A quick start to the Mage
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@ -405,6 +405,8 @@ on_character_select(const char *str)
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playerClass = WARRIOR;
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playerClass = WARRIOR;
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else if (strcmp(str, "rogue") == 0)
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else if (strcmp(str, "rogue") == 0)
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playerClass = ROGUE;
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playerClass = ROGUE;
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else if (strcmp(str, "mage") == 0)
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playerClass = MAGE;
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startGame();
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startGame();
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}
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}
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13
src/menu.c
13
src/menu.c
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@ -106,22 +106,25 @@ menu_create_character_selector(void (*onCharacterSelect)(const char *), Camera *
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{
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{
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const char *spriteSheets[] = {
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const char *spriteSheets[] = {
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"Commissions/Warrior.png",
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"Commissions/Warrior.png",
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"Commissions/Rogue.png"
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"Commissions/Rogue.png",
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"Commissions/Mage.png"
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};
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};
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static char *callbackData[] = {
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static char *callbackData[] = {
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"warrior",
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"warrior",
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"rogue"
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"rogue",
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"mage"
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};
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};
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static char *descriptions[] = {
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static char *descriptions[] = {
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"Play as the warrior",
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"Play as the warrior",
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"Play as the rogue",
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"Play as the rogue",
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"Play as the mage"
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};
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};
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Menu *menu = menu_create();
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Menu *menu = menu_create();
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int xoffset = 224;
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int xoffset = 168;
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for (size_t i = 0; i < 2; ++i) {
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for (size_t i = 0; i < 3; ++i) {
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Sprite *s1 = sprite_create();
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Sprite *s1 = sprite_create();
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sprite_set_texture(s1, texturecache_add(spriteSheets[i]), 0);
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sprite_set_texture(s1, texturecache_add(spriteSheets[i]), 0);
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s1->clip = CLIP16(0, 48);
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s1->clip = CLIP16(0, 48);
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@ -139,7 +142,7 @@ menu_create_character_selector(void (*onCharacterSelect)(const char *), Camera *
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menu_item_add(menu, s1, s2, (void (*)(void *)) onCharacterSelect);
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menu_item_add(menu, s1, s2, (void (*)(void *)) onCharacterSelect);
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MenuItem *item = linkedlist_get(&menu->items, (Uint32) i);
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MenuItem *item = linkedlist_get(&menu->items, (Uint32) i);
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item->button->usrdata = callbackData[i];
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item->button->usrdata = callbackData[i];
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xoffset += 224;
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xoffset += 168;
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linkedlist_append(&menu->descriptions, descriptions[i]);
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linkedlist_append(&menu->descriptions, descriptions[i]);
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}
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}
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@ -553,7 +553,6 @@ player_create(class_t class, Camera *cam)
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player->skills[0] = skill_create(BACKSTAB, cam);
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player->skills[0] = skill_create(BACKSTAB, cam);
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player->skills[1] = skill_create(TRIP, cam);
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player->skills[1] = skill_create(TRIP, cam);
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player->skills[2] = skill_create(PHASE, cam);
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player->skills[2] = skill_create(PHASE, cam);
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player->skills[3] = skill_create(DAGGER_THROW, cam);
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player->daggers = 10;
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player->daggers = 10;
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break;
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break;
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case WARRIOR:
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case WARRIOR:
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@ -562,10 +561,10 @@ player_create(class_t class, Camera *cam)
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player->skills[0] = skill_create(FLURRY, cam);
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player->skills[0] = skill_create(FLURRY, cam);
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player->skills[1] = skill_create(BASH, cam);
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player->skills[1] = skill_create(BASH, cam);
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player->skills[2] = skill_create(CHARGE, cam);
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player->skills[2] = skill_create(CHARGE, cam);
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player->skills[3] = skill_create(DAGGER_THROW, cam);
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break;
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break;
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}
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}
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player->skills[3] = skill_create(DAGGER_THROW, cam);
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player->skills[4] = skill_create(SIP_HEALTH, cam);
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player->skills[4] = skill_create(SIP_HEALTH, cam);
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sprite_load_texture(player->sprite, asset, 0, cam->renderer);
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sprite_load_texture(player->sprite, asset, 0, cam->renderer);
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