manditory
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3593d3ac0b
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db8f6144df
4 changed files with 26 additions and 26 deletions
44
app/Board.cs
44
app/Board.cs
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@ -86,30 +86,30 @@ public class Board {
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// pillars to hover through
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// // pillars to hover through
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// spawn in front every 1m away from last
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// // spawn in front every 1m away from last
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if (Vec3.Distance(pos, lastSpawnPos) > 1f) {
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// if (Vec3.Distance(pos, lastSpawnPos) > 1f) {
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// odd or even
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// // odd or even
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float chirality = pillarIndex % 2 == 0 ? 1f : -1f;
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// float chirality = pillarIndex % 2 == 0 ? 1f : -1f;
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pillars[pillarIndex] = pos + Quat.LookDir(dir) * new Vec3(chirality * 8 * Mono.inst.noise.uvalue, 0, -24);
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// pillars[pillarIndex] = pos + Quat.LookDir(dir) * new Vec3(chirality * 8 * Mono.inst.noise.uvalue, 0, -24);
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lastSpawnPos = pos;
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// lastSpawnPos = pos;
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pillarIndex++;
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// pillarIndex++;
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if (pillarIndex >= pillars.Length) { pillarIndex = 0; }
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// if (pillarIndex >= pillars.Length) { pillarIndex = 0; }
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}
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// }
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for (int i = 0; i < pillars.Length; i++) {
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// for (int i = 0; i < pillars.Length; i++) {
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meshCube.Draw(Material.Default,
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// meshCube.Draw(Material.Default,
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Matrix.TRS(
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// Matrix.TRS(
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pillars[i],
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// pillars[i],
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Quat.Identity,
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// Quat.Identity,
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new Vec3(0.1f, 20f, 0.1f)
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// new Vec3(0.1f, 20f, 0.1f)
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)
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// )
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);
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// );
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// }
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}
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}
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}
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// Vec3[] pillars = new Vec3[64];
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Vec3[] pillars = new Vec3[64];
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// int pillarIndex = 0;
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int pillarIndex = 0;
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// Vec3 lastSpawnPos = Vec3.Zero;
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Vec3 lastSpawnPos = Vec3.Zero;
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}
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}
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@ -6,7 +6,7 @@ public class Compositor {
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// as a process would not be hosted by a compositor...
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// as a process would not be hosted by a compositor...
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Backrooms.Mono backrooms = new Backrooms.Mono();
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Backrooms.Mono backrooms = new Backrooms.Mono();
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Greenyard.Mono greenyard = new Greenyard.Mono();
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Greenyard.Mono greenyard = new Greenyard.Mono();
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bool other = false;
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// bool other = false;
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public void Init() {
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public void Init() {
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backrooms.Init();
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backrooms.Init();
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@ -149,7 +149,7 @@ public class Mono {
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return;
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// return;
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// ENEMIES
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// ENEMIES
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// destroy enemies that are too close to the playerPos
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// destroy enemies that are too close to the playerPos
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@ -4,8 +4,8 @@ class StretchCursor : dof {
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public bool Active { get; set; }
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public bool Active { get; set; }
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// input
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// input
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Vec3 vTo;
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Vec3 vTo = new Vec3(0, 0, 0);
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Vec3 vFrom;
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Vec3 vFrom = new Vec3(0, 0, 0);
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// data
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// data
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float stretch;
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float stretch;
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