vacation/vacation.p8

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2024-02-01 03:33:40 +00:00
pico-8 cartridge // http://www.pico-8.com
version 41
__lua__
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-- vacation (18+)
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-- kistaro windrider
--------------------------------
-- copyright (C) 2024 kistaro windrider
--
-- this program is free software; you can redistribute it and/or modify
-- it under the terms of the gnu general public license as published by
-- the free software foundation; either version 2 of the license, or
-- (at your option) any later version.
--
-- this program is distributed in the hope that it will be useful,
-- but without any warranty; without even the implied warranty of
-- merchantability or fitness for a particular purpose. see the
-- gnu general public license for more details.
--------------------------------
-- addtional credits
-- dogica font by roberto mocci
-- https://www.dafont.com/es/dogica.font
--
-- converted by josれた aular
-- https://jaular.itch.io/pico-8-dogica-font
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-- tab 0: library
-- tab 1: p8 entry points
-- tabs 2...F: actual code
function usplit(str)
return unpack(split(str))
end
function csv(s)
local ret = split(s, "\n")
for i, v in ipairs(ret) do
ret[i] = type(v) == "string" and split(v) or { v }
end
return ret
end
-- generate standard "overlay"
-- constructor for type tt.
-- if more is defined, generated
-- new calls more(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, more)
local mt, oldnew={__index=tt},tt.new
tt.new=function(ret)
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if (not ret) ret = {}
if (more) more(ret)
if (oldnew) oldnew(ret)
setmetatable(ret, mt)
return ret
end
end
event_list = {is_event_list=true}
mknew(event_list, function(x)
x.next=nil
x.tail=x
end)
function event_list:push_back(x)
self.tail.next = x
self.tail = x
end
function event_list:strip(f)
local p, n = self, self.next
while n do
if f(n) then
p.next = n.next
else
p = n
end
n = n.next
end
self.tail = p
return p
end
function event_list:update()
local p, n = self, self.next
while n do
if n:update() then
p.next = n.next
else
p = n
end
n = n.next
end
self.tail = p
return p
end
function event_list:draw()
local n = self.next
while n do
n:draw()
n = n.next
end
end
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-- if t[mname] is a thing,
-- invoke it as a method. else,
-- try each object in t
function outer_or_each_opt(t, mname)
local fun = t[mname]
if fun then
fun(t)
return
end
foreach(t, function(o)
local f = o[mname]
if(f) f(o)
end)
end
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function nop() end
-- puke emits a verbose string
-- describing item, indented to
-- the specified depth (0 by
-- default). used for table
-- debugging. table-type keys
-- are not legible here
function puke(item, indent, seen, hidekey)
if (type(item) ~= "table") return tostr(item)
seen = seen or {}
if (seen[item]) return "<<...>>"
seen[item] = true
indent = indent or 0
local pfx = "\n"
for _=1,indent do
pfx ..= " "
end
local xpfx = pfx.." "
if item.is_event_list then
local ret,n = "event_list <",0
item:strip(function(x)
n += 1
ret ..= xpfx..tostr(n)..": "..puke(x, indent+2, seen, "next")
end)
return ret..pfx..">"
end
local ret = "{"
for k, v in pairs(item) do
if (k ~= hidekey) ret ..= xpfx..tostr(k)..": "..puke(v, indent+2, seen)
end
return ret..pfx.."}"
end
-- convenience for debugging
function puketh(item, ...)
printh(puke(item), ...)
end
function pukeboard(item)
puketh(item, "@clip")
end
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-------------------------------
-- view
-------------------------------
-- composits drawable items.
-- add items to .views to
-- composit them. x and y are
-- relative reverse camera
-- offsets. drawable items will
-- observe appropriate incoming
-- camera and clip state.
-- clipping respects existing
-- clipping so stacked views
-- intersect.
-------------------------------
view = {
x=0,
y=0,
w=128,
h=128,
}
mknew(view, function(x)
if (not x.views) x.views = {}
end)
function view.of(subviews)
return view.new{views=subviews}
end
function view:update()
outer_or_each_opt(self.views, "update")
end
function view:draw()
local oldcam, oldclip = $0x5f28, $0x5f20
poke2(0x5f28, %0x5f28-self.x)
poke2(0x5f2a, %0x5f2a-self.y)
clip(-%0x5f28, -%0x5f2a, self.w, self.h, true)
outer_or_each_opt(self.views, "draw")
poke4(0x5f20, oldclip)
poke4(0x5f28, oldcam)
end
-- draws opaque rectangles.
-- default bg is equivalent to
-- clip-aware cls.
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-- restores prior fill pattern.
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bg = {
x=0,y=0,w=128,h=128,fp=0,c=0
}
mknew(bg)
function bg:draw()
local oldfp=fillp(self.fp)
rectfill(self.x,self.y,self.x+self.w,self.y+self.h,self.c)
fillp(oldfp)
end
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-->8
-- setup and p8 entry points
function _init()
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-- disable btnp repeat
-- TODO: set back to 30 frames
-- outside of game mode
poke(0x5f5c, 255)
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-- complex fill API mode
poke(0x5f34, 1)
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mainview = ao_splash.new()
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end
function _update60()
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mainview:update()
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end
function _draw()
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mainview:draw()
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end
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function font_dogica()
memcpy(0x5600, 0x2000, 0x800)
poke(0x5f58, 0x81)
end
function font_compact()
memcpy(0x5600, 0x2800, 0x800)
poke(0x5f58, 0x81)
end
function font_default()
poke(0x5f58, 0x80)
end
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-->8
-- text rendering
-- text colors for zonk mode:
-- 8 -- standard
-- 9 -- delayed fade
-- 10 -- currently fading in
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txtbox = {
x=0,
y=0,
text="???",
col=8,
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mode=0x81,
}
mknew(txtbox)
function txtbox:update() end
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function txtbox:draw()
poke(0x5f58, self.mode)
print(self.text, self.x, self.y, self.col)
end
function txtbox:xmax()
return print(self.text, self.x, -9999)
end
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spring = {
from = 128,
to = 0,
frames=120,
f = 0,
}
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mknew(spring)
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function spring:update()
local v = self.v
self.v:update()
if self.f >= self.frames then
v.y=self.to
return true
end
local t, range = self.f/self.frames, self.to - self.from
v.y = self.to-range*(2^(-10*t)*cos(2*t))
self.f += 1
end
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function spring:draw()
self.v:draw()
end
scoot = {
from=0,
to=-128,
frames=60,
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f=0,
}
mknew(scoot)
function scoot:update()
local v = self.v
self.v:update()
if self.f >= self.frames then
v.y=self.to
return true
end
self.f += 1
if self.f < 0 then
v.y=self.from
return
end
local t, range = self.f/self.frames, self.to - self.from
v.y = self.from + range * t * t * t
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end
function scoot:draw()
self.v:draw()
end
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scootbox = {}
mknew(scootbox, function(x)
x.v = view.new()
x.s = scoot.new{
from=x.from or scoot.from,
to=x.to or scoot.to,
frames=x.frames or scoot.frames,
v=x.v
}
end)
function scootbox:update()
if self.go then
self.s:update()
else
self.v:update()
end
end
function scootbox:push(drawable)
add(self.v.views, drawable)
end
function scootbox:done()
return self.s.f >= self.s.frames
end
function scootbox:draw()
return self.v:draw()
end
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-->8
-- zonk renderer
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fadetable = split"0,1.5,1025.5,1029.5,1285.5,1413.5,9605.5,9637.5,-23130.5,-23066.5,-18970.5,-18954.5,-2570.5,-2568.5,-520.5,-8.5,-0.5"
ditherer = {
i = 0,
di = 0.25,
c=0,
pattern=fadetable,
}
mknew(ditherer, function(x)
if (x.di and x.di < 0 and not x.i) x.i = (x.pattern and #x.pattern or #fadetable) + 0.99
end)
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function ditherer:update()
if (self.i > 0 and self.di < 0) self.i += self.di
if (self.i < #self.pattern + 1 and self.di > 0) self.i += self.di
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return self.i < 0 or self.i >= #self.pattern + 1
end
function ditherer:draw()
local idx = min(flr(self.i), #self.pattern)
if (idx < 1) idx = 1
fillp(self.pattern[#self.pattern+1-idx])
rectfill(0,0,128,128,self.c)
end
fuzzy = {
p = 0xffff,
n = 0,
interval = 3,
tries = 2,
}
mknew(fuzzy, function(x)
local p = (x.p or fuzzy.p) & 0xffff
x.mass = 0
while p ~= 0 do
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x.mass += p & 1
p = (p >>> 1) & 0xffff
end
end)
function fuzzy:update()
self.n += 1
if (self.n < self.interval) return
self.n = 0
for i=1,self.tries do
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local b = 1 << rnd(16)
if b & self.p == 0 then
if i == self.tries or not self.weight or self.mass <= self.weight then
self.mass += 1
self.p |= b
return
end
else
if i == self.tries or not self.weight or self.mass >= self.weight then
self.mass -= 1
self.p &= ~b
return
end
end
end
end
function fuzzy:set_fillp()
fillp(self.p + 0x0.8)
end
fuzzy_stripey = {
y = 0,
dy = -0.25,
thicc = 3,
weight = 12,
spacing = 7,
gap = 32,
colors = {5, 2, 1},
}
mknew(fuzzy_stripey, function(f)
f.fuzz = fuzzy.new{
weight = f.weight or fuzzy_stripey.weight,
interval = f.interval or fuzzy.interval,
tries = f.tries or fuzzy.tries,
}
end)
function fuzzy_stripey:update()
self.y += self.dy
if (self.y <= -self.gap) self.y += self.gap
if (self.y >= self.gap) self.y -= self.gap
self.fuzz:update()
end
function fuzzy_stripey:draw()
self.fuzz:set_fillp()
for y=self.y,128,self.gap do
for i,c in ipairs(self.colors) do
local y0 = y + (i-1) * self.spacing
rectfill(0, y0, 128, y0 + self.thicc, c)
end
end
end
--@musurca & @felice
function cminskycirc(r,c)
local j,k,rat=r,0,1/r
poke(0x5f25,c) --set color
for i=1,r*0.785 do
k-=rat*j
j+=rat*k
pset(63.5+j,63.5+k)
pset(63.5+j,63.5-k)
pset(63.5-j,63.5+k)
pset(63.5-j,63.5-k)
pset(63.5+k,63.5+j)
pset(63.5+k,63.5-j)
pset(63.5-k,63.5+j)
pset(63.5-k,63.5-j)
end
pset(63.5,63.5-r)
pset(63.5,63.5+r)
pset(63.5-r,63.5)
pset(63.5+r,63.5)
end
breather = {
colors = {1,2,4,2,1},
sep = 5,
speed=240,
f=0,
}
mknew(breather)
function breather:update()
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if (self.freeze) return
local f = self.f + 1
if (not self.on) f = 0
if (f >= self.speed) f = -self.speed
if f == 0 and self.nextspeed then
self.speed = self.nextspeed
self.nextspeed = nil
end
self.f = f
end
function easeinout(t)
if(t<.5) then
return t*t*t*4
else
t-=1
return 1-t*t*t*-4
end
end
function breather:draw()
fillp(0)
local cols, f, spd, sep = self.colors, self.f, self.speed, self.sep
local stall = sep * (#cols - 1)
local cap = spd-stall
if (f >= 0) f += stall
for i,c in ipairs(cols) do
local ef = f - (i-1)*sep
ef = abs(ef) - stall
if ef <= cap and ef > 0 then
cminskycirc(easeinout(ef/cap)<<6,c)
end
end
end
function breather:starting_reverse()
return self.f + self.speed < self.sep * #self.colors
end
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-->8
-- awakener
-->8
-- consent screens
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ao_splash = {
fwait = 180,
}
mknew(ao_splash, function(self)
self.c = breather.new{
colors={7,15,14,8,2},
sep=3,
f=15,
on=true,
}
font_dogica()
end)
function ao_splash:update()
if self.c.f < self.c.speed/2.5 then
self.c:update()
return
end
self.fwait -= 1
if (self.fwait < ao_splash.fwait-30 and (btnp() & 0xf > 0) and self.fwait > 0) self.fwait = 0
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if self.fwait == 0 then
self.d = ditherer.new{di=1}
end
if (self.d) self.d:update()
if self.fwait <= -32 then
-- TODO: consent screen
mainview=newtitle()
mainview:update()
end
end
function ao_splash:draw()
cls()
self.c:draw()
if self.fwait < ao_splash.fwait then
print("18+", 55, 60, 7)
print("aDULTS ONLY", 35, 90, 15)
end
if (self.d) self.d:draw()
end
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-->8
-- title screen
-- currently just loading
-- whatever view I want to debug
function newtitle()
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local ret = title_screen.new()
ret:activate()
return ret
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end
title_screen = {}
mknew(title_screen, function(t)
t.d = ditherer.new{
di = -1
}
end)
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function title_screen:activate()
font_dogica()
end
function title_screen:draw()
pal()
clear_alt_pal_bits()
cls(12)
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print("title screen", 30, 57, 0)
print("press right arrow", 15, 66, 0)
self.d:draw()
end
function title_screen:update()
if (btnp(1)) self.d.di = 1
if(self.d:update() and self.d.di > 0) start_game()
end
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-->8
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-- dolphin sprite renderer
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phinstate_nrm = {
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--s={4, 36, 4, 9},
s={4},
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ws=3,
hs=2,
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idle=true,
xo=-12,
yo=-8,
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}
phinstate_jump_full = {
s={64},
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ws=2,
hs=3,
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xo=-4,
yo=-8,
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}
phinstate_jump_wane = {
s={69},
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ws=3,
hs=3,
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xo=-12,
yo=-8,
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}
phinstate_crest = {
s={72},
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ws=3,
hs=2,
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xo=-12,
yo=-8,
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}
phinstate_fall_wax = {
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s={128},
ws=3,
hs=3,
xo=-12,
yo=-16,
}
phinstate_fall_full = {
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s={77},
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ws=2,
hs=3,
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xo=-4,
yo=-16,
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}
phinstate_dive_full = phinstate_fall_full
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phinstate_dive_wane = {
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s={128},
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ws=3,
hs=3,
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xo=-12,
yo=-16,
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}
phinstate_return = {
s={104},
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ws=3,
hs=2,
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xo=-12,
yo=-8,
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}
phinstate_rise_wax = phinstate_jump_wane
phinstate_rise_full = phinstate_jump_full
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phinstate_error = {
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s={0},
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ws=1,
hs=2,
}
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-- coordinates are the notional
-- center point of the dolphin.
-- many states are off-center.
toyphin = {
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x=-12,
y=64,
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dy=0,
state=phinstate_nrm
}
mknew(toyphin)
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function toyphin:update()
local x, y, dy, splash = self.x, self.y, self.dy, self.splasher
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-- entry mode?
if not self.entered then
x += 1
self.entered = x >= 16
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elseif self.exiting then
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if x + self.state.xo > 128 then
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self.exited = true
else
x += 1
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end
end
-- button handling
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if self.entered and not self.exiting then
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if y >= 61 and y <= 67 then
if (btn(2)) and dy < 1 then
splash:jump_splash(x)
dy=-3.8
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elseif (btn(3)) and dy > -1 then
splash:dive_splash(x)
dy=3.8
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end
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else
dy += (btn(3) and 0.125 or 0) - (btn(2) and 0.125 or 0)
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end
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end
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if (y > 64) dy -= 0.3
if (y < 64) dy += 0.3
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local new_y = y + dy
if new_y <= 64 and y > 64 then
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-- surfacing
splash:surfacing_splash(x, -dy, btn(2) and (dy > -3.8))
if btn(2) then
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-- maybe boost
if dy > -3.8 then
new_y = 64 + ((dy + y - 64)/dy * -3.8)
dy = -3.8
else
dy = (dy - 7.6) / 3
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end
else
-- brake
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if dy > -0.75 then
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--stabilize
new_y = 64
dy = 0
else
dy /= 2
end
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end
elseif new_y >= 64 and y < 64 then
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-- landing
splash:landing_splash(x, dy, btn(3) and (dy < 3.8))
if btn(3) then
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-- maybe boost
if dy < 3.8 then
new_y = 64 - ((dy - y + 64)/dy * 3.8)
dy = 3.8
else
dy = (7.6 + dy) / 3
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end
else
--brake
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if dy < 0.75 then
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--stabilize
new_y = 64
dy = 0
else
dy /= 2
end
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end
end
y=new_y
local wet, st = y > 64, phinstate_error
if dy < -2.15 then
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st = wet and phinstate_rise_full or phinstate_jump_full
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elseif dy <= -1 and (y < 60 or y > 68) then
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st = wet and phinstate_rise_wax or phinstate_jump_wane
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elseif dy <= -1 then
st = phinstate_nrm
elseif dy < 1 then
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-- handle idle special case later
st = wet and phinstate_return or phinstate_crest
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elseif dy <= 2.15 and (y < 60 or y < 68) then
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st = wet and phinstate_dive_wane or phinstate_fall_wax
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elseif dy <= 2.15 then
st = phinstate_nrm
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else
st = wet and phinstate_dive_full or phinstate_fall_full
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end
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if (y == 64 and dy == 0) st = phinstate_nrm
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-- test mode
--if (btn(5)) self.exiting = true
self.x, self.y, self.dy, self.state = x, y, dy, st
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end
-- hitbox for current state
function toyphin:box()
local st = self.state
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return {self.x + st.xo, self.y + st.yo, st.ws * 8, st.hs * 8}
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end
function toyphin:draw()
local st, y = self.state, self.y
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if (st.idle) y += wave()
spr(st.s[1+(((t()<<1)&0x0.FFFF*#st.s)&0x7FFF)], self.x + st.xo, y + st.yo, self.state.ws, self.state.hs)
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end
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-->8 word target
wordtarget = {
x = 129,
y = 60,
str = "GOOD TOY!",
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on_hit = nop,
}
mknew(wordtarget, function(x)
poke(0x5f58, 0x81)
x.w = print(x.str or wordtarget.str, 0, -9999)-1
end)
function collides(b1, b2)
if (b1[1] > b2[1] + b2[3]) return false
if (b1[1] + b1[3] < b2[1]) return false
if (b1[2] > b2[2] + b2[4]) return false
return not (b1[2] + b1[4] < b2[2])
end
function wordtarget:update()
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if collides({self.x, self.y, self.w, 6}, self.phin:box()) then
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self:on_hit()
return true
end
self.x -= 1
return self.x < -self.w
end
function wordtarget:draw()
poke(0x5f58, 0x81)
-- debug: show hitbox
--rect(self.x-1, self.y-1, self.x+self.w+1, self.y + 8, 0x10F1.5a5a)
print(self.str, self.x+1, self.y+1, 0x100b)
print(self.str, self.x, self.y, 0x100a)
end
-->8
-- arcade mode
-- palette use:
-- 0: shallow sea blue (1)
-- 1: black (for sprites)
-- 2: dolphin shading
-- 3: azure water, maybe score display? (140)
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-- 4, 5: unassigned, layer-specific
-- 6: dolphin specular highlights
-- 7: dolphin white paint
-- 8, 9: unassigned, layer specific
-- 10: word primary (yellow 10?)
-- 11: word shadow (wood 132?)
-- 12: dolphin eye
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-- 13: common sky color
-- 14: dolphin primary color
-- 15: highlight white (all layers)
--
-- dolphin colors are different
-- between zones; correlated.
-- wave, text, and black colors
-- are the same between zones.
-- other colors are for
-- elements that only ever
-- appear in one zone.
--
-- TODO: consider changing sky
-- colors in different stages;
-- document what colors those
-- are (nrm_pal) if so.
game_nrm_pal = {
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[0] = 1, 0, 2, 140, 4, 5, 7, 7, 8, 9, 10, 132, 12, 12, 14, 7
}
-- undersea palette local decisions:
-- 4: deeper sea blue (129)
game_uw_pal = {
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[0]=1, 0, 130, 140, 129, 5, 141, 13, 8, 9, 10, 132, 131, 12, 141, 7
}
function setup_arcade_pal()
-- per-line color mode
poke(0x5f5f, 0x10)
-- rows 72 and lower: sea
memset(0x5f79,0xff,7)
pal()
pal(game_nrm_pal, 1)
pal(game_uw_pal, 2)
end
-- global wave amplitude clock
-- wave per 2 seconds
-- optional toff: offset. at
-- toff==0 draw directly under
-- the dolphin
function wave(toff)
toff = toff or 0
return 2.5 * sin((t()+toff)>>1)
end
function clear_alt_pal_bits()
memset(0x5f70,0x0,16)
end
sea = {}
mknew(sea)
function sea:draw()
local w = wave()
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rectfill(0, 66+w, 128, 77+w, 0x1000)
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poke2(0x5f78, 0xffe0.00ff <<> w)
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rectfill(0, 78+w, 128, 89+w, 0x1040.a842)
rectfill(0, 90+w, 128, 97+(w>>1), 0x1004.e169)
rectfill(0, 98+(w>>1), 128, 104+(w>>2), 0x1004.a842)
rectfill(0, 104+(w>>2), 128, 110+(w>>2), 0x1004)
rectfill(0, 111+(w>>2), 128, 118+(w>>3), 0x1041.e169)
rectfill(0, 119+(w>>3), 128, 124+(w>>3), 0x1041.a842)
rectfill(0, 125+(w>>3), 128, 128, 0x1001)
end
arcade_level = {
score=0,
max_score=999,
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wordwait = 90,
}
mknew(arcade_level, function(x)
x.phin = toyphin.new{splasher=x}
-- TODO: decent looking sky and sea
x.sky = bg.new{c=13}
x.sea = sea.new()
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x.bg = event_list.new()
x.fg = event_list.new()
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x.words = event_list.new()
-- TODO: score renderer
x.t0 = t()
x.wordremain = x.max_score or arcade_level.max_score
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x.wordtimer = x.wordwait or arcade_level.wordwait
x.v = view.of{
x.sky,
x.sea,
x.waves,
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{draw=function()
poke(0x5f58, 0)
local s = tostr(x.score)
print(s,1,2,3)
print(s,2,1,3)
print(s,0,1,3)
print(s,1,0,3)
print(s,1,1,15)
end},
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x.bg,
x.phin,
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x.fg,
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x.words,
}
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x.d = ditherer.new{
c=1,
di = 0.34,
}
-- TODO: fade in level music
-- Switch to small font
-- (Dogica is too large to ever miss!)
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font_compact()
end)
function arcade_level:update()
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if self.phin.entered then
if self.wordtimer <= 0 and self.wordremain > 0 then
self:spawn_word()
self.wordtimer = self.wordwait
self.wordremain -= 1
end
self.wordtimer -= 1
end
if self.wordremain <= 0 and self.words.next == nil then
self.phin.exiting = true
end
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if self.phin.x > 90 then
if (self.d:update()) seq:next()
end
self.v:update()
-- TODO: timers, word loop,
-- level state tracking and
-- progression, etc.
end
2024-02-05 09:03:21 +00:00
function arcade_level:spawn_word()
-- TODO: basically everything.
-- word lists
-- pattern generator
self.words:push_back(wordtarget.new{
y=32+rnd(64), -- real game uses pattern generator!
phin=self.phin,
on_hit = function(word)
self:word_hit(word)
end,
})
end
function arcade_level:word_hit(word)
self.score += 1
-- TODO: sfx
-- TODO: sparkle
end
function arcade_level:draw()
setup_arcade_pal()
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self.v:draw()
self.d:draw()
end
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function arcade_level:draw_splash(x, force)
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if (force < 0.5) return
2024-02-05 05:52:50 +00:00
local n = (force + rnd(force)) & 0x7FF
for i=0,n do
local d = droplet.new{x=x, force=force, y=72+wave(), f=i/n-0.5}
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if rnd() < 0.5 then
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self.bg:push_back(d)
else
self.fg:push_back(d)
end
end
end
function arcade_level:dive_splash(x)
-- TODO: sfx, vfx for dive input
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self:draw_splash(x, 3.8)
end
function arcade_level:jump_splash(x)
-- TODO: sfx, vfx for jump input
2024-02-05 05:52:50 +00:00
self:draw_splash(x, 3.8)
end
function arcade_level:surfacing_splash(x, force, harder)
-- TODO: sfx, vfx for surfacing from a dive
2024-02-05 05:52:50 +00:00
self:draw_splash(x, force)
end
function arcade_level:landing_splash(x, force, harder)
-- TODO: sfx, vfx for landing from a jump
2024-02-05 05:52:50 +00:00
self:draw_splash(x, force)
end
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splashcols = {0x1003, 0x103d.a5a5}
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droplet = {}
mknew(droplet, function(d)
d.dx = (d.f * d.force >> 2) - 0.75
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d.x += 16 * d.f
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d.dy = -rnd(d.force*0.66)
d.r = 1 + rnd(0.75 + (d.force >> 4))
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d.c = rnd(splashcols)
end)
function droplet:update()
self.x += self.dx
self.y += self.dy
self.dy += 0.3
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return self.y >72 + wave()
end
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function droplet:draw()
2024-02-05 06:02:49 +00:00
circfill(self.x, self.y, self.r, self.c)
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local r2 = self.r >> 1
pset(self.x+r2, self.y-r2, 0x100F)
end
-->8
-- game sequencer
sequencer = {
idx = 0,
score = 0,
max_score = 0,
}
mknew(sequencer)
function sequencer:next()
if (mainview.score) self.score += mainview.score
if (mainview.max_score) self.max_score += mainview.max_score
self.idx += 1
local rec = self[self.idx]
if rec == nil then
mainview = newtitle()
return
end
if rec.params then
mainview = rec.f(unpack(rec.params))
else
mainview = rec.f()
end
mainview:update()
end
function start_game()
seq = sequencer.new{
-- {
-- f = arcade_level.new,
-- params = {{
-- max_score=2,
-- }}
-- },
{
f = function()
pal()
clear_alt_pal_bits()
return view.of{
bg.new(),
fuzzy_stripey.new{interval=7, tries=5},
breather.new{on=true},
}
end,
},
}
seq:next()
end
__gfx__
2024-02-05 17:25:06 +00:00
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2024-02-05 17:41:55 +00:00
__label__
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