diff --git a/src/level.c b/src/level.c index a9b2450..268081e 100644 --- a/src/level.c +++ b/src/level.c @@ -156,7 +156,7 @@ bool GenerateObstracles(struct Game *game, struct TM_Action *action, enum TM_Act obst->speed = 0; obst->bitmap = &(game->level.obst_bmps.pie); obst->callback = NULL; - obst->data = rand()%2; + obst->data = (void*)(rand()%2); if (rand()%100<=50) obst->callback=Obst_MoveUpDown; if (game->level.obstracles) { game->level.obstracles->prev = obst; @@ -195,20 +195,20 @@ bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState sta } void Level_Draw(struct Game *game) { - if (!al_get_sample_instance_playing(game->level.music) && (game->loadstate==GAMESTATE_LEVEL)) { + if (!al_get_sample_instance_playing(game->level.music) && (game->loadstate==GAMESTATE_LEVEL)) { al_set_sample_instance_playing(game->level.music, true); al_set_sample_instance_position(game->level.music, game->level.music_pos); } if (game->level.current_level!=1) Moonwalk_Draw(game); else { - + struct ALLEGRO_KEYBOARD_STATE keyboard; al_get_keyboard_state(&keyboard); if (game->level.handle_input) { if (al_key_down(&keyboard, ALLEGRO_KEY_UP)) { game->level.derpy_y -= tps(game, 60*0.005); /*PrintConsole(game, "Derpy Y position: %f", game->level.derpy_y);*/ - } + } if (al_key_down(&keyboard, ALLEGRO_KEY_DOWN)) { game->level.derpy_y += tps(game, 60*0.005); /*PrintConsole(game, "Derpy Y position: %f", game->level.derpy_y);*/ @@ -220,14 +220,14 @@ void Level_Draw(struct Game *game) { else if (game->level.derpy_y > 0.75) game->level.derpy_y=0.75; } al_hold_bitmap_drawing(true); - + al_draw_bitmap(game->level.clouds, (-game->level.cl_pos)*al_get_bitmap_width(game->level.clouds), 0, 0); al_draw_bitmap(game->level.clouds, (1+(-game->level.cl_pos))*al_get_bitmap_width(game->level.clouds), 0, 0); al_draw_bitmap(game->level.background, (-game->level.bg_pos)*al_get_bitmap_width(game->level.background), 0, 0); al_draw_bitmap(game->level.background, (1+(-game->level.bg_pos))*al_get_bitmap_width(game->level.background), 0, 0); al_draw_bitmap(game->level.stage, (-game->level.st_pos)*al_get_bitmap_width(game->level.stage), 0 ,0); al_draw_bitmap(game->level.stage, (1+(-game->level.st_pos))*al_get_bitmap_width(game->level.stage), 0 ,0); - + int derpyx = game->level.derpy_x*al_get_display_width(game->display); int derpyy = game->level.derpy_y*al_get_display_height(game->display); int derpyw = al_get_bitmap_width(game->level.derpy); @@ -263,7 +263,7 @@ void Level_Draw(struct Game *game) { } } al_hold_bitmap_drawing(false); - + al_set_target_bitmap(game->level.derpy); al_clear_to_color(al_map_rgba(0,0,0,0)); al_draw_bitmap_region(*(game->level.derpy_sheet),al_get_bitmap_width(game->level.derpy)*(game->level.sheet_pos%game->level.sheet_cols),al_get_bitmap_height(game->level.derpy)*(game->level.sheet_pos/game->level.sheet_cols),al_get_bitmap_width(game->level.derpy), al_get_bitmap_height(game->level.derpy),0,0,0); @@ -277,7 +277,7 @@ void Level_Draw(struct Game *game) { } al_set_target_bitmap(al_get_backbuffer(game->display)); al_hold_bitmap_drawing(true); - + al_draw_tinted_bitmap(game->level.derpy, al_map_rgba(255,255-colision*255,255-colision*255,255), derpyx, derpyy, 0); al_draw_bitmap(game->level.foreground, (-game->level.fg_pos)*al_get_bitmap_width(game->level.foreground), 0 ,0); @@ -295,13 +295,13 @@ void Level_Draw(struct Game *game) { game->level.cl_pos += tps(game, 60*0.00005); if (game->level.cl_pos >= 1) game->level.cl_pos=game->level.cl_pos-1; al_hold_bitmap_drawing(false); - + TM_Process(); } } bool FadeIn(struct Game *game, struct TM_Action *action, enum TM_ActionState state) { - if (!action->arguments) { + if (!action->arguments) { action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float))); action->arguments = TM_AddToArgs(action->arguments, (void*)al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display))); } @@ -329,7 +329,7 @@ bool FadeIn(struct Game *game, struct TM_Action *action, enum TM_ActionState sta } bool FadeOut(struct Game *game, struct TM_Action *action, enum TM_ActionState state) { - if (!action->arguments) { + if (!action->arguments) { action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float))); action->arguments = TM_AddToArgs(action->arguments, (void*)al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display))); } @@ -360,7 +360,7 @@ bool FadeOut(struct Game *game, struct TM_Action *action, enum TM_ActionState st bool Welcome(struct Game *game, struct TM_Action *action, enum TM_ActionState state) { float* tmp; bool* in; - if (!action->arguments) { + if (!action->arguments) { action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float))); action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(bool))); } @@ -444,14 +444,14 @@ void Level_Load(struct Game *game) { // wings disappear, deccelerate, fall down // run // show Fluttershy's house - + // second part gameplay goes here // - + // cutscene goes here // */ - + TM_AddAction(&PassLevel, NULL, "passlevel"); } }