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@ -160,10 +160,12 @@ static void level_scene_render_func(Scene_t* scene)
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#endif
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CAirTimer_t* p_air = get_component(p_ent, CAIRTIMER_T);
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Vector2 air_pos = {game_rec.x + game_rec.width - 16, game_rec.y + game_rec.height - 16};
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Sprite_t* spr = get_sprite(&scene->engine->assets, "p_bigbubble");
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Vector2 air_pos = {game_rec.x + game_rec.width - 32, game_rec.y + game_rec.height - 32};
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for (uint8_t i = 0; i < p_air->curr_count; i++)
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{
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DrawCircleV(air_pos, 16, BLUE);
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draw_sprite(spr, 0, air_pos, 0, false);
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//DrawCircleV(air_pos, 16, BLUE);
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air_pos.x -= 32;
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}
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}
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@ -208,91 +210,18 @@ static void render_editor_game_scene(Scene_t* scene)
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max.x = (int)fmin(tilemap.width, max.x + 1);
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max.y = (int)fmin(tilemap.height, max.y + 1);
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Texture2D* bg = get_texture(&scene->engine->assets, "bg_tex");
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BeginTextureMode(scene->layers.render_layers[GAME_LAYER].layer_tex);
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ClearBackground(WHITE);
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DrawTexturePro(*bg,
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//(Rectangle){0,0,64,64},
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(Rectangle){min.x,0,(tilemap.width+1)*tilemap.tile_size*2, (tilemap.height+1)*tilemap.tile_size*2},
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(Rectangle){0,0,(tilemap.width+1)*tilemap.tile_size*2, (tilemap.height+1)*tilemap.tile_size*2},
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//(Rectangle){0,0,game_rec.width, game_rec.height},
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(Vector2){0,0}, 0.0f, WHITE
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);
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BeginMode2D(data->camera.cam);
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for (int tile_y = min.y; tile_y < max.y; tile_y++)
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{
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for (int tile_x = min.x; tile_x < max.x; tile_x++)
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{
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int i = tile_x + tile_y * tilemap.width;
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int x = tile_x * TILE_SIZE;
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int y = tile_y * TILE_SIZE;
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//if (!tilemap.tiles[i].moveable)
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//{
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// // Draw water tile
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// Color water_colour = ColorAlpha(RED, 0.2);
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// DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
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//}
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uint8_t tile_sprite_idx = tilemap.tiles[i].tile_type + tilemap.tiles[i].rotation;
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if (data->tile_sprites[tile_sprite_idx] != NULL)
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{
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draw_sprite(data->tile_sprites[tile_sprite_idx], 0, (Vector2){x,y}, 0.0f, false);
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}
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else if (tilemap.tiles[i].tile_type == SOLID_TILE)
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{
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draw_sprite(
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data->solid_tile_sprites, CONNECTIVITY_TILE_MAPPING[tilemap.tiles[i].connectivity],
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(Vector2){x,y}, 0.0f, false
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);
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//sprintf(buffer, "%u", tilemap.tiles[i].connectivity);
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//DrawText(buffer, x + tilemap.tile_size / 2, y + tilemap.tile_size / 2, 12, WHITE);
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}
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else if (tilemap.tiles[i].tile_type == ONEWAY_TILE)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, MAROON);
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}
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else if (tilemap.tiles[i].tile_type == LADDER)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, ORANGE);
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}
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else if (tilemap.tiles[i].tile_type == SPIKES)
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{
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DrawRectangle(
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x + tilemap.tiles[i].offset.x, y + tilemap.tiles[i].offset.y,
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tilemap.tiles[i].size.x, tilemap.tiles[i].size.y, RED
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);
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}
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if (tilemap.tiles[i].wet)
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{
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#define SURFACE_THICKNESS 4
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int up = i - tilemap.width;
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unsigned int bot = i + tilemap.width;
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int right = i + 1;
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int left = i - 1;
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int bot_line = y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP - SURFACE_THICKNESS / 2;
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if (up >= 0 && tilemap.tiles[up].wet)
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{
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DrawLineEx((Vector2){x + TILE_SIZE / 2, y}, (Vector2){x + TILE_SIZE / 2, y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
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}
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if (
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bot <= tilemap.n_tiles
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&& tilemap.tiles[i].water_level == 0
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)
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{
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if (i % tilemap.width != 0 && tilemap.tiles[left].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot-1].solid == SOLID))
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{
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DrawLineEx((Vector2){x, bot_line}, (Vector2){x + TILE_SIZE / 2, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
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}
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if (right % tilemap.width != 0 && tilemap.tiles[right].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot+1].solid == SOLID))
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{
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DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
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}
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}
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}
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if (tilemap.tiles[i].max_water_level < MAX_WATER_LEVEL)
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{
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DrawRectangleLinesEx((Rectangle){x, y, TILE_SIZE, TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5));
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}
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}
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}
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char buffer[64] = {0};
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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@ -315,6 +244,8 @@ static void render_editor_game_scene(Scene_t* scene)
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|| p_ent->position.y > max.y * tilemap.tile_size
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) continue;
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if (data->show_grid)
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{
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Color colour;
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switch(p_ent->m_tag)
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{
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@ -427,6 +358,8 @@ static void render_editor_game_scene(Scene_t* scene)
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};
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DrawRectangleLinesEx(rec, 1.5, PURPLE);
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}
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}
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CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
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if (p_cspr != NULL)
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{
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@ -460,6 +393,89 @@ static void render_editor_game_scene(Scene_t* scene)
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DrawCircleV(p_ent->position, tilemap.tile_size >> 1, (data->coins.current < data->coins.total)? RED : GREEN);
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}
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for (int tile_y = min.y; tile_y < max.y; tile_y++)
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{
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for (int tile_x = min.x; tile_x < max.x; tile_x++)
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{
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int i = tile_x + tile_y * tilemap.width;
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int x = tile_x * TILE_SIZE;
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int y = tile_y * TILE_SIZE;
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//if (!tilemap.tiles[i].moveable)
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//{
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// // Draw water tile
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// Color water_colour = ColorAlpha(RED, 0.2);
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// DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
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//}
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uint8_t tile_sprite_idx = tilemap.tiles[i].tile_type + tilemap.tiles[i].rotation;
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if (data->tile_sprites[tile_sprite_idx] != NULL)
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{
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draw_sprite(data->tile_sprites[tile_sprite_idx], 0, (Vector2){x,y}, 0.0f, false);
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}
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else if (tilemap.tiles[i].tile_type == SOLID_TILE)
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{
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draw_sprite(
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data->solid_tile_sprites, CONNECTIVITY_TILE_MAPPING[tilemap.tiles[i].connectivity],
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(Vector2){x,y}, 0.0f, false
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);
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//sprintf(buffer, "%u", tilemap.tiles[i].connectivity);
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//DrawText(buffer, x + tilemap.tile_size / 2, y + tilemap.tile_size / 2, 12, WHITE);
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}
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else if (tilemap.tiles[i].tile_type == ONEWAY_TILE)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, MAROON);
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}
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else if (tilemap.tiles[i].tile_type == LADDER)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, ORANGE);
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}
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else if (tilemap.tiles[i].tile_type == SPIKES)
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{
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DrawRectangle(
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x + tilemap.tiles[i].offset.x, y + tilemap.tiles[i].offset.y,
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tilemap.tiles[i].size.x, tilemap.tiles[i].size.y, RED
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);
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}
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if (tilemap.tiles[i].wet)
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{
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#define SURFACE_THICKNESS 4
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int up = i - tilemap.width;
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unsigned int bot = i + tilemap.width;
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int right = i + 1;
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int left = i - 1;
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int bot_line = y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP - SURFACE_THICKNESS / 2;
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if (up >= 0 && tilemap.tiles[up].wet)
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{
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DrawLineEx((Vector2){x + TILE_SIZE / 2, y}, (Vector2){x + TILE_SIZE / 2, y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
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}
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if (
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bot <= tilemap.n_tiles
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&& tilemap.tiles[i].water_level == 0
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)
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{
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if (i % tilemap.width != 0 && tilemap.tiles[left].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot-1].solid == SOLID))
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{
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DrawLineEx((Vector2){x, bot_line}, (Vector2){x + TILE_SIZE / 2, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
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}
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if (right % tilemap.width != 0 && tilemap.tiles[right].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot+1].solid == SOLID))
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{
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DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
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}
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}
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}
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if (tilemap.tiles[i].max_water_level < MAX_WATER_LEVEL)
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{
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DrawRectangleLinesEx((Rectangle){x, y, TILE_SIZE, TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5));
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}
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}
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}
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draw_particle_system(&scene->part_sys);
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// Draw water tile
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@ -505,15 +521,15 @@ static void render_editor_game_scene(Scene_t* scene)
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sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
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if (tilemap.tiles[i].solid > 0)
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//if (tilemap.tiles[i].solid > 0)
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{
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DrawText(buffer, x, y, 10, WHITE);
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}
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else
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{
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// Draw water tile
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DrawText(buffer, x, y, 10, BLACK);
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}
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//else
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//{
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// // Draw water tile
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// DrawText(buffer, x, y, 10, BLACK);
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//}
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}
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}
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@ -521,12 +537,12 @@ static void render_editor_game_scene(Scene_t* scene)
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for (size_t i = min.x; i < max.x; ++i)
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{
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int x = (i+1)*TILE_SIZE;
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DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK);
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DrawLine(x, 0, x, tilemap.height * TILE_SIZE, WHITE);
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}
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for (size_t i = min.y; i < max.y;++i)
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{
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int y = (i+1)*TILE_SIZE;
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DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
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DrawLine(0, y, tilemap.width * TILE_SIZE, y, WHITE);
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}
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}
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EndMode2D();
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@ -1043,6 +1059,8 @@ void init_sandbox_scene(LevelScene_t* scene)
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scene->data.tile_sprites[SPIKES + TILE_180ROT] = get_sprite(&scene->scene.engine->assets, "u_spikes");
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scene->data.selected_solid_tilemap = 0;
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scene->data.solid_tile_sprites = get_sprite(&scene->scene.engine->assets, SOLID_TILE_SELECTIONS[0]);
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Texture2D* tex = get_texture(&scene->scene.engine->assets, "bg_tex");
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SetTextureWrap(*tex, TEXTURE_WRAP_REPEAT);
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for (size_t i = 0; i < scene->data.tilemap.width; ++i)
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{
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