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Add player start position
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4
levels.h
4
levels.h
@ -121,6 +121,8 @@ typedef struct
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texture used for door. */
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texture used for door. */
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uint8_t floorColor;
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uint8_t floorColor;
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uint8_t ceilingColor;
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uint8_t ceilingColor;
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uint8_t playerStart[3]; /**< Player starting location: square X, square Y,
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direction (fourths of RCL_Unit). */
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uint8_t backgroundImage; /** Index of level background image. */
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uint8_t backgroundImage; /** Index of level background image. */
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SFG_LevelElement elements[SFG_MAX_LEVEL_ELEMENTS];
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SFG_LevelElement elements[SFG_MAX_LEVEL_ELEMENTS];
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} SFG_Level;
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} SFG_Level;
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@ -252,6 +254,7 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_level0 =
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13, // doorTextureIndex
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13, // doorTextureIndex
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10, // floorColor
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10, // floorColor
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32, // ceilingColor
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32, // ceilingColor
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{10,10,0}, // player start: x, y, direction
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0, // backgroundImage
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0, // backgroundImage
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{ // elements
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{ // elements
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{SFG_LEVEL_ELEMENT_BARREL, {9, 1}}, {SFG_LEVEL_ELEMENT_BARREL, {9, 13}},
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{SFG_LEVEL_ELEMENT_BARREL, {9, 1}}, {SFG_LEVEL_ELEMENT_BARREL, {9, 13}},
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@ -428,6 +431,7 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_level1 =
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13, // doorTextureIndex
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13, // doorTextureIndex
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102, // floorColor
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102, // floorColor
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32, // ceilingColor
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32, // ceilingColor
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{10,10,64}, // player start: x, y, direction
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1, // backgroundImage
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1, // backgroundImage
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{ // elements
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{ // elements
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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64
main.c
64
main.c
@ -487,33 +487,6 @@ SFG_PROGRAM_MEMORY int8_t SFG_backgroundBlurOffsets[9] =
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};
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};
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#endif
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#endif
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void SFG_initPlayer()
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{
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RCL_initCamera(&SFG_player.camera);
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SFG_player.camera.resolution.x =
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SFG_GAME_RESOLUTION_X / SFG_RAYCASTING_SUBSAMPLE;
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SFG_player.camera.resolution.y = SFG_GAME_RESOLUTION_Y - SFG_HUD_BAR_HEIGHT;
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SFG_player.camera.height = RCL_UNITS_PER_SQUARE * 12;
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SFG_player.camera.position.x = RCL_UNITS_PER_SQUARE * 15;
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SFG_player.camera.position.y = RCL_UNITS_PER_SQUARE * 8;
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SFG_recompurePLayerDirection();
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SFG_player.previousVerticalSpeed = 0;
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SFG_player.headBobFrame = 0;
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SFG_player.weapon = 2;
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SFG_player.weaponCooldownStartFrame = SFG_gameFrame;
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SFG_player.lastHurtFrame = SFG_gameFrame;
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SFG_player.health = SFG_PLAYER_MAX_HEALTH;
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}
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void SFG_pixelFunc(RCL_PixelInfo *pixel)
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void SFG_pixelFunc(RCL_PixelInfo *pixel)
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{
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{
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uint8_t color;
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uint8_t color;
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@ -889,6 +862,43 @@ RCL_Unit SFG_floorHeightAt(int16_t x, int16_t y)
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doorHeight * SFG_DOOR_HEIGHT_STEP;
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doorHeight * SFG_DOOR_HEIGHT_STEP;
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}
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}
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void SFG_initPlayer()
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{
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RCL_initCamera(&SFG_player.camera);
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SFG_player.camera.resolution.x =
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SFG_GAME_RESOLUTION_X / SFG_RAYCASTING_SUBSAMPLE;
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SFG_player.camera.resolution.y = SFG_GAME_RESOLUTION_Y - SFG_HUD_BAR_HEIGHT;
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SFG_player.camera.position.x = RCL_UNITS_PER_SQUARE / 2 +
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SFG_currentLevel.levelPointer->playerStart[0] * RCL_UNITS_PER_SQUARE;
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SFG_player.camera.position.y = RCL_UNITS_PER_SQUARE / 2 +
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SFG_currentLevel.levelPointer->playerStart[1] * RCL_UNITS_PER_SQUARE;
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SFG_player.camera.height =
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SFG_floorHeightAt(
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SFG_currentLevel.levelPointer->playerStart[0],
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SFG_currentLevel.levelPointer->playerStart[1]);
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SFG_player.camera.direction =
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SFG_currentLevel.levelPointer->playerStart[2] * 4;
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SFG_recompurePLayerDirection();
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SFG_player.previousVerticalSpeed = 0;
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SFG_player.headBobFrame = 0;
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SFG_player.weapon = 2;
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SFG_player.weaponCooldownStartFrame = SFG_gameFrame;
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SFG_player.lastHurtFrame = SFG_gameFrame;
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SFG_player.health = SFG_PLAYER_MAX_HEALTH;
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}
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RCL_Unit SFG_ceilingHeightAt(int16_t x, int16_t y)
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RCL_Unit SFG_ceilingHeightAt(int16_t x, int16_t y)
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{
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{
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uint8_t properties;
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uint8_t properties;
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