Here's Froggy Road, de-obfuscated! I tried to make the variable names more clear and removed all the line-break-saving measures, but I didn't change any of the logic, so there are still some spots where it does a weird thing to avoid an if statement or whatever (for example, every road-lane draws a frog, but they're all hidden offscreen except for the lane which actually-currently-contains the player).
(edit - like with tobiasvl, my linebreaks get stripped here - here's a version on pastebin which keeps them intact)
frogX=0 frogY=0 died=0 camX=frogX camY=frogY ::_:: flip() cls(1) // weird arrow key input z=btnp() // add +/- 5 to x for right/left arrows frogX+=(flr(z/2)%2-z%2)*5 // add +/- 1 to y for up/down arrows frogY-=flr(z/8)%2-flr(z/4)%2 // camera eases toward frog position camX+=(frogX-camX)/3 camY+=(frogY-camY)/3 // draw road lanes for laneY=frogY+25,frogY-2,-1 do // each lane has its own randomized properties srand(laneY) // car animation properties cycleOffset=rnd() carSpeed=8+rnd(16) // perspective distortion strength // (persp=0 means "infinitely far away") persp=(laneY-camY+2.3)/12 // draw the road // (but draw it offscreen if persp<0) rectfill(-1,64+9/persp,sgn(persp)*127,127,6-laneY%2) // draw a frog in every lane... // but offset it off the screen if the // frog isn't actually in this lane print("🐱",61+(frogX-camX)/persp+(laneY-frogY)*99,62+7.5/persp,3) // each lane has a different # of cars // (early/negative lanes have no cars) for i=1,sgn(laneY-2)*rnd(8) do // a car has two halves, parallel to the lane // (near-half and far-half) for k=0,1 do // each car has five sub-circles for the body for j=-2,2 do // x-position of this sub-circle worldX=(i*carSpeed*4+j+t()*carSpeed+cycleOffset-camX)%198-99 // collision detection for the frog if laneY==frogY and abs(worldX-frogX+camX)<2 then died=1 end // far-half of car uses a different persp value persp2=persp-k/60 // get screen position of this sub-circle screenX=worldX/persp2+64 screenY=5/persp2+64 // draw this sub-circle circfill(screenX,screenY,2/persp2,laneY%5) // draw a wheel, but only if j equals +/- 2 circfill(screenX,screenY+2/persp2,(abs(j)-1)/persp2,0) end end end end // self-explanatory death check if (died>0) then goto dead end // if you're not dead, continue the game loop goto _ ::dead:: // you done goofed // random red/orange noise pset(rnd(128),rnd(128),8+rnd(2)) // death UI print("❎ reset",46,62,7) // your score is your distance, literally print("score: "..frogY,3,3) // restart command if btn(5) then run() end // haven't reset yet. resume death goto dead
And then just for the sake of easy comparison, here's the original code:
x=0y=0l=0q=x r=y f=rnd g=flr h=circfill::_::flip()cls(1)z=btnp()x+=(g(z/2)%2-z%2)*5y-=g(z/8)%2-g(z/4)%2 q+=(x-q)/3r+=(y-r)/3 for z=y+25,y-2,-1 do srand(z)o=f()m=8+f(16)p=(z-r+2.3)/12rectfill(-1,64+9/p,sgn(p)*127,127,6-z%2) ?"🐱",61+(x-q)/p+(z-y)*99,62+7.5/p,3 for i=1,sgn(z-2)*f(8)do for k=0,1 do for j=-2,2 do u=(i*m*4+j+t()*m+o-q)%198-99 if(z==y and abs(u-x+q)<2)l=1 v=p-k/60n=u/v+64w=5/v+64h(n,w,2/v,z%5)h(n,w+2/v,(abs(j)-1)/v,0)end end end end if(l>0)goto d goto _::d::pset(f(128),f(128),8+f(2)) ?"❎ reset",46,62,7 ?"score: "..y,3,3 if(btn(5))run() goto d