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Add todo
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7
assets.h
7
assets.h
@ -727,6 +727,13 @@ uint8_t SFG_weaponImages[][SFG_TEXTURE_SIZE * SFG_TEXTURE_SIZE] =
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}
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}
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};
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};
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/* TODO: ENEMIES: create a functions that will take enemy ID and frame type
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(idle, attacking, ...) and will return pointer to sprite representing it --
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allows reusing sprites and saving memory (e.g. a fyling monster can have same
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frame for idle and walking, some enemies can share the same dead sprite etc.).
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Also: add flip option to sprite drawing function so that some frames can be
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reused flipped (good for walk anims). */
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uint8_t SFG_charToFontIndex(char c)
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uint8_t SFG_charToFontIndex(char c)
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{
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{
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if (c >= 'a' && c <= 'z')
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if (c >= 'a' && c <= 'z')
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13
main.c
13
main.c
@ -1177,11 +1177,16 @@ void SFG_gameStep()
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SFG_currentLevel.levelPointer->elements[item];
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SFG_currentLevel.levelPointer->elements[item];
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if (
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if (
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(RCL_absVal(SFG_player.squarePosition[0] - e.coords[0])
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RCL_absVal(SFG_player.squarePosition[0] - e.coords[0])
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<= SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE)
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<= SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE
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&&
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&&
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(RCL_absVal(SFG_player.squarePosition[1] - e.coords[1])
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RCL_absVal(SFG_player.squarePosition[1] - e.coords[1])
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<= SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE)
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<= SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE
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&&
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RCL_absVal(
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SFG_player.camera.height -
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SFG_floorHeightAt(e.coords[0],e.coords[1]))
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<= (SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE * RCL_UNITS_PER_SQUARE)
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)
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)
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item |= SFG_ITEM_RECORD_ACTIVE_MASK;
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item |= SFG_ITEM_RECORD_ACTIVE_MASK;
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