{\r
if(player.d == 0){ player.d = 2; }\r
if(bg->tx >= 0 && bg->tx+20 < map.width && player.tx == bg->tx + 10 &&
- !(player.tx+1 == TRIGGX && player.ty == TRIGGY)) //collision detection!\r
+ !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(player.tx+1 == TRIGGX && player.ty == TRIGGY)) //collision detection!\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
player.q++;\r
} else { player.q = 1; player.d = 0; player.tx++; }\r
}\r
- else if(player.tx < map.width && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
+ else if(player.tx < map.width && !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
{\r
if(player.d == 0){ player.d = 4; }\r
if(bg->tx > 0 && bg->tx+20 <= map.width && player.tx == bg->tx + 10 &&
- !(player.tx-1 == TRIGGX && player.ty == TRIGGY)) //collision detection!\r
+ !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(player.tx-1 == TRIGGX && player.ty == TRIGGY)) //collision detection!\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
player.q++;\r
} else { player.q = 1; player.d = 0; player.tx--; }\r
}\r
- else if(player.tx > 1 && !(player.tx-1 == TRIGGX && player.ty == TRIGGY))\r
+ else if(player.tx > 1 && !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(player.tx-1 == TRIGGX && player.ty == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
{\r
if(player.d == 0){ player.d = 3; }\r
if(bg->ty >= 0 && bg->ty+15 < map.height && player.ty == bg->ty + 8 &&
- !(player.tx == TRIGGX && player.ty+1 == TRIGGY)) //collision detection!\r
+ !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(player.tx == TRIGGX && player.ty+1 == TRIGGY)) //collision detection!\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
player.q++;\r
} else { player.q = 1; player.d = 0; player.ty++; }\r
}\r
- else if(player.ty < map.height && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
+ else if(player.ty < map.height && !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
{\r
if(player.d == 0){ player.d = 1; }\r
if(bg->ty > 0 && bg->ty+15 <= map.height && player.ty == bg->ty + 8 &&
- !(player.tx == TRIGGX && player.ty-1 == TRIGGY)) //collision detection!\r
+ !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(player.tx == TRIGGX && player.ty-1 == TRIGGY)) //collision detection!\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
player.q++;\r
} else { player.q = 1; player.d = 0; player.ty--; }\r
}\r
- else if(player.ty > 1 && !(player.tx == TRIGGX && player.ty-1 == TRIGGY))\r
+ else if(player.ty > 1 && !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(player.tx == TRIGGX && player.ty-1 == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
printf("player.tx: %d", player.tx); printf(" player.ty: %d\n", player.ty);\r
printf("player.triggx: %d", player.triggerx); printf(" player.triggy: %d\n", player.triggery);\r
printf("player.hp: %d", player.hp); printf(" player.q: %d", player.q); printf(" player.d: %d\n", player.d);
- printf("tile data value at player pos: %d\n", bg->map->data[(player.tx-1)+(map.width*(player.ty-1))]);\r
+ printf("tile data value at player trigger position: %d\n", bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))]);\r
printf("palette offset: %d\n", paloffset/3);\r
printf("Total used: %zu\n", oldfreemem-GetFreeSize());\r
printf("Total free: %zu\n", GetFreeSize());\r