added ui, enemy, sounds, fixed anims
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@@ -80,7 +80,7 @@ void FloorManager::initFloors()
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floors[0].mesh.loadObj("floor/", "floor", 3.0F, false);
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floors[0].mesh.shouldBeFrustumCulled = true;
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floors[0].mesh.shouldBeLighted = true;
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for (u8 i = 1; i < floorAmount; i++)
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for (u16 i = 1; i < floorAmount; i++)
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floors[i].init(floors[0].mesh, spirals[i], i);
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PRINT_LOG("Floors initialized!");
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}
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@@ -92,7 +92,7 @@ void FloorManager::initFloors()
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*/
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void FloorManager::update(Player &t_player)
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{
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for (u8 i = 0; i < floorAmount; i++)
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for (u16 i = 0; i < floorAmount; i++)
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{
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floors[i].animate(t_player);
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@@ -106,11 +106,11 @@ void FloorManager::update(Player &t_player)
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/** Called by audio thread */
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void FloorManager::onAudioTick()
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{
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if (audioTick++ > 16)
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if (audioTick++ > 13)
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{
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if (audioMode == 0)
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{
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for (u8 i = 0; i < floorAmount; i++)
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for (u16 i = 0; i < floorAmount; i++)
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{
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if ((i + audioOffset) % 2 == 0)
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floors[i].isByAudioTriggered = true;
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@@ -125,7 +125,7 @@ void FloorManager::onAudioTick()
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}
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else if (audioMode == 1)
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{
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for (u8 i = 0; i < floorAmount; i++)
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for (u16 i = 0; i < floorAmount; i++)
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{
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if (i < floorAmount / (audioOffset + 1))
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floors[i].isByAudioTriggered = true;
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@@ -140,7 +140,7 @@ void FloorManager::onAudioTick()
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}
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else if (audioMode == 2)
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{
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for (u8 i = 0; i < floorAmount; i++)
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for (u16 i = 0; i < floorAmount; i++)
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{
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if ((i + audioOffset) % 4 == 0)
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floors[i].isByAudioTriggered = true;
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@@ -155,9 +155,9 @@ void FloorManager::onAudioTick()
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}
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else if (audioMode == 3)
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{
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for (u8 i = 0; i < floorAmount; i++)
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for (u16 i = 0; i < floorAmount; i++)
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{
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if (u8(i + 1) > floorAmount / (audioOffset + 1))
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if (u16(i + 1) > floorAmount / (audioOffset + 1))
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floors[i].isByAudioTriggered = true;
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else
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floors[i].isByAudioTriggered = false;
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