/* * cocos2d for iPhone: http://www.cocos2d-iphone.org * * Copyright (c) 2009 Valentin Milea * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ // Only compile this code on iOS. These files should NOT be included on your Mac project. // But in case they are included, it won't be compiled. #import #ifdef __IPHONE_OS_VERSION_MAX_ALLOWED #import /** CCTargetedTouchDelegate. Using this type of delegate results in two benefits: 1. You don't need to deal with NSSets, the dispatcher does the job of splitting them. You get exactly one UITouch per call. 2. You can *claim* a UITouch by returning YES in ccTouchBegan. Updates of claimed touches are sent only to the delegate(s) that claimed them. So if you get a move/ ended/cancelled update you're sure it's your touch. This frees you from doing a lot of checks when doing multi-touch. (The name TargetedTouchDelegate relates to updates "targeting" their specific handler, without bothering the other handlers.) @since v0.8 */ @protocol CCTargetedTouchDelegate /** Return YES to claim the touch. @since v0.8 */ - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event; @optional // touch updates: - (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event; - (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event; - (void)ccTouchCancelled:(UITouch *)touch withEvent:(UIEvent *)event; @end /** CCStandardTouchDelegate. This type of delegate is the same one used by CocoaTouch. You will receive all the events (Began,Moved,Ended,Cancelled). @since v0.8 */ @protocol CCStandardTouchDelegate @optional - (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; - (void)ccTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; @end #endif // __IPHONE_OS_VERSION_MAX_ALLOWED 2-archipelago/tree/data/maps?h=v8.0.3&id=8cfee29fe6500e96c3b8669c12ac944716e9aae4'>maps/the_shop/rooms/Main Area.txtpb
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name: "Main Area"
panels {
  name: "DUCKS"
  path: "Panels/Books/panel_1"
  clue: "ducks"
  answer: "bills"
  symbols: BOXES
}
panels {
  name: "BREAK"
  path: "Panels/Books/panel_2"
  clue: "break"
  answer: "brake"
  symbols: ZERO
}
panels {
  name: "LIGHTNING"
  path: "Panels/Books/panel_3"
  clue: "lightning"
  answer: "thunder"
  symbols: AGE
}
panels {
  name: "BRAIN"
  path: "Panels/Books/panel_4"
  clue: "brain"
  answer: "head"
  symbols: STARS
}
panels {
  name: "STONE"
  path: "Panels/Books/panel_5"
  clue: "stone"
  answer: "onyx"
  symbols: EXAMPLE
}
panels {
  name: "MUTANT"
  path: "Panels/Books/panel_6"
  clue: "mutant"
  answer: "storm"
  symbols: EXAMPLE
}
panels {
  name: "DAY"
  path: "Panels/Books/panel_7"
  clue: "day"
  answer: "night"
  symbols: SUN
}
panels {
  name: "CARNIVAL"
  path: "Panels/Books/panel_8"
  clue: "carnival"
  answer: "circus"
  symbols: EXAMPLE
}
panels {
  name: "LARKS"
  path: "Panels/Books/panel_9"
  clue: "larks"
  answer: "songbirds"
  symbols: EXAMPLE
}
panels {
  name: "COBRAS"
  path: "Panels/Books/panel_10"
  clue: "cobras"
  answer: "snakes"
  symbols: EXAMPLE
}
panels {
  name: "STIM"
  path: "Panels/Books/panel_11"
  clue: "stim"
  answer: "mist"
  symbols: ANAGRAM
}
panels {
  name: "ALIVE"
  path: "Panels/Books/panel_12"
  clue: "alive"
  answer: "born"
  symbols: AGE
}
panels {
  name: "BALD"
  path: "Panels/Games/panel_1"
  clue: "bald"
  answer: "balder"
  symbols: PYRAMID
}
panels {
  name: "FENCE"
  path: "Panels/Games/panel_2"
  clue: "fence"
  answer: "gate"
  symbols: BOXES
}
panels {
  name: "LIFE"
  path: "Panels/Games/panel_3"
  clue: "life"
  answer: "death"
  symbols: AGE
}
panels {
  name: "POOL"
  path: "Panels/Games/panel_4"
  clue: "pool"
  answer: "loop"
  symbols: ANAGRAM
}
panels {
  name: "CARDS"
  path: "Panels/Games/panel_5"
  clue: "cards"
  answer: "poker"
  symbols: EXAMPLE
}
panels {
  name: "CIRCUS"
  path: "Panels/Games/panel_6"
  clue: "circus"
  answer: "clown"
  symbols: STARS
}
panels {
  name: "DRESS"
  path: "Panels/Games/panel_7"
  clue: "dress"
  answer: "veil"
  symbols: BOXES
}
panels {
  name: "BLOCK"
  path: "Panels/Games/panel_8"
  clue: "block"
  answer: "guard"
  symbols: SUN
}
panels {
  name: "STAB"
  path: "Panels/Games/panel_9"
  clue: "stab"
  answer: "poke"
  symbols: PYRAMID
}
panels {
  name: "TADPOLES"
  path: "Panels/Games/panel_10"
  clue: "tadpoles"
  answer: "toads"
  symbols: AGE
}
ports {
  name: "ENTRY"
  display_name: "Entrance"
  path: "Components/Warps/worldport"
  destination { x: 4 y: 0 z: 12 }
  rotation: 90
}
keyholders {
  name: "N"
  path: "Components/KeyHolders/keyHolderN"
  key: "n"
}