mostly squash compiler warnings
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BIN
res/bg/wall1.png
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res/bg/wall1.png
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Before Width: | Height: | Size: 5.4 KiB After Width: | Height: | Size: 5.4 KiB |
16
src/chrome.h
16
src/chrome.h
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@ -26,14 +26,14 @@ static void loadScore(){
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VDP_drawText(scoreStr, SCORE_X, SCORE_Y);
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}
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static void updateScore(){
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if(lastScore != score){
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intToStr(score, scoreStr, SCORE_LENGTH);
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VDP_drawText(scoreStr, SCORE_X, SCORE_Y);
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lastScore = score;
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}
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score++;
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}
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// static void updateScore(){
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// if(lastScore != score){
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// intToStr(score, scoreStr, SCORE_LENGTH);
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// VDP_drawText(scoreStr, SCORE_X, SCORE_Y);
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// lastScore = score;
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// }
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// score++;
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// }
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// zone
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@ -35,7 +35,7 @@ static void drawFg(){
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#define OBS_FLOOR_Y 20
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#define OBS_X 32
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#define OBS_TOP_Y FIX16(24)
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#define OBS_TOP_Y FIX16(56)
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#define OBS_BOTTOM_Y FIX16(160)
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s16 fgPos;
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15
src/global.h
15
src/global.h
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@ -14,6 +14,7 @@
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#define CLOCK_LIMIT 32000
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#define COUNT_INT 8
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#define INVINCIBLE_LIMIT 60 * 4
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bool killBullets;
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@ -22,7 +23,8 @@ s16 clock;
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u32 score,
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highScore;
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void EMPTY(s16 i){}
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s16 emptyI; // lmao
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void EMPTY(s16 i){emptyI = i;}
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// structs
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@ -31,11 +33,18 @@ struct bulletSpawner {
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fix16 x, y, speed;
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Vect2D_f16 vel;
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s16 angle;
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Sprite* image;
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SpriteDefinition* image;
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bool big, player;
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bool bools[COUNT_INT];
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s16 ints[COUNT_INT];
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fix16 fixes[COUNT_INT];
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};
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void collideObstacleWithPlayer(s16);
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void collideObstacleWithPlayer(s16);
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struct playerStruct {
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Vect2D_f16 pos, vel;
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Sprite* image;
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s16 clock, invincibleClock, shotClock;
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};
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struct playerStruct player;
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@ -7,8 +7,8 @@
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#include "controls.h"
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#include "background.h"
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#include "foreground.h"
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#include "player.h"
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#include "bullets.h"
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#include "player.h"
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#include "chrome.h"
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// game loop
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15
src/player.h
15
src/player.h
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@ -4,16 +4,8 @@
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#define PLAYER_INIT_X FIX16(32)
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#define PLAYER_INIT_Y FIX16(124)
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#define INVINCIBLE_LIMIT 60 * 4
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#define SHOT_INTERVAL 15
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struct playerStruct {
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Vect2D_f16 pos, vel;
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Sprite* image;
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s16 clock, invincibleClock, shotClock;
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};
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struct playerStruct player;
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// spawn
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@ -48,10 +40,13 @@ static void checkPlayerBounds(){
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}
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void collideObstacleWithPlayer(s16 i){
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if(obstacles[i].pos.x < fix16Add(player.pos.x, PLAYER_OFF) &&
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if(
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obstacles[i].pos.x < fix16Add(player.pos.x, PLAYER_OFF) &&
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fix16Add(obstacles[i].pos.x, obstacles[i].size.x) > fix16Sub(player.pos.x, PLAYER_OFF) &&
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obstacles[i].pos.y < fix16Add(player.pos.y, PLAYER_OFF) &&
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fix16Add(obstacles[i].pos.y, obstacles[i].size.y) > fix16Sub(player.pos.y, PLAYER_OFF)){
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fix16Add(obstacles[i].pos.y, obstacles[i].size.y) > fix16Sub(player.pos.y, PLAYER_OFF)
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){
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if(obstacles[i].pos.x > player.pos.x) player.pos.x = fix16Sub(fix16Sub(obstacles[i].pos.x, FG_SPEED), PLAYER_OFF);
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else if(obstacles[i].pos.y > player.pos.y) player.pos.y = fix16Sub(obstacles[i].pos.y, PLAYER_OFF);
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checkPlayerBounds();
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