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10
game.h
10
game.h
@ -984,15 +984,17 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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);
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#if SFG_BACKGROUND_BLUR != 0
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SFG_backgroundBlurIndex = (SFG_backgroundBlurIndex + 1) % 8;
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// SFG_backgroundBlurIndex = (SFG_backgroundBlurIndex + 1) % 0x07;
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SFG_backgroundBlurIndex = (SFG_backgroundBlurIndex + 1) % 8;
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#endif
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#else
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color = 1;
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#endif
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}
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#if SFG_RAYCASTING_SUBSAMPLE == 1
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// the other version will probably get optimized to this, but just in case
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SFG_setGamePixel(pixel->position.x,pixel->position.y,color);
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#else
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RCL_Unit screenX = pixel->position.x * SFG_RAYCASTING_SUBSAMPLE;
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for (int_fast8_t i = 0; i < SFG_RAYCASTING_SUBSAMPLE; ++i)
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@ -1000,6 +1002,7 @@ SFG_backgroundBlurIndex = (SFG_backgroundBlurIndex + 1) % 8;
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SFG_setGamePixel(screenX,pixel->position.y,color);
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screenX++;
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}
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#endif
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}
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/**
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@ -1254,7 +1257,6 @@ RCL_Unit SFG_floorHeightAt(int16_t x, int16_t y)
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doorHeight = doorHeight != (0xff & SFG_DOOR_VERTICAL_POSITION_MASK) ?
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doorHeight * SFG_DOOR_HEIGHT_STEP : RCL_UNITS_PER_SQUARE;
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break;
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}
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}
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14
levels.h
14
levels.h
@ -155,16 +155,16 @@ static inline SFG_TileDefinition SFG_getMapTile
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uint8_t *properties
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)
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{
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if (x < 0 || x >= SFG_MAP_SIZE || y < 0 || y >= SFG_MAP_SIZE)
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if (x >= 0 && x < SFG_MAP_SIZE && y >= 0 && y < SFG_MAP_SIZE)
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{
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*properties = SFG_TILE_PROPERTY_NORMAL;
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return SFG_OUTSIDE_TILE;
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uint8_t tile = level->mapArray[y * SFG_MAP_SIZE + x];
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*properties = tile & 0xc0;
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return level->tileDictionary[tile & 0x3f];
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}
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uint8_t tile = level->mapArray[y * SFG_MAP_SIZE + x];
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*properties = tile & 0xc0;
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return level->tileDictionary[tile & 0x3f];
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*properties = SFG_TILE_PROPERTY_NORMAL;
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return SFG_OUTSIDE_TILE;
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}
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#define SFG_NUMBER_OF_LEVELS 10
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@ -34,7 +34,7 @@
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// #define SFG_TIME_MULTIPLIER 512
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// uncomment for perfomance debug
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//#define SFG_CPU_LOAD(percent) printf("CPU load: %d%\n",percent);
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#define SFG_CPU_LOAD(percent) printf("CPU load: %d%\n",percent);
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#ifndef __EMSCRIPTEN__
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#ifndef GAME_LQ
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