595 lines
25 KiB
Lua
595 lines
25 KiB
Lua
pico-8 cartridge // http://www.pico-8.com
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version 42
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__lua__
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function _init()
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mymap={
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w=36,
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h=11,
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}
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coins_collected=false
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chest_collected=false
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initcoins()
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initkey()
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initchest()
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initplayer()
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initwater()
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poke(0x5f5c,255) --disable btnp repeat
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end
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function _update()
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updatewater()
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updateplayer()
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if btn(❎) then
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reload()
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_init()
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end
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end
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function _draw()
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cls()
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camera(player.x-20,-15)
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map(0,0,0,0,mymap.w,mymap.h)
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drawcoins()
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drawkey()
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drawchest()
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drawwater()
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drawplayer()
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if coins_collected==true and chest_collected==true then
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print("you win!\npress x to restart",player.x-5,9,3)
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end
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end
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-->8
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function initplayer()
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player={
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x=8,
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y=mymap.h-8,
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dir=false,
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vv=0,
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vh=2,
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w=8,
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h=8,
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image=3,
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timer=0,
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walking=false,
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jumping=false,
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inwater=false
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}
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v0=-4.5
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gravity=0.5
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vf=-1
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v1=-2
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end
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function updateplayer()
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local dx=0
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local dy=0
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--walk
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if btn(⬅️) and player.x>=10 then
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dx=-player.vh
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player.dir=true
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for i=1,player.vh do
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local new_x,new_y,_,_=trymove(player.x,player.y,-1,0)
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player.x=new_x
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walking=true
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end
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elseif btn(➡️) and player.x<=mymap.w*8-player.w-10 then
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dx=player.vh
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player.dir=false
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for i=1,player.vh do
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local new_x,new_y,_,_=trymove(player.x,player.y,1,0)
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player.x=new_x
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walking=true
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end
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else walking=false
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end--if
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--jump & fall
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player.inwater=isinwater(player.x+4,player.y+4)
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if player.inwater==false then
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if isonground() then
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player.vv=0
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if btnp(⬆️) then
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sfx(1)
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player.vv=v0
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walking=false
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end
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else
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player.vv+=gravity
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end
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dy=player.vv --falling
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if dy>0 then
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dy=ceil(dy)
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for i=1,dy do
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local new_x,new_y,_,actual_dy=trymove(player.x,player.y,0,1)
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player.y=new_y
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if actual_dy==0 then
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player.vv=0
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break
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end --if
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end --for
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elseif dy<0 then --jumping
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dy=flr(dy)
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for i=1,-dy do
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local new_x,new_y,_,actual_dy=trymove(player.x,player.y,0,-1)
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player.y=new_y
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if actual_dy==0 then
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player.vv=0
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end --if
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end --for
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end
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end
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----in water
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if player.inwater==true then
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player.vv=vf
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dy=player.vv
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for i=1,-dy do
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local new_x,new_y,_,actual_dy=trymove(player.x,player.y,0,-1)
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player.y=new_y
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if actual_dy==0 then
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player.vv=0
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end
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end
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end
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if player.inwater==true or isinwater(player.x+4,player.y+12) then
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if btnp(⬆️) then --jump in water
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sfx(1)
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player.vv=v1
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end
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end
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--image state
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if isonground()==false then
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walking=false
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jumping=true
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else jumping=false
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end
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--eat coins
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if coins_collected==false then
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eatcoin()
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end
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getkey()
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if chest_collected==false then
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openchest()
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end
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end
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function drawplayer()
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if player.inwater==true then
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player.image=36
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elseif walking==true then
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player.timer+=1
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if player.timer%6==0 then
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sfx(2)
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if player.image==3 then
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player.image=19
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else
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player.image=3
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end
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end
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elseif jumping==true then
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player.image=35
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else player.image=3
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end
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spr(player.image,player.x,player.y,1,1,player.dir)
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end
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------------
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function issolid(x,y)
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local tile=mget(flr(x/8),flr(y/8))
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local f=fget(tile)
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if f==1 then
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return true
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else return false
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end--if
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end
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function trymove(x,y,dx,dy)
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local new_x=x+dx
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local new_y=y+dy
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local collided_x=false
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local collided_y=false
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if dx>0 then --right
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for i=0,player.h-1 do
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if issolid(new_x+player.w-1,new_y+i) then
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collided_x=true
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break
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end --if
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end --for
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end --if
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if dx<0 then --left
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for i=0,player.h-1 do
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if issolid(new_x,new_y+i) then
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collided_x=true
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break
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end --if
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end --for
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end --if
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if dy>0 then --down
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for i=0,player.w-1 do
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if issolid(new_x+i,new_y+player.h-1) then
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collided_y=true
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break
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end --if
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end --for
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end --if
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if dy<0 then --up
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for i=0,player.w-1 do
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if issolid(new_x+i,new_y) then
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collided_y=true
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break
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end --if
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end --for
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end --if
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if new_y<0 then
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dy=0
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collided_y=true
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end
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if collided_x==true then
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dx=0
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end
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if collided_y==true then
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dy=0
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end
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return x+dx,y+dy,dx,dy
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end
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function isonground()
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for i=0,player.w-1 do
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if issolid(player.x+i,player.y+player.h) then
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return true
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end --if
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end --for
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return false
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end
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----------
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function isinwater(x,y)
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local x1=flr(x/8)
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local y1=flr(y/8)
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if water_state[x1][y1]==true then
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return true
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else return false
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end--if
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end
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-->8
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function initwater()
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water_map={}
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water_state={}
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water_level=mymap.h-1
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rising=true
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water_timer=90
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for x=0,mymap.w-1 do
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water_map[x]={}
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water_state[x]={}
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for y=0,mymap.h-1 do
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local tile=mget(x,y)
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local f=fget(tile)
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if f!=1 and f!=4 then
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water_map[x][y]=true --not solid
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else water_map[x][y]=false --ground
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end--if
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water_state[x][y]=false
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end
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end
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end
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function water_rise()
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if water_level>0 then
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water_level-=1
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for i=0,mymap.w-1 do
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if water_map[i][water_level]==true then
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water_state[i][water_level]=true
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end
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end
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end
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end
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function water_fall()
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if water_level<mymap.h-1 then
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for i=0,mymap.w-1 do
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if water_map[i][water_level]==true then
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water_state[i][water_level]=false
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end
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end
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water_level+=1
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end
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end
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function updatewater()
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water_timer-=1
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if water_timer==0 then
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water_timer=90
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if rising==true then
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water_rise()
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else water_fall()
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end
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end
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---schedule
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if water_level==3 and rising==true then
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rising=false
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elseif water_level==mymap.h-1 and rising==false then
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rising=true
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end
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end
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function drawwater()
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for x=0,mymap.w-1 do
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for y=0,mymap.h-1 do
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if water_state[x][y]==true then
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if y==water_level then
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spr(20,x*8,y*8)
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else
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spr(4,x*8,y*8)
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end
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end
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end
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end
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end
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-->8
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function initcoins()
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score=0
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totalscore=8
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coins={}
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for x=0,mymap.w do
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for y=0,mymap.h do
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local tile=mget(x,y)
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if tile==5 then
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add(coins,{
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x=x*8,
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y=y*8,
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w=6,
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collected=false,
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timer=0
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})
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mset(x,y,2)
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end--if
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end
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end
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end
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function eatcoin()
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for c in all(coins) do
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if c.collected==false and isoverlap(c.x,c.y,c.w)==true then
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c.collected=true
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sfx(0)
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score+=1
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c.timer=3
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end--if
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end--for
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end
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function isoverlap(x0,y0,w0)
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local x=player.x
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local y=player.y
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if x+player.w<x0+(8-w0)/2 or x>x0+w0+(8-w0)/2 or y+player.h<y0+(8-w0)/2 or y>y0+w0+(8-w0)/2 then
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return false
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else return true
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end
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end
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function drawcoins()
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for c in all(coins) do
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if c.collected==false then
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spr(5,c.x,c.y)
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elseif c.timer>0 then
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spr(21,player.x+8,player.y)
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spr(21,player.x-8,player.y,1,1,1)
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c.timer-=1
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end--if
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end
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print("score:"..score,player.x-5,1,4)
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if score==totalscore then
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coins_collected=true
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end
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end
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------------
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function initkey()
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for x=0,mymap.w do
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for y=0,mymap.h do
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local tile=mget(x,y)
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if tile==6 then
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key={
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x=x*8,
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y=y*8,
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w=6,
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collected=false
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}
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mset(x,y,34)
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break
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end--if
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end
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end
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end
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function getkey()
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if key.collected==false and isoverlap(key.x,key.y,key.w)==true then
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key.collected=true
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sfx(0)
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end--if
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end
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function drawkey()
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if key.collected==false then
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spr(6,key.x,key.y)
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elseif chest_collected==false then
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print("key:z to use",player.x+30,1,4)
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end
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end
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function initchest()
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for x=0,mymap.w do
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for y=0,mymap.h do
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local tile=mget(x,y)
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if tile==7 then
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chest={
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x=x*8,
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y=y*8,
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w=8,
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collected=false,
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timer=0
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}
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mset(x,y,2)
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spr(7,key.x,key.y)
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break
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end--if
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end
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end
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end
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function openchest()
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if btnp(🅾️) and key.collected==true and chest.collected==false and isoverlap(chest.x,chest.y,chest.w)==true then
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chest.collected=true
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chest_collected=true
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sfx(3)
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chest.timer=15
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end--if
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end
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function drawchest()
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if chest.collected==false then
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spr(7,chest.x,chest.y)
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else
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if chest.timer>0 then
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chest.timer-=1
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spr(8,chest.x,chest.y-12+chest.timer/3)
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end
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spr(23,chest.x,chest.y)
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print("treasure found!",player.x+30,1,4)
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end
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end
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__gfx__
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0000000033b3b3b377777777002eeee0cccccccc00000000000000000c1111c00000000000000000000000000000000000000000000000000000000000000000
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000000003b333b3377777f7722222eeec11cc11c009a9a0000000cc0c111111c0100001000000000000000000000000000000000000000000000000000000000
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007007003333333377777777055797501cc11cc109a9a9a00000c880999889990100001000000000000000000000000000000000000000000000000000000000
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00077000444444447f77777755919195cccccccc09aaaa90000c8800c118811c0000000000000000000000000000000000000000000000000000000000000000
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00077000454445447777777705998990cccccccc09aaa9a00cc88000c118811c0eeeeee000000000000000000000000000000000000000000000000000000000
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00700700444544447777777700e2e2e0c11cc11c099aaa900c080000c111111c00eeee0000000000000000000000000000000000000000000000000000000000
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00000000444444547777f7770e02220e1cc11cc10099990008880000c111111c000ee00000000000000000000000000000000000000000000000000000000000
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00000000454444447777777700020200cccccccc0000000000000000c111111c0000000000000000000000000000000000000000000000000000000000000000
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000000004454444477777777002eeee000c100c10000000000000000c111111c0000000000000000000000000000000000000000000000000000000000000000
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00000000544444547777777722222eeec11cc11c0009a000000000000c19a1c00000000000000000000000000000000000000000000000000000000000000000
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000000004445444477777777055797501cc11cc100900000000000000c9e9ac00000000000000000000000000000000000000000000000000000000000000000
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00000000444444447777777755919195cccccccc0000000000000000c9a9e9ac0000000000000000000000000000000000000000000000000000000000000000
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0000000045444544b77777b705998990cccccccc00990a0000000000cccccccc0000000000000000000000000000000000000000000000000000000000000000
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00000000444544447b777b7700e2e2e0c11cc11c0000000000000000c111111c0000000000000000000000000000000000000000000000000000000000000000
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00000000444444547b77b777000e22e01cc11cc10090000000000000c111111c0000000000000000000000000000000000000000000000000000000000000000
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000000004544444477b7b77700022000cccccccc0009a00000000000c111111c0000000000000000000000000000000000000000000000000000000000000000
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000000000000000077777777002eeee0002eeee00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000000000007777777722222eee22222eee0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000000000007777c77705519150055191500000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000000000007777777755979795559797950000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000000000007c7777770e99899e009989900000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000000000007777777700e2e2e00ee2e2ee0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0000000000000000777777c700022200700222070000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000000000007777777700200020007202700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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__gff__
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0001000002000000000000000000000000010000020000000000000000000000000004000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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__map__
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0202020202020202020202020202020202020202020202020202020202020202020202000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0202020202020202020202020202050202020202020202020202020202020202020202000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0202020202020202020202020202020202020202020202020202020202020202020202000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0202020202020202020201010101010102020202020202020202020202020205020202000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0202020202020202020211222222221102020202020202020702020202020201010101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0202020202020202010111062222221102020202020202010101020202020211111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0202020205120202020211111102020202020212020202020202020202020211111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0202020201010102020202020202020202020101010202020202020202020211111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0202020202020202021202020202020201011105020202020202020202020211111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0212120202020202010101020212010111110202020202021202121202020211111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0101010101010101111111010101111111111101010101010101010101010111111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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__sfx__
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000200001a0101d0201f0202002023020260202b02030020360103800037000360003400034000370003600036000340003400033000320003200022000220002200000000000000000000000000000000000000
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0101000013050130501106013060180601a0601c0501d000287002870028700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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000100000c0510c0062eb0630b0732b0736b0700000080000c0000e8061cb05303000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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000800001850015560175601856015560185601c5601f5601f560255002c5002a0002b0002a000290002800027000250002300021000210002100022000220000000000000000000000000000000000000000000
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0010000000000000000000026050240502305022050200501d0501905015050120501105011050000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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