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No commits in common. "e00e1ff8d241bdf0b82bcece94592ce677bcad60" and "ef04e4ce428323d91b3d2f9ce47a7814d416ab1e" have entirely different histories.
e00e1ff8d2
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ef04e4ce42
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@ -10,7 +10,7 @@ set(LIBZSTD_DIR /usr/local/lib CACHE FILEPATH "directory to zstd")
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if (EMSCRIPTEN)
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if (EMSCRIPTEN)
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS}")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS}")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DPLATFORM_WEB")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DPLATFORM_WEB")
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set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY -s MIN_WEBGL_VERSION=2 -s MAX_WEBGL_VERSION=2 -s TOTAL_MEMORY=16777216 -s TOTAL_STACK=1048576 --preload-file ./res ")
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set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY -s TOTAL_MEMORY=16777216 -s TOTAL_STACK=1048576 --preload-file ./res ")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
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set(CMAKE_EXECUTABLE_SUFFIX ".html")
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set(CMAKE_EXECUTABLE_SUFFIX ".html")
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@ -1,13 +1,11 @@
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#ifndef _ENGINE_CONF_H
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#ifndef _ENGINE_CONF_H
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#define _ENGINE_CONF_H
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#define _ENGINE_CONF_H
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// Take care tuning these params. Web build doesn't work
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#define MAX_SCENES_TO_RENDER 16
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// if memory used too high
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#define MAX_SCENES_TO_RENDER 8
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#define MAX_RENDER_LAYERS 4
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#define MAX_RENDER_LAYERS 4
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#define MAX_ENTITIES 2047
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#define MAX_ENTITIES 2047
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#define MAX_TEXTURES 16
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#define MAX_TEXTURES 16
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#define MAX_SPRITES 127
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#define MAX_SPRITES 128
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#define MAX_SOUNDS 32
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#define MAX_SOUNDS 32
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#define MAX_FONTS 4
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#define MAX_FONTS 4
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#define MAX_N_TILES 16384
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#define MAX_N_TILES 16384
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@ -16,8 +14,8 @@
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#define N_SFX 32
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#define N_SFX 32
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#define MAX_EMITTER_CONF 8
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#define MAX_EMITTER_CONF 8
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//#define MAX_PARTICLE_EMITTER 8
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//#define MAX_PARTICLE_EMITTER 8
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#define MAX_ACTIVE_PARTICLE_EMITTER 255
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#define MAX_ACTIVE_PARTICLE_EMITTER 512
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#define MAX_PARTICLES 32
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#define MAX_PARTICLES 64
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#define MAX_TILE_TYPES 16
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#define MAX_TILE_TYPES 16
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#define N_TAGS 10
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#define N_TAGS 10
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@ -144,9 +144,6 @@ static unsigned int player_finish_transition_func(Entity_t* ent)
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if (p_spr->current_frame == p_spr->sprites[p_spr->current_idx].sprite->frame_count - 1)
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if (p_spr->current_frame == p_spr->sprites[p_spr->current_idx].sprite->frame_count - 1)
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{
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{
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p_spr->pause = true;
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p_spr->pause = true;
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// This entity has no special init, so it's fine to remove
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// at end of animation
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remove_entity(ent->manager, ent->m_id);
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}
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}
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return p_spr->current_idx;
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return p_spr->current_idx;
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}
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}
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