bench there-she-is
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8b35f18bd8
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25a4f1d7dd
1 changed files with 170 additions and 98 deletions
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@ -21,10 +21,11 @@ let main = fn() {
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}
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}
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let screen_size = 360
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let screen_size = 360
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let shoot_timer = 60
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let shoot_timer = 90
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let shot_timer = 1
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let dim = {
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let dim = {
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.w: 16,
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.w: 32,
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.h: 16,
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.h: 32,
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}
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}
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let bullet_dim = {
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let bullet_dim = {
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.w: dim.w / 4,
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.w: dim.w / 4,
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@ -32,32 +33,32 @@ let bullet_dim = {
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}
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}
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let migrate = fn(state) {
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let migrate = fn(state) {
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return setup();
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state
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state
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}
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}
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let setup = fn() {
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let setup = fn() {
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return {
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return {
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.player: {
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.player: {
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.pos: {
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.pos: {
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.x: (screen_size - dim.w) - dim.w,
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.x: (screen_size - dim.w) - dim.w,
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.y: dim.h,
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.y: dim.h * 5,
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},
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},
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.speed: 360,
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.speed: 220,
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.shot: 1,
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.shot_timer: 0,
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},
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},
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.enemy: {
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.opponent: {
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.pos: {
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.pos: {
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.x: dim.w,
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.x: dim.w,
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.y: dim.h,
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.y: dim.h,
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},
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},
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.speed: 20,
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.speed: 60,
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.timer: shoot_timer,
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.timer: 0,
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},
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},
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.bullets: {
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.bullets: {
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.pos: {
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.pos: {
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.x: dim.w,
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.x: -20,
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.y: dim.h,
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.y: -20,
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},
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},
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.movement: {
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.movement: {
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.x: 0,
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.x: 0,
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@ -67,107 +68,168 @@ let setup = fn() {
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},
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},
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.timer: 0,
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.timer: 0,
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.status: \"ongoing\",
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.status: \"ongoing\",
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};
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}
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}
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}
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let move_player = fn(state, input) {
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let move_player = fn(state, input) {
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let delta = get_frame_time();
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let delta = get_frame_time()
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let dpad_x = if input.gamepad1.dpad.right { 1 } else { 0 } + if input.gamepad1.dpad.left { -1 } else { 0 };
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let dpad_x = if input.gamepad1.dpad.right { 1 } else { 0 } + if input.gamepad1.dpad.left { -1 } else { 0 }
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let dpad_y = if input.gamepad1.dpad.down { 1 } else { 0 } + if input.gamepad1.dpad.up { -1 } else { 0 };
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let dpad_y = if input.gamepad1.dpad.down { 1 } else { 0 } + if input.gamepad1.dpad.up { -1 } else { 0 }
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let movement = {
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let movement = {
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.x: input.gamepad1.sticks.left.x + dpad_x,
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.x: input.gamepad1.sticks.left.x + dpad_x,
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.y: input.gamepad1.sticks.left.y + dpad_y,
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.y: input.gamepad1.sticks.left.y + dpad_y,
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};
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}
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state.player.pos.x =
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state.player.pos.x =
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max(0,
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max(0,
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min( state.player.pos.x + (delta * state.player.speed * movement.x)
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min( state.player.pos.x + ((delta * state.player.speed * movement.x) / state.player.shot)
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, screen_size - dim.w
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, screen_size - dim.w
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)
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)
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);
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)
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state.player.pos.y =
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state.player.pos.y =
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max(0,
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max(0,
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min( state.player.pos.y + (delta * state.player.speed * movement.y)
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min( state.player.pos.y + ((delta * state.player.speed * movement.y) / state.player.shot)
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, screen_size - dim.w
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, screen_size - dim.w
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)
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)
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);
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)
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}
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let move_opponent = fn(state) {
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let delta = get_frame_time()
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let opponent_movement = {
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.x: if abs(state.opponent.pos.x - state.player.pos.x) < 5 { 0 } else { if state.opponent.pos.x < state.player.pos.x { 1 } else { -1 } },
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.y: if abs(state.opponent.pos.y - state.player.pos.y) < 5 { 0 } else { if state.opponent.pos.y < state.player.pos.y { 1 } else { -1 } },
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}
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state.opponent.pos.x =
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max(0,
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min( state.opponent.pos.x + (delta * state.opponent.speed * opponent_movement.x)
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, screen_size - dim.w
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)
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)
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state.opponent.pos.y =
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max(0,
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min( state.opponent.pos.y + (delta * state.opponent.speed * opponent_movement.y)
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, screen_size - dim.w
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)
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)
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shoot_bullets(state, opponent_movement)
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}
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let shoot_bullets = fn(state, opponent_movement) {
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let delta = get_frame_time()
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state.opponent.timer = state.opponent.timer - 1
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if (state.opponent.timer <= 0) && (state.status != \"caught\") {
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state.opponent.timer = shoot_timer
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state.bullets.pos.x = state.opponent.pos.x + (dim.w * opponent_movement.x)
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state.bullets.pos.y = state.opponent.pos.y + (dim.h * opponent_movement.y)
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state.bullets.movement.x = opponent_movement.x
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state.bullets.movement.y = opponent_movement.y
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}
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}
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let move_bullets = fn(state) {
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let delta = get_frame_time()
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state.bullets.pos.x =
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state.bullets.pos.x + (delta * state.bullets.speed * state.bullets.movement.x)
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state.bullets.pos.y =
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state.bullets.pos.y + (delta * state.bullets.speed * state.bullets.movement.y)
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}
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}
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let update = fn(state, input) {
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let update = fn(state, input) {
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let delta = get_frame_time();
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let delta = get_frame_time()
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state.timer = state.timer + delta;
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move_player(state, input);
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if state.status != \"caught\" {
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state.timer = state.timer + delta
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}
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let enemy_movement = {
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if state.status == \"ongoing\" {
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.x: if abs(state.enemy.pos.x - state.player.pos.x) < 5 { 0 } else { if state.enemy.pos.x < state.player.pos.x { 1 } else { -1 } },
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move_player(state, input)
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.y: if abs(state.enemy.pos.y - state.player.pos.y) < 5 { 0 } else { if state.enemy.pos.y < state.player.pos.y { 1 } else { -1 } },
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}
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};
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state.enemy.pos.x =
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if state.player.shot_timer > 0 {
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max(0,
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state.player.shot_timer = state.player.shot_timer - delta
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min( state.enemy.pos.x + (delta * state.enemy.speed * enemy_movement.x)
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} else {
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, screen_size - dim.w
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state.player.shot_timer = 0
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)
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}
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);
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state.enemy.pos.y =
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max(0,
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min( state.enemy.pos.y + (delta * state.enemy.speed * enemy_movement.y)
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, screen_size - dim.w
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)
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);
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state.enemy.timer = state.enemy.timer - 1;
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move_opponent(state)
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if state.enemy.timer == 0 {
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move_bullets(state)
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state.enemy.timer = shoot_timer;
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state.bullets.pos.x = state.enemy.pos.x + (dim.w * enemy_movement.x);
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state.bullets.pos.y = state.enemy.pos.y + (dim.h * enemy_movement.y);
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state.bullets.movement.x = enemy_movement.x;
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state.bullets.movement.y = enemy_movement.y;
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};
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state.bullets.pos.x =
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if is_touching(make_rect(state.bullets.pos, { .w: dim.w / 2, .h: dim.h / 2 }), make_rect(state.player.pos, dim)) && (state.player.shot_timer == 0) {
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state.bullets.pos.x + (delta * state.bullets.speed * state.bullets.movement.x);
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state.player.shot = state.player.shot + 1
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state.bullets.pos.y =
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state.player.shot_timer = shot_timer
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state.bullets.pos.y + (delta * state.bullets.speed * state.bullets.movement.y);
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}
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if is_touching(make_rect(state.opponent.pos, dim), make_rect(state.player.pos, dim)) {
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state.status = \"caught\"
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}
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return state;
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if input.gamepad1.buttons.y {
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let new_state = setup()
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state.player = new_state.player
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state.opponent = new_state.opponent
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state.bullets = new_state.bullets
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state.status = new_state.status
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state.timer = new_state.timer
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}
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state
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}
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}
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let draw = fn(state) {
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let draw = fn(state) {
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frame_clear(0, 0, 0);
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frame_clear(0, 0, 0)
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let player_rect = {
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let player_rect = {
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.x: state.player.pos.x,
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.x: state.player.pos.x,
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.y: state.player.pos.y,
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.y: state.player.pos.y,
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.w: dim.w,
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.w: dim.w,
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.h: dim.h,
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.h: dim.h,
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};
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}
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let color = { .r: 155, .g: 205, .b: 255 };
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let color = { .r: 105 + (state.player.shot_timer * 100), .g: 225, .b: 125 }
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draw_rectangle(player_rect, color);
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draw_rectangle(player_rect, color)
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let enemy_rect = {
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let opponent_rect = {
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.x: state.enemy.pos.x,
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.x: state.opponent.pos.x,
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.y: state.enemy.pos.y,
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.y: state.opponent.pos.y,
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.w: dim.w,
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.w: dim.w,
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.h: dim.h,
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.h: dim.h,
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};
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}
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let color = { .r: 255, .g: 155, .b: 255 };
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let color = { .r: 255, .g: 155, .b: 255 - (state.player.shot_timer * 50) }
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draw_rectangle(enemy_rect, color);
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draw_rectangle(opponent_rect, color)
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let bullet_rect = {
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let bullet_rect = {
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.x: state.bullets.pos.x,
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.x: state.bullets.pos.x,
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.y: state.bullets.pos.y,
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.y: state.bullets.pos.y,
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.w: bullet_dim.w,
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.w: bullet_dim.w,
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.h: bullet_dim.h,
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.h: bullet_dim.h,
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};
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}
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let color = { .r: 255, .g: 255, .b: 255 };
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let color = { .r: 255, .g: 135, .b: 225 }
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draw_rectangle(bullet_rect, color);
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draw_rectangle(bullet_rect, color)
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draw_text(\"RUN!!!\", 20, 50, 50, { .r: 255, .g: 55, .b: 55 });
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if state.status == \"caught\" {
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draw_text(\"You got caught <3\", 20, 20, 20, { .r: 155, .g: 55, .b: 255 })
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} else {
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draw_text(\"There she is!\", 40, 20, 20, { .r: 255, .g: 55, .b: 155 })
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if state.player.shot_timer > 0 {
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draw_text(\"<3\", 200, 20, 20, {
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.r: 100 + (state.player.shot_timer * 50 * state.player.shot) % 255,
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.g: 100,
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.b: 100,
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})
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}
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}
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draw_text(state.timer, 260, 20, 20, { .r: 55, .g: 205, .b: 155 })
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}
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}
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let min = fn(a,b) {
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let min = fn(a,b) {
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@ -190,9 +252,19 @@ let abs = fn(a) {
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if a >= 0 { a } else { 0 - a }
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if a >= 0 { a } else { 0 - a }
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}
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}
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let make_rect = fn(pos, dim) {
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{ .x: pos.x,
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.y: pos.y,
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.w: dim.w,
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.h: dim.h,
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}
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}
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let is_touching = fn(rect1, rect2) {
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let is_touching = fn(rect1, rect2) {
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if ((rect1.x < rect2.x) && ((rect1.x + rect1.w) > rect2.x))
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if (((rect1.x < rect2.x) && ((rect1.x + rect1.w) > rect2.x))
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&& ((rect1.y < rect2.y) && ((rect1.y + rect1.h) > rect2.y)) {
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&& ((rect1.y < rect2.y) && ((rect1.y + rect1.h) > rect2.y)))
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|| (((rect2.x < rect1.x) && ((rect2.x + rect2.w) > rect1.x))
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&& ((rect2.y < rect1.y) && ((rect2.y + rect2.h) > rect1.y))) {
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true
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true
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} else {
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} else {
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false
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false
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