add rotating middle platforms
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0505a9b340
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@ -1,6 +1,8 @@
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#It's good to see you.\n\nStay close to me and\ndon't touch anything.
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long_vertical middle
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left
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@ -1,2 +1,2 @@
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#This will be full of\nunexpected twists and turns.
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middle rotate
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middle rotate_right
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@ -77,7 +77,7 @@ def convert_level(input, output, params, target):
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shape = 4
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if shape < 0 or action < 0 or position < 0:
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raise fxconv.FxconvError("Incomplete in '" + " ".join(r) + "'")
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raise fxconv.FxconvError("Incomplete data: '" + " ".join(r) + "'")
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blocks += fxconv.u32(tempo)
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blocks += fxconv.u32(shape)
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@ -30,7 +30,7 @@ typedef enum {
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Action_Speed = 3,
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Action_FadeOut = 4,
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Action_OuterRotateLeft = 5,
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Action_OuterRotateRIght = 6,
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Action_OuterRotateRight = 6,
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Action_Slide = 7,
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} action_t;
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@ -55,7 +55,7 @@ int main(void)
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&level1, &level2, &level3, &level4, &level5, &level6, &level7,
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&level8, &level9, &level10, NULL,
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};
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int story_position = 0;
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int story_position = 5;
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game_t game;
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load_level(&game, story_levels[story_position]);
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@ -114,9 +114,17 @@ void rect_load(rect_t *r, rectmeta_t const *meta)
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void rect_physics(rect_t *r, rectmeta_t const *meta, float absolute_time)
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{
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// TODO: Use position and actions
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float time = absolute_time - meta->time; /* <= 0 most of the time */
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r->x = PLAYER_X - RECT_SPEED * time;
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r->r = 0;
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if(meta->action == Action_RotateLeft) {
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float vr = 2.0; /* rad/tempo */
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r->r = -0.3 + time * vr;
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}
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else if(meta->action == Action_RotateRight) {
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float vr = 2.0; /* rad/tempo */
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r->r = 0.3 - time * vr;
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}
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}
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