Adds juice
- Dust puffs when tiles begin to fall - Fixed shop prices. 100 gold is a lot of money and it impacts your score when buying.
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@ -70,6 +70,7 @@
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#define C_YELLOW (SDL_Color) { 255, 255, 0, 255 }
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#define C_YELLOW (SDL_Color) { 255, 255, 0, 255 }
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#define C_BLACK (SDL_Color) { 0, 0, 0, 255 }
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#define C_BLACK (SDL_Color) { 0, 0, 0, 255 }
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#define C_PURPLE (SDL_Color) { 137, 16, 229, 255 }
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#define C_PURPLE (SDL_Color) { 137, 16, 229, 255 }
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#define C_GREY (SDL_Color) { 89, 89, 89, 255 }
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// MSVC seems to have min/max defined.
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// MSVC seems to have min/max defined.
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// Haven't looked into it further.
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// Haven't looked into it further.
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@ -418,6 +418,9 @@ void map_room_destroy(Room *room)
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void
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void
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map_trigger_tile_fall(MapTile *tile)
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map_trigger_tile_fall(MapTile *tile)
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{
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{
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if (tile->sprite->state != SPRITE_STATE_FALLING && tile->sprite->state != SPRITE_STATE_PLUMMETED)
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particle_engine_dust_puff(tile->sprite->pos, tile->sprite->dim);
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tile->sprite->state = SPRITE_STATE_FALLING;
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tile->sprite->state = SPRITE_STATE_FALLING;
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tile->lethal = true;
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tile->lethal = true;
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}
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}
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@ -525,7 +525,7 @@ l_create_shop_artifact(lua_State *L)
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Artifact *a = artifact_create_random(player, 2);
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Artifact *a = artifact_create_random(player, 2);
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a->sprite->pos = POS(x, y);
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a->sprite->pos = POS(x, y);
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artifact_add_price(a, map->level * 50);
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artifact_add_price(a, 100);
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linkedlist_append(&map->artifacts, a);
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linkedlist_append(&map->artifacts, a);
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@ -691,7 +691,7 @@ monster_drop_loot(Monster *monster, Map *map, Player *player)
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}
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}
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if (strcmp(monster->label, "The Trader") == 0) {
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if (strcmp(monster->label, "The Trader") == 0) {
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Item *treasure = item_builder_build_treasure(PLATINUM, 25 * monster->stats.lvl);
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Item *treasure = item_builder_build_treasure(PLATINUM, 10 * monster->stats.lvl);
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treasure->sprite->pos = monsterTilePos;
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treasure->sprite->pos = monsterTilePos;
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linkedlist_append(&map->items, treasure);
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linkedlist_append(&map->items, treasure);
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}
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}
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@ -188,6 +188,38 @@ particle_engine_eldritch_explosion(Position pos, Dimension dim)
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create_explosion(pos, dim, 1, C_GREEN);
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create_explosion(pos, dim, 1, C_GREEN);
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}
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}
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void
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particle_engine_dust_puff(Position pos, Dimension dim)
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{
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check_engine();
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for (unsigned int i = 0; i < 50; ++i) {
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int x, y, xv, yv, w, h;
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unsigned int lt;
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Particle *p;
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x = get_random(dim.width) + pos.x;
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y = get_random(dim.height) + pos.y;
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xv = get_random(200) - 100;
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yv = get_random(200) - 100;
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lt = get_random(10) + 10;
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w = get_random(3);
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h = get_random(3);
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p = create_rect_particle();
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p->particle.rect.pos = (Position) { x, y };
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p->particle.rect.dim = (Dimension) { w, h };
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p->velocity = (Vector2d) { (float) xv, (float) yv };
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p->movetime = lt;
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p->lifetime = lt;
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p->color = C_GREY;
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p->blend_mode = SDL_BLENDMODE_BLEND;
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linkedlist_append(&engine->game_particles, p);
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}
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}
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void
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void
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particle_engine_speed_lines(Position pos, Dimension dim, bool horizontal)
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particle_engine_speed_lines(Position pos, Dimension dim, bool horizontal)
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{
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{
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@ -37,6 +37,9 @@ particle_engine_fire_explosion(Position, Dimension);
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void
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void
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particle_engine_eldritch_explosion(Position, Dimension);
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particle_engine_eldritch_explosion(Position, Dimension);
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void
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particle_engine_dust_puff(Position, Dimension);
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void
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void
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particle_engine_speed_lines(Position, Dimension, bool horizontal);
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particle_engine_speed_lines(Position, Dimension, bool horizontal);
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