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path: root/data/maps/the_partial/rooms/Obverse Side.txtpb
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name: "Obverse Side"
panels {
  name: "PUN"
  path: "Panels/Main/panel_1"
  clue: "pun"
  answer: "run"
  symbols: SPARKLES
}
panels {
  name: "UP"
  path: "Panels/Main/panel_3"
  clue: "up"
  answer: "or"
  symbols: SPARKLES
}
panels {
  name: "PUT"
  path: "Panels/Main/panel_5"
  clue: "put"
  answer: "rot"
  symbols: SPARKLES
}
panels {
  name: "PUNT"
  path: "Panels/Main/panel_8"
  clue: "punt"
  answer: "runt"
  symbols: SPARKLES
}
panels {
  name: "FIGHT"
  path: "Panels/Main/panel_9"
  clue: "fight"
  answer: "right"
  symbols: SPARKLES
}
panels {
  name: "LINT"
  path: "Panels/Side 1/panel_2"
  clue: "lint"
  answer: "hint"
  symbols: SPARKLES
}
panels {
  name: "TURN"
  path: "Panels/Side 1/panel_4"
  clue: "turn"
  answer: "torn"
  symbols: SPARKLES
}
panels {
  name: "HOT"
  path: "Panels/Side 1/panel_6"
  clue: "hot"
  answer: "hut"
  symbols: SPARKLES
}
panels {
  name: "OUT"
  path: "Panels/Side 1/panel_8"
  clue: "out"
  answer: "cut"
  symbols: SPARKLES
}
panels {
  name: "TON"
  path: "Panels/Side 1/panel_9"
  clue: "ton"
  answer: "ion"
  symbols: SPARKLES
}
panels {
  name: "HUT"
  path: "Panels/Side 1/panel_10"
  clue: "hut"
  answer: "hot"
  symbols: SPARKLES
}
panels {
  name: "ION"
  path: "Panels/Side 1/panel_11"
  clue: "ion"
  answer: "ton"
  symbols: SPARKLES
}
panels {
  name: "CUT"
  path: "Panels/Side 1/panel_12"
  clue: "cut"
  answer: "out"
  symbols: SPARKLES
}
panels {
  name: "FUN"
  path: "Panels/Side 1/panel_7"
  clue: "fun"
  answer: "run"
  symbols: SPARKLES
}
ports {
  name: "GREAT"
  path: "Components/Warps/worldport"
  orientation: "west"
}
keyholders {
  # This is one of the ones that's misnamed within the game.
  name: "L"
  path: "Components/KeyHolders/keyHolderI"
  key: "l"
}
paintings {
  name: "F"
  path: "Components/Paintings/f"
  orientation: "south"
  exit_only: true
}
paintings {
  name: "P"
  path: "Components/Paintings/p"
  orientation: "south"
  exit_only: true
}
thFormat:@"<%@ = %08X | center = (%.2f,%.2f,%.2f)>", [self class], self, centerX_, centerY_, centerZ_]; } - (void) dealloc { CCLOGINFO(@"cocos2d: deallocing %@", self); [super dealloc]; } -(void) restore { eyeX_ = eyeY_ = 0; eyeZ_ = [CCCamera getZEye]; centerX_ = centerY_ = centerZ_ = 0; upX_ = 0.0f; upY_ = 1.0f; upZ_ = 0.0f; dirty_ = NO; } -(void) locate { if( dirty_ ) gluLookAt( eyeX_, eyeY_, eyeZ_, centerX_, centerY_, centerZ_, upX_, upY_, upZ_ ); } +(float) getZEye { return FLT_EPSILON; // CGSize s = [[CCDirector sharedDirector] displaySize]; // return ( s.height / 1.1566f ); } -(void) setEyeX: (float)x eyeY:(float)y eyeZ:(float)z { eyeX_ = x * CC_CONTENT_SCALE_FACTOR(); eyeY_ = y * CC_CONTENT_SCALE_FACTOR(); eyeZ_ = z * CC_CONTENT_SCALE_FACTOR(); dirty_ = YES; } -(void) setCenterX: (float)x centerY:(float)y centerZ:(float)z { centerX_ = x * CC_CONTENT_SCALE_FACTOR(); centerY_ = y * CC_CONTENT_SCALE_FACTOR(); centerZ_ = z * CC_CONTENT_SCALE_FACTOR(); dirty_ = YES; } -(void) setUpX: (float)x upY:(float)y upZ:(float)z { upX_ = x; upY_ = y; upZ_ = z; dirty_ = YES; } -(void) eyeX: (float*)x eyeY:(float*)y eyeZ:(float*)z { *x = eyeX_ / CC_CONTENT_SCALE_FACTOR(); *y = eyeY_ / CC_CONTENT_SCALE_FACTOR(); *z = eyeZ_ / CC_CONTENT_SCALE_FACTOR(); } -(void) centerX: (float*)x centerY:(float*)y centerZ:(float*)z { *x = centerX_ / CC_CONTENT_SCALE_FACTOR(); *y = centerY_ / CC_CONTENT_SCALE_FACTOR(); *z = centerZ_ / CC_CONTENT_SCALE_FACTOR(); } -(void) upX: (float*)x upY:(float*)y upZ:(float*)z { *x = upX_; *y = upY_; *z = upZ_; } @end