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cartridge.js's Issues

clip() does not work

Don't use the canvas clip(), do it manually instead.

Also, should clip() be in camera or screen space?

Touch support in API

Maybe:

tn()   // num touches currently down
tid(i) // get id of touch i
tx(id) // x position of touch
ty(id) // y pos
// Multiple touches demo - not quite working
var n = tn();
var colors = {};
while(n--){
    var id = tid(n);
    colors[id] = colors[id] || flr(rnd(15)+1);
    var x = tx(id);
    var y = ty(id);
    pset(x,y,colors[id]);
}

Alternative:

tdown(i) // touch is down? i is max 10? how to know if another finger replaced it during a frame?
tx(i)
ty(i)

However, to make the game go fullscreen, one needs to still have the touch event functions... Maybe _tstart(), _tend()?

Batch draw pset()

Use ImageData and flush it to the canvas when needed. In addition, pget could look up pixels in that ImageData if it has not been flushed yet.

Pause menu, or extra pause button?

Pico8 has a menu item function to add items: menuitem(), however, it seems like it's hard to customize it. Would be much better if there was a game-specific pause button.

But - if the pause button is used to get to the game pause menu, how to get back to the upcoming "home" where you can browse games? Need another button!

run() method

Needed when loading JSON with code from external file. Someone needs to run the code :)

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