Fix colors.
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@ -128,9 +128,9 @@ void player_draw(Player player) {
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/* Draw colored rectangle depending on player state. */
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u32 color = 0;
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if (player.stun)
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color = C_RGB((230/4), (41/4), (55/4)); /* Red. */
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color = C_RGB(230/8, 41/8, 55/8); /* Red. */
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else
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color = C_RGB((0/4), (121/4), (241/4)); /* Blue. */
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color = C_RGB(0/8, 121/8, 241/8); /* Blue. */
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const vec2_int_t x = player.pos.x + DRAW_OFFSET_X;
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const vec2_int_t y = player.pos.y + DRAW_OFFSET_Y;
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drect(x, y, x + PLAYER_WIDTH - 1, y + PLAYER_HEIGHT - 1, color);
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14
src/tiles.c
14
src/tiles.c
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@ -11,13 +11,13 @@
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u32 tile_color(tile_t tile) {
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int color = 0;
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switch (tile) {
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case AIR_TILE: color = C_RGB((0/4), (0/4), (0/4)); break;
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case SOLID_TILE: color = C_RGB((10/4), (210/4), (180/4)); break;
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case PAIN_TILE: color = C_RGB((210/4), (10/4), (180/4)); break;
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case SPAWN_TILE: color = C_RGB((20/4), (220/4), (20/4)); break;
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case EXIT_TILE: color = C_RGB((250/4), (220/4), (10/4)); break;
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case KEY_TILE: color = C_RGB((210/4), (210/4), (210/4)); break;
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case SEMI_SOLID_TILE: color = C_RGB((5/4), (105/4), (90/4)); break;
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case AIR_TILE: color = C_RGB(0/8, 0/8, 0/8); break;
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case SOLID_TILE: color = C_RGB(10/8, 210/8, 180/8); break;
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case PAIN_TILE: color = C_RGB(210/8, 10/8, 180/8); break;
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case SPAWN_TILE: color = C_RGB(20/8, 220/8, 20/8); break;
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case EXIT_TILE: color = C_RGB(250/8, 220/8, 10/8); break;
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case KEY_TILE: color = C_RGB(210/8, 210/8, 210/8); break;
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case SEMI_SOLID_TILE: color = C_RGB(5/8, 105/8, 90/8); break;
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}
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return color;
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}
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