Reduced spike hitboxes (Lephenixnoir suggestion) and created a Massena-difficulty level
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@ -1,4 +1,5 @@
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char collide(int x, int y, char level[], char tile);
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char collide_spike(int x, int y, char level[]);
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char collide_solid(int x, int y, char level[], char polarity);
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char collide_point(int x, int y, char level[], char tile);
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char collide_and_erase(int x, int y, char level[], char tile);
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@ -4,6 +4,7 @@
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#define PLAYER_H 11
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#define PLAYER_W 11
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#define LEVEL_WIDTH 28
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#define SPIKE_SCAM 2
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char collide(int x, int y, char level[], char tile)
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{
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@ -15,6 +16,14 @@ char collide(int x, int y, char level[], char tile)
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return 0;
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}
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char collide_spike(int x, int y, char level[])
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{
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return (collide_point(x + SPIKE_SCAM, y + SPIKE_SCAM, level, 'v') ||
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collide_point(x + PLAYER_W - SPIKE_SCAM, y + SPIKE_SCAM, level, 'v') ||
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collide_point(x + SPIKE_SCAM, y + PLAYER_H - SPIKE_SCAM, level, 'v') ||
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collide_point(x + PLAYER_W - SPIKE_SCAM, y + PLAYER_H - SPIKE_SCAM, level, 'v'));
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}
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char collide_point(int x, int y, char level[], char tile)
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{
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return (level[(int)(x/16) + (int)(y/16) * LEVEL_WIDTH] == tile);
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File diff suppressed because one or more lines are too long
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@ -196,7 +196,7 @@ int main(void)
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}
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}
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//spike collision and death
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if (collide(player_x, player_y, level, 'v'))
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if (collide_spike(player_x, player_y, level))
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{
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player_x = start_x;
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player_y = start_y;
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@ -214,7 +214,7 @@ int main(void)
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if (collide(player_x, player_y, level, 'E'))
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{
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level_id++;
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if (level_id == 5059)
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if (level_id == 5060)
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{
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just_breathe(step);
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return 0;
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@ -2,7 +2,7 @@
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#include <gint/keyboard.h>
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#include "menu.h"
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#define LAST_LEVEL 5058
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#define LAST_LEVEL 5059
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#define Y_POS 88
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@ -0,0 +1 @@
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000000000000000000000000000000000vvvvvv0000000000000000000vv....vv^...v000000000...0v......v^v...000000000...0v..v...v^..^.000000000.S.0vww0v..v^..^.0E.000000rrr0vvww0..v^..^.0..000000.v000vwS0.vv^.v^.0v.000000.vv00vv0v.vv^..^..w.000000..v0vvww0..v^..^....000000...0vwrwv..v^..^....000000...0wwwvv..v^v.^w...000000vr..wwvvv.wr...^vvvv0000000vv00000vvv0v0v00000000000000000000000000000000000
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