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Add quick win option
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parent
c7b1dd2677
commit
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21
game.h
21
game.h
@ -3048,11 +3048,25 @@ void SFG_updatePlayerHeight()
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RCL_CAMERA_COLL_HEIGHT_BELOW;
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RCL_CAMERA_COLL_HEIGHT_BELOW;
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}
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}
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void SFG_winLevel()
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{
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SFG_levelEnds();
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SFG_setGameState(SFG_GAME_STATE_WIN);
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SFG_playGameSound(2,255);
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SFG_processEvent(SFG_EVENT_VIBRATE,0);
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SFG_processEvent(SFG_EVENT_LEVEL_WON,SFG_currentLevel.levelNumber + 1);
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}
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/**
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/**
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Part of SFG_gameStep() for SFG_GAME_STATE_PLAYING.
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Part of SFG_gameStep() for SFG_GAME_STATE_PLAYING.
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*/
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*/
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void SFG_gameStepPlaying()
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void SFG_gameStepPlaying()
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{
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{
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#if SFG_QUICK_WIN
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if (SFG_game.stateTime > 500)
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SFG_winLevel();
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#endif
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if (
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if (
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(SFG_keyIsDown(SFG_KEY_C) && SFG_keyIsDown(SFG_KEY_DOWN)) ||
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(SFG_keyIsDown(SFG_KEY_C) && SFG_keyIsDown(SFG_KEY_DOWN)) ||
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SFG_keyIsDown(SFG_KEY_MENU))
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SFG_keyIsDown(SFG_KEY_MENU))
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@ -3394,12 +3408,7 @@ void SFG_gameStepPlaying()
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break;
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break;
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case SFG_LEVEL_ELEMENT_FINISH:
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case SFG_LEVEL_ELEMENT_FINISH:
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SFG_levelEnds();
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SFG_winLevel();
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SFG_setGameState(SFG_GAME_STATE_WIN);
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SFG_playGameSound(2,255);
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SFG_processEvent(SFG_EVENT_VIBRATE,0);
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SFG_processEvent(
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SFG_EVENT_LEVEL_WON,SFG_currentLevel.levelNumber + 1);
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eliminate = 0;
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eliminate = 0;
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break;
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break;
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@ -25,6 +25,7 @@
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#endif
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#endif
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// #define SFG_START_LEVEL 1
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// #define SFG_START_LEVEL 1
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// #define SFG_QUICK_WIN 1
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#define SFG_IMMORTAL 1
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#define SFG_IMMORTAL 1
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// #define SFG_ALL_LEVELS 1
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// #define SFG_ALL_LEVELS 1
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// #define SFG_UNLOCK_DOOR 1
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// #define SFG_UNLOCK_DOOR 1
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@ -447,6 +447,13 @@
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#define SFG_IMMORTAL 0
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#define SFG_IMMORTAL 0
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#endif
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#endif
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/**
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Developer setting, with 1 every level is won immediately after start.
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*/
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#ifndef SFG_QUICK_WIN
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#define SFG_QUICK_WIN 0
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#endif
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/**
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/**
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Reveals all levels to be played.
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Reveals all levels to be played.
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*/
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*/
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