Difference between revisions of "Sketching simulations in TIC80"

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Line 24: Line 24:
 
  UP=0,
 
  UP=0,
 
  RIGHT=1,
 
  RIGHT=1,
DOWN=2,
+
    DOWN=2,
LEFT=3
+
    LEFT=3
 
}
 
}
 
baby={
 
baby={
 
  sprite=32,
 
  sprite=32,
anim=nil,
+
    anim=nil,
dir=DIR.RIGHT,
+
    dir=DIR.RIGHT,
sw=2,
+
    sw=2,
sh=2,
+
    sh=2,
 
  x=0,
 
  x=0,
 
  y=0
 
  y=0
Line 39: Line 39:
 
function TIC()
 
function TIC()
 
  baby.anim=nil
 
  baby.anim=nil
if btn(0) then
+
    if btn(0) then
baby.y=baby.y-1
+
        baby.y=baby.y-1
baby.anim=BABY_MOVE_UP
+
        baby.anim=BABY_MOVE_UP
baby.dir=DIR.UP
+
        baby.dir=DIR.UP
end
+
    end
if btn(1) then
+
    if btn(1) then
baby.y=baby.y+1
+
        baby.y=baby.y+1
baby.anim=BABY_MOVE_DOWN
+
        baby.anim=BABY_MOVE_DOWN
baby.dir=DIR.DOWN
+
        baby.dir=DIR.DOWN
end
+
    end
if btn(2) then
+
    if btn(2) then
baby.x=baby.x-1
+
    baby.x=baby.x-1
baby.anim=BABY_MOVE_LEFT
+
        baby.anim=BABY_MOVE_LEFT
baby.dir=DIR.LEFT
+
        baby.dir=DIR.LEFT
end
+
    end
if btn(3) then
+
    if btn(3) then
baby.x=baby.x+1
+
    baby.x=baby.x+1
baby.anim=BABY_MOVE_RIGHT
+
        baby.anim=BABY_MOVE_RIGHT
baby.dir=DIR.RIGHT
+
        baby.dir=DIR.RIGHT
end
+
    end
  
cls(13)
+
    cls(13)
spr(
+
    spr(
baby.sprite,
+
        baby.sprite,
baby.x,baby.y,
+
        baby.x,baby.y,
0, -- colorkey
+
        0, -- colorkey
1,0,0, --- scale,flip,rotate
+
        1,0,0, --- scale,flip,rotate
baby.sw,baby.sh -- width,height
+
        baby.sw,baby.sh -- width,height
)
+
    )
updateBaby()
+
    updateBaby()
print("HELLO WORLD!",84,84)
+
    print("HELLO WORLD!",84,84)
t=t+1
+
    t=t+1
 
end
 
end
  
 
function updateBaby()
 
function updateBaby()
 
  if baby.anim then
 
  if baby.anim then
-- from panda:1427
+
    -- from panda:1427
baby.sprite=baby.anim[1+(time()//256)%#baby.anim]
+
    baby.sprite=baby.anim[1+(time()//256)%#baby.anim]
-- trace("baby"..baby.sprite)
+
    -- trace("baby"..baby.sprite)
else
+
    else
if baby.dir==DIR.UP then
+
    if baby.dir==DIR.UP then
baby.sprite=BABY_MOVE_UP[2]
+
        baby.sprite=BABY_MOVE_UP[2]
elseif baby.dir==DIR.RIGHT then
+
        elseif baby.dir==DIR.RIGHT then
baby.sprite=BABY_MOVE_RIGHT[2]
+
        baby.sprite=BABY_MOVE_RIGHT[2]
elseif baby.dir==DIR.DOWN then
+
        elseif baby.dir==DIR.DOWN then
baby.sprite=BABY_MOVE_DOWN[2]
+
        baby.sprite=BABY_MOVE_DOWN[2]
else
+
        else
baby.sprite=BABY_MOVE_LEFT[2]
+
        baby.sprite=BABY_MOVE_LEFT[2]
end
+
        end
end
+
    end
 
end
 
end
  
Line 177: Line 177:
 
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
 
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
 
-- </PALETTE>
 
-- </PALETTE>
 +
 
</source>
 
</source>
  
  
 
[[Category:TIC80]]
 
[[Category:TIC80]]

Revision as of 22:26, 6 February 2021

trying to find characters 16x16

https://opengameart.org/content/zelda-like-tilesets-and-sprites

https://opengameart.org/content/tiny-16-basic

Gimp characters with grid.png

In Gimp: Image > Configure Grid, then View > Show Grid

TIC can import GIFs (with 16 color palette) @ 128x256

Addbabygif.png

Babytic.png

03

BABY_MOVE_DOWN={32,34,36,34}
BABY_MOVE_LEFT={64,66,68,66}
BABY_MOVE_RIGHT={96,98,100,98}
BABY_MOVE_UP={128,130,132,130}
DIR={
 UP=0,
 RIGHT=1,
    DOWN=2,
    LEFT=3
}
baby={
 sprite=32,
    anim=nil,
    dir=DIR.RIGHT,
    sw=2,
    sh=2,
 x=0,
 y=0
}

function TIC()
 baby.anim=nil
    if btn(0) then
        baby.y=baby.y-1
        baby.anim=BABY_MOVE_UP
        baby.dir=DIR.UP
    end
    if btn(1) then
        baby.y=baby.y+1
        baby.anim=BABY_MOVE_DOWN
        baby.dir=DIR.DOWN
    end
    if btn(2) then
     baby.x=baby.x-1
        baby.anim=BABY_MOVE_LEFT
        baby.dir=DIR.LEFT
    end
    if btn(3) then
     baby.x=baby.x+1
        baby.anim=BABY_MOVE_RIGHT
        baby.dir=DIR.RIGHT
    end

    cls(13)
    spr(
        baby.sprite,
        baby.x,baby.y,
        0, -- colorkey
        1,0,0, --- scale,flip,rotate
        baby.sw,baby.sh -- width,height
    )
    updateBaby()
    print("HELLO WORLD!",84,84)
    t=t+1
end

function updateBaby()
 if baby.anim then
     -- from panda:1427
     baby.sprite=baby.anim[1+(time()//256)%#baby.anim]
     -- trace("baby"..baby.sprite)
    else
     if baby.dir==DIR.UP then
         baby.sprite=BABY_MOVE_UP[2]
        elseif baby.dir==DIR.RIGHT then
         baby.sprite=BABY_MOVE_RIGHT[2]
        elseif baby.dir==DIR.DOWN then
         baby.sprite=BABY_MOVE_DOWN[2]
        else
         baby.sprite=BABY_MOVE_LEFT[2]
        end
    end
end




-- <TILES>
-- 032:00000000000000340000034c0000044400000444000004040000040c00000044
-- 033:0000000043000000c4300000444000004440000040400000c040000044000000
-- 034:00000000000000340000034c0000044400000444000004040000040c00000044
-- 035:0000000043000000c4300000444000004440000040400000c040000044000000
-- 036:00000000000000340000034c0000044400000444000004040000040c00000044
-- 037:0000000043000000c4300000444000004440000040400000c040000044000000
-- 048:0000342300004344000000440000004200000044000ee0c4000ee0220000ee00
-- 049:3240000044c40000440400002200000002300000000ee0000eeee000eeee0000
-- 050:0000042200004344000040440000004300000042000ee042000eee000000eeee
-- 051:2240000044340000440400003400000024000000240ee00000eee000eeee0000
-- 052:0000042300004c44000040440000002200000320000ee000000eeee00000eeee
-- 053:32430000443400004400000024000000440000004c0ee000220ee00000ee0000
-- 064:00000000000000340000034c00000444000004440000040400000c0400000244
-- 065:0000000043000000c43000004440000044400000443000003330000033200000
-- 066:00000000000000340000034c00000444000004440000040400000c0400000244
-- 067:0000000043000000c43000004440000044400000443000003330000033200000
-- 068:00000000000000340000034c00000444000004440000040400000c0400000244
-- 069:0000000043000000c43000004440000044400000443000003330000033200000
-- 080:0000002300000044000004c20000043000000003000e0220000e00000000eeee
-- 081:32000000430000003300000033000000430000004440e0000c30e000e00e0000
-- 082:0000000300000004000000040000000400000000000eee04000eee0c0000ee00
-- 083:3200000040000000c0000000300000000000000040eee00030eee00000ee0000
-- 084:0000002300003034000000340000003400000044000e0344000e03c30000e000
-- 085:32000000440000000c40000003400000300000000220e000000ee000eeee0000
-- 096:00000000000000340000034c0000044400000444000003440000033300000233
-- 097:0000000043000000c430000044400000444000004040000040c0000044200000
-- 098:00000000000000340000034c0000044400000444000003440000033300000233
-- 099:0000000043000000c430000044400000444000004040000040c0000044200000
-- 100:00000000000000340000034c0000044400000444000003440000033300000233
-- 101:0000000043000000c430000044400000444000004040000040c0000044200000
-- 112:0000002300000044000004c00000043000000003000e0220000ee0000000eeee
-- 113:32000000430300004300000043000000440000004430e0003c30e000000e0000
-- 114:00000023000000040000000c0000000300000000000eee04000eee030000ee00
-- 115:300000004000000040000000400000000000000040eee000c0eee00000ee0000
-- 116:0000002300000034000000330000003300000034000e0444000e03c00000000e
-- 117:32000000440000002c40000003400000300000000220e0000000e000eeee0000
-- 128:00000000000000340000034c0000044400000444000004440000034400000033
-- 129:0000000043000000c43000004440000044400000444000004430000033000000
-- 130:00000000000000340000034c0000044400000444000004440000034400000033
-- 131:0000000043000000c43000004440000044400000444000004430000033000000
-- 132:00000000000000340000034c0000044400000444000004440000034400000033
-- 133:0000000043000000c43000004440000044400000444000004430000033000000
-- 144:0000342300004034000000440000003200000033000ee044000ee0220000ee00
-- 145:3240000043c40000440400002200000002300000000ee0000eeee000eeee0000
-- 146:0000042300004334000040440000002300000032000ee042000eee000000eeee
-- 147:3240000043340000440400003200000023000000240ee00000eee000eeee0000
-- 148:0000042300004c34000040440000002200000320000ee000000eeee00000eeee
-- 149:3243000043040000440000002300000033000000440ee000220ee00000ee0000
-- </TILES>

-- <SPRITES>
-- 240:00000000000000000000000000000000000000000000000000000000cccccccc
-- 241:00000000000000000000000000000000000000000000000000000000cccccccc
-- 242:00000000000000000000000000000000000000000000000000000000cccccccc
-- 243:00000000000000000000000000000000000000000000000000000000cccccccc
-- 244:00000000000000000000000000000000000000000000000000000000cccccccc
-- 245:00000000000000000000000000000000000000000000000000000000cccccccc
-- 246:00000000000000000000000000000000000000000000000000000000cccccccc
-- 247:00000000000000000000000000000000000000000000000000000000cccccccc
-- 248:00000000000000000000000000000000000000000000000000000000cccccccc
-- 249:00000000000000000000000000000000000000000000000000000000cccccccc
-- 250:00000000000000000000000000000000000000000000000000000000cccccccc
-- 251:00000000000000000000000000000000000000000000000000000000cccccccc
-- 252:00000000000000000000000000000000000000000000000000000000cccccccc
-- 253:00000000000000000000000000000000000000000000000000000000cccccccc
-- 254:00000000000000000000000000000000000000000000000000000000cccccccc
-- 255:00000000000000000000000000000000000000000000000000000000cccccccc
-- </SPRITES>

-- <WAVES>
-- 000:00000000ffffffff00000000ffffffff
-- 001:0123456789abcdeffedcba9876543210
-- 002:0123456789abcdef0123456789abcdef
-- </WAVES>

-- <SFX>
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
-- </SFX>

-- <PALETTE>
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
-- </PALETTE>