pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
-- vacuum gambit
-- by kistaro windrider

-- stdlib

-- generate standard "overlay"
-- constructor for type tt.
-- if tt.init is defined, generated
-- new calls tt.init(ret) after
-- ret is definitely not nil,
-- before calling setmetatable.
-- use to initialize mutables.
--
-- if there was a previous new,
-- it is invoked on the new
-- object *after* more, because
-- this works better with the
-- `more` impls i use.
function mknew(tt)
 local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
 tt.new=function(ret)
  if(not ret) ret = {}
  if(more) more(ret)
  if(oldnew) oldnew(ret)
  setmetatable(ret, mt)
  return ret
 end
 return tt
end

function easeoutbounce(t)
	local n1=7.5625
	local d1=2.75

	if (t<1/d1) then
		return n1*t*t;
	elseif(t<2/d1) then
		t-=1.5/d1
		return n1*t*t+.75;
	elseif(t<2.5/d1) then
		t-=2.25/d1
		return n1*t*t+.9375;
	else
		t-=2.625/d1
		return n1*t*t+.984375;
	end
end

-->8
-- entry points
function _draw()
 cls()
 draw_hud_placeholder()
 left_pane:draw()
 right_pane:draw()
 rearm_pane_instance:draw()
end

function _init()
 item=1
 bfm=1
 crt_frm = 1
 left_pane = weapon_pane.new{}
 right_pane = weapon_pane.new{
  is_left=false,
  s = 2,
  hdr = "vulc",
  body = "   rate\n\n  faster\n  firing\n   rate",
  hot = function() return item == 2 end}
 rearm_pane_instance = rearm_pane.new{hot=function() return item < 0 end}
end

function _update60()
 crt_frm += 0.25
 if (crt_frm >= 9) crt_frm = 1
 if (btn(3) and item > 0 or btn(2) and item < 0) item = -item
 if (btn(0)) item = 1
 if (btn(1)) item = 2
 if (btn() & 0xF ~= 0) and bfm >= 10 or bfm >= 30 then
  bfm = 1
 else
  bfm += 1
 end

 if btnp(4) then
  left_pane.pos = -1
  right_pane.pos = -1
  rearm_pane_instance.pos = -1
 end

 if btnp(5) then 
  left_pane.pos = 1
  right_pane.pos = 1
  rearm_pane_instance.pos = 1
 end

 left_pane:update()
 right_pane:update()
 rearm_pane_instance:update()
end

function draw_hud_placeholder()
 rectfill(112, 0, 127, 127,0x56)
 rect(112,0,127,127,7)
 line(127,1,127,127,5)
 line(113,127)
end

-->8
-- rearm pane drawing

crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570}

function glow_box(x0, y0, x1, y1, c, cf)
 for i,v in ipairs{c[1],c[2],c[1],0} do
  i -= 1
  rect(x0+i,y0+i,x1-i,y1-i,v)
 end
 fillp(crt[crt_frm&0xff])
 rectfill(x0+4, y0+4, x1-4, y1-4, cf)
 fillp()
end

function frame_col(hot)
 if (not hot) return {4,10}
 if (bfm<=16) return {14,7}
 return {2,8}
end

function draw_weap_opt(x, y, c, s, hdr, body)
 camera(-x,-y)
 glow_box(0,0,55,100,c,1)
 spr(s,5, 5)
 print(hdr, 13, 8, 7)
 print(body, 5, 15, 6)
 camera()
end

function draw_rearm(c)
 glow_box(0,101,111,127,c,1)
 spr(5,15,107,4,2)
 print("full ammo\nfull shield\n+50% health",54, 106, 6)
end

-->8
-- rearm pane objects
easing_pane = mknew{
 -- to enter: pos = -1; to exit: pos = 1
 -- runs for 32 frames in, 16 frames out
}

function easing_pane:frac()
 local pos = self.pos
 if (not pos) return
 if (pos < 0) return 1-easeoutbounce(1+pos)
 if (pos > 0) return (1-pos)*(1-pos)
 return 0
end

function easing_pane:update()
 local pos = self.pos
 if (not pos or pos == 0) return
 if (pos < 0) pos = min(pos + 0x0.05, 0)
 if pos > 0 then
  pos -= 0x0.1
  if (pos <= 0) pos = nil
 end
 self.pos = pos
end

weapon_pane = mknew(easing_pane.new{
 is_left = true,
 s = 1,
 hdr = "hull",
 body = "\n    +1\n   max\n  health",
 hot = function() return item == 1 end,
})

function weapon_pane:draw()
 local frac, is_left = self:frac(), self.is_left
 if (not frac) return
 camera(
  frac * (is_left and 55 or -128) + (1-frac) * (is_left and 0 or -56),
  0)
 glow_box(0,0,55,100,frame_col(self:hot()),1)
 spr(self.s,5, 5)
 print(self.hdr, 13, 8, 7)
 print(self.body, 5, 15, 6)
 camera()
end

rearm_pane = mknew(easing_pane.new{})

function rearm_pane:draw()
 local frac = self:frac()
 if (not frac) return
 camera(0, -28 * frac)
 glow_box(0,101,111,127,frame_col(self:hot()),1)
 spr(5,15,107,4,2)
 print("full ammo\nfull shield\n+50% health",54, 106, 6)
 camera()
end

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