vacation/vacation.p8

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pico-8 cartridge // http://www.pico-8.com
version 41
__lua__
-- vacation (18+)
-- kistaro windrider and ossie
--------------------------------
-- 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.
--------------------------------
-- monogram font by vincius menezio
-- https://datagoblin.itch.io/monogram
-- tab 0: library
-- tab 1: p8 entry points
-- tabs 2...F: actual code
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
function hz(n)
return t()*2*n&1~=0
end
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 = {}
mknew(event_list, function(x)
x.next=nil
x.tail=x
end)
function event_list:pb(x)
self.tail.next = x
self.tail = x
end
function event_list:pf(x)
if (not self.next) self.tail = x
x.next = self.next
self.next = x
end
function event_list:u()
local p, n = self, self.next
while n do
if n:u() 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
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
blank = {}
function blank:u() end
function blank:draw() end
view = {
x=0,
y=0,
w=255,
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:u()
outer_or_each_opt(self.views, "u")
end
function view:draw()
local oldcam = $0x5f28
poke2(0x5f28, %0x5f28-self.x)
poke2(0x5f2a, %0x5f2a-self.y)
outer_or_each_opt(self.views, "draw")
poke4(0x5f28, oldcam)
end
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
poke(0x5f5c, 255)
-- complex fill API mode
poke(0x5f34, 1)
awakener_hold_frames = 0
-- debug mode: skip splahes
mainview = ao_splash.new()
menuitem(1, "⬅️ music: on ➡️", cycle_music)
musicmode = 0
--arm_awakener()
--mainview=newtitle()
end
mlbl={"on", "text", "game", "off"}
function cycle_music(b)
if b & 1 ~= 0 then
-- left
musicmode -= 1
if (musicmode < 0) musicmode = 3
elseif b & 34 ~= 0 then
musicmode += 1
if (musicmode > 3) musicmode = 0
end
if (mainview and mainview.onmchg) mainview:onmchg(musicmode)
menuitem(nil, "⬅️ music: "..mlbl[musicmode+1].." ➡️")
return true -- stay open
end
function arm_awakener()
awakener_hold_frames=0
awakener_armed=true
menuitem(2, "awaken now", awaken_now)
end
function awaken_now()
exit_dither = ditherer.new{di=1}
awakener_armed = false
menuitem(2)
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
awaken_now()
end
end
if exit_dither and exit_dither:u() then
exit_dither = nil
awakener_hold_frames=0
awakener_armed=false
mainview = fast_awakener()
mainview:av()
end
mainview:u()
end
function _draw()
mainview:draw()
if awakener_hold_frames >= 30 then
local x=(awakener_hold_frames-30) * 2 + 7
rectfill(0,0,x,9,4)
rectfill(x+1,0,128,9,5)
font_default()
print("keep holding for awakener", 1, 1, 7)
end
if exit_dither then
exit_dither:draw()
end
end
function font_monogram()
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
-- play sound n on channel 3 iff
-- 3 doesn't already have a
-- greater index sound going.
function psound(n, off, len)
if (stat(49) > n) return
sfx(n, 3, off, len)
end
-->8
-- text rendering
txtbox = {
x=0,
y=0,
f=0,
interval=4,
mode=0x81,
}
mknew(txtbox, function(self)
if (not self.cols) self.cols = {14,10,9,8}
self.c = deli(self.cols)
end)
function txtbox:u()
if #self.cols > 0 then
self.f += 1
if self.f >= self.interval then
self.f = 0
self.col = deli(self.cols)
end
end
end
function txtbox:draw()
poke(0x5f58, self.mode)
print(self.text, self.x, self.y, self.col)
end
function txtbox:xm()
return print(self.text, self.x, -9999)
end
spring = {
from = 128,
to = 0,
frames=120,
f = 0,
}
mknew(spring)
function easeoutovershoot(t)
t-=1
return 1+2.7*t*t*t+1.7*t*t
end
function spring:u()
local v = self.v
self.v:u()
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.from + easeoutovershoot(t)*range
self.f += 1
end
function spring:draw()
self.v:draw()
end
scoot = {
from=0,
to=-128,
frames=60,
f=0,
}
mknew(scoot)
function scoot:u()
local v = self.v
self.v:u()
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=x.x,
y=x.from or scoot.from,
}
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:u()
if self.go then
self.s:u()
else
self.v:u()
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
nrm_txt_pal = split"14,10,9,8"
sfd_txt_pal = split"15,10,9,8"
hlt_txt_pal = split"13,11,9,8"
shd_txt_pal = split"12,12,1,0"
function cparr(t)
local ret = {}
for i,x in ipairs(t) do
ret[i]=x
end
return ret
end
function zonk_txt(s, x, y, p, md, amt, frms)
md = md or 0x80
frms = frms or 0
amt = amt or 0
local itv = (frms>>2)&0x7fff
local t1 = txtbox.new{
x=x+1,
y=y+1,
interval=itv,
cols=cparr(shd_txt_pal),
mode=md,
text=s,
}
local v = view.of{
t1,
txtbox.new{
x=x,
y=y,
interval=itv,
cols=cparr(p),
mode=md,
text=s,
},
}
itv=spring.new{
from=amt,
frames=frms,
v=v,
}
itv.eff_w=t1:xm()-1
return itv
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:u()
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 = 4,
}
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:u()
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 = split"3,5,2,1",
}
mknew(fuzzy_stripey, function(f)
f.fuzz = fuzzy.new{
weight = f.weight or fuzzy_stripey.weight,
interval = f.interval,
tries = f.tries,
}
end)
function fuzzy_stripey:u()
local fz = self.fuzz
fz.weight = self.weight
fz.interval = self.interval
fz.tries = self.tries
self.y += self.dy
if (self.y <= -self.gap) self.y += self.gap
if (self.y >= 0) self.y -= self.gap
fz:u()
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
brth_fg={2,12,4,12,2}
brth_bg={1,2,3,2,1}
breather = {
colors = brth_fg,
sep = 8,
speed=300,
f=0,
}
mknew(breather)
function breather:u()
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 or f == -self.speed then
if self.nextspeed then
self.speed = self.nextspeed
self.nextspeed = nil
end
if self.off_soon then
self.on = false
f=0
end
if self.nextcolors then
self.colors=self.nextcolors
end
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:mt(x, awm)
if (not self.on) return true
if (x==1) return not awm and self:starting_reverse()
if (x==2) return not awm and self:starting_forward()
if (x==3) return not awm and self:starting_reverse() or self:starting_forward()
return true
end
function breather:starting_reverse()
return self.f + self.speed < self.sep * #self.colors
end
function breather:starting_forward()
return self.f > 0 and self.f < self.sep * #self.colors
end
def_z_pal = {
[0]=0,129,1,130,4,5,6,7,1,5,6,140,2,12,7,7
}
def_14_fade = split"0,0,0,0,0,128,129,133,141,13,6,15,7"
def_15_fade = split"0,0,128,129,133,141,13,13,6,6,15,15,7"
def_13_fade = split"0,0,0,0,0,128,129,133,141,140,140,13,12"
def_shd_fade = split"0,0,0,128,130,141,2"
-- frames between words during
-- zonk txt
fbw=8
zonk_mode = {
files={},
lnh = 9,
--space width
spc_full=6,
--text mode
txmd=0x81,
--text spring-in distance
txd=12,
--text spring-in frames
txf=30,
--exit frames
exf=45,
--exit magnitude
exmg=16,
--character wait multiplier
cmul=1,
p=def_z_pal,
fd13 = def_13_fade,
fd14 = def_14_fade,
fd15 = def_15_fade,
fd12 = def_shd_fade,
twt=60,
expect_cfg_line=true,
txt_frame=blank,
px=true,
cx=0,
cy=0,
}
mknew(zonk_mode, function(self)
self.stripes=fuzzy_stripey.new{
colors=self.bg_stripe_cols,
dy=self.bg_dy,
weight=self.bg_wgt,
}
self.brth=breather.new{
colors=self.br_cols,
sep=self.br_sep,
speed=self.br_spd,
}
self.awm=true
end)
function zonk_mode:set(_, field,value)
self[field]=value
end
function zonk_mode:unset(_, ...)
for n in all(pack(...)) do
self[n] = nil
end
end
function zonk_mode:at(_, x, y)
self.txt_frame=scootbox.new{
x=x,
from=y,
to=y-self.exmg,
frames=self.exf,
}
end
function zonk_mode:c(_, rows, cols)
local w,h = cols*self.spc_full, rows*self.lnh-1
self:at(_, 64-ceil(w/2), 64-ceil(h/2))
end
function zonk_mode:bon()
self.brth.on=true
self.brth.off_soon=false
end
function zonk_mode:boff()
self.brth.off_soon=true
end
function zonk_mode:bspd(_, spd)
self.brth.nextspeed=spd
end
function zonk_mode:bpal(_, p)
self.brth.nextcolors= p == 1 and brth_fg or brth_bg
end
function zonk_mode:bgdy(_, dy)
self.stripes.dy = dy
end
function zonk_mode:bgwt(_, w)
self.stripes.weight = w
end
function zonk_mode:av()
clear_alt_pal_bits()
pal()
font_monogram()
if (type(self.file) == "string") self.file = split(self.file, "\n")
if (not self.file) self:nf()
assert(self.file)
if self.bgm and not self.xbgm and (musicmode & 2 == 0) then
music(self.bgm,1000,7)
else
music(-1, 250)
end
end
function zonk_mode:onmchg()
if (musicmode & 2 == 0 and not self.xbgm) then
music(self.nextbgm or self.bgm or -1, 500, 7)
if self.nextbgm then
self.bgm = self.nextbgm
self.nextbgm = nil
end
else
music(-1, 250)
end
end
function zonk_mode:nf()
if #self.files > 0 then
self.file=split(deli(self.files,1), "\n")
self.expect_cfg_line=true
self.cy=0
self.cx=0
end
end
-- return char count, item
-- or 0, nil: end of page
-- or nil (, nil): end of file
function zonk_mode:ni()
if not self.line then
if (not self.file or #self.file == 0) return
local line = deli(self.file, 1)
if self.expect_cfg_line then
self.expect_cfg_line = false
for i,cmd in ipairs(split(line, " ")) do
if #cmd > 0 then
local frags = split(cmd,":")
assert(type(self[frags[1]])=="function", tostr(i).." - "..line)
self[frags[1]](self, unpack(frags))
end
end
return self:ni()
end
if line == "-----" then
self.line = nil
self.expect_cfg_line = true
self.cx = 0
self.cy = 0
return nil
end
self.line = split(line, " ")
end
if #self.line==0 then
self.line = nil
self.cx = 0
self.cy += self.lnh
return self:ni()
end
-- parse token
local token = tostr(deli(self.line, 1))
while #token == 0 and #self.line > 0 do
-- emit extra spaces
self.cx += self.spc_full
token = tostr(deli(self.line, 1))
end
local pp=nrm_txt_pal,1
if (token[1]==">") token,self.cx=sub(token,2),self.cx+self.spc_full\2
if (token[1]=="!") token,pp=sub(token,2),sfd_txt_pal
if (token[1]=="#") token,pp=sub(token,2),hlt_txt_pal
local ret = zonk_txt(token,self.cx,self.cy,pp,self.txmd,self.txd,self.txf)
self.cx = ret.eff_w+self.spc_full
return ret, fbw * twmul(token)
end
punct = {["."]=2, ["?"]=2, ["!"]=2}
-- token wait multiplier
function twmul(s)
if (punct[s[#s]]) return 2
return 1
end
function zonk_mode:ey()
if (self.file and #self.file > 0) return false
return #self.files == 0
end
function fadetbl(col, tbl, frac)
pal(col,tbl[1+(frac*#tbl)&0x7fff],1)
end
function zonk_mode:u()
if (not self.brth:mt(self.bwt)) self.awm=false
if self.px then
self.twt -= 1
if self.twt <= 0 then
local item, wt = self:ni()
self.cf = self.cf or self.ac
if not item then
if (not self.file or #self.file == 0) self:nf()
self.px=false
if (not self.cf) psound(9,8,2)
else
self.txt_frame:push(item)
self.twt = wt*self.cmul
psound(self.txf > 1 and 8 or 9,0,4)
end
end
else
--waiting to advance or exit
if self.twt <= 0 then
local justc=false
if (btnp(1) and not self.cf) self.cf,justc=true,true
if not self.nxp and self.cf and self.brth:mt(self.bwt, self.awm) then
self.nxp = true
self.txt_frame.go = true
self.fpfrm = self.exf
self.awm=true
if (not self.ac) psound(8, justc and 16 or 18, 8)
end
if (justc and not self.nxp) psound(8,16,2)
else
self.twt -= 1
end
end
if self.nxp and not self.d then
if self.fpfrm > 0 then
self.fpfrm -= 1
elseif self:ey() then
self.txt_frame=blank
self.d = ditherer.new{di=0.5}
music(-1,533)
else
self.nxp = false
self.cf=false
self.txt_frame=blank
self.px=true
self.fpfrm=nil
end
end
self.stripes:u()
self.brth:u()
self.txt_frame:u()
if (self.d and self.d:u()) seq:next()
if not self.d and self.nextbgm and not self.xbgm and (musicmode & 2 == 0) and stat(56) <= 0 then
music(self.nextbgm, 500, 7)
self.bgm = self.nextbgm
self.nextbgm = nil
end
end
function zonk_mode:draw()
cls(0)
pal(self.p, 1)
if (not self.hide_stripes) self.stripes:draw()
if (not self.hide_breath) self.brth:draw()
if self.fpfrm then
local ffrac = self.fpfrm/self.exf
fadetbl(12, self.fd12, ffrac)
fadetbl(13, self.fd13, ffrac)
fadetbl(14, self.fd14, ffrac)
fadetbl(15, self.fd15, ffrac)
end
self.txt_frame:draw()
if not self.px and not self.cf and self.twt <= 0 then
font_default()
print("➡️",121,121,12)
print("➡️",120,120,self.brth:mt(self.bwt) and (hz(2) and 7 or 6) or 5)
end
if(self.d) self.d:draw()
-- debug info
-- print(tostr(stat(56)), 0, 0, 7)
end
-->8
-- awakener
count_up=[[bgdy:-0.1 bspd:240 c:3:18
>wITH EVERY COUNT
FROM 1 !UP TO 5,
YOU !WAKE FURTHER.
-----
bgdy:0 c:5:19
>aS YOU !WAKE !UP,
THE WORLD RETURNS.
YOUR MIND IS !NOW
RETURNING TO ITS
USUAL FLOW.
-----
bpal:1 set:bwt:2 c:3:19
!aWAKEN, BECOMING
FULLY ALERT AT THE
>COUNT OF #5...
-----
set:exf:10 set:txf:30 set:txd:45 set:ac:1 bgwt:9 bgdy:0.1 bspd:225 c:1:1
1
-----
bspd:210 bgdy:0.15 bgwt:10 c:1:1
2
-----
bspd:180 bgdy:0.2 bgwt:11 c:1:1 set:nextbgm:21
3
-----
bgdy:0.25 bpal:2 bgwt:12 c:1:1
4
-----
bgdy:0.3 bgwt:13 c:1:1 set:nextbgm:-1
5
-----
set:hide_breath:1 unset:ac set:hide_stripes:1 boff set:txf:1 set:txd:0 set:exd:0 set:exf:1 set:bwt:0 c:1:11
wide awake!
]]
function normal_awakener()
return zonk_mode.new{
bgm=19,
br_cols=brth_bg,
file=[[c:2:15 bon
yOU'VE LEARNED
SO WELL!
-----
c:2:14
yOU'RE SUCH A
!GOOD !TOY!
-----
c:4:19
tAKE A MOMENT TO
JUST !ENJOY HOW
>IT FEELS, TO BE
#VINYL FULL OF #AIR.
-----
c:6:20 bgdy:-0.2
bECAUSE, NEXT, IT'S
>TIME TO #WAKE #UP.
yOU GET TO TAKE YOUR
!HAPPY MOOD AND !VIVID
!MEMORIES OF THIS
EXPERIENCE WITH YOU,
-----
c:4:20 bgdy:-0.15 bspd:270 set:nextbgm:20
BUT !ALL THE HYPNOTIC
!SUGGESTIONS FROM
>THIS GAME WILL !FADE
>AS YOU #WAKE #UP.
]],
files={count_up},
}
end
function fast_awakener()
seq=sequencer.new{
{f=awakener_lock},
}
return zonk_mode.new{
xbgm=true,
br_speed=240,
br_cols=brth_bg,
bg_dy=-0.12,
p={
[0]=0,128,133,5,4,5,6,7,133,134,6,140,132,12,7,7
},
file=[[c:3:13
tHIS HYPNOTIC
EXPERIENCE IS
ENDING !NOW.
-----
c:6:20
>aS YOU #WAKE #UP, ALL
HYPNOTIC SUGGESTIONS
FROM THIS GAME FADE.
yOUR MIND IS !NOW
!RETURNING !TO ITS
!ORDINARY PATTERNS.
-----
c:4:19 bon
tHE !STORY TOLD BY
>THIS SOFTWARE !IS
ENDED, WORDS ON A
SCREEN IN THE !PAST.
-----
c:5:17
>sUGGESTIONS FROM
>THIS FICTION ARE
LEFT BEHIND. tHEY
DO NOT AFFECT YOU
OR YOUR MEMORY.]],
files={count_up},
}
end
function awakener_lock()
arm_awakener()
return {
u=nop,
av=nop,
draw=function()
pal()
font_default()
cls(0)
print("session ended",38,7,5)
print("to replay awakener,",26,58,6)
print("hold ❎",45,65,6)
print("kistaro.itch.io",34,116,5)
end,
}
end
-->8
-- consent screens
ao_splash = {f=180}
mknew(ao_splash, function(self)
self.c = breather.new{
colors={7,15,14,8,2},
sep=3,
f=15,
on=true,
speed=240,
}
font_monogram()
end)
function ao_splash:u()
if self.c.f < 96 then
self.c:u()
return
end
self.f -= 1
if (self.f < 150 and (btnp() & 0xf > 0) and self.f > 0) self.f = 0
if self.f == 0 then
self.d = ditherer.new{di=1}
end
if (self.d) self.d:u()
if self.f <= -32 then
mainview=consent_splash.new()
mainview:u()
end
end
function ao_splash:draw()
cls()
self.c:draw()
if self.f < 180 then
font_special()
print("18+", 55, 60, 7)
print("aDULTS ONLY", 30, 90, 15)
if (self.f == 179) psound(10)
end
if (self.d) self.d:draw()
end
consent_splash = {
f = 0,
}
mknew(consent_splash, function(self)
self.d = ditherer.new{
di=-1
}
arm_awakener()
end)
function consent_splash:u()
local f = self.f + 1
if (f < 0) f = 0x7fff
if btnp(1) and f > 150 and self.d.di~=1 then
self.d.di = 1
psound(9,16,8)
end
if self.d:u() and self.d.di > 0 then
mainview=newtitle()
mainview:u()
end
if (f == 1 or f==45 or f==90) psound(9,0,4)
self.f=f
end
function consent_splash:draw()
self:dtx()
self.d:draw()
end
function consent_splash:dtx()
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➡")
end
-->8
-- title screen
function newtitle()
local ret = title_screen.new()
ret:av()
return ret
end
title_screen = {}
mknew(title_screen, function(self)
self.a = arcade_level.new{
noscore=true,
max_score=9999,
wordwait=9999,
extra_layer={
draw=function()
self:m()
end,
u=nop,
},
phin_x = 62,
}
end)
function title_screen:av()
self.a:av()
font_monogram()
end
function title_screen:onmchg()
self.a:onmchg()
end
function title_screen:draw()
self.a:draw()
end
function title_screen:m()
font_special()
print("\^w\^tvACATION", 18, 24, 0)
print("\^w\^tvACATION", 17, 23, 3)
print("\^w\^tvACATION", 16, 22, 15)
if hz(8) or self.a.wordremain ~= 0 then
print("pRESS", 43, 96, 3)
print("pRESS", 42, 95, 15)
font_default()
print("➡️", 79, 98, 3)
print("➡️", 78, 97, 15)
end
end
function title_screen:u()
self.a.wordtimer=9999
if btnp(1) and self.a.wordremain ~= 0 and not self.pp then
self.a.wordremain=0
self.pp=true
create_game()
psound(11,0,16)
end
self.a:u()
end
-->8
-->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,
xtarget=16,
y=64,
dy=0,
state=phinstate_nrm
}
mknew(toyphin)
function toyphin:u()
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 >= self.xtarget
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:surfacing_splash(x, 3.8, true)
dy=-3.8
elseif (btn(3)) and dy > -1 then
splash:landing_splash(x, 3.8, true)
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) / 2.5
end
else
-- brake
if dy > -0.75 then
--stabilize
new_y = 64
dy = 0
else
dy /= 1.75
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) / 2.5
end
else
--brake
if dy < 0.75 then
--stabilize
new_y = 64
dy = 0
else
dy /= 1.75
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 <= -1.45 then
st = wet and phinstate_rise_wax or phinstate_jump_wane
elseif dy < 1.45 then
if y > 50 and y < 78 then
st = phinstate_nrm
else
st = wet and phinstate_return or phinstate_crest
end
elseif dy <= 2.15 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 > 50 and y < 78 and dy > -1.35 and dy <1.35 ) 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
-- arcade mode
wordtarget = {
x = 129,
y = 60,
on_hit = nop,
}
mknew(wordtarget, function(x)
poke(0x5f58, 0x81)
x.w = print(x.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:u()
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
function setup_arcade_pal()
-- per-line color mode
poke(0x5f5f, 0x10)
-- rows 72 and lower: sea
memset(0x5f79,0xff,7)
pal()
--game_nrm_pal
pal({
[0] = 1, 0, 2, 140, 4, 5, 7, 7, 8, 9, 10, 132, 12, 12, 14, 7
}, 1)
--game_uw_pal
pal({
[0]=1, 0, 130, 140, 129, 5, 141, 13, 8, 9, 10, 132, 131, 12, 141, 7
}, 2)
end
function wave()
return 2.5 * sin((t())>>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
spark = {
x=0,
y=0,
dx=0,
dy=0,
f=-1,
}
mknew(spark)
function spark:u()
self.f += 1
if (self.f >= 12) return true
self.x += self.dx
self.y += self.dy
end
function spark:draw()
spr(48+self.f\2, self.x, self.y)
end
-- other fields: level, item
-- level must provide:
-- function :pdone(item)
-- field .pdx (scrolling parallax dx)
-- item must provide:
-- drawable api
-- .x readwrite (draw coord)
-- .w (width)
parallax = {
dx=0,
z=1,
}
mknew(parallax)
function parallax:u()
local item = self.item
if item:u() then
self.level:pdone(self)
return true
end
item.x += self.dx
item.x += self.level.pdx * self.z
if item.x > 256 or item.x + item.w < -128 then
self.level:pdone(self)
return true
end
end
function parallax:draw()
self.item:draw()
end
spritem = {
s = {0},
sw = 1,
sh = 1,
i = 1,
xf = -1,
f = 4,
x = 0,
y = 0,
}
mknew(spritem, function(self)
self.w = (self.sw or spritem.sw) << 3
self.h = (self.sh or spritem.sh) << 3
end)
function spritem:u()
self.xf += 1
if self.xf > self.f then
self.i += 1
if (self.i > #self.s) self.i = 1
self.xf = 0
end
end
function spritem:draw()
spr(self.s[self.i], self.x, self.y, self.sw, self.sh, self.flipx, self.flipy)
end
arcade_level = {
score=0,
wordwait = 90,
pdx=0,
}
mknew(arcade_level, function(x)
x.phin = toyphin.new{
splasher=x,
xtarget=x.phin_x,
}
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()
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,
x.noscore and blank or {
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.extra_layer or blank,
}
x.d = ditherer.new{
c=1,
di = 0.34,
}
end)
function arcade_level:av()
if (musicmode & 1 ==0) music(0,1000,7)
for _=1,5 do
self:gen_fish(0, 150)
end
font_compact()
end
function arcade_level:gen_fish(xmin, xrg)
local fishdx = rnd(0.5) - 0.25, rnd(xrg) + xmin
local fish = spritem.new{
x = rnd(xrg) + xmin,
y = 80 + irnd(44),
s = {54, 55, 56, 55},
flipx = fishdx < 0,
i = irnd(4) + 1,
f = 20,
}
self.bg:pf(parallax.new{
level=self,
item=fish,
dx=fishdx,
z=0.5 + rnd(0.4),
id="fish",
})
end
function arcade_level:pdone(item)
if (item.id == "fish") self:gen_fish(129, 200)
end
function arcade_level:onmchg()
music((musicmode & 0x1 == 0) and 0 or -1, 500, 7)
end
function arcade_level:u()
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 not self.mstp then
self.mstp = true
music(-1,800)
end
if (self.d:u()) seq:next()
end
self.pdx = (self.phin.entered and not self.phin.exiting) and -1 or 0
self.v:u()
end
function arcade_level:spawn_word()
-- pick row from pattern
if not self.pattern then
self.pattern=gen_pattern()
self.pattern_idx = 0
self.next_break = 8 + irnd(9)
end
local i, pbk = (self.pattern_idx&3)+1,0
if self.next_break <= 0 then
-- do pattern break
local np = gen_pattern()
i = np[1]==self.pattern[i] and 2 or 1
self.pattern=np
self.next_break = 8 + irnd(9)
pbk=3
end
self.pattern_idx = i
self.next_break -= 1
local row = self.pattern[i]
self.words:pb(wordtarget.new{
y=32*row+irnd(13)-6,
phin=self.phin,
on_hit = function(word)
self:word_hit(word)
end,
str=rnd(self.wordsets[row + pbk]),
})
end
function irnd(n)
return rnd(n) & 0x7fff
end
function gen_pattern()
local x0 = irnd(3)
local x1 = irnd(2)
if (x1 == x0) x1 = 2
local x2 = irnd(2)
if (x2 == x1) x2 = 2
local x3 = irnd(2)
if (x3 == x2) x3 = 2
while x3 == x2 or x3 == x0 do
x3 = (x3 + 1)%3
end
return {x0 + 1, x1 + 1, x2 + 1, x3 + 1}
end
function arcade_level:word_hit(word)
self.score += 1
psound(15)
self.bg:pb(spark.new{x=word.x-1, y=word.y-1, dx=-2})
self.bg:pb(spark.new{x=word.x+word.w, y=word.y-1, dx=1})
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:pb(d)
else
self.fg:pb(d)
end
end
end
function arcade_level:landing_splash(x, force, harder)
-- TODO: sfx, vfx for surfacing from a dive
if (force > 1) psound(harder and 13 or 12, harder and 16 or 0, 16)
self:draw_splash(x, force)
end
function arcade_level:surfacing_splash(x, force, harder)
-- TODO: sfx, vfx for landing from a jump
if (force > 1) psound(harder and 13 or 12, 0, 16)
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:u()
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
-- end of game
ggwp = {
frem = 60
}
mknew(ggwp)
function ggwp:av()
font_monogram()
if (musicmode & 1 == 0) music(0,500,7)
local score_pct = 100
if seq.max_score ~= 0 then
score_pct = seq.score/seq.max_score*100\1
end
if (score_pct == 0 and seq.score > 0) score_pct = 1
self.score_pct = "\^w\^t"..tostr(score_pct).."%"
self.score_str = tostr(seq.score).." / "..tostr(seq.max_score)
self.col = irnd(8)+8
if score_pct == 100 then
self.final_text=[[perfect! remarkable! you hit
each and every target.
good toy!]]
elseif score_pct > 90 then
self.final_text=[[ so close!
going to go for them all
next time?]]
elseif score_pct > 20 then
self.final_text=[[ hope you had fun!
come play again some time!]]
elseif score_pct > 5 then
self.final_text=[[ wow! it is harder to miss the
words than to hit them. this is
a great try! think you can miss
all of them next time?]]
elseif score_pct > 0 then
self.final_text=[[ you're so close! just a tiny
bit more and you will miss every
target! this is a phenomenal
accomplishment already. will you
miss them all next time?]]
else
self.final_text=[[unbelieveable! i didn't think
this was even possible!
spectacular work.
good toy!!]]
end
end
function ggwp:onmchg()
music((musicmode & 0x1 == 0) and 0 or -1, 500, 7)
end
function ggwp:u()
if (hz(2) ~= self.lasthz) self.col = irnd(8)+8
self.lasthz = hz(2)
if (self.frem <= 0 and btnp(1) and not self.d) self.d = ditherer.new{di=0.5}
if (self.frem > 0) self.frem -= 1
if (self.d and self.d:u()) seq:next()
end
sunset_pal=split"12,13,14,8,137,9,10,129,1,130,2,140,5,6,7"
function ggwp:draw()
pal()
camera()
clear_alt_pal_bits()
pal(sunset_pal,1)
for i=0,5 do
local col, y0 = 0x1000 + i+1 + (i+2 << 4),20*i
for j,p in ipairs{0, 0x5050>>>16,0x5a5a>>>16, 0xafaf>>>16} do
rectfill(0, y0 + 5*j, 128, y0+4+5*j,col+p)
end
end
rectfill(0, 120, 128, 128, 0x1007)
font_special()
print("\^w\^tgreat job!",5,8,0)
print("fINAL SCORE:", 5, 26, 0)
--0, 8, 9, 12
local xpos = 123-6*#self.score_str
print(self.score_str, xpos+3, 35, 15)
print(self.score_str, xpos+2, 34, 14)
print(self.score_str, xpos+1, 33, 12)
print(self.score_str, xpos, 32, 0)
print(self.score_pct,64-print(self.score_pct,0,-9999)/2,59,self.col)
font_default()
local xoff = print(self.final_text, 0, -999, 0) - 1
print(self.final_text, 64-xoff/2, 90, 0)
if self.frem <= 0 and not self.d then
print("➡️", 117, 120, 15)
print("➡️", 116, 119, hz(2) and 0 or 9)
end
if (self.d) self.d:draw()
end
-->8
-- game sequencer
sequencer = {
idx = 0,
score = 0,
max_score = 0,
}
mknew(sequencer)
basic_breathe=[[c:1:13 bon set:ac:1 set:bwt:1
bREATHE IN...
-----
c:1:14 set:bwt:2
bREATHE OUT...]]
crescendo_breathe=[[c:1:13 set:bwt:1 set:nextbgm:19
bREATHE IN...
-----
c:1:14 set:bwt:2
bREATHE OUT...]]
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:av()
mainview:u()
end
function create_game()
seq = sequencer.new{
{
f=zonk_mode.new,
params={{
txd=0,
txf=1,
exf=30,
cmul=0.25,
hide_stripes=true,
file=[[c:6:20
wELCOME TO !vACATION!
tHIS GAME USES #ONLY
#THE #ARROW #KEYS FOR
GAMEPLAY, SO PRESS
!RIGHT TO CONTINUE.
-----
c:9:20
>vACATION IS A
#HYPNOTIC #EXPERIENCE.
iF YOU WOULD LIKE TO
>#STOP AT ANY TIME,
FOR ANY REASON, HOLD
#x OR #z. tHIS HALTS
>THE GAME AND STARTS
AN AWAKENER.
-----
c:10:20
>aT THE END OF THIS
>GAME, THE HYPNOTIC
SUGGESTIONS WILL END
>AND YOU'LL BE WOKEN
BACK UP.
>sO DURING THE GAME,
FEEL FREE TO !SINK AS
!DEEP INTO TRANCE AS
>YOU LIKE!
-----
c:2:20
iN THIS GAME, YOU'RE
AN #ORCA #POOLTOY.
-----
c:3:16
>tHAT'S ALSO THE
CHARACTER IN THE
ARCADE PART.
-----
c:10:20
lET'S TRY THE ARCADE
PART! #jUMP AND #DIVE
>TO CATCH !THE WORDS.
yOU DON'T HAVE TO
PAY ATTENTION TO THE
>!WORDS THEMSELVES;
THEY'RE JUST HERE TO
!SHAPE THE EXPERIENCE
FOR !YOU.
-----
c:2:10
UP: JUMP
DOWN: !DIVE]],
}},
},
{
f = arcade_level.new,
params = {{
max_score=10,
wordsets=csv[[JUMP,PLAY,AIR,SUN
DRIFT,SURF,FLOAT,WAVES
DIVE,WATER,OCEAN,SEA
DRIFT,SOAR,IMAGINE,BE
RELAX,CHILL,TOY,POOLTOY
SINK,DEEP,TRANCE,FOLLOW]],
}},
},
{
f = zonk_mode.new,
params={{
txd=8,
txf=15,
exf=30,
bgm=16,
br_spd = 240,
files={[[c:3:18
hEY, WELCOME BACK!
>sTARTING TO GET
>THE HANG OF IT?
-----
c:3:14
nOW, THIS GAME
PROMISED TO BE
>#HYPNOTIC.
-----
c:6:18
aND YOU MIGHT BE
!ZONING !OUT TO IT
ALREADY! bUT THESE
>TEXT SEGMENTS ARE
MORE TRADITIONALLY
>#HYPNOTIC.
-----
c:8:20
nOW, YOU MIGHT NOT
THINK !HYPNOSIS !WORKS
ON YOU. tHAT'S ALL
>RIGHT! yOU CAN JUST
#ZONE #OUT AND ENJOY
>THE GAME. yOU DON'T
HAVE TO !FOLLOW THE
TEXT TOO CLOSELY.
-----
c:9:20
>tHIS IS A #vACATION!
yOU DON'T HAVE TO DO
>MUCH OF #ANYTHING.
>yOU DON'T HAVE TO
>DO ANYTHING COMPLEX
>TO !RELAX. yOU DON'T
>HAVE TO !IMAGINE A
>STAIRCASE AND COUNT
BACKWARDS.
-----
c:4:20
tHAT ALL SOUNDS LIKE
TOO MUCH WORK. aLL
YOU NEED TO DO RIGHT
!NOW IS TO #BREATHE.
-----
c:1:13 bon bpal:1 set:ac:1 set:bwt:1 set:txf:4 set:txd:0 set:exd:0 set:exf:10 set:nextbgm:17
bREATHE IN...
-----
c:1:14 set:bwt:2 bspd:270
bREATHE OUT...
-----
c:1:13 bpal:1 set:bwt:1
bREATHE IN...
-----
c:1:14 set:bwt:2 bspd:300
bREATHE OUT...]],
basic_breathe,
[[set:bwt:0 bpal:2 unset:txd:txf:exf:exd:ac c:4:19
gREAT! iT FEELS
>NICE TO !SINK INTO
RELAXATION SO
EASILY, DOESN'T IT?
-----
c:4:19
>iT HELPS YOUR MIND
>FLOAT AND !DRIFT,
LIKE A #POOLTOY #ORCA
ON THE WAVES...
-----
c:3:18
iT'S A FUN IDEA TO
JUST BE A #TOY LIKE
>THAT, ISN'T IT?
-----
c:7:20
!iMAGINE IT! #fLOATING
>FREE ON A WARM DAY,
!COOL WATER #SPLASHING
>AT YOUR !VINYL FINS,
YOUR AIR-FILLED BODY
>#BOBBING BUOYANTLY
ON THE SURF...
-----
c:8:20
nOW, !YOUR !MIND CAN
>#DO #WHATEVER #FEELS
>#RIGHT -- IT !FOLLOWS
ONLY !SUGGESTIONS
THAT ARE FUN FOR
YOU, IDEAS !YOU WOULD
>ENJOY AND !WANT TO
>EXPERIENCE.
-----
c:4:19
aNYTHING ELSE CAN
>JUST ROLL OFF YOUR
MIND LIKE WATER OFF
A POOLTOY'S BACK.
-----
c:6:19
bUT WON'T IT BE !FUN
!TO FEEL YOUR MIND
>!REALLY #DIVE #DEEP
INTO A FANTASY
>WHERE YOU GET TO
!BE A #POOLTOY?
-----
c:6:20
>wHEN WILL IT !BECOME
>SO #VIVID THAT YOU
FEEL THE WAVES UNDER
>YOU, FEEL THE WATER
AGAINST YOUR !PLASTIC
>#EVERY #ARCADE #ROUND?
-----
c:4:20 bpal:1
tHESE !WORDS MIGHT
>!SINK #DEEP !INTO YOUR
MIND SOONER THAN !YOU
>EXPECT!]],
},
}},
},
{
f = arcade_level.new,
params = {{
max_score=30,
wordsets=csv[[JUMP,PLAY,AIR,SUN,SQUEAKY
DRIFT,SURF,FLOAT,WAVES,FUN
DIVE,WATER,OCEAN,SEA,SPLASH
DRIFT,SOAR,IMAGINE,POOLTOY
RELAX,CHILL,TOY,ORCA,VIVID
SINK,DEEP,TRANCE,FOLLOW,FANTASIZE]],
}},
},
{
f=zonk_mode.new,
params={{
bgm=17,
files={
[[c:4:19
>dON'T THOSE LEVELS
>JUST #FLY BY WHEN
>YOU'RE FEELING
SO !RELAXED?
-----
c:7:20 bpal:1
hAVE YOU YET NOTICED
HOW !DIFFERENT IT
>FEELS !NOW, YOUR
>RHYTHMIC MOTIONS ON
>THE #WAVES PULLING
YOUR MIND TO !GREATER
>DEPTHS OF #HYPNOSIS?
-----
c:4:20 bpal:2
sTRANGE HOW !THAT
!BODY !CAN !BE !SO !HEAVY
>WHILE YOU'RE SO
>#LIGHT AND #FLOATY!
-----
c:4:20
oR PERHAPS !IT !CAN !BE
>VERY !FAMILIAR, IF
YOU'VE EXPERIENCED
#HYPNOSIS BEFORE.
-----
c:7:20 set:bwt:2 bpal:1
iT CAN BECOME VERY
FAMILIAR, !THAT SENSE
OF #FOCUS AND #QUIET
IN THAT !MIND AS IT
>!FINDS #AUTOMATIC
#RESPONSES TO THESE
WORDS IN !TRANCE.]],
basic_breathe,
crescendo_breathe,
[[set:bwt:0 bpal:2 unset:ac c:8:20
sO #RELAXED NOW, !THAT
!BODY BARELY WANTS TO
>MOVE, !DOESN'T IT?
>tHAT FEELING WHEN
THOSE HANDS ONLY
>!RESPOND TO TURN THE
>PAGE, EVERYTHING IS
SO #CALM AND #HEAVY.
-----
c:9:20
>iF YOU NEEDED TO,
>YOU COULD LOOK AWAY
AND MOVE FREELY, BUT
>RIGHT NOW YOUR EYES
ARE #FIXED TO THE
SCREEN, AREN'T THEY?
>tHEY'RE #STAYING
>#RIGHT #HERE WHEN YOU
TRY TO TURN AWAY.
-----
c:6:20
bECAUSE EVERY WORD
IS TAKING YOU !DEEPER
INTO !TRANCE !NOW,
LET'S PLANT SOME
>#HYPNOTIC #SAFETIES
DEEP IN YOUR MIND.
-----
c:9:20
tHE !SUGGESTIONS IN
>THIS GAME ARE #PLAY.
tHEY CAN !FEEL AS
>INTENSE, !IMMERSIVE,
AND IMMEDIATE AS YOU
LIKE, !BUT WHEN THE
PLAY IS OVER AND THE
>CURTAIN FALLS, !THEY
>!END AND YOUR MIND
WILL BE AS IT WAS.
-----
c:9:20
>eVEN WHEN YOU ARE
FULLY !ENGAGED IN
THIS EXPERIENCE, A
QUIET PART OF YOUR
>MIND IS MONITORING.
>iT ONLY ACCEPTS THE
SUGGESTIONS THAT ARE
#FUN FOR YOU, AND THE
>OTHERS #DRIFT PAST
>WITH NO EFFECT.
-----
c:9:20
>iF YOU NEED OR WANT
>TO END THIS GAME AT
>ANY TIME, FOR ANY
REASON OR NO REASON,
HOLD #x OR #z UNTIL AN
AWAKENER STARTS. aNY
>PART OF YOUR MIND
>KEEPING YOU SAFE IS
>INVITED TO DO THIS.
-----
c:8:20 bpal:1
>bECAUSE ALL THESE
SAFETIES ARE HERE,
THE SUGGESTIONS IN
THIS GAME WILL #TWIST
>#YOUR #MIND #UP LIKE !A
BALLOON ANIMAL UNTIL
IT'S THE !PERFECT
SHAPE FOR A !TOY!
-----
c:9:20
>a !PERFECT MATCH FOR
THOSE !SMOOTH PUFFY
!VINYL #FLIPPERS NOW
>OPERATING THE KEYS!
>tHE PARTS OF YOUR
MIND ACCUSTOMED TO
#DREAMING GET TO TELL
YOU STORIES WITH
#EVERY #SENSE NOW.
-----
c:9:20
>wHAT DOES IT !FEEL
LIKE, TO WEAR THAT
!CETACEAN #SHAPE, SO
>LIGHTWEIGHT DESPITE
ALL ITS BULK? wHAT
DOES IT FEEL LIKE,
TO HAVE INTERNAL #AIR
#PRESSURE RESISTING
MOVEMENTS?
-----
c:7:20
>bECAUSE WHEN !YOUR
>PAINTED-ON EYES CAN
>SEE YOUR INFLATABLE
!TOY #ORCA SHAPE RIGHT
IN FRONT OF YOU,
>THAT !EXPERIENCE !CAN
ONLY !GET !STRONGER!]],
}}},
},
{
f = arcade_level.new,
params = {{
max_score=40,
wordsets=csv[[JUMP,PLAY,AIR,FIN,BOUNCE,SQUEAKY
SURF,FLOAT,WAVES,TAIL,VINYL,DRIFT
DIVE,WATER,SEA,FLUKES,FLIPPERS,CETACEAN
DRIFT,IMAGINE,INFLATED,BULGING,SWELL
RELAX,TOY,SEAMS,ORCA,DROP
DEEP,TRANCE,PLASTIC,HYPNOSIS,SENSE]],
}},
},
{
f=zonk_mode.new,
params={{
bgm=17,
files={
[[c:3:19
>yOU'RE DEFINITELY
GETTING A !FEEL FOR
>THIS !NOW!
-----
c:7:20
iT'S NOT #JUST YOUR
>!PLASTIC SURFACE, OR
>YOUR AIR-FILLED
>FLIPPERS, OR YOUR
>PUFFY !INFLATED TAIL
FLUKES THAT MAKE YOU
>A !TOY, OF COURSE.
-----
c:5:20 set:bwt:2 bpal:1
>iT'S THE ENTIRE
>#MINDSET! oF COURSE,
#HYPNOSIS CAN BE !VERY
!GOOD AT #SHIFTING A
>PERSON'S !MINDSET.]],
basic_breathe,
crescendo_breathe,
[[unset:ac set:bwt:0 bpal:2 c:7:18
a TOY IS AN #OBJECT
TO BE #PLAYED #WITH.
tHINK ABOUT THAT
PAINTED-ON !HAPPY
>EXPRESSION! a TOY
>#DOESN'T #NEED #MUCH
#GOING #ON IN THAT
!AIR-FILLED !HEAD.
-----
c:5:20
>tHAT TOY'S SHAPE IS
SIMPLIFIED AND SOFT.
>sMOOTH VINYL YIELDS
EASILY; IT'S PLIABLE
>AND FLEXIBLE.
-----
c:7:19
>jUST BEING A TOY
FEELS GREAT! yOUR
MIND CAN !BE FULL OF
GIDDY, PLAYFUL #JOY,
>BECAUSE THAT'S ALL
IT NEEDS TO BE !AN
>!INFLATABLE !OBJECT!
-----
c:9:20
!sMOOTH #VINYL, AN
>#INFLATABLE !ORCA
#BOBBING ABOUT UPON
>THE #WAVES -- THERE
ARE SO MANY THINGS
>ABOUT BEING A !TOY
THAT IMMERSE IT IN
ITS #NATURAL #STATE OF
>CAREFREE #EUPHORIA.
-----
c:7:20
oF COURSE, THESE !TOY
>THOUGHTS MIGHT FEEL
>SO #NATURAL THAT THE
!ORCA TOY DOESN'T YET
REALIZE HOW MUCH ITS
>!THOUGHTS ARE SHAPED
BY #HYPNOSIS !NOW!
-----
c:7:20
bUT A !TOY THAT !LIKES
THE IDEA OF BEING #SO
#PLIANT #AND #SIMPLE
MIGHT NOTICE HOW
ITS IMAGINATION IS
PURSUING THESE !WORDS
>SO EAGERLY...
-----
c:9:20
>a TOY THAT WANTS TO
>FEEL ITS MIND #SWIRL
#AWAY IN A GIDDY HAZE
MIGHT DEEPLY !ENJOY
>HOW !AUTOMATIC ITS
>OWN !RESPONSES FEEL,
PLAYING A SIMPLE
>ARCADE GAME #WITHOUT
>#A #SINGLE #THOUGHT IN
ITS AIR-FILLED HEAD!
-----
c:10:20
iT'S SO FUN TO #DRIFT
AND #FLOAT AND #FEEL
#YOUR #PLASTIC #BODY ON
>THE WAVES THAT !IT
>!CAN !FEEL MORE AND
>MORE #AUTOMATIC TO
PRESS THE BUTTONS,
BECAUSE IT'S !GREAT
>TO BE A PLAYFUL
INFLATABLE OBJECT!]],
}}},
},
{
f = arcade_level.new,
params = {{
max_score=50,
wordsets=csv[[JUMP,PLAY,AIR,FIN,GIDDY,HIGH,SQUEAKY
SURF,FLOAT,WAVES,VINYL,TAIL,JOY,HAPPY
DIVE,WATER,SEA,FLUKES,FLIPPERS,SIMPLE,ORCA
INFLATED,HYPNOTIZED,EUPHORIA,VACANT,INFLATABLE
RELAX,TOY,THING,SWIRL,HAZE
DEEP,SINK,PLIANT,AUTOMATIC,HOLLOW]]
}},
},
{
f=zonk_mode.new,
params={{
bgm=19,
files={
[[c:1:16 bon bpal:1
sUCH A #GOOD #TOY!]],
basic_breathe,
basic_breathe,
[[c:5:19 bpal:2
rEMINDING A !SQUASHY
!VINYL !THING THAT IT
IS A #"GOOD #TOY" CAN
BE SUCH A RUSH OF
>#EUPHORIA FOR IT!
-----
c:9:20
tOYS DON'T HAVE TO
!LET !THAT WAVE OF
GOOD FEELINGS #WASH
#AWAY #EVERYTHING ELSE
IN THAT HOLLOW !HEAD,
>BUT MANY DO BECAUSE
>#IT #FEELS #SO #GOOD TO
>!SINK !DEEPER INTO
TOYMINDEDNESS...
-----
c:3:20
aND BECAUSE IT FEELS
>SO !GOOD TO BE A
>#GOOD #TOY!
-----
c:7:20
aND BECAUSE IT FEELS
>SO GOOD TO !BE A
#SIMPLE #HOLLOW #OBJECT
>OF !VINYL AND AIR,
!AND LET EVERYTHING
>ELSE !DRIFT AWAY FOR
>THE TIME BEING...
-----
c:6:20
>dOES A !TOY NOTICE
>WHEN SO MUCH OF ITS
#IDENTITY HAS SWIRLED
AWAY INTO THAT #GIDDY
#HAZE THAT THE ONLY
!THING LEFT IS #"TOY"?
-----
c:8:20
>yOU COULD IMAGINE A
TOY THAT LIKES THE
IDEA WOULD FEEL SO
#EUPHORIC WHEN IT
>TRIES !HARD !TO !THINK
>ABOUT WHO IT IS YET
EVERY CONCEPT SWIRLS
>AWAY BUT #"TOY"...
-----
c:7:19 bpal:1
>sOME !TOYS !LIKE THE
IDEA SO MUCH THEY
>#LET #GO OF THEIR
>MEMORY! #tHEY #DON'T
#HAVE #TO, BUT IT CAN
BE SO MUCH FUN !TO
FEEL IT !DRIFT AWAY.
-----
c:10:20
>a !TOY THAT WANTS TO
LET GO OF ITS MEMORY
FOR NOW CAN TRY TO
>RECALL ANYTHING BUT
>WATER AND !PLASTIC
AND !AIR YET ONLY GET
A VAGUE #SWIRL, A CUP
OF !WATER POURED IN
>THE SEA AND LOST TO
THE WAVES...
-----
c:8:20
>iF IT FEELS !GOOD TO
FIND ONLY #AIR WITHIN
THAT !HOLLOW CETACEAN
>HEAD, THAT !MIND CAN
GET EVEN #BETTER AT
>FINDING NOTHING BUT
>#GIDDY #EUPHORIA WHEN
IT TRIES FOR MEMORY!
-----
c:9:20
iMAGINE A TOY'S !MIND
#WASHED #AWAY BY THE
>WAVES, EVERY JUMP
AND DIVE MAKING IT
>#SIMPLER, WAVES OF
#EUPHORIA !LEAVING
>ONLY #"TOY", #"ORCA",
>#"INFLATED", #"PLAY",
>#"OBJECT"...
-----
c:1:9 bpal:2
!gOOD !TOY!
-----
c:8:20
>!a TOY ONLY NEEDS TO
PLAY, AND FLOAT, AND
#ENJOY ITS OWN #SMOOTH
>#PLASTIC TEXTURE AND
ITS !HOLLOW, BULGING,
>#INFLATED !CETACEAN
>SHAPE! a !TOY CAN BE
SUCH A #SIMPLE THING.
-----
c:7:20
>iMAGINE HOW !EAGER
THAT !TOY IS TO #FLOAT
>AND #DRIFT AND #PLAY!
eVERY TIME IT GOES
OUT ON THE WAVES, IT
FINDS THE !EXPERIENCE
EVEN MORE #VIVID.
-----
c:8:20
a !TOY MIGHT BE READY
TO PLAY ON THE WAVES
FOR #QUITE #A #WHILE,
NOW THAT ITS !MIND !IS
>SO WELL-VERSED IN
THE !SIMPLE, EUPHORIC
>#JOYS OF BEING A
#HOLLOW #VINYL #ORCA!
-----
c:8:20 bpal:1
>aFTER ALL, IT CAN
>!FEEL EVERY #JUMP AND
>#SPLASH NOW, AND !THE
>!WAVES CAN WASH AWAY
>EVERYTHING A #SIMPLE
#MINDLESS #TOY DOESN'T
NEED, LEAVING ONLY
GIDDY VINYL #JOY...
-----
c:4:20 set:cmul:2
sMOOTH PLASTIC...
#COOL #WATER...
SOLAR WARMTH...
#SPRINGY #BUOYANCY!
-----
c:1:9
!gOOD !TOY!]],
}}},
},
{
f = arcade_level.new,
params = {{
max_score=100,
wordsets=csv[[JUMP,PLAY,AIR,FIN,GIDDY,HIGH,SQUEAKY,BREEZE,SUN,WARM,PLASTIC,BUOYANT
SURF,FLOAT,WAVES,VINYL,TAIL,JOY,HAPPY,SWIM,WET,ORCA,COOL,pvc,DRIFT
DIVE,WATER,SEA,FLUKES,FLIPPERS,SIMPLE,SPLASH,DREAM,IMAGINE,POOLTOY,DREAM
INFLATED,HYPNOTIZED,EUPHORIA,VACANT,gOOD TOY!,gOOD TOY!,gOOD TOY!
RELAX,TOY,THING,SWIRL,HAZE,EMPTY,BLANK,DROP
DEEP,SINK,PLIANT,AUTOMATIC,MINDLESS,BULGING,gOOD TOY!,gOOD TOY!,gOOD TOY!]],
}},
},
{f=normal_awakener},
{f=ggwp.new},
}
end
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