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Fix
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46f485384f
commit
204b046c44
46
main.c
46
main.c
@ -347,14 +347,14 @@ typedef struct
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#define SFG_HUD_MARGIN (SFG_GAME_RESOLUTION_X / 20)
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#define SFG_HUD_HURT_INDICATOR_WIDTH_PIXELS \
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(SFG_GAME_RESOLUTION_Y / SFG_HUD_HURT_INDICATOR_WIDTH)
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#define SFG_HUD_HEALTH_INDICATOR_WIDTH_PIXELS \
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(SFG_GAME_RESOLUTION_Y / SFG_HUD_HEALTH_INDICATOR_WIDTH)
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#define SFG_HUD_HURT_INDICATOR_DURATION_FRAMES \
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(SFG_HUD_HURT_INDICATOR_DURATION / SFG_MS_PER_FRAME)
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#define SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES \
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(SFG_HUD_HEALTH_INDICATOR_DURATION / SFG_MS_PER_FRAME)
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#if SFG_HUD_HURT_INDICATOR_DURATION_FRAMES == 0
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#define SFG_HUD_HURT_INDICATOR_DURATION_FRAMES 1
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#if SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES == 0
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#define SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES 1
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#endif
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/*
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@ -1833,21 +1833,21 @@ void SFG_gameStep()
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// ^ only substract frames to live every other frame
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for (int8_t i = 0; i < SFG_currentLevel.projectileRecordCount; ++i)
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{
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{ // ^ has to be signed
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SFG_ProjectileRecord *p = &(SFG_currentLevel.projectileRecords[i]);
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RCL_Unit pos[3]; // we have to convert from uint16_t because under/overflows
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uint8_t eliminate = 0;
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for (uint8_t i = 0; i < 3; ++i)
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for (uint8_t j = 0; j < 3; ++j)
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{
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pos[i] = p->position[i];
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pos[i] += p->direction[i];
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pos[j] = p->position[j];
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pos[j] += p->direction[j];
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if (
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(pos[i] < 0) ||
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(pos[i] >= (SFG_MAP_SIZE * RCL_UNITS_PER_SQUARE)))
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(pos[j] < 0) ||
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(pos[j] >= (SFG_MAP_SIZE * RCL_UNITS_PER_SQUARE)))
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{
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eliminate = 1;
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break;
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@ -1880,9 +1880,9 @@ void SFG_gameStep()
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// check collision with active level elements
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for (uint8_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
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for (uint8_t j = 0; j < SFG_currentLevel.monsterRecordCount; ++j)
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{
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SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[i]);
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SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[j]);
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if ((m->stateType & SFG_MONSTER_MASK_STATE) !=
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SFG_MONSTER_STATE_INACTIVE)
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{
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@ -1907,9 +1907,9 @@ void SFG_gameStep()
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}
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if (!eliminate)
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for (uint8_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
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for (uint8_t j = 0; j < SFG_currentLevel.itemRecordCount; ++j)
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{
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const SFG_LevelElement *e = SFG_getActiveItemElement(i);
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const SFG_LevelElement *e = SFG_getActiveItemElement(j);
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if (e != 0)
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{
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@ -2245,7 +2245,7 @@ uint8_t SFG_drawNumber(
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return 5 - position;
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}
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void SFG_drawHurtIndicator(uint16_t width)
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void SFG_drawHealthChangeBorder(uint16_t width, uint8_t color)
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{
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for (uint16_t j = 0; j < width; ++j)
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{
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@ -2255,8 +2255,8 @@ void SFG_drawHurtIndicator(uint16_t width)
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{
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if ((i & 0x01) == (j & 0x01))
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{
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SFG_setGamePixel(i,j,175);
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SFG_setGamePixel(i,j2,175);
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SFG_setGamePixel(i,j,color);
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SFG_setGamePixel(i,j2,color);
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}
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}
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}
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@ -2269,8 +2269,8 @@ void SFG_drawHurtIndicator(uint16_t width)
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{
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if ((i & 0x01) == (j & 0x01))
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{
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SFG_setGamePixel(i,j,175);
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SFG_setGamePixel(i2,j,175);
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SFG_setGamePixel(i,j,color);
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SFG_setGamePixel(i2,j,color);
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}
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}
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}
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@ -2481,8 +2481,8 @@ void SFG_draw()
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SFG_drawWeapon(weaponBobOffset);
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if (SFG_gameFrame - SFG_player.lastHurtFrame
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<= SFG_HUD_HURT_INDICATOR_DURATION_FRAMES)
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SFG_drawHurtIndicator(SFG_HUD_HURT_INDICATOR_WIDTH_PIXELS);
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<= SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES)
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SFG_drawHealthChangeBorder(SFG_HUD_HEALTH_INDICATOR_WIDTH_PIXELS,175);
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}
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}
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10
settings.h
10
settings.h
@ -136,14 +136,14 @@
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#define SFG_SPRITE_ANIMATION_SPEED 4
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/**
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How wide the hurting indicator (red screen border) is, in fractions of
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screen width.
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How wide the health indicator (screen border) is, in fractions of screen
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width.
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*/
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#define SFG_HUD_HURT_INDICATOR_WIDTH 32
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#define SFG_HUD_HEALTH_INDICATOR_WIDTH 32
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/**
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For how long hurt indicator stays shown, in ms.
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For how long health indicator stays shown, in ms.
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*/
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#define SFG_HUD_HURT_INDICATOR_DURATION 500
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#define SFG_HUD_HEALTH_INDICATOR_DURATION 500
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#endif // guard
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