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Fix AVR
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commit
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@ -513,7 +513,7 @@ uint16_t SFG_monsterAttributeTable[SFG_MONSTERS_TOTAL] =
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cccc: fire cooldown in frames, i.e. time after which the next shot can be
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cccc: fire cooldown in frames, i.e. time after which the next shot can be
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shot again, ccccc has to be multiplied by 16 to get the real value
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shot again, ccccc has to be multiplied by 16 to get the real value
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*/
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*/
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SFG_PROGRAM_MEMORY uint8_t SFG_weaponAttributeTable[SFG_WEAPONS_TOTAL] =
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static const uint8_t SFG_weaponAttributeTable[SFG_WEAPONS_TOTAL] =
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{
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{
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/* knife */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_MELEE,1,650), // DPS: 6.2
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/* knife */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_MELEE,1,650), // DPS: 6.2
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/* shotgun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,2,1250), // DPS: 12.8
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/* shotgun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,2,1250), // DPS: 12.8
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@ -523,7 +523,7 @@ SFG_PROGRAM_MEMORY uint8_t SFG_weaponAttributeTable[SFG_WEAPONS_TOTAL] =
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/* solution */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,4,1050) // DPS: 85.7
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/* solution */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,4,1050) // DPS: 85.7
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};
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};
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SFG_PROGRAM_MEMORY uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
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static const uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
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{
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{
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/* melee */ 4,
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/* melee */ 4,
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/* bullet */ 8,
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/* bullet */ 8,
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@ -562,7 +562,7 @@ SFG_PROGRAM_MEMORY uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
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#define LOW_FPS (SFG_FPS < 24) ///< low FPS needs low speeds, because collisions
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#define LOW_FPS (SFG_FPS < 24) ///< low FPS needs low speeds, because collisions
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SFG_PROGRAM_MEMORY uint8_t SFG_projectileAttributeTable[SFG_PROJECTILES_TOTAL] =
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static const uint8_t SFG_projectileAttributeTable[SFG_PROJECTILES_TOTAL] =
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{
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{
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/* explosion */ SFG_PROJECTILE_ATTRIBUTE(0,400),
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/* explosion */ SFG_PROJECTILE_ATTRIBUTE(0,400),
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/* fireball */ SFG_PROJECTILE_ATTRIBUTE(10,1000),
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/* fireball */ SFG_PROJECTILE_ATTRIBUTE(10,1000),
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16
game.h
16
game.h
@ -2991,7 +2991,9 @@ void SFG_drawText(
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while (pos < maxLength && text[pos] != 0) // for each character
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while (pos < maxLength && text[pos] != 0) // for each character
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{
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{
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uint16_t character = SFG_font[SFG_charToFontIndex(text[pos])];
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uint16_t character =
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//SFG_PROGRAM_MEMORY_U8(SFG_font + SFG_charToFontIndex(text[pos]));
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SFG_font[SFG_charToFontIndex(text[pos])];
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for (uint8_t i = 0; i < SFG_FONT_CHARACTER_SIZE; ++i) // for each line
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for (uint8_t i = 0; i < SFG_FONT_CHARACTER_SIZE; ++i) // for each line
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{
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{
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@ -4642,6 +4644,18 @@ void SFG_draw()
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SFG_backgroundBlurIndex = 0;
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SFG_backgroundBlurIndex = 0;
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#endif
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#endif
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uint8_t aaa = 0;
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/*
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for (uint16_t j = 0; j < SFG_SCREEN_RESOLUTION_Y; ++j)
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for (uint16_t i = 0; i < SFG_SCREEN_RESOLUTION_Y; ++i)
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{
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SFG_setGamePixel(i,j,2);
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aaa++;
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}
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SFG_drawText("aaa",10,10,2,7,255,0);
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return;
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*/
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if (SFG_game.state == SFG_GAME_STATE_MENU)
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if (SFG_game.state == SFG_GAME_STATE_MENU)
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{
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{
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SFG_drawMenu();
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SFG_drawMenu();
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2
images.h
2
images.h
@ -1344,7 +1344,7 @@ uint8_t SFG_charToFontIndex(char c)
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/**
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/**
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4x4 font, each character stored as 16 bits.
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4x4 font, each character stored as 16 bits.
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*/
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*/
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uint16_t SFG_font[47] =
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static const uint16_t SFG_font[47] =
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{
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{
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0xfaf0, // 0 "A"
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0xfaf0, // 0 "A"
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0xfd70, // 1 "B"
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0xfd70, // 1 "B"
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