WIP
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#ifndef _ANIMATION_H
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#define _ANIMATION_H
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// Objects
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typedef struct {
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uint16_t x, y, r; // Position and radius
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struct {
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uint8_t enabled :1; // Object enabled (visible, updated)
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uint8_t col_nor :1; // Collisions in normal mode
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uint8_t col_foc :1; // Collisions in focused mode
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uint8_t color :4; // Color. 3 bits used, maybe 4 in the future
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uint8_t type :8; // Type of object. Linked to image_t
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} meta;
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} object_t;
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// Animations
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typedef struct animation_s animation_t;
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typedef struct {
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uint32_t timestamp; // Timestamp of the animation
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uint32_t n_objects; // Number of objects
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object_t *objects; // Table of object_t
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void (*updater)(animation_t*, uint32_t); // Updater function
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} animation_s;
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// Utils
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animation_t *new_animation(uint32_t objects, void (*updater)(animation_t*));
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void del_animation(animation_t *animation);
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// List of animation functions
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void dummy_updater(animation_t *animation, uint32_t us_elapsed);
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#endif // _ANIMATION_H
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@ -1,6 +1,11 @@
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#ifndef _CONFIG_H
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#define _CONFIG_H
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#define SCREEN_X 270
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#define SCREEN_Y 224
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#define NULL (void*)(0)
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enum {
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WITCH_1 = 0,
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WITCH_2,
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@ -13,4 +18,12 @@ enum {
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N_WITCHES
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};
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// Profiling
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enum {
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PROFCTX_FPS = 0,
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PROFCTX_ENGINE,
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PROFCTX_DISPLAY,
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PROFCTX_COUNT
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};
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#endif
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@ -1,9 +1,10 @@
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#ifndef _ENGINE_H
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#define _ENGINE_H
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struct player_s {
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char witch_id;
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#include <stdint.h>
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};
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void engine(void);
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void physics(void);
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void graphics(void);
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#endif
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#ifndef _PLAYER_H
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#define _PLAYER_H
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#include "utils/vector.h"
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typedef struct {
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float x, y;
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char power;
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char lives;
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char bombs;
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} player_t;
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#endif
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110
src/engine.c
110
src/engine.c
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#include <gint/display.h>
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#include <gint/keyboard.h>
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#include <libprof.h>
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#include <stdint.h>
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#include "config.h"
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#include "engine.h"
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// Speed in px/us
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#define SPEED_FAST 0.000208
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#define SPEED_SLOW 0.000104
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extern image_t *img_witches[8];
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extern image_t *img_battlefields[3];
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float speeds[2] = {SPEED_FAST, SPEED_SLOW};
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void engine(void)
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{
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uint32_t frame = 0;
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uint32_t us_elapsed = 1;
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// Profiling
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prof_t prof_fps = prof_make();
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prof_t prof_engine = prof_make();
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prof_t prof_display = prof_make();
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char witch = 0;
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char mode = 0; // 0 = normal, 1 = focused
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float px = SCREEN_X / 2;
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float py = SCREEN_Y / 2;
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char battlefield = 0;
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while(!keydown(KEY_EXIT))
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{
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// Profiling
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prof_enter(prof_fps);
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// Get keyboard events
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clearevents();
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//*** Some debug inputs ***********************************************
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if(keydown(KEY_F1)) battlefield = 0;
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if(keydown(KEY_F2)) battlefield = 1;
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if(keydown(KEY_F3)) battlefield = 2;
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if(keydown(KEY_1)) witch = 0;
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if(keydown(KEY_2)) witch = 1;
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if(keydown(KEY_3)) witch = 2;
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if(keydown(KEY_4)) witch = 3;
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//*** End debug *******************************************************
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prof_enter(prof_engine);
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// Fast or slow witch
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mode = keydown(KEY_OPTN);
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float base_speed = us_elapsed * speeds[mode] * (
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keydown_any(KEY_LEFT, KEY_RIGHT, 0) &&
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keydown_any(KEY_UP, KEY_DOWN, 0) ? 0.707 : 1.0);
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// Move witch
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if(keydown(KEY_UP))
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py -= base_speed;
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if(keydown(KEY_DOWN))
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py += base_speed;
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if(keydown(KEY_LEFT))
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px -= base_speed;
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if(keydown(KEY_RIGHT))
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px += base_speed;
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prof_leave(prof_engine);
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prof_enter(prof_display);
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// Clear VRAM
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dclear(C_BLACK);
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// Draw battlefield
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dimage(0, 0, img_battlefields[battlefield]);
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// Draw our cute witch
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image_t *w = img_witches[witch * 2 + mode];
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dimage(px - w->width / 2, py - w->height / 2, w);
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prof_leave(prof_display);
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// Print FPS
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dprint(273, 184, C_WHITE, "%i FPS", 1000000 / us_elapsed);
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dprint(273, 194, C_WHITE, "Tot: %i us", us_elapsed);
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dprint(273, 204, C_WHITE, "Eng: %i us", prof_time(prof_engine));
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dprint(273, 214, C_WHITE, "Dsp: %i us", prof_time(prof_display));
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// Update VRAM
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dupdate();
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// Update FPS & frame
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prof_leave(prof_fps);
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us_elapsed = prof_time(prof_fps);
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frame++;
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}
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}
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void physics(void)
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{
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}
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void graphics(void)
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{
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}
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#include <gint/display.h>
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// TODO: generate those tables in `fxconv` instead of this dirty file
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extern image_t img_witch1_back;
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extern image_t img_witch2_back;
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extern image_t img_witch3_back;
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extern image_t img_witch4_back;
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extern image_t img_witch5_back;
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extern image_t img_witch6_back;
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extern image_t img_witch7_back;
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extern image_t img_witch8_back;
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image_t *img_witches[8] = {
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&img_witch1_back, &img_witch2_back, &img_witch3_back, &img_witch4_back,
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&img_witch5_back, &img_witch6_back, &img_witch7_back, &img_witch8_back
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};
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extern image_t img_battlefield1;
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extern image_t img_battlefield2;
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extern image_t img_battlefield3;
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image_t *img_battlefields[3] = {
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&img_battlefield1, &img_battlefield2, &img_battlefield3
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};
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extern image_t img_bullet1_1;
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extern image_t img_bullet1_2;
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extern image_t img_bullet1_3;
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extern image_t img_bullet2_1;
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extern image_t img_bullet2_2;
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extern image_t img_bullet2_3;
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extern image_t img_bullet3_1;
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extern image_t img_bullet3_2;
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extern image_t img_bullet3_3;
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image_t *img_bullets[3][3] = {
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{&img_bullet1_1, &img_bullet1_2, &img_bullet1_3},
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{&img_bullet2_1, &img_bullet2_2, &img_bullet2_3},
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{&img_bullet3_1, &img_bullet3_2, &img_bullet3_3},
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};
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src/main.c
36
src/main.c
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#include <gint/keyboard.h>
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#include <libprof.h>
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void draw() {
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extern image_t img_battlefield1;
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extern image_t img_battlefield2;
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extern image_t img_battlefield3;
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extern image_t img_bullet3_2;
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#include "config.h"
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#include "engine.h"
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prof_clear(0);
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prof_enter(0);
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dclear(C_BLACK);
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// dimage(0, 0, &img_battlefield1);
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// dimage(0, 0, &img_battlefield2);
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dimage(0, 0, &img_battlefield3);
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for(int i = 0; i < 2000; i++) {
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dimage((i*79) % 216, (i*41) % 216, &img_bullet3_2);
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}
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prof_leave(0);
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dprint(300, 10, C_NONE, C_NONE, "%i us", prof_time(0));
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dprint(300, 40, C_WHITE, C_NONE, "%i us", prof_time(0));
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dprint(300, 70, C_BLACK, C_NONE, "%i us", prof_time(0));
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dupdate();
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}
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int main(void)
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{
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prof_init(1, 0);
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{
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prof_init();
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for(int i = 0; i < 100; i++) {
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draw();
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}
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getkey();
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engine();
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prof_quit();
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