Game loop:
- init
- update
- draw Will not implement:
- flip
Graphics:
- [] camera
- circ
- circfill
- oval
- ovalfill
- cls
- line
- pset
- rect
- rectfill
- spr
- sspr Not sure if it will be implemented:
- clip
- color
- fget
- fillp
- fset
- pget
- sget
- sset
- tline Will not implement:
- cursor
- pal
- palt
Tables:
- [] add
- [] all
- [] count
- [] del
- [] deli
- [] foreach
- [] next Not sure if ti will be implemented (e.g. because it's natively supported by Lua):
- ipairs
- pack
- pairs
- unpack
Input:
- btn
- btnp
Sound:
- not sure about that yet, I'd need to implement sound and have a concept for sound editor first
Map:
- not sure about that yet
Memory:
- direct memory editing will not be supported
Math:
- [] abs
- [] atan2
- [] ceil
- [] cos
- [] flr
- [] max
- [] mid
- [] min
- [] rnd
- [] sgn
- [] sin
- [] sqrt
- [] srand Will not implement:
- band
- bnot
- bor
- bxor
- lshr
- rotl
- rotr
- shl
- shr
Cartridge data:
- depends on the cartridge layout; will be decided in the future if functions for cartridge data manipulation are necessary
Coroutines:
- will not be implemented
Strings:
- split
- sub
- [] chr
- [] ord
- [] tonum
- [] tostr
Values and objects:
- implementation depends if the PICO-8 API does not double Lua functions there
Time:
- [] time
System:
- will not be implemented
Debugging:
- [] assert
- [] printh Not sure if it will be implemented:
- stat (at least not fully)
Goals:
- create API inspired by PICO-8, but perhaps a bit higher level
- create API that will allow to create simple games easily
Non-goals:
- being PICO-8 compatible
- creating fantasy console sensu stricto (with emulating specific hardware)
Challanges:
- designing API that is inspired on surface by PICO-8 but without limiting access to Lua idioms and standard library (and Love2d if someone wants) is challanging because it's prone to inconsistiences and redundancy; therefore, it would be necessary to:
- implement basic API based on PICO-8 API
- remove redundancy between API and Lua
- fill the gaps