options=
	{
                --optionx and options
		{1, {false , true       }}, --powerups
		{1, {"grow", "infinite" }}, --tail type
		{42,range(-4.0, 4.0, 0.1)}, --player speed
		{42,range(-4.0, 4.0, 0.1)}, --player accel on any deaths
		{1, range( 0.0,32.0, 1.0)}, --border size
		{42,range(-4.0, 4.0, 0.1)}, --border speed
		{42,range(-4.0, 4.0, 0.1)} -- border accel on any deaths
	}
end
7 comments



what do you guys think about a implicit conversion between bools a numbers being added?

it shouldn't hurt existing cartridges but would allow for something like this..

local axisy = btn(3)-btn(2)

normally you would need to write a num function that converts bools to numbers for something like this.

1
9 comments



can someone explain to me how to get a sprites bounding box?

I have this code which reads from the center of a sprite and keeps checking above it until the pixel is 0 or its at the top of the sprite.

function boxt(s,x,y,w,h)
	local sx1=flr(s%16)*(w*8)
	local sy1=flr(s/16)*(h*8)
	local sx2=sx1+(w*8)
	local sy2=sy1+(h*8)
	local cx =4
	local cy =4

        //find 0 pixel or top
	while sget(sx1+cx,sy1+cy) != 0 or sy1+cy > sy1 do
		cy-=1
	end

	sspr(sx1,sy1,sx2-sx1,sy2-sy1,x+cx,y+cy)

	return cy+y
end

however it doesn't seem to work

local s,x,y=22,63,63
function _draw()
	cls(1)
	if(boxt(s,x,y,1,1) > 0) then
		y-=1
	end
	//spr(s,x-4,y-4)
end
2 comments



can someone tell me why I am running out of memory?

Cart #jajefutayu-1 | 2019-07-18 | Code ▽ | Embed ▽ | No License

@Catatafish I completely changed the question I realized i do not have an infinite loop. I just assumed since I was running out of memory.

this line seems to be doing it and idk why..

o:procx()
4 comments



can someone tell me why this throws the error "attempt to call global vec a table value"?
vec clearly has its metatable set with a call metaevent

vec=
{	
	x=0,
	y=0,
	mag=function(o) return sqrt (o.x^2+o.y^2) end,
 ang=function(o) return atan2(o.x,  o.y  ) end,
 nrm=function(o) return vec(o:ang()/360) end,  
}
vecmeta=
{
	 __call=function(o,x,y)
	  o  =o or {} 
			o.x=y and x or cos((x+90)/360)
			o.y=y and y or-sin((x+90)/360)	
			return setmetatable(o,vec)
		end,
		__eq=function(a,b)
			a=type(a) == "number" and vec(a,a) or a
			b=type(b) == "number" and vec(b,b) or b
			return (a.x==b.x and a.y==b.y)
		end,
		__add=function(a,b)
			a=type(a) == "number" and vec(a,a) or a
			b=type(b) == "number" and vec(b,b) or b
			return vec(a.x+b.x,a.y+b.y)
		end,
		__sub=function(a,b)
			a=type(a) == "number" and vec(a,a) or a
			b=type(b) == "number" and vec(b,b) or b
			return vec(a.x-b.x,a.y-b.y)
		end,
		__mul=function(a,b)
			a=type(a) == "number" and vec(a,a) or a
			b=type(b) == "number" and vec(b,b) or b
			return vec(a.x*b.x,a.y*b.y)
		end,
		__div=function(a,b)
  	a=type(a) == "number" and vec(a,a) or a
			b=type(b) == "number" and vec(b,b) or b
			return vec(a.x/b.x,a.y/b.y)
		end,
}
setmetatable(vec, vecmeta)

local test =
{
	pos=vec(0,0),
	vel=vec(0,0),
}
0 comments



can someone tell me why I am getting nil when printing out the stars px and py values?

local stars={}
for i=0, 16 do add(stars,{x=rnd(128),y=rnd(128),px=x,py=y,c=7}) end --px and py are equal to x and y

drwmenu=function()
	if btn(2) then menuind-=1 end
	if btn(3) then menuind+=1 end
	menuind=mid(0,4)

	for v in all(stars) do
	print(v.px) --prints nil 
	print(v.py) --prints nil
		line(v.x,v.y,v.px,v.py,v.c)
		--line(v.x,v.y-128,v.px,v.py,v.c)
		--v.py=v.y

		--v.y+=8
		if v.y > 127 then v.y-=128 end
	end
	if (time()-last > 1) then
		rectfill(0,112,127,120,1)
		print("press start!",0,114,7)
		if (time()-last > 2) then last=time() end
	end
end
2 comments



does yield() work outside of coroutines and inside functions?

I feel coroutines are a pain to setup and update when it would just be easier to call yield inside a function
not to mention the tokens required to setup coroutines and call/update them

function wait(t)
  for x=1,t do yield() end
end

function test()
 wait(2)
 print("test")
 wait(2)
end

function _update()
 test()
end
4 comments



is there a build in function that rotates a drawn tile by 90 degrees for the 4 possible values of 0,1,2 and 3?

2 comments



EDITED 2/14/2020

I came up with several functions that I think would go good in pico8 and would reduce file size for larger games

--math

function ldx(d,l)  --stands for lengthdirx
    return cos(d)* l or 1
end
function ldy(d,l) --stands for lengthdiry 
    return sin(d)* l or 1
end
function ptl(x1,y1,x2,y2) --stands for point length
    return sqrt(((y2-y1)^2)+((x2-x1)^2))
end
function ptd(x1,y1,x2,y2) --stands for point direction
    return atan2(y2-y1,x2-x1)
end
function wrp(v,l,h) -- stands for wrap
    local o=v
    while(o < l) o += (h-l)
    while(o > h) o -= (h-l)
    return o
end
function rng(v, l1, h1, l2, h2) -- stands for range
    return l2 + (v - l1) * (h2 - l2) / (h1 - l1)
end

--vectors

function vec(vx,vy) --stands vector
	local m=

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=55218#p)
6 comments



is there a plan to add built in pico8 multiplayer using synced inputs?

basically it would be handled in pico8 rather than the cart.

it would allow players to connect to each other via ip or game uid and official lexaloffle connecting servers through the pause menu.

this might be the easiest way to build a multiplayer game since there would be no packets being sent besides the hard coded inputs.

networked inputs would be accessible the same way normal inputs are with btn(btn, player).

this would also make multiplayer games have not just networked players but local ones as well.
players count would be limited to the number of inputs pico8 has.

1
4 comments



does anybody have a good rspr(n, x, y, w, h, r, ox, oy, flipx, flipy) function to draw rotated sprites?
I need this to make my 4 player spaceship battle game.

22 comments



ok so I think I get how people like pico 8 for its limitations. but will pico 8 ever support 4 players simultaneously?

this would be good for things like raspberry pi where 4 players can sit on a couch and play small 4 player games together.
what do you guys think?
I know older hardware only supported up to 2 players but I think this would be a good idea for the compactness of pico8.

6 comments



I was just wondering everybody's opinion on the limitations of pico8?

right now there isn't really much we can do with it besides make very simple 1 level games.
pico8 could do much better if code limitations weren't so harsh.

also it seems people smash all there code together to preserve tokens which is not good
for example..
this takes up more space

local var = 0
      var = var + 1

then this

local var=0 var=var+1

which makes no sense

if code limitations were removed and cart loading time was reduced significantly
then pico8 could make much larger games while still saving to a small cart size.

what would even be better if pico 8 carts were separated into 2 parts

  • the compiled game
  • and the dev files

so what do you guys think?

keeping the games small maybe be fun but you can only do so much with it especially with the severe limitations of pico8.

1
24 comments