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@ -457,6 +457,11 @@ uint8_t SFG_random()
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return SFG_game.currentRandom;
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}
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static inline int8_t SFG_blinkOn()
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{
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return (SFG_game.frame / SFG_BLINK_PERIOD_FRAMES) % 2;
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}
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void SFG_playGameSound(uint8_t soundIndex, uint8_t volume)
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{
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if (!(SFG_game.soundSettings & 0x01))
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@ -1300,7 +1305,12 @@ void SFG_setAndInitLevel(const SFG_Level *level)
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SFG_currentLevel.doorRecordCount = 0;
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SFG_currentLevel.projectileRecordCount = 0;
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SFG_currentLevel.teleportCount = 0;
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SFG_currentLevel.mapRevealMask = 0;
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SFG_currentLevel.mapRevealMask =
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#if SFG_REVEAL_MAP
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0xffff;
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#else
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0;
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#endif
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for (uint8_t j = 0; j < SFG_MAP_SIZE; ++j)
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{
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@ -3365,6 +3375,8 @@ void SFG_drawMap()
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uint16_t x;
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uint16_t y = topLeftY;
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uint8_t playerColor = SFG_blinkOn() ? 93 : 111;
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for (int16_t j = 0; j < maxJ; ++j)
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{
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x = topLeftX;
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@ -3380,23 +3392,23 @@ void SFG_drawMap()
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SFG_TileDefinition tile =
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SFG_getMapTile(SFG_currentLevel.levelPointer,i,j,&properties);
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color = 94; // start with player color
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color = playerColor; // start with player color
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if (i != SFG_player.squarePosition[0] ||
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j != SFG_player.squarePosition[1])
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{
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if (properties == SFG_TILE_PROPERTY_ELEVATOR)
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color = 46;
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color = 214;
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else if (properties == SFG_TILE_PROPERTY_SQUEEZER)
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color = 63;
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color = 246;
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else
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{
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color =
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(SFG_TILE_FLOOR_HEIGHT(tile) - SFG_TILE_CEILING_HEIGHT(tile))
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/ 8 + 2;
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color = 0;
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if (properties == SFG_TILE_PROPERTY_DOOR)
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color += 8;
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uint8_t c = SFG_TILE_CEILING_HEIGHT(tile) / 4;
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if (c != 0)
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color = (SFG_TILE_FLOOR_HEIGHT(tile) % 8 + 3) * 8 + c - 1;
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}
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}
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}
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@ -3686,7 +3698,7 @@ void SFG_drawMenu()
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uint8_t i = 0;
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uint8_t blink = (SFG_game.frame / SFG_BLINK_PERIOD_FRAMES) % 2;
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uint8_t blink = SFG_blinkOn();
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while (1)
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{
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@ -3718,8 +3730,6 @@ void SFG_drawMenu()
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if ((item == SFG_MENU_ITEM_PLAY || item == SFG_MENU_ITEM_SOUND) &&
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((i != SFG_game.selectedMenuItem) || blink))
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{
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//uint8_t blink = (SFG_game.frame / SFG_BLINK_PERIOD_FRAMES) % 2;
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uint32_t x =
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drawX + SFG_characterSize(SFG_FONT_SIZE_MEDIUM) * (textLen + 1);
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@ -4050,7 +4060,7 @@ void SFG_draw()
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SFG_FONT_SIZE_MEDIUM,
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4);
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uint8_t blink = (SFG_game.frame / SFG_BLINK_PERIOD_FRAMES) % 2;
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uint8_t blink = SFG_blinkOn();
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for (uint8_t i = 0; i < 3; ++i) // access cards
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if (
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