keys and door - wip, currently don't 100% work
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e6b6e43d27
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eba4eda34a
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@ -28,13 +28,15 @@ set(ASSETS_cg
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assets-cg/img/wall.png
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assets-cg/img/spike.png
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assets-cg/img/end.png
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assets-cg/img/door.png
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assets-cg/img/key.png
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# ...
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)
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fxconv_declare_assets(${ASSETS} ${ASSETS_fx} ${ASSETS_cg} WITH_METADATA)
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add_executable(myaddin ${SOURCES} ${ASSETS} ${ASSETS_${FXSDK_PLATFORM}})
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target_compile_options(myaddin PRIVATE -Wall -Wextra -Os)
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target_compile_options(myaddin PRIVATE -Wall -Wextra -Os -Wno-missing-braces)
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target_link_libraries(myaddin Gint::Gint)
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if("${FXSDK_PLATFORM_LONG}" STREQUAL fx9860G)
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@ -12,4 +12,12 @@ spike.png:
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end.png:
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type: bopti-image
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name: img_end
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name: img_end
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door.png:
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type: bopti-image
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name: img_door
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key.png:
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type: bopti-image
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name: img_key
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@ -3,6 +3,7 @@
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#define LEVEL_NB 2
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#define LEVEL_SIZE 16
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#define TILE_SIZE 12
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#define PLAYER_SIZE 10
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/* struct for a pair of values */
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typedef struct Vec2 {
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@ -21,4 +22,5 @@ typedef int tile_t;
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Vec2 search(tile_t x, tile_t level[LEVEL_SIZE][LEVEL_SIZE]);
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int collide_pixel(Vec2 pos, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]);
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int collide(Vec2 pos, int h, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]);
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Player level_reset(Player player, tile_t level[LEVEL_SIZE][LEVEL_SIZE]);
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int object_delete(Vec2 pos, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]);
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Player player_reset(Player player, tile_t level[LEVEL_SIZE][LEVEL_SIZE]);
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26
src/levels.c
26
src/levels.c
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@ -22,20 +22,20 @@ const tile_t level[LEVEL_NB][LEVEL_SIZE][LEVEL_SIZE] = {
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{
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2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
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2, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 2,
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2, 0, 6, 0, 0, 4, 0, 0, 0, 0, 4, 0, 0, 6, 0, 2,
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2, 0, 0, 0, 4, 2, 0, 0, 0, 0, 2, 4, 0, 0, 0, 2,
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2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,
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2, 0, 2, 2, 2, 0, 3, 0, 0, 0, 0, 0, 2, 0, 0, 2,
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2, 0, 2, 0, 0, 0, 0, 0, 2, 2, 2, 0, 2, 2, 0, 2,
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2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 0, 2,
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2, 0, 2, 2, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 0, 2,
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2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,
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2, 0, 0, 0, 0, 0, 2, 2, 0, 2, 0, 0, 2, 2, 0, 2,
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2, 0, 4, 0, 4, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 2,
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2, 0, 0, 4, 0, 0, 2, 2, 0, 2, 0, 0, 2, 2, 0, 2,
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2, 0, 4, 0, 4, 0, 0, 2, 0, 2, 0, 0, 2, 0, 0, 2,
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2, 0, 0, 0, 0, 0, 2, 2, 0, 2, 2, 0, 2, 2, 0, 2,
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2, 2, 2, 2, 0, 0, 0, 2, 2, 0, 0, 0, 2, 2, 2, 2,
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2, 0, 0, 0, 0, 0, 2, 2, 2, 2, 0, 0, 5, 0, 3, 2,
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2, 1, 0, 0, 0, 0, 2, 2, 2, 2, 0, 0, 5, 0, 0, 2,
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2, 2, 2, 2, 0, 0, 0, 2, 2, 0, 0, 0, 2, 2, 2, 2,
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2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,
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2, 0, 1, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 4, 0, 2,
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2, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0, 2,
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2, 2, 2, 2, 2, 2, 2, 2, 4, 2, 4, 2, 2, 2, 2, 2
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}
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2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,
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2, 0, 0, 0, 4, 2, 0, 0, 0, 0, 2, 4, 0, 0, 0, 2,
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2, 0, 6, 0, 0, 4, 0, 0, 0, 0, 4, 0, 0, 6, 0, 2,
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2, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 2,
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2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2
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}
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};
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78
src/main.c
78
src/main.c
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@ -3,6 +3,7 @@
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#include <gint/display.h>
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#include <gint/keyboard.h>
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#include <gint/std/string.h>
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#include "main.h"
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Vec2 search(tile_t x, tile_t level[16][16]) {
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@ -36,7 +37,7 @@ int collide(Vec2 pos, int h, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
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/* tl = top left */
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/* br = bottom right */
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const Vec2 pos_tl = (Vec2){pos.x + h, pos.y + h};
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const Vec2 pos_br = (Vec2){pos.x + TILE_SIZE - h - 1, pos.y + TILE_SIZE - h - 1};
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const Vec2 pos_br = (Vec2){pos.x + PLAYER_SIZE - h - 1, pos.y + PLAYER_SIZE - h - 1};
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/* Check if there's something in */
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/* the square (x + 1, y + 1, x + 11, y + 11) */
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/* The size of the hitbox changes with h */
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@ -50,7 +51,28 @@ int collide(Vec2 pos, int h, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
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return 0;
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}
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Player level_reset(Player player, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
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int object_delete(Vec2 pos, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
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/* delete the object if it touches the player */
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const Vec2 pos_tl = (Vec2){pos.x, pos.y};
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const Vec2 pos_br = (Vec2){pos.x + PLAYER_SIZE - 1, pos.y + PLAYER_SIZE - 1};
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if(collide_pixel(pos_tl, obj, level)) {
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level[pos_tl.y / TILE_SIZE][pos_tl.x / TILE_SIZE] = 0;
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}
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if(collide_pixel(pos_br, obj, level)) {
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level[pos_br.y / TILE_SIZE][pos_br.x / TILE_SIZE] = 0;
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}
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if(collide_pixel((Vec2){pos_tl.x, pos_br.y}, obj, level)) {
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level[pos_br.y / TILE_SIZE][pos_tl.x / TILE_SIZE] = 0;
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}
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if(collide_pixel((Vec2){pos_br.x, pos_tl.y}, obj, level)) {
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level[pos_tl.y / TILE_SIZE][pos_br.x / TILE_SIZE] = 0;
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}
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return 1;
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}
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Player player_reset(Player player, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
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/* reset the level */
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player.spawn = search(1, level);
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player.pos = player.spawn;
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return player;
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@ -61,12 +83,15 @@ int main(void) {
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extern bopti_image_t img_wall;
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extern bopti_image_t img_spike;
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extern bopti_image_t img_end;
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extern bopti_image_t img_door;
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extern bopti_image_t img_key;
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extern tile_t level[LEVEL_NB][LEVEL_SIZE][LEVEL_SIZE];
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int running = 1;
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int timer = 0; /* lol */
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int lvl = 0;
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tile_t curr_level[LEVEL_SIZE][LEVEL_SIZE];
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/* player */
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Player player = {
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@ -74,7 +99,8 @@ int main(void) {
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.spawn = {0, 0}
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};
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player = level_reset(player, level[lvl]);
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memcpy(curr_level, level[lvl], sizeof(level[lvl]));
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player = player_reset(player, curr_level);
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/* main loop */
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while(running) {
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@ -84,7 +110,7 @@ int main(void) {
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/* drawing the level */
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for(int m = 0; m < LEVEL_SIZE; ++m) {
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for(int n = 0; n < LEVEL_SIZE; ++n) {
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switch(level[lvl][n][m]) {
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switch(curr_level[n][m]) {
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case 2:
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/* walls */
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dimage(m * TILE_SIZE, n * TILE_SIZE, &img_wall);
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@ -98,7 +124,15 @@ int main(void) {
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/* spikes */
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dimage(m * TILE_SIZE, n * TILE_SIZE, &img_spike);
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break;
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case 5:
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/* door */
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dimage(m * TILE_SIZE, n * TILE_SIZE, &img_door);
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break;
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case 6:
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/* key ring */
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dsubimage(m * TILE_SIZE, n * TILE_SIZE, &img_key,
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((timer / 30) % 4) * 12, 0, 12, 12, 0);
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break;
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}
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}
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}
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@ -115,27 +149,49 @@ int main(void) {
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clearevents();
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/* trying to move the player >w< */
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if(!collide((Vec2){player.pos.x + mov.x, player.pos.y}, 1, 2, level[lvl])) {
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if(!collide((Vec2){player.pos.x + mov.x, player.pos.y}, 0, 2, curr_level) &&
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!collide((Vec2){player.pos.x + mov.x, player.pos.y}, 1, 5, curr_level)) {
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player.pos.x += mov.x;
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}
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if(!collide((Vec2){player.pos.x, player.pos.y + mov.y}, 1, 2, level[lvl])) {
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if(!collide((Vec2){player.pos.x, player.pos.y + mov.y}, 0, 2, curr_level) &&
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!collide((Vec2){player.pos.x, player.pos.y + mov.y}, 1, 5, curr_level)) {
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player.pos.y += mov.y;
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}
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/* d i e */
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if(collide(player.pos, 2, 4, level[lvl])) {
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player = level_reset(player, level[lvl]);
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if(collide(player.pos, 2, 4, curr_level)) {
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tile_t curr_level[LEVEL_SIZE][LEVEL_SIZE];
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memcpy(curr_level, level[lvl], sizeof(level[lvl]));
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player = player_reset(player, curr_level);
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}
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/* keys */
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if(collide(player.pos, 0, 6, curr_level)) {
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object_delete(player.pos, 6, curr_level);
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/* check if there is any key */
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Vec2 key_pos = search(6, curr_level);
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if(key_pos.x == 0 && key_pos.y == 0) {
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for(int m = 0; m < LEVEL_SIZE; ++m) {
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for(int n = 0; n < LEVEL_SIZE; ++n) {
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if(curr_level[m][n] == 5) {
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curr_level[m][n] = 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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/* end */
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if(keydown(KEY_EXIT)) {
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running = 0;
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}
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if(collide(player.pos, 0, 3, level[lvl])) {
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if(collide(player.pos, 0, 3, curr_level)) {
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if(lvl != LEVEL_NB - 1) {
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player = level_reset(player, level[lvl]);
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++lvl;
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memcpy(curr_level, level[lvl], sizeof(level[lvl]));
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player = player_reset(player, curr_level);
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}
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else {
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running = 0;
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