generated from sigonasr2/CPlusPlusProjectTemplate
Added preprocessor directives to make it easy to switch between testing modes
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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346ac249db
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@ -7,9 +7,29 @@
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using namespace olc;
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using namespace olc;
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#define TEST_MAP1 //Toggle to just play around on map 1.
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//#define TEST_MAP2 //Toggle on to just play around on map 2.
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#define STARTING_MAP "assets/maps/map1"
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#define STARTING_MAP "assets/maps/map1"
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#define STARTING_STATE CUTSCENE_1
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#define STARTING_STATE CUTSCENE_1
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#define MOVE_SPD 0.1
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#define MOVE_SPD 0.075
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#define PLAYER_X 14
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#define PLAYER_Y 4
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#ifdef TEST_MAP1
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#define STARTING_MAP "assets/maps/map1"
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#define STARTING_STATE GAMEWORLD
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#define MOVE_SPD 0.1
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#define PLAYER_X 40
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#define PLAYER_Y 31
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#endif
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#ifdef TEST_MAP2
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#define STARTING_MAP "assets/maps/map2"
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#define STARTING_STATE GAMEWORLD
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#define MOVE_SPD 0.1
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#define PLAYER_X 16
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#define PLAYER_Y 5
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#endif
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enum GAMESTATE{
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enum GAMESTATE{
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CUTSCENE_1,
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CUTSCENE_1,
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@ -281,7 +301,7 @@ public:
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int MAP_WIDTH=-1;
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int MAP_WIDTH=-1;
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int MAP_HEIGHT=-1;
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int MAP_HEIGHT=-1;
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Decal*TILES;
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Decal*TILES;
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float PLAYER_COORDS[2] = {14,4};
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float PLAYER_COORDS[2] = {PLAYER_X,PLAYER_Y};
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std::vector<Object*> OBJECTS;
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std::vector<Object*> OBJECTS;
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bool CUTSCENE_ACTIVE=false;
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bool CUTSCENE_ACTIVE=false;
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cutscene::CUTSCENE CURRENT_CUTSCENE=cutscene::NONE;
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cutscene::CUTSCENE CURRENT_CUTSCENE=cutscene::NONE;
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