pico-8 cartridge // http://www.pico-8.com version 41 __lua__ -- vacation (18+) -- 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 -- 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) 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 -- 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 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 ------------------------------- -- 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. -- restores prior fill pattern. 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 -->8 -- setup and p8 entry points function _init() -- disable btnp repeat -- TODO: set back to 30 frames -- outside of game mode poke(0x5f5c, 255) -- complex fill API mode poke(0x5f34, 1) awakener_hold_frames = 0 mainview = ao_splash.new() end function _update60() if awakener_armed then if btn() & 0x30 > 0 then awakener_hold_frames += 1 else awakener_hold_frames = 0 end if awakener_hold_frames == 90 then exit_dither = ditherer.new{di=1} awakener_armed = false end end if exit_dither and exit_dither:update() then exit_dither = nil awakener_hold_frames=0 mainview = fast_awakener.new() end mainview:update() end function _draw() mainview:draw() if awakener_hold_frames >= 30 then local gpx=(awakener_hold_frames-30) * 2 + 7 rectfill(0,0,gpx,9,4) rectfill(gpx+1,0,128,9,5) font_default() print("keep holding for awakener", 1, 1, 7) font_special() end if exit_dither then exit_dither:draw() end end 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 function font_special() poke(0x5f58, 0x81) end -->8 -- text rendering -- text colors for zonk mode: -- 8 -- standard -- 9 -- delayed fade -- 10 -- currently fading in txtbox = { x=0, y=0, text="???", col=8, mode=0x81, } mknew(txtbox) function txtbox:update() end 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 spring = { from = 128, to = 0, frames=120, f = 0, } mknew(spring) 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 function spring:draw() self.v:draw() end scoot = { from=0, to=-128, frames=60, 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 end function scoot:draw() self.v:draw() end 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 -->8 -- zonk renderer 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) 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 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 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 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() 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 -->8 -- awakener fast_awakener = {} mknew(fast_awakener) function fast_awakener:update() --todo: implement end function fast_awakener:draw() cls() pal() clear_alt_pal_bits() font_default() print("placeholder", 45, 61, 8) end -->8 -- consent screens 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 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=consent_splash.new() 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 consent_splash = { f = 0, } mknew(consent_splash, function(self) self.d = ditherer.new{ di=-1 } awakener_armed = true awakener_hold_frames = 0 end) function consent_splash:update() if (self.f < 0x7fff) self.f += 1 if (btnp(1) and self.f > 150) self.d.di = 1 if self.d:update() and self.d.di > 0 then mainview=newtitle() mainview:update() end end function consent_splash:draw() cls() font_special() print("\^w\^twarning", 20, 2, 10) font_default() cursor(1, 25) color(6) print("this game will \fchypnotize\f6 you.") if (self.f < 45) return print("") print("hypnotic suggstions include:") print("relaxation, trance, obedience,") print("loss of volition, euphoria, joy,") print("amnesia, identity loss, and the") print("experience of \fetranformation") print("into a pooltoy orca.\f6") if (self.f < 90) return print("") print("an awakener that removes all") print("suggestions is available at") print("\faany time:\f6 hold ❎ or 🅾️.") print("gameplay uses only arrows.") if(self.f < 300) return print("") print("") print(" consent and begin: \f7➡️") self.d:draw() end -->8 -- title screen -- currently just loading -- whatever view I want to debug function newtitle() local ret = title_screen.new() ret:activate() return ret end title_screen = {} mknew(title_screen, function(t) t.d = ditherer.new{ di = -1 } end) function title_screen:activate() font_dogica() end function title_screen:draw() pal() clear_alt_pal_bits() cls(12) 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 -->8 -- dolphin sprite renderer phinstate_nrm = { --s={4, 36, 4, 9}, s={4}, ws=3, hs=2, idle=true, xo=-12, yo=-8, } phinstate_jump_full = { s={64}, ws=2, hs=3, xo=-4, yo=-8, } phinstate_jump_wane = { s={69}, ws=3, hs=3, xo=-12, yo=-8, } phinstate_crest = { s={72}, ws=3, hs=2, xo=-12, yo=-8, } phinstate_fall_wax = { s={128}, ws=3, hs=3, xo=-12, yo=-16, } phinstate_fall_full = { s={77}, ws=2, hs=3, xo=-4, yo=-16, } phinstate_dive_full = phinstate_fall_full phinstate_dive_wane = { s={128}, ws=3, hs=3, xo=-12, yo=-16, } phinstate_return = { s={104}, ws=3, hs=2, xo=-12, yo=-8, } phinstate_rise_wax = phinstate_jump_wane phinstate_rise_full = phinstate_jump_full phinstate_error = { s={0}, ws=1, hs=2, } -- coordinates are the notional -- center point of the dolphin. -- many states are off-center. toyphin = { x=-12, y=64, dy=0, state=phinstate_nrm } mknew(toyphin) function toyphin:update() local x, y, dy, splash = self.x, self.y, self.dy, self.splasher -- entry mode? if not self.entered then x += 1 self.entered = x >= 16 elseif self.exiting then if x + self.state.xo > 128 then self.exited = true else x += 1 end end -- button handling if self.entered and not self.exiting then if y >= 61 and y <= 67 then if (btn(2)) and dy < 1 then splash:jump_splash(x) dy=-3.8 elseif (btn(3)) and dy > -1 then splash:dive_splash(x) dy=3.8 end else dy += (btn(3) and 0.125 or 0) - (btn(2) and 0.125 or 0) end end if (y > 64) dy -= 0.3 if (y < 64) dy += 0.3 local new_y = y + dy if new_y <= 64 and y > 64 then -- surfacing splash:surfacing_splash(x, -dy, btn(2) and (dy > -3.8)) if btn(2) then -- 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 end else -- brake if dy > -0.75 then --stabilize new_y = 64 dy = 0 else dy /= 2 end end elseif new_y >= 64 and y < 64 then -- landing splash:landing_splash(x, dy, btn(3) and (dy < 3.8)) if btn(3) then -- 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 end else --brake if dy < 0.75 then --stabilize new_y = 64 dy = 0 else dy /= 2 end end end y=new_y local wet, st = y > 64, phinstate_error if dy < -2.15 then st = wet and phinstate_rise_full or phinstate_jump_full elseif dy <= -1 and (y < 60 or y > 68) then st = wet and phinstate_rise_wax or phinstate_jump_wane elseif dy <= -1 then st = phinstate_nrm elseif dy < 1 then -- handle idle special case later st = wet and phinstate_return or phinstate_crest elseif dy <= 2.15 and (y < 60 or y < 68) then st = wet and phinstate_dive_wane or phinstate_fall_wax elseif dy <= 2.15 then st = phinstate_nrm else st = wet and phinstate_dive_full or phinstate_fall_full end if (y == 64 and dy == 0) st = phinstate_nrm -- test mode --if (btn(5)) self.exiting = true self.x, self.y, self.dy, self.state = x, y, dy, st end -- hitbox for current state function toyphin:box() local st = self.state return {self.x + st.xo, self.y + st.yo, st.ws * 8, st.hs * 8} end function toyphin:draw() local st, y = self.state, self.y 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) end -->8 word target wordtarget = { x = 129, y = 60, str = "GOOD TOY!", 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() if collides({self.x, self.y, self.w, 6}, self.phin:box()) then 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) -- 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 -- 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 = { [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 = { [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() rectfill(0, 66+w, 128, 77+w, 0x1000) poke2(0x5f78, 0xffe0.00ff <<> w) 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, 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() x.bg = event_list.new() x.fg = event_list.new() x.words = event_list.new() -- TODO: score renderer x.t0 = t() x.wordremain = x.max_score or arcade_level.max_score x.wordtimer = x.wordwait or arcade_level.wordwait x.v = view.of{ x.sky, x.sea, x.waves, {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}, x.bg, x.phin, x.fg, x.words, } 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!) font_compact() end) function arcade_level:update() 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 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 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() self.v:draw() self.d:draw() end function arcade_level:draw_splash(x, force) if (force < 0.5) return 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} if rnd() < 0.5 then 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 self:draw_splash(x, 3.8) end function arcade_level:jump_splash(x) -- TODO: sfx, vfx for jump input self:draw_splash(x, 3.8) end function arcade_level:surfacing_splash(x, force, harder) -- TODO: sfx, vfx for surfacing from a dive self:draw_splash(x, force) end function arcade_level:landing_splash(x, force, harder) -- TODO: sfx, vfx for landing from a jump self:draw_splash(x, force) end splashcols = {0x1003, 0x103d.a5a5} droplet = {} mknew(droplet, function(d) d.dx = (d.f * d.force >> 2) - 0.75 d.x += 16 * d.f d.dy = -rnd(d.force*0.66) d.r = 1 + rnd(0.75 + (d.force >> 4)) d.c = rnd(splashcols) end) function droplet:update() self.x += self.dx self.y += self.dy self.dy += 0.3 return self.y >72 + wave() end function droplet:draw() circfill(self.x, self.y, self.r, self.c) 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__ 00888800777777777777777777777777000000000000000000000000777777777777777700000000000000000000000000000000000000000000000000000000 0888e780700000000000000000000007000000000000000000000000700000000000000700000000000000000000000000000000000000000000000000000000 88888878700000000000000000000007000000000000000000000000700002222220000700000000000000000000000000000000000000000000000000000000 88a8a8e8700000000000000000000007000000000000000000000000700002eeee2000070000000000ee00000000000000000000000000000000000000000000 888a888870000000000000000000000700000000022260000000000070000222e22000070000000000e7e00000000000000000000eee70000000000000000000 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