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moar documentation
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50e9bb8815
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5 changed files with 19 additions and 2 deletions
4
Doxyfile
4
Doxyfile
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@ -98,10 +98,10 @@ WARN_LOGFILE =
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INPUT = src
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INPUT = src
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INPUT_ENCODING = UTF-8
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INPUT_ENCODING = UTF-8
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FILE_PATTERNS =
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FILE_PATTERNS =
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RECURSIVE = NO
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RECURSIVE = YES
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EXCLUDE =
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EXCLUDE =
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EXCLUDE_SYMLINKS = NO
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EXCLUDE_SYMLINKS = NO
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EXCLUDE_PATTERNS =
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EXCLUDE_PATTERNS = src/data/*
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EXCLUDE_SYMBOLS =
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EXCLUDE_SYMBOLS =
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EXAMPLE_PATH =
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EXAMPLE_PATH =
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EXAMPLE_PATTERNS =
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EXAMPLE_PATTERNS =
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@ -22,28 +22,41 @@
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#include "../main.h"
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#include "../main.h"
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#include "../timeline.h"
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#include "../timeline.h"
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/*! \brief Display level failed screen and set fade-out to be run after few seconds. */
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bool LevelFailed(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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bool LevelFailed(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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/*! \brief Accelerate current speed game until threshold is reached */
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bool Accelerate(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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bool Accelerate(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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/*! \brief Set Derpy to walk and move her position on screen. */
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bool Walk(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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bool Walk(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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/*! \brief Move screen until some position is reached. */
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bool Move(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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bool Move(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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/*! \brief Fade-in HP meter. */
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bool ShowMeter(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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bool ShowMeter(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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/*! \brief Fly Derpy, fly! */
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bool Fly(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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bool Fly(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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/*! \brief Generates obstracles. */
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bool GenerateObstacles(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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bool GenerateObstacles(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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/*! \brief Stops Derpy. */
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bool Stop(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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bool Stop(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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/*! \brief Shows letter from Twilight on screen. */
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bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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/*! \brief Fade-in screen. */
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bool FadeIn(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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bool FadeIn(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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/*! \brief Fade-out screen. */
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bool FadeOut(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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bool FadeOut(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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/*! \brief Show welcome screen (for instance "Level 1: Fluttershy"). */
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bool Welcome(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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bool Welcome(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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/*! \brief Pass level and fade-out after few seconds. */
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bool PassLevel(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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bool PassLevel(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
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@ -21,6 +21,8 @@
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#include "../main.h"
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#include "../main.h"
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/*! \brief Move up or down until reaching the edge of the screen. After that - change direction. */
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void Obst_MoveUpDown(struct Game *game, struct Obstacle *obstacle);
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void Obst_MoveUpDown(struct Game *game, struct Obstacle *obstacle);
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/*! \brief Move in sinusoidal way in Y-axis relative to position at beginning. */
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void Obst_MoveSin(struct Game *game, struct Obstacle *obstacle);
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void Obst_MoveSin(struct Game *game, struct Obstacle *obstacle);
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@ -173,6 +173,7 @@ void DrawGameState(struct Game *game) {
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}
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}
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}
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}
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/*! \brief Scales bitmap using software linear filtering method to current target. */
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void ScaleBitmap(ALLEGRO_BITMAP* source, int width, int height) {
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void ScaleBitmap(ALLEGRO_BITMAP* source, int width, int height) {
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if ((al_get_bitmap_width(source)==width) && (al_get_bitmap_height(source)==height)) {
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if ((al_get_bitmap_width(source)==width) && (al_get_bitmap_height(source)==height)) {
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al_draw_bitmap(source, 0, 0, 0);
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al_draw_bitmap(source, 0, 0, 0);
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@ -199,6 +199,7 @@ struct TM_Action* TM_AddBackgroundAction(bool (*func)(struct Game*, struct TM_Ac
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return action;
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return action;
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}
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}
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/*! \brief Predefined action used by TM_AddQueuedBackgroundAction */
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bool runinbackground(struct Game* game, struct TM_Action* action, enum TM_ActionState state) {
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bool runinbackground(struct Game* game, struct TM_Action* action, enum TM_ActionState state) {
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if (state != TM_ACTIONSTATE_RUNNING) return false;
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if (state != TM_ACTIONSTATE_RUNNING) return false;
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float* delay = (float*) action->arguments->next->value;
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float* delay = (float*) action->arguments->next->value;
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