449 lines
11 KiB
C
449 lines
11 KiB
C
#include <gint/display.h>
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#include <gint/keyboard.h>
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#include <gint/clock.h>
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#include <gint/timer.h>
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#include <gint/gint.h>
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#include <gint/std/string.h>
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#include "setlevel.h"
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#include "drawlevel.h"
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#include "collide.h"
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#include "menu.h"
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#include "times.h"
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#include "save.h"
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#include "define.h"
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#define VACCELERATION 0.2
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#define HACCELERATION 0.4
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#define MAX_VSPD 9.0
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#define FRICTION 0.2
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int main(void);
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void end(unsigned int frame);
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int callback(volatile int *frame_elapsed)
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{
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*frame_elapsed = 1;
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return TIMER_CONTINUE;
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}
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void game(int *id_level, char mode, char *type)
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{
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volatile int frame_elapsed = 1;
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int timer = timer_setup(TIMER_ANY, 1000000/FPS, callback, &frame_elapsed);
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timer_start(timer);
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char game_loop = 1;
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unsigned int frame = 0;
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int framelevel = 0;
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int player_x = 20, player_y = 20;
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char level[351];
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char gravity = 0; //0 down 1 up
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char check = 1;
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char blackout = 0;
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int start_x;
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int start_y;
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int death_count = 0;
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int coin = 0;
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char check_coin = 0;
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char double_check = 1;
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int appear = 10;
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int disappear = 13;
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float vspd = 1.0;
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float hspd = 0;
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if(*id_level==10 && *type==1) *type = 2;
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else if(*type!=3) *type = 1;
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extern bopti_image_t img_speedrun;
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set_level(*id_level, level, &start_x, &start_y, &gravity, &appear, &disappear);
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player_x = start_x;
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player_y = start_y;
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draw_level(level);
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while(game_loop)
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{
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while(!frame_elapsed) sleep();
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frame_elapsed = 0;
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frame++;
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framelevel++;
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if(!(frame%2))
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{
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draw_level(level);
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if(blackout) draw_blackout(player_x, player_y);
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draw_player(player_x, player_y, *type);
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if(!mode) draw_timer(frame);
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else draw_timer(framelevel);
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if(*id_level==0 && !mode)
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{
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dprint(85,180,C_RGB(245,245,0),"SHIFT");
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dprint(120,3,C_RGB(220,220,220),"Keys has effects on blocks");
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dprint(15,67,C_RGB(220,220,220),"Red blocks = death");
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dprint(30,211,C_RGB(220,220,220),"^ special blocks");
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dprint(290,131,C_RGB(110,110,110),"Well done !");
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}
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if(!mode) dprint_opt(330, 0, C_RGB(255,190,0), C_BLACK, DTEXT_LEFT, DTEXT_TOP, "Coin : %d", coin);
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dupdate();
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}
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pollevent();
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if(keydown(KEY_OPTN))
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{
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level[((player_x+6)/16)+((player_y+6)/16)*25] = 'd';
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death_count--;
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}
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//Right collision
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if(keydown(KEY_RIGHT))
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{
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hspd *= 1 - FRICTION;
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hspd += (keydown(KEY_RIGHT)-keydown(KEY_LEFT)) * HACCELERATION;
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if(!collide_solid(player_x+round(hspd)+1, player_y, level)) player_x += round(hspd);
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else if(!collide_solid(player_x+1, player_y, level)) player_x+=1;
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if(player_x>=388) player_x=-4;
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}
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//Left collision
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else if(keydown(KEY_LEFT))
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{
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hspd *= 1 - FRICTION;
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hspd += (keydown(KEY_RIGHT)-keydown(KEY_LEFT)) * HACCELERATION;
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if(!collide_solid(player_x+round(hspd)-1, player_y, level)) player_x += round(hspd);
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else if(!collide_solid(player_x-1, player_y, level)) player_x-=1;
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if(player_x<-9) player_x=384;
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}
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else hspd=0;
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//Action key
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if(keydown(KEY_SHIFT) && !check && ((collide_solid(player_x, player_y-1, level) && gravity) || (collide_solid(player_x, player_y+1, level) && !gravity)))
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{
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vspd = 1;
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if(!gravity) gravity=1;
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else gravity=0;
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check=1;
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}
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else if(!keydown(KEY_SHIFT) && check) check=0;
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//Gravity
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if(!gravity)
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{
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if(!collide_solid(player_x, player_y+(int)vspd+1, level))
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{
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if (vspd<MAX_VSPD) vspd+=VACCELERATION;
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if(collide(player_x+1, player_y, level, 'i')) vspd+=0.15;
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if(collide(player_x-1, player_y, level, 'i')) vspd+=0.15;
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player_y+=(int)vspd;
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}
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else if(!collide_solid(player_x, player_y+(int)vspd, level))
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{
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vspd-=VACCELERATION;
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player_y+=(int)vspd;
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}
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else if(!collide_solid(player_x, player_y+1, level))
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{
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vspd = 1;
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player_y+=1;
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}
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else vspd = 1;
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}
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else
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{
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if(!collide_solid(player_x, player_y-(int)vspd-1, level))
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{
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if (vspd<MAX_VSPD) vspd+=VACCELERATION;
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if(collide(player_x+1, player_y, level, 'i')) vspd+=0.15;
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if(collide(player_x-1, player_y, level, 'i')) vspd+=0.15;
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player_y-=(int)vspd;
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}
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else if(!collide_solid(player_x, player_y-(int)vspd, level))
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{
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vspd-=VACCELERATION;
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player_y-=(int)vspd;
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}
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else if(!collide_solid(player_x, player_y-1, level))
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{
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vspd = 1;
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player_y-=1;
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}
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else vspd = 1;
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}
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//Collide with red block
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if(collide_dead(player_x, player_y, level))
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{
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vspd = 1;
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player_x = start_x;
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player_y = start_y;
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if(check_coin) coin--;
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check_coin = 0;
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set_level(*id_level, level, &start_x, &start_y, &gravity, &appear, &disappear);
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blackout = 0;
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death_count++;
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double_check = 1;
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framelevel = 0;
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}
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//Collide with the end
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if(collide_end(player_x, player_y, level))
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{
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if(!mode && *id_level !=0) *id_level+=1;
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else break;
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check_coin = 0;
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set_level(*id_level, level, &start_x, &start_y, &gravity, &appear, &disappear);
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player_x = start_x;
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player_y = start_y;
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blackout = 0;
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double_check = 1;
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framelevel=0;
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if(*id_level==10 && *type==1) *type = 2;
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else if(*type!=3) *type = 1;
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if(*id_level==LEVEL_MAX+1)
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{
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timer_stop(timer);
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end(frame);
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}
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}
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if(collide(player_x, player_y, level, 'k')) //Collide with key1 = disappearance of blocks
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{
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for (int i = 0; level[i]!='\0' ; i++)
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{
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if(level[i]=='3') level[i]='0';
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if(level[i]=='k') level[i]='0';
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}
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}
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if(collide(player_x, player_y, level, 'K')) //Collide with key2 = appearance of blocks
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{
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for (int i = 0; level[i]!='\0' ; i++)
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{
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if(level[i]=='a') level[i]='4';
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if(level[i]=='K') level[i]='0';
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}
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}
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if(collide(player_x, player_y, level, 't') && !check_coin) //Collide with coin
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{
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for (int i = 0; level[i]!='\0' ; i++)
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{
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if(level[i]=='t')
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{
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level[i]='0';
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break;
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}
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}
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check_coin=1;
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coin++;
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}
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if(collide(player_x, player_y, level, 'b')) //Collide with blackout block
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{
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for (int i = 0; level[i]!='\0' ; i++)
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{
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if(level[i]=='b')
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{
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level[i]='0';
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break;
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}
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}
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blackout=1;
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}
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if(level[((player_x+6)/16)+((player_y+6)/16)*25] == 'l') //Collide with change block
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{
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int x = 0;
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int y = 0;
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char level2[351] = { 0 };
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int j = 0;
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level[((player_x+6)/16)+((player_y+6)/16)*25] = 'P';
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for (int i = 349; i!=-1 ; i--)
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{
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level2[j]=level[i];
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j++;
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}
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del_level(level);
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strncpy(level,level2,351);
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del_level(level2);
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int i = 0;
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while (i!=350)
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{
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switch(level[i])
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{
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case 'P':
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player_x = x;
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player_y = y;
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level[i]='0';
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break;
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}
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x+=16;
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if(x==16*25)
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{
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x=0;
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y+=16;
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}
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i++;
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}
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if(!gravity) gravity=1;
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else gravity=0;
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}
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if(collide(player_x, player_y+(int)vspd+2, level, 'B') && vspd>=5) //Damaged block
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{
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if(level[((player_x)/16)+((player_y+25)/16)*25]=='B') level[((player_x)/16)+((player_y+25)/16)*25]='0';
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if(level[((player_x+12)/16)+((player_y+25)/16)*25]=='B' && collide_point(player_x+12, player_y+22, level, 'B')) level[((player_x+12)/16)+((player_y+25)/16)*25]='0';
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vspd=1.0;
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}
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if(collide(player_x, player_y-(int)vspd-2, level, 'B') && vspd>=5) //Damaged block
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{
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if(level[((player_x)/16)+((player_y-(int)vspd-2)/16)*25]=='B') level[((player_x)/16)+((player_y-(int)vspd-2)/16)*25]='0';
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if(level[((player_x+12)/16)+((player_y-(int)vspd-2)/16)*25]=='B' && collide_point(player_x+12, player_y-12, level, 'B')) level[((player_x+12)/16)+((player_y-(int)vspd-2)/16)*25]='0';
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vspd=1.0;
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}
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collide_replace(player_x, player_y, level, 'h', 'y'); //Appear block
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if(!collide(player_x, player_y, level, 'y') && double_check) //Appear block
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{
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for (int i = 0; level[i]!='\0' ; i++)
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{
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if(level[i]=='y')
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{
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double_check = 1;
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break;
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}
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else if(level[i]=='h')
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{
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double_check = 1;
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break;
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}
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else double_check = 0; //This loop is executed only when an h or y is on the level
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}
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for (int i = 0; level[i]!='\0'; ++i)
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{
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if(level[i]=='y')
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{
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level[i]='H';
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}
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}
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}
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if(level[((player_x+6)/16)+((player_y+6)/16)*25] == 'S') //Switch block
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{
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level[((player_x+6)/16)+((player_y+6)/16)*25] = '0';
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vspd=1.0;
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if(!gravity) gravity=1;
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else gravity=0;
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}
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if((framelevel/FPS)>disappear) for (int i = 0; level[i]!='\0' ; i++) if(level[i]=='c') level[i]='0'; //after x seconds blocks disappear
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if((framelevel/FPS)>appear) for (int i = 0; level[i]!='\0' ; i++) if(level[i]=='m') level[i]='C'; //after x seconds blocks appear
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if(player_y>=212) player_y=-4;
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if(player_y<-6) player_y=212;
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//Menu
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if(keydown_any(KEY_EXIT, KEY_MENU, 0))
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{
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char menu_loop = 1;
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char selected = 0;
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int Y_POS = 18;
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char buffer = 1;
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while(menu_loop)
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{
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clearevents();
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dclear(C_WHITE);
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draw_level(level);
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draw_player(player_x,player_y, *type);
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dimage(0,0,&img_speedrun);
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selected += keydown(KEY_DOWN) - keydown(KEY_UP);
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if (selected == 2) selected = 0;
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else if (selected == -1) selected = 1;
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dtext(32, Y_POS, C_BLACK, "CONTINUE");
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if(!mode) dtext(32, Y_POS + 12, C_BLACK, "MENU");
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else dtext(32, Y_POS + 12, C_BLACK, "SPEEDRUN MENU");
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dtext(16, Y_POS + (selected * 12), C_BLACK, ">");
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dprint(180, 45, C_RGB(83,255,0), "LEVEL : %d", *id_level);
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dprint(320, 3, C_RGB(255,178,0), "COIN : %d", coin);
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dprint(311, 17, C_RGB(150,16,16), "DEATH : %d", death_count);
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dupdate();
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if (keydown_any(KEY_SHIFT, KEY_EXE, 0))
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{
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switch (selected)
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{
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case 0:
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menu_loop = 0;
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break;
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case 1:
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menu_loop = 0;
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game_loop = 0;
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break;
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}
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}
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if(keydown_any(KEY_EXIT, KEY_MENU, 0))
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{
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if(!buffer)
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{
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menu_loop = 0;
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game_loop = 0;
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break;
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}
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}
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else buffer = 0;
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while (keydown_any(KEY_UP, KEY_DOWN, 0)) clearevents();
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}
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}
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}
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timer_stop(timer);
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//when a level is quit
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if(mode)
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{
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if(*id_level==0) *id_level=1;
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if(game_loop) //end of a level with level selection
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{
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float framefloat = framelevel;
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draw_end(framelevel, *id_level, 0);
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savetimes(framefloat, *id_level);
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sleep_ms(5000);
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}
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if(!speed_menu(id_level))
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{
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mode = 1;
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death_count = 0;
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game(id_level, mode, type);
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}
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else main();
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}
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else main();
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}
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void end(unsigned int frame)
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{
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draw_end((int)frame, 15, 2);
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sleep_ms(7000);
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main();
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}
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int main(void)
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{
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char mode = 0;
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char type = 1;
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char valeur = start_menu(&type);
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if(!valeur) //normal game (level selection)
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{
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int id_level = 1;
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if(!speed_menu(&id_level))
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{
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mode = 1;
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game(&id_level, mode, &type);
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}
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else main();
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}
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else if(valeur==1)
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{
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int id_level = 1;
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mode = 0;
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game(&id_level, mode, &type);
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}
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else if(valeur==2)
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{
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int id_level = 0;
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game(&id_level, mode, &type);
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}
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gint_setrestart(1);
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gint_osmenu();
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main();
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return 0;
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}
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