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Fix a level load bug
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3
game.h
3
game.h
@ -3729,7 +3729,10 @@ void SFG_gameStepMenu()
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SFG_game.save[i] = 0;
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if (SFG_game.selectedLevel == 0)
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{
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SFG_currentLevel.levelNumber = 0; // to draw intro, not outro
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SFG_setGameState(SFG_GAME_STATE_INTRO);
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}
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else
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SFG_setAndInitLevel(SFG_game.selectedLevel);
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3
levels.h
3
levels.h
@ -1369,7 +1369,7 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_level7 =
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13, // doorTextureIndex
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4, // floorColor
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66, // ceilingColor
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{8 , 50, 240}, // player start: x, y, direction
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{34, 11, 240}, // player start: x, y, direction
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1, // backgroundImage
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{ // elements
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{SFG_LEVEL_ELEMENT_FINISH, {60,1}},{SFG_LEVEL_ELEMENT_BULLETS, {54,1}},
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@ -1438,6 +1438,7 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_level7 =
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{SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}
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}, // elements
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} // level
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;
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SFG_PROGRAM_MEMORY SFG_Level SFG_level8 =
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26
main_sdl.c
26
main_sdl.c
@ -36,7 +36,8 @@
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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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#ifndef GAME_LQ
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#ifndef __EMSCRIPTEN__
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#ifndef GAME_LQ
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// higher quality
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#define SFG_FPS 60
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#define SFG_LOG(str) puts(str);
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@ -46,7 +47,7 @@
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#define SFG_DIMINISH_SPRITES 1
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#define SFG_HEADBOB_SHEAR (-1 * SFG_SCREEN_RESOLUTION_Y / 80)
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#define SFG_BACKGROUND_BLUR 1
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#else
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#else
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// lower quality
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#define SFG_FPS 30
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#define SFG_SCREEN_RESOLUTION_X 640
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@ -56,8 +57,20 @@
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#define SFG_DIMINISH_SPRITES 0
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#define SFG_DITHERED_SHADOW 0
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#define SFG_BACKGROUND_BLUR 0
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#endif
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#else
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// emscripten
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#define SFG_FPS 30
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#define SFG_SCREEN_RESOLUTION_X 512
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#define SFG_SCREEN_RESOLUTION_Y 320
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#define SFG_CAN_EXIT 0
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#define SFG_RESOLUTION_SCALEDOWN 2
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#define SFG_BACKGROUND_BLUR 0
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#include <emscripten.h>
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#endif
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// #define SFG_SCREEN_RESOLUTION_X 88
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// #define SFG_SCREEN_RESOLUTION_Y 110
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@ -72,15 +85,6 @@
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#define MUSIC_VOLUME 16
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#ifdef __EMSCRIPTEN__
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#define SFG_FPS 30
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#define SFG_SCREEN_RESOLUTION_X 512
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#define SFG_SCREEN_RESOLUTION_Y 320
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#define SFG_CAN_EXIT 0
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#define SFG_RESOLUTION_SCALEDOWN 2
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#include <emscripten.h>
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#endif
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#if !SFG_OS_IS_MALWARE
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#include <signal.h>
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