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Continue door
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68be523208
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35
main.c
35
main.c
@ -129,6 +129,7 @@ uint16_t SFG_backgroundScroll;
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struct
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{
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RCL_Camera camera;
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int8_t squarePosition[2];
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RCL_Vector2D direction;
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RCL_Unit verticalSpeed;
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RCL_Unit previousVerticalSpeed; /**< Vertical speed in previous frame, needed
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@ -198,6 +199,8 @@ typedef struct
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*/
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} SFG_DoorRecord;
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#define SFG_DOOR_DEFAULT_STATE 0x1f
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#define SFG_MAX_DOORS 32
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/**
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@ -208,10 +211,12 @@ struct
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const SFG_Level *levelPointer;
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const uint8_t* textures[7];
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uint32_t timeStart;
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uint32_t frameStart;
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uint8_t floorColor;
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uint8_t ceilingColor;
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SFG_DoorRecord doors[SFG_MAX_DOORS];
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uint8_t doorRecordCount;
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uint8_t checkedDoorIndex; ///< Says which door are currently being checked.
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} SFG_currentLevel;
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#if SFG_DITHERED_SHADOW
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@ -524,7 +529,7 @@ void SFG_setAndInitLevel(const SFG_Level *level)
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d->coords[0] = i;
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d->coords[1] = j;
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d->state = 0;
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d->state = SFG_DOOR_DEFAULT_STATE;
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SFG_currentLevel.doorRecordCount++;
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}
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@ -537,8 +542,8 @@ void SFG_setAndInitLevel(const SFG_Level *level)
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break;
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}
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SFG_currentLevel.timeStart = SFG_getTimeMs();
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SFG_currentLevel.frameStart = SFG_gameFrame;
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SFG_initPlayer();
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}
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@ -669,6 +674,32 @@ void SFG_gameStep()
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/* ^ By "limit" we assure height increase caused by climbing a step doesn't
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add vertical velocity. */
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#endif
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SFG_player.squarePosition[0] =
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SFG_player.camera.position.x / RCL_UNITS_PER_SQUARE;
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SFG_player.squarePosition[1] =
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SFG_player.camera.position.y / RCL_UNITS_PER_SQUARE;
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// handle door:
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/* Check one door on whether a player is standing nearby. For performance
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reasons we only check one door and move to another in the next frame. */
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SFG_DoorRecord door =
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SFG_currentLevel.doors[SFG_currentLevel.checkedDoorIndex];
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if (
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(door.coords[0] >= (SFG_player.squarePosition[0] - 1)) &&
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(door.coords[0] <= (SFG_player.squarePosition[0] + 1)) &&
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(door.coords[1] >= (SFG_player.squarePosition[1] - 1)) &&
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(door.coords[1] <= (SFG_player.squarePosition[1] + 1)))
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printf("%d %d\n",SFG_player.squarePosition[0],SFG_player.squarePosition[1]);
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SFG_currentLevel.checkedDoorIndex++;
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if (SFG_currentLevel.checkedDoorIndex >= SFG_currentLevel.doorRecordCount)
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SFG_currentLevel.checkedDoorIndex = 0;
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}
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void SFG_mainLoopBody()
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