Kistaro Windrider
135d6ea4eb
packing two custom fonts into the cartridge is going to be a problem for character count and compressed size. I'll figure something out
859 lines
25 KiB
Lua
859 lines
25 KiB
Lua
pico-8 cartridge // http://www.pico-8.com
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version 41
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__lua__
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-- vacation (18+)
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-- kistaro windrider
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--------------------------------
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-- copyright (C) 2024 kistaro windrider
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--
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-- this program is free software; you can redistribute it and/or modify
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-- it under the terms of the gnu general public license as published by
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-- the free software foundation; either version 2 of the license, or
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-- (at your option) any later version.
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--
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-- this program is distributed in the hope that it will be useful,
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-- but without any warranty; without even the implied warranty of
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-- merchantability or fitness for a particular purpose. see the
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-- gnu general public license for more details.
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--------------------------------
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-- addtional credits
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-- dogica font by roberto mocci
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-- https://www.dafont.com/es/dogica.font
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--
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-- converted by josれた aular
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-- https://jaular.itch.io/pico-8-dogica-font
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-- tab 0: library
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-- tab 1: p8 entry points
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-- tabs 2...F: actual code
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function usplit(str)
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return unpack(split(str))
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end
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function csv(s)
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local ret = split(s, "\n")
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for i, v in ipairs(ret) do
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ret[i] = type(v) == "string" and split(v) or { v }
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end
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return ret
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end
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-- generate standard "overlay"
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-- constructor for type tt.
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-- if more is defined, generated
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-- new calls more(ret) after
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-- ret is definitely not nil
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-- before calling setmetatable.
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-- use to initialize mutables.
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--
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-- if there was a previous new,
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-- it is invoked on the new
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-- object *after* more, because
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-- this works better with the
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-- `more` impls i use.
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function mknew(tt, more)
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local mt, oldnew={__index=tt},tt.new
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tt.new=function(ret)
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if (not ret) ret = {}
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if (more) more(ret)
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if (oldnew) oldnew(ret)
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setmetatable(ret, mt)
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return ret
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end
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end
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event_list = {is_event_list=true}
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mknew(event_list, function(x)
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x.next=nil
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x.tail=x
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end)
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function event_list:push_back(x)
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self.tail.next = x
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self.tail = x
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end
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function event_list:update()
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local p, n = self, self.next
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while n do
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if n:update() then
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p.next = n.next
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else
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p = n
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end
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n = n.next
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end
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self.tail = p
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return p
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end
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function event_list:draw()
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local n = self.next
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while n do
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n:draw()
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n = n.next
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end
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end
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-- if t[mname] is a thing,
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-- invoke it as a method. else,
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-- try each object in t
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function outer_or_each_opt(t, mname)
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local fun = t[mname]
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if fun then
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fun(t)
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return
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end
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foreach(t, function(o)
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local f = o[mname]
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if(f) f(o)
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end)
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end
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function nop() end
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-- puke emits a verbose string
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-- describing item, indented to
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-- the specified depth (0 by
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-- default). used for table
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-- debugging. table-type keys
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-- are not legible here
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function puke(item, indent, seen, hidekey)
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if (type(item) ~= "table") return tostr(item)
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seen = seen or {}
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if (seen[item]) return "<<...>>"
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seen[item] = true
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indent = indent or 0
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local pfx = "\n"
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for _=1,indent do
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pfx ..= " "
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end
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local xpfx = pfx.." "
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if item.is_event_list then
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local ret,n = "event_list <",0
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item:strip(function(x)
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n += 1
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ret ..= xpfx..tostr(n)..": "..puke(x, indent+2, seen, "next")
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end)
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return ret..pfx..">"
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end
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local ret = "{"
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for k, v in pairs(item) do
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if (k ~= hidekey) ret ..= xpfx..tostr(k)..": "..puke(v, indent+2, seen)
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end
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return ret..pfx.."}"
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end
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-- convenience for debugging
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function puketh(item, ...)
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printh(puke(item), ...)
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end
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function pukeboard(item)
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puketh(item, "@clip")
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end
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-------------------------------
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-- view
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-------------------------------
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-- composits drawable items.
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-- add items to .views to
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-- composit them. x and y are
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-- relative reverse camera
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-- offsets. drawable items will
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-- observe appropriate incoming
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-- camera and clip state.
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-- clipping respects existing
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-- clipping so stacked views
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-- intersect.
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-------------------------------
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view = {
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x=0,
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y=0,
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w=128,
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h=128,
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}
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mknew(view, function(x)
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if (not x.views) x.views = {}
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end)
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function view.of(subviews)
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return view.new{views=subviews}
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end
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function view:update()
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outer_or_each_opt(self.views, "update")
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end
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function view:draw()
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local oldcam, oldclip = $0x5f28, $0x5f20
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poke2(0x5f28, %0x5f28-self.x)
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poke2(0x5f2a, %0x5f2a-self.y)
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clip(-%0x5f28, -%0x5f2a, self.w, self.h, true)
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outer_or_each_opt(self.views, "draw")
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poke4(0x5f20, oldclip)
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poke4(0x5f28, oldcam)
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end
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-- draws opaque rectangles.
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-- default bg is equivalent to
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-- clip-aware cls.
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-- restores prior fill pattern.
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bg = {
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x=0,y=0,w=128,h=128,fp=0,c=0
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}
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mknew(bg)
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function bg:draw()
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local oldfp=fillp(self.fp)
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rectfill(self.x,self.y,self.x+self.w,self.y+self.h,self.c)
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fillp(oldfp)
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end
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-->8
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-- setup and p8 entry points
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function _init()
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-- custom font: dogica
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poke(0x5600,unpack(split"6,8,9,0,0,1,0,0,0,0,0,0,0,0,0,0,69,16,32,81,85,0,117,116,0,0,0,0,0,84,22,6,2,0,0,0,96,6,38,0,0,7,7,16,112,87,80,16,5,0,1,0,112,7,39,0,0,0,0,32,0,112,116,1,0,0,96,102,96,0,96,96,0,96,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,1,0,0,10,10,5,0,0,0,0,0,18,63,18,18,63,18,0,0,14,21,5,14,20,21,14,34,21,21,10,40,84,84,34,6,9,9,6,41,17,46,0,0,2,2,1,0,0,0,0,2,1,1,1,1,1,2,0,1,2,2,2,2,2,1,0,0,4,21,10,21,4,0,0,0,4,4,31,4,4,0,0,0,0,0,0,0,2,2,1,0,0,0,0,15,0,0,0,0,0,0,0,0,0,1,0,8,8,4,4,2,2,1,1,14,17,21,21,21,17,14,0,4,7,4,4,4,4,31,0,14,17,16,8,4,2,31,0,15,16,16,14,16,16,15,0,8,12,10,9,31,8,8,0,31,1,15,16,16,17,14,0,14,17,1,15,17,17,14,0,31,17,16,8,4,2,2,0,14,17,17,14,17,17,14,0,14,17,17,30,16,8,6,0,0,0,1,0,0,1,0,0,0,0,0,2,0,2,2,1,0,4,2,1,2,4,0,0,0,0,63,0,63,0,0,0,0,1,2,4,2,1,0,0,14,17,16,12,2,0,4,0,30,33,45,41,29,65,62,0,0,14,16,30,17,17,30,0,1,1,15,17,17,17,15,0,0,14,17,1,1,1,30,0,16,16,30,17,17,17,30,0,0,14,17,31,1,1,30,0,28,2,2,15,2,2,2,0,0,30,17,17,17,30,16,14,1,1,13,19,17,17,17,0,2,0,3,2,2,2,7,0,0,7,2,2,2,2,2,1,0,17,9,5,7,9,17,0,0,1,1,1,1,1,6,0,0,54,73,73,73,73,73,0,0,12,19,17,17,17,17,0,0,14,17,17,17,17,14,0,0,15,17,17,17,15,1,1,0,30,17,17,17,30,16,16,0,13,3,1,1,1,1,0,0,14,1,14,16,17,14,0,1,1,15,1,1,1,14,0,0,17,17,17,17,25,22,0,0,17,17,17,10,10,4,0,0,32,37,37,37,37,26,0,0,17,10,4,4,10,17,0,0,0,9,9,9,6,4,3,0,15,8,4,2,1,15,0,3,1,1,1,1,1,3,0,1,1,2,2,4,4,8,8,3,2,2,2,2,2,3,0,4,10,17,0,0,0,0,0,0,0,0,0,0,0,0,63,0,1,2,2,0,0,0,0,14,17,17,17,31,17,17,0,15,17,17,15,17,17,15,0,14,17,1,1,1,17,14,0,31,34,34,34,34,34,30,0,31,1,1,15,1,1,31,0,31,1,1,15,1,1,1,0,30,1,1,25,17,17,30,0,17,17,17,31,17,17,17,0,7,2,2,2,2,2,7,0,15,4,4,4,4,4,3,0,17,9,5,7,9,9,17,0,1,1,1,1,1,1,15,0,33,33,51,45,33,33,33,0,17,19,21,25,17,17,17,0,14,17,17,17,17,17,14,0,15,17,17,15,1,1,1,0,14,17,17,17,21,9,22,0,15,17,17,15,9,17,17,0,14,17,1,14,16,17,14,0,31,4,4,4,4,4,4,0,17,17,17,17,17,17,14,0,17,17,17,17,10,10,4,0,65,65,73,73,73,85,34,0,17,17,10,4,10,17,17,0,17,17,17,10,4,4,4,0,31,16,8,4,2,1,31,0,4,10,2,1,1,2,10,4,1,1,1,1,1,1,1,1,2,5,4,8,8,4,5,2,0,0,0,38,25,0,0,0,0,0,0,0,0,0,0,0,0,0,127,127,127,127,127,0,0,0,85,42,85,42,85,0,0,0,65,127,93,93,62,0,0,0,62,99,99,119,62,0,0,0,17,68,17,68,17,0,0,0,2,30,14,15,8,0,0,0,14,23,31,31,14,0,0,0,27,31,31,14,4,0,0,0,28,54,119,54,28,0,0,0,14,14,31,14,10,0,0,0,28,62,127,42,58,0,0,0,62,103,99,103,62,0,0,0,127,93,127,65,127,0,0,0,28,4,4,7,7,0,0,0,62,99,107,99,62,0,0,0,4,14,31,14,4,0,0,0,0,0,85,0,0,0,0,0,62,115,99,115,62,0,0,0,8,28,127,62,34,0,0,0,31,14,4,14,31,0,0,0,62,119,99,99,62,0,0,0,0,5,82,32,0,0,0,0,0,17,42,68,0,0,0,0,62,107,119,107,62,0,0,0,127,0,127,0,127,0,0,0,85,85,85,85,85,0"))
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-- to use custom fonts, poke(0x5f58, 0x81)
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-- disable btnp repeat
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-- TODO: set back to 30 frames
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-- outside of game mode
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poke(0x5f5c, 255)
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-- complex fill API mode
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poke(0x5f34, 1)
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mainview = newtitle()
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end
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function _update60()
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mainview:update()
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end
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function _draw()
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mainview:draw()
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end
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-->8
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-- text rendering
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-- text colors for zonk mode:
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-- 8 -- standard
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-- 9 -- delayed fade
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-- 10 -- currently fading in
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txtbox = {
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x=0,
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y=0,
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text="???",
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col=8,
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mode=0x81,
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}
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mknew(txtbox)
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function txtbox:update() end
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function txtbox:draw()
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poke(0x5f58, self.mode)
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print(self.text, self.x, self.y, self.col)
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end
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function txtbox:xmax()
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return print(self.text, self.x, -9999)
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end
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spring = {
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from = 128,
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to = 0,
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frames=120,
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f = 0,
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}
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mknew(spring)
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function spring:update()
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local v = self.v
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self.v:update()
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if self.f >= self.frames then
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v.y=self.to
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return true
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end
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local t, range = self.f/self.frames, self.to - self.from
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v.y = self.to-range*(2^(-10*t)*cos(2*t))
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self.f += 1
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end
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function spring:draw()
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self.v:draw()
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end
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scoot = {
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from=0,
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to=-128,
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frames=60,
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f=0,
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}
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mknew(scoot)
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function scoot:update()
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local v = self.v
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self.v:update()
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if self.f >= self.frames then
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v.y=self.to
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return true
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end
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self.f += 1
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if self.f < 0 then
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v.y=self.from
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return
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end
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local t, range = self.f/self.frames, self.to - self.from
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v.y = self.from + range * t * t * t
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end
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function scoot:draw()
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self.v:draw()
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end
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scootbox = {}
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mknew(scootbox, function(x)
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x.v = view.new()
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x.s = scoot.new{
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from=x.from or scoot.from,
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to=x.to or scoot.to,
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frames=x.frames or scoot.frames,
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v=x.v
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}
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end)
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function scootbox:update()
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if self.go then
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self.s:update()
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else
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self.v:update()
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end
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end
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function scootbox:push(drawable)
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add(self.v.views, drawable)
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end
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function scootbox:done()
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return self.s.f >= self.s.frames
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end
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function scootbox:draw()
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return self.v:draw()
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end
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-->8
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-- zonk renderer
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-->8
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-- awakener
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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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-- dolphin sprite renderer
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phinstate_nrm = {
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s={4, 36, 4, 9},
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ws=3,
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hs=2,
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idle=true,
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xo=-12,
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yo=-8,
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}
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phinstate_jump_full = {
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s={7},
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ws=2,
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hs=3,
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xo=-4,
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yo=-8,
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}
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phinstate_jump_wane = {
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s={1},
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ws=3,
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hs=3,
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xo=-12,
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yo=-8,
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}
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phinstate_crest = {
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s={4},
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ws=3,
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hs=2,
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xo=-12,
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yo=-8,
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}
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phinstate_fall_wax = phinstate_jump_wane
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phinstate_fall_full = phinstate_jump_full
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phinstate_dive_full = {
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s={7},
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ws=2,
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hs=3,
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xo=-4,
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yo=-16,
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}
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phinstate_dive_wane = {
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s={1},
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ws=3,
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hs=3,
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xo=-12,
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yo=-16,
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}
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phinstate_return = {
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s={4},
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ws=3,
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hs=2,
|
||
xo=-12,
|
||
yo=-8,
|
||
}
|
||
phinstate_rise_wax = phinstate_dive_wane
|
||
phinstate_rise_full = phinstate_dive_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 > 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 and dy < 1 and dy > -1 then
|
||
if (btn(2)) then
|
||
splash:jump_splash(x)
|
||
dy=-3.8
|
||
elseif (btn(3)) 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 > -1 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 < 1 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 < -2.5 then
|
||
st = wet and phinstate_rise_full or phinstate_jump_full
|
||
elseif dy <= -1.5 then
|
||
st = wet and phinstate_rise_wax or phinstate_jump_wane
|
||
elseif dy < 1.5 then
|
||
-- handle idle special case later
|
||
st = wet and phinstate_return or phinstate_crest
|
||
elseif dy <= 2.5 then
|
||
st = wet and phinstate_dive_wane or phinstate_fall_wax
|
||
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, 7}, 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, 6: unassigned, layer-specific
|
||
-- 7: dolphin highlights
|
||
-- 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, 6, 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, 6, 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
|
||
|
||
sea = {}
|
||
mknew(sea)
|
||
|
||
function sea:draw()
|
||
local w = wave()
|
||
rectfill(0, 72+w, 128, 80+w, 0)
|
||
poke2(0x5f78, 0xFF00.00FF <<> w)
|
||
rectfill(0, 81+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,
|
||
wordcount=15,
|
||
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.wordcount or arcade_level.wordcount
|
||
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.s = scootbox.new()
|
||
x.s:push(x.v)
|
||
|
||
-- TODO: fade in level music
|
||
|
||
-- Switch to small font
|
||
-- (Dogica is too large to ever miss!)
|
||
?"\^@56000800\0\0\0\0\0\0\0\0\0`w\0g \0aw\0\0\0\0\0\0fw\0\0\0`'\0\0\0 \0pp\0\0\0`\0 \0!\0\0q333333wf\0V\0ヨu◆gw☉vP●\"s◝◆◝◝◝メ◝▒◝◆▒☉ヲ\0◝◆◝◝◝モ◝☉☉☉▒☉☉ユ\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\n\n\n\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\t\r\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\t\t\t\0\0\0\0\0\0\0\0\n\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\t\t\t\0\0\0\0\0\0\0\0\0\r\t\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\t\r\t\0\0\0\t\t\t\0\0\0\0\0\0\t\t\r\0\0\0\0\0\0\0\0\0\0\0\t\t\t\t\0\0\0\t\t\t\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\n\0\0\0\0\0\0\0\0\0\0\0\0U*U*U*\0\0A]]>\0\0\0>ccw>\0\0\0DDD\0\0\0\0\0\0\0\0\0\0\06w6\0\0\0\n\0\0\0>*:\0\0\0>gcg>\0\0\0?-?!?\0\0\0\0\0\0>ckc>\0\0\0\0\0\0\0\0U\0\0\0\0\0>scs>\0\0\0>\"\0\0\0\0\0\0>wcc>\0\0\0\0R \0\0\0\0\0*D\0\0\0\0>kwk>\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\n\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\t\r\t\0\0\0\0\0\0\0\0\t\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\n\n\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\t\t\0\0\0\0\t*9 \0\0\t\t\0\0!\nUr@\0\0\0\0\0\0\0\0\0\0\0\0\n\0\0\0\0\0\0\0\0\0\r\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\n\0\t\t\0\0\0\0\0\0\0\0\0\0\0\n\0\t\0\0\0\0\0\0\0\0\0\0\0\r\0\0\0\0\t\t\0\0\0\t\t\0\0\t\0\t\t\0\0\t\0\0\t\t\0\0\0\0\0\0\t\t\0\0\0\0\0\0\0\0\0\n\t\t\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\t\t\0\0\n\t\r\t\0\0\t\t\0\0\t\t\0\0\t\t\0\0\n\t\t\0\0\t\0\t\t\0\0\0\0\0\0\0\t\r\0\0\0\t\t\t\0\0\t\t\t\0\0\t\t\0\0\t\0\t\t\t\0\0\0\0\t\t\0\0\0\0"
|
||
poke(0x5f58,0x81) -- enable custom font
|
||
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
|
||
-- TODO: done callback
|
||
self:on_level_done()
|
||
end
|
||
-- TODO: timers, word loop,
|
||
-- level state tracking and
|
||
-- progression, etc.
|
||
self.s:update()
|
||
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.s:draw()
|
||
end
|
||
|
||
function arcade_level:draw_splash(x, force)
|
||
if (force < 1) 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
|
||
__gfx__
|
||
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