3d!
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@ -15,18 +15,26 @@ function game_tick()
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if ctx.initialization_needed then
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ctx.udata = {
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time = 0,
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beat = 0
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beat = 0,
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}
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start_blasting("mod22")
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end
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local state = ctx.udata
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draw_rectangle {
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rect = { w = 960, h = 540 },
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color = { r = 125, a = 255 }
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draw_camera {
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position = { x=10, y=10, z=10 },
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direction = { x=-1, y=-1, z=-1 },
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up = { x=0, y=1, z=0 },
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fov = 0,
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zoom = 0.25 + math.sin(ctx.frame_number / 100) / 10,
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}
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-- draw_rectangle {
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-- rect = { w = 960, h = 540 },
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-- color = { r = 125, a = 255 }
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-- }
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state.time = state.time + ctx.frame_duration
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if state.time - state.last_beat > 60 / state.blast.bpm then
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state.last_beat = state.last_beat + 60 / state.blast.bpm
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@ -39,10 +47,14 @@ function game_tick()
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local wobble = sinease(12, state.time - state.beat * (60 / state.blast.bpm) , (60 / state.blast.bpm) / 1.5, 0)
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for i = 0,10 do
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draw_sprite {
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for i = -10,10 do
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draw_quad {
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texture = "art/creatures/meathead/" .. string.format("dance-%s.png", pingpong(state.beat, 3)),
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rect = { w = 64, h = 64 + wobble, x = 300 + i * 32, y = 300 - wobble }
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texture_region = { w = 32, h = 32 },
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v0 = { x = 0 + i/2, y = (64 + wobble) / 64, z = 0 },
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v1 = { x = 0 + i/2, y = 0, z = 0 },
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v2 = { x = 0 + i/2 + 1, y = 0, z = 0 },
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v3 = { x = 0 + i/2 + 1, y = (64 + wobble) / 64, z = 0 },
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}
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end
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end
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