There is more human friendly/readable version of code
::__:: --init game obj,time_from_start,p={{x=64,y=64,s='🐱',c=12}},0,function(p)print(p.s,p.x,p.y,p.c)end character,r,max_obj_count,enemy_start_index,w=obj[1],rnd,200,190,128 for i=2,max_obj_count do obj[i] = { x=-r(w), y=r(w), s='.', vy=r(5)+1, vx=0, c=i%3+5 } if i>enemy_start_index then s=obj[i] s.vy=r(3)+1 s.vx-=1-r(3) s.s='✽' s.c=r(3)+8 end end --game loop ::_:: cls() time_from_start+=1 ?'score:'..time_from_start --control if(btn(⬅️))character.x-=1 if(btn(➡️))character.x+=1 if(btn(⬆️))character.y-=1 if(btn(⬇️))character.y+=1 p(character) for i=2,max_obj_count do --check for collision with enemy if i>enemy_start_index and abs(character.x-3-s.x+3)<3 and abs(character.y-2-s.y+2)<3 then for k=1,99 do circ(s.x+3,s.y+2,k,8+k%3) flip() end goto __ end s=obj[i] s.x+=s.vx s.y+=s.vy if s.y>w then s.y=-r(w) s.x=r(w) end p(s) end flip() goto _