move sprite rendering to the correct tab; add error sprite
This commit is contained in:
parent
ae58950209
commit
6054e2d182
319
vacation.p8
319
vacation.p8
@ -230,8 +230,6 @@ function _init()
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-- complex fill API mode
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-- complex fill API mode
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poke(0x5f34, 1)
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poke(0x5f34, 1)
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-- per-line color mode
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poke(0x5f5f, 0x10)
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mainview = newtitle()
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mainview = newtitle()
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end
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end
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@ -356,156 +354,6 @@ end
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-->8
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-->8
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-- sprite rendering
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-- sprite rendering
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-->8
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-- consent screens
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-->8
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-- title screen
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-- currently just loading
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-- whatever view I want to debug
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function newtitle()
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return arcade_level.new()
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end
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-->8
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-- zonk mode
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-->8
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-- awakener
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-->8
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-- arcade mode
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-- palette use:
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-- 0: shallow sea blue (1)
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-- 1: black (for sprites)
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-- 2: dolphin shading
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-- 3: azure water, maybe score display? (140)
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-- 4, 5, 6: unassigned, layer-specific
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-- 7: dolphin highlights
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-- 8, 9: unassigned, layer specific
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-- 10: word primary (yellow 10?)
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-- 11: word shadow (wood 132?)
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-- 12: dolphin eye
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-- 13: light splashy water (12), maybe sky?
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-- 14: dolphin primary color
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-- 15: highlight white (all layers)
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--
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-- dolphin colors are different
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-- between zones; correlated.
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-- wave, text, and black colors
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-- are the same between zones.
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-- other colors are for
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-- elements that only ever
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-- appear in one zone.
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--
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-- TODO: consider changing sky
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-- colors in different stages;
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-- document what colors those
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-- are (nrm_pal) if so.
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game_nrm_pal = {
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[0] = 1, 0, 2, 140, 4, 5, 6, 7, 8, 9, 10, 132, 12, 12, 14, 7
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}
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-- undersea palette local decisions:
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-- 4: deeper sea blue (129)
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game_uw_pal = {
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[0]=1, 0, 130, 140, 129, 5, 6, 13, 8, 9, 10, 132, 131, 12, 141, 7
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}
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function setup_arcade_pal()
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-- rows 72 and lower: sea
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memset(0x5f79,0xff,7)
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pal()
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pal(game_nrm_pal, 1)
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pal(game_uw_pal, 2)
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end
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-- global wave amplitude clock
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-- wave per 2 seconds
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-- optional toff: offset. at
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-- toff==0 draw directly under
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-- the dolphin
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function wave(toff)
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toff = toff or 0
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return 2.5 * sin((t()+toff)>>1)
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end
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sea = {}
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mknew(sea)
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function sea:draw()
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local w = wave()
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rectfill(0, 72+w, 128, 80+w, 0)
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poke2(0x5f78, 0xFF00.00FF <<> w)
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rectfill(0, 81+w, 128, 89+w, 0x1040.a842)
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rectfill(0, 90+w, 128, 97+(w>>1), 0x1004.e169)
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rectfill(0, 98+(w>>1), 128, 104+(w>>2), 0x1004.a842)
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rectfill(0, 104+(w>>2), 128, 110+(w>>2), 0x1004)
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rectfill(0, 111+(w>>2), 128, 118+(w>>3), 0x1041.e169)
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rectfill(0, 119+(w>>3), 128, 124+(w>>3), 0x1041.a842)
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rectfill(0, 125+(w>>3), 128, 128, 0x1001)
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end
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arcade_level = {
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score=0,
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maxscore=15,
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}
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mknew(arcade_level, function(x)
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x.phin = toyphin.new{splasher=x}
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-- TODO: decent looking sky and sea
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x.sky = bg.new{c=13}
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x.sea = sea.new()
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-- event list includes words
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x.e = event_list.new()
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-- TODO: score renderer
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x.t0 = t()
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x.v = view.of{
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x.sky,
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x.sea,
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x.waves,
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x.phin,
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x.e,
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}
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x.s = scootbox.new()
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x.s:push(x.v)
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-- TODO: fade in level music
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end)
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function arcade_level:update()
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-- TODO: timers, word loop,
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-- level state tracking and
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-- progression, etc.
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self.s:update()
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end
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function arcade_level:draw()
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setup_arcade_pal()
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self.s:draw()
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end
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function arcade_level:dive_splash(x)
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-- TODO: sfx, vfx for dive input
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end
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function arcade_level:jump_splash(x)
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-- TODO: sfx, vfx for jump input
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end
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function arcade_level:surfacing_splash(x, force, harder)
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-- TODO: sfx, vfx for surfacing from a dive
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end
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function arcade_level:landing_splash(x, force, harder)
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-- TODO: sfx, vfx for landing from a jump
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end
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phinstate_nrm = {
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phinstate_nrm = {
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s={4, 36, 4, 9},
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s={4, 36, 4, 9},
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ws=3,
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ws=3,
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@ -688,17 +536,168 @@ function toyphin:draw()
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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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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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end
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-->8
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-- consent screens
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-->8
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-- title screen
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-- currently just loading
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-- whatever view I want to debug
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function newtitle()
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return arcade_level.new()
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end
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-->8
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-- zonk mode
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-->8
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-- awakener
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-->8
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-- arcade mode
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-- palette use:
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-- 0: shallow sea blue (1)
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-- 1: black (for sprites)
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-- 2: dolphin shading
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-- 3: azure water, maybe score display? (140)
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-- 4, 5, 6: unassigned, layer-specific
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-- 7: dolphin highlights
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-- 8, 9: unassigned, layer specific
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-- 10: word primary (yellow 10?)
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-- 11: word shadow (wood 132?)
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-- 12: dolphin eye
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-- 13: light splashy water (12), maybe sky?
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-- 14: dolphin primary color
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-- 15: highlight white (all layers)
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--
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-- dolphin colors are different
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-- between zones; correlated.
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-- wave, text, and black colors
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-- are the same between zones.
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-- other colors are for
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-- elements that only ever
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-- appear in one zone.
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--
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-- TODO: consider changing sky
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-- colors in different stages;
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-- document what colors those
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-- are (nrm_pal) if so.
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game_nrm_pal = {
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[0] = 1, 0, 2, 140, 4, 5, 6, 7, 8, 9, 10, 132, 12, 12, 14, 7
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}
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-- undersea palette local decisions:
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-- 4: deeper sea blue (129)
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game_uw_pal = {
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[0]=1, 0, 130, 140, 129, 5, 6, 13, 8, 9, 10, 132, 131, 12, 141, 7
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}
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function setup_arcade_pal()
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-- per-line color mode
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poke(0x5f5f, 0x10)
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-- rows 72 and lower: sea
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memset(0x5f79,0xff,7)
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pal()
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pal(game_nrm_pal, 1)
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pal(game_uw_pal, 2)
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end
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-- global wave amplitude clock
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-- wave per 2 seconds
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-- optional toff: offset. at
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-- toff==0 draw directly under
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-- the dolphin
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function wave(toff)
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toff = toff or 0
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return 2.5 * sin((t()+toff)>>1)
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end
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sea = {}
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mknew(sea)
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function sea:draw()
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local w = wave()
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rectfill(0, 72+w, 128, 80+w, 0)
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poke2(0x5f78, 0xFF00.00FF <<> w)
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rectfill(0, 81+w, 128, 89+w, 0x1040.a842)
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rectfill(0, 90+w, 128, 97+(w>>1), 0x1004.e169)
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rectfill(0, 98+(w>>1), 128, 104+(w>>2), 0x1004.a842)
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rectfill(0, 104+(w>>2), 128, 110+(w>>2), 0x1004)
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rectfill(0, 111+(w>>2), 128, 118+(w>>3), 0x1041.e169)
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rectfill(0, 119+(w>>3), 128, 124+(w>>3), 0x1041.a842)
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rectfill(0, 125+(w>>3), 128, 128, 0x1001)
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end
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arcade_level = {
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score=0,
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maxscore=15,
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}
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mknew(arcade_level, function(x)
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x.phin = toyphin.new{splasher=x}
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-- TODO: decent looking sky and sea
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x.sky = bg.new{c=13}
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x.sea = sea.new()
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-- event list includes words
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x.e = event_list.new()
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-- TODO: score renderer
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x.t0 = t()
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x.v = view.of{
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x.sky,
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x.sea,
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x.waves,
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x.phin,
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x.e,
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}
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x.s = scootbox.new()
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x.s:push(x.v)
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-- TODO: fade in level music
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end)
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function arcade_level:update()
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-- TODO: timers, word loop,
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-- level state tracking and
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-- progression, etc.
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self.s:update()
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end
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function arcade_level:draw()
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setup_arcade_pal()
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self.s:draw()
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end
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function arcade_level:dive_splash(x)
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-- TODO: sfx, vfx for dive input
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end
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function arcade_level:jump_splash(x)
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-- TODO: sfx, vfx for jump input
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end
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function arcade_level:surfacing_splash(x, force, harder)
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-- TODO: sfx, vfx for surfacing from a dive
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end
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function arcade_level:landing_splash(x, force, harder)
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-- TODO: sfx, vfx for landing from a jump
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end
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-->8
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-->8
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-- game sequencer
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-- game sequencer
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__gfx__
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__gfx__
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00000000777777777777777777777777777777777777777777777777777777777777777777777777777777777777777700000000000000000000000000000000
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00888800777777777777777777777777777777777777777777777777777777777777777777777777777777777777777700000000000000000000000000000000
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00000000700000000000000000000007700000000000000000000007700000000000000770000000000000000000000700000000000000000000000000000000
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0888e780700000000000000000000007700000000000000000000007700000000000000770000000000000000000000700000000000000000000000000000000
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00700700700000000000000000000007700000000000000000000007700002222220000770000000000000000000000700000000000000000000000000000000
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88888878700000000000000000000007700000000000000000000007700002222220000770000000000000000000000700000000000000000000000000000000
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00077000700000000000000000000007700000000000000000000007700002eeee20000770000000000000000000000700000000000000000000000000000000
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88a8a8e8700000000000000000000007700000000000000000000007700002eeee20000770000000000000000000000700000000000000000000000000000000
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0007700070000000000000000000000770000000000000000000000770000222e220000770222200000000000000000700000000000000000000000000000000
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888a888870000000000000000000000770000000000000000000000770000222e220000770222200000000000000000700000000000000000000000000000000
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00700700700000000000000000000007702222022222222222222207700002eeee200007702ee222222222222222220700000000000000000000000000000000
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88a8a888700000000000000000000007702222022222222222222207700002eeee200007702ee222222222222222220700000000000000000000000000000000
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00000000700000000000000000000007702ee222e22e22ee22e2e2077000022222200007702e2e22e22e22ee22e2e20700000000000000000000000000000000
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08888880700000000000000000000007702ee222e22e22ee22e2e2077000022222200007702e2e22e22e22ee22e2e20700000000000000000000000000000000
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00000000700000000000000000000007702e2e2e2e2e22e2e2e2e2077000022e22000007702e2e2e2e2e22e2e2e2e20700000000000000000000000000000000
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00888800700000000000000000000007702e2e2e2e2e22e2e2e2e2077000022e22000007702e2e2e2e2e22e2e2e2e20700000000000000000000000000000000
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00000000700000000000000000000007702e2e2e2e2e22ee22eee207700002e2e2200007702eee2e2e2e22ee22eee20700000000000000000000000000000000
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00000000700000000000000000000007702e2e2e2e2e22ee22eee207700002e2e2200007702eee2e2e2e22ee22eee20700000000000000000000000000000000
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00000000702222022222222222222207702eee22e22ee2e222e2e207700002eeee20000770222222e22ee2e222e2e20700000000000000000000000000000000
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00000000702222022222222222222207702eee22e22ee2e222e2e207700002eeee20000770222222e22ee2e222e2e20700000000000000000000000000000000
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00000000702ee222e22e22ee22e2e207702222222222222202222207700002222220000770000022222222220222220700000000000000000000000000000000
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00000000702ee222e22e22ee22e2e207702222222222222202222207700002222220000770000022222222220222220700000000000000000000000000000000
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