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Refactor a bit
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4
TODO.txt
4
TODO.txt
@ -1,9 +1,7 @@
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general:
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- Add SW buttons to emscripten version so that it's playable on mobiles.
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- Refactor.
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- Port to OpenDingux.
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- Port to some fantasy console?
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- Rewrite python scripts to C (faster, less bloat).
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- Try to recolor textures and give them a bit more of variety.
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- automatic tests: a frontend that will play the game, check the state, rendered
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@ -12,6 +10,7 @@ general:
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- compile on BSD and WinShit
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- make SFML frontend
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- add time slowdown constant
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- Port to some fantasy console?
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- run on raspbery pi
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level ideas:
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@ -199,6 +198,7 @@ done:
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a build script that creates multiple binaries (with different combinations of
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compilers and settings)
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- High pitch noise in SDL music AGAIN!
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- Add SW buttons to emscripten version so that it's playable on mobiles.
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scratched:
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- option for disabling wall transparency, for performance?
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63
game.h
63
game.h
@ -448,7 +448,7 @@ struct
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uint8_t bossCount;
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uint8_t monstersDead;
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uint8_t backgroundImage;
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uint8_t teleportCount;
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uint8_t teleporterCount;
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uint16_t mapRevealMask; /**< Bits say which parts of the map have been
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revealed. */
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uint8_t itemCollisionMap[(SFG_MAP_SIZE * SFG_MAP_SIZE) / 8];
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@ -1407,7 +1407,7 @@ void SFG_getItemSprite(
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case SFG_LEVEL_ELEMENT_TREE:
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case SFG_LEVEL_ELEMENT_RUIN:
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case SFG_LEVEL_ELEMENT_LAMP:
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case SFG_LEVEL_ELEMENT_TELEPORT:
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case SFG_LEVEL_ELEMENT_TELEPORTER:
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*spriteSize = 2;
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break;
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@ -1493,7 +1493,7 @@ void SFG_setAndInitLevel(uint8_t levelNumber)
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SFG_currentLevel.checkedDoorIndex = 0;
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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.teleporterCount = 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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@ -1553,8 +1553,6 @@ void SFG_setAndInitLevel(uint8_t levelNumber)
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{
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if (SFG_LEVEL_ELEMENT_TYPE_IS_MOSTER(e->type))
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{
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SFG_LOG("adding monster");
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monster =
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&(SFG_currentLevel.monsterRecords[SFG_currentLevel.monsterRecordCount]);
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@ -1575,20 +1573,17 @@ void SFG_setAndInitLevel(uint8_t levelNumber)
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else if ((e->type < SFG_LEVEL_ELEMENT_LOCK0) ||
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(e->type > SFG_LEVEL_ELEMENT_LOCK2))
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{
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SFG_LOG("adding item");
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SFG_currentLevel.itemRecords[SFG_currentLevel.itemRecordCount] = i;
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SFG_currentLevel.itemRecordCount++;
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if (e->type == SFG_LEVEL_ELEMENT_TELEPORT)
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SFG_currentLevel.teleportCount++;
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if (e->type == SFG_LEVEL_ELEMENT_TELEPORTER)
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SFG_currentLevel.teleporterCount++;
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if (SFG_itemCollides(e->type))
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SFG_setItemCollisionMapBit(e->coords[0],e->coords[1],1);
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}
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else
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{
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SFG_LOG("adding door lock");
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uint8_t properties;
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SFG_getMapTile(level,e->coords[0],e->coords[1],&properties);
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@ -1766,18 +1761,14 @@ uint8_t SFG_launchProjectile(
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p.position[0] =
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shootFrom.x + (direction.x * offsetDistance) / RCL_UNITS_PER_SQUARE;
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p.position[1] =
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shootFrom.y + (direction.y * offsetDistance) / RCL_UNITS_PER_SQUARE;
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p.position[2] = shootFromHeight;
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p.direction[0] =
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(direction.x * SFG_GET_PROJECTILE_SPEED_UPS(type)) / RCL_UNITS_PER_SQUARE;
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p.direction[1] =
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(direction.y * SFG_GET_PROJECTILE_SPEED_UPS(type)) / RCL_UNITS_PER_SQUARE;
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p.direction[2] = verticalSpeed;
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return SFG_createProjectile(p);
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@ -1807,9 +1798,7 @@ uint8_t SFG_pushAway(
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l = RCL_UNITS_PER_SQUARE;
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}
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else if (l >= distance)
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{
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return 0;
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}
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RCL_Vector2D offset;
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@ -3268,7 +3257,7 @@ void SFG_gameStepPlaying()
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}
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}
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uint8_t collidesWithTeleport = 0;
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uint8_t collidesWithTeleporter = 0;
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/* item collisions with player (only those that don't stop player's movement,
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as those are handled differently, via itemCollisionMap): */
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@ -3347,8 +3336,8 @@ void SFG_gameStepPlaying()
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SFG_player.cards |= 1 << (e->type - SFG_LEVEL_ELEMENT_CARD0);
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break;
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case SFG_LEVEL_ELEMENT_TELEPORT:
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collidesWithTeleport = 1;
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case SFG_LEVEL_ELEMENT_TELEPORTER:
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collidesWithTeleporter = 1;
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eliminate = 0;
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break;
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@ -3378,14 +3367,14 @@ void SFG_gameStepPlaying()
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#endif
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}
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else if (
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e->type == SFG_LEVEL_ELEMENT_TELEPORT &&
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SFG_currentLevel.teleportCount > 1 &&
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e->type == SFG_LEVEL_ELEMENT_TELEPORTER &&
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SFG_currentLevel.teleporterCount > 1 &&
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!SFG_player.justTeleported)
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{
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// teleport to random destination teleport
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// teleport to random destination teleporter
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uint8_t teleportNumber =
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SFG_random() % (SFG_currentLevel.teleportCount - 1) + 1;
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uint8_t teleporterNumber =
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SFG_random() % (SFG_currentLevel.teleporterCount - 1) + 1;
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for (uint16_t j = 0; j < SFG_currentLevel.itemRecordCount; ++j)
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{
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@ -3394,10 +3383,10 @@ void SFG_gameStepPlaying()
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[SFG_currentLevel.itemRecords[j] &
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~SFG_ITEM_RECORD_ACTIVE_MASK];
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if ((e2.type == SFG_LEVEL_ELEMENT_TELEPORT) && (j != i))
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teleportNumber--;
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if ((e2.type == SFG_LEVEL_ELEMENT_TELEPORTER) && (j != i))
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teleporterNumber--;
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if (teleportNumber == 0)
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if (teleporterNumber == 0)
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{
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SFG_player.camera.position.x =
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SFG_ELEMENT_COORD_TO_RCL_UNITS(e2.coords[0]);
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@ -3410,7 +3399,7 @@ void SFG_gameStepPlaying()
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RCL_CAMERA_COLL_HEIGHT_BELOW;
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SFG_currentLevel.itemRecords[j] |= SFG_ITEM_RECORD_ACTIVE_MASK;
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/* ^ we have to make the new teleport immediately active so
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/* ^ we have to make the new teleporter immediately active so
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that it will immediately collide */
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SFG_player.justTeleported = 1;
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@ -3426,7 +3415,7 @@ void SFG_gameStepPlaying()
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}
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} // item collision check
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if (!collidesWithTeleport)
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if (!collidesWithTeleporter)
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SFG_player.justTeleported = 0;
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#if SFG_PREVIEW_MODE
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@ -4551,7 +4540,6 @@ void SFG_draw()
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for (int_fast16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
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{
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SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i];
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uint8_t state = SFG_MR_STATE(m);
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if (state != SFG_MONSTER_STATE_INACTIVE)
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@ -4568,8 +4556,7 @@ void SFG_draw()
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SFG_floorHeightAt(
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SFG_MONSTER_COORD_TO_SQUARES(m.coords[0]),
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SFG_MONSTER_COORD_TO_SQUARES(m.coords[1]))
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+
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SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize);
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+ SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize);
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RCL_PixelInfo p =
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RCL_mapToScreen(worldPosition,worldHeight,SFG_player.camera);
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@ -4624,11 +4611,10 @@ void SFG_draw()
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if (p.depth > 0 &&
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SFG_spriteIsVisible(worldPosition,worldHeight,spriteSize))
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SFG_drawScaledSprite(
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sprite,
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p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
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RCL_perspectiveScaleVertical(SFG_SPRITE_SIZE_PIXELS(spriteSize),p.depth),
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p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
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SFG_drawScaledSprite(sprite,p.position.x * SFG_RAYCASTING_SUBSAMPLE,
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p.position.y,
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RCL_perspectiveScaleVertical(SFG_SPRITE_SIZE_PIXELS(spriteSize),
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p.depth),p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
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}
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}
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@ -4660,8 +4646,7 @@ void SFG_draw()
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RCL_nonZero(SFG_GET_PROJECTILE_FRAMES_TO_LIVE(proj->type) / 2);
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// grow the explosion/dust sprite as an animation
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spriteSize =
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(
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spriteSize = (
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SFG_SPRITE_SIZE_PIXELS(2) *
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RCL_sin(
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((doubleFramesToLive -
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2
levels.h
2
levels.h
@ -94,7 +94,7 @@ typedef struct
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#define SFG_LEVEL_ELEMENT_PLASMA 0x05
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#define SFG_LEVEL_ELEMENT_TREE 0x06
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#define SFG_LEVEL_ELEMENT_FINISH 0x07
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#define SFG_LEVEL_ELEMENT_TELEPORT 0x08
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#define SFG_LEVEL_ELEMENT_TELEPORTER 0x08
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#define SFG_LEVEL_ELEMENT_TERMINAL 0x09
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#define SFG_LEVEL_ELEMENT_COLUMN 0x0a
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#define SFG_LEVEL_ELEMENT_RUIN 0x0b
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