https://git.spwbk.site/swatson/pico8/raw/master/shmup.html
___________________________________
<html><head>
<title>PICO-8 Cartridge</title>
<meta name="viewport" content="width=device-width, user-scalable=no">
<script type="text/javascript">

       // Default shell for PICO-8 0.2.2 (includes @weeble's gamepad mod 1.0)
       // This file is available under a CC0 license https://creativecommons.org/share-your-work/public-domain/cc0/
       // (note: "this file" does not include any cartridge or cartridge artwork injected into a derivative html file when using the PICO-8 html exporter)

       // options

       // fullscreen, sound, close button at top when playing on touchscreen
       var p8_allow_mobile_menu = true;

       // p8_autoplay true to boot the cartridge automatically after page load when possible
       // if the browser can not create an audio context outside of a user gesture (e.g. on iOS), p8_autoplay has no effect
       var p8_autoplay = false;

       // When pico8_state is defined, PICO-8 will set .is_paused, .sound_volume and .frame_number each frame
       // (used for determining button icons)
       var pico8_state = [];

       // When pico8_buttons is defined, PICO-8 reads each int as a bitfield holding that player's button states
       // 0x1 left, 0x2 right, 0x4 up, 0x8 right, 0x10 O, 0x20 X, 0x40 menu
       // (used by p8_update_gamepads)
       var pico8_buttons = [0, 0, 0, 0, 0, 0, 0, 0]; // max 8 players

       // When pico8_mouse is defined, PICO-8 reads the 3 integers as X, Y and a bitfield for buttons: 0x1 LMB, 0x2 RMB
       var pico8_mouse = [];

       // used to display number of detected joysticks
       var pico8_gamepads = {};
       pico8_gamepads.count = 0;

       // When pico8_gpio is defined, reading and writing to gpio pins will read and write to these values
       var pico8_gpio = new Array(128);

       // When pico8_audio_context context is defined, the html shell (this file) is responsible for creating and managing it.
       // This makes satisfying browser requirements easier -- e.g. initialising audio from a short script in response to a user action.
       // Otherwise PICO-8 will try to create and use its own context.

       var pico8_audio_context;


       // menu button and controller graphics
       p8_gfx_dat={
                       "p8b_pause1": "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAADgdz34AAAAOUlEQVRIx2NgGPbg/8cX/0F46FtAM4vobgHVLRowC6hm0YBbQLFFoxaM4FQ0dHPy0C1Nh26NNugBAAnizNiMfvbGAAAAAElFTkSuQmCC",
"p8b_controls":"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAADgdz34AAAAQ0lEQVRIx2NgGAXEgP8fX/ynBaap4XBLhqcF1IyfYWQBrZLz0LEAlzqqxQFVLcAmT3MLqJqTaW7B4CqLaF4fjIIBBwBL/B2vqtPVIwAAAABJRU5ErkJggg==",
"p8b_full":"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAADgdz34AAAAN0lEQVRIx2NgGPLg/8cX/2mJ6WcBrUJm4CwgOSgGrQVEB8WoBaMWDGMLhm5OHnql6dCt0YY8AAA9oZm+9Z9xQAAAAABJRU5ErkJggg==",
"p8b_pause0":"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAADgdz34AAAAKUlEQVRIx2NgGHbg/8cX/7FhctWNWjBqwagFoxaMWjBqwagF5Fkw5AAAPaGZvsIUtXUAAAAASUVORK5CYII=",
"p8b_sound0":"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAADgdz34AAAANklEQVRIx2NgGDHg/8cX/5Hx0LEA3cChYwEugwavBcRG4qgFoxYMZwuGfk4efqXp8KnRBj0AAMz7cLDnG4FeAAAAAElFTkSuQmCC",
"p8b_sound1":"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAADgdz34AAAAPUlEQVRIx2NgGDHg/8cX/5Hx0LEA3cChYwEugwhZQLQDqG4BsZFIKMhGLRi1YChbMPRz8vArTYdPjTboAQCSVgpXUWQAMAAAAABJRU5ErkJggg==",
"p8b_close":"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAADgdz34AAAAU0lEQVRIx2NkoDFgpJsF/z+++I8iwS9BkuW49A+cBcRaREgf/Swg1SJi1dHfAkIG4EyOOIJy4Cwg1iJCiWDUAvItGLqpaOjm5KFfmg79Gm3ItioAl+mAGVYIZUUAAAAASUVORK5CYII=",

"controls_left_panel":"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAASwAAAEsCAYAAAB5fY51AAAEI0lEQVR42u3dMU7DQBCG0Tjam9DTcP8jpEmfswS5iHBhAsLxev/hvQY6pGXyZRTQ+nQCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHqbHEEtl+vt7hS+fLy/mXHBQqxEi/6aI/AiFW9SnB2BWDkDBAtAsADBAhAsAMECBAtAsAAECxAsAMECECxAsAAEC0CwONJ8tYvrXRAsImK19j0IFsPGSrQQLCJiNV+et7xAT7QQLIaN1dr3ooVgMWysRAvBIipWooVgERUr0UKwiIqVaCFYRMVKtBAsomIlWggWUbESLQSLqFiJFoJFVKxEC8EiKlaihWARFSvRQrDYJSSVfhaCBSBYAIIFCBbAHpoj4Bl/scOGBWDD4lX8iwE2LADBAgQLQLAABAsQLADBAhAsQLAABAtAsADBAhAsAMECBAtAsAAECxAsAMECECxAsAAECxAsAMECECxAsMh1ud7uTsHZVDcZyFo8Yt5sVJ6NyUAaSNEyIymaXwZepIKd4mwoQbAFC0CwAMECECwAwQIEC0CwAAQLECwAwQIQLECwAAQLQLAAwQI4UHME2/10QZq7usyBObBhRQwpmBUb1nADuPbuaUD/p2ezMH+1admwhosVfBcxb2SCJVaIlmAhVoiWYIkVoiVagiVWiJZgiZVYIVqCJVaIlmgJllghWoIlViBagiVWiJZoCZZYIVqCJVYgWoIlViBaggUIlnc0sPELlmghVmIlWKKFWAmWaIFYCZZoIVYIlmghVoIlWiBWgiVaiJVgIVqIlWCJFoiVYIkWYiVYiBZiJViihViJ1XbNEWyL1mMQRYvfvIGJlQ1rmE0LzIoNyyBiDrBhAYIFIFiAYAEIFoBgAYIFIFgAggUIFoBgAQgWIFgAggUgWIBgDc+Nn1D/tdH8YupwgZy5qG4ykKIlVmZDsDjshSlazqQqH7p793Q2CBaAYAGCBSBYAIIFCBaAYAEIFiBYAIIFIFiAYAEIFoBgAYIFIFgAggUIFoBgAQgWIFgAggUgWIBgAQgWwENzBKxZPub9CJ7WjA0LsGFRV+9N5+jNDhsWgGABggUgWACCxW56fgjuA3cEiz9Z/nWwR0iWP8P/YCFYDBstsUKwiIiWWCFYRERLrBAsIqIlVggWEdESKwSLiGiJFYJFRLTECsEiIlpihWARES2xQrCIiJZYIVhEREusECwioiVWCBYx0RIrBIuoaIkVr+YhFHTZtMCGBQgWgGABCBYgWACCBSBYgGABCBaAYAGCBSBYAIIFCBbj2uOR8s6AEbhexgsWYri3SKhKczcXAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAMA2n+e0UMDzh3yTAAAAAElFTkSuQmCC",


"controls_right_panel":"data:image/png;base64,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",

       };


       // added 0.2.1: work-around for iOS/Safari running from an iFrame (e.g. from itch.io page):
       // touch events only register after adding dummy listeners on document.

       document.addEventListener('touchstart', {});
       document.addEventListener('touchmove', {});
       document.addEventListener('touchend', {});


       // --------------------------------------------------------------------------------------------------------------------------------
       // pico-8 0.2.2: allow dropping files
       var p8_dropped_cart = null;
       var p8_dropped_cart_name = "";
       function p8_drop_file(e)
       {
               // console.log("@@ dropping file...");

               e.stopPropagation();
               e.preventDefault();

               if (e.dataTransfer && e.dataTransfer.files && e.dataTransfer.files[0])
               {
                       // read from file
                       reader = new FileReader();
                       reader.onload = function (event) {
                               p8_dropped_cart_name = e.dataTransfer.files[0].name;
                               p8_dropped_cart = reader.result;
                               // data:image/png;base64
                               e.stopPropagation();
                               e.preventDefault();
                       };
                       reader.readAsDataURL(e.dataTransfer.files[0]);
                       codo_command = 9; // read directly from p8_dropped_cart with libb64 decoder
               }
               else
               {
                       // read from url (or data url)
                       txt = e.dataTransfer.getData('Text');
                       if (txt){
                               p8_dropped_cart_name = "untitled.p8.png";
                               p8_dropped_cart = txt;
                               codo_command = 9;
                       }
               }
       }
       function nop(evt) {
               evt.stopPropagation();
               evt.preventDefault();
       }
       function dragover(evt) {
               evt.stopPropagation();
               evt.preventDefault();
               Module.pico8DragOver();
       }
       function dragstop(evt) {
               evt.stopPropagation();
               evt.preventDefault();
               Module.pico8DragStop();
       }
       // --------------------------------------------------------------------------------------------------------------------------------


       var p8_buttons_hash = -1;
       function p8_update_button_icons()
       {
               // buttons only appear when running
               if (!p8_is_running)
               {
                       requestAnimationFrame(p8_update_button_icons);
                       return;
               }
               var is_fullscreen=(document.fullscreenElement || document.mozFullScreenElement || document.webkitIsFullScreen || document.msFullscreenElement);

               // hash based on: pico8_state.sound_volume  pico8_state.is_paused bottom_margin left is_fullscreen p8_touch_detected
               var hash = 0;
               hash = pico8_state.sound_volume;
               if (pico8_state.is_paused) hash += 0x100;
               if (p8_touch_detected)     hash += 0x200;
               if (is_fullscreen)         hash += 0x400;

               if (p8_buttons_hash == hash)
               {
                       requestAnimationFrame(p8_update_button_icons);
                       return;
               }

               p8_buttons_hash = hash;
               // console.log("@@ updating button icons");

               els = document.getElementsByClassName('p8_menu_button');
               for (i = 0; i < els.length; i++)
               {
                       el = els[i];
                       index = el.id;
                       if (index == 'p8b_sound') index += (pico8_state.sound_volume == 0 ? "0" : "1"); // 1 if undefined
                       if (index == 'p8b_pause') index += (pico8_state.is_paused > 0 ? "1" : "0");     // 0 if undefined

                       new_str = '<img width=24 height=24 style="pointer-events:none" src="'+p8_gfx_dat[index]+'">';
                       if (el.innerHTML != new_str)
                               el.innerHTML = new_str;




                       // hide all buttons for touch mode (can pause with menu buttons)

                       var is_visible = p8_is_running;

                       if ((!p8_touch_detected || !p8_allow_mobile_menu) && el.parentElement.id == "p8_menu_buttons_touch")
                               is_visible = false;

                       if (p8_touch_detected && el.parentElement.id == "p8_menu_buttons")
                               is_visible = false;

                       if (is_fullscreen)
                               is_visible = false;

                       if (is_visible)
                               el.style.display="";
                       else
                               el.style.display="none";
               }
               requestAnimationFrame(p8_update_button_icons);
       }



       function abs(x)
       {
               return x < 0 ? -x : x;
       }

       // step 0 down 1 drag 2 up (not used)
       function pico8_buttons_event(e, step)
       {
               if (!p8_is_running) return;

               pico8_buttons[0] = 0;

               if (step == 2 && typeof(pico8_mouse) !== 'undefined')
               {
                       pico8_mouse[2] = 0;
               }

               var num = 0;
               if (e.touches) num = e.touches.length;

               if (num == 0 && typeof(pico8_mouse) !== 'undefined')
               {
                       //  no active touches: release mouse button from anywhere on page. (maybe redundant? but just in case)
                       pico8_mouse[2] = 0;
               }


               for (var i = 0; i < num; i++)
               {
                       var touch = e.touches[i];
                       var x = touch.clientX;
                       var y = touch.clientY;
                       var w = window.innerWidth;
                       var h = window.innerHeight;

                       var r = Math.min(w,h) / 12;
                       if (r > 40) r = 40;

                       // mouse (0.1.12d)

                       let canvas = document.getElementById("canvas");
                       if (p8_touch_detected)
                       if (typeof(pico8_mouse) !== 'undefined')
                       if (canvas)
                       {
                               var rect = canvas.getBoundingClientRect();
                               //console.log(rect.top, rect.right, rect.bottom, rect.left, x, y);

                               if (x >= rect.left && x < rect.right && y >= rect.top && y < rect.bottom)
                               {
                                       pico8_mouse = [
                                               Math.floor((x - rect.left) * 128 / (rect.right - rect.left)),
                                               Math.floor((y - rect.top) * 128 / (rect.bottom - rect.top)),
                                               step < 2 ? 1 : 0
                                       ];
                                       // return; // commented -- blocks overlapping buttons
                               }else
                               {
                                       pico8_mouse[2] = 0;
                               }
                       }


                       // buttons

                       b = 0;

                       if (y < h - r*8)
                       {
                               // no controller buttons up here; includes canvas and menu buttons at top in touch mode
                       }
                       else
                       {
                               e.preventDefault();

                               if ((y < h - r*6) && y > (h - r*8))
                               {
                                       // menu button: half as high as X O button
                                       // stretch across right-hand half above X O buttons
                                       if (x > w - r*3)
                                               b |= 0x40;
                               }
                               else if (x < w/2 && x < r*6)
                               {
                                       // stick

                                       mask = 0xf; // dpad
                                       var cx = 0 + r*3;
                                       var cy = h - r*3;

                                       deadzone = r/3;
                                       var dx = x - cx;
                                       var dy = y - cy;

                                       if (abs(dx) > abs(dy) * 0.6) // horizontal
                                       {
                                               if (dx < -deadzone) b |= 0x1;
                                               if (dx > deadzone) b |= 0x2;
                                       }
                                       if (abs(dy) > abs(dx) * 0.6) // vertical
                                       {
                                               if (dy < -deadzone) b |= 0x4;
                                               if (dy > deadzone) b |= 0x8;
                                       }
                               }
                               else if (x > w - r*6)
                               {
                                       // button; diagonal split from bottom right corner

                                       mask = 0x30;

                                       // one or both of [X], [O]
                                       if ( (h-y) > (w-x) * 0.8) b |= 0x10;
                                       if ( (w-x) > (h-y) * 0.8) b |= 0x20;
                               }
                       }

                       pico8_buttons[0] |= b;

               }
       }

       // p8_update_layout_hash is used to decide when to update layout (expensive especially when part of a heavy page)
       var p8_update_layout_hash = -1;
       var last_windowed_container_height = 512;
       var p8_layout_frames = 0;

       function p8_update_layout()
       {
               var canvas = document.getElementById("canvas");
               var p8_playarea = document.getElementById("p8_playarea");
               var p8_container = document.getElementById("p8_container");
               var p8_frame = document.getElementById("p8_frame");
               var csize = 512;
               var margin_top = 0;
               var margin_left = 0;

               // page didn't load yet? first call should be after p8_frame is created so that layout doesn't jump around.
               if (!canvas || !p8_playarea || !p8_container || !p8_frame)
               {
                       p8_update_layout_hash = -1;
                       requestAnimationFrame(p8_update_layout);
                       return;
               }

               p8_layout_frames ++;

               // assumes frame doesn't have padding

               var is_fullscreen=(document.fullscreenElement || document.mozFullScreenElement || document.webkitIsFullScreen || document.msFullscreenElement);
               var frame_width = p8_frame.offsetWidth;
               var frame_height = p8_frame.offsetHeight;

               if (is_fullscreen)
               {
                       // same as window
                       frame_width = window.innerWidth;
                       frame_height = window.innerHeight;
               }
               else{
                       // never larger than window  // (happens when address bar is down in portraight mode on phone)
                       frame_width  = Math.min(frame_width, window.innerWidth);
                       frame_height = Math.min(frame_height, window.innerHeight);
               }

               // as big as will fit in a frame..
               csize =  Math.min(frame_width,frame_height);

               // .. but never more than 2/3 of longest side for touch (e.g. leave space for controls on iPad)
               if (p8_touch_detected && p8_is_running)
               {
                       var longest_side = Math.max(window.innerWidth,window.innerHeight);
                       csize = Math.min(csize, longest_side * 2/3);
               }

               // pixel perfect: quantize to closest multiple of 128
               // only when large display (desktop)
               if (frame_width >= 512 && frame_height >= 512)
               {
                       csize = (csize+1) & ~0x7f;
               }

               // csize should never be higher than parent frame
               // (otherwise stretched large when fullscreen and then return)
               if (!is_fullscreen && p8_frame)
                       csize = Math.min(csize, last_windowed_container_height); // p8_frame_0 parent


               if (is_fullscreen)
               {
                       // always center horizontally
                       margin_left = (frame_width - csize)/2;

                       if (p8_touch_detected)
                       {
                               if (window.innerWidth < window.innerHeight)
                               {
                                       // portrait: keep at y=40 (avoid rounded top corners / camera nub thing etc.)
                                       margin_top = Math.min(40, frame_height - csize);
                               }
                               else
                               {
                                       // landscape: put a little above vertical center
                                       margin_top = (frame_height - csize)/4;
                               }
                       }
                       else{
                               // non-touch: center vertically
                               margin_top = (frame_height - csize)/2;
                       }
               }

               // skip if relevant state has not changed

               var update_hash = csize + margin_top * 1000.3 + margin_left * 0.001 + frame_width * 333.33 + frame_height * 772.15134;
               if (is_fullscreen) update_hash += 0.1237;

               // unexpected things can happen in the first few seconds, so just keep re-calculating layout. wasm version breaks layout otherwise.
               // also: bonus refresh at 5, 8 seconds just in case ._.
               if (p8_layout_frames < 180 || p8_layout_frames == 60*5 || p8_layout_frames == 60*8 )
                       update_hash = p8_layout_frames;

               if (!is_fullscreen) // fullscreen: update every frame for safety. should be cheap!
               if (!p8_touch_detected) // mobile: update every frame because nothing can be trusted
               if (p8_update_layout_hash == update_hash)
               {
                       //console.log("p8_update_layout(): skipping");
                       requestAnimationFrame(p8_update_layout);
                       return;
               }
               p8_update_layout_hash = update_hash;

               // record this for returning to original size after fullscreen pushes out container height (argh)
               if (!is_fullscreen && p8_frame)
                       last_windowed_container_height = p8_frame.parentNode.parentNode.offsetHeight;


               // mobile in portrait mode: put screen at top (w / a little extra space for fullscreen button if needed)
               // (don't cart too about buttons overlapping screen)
               if (p8_touch_detected && p8_is_running && document.body.clientWidth < document.body.clientHeight)
                       p8_playarea.style.marginTop = p8_allow_mobile_menu ? 32 : 8;
               else if (p8_touch_detected && p8_is_running) // landscape: slightly above vertical center (only relevant for iPad / highres devices)
                       p8_playarea.style.marginTop = (document.body.clientHeight - csize) / 4;
               else
                       p8_playarea.style.marginTop = "";

               canvas.style.width = csize;
               canvas.style.height = csize;

               // to do: this should just happen from css layout
               canvas.style.marginLeft = margin_left;
               canvas.style.marginTop = margin_top;

               p8_container.style.width = csize;
               p8_container.style.height = csize;

               // set menu buttons position to bottom right
               el = document.getElementById("p8_menu_buttons");
               el.style.marginTop = csize - el.offsetHeight;

               if (p8_touch_detected && p8_is_running)
               {
                       // turn off pointer events to prevent double-tap zoom etc (works on Android)
                       // don't want this for desktop because breaks mouse input & click-to-focus when using codo_textarea
                       canvas.style.pointerEvents = "none";

                       p8_container.style.marginTop = "0px";

                       // buttons

                       // same as touch event handling
                       var w = window.innerWidth;
                       var h = window.innerHeight;
                       var r = Math.min(w,h) / 12;

                       if (r > 40) r = 40;

                       el = document.getElementById("controls_right_panel");
                       el.style.left = w-r*6;
                       el.style.top = h-r*7;
                       el.style.width = r*6;
                       el.style.height = r*7;
                       if (el.getAttribute("src") != p8_gfx_dat["controls_right_panel"]) // optimisation: avoid reload? (browser should handle though)
                               el.setAttribute("src", p8_gfx_dat["controls_right_panel"]);

                       el = document.getElementById("controls_left_panel");
                       el.style.left = 0;
                       el.style.top = h-r*6;
                       el.style.width = r*6;
                       el.style.height = r*6;
                       if (el.getAttribute("src") != p8_gfx_dat["controls_left_panel"]) // optimisation: avoid reload? (browser should handle though)
                               el.setAttribute("src", p8_gfx_dat["controls_left_panel"]);

                       // scroll to cart (commented; was a failed attempt to prevent scroll-on-drag on some browsers)
                       // p8_frame.scrollIntoView(true);

                       document.getElementById("touch_controls_gfx").style.display="table";
                       document.getElementById("touch_controls_background").style.display="table";

               }
               else{
                       document.getElementById("touch_controls_gfx").style.display="none";
                       document.getElementById("touch_controls_background").style.display="none";
               }

               if (!p8_is_running)
               {
                       p8_playarea.style.display="none";
                       p8_container.style.display="flex";
                       p8_container.style.marginTop="auto";

                       el = document.getElementById("p8_start_button");
                       if (el) el.style.display="flex";
               }
               requestAnimationFrame(p8_update_layout);
       }


       var p8_touch_detected = false;
       addEventListener("touchstart", function(event)
       {
               p8_touch_detected = true;

               // hide codo_textarea -- clipboard support on mobile is not feasible
               el = document.getElementById("codo_textarea");
               if (el && el.style.display != "none"){
                       el.style.display="none";
               }

       },  {passive: true});

       function p8_create_audio_context()
       {
               if (pico8_audio_context)
               {
                       try {
                               pico8_audio_context.resume();
                       }
                       catch(err) {
                               console.log("** pico8_audio_context.resume() failed");
                       }
                       return;
               }

               var webAudioAPI = window.AudioContext || window.webkitAudioContext || window.mozAudioContext || window.oAudioContext || window.msAudioContext;
               if (webAudioAPI)
               {
                       pico8_audio_context = new webAudioAPI;

                       // wake up iOS
                       if (pico8_audio_context)
                       {
                               try {
                                       var dummy_source_sfx = pico8_audio_context.createBufferSource();
                                       dummy_source_sfx.buffer = pico8_audio_context.createBuffer(1, 1, 22050); // dummy
                                       dummy_source_sfx.connect(pico8_audio_context.destination);
                                       dummy_source_sfx.start(1, 0.25); // gives InvalidStateError -- why? hasn't been played before
                                       //dummy_source_sfx.noteOn(0); // deleteme
                               }
                               catch(err) {
                                       console.log("** dummy_source_sfx.start(1, 0.25) failed");
                               }
                       }
               }
       }

       function p8_close_cart()
       {
               // just reload page! used for touch buttons -- hard to roll back state
               window.location.hash = ""; // triggers reload
       }

       var p8_is_running = false;
       var p8_script = null;
       var Module = null;
       function p8_run_cart()
       {
               if (p8_is_running) return;
               p8_is_running = true;

               // touch: hide everything except p8_frame_0
               if (p8_touch_detected)
               {
                       el = document.getElementById("body_0");
                       el2 = document.getElementById("p8_frame_0");
                       if (el && el2)
                       {
                               el.style.display="none";
                               el.parentNode.appendChild(el2);
                       }
               }

               // create audio context and wake it up (for iOS -- needs happen inside touch event)
               p8_create_audio_context();

               // show touch elements
               els = document.getElementsByClassName('p8_controller_area');
               for (i = 0; i < els.length; i++)
                       els[i].style.display="";


               // install touch events. These also serve to block scrolling / pinching / zooming on phones when p8_is_running
                       // moved event.preventDefault(); calls into pico8_buttons_event() (want to let top buttons pass through)
               addEventListener("touchstart", function(event){ pico8_buttons_event(event, 0); }, {passive: false});
               addEventListener("touchmove",  function(event){ pico8_buttons_event(event, 1); }, {passive: false});
               addEventListener("touchend",   function(event){ pico8_buttons_event(event, 2); }, {passive: false});


               // load and run script
               e = document.createElement("script");
               p8_script = e;
               e.onload = function(){

                       // show canvas / menu buttons only after loading
                       el = document.getElementById("p8_playarea");
                       if (el) el.style.display="table";

                       if (typeof(p8_update_layout_hash) !== 'undefined')
                               p8_update_layout_hash = -77;
                       if (typeof(p8_buttons_hash) !== 'undefined')
                               p8_buttons_hash = -33;


               }
               e.type = "application/javascript";
               e.src = "shmup.js";
               e.id = "e_script";

               document.body.appendChild(e); // load and run

               // hide start button and show canvas / menu buttons. hide start button
               el = document.getElementById("p8_start_button");
               if (el) el.style.display="none";

               // add #playing for touchscreen devices (allows back button to close)
               // X button can also be used to trigger this
               if (p8_touch_detected)
               {
                       window.location.hash = "#playing";
                       window.onhashchange = function()
                       {
                               if (window.location.hash.search("playing") < 0)
                                       window.location.reload();
                       }
               }

               // install drag&drop listeners
               {
                       let canvas = p8_document().getElementById("canvas");
                       if (canvas)
                       {
                               canvas.addEventListener('dragenter', dragover, false);
                               canvas.addEventListener('dragover', dragover, false);
                               canvas.addEventListener('dragleave', dragstop, false);
                               canvas.addEventListener('drop', nop, false);
                               canvas.addEventListener('drop', p8_drop_file, false);
                       }
               }
       }


               // Gamepad code

       var P8_BUTTON_O = {action:'button', code: 0x10};
       var P8_BUTTON_X = {action:'button', code: 0x20};
       var P8_DPAD_LEFT = {action:'button', code: 0x1};
       var P8_DPAD_RIGHT = {action:'button', code: 0x2};
       var P8_DPAD_UP = {action:'button', code: 0x4};
       var P8_DPAD_DOWN = {action:'button', code: 0x8};
       var P8_MENU = {action:'menu'};
       var P8_NO_ACTION = {action:'none'};

       var P8_BUTTON_MAPPING = [
               // ref: https://w3c.github.io/gamepad/#remapping
               P8_BUTTON_O,          // Bottom face button
               P8_BUTTON_X,          // Right face button
               P8_BUTTON_X,          // Left face button
               P8_BUTTON_O,          // Top face button
               P8_NO_ACTION,         // Near left shoulder button (L1)
               P8_NO_ACTION,         // Near right shoulder button (R1)
               P8_NO_ACTION,         // Far left shoulder button (L2)
               P8_NO_ACTION,         // Far right shoulder button (R2)
               P8_MENU,              // Left auxiliary button (select)
               P8_MENU,              // Right auxiliary button (start)
               P8_NO_ACTION,         // Left stick button
               P8_NO_ACTION,         // Right stick button
               P8_DPAD_UP,           // Dpad up
               P8_DPAD_DOWN,         // Dpad down
               P8_DPAD_LEFT,         // Dpad left
               P8_DPAD_RIGHT,        // Dpad right
       ];

       // Track which player is controller by each gamepad. Gamepad index i controls the
       // player with index pico8_gamepads_mapping[i]. Gamepads with null player are
       // currently unassigned - they get assigned to a player when a button is pressed.
       var pico8_gamepads_mapping = [];

       function p8_unassign_gamepad(gamepad_index) {
               if (pico8_gamepads_mapping[gamepad_index] == null) {
                       return;
               }
               pico8_buttons[pico8_gamepads_mapping[gamepad_index]] = 0;
               pico8_gamepads_mapping[gamepad_index] = null;
       }


       function p8_first_player_without_gamepad(max_players) {
               var allocated_players = pico8_gamepads_mapping.filter(function(x) { return x != null; });
               var sorted_players = Array.from(allocated_players).sort();
               for (var desired = 0; desired < sorted_players.length && desired < max_players; ++desired) {
                       if (desired != sorted_players[desired]) {
                               return desired;
                       }
               }
               if (sorted_players.length < max_players) {
                       return sorted_players.length;
               }
               return null;
       }

       function p8_assign_gamepad_to_player(gamepad_index, player_index) {
               p8_unassign_gamepad(gamepad_index);
               pico8_gamepads_mapping[gamepad_index] = player_index;
       }



       function p8_convert_standard_gamepad_to_button_state(gamepad, axis_threshold, button_threshold) {
               // Given a gamepad object, return:
               // {
               //     button_state: the binary encoded Pico 8 button state
               //     menu_button: true if any menu-mapped button was pressed
               //     any_button: true if any button was pressed, including d-pad
               //         buttons and unmapped buttons
               // }
               if (!gamepad || !gamepad.axes || !gamepad.buttons) {
                       return {
                               button_state: 0,
                               menu_button: false,
                               any_button: false
                       };
               }
               function button_state_from_axis(axis, low_state, high_state, default_state) {
                       if (axis && axis < -axis_threshold) return low_state;
                       if (axis && axis > axis_threshold) return high_state;
                       return default_state;
               }
               var axes_actions = [
                       button_state_from_axis(gamepad.axes[0], P8_DPAD_LEFT, P8_DPAD_RIGHT, P8_NO_ACTION),
                       button_state_from_axis(gamepad.axes[1], P8_DPAD_UP, P8_DPAD_DOWN, P8_NO_ACTION),
               ];

               var button_actions = gamepad.buttons.map(function (button, index) {
                       var pressed = button.value > button_threshold || button.pressed;
                       if (!pressed) return P8_NO_ACTION;
                       return P8_BUTTON_MAPPING[index] || P8_NO_ACTION;
               });

               var all_actions = axes_actions.concat(button_actions);

               var menu_button = button_actions.some(function (action) { return action.action == 'menu'; });
               var button_state = (all_actions
                       .filter(function (a) { return a.action == 'button'; })
                       .map(function (a) { return a.code; })
                       .reduce(function (result, code) { return result | code; }, 0)
               );
               var any_button = gamepad.buttons.some(function (button) {
                       return button.value > button_threshold || button.pressed;
               });

               any_button |= button_state; //jww: include axes 0,1 as might be first intended action

               return {
                       button_state,
                       menu_button,
                       any_button
               };
       }

       // jww: pico-8 0.2.1 version for unmapped gamepads, following p8_convert_standard_gamepad_to_button_state
       // axes 0,1 & buttons 0,1,2,3 are reasonably safe. don't try to read dpad.
       // menu buttons are unpredictable, but use 6..8 anyway (better to have a weird menu button than none)

       function p8_convert_unmapped_gamepad_to_button_state(gamepad, axis_threshold, button_threshold) {

               if (!gamepad || !gamepad.axes || !gamepad.buttons) {
                       return {
                               button_state: 0,
                               menu_button: false,
                               any_button: false
                       };
               }

               var button_state = 0;

               if (gamepad.axes[0] && gamepad.axes[0] < -axis_threshold) button_state |= 0x1;
               if (gamepad.axes[0] && gamepad.axes[0] > axis_threshold)  button_state |= 0x2;
               if (gamepad.axes[1] && gamepad.axes[1] < -axis_threshold) button_state |= 0x4;
               if (gamepad.axes[1] && gamepad.axes[1] > axis_threshold)  button_state |= 0x8;

               // buttons: first 4 taken to be O/X, 6..8 taken to be menu button

               for (j = 0; j < gamepad.buttons.length; j++)
               if (gamepad.buttons[j].value > 0 || gamepad.buttons[j].pressed)
               {
                       if (j < 4)
                               button_state |= (0x10 << (((j+1)/2)&1)); // 0 1 1 0 -- A,X -> O,X on xbox360
                       else if (j >= 6 && j <= 8)
                               button_state |= 0x40;
               }

               var menu_button = button_state & 0x40;

               var any_button = gamepad.buttons.some(function (button) {
                       return button.value > button_threshold || button.pressed;
               });

               any_button |= button_state; //jww: include axes 0,1 as might be first intended action

               return {
                       button_state,
                       menu_button,
                       any_button
               };
       }


       // gamepad  https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
       // (sets bits in pico8_buttons[])
       function p8_update_gamepads() {
               var axis_threshold = 0.3;
               var button_threshold = 0.5; // Should be unnecessary, we should be able to trust .pressed
               var max_players = 8;
               var gps = navigator.getGamepads() || navigator.webkitGetGamepads();

               if (!gps) return;

               // In Chrome, gps is iterable but it's not an array.
               gps = Array.from(gps);

               pico8_gamepads.count = gps.length;
               while (gps.length > pico8_gamepads_mapping.length) {
                   pico8_gamepads_mapping.push(null);
               }

               var menu_button = false;
               var gamepad_states = gps.map(function (gp) {
                       return (gp && gp.mapping == "standard") ?
                               p8_convert_standard_gamepad_to_button_state(gp, axis_threshold, button_threshold) :
                               p8_convert_unmapped_gamepad_to_button_state(gp, axis_threshold, button_threshold);
               });

               // Unassign disconnected gamepads.
               // gps.forEach(function (gp, i) { if (gp && !gp.connected) { p8_unassign_gamepad(i); }});
               gps.forEach(function (gp, i) { if (!gp || !gp.connected) { p8_unassign_gamepad(i); }}); // https://www.lexaloffle.com/bbs/?pid=87132#p


               // Assign unassigned gamepads when any button is pressed.
               gamepad_states.forEach(function (state, i) {
                       if (state.any_button && pico8_gamepads_mapping[i] == null) {
                               var first_free_player = p8_first_player_without_gamepad(max_players);
                               p8_assign_gamepad_to_player(i, first_free_player);
                       }
               });

               // Update pico8_buttons array.
               gamepad_states.forEach(function (gamepad_state, i) {
                       if (pico8_gamepads_mapping[i] != null) {
                               pico8_buttons[pico8_gamepads_mapping[i]] = gamepad_state.button_state;
                       }
               });

               // Update menu button.
               // Pico 8 only recognises the menu button on the first player, so we
               // press it when any gamepad has pressed a button mapped to menu.
               if (gamepad_states.some(function (state) { return state.menu_button; })) {
                       pico8_buttons[0] |= 0x40;
               }

               requestAnimationFrame(p8_update_gamepads);
       }
       requestAnimationFrame(p8_update_gamepads);

       // End of gamepad code


       // key blocker. prevent cursor keys from scrolling page while playing cart.
       // also don't act on M, R so that can mute / reset cart
       document.addEventListener('keydown',
       function (event) {
               event = event || window.event;
               if (!p8_is_running) return;
               if (pico8_state.has_focus == 1)
                       if ([32, 37, 38, 39, 40, 77, 82, 80, 9].indexOf(event.keyCode) > -1)       // block cursors, M R P, tab
                               if (event.preventDefault) event.preventDefault();
       },{passive: false});

       // when using codo_textarea to determine focus, need to explicitly hand focus back when clicking a p8_menu_button
       function p8_give_focus()
       {
               el = (typeof codo_textarea === 'undefined') ? document.getElementById("codo_textarea") : codo_textarea;
               if (el)
               {
                       el.focus();
                       el.select();
               }
       }

       function p8_request_fullscreen() {

               var is_fullscreen=(document.fullscreenElement || document.mozFullScreenElement || document.webkitIsFullScreen || document.msFullscreenElement);

               if (is_fullscreen)
               {
                        if (document.exitFullscreen) {
                       document.exitFullscreen();
                   } else if (document.webkitExitFullscreen) {
                       document.webkitExitFullscreen();
                   } else if (document.mozCancelFullScreen) {
                       document.mozCancelFullScreen();
                   } else if (document.msExitFullscreen) {
                       document.msExitFullscreen();
                   }
                       return;
               }

               var el = document.getElementById("p8_playarea");

               if ( el.requestFullscreen ) {
                       el.requestFullscreen();
               } else if ( el.mozRequestFullScreen ) {
                       el.mozRequestFullScreen();
               } else if ( el.webkitRequestFullScreen ) {
                       el.webkitRequestFullScreen( Element.ALLOW_KEYBOARD_INPUT );
               }
       }

</script>

<STYLE TYPE="text/css">
<!--
p8_menu_button{
       opacity:0.3;
       padding:4px;
       display:table;
       width:24px;
       height:24px;
       float:right;
}

@media screen and (min-width:512px) {
       .p8_menu_button{
               width:24px; margin-left:12px; margin-bottom:8px;
       }
}
p8_menu_button:hover{
       opacity:1.0;
       cursor:pointer;
}

canvas{
   image-rendering: optimizeSpeed;
   image-rendering: -moz-crisp-edges;
   image-rendering: -webkit-optimize-contrast;
   image-rendering: optimize-contrast;
   image-rendering: pixelated;
   -ms-interpolation-mode: nearest-neighbor;
       border: 0px;
       cursor: none;
}


p8_start_button{
       cursor:pointer;
       background:url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAIAAAACACAIAAABMXPacAAAC1klEQVR4Ae3dP2vjMBjHcVFuO8hgnEl7bNWDoUOXFEzwntIhgY7C70BkyCay3XBvofQl9DXcqyh0v/WmzqVDwebS1HHS2LKV7wcNdpx/+j16pFWgXUaKPK6GkUTirgZHp58m0Ww6n03naRKd9ukZ1eDo9BdKpklUjoX674u+8xRCiIsmb5q8vV5d31xd30zeXk/7FPsLcHl739ItGrHrVUu39bJA0QHiq3N16yJc2pqne79wpz//nln94uPw3Ip15/WhT4fKSJHH1TCyF/vSeSlr4Cp9CCNJHwAnE7qldUEIOCkjRR5Xw0gicVcD0ndZA9L3TBYoQhgIrQtCAIATMFLkcTWMJBJ3NSB9lzVolr7WBWkBAIA+MlLkcTWMJBJ3NSB9lzUgfbiUBWrve+x6RVCAL0bj/U0PHMpIkcfVMJJI3NWA9F3WgPTxWZpEhADWGuAnrQvv5mSkyONqGEmZ3dXAi/SzQA2zBqx9AADQOq2L1r7bSJHH1TCSuDtX1qDH6be5BntSg9r07XrFQgXadxat1p9JsrMBAzcaK0JA59Ikmk3ns+k8TSJvJxkubT//2ELJNInKsVDSt+nb9arPK2Oh5EJJrQuti4/rAS3riyZv2vz63ec5XN7e19x2QOvi6M/+8GN7vHz+KeIH8TQRd3+7//XHx4cTdMB3yuj2+BVCbMSLeJqIu5fNU/UiOipAGbcVk61XAMA/WaAIYQ+7Xh36kXBpyQ0AAPhqNFaEAIBND3WygNTQUJpEhOC/cGm9/C14WgOtC6oIAADcSZOIEAAAtUZjxZEFH9j16lymmgW96Fp/DGX/6fR/hkvLyqDrAQD9Pq5xBK0LQgDgxGisCAGDEi4trYd+S5OIwoMVABzQFx9j67q8bdhTW5/FMRtTWYbPG9bOZL/6LA7ugL3d0KR7zqEAWXDqCX5exTuf1nTAWRWgiy2o4QFwRMeg380I4Lu76OC8A7fewrw4RiyeAAAAEHRFWHRMb2RlUE5HADIwMTEwMjIx41m2wQAAAABJRU5ErkJggg==");
       -repeat center;
       -webkit-background-size:cover; -moz-background-size:cover; -o-background-size:cover; background-size:cover;
}

button_gfx{
       stroke-width:2;
       stroke: #ffffff;
       stroke-opacity:0.4;
       fill-opacity:0.2;
       fill:black;
}

button_gfx_icon{
       stroke-width:3;
       stroke: #909090;
       stroke-opacity:0.7;
       fill:none;
}

-->
</STYLE>

</head>

<body style="padding:0px; margin:0px; background-color:#222; color:#ccc">
<div id="body_0"> <!-- hide this when playing in mobile (p8_touch_detected) so that elements don't affect layout -->


<!-- Add any content above the cart here -->


<div id="p8_frame_0" style="max-width:800px; max-height:800px; margin:auto;"> <!-- double function: limit size, and display only this div for touch devices -->
<div id="p8_frame" style="display:flex; width:100%; max-width:95vw; height:100vw; max-height:95vh; margin:auto;">

       <div id="p8_menu_buttons_touch" style="position:absolute; width:100%; z-index:10; left:0px;">
               <div class="p8_menu_button" id="p8b_full"  style="float:left;margin-left:10px" onClick="p8_give_focus(); p8_request_fullscreen();"></div>
               <div class="p8_menu_button" id="p8b_sound" style="float:left;margin-left:10px" onClick="p8_give_focus(); p8_create_audio_context(); Module.pico8ToggleSound();"></div>
               <div class="p8_menu_button" id="p8b_close" style="float:right; margin-right:10px" onClick="p8_close_cart();"></div>
       </div>

       <div id="p8_container"
               style="margin:auto; display:table;"
               onclick="p8_create_audio_context(); p8_run_cart();">

               <div id="p8_start_button" class="p8_start_button" style="width:100%; height:100%; display:flex;">
                       <img width=80 height=80 style="margin:auto;"
               src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFAAAABQCAYAAACOEfKtAAABpklEQVR42u3au23DQBCEYUXOXIGKcujQXUgFuA0XIKgW90Q9oEAg+Ljd27vd2RsCf058gEDqhofPj+OB6SMCAQlIQAIyAhKQgARkBAQDnM6XSRsB7/2e/tSA0//12fCAKsQX3ntDA4oRFwBRIc0AixE38BAhTQGLEAsBUSDNAXcRhYDRIZsAPlp99VECRoXsDpgN0g0wC6Q7IDpkGEBUyG6A0+vKBtkdMBukG2AWSHdAdMgwgKiQ4QDRIMMCokCGB4wOCQPYFVKw2cABNocUjl6wgE0gFashPKAZpHJ2TQNYBVmxW6cDFENWDv9pAUshCVgJScBKSAISkD9hPkT4GkNAMdzepyj8Kye852EBLe51CZHHWQK4JcThD1SlcHPEYY/0a+A0n6SkGZV6w6WZNb3g4Id1b7hwgGhwYQBR4dwB0eHcALPAdQfMBhcOEA0uDCAqnDsgOpwbYBa4poA/31+rZYFrBriFpwGMCtcEcA9PAhgdzhywBK8EEQXOFFCCtwaIBmcGKMWbI6LCmQBq8R6hw5kAMgISkIAEJCAjIAEJSEBGQI9ukV7lRn9nD+gAAAAASUVORK5CYII="/>
               </div>

               <div id="p8_playarea" style="display:none; margin:auto;
                               -webkit-user-select:none; -moz-user-select: none; user-select: none; -webkit-touch-callout:none;
               ">

                       <div  id="touch_controls_background"
                                 style=" pointer-events:none; display:none; background-color:#000;
                                                position:fixed; top:0px; left:0px; border:0; width:100vw; height:100vh">
                               &nbsp
                       </div>

                       <div style="display:flex; position:relative">
                               <!-- pointer-events turned off for mobile in p8_update_layout because need for desktop mouse -->
                               <canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault();" >
                               </canvas>
                               <div class=p8_menu_buttons id="p8_menu_buttons" style="margin-left:10px;">
                                       <div class="p8_menu_button" style="position:absolute; bottom:125px" id="p8b_controls" onClick="p8_give_focus(); Module.pico8ToggleControlMenu();"></div>
                                       <div class="p8_menu_button" style="position:absolute; bottom:90px" id="p8b_pause" onClick="p8_give_focus(); Module.pico8TogglePaused(); p8_update_layout_hash = -22;"></div>
                                       <div class="p8_menu_button" style="position:absolute; bottom:55px" id="p8b_sound" onClick="p8_give_focus(); p8_create_audio_context(); Module.pico8ToggleSound();"></div>
                                       <div class="p8_menu_button" style="position:absolute; bottom:20px" id="p8b_full" onClick="p8_give_focus(); p8_request_fullscreen();"></div>
                               </div>
                       </div>


                       <!-- display after first layout update -->
                       <div  id="touch_controls_gfx"
                                 style=" pointer-events:none; display:table;
                                                position:fixed; top:0px; left:0px; border:0; width:100vw; height:100vh">

                                       <img src="" id="controls_right_panel" style="position:absolute; opacity:0.5;">
                                       <img src="" id="controls_left_panel" style="position:absolute;  opacity:0.5;">


                       </div> <!-- touch_controls_gfx -->

                       <!-- used for clipboard access & keyboard input; displayed and used by PICO-8 only once needed. can be safely removed if clipboard / key presses not needed. -->
                       <!-- (needs to be inside p8_playarea so that it still works under Chrome when fullscreened) -->
                       <textarea id="codo_textarea" class="emscripten" style="display:none; position:absolute; left:-9999px; height:0px; overflow:hidden"></textarea>

               </div> <!--p8_playarea -->

       </div> <!-- p8_container -->

</div> <!-- p8_frame -->
</div> <!-- p8_frame_0 size limit -->

<script type="text/javascript">

       p8_update_layout();
       p8_update_button_icons();

       var canvas = document.getElementById("canvas");
       Module = {};
       Module.canvas = canvas;

       // from @ultrabrite's shell: test if an AudioContext can be created outside of an event callback.
       // If it can't be created, then require pressing the start button to run the cartridge

       if (p8_autoplay)
       {
               var temp_context = new AudioContext();
               temp_context.onstatechange = function ()
               {
                       if (temp_context.state=='running')
                       {
                               p8_run_cart();
                               temp_context.close();
                       }
               };
       }

       // pointer lock request needs to be inside a canvas interaction event
       // pico8_state.request_pointer_lock is true when 0x5f2d bit 0 and bit 2 are set -- poke(0x5f2d,0x5)
       // note on mouse acceleration for future: // https://github.com/w3c/pointerlock/pull/49
       canvas.addEventListener("click", function()
       {
               if (!p8_touch_detected)
                       if (pico8_state.request_pointer_lock)
                               canvas.requestPointerLock();
       });

</script>



<!-- Add content below the cart here -->




</div> <!-- body_0 -->
</body></html>