Cód foinseaċ Me Too Thx

Féach ar foinse aṁ.

pico-8 cartridge // http://www.pico-8.com
version 41
__lua__
--me too thx
--a game for /r/me_irl

--◆caoimhe ni chaoimh◆
--oakreef.ie

p={}
t=0
freeze = -1
gravity = 0.1
death = {}
getoutw = 30
specharge = 600
afterimage = {x=-30,y=-30}
story = {"the age of darkness, without",
"light. the humans called the",
"creatures that crept through",
"this world, 'monsters'. they",
"were feared by humans as an",
"odd entity. no one knows where,",
"when or how these creatures",
"came to be. because plants and",
"the animals, such as humans",
"had yet to exist in this world.",
"",
"time passed....",
"one day, there was a change in",
"the world.",
"    'let there be light!'",
"with that voice as a signal,",
"light began to fill this world.",
"countless monsters died who had",
"no resistance to the light.",
"then another seemingly endless",
"time passed...",
"",
"gradually a few lifeforms",
"appeared, such as plants and",
"animals. but...",
"",
"monsters did not become",
"extinct. they had taken",
"shelter underground and had",
"increased in number. it was",
"almost as though they were",
"waiting to return...",
"",
"our story begins when the",
"monsters reappear and begin to",
"increase their influence.",
"",
"actually there's no story mode",
"i stole that from an old game",
"called soleil. it's a good game",
"you should check it out. but",
"this game is only multiplayer",
"sorry.",
"",
"hit enter and then select",
"'reset cart' to go back to",
"the main menu"}


function _init()
 music_playing = false
	cls()
	
	mode='menu'
	select=1;
	menu_items={'2 player','3 player','4 player','story mode'}
	--menu_items={'','','',''}
	
	win_modes={'timer','score','stock'}
	picked_mode = 1
	
	times = {'0:15','0:30','0:45','1:00','1:15','1:30','1:45','2:00'}
	times_real = {900,1800,2700,3600,4500,5400,6300,7200}
	picked_time = 2
	
	picked_stock = 5
	
	picked_score = 10
	
	picking_option = false
	
	spawn_points = {}
	points_per_kill = 2
	points_per_death = -1
	timer = 3600 --one minute
	final_menu = {'replay','mode select','main menu'}
	final_choice = 1
	
	--colours to represent each player
	lcol = {11,10,12,14}--light
	dcol = {3,9,1,8}--dark
	
	for i=0,15 do
	for j=0,15 do
		if fget(mget(i,j),7) then
			add(spawn_points,{x=i*8+4,y=j*8+4})
		end
	end
	end
end


function _update60()
	t+=1
	if freeze > 0 then
		freeze -= 1
	elseif freeze == 0 then
		mode = next_mode
		freeze = -1
	else
	if mode=='menu' then
		if btnp(3) then
			select += 1
		elseif btnp(2) then
			select -= 1
		elseif btnp(4)or btnp(5) then
			if select == 4 then
				t=0
				mode='bamboozle'
			else
				mode='mode-select'
				init_players(select+1)
			end
		end
		if select > 4 then
			select = 1
		elseif select < 1 then
			select = 4
		end
	elseif mode=='mode-select' then
		if picking_option then
			if win_modes[picked_mode] == 'timer' then
				if btnp(1) then picked_time += 1 end
				if btnp(0) then picked_time -= 1 end
				if picked_time > #times then picked_time = 1 end
				if picked_time < 1 then picked_time = #times end
			elseif win_modes[picked_mode] == 'score' then
				if btnp(1) then picked_score += 1 end
				if btnp(0) then picked_score -= 1 end
				if picked_score > 99 then picked_score = 1 end
				if picked_score < 1 then picked_score = 99 end
			elseif win_modes[picked_mode] == 'stock' then
				if btnp(1) then picked_stock += 1 end
				if btnp(0) then picked_stock -= 1 end
				if picked_stock > 99 then picked_stock = 1 end
				if picked_stock < 1 then picked_stock = 99 end
			end
		else
			if btnp(1) then picked_mode += 1 end
			if btnp(0) then picked_mode -= 1 end
			if picked_mode > #win_modes then picked_mode = 1 end
			if picked_mode < 1 then picked_mode = #win_modes end
		end
		timer = times_real[picked_time]
		if btnp(2) or btnp(3) then picking_option = not picking_option end
		if btnp(4) or btnp(5) then
			mode='char-select'
			if #p > 3 then
				poke(0x5f2d, 1)
			end
		end
	elseif mode=='char-select' then
		local np = #p
		if np > 3 then np = 3 end
		for i=1,np do
			local q = p[i]
			if btnp(q.c.l,q.c.lp) and q.s == 'picking' then
				q.f-=1
				while frog_picked(q.f) do
					q.f-=1
					if q.f < 0 then q.f = 4 end
				end
			end
			if btnp(q.c.r,q.c.rp) and q.s == 'picking' then
				q.f+=1
				while frog_picked(q.f) do
					q.f+=1
					if q.f > 4 then q.f = 1 end
				end
			end
			
			if btnp(q.c.j,q.c.jp) and q.s == 'picking' and not frog_picked(q.f) then
				q.s = 'picked'
			end
		end
		
		if #p == 4 then
			local m = mouse()
			if m[2] > 21 and m[2] < 45 then
				if m[1] > 11 and m[1] < 35 and not frog_picked(1) and p[4].s == 'picking' then
					p[4].f = 1
					if m[3] then
						p[4].s = 'picked'
					end
				elseif m[1] > 39 and m[1] < 63 and not frog_picked(2) and p[4].s == 'picking' then
					p[4].f = 2
					if m[3] then
						p[4].s = 'picked'
					end
				elseif m[1] > 67 and m[1] < 91 and not frog_picked(3) and p[4].s == 'picking' then
					p[4].f = 3
					if m[3] then
						p[4].s = 'picked'
					end
				elseif m[1] > 95 and m[1] < 119 and not frog_picked(4) and p[4].s == 'picking' then
					p[4].f = 4
					if m[3] then
						p[4].s = 'picked'
					end
				end
			end
		end
		
		
		local start_game = true
		for i=1,#p do
			if p[i].f > 4 then p[i].f = 1 end
			if p[i].f < 1 then p[i].f = 4 end
			if p[i].s == 'picking' then start_game = false end
		end
		if start_game then
			freeze = 30
			next_mode = 'fight'
			t=0
			for i=1,#p do
				p[i].h = frogs[p[i].f].h
				p[i].w = frogs[p[i].f].w
			end
		end
		
	elseif mode=='bamboozle' then
		
	elseif mode=='fight' then
	 if not music_playing then
	   music_playing = true
	   music(0)
	 end
		update_players()
		foreach(death, update_death)
		if win_modes[picked_mode] == 'timer' and t > timer then
			end_match()
		elseif win_modes[picked_mode] == 'stock' and live_players() < 2 then
			end_match()
		elseif win_modes[picked_mode] == 'score' and high_score() >= picked_score then
			end_match()
		end
	elseif mode=='score' then
		if btnp(3) then
			final_choice += 1
		elseif btnp(2) then
			final_choice -= 1
		elseif btnp(4)or btnp(5) then
			t=0
			next_mode = nil
			if final_choice == 1 then
				for i=1,#p do
					p[i].k=0
					p[i].d=0
					p[i].x=-30
					p[i].y=-30
					p[i].r=30
					p[i].koat=32676
					p[i].s='dead'
				end
				mode = 'fight'
			elseif final_choice == 2 then
				for i=1,#p do
					p[i].k=0
					p[i].d=0
					p[i].x=-30
					p[i].y=-30
					p[i].r=30
					p[i].koat=32676
					p[i].s='picking'
				end
				mode = 'mode-select'
			else
				mode = 'menu'
			end
		end
		if final_choice > 3 then
			final_choice = 1
		elseif final_choice < 1 then
			final_choice = 3
		end
	end
	end
end

function end_match()
	freeze = 180
	next_mode = 'score'
	final_choice = 1
end

function lives(n)
	return picked_stock - p[n].d
end

function live_players()
	local pc = 0
	if win_modes[picked_mode] != 'stock' then
		return #p
	else
		for i=1,#p do
			if lives(i) > 0 then
				pc += 1
			end
		end
	end
	return pc
end

function score(n)
	return  p[n].k*2 - p[n].d
end

function high_score()
	local hs = 0
	for i=1,#p do
		local ps = score(i)
		if ps > hs then
			hs = ps
		end
	end
	return hs
end

function update_death(d)
	d.t -= 1
	if d.t < 0 then
		del(death, d)
	end
end

function update_players()
	local ded = {}
	for i=1,#p do
		local q = p[i]
		
		if frogs[q.f].n == 'datboi' then
			afterimage.x = q.x
			afterimage.y = q.y
			if q.spect > 0 then
				q.atps = 2.4
				q.gtps = 2
			else
				q.atps = 1.2
				q.gtps = 1
			end
		end
		
		if (q.s=='dead' or q.s=='picked') and ((win_modes[picked_mode] != 'stock') or (q.d < picked_stock)) then
			if q.r < 1 then
				local r = flr(rnd(#spawn_points)+1)
				local sp = spawn_points[r]
				local tc = 0
				while spawn_blocked(sp) or tc < 10 do
					sp = spawn_points[flr(rnd(#spawn_points)+1)]
					tc += 1
				end
				q.x = sp.x
				q.y = sp.y
				q.dx = 0
				q.dy = 0
				q.s = 'alive'
			else
				q.r -= 1
			end
		else
			q.spec += 1
			if q.wed > 0 then 
				q.wed -= 1
			end
			if q.gout > 0 then 
				q.gout -= 1
			end
			if q.spect > 0 then
				q.spect -= 1
			end
			if q.dx > 0 and q.gout <= 0 then
				q.l=false
			elseif q.dx < 0 and q.gout <= 0 then
				q.l=true
			end
			if q.g and not (coll(q.x,q.y)or coll(q.x-q.w/2+1,q.y)or coll(q.x+q.w/2-1,q.y)) then
				q.g = false
			elseif not q.g and(coll(q.x,q.y)or coll(q.x-q.w/2+1,q.y)or coll(q.x+q.w/2-1,q.y))then
				q.y = flr(q.y/8)*8
				q.g = true
				q.dy = 0
			end
			
			if i < 4 then --player 4 needs different control code
				if btnp(q.c.s,q.c.sp) and q.wed<=0 and q.gout<=0 and q.spec > specharge then
					special(q)
				end
				
				if q.g then
					if q.gout > 0 then
						local dec = 0.01
						if abs(q.dx) < dec then
							q.dx = 0
						else
							q.dx -= dec * sgn(q.dx)
						end
					elseif btnp(q.c.j,q.c.jp) and q.wed<=0 and q.gout<=0 then-- and not (coll(q.x,q.y-q.h-1)or coll(q.x+q.w/2-1,q.y-q.h-1)or coll(q.x-q.w/2+1,q.y-q.h-1)) then
						q.dy = -q.jmps
						q.g = false
						sfx(62)
					elseif btn(q.c.l,q.c.lp) and btn(q.c.r,q.c.rp) and q.wed<=0 and q.gout<=0 then
						
					elseif btn(q.c.l,q.c.lp) and q.dx > -q.gtps and q.wed<=0 and q.gout<=0 then
						if q.dx > 0 then
							q.dx -= q.gdec
						else
							q.dx -= q.gacc
						end
					elseif btn(q.c.r,q.c.rp) and q.dx <  q.gtps and q.wed<=0 and q.gout<=0 then
						if q.dx < 0 then
							q.dx += q.gdec
						else
							q.dx += q.gacc
						end
					elseif abs(q.dx) < q.gdrg then
						q.dx = 0
					else
						q.dx -= q.gdrg*sgn(q.dx)
					end
					if q.dx >  q.gtps then q.dx =  q.gtps end
					if q.dx < -q.gtps then q.dx = -q.gtps end
				end
				
				if not q.g then
					if btn(q.c.l,q.c.lp) and btn(q.c.r,q.c.rp) and q.wed<=0 and q.gout<=0 then
						
					elseif btn(q.c.l,q.c.lp) and q.dx > -q.atps and q.wed<=0 and q.gout<=0 then
						if q.dx > 0 then
							q.dx -= q.adec
						else
							q.dx -= q.aacc
						end
					elseif btn(q.c.r,q.c.rp) and q.dx <  q.atps and q.wed<=0 and q.gout<=0 then
						if q.dx < 0 then
							q.dx += q.adec
						else
							q.dx += q.aacc
						end
					elseif abs(q.dx) < q.adrg then
						q.dx = 0
					else
						q.dx -= q.adrg*sgn(q.dx)
					end
					q.dy += gravity
					if q.dy < -q.hops and not btn(q.c.j,q.c.jp) and q.wed<=0 and q.gout<=0 then
						q.dy = -q.hops
					end
					if q.dy > q.tvel then
						q.dy = q.tvel
					end
				end
			else --player 4 is controlled by the mouse
				local m = mouse()
				
				if m[4] and q.wed<=0 and q.gout<=0 and q.spec > specharge then
					special(q)
				end

				local mx = m[1]
				if mx < 5 then mx = -20 end
				if mx > 120 then mx = 148 end
				if q.g then
					if m[3] and q.wed<=0 and q.gout<=0 then
						q.dy = -q.jmps
						q.g = false
						sfx(62)
					elseif abs(q.x - mx) < 6 and q.wed<=0 and q.gout<=0 then
						if abs(q.dx) < q.gdec then
							q.dx = 0
						else
							q.dx -= q.gdec* sgn(q.dx)
						end
					elseif mx < q.x and q.dx > -q.gtps and q.wed<=0 and q.gout<=0 then
						if q.dx > 0 then
							q.dx -= q.gdec
						else
							q.dx -= q.gacc
						end
					elseif mx > q.x and q.dx <  q.gtps and q.wed<=0 and q.gout<=0 then
						if q.dx < 0 then
							q.dx += q.gdec
						else
							q.dx += q.gacc
						end
					elseif abs(q.dx) < q.gdrg then
						q.dx = 0
					else
						q.dx -= q.gdrg*sgn(q.dx)
					end
					if q.dx >  q.gtps then q.dx =  q.gtps end
					if q.dx < -q.gtps then q.dx = -q.gtps end
				end
				
				if not q.g then
					if abs(q.x - mx) < 6 and q.wed<=0 and q.gout<=0 then
						if abs(q.dx) < q.adec then
							q.dx = 0
						else
							q.dx -= q.adec* sgn(q.dx)
						end
					elseif mx < q.x and q.dx > -q.atps and q.wed<=0 and q.gout<=0 then
						if q.dx > 0 then
							q.dx -= q.adec
						else
							q.dx -= q.aacc
						end
					elseif mx > q.x and q.dx <  q.atps and q.wed<=0 and q.gout<=0 then
						if q.dx < 0 then
							q.dx += q.adec
						else
							q.dx += q.aacc
						end
					elseif abs(q.dx) < q.adrg and q.wed<=0 and q.gout<=0 then
						q.dx = 0
					else
						q.dx -= q.adrg*sgn(q.dx)
					end
					q.dy += gravity
					if q.dy < -q.hops and not m[3] and q.wed<=0 and q.gout<=0 then
						q.dy = -q.hops
					end
					if q.dy > q.tvel then
						q.dy = q.tvel
					end
				end
			end
			
		end
		move_player(q)
		--check if anyone has killed
		
		for j=1,#p do
			if i != j then
				
				local u = p[j]
				local hb1 = {q.x-q.w/2, q.y-2,   q.x+q.w/2, q.y}--q's feet
				local hb2 = {u.x-u.w/4, u.y-u.h, u.x+u.w/4, u.y-u.h+2}--u's head
				if intersection(hb1, hb2) and q.dy > 0 and not q.g and q.s=='alive' and u.s == 'alive' and not (frogs[u.f].n=='kermit' and u.spect > 0) and not (frogs[q.f].n=='kermit' and q.spect > 0) then
					add(ded, j)
					sfx(63)
					q.k += 1
					q.spec -= 60
					u.d += 1
					u.spec += 120
					add(death,{x=u.x,y=u.y-u.h,t=20})
				end
			end
		end
	end
	
	--remove the dead players, rip
	for i = 1, #ded do
		local q = p[ded[i]]
		q.s = 'dead'
		q.r = 30
		if win_modes[picked_mode] == 'stock' and q.d == picked_stock then
			q.koat = t
		end
	end
end


function special(q)
	q.spec = -300
	if q.f == 1 then--getout
		q.spect = 20
		for j=1,#p do
			local u = p[j]
			local dist = (u.x-q.x)*(u.x-q.x)+(u.y-q.y)*(u.y-q.y)
			if u!=q and dist < getoutw * getoutw then
				u.gout = 120
				local angle = atan2(u.x-q.x,u.y-q.y)
				u.dx = 2*cos(angle)
				u.dy = 2*sin(angle)
			end
		end
	elseif q.f == 2 then--kermit
		q.spect = 180
	elseif q.f == 3 then--datboi
		q.spect = 180
	else--wednes
		q.spect = 30
		for j=1,#p do
			local u = p[j]
			if u!=q then
				u.wed = 80
			end
		end
	end
end

function intersection(r1,r2)
	if (r1[1] > r2[3]) or (r2[1] > r1[3]) then
		return false
	elseif (r1[2] > r2[4]) or (r2[2] > r1[4]) then
		return false
	else
		return true
	end
end

function move_player(q)
	if q.g and q.dx != 0 then
		local end_point = q.x + q.dx
		if q.dx > 0 and coll(end_point+q.w/2, q.y-q.h/2) then
			q.x = flr((end_point+q.w/2)/8)*8 - q.w/2
			q.dx = 0
		elseif q.dx < 0 and coll(end_point-q.w/2, q.y-q.h/2) then
			q.x = -flr(-(end_point-q.w/2)/8)*8 + q.w/2
			q.dx = 0
		else
			q.x += q.dx
		end
	elseif not q.g then
		local end_point = q.y + q.dy
		if q.dy < 0 then
			end_point -= q.h
		end
		if q.dy > 0 and coll(q.x, end_point) then
			q.y = flr(end_point/8)*8
			q.dy = 0
			q.g = true
		elseif q.dy < 0 and coll(q.x, end_point) then
			q.y = -flr(-end_point/8)*8+q.h-4
			q.dy = 0
		else
			q.y += q.dy
		end
		
		end_point = q.x + q.dx
		if q.dx >= 0 and (coll(end_point+q.w/2, q.y-q.h/2)or coll(end_point+q.w/2, q.y-2)or coll(end_point+q.w/2, q.y-q.h/2+2)) then
			q.x = flr((end_point+q.w/2)/8)*8 - q.w/2
			q.dx = 0
		elseif q.dx <= 0 and (coll(end_point-q.w/2, q.y-q.h/2)or coll(end_point-q.w/2, q.y-2)or coll(end_point-q.w/2, q.y-q.h/2+2)) then
			q.x = -flr(-(end_point-q.w/2)/8)*8 + q.w/2
			q.dx = 0
		else
			q.x += q.dx
		end
	end
	if not q.g and(coll(q.x,q.y)or coll(q.x-q.w/2+1,q.y)or coll(q.x+q.w/2-1,q.y))then
		q.y = flr(q.y/8)*8
		q.g = true
		q.dy = 0
	end
	if q.x < -8 then
		q.x = 136
	elseif q.x > 136 then
		q.x = -8
	end
	if q.y > 140 then
		q.y = -8
	elseif q.y < -8 then
		q.y = 140
	end
end

function coll(x,y,v)
	if x < 0 then x = x + 128 end
	if x > 128 then x = x - 128 end
	if v == nil then
		v=false
	end
	--if x < 0 then x = 0 end
	--if x > 128 then x = 128 end
	--if y < 0 then y = 0 end
	--if y > 128 then y = 128 end
	if fget(mget(x/8,y/8),0) then
		return true
	elseif (not v) and (fget(mget(x/8,y/8),2)) then
		local offset = (y/8 - flr(y/8))*8
		return offset <= 4
	else
		return false
	end
end

function spawn_blocked(sp)
	for i=1,#p do
		local q = p[i]
		if abs(sp.x - q.x) < 20 then
			return true
		end
	end
	return false
end

function _draw()
	if mode=='menu' then
		cls()
		palt(12, false)
		palt(0, true)
		sspr(48,32,80,28,24,40)
		sspr(63,0,23,16,36,20)
		sspr(86,0,42,24,60,22)
		for i=1,4 do
			print(menu_items[i],(i==4)and 44 or 48,90+i*6,11)
		end
		print(menu_items[select],(select==4)and 44 or 48,90+select*6,12)
	elseif mode=='bamboozle' then
		cls()
		for i = 1,#story do
			print(story[i],0,i*6+120-t/10,11)
		end
	elseif mode=='mode-select' then
		rectfill(0,0,127,127,2)
		print('game mode',10,20,6)
		print(win_modes[picked_mode],74,20,15)
		print('⬅️',64+(flr(t/10)%2),picking_option and 28 or 20,15)
		print('➡️',97-(flr(t/10)%2),picking_option and 28 or 20,15)
		
		if win_modes[picked_mode] == 'timer' then
			print('game length',10,28,6)
			print(times[picked_time],76,28,15)
			print('whoever has the highest score',6,40,6)
			print('when the timer expires wins',6,46,6)
			print('a kill is +2 points',6,52,6)
			print('a death is -1 point',6,58,6)
		elseif win_modes[picked_mode] == 'stock' then
			print('lives',10,28,6)
			print(picked_stock,82,28,15)
			print('last player left alive wins',6,40,6)
		elseif win_modes[picked_mode] == 'score' then
			print('winning score',10,28,6)
			print(picked_score,82,28,15)
			print('first to reach the score wins',6,40,6)
			print('a kill is +2 points',6,46,6)
			print('a death is -1 point',6,52,6)
		end
	elseif mode=='char-select' then
		cls()
		palt(12, true)
		palt(0, false)
		rectfill(0,0,127,127,2)
		for i=0,3 do
			rectfill(i*28+10,20,i*28+35,45,12)
			rect(i*28+10,20,i*28+35,45,14)
		end
		for i=1,#p do
			local q = p[i]
			local f = q.f
			if q.s == 'picked' then
				rect(f*28-18,20,f*28+7,45,dcol[i])
			end
			local ox = (i-1)%2 * 17
			local o = (q.s=='picking') and ((t/10)%3) or 0
			if (i>2) then o = -o end
			local y = (i<3) and 12 or 47
			rectfill(f*28-18+ox,y-o,f*28-10+ox,y+6-o,dcol[i])
			print('p'..i,f*28-17+ox,y+1-o,lcol[i])
		end
		sspr(5,0,24,24,11,21)
		sspr(24,24,24,24,39,21)
		sspr(0,24,24,24,67,21)
		sspr(38,0,24,24,95,21)
		
		print('controls:',6,58,15)
		print('    left right jump special',6,64,15)
		if #p == 2 then
			print('p1:  ⬅️   ➡️    n     m',6,70,15)
			print('p2:   s   f   lshift  q',6,76,15)
		else
			print('p1:  ⬅️   ➡️   ⬆️    ⬇️',6,70,15)
			print('p2:   s   f     e     d',6,76,15)
			print('p3:   z   x   lshift  q',6,82,15)
		end
		if #p == 4 then
			print('p4:   mouse    m1    m2',6,88,15)
		end
		if #p == 4 then
			draw_fly()
		end
	elseif mode=='fight' then
		rectfill(0,0,127,127,12)
		map(0,0,0,0,16,16,2)
		draw_players()
		
		for i = 1, #death do
			local d = death[i]
			if d.t < 3 then
				sspr(54, 98, 19, 19, d.x-9.5, d.y-9.5)
			elseif d.t < 6 then
				sspr(88, 112, 15, 15, d.x-7.5, d.y-7.5)
			elseif d.t < 9 then
				sspr(75, 117, 12, 11, d.x-7.5, d.y-7.5)
			elseif d.t < 12 then
				sspr(64, 120, 9, 7, d.x-4.5, d.y-3.5)
			elseif d.t < 15 then
				sspr(57, 121, 7, 7, d.x-3.5, d.y-3.5)
			else
				sspr(51, 123, 5, 3, d.x-2.5, d.y-1.5)
			end
		end
		
		rectfill(0, 0, 128, 6, 0)
		if #p > 2 then
			rectfill(0, 120, 128, 128, 0)
		end
		if win_modes[picked_mode] == 'score' or win_modes[picked_mode] == 'timer' then
			local s = score(1)
			local ss = 'score:'
			local col = lcol[1]
			if p[1].spec >= specharge and flr(t/20%2) == 0 then col=7 end 
			if s < 10 and s > -1 then ss = 'score: ' end
			print(ss..s,1,1,col)
			s = score(2)
			ss = 'score:'
			col = lcol[2]
			if p[2].spec >= specharge and flr(t/20%2) == 0 then col=7 end 
			if s < 10 and s > -1 then ss = 'score: ' end
			print(ss..s,96,1,col)
			if #p > 2 then
				s = score(3)
				ss = 'score:'
				col = lcol[3]
				if p[3].spec >= specharge and flr(t/20%2) == 0 then col=7 end 
				if s < 10 and s > -1 then ss = 'score: ' end
				print(ss..s,1,122,col)
			end
			if #p == 4 then
				s = score(4)
				ss = 'score:'
				col = lcol[4]
				if p[4].spec >= specharge and flr(t/20%2) == 0 then col=7 end 
				if s < 10 and s > -1 then ss = 'score: ' end
				print(ss..s,96,122,col)
			end
		elseif win_modes[picked_mode] == 'stock' then
			local l = lives(1)
			local ls = ''
			if l > 5 then
				ls = '●x'..l
			else
				for i=1,l do
					ls = ls..'●'
				end
			end
			print(ls,1,1,lcol[1])
			
			l = lives(2)
			if l > 5 then
				ls = '●x'..l
				print(ls,108,1,lcol[2])
			else
				ls = ''
				for i=1,l do
					ls = ls..'●'
				end
				print(ls,128-8*#ls,1,lcol[2])
			end
			
			if #p > 3 then
				l = lives(3)
				if l > 5 then
					ls = '●x'..l
					print(ls,1,122,lcol[3])
				else
					ls = ''
					for i=1,l do
						ls = ls..'●'
					end
					print(ls,1,122,lcol[3])
				end
			end
			
			if #p == 4 then
				l = lives(4)
				if l > 5 then
					ls = '●x'..l
					print(ls,108,122,lcol[4])
				else
					ls = ''
					for i=1,l do
						ls = ls..'●'
					end
					print(ls,128-8*#ls,122,lcol[4])
				end
			end
		end
		
		if win_modes[picked_mode] == 'timer' then
			print(clock(),60,1,7)
		end
		
		
		if next_mode == 'score' then
			palt(12, false)
			palt(0, true)
			sspr(48,32,80,28,24,40)
			palt(12, true)
			palt(0, false)
		end
		
		if #p == 4 then
			draw_fly()
		end
		
	elseif mode == 'score' then
		rectfill(0,0,127,127,2)
		local winners = {}
		for i=1,#p do
			winners[i] = i
		end
		if win_modes[picked_mode] == 'stock' then
			local needed_to_swap = true
			while needed_to_swap do
				needed_to_swap = false
				for i=1,#p-1 do
					if p[winners[i]].koat < p[winners[i+1]].koat then
						needed_to_swap = true
						local temp = winners[i]
						winners[i] = winners[i+1]
						winners[i+1] = temp
					end
				end
			end
		else
			local needed_to_swap = true
			while needed_to_swap do
				needed_to_swap = false
				for i=1,#p-1 do
					if score(winners[i]) < score(winners[i+1]) then
						needed_to_swap = true
						local temp = winners[i]
						winners[i] = winners[i+1]
						winners[i+1] = temp
					end
				end
			end
		end
		
		for i=1,#p do
			q = p[winners[i]]
			local sx,sy = 0,0
			if q.f==1 then
				sx, sy = 5, 0
			elseif q.f==2 then
				sx, sy = 24, 24
			elseif q.f==3 then
				sx, sy = 0, 24
			elseif q.f==4 then
				sx, sy = 38, 0
			end
			rectfill(10,i*28-18,35,i*28+7,12)
			sspr(sx,sy,24,24,11,i*28-17)
			rect(10,i*28-18,35,i*28+7,dcol[winners[i]])
			
			if win_modes[picked_mode] == 'stock' then
				print('survived',38,i*28-13,lcol[winners[i]])
				if q.d >= picked_stock then
					local sec = flr(q.koat/60)
					local seconds = sec%60
					if seconds < 10 then seconds = '0'.. seconds end
					local minutes = flr(sec/60)
					local livedfor = minutes .. ':' .. seconds
					print(livedfor,46,i*28-5,lcol[winners[i]])
				end
			else
				print('score:  '..score(winners[i]),38,i*28-16,lcol[winners[i]])
				print('kills:  '..q.k,38,i*28-10,lcol[winners[i]])
				print('deaths: '..q.d,38,i*28-4,lcol[winners[i]])
			end
		end
		
		for i=1,3 do
			print(final_menu[i],84,52+i*6,11)
			print(final_menu[final_choice],84,52+final_choice*6,12)
		end
	end
	--draw_debug()
end

function draw_fly()
	local m = mouse()
	sspr(95,106,4,4,m[1]-2,m[2]-2,4,4,false,false) 
	sspr(99,108,5,4,m[1]+2,m[2]-flr(t/3%2)*4,5,4,false,flr(t/3%2)>0)
	sspr(99,108,5,4,m[1]-7,m[2]-flr(t/3%2)*4,5,4,true,flr(t/3%2)>0) 
end

function frog_picked(n)
	if n > 4 or n < 1 then
		return true
	end
	local ispicked = false
	for i=1,#p do
		if p[i].f == n and p[i].s != 'picking' then
			ispicked = true
		end
	end
	return ispicked
end

function clock()
	local sec = flr((timer - t)/60)
	if sec <= 0 then
		return '0:00'
	end
	local seconds = sec%60
	if seconds < 10 then seconds = '0'.. seconds end
	local minutes = flr(sec/60)
	return minutes .. ':' .. seconds
end

function draw_debug()
	print2(log1, 0, 105, 7,0)
	print2(log2, 0, 111, 7,0)
	print2(log3, 0, 117, 7,0)
	print2(log4, 0, 123, 7,0)
	for i=1,#p do
		local q = p[i]
		if t%2 == 0 then
			rect(q.x-q.w/2,q.y-q.h,q.x+q.w/2,q.y,8)
			pset(q.x,q.y-q.h/2,10)
		end
	end
end

function mouse()
	local lclick = band(stat(34),1) > 0 
	local rclick = band(stat(34),2) > 0 
	local mclick = band(stat(34),4) > 0 
	return {stat(32),stat(33),lclick,rclick,mclick}
end

function print2(_str, _x, _y, _col, _ecol)
	print(_str,_x,  _y+1,_ecol)
	print(_str,_x,  _y-1,_ecol)
	print(_str,_x+1,_y,  _ecol)
	print(_str,_x-1,_y,  _ecol)
	print(_str,_x,  _y,  _col)
end

function draw_dat_bot(x,y,ll)
	local l = flr(t/100)%2+1
	local r = flr(t/120)%2+1
	local cc = cos(t/200)/10
	for i=0,5 do
		local k = 11 + 5 - i
		local c = cc*k
		local left = {({0,10})[l],94+i,({5,6})[l],1,x+c,({-4,-5})[l],y,-16+i, ll}
		local right = {({5,16})[r],94+i,5,1,x+c,1,y,-16+i, ll}
		draw_sprite(left)
		draw_sprite(right)
	end
	
	for i=0,10 do
		local k = 10 - i
		local c = cc*k
		local f = flr(x/6.5%4)
		local legs = {f*9,100+i,9,1,x+c,-4,y,-10+i, ll}
		draw_sprite(legs)
	end
end

function init_players(n)
	for i=1,n do
		p[i] = {
				f=i, --what frog they're playing
				s='picking', --general player state
				k=0, --kills
				d=0, --deaths
				--w=16,--width
				--h=16,--height
				r=30,--respawn timer
				g=false,--on ground?
				l=false,--looking left?
				x=-30,
				y=-30,
				dx=0,
				dy=0,
				koat=32676,
				gacc = 0.05,--ground acceleration
				gdec = 0.2,--ground decceleration
				gdrg = 0.15,--ground drag
				gtps = 1,--ground top speed
				aacc = 0.05,--air acceleration
				adec = 0.03,--air decceleration
				adrg = 0,  --air drag
				atps = 1.2,--air top speed
				jmps = 2.5,  --jump speed
				hops = 0.75,--hop speed
				tvel = 1.5,   --terminal velocity
				spec = 0, --charge for special
				spect = 0, --timer for special
				wed = 0, --timer for wednesday stun
				gout = 0 --timer of getout stun
		}
	end
	if n < 3 then --set up controls
		p[1].c = { --setting controls to use for btn()
			l=0, --left
			r=1, --right
			j=4, --hop
			s=5, --special
			lp=0,--player index for each action
			rp=0,
			jp=0,
			sp=0
		}
		p[2].c = {
			l=0,r=1,
			j=4,s=5,
			lp=1,rp=1,
			jp=1,sp=1
		}
	else
		p[1].c = {
			l=0,r=1,
			j=2,s=3,
			lp=0,rp=0,
			jp=0,sp=0
		}
		p[2].c = {
			l=0,r=1,
			j=2,s=3,
			lp=1,rp=1,
			jp=1,sp=1
		}
		p[3].c = {
			l=4,r=5,
			j=4,s=5,
			lp=0,rp=0,
			jp=1,sp=1
		}
	end
end

function draw_players()
	for i=1,#p do
		local q = p[i]
		if q.s == 'alive' then
			local f = frogs[q.f]
			local h = f.i[4]-f.i[2]+1
			local w = f.i[3]-f.i[1]+1
			if f.n == 'getout' then
				local nearest = 9999
				local eyesup = true
				for j=1,#p do
					if j!=i then
						local u = p[j]
						local dis = (u.x-q.x)*(u.x-q.x)+(u.y-q.y)*(u.y-q.y)
						if dis < nearest then
							nearest = dis
							eyesup = u.y <= q.y
						end
					end
				end
				if frogs[q.f].n == 'getout' and q.spect > 0 then
					sspr(98,64,29,12,q.x+8,q.y-25)
					draw_sprite({15,64,15,10,q.x,-7,q.y,-14,q.l})
				else
					draw_sprite({0,64,15,10,q.x,-7,q.y,-14,q.l})
				end
				if q.g then
					draw_sprite({32,64,13,4,q.x,-6,q.y,-5,q.l})
					if q.dx == 0 then
						draw_sprite({75,73,7,3,q.x,2,q.y,-2,q.l})
						draw_sprite({67,73,7,3,q.x,-8,q.y,-2,q.l})
					else
						local toes = {73,70,67,64}
						local toe = toes[flr(t/6%4+1)]
						if p.l then
							toe = 5-toe
						end
						draw_sprite({75,toe,7,3,q.x,2,q.y,-2,q.l})
						draw_sprite({67,toe,7,3,q.x,-8,q.y,-2,q.l})
					end
				else
					if q.dy > 0 then
						eyesup = false
						draw_sprite({49,71,13,6,q.x,-5,q.y,-5,q.l})
					else
						draw_sprite({47,64,13,6,q.x,-7,q.y,-5,q.l})
					end
				end
				
				if eyesup then
					if q.l then
						pset(q.x+3,q.y-q.h+1,1)
						pset(q.x-3,q.y-q.h,1)
					else
						pset(q.x+3,q.y-q.h,1)
						pset(q.x-3,q.y-q.h+1,1)
					end
				else
					if q.l then
						pset(q.x+3,q.y-q.h+2,1)
						pset(q.x-3,q.y-q.h+1,1)
					else
						pset(q.x+3,q.y-q.h+1,1)
						pset(q.x-3,q.y-q.h+2,1)
					end
				end
			elseif f.n == 'kermit' then
				if q.spect <= 0 or t%2==0 then
					local d = flr(t/((q.dx==0) and (60) or (20))%2)
					local full = {0,74,11,17,q.x,-5,q.y,-16,q.l}
					local fulll = {0,74,11,19,q.x,-5,q.y,-16,q.l}
					local top = {0,74,11,14,q.x,-5,q.y,-15,q.l}
					local bottom = {0,88,11,3,q.x,-5,q.y,-2,q.l}
					local mug = {25,79,1,1,-1000,0,-1000,0}
					if q.spect > 120 then
						full = {12,74,13,17,q.x,-5,q.y,-16,q.l}
						fulll = {12,74,13,19,q.x,-5,q.y,-16,q.l}
						top = {12,74,13,14,q.x,-5,q.y,-15,q.l}
						
						if q.spect > 160 then
							mug = {25,80,3,3,q.x,6,q.y,-10+d,q.l}
						elseif q.spect > 140 then
							mug = {29,80,3,3,q.x,6,q.y,-10+d,q.l}
						elseif q.spect > 120 then
							mug = {32,79,4,4,q.x,5,q.y,-11+d,q.l}
						end
						
						draw_sprite(mug)
					end
					if q.g then
						if d<1 then
							draw_sprite(full)
						else
							draw_sprite(bottom)
							draw_sprite(top)
						end
					else
						draw_sprite(fulll)
					end
				end
			elseif f.n == 'datboi' then
				draw_dat_bot(q.x,q.y,q.l)
				if q.spect > 0 and t%2==0 then
					draw_dat_bot(afterimage.x,afterimage.y,q.l)
				end
			elseif f.n == 'wednes' then
				if q.g then
					draw_sprite({0,113,19,15,q.x,-8,q.y,-10,q.l})
				else
					draw_sprite({20,115,23,12,q.x,-8,q.y,-10,q.l})
				end
			end
		end
		if frogs[q.f].n == 'getout' and q.spect > 10 then
			circ(q.x,q.y,55-2.5*q.spect,9)
		end
		local wed = {69,77,59,12,q.x,6,q.y,-26}
		if frogs[q.f].n == 'wednes' then
			if q.spect > 0 then
				draw_sprite(wed)
			end
		elseif q.wed > 0 then
			draw_sprite(wed)
		end
	end
end

function draw_sprite(_t)--{sx, sy, sw, sh, dx, ddx, dy, ddy, flip_x}
	local _ddx = _t[9] and (-_t[3]-_t[6]+1) or (_t[6])
	sspr(_t[1], _t[2], _t[3], _t[4], _t[5] + _ddx, _t[7] + _t[8], _t[3], _t[4], _t[9])
end

frogs = {}
frogs[1]= {n='getout',h=14,w=14,i = {0,65,16,79}} --idle
frogs[2]= {n='kermit',h=15,w=10,i = {3,80,13,95}}
frogs[3]= {n='datboi',h=16,w=6 ,i = {3,96,12,112}}
frogs[4]= {n='wednes',h=9,w=16,i = {0,114,18,126}}

__gfx__
cccccccccccccccccccbbbbbcccccccccccccccc000c000cc0c0c000c00ccc09aa00000009a9099aaaaaa9000000000000000088000000000000000000000000
ccccccccccccccccccbbbb37007cccccccccccccc0ccc0ccc0c0c0ccc0c0cc00aa0000000a9000a9999999800000002888888888000000000880000000000000
cccccccccccccccccbbbbb37007cccccccccccccc0ccc0ccc0c0c00cc0c0cc00a9a00000aa9000a9000009828888888888888822000000000222200200000000
cccbbbbbccccccccbbbbbb37777cccccccccccccc0ccc0ccc00060fff060cc00a9a00000aa9000a9000000288888888888888820000000000022222822200000
ccbbbbb00bbcccccb3333bb33333cccccccccccc000cc0c66000f000f000cc00a99a000a9a9000a9000000288888888288228220020000000028888888820000
cbbbbb30077bbbbbbbbbbbbbbbbbbcccccccccccccccc6fffffffffffff6cc00a99a000a9a9000a9000000022228882022222282282220000028888888882000
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