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evercore.p8
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evercore.p8
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pico-8 cartridge // http://www.pico-8.com
version 41
__lua__
-- [initialization]
-- evercore v2.3.1
function vector(x,y)
return {x=x,y=y}
end
function rectangle(x,y,w,h)
return {x=x,y=y,w=w,h=h}
end
--global tables
objects,got_fruit={},{}
--global timers
freeze,delay_restart,sfx_timer,music_timer,ui_timer=0,0,0,0,-99
--global camera values
draw_x,draw_y,cam_x,cam_y,cam_spdx,cam_spdy,cam_gain=0,0,0,0,0,0,0.25
-- [entry point]
function _init()
frames,start_game_flash=0,0
music(40,0,7)
lvl_id=0
end
function begin_game()
max_djump=1
deaths,frames,seconds_f,minutes,music_timer,time_ticking,fruit_count,bg_col,cloud_col=0,0,0,0,0,true,0,0,1
music(0,0,7)
load_level(1)
end
function is_title()
return lvl_id==0
end
-- [effects]
clouds={}
for i=0,16 do
add(clouds,{
x=rnd"128",
y=rnd"128",
spd=1+rnd"4",
w=32+rnd"32"})
end
particles={}
for i=0,24 do
add(particles,{
x=rnd"128",
y=rnd"128",
s=flr(rnd"1.25"),
spd=0.25+rnd"5",
off=rnd(),
c=6+rnd"2",
})
end
dead_particles={}
-- [function library]
function psfx(num)
if sfx_timer<=0 then
sfx(num)
end
end
function round(x)
return flr(x+0.5)
end
function appr(val,target,amount)
return val>target and max(val-amount,target) or min(val+amount,target)
end
function sign(v)
return v~=0 and sgn(v) or 0
end
function two_digit_str(x)
return x<10 and "0"..x or x
end
function tile_at(x,y)
return mget(lvl_x+x,lvl_y+y)
end
function spikes_at(x1,y1,x2,y2,xspd,yspd)
for i=max(0,x1\8),min(lvl_w-1,x2/8) do
for j=max(0,y1\8),min(lvl_h-1,y2/8) do
if({[17]=y2%8>=6 and yspd>=0,
[27]=y1%8<=2 and yspd<=0,
[43]=x1%8<=2 and xspd<=0,
[59]=x2%8>=6 and xspd>=0})[tile_at(i,j)] then
return true
end
end
end
end
-->8
-- [update loop]
function _update()
frames+=1
if time_ticking then
seconds_f+=1
minutes+=seconds_f\1800
seconds_f%=1800
end
frames%=30
if music_timer>0 then
music_timer-=1
if music_timer<=0 then
music(10,0,7)
end
end
if sfx_timer>0 then
sfx_timer-=1
end
-- cancel if freeze
if freeze>0 then
freeze-=1
return
end
-- restart (soon)
if delay_restart>0 then
cam_spdx,cam_spdy=0,0
delay_restart-=1
if delay_restart==0 then
load_level(lvl_id)
end
end
-- update each object
foreach(objects,function(obj)
obj.move(obj.spd.x,obj.spd.y,0);
(obj.type.update or stat)(obj)
end)
--move camera to player
foreach(objects,function(obj)
if obj.type==player or obj.type==player_spawn then
move_camera(obj)
end
end)
-- start game
if is_title() then
if start_game then
start_game_flash-=1
if start_game_flash<=-30 then
begin_game()
end
elseif btn(🅾️) or btn(❎) then
music"-1"
start_game_flash,start_game=50,true
sfx"38"
end
end
end
-->8
-- [draw loop]
function _draw()
if freeze>0 then
return
end
-- reset all palette values
pal()
-- start game flash
if is_title() then
if start_game then
for i=1,15 do
pal(i, start_game_flash<=10 and ceil(max(start_game_flash)/5) or frames%10<5 and 7 or i)
end
end
cls()
-- credits
sspr(unpack(split"72,32,56,32,36,32"))
?"🅾️/❎",55,80,5
?"maddy thorson",40,96,5
?"noel berry",46,102,5
-- particles
foreach(particles,draw_particle)
return
end
-- draw bg color
cls(flash_bg and frames/5 or bg_col)
-- bg clouds effect
foreach(clouds,function(c)
c.x+=c.spd-cam_spdx
rectfill(c.x,c.y,c.x+c.w,c.y+16-c.w*0.1875,cloud_col)
if c.x>128 then
c.x=-c.w
c.y=rnd"120"
end
end)
--set cam draw position
draw_x=round(cam_x)-64
draw_y=round(cam_y)-64
camera(draw_x,draw_y)
-- draw bg terrain
map(lvl_x,lvl_y,0,0,lvl_w,lvl_h,4)
--set draw layering
--positive layers draw after player
--layer 0 draws before player, after terrain
--negative layers draw before terrain
local pre_draw,post_draw={},{}
foreach(objects,function(obj)
local draw_grp=obj.layer<0 and pre_draw or post_draw
for k,v in ipairs(draw_grp) do
if obj.layer<=v.layer then
add(draw_grp,obj,k)
return
end
end
add(draw_grp,obj)
end)
-- draw bg objects
foreach(pre_draw,draw_object)
-- draw terrain
map(lvl_x,lvl_y,0,0,lvl_w,lvl_h,2)
-- draw fg objects
foreach(post_draw,draw_object)
-- draw jumpthroughs
map(lvl_x,lvl_y,0,0,lvl_w,lvl_h,8)
-- particles
foreach(particles,draw_particle)
-- dead particles
foreach(dead_particles,function(p)
p.x+=p.dx
p.y+=p.dy
p.t-=0.2
if p.t<=0 then
del(dead_particles,p)
end
rectfill(p.x-p.t,p.y-p.t,p.x+p.t,p.y+p.t,14+5*p.t%2)
end)
-- draw level title
camera()
if ui_timer>=-30 then
if ui_timer<0 then
draw_ui()
end
ui_timer-=1
end
end
function draw_particle(p)
p.x+=p.spd-cam_spdx
p.y+=sin(p.off)-cam_spdy
p.off+=min(0.05,p.spd/32)
rectfill(p.x+draw_x,p.y%128+draw_y,p.x+p.s+draw_x,p.y%128+p.s+draw_y,p.c)
if p.x>132 then
p.x=-4
p.y=rnd"128"
elseif p.x<-4 then
p.x=128
p.y=rnd"128"
end
end
function draw_time(x,y)
rectfill(x,y,x+44,y+6,0)
?two_digit_str(minutes\60)..":"..two_digit_str(minutes%60)..":"..two_digit_str(seconds_f\30)..":"..two_digit_str(round(seconds_f%30*100/30)),x+1,y+1,7
end
function draw_ui()
rectfill(24,58,104,70,0)
local title=lvl_title or lvl_id.."00 m"
?title,64-#title*2,62,7
draw_time(4,4)
end
-->8
-- [player class]
player={
init=function(this)
this.grace,this.jbuffer=0,0
this.djump=max_djump
this.dash_time,this.dash_effect_time=0,0
this.dash_target_x,this.dash_target_y=0,0
this.dash_accel_x,this.dash_accel_y=0,0
this.hitbox=rectangle(1,3,6,5)
this.spr_off=0
this.collides=true
create_hair(this)
this.layer=1
end,
update=function(this)
if pause_player then
return
end
-- horizontal input
local h_input=btn(➡️) and 1 or btn(⬅️) and -1 or 0
-- spike collision / bottom death
if spikes_at(this.left(),this.top(),this.right(),this.bottom(),this.spd.x,this.spd.y) or this.y>lvl_ph then
kill_player(this)
end
-- on ground checks
local on_ground=this.is_solid(0,1)
-- landing smoke
if on_ground and not this.was_on_ground then
this.init_smoke(0,4)
end
-- jump and dash input
local jump,dash=btn(🅾️) and not this.p_jump,btn(❎) and not this.p_dash
this.p_jump,this.p_dash=btn(🅾️),btn(❎)
-- jump buffer
if jump then
this.jbuffer=4
elseif this.jbuffer>0 then
this.jbuffer-=1
end
-- grace frames and dash restoration
if on_ground then
this.grace=6
if this.djump<max_djump then
psfx"54"
this.djump=max_djump
end
elseif this.grace>0 then
this.grace-=1
end
-- dash effect timer (for dash-triggered events, e.g., berry blocks)
this.dash_effect_time-=1
-- dash startup period, accel toward dash target speed
if this.dash_time>0 then
this.init_smoke()
this.dash_time-=1
this.spd=vector(appr(this.spd.x,this.dash_target_x,this.dash_accel_x),appr(this.spd.y,this.dash_target_y,this.dash_accel_y))
else
-- x movement
local maxrun=1
local accel=this.is_ice(0,1) and 0.05 or on_ground and 0.6 or 0.4
local deccel=0.15
-- set x speed
this.spd.x=abs(this.spd.x)<=1 and
appr(this.spd.x,h_input*maxrun,accel) or
appr(this.spd.x,sign(this.spd.x)*maxrun,deccel)
-- facing direction
if this.spd.x~=0 then
this.flip.x=this.spd.x<0
end
-- y movement
local maxfall=2
-- wall slide
if h_input~=0 and this.is_solid(h_input,0) and not this.is_ice(h_input,0) then
maxfall=0.4
-- wall slide smoke
if rnd"10"<2 then
this.init_smoke(h_input*6)
end
end
-- apply gravity
if not on_ground then
this.spd.y=appr(this.spd.y,maxfall,abs(this.spd.y)>0.15 and 0.21 or 0.105)
end
-- jump
if this.jbuffer>0 then
if this.grace>0 then
-- normal jump
psfx"1"
this.jbuffer=0
this.grace=0
this.spd.y=-2
this.init_smoke(0,4)
else
-- wall jump
local wall_dir=(this.is_solid(-3,0) and -1 or this.is_solid(3,0) and 1 or 0)
if wall_dir~=0 then
psfx"2"
this.jbuffer=0
this.spd=vector(wall_dir*(-1-maxrun),-2)
if not this.is_ice(wall_dir*3,0) then
-- wall jump smoke
this.init_smoke(wall_dir*6)
end
end
end
end
-- dash
local d_full=5
local d_half=3.5355339059 -- 5 * sqrt(2)
if this.djump>0 and dash then
this.init_smoke()
this.djump-=1
this.dash_time=4
has_dashed=true
this.dash_effect_time=10
-- vertical input
local v_input=btn(⬆️) and -1 or btn(⬇️) and 1 or 0
-- calculate dash speeds
this.spd=vector(h_input~=0 and
h_input*(v_input~=0 and d_half or d_full) or
(v_input~=0 and 0 or this.flip.x and -1 or 1)
,v_input~=0 and v_input*(h_input~=0 and d_half or d_full) or 0)
-- effects
psfx"3"
freeze=2
-- dash target speeds and accels
this.dash_target_x=2*sign(this.spd.x)
this.dash_target_y=(this.spd.y>=0 and 2 or 1.5)*sign(this.spd.y)
this.dash_accel_x=this.spd.y==0 and 1.5 or 1.06066017177 -- 1.5 * sqrt()
this.dash_accel_y=this.spd.x==0 and 1.5 or 1.06066017177
elseif this.djump<=0 and dash then
-- failed dash smoke
psfx"9"
this.init_smoke()
end
end
-- animation
this.spr_off+=0.25
this.spr = not on_ground and (this.is_solid(h_input,0) and 5 or 3) or -- wall slide or mid air
btn(⬇️) and 6 or -- crouch
btn(⬆️) and 7 or -- look up
this.spd.x~=0 and h_input~=0 and 1+this.spr_off%4 or 1 -- walk or stand
-- exit level off the top (except summit)
if this.y<-4 and levels[lvl_id+1] then
next_level()
end
-- was on the ground
this.was_on_ground=on_ground
end,
draw=function(this)
-- clamp in screen
local clamped=mid(this.x,-1,lvl_pw-7)
if this.x~=clamped then
this.x=clamped
this.spd.x=0
end
-- draw player hair and sprite
set_hair_color(this.djump)
draw_hair(this)
draw_obj_sprite(this)
pal()
end
}
function create_hair(obj)
obj.hair={}
for i=1,5 do
add(obj.hair,vector(obj.x,obj.y))
end
end
function set_hair_color(djump)
pal(8,djump==1 and 8 or djump==2 and 7+frames\3%2*4 or 12)
end
function draw_hair(obj)
local last=vector(obj.x+(obj.flip.x and 6 or 2),obj.y+(btn(⬇️) and 4 or 3))
for i,h in ipairs(obj.hair) do
h.x+=(last.x-h.x)/1.5
h.y+=(last.y+0.5-h.y)/1.5
circfill(h.x,h.y,mid(4-i,1,2),8)
last=h
end
end
function kill_player(obj)
sfx_timer=12
sfx"0"
deaths+=1
destroy_object(obj)
--dead_particles={}
for dir=0,0.875,0.125 do
add(dead_particles,{
x=obj.x+4,
y=obj.y+4,
t=2,
dx=sin(dir)*3,
dy=cos(dir)*3
})
end
delay_restart=15
end
player_spawn={
init=function(this)
sfx"4"
this.spr=3
this.target=this.y
this.y=min(this.y+48,lvl_ph)
cam_x,cam_y=mid(this.x+4,64,lvl_pw-64),mid(this.y,64,lvl_ph-64)
this.spd.y=-4
this.state=0
this.delay=0
create_hair(this)
this.djump=max_djump
this.layer=1
end,
update=function(this)
-- jumping up
if this.state==0 and this.y<this.target+16 then
this.state=1
this.delay=3
-- falling
elseif this.state==1 then
this.spd.y+=0.5
if this.spd.y>0 then
if this.delay>0 then
-- stall at peak
this.spd.y=0
this.delay-=1
elseif this.y>this.target then
-- clamp at target y
this.y=this.target
this.spd=vector(0,0)
this.state=2
this.delay=5
this.init_smoke(0,4)
sfx"5"
end
end
-- landing and spawning player object
elseif this.state==2 then
this.delay-=1
this.spr=6
if this.delay<0 then
destroy_object(this)
init_object(player,this.x,this.y)
end
end
end,
draw= player.draw
}
-->8
-- [objects]
spring={
init=function(this)
this.delta=0
this.dir=this.spr==18 and 0 or this.is_solid(-1,0) and 1 or -1
this.show=true
this.layer=-1
end,
update=function(this)
this.delta=this.delta*0.75
local hit=this.player_here()
if this.show and hit and this.delta<=1 then
if this.dir==0 then
hit.move(0,this.y-hit.y-4,1)
hit.spd.x*=0.2
hit.spd.y=-3
else
hit.move(this.x+this.dir*4-hit.x,0,1)
hit.spd=vector(this.dir*3,-1.5)
end
hit.dash_time=0
hit.dash_effect_time=0
hit.djump=max_djump
this.delta=8
psfx"8"
this.init_smoke()
break_fall_floor(this.check(fall_floor,-this.dir,this.dir==0 and 1 or 0))
end
end,
draw=function(this)
if this.show then
local delta=min(flr(this.delta),4)
if this.dir==0 then
sspr(16,8,8,8,this.x,this.y+delta)
else
spr(19,this.dir==-1 and this.x+delta or this.x,this.y,1-delta/8,1,this.dir==1)
end
end
end
}
fall_floor={
init=function(this)
this.solid_obj=true
this.state=0
end,
update=function(this)
-- idling
if this.state==0 then
for i=0,2 do
if this.check(player,i-1,-(i%2)) then
break_fall_floor(this)
end
end
-- shaking
elseif this.state==1 then
this.delay-=1
if this.delay<=0 then
this.state=2
this.delay=60--how long it hides for
this.collideable=false
set_springs(this,false)
end
-- invisible, waiting to reset
elseif this.state==2 then
this.delay-=1
if this.delay<=0 and not this.player_here() then
psfx"7"
this.state=0
this.collideable=true
this.init_smoke()
set_springs(this,true)
end
end
end,
draw=function(this)
spr(this.state==1 and 26-this.delay/5 or this.state==0 and 23,this.x,this.y) --add an if statement if you use sprite 0 (other stuff also breaks if you do this i think)
end,
}
function break_fall_floor(obj)
if obj and obj.state==0 then
psfx"15"
obj.state=1
obj.delay=15--how long until it falls
obj.init_smoke()
end
end
function set_springs(obj,state)
obj.hitbox=rectangle(-2,-2,12,8)
local springs=obj.check_all(spring,0,0)
foreach(springs,function(s) s.show=state end)
obj.hitbox=rectangle(0,0,8,8)
end
balloon={
init=function(this)
this.offset=rnd()
this.start=this.y
this.timer=0
this.hitbox=rectangle(-1,-1,10,10)
end,
update=function(this)
if this.spr==22 then
this.offset+=0.01
this.y=this.start+sin(this.offset)*2
local hit=this.player_here()
if hit and hit.djump<max_djump then
psfx"6"
this.init_smoke()
hit.djump=max_djump
this.spr=0
this.timer=60
end
elseif this.timer>0 then
this.timer-=1
else
psfx"7"
this.init_smoke()
this.spr=22
end
end,
draw=function(this)
if this.spr==22 then
for i=7,13 do
pset(this.x+4+sin(this.offset*2+i/10),this.y+i,6)
end
draw_obj_sprite(this)
end
end
}
smoke={
init=function(this)
this.spd=vector(0.3+rnd"0.2",-0.1)
this.x+=-1+rnd"2"
this.y+=-1+rnd"2"
this.flip=vector(rnd()<0.5,rnd()<0.5)
this.layer=3
end,
update=function(this)
this.spr+=0.2
if this.spr>=32 then
destroy_object(this)
end
end
}
fruit={
check_fruit=true,
init=function(this)
this.start=this.y
this.off=0
end,
update=function(this)
check_fruit(this)
this.off+=0.025
this.y=this.start+sin(this.off)*2.5
end
}
fly_fruit={
check_fruit=true,
init=function(this)
this.start=this.y
this.step=0.5
this.sfx_delay=8
end,
update=function(this)
--fly away
if has_dashed then
if this.sfx_delay>0 then
this.sfx_delay-=1
if this.sfx_delay<=0 then
sfx_timer=20
sfx"14"
end
end
this.spd.y=appr(this.spd.y,-3.5,0.25)
if this.y<-16 then
destroy_object(this)
end
-- wait
else
this.step+=0.05
this.spd.y=sin(this.step)*0.5
end
-- collect
check_fruit(this)
end,
draw=function(this)
spr(26,this.x,this.y)
for ox=-6,6,12 do
spr((has_dashed or sin(this.step)>=0) and 45 or this.y>this.start and 47 or 46,this.x+ox,this.y-2,1,1,ox==-6)
end
end
}
function check_fruit(this)
local hit=this.player_here()
if hit then
hit.djump=max_djump
sfx_timer=20
sfx"13"
got_fruit[this.fruit_id]=true
init_object(lifeup,this.x,this.y)
destroy_object(this)
if time_ticking then
fruit_count+=1
end
end
end
lifeup={
init=function(this)
this.spd.y=-0.25
this.duration=30
this.flash=0
end,
update=function(this)
this.duration-=1
if this.duration<=0 then
destroy_object(this)
end
end,
draw=function(this)
this.flash+=0.5
?"1000",this.x-4,this.y-4,7+this.flash%2
end
}
fake_wall={
check_fruit=true,
init=function(this)
this.solid_obj=true
this.hitbox=rectangle(0,0,16,16)
end,
update=function(this)
this.hitbox=rectangle(-1,-1,18,18)
local hit=this.player_here()
if hit and hit.dash_effect_time>0 then
hit.spd=vector(sign(hit.spd.x)*-1.5,-1.5)
hit.dash_time=-1
for ox=0,8,8 do
for oy=0,8,8 do
this.init_smoke(ox,oy)
end
end
init_fruit(this,4,4)
end
this.hitbox=rectangle(0,0,16,16)
end,
draw=function(this)
sspr(0,32,8,16,this.x,this.y)
sspr(0,32,8,16,this.x+8,this.y,8,16,true,true)
end
}
function init_fruit(this,ox,oy)
sfx_timer=20
sfx"16"
init_object(fruit,this.x+ox,this.y+oy,26).fruit_id=this.fruit_id
destroy_object(this)
end
key={
update=function(this)
this.spr=flr(9.5+sin(frames/30))
if frames==18 then --if spr==10 and previous spr~=10
this.flip.x=not this.flip.x
end
if this.player_here() then
sfx"23"
sfx_timer=10
destroy_object(this)
has_key=true
end
end
}
chest={
check_fruit=true,
init=function(this)
this.x-=4
this.start=this.x
this.timer=20
end,
update=function(this)
if has_key then
this.timer-=1
this.x=this.start-1+rnd"3"
if this.timer<=0 then
init_fruit(this,0,-4)
end
end
end
}
platform={
init=function(this)
this.x-=4
this.hitbox.w=16
this.dir=this.spr==11 and -1 or 1
this.semisolid_obj=true
this.layer=2
end,
update=function(this)
this.spd.x=this.dir*0.65
--screenwrap
if this.x<-16 then
this.x=lvl_pw
elseif this.x>lvl_pw then
this.x=-16
end
end,
draw=function(this)
spr(11,this.x,this.y-1,2,1)
end
}
message={
init=function(this)
this.text="-- celeste mountain --#this memorial to those#perished on the climb"
this.hitbox.x+=4
this.layer=4
end,
draw=function(this)
if this.player_here() then
for i,s in ipairs(split(this.text,"#")) do
camera()
rectfill(7,7*i,120,7*i+6,7)
?s,64-#s*2,7*i+1,0
camera(draw_x,draw_y)
end
end
end
}
big_chest={
init=function(this)
this.state=max_djump>1 and 2 or 0
this.hitbox.w=16
end,
update=function(this)
if this.state==0 then
local hit=this.check(player,0,8)
if hit and hit.is_solid(0,1) then
music(-1,500,7)
sfx"37"
pause_player=true
hit.spd=vector(0,0)
this.state=1
this.init_smoke()
this.init_smoke(8)
this.timer=60
this.particles={}
end
elseif this.state==1 then
this.timer-=1
flash_bg=true
if this.timer<=45 and #this.particles<50 then
add(this.particles,{
x=1+rnd"14",
y=0,
h=32+rnd"32",
spd=8+rnd"8"})
end
if this.timer<0 then
this.state=2
this.particles={}
flash_bg,bg_col,cloud_col=false,2,14
init_object(orb,this.x+4,this.y+4,102)
pause_player=false
end
end
end,
draw=function(this)
if this.state==0 then
draw_obj_sprite(this)
spr(96,this.x+8,this.y,1,1,true)
elseif this.state==1 then
foreach(this.particles,function(p)
p.y+=p.spd
line(this.x+p.x,this.y+8-p.y,this.x+p.x,min(this.y+8-p.y+p.h,this.y+8),7)
end)
end
spr(112,this.x,this.y+8)
spr(112,this.x+8,this.y+8,1,1,true)
end
}
orb={
init=function(this)
this.spd.y=-4
end,
update=function(this)
this.spd.y=appr(this.spd.y,0,0.5)
local hit=this.player_here()
if this.spd.y==0 and hit then
music_timer=45
sfx"51"
freeze=10
destroy_object(this)
max_djump=2
hit.djump=2
end
end,
draw=function(this)
draw_obj_sprite(this)
for i=0,0.875,0.125 do
circfill(this.x+4+cos(frames/30+i)*8,this.y+4+sin(frames/30+i)*8,1,7)
end
end
}
flag={