cleaned timers
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parent
422b9f734e
commit
685004ff7d
5 changed files with 46 additions and 44 deletions
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@ -10,6 +10,7 @@
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#include "Screens.h"
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#include "Textures.h"
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#include "Controls.h"
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int finishfromEndingScreen = 0;
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@ -20,7 +21,7 @@ void InitEndingScreen(void)
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void UpdateEndingScreen(void)
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{
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if (INPUT_OPTION_PRESSED) finishfromEndingScreen = 1;
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}
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void DrawEndingScreen(void)
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@ -28,6 +29,7 @@ void DrawEndingScreen(void)
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DrawTexture(background, 0, 0, GOLD);
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DrawText("THANK YOU SO MUCH FOR PLAYING!!!", 145, 20, 30, GOLD);
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DrawText("Canneddonuts 2022", 500, 420, 30, WHITE);
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DrawText("Press 'ENTER'", 0, 420, 30, WHITE);
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}
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void UnloadEndingScreen(void)
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@ -65,8 +65,8 @@ void InitGameplayScreen(void)
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(float) player_sprite.width/3,
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(float) player_sprite.height/2 +5
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};
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player_iframeTimer = 0;
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player_in = false;
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player.iframetimer = 0;
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player.in = false;
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player.color = RAYWHITE;
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enemy.currentframe = 0;
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@ -87,8 +87,8 @@ void InitGameplayScreen(void)
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(float) enemy_sprite.height
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};
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enemy.color = RAYWHITE;
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enemy_hurt = false;
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enemy_iframetimer = 0;
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enemy.in = false;
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enemy.iframetimer = 0;
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feather.hitbox = (Rectangle) {
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GetRandomValue(0, GetScreenWidth() - feather_sprite.width),
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@ -134,51 +134,39 @@ void InitGameplayScreen(void)
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void DamagePlayer(void)
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{
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if (!player_in) {
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if (!player.in) {
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player.hp--;
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if (!mute) PlaySoundMulti(fxhit);
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player_in = true;
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player.in = true;
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}
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player.currentframe = 1;
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}
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void UpdateTimers(void)
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void UpdateiFrameTimer(struct Actor* actor)
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{
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score++;
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globalTimer++;
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if (player_in) {
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player_iframeTimer++;
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player.currentframe = 1;
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if (globalTimer % 2 == 0) player.color = BLANK;
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else player.color = RAYWHITE;
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if (player_iframeTimer >= 60) {
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player_in = false;
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player_iframeTimer = 0;
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// here we use pointers to avoid duplicating code
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if (actor->in) {
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actor->iframetimer++;
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actor->currentframe = 1;
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if (globalTimer % 2 == 0) actor->color = BLANK;
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else actor->color = RAYWHITE;
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if (actor->iframetimer >= 60) {
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actor->in = false;
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actor->iframetimer = 0;
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}
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} else { player.color = RAYWHITE; player.currentframe = 0; }
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if (enemy_hurt) {
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enemy_iframetimer++;
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enemy.currentframe = 1;
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if (globalTimer % 2 == 0) enemy.color = BLANK;
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else enemy.color = RAYWHITE;
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if (enemy_iframetimer >= 60) {
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enemy_hurt = false;
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enemy_iframetimer = 0;
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}
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} else { enemy.color = RAYWHITE; enemy.currentframe = 0; }
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} else { actor->color = RAYWHITE; actor->currentframe = 0; }
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}
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void UpdateGameplayScreen(void)
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{
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if (INPUT_OPTION_PRESSED) pause = !pause;
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// code to end the game
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if (level > 2) finishfromGameplayScreen = 3;
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if (!pause) {
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// Controls
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if (INPUT_LEFT_DOWN) player.hitbox.x -= GetFrameTime() * player.speed;
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if (INPUT_RIGHT_DOWN) player.hitbox.x += GetFrameTime() * player.speed;
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if (INPUT_UP_DOWN) player.hitbox.y -= GetFrameTime() * player.speed;
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@ -200,7 +188,7 @@ void UpdateGameplayScreen(void)
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}
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}
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}
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// Update sprite positions
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player.sprite_pos = (Vector2){ player.hitbox.x, player.hitbox.y };
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player.frameRec.x = (float)player.currentframe*(float)player_sprite.width/3;
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feather.sprite_pos = (Vector2){ feather.hitbox.x, feather.hitbox.y };
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@ -215,32 +203,40 @@ void UpdateGameplayScreen(void)
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shoot[i].sprite_pos = (Vector2){ shoot[i].hitbox.x, shoot[i].hitbox.y };
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}
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// Player to da wallz collies
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// Player wall collision
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if ((player.hitbox.x + player.hitbox.width) >= GetScreenWidth()) player.hitbox.x = GetScreenWidth() - player.hitbox.width;
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else if (player.hitbox.x <= 0) player.hitbox.x = 0;
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if ((player.hitbox.y + player.hitbox.height) >= GetScreenHeight()) player.hitbox.y = GetScreenHeight() - player.hitbox.height;
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else if (player.hitbox.y <= 0) player.hitbox.y = 0;
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UpdateTimers();
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// Update Timers
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score++;
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globalTimer++;
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// pass the address of each struct to the UpdateiFrameTimer function
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UpdateiFrameTimer(&player);
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UpdateiFrameTimer(&enemy);
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if (score >= bestscore) bestscore = score;
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// Debug stuff
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if (IsKeyPressed(KEY_D)) DebugMode = !DebugMode;
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if (IsKeyPressed(KEY_NINE)) ammo = 99;
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if (IsKeyPressed(KEY_ZERO)) ammo = 0;
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if (IsKeyPressed(KEY_R)) finishfromGameplayScreen = 2;
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if (IsKeyPressed(KEY_W)) finishfromGameplayScreen = 3;
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// call gameover when killed
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if (player.hp <= 0) finishfromGameplayScreen = 1;
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// Red feather logic
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for (int i = 0; i < MAX_SHOOTS; i++) {
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if (shoot[i].active) {
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shoot[i].hitbox.x += shoot[i].speed.x * GetFrameTime();
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}
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if (CheckCollisionRecs(shoot[i].hitbox, enemy.hitbox) && shoot[i].active) {
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if (!enemy_hurt) enemy.hp--;
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enemy_hurt = true;
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if (!enemy.in) enemy.hp--;
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enemy.in = true;
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score += 300;
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if (!mute) PlaySoundMulti(fxboom);
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shoot[i].active = false;
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@ -249,6 +245,7 @@ void UpdateGameplayScreen(void)
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if (shoot[i].hitbox.x + shoot[i].hitbox.width >= GetScreenWidth() + attack_sprite.width) shoot[i].active = false;
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}
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// Feather spawn logic
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switch (feather.power) {
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case 0: feather.color = GREEN; break;
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case 1: feather.color = RED; break;
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@ -263,6 +260,7 @@ void UpdateGameplayScreen(void)
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feather.hitbox.y = GetRandomValue(0, GetScreenHeight() - feather_sprite.height);
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}
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// Enemy logic
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if (level < 3) {
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if (((enemy.hitbox.y + enemy.hitbox.height) >= GetScreenHeight()
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|| (enemy.hitbox.y <= 0))) enemy.speed *= -1.0f;
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@ -274,6 +272,7 @@ void UpdateGameplayScreen(void)
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if (enemy.hp < 1) { level++; enemy.hp = 5; SetEnemyLevel(); }
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}
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// Firework logic
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for (int i = 0; i < MAX_FIREWORKS; i++) {
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if (CheckCollisionRecs(player.hitbox, fireworks[i].hitbox)) {
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DamagePlayer();
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@ -291,6 +290,7 @@ void UpdateGameplayScreen(void)
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break;
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case 1:
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fireworks[i].hitbox.x += GetFrameTime() * -fireworks[i].speed.x;
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// Firework wall collision
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if (((fireworks[i].hitbox.x + -firework_sprite.width) > GetScreenWidth()
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|| (fireworks[i].hitbox.x <= -firework_sprite.width))) fireworks[i].active = 0;
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break;
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@ -326,8 +326,8 @@ void DrawGameplayScreen(void)
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DrawText(TextFormat("enemy.speed: %f", enemy.speed), 10, 220, 20, GREEN);
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DrawText(TextFormat("globalTimer: %i", globalTimer), 10, 240, 20, GREEN);
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DrawText(TextFormat("firework_sprite.width: %d", firework_sprite.width), 10, 260, 20, GREEN);
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DrawText(TextFormat("player_iframeTimer: %d", player_iframeTimer), 10, 280, 20, GREEN);
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DrawText(TextFormat("player_in: %d", player_in), 10, 300, 20, GREEN);
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DrawText(TextFormat("player.iframetimer: %d", player.iframetimer), 10, 280, 20, GREEN);
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DrawText(TextFormat("player.in: %d", player.in), 10, 300, 20, GREEN);
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}
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if (feather.active) DrawTexture(feather_sprite, feather.sprite_pos.x, feather.sprite_pos.y, feather.color);
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DrawTextureRec(enemy_sprite, enemy.frameRec, enemy.sprite_pos, enemy.color);
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@ -19,10 +19,12 @@ struct Actor {
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float speed;
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int hp;
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int currentframe;
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int iframetimer;
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Vector2 sprite_pos;
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Rectangle frameRec;
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Rectangle hitbox;
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Color color;
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bool in;
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};
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struct Item {
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@ -50,9 +52,7 @@ Sound fxhit = { 0 };
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Sound fxfeather = { 0 };
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Sound fxboom = { 0 };
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bool pause;
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bool player_in;
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bool DebugMode;
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bool enemy_hurt;
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int ammo = 0;
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int GI_callcount = 0;
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@ -180,6 +180,8 @@ static void update_draw_frame(void)
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} break;
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case ENDING: {
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UpdateEndingScreen();
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if (FinishEndingScreen() == 1) transition_to_screen(TITLE);
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} break;
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default: break;
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}
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@ -10,8 +10,6 @@
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#define TIMERS_HEADER
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int pauseTimer;
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int player_iframeTimer;
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int enemy_iframetimer;
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int globalTimer;
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#endif
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