adjust parameters using level 3 as a base
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@ -2,12 +2,15 @@
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left
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left
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left
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left
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left
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@ -38,6 +38,20 @@ def convert_level(input, output, params, target):
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shape = 7
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# Action
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if "rotate_left" in r:
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action = 1
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if "rotate_right" in r:
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action = 2
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if "speed" in r:
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action = 3
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if "fadeout" in r:
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action = 4
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if "outer_rotate_left" in r:
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action = 5
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if "outer_rotate_right" in r:
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action = 6
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if "slide" in r:
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action = 7
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# Position
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if "left" in r:
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@ -61,7 +75,7 @@ def convert_level(input, output, params, target):
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block_count += 1
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o = fxconv.ObjectData()
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o += fxconv.u32(0x40000000) # 2.0 as a float
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o += fxconv.u32(0x3f800000) # 1.0 as a float
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o += fxconv.u32(block_count)
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o += fxconv.ref(blocks)
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@ -62,7 +62,7 @@ typedef struct {
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#define PLAYER_SIZE 8
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#define CORRIDOR_SIZE 120
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#define RECT_SPEED 60 /* px/tempo */
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#define RECT_SPEED 50 /* px/tempo */
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typedef struct {
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float w, h; /* px */
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@ -57,7 +57,7 @@ int main(void)
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while (need_frame == 0) sleep();
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need_frame = 0;
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dt = (1.0 / 30) * game.level->tempo;
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dt = (1.0 / 30) * game.level->tempo * 2.7;
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game.time += dt;
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/* Input analysis */
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@ -113,9 +113,9 @@ int main(void)
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}
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if(rotate_left)
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game.player_rota += 2.1 * dt;
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game.player_rota += 1.57 * dt;
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if(rotate_right)
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game.player_rota -= 2.1 * dt;
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game.player_rota -= 1.57 * dt;
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/* Rendering */
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