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086abfeb71
...
ca7517cc3a
18
vacation.p8
18
vacation.p8
@ -619,7 +619,7 @@ 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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rectfill(0, 64+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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@ -676,7 +676,7 @@ function arcade_level:draw_splash(x, force)
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local n = (force + rnd(force)) & 0x7FF
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for i=0,n do
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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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if d.dr < 0 then
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self.bg:push_back(d)
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else
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self.fg:push_back(d)
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@ -704,25 +704,27 @@ function arcade_level:landing_splash(x, force, harder)
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self:draw_splash(x, force)
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end
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splashcols = {0x1003, 0x103d.a5a5}
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droplet = {}
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mknew(droplet, function(d)
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d.dx = (d.f * d.force >> 2) - 0.75
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d.dx = d.f * d.force >> 2
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d.x += 16 * d.f
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d.dy = -rnd(d.force*0.66)
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d.r = 1 + rnd(0.75 + (d.force >> 4))
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d.dy = -rnd(d.force>>1)
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d.r = rnd(1) + 1
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d.dr = rnd(0.025) - 0.0125
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d.ymo = 255 * d.dr
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d.c = rnd(splashcols)
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end)
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function droplet:update()
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self.x += self.dx
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self.y += self.dy
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self.r += self.dr
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self.dy += 0.3
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return self.y >72 + wave()
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return self.y > self.ymo + 72 + wave() or self.r < 0.5
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end
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function droplet:draw()
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circfill(self.x, self.y, self.r, self.c)
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circfill(self.x, self.y, self.r, 0x1003)
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local r2 = self.r >> 1
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pset(self.x+r2, self.y-r2, 0x100F)
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end
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