vacation/vacation.p8
Kistaro Windrider 873722b1ac
implement emergency exit hook
awakener itself is not implemented but the code to get there is there.
the awakener itself needs the entire text zonk engine first
2024-02-09 23:06:28 -08:00

1500 lines
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Lua
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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__
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