add fast_1 platforms
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@ -29,6 +29,9 @@ set(ASSETS
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assets-cg/level/level8.txt
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assets-cg/level/level9.txt
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assets-cg/level/level10.txt
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assets-cg/level/level11.txt
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assets-cg/level/level12.txt
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assets-cg/level/level13.txt
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)
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fxconv_declare_converters(converters.py)
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@ -1,5 +1,4 @@
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#anger
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#Anger may make certain choices clearer.
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#Anger may make certain\nchoices clearer.
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right
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@ -45,7 +45,7 @@ def convert_level(input, output, params, target):
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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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if "fast_1" 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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@ -55,6 +55,10 @@ def convert_level(input, output, params, target):
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action = 6
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if "slide" in r:
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action = 7
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if "fast_2" in r:
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action = 8
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if "fast_3" in r:
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action = 9
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# Position
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if "left" in r:
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@ -72,8 +76,8 @@ def convert_level(input, output, params, target):
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# In the middle -> medium
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if shape < 0 and position == 2:
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shape = 3
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# No properties whatsoever -> normal
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if shape < 0 and action == 0:
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# No special properties -> normal
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if shape < 0 and action in [0, 3, 8, 9]:
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shape = 4
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if shape < 0 or action < 0 or position < 0:
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@ -27,11 +27,13 @@ typedef enum {
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Action_Normal = 0,
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Action_RotateLeft = 1,
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Action_RotateRight = 2,
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Action_Speed = 3,
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Action_Speed1 = 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_Slide = 7,
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Action_Speed2 = 8,
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Action_Speed3 = 9,
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} action_t;
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typedef enum {
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@ -136,7 +138,8 @@ void rect_physics(rect_t *r, rectmeta_t const *meta, float time);
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extern level_t level1, level2, level3, level4;
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extern level_t level5, level6, level7, level8;
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extern level_t level9, level10;
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extern level_t level9, level10, level11, level12;
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extern level_t level13;
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//---
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// Menu
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@ -53,11 +53,14 @@ int main(void)
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level_t const *story_levels[] = {
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&level1, &level2, &level3, &level4, &level5, &level6, &level7,
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&level8, &level9, &level10, NULL,
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&level8, &level9, &level10, &level11, &level12, &level13, NULL,
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};
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int story_position = main_menu();
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story_position = 11;
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game_t game;
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game.forced_player_rota = 0;
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load_level(&game, story_levels[story_position]);
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state_t state = State_Playing;
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@ -127,4 +127,9 @@ void rect_physics(rect_t *r, rectmeta_t const *meta, float absolute_time)
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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_Speed1) {
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/* Double speed between -8 and -6 to skip 2 tempos */
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float speeding_period = fminf(2.0, fmaxf(0.0, time + 6.0));
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r->x -= RECT_SPEED * speeding_period;
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}
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}
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