// Sizecoded port of my TIC-80 game "skip ahead" // 512 bytes of uncompressed wasm import "env.memory" memory(1); import "env.rect" fn rect(i32, i32, i32, i32); import "env.oval" fn oval(i32, i32, i32, i32); import "env.text" fn text(i32, i32, i32); global mut pz: i32 = 30; global mut px: f32 = 0.0; global mut py: f32 = 0.0; global mut s: f32 = 0.0; global mut f: f32 = 0.0; fn rng(state: i32) -> i32 { 94614859 * (state ^ (state #>> 17)) } fn set_color(color: i32) -> i32 { ?20 = color; 6 } export fn update() { let y: i32; let score = pz; let lazy pad = ?22; let lazy zero = 0.0; let lazy control_speed = 0.03; s = s + 0.1 - (f + control_speed) * (pad & 1) as f32; f = f * 0.7; loop lines { ?(8003-y) = (score := score / 10) % 10 + 48; let lazy z = (4000 / (y := y + 1) + pz) / 20; let lazy x = (rng(rng(rng(rng(z)))) >> 30) as f32 - px; let lazy w = 9 as f32 / sqrt(z as f32); let lazy rx = 80 + (y as f32 * x) as i32; let lazy rw = (y as f32 * w) as i32; let lazy c = ((z & 1) + 2) * 17; rect(rx, y, rw, y / set_color(c + 17)); text(8000, set_color(c) <| rect(rx, y, rw, 1), set_color(4)); if y == 120 & py > zero { if x < -w | x > zero { if pad & 2 { pz = 30; px = zero; } return; } py = zero; s = zero; f = 0.8; } branch_if y < 160: lines; } let lazy sy = 114 - 11 + py as i32; oval(80 - 6, sy + 5, (set_color(50) <| oval(80 - 11, sy, 22, 22)), set_color(17)); px = px + (!(pad & 16) - !(pad & 32)) as f32 * control_speed; py = py + s; pz = pz + 1; }