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@tobiasvl
Last active November 15, 2018 10:53
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Patrick's Picochallenge
poke(24364,3)x="웃"v="▥"h="▤"b={}for i=1,36 do b[i]=i%9<2 and""or"█"end for i in all{"⬆️","➡️",h,"⬅️","⬇️",v,x}do repeat f=1+flr(rnd(36))until b[f]!=""b[f]=i
if(i==x)p=f
end::_::t=btnp cls()for i=0,35 do
k=b[i+1]
?k,i%9*8,6*flr(i/9)+20,k==x and 11 or 7
end b[p]=""q=p
if(t(0))q-=1
if(t(1))q+=1
if(t(2))q-=9
if(t(3))q+=9
if(b[q]and#b[q]>0)p=q t=b[p]
if(t=="⬆️"or t==v)b[p-10]=""b[p-9]=""b[p-8]=""
if(t=="⬇️"or t==v)b[p+10]=""b[p+9]=""b[p+8]=""
if(t=="⬅️"or t==h)b[p-10]=""b[p-1]=""b[p+8]=""
if(t=="➡️"or t==h)b[p+10]=""b[p+1]=""b[p-8]=""
b[p]=x flip()goto _
--patrick's picochallenge
--by tobiasvl
--use 64x64 resolution
poke(0x5f2c,3)
--generate a blank board of
--empty █ tiles
board={}
--the board is 7x4, but we
--represent it as a one-
--dimensional table. we also
--represent it as 36 tiles, ie
--a 9x4 grid, with two columns
--of "" on each end, so ⬅️➡️▤▥
--tiles don't wrap around when
--they destroy adjacent tiles.
for i=1,36 do
if i%9<2 then
--first and last column
board[i]=""
else
board[i]="█"
end
end
--populate the board with tiles
--and the player's starting tile
tiles={"⬆️","➡️","▤","⬅️","⬇️","▥","웃"}
for i in all(tiles) do
--find a random tile which is
--not in the "invisible" outer
--columns
repeat
position=1+flr(rnd(36))
until board[position]!=""
board[position]=i
--remember the player
if (i=="웃") player=position
end
--game loop
::_::
cls()
--print the board
--here's the only obfuscation i
--left in: here i loop from
--0 to 35, instead of 1 to 36,
--because then i only need to
--do i+1 once instead of i-1
--twice.
for i=0,35 do
local tile=board[i+1]
--the player is green
if tile=="웃" then
color(11)
else
color(7)
end
--properly centering the board
--takes up too many characters
--so just an approximation
print(tile,i%9*8,6*flr(i/9)+20)
end
--erase the player character
--and destroy the tile
board[player]=""
--remember the player's position
new_player=player
--move the player's position if
--an arrow key is pressed
if (btnp(⬅️)) new_player-=1
if (btnp(➡️)) new_player+=1
if (btnp(⬆️)) new_player-=9
if (btnp(⬇️)) new_player+=9
--if we're still inside the
--board proper, ie the tile isn't
--nil (outside the board) or ""
--(the border columns), make
--that the new position.
if board[new_player] and board[new_player]!="" then
player=new_player
tile=board[player]
end
--if the player lands on one of
--the special tiles, destroy
--adjacent tiles
if tile=="⬆️" or tile=="▥" then
--destroy three tiles above
board[player-10]=""
board[player-9]=""
board[player-8]=""
end
if tile=="⬇️" or tile=="▥" then
--destroy three tiles below
board[player+10]=""
board[player+9]=""
board[player+8]=""
end
if tile=="⬅️" or tile=="▤" then
--destroy three tiles left
board[player-10]=""
board[player-1]=""
board[player+8]=""
end
if tile=="➡️" or tile=="▤" then
--destroy three tiles right
board[player+10]=""
board[player+1]=""
board[player-8]=""
end
--put the player in the new
--(or old!) position
board[player]="웃"
--loop
flip()
goto _
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