she movin
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parent
ed762d838f
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bceaab2878
73
bible.txt
73
bible.txt
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@ -1,32 +1,57 @@
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##########
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#########
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# THEMES #
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# THEME #
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##########
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#########
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-
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- 100 (overheat)
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- connect/transfer (???)
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############
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############
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# GAMEPLAY #
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# GAMEPLAY #
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############
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############
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- The player controls a ship which automatically flies forward through scrolling levels.
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- It has a limited amount of fuel that constantly depletes.
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- scrolling shmup either horizontal, isometric-ish, vertical depending on zone
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- Fuel is replenished by destroying enemies
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- nitori will overheat if she doesn't kill (like fuel in vanguard)
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- bomb
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- single straight shot
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##########
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##########
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# LEVELS #
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# LEVELS #
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##########
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##########
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- Tunnel 1
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- Mountain Zone
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- level 1
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- Rainbow Zone
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- hori
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- Styx Zone
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- iso up
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- Rainbow Zone 2
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- hori
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- Stripe Zone
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- iso down
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- Rainbow Zone 3
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- hori
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- Bleak Zone
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- iso up
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- Last Zone
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- tate
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- Tunnel 2
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- boss
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- Mountain Zone
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- level 2
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- Stripe Zone
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- hori
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- Styx Zone
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- hori
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- Rainbow Zone
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- hori
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- Bleak Zone
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- iso up
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- Last Zone
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- tate
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- At the end of each tunnel the player must defeat a boss guarded by two moving force fields with holes in them.
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- boss
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- hopefully about 8 minutes by here. now we start looping with suicide bullets
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- win screen or kill screen at lvl 255? !??!?!!!?!
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###############
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# ASSET NEEDS #
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###############
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- tate sprite for nitori....
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- think connect/transfer
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- bigger shot and robot sprite?
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- 2 songs min needed
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- start
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- stage
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- extra songs ordered by priority
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- boss 1
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- boss 2
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- stage 2
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- game over screen
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BIN
res/bg/1_1.png
BIN
res/bg/1_1.png
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Before Width: | Height: | Size: 4.9 KiB After Width: | Height: | Size: 5.4 KiB |
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After Width: | Height: | Size: 4.4 KiB |
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Before Width: | Height: | Size: 2.1 KiB |
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After Width: | Height: | Size: 5.2 KiB |
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@ -9,4 +9,4 @@ IMAGE frame1 "chrome/frame1.png" FAST
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IMAGE frame2 "chrome/frame2.png" FAST
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IMAGE frame2 "chrome/frame2.png" FAST
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IMAGE frame3 "chrome/frame3.png" FAST
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IMAGE frame3 "chrome/frame3.png" FAST
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SPRITE reimu "player/player.png" 4 4 FAST 0
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SPRITE nitori "player/nitori.png" 4 4 FAST
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@ -21,18 +21,20 @@ static void drawBg(){
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// update
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// update
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#define BG_SPEED_X -FIX16(0.2)
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#define BG_SPEED_Y FIX16(0.1)
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#define BG_SPEED FIX16(1)
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#define BG_SPEED_NORM FIX16(0.707)
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#define BG_SIZE_F FIX16(BG_SIZE)
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#define BG_SIZE_F FIX16(BG_SIZE)
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Vect2D_f16 bgPos;
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Vect2D_f16 bgPos;
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static void scrollBg(){
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static void scrollBg(){
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VDP_setHorizontalScroll(BG_B, fix16ToInt(bgPos.x));
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VDP_setHorizontalScroll(BG_B, fix16ToInt(bgPos.x));
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VDP_setVerticalScroll(BG_B, fix16ToInt(bgPos.y));
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VDP_setVerticalScroll(BG_B, fix16ToInt(bgPos.y));
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bgPos.x = fix16Add(bgPos.x, BG_SPEED_X);
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bgPos.x = fix16Sub(bgPos.x, BG_SPEED);
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bgPos.y = fix16Add(bgPos.y, BG_SPEED_Y);
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// bgPos.y = fix16Add(bgPos.y, BG_SPEED_NORM);
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if(bgPos.x <= -BG_SIZE_F) bgPos.x = 0;
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if(bgPos.x <= -BG_SIZE_F) bgPos.x = fix16Add(bgPos.x, BG_SIZE_F);
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if(bgPos.y >= BG_SIZE_F) bgPos.y = 0;
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if(bgPos.y >= BG_SIZE_F) bgPos.y = fix16Sub(bgPos.y, BG_SIZE_F);
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}
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}
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@ -43,5 +45,5 @@ void loadBg(){
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}
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}
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void updateBg(){
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void updateBg(){
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// scrollBg();
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scrollBg();
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}
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}
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@ -26,13 +26,15 @@ static void loadInternals(){
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static void loadGame(){
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static void loadGame(){
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loadBg();
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loadBg();
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loadTiles();
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loadTiles();
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loadPlayer();
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loadChrome();
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loadChrome();
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}
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}
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static void updateGame(){
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static void updateGame(){
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updateTiles();
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updatePlayer();
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updateBg();
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updateBg();
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updateChrome();
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updateChrome();
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updateTiles();
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clock++;
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clock++;
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if(clock >= CLOCK_LIMIT) clock -= CLOCK_LIMIT;
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if(clock >= CLOCK_LIMIT) clock -= CLOCK_LIMIT;
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}
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}
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76
src/player.h
76
src/player.h
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@ -1,12 +1,13 @@
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// player
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// player
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#define PLAYER_OFF FIX16(16)
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#define PLAYER_OFF FIX16(16)
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#define PLAYER_INIT_X FIX16(32)
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#define PLAYER_INIT_X FIX16(40)
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#define PLAYER_INIT_Y FIX16(32)
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#define PLAYER_INIT_Y FIX16(GAME_H / 2)
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struct playerStruct {
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struct playerStruct {
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Vect2D_f16 pos;
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Vect2D_f16 pos, vel;
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Sprite* image;
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Sprite* image;
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s16 clock;
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};
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};
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struct playerStruct player;
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struct playerStruct player;
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@ -14,19 +15,76 @@ struct playerStruct player;
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// spawn
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// spawn
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static void spawnPlayer(){
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static void spawnPlayer(){
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player.pos.x = 0;
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player.pos.x = PLAYER_INIT_X;
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player.pos.y = 0;
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player.pos.y = PLAYER_INIT_Y;
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player.image = SPR_addSprite(&reimu,
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player.image = SPR_addSprite(&nitori,
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fix16ToInt(fix16Sub(player.pos.x, PLAYER_OFF)),
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fix16ToInt(fix16Sub(player.pos.x, PLAYER_OFF)),
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fix16ToInt(fix16Sub(player.pos.y, PLAYER_OFF)),
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fix16ToInt(fix16Sub(player.pos.y, PLAYER_OFF)),
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TILE_ATTR(PAL1, 0, 0, 0));
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TILE_ATTR(PAL1, 0, 0, 0));
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}
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}
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// collision
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#define PLAYER_LIMIT_X FIX16(16)
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#define PLAYER_LIMIT_W FIX16(GAME_W - 16)
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#define PLAYER_LIMIT_Y FIX16(16)
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#define PLAYER_LIMIT_H FIX16(GAME_H - 16)
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static void checkPlayerBounds(){
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if(player.pos.x < PLAYER_LIMIT_X) player.pos.x = PLAYER_LIMIT_X;
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else if(player.pos.x > PLAYER_LIMIT_W) player.pos.x = PLAYER_LIMIT_W;
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if(player.pos.y < PLAYER_LIMIT_Y) player.pos.y = PLAYER_LIMIT_Y;
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else if(player.pos.y > PLAYER_LIMIT_H) player.pos.y = PLAYER_LIMIT_H;
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}
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// movement
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#define PLAYER_SPEED FIX16(2)
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#define PLAYER_SPEED_NORM FIX16(2 * 0.707)
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s16 playerFrame;
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static void movePlayer(){
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playerFrame = 0;
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if(ctrl.left || ctrl.right || ctrl.up || ctrl.down){
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if(ctrl.left || ctrl.right){
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if(ctrl.up || ctrl.down){
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player.vel.x = ctrl.left ? -PLAYER_SPEED_NORM : PLAYER_SPEED_NORM;
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player.vel.y = ctrl.up ? -PLAYER_SPEED_NORM : PLAYER_SPEED_NORM;
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playerFrame = ctrl.up ? 2 : 1;
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} else {
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player.vel.x = ctrl.left ? -PLAYER_SPEED : PLAYER_SPEED;
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player.vel.y = 0;
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}
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} else if(ctrl.up){
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player.vel.x = 0;
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player.vel.y = -PLAYER_SPEED;
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playerFrame = 2;
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} else if(ctrl.down){
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player.vel.x = 0;
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player.vel.y = PLAYER_SPEED;
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playerFrame = 1;
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}
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if(player.vel.x != 0) player.pos.x = fix16Add(player.pos.x, player.vel.x);
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if(player.vel.y != 0) player.pos.y = fix16Add(player.pos.y, player.vel.y);
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checkPlayerBounds();
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}
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SPR_setFrame(player.image, playerFrame);
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}
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// loop
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// loop
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void loadPlayer(){}
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void loadPlayer(){
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void updatePlayer(){
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spawnPlayer();
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spawnPlayer();
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}
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}
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void updatePlayer(){
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movePlayer();
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SPR_setPosition(player.image,
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fix16ToInt(fix16Sub(player.pos.x, PLAYER_OFF)),
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fix16ToInt(fix16Sub(player.pos.y, PLAYER_OFF)));
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player.clock++;
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if(player.clock >= CLOCK_LIMIT) player.clock -= CLOCK_LIMIT;
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}
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