adding animatronical assets

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kin fuyuki 2026-02-23 12:41:21 -03:00
commit 5796b5c582
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236 changed files with 139 additions and 1 deletions

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#pragma once

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#pragma once
#include <vector>
#include <string>
inline std::vector<std::string> codes{
"imma lazy bitch", //disable skaile and crystally, no need to play like a diehard
"imscared", //disable all, ur too scared
"im gay for uycatroz", //uycatroz will follow you without attacking, he seems interested
"sneak 100", //uycatroz will never find you, you sneaky lil crap
"alpha male", //disable crystally, she aint givin you head and you disgust her
"carameldansen", //activates rainbow tint shader
"sigma ohio rizz", //disable all, ur so sigma nobody want to be around you
"L + ratio", //doubles difficulty until game restart, L + ratio for ya
"nah, jit trippin", //quadruples difficulty until restart, ya diehard
"we <3 fluffy!1!", //disables skaile, now only the fluffy ones will be a problem
"this is too hard", //automatically wins the game, confia
"discord moderator", //animatronics sprites gets stretched
"dementia", //uycatroz will not remember wether doors and vents are closed
"smegmung", //the notebook is so horrible not even uycatroz wanna touch it
"nightmare", //enable nightmare mode and go back to main menu
"alt plus f four", //kinda obvious
"panik", //let all lights on and make uycatroz be on alert, how tf did u scared him?
"#darkness", //disables flashlight
"muckbang", // ur fat now, cant run
};

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#pragma once
#include <enginend/engine.h>
#include "cheats.h"
enum CURSORMODES {
MAINMENU=0,
COMPUTER=1,
LEFT=2,RIGHT=3,UP=4,DOWN=5,
FLASHLIGHT=6,INTERACT=7
};
struct entity {
char pos;
char dir;
};
extern std::vector<std::vector<char>> map;
extern std::vector<char> opposites;
char moveentity(char pos,char dir,bool backwards);
char rotateentity(char pos,char dir, bool clockwise);
struct game:public enginend::scene {
// dir 1
std::string backgrounds1[17*2];
Texture2D vent1[(3*2)+1];
Texture2D bathroomdoorfront1[3]; // the last is the closet door lol.
int lightmode:2=1; // off, on, urcooked
// this is for quick loading but without weighting ram..
// yea the assets are small but i like optimization
Texture2D currenttex, fronttex,lefttex,righttex,backtex;
// now the entities
Texture2D uycatrozwalk,uycatrozrun,uycatrozcrawl;
Texture2D skailehead, skailebody, skailetail;
Texture2D crystallyphases[3];
Texture2D cursors[8];
void boot() final {
this->nodes={
new enginend::nodes::twod::relative::textured()
};
}
};

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#pragma once

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#include "game.h"
// 0 1 2 3 4 5 6
// 7 8 9 10
// 11 12 13
// 14 15 16
// N S L R
std::vector<char>opposites{1,0,3,2};
std::vector sides{
'n','s','l','r'
};
#define N (-1)
std::vector<std::vector<char>> map{
{N,7,N,1} ,{N,8,0,2} , {N,3,1,N} ,{2,4,N,N},{3,N,5,N},{10,N,6,4},{9,N,N,5},
{0,11,N,8} ,{1,13,7,N}, {N,6,N,10},{N,5,9,6},
{7,14,N,12},{N,N,11,N}, {8,16,N,N},
{11,N,N,15},{N,N,14,16},{13,N,15,N}
};
#undef N
char moveentity(char pos,char dir,bool backwards) {
char tmpos=-1;
if (backwards)tmpos= map[pos][opposites[dir]];
else tmpos=map[pos][dir];
if (tmpos==-1) return pos;
return tmpos;
}
std::vector<std::vector<char>> look={
{3,2,0,1},
{2,3,1,0},
{1,0}
};
char rotateentity(char pos,char dir, bool clockwise) {
if (pos==13) {
return look[2][dir];
}
return look[!clockwise][dir];
}