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12
levels.h
12
levels.h
@ -162,8 +162,11 @@ static inline SFG_TileDefinition SFG_getMapTile
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return level->tileDictionary[tile & 0x3f];
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return level->tileDictionary[tile & 0x3f];
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}
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}
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SFG_PROGRAM_MEMORY SFG_Level SFG_level0 =
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#define SFG_NUMBER_OF_LEVELS 2
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SFG_PROGRAM_MEMORY SFG_Level SFG_levels[SFG_NUMBER_OF_LEVELS] =
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{
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{
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{ // level 0
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{ // mapArray
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{ // mapArray
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#define o 0
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#define o 0
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#define AA (0x09 | SFG_TILE_PROPERTY_ELEVATOR)
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#define AA (0x09 | SFG_TILE_PROPERTY_ELEVATOR)
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@ -337,10 +340,8 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_level0 =
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}}
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}}
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}
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}
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};
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},
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{ // level 1
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SFG_PROGRAM_MEMORY SFG_Level SFG_level1 =
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{
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{ // mapArray
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{ // mapArray
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#define o 0
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#define o 0
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#define AA (0x09 | SFG_TILE_PROPERTY_ELEVATOR)
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#define AA (0x09 | SFG_TILE_PROPERTY_ELEVATOR)
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@ -514,6 +515,7 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_level1 =
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}}
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}}
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}
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}
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}
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};
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};
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#endif // guard
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#endif // guard
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57
main.c
57
main.c
@ -566,7 +566,8 @@ static inline void SFG_setGamePixel(uint16_t x, uint16_t y, uint8_t colorIndex)
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void SFG_recompurePLayerDirection()
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void SFG_recompurePLayerDirection()
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{
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{
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SFG_player.camera.direction = RCL_wrap(SFG_player.camera.direction,RCL_UNITS_PER_SQUARE);
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SFG_player.camera.direction =
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RCL_wrap(SFG_player.camera.direction,RCL_UNITS_PER_SQUARE);
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SFG_player.direction = RCL_angleToDirection(SFG_player.camera.direction);
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SFG_player.direction = RCL_angleToDirection(SFG_player.camera.direction);
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@ -923,7 +924,9 @@ RCL_Unit SFG_texturesAt(int16_t x, int16_t y)
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{
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{
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uint8_t p;
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uint8_t p;
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SFG_TileDefinition tile = SFG_getMapTile(SFG_currentLevel.levelPointer,x,y,&p);
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SFG_TileDefinition tile =
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SFG_getMapTile(SFG_currentLevel.levelPointer,x,y,&p);
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return
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return
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SFG_TILE_FLOOR_TEXTURE(tile) | (SFG_TILE_CEILING_TEXTURE(tile) << 3) | p;
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SFG_TILE_FLOOR_TEXTURE(tile) | (SFG_TILE_CEILING_TEXTURE(tile) << 3) | p;
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// ^ store both textures (floor and ceiling) and properties in one number
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// ^ store both textures (floor and ceiling) and properties in one number
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@ -1131,7 +1134,8 @@ void SFG_setAndInitLevel(const SFG_Level *level)
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&(SFG_currentLevel.monsterRecords[SFG_currentLevel.monsterRecordCount]);
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&(SFG_currentLevel.monsterRecords[SFG_currentLevel.monsterRecordCount]);
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monster->stateType = e->type | SFG_MONSTER_STATE_INACTIVE;
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monster->stateType = e->type | SFG_MONSTER_STATE_INACTIVE;
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monster->health = SFG_GET_MONSTER_MAX_HEALTH(SFG_MONSTER_TYPE_TO_INDEX(e->type));
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monster->health =
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SFG_GET_MONSTER_MAX_HEALTH(SFG_MONSTER_TYPE_TO_INDEX(e->type));
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monster->coords[0] = e->coords[0] * 4 + 2;
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monster->coords[0] = e->coords[0] * 4 + 2;
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monster->coords[1] = e->coords[1] * 4 + 2;
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monster->coords[1] = e->coords[1] * 4 + 2;
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@ -1361,7 +1365,8 @@ uint8_t SFG_pushAway(
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return 1;
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return 1;
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}
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}
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uint8_t SFG_pushPlayerAway(RCL_Unit centerX, RCL_Unit centerY, RCL_Unit distance)
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uint8_t SFG_pushPlayerAway(
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RCL_Unit centerX, RCL_Unit centerY, RCL_Unit distance)
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{
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{
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RCL_Unit p[3];
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RCL_Unit p[3];
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@ -1750,8 +1755,10 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
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SFG_TileDefinition tile =
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SFG_TileDefinition tile =
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SFG_getMapTile(SFG_currentLevel.levelPointer,mX,mY,&properties);
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SFG_getMapTile(SFG_currentLevel.levelPointer,mX,mY,&properties);
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SFG_createExplosion(mX * RCL_UNITS_PER_SQUARE ,mY * RCL_UNITS_PER_SQUARE,
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SFG_createExplosion(mX * RCL_UNITS_PER_SQUARE,
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SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP + SFG_WALL_HEIGHT_STEP);
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mY * RCL_UNITS_PER_SQUARE,
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SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP +
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SFG_WALL_HEIGHT_STEP);
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monster->health = 0;
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monster->health = 0;
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}
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}
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@ -2126,7 +2133,8 @@ void SFG_gameStepPlaying()
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{
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{
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if (SFG_keyJustPressed(SFG_KEY_LEFT) || SFG_keyJustPressed(SFG_KEY_A))
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if (SFG_keyJustPressed(SFG_KEY_LEFT) || SFG_keyJustPressed(SFG_KEY_A))
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SFG_playerRotateWeapon(0);
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SFG_playerRotateWeapon(0);
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else if (SFG_keyJustPressed(SFG_KEY_RIGHT) || SFG_keyJustPressed(SFG_KEY_B))
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else if (SFG_keyJustPressed(SFG_KEY_RIGHT) ||
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SFG_keyJustPressed(SFG_KEY_B))
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SFG_playerRotateWeapon(1);
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SFG_playerRotateWeapon(1);
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}
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}
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}
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}
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@ -2147,9 +2155,11 @@ void SFG_gameStepPlaying()
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}
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}
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else
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else
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{
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{
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if (SFG_keyJustPressed(SFG_KEY_LEFT) | SFG_keyJustPressed(SFG_KEY_A))
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if (SFG_keyJustPressed(SFG_KEY_LEFT) ||
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SFG_keyJustPressed(SFG_KEY_A))
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SFG_playerRotateWeapon(0);
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SFG_playerRotateWeapon(0);
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else if (SFG_keyJustPressed(SFG_KEY_RIGHT) | SFG_keyJustPressed(SFG_KEY_B))
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else if (SFG_keyJustPressed(SFG_KEY_RIGHT) ||
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SFG_keyJustPressed(SFG_KEY_B))
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SFG_playerRotateWeapon(1);
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SFG_playerRotateWeapon(1);
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}
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}
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@ -2811,7 +2821,7 @@ void SFG_gameStepMenu()
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switch (item)
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switch (item)
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{
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{
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case SFG_MENU_ITEM_PLAY:
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case SFG_MENU_ITEM_PLAY:
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SFG_setAndInitLevel(&SFG_level0);
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SFG_setAndInitLevel(&SFG_levels[SFG_game.selectedLevel]);
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SFG_game.state = SFG_GAME_STATE_PLAYING;
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SFG_game.state = SFG_GAME_STATE_PLAYING;
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break;
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break;
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@ -2821,7 +2831,8 @@ void SFG_gameStepMenu()
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}
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}
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else if (item == SFG_MENU_ITEM_PLAY)
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else if (item == SFG_MENU_ITEM_PLAY)
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{
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{
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if (SFG_keyRegisters(SFG_KEY_RIGHT) && SFG_game.selectedLevel < 9)
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if (SFG_keyRegisters(SFG_KEY_RIGHT) &&
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(SFG_game.selectedLevel < SFG_NUMBER_OF_LEVELS - 1))
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{
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{
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SFG_game.selectedLevel++;
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SFG_game.selectedLevel++;
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SFG_playSoundSafe(3,64);
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SFG_playSoundSafe(3,64);
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@ -3087,7 +3098,8 @@ void SFG_drawWeapon(int16_t bobOffset)
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uint32_t shotAnimationFrame =
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uint32_t shotAnimationFrame =
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SFG_game.frame - SFG_player.weaponCooldownStartFrame;
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SFG_game.frame - SFG_player.weaponCooldownStartFrame;
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uint32_t animationLength = SFG_GET_WEAPON_FIRE_COOLDOWN_FRAMES(SFG_player.weapon);
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uint32_t animationLength =
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SFG_GET_WEAPON_FIRE_COOLDOWN_FRAMES(SFG_player.weapon);
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bobOffset -= SFG_HUD_BAR_HEIGHT;
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bobOffset -= SFG_HUD_BAR_HEIGHT;
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@ -3112,7 +3124,8 @@ void SFG_drawWeapon(int16_t bobOffset)
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shotAnimationFrame < animationLength / 2)
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shotAnimationFrame < animationLength / 2)
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SFG_blitImage(SFG_effectSprites[0],
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SFG_blitImage(SFG_effectSprites[0],
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SFG_WEAPON_IMAGE_POSITION_X,
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SFG_WEAPON_IMAGE_POSITION_X,
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SFG_WEAPON_IMAGE_POSITION_Y - (SFG_TEXTURE_SIZE / 3) * SFG_WEAPON_IMAGE_SCALE + bobOffset,
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SFG_WEAPON_IMAGE_POSITION_Y -
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(SFG_TEXTURE_SIZE / 3) * SFG_WEAPON_IMAGE_SCALE + bobOffset,
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SFG_WEAPON_IMAGE_SCALE);
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SFG_WEAPON_IMAGE_SCALE);
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}
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}
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}
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}
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@ -3153,7 +3166,8 @@ void SFG_drawMenu()
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uint16_t y = CHAR_SIZE;
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uint16_t y = CHAR_SIZE;
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SFG_blitImage(SFG_logoImage,
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SFG_blitImage(SFG_logoImage,
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SFG_GAME_RESOLUTION_X / 2 - 16 * SFG_FONT_SIZE_MEDIUM,y,SFG_FONT_SIZE_MEDIUM);
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SFG_GAME_RESOLUTION_X / 2 - 16 * SFG_FONT_SIZE_MEDIUM,y,
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SFG_FONT_SIZE_MEDIUM);
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y += 32 * SFG_FONT_SIZE_MEDIUM + CHAR_SIZE;
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y += 32 * SFG_FONT_SIZE_MEDIUM + CHAR_SIZE;
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@ -3173,13 +3187,7 @@ const char *text = SFG_menuItemTexts[item];
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while (text[textLen] != 0)
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while (text[textLen] != 0)
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textLen++;
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textLen++;
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uint16_t drawX = (SFG_GAME_RESOLUTION_X - textLen * CHAR_SIZE) / 2;
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uint16_t drawX = (SFG_GAME_RESOLUTION_X - textLen * CHAR_SIZE) / 2;
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uint8_t textColor = 7;
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uint8_t textColor = 7;
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if (i != SFG_game.selectedMenuItem)
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if (i != SFG_game.selectedMenuItem)
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@ -3190,7 +3198,8 @@ else
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{
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{
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for (uint16_t l = y - SFG_FONT_SIZE_MEDIUM; l < y + CHAR_SIZE; ++l)
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for (uint16_t l = y - SFG_FONT_SIZE_MEDIUM; l < y + CHAR_SIZE; ++l)
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for (uint16_t k = SELECTION_START_X; k < SFG_GAME_RESOLUTION_X - SELECTION_START_X; ++k)
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for (uint16_t k = SELECTION_START_X;
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k < SFG_GAME_RESOLUTION_X - SELECTION_START_X; ++k)
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SFG_setGamePixel(k,l,2);
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SFG_setGamePixel(k,l,2);
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}
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}
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@ -3200,16 +3209,12 @@ if (item == SFG_MENU_ITEM_PLAY)
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SFG_drawNumber((SFG_game.selectedLevel + 1),
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SFG_drawNumber((SFG_game.selectedLevel + 1),
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drawX + CHAR_SIZE * (textLen + 1) ,y,SFG_FONT_SIZE_MEDIUM,93);
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drawX + CHAR_SIZE * (textLen + 1) ,y,SFG_FONT_SIZE_MEDIUM,93);
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y += CHAR_SIZE + SFG_FONT_SIZE_MEDIUM;
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y += CHAR_SIZE + SFG_FONT_SIZE_MEDIUM;
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i++;
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i++;
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}
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}
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SFG_drawText("0.7 CC0",SFG_HUD_MARGIN,SFG_GAME_RESOLUTION_Y - SFG_HUD_MARGIN
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SFG_drawText("0.7 CC0",SFG_HUD_MARGIN,SFG_GAME_RESOLUTION_Y - SFG_HUD_MARGIN
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- SFG_FONT_SIZE_SMALL * SFG_FONT_CHARACTER_SIZE,
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- SFG_FONT_SIZE_SMALL * SFG_FONT_CHARACTER_SIZE,SFG_FONT_SIZE_SMALL,4);
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SFG_FONT_SIZE_SMALL,4);
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#undef CHAR_SIZE
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#undef CHAR_SIZE
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#undef MAX_ITEMS
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#undef MAX_ITEMS
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