Mover juego de pruebas a su propio directorio
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@@ -42,8 +42,6 @@ DrawImg img_axe[2];
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DrawImg img_goatMan[2];
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DrawImg img_goatMan[2];
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DrawImg img_Princess[2];
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DrawImg img_Princess[2];
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float grav=0.5f;
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float vTerminal=10.0f;
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Entity ent_Wizard;
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Entity ent_Wizard;
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Entity ent_MagikBall;
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Entity ent_MagikBall;
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Entity ent_Earth;
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Entity ent_Earth;
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@@ -67,6 +65,8 @@ Entity ent_Princess;
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int EntityApplyGravity(Entity e){
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int EntityApplyGravity(Entity e){
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float grav=10.0f;
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float vTerminal=50.0f;
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vec2 vGrav;
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vec2 vGrav;
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// Only apply gravity to some entity types
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// Only apply gravity to some entity types
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@@ -171,11 +171,11 @@ void player_proc(Entity e,int ft){
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float acel=1.0f;
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float maxVel=6.0f;
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float jumpVel=8.0f;
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float shootVel=10.0f;
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void wizard_proc(Entity e,int ft){
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void wizard_proc(Entity e,int ft){
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float acel=8.0f;
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float maxVel=30.0f;
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float jumpVel=50.0f;
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float shootVel=50.0f;
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if(Input_GetKey(InputKey_Jump)==InputKey_Pressed ||
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if(Input_GetKey(InputKey_Jump)==InputKey_Pressed ||
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Input_GetKey(InputKey_Up)==InputKey_Pressed)
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Input_GetKey(InputKey_Up)==InputKey_Pressed)
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@@ -233,7 +233,7 @@ void wizard_proc(Entity e,int ft){
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// Scroll View
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// Scroll View
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GameLib_MoveToPosH(e->pos,0.1f);
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GameLib_MoveToPosH(e->pos,0.6f);
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}
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}
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@@ -362,7 +362,6 @@ void bunny_proc(Entity e,int ft){
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vec2_set(left,-acel,0.0f);
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vec2_set(left,-acel,0.0f);
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Entity_AddVelLimit(e,left,maxVel);
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Entity_AddVelLimit(e,left,maxVel);
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AnimPlay_SetImg(&e->anim,img_bunny[0]);
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AnimPlay_SetImg(&e->anim,img_bunny[0]);
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}
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}
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if(e->A==1){
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if(e->A==1){
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@@ -602,6 +601,7 @@ void GameEnts_Init(){
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ent_Wizard->radius=24;
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ent_Wizard->radius=24;
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ent_Wizard->width=24;
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ent_Wizard->width=24;
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ent_Wizard->height=58;
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ent_Wizard->height=58;
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ent_Wizard->elast=0.1f;
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ent_Wizard->fric_static=0.0f;
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ent_Wizard->fric_static=0.0f;
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ent_Wizard->fric_dynamic=0.2f;
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ent_Wizard->fric_dynamic=0.2f;
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ent_Wizard->child=ent_MagikBall;
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ent_Wizard->child=ent_MagikBall;
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@@ -636,7 +636,7 @@ void GameEnts_Init(){
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ent_StoneBrick->width=32;
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ent_StoneBrick->width=32;
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ent_StoneBrick->height=32;
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ent_StoneBrick->height=32;
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ent_StoneBrick->fric_static=0.0f;
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ent_StoneBrick->fric_static=0.0f;
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ent_StoneBrick->fric_dynamic=0.2f;
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ent_StoneBrick->fric_dynamic=-0.01f;
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// FIXME: Stone Bricks back
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// FIXME: Stone Bricks back
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@@ -60,7 +60,7 @@ int main(int argc,char *argv[]){
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}
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}
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}
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}
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GameLib_Init(640,480,"Game",60,60);
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GameLib_Init(640,480,"Game",20,60);
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@@ -29,11 +29,11 @@ RES_GAMELIB_OUT = $(BUILDDIR)/$(RES_GAMELIB)
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#####################
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#####################
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# Game Declarations #
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# Game Declarations #
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#####################
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#####################
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GAME_HEADS = $(GAMELIB_HEADS) GameEnts.h GameMap.h
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GAME_HEADS = $(GAMELIB_HEADS) Game/GameEnts.h Game/GameMap.h
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GAME_OBJS = \
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GAME_OBJS = \
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$(BUILDDIR)/GameEnts.o \
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$(BUILDDIR)/Game/GameEnts.o \
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$(BUILDDIR)/GameMap.o \
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$(BUILDDIR)/Game/GameMap.o \
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$(BUILDDIR)/main.o
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$(BUILDDIR)/Game/main.o
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RES_GAME_OUT = $(BUILDDIR)/$(RES_GAME)
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RES_GAME_OUT = $(BUILDDIR)/$(RES_GAME)
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@@ -45,6 +45,7 @@ all: $(BUILDDIR) $(RES_GAME_OUT)
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$(BUILDDIR):
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$(BUILDDIR):
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$(MKDIR) $(BUILDDIR)
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$(MKDIR) $(BUILDDIR)
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$(MKDIR) $(BUILDDIR)/GameLib
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$(MKDIR) $(BUILDDIR)/GameLib
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$(MKDIR) $(BUILDDIR)/Game
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clean:
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clean:
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$(RM) $(GAMELIBS_OBJS) $(RES_GAMELIB_OUT) $(GAME_OBJS) $(RES_GAME_OUT)
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$(RM) $(GAMELIBS_OBJS) $(RES_GAMELIB_OUT) $(GAME_OBJS) $(RES_GAME_OUT)
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@@ -81,14 +82,14 @@ $(BUILDDIR)/GameLib/GameLib.o: GameLib/GameLib.c $(HEADS)
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# Game Rules #
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# Game Rules #
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##############
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##############
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$(BUILDDIR)/GameEnts.o: GameEnts.c $(HEADS)
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$(BUILDDIR)/Game/GameEnts.o: Game/GameEnts.c $(HEADS)
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$(CC) -c GameEnts.c -o $(BUILDDIR)/GameEnts.o $(CFLAGS)
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$(CC) -c Game/GameEnts.c -o $(BUILDDIR)/Game/GameEnts.o $(CFLAGS)
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$(BUILDDIR)/GameMap.o: GameMap.c $(HEADS)
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$(BUILDDIR)/Game/GameMap.o: Game/GameMap.c $(HEADS)
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$(CC) -c GameMap.c -o $(BUILDDIR)/GameMap.o $(CFLAGS)
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$(CC) -c Game/GameMap.c -o $(BUILDDIR)/Game/GameMap.o $(CFLAGS)
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$(BUILDDIR)/main.o: main.c $(HEADS)
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$(BUILDDIR)/Game/main.o: Game/main.c $(HEADS)
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$(CC) -c main.c -o $(BUILDDIR)/main.o $(CFLAGS)
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$(CC) -c Game/main.c -o $(BUILDDIR)/Game/main.o $(CFLAGS)
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################
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################
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