I don't know if this is a bug or a debug feature? But when pressing the number 6 while in the designer, it zooms in super huge on the mouse. This is really distracting when coding because it'll flash up huge on the screen if you happen to hit a 6 while you type! 😆 Maybe an option to disable that feature while editing code?

I'm learning to make hitbox collisions (instead of flags collisions).
Vertical collisions seem to work just fine but horizontals don't.
How can this be done?
Maybe hitbox collisions are just to complicated and shouldn't be used?
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function _init()
pad_x=45
pad_y=45
pad_width=30
pad_height=30
pad_color=7
pad_speed=3
ball_x=80
ball_y=10
ball_radius=4
ball_color=8
ball_speed_x=2
ball_speed_y=2
end
function _update60()
btnprss=false
cls(1)
--ball movement
ball_x+=ball_speed_x
ball_y+=ball_speed_y
--ball-screen collision
if ball_x<0 or ball_x>128 then
ball_speed_x=-ball_speed_x
end
if ball_y<0 or ball_y>128 then
ball_speed_y=-ball_speed_y
end
--pad movement
if btn(0) then
btnprss=true
pad_speed=-5
end
if btn(1) then
btnprss=true
pad_speed=5
end
pad_x+=pad_speed
if btnprss==false then
pad_speed=pad_speed/2
end
if pad_x<1 or pad_x>126-pad_width then
pad_x=mid(1,pad_x,126-pad_width)
end
pad_color=7
if ball_box(pad_x,pad_y,pad_width,pad_height) then
pad_color=8
ball_speed_y=-ball_speed_y
end
end
function _draw()
rectfill(pad_x,pad_y,pad_x+pad_width,pad_y+pad_height,pad_color)
circfill(ball_x,ball_y,ball_radius,ball_color)
end
function ball_box(box_x,box_y,box_w,box_h)
--conditions where there are no collisions
if ball_y-ball_radius>box_y+box_h then
return false
end
if ball_y+ball_radius<box_y then
return false
end
if ball_x-ball_radius>box_x+box_w then
return false
end
if ball_x+ball_radius<box_x then
return false
end
return true
end
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This is a work in progress for a midterm. The basics are all there, but the goal, in the end, is to have a single player "snake" like mode, add in some power-ups, work on better hit detection collision when sprites are added, and general cleanup to look more like a SNES game than a basic Atari game.
One of my favorite hobbies of late is trying to transcribe/approximate existing music into PICO-8's tiny tracker, so here is my attempt at "Castles of Cake" from my favorite kirby game, Kirby's Dream Course :D
Technically Interesting Note: I am doing some slightly sneaky swapping of SFX after the intro so I can use a couple of different SFX instruments that are only in the intro and not used in the rest of the song





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