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ecchi

Aug 25th, 2020 (edited)
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  1. pico-8 cartridge // http://www.pico-8.com
  2. version 18
  3. __lua__
  4. -- main
  5. _init = function()
  6.  
  7. end
  8.  
  9. _update60 = function()
  10. state_updt()
  11. end
  12.  
  13. _draw = function()
  14. state_draw()
  15. -- print cpu usage
  16. local cpu = shl(stat(0),6)
  17. cpu = tostr(cpu,true)
  18. print(cpu,0,0,7)
  19. end
  20. -->8
  21. -- data
  22. lut_mesh = {
  23. [0]=
  24. 0x8000,0x8020,0xa020,0xa0a0;
  25. 0xa4a0,0xa4a1,0xa5a1,0xa5a5;
  26. 0xe5a5,0xe5b5,0xf5b5,0xf5f5;
  27. 0xfdf5,0xfdf7,0xfff7,0xffff;
  28. }
  29.  
  30. state_name_lut = {
  31. title = 0;
  32. menu = 1;
  33. game = 2;
  34. }
  35.  
  36. state_srct_lut = {}
  37.  
  38. -- functions
  39. fsin = function(a)
  40. a = shr(a,16)/0x1.0000
  41. return -sin(a)
  42. end
  43.  
  44. fcos = function(a)
  45. return fsin(a + 0x4000)
  46. end
  47.  
  48. -- keiki
  49. keiki = {}
  50. keiki.__index = keiki
  51. -->8
  52. -- keiki
  53. --|==== function reference ===|
  54. --[[
  55. * > function list:
  56. * keiki.new(len,def): creates new list w/ length `len` and optional callback `def`
  57. * keiki:add(mode,f) : adds new object w/ mode `mode` and optional callback `f`
  58. * keiki:del(id,f) : deletes object [id] and uses optional callback `f`
  59. * keiki:iter(f) : iterates through pool with callback `f`
  60. *
  61. * > structure info:
  62. * every pool has 4 attributes:
  63. ・ス> objs: the (0-indexed!) array of objects
  64. ・ス> len: the length of objects
  65. ・ス> last: a pointer to the last object in the
  66. pool. this is used for adding and removing
  67. objects from the pool's free list
  68. ・ス> alive: the number of alive objects
  69. * every object has 4 attributes, but you're free to add more to them:
  70. ・ス> mode: the object's "type". you can use this
  71. for using different types of objects inside one pool.
  72. ・ス> dead: whether or not the object's alive.
  73. ・ス> id: the object's index in the array.
  74. ・ >スnext: a pointer to the next object. used for the pool's free
  75. list.
  76. ]]
  77.  
  78.  
  79. --|==== functions =============|
  80. -- * > creates a new object pool
  81. -- * ・ス筮・ク擾ソスlen: length of army, must be under 0x10000.
  82. -- * ・ス筮・ク擾ソスdef: callback on every object. 1st is the list,2nd is index.
  83. keiki.new = function(len,def)
  84. local may = { objs = {},len = len,last = 0,alive = 0 }
  85. for i = 0,len-1 do
  86. may.objs[i] = { mode=0,dead=true,id=i,next=i+1 }
  87. if def then def(may,i,may.objs[i]) end
  88. end
  89. may.objs[len-1].next = 0xffff
  90.  
  91. return setmetatable(may,keiki)
  92. end
  93.  
  94. --> adds a new object to pool.
  95. -- > may: the list to add to
  96. -- > mode: the type of object
  97. -- > f: the callback on the new object. works the same as keiki.new's callback.
  98. keiki.add = function(may,mode,f)
  99. -- if there's no space, return nil.
  100. if may.alive == may.len then return end
  101. -- find the nearest object, reset it's attributes
  102. local hani = may.objs[may.last]
  103. hani.dead = false
  104. hani.mode = mode or 0;
  105. if f then f(may,hani.id,hani) end
  106. -- make sure this object will be the next free object once it's dead
  107. may.last = hani.next
  108. -- increment the alive count, then return the new object.
  109. may.alive = may.alive+1
  110. return hani;
  111. end
  112.  
  113. --> deletes object [id] from the pool.
  114. -- > may: the list to remove from
  115. -- > id: the id of the object to remove.
  116. -- > f: callback on the deleted object. works the same as keiki.new's callback.
  117. keiki.del = function(may,id,f)
  118. -- if the deleted object doesn't exist, return nil.
  119. local hani = may.objs[id]
  120. if(hani==nil) then return end
  121. if(hani.dead) then return end
  122. -- reset variables.
  123. hani.dead = true
  124. if f then f(may,hani.id,hani) end
  125. -- hani's next object should be the last free object
  126. -- the new free object should be hani
  127. hani.next = may.last
  128. may.last = id
  129. -- decrement alive counter
  130. may.alive = may.alive-1
  131. return hani
  132. end
  133.  
  134. --> iterates through pool with the callback f.
  135. -- > may: the pool to iterate through
  136. -- > f: the callback to use.
  137. -- >> 1st argument is the list, 2nd is the id, 3rd is the current object.
  138. keiki.iter = function(may,f)
  139. for i = 0,may.len-1 do
  140. f(may,i,may.objs[i])
  141. end
  142. end
  143. -->8
  144. -- game state
  145. game = {
  146. cur_state = 0
  147. }
  148. state_swap = function(new)
  149. game.cur_state = new
  150. end
  151.  
  152. state_updt = function()
  153. local state = game.cur_state
  154. state_srct_lut[state]:updt()
  155. end
  156.  
  157. state_draw = function()
  158. local state = game.cur_state
  159. state_srct_lut[state]:draw()
  160. end
  161.  
  162. -- state objs
  163. state_title = {
  164. t = 0;
  165. swap_flag = false;
  166. updt = function(state)
  167. if state.t == 15 then
  168. state.swap_flag = true
  169. end
  170. state.t += 1
  171. end;
  172. draw = function(state)
  173. cls(0)
  174. if state.swap_flag then
  175. state_swap(state_name_lut.menu)
  176. end
  177. end;
  178. }
  179.  
  180. state_menu = {
  181. t = 0;
  182. updt = function() end;
  183. draw = function()
  184. cls(0)
  185. state_swap(state_name_lut.game)
  186. end;
  187. }
  188. state_game = {
  189. -- vars
  190. did_init = false;
  191. t = 0;
  192. -- misc
  193. fx_objs = nil;
  194. fx_updt = function(state)
  195. local objs = state.fx_objs
  196. objs:iter(function(m,i,o)
  197. if o.dead then return end
  198. local px,py = o.px,o.py
  199. local t = o.t
  200. -- > 00h: orb lo
  201. if o.mode == 0 then
  202. local dt = shr(t,2)
  203. -- move
  204. local spd = o.spd
  205. local ang = o.ang
  206. local vx,vy = 0,0
  207. local x,y = px,py
  208. x += fcos(ang) * spd
  209. y += fsin(ang) * spd
  210. o.vx,o.vy = vx,vy
  211. o.px,o.py = x,y
  212. spd -= 0.2
  213. if(spd<0) spd=0
  214. o.spd = spd
  215. -- handle removal
  216. if dt >= 4 then
  217. objs:del(i)
  218. end
  219. -- > 01h: star
  220. elseif o.mode == 1 then
  221. py += o.spd
  222. o.px,o.py = px,py
  223. if(py >= 128+32) m:del(i)
  224. end
  225. end)
  226. end;
  227. fx_draw = function(state)
  228. local objs = state.fx_objs
  229. objs:iter(function(m,i,o)
  230. if o.dead then return end
  231. local px,py = o.px,o.py
  232. local t = o.t
  233. -- > 00h: orb lo
  234. if o.mode == 0 then
  235. local dt = shr(t,2)
  236. if t%2==0 then
  237. spr(56+dt,px-4,py-4)
  238. end
  239. o.t = t+1
  240. -- > 01h: star
  241. elseif o.mode == 1 then
  242. if t%2==0 then
  243. spr(1,px-4,py-4)
  244. end
  245. o.t = t+1
  246. end
  247. end)
  248. end;
  249. -- player
  250. p1 = {};
  251. p2 = {};
  252. p1_shot = nil;
  253. p2_shot = nil;
  254. plr_updt = function(state)
  255. local plr = state.p1
  256. state:plr_updtshot()
  257. state:plr_move()
  258. state:plr_shoot()
  259. end;
  260. plr_updtshot = function(state)
  261. local p1 = state.p1
  262. local p1_shot = state.p1_shot
  263. p1_shot:iter(function(m,i,o)
  264. if(o.dead) return;
  265. if o.mode == 0b00000000 then
  266. local x,y = o.px,o.py
  267. local vx,vy = o.vx,o.vy
  268. local ang = o.ang
  269. vx = fcos(ang) * o.spd
  270. vy = fsin(ang) * o.spd
  271. o.vx,o.vy = vx,vy
  272. x += vx; y += vy;
  273. o.px,o.py = x,y
  274. o.t += 1
  275. -- oob check
  276. local ox = x>=192 or x<-64
  277. local oy = y>=192 or y<-64
  278. if(ox or oy) then
  279. p1_shot:del(i)
  280. end
  281. end
  282. end)
  283. end;
  284. plr_shoot = function(state)
  285. local p1 = state.p1
  286. local p1_shot = state.p1_shot
  287. -- > update presses
  288. if btn(4) then
  289. if not p1.shot_press then
  290. if p1.power == 0 then
  291. if p1.shota_timer <= 0 then
  292. p1.shota_timer = 0x10
  293. end
  294. end
  295. p1.shot_press = true
  296. else
  297. -- handle focus
  298. if p1.shota_timer <= -8 then
  299. p1.shot_focus = true
  300. end
  301. end
  302. end
  303. if not btn(4) then
  304. p1.shot_focus = false
  305. p1.shot_press = false
  306. p1.focus_timer = 0
  307. end
  308. -- > update shots
  309. do
  310. if p1.power == 0 then
  311. if p1.shota_timer <= -8 then
  312. if p1.shot_focus then
  313. if p1.focus_timer%8==0 then
  314. for a = -1,1,2 do
  315. p1_shot:add(
  316. 0b00000000,
  317. function(m,i,o)
  318. local spread = (a*4)
  319. local shtspr = p1.focus_timer%8
  320. if(p1.vx~=0) spread *= .5
  321. o.t = 0
  322. o.ang =
  323. (shtspr*0x00c0*a) - 0x4000
  324. o.ang = band(o.ang,0xffff)
  325. o.spd = 8
  326. o.px = p1.x + spread
  327. o.py = p1.y
  328. spr(56,p1.x + spread-4,o.py)
  329. sfx(0,.1)
  330. end
  331. )
  332. end
  333. end
  334. p1.focus_timer += 1
  335. end
  336. elseif p1.shota_timer <= 0 then
  337. elseif p1.shota_timer%4==0 then
  338. -- shoot middle shot
  339. local shf = 0x1.8 - p1.shota_timer/12
  340. shf *= 0x0c00
  341. local spd = 8
  342. p1_shot:add(0b00000000,
  343. function(m,i,o)
  344. o.t = 0
  345. o.ang = 0xc000
  346. o.spd = spd
  347. o.px,o.py = p1.x,p1.y-8
  348. spr(56,o.px-4,o.py-4)
  349. end
  350. )
  351. -- > shoot side shots
  352. for a = -1,1,2 do
  353. p1_shot:add(
  354. 0b00000000,
  355. function(m,i,o)
  356. local spread = (a*4)
  357. if(p1.vx~=0) spread *= .5
  358. o.t = 0
  359. o.ang = shf*a - 0x4000
  360. o.ang = band(o.ang,0xffff)
  361. o.spd = spd
  362. o.px = p1.x + spread
  363. o.py = p1.y
  364. spr(
  365. 56,
  366. (p1.x + spread*1)-4,
  367. o.py-4)
  368. end
  369. )
  370. end
  371. sfx(0)
  372. end
  373. end
  374. end
  375. -- > update timers
  376. p1.shota_timer -= 1
  377. if p1.shota_timer < -64 then
  378. p1.shota_timer = -64
  379. end
  380. end;
  381. plr_move = function(state)
  382. local p1 = state.p1
  383. if p1.enter then
  384. local et = p1.enter_time
  385. p1.y -= et/3
  386. et -= .15
  387. if et <= -3 then
  388. p1.enter = false
  389. end
  390. p1.enter_time = et
  391. else
  392. local spd = 1
  393. if p1.shot_focus then
  394. spd = .2
  395. end
  396. local vx,vy = 0,0
  397. if(btn(0)) vx -= spd
  398. if(btn(1)) vx += spd
  399. if(btn(2)) vy -= spd
  400. if(btn(3)) vy += spd
  401. -- > move
  402. p1.vx,p1.vy = vx,vy
  403. p1.x += vx
  404. p1.y += vy
  405. end
  406. end;
  407. plr_draw = function(state)
  408. local p1 = state.p1
  409. state:plr_drawstat()
  410. state:plr_drawshot()
  411. state:plr_drawship()
  412. end;
  413. plr_drawstat = function(state)
  414. local p1 = state.p1
  415. local x,y = 0,8
  416. -- > draw lives
  417. if p1.lives > 0 then
  418. for i = 1,p1.lives do
  419. spr(21,x,y)
  420. x += 8
  421. end
  422. end
  423. -- > draw bombs
  424. x,y = 0,y+8
  425. if p1.bombs > 0 then
  426. for i = 1,p1.bombs do
  427. spr(22,x,y)
  428. x += 8
  429. end
  430. end
  431. end;
  432. plr_drawship = function(state)
  433. local p1 = state.p1
  434. -- > get pos & index
  435. local x,y = p1.x,p1.y
  436. local vx,vy = p1.vx,p1.vy
  437. local indx = 32
  438. if(vy<0) indx = 34
  439. if(vx<0) indx = 36
  440. if(vx>0) indx = 36 + 2
  441. if(p1.enter) indx = 34
  442. -- > draw afterburner
  443. if state.t%2==0 then
  444. local x = x - vx
  445. local y = y - vy
  446. local indx = 56
  447. local t = shr(state.t,1)
  448. indx += (t%4)
  449. y -= vy*(t%4)
  450. x -= vx*(t%4)
  451. spr(indx,x-4,y+2)
  452. palt()
  453. end
  454. -- > draw ship
  455. spr(
  456. indx,x-8,y-8,
  457. 2,2
  458. )
  459. end;
  460. plr_drawshot = function(state)
  461. local p1 = state.p1
  462. local p1_shot = state.p1_shot
  463. p1_shot:iter(function(m,i,o)
  464. if o.dead then return end
  465. if o.mode == 0b00000000 then
  466. local ang = o.ang
  467. local x,y = o.px,o.py
  468. local indx = 40
  469. local fx = false
  470. local rnd_ang = shr(ang + 0x0800,12)
  471. indx += rnd_ang%8
  472. if(ang<0) fx=true
  473. spr(
  474. indx,x-4,y-4,
  475. 1,1,
  476. fx,fx
  477. )
  478. end
  479. end)
  480. end;
  481. -- enemy
  482. stg_time = 0;
  483. stg_index = 0;
  484. enm_shot = nil;
  485. enm_obj = nil;
  486. enm_coro = cocreate(function(state)
  487. local t = state.stg_time
  488. local objs = state.enm_objs
  489. local function fwait(f)
  490. f = f or 1
  491. for i = 1,f do
  492. yield()
  493. t += 1
  494. state.stg_time = t
  495. end
  496. end
  497. -- main coroutine
  498. -- > stage 1
  499. if state.stg_index == 0 then
  500. -- > level text
  501. do
  502. local lim = 112
  503. for i = -lim,lim,2 do
  504. local s = 1
  505. if(i>0) s -= i/lim
  506. local x,y = 64 + i,64
  507. local oy = 8*s
  508. -- get color
  509. local clut = {
  510. [0]=7,15,14,13,
  511. 5,2,1,0
  512. }
  513. local clr = clut[8-flr(s*8)]
  514. rectfill(0,y-oy,128,y+oy,clr)
  515. -- get print x
  516. local is = (i+lim)/(lim*2)+.5
  517. local px = -48 + cos(is)*64
  518. print("stage 1",px,y-4,0)
  519. print("get ready! 笙・",px+32,y+2,0)
  520. yield()
  521. end
  522. end
  523. -- > missiles
  524. do
  525. for i = 1,24 do
  526. local x = 8 + rnd(112)
  527. local y = -16
  528. objs:add(0,function(m,i,o)
  529. o.px,o.py = x,y
  530. o.t = 0
  531. o.hp = 2
  532. o.hbsize = 8
  533. local off = (rnd()-.5)
  534. o.d[0] =
  535. 0x4000 + off*0x2000
  536. o.d[1] = 3
  537. end)
  538. fwait(15)
  539. end
  540. end
  541. state.stg_index += 1
  542. end
  543. -- infinite loop
  544. while true do fwait() end
  545. end);
  546. enm_updt = function(state)
  547. local coro = state.enm_coro
  548. local on,excep = coresume(coro,state)
  549. if not on then
  550. stop(trace(co,excep))
  551. end
  552. -- update objects
  553. local objs = state.enm_objs
  554. objs:iter(function(m,i,o)
  555. if o.dead then return end
  556. local px,py = o.px,o.py
  557. local hp = o.hp
  558. -- > 0 - straight missile
  559. if o.mode == 0 then
  560. local ang = o.d[0]
  561. local spd = o.d[1]
  562. px += fcos(ang)*spd
  563. py += fsin(ang)*spd
  564. o.px,o.py = px,py
  565. -- > damaging
  566. local hbsize = o.hbsize
  567. state.p1_shot:iter(
  568. function(psht,ind,sht)
  569. if sht.dead then return end
  570. local x1,y1 =
  571. px-hbsize,py-hbsize
  572. local x2,y2 =
  573. px+hbsize,py+hbsize
  574. if sht.px<x2 and sht.px>=x1 then
  575. if sht.py<y2 and sht.py>=y1 then
  576. hp -= sht.dmg
  577. psht:del(ind)
  578. end
  579. end
  580. end
  581. )
  582. -- > death
  583. local ox = px<-64 or px>128+64
  584. local oy = py<-64 or py>128+64
  585. if ox or oy then
  586. m:del(o.id)
  587. end
  588. if hp <= 0 then
  589. for a = 0,7 do
  590. state.fx_objs:add(0,
  591. function(m,i,o)
  592. o.px,o.py = px,py
  593. o.ang = a*0x2000
  594. o.ang += rnd()*0x1800
  595. o.spd = 1 + rnd()*4
  596. o.t = 0
  597. end
  598. )
  599. end
  600. end
  601. end
  602. -- damaging
  603. if hp <= 0 then
  604. objs:del(i)
  605. sfx(1)
  606. end
  607. end)
  608. end;
  609. enm_draw = function(state)
  610. local objs = state.enm_objs
  611. objs:iter(function(m,i,o)
  612. if o.dead then return end
  613. local px,py = o.px,o.py
  614. -- > 0 - straight missile
  615. if o.mode == 0 then
  616. local ang = o.d[0]
  617. local indx = 64
  618. indx += shr(ang + 0x0800,12)
  619. spr(indx,px-4,py-4)
  620. o.t += 1
  621. -- > afterburner
  622. if o.t%2 == 0 then
  623. state.fx_objs:add(0,
  624. function(m,i,o)
  625. o.t = 0
  626. o.px,o.py = px,py
  627. o.ang,o.spd = ang,0
  628. end
  629. )
  630. end
  631. end
  632. end)
  633. end;
  634. -- functions
  635. init = function(state)
  636. if not state.did_init then
  637. -- > player
  638. state.p1 = {
  639. -- > coordinates
  640. x=64,y=128+32;
  641. vx = 0,vy=0;
  642. -- > stats
  643. lives = 2;
  644. bombs = 4;
  645. -- > entrance
  646. enter = true;
  647. enter_time = 8;
  648. -- > shot vars
  649. shota_timer = 0; -- shot a
  650. focus_timer = 0;
  651. power = 0
  652. }
  653. state.p1_shot = keiki.new(0x0080,function(m,i,o)
  654. o.px,o.py = 0,0
  655. o.vx,o.vy = 0,0
  656. o.ang,o.spd = 0,0
  657. o.t = 0
  658. o.dmg = 2
  659. end)
  660. -- > effects
  661. state.fx_objs = keiki.new(0x0100,function(m,i,o)
  662. o.px,o.py = 0,0
  663. o.vx,o.vy = 0,0
  664. o.ang,o.spd = 0,0
  665. o.t = 0
  666. end)
  667. -- > enemy
  668. state.enm_objs = keiki.new(
  669. 0x0100,
  670. function(m,i,o)
  671. o.px,o.py = 0,0
  672. o.hbsize = 0
  673. o.hp = 0
  674. o.d = {}
  675. end
  676. )
  677. state.enm_shot = keiki.new(
  678. 0x0100,
  679. function(m,i,o)
  680. o.px,o.py = 0,0
  681. o.vx,o.vy = 0,0
  682. o.ang = 0
  683. end
  684. )
  685. state.did_init = true
  686. end
  687. end;
  688. star_add = function(state)
  689. local objs = state.fx_objs
  690. if state.t%9==0 then
  691. objs:add(1,function(m,i,o)
  692. o.t = 0
  693. o.px = rnd(128)
  694. o.py = -32
  695. o.spd = .1+rnd()*4
  696. end)
  697. end
  698. end;
  699. updt = function(state)
  700. cls(0)
  701. state:init()
  702. state:plr_updt()
  703. state:enm_updt()
  704. state:fx_updt()
  705. state:star_add()
  706. end;
  707. draw = function(state)
  708. state:fx_draw()
  709. state:enm_draw()
  710. state:plr_draw()
  711. state.t += 1
  712. end;
  713. }
  714.  
  715. -- forwrad declarations
  716. state_srct_lut = {
  717. [state_name_lut.title] = state_title;
  718. [state_name_lut.menu] = state_menu;
  719. [state_name_lut.game] = state_game;
  720. }
  721. __gfx__
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  850. __sfx__
  851. 00010000266101c6101e6101c610196101861015610116100f6100c6100b610066100361002610006100160002600026000260002600036000360003600036000260000000000000160001600006000060000600
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  853. 000e00000c1500c150000000000010150101500000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
  854. 000e00000c1500c150000000000010150101500000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
  855. __music__
  856. 00 02034344
  857. 00 02424344
  858.  
  859.  
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