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https://github.com/stevenhowes/CTheEscape.git
synced 2026-05-26 15:53:29 +01:00
Correctly handle all 8 directions
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@@ -139,6 +139,36 @@ void draw_sprite(char* spritename,int x, int y)
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_kernel_swi(OS_SpriteOp,&inreg,&outreg);
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}
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void draw_sprite_flippedhv(char* spritename,int x, int y)
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{
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// SpriteOp 32
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inreg.r[0] = 256+33;
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inreg.r[1] = (int) buffer;
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inreg.r[2] = (int) spritename;
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_kernel_swi(OS_SpriteOp,&inreg,&outreg);
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// SpriteOp 47
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inreg.r[0] = 256+47;
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inreg.r[1] = (int) buffer;
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inreg.r[2] = (int) spritename;
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_kernel_swi(OS_SpriteOp,&inreg,&outreg);
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draw_sprite(spritename,x,y);
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// SpriteOp 47
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inreg.r[0] = 256+47;
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inreg.r[1] = (int) buffer;
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inreg.r[2] = (int) spritename;
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_kernel_swi(OS_SpriteOp,&inreg,&outreg);
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// SpriteOp 32
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inreg.r[0] = 256+33;
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inreg.r[1] = (int) buffer;
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inreg.r[2] = (int) spritename;
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_kernel_swi(OS_SpriteOp,&inreg,&outreg);
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}
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void draw_sprite_flippedh(char* spritename,int x, int y)
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{
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// SpriteOp 32
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+94
-29
@@ -37,10 +37,12 @@ struct Area_s {
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struct Area_s Areas[AREAS];
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#define DIRECTION_DOWN 0
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#define DIRECTION_UP 1
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#define DIRECTION_LEFT 2
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#define DIRECTION_RIGHT 3
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#define DIRECTION_NONE 0
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#define DIRECTION_N 0
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#define DIRECTION_E 1
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#define DIRECTION_S 2
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#define DIRECTION_W 3
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struct TilePlayer_s {
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struct EntityLocation_s location;
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@@ -54,6 +56,7 @@ struct TilePlayer_s {
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struct EntityLocation_s localtile;
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int rawtile;
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unsigned char direction;
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unsigned char facedirection;
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};
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struct TilePlayer_s TilePlayer;
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@@ -276,8 +279,9 @@ void game2_setup()
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TilePlayer.drawbox_tr.X = 80;
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TilePlayer.drawbox_tr.Y = 80;
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TilePlayer.direction = DIRECTION_DOWN;
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TilePlayer.direction = DIRECTION_NONE;
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TilePlayer.facedirection = 1;
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memset(map[0],0xFF,100);
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memset(map[1],0xFF,100);
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memset(map[2],0xFF,100);
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@@ -319,7 +323,62 @@ int game2_check_collide()
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void game2_tick_input()
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{
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char movedy = 0;
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int movex = 0;
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int movey = 0;
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TilePlayer.direction = 0;
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if(input_readkey(57)) // UP
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TilePlayer.direction |= 1 << DIRECTION_N;
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if(input_readkey(41)) // DOWN
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TilePlayer.direction |= 1 << DIRECTION_S;
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if(input_readkey(121)) // RIGHT
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TilePlayer.direction |= 1 << DIRECTION_E;
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if(input_readkey(25)) // LEFT
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TilePlayer.direction |= 1 << DIRECTION_W;
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// If Up & Down then cancel both
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if((TilePlayer.direction & (1 << DIRECTION_N)) && (TilePlayer.direction & (1 << DIRECTION_S)))
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TilePlayer.direction -= 5;
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// If Left & Right then cancel both
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if((TilePlayer.direction & (1 << DIRECTION_E)) && (TilePlayer.direction & (1 << DIRECTION_W)))
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TilePlayer.direction -= 10;
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// If N
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if(TilePlayer.direction & (1 << DIRECTION_N))
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movey += 3;
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// If S
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if(TilePlayer.direction & (1 << DIRECTION_S))
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movey -= 3;
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// If W
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if(TilePlayer.direction & (1 << DIRECTION_W))
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movex -= 3;
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// If E
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if(TilePlayer.direction & (1 << DIRECTION_E))
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movex += 3;
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// Handle diagonals by reducing to sin(45) * 3 (conveniently about 2)
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if((movex == 3) && (movey == 3)) // NE
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{
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movex = 2;
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movey = 2;
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}else if((movex == 3) && (movey == -3)) // SW
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{
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movex = 2;
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movey = -2;
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}else if((movex == -3) && (movey == 3)) // NW
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{
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movex = -2;
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movey = 3;
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}else if((movex == -3) && (movey == -3)) // SE
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{
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movex = -2;
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movey = -2;
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}
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// Store the last movement so we know where to face an idle player
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if(TilePlayer.direction > 0)
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TilePlayer.facedirection = TilePlayer.direction;
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// Store in case we have a vertical collide
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TilePlayer.lastlocation.X = TilePlayer.location.X;
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@@ -327,22 +386,20 @@ void game2_tick_input()
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TilePlayer.lastmapoffset.X = TilePlayer.mapoffset.X;
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TilePlayer.lastmapoffset.Y = TilePlayer.mapoffset.Y;
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if(input_readkey(57))// Up arrow
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if(movey > 0)
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{
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TilePlayer.location.Y += 3 * (tick - lasttick);
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TilePlayer.location.Y += movey * (tick - lasttick);
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if(TilePlayer.location.Y > (910))
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{
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TilePlayer.location.Y = 100;
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TilePlayer.mapoffset.Y += 10;
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game2_fillmap(TilePlayer.mapoffset.X,TilePlayer.mapoffset.Y);
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}
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movedy = 1;
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TilePlayer.direction = DIRECTION_UP;
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}
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else if(input_readkey(41))// Down arrow
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else if(movey < 0)
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{
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TilePlayer.location.Y -= 3 * (tick - lasttick);
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if(TilePlayer.location.Y < (10))
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TilePlayer.location.Y += movey * (tick - lasttick);
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if(TilePlayer.location.Y < (10))
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{
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if(TilePlayer.mapoffset.Y > 0)
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{
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@@ -353,11 +410,8 @@ void game2_tick_input()
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TilePlayer.location.Y = TilePlayer.lastlocation.Y;
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}
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}
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TilePlayer.direction = DIRECTION_DOWN;
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movedy = 1;
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}
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if(game2_check_collide())
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{
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TilePlayer.location.X = TilePlayer.lastlocation.X;
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@@ -366,28 +420,23 @@ void game2_tick_input()
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TilePlayer.mapoffset.Y = TilePlayer.lastmapoffset.Y;
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}
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// Dont allow horizontal and vertical - makes movement sketchy
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if(movedy == 1)
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return;
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// Store in case we have a horizontal collide
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TilePlayer.lastlocation.X = TilePlayer.location.X;
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TilePlayer.lastlocation.Y = TilePlayer.location.Y;
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if(input_readkey(121))// Right arrow
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if(movex > 0)
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{
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TilePlayer.location.X += 3 * (tick - lasttick);
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TilePlayer.location.X += movex * (tick - lasttick);
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if(TilePlayer.location.X > (910))
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{
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TilePlayer.location.X = 100;
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TilePlayer.mapoffset.X += 10;
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game2_fillmap(TilePlayer.mapoffset.X,TilePlayer.mapoffset.Y);
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}
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TilePlayer.direction = DIRECTION_RIGHT;
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}
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else if(input_readkey(25))// Left arrow
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else if(movex < 0)
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{
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TilePlayer.location.X -= 3 * (tick - lasttick);
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TilePlayer.location.X += movex * (tick - lasttick);
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if(TilePlayer.location.X < (10))
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{
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if(TilePlayer.mapoffset.X > 0)
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@@ -399,7 +448,6 @@ void game2_tick_input()
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TilePlayer.location.X = TilePlayer.lastlocation.X;
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}
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}
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TilePlayer.direction = DIRECTION_LEFT;
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}
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if(game2_check_collide())
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@@ -427,7 +475,7 @@ int game2_tick()
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draw_spritetext("#############", 1020, 950);
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draw_spritetext(areaname, 1020, 950);
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for(x = 0; x < TILESX; x++)
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{
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for(y = 0; y < TILESY; y++)
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@@ -487,6 +535,23 @@ int game2_tick()
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game2_tick_input();
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if((TilePlayer.facedirection & (1 << DIRECTION_N)) && (TilePlayer.facedirection & (1 << DIRECTION_E))) //NE
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draw_sprite_flippedh("man_se",TilePlayer.location.X,TilePlayer.location.Y);
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else if((TilePlayer.facedirection & (1 << DIRECTION_S)) && (TilePlayer.facedirection & (1 << DIRECTION_E))) // SE
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draw_sprite("man_se",TilePlayer.location.X,TilePlayer.location.Y);
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else if((TilePlayer.facedirection & (1 << DIRECTION_S)) && (TilePlayer.facedirection & (1 << DIRECTION_W))) // SW
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draw_sprite_flippedv("man_se",TilePlayer.location.X,TilePlayer.location.Y);
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else if((TilePlayer.facedirection & (1 << DIRECTION_N)) && (TilePlayer.facedirection & (1 << DIRECTION_W))) // NW
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draw_sprite_flippedhv("man_se",TilePlayer.location.X,TilePlayer.location.Y);
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else if(TilePlayer.facedirection & (1 << DIRECTION_N)) // N
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draw_sprite_flippedh("man_s",TilePlayer.location.X,TilePlayer.location.Y);
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else if(TilePlayer.facedirection & (1 << DIRECTION_S)) // N
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draw_sprite("man_s",TilePlayer.location.X,TilePlayer.location.Y);
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else if(TilePlayer.facedirection & (1 << DIRECTION_E)) // N
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draw_sprite("man_e",TilePlayer.location.X,TilePlayer.location.Y);
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else if(TilePlayer.facedirection & (1 << DIRECTION_W)) // N
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draw_sprite_flippedv("man_e",TilePlayer.location.X,TilePlayer.location.Y);
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/*
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if(TilePlayer.direction == DIRECTION_DOWN)
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{
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draw_sprite("man",TilePlayer.location.X,TilePlayer.location.Y);
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@@ -502,7 +567,7 @@ int game2_tick()
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else if(TilePlayer.direction == DIRECTION_LEFT)
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{
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draw_sprite_flippedv("manrot",TilePlayer.location.X,TilePlayer.location.Y);
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}
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}*/
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#ifdef M2_DEBUG_HITBOXES
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draw_rectangle(
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