Merge branch 'levels' of https://github.com/Ewpratten/ludum-dare-49 into levels
This commit is contained in:
commit
e0cc6068da
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.vscode/settings.json
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.vscode/settings.json
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{
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{
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"cSpell.words": [
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"cSpell.words": [
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"clippy",
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"clippy",
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"platformer",
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"raylib",
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"raylib",
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"renderable",
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"renderable",
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"scroller",
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"vergen",
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"vergen",
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"vsprintf"
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"vsprintf"
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]
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]
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10
README.md
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README.md
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# [data::loss]
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[](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/build.yml)
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[](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/build.yml)
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[](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/clippy.yml)
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[](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/clippy.yml)
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[](https://ldjam.com/events/ludum-dare/49/$261521)
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[](https://ldjam.com/events/ludum-dare/49/$261521)
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[](https://www.rust-lang.org/)
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[](https://www.rust-lang.org/)
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[](https://www.raylib.com/)
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[](https://www.raylib.com/)
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**[data::loss]** is a fast-paced side-scroller platforming game where you navigate a world full of graphical inconsistencies that have a habit of causing physical consequences.
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This game was written purely in [Rust](https://www.rust-lang.org/), and interfaces with bindings to the [`raylib`](https://raylib.com) graphics library. For half the team, this has been their first experience with Rust. The other half have extensive experience in the language.
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## Documentation
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All development documentation has been moved to [`DEVELOPERS.md`](./DEVELOPERS.md).
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## The Team
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## The Team
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"width": 322,
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"width": 322,
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"height": 64
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"height": 64
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}
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}
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],
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],
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"kill": [],
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"win": {
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"win": {
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"x": 12000,
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"x": 12000,
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"y": 0,
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"y": 0,
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BIN
game/assets/logos/game-banner-5x4.png
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game/assets/logos/game-banner-5x4.png
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After Width: | Height: | Size: 520 KiB |
BIN
game/assets/logos/game-banner.png
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game/assets/logos/game-banner.png
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After Width: | Height: | Size: 654 KiB |
@ -104,6 +104,10 @@ impl Action<Scenes, ScreenError, GameContext> for NextLevelScreen {
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Ok(ActionFlag::SwitchState(Scenes::InGameScene))
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Ok(ActionFlag::SwitchState(Scenes::InGameScene))
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}
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}
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else if self.is_level_select_pressed {
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else if self.is_level_select_pressed {
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context
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.flag_send
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.send(Some(ControlFlag::SoundTrigger("button-press".to_string())))
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.unwrap();
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Ok(ActionFlag::SwitchState(Scenes::LevelSelectScreen))
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Ok(ActionFlag::SwitchState(Scenes::LevelSelectScreen))
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}else {
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}else {
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Ok(ActionFlag::Continue)
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Ok(ActionFlag::Continue)
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