Fixed sound effects; fix invisible chars
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@ -238,6 +238,10 @@ This method allows high composability of game objects.
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If an entity is created without an ur, is ur is defined as its given text and data. It cannot be saved. It must be given a new ur name.
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Objects can be composed on the fly by stringing together urs. For example, a "2x.json" might define scale as 2x. Then, you can create a goblin with `ur.goblin`, or a large goblin with `ur.goblin.2x`. This creates a goblin object, and then applies the 2x scripts and jsons onto the object.
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*** Urs in game
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Each ur has the following fields.
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| field | description |
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@ -1424,13 +1424,11 @@ var inputpanel = {
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if (!Array.isArray(itms)) itms = [itms];
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if (this.title)
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this.win.items = [
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Mum.column({items: [
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Mum.text({str:this.title}),
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...itms
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]})
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Mum.column({items: [Mum.text({str:this.title}), ...itms ]})
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];
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else
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this.win.items = itms;
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this.win.draw([100, window.size.y-50]);
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},
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@ -32,7 +32,8 @@ var killer = Register.appupdate.register(function() {
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for (var i in cries) {
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var cry = cries[i];
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if (!cry.ended) continue;
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if (cry.frame < cry.lastframe || cry.frame === cry.lastframe) cry.ended();
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if (cry.frame < cry.lastframe || cry.frame === cry.frames())
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cry.ended();
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cry.lastframe = cry.frame;
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}
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});
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@ -9,6 +9,7 @@
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#include <stdio.h>
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#include "particle.h"
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#include "simplex.h"
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#include <wctype.h>
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#include "datastream.h"
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@ -119,6 +120,7 @@ void c_event(const sapp_event *e)
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break;
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case SAPP_EVENTTYPE_CHAR:
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if (iswcntrl(e->char_code)) break;
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snprintf(lcfmt, 5, "%lc", e->char_code);
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script_evalf("prosperon.textinput(`%s`);", lcfmt);
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break;
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