adding animatronical assets
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236 changed files with 139 additions and 1 deletions
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games/animatronical/q1/a1/src/main.cpp
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games/animatronical/q1/a1/src/main.cpp
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games/animatronical/q1/a1/src/scenes/benchmark.h
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games/animatronical/q1/a1/src/scenes/benchmark.h
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#pragma once
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games/animatronical/q1/a1/src/scenes/cheats.h
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games/animatronical/q1/a1/src/scenes/cheats.h
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#pragma once
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#include <vector>
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#include <string>
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inline std::vector<std::string> codes{
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"imma lazy bitch", //disable skaile and crystally, no need to play like a diehard
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"imscared", //disable all, ur too scared
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"im gay for uycatroz", //uycatroz will follow you without attacking, he seems interested
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"sneak 100", //uycatroz will never find you, you sneaky lil crap
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"alpha male", //disable crystally, she aint givin you head and you disgust her
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"carameldansen", //activates rainbow tint shader
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"sigma ohio rizz", //disable all, ur so sigma nobody want to be around you
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"L + ratio", //doubles difficulty until game restart, L + ratio for ya
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"nah, jit trippin", //quadruples difficulty until restart, ya diehard
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"we <3 fluffy!1!", //disables skaile, now only the fluffy ones will be a problem
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"this is too hard", //automatically wins the game, confia
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"discord moderator", //animatronics sprites gets stretched
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"dementia", //uycatroz will not remember wether doors and vents are closed
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"smegmung", //the notebook is so horrible not even uycatroz wanna touch it
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"nightmare", //enable nightmare mode and go back to main menu
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"alt plus f four", //kinda obvious
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"panik", //let all lights on and make uycatroz be on alert, how tf did u scared him?
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"#darkness", //disables flashlight
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"muckbang", // ur fat now, cant run
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};
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games/animatronical/q1/a1/src/scenes/game.h
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games/animatronical/q1/a1/src/scenes/game.h
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#pragma once
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#include <enginend/engine.h>
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#include "cheats.h"
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enum CURSORMODES {
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MAINMENU=0,
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COMPUTER=1,
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LEFT=2,RIGHT=3,UP=4,DOWN=5,
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FLASHLIGHT=6,INTERACT=7
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};
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struct entity {
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char pos;
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char dir;
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};
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extern std::vector<std::vector<char>> map;
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extern std::vector<char> opposites;
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char moveentity(char pos,char dir,bool backwards);
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char rotateentity(char pos,char dir, bool clockwise);
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struct game:public enginend::scene {
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// dir 1
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std::string backgrounds1[17*2];
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Texture2D vent1[(3*2)+1];
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Texture2D bathroomdoorfront1[3]; // the last is the closet door lol.
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int lightmode:2=1; // off, on, urcooked
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// this is for quick loading but without weighting ram..
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// yea the assets are small but i like optimization
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Texture2D currenttex, fronttex,lefttex,righttex,backtex;
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// now the entities
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Texture2D uycatrozwalk,uycatrozrun,uycatrozcrawl;
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Texture2D skailehead, skailebody, skailetail;
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Texture2D crystallyphases[3];
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Texture2D cursors[8];
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void boot() final {
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this->nodes={
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new enginend::nodes::twod::relative::textured()
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};
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}
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};
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games/animatronical/q1/a1/src/scenes/mainmenu.h
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games/animatronical/q1/a1/src/scenes/mainmenu.h
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#pragma once
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games/animatronical/q1/a1/src/scenes/scenes.cpp
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games/animatronical/q1/a1/src/scenes/scenes.cpp
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#include "game.h"
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// 0 1 2 3 4 5 6
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// 7 8 9 10
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// 11 12 13
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// 14 15 16
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// N S L R
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std::vector<char>opposites{1,0,3,2};
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std::vector sides{
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'n','s','l','r'
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};
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#define N (-1)
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std::vector<std::vector<char>> map{
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{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},
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{0,11,N,8} ,{1,13,7,N}, {N,6,N,10},{N,5,9,6},
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{7,14,N,12},{N,N,11,N}, {8,16,N,N},
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{11,N,N,15},{N,N,14,16},{13,N,15,N}
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};
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#undef N
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char moveentity(char pos,char dir,bool backwards) {
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char tmpos=-1;
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if (backwards)tmpos= map[pos][opposites[dir]];
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else tmpos=map[pos][dir];
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if (tmpos==-1) return pos;
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return tmpos;
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}
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std::vector<std::vector<char>> look={
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{3,2,0,1},
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{2,3,1,0},
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{1,0}
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};
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char rotateentity(char pos,char dir, bool clockwise) {
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if (pos==13) {
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return look[2][dir];
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}
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return look[!clockwise][dir];
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}
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