MAKE A ONE(MAYBE TWO)-BUTTON(S) GAME USING PICO8 #8 – DROP FROM THE CURRENT BLOCK
After thinking for a while, I decided to add a new ability to the player’s character. It can drop from the current block to a lower one. Because I have planned for the player’s character to obtain new skills after winning each boss. This post will focus on the ability to drop from the current block to the lower one.
The game will change from one-button game to two-buttons game. 🙂
SUPPORT DROPPING WITH A NEW BUTTON
It required to add a variable to keep which block that it will ignore for checking the ground and a function for detecting pressing a button.
ignore_block = nil
In this function. If the player presses the button. It will set value for “ignore_block” with the “current_block”‘s value.
function player_drop_down()
if btnp(5) and player.ground == true and
current_block != nil and
ignore_block == nil then
ignore_block = current_block
end
end
ADD CONDITIONS FOR CHECKING "IGNORE_BLOCK" VALUE
In the “change_current_block()” function. we add condition to clear value in “ignore_block” variable when player change to the new block.
function change_current_block(b) current_block = b if current_block != ignore_block then ignore_block = nil end local d = distance(camera_data.target_x + 64, camera_data.target_y + 64, current_block.x + current_block.w/2, current_block.y - current_block.h/2) _debug = d if d > 12 then set_camera_target(current_block) end end
In “player_apply_gravity()” function. we will add a condition to skip setting the ground value when the player’s character stays inside “ignore_block”.
function player_apply_gravity()
local next_py = player.y
if player.ground == false then
if player.jump_counter <= 0 then
next_py += 1
if is_inside_block(player.x, player.y, current_block) == true and
is_inside_block(player.x, next_py, current_block) == false and
current_block.floor == true
then
if current_block != ignore_block then
next_py = player.y
player.ground = true
end
end
end
else
if is_inside_block(player.x, player.y, current_block) == false or current_block == ignore_block then
player.ground = false
end
end
player.y = next_py
end
RESULT

player = {x=64,y=64,di=1,jump_counter=0,ground=true}
ignore_block = nil
current_block = nil
block_list = {}
function create_block(x,y,w,h,left_wall,right_wall, floor)
return {x=x,y=y,w=w,h=h,obstacles={},left_wall=left_wall,right_wall=right_wall,floor=floor}
end
function draw_block(b,c)
if (b == nil) return
if b.floor == true then
line(b.x,b.y,b.x+b.w,b.y,c)
end
if b.left_wall == true then
line(b.x,b.y,b.x,b.y-b.h,c)
end
if b.right_wall == true then
line(b.x+b.w,b.y,b.x+b.w,b.y-b.h,c)
end
for obs in all(b.obstacles) do
print("✽", b.x + (b.w*obs.value), b.y - 6, 8)
end
end
function distance(x1,y1,x2,y2)
local dx = x1-x2
local dy = y1-y2
local distance = sqrt(dx*dx+dy*dy)
return distance
end
function change_current_block(b)
current_block = b
if current_block != ignore_block then
ignore_block = nil
end
local d = distance(camera_data.target_x + 64, camera_data.target_y + 64, current_block.x + current_block.w/2, current_block.y - current_block.h/2)
_debug = d
if d > 12 then
set_camera_target(current_block)
end
end
function add_obstacle(b,v)
if (b == nil) return
add(b.obstacles, {value=v})
end
function is_inside_block(x,y,b)
if (b == nil) return
if x >= b.x and x < b.x + b.w then
if y <= b.y and y > b.y - b.h then
return true
end
end
return false
end
function player_running()
local next_px = player.x + player.di
if is_inside_block(player.x, player.y, current_block) == true and
is_inside_block(next_px, player.y, current_block) == false then
if player.di == 1 and current_block.right_wall == false then
elseif player.di == -1 and current_block.left_wall == false then
else
player.di = player.di * -1
next_px = player.x + player.di
end
end
player.x = next_px
end
function player_jumping()
if btnp(4) then
if player.jump_counter == 0 and player.ground == true then
player.jump_counter = 20
player.ground = false
end
end
local next_py = player.y
if player.jump_counter > 0 then
player.jump_counter -= 1
if player.jump_counter > 10 then
next_py = player.y - 1
else
next_py = player.y
end
end
player.y = next_py
end
function player_drop_down()
if btnp(5) and player.ground == true and
current_block != nil and
ignore_block == nil then
ignore_block = current_block
end
end
function player_apply_gravity()
local next_py = player.y
if player.ground == false then
if player.jump_counter <= 0 then
next_py += 1
if is_inside_block(player.x, player.y, current_block) == true and
is_inside_block(player.x, next_py, current_block) == false and
current_block.floor == true
then
if current_block != ignore_block then
next_py = player.y
player.ground = true
end
end
end
else
if is_inside_block(player.x, player.y, current_block) == false or current_block == ignore_block then
player.ground = false
end
end
player.y = next_py
end
function player_find_new_current_block()
if player.ground == false and
is_inside_block(player.x, player.y, current_block) == false then
for b in all(block_list) do
if is_inside_block(player.x, player.y, b) == true then
change_current_block(b)
break
end
end
end
end
function player_hit_obstacle(b)
if b == nil then return false end
if is_inside_block(player.x, player.y, current_block) == false then return false end
for o in all(b.obstacles) do
local d = distance(player.x, player.y, (b.x + b.w * o.value), b.y)
if d < 3 then
return true
end
end
end
function player_reset()
player = {x=64,y=64,di=1,jump_counter=0,ground=true}
change_current_block(block_list[1])
end
camera_data = {x=0,y=0,target_x=0,target_y=0}
function set_camera_target(b)
if b == nil then return end
local block_center_x = b.x + b.w/2
local block_center_y = b.y - b.h/2
camera_data.target_x = block_center_x - 64
camera_data.target_y = block_center_y - 64
end
function update_camera()
if camera_data.x > camera_data.target_x then
camera_data.x -= 1
elseif camera_data.x < camera_data.target_x then
camera_data.x += 1
end
if camera_data.y > camera_data.target_y then
camera_data.y -= 1
elseif camera_data.y < camera_data.target_y then
camera_data.y += 1
end
camera(camera_data.x, camera_data.y)
end
function _init()
add(block_list, create_block(16,64,96,8,true ,true , true))
add(block_list, create_block(16,56,96,8,true ,false, true))
add(block_list, create_block(16,48,96,8,false,false , true))
add(block_list, create_block(16,40,96,8,true,true , false))
player_reset()
end
function _update60()
player_running()
player_jumping()
player_drop_down()
player_apply_gravity()
player_find_new_current_block()
local hit_result = player_hit_obstacle(current_block)
if hit_result == true then
player_reset()
end
update_camera()
end
function _draw()
cls(0)
print("웃", player.x-3, player.y - 5, 7)
for b in all(block_list) do
draw_block(b, 7)
end
end










