The Pixel Toy (TpxT)
2nd picotron game ever made!?
To play, copy and paste code below (click "show") into picotron playground (or actual picotron when it comes out!)
If it says "clipboard can not be read", then don't use base Firefox. if you aren't using base Firefox, then give picotron clipboard permissions in site settings.

vvv Code vvv
[hidden]
-- ThePixelToy -- by antibrain --[[ todo: maybe some sort of GOL type sounds/graphics/prebuilt maps when ptron 0.1 comes out scene loader from clipboard to make something like TPT's save browser more pixel types more reactions make neut/prot act like they do in TPT instead of acting like GAS/FIRE saving/loading saves to hard disc. maybe using printh as file? cartdata? chemestry? air pressure heat simulate each pixel individualy so we can track its heat, speed, mass, weight, etc. virus because virus in TPT is very satisfying make fill/line tool not terrible deco layers ability to change sim speed full keyboard support? ]]-- j=0 dc=5 size=0 sim=1 function _update() --update loop mx,my,mb=get_mouse() --get mouse data simulatepixels() --simulate pixels controls() --allow game to be controlled end function _draw() --draw loop mousedraw() --draw with mouse ui() --draw ui end function simulatepixels() if sim==1 then for i=1,4000 do --4000 times per frame (30fps?) local x=rnd(480) --get random x and local y=rnd(270) --y values and local c=pget(x,y) --get the color of that pixel. if c==8 then --is red if pget(x,y+1)!=5 and pget(x,y+1)!=7 then --check all bordering pixels and if any of them arent a wall pset(x,y+1,c) --then set it to red end if pget(x,y-1)!=5 and pget(x,y-1)!=7 then --repeat for all other bordering pixels pset(x,y-1,c) end if pget(x+1,y)!=5 and pget(x+1,y)!=7 then pset(x+1,y,c) end if pget(x-1,y)!=5 and pget(x-1,y)!=7 then pset(x-1,y,c) end end if c==15 then --sand if pget(x,y+1)==0 then --sand pset(x,y+1,c) --f a l l pset(x,y,0) end if pget(x,y+1)==12 then pset(x,y+1,c) pset(x,y,12) end if pget(x,y+1)==1 then pset(x,y+1,c) pset(x,y,1) end end if c==2 or c==10 or c==11 then --gas (fire?)/neut/prot (i couldnt get neut/prot to act normal so i gave up :p ) local j=flr(rnd(4)) --pick random number local q=flr(rnd(2)) if q==1 and c==2 then --decay randoly pset(x,y,0) end if q!=4 and j==0 and pget(x+1,y)==0 then --go in random direction pset(x,y,0) pset(x+1,y,c) end if q!=4 and j==1 and pget(x-1,y)==0 then pset(x,y,0) pset(x-1,y,c) end if q!=4 and j==2 and pget(x,y+1)==0 then pset(x,y,0) pset(x,y+1,c) end if q!=4 and j==3 and pget(x,y-1)==0 then pset(x,y,0) pset(x,y-1,c) end if c==11 then if pget(x+1,y)==1 and pget(x+1,y)==0 then pset(x+1,y,11) end if pget(x-1,y)==1 and pget(x-1,y)==0 then pset(x-1,y,11) end if pget(x,y+1)==1 and pget(x,y+1)==0 then pset(x,y+1,11) end if pget(x,y-1)==1 and pget(x,y-1)==0 then pset(x,y-1,11) end end if c==2 and pget(x,y+1)==12 or pget(x,y-1)==12 or pget(x-1,y)==12 or pget(x+1,y)==12 then pset(x,y,0) end end if c==12 or c==1 or c==9 then --warder/deut/lava physics if pget(x,y+1)==0 then --let it fall down pset(x,y,0) pset(x,y+1,c) elseif pget(x-1,y)==0 then --if there's an open space and it isnt in free-fall, pset(x-1,y,c) --allow it to drip left and pset(x,y,0) elseif pget(x+1,y)==0 then pset(x+1,y,c) --right as well pset(x,y,0) end if c==1 and pget(x,y+1)==11 or pget(x,y-1)==11 or pget(x-1,y)==11 or pget(x+1,y)==11 then pset(x,y,11) end end if c==16 then --remove fill border pset(x,y,0) end if c==3 or c==4 then --wood/plant/foliage if pget(x,y+1)==2 or pget(x,y+1)==9 then pset(x,y,2) end if pget(x,y-1)==2 or pget(x,y-1)==9 then pset(x,y,2) end if pget(x+1,y)==2 or pget(x+1,y)==9 then pset(x,y,2) end if pget(x-1,y)==2 or pget(x-1,y)==9 then pset(x,y,2) end if c==3 then if pget(x,y+1)==12 then pset(x,y+1,3) end if pget(x,y-1)==12 then pset(x,y-1,3) end if pget(x+1,y)==12 then pset(x+1,y,3) end if pget(x-1,y)==12 then pset(x-1,y,3) end end end if c==14 then if pget(x,y+1)==0 then pset(x,y,0) pset(x,y+1,14) end if pget(x,y+1)>0 and pget(x,y+1)!=5 and pget(x,y+1)!=14 and pget(x,y+1)!=29 then circfill(x-4,y-4,16,2) end end if c==6 then if pget(x,y+1)==10 or pget(x,y+1)==9 then pset(x,y,9) end if pget(x,y-1)==10 or pget(x,y-1)==9 then pset(x,y,9) end if pget(x+1,y)==10 or pget(x+1,y)==9 then pset(x,y,9) end if pget(x-1,y)==10 or pget(x-1,y)==9 then pset(x,y,9) end end if c==7 then if pget(x,y+1)==0 then pset(x,y,0) pset(x,y+1,7) end if pget(x,y+1)==12 then pset(x,y+1,7) end if pget(x,y-1)==12 then pset(x,y-1,7) end if pget(x+1,y)==12 then pset(x+1,y,7) end if pget(x-1,y)==12 then pset(x-1,y,7) end if pget(x,y+1)==2 or pget(x,y+1)==9 then pset(x,y,12) end if pget(x,y-1)==2 or pget(x,y-1)==9 then pset(x,y,12) end if pget(x+1,y)==2 or pget(x+1,y)==9 then pset(x,y,12) end if pget(x-1,y)==2 or pget(x-1,y)==9 then pset(x,y,12) end end if c==9 then local q if pget(x+1,y)==6 and q==0 then pset(x+1,y,c) end if pget(x-1,y)==6 and q==0 then pset(x-1,y,c) end if pget(x,y+1)==6 and q==0 then pset(x,y+1,c) end if pget(x,y-1)==6 and q==0 then pset(x,y-1,c) end if pget(x+1,y)==12 or pget(x-1,y)==12 or pget(x,y+1)==12 or pget(x,y-1)==12 then pset(x,y,6) q=1 else q=0 end end end end end function mousedraw() if mb==1 and not(btn(5)) then --if left click then circfill(mx,my,size,dc) --draw red/wall at mouse pos elseif mb==2 then --if right click (or ctrl click) circfill(mx,my,size,0) --erase (draw black at mouse pos) end if btn(5) then --check if x is pressed if mb==1 and j==0 then --only do this once per fill! ox=mx --set old mx to mc oy=my --same for old my j=1 --j end if mb==1 then-- if mousedown omb=1 --set old mouse click to 1 rect(ox,oy,mx,my,16) --fill outline elseif omb==1 then --if its one then rectfill(ox,oy,mx,my,dc) --fill omb=0 --set old mouse button to 0 (because mouse was released) ox=nil --nil ox and oy oy=nil j=0 --j end else ox=nil --if x isnt pressed, nil x and y, then j oy=nil j=0 end end function ui() --ui bar rectfill(0,0,480,8,29) --bar circfill(4,4,2,dc) --current color rect(0,0,8,8,5) --outline on current color print("size:"..flr(size),50,1,0)--brush size print(scolor,12,1,0) print("Cpu: "..flr(stat(1)*10),100,1,0) if sim==1 then print("running",445,1,0) else print("paused!",445,1,0) end if dc==0 then scolor="erase"end if dc==1 then scolor="deut"end if dc==2 then scolor="fire"end if dc==3 then scolor="plant"end if dc==4 then scolor="wood"end if dc==5 then scolor="wall"end if dc==6 then scolor="stone"end if dc==7 then scolor="snow"end if dc==8 then scolor="eater"end if dc==9 then scolor="lava"end if dc==10 then scolor="proton"end if dc==11 then scolor="neutron"end if dc==12 then scolor="water"end if dc==13 then scolor="paint"end if dc==14 then scolor="bomb"end if dc==15 then scolor="sand"end end function controls() --controls if btn(1) then dc+=0.1 end --change brush color if btn(0) then dc-=0.1 end if dc<0 then dc=0 end --dont let color be too much or little or else if dc>15 then dc=15 end --the screen dies :( if btn(2) then size+=0.1 end --change brush size if btn(3) then size-=0.1 end if size<0 then size=0 end--dont let it go negative if btn(4)==true then sim=0 else sim=1 end --pause when z is held if btn(1)==false and btn(0)==false then dc=flr(dc) end end |


PICO-8 supports bitplane drawing; the wiki (search "bitplane") has a description of how they work:
> 0x5f5e / 24414
> Allows PICO-8 to mask out certain bits of the input source color of drawing operations, and to write to specific bitplanes in the screen (there's 4 of them since PICO-8 uses a 4BPP display). Bits 0..3 indicate which bitplanes should be set to the new color value, while bits 4..7 indicate which input color bits to keep.
> For example, poke(0x5f5e, 0b00110111)
will cause drawing operations to write to bitplanes 0, 1, and 2 only, with 0 and 1 receiving the color value bits, 2 being cleared, and 3 being unaltered.
> This formula is applied for every pixel written:
> dst_color = (dst_color & ~write_mask) | (src_color & write_mask & read_mask)
This is precise and correct, but I find it a bit hard to understand. So I made this cart to give myself an interactive sandbox where I can play around with bitplanes, to see how they affect drawing.

Title. When I set Finder to open .p8 files in pico, it opens, but pico just hangs on a black screen.
Example Video


Recreation of the JavaOS screensaver as seen in
https://youtu.be/yxV_pR1ZsXM?si=T757wSvjK0JbQaI2&t=1011
code has been made as small as possible while remaining highly performant. (3% cpu usage)


Description
This cartridge simulates orbital mechanics using Newton's law of universal gravitation. It is recommended to experiment with the settings, which can be found in the code. The planets are generated randomly, so try reloading the cart to find interesting combinations.
Camera Controls
By default, the camera will follow the average of the planets' positions, giving you a view of all the planets. Use the Z key to lock on to a specific planet, and keep pressing Z to cycle through different planets. Pressing the X key will let you move the camera manually with the arrows or WASD, and pressing it again will go back to the automatic camera.

! IMPORTANT !
It appears this might be a Windows specific solution, in order to launch it in the 3:1 aspect ratio it is intended for, you either have to type the following into a command line, have it in a batch file or as the target on a Windows Shortcut:
"cd C:\Program Files (x86) (*) \PICO-8\pico8.exe -displays_x 3 -displays_y 1"
(*) Part before star symbol dependent on your install location.
You cannot play the game on here (screen is limited to 1/3rd) and I sadly do not have a Linux machine to test out alternatives. You can play it straight from your browser at the itch.io page.








Hello,
I'm playing around with a Le Potato, which is very similar to a Raspberry Pi 3b. I downloaded the RPi version of P8 and tried to run it on the Le Potato (running Raspbian 11), but nothing happens. No error, nothing. No execution at all.
Am I doing something wrong? Or is it just not supported on this hardware?
Thanks!
Stobe

Breakout clone - none of this stuff is serious, just playing with Lua for fun and to share with a couple of friends. Chill people.
x launches the ball.
Probs need to break up the hitbox detection so that I can change the angle the ball bounces - at the moment it just reverses DY, so DX never changes - I did notice the ball can get trapped on the right edge if you launch the ball with the bat off screen. Bugs hey?
Isocraft
Controls
Arrow Keys - Horizontal Movement
E and D - Vertical Movement
S - Place or destroy selected block
F - Open or close Block Menu
Z - Debug Menu (Coordinates and Name of Block)
X (Hold) - Quit
Description
This game is a very stripped down version of Minecraft, removing everything that is not essential to get to the very core: building. There are no mobs, no survival, not even a player character. Instead you are given 9 blocks, a 20x20x10 area and a few songs to listen to while you create.
Creator's Comment
While it might not be an impressive length for others, this is my first project I've finished after working on it for over a week. I've always struggled with staying on one project for even more than a few days. I came really close to achieving this with my last project, "Ashes", but burnt out at the very tail end of development. For finally achieving this feat, I'd like to thank some of my friends for showing interest in this project and helping me with ideas/bug fixes, especially "Luigi" (not his real name).

