Added SCREEN_W and SCREEN_H definitions.
These are just there so that you can define these at compile time without modifying the source code. In the future, I would like this to only be the *default* screen width and height, because I'll want to add an option in the menu to change the resolution from 640x480 up to whatever your monitor's resolution is.
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src/defs.h
12
src/defs.h
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@ -43,6 +43,14 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define DATADIR "."
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#define DATADIR "."
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#endif
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#endif
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#ifndef SCREEN_W
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#define SCREEN_W 800
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#endif
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#ifndef SCREEN_H
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#define SCREEN_H 600
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#endif
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#ifndef PATH_MAX
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#ifndef PATH_MAX
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#define PATH_MAX 4096
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#define PATH_MAX 4096
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#endif
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#endif
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@ -459,8 +467,8 @@ const char * const systemBackground[] = {
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};
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};
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const int rate2reload[6] = {15, 15, 13, 11, 9, 7};
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const int rate2reload[6] = {15, 15, 13, 11, 9, 7};
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const int screenWidth = 800;
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const int screenWidth = SCREEN_W;
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const int screenHeight = 600;
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const int screenHeight = SCREEN_H;
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const int xViewBorder = 100;
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const int xViewBorder = 100;
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const int yViewBorder = 100;
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const int yViewBorder = 100;
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const float cameraMaxSpeed = 3.;
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const float cameraMaxSpeed = 3.;
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@ -273,8 +273,8 @@ void getPlayerInput()
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int x, y, w, h;
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int x, y, w, h;
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SDL_GetMouseState(&x, &y);
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SDL_GetMouseState(&x, &y);
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SDL_GetWindowSize(window, &w, &h);
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SDL_GetWindowSize(window, &w, &h);
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x = screenWidth * x / w;
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x = screen->w * x / w;
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y = screenHeight * y / h;
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y = screen->h * y / h;
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if (px == x && py == y) {
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if (px == x && py == y) {
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if(engine.keyState[KEY_UP] && engine.cursor_y > 0)
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if(engine.keyState[KEY_UP] && engine.cursor_y > 0)
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engine.cursor_y -= 4;
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engine.cursor_y -= 4;
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